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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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6565828 No.6565828 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6559050

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Thief, Deus Ex)
https://imgur.com/a/wWS8zXz
-Album of infographics with setup information and user-made content recommendations

Same thing, but in video format:
https://www.youtube.com/watch?v=ietb4JwaaXA [Embed]
https://www.youtube.com/watch?v=CGj4gXyCzg0 [Embed]

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR


Doom RPG series
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4


== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
https://pastebin.com/5sKRiJzS
https://pastebin.com/aiEgdB3K

>> No.6565835

>>6565828
=== NEWS ===

[6-27] The Quake arcade prototype has been finally cracked!
https://github.com/mills5/quakeat-decrypted
(with a playable out of the box version https://mega.nz/file/kOpxkLIQ#Y0xm4uaVdKPuArrS9hh49SQb6Df9YspFIfBboJysPp0 )


[6-25] DBP 24 idgames out
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dbp24_sb

[6-25] LTG followers update and Daina released
https://forum.zdoom.org/viewtopic.php?f=43&t=67163&p=1157431#p1157431

[6-25] There is a Chex GBA port based on GBADoom (Prboom)
http://maomaogames.com/Archive/GBA/index.html

[6-25] BTSX E1 is now on the Bethesda port.
https://twitter.com/esselfortium/status/1276200037425569792

[6-25] PillowBlaster updates some of his mods
https://forum.zdoom.org/viewtopic.php?f=43&t=47494&start=1380#p1157405
https://forum.zdoom.org/viewtopic.php?f=43&t=29915&start=1680#p1157406
https://forum.zdoom.org/viewtopic.php?f=43&t=37066&start=2610#p1157404

[6-23] Randy's Duke 3D port got a Switch release
https://twitter.com/GearboxOfficial/status/1275460726346272768

[6-21] Hearts of Demons - Revenant is now in Beta
https://forum.zdoom.org/viewtopic.php?f=43&t=63173

[6-20] Cold as Hell: less retarded & ammo zapping edition
https://forum.zdoom.org/viewtopic.php?f=43&t=69044&sid=1482ee55c76edd77581e477de47e3677

[6-16] Anon shares a map, '2h Map.wad'
http://www.mediafire.com/file/v5f5u77kc6rv8ci/2h_Map.wad/file

[6-14] Anon shares a map, 'rooms.wad'
http://www.mediafire.com/file/oq3ghzni4m91bdt

[6-14] Xdoom engine, fixes LinuxXDoom features
https://github.com/so-sleepy/Xdoom

[6-10] GZDoom 4.4.1 has been released
https://github.com/coelckers/gzdoom/releases/tag/g4.4.1

[6-10] Satanic Infestation v0.0.5 released
https://www.doomworld.com/forum/topic/113234-satanic-infestation-open-iwad-project-current-version-v005-mapping-contest-being-held/?page=14&tab=comments#comment-2133632
=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6565839

Any Linux doomer has faced/solved this problem?

I'm trying to generate levels on Oblige with Obaddon. Using Oblige alone without addons I can generate full megawads but with the Obaddon addon active I always get the same problem even when generating a single level:

ObFab-Prefabs-7.70.pk3: Script Error: wadfab_load: failed to load VERTEXES lump

There is an issue on github but it has been closed:

https://github.com/caligari87/ObAddon/issues/7

Apparently this works on Windows but not on Linux for some reason

Oblige version 1:7.70-2, the latest avaliable
Obaddon version: downloaded the latest today from Github

>> No.6565841

>>6565835
Is there any video yet of the Quake arcade gameplay?

>> No.6565858

>>6565841
Doesn't look like it, it'll probably be another day or two

>> No.6566027

>>6565841
https://www.youtube.com/watch?v=RTx4JAEzBPQ
https://www.youtube.com/watch?v=dC-1ox671Gs

>> No.6566030

First for Fuck Trannies

>> No.6566039
File: 2.02 MB, 1920x1080, spasm0000.png [View same] [iqdb] [saucenao] [google]
6566039

Been a Doom player for years but I'm about to jump into Quake for the first time. I'm guessing quakespasm is the source port of choice for modern systems. Are there any downsides to using it over others? Does it have the same level of mod support as, for example, gzdoom does for Doom?

>> No.6566041

>>6566039
Quakespasm seems to support mods fine (certainly better than Darkplaces), it's suitable for Arcane Dimensions for instance.

>> No.6566080

>>6565835
https://twitter.com/Simpletonium1/status/1277669591255220224

>> No.6566083
File: 73 KB, 218x225, teeth.png [View same] [iqdb] [saucenao] [google]
6566083

You will know what to do when the time comes.

>> No.6566093

>>6566030
As long as it's with SSG propelled buckshot and not with my penis.

>> No.6566135

>>6566093
Based

>> No.6566137
File: 62 KB, 264x442, Golden hammer.gif [View same] [iqdb] [saucenao] [google]
6566137

>>6564929
If you're talking about the golden hammer theme, then yeah. I'm saving that for the altfire.

>>6565129
I'm not drawing the entire arms for those frames. I fucking hate weapons that block the player's view. I'm getting a lot of people bitching about this so I guess I'll have to extend the arms out a little with the dithering effect. But I'd sooner slam my nuts in a car door before drawing the entire arms and eat up 70% of the screen.

>> No.6566141

>>6566137
Yeah, a dithering at the ends of his arms sounds like a good compromise. I respect you focusing on gameplay visibility over strict visuals.

>> No.6566148
File: 25 KB, 942x370, arms.png [View same] [iqdb] [saucenao] [google]
6566148

>>6566141
I already did that effect, I just didn't extend it far enough.
The shitty thing is I'll need to readjust the animation frames once I make them bigger

>> No.6566149

>>6565839
I have solved my own problem by unpacking the ObAddon.pk3 and repacking it into a .zip with zero compression then renaming the .zip to .pk3
Turns out the issue is Oblige on Linux for some reason not understanding the compression used
So if any anon using Linux wants to try some Oblige+ObAddon levels it works with one little extra step

>> No.6566213

>>6566083

huh

>> No.6566234

>>6566083
thanks based tchernoborg poster

>> No.6566247

Where might one go about pirating Deus Ex? I know it's on sale for about 97 cents, but I don't have any disposable income.

>> No.6566257

>>6566083
I am not putting my dick in that.

>> No.6566259

>>6565167
This works swell for me, thanks anon. I went with the ogg pack though because I'm not dedicating a gigabyte of my hard drive space to Duke Nukem music.

>> No.6566270

>>6566149
I kinda feel like I've wasted my time reading through the github issue >>6565884
This is why generals shouldn't ever be recreated until it is archived.

>> No.6566320

Another update, although it isn't very significant, Xdoom's Low Graphic Detail feature has been fixed, that means that of all features that are accessible to the player, only music doesn't work, sound is producing a subtle but annoying static. The source code is slightly cleaner and easier to read since I have replaced most chars with int8_ts, ints with int32_t, and so on. A bit of the useless code has been stripped, big chunks have been reformatted to make reading a little easier.

I really want to one day be able to change info.c into something easily configurable so the engine itself can be used to create mods instead of relying on the good will of Graf to introduce new features; that would be EXTREMELY PAINFUL I believe, but that can be improved. I am seriously tempted to drift away from the original purpose of the project and introduce fullscreen support, hacking on the engine is really fun when it isn't being a little stubborn bitch.

https://gitlab.com/sosleepy/xdoom

>> No.6566347

Does Yholl post here? I want him to know he’s a cocksucker for making a chaingunner that teleports behinds you.

>> No.6566348

>>6566347
Not really but I'll pass the message onto him. Which I'm sure he'll find very funny. He enjoys making bastard monsters.

>> No.6566404

am I supposed to play build games with autoaim on or is it a matter of personal preference

>> No.6566418

FUCK SAND PETERSON
AND FUCK TRICKS AND TRAPS
YEAH I SAID IT

>> No.6566420

>>6566418
Okay, nerd, do you think that my opinion is gonna change now?

>> No.6566425

>>6566418
I had an easier time with Tricks and Traps than I did the first two stages of Thy Flesh Consumed.
I guess because the map name gave me a warning.

>> No.6566445

>>6566420
>>6566425
i fell off the last ledge twice

>> No.6566447

>>6566445
Ouch.

>> No.6566448

>>6566404
Preference. If you use mouselook you should probably disable autoaim. Except for Shadow Warrior, those damn hornets are impossible to hit without autoaim.

>> No.6566532

When is the appropriate time to save in Doom/Doom2/Plutonia/etc

>> No.6566536

>>6566418
Sandy Peterson is cool, but Tricks and Traps can definitely be a slog sometimes

>> No.6566560
File: 2.89 MB, 257x166, OfficeSpaceofDoom.gif [View same] [iqdb] [saucenao] [google]
6566560

>> No.6566594
File: 302 KB, 720x360, smash some shit.webm [View same] [iqdb] [saucenao] [google]
6566594

Got some hit effects for the hammer now, those bricks will fly out of flying monsters too, which doesn't make a lot of sense but at least it's feedback

>> No.6566596

>>6566594

Looks awesome.

>> No.6566605

I imagine I already know the answer to this but is there a better way to play Witchhaven besides dosbox at this point? Any source port I could use for it?

>> No.6566617

>>6566605
GDX supports it.

>> No.6566618

>>6566594
make acheck so that they don't fly towards you, or force them to fly at angles that are away from you - IMO would look better

>> No.6566620
File: 3 KB, 198x126, file.png [View same] [iqdb] [saucenao] [google]
6566620

>Daina follower released
nice

>> No.6566623

>>6566618
The bricks? Never really done anything like that and I'm not sure how much of a pain in the ass it is to pull something off like that in Zandronum.

>> No.6566631

>>6566594
When projectile spawns, make player the target, check flight angle against player's view angle, if the difference between the two is less than certain ammount - continue as normal, if it's more - remove brick.

Pretty sure you can just spawn them with the necessary angles (playre view angle + random withing +-80degrees from the get go.)

>> No.6566636

>>6566247
gog-games.com

>> No.6566701
File: 26 KB, 500x500, deletthis.png [View same] [iqdb] [saucenao] [google]
6566701

>>6566636

>> No.6566716

>>6566234
C̵̱̞̩̈́̐̏̈̔̑͝ỏ̵͓͆͂͗͊͐̓͘͝n̵̨̹̜̠͉͙͕̜̰̣͇̺̈̈s̵̗̾́í̴͚͙̯̻͕͓̮̯͐̋̋̉̿͘̕ḑ̸̛̦̱̯̹̭̯̺̓̀͒̒͗̂̈́̑̿̈́̾̓͊̑e̸̢̾̃́̈́̀́̑̌͌̎̆͘͝r̸̳̘̰̞̃̆̈ ̷̻̟̤͓̟͕̭͒m̷̺͈͓̪̠͈̩̪͇̒̆̀͑͛͘̚y̶̬͖̘̱̘̮͎͎̔̏̒̓̾̌̇̽̆̈͆͋̀͠ ̵̩̻̼̟̼̖̺̺̯͉̣̤̖͇͊͒̓̍͜ṕ̶̡̛̩̯̘͎͍̝̭̈́̉̐͛̆͗͗̈́̕͠ͅͅͅọ̷̧̥̱̤͓̺͎̌͗̏͊̆̀͝w̸̧̢̻͚͐̉̌̑̿͂͗͘ȇ̴̖̬̬̤̻͕̝̔́͌̆̐̈́͂͜r̸̼̝̹̥̖͈̦̮̭̼̽̀͗͑͌͋͊̈̏͑̐̚͠͝.̸̧̨̈́͂́̿̇̓͛̒̂̄͘͘͝.̵̫̗͍͉͓̜̮̞̩̭̫̠͛̈́̓͂̚͝͝͝.̸̢͗̿ ̵̱̞̐̑̿̇̓ï̸͈̠̞̬̪̠̪̺͕͍̰͈̇̾n̸̢͓͖̙̞̼̞̦͖̯͉̳̺̈́͐̓̍̓͝ͅ ̶͔͖̑̈̊̀͆̽͂͑͛̃̚͘ͅă̶̢̛̜̤̱͓͖̹̘͌͋̈́̽̑̽͛̆̉͒͂̚ ̴̢̜̰̫͔̬͉̩̼̮͈̖̼͔́̂̓̕͜h̸̢͈͉͓̪̼̘̱̟͛̆̽͐̄̂́͋̉̍͆̀͘̚͠õ̶̺̗̟̜̺̹̙̖̬͘͜l̴͈̫̫͕̯̩͎̬̝͈̼̳̞͛ͅl̸̢̺̦̤̩̙̪̙̃̆́͊̉͝͝ͅö̴̧̦̹̝̝͇̳̘̠̟́̈́̽̐̀͝͝͝͝͝ẁ̸̰͉͉̠͔̣̰͚̗͑̎̿̓̕̕ ̴̢̢̢̞̬͔̺͔̱̼̉̍̄̄͌̽͛͂̈́̐̌͝g̵͉̥͎̠̯̤̈̓̏̕͠r̴͎̙͈̖͖̈̌́͂ͅȧ̷̧̢̪͓͖̞̳̥͈̺̝̜̮̏͌̏̒͑͂̍v̵͈̝͎̭̠͙̭̥̳̍̓̆̎̕͘͜ě̵̫̣̬̱͕̔̈̓͋͌̋̍̀.̶̱̮̀̍͘

>> No.6566737
File: 4 KB, 80x82, fanfan.gif [View same] [iqdb] [saucenao] [google]
6566737

>>6566620

>> No.6566783

>>6566532
I usually like to save when I've found a key or reached a locked door after obtaining a key. I never save mid-combat.

>> No.6566786

>>6566737
LTG is one of those mods that would REALLY benefit from x2 or even x3 times sprite resolution without any drawbacks.

>> No.6566791

>>6566620
is this porn

asking for my dick

>> No.6566794

>>6566791
you may fap to it
I permit.

>> No.6566852

I'm glad that even though Boom compatible maps allow for up to 6 keys in a single level, that most mappers generally stick to using only up to 3 like in vanilla.

>> No.6566873
File: 74 KB, 680x510, Absolutely.jpg [View same] [iqdb] [saucenao] [google]
6566873

>>6566027
thanks!

>> No.6566917
File: 36 KB, 640x188, image.png [View same] [iqdb] [saucenao] [google]
6566917

In gzdoom How to make show only one line of messages?

>> No.6566996

>>6566917
con_notifylines cvar

>> No.6567050

>>6566594
Looks fucking good, man.

>> No.6567112

>>6566594
That's incredible

>> No.6567114

>>6566418
Tricks & Traps is one of my favorite Doom 2 maps.

>> No.6567146

>>6566247
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

>> No.6567165

>>6567146
>Drakan
>NOLF
>Undying

A man of culture I see

>> No.6567203
File: 43 KB, 820x820, 1591052951479.jpg [View same] [iqdb] [saucenao] [google]
6567203

>>6567146
Well, don't mind if I do!

>> No.6567219
File: 392 KB, 640x478, integrity.png [View same] [iqdb] [saucenao] [google]
6567219

>>6567146

>> No.6567274
File: 572 KB, 1355x751, z.png [View same] [iqdb] [saucenao] [google]
6567274

Anyone bored want to try my weird map and or help me?

How the hell do I make these mancubi pillars move faster????
doom format

http://www.mediafire.com/file/xsigqnzygm0qgs6/blindwound.wad/file


Btw thanks for answering my noob questions this passed week or so regarding mapping. You guys alone helped me make this (basically my first map).

I posted this in doomworld and I now know:


1.ALL the doors are fucked on some ports (so play this with zandronum/gzdoom/zdoom). It's also pretty dark and definitely looks better with opengl IMO. Also the PE right at the beginning doesn't work correctly on some other ports.


2. Not to make secrets mandatory (the beginning two)
3.fix the BFG(and non-linear route) secret. Some ports you get stuck and can't hop down onto it? You should be able to just walk up and drop without even a running start. I can in Zandronum anyway..
PS: pls don't tell the doomworlders I lurk on 4chan and am therefore a nazi. My e-reputation would be tarnished.

>> No.6567279

Hey excuse me >>6561612 for not responding in the last thread but I had to ask concerning having an intro cutscene in the menu like Treasure Tech has in their wad. Is there any point where ACS makes either the video and/or the music loop? I was planning, if I was that crazy, to have it be a video then leave it looping on a flat picture with the music also looping but I assume the cutscene and menu itself would have the same audio track which would also loop and I was planning on having the first watching be the audio which leads into title music then have the image stay with the title music itself looping. Is there anyway to make this possible or do both the starting video and flat screen have to loop with the audio track?

>> No.6567286

>>6567274
Ok, so I started the level in GZ Doom like you suggested and what the fuck is going on with the door to the right? Why doe its sides have walk-on trigger? Walk-on trigger without tag, even.

>> No.6567296

>>6567274
>1.ALL the doors are fucked on some ports (so play this with zandronum/gzdoom/zdoom). It's also pretty dark and definitely looks better with opengl IMO.
You really need link an action to the sector in question with tags. Like, GzDoom lets you just slap a door or elevator function right on the surface of the sector that is the door or elevator, and it'll just work, but if you do that and try to run it in Vanilla Doom, then the entire level becomes a door/elevator and the game crashes.

>> No.6567304

>>6567274
Ok, so I ran out of willingness to play fairly, ammo and eventually will to live so I didn't finish. Some inventive looks but not everything works. I don't believe pillars can move up and down any faster, to answer you question.

>> No.6567308

>>6567286
>>6567274

You have to rework the mandatory secret things, many people will not know how to open the door to the right.

>> No.6567354
File: 2.88 MB, 536x400, 2020-07-02 14-33-55.webm [View same] [iqdb] [saucenao] [google]
6567354

Finished the geometry, I guess. Except for the area behind the blue door. None of my grand ideas worked out, so it's a small level, but I'm already arranging some fun encounters.

>> No.6567364

>>6567146
Oh sweet you got max payne in there

I wonder if you or someone will add tomb raider 1 and 3?

>> No.6567370 [DELETED] 

Why are so many trannies in the Doom community? Does killing demons attract female spirit?

>> No.6567371

>>6567146

>Drakan

My nigga I must have played the demo and fapped to fit not fantasy lara croft a thousand times.

Great idea for a game that needs to be remade.

>> No.6567376

>>6567370
I dont think its only in Doom. You see artists can be fuckedheads and narcissistic in other places. Let the children play anon.

There is a famous poem in my native tongue.

The poet is a faker
Who's so good at his act
He even fakes the pain
Of pain he feels in fact.

>> No.6567409

>>6567370
Be loud and obnoxious. It will make your numbers appear larger. It is a common subversion technique. Look at hipsters for example. If you look at social media, you will think that these fuckers are what the "normal" is. The idea is to distort your worldview. To quote St. Anthony the Great -

>A time is coming when men will go mad, and when they see someone who is not mad, they will attack him, saying, "You are mad; you are not like us."

>> No.6567416

>>6567409
Mimetic theory is actually absolutely right. Fuck.

>> No.6567439

>>6567370
vocal minority, very, very vocal minority, combined with basically living on the internet

>> No.6567448
File: 171 KB, 1024x768, 1489330683109.jpg [View same] [iqdb] [saucenao] [google]
6567448

>>6567439
It also really makes any group of people that does that shit look bad. It's kind of ironic how people of any demographic will just go on and on about how proud they are of being whatever demographic they are, when in reality there's literally nothing to be proud or ashamed of to begin with, and that most people in said demographic probably don't care to begin with.

I mean I'm literally autistic and I don't give a single fuck about the fact one way or the other, aside from the struggles and difficulties that comes with it, not to be overtly dramatic about it.

>> No.6567453

https://youtu.be/yh48FPXKuNM

Duke Nuked 64 is being ported to PC

>> No.6567483

>>6567453
I'd really like more if someone tried to combine best of both worlds.

>> No.6567490

>>6567286
It opens up when you walk into a "secret" in the room beforehand. I guess it should just be a wall that opens or something instead of a door? Yeah like I said in my OP the mandatory secret thing was a mistake. Most people seem really peeved by it

>>6567304


Well that really blows. Everything else I can fix easily. That sucks you ran out of willingness. Is it too hard? Just not fun? Too strange? Just too broken right now? I was worried it would just be tedious rather than fun even as I was making it . I spent a big chunk of the time testing it over and over with zandronum on UV and it worked flawlessly. I assumed it would JUST WORK in most ports. Making sure the fights are fair but challenging. I tried to make it so you get just enough ammo to accomplish it all yet not feel like you have so much so you just spam it willy nilly.. And I tried to make the other secrets interesting and a boon rather than mandatory. example: one open up the route making it non-linear.

Would I have been able to speed them up if this was done in something other than doom format, like UDMF or hexen? Would it be built into the builder or would I need ACS or something to do it?

>>6567296
I really do. thx for playing it guys.

>> No.6567492

>>6567483
Saving the girls, and the cool weapons right?

Yeah.

>> No.6567496

>>6567492
The explosions too. I love how they look in Douk 64

>> No.6567502
File: 41 KB, 800x600, 20_1.jpg [View same] [iqdb] [saucenao] [google]
6567502

>>6567496
I hate 3d polygon explosions. But maybe we could switch between both.

>> No.6567536

Anyone willing to play my map and give feedback? It's only my fourth map but I feel like this one's good enough to at least get some criticism on. I didn't know where else to upload the file so it's here under MAP03 https://www.smwcentral.net/?p=files&u=41930

>> No.6567546

>>6567536
I'll give it a shot

>> No.6567562

>>6567536
Before I died, I appreciated good use of verticality and zombie hordes were fun to blow up. I will try to not die later.

>> No.6567567

Other than KDIZD, what wads were responsible for ending the ultra detailed Zdoom mapping era?

>> No.6567568

>>6567567
What is being "Ultra-detailed" confer? I wasn't there at the time.

>> No.6567583

>>6567567
tormentor667's work

>> No.6567606

>>6567536
I just realized there's a required teleporter that's a little esoteric so here's a video for help if needed https://youtu.be/8-s-r-UgUSM

>> No.6567618

>>6567583
>tormentor667
Now this reminds me I haven't seen him do anything in a while. How many years has hpack been in development? I think 11 or 12 years by now? It's getting the mordeth award for sure if it ever gets released.

>> No.6567630

>>6567492
I said this in the last thread I think, but I think it'd be neat to work that in as a mechanic, maybe also integrating a points system (thus getting points for saving babes, and the more you save the more points at the end of a level), and spawning in more enemies than you'd get for killing a babe. Specifically for the latter, it'd be more interesting cus if you saved a babe you'd think the aliens would get so pissed off at you (more so than killing a babe) that they'd send in more troops to take you down and maybe get back said babe in the process.

>> No.6567637
File: 337 KB, 680x680, 1576809854031.png [View same] [iqdb] [saucenao] [google]
6567637

>>6567606
>Nazi Bunker
>not a single Wolfenstein enemy
Kind of a missed opportunity there

>> No.6567638

>>6567630
Oh yeah.
Maybe if somebody does something big in build again one day. Dont count on it.
I mean saving babes and even implied fucking them in mass in the end is already on other duke games.

Enemies getting harder or more pissed off for every girl saved, or even using the better girls as secrets would be cool.

We had vanilla Ion Fury and that's it on the tombstone.

>> No.6567646

>>6567536
The exit door seems redundant (Nothing behind it but bars) and also I don't think exit door is supposed to be 128 units wide - or at least it should be centred, no?

>> No.6567652
File: 978 KB, 1815x1059, file.png [View same] [iqdb] [saucenao] [google]
6567652

>>6567536
Missing texture right here

>> No.6567661

>>6566783
I'm like that, too. Just wondering if there was a consensus.
If it's a harder stage I'll also save between fights. I usually like if it's pretty obvious that nothing is trying to kill me.
First three episodes of Doom 1 though, I'd just save between stages so I wouldn't have to pistol start.

>> No.6567671

>>6567146
Goddamn. Much obliged, anon.

>> No.6567696

>>6567536
good map overall
the punishment for picking plasmagun is a bit excessive though

>> No.6567740

>>6567618
He's not getting any awards, they already tried to cancel him earlier this year. Did you miss that?

>> No.6567749
File: 593 KB, 1256x540, revrpg.png [View same] [iqdb] [saucenao] [google]
6567749

the doom eternal retro revenant skin has some homages to doom rpg, which in itself is surprising but a shame the rpg games may never be officially brought back
also weird that the "retro" podium has tilted/curved blocks that don't respect how walls/sectors/floors work in the engine

>> No.6567753

>>6567453
>>6567483
There has to be a mod where you can "use" the kidnapped chicks in 3D and see them vanish like they've been rescued. It doesn't seem like it would be all that hard compared to other bigger mods.
Maybe even make it take a second or two so you can't just save them all in the middle of a gunfight.

>> No.6567757
File: 144 KB, 652x276, file.png [View same] [iqdb] [saucenao] [google]
6567757

>>6567749
I was wondering where those colors came from, I thought they were just there to be filler.
They got them wrong, though.

>> No.6567839

>>6567749
>also weird that the “retro” podium has tilted/curved blocks that don’t respect how walls/sectors/floors work in the engine
>>6567757
>They got them wrong, though.
nu-id tried doing a reference but botched it? I don’t believe you.

>> No.6567884

>>6567753
>There has to be a mod where you can "use" the kidnapped chicks in 3D
hDuke?

>> No.6567927
File: 10 KB, 218x238, 12991695.jpg [View same] [iqdb] [saucenao] [google]
6567927

>>6567370
please dont remind me of that actual, factual tranny on dw
it makes me want to vomit

>> No.6567971

>>6567637
I got the dead snow possessed nazi vibe from it. Having actual nazis would be too lewd. Too soon.

>> No.6567974

Playthrough video of map09 of 300 minutes of /vr/ is up. A great, nonlinear lever. Unfortunately, I wasn't feeling well when recording it.
https://www.youtube.com/watch?v=L7xo8aSDgTw

>> No.6568024

>>6567567
Stronghold

>> No.6568128

Random idea: put barrels next to hidden Commander Keens to make you blow up all barrels and open a secret door. Kinda like Doom 64.

>> No.6568137

>>6568128
Would probably be tough to get just right.

>> No.6568138

Reminder
>>6568093

>> No.6568141

>>6568137
It's trivial to have keen placed right above the barrel under fake ceiling. Infinitely tall explosions will do the rest. Problem is its corpse. I suppose removing death sprite would fix that.

>> No.6568146

>>6568141
I didn't think about a false ceiling. I was imagining it in a hole next to the barrel.

>> No.6568147

what difficulty is best for a first playthrough of blood?
heard the hardest difficulty is a bit much but I usually pick hard or hardest in fps
also is save states cheating?

>> No.6568152

>>6568146
Haven't yet figured out how to keep it from being directly shootable.

Coming soon: Barrel of No Fun.

>> No.6568165

>nu /vr/ unironically thinks half life is good
what happened?

>> No.6568176

>>6567146
Thanks a bunch. Didn't even need to open up qbittorrent.

>> No.6568203

>>6568147
medium ("lightly broiled") is a good start
>also is save states cheating?
are you a consolefag? theyre not "save states". quick saving has always been a part of these games. its up to your discretion how frequently to use them.

>> No.6568223
File: 39 KB, 1212x1160, MAP29_map.png [View same] [iqdb] [saucenao] [google]
6568223

>waaaaaaaaa plutonia is so haaaaaard

>> No.6568245

>>6568223
YES!

>> No.6568262

>>6568223
It's pretty hard, there's harder though.
Would never dream to call The Living End harder than anything in Plutonia though.

>> No.6568272

>>6568223
The Living End is a good map but it is in no way comparable to Plutonia's hardest, the only difficult parts I can think of would be the starting area and the three walkways.

>> No.6568295

>>6568223
>looked at map
>thought it was mocking plutonia with a plutonia map being easy
>was Doom II all along
fuck

>> No.6568305

>>6568272
The walkways are really only a big deal if you're trying to do a speedrun, then they're an incredible bitch. Otherwise if you take your time with them they're not bad.

>> No.6568419
File: 77 KB, 1212x1160, 1593733749250.png [View same] [iqdb] [saucenao] [google]
6568419

>>6568223
This is the only "hard" part, everything else in that map is easy.

>> No.6568447

>>6567884
Nah, basically just the chick rescuing feature in 64. If I remember right you'd run up and hit the use button to get them out of the pods.

>> No.6568546

>>6567409
I'm glad more and more people are coming to realize just how few these fuckfaces are.

>> No.6568558

>>6568147
Try Well Done. If you can't handle it and don't want to work to get good enough to handle it, then roll back to Lightly Broiled. Extra Crispy is fucking madness. As a general rule the highest difficulty levels of Doom or Build engine games are usually the second highest difficulty, but with respawning/reviving enemies, or are at least just fucking overwhelming. One notable exception is Shadow Warrior. Still really hard at hardest, but none of that resurrection shit.

>> No.6568562

>>6568262
This. Plutonia's a real motherfucker. At least the maps are short, though.

>> No.6568568

>>6568558
Heretic and Hexen handle it well too. The faster projectiles and higher ammo yields do a lot to make the games more interesting.

>> No.6568579

>>6568147
imo lightly broiled is the perfect difficulty, be it for a 1st playthrough or replaying the game for the nth time, the game just feels right

>> No.6568646

>>6568147
No, quicksaving isn't cheating, but there is a point where the game gets less fun the more you use it. Basic practice is to never quicksave during a fight. Only before or after one.

>> No.6568670
File: 27 KB, 320x240, Screenshot_Doom_20200702_205737.png [View same] [iqdb] [saucenao] [google]
6568670

THIS FUCKING MAP

>> No.6568704
File: 43 KB, 300x300, 1584488971738.gif [View same] [iqdb] [saucenao] [google]
6568704

>>6565828
WHAT ARE SOME WADS WITH CUTE GRILLS THAT AREN'T HDOOM OR LTG?

>> No.6568728
File: 65 KB, 277x277, 1485248220480.png [View same] [iqdb] [saucenao] [google]
6568728

>>6568704
demonsteele probably
that one touhou monster randomizer
then there was this one wad where you basicly had an escort mission every map with a waifu that had half her top torn off

>> No.6568842
File: 957 KB, 1280x720, file.png [View same] [iqdb] [saucenao] [google]
6568842

I can't seem to find fucking HDOOM anywhere since tumblr's gone to shit and everybody vacated it. Anybody have a link?

>> No.6568868

>>6568842
https://hdoomguy.newgrounds.com/

>> No.6568873

>>6568868
Christ, thank you. Didn't think to go look in the halls of the ancients. Literally haven't been to newgrounds in years.

>> No.6568940

>>6568873
>playing immoral games
>taking in vain the name of christ
someone is going straight to episode 3

>> No.6568941

>>6568940
I've completely destroyed hell. No idea where bad people are gonna go when they die.

>> No.6569140

>>6568223
>The map where the Cyberdemon fight is entirely skippable because Romero couldn't be bothered to to block the exit.
>harder than Plutonia

>> No.6569291

>>6569140
The Cyberdemon should have been moved to the top on Ultra-Violence so the player had to watch it all the time to dodge its rockets.

>> No.6569302
File: 47 KB, 750x470, A219C7ED39DD8344BCA850793B221B08EA828CCB[1].jpg [View same] [iqdb] [saucenao] [google]
6569302

>>6567753
I had played the 64 port of Duke before the PC version, so when I finally got around to playing the original I ended up sitting in front of the first captive babe for a few minutes trying to collect her, not understanding what I was doing wrong.

>> No.6569336

>>6569302
The girls on PC have higher standards. They don't just go with any guy.

>> No.6569360

>>6565828
Brutal Doom is fun
deal with it

>> No.6569365

>>6569360
No it's not.

>> No.6569439
File: 688 B, 76x11, M_ADAPT.png [View same] [iqdb] [saucenao] [google]
6569439

How does the Adaptive difficulty work in DRLA? Do the the stronger enemies slowly become more common over time as the weaker enemies become less so, or is it like Project Brutality where it changes difficulty setting from Standard, to Nightmare, to Technophobia, and ending on Armageddon?

>> No.6569512

So many new features were added to Dewm during the years, yet they can't add swing doors or other cool stuff like rotate rise bridges.

>> No.6569515

>>6569512
do you even polyobjects bro

>> No.6569535

>>6569512
Swinging doors can be done with polyobjects, however
>>6569515
Polyobjects are pretty limited at what they can do. They can only rotate along Z and move along X and Y, and they don't even have anything on top of them, so you can't replicate, say, those giant rotating gears from sewers in Duke3D. Though GZDoom supports 3D models, which in conjunction with invisible walls and such can cover up for said deficiencies.

>> No.6569536

>>6569535
Oh, so you can't use a polyobject as a moving platform, in other words?

>> No.6569545

>>6569536
yes
only works 'properly' when its from floor to ceiling

>> No.6569592

>>6569545
you can use line portals on polyobjects to create moving 3D floors

>> No.6569604

>>6569512
>>6569535
If you're using gzdoom?

The easy way:
You're going to have to use a 3d model and interpolate the movements that you want to achieve that effect.

The other way:
either that or have god tier sector portal wizardy powers

>> No.6569646

>>6569592
wouldn't things move with the sector?
eg. you shoot a rocket over it while its moving, the rocket starts going sideways when its in the sector

>> No.6569670

Is there the equivalent of Nquake for Quake II? I am getting tired of Doom's bullshit.

>> No.6569696

>>6569646
hm, yeah
I want to say there was some other trick you could do to avoid that issue, but I don't remember what it would be

>> No.6569761
File: 52 KB, 320x200, Robit.png [View same] [iqdb] [saucenao] [google]
6569761

>>6565835
Demo for Iron Assault is released.
https://forum.zdoom.org/viewtopic.php?f=19&t=68096

>> No.6569783

>>6569761
Holy shit this looks fucking awesome.

Fuck mech5.

>> No.6569801
File: 1.26 MB, 532x400, UFO.webm [View same] [iqdb] [saucenao] [google]
6569801

This is kinda dumb. But amusing.

>> No.6569841
File: 1.17 MB, 800x450, ceiling outta nowhere.webm [View same] [iqdb] [saucenao] [google]
6569841

>>6569801

>> No.6569847

>>6569535
Polyobjects can have finite height. But they cant have a textured floor.

>> No.6569865

>>6567749
I really like the idea of groups of rotating challenges that let you unlock skins and other fun stuff. What sucks is that as Eternal only has so many maps you end up having to replay the same ones over and over again until you can finally complete the challenges and unlock all the stuff. I wish that Doom 2 had a mod like that which could be tons of fun on top of the endless content the game has.

>> No.6569868
File: 2.88 MB, 532x402, democube.webm [View same] [iqdb] [saucenao] [google]
6569868

Slightly more aesthetic version of UFO. False floor was a mistake though.

>> No.6569891

>>6567502
>I hate 3d polygon explosions
They can be done really well. PSX FF games do them quite well in the battles. PC FPS's should've taken note.

>> No.6569913
File: 1.80 MB, 528x402, 2020-07-03 22-05-50.webm [View same] [iqdb] [saucenao] [google]
6569913

Dumb skybox saga continues. This is absolutely not viable in playable area but maybe can be used as background in unreachable location.

>> No.6569951

>>6569604
Nah, Doom should add all the relevant Build features from rotating sectors to flying/swimming properly. While Build is an inferior engine in terms of modability, it still has superior features which would make Doom better.

Yeah, those alternative door types and sounds could give more perspective to Doom, especially the city levels. Imagine skillsaw's maps with all those fuckery added.

>> No.6569984
File: 650 KB, 901x748, Безымянный.png [View same] [iqdb] [saucenao] [google]
6569984

>>6569891
Dang, I really need to come up with an good, simple explosion for my low-poly Doom-related project. I've stumbled across picrelated recentrlym but I'm not sure if it will translate into animation well. Something like spheres rising up while changing textures from white to fire to smoke?

>> No.6569992 [SPOILER] 
File: 228 KB, 500x640, 1593805961638.gif [View same] [iqdb] [saucenao] [google]
6569992

>>6569984
I miss Advance Wars. Fuck all that Fire Emblem shit.

>> No.6569994

>>6569891
I still dislike them in comparison, I know they can look decent, they looked great in panzer dragoon games.

>> No.6570009

>>6569994
Fair enough. I like them a lot, but it mostly depends on how well the engine handles transparency. If they're opaque they usually look a bit shit.

>> No.6570013 [DELETED] 
File: 46 KB, 598x534, file.png [View same] [iqdb] [saucenao] [google]
6570013

>John Carmack equating cancel culture with chingchong communism
The twitter fags are losing their shit obviously. Why is he so magnificently based?

>> No.6570018
File: 361 KB, 709x723, [sound=https%3A%2F%2Fa.pomf.cat%2Fpjgfrv.mp3] plutonia.gif [View same] [iqdb] [saucenao] [google]
6570018

>>6570013
>>>/v/

>> No.6570019

>>6570013
It doesn't even take a genius to see those parallels, it's more that he never cared about societal etiquette and would just say what he felt was necessary or suitable, regardless of what people felt about it.
This should probably be taken elsewhere though.

>> No.6570021
File: 81 KB, 314x255, metal-slug-explosion-gif-12.gif [View same] [iqdb] [saucenao] [google]
6570021

>>6569984
Have the spheres expand, and the model animated so they start white-yellow like one the tank is shooting, but then black "smoke" overtakes the orange part (like ones on heli), and then the texture goes transparent from bottom to top, making smoke "evaporate".

I think I've seen something like this in a game, and it looked alright. I described it as best I could.

Should have similar dynamics to Metal Slug explosions

>> No.6570023

>>6570018
>implying /v/ even knows who John Carmack is

>> No.6570024
File: 178 KB, 1024x768, arwop.jpg [View same] [iqdb] [saucenao] [google]
6570024

Is the duke nukem3d on steam any good? I want to play duke the right way and the GOG one has been deleted. They say the steam version doesn't have all the expansions and the port sucks. Where should I get it and what port is best?
Thanks

>> No.6570025

>>6570019
Yeah I wasn't planning on bringing any lenghty conversation about it. Just thought it was great. Carmack has always been firmly rooted in hard logic, and I'm glad that hasn't changed a bit after all these years.

>> No.6570027

>>6570024
>should I give my money away with full knowledge that they would go not to original developers but to a scamming pedo scumbag

>> No.6570029

PROTIP:
Use GLBoom's "Shaders" sector light mode to replicate the look of software rendering.

>> No.6570030

>>6570023
doesn't matter, this is no place for twitter screencaps
nobody gives a shit

>> No.6570032

>>6570027
that's why Im asking here champ, I guess steam version is out of question

>> No.6570034

>>6570013
Because he's logical and literally looks down on people who aren't. Probably even considers them buggy. Hes a programmer to the core.

>> No.6570039

>>6570021
I've been thinking about spawning several overlapping spheres that pop up almost immediately, then they gradually turn into smoke texture from top to bottom while raising upwards and becoming smaller. Probably they should become transparent from bottom to top as well at that point.

>> No.6570040

>>6570032
there IS no other version availabe
queerbox pulled literally every other duke game from every store
20th anniversary world tour is the only one you can get

>> No.6570041

>>6570013
I should use this opportunity to remind us that id was screwed by would-be tranny in the past, and American McGee was directly screwed by tranny in particular.

>> No.6570043

>>6570039
>from top to bottom
vice versa, I mean

>> No.6570047

>>6570041
We talking about Burger Bill?

>> No.6570049

>>6570041
>id was screwed by would-be tranny in the past
???

>> No.6570050

>>6570024
Read the OP, fag. Only buy the Steam version if you want the new World Tour episode and a shitty source that is inferior to the fan-made ports. Otherwise, fuck Randy.

>> No.6570053

>>6570013
Jk Rowling Transphobe?

Did they finally turned cannibalistic on that shitty teacher.

>> No.6570056

>>6570024
https://www.zoom-platform.com/#store-duke-nukem-3d-atomic-edition
These guys still sell the atomic edition, due to a distribution deal they made with 3DR back in the day. Only place you can still get it legally without giving bitchford your money.

>> No.6570058

>>6570024
https://www.youtube.com/watch?v=saBofQKJQYI

>> No.6570059

>>6570050
source port*

>> No.6570060

>>6570056
This might sound controversial but I really like the lighting in world tour.

>> No.6570061

>>6570053
In short, yes. Feminists (who believe in female superiority) and trannies (who believe that all genders are worthless, including female) are diametrically opposed so this kind of thing was inevitable.
Talk about it elsewhere though.

>> No.6570064

>>6570047
That's Burger Becky to you, filthy transphobe.

>>6570049
id outsourced porting of Wolf3D to SNES to some greasy dude who kept store-bought burgers in his table. He failed to deliver, so Carmack had to do it himself to not breach the contract with Nintendo. And later on Bill chopped off his peepee.

>> No.6570067

the second episode of quake is the worst of them isnt it?>

>> No.6570069

>>6570064
I make a habit not to trust the word of a guy who leaves burgers in a desk drawer to nibble on for months.

>> No.6570071

>>6570067
They kinda blended all together in my memory at this point, what so bad about it?

>> No.6570076

>>6570069
Poor guy.

Serious what a fucking hard existence.

>> No.6570081

>>6566039
>Are there any downsides to using it over others?
Not really, it's the best out of all source ports. Barebones in terms of features but it can run any mod without hassle so there's that.

>> No.6570089

>>6570076
Clearly has some serious autism. Sad shit.

>> No.6570090

>>6570071
mostly this stupid gimmicky airtube level

>> No.6570093

>>6570069
dont they go bad?

>> No.6570098

>>6570093
Yes. I may have been exaggerating with the "months" bit. Still he'd leave a burger in his drawer for like days on end and just pull it out and take a little bite.

>> No.6570101

>>6566039
DarkPlaces is GZDoom of Quake ports. Not very accurate, but best for modding. Technically it's not even a Quake engine, but rather new engine that is backwards compatible with Quake maps and definitions.
Games on it may be commercially sold.
There are some mods that are made specifically for it, and it has some features specifially for modding.
However there is no point in using it if you aren't playing mods designed sepcifically for it.

QuakeSpasm, (or rather QuakeSpasm Spiked) is prBoom of Quake ports. It runs really well, and 95% of the map packs are made with it in mind. Use it if you aren't playing any mods designed specifically for DarkPlaces.

>> No.6570104

>>6570098
it goes bad after like 4 hours out of refrigeration by the time days have passed it already had a fly lay eggs in it

>> No.6570106

What would have happened if id soft never made an fps and instead catacomb 3D, wolfenstein and doom had been top-down shooters like the original two catacombs?

>> No.6570115

>>6570104
>it already had a fly lay eggs in it
more protein

>> No.6570116

>>6569992
Absolutely YES.
Wargroove on steam looks like a clone, idk.

>> No.6570118

>>6570115
Probably why he doesn't pass.

>> No.6570120

>>6570115
>>6570118
ok im going to go puke now

>> No.6570123

Is it possible to run Duke Nukem World Tour's contents in eduk32?

>> No.6570125

>>6570106
FPS popularity explosion would've been delayed for 4-5 years
Overall less people getting into PC gaming in the early-mid 90's
Therefore PC gaming culture developing at a slower pace - Doom REALLY moved PCs forward as a gaming platform in the 93-96 period.
In the end PCs now would've been less powerful, and basically on par with consoles.

>> No.6570127

>>6570123
buildGDX

>> No.6570136

>>6570125
Doom had a part for sure but other games as well.

However it might have not created that incredible spurt of creativity from 97 all the way to Deus Ex where consoles were stuck in 32bit hellhole.

As we all know money spoke louder in shitty consoles, and we had those terrible almost 15 years of shit.

>> No.6570140

>>6570106
>>6570125
>FPS popularity explosion would've been delayed for 4-5 years
First person gaming would be closely associated with RPGs by that time. FPS would be a niche genre if it even did take off.

>> No.6570161

>>6570125
FPS would have never really taken off i dont think at least not the way it had as far as i know even half life only exists cause carmack handed gabe and someone else the quake engine source and told them to form a company or something like that

>> No.6570163

>>6570140
>>6570136
>>6570161
FPS would have definitely take off after a few years due to it having very good instant gratification factor that action platformers have, and unlike platformers they are a thought to be a form of games for more mature audience and tus would've been thought after by more people (kids too since they often strive for mature media in effort to feel more mature themselves)
It would have just happened later in time when someone else struck the balance between accessibility and action
Also since rise of PC gaming popularity wouldve been delayed, many devs who made games for PC at the time would've made them for consoles instead, and those games surely would've been different.

>> No.6570173
File: 6 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
6570173

I recorded a UV-Max demo of skillsaw's Lunatic. This PWAD is really fun (and short) so I'm surprised no one else has recorded one
> https://youtu.be/gLjFqdcWN6k

>> No.6570175

>>6569865
i wonder how much of the content in eternal will even be preserved and not lost, considering the game's ironic title and the series' longevity
if a game doesn't die, it's just portions of it that do

>> No.6570176

Does anybody have Quake 64 Ultra? the links on quakeone.com are dead

>> No.6570181

>>6570163
What I really meant was that those years in retrospect were an anomaly. A real anomaly. And not only Doom, city builders, civilisation, rpgs, rtses etc.

The consoles soon grabbed the market again. And not to shit on them there were some good games ( RE4 and others), but the devs trying to turn venerable pc games into console games fucked everything, from fps to rpgs.

You cant really compare Torment or Baldurs Gate 2 to Kotor or Jade Empire no matter how fun Kotor was. Nor Deus Ex to DX invisible war. And all those useless first Halo generation console fps.

Btw shout outs to "rapist" Avellone his career got bombed to hell because its 2020.

>> No.6570195

>>6570163
>>6570181

Also, development in PC was (and is) more dynamic and agile than shitty console dev kits.

>> No.6570197

>>6570195
Pretty much, I wonder what we shall see in 20 years. Shit I will be old man.

>> No.6570252

>>6570024
Pirate 20th Anniversary, then pirate Megaton Edition, then download EDuke32 and play it.
Life's A Beach is my favorite expansion, 10/10, and Nuclear Winter is fucking abysmal, -6/10. World Tour is actually not bad, it's uneven, but some of the new levels are actually genuinely excellent.

>>6570027
Hey now, the pedophile part is only speculative. He's all those other things though.

>>6570064
Wasn't there a rights problem? Like Bill had signed onto a work contract and either not read the fine print, or forgot about it. There was a reason that no work had been done, not necessarily a good one, but it wasn't just laziness.

>> No.6570260

>>6570067
No, I think it's much better than the first one, in fact.

>>6570101
>DarkPlaces is GZDoom of Quake ports. Not very accurate, but best for modding.
That's really debatable considering that DarkPlaces doesn't even properly work with Arcane Dimensions, it'd be as if GzDoom didn't work with <insert fabled megawad here>

>> No.6570414
File: 1.41 MB, 478x218, Me_and_the_boys.gif [View same] [iqdb] [saucenao] [google]
6570414

>>6565828
45.32.212.112
DOOM SEEKER
GET IN HERE
VANILLA DEATHMATCH

>> No.6570417

do you guys always pirate these games or you buy them?

>> No.6570421
File: 14 KB, 500x367, winged bastard grinning at you.jpg [View same] [iqdb] [saucenao] [google]
6570421

Based Carmack.

Anyway, we were talking about making a 2048 Unit mapping project in Boom a few days back. Is that something people are still interested in, and is there anyone who is willing to step up to organize it?

I believe the idea was to not restrict our maps to being hurriedly made in 200-300 minutes this time, but instead we'd spend like a month (or whatever the time frame was), and the restriction would be that there would only be 2048 units of playable space. We were also to settle on at least one texture pack to use.
I'd also like to ask if there's any simple way to calculate the surface area of sectors, is that something that say, GzDoombuilder has a function for?

>> No.6570423

>>6570417
Fuck Bethesda and fuck Gearbox.

>> No.6570454

>>6570417
If I ever make a GZDoom-based game and manage to earn some bucks from it, I will send both Romero and Carmack a toy Ferrari.

>> No.6570509

>>6570417
by these games you mean doom 1/2, heretic, hexen, strife, doom 64, duke3d, blood, shadow warrior, etc?

I own them in multiple platforms: cd, steam and gog.

>> No.6570516

>>6570509
...and I forgot to say that I still pirate them to play because it's more convenient. Like downloading a single file with all the iwads when I get a new pc instead of installing each game.

>> No.6570520

>>6570421
I'll post some rules in a bit. Someone suggested we use the gothic dm texture set, is everyone cool with that?

>> No.6570523

>>6570414
Downloaded Zandronum just for this. First time playing DM with someone other than a friend, good shit. I was "fuckniggers".

>> No.6570525

>>6570520
I would very much be in favor of the gothic texture set, I think it looks gorgeous. It's a bit old, but I don't think anyone dislikes the pseudo-Quake/Scythe 2 aesthetics.

>> No.6570526
File: 184 KB, 1280x720, 1592010635981.jpg [View same] [iqdb] [saucenao] [google]
6570526

>>6570523
Based, I was the admin Mr.Everyday. Had fun but my wrist was starting to hurt. Definitely the most active the server has been in a while.

>> No.6570531

>>6570520
>>6570525
Does the set have extra waterfall textures like the lava and regular water? If not, I'd like to use those too.

>> No.6570532

>>6570520
I'm fine with that. How will you organize the event?

>> No.6570537

>>6570531
There might be some in there. Otherwise, I think that there may be such variants in the Useful Doom Edits set.

>> No.6570538

>>6570532
Like other past projects. Anons will simply post their work in the threads specifying that it's for the project, optionally with a name they want to be credited by.

>> No.6570548

>>6570531
>>6570537
GothicTex has a brown slimefall, blue waterfall, and orange lavafall. Then you would have the green slimefall and red bloodfall already in Doom 2.

>> No.6570565

Playthrough video of map10 of 300 minutes of /vr/ is up. A very detailed map that has both techbase and hell aesthetics.
https://www.youtube.com/watch?v=UISTgZvfpj0

>> No.6570623

Just learned that Sandy Petersen is LDS. Might explain why I got my first copy of Doom on copied floppies from the Mormon kid's dad when it came out.

>> No.6570635

>>6570623
The way he tells it, he never noticed any outrage about Doom in those circles, and wasn't accosted over it, he said the priests at his church back home asked if they could get free copies.

>> No.6570645

>>6570623
What shocked me was that Mike Wilson, the guy who told Romero to go ahead with the Daikatana ad (which would've been considered legendary if Daikatana was good), founded Devolver Digital.

>> No.6570646

It's been already almost 4 months since Eternal came out and no one has done any weapon sprites yet, the ones for 2016 were posted just a couple days after the game launched back then.

>> No.6570648
File: 86 KB, 640x400, 2020-07-03-214411_640x400_scrot.png [View same] [iqdb] [saucenao] [google]
6570648

Plutonia's map 30 is the best DM map. Prove me wrong.
>you can't

>> No.6570652

>>6570635
That's the thing. Christians, the vast silent majority of them, don't get offended over the presence of demons in fiction, or really even fiction in general. Hell, Doom especially is a literal one-man crusade against evil itself; it's hardly an attack on Christianity or any religion at all. Might as well say that Wolfenstein 3D is pro Nazi because swastikas are on the walls.

>> No.6570667

>>6570652
Yeah, you'd have to search along the weird fringes for those kinds of people (which is what sensationalist media and garbage TV would do back then). As Sandy said "They're just cartoons, besides, THEY'RE the bad guys."
These days, you wouldn't perhaps have to search quite as long, as the internet has made it easier for insane people to communicate with the rest of the world.

>Might as well say that Wolfenstein 3D is pro Nazi because swastikas are on the walls.
The Anti-Defamation League actually was of that opinion back when that game came out.

>> No.6570673

>>6570652
And if it offends it offends all the posers, and puritan evangelist shit.

Posers a plague since the beginning of times.

There is only one anti christ. The opposite of christ. Which is to persecute others in the name of "victims" or the agnus dei himself.

>> No.6570681
File: 1.73 MB, 1280x720, file.png [View same] [iqdb] [saucenao] [google]
6570681

>>6570667
Even more ironic is that the uber-woke Wolfenstein New Colossus has a port of Wolf3D where you're the nazi and you're killing Americans.

>> No.6570692
File: 387 KB, 1920x1017, jean-gueissaz-montage4.jpg [View same] [iqdb] [saucenao] [google]
6570692

>>6570681

You know leave politics aside please, I fucking hate what happened to Europe in the 20th century. For good or bad.

But it would a really cool idea for a setting, not the man in the high castle, but alternate universe where WW2 era where axis were the good guys and allies the evil ones.
Like say good Mongols vs invading Sung Dynasty Chinese.
I love the Crimson skies setting for example, so much charm. Just dont go too much dieselpunk, Sky Captain and the World of Tomorrow vibe.

Or even if you did I would not mind its such a disregarded period these days, although I guess bioshock kinda was filling that place.

https://www.youtube.com/watch?v=i23KRvtWLx8

Shit man we will never have another crimson skies most likely. No more finding pirate treasures and banging noir femme fatales.

>> No.6570701

>>6570692
>but alternate universe where WW2 era where axis were the good guys and allies the evil ones
I wouldn't really describe Crimson Skies that way.

>> No.6570703

>>6566083
I fucking died because I didn't know when the time came, why am I so retarded it was obvious.

>> No.6570704

>>6570701

I just mentioned it for the same dieselpunk vibe early to almost mid 20th century.

>> No.6570705

>>6570692
A good way to do that, and a way it's been done before, is an alternate universe situation like Ace Combat. LoGH for example kept both sides morally grey, but the Empire was basically Space Axis.

>> No.6570708

>>6570705
People say that but it never felt like Axis to me.

Its very obviously napoleonic era Prussia and Frederik the great etc. The FPA is the only one more 20th century.

>> No.6570719

>>6570708
You're right, that does fit better. I think the misconception comes from that the Empire was pitted against the FPA, which is almost definitely Space America. And the closest thing we got to Prussia vs America was the World Wars.

>> No.6570736
File: 31 KB, 346x499, 51QEA3N2wqL._SX344_BO1,204,203,200_.jpg [View same] [iqdb] [saucenao] [google]
6570736

>>6570719
The whole show reminds me of an old French sci fi book in pic related, where aliens capture Napoleon and some of his officers because they are pacifist and forgot to wage war and are engaged in a war with another more brutal specifics.

And Napoleon teaches the aliens spaceship roles and formations based on his own era of line fire and artilelery.

Might not have happened but I bet that jap read this book.
Shame French stuff is always obscured because not translations anywhere.

>> No.6570759

>>6570736
>And Napoleon teaches the aliens spaceship roles and formations based on his own era of line fire and artilelery.
Do they lose because he also teaches them supply lines?

>> No.6570760

>>6570759
No because the aliens are super post scarcity advanced.
They actually conquer an empire. Its just a silly premise and gloriously fun.

>> No.6570762

>>6570646
Eternal is shit and nobody with good taste want to make anything inspired on it

>> No.6570764

>>6570762
Eternal Doom isn't THAT bad. It gets kinda big and meandering at times but it was still ambitious for 1996

>> No.6570772

What's everyone's thoughts on No Rest For The Living?

>> No.6570776

>>6570772
it's ok.

>> No.6570791
File: 89 KB, 274x214, 1582672866796.png [View same] [iqdb] [saucenao] [google]
6570791

Hideous Destructor is cool.

Go play it anon, you know you're curious about it. Is it easy to pick up and play? No. Is it fun anyway? Hell yes.

Just read the F1 Help screen for the quickstart and that'll be enough to get started. Play around for a while and feel free to consult the actual manual for any details/gaps in your understanding.

>> No.6570804

>>6570772
Pretty good

>> No.6570806

>>6570791
I don't want to use GZDoom though

>> No.6570812

>>6570806
I can understand a distaste for GZDoom, but what exactly do you want? To be able to run Hideous Destructor in CrispyDoom? That's not doable

>> No.6570818

>>6570101
I'd argue DarkPlaces is the Doomsday of Quake ports, rather than GZDoom.

>> No.6570828
File: 75 KB, 239x185, hdoomplayers.png [View same] [iqdb] [saucenao] [google]
6570828

>>6570791
H-doom is cool.

Go play it anon, you know you're curious about it.

>> No.6570831

>>6570828
I already did, the gimmick kind of wore off quickly for me. It's just... Doom but you can get sex gifs by pressing Use on demons that are down. Okay.

>> No.6570837

>>6570831
>not knowing the power of tactical fucking
Never gonna make it, marine.

>> No.6570838

>>6566039
Seeing that screen wakes so many memories. I remember playing this for the first time at a friend's house. His parents were rich and his room looked more lavish than any adult apartment I've ever seen. (keep in mind this was the 90s as well) Bastard even had his own mini fridge with cooled sodas. Anyway, I'll never forget the feeling of walking towards these portals for the first time and seeing a completely 3D-made game. From that moment I knew that games would never be the same again and the time of 2.5D games with sprites was over.

/blog

>> No.6570917
File: 16 KB, 666x666, attentiongrabber.png [View same] [iqdb] [saucenao] [google]
6570917

>>6565835
>>6570520
Hopefully I'm not missing anything,

~~~2048 UNITS OF /vr/~~~
RULES:
-Maps can either be made in Boom format or limit removing using the Doom II IWAD
-Playable areas of the map should be restricted to a 2048x2048 unit area or less (dummy/decorative sectors outside of 2048 unit area are fine, as long as the player cannot reach them without cheats)
-Music replacements are allowed, as long as they are within the MID or MUS formats (be sure to provide a source to where you found the music)
-We'll be using textures from the GOTHICTX wad, although feel free to stick to vanilla textures if you want ( GOTHICTX.wad can be found here: https://www.doomworld.com/idgames/graphics/gothictx )
-When you want to share your map, be sure to make a post in the thread with a link to it, specifying your map is for the project
-Add the name you want to be credited by in your post, otherwise you'll be credited as "anonymous"
-Be sure to playtest your map plenty in a variety of sourceports
-WIP screenshots are encouraged
-Deadline for submission will be on Sunday the 19th, 2020

>> No.6570930

>>6567114
Ah, I see you're a man of culture as well

>> No.6570932

>>6570917
Question: is there any easy way to determine how many map units a sector consists of, so we can determine how much playable space we're using?

>> No.6570940

>>6570520
I don't understand how to put textures in my project

>> No.6570962

>>6570932
Just draw some reference linedefs on the side that are 2048 units long to compare your map to as you're working on it

>>6570940
When you're loading up a new map in Doombuilder, just add the texture wad to the resource list along with the doom ii iwad. You should be able to use them in the editor once you do that.

>> No.6570972

>>6567753
It's pretty simple with .CON editing, Google around for a script. I'd upload my modded .CON file, but it's on a disc I locked somewhere.

>> No.6570975

>>6570962
But what if I'm making a map where the playable space isn't a 2048x2048 square? Like say the playable space is stretched out and irregular in shape?

Also, what do we do if the 19th comes up and we don't have very many maps? Extend another week or two to let some of us submit a second map?

>> No.6570980

>>6570917
I've never made anything using a texture pack before. Can I combine this with the regular Doom 2 textures as well?

>> No.6570982

>>6570980
They should load by default, yes. I don't think GothicTX overwrites any of Doom 2's textures or flats.

>> No.6570983

>>6570975
No, the implication is that the map must be within a 2048x2048 square.

>> No.6570987

>>6570983
That's not how I've ever understood it.

>> No.6570991

>>6567753

>Open eduke.con in text editor.
>Use search to find the string "killme"
>Replace the text below the line up to string "ends" with

ifinwater nullop
else
ifp pfacing
ifpdistl 1280
ifhitspace
{
definequote 125 BABE SAVED! +5
addphealth 5
quote 125
spawn TRANSPORTERSTAR
sound TELEPORTER
killit
}
ends

This will teleport the cocooned babes to EDF-controlled territory, and give you 5 health.
To turn the coccooned babes into strippers instead, use

ifhitspace
{
cactor FEM1
action FEMDANCE1
}

Instead.

>> No.6570993

>>6570991
Goddamn anon. Thank you.

>> No.6571000

>>6570983
Isn't that the exception rather than the rule for 1024 and 2048 maps? Most don't tend to stick 100% rigidly to being a box like that.

>> No.6571020

>>6571000
I couldn't tell you, I never measured them. I'm just saying that's the general idea, outside of decorative sectors (for skylines and shit).
>>6570987
I think you've understood wrong. iirc sometimes there's the option to make a map within a 1024x4096 square (or whatever), but it doesn't go by sector volume.

>> No.6571043

>>6570983
>>6571020
Goddammit, do I have to start over?

>> No.6571117

>>6570520

That's a great, atmospheric set to create with. Does eveyone think it could be a fun project if the focus on music would be minimal, and to try to create a moody, dark atmosphere focusing on ambient sounds? Nihility nailed the tension/creepiness of a overrun UAC base for atmosphere, perhaps it could be expanded on in a setting more aligned with your proposed set?

>> No.6571139

>>6571043
I'm not the arbiter of this project.
Might make a map tho.

>> No.6571231

Alright, so I'm looking for this wad I played years ago. The premise is that you and some other players spawn monsters have them fight to the death. I forgot the exact details of it, but it was kind of like an RTS in a way but maintained the first person view

>> No.6571267

>>6570917
Okay, I'm in.

>> No.6571268

>>6570917
Oh, by the way, will there be a MAPINFO and if so, will I be able to use a custom sky?

>> No.6571304

>>6570917
Never mapped before in Doom, but it doesn't seem like it's going to be hard. Maybe I will try.

>> No.6571306

>>6571304
I mean mapped in Boom, I feel stupid.

>> No.6571315

im shilling for this guy check out his wad
https://www.youtube.com/watch?v=U5cEwGC0CIo

>> No.6571329

>>6565828
hi guys. I have a question. so basically I found a mod I like but it forces a retexture of many of the default doom textures. I just want to play through with the monsters and weapons, without the forced retexture. which file usually dictates a retexture within the wad? I've deleted the replacement textures but it comes up as blank so I obviously need to remove the code that tells the game to replace them.

>> No.6571334

>>6571329
I think it's just called TEXTURE.

>> No.6571338

>>6571334
first thing I searched for lel. no such file. I deleted all of the files in the initial folder and now I know its one of them because it solve the problem (just removed all the mod features too) so its just as matter of deleting each one in a copy till I find out which one it is.

>> No.6571342

>>6571329
>i know you guys are psychic hackers and can know what mod Im thinking about hack on my computer and figure it out

>> No.6571347

>>6571342
I thought it'd be the same file across the board like I know animdefs is p much the universal file used to configure liquids

>> No.6571362

>>6571347
Your "animdefs" may include lines like
#include /wtf/otherfolder/realstuff1
#include /morewtf/nonfolder/baddefs4
That would point to another animdefs
And such is the case with any definition lump.
Each mod organizes things differently depending on author's level of autism.
Some organize everythign in neat folders that make sense only to them, others just dump it all into one big pile

and then there's some crazy individuals that use back-and-forth wad conversion trick to create multiple copies of the same lump and same name, but different content, which read fine by the engine but if you try to extract/repackage it everything breaks because all the "extras" containing actual definitions get overwritten.

>> No.6571365

>>6571347
figured it out. had to edit the DECORATE file!

>> No.6571368

>>6571365
>>6571362
I didn't wanna mention this beforehand because I know just how much VR hates this wad. but its brutal doom kek. so spaghetti code galore. I figured it out though. decoration file. just had to delete the remap entries within it.

for some reason even when you disabled remap / map enhancement from within the options, it forces some maps to retexture anyway and the only way you can force it to stop is by deleting the remap entries within the wad.

>> No.6571391
File: 111 KB, 1828x1028, DOOMside picnic.jpg [View same] [iqdb] [saucenao] [google]
6571391

>>6565828
Is there a STALKER or Fallout WAD?

>> No.6571405

>>6571391
you mean super jank, crashing every 10 minutes and with 100500 addons each of which requires several specific versions of other addons that have long since disappeard off the face of the internet?

>> No.6571408

>>6571391
Check Ashes 2063

>> No.6571435

>>6570975
>what do we do if the 19th comes up and we don't have very many maps? Extend another week or two to let some of us submit a second map?
I wouldn't be adverse to extending the submission deadline if need be, but it's honestly too early to say for sure at the moment
>>6571268
No MAPINFO, we will be using dehacked to change that map names on the automap and the intermission text though.
>>6571043
Would it be possible to rearrange some of the rooms you've laid out to fit within the 2048x2048 space? I would hate to see whatever you made go to waste, but the rules are rules.

>> No.6571568

>>6571405
yes
>>6571408
https://youtu.be/tdEcF-E1-L8
nice. looks exactly like a build engine game.

>> No.6571573

>>6571568
Ashes is amazing.

Wish it was bigger, I would throw money at him.

>> No.6571582
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
6571582

IT'S THAT TIME OF THE WEEK AGAIN. SCREENSHOT SATURDAY. YOU GOT ANYTHING TO SHOW OFF THIS WEEK? MAPS, MODS, SPRITES? NOW'S A GOOD TIME TO POST IT.

and happy fourth of july

>> No.6571585
File: 785 KB, 1108x763, file.png [View same] [iqdb] [saucenao] [google]
6571585

>>6571582
I started this map a couple of months ago, and I haven't been working on it much, but it just so happened to fit within a 2048 square so I'm going to finish it up for that project.

>> No.6571586
File: 2.18 MB, 1068x772, fq.webm [View same] [iqdb] [saucenao] [google]
6571586

>>6571568
>>6571405
>>6571391
>>6571573
I REALLY want a first person Fallout-like on a low-poly engine somewhere between Quake and Quake 2 in terms of fidelity, with late 90-s style prerendered bits like HUD elements and important character faces in dialogue.
Also some minor modern effects like lighting and weather, but all properly stylised

>> No.6571602 [DELETED] 
File: 46 KB, 645x773, IMG_4724.jpg [View same] [iqdb] [saucenao] [google]
6571602

I want to smell Doomguy's butthole after he's been running around and killing imps all day. I'll bet his anus has a musky, earthy smell.

>> No.6571606

>>6571582
I spent my week doing this: >>6567354
Not much new show since then.

>> No.6571612

>>6571602
This isn't League of Losers General, go talk about your fetishes there.

>> No.6571642
File: 1.49 MB, 1920x1040, Безымянный.png [View same] [iqdb] [saucenao] [google]
6571642

>>6571582
Throwing some ideas at the wall for community project.

>> No.6571679

>>6571642
You gonna need a bigger boat

>> No.6571687
File: 57 KB, 960x435, icon of sin.jpg [View same] [iqdb] [saucenao] [google]
6571687

is there any (pre-2016) lore that explains what this thing is?

>> No.6571691

>>6571687
it's the biggest, baddest demon that shoots out other demons from its brain. Shoot it in the brain with rockets.

>> No.6571693

>>6571687
Beside the intermission text, I don't think so. I always thought it was just a giant head that thought up all the other demons.

>> No.6571705

>>6571687
it lies in bricks at the end of the ambush

>> No.6571707

>>6571368
I've done the same thing some months ago, editing one file was not enough. had to even recompile acs iirc.
some maps to measure your success: TNT map01, Doom2 map01, map24

>>6571687
it's a "he", with limbs thrashing for miles

>> No.6571708

>>6571687
It's just John Romero's mask

>> No.6571710
File: 123 KB, 1070x577, Try-the-new-mad-HALLOWEEN-mode-1070x577.jpg [View same] [iqdb] [saucenao] [google]
6571710

>>6571586
Old fallout was really nice. The style worked better with muted colors and grim dark of the first games.

Ashes is the most we can get.


My dream post apocalypse game would similar let me think...

Low poly but with detail enough to be charming sure on a robust fucking engine, cause I want a decent Rage 2 or Mad Max game they also did. A fist of the north star with limited weapons only melee fists or limited ammo weapons, where you craft your own vehicle and wander the desert infiltrating and destroying outposts.


This is a twist on my other dream game where its almost the same but its mad max reign of fire with only tanks.
Just fucking mad max tank tribes fighting each other and you have to manage your mercenary group and upgrade them.
Insert silliness from only fighting other tanks to fighting aliens and monsters with your mad max tanks.

>> No.6571714

>>6571710

As for the tanks I would love to go full semi realism of the tank designs contrasting with the upgrades and monsters.

I feel like we have no military otaku stuff these days, except Ace Combat. Nothing with boats, or aircraft or vehicles.
Remembering Crimson skies yesterday fucked me up.

That and playing this >>6569761

>> No.6571720

Is fresh supply worth it now after the patches?

>> No.6571725

>>6571710
>>6571714
Tanks powered by some special rare supercells (like fusion cores in F4), that can run one for centuries, but there's limited overall supply of them so someone who has the more of them becomes warlord that can build more tanks than anyone else.

>>6571720
there are no more patches because fuck atari
Fresh Supply wasn't stored properly and has expired
use NBlood/GDX

>> No.6571728

>>6571720
I played through it with no issues. Though I have no previous with DOS Blood or anything, so my input might not be totally valid.

>> No.6571729
File: 1.86 MB, 1834x709, dicksdicksdicks.png [View same] [iqdb] [saucenao] [google]
6571729

>>6571435
No, not really. The entire plan of the map was to stretch out that 2048x2048 playable space for some long thin walkways and some larger rooms/platforms, and have a lot of the combat come in from the outside, making for a sort of quasi-shooting gallery.

Fuck it, come hell or high water, I'll make the damn map, I'll submit it, and you can either outright reject it, or put it in the secret map slots, maybe even the Map 33 slot, meaning it wouldn't even be normally accessible.
What are we doing for skies? I have a bunch of sky textures I've made which I could donate.

>> No.6571731

Can someone explain how I to setup custom skins for Slade? How do I make it so you can still customize the colors? How do I name the files?

>> No.6571736

>>6571728
>>6571720
The explosions are wonky
The physics and enemy behaviour aren't quiter right
Mod support is incomplete
and load of other small issues

>> No.6571792

>>6571586
Oh shit, that looks pretty fuggin sweet

>> No.6571808

OPL Synth Emulation vs libADL, which is better? What to choose Dosbox opl or Nuked opl?

>> No.6571815

So guys, I'm working on this map project, it's not much in content. I've been posting a few screenshots these past months and my problem is that it's 50 mb in size and I'm sure i'll get a lot of shit for that. It's 3 maps, 2 x 10 minutes gameplay and one 25-30 minutes map. The size comes from the music I'm using in the wad. Wat do other than killing myself?

>> No.6571835

>>6571815
Stop being a faggot and just do it.
Look into compression if you really give a shit.

>> No.6571842

>>6571815
That seems like a look. Maybe look for some MIDIs instead?

>> No.6571864
File: 962 KB, 1774x1021, file.png [View same] [iqdb] [saucenao] [google]
6571864

Can anyone say what exactly does "Weapon balance v1.0" setting in nBlood does in terms of how exactly is the balance between 1.0 and 1.21 is different?

>> No.6571876

>>6571842
normally I would, but this entire wad is using Doom cover tracks.

>> No.6571880
File: 2 KB, 125x125, 1491927120345s.jpg [View same] [iqdb] [saucenao] [google]
6571880

>british niggas be like "jook nyewkem"

>> No.6571884

Here's a controversial opinion:
The Combat Shotgun is waaaaay cooler than the Super Shotgun.

>> No.6571887

>>6571884
You're correct. Except when maps force you to fight several caco, several hell knights, or god forbid a fucking baron or two with a shotgun.
That fucking sucks.

>> No.6571905
File: 442 KB, 561x819, file.png [View same] [iqdb] [saucenao] [google]
6571905

>>6571687
Not really. It's big and bad. Its name reminds me of the Idea of Evil. The thing is probably the concept of Sin personified, literally Sin's icon.

>> No.6571910
File: 86 KB, 268x309, 1397586858502.png [View same] [iqdb] [saucenao] [google]
6571910

>>6571880

>> No.6571914

>>6571884
The sound effects of the SSG alone compell me to disagree

>> No.6571918

>>6571884
Do you mean overall or a specific game? because I love using the shotgun in doom 1 where it's really the only option, and still use it in eternal even after i get the super shotgun

>> No.6571921

>>6571884
its about exposure and fatigue
the ssg was cool because it was new
now having used it so much, the pump action is starting to look cooler in comparison

>> No.6571924
File: 919 KB, 980x735, file.png [View same] [iqdb] [saucenao] [google]
6571924

What is it about Quake that makes it seem so much more hellish? It just seems more like a horror game than Doom ever did, even 64. I feel it runs deeper than the NIN soundtrack and the more ferocious looking monsters. It's like even the game being generally rougher around the edges adds to it, like the way monsters instantly teleport in with no fanfare, like one frame they don't exist and the next frame there they are.

>> No.6571926

>>6571918
>and still use it in eternal even after i get the super shotgun
Combat Shotgun being a grenade launcher really maintained its viability.

>> No.6571934

>>6571884
I don't think it's cooler, but a hard lesson I had to learn was to actually switch back to the Combat Shotgun because it was easy as shit to run out of ammo, especially in the first half of Doom 2. And even after I learned that lesson I stubbornly stuck to the super because I love the fucking sounds it makes. Firing that thing was like popping goddamn bubble wrap.

>> No.6571952

>>6571926
funny how that works
maybe we can put a gauss accelerator on the pistol

>> No.6571953

>>6571926
I mean that's part of it. Another part is I like to kill low tier fodder enemies, but I also like glory killing them for health, and using a super shotgun would not only waste ammo when one shell can do it fine and dandy, so I use it for the potential of a glory kill. I pretty much always use the ssg for big boys and girls though, as that's pretty much it's thing. Slapping 5 grenades on an arachnatron and saying bye-bye is really satisfying the few times I have though.

>> No.6571980

>>6571924
more grim atmosphere
Doom was just more bright and colorful game

>> No.6571986

>>6571980
Doom was grim and gritty in theme, but visually it was certainly much more colorful and vibrant. They gothic'd the fuck out of Quake, and I love it.

>> No.6572021

>>6571980
>>6571986
Yeah, well said. There's somehow even less color in Quake than in Doom. Makes the whole thing more oppressive and unwelcoming. The medieval aesthetics seem to add to that, like every stage makes you feel like you're in a torture chamber.

>> No.6572040

Anyone knows any good fatasy font that would fit well in Heretic theme?

>> No.6572043

>>6571391
Wastland, if it ever gets done.
https://www.youtube.com/watch?v=V8tOtc-eeB4

>> No.6572067

>>6571884
it'd be cooler if it shot more than 5 pellets and the spread was a little more vertical

>> No.6572086
File: 217 KB, 2048x1536, Ithaca M37 &#039;Vietnam SEAL style&#039;.jpg [View same] [iqdb] [saucenao] [google]
6572086

>>6572067
Doesn't it shoot 7 pellets? Also, the horizontal spread pattern makes sense for the first game, given the lack of any worthwhile verticality.
It's also kind of possible IRL.

>> No.6572108

>>6572086
yeah, at least in the first game. I'm pretty sure it does fire 7 in a hex pattern with one in the middle in eternal, but either of the doom wiki's don't say

>> No.6572127
File: 413 KB, 1774x1021, file.png [View same] [iqdb] [saucenao] [google]
6572127

HELP
I'm running Death Wish on nBlood, and here's a thing. There are some places where Voodoo Doll is suppoised to be (according to walktrhrough by the author themselves), but instead there's this pouch that does nothing. in pagb666 playthroughs that use BloodGDX there's also nothing in those places.

The secrets that supposed to have Voodoo dolls in them are all empty.
Is there some sort of bug that prevents them from spawning or what?

>> No.6572159

>>6571391

Comatose has a similar atmosphere

>> No.6572161 [SPOILER] 
File: 385 KB, 1280x720, 1593884819769.png [View same] [iqdb] [saucenao] [google]
6572161

>>6571582
This stuff is absolute dynamite.

>> No.6572173

>>6568941
They don't got to heaven where the angels fly.

>> No.6572174

>>6572161
what mod?

>> No.6572182

>>6572174
A work in progress one.

>> No.6572184

Duke wiki has some info about which enemy is weak to what weapon, but Blood wiki seems to lack any such information.
I know that Bloated Butchers are resistant to bullets, but weak to fire, and that Hell Hounds are weak to Tesla, but what about all the others? Is there a site that has such details on each enemy/weapon?

>> No.6572185

>>6572161
That's a really good looking dynamite bundle. You've gotten good at this over the years dude.

>> No.6572197
File: 896 KB, 1920x1080, archsimp_lol_dos_compat_filename.png [View same] [iqdb] [saucenao] [google]
6572197

>>6571582
Finally got back into Doom mapping enough to make...a Dead Simple clone.
It's a start, anyhow.

Requires a Boom-compatible port. The map's in slot 7, so either launch with -warp 07 or use the "idclev07" cheat.

Download link: https://www.dropbox.com/s/nbrfqnfonp219oe/Archvile%20Simple.7z

>> No.6572205
File: 27 KB, 240x288, dynaspin.gif [View same] [iqdb] [saucenao] [google]
6572205

>>6572185
Thank you. It's based on the one from Blood, obviously. As are the other frames for the dynamite itself.
I ended up having to omit one of the frames as unnecessary and out of place for the airborne animation, and to cobble together a new one to make the animation cycle complete. I also had to shorten the length of the bundle on some frames to make it look more consistent. Here's a sample animation, the offsets aren't 100% on this, and you wouldn't see it particularly closely, I think it should look decent enough.

It will also have a proximity fuse mode, where the light is switched to green. I wonder if I should make it avoid exploding the player, or just leave it a dumb motion sensor which can Team Rocket you.

>> No.6572212
File: 736 KB, 1920x1080, Screenshot_Doom_20200704_124247.png [View same] [iqdb] [saucenao] [google]
6572212

Why is doom so dark? Am I using a bad lighting setting or something?

>> No.6572214

>>6569439
the former

>> No.6572218

>>6572212
Could be light settings. Optionally try out a flashlight mod, for yucks.

>> No.6572239

>>6572205
Make base sensor ignore the player as target (while still exploding on enemy even if player is in range), then a separate sensor for player that has much shorter radius, so that it actively blows the player up only if they are almost directly on top of it.
Also make it shootable.

>> No.6572246

>>6572239
How do I do that? Also it is shootable, and thus also subject to sympathetic detonations.

>> No.6572253

>>6572197
Well, it sure look clonier than mine, I'll try it out later. Is PrBoom the right port to use? There's still a lot of confusing things.

>> No.6572289

>>6572214
thanks, /vr/o

>> No.6572315

>>6571924
You re a fag

>> No.6572318

>>6572184
probably on https://blood-wiki.org/

>> No.6572324 [DELETED] 

>>6572318
>Blood wiki seems to lack any such information

>> No.6572332
File: 164 KB, 1049x1006, file.png [View same] [iqdb] [saucenao] [google]
6572332

>>6572318
>Blood wiki seems to lack any such information
Nothing here about its fire vulnerability
And no such info seems to be on other enemy pages

>> No.6572402
File: 64 KB, 400x332, caco.jpg [View same] [iqdb] [saucenao] [google]
6572402

>>6572253
The map will work in both GZDoom and PrBoom+ (although PrBoom seemed laggier but I suspect that's because of the software renderer, as GLBoom ran a lot smoother).
>>6572212
Go to Options > Display Options > Hardware Renderer > Sector Light Mode, and set it to Doom. That'll make the lighting more staged like the other ports. Alternatively, you can go to Options > Set video mode > Render mode > Doom software renderer to get the more accurate lighting like above, dithering, and that visual effect where colours distort the further away they are all in one package.

>> No.6572449
File: 149 KB, 696x701, pieceofart.png [View same] [iqdb] [saucenao] [google]
6572449

LTG is pretty ass

>> No.6572453

>>6572449
i agree, it's bad.

>> No.6572471

>>6572449
cute

>> No.6572513
File: 120 KB, 466x486, caco is disgusted.jpg [View same] [iqdb] [saucenao] [google]
6572513

DBP25 is out and it only works with Graf source ports.

>> No.6572528

>>6571729
>What are we doing for skies? I have a bunch of sky textures I've made which I could donate.
Not sure what skies we'll be using. At least not until we start seeing some submissions. I wouldn't mind seeing what sky textures you have to share though. As for your map, I'd be happy to include it in the MAP33 slot.

>> No.6572596

>>6572513
Ok

>> No.6572602
File: 357 KB, 765x1055, skies 2048.png [View same] [iqdb] [saucenao] [google]
6572602

>>6572528
That's nice to hear. I dug up a few I have on hand. They aren't paletted, but maybe I could figure out how to do that.

I could also try cooking up some skies if you have any ideas.

>> No.6572620

>>6572197
The map is too spacious to really pose any challenge to a player who remembers how long does Arch-vile's attack last. But I do like your staircase.

>> No.6572646

>>6571905
It...kinda looks like a heart made of shit.

>> No.6572659

>>6572197
Also a random idea if you like mixing arch-viles with Dead Simple so much:
>Forgo arachnotrons entirely. Nobody ever said you must use them.
>Fill the arena with pre-killed mancubi by crashing stack of barrels and pushing them into teleporter.
>Use shootable switch to wake up a closet full of arch-viles and a single mancubus to teleport in the field of battle

Your goal is now to kill all the mancubi, both the last one and those the viles will resurrect. I think it could be fun with right geometry.

I'm glad the dream of spider mastermind as the map's centerpiece lives on.

>> No.6572669

>>6572646
You should read Berserk at some point, if you haven't

>> No.6572672

>>6572602
Are those your skies? If yes, is there any chance you have mountains on transparent background I can try and impose over my own attempts at sky?

>> No.6572687

>>6572672
They're mine in the sense that I assembled them. And sure, just give me something and tell me what you want done to it, I'll see what I can come up with.

>> No.6572694

>>6572687
I don't really want you to assemble anything, I wanted to experiment on my own for now and am looking for various mountain textures I can put over various possible skies I'm planning to make myself from various sources. Because sky itself is not that hard to make but no way I'll be able to make a mountain.

>> No.6572704

>>6572602
These are pretty good, anon. I especially like #4 and #7. I'll check and see how well they suite the palette.

>> No.6572706
File: 37 KB, 256x117, deimos gray.png [View same] [iqdb] [saucenao] [google]
6572706

>>6572694
I mean, I didn't make any of these mountains myself, I used or cropped preexisting textures. Like this one, this is the mountain from Doom's E2, just grayscaled.

>> No.6572710

>>6572706
How about "desert wasteland" one? I can't even crop, to be honest, I'm just terrible at everything graphical that is more complex than drag and drop or colour adjustment.

>> No.6572717

https://twitter.com/DanielWienerson/status/1279361968382435328

>> No.6572718
File: 24 KB, 256x128, hexen mountains.png [View same] [iqdb] [saucenao] [google]
6572718

>>6572710
Those mountains I'm pretty sure are from Hexen.
If you're using something like photoshop, you will want to learn how to use the rectangular marker, it makes things a lot easier.

>> No.6572739
File: 991 KB, 1166x903, d&#039;sparil.png [View same] [iqdb] [saucenao] [google]
6572739

>>6572620
Originally I had a few Revenants chase you around at the start, but their homing fireballs made taking cover from Archviles way too difficult or outright impossible. A similar thing happened when I had imps rise down from the corners of the main hallway after the Mancubi were killed; it turned into a clusterfuck quickly. I'm not sure if I should tighten the arena or add some additional challenges (monsters) to it.

Did you end up using the fireblu teleporters?
>>6572659
I'm scared that Archviles can infinitely trigger tags 666 & 667, which is why they're caged. Also I didn't know about that conveyor belt trick, so cheers for that.

>> No.6572745

>>6572739
Only tag 667 is suspceptible because it raises independently of anything. Tag 666 simply lowers to the lowest floor and shouldn't lower any further.

I guess conveyors would work, I was thinking of regular doom where you can detonate barrels to push dying monsters into teleporter. Just make sure you don't flatten mancubi themselves before sending them to be resurrected.

>> No.6572770

>>6566039
quakespasm/fitzquake has effectively been the standard in the quake scene for the last decade or so
if you want to play something like nehahra (im not sure if theres anything else quakespasm/quakespasm spiked doesnt support) youll need to use mark v, darkplaces also supports it but there is absolutely no reason to use darkplaces ever and im sticking to this until i drop dead

>> No.6572784

>>6572669
I've seen the 90's anime and the three Golden Age movies. I'm not too much of a manga reader, though I did binge read Claymore after the anime's ending disappointed me. I'll probably make another exception for Berserk at some point. But I know it's not finished and new parts take forever.

>> No.6572808

https://twitter.com/NoContextCivvie/status/1279189427299004416

>> No.6572813

>>6572784
Not that anon but Berserk is certainly an exception. Manga goes to places.

>> No.6572814
File: 115 KB, 1137x850, 1588105869002.jpg [View same] [iqdb] [saucenao] [google]
6572814

>>6571687
I like that it gives the idea of a severed, desecrated skull giving birth to demons, that the 'icon of sin' is this giant machination they put together.

>> No.6572827
File: 35 KB, 120x120, archvile.gif [View same] [iqdb] [saucenao] [google]
6572827

*resurrects a baron of hell*

>> No.6572836

Its a real shame we didn't get Duke Forever in the first Unreal engine.

I fell like that engine had little time and was never pushed to the limit of what it could show.

I mean we had Deus Ex and Rune, wheel of time and Undying ...and looking at revision mod really shows the amount of detail you can cram into it. Problem in DX is animations.

>> No.6572841

>>6571687
i always assumed he was like the main leader of hell, whether or not it'd make him actual satan
in manuals and texts, he had multiple names
he was also in doom 2 rpg and talked in english

>> No.6572843

>>6572836
Duke Nukem Forever really should have been finished in the early 2000s, no later than maybe 2002 or 2003, George Broussard completely lost sight of what he was supposed to do as a project lead.

>> No.6572849

>>6572843
It might had even saved the franchise completely and update the game a little bit.

People say Duke is stuck in the 90s and in a way its true. But tackling him as a last action hero type of thing I think would work in any time.

Duke today poking fun smartly at fast and furious or John Wick would be dope.

>> No.6572850

>>6572843
3D Realms mismanaged every project they had at the time. They were also working on Prey and Max Payne and they couldn't get those done either.

>> No.6572858
File: 188 KB, 816x639, i have no idea.png [View same] [iqdb] [saucenao] [google]
6572858

>>6572718
Well, I finally conquered the texture editing. Gonna try out gray deimos later. Thank you for your help.

>> No.6572871

>>6572784
If it helps your decision, Berserk is the only Manga I've stuck with.

>> No.6572878
File: 125 KB, 1440x1080, 1572305023641.jpg [View same] [iqdb] [saucenao] [google]
6572878

>>6572858
NP. You can also do a lot by changing transparancies of individual layers, contrast and brightness, obviously color, and other things like that. I use an old version of Photoshop which is barely compatible with Windows 10, but basically anything advanced should work.

Again, rectangular marking is super useful for precision, particularly with add and subtract modes, and being able to invert selections and what not. I prefer to use the square/rectangular selecting most of the time, as it seems cleaner and more reliable, but the circular one is useful too. Smudge, smear, and blur tools can be useful as well.

>> No.6572880

>>6572784
Berserk is really cool, but the publishing pace, and the author's projected targets, really make them a life commitment.

>> No.6573051

>>6572827
>map maker decides it would be funny to let archviles revive themselves and bosses

>> No.6573112

Playthrough video of map11 of 300 minutes of /vr/ is up. A quite difficult one.
https://www.youtube.com/watch?v=ZmYsmd7g4n4

>> No.6573160

https://www.youtube.com/watch?v=8FaphxSb4rU

>> No.6573245

>>6572880
Thank Christ Miura seems to actually be wrapping it up. Nearly all the pieces are in place.

>> No.6573265

>>6573245
Is he? I figured he was going to be working on it for another 20 years at least.

>> No.6573275

>>6573265
I mean it could still take 20 years, but yeah it's all starting to come to a head.

>> No.6573281

>>6573051
I'd be fine with this as long as it's a specially retextured supreme archvile that can't revive other supreme archviles.

>> No.6573318

>>6573281
an archie resurrecting himself T-1000 style and following you around causing mischief could be legit cool, especially if he didn't have an attack so it was more about attrition and pushing through through the map

>> No.6573347
File: 39 KB, 285x394, B2_Caleb.jpg [View same] [iqdb] [saucenao] [google]
6573347

>>6570703
>mfw I open the wrong door and then quickly go through the right one safely without dying just to hear Caleb say "woah wrong door!"

>> No.6573360

It would be really cool if somebody made a jazzed up darkwatch for pc.

Being stuck on ps2 is really bad.

>> No.6573431
File: 304 KB, 1521x816, 2020-07-05_111322.jpg [View same] [iqdb] [saucenao] [google]
6573431

>>6571582
Starting to work on my 2048 units of /vr/ submission.

>> No.6573438

So wall textures can be moved with the arrow keys but I can't do the same for floor and ceiling textures. Is there a way to shift them or am I stuck in their location?

>> No.6573440

>>6573438
Flats can't be shifted in vanilla.

>> No.6573442

>>6573438
In Boom and Vanilla Doom, you cannot adjust the offset of floors and ceilings, no, so you have to be a little bit strategical in your use of them. Some mappers work around it by making texture variants with shifted offsets.

>> No.6573487 [DELETED] 
File: 84 KB, 276x289, whenthetimecums.png [View same] [iqdb] [saucenao] [google]
6573487

Greetings mortal. You'll know what to do when the time comes.

Then again, maybe not.

>> No.6573495
File: 82 KB, 276x289, whenthetimecums.png [View same] [iqdb] [saucenao] [google]
6573495

Greetings mortal. You will know what to do when the time comes.

Then again, maybe not.

>> No.6573498

>>6572813
>>6572871
>>6572880

Yeah, it's not so much a matter of if, but when. I don't want to catch up and have to play the waiting game. I'm there with a few webcomics already.

>>6573245
Oh hey, that's good to know.

>> No.6573501

>>6573487
>>6573495
Greetings immortal one, go suck a dick.

>> No.6573508
File: 41 KB, 200x200, 1568619558311.gif [View same] [iqdb] [saucenao] [google]
6573508

>>6565835
Have you ever been slightly miffed that Doomguy punches and holds his pistol with his left hand? No? Well, I have. So I opened up Marphy Black's D2 Sprite Fix in SLADE and mirrored the sprites. So... now Doomguy is righthanded! That's it. Nothing else. I know it's nothing exciting, but hey, fuck you I like it better like this. Works on anything, it's just mirrored sprites.

Righthanded Doomguy:
https://mega.nz/file/X50hXJYK#VdSHYOON4ewTSsuoE_TkTsBUWkZL3-FE4zlJSxbRzPc

I feel it goes without saying, but of course this is assuming that the WAD you're playing doesn't also modify the fist/pistol sprites or use dehacked stuff on them.

>> No.6573528

>>6573508
nah his left hand is probably just dominant and stronger
he punches and pistols with his left because those are one handed things. he fires with his right with other weapons because that's usually how they're made to function, and possibly absorbs more of the impact into his left by bracing with that arm more. He could be ampedextrous, or his pistol holster could be on his left and he wants to be able to quick draw it easily.

>> No.6573534

>>6573431
Lookin' good so far.

>> No.6573580

>>6573508
That's implying Doomguy is a normie
>righty
He is obviously a leftychad.

>> No.6573586

>>6573440
>>6573442
>vanilla
So is this a yes or no on being able to edit in gzdoom builder?

>> No.6573597

>>6573508

The hero we need

>> No.6573625

>>6573586
If youre using the vanilla map format (AKA "Doom format"), no.

>> No.6573626

>>6573625
I'm using Doom 2 (Hexen format). Still no?

>> No.6573629

>>6573508
>Doomguy is supposed to be a Christian
>is a leftie, which is literally engish for sinister (evil, mischevious)
What did id mean by this?

>> No.6573631
File: 1.53 MB, 640x480, scroll.webm [View same] [iqdb] [saucenao] [google]
6573631

>>6573442
you can shift flats around in boom through the use of displacement scrollers
https://files.catbox.moe/qyqbku.wad

>> No.6573658

>>6573629
That religion is mostly bullshit. Doom was a very irreverent game, on purpose. It was a bunch of 20 somethin year olds with slayer t shirts making a game.

Sandy is the exception, cause shooting demons isn't against the mormon faith, so he can couch it, but Romero and Carmack didn't give two fucks.

>> No.6573661

>>6573495
a daring synthesis
>>6573626
Still no. That format allows for scripting and more actions, but you need UDMF format to shift and rotate flats.

>> No.6573837

>>6573661
>but you need UDMF format to shift and rotate flats
what, no

>>6573626
https://zdoom.org/wiki/Sector_SetFloorScale
https://zdoom.org/wiki/Sector_SetFloorPanning
https://zdoom.org/wiki/Sector_SetRotation
use these in an OPEN script

>> No.6573880 [DELETED] 

>>6570692
>alternate reality
>where axis were the good guys and the (((allies))) were the evil ones
You mean a reality alternate to this one?

>> No.6573892

>>6573347
>>6570703
I saved and walked through the other doors just to see what happens.

>> No.6573952
File: 14 KB, 318x238, DYNAMITE.jpg [View same] [iqdb] [saucenao] [google]
6573952

>>6572205

>> No.6573970

>>6572205
>rotten wieners

>> No.6574128

>>6567146
Updated all the archives again, check readme to see what was improved

>> No.6574163
File: 166 KB, 462x319, simpsons-armour-hot-dogs.png [View same] [iqdb] [saucenao] [google]
6574163

>>6573952

>> No.6574171

>>6573970
Too be fair, some toxic wieners have historically done a lot of damage. Just look at the 80s

>> No.6574194

>>6570917
Sorry to be redundant but I just want to be sure because other responses to this post confuse me a bit: Is the rule that it needs to specifically be within a 2048x2048 space (not counting non-playable areas), or any area of 4194304 square units (e.g. 4096x1024 is the same area as 2048)? I'm fine with the former but just want to know what my options are.

>> No.6574215

>>6574194
The former.

>> No.6574220

>>6570260
>it'd be as if GzDoom didn't work with <insert fabled megawad here>
We're getting there considering No Chicken's attitude, don't some old ZDoom mods already break in the newest version of GZDoom?

>> No.6574234

>>6570917
I suggested an idea to another anon but he didn't seem to be very interested, so I figured I'll do it myself. I'll make MAP07 with arch-viles.

>> No.6574254

>>6574220
A lot of older ZDoom and GZDoom mods break on newer versions, like HexenHanced for example - there are several scripts that were designed in a way that failed to work under certain circumnstances. In old GZDoom versions this just threw a yellow exception in the console, script got terminated and reloaded to continue working.
Now it just crashes right away.

There was some function related to vertical angle that was working fine for 7 years (it just counted horizon line as 0 angle) until 3.2 or something where Graf discovered that it was wrong, and Horizon angle should be 90 degrees, so he "fixed" that, and now all prior mods using that function will work wrong. I don't remember particulars, it was 2 years ago, but it stuck to my memoryt as massive WTF moment.

>> No.6574263

>>6573508
Stop rightwashing one of the few lefty protagonists in video games you bigot

>> No.6574281

>>6574263
>>6573508
Fuck both of you, doomguy is a hard centrist

>> No.6574283

>>6574281
"""Ambidextrous""" people are just fencesitters.

>> No.6574284

>>6574283
Bitch, did I say he was ambidextrous?

>> No.6574292

Doomguy is dexteroambitious

>> No.6574294

>>6570962
That didn't work at all. I added it as a resource and I could apply the texures and see them in the editor but when I test the map there's just a giant checkerboard texture. I've scoured YouTube and the internet for a clear tutorial on how to do this and tried to follow along but it never works. Why is this so hard? Please somebody help me

>> No.6574302

>>6574294
Does it work if you load the map up outside of the editor?

>> No.6574304

Doomguys rage has manifested a third hand. It is known.

>> No.6574309

>>6574302
No, I tried that. Now here's a tutorial I'm looking at on Realm667.
1. Open XWE and open the wad from which you wish to copy your textures.
2. Select the patches you want to copy.
3. From the Menu bar select Edit, then Copy.
4. Close the first wad and open the wad into which you wish to copy your patches. Go to the last entry in your existing list of patch names.
5. From the Menu bar select Edit, then Paste. This will load all your patches into your wad in the correct location.
6. You will need to edit the TEXTURE1 lump to insert your new patches into textures.

Number one, XWE doesn't work when I download and open it. So I have SLADE. Second of all, what does editing a TEXTURE1 Lump mean?

>> No.6574357

>>6574234
I get a feeling there will be a lot of dead simple clones submitted.

>> No.6574362

>>6574357
Now I discovered that mancubus corpse refuses to teleport in PrBoom which is weird and I don't care to find out why so I will probably go back to my previous idea, if I have energy.

>> No.6574390 [DELETED] 

https://youtu.be/xjfPu0VRWt8
https://youtu.be/nct033XEsiY

>> No.6574397
File: 64 KB, 284x177, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
6574397

>>6572513
I tested out PrBoom-plus 2.5.1.7um and DBP25 after reading this post, and the mouse sensitivity settings for Graf's PrBoom fork are different :( I already spent a ton of time getting used to PrBoom's different mouse controls after switching to that from Chocolate/Crispy Doom. Hopefully with some patience and tweaking I can replicate the old PrBoom mouse controls in this new fork.

I use the default mouse sensitivity settings in Chocolate/Crispy Doom, and the closest I've gotten so far to replicating that feel in PrBoom+ (2.5.1.4) is by having mouse sensitivity only +1 above zero and mouse acceleration +2 above zero

>> No.6574438

>>6574362
anon
corpses are incorporeal and can't activate linedefs
teleport is a linedef
unless you directly teleport corpse with ACS script (aka ZDoom stuff) you won't be able to do shit with a corpse

>> No.6574442

>>6574357
God I hope not.

>> No.6574451

>>6574438
They do in Doom 2 format in Crispy Doom and they also do it in GZ Doom even in Boom, but not in PrBoom which I assume is better choice of port.

I guess "corpse" isn't entirely correct word, I put a stack of barrels next to a monster which is right at the edge of teleport linedef. As barrels are crashed, they push the corpse across the linedef and corpse arrives on the other side.

For some reason in PrBoom teleport flash happens, but corpse doesn't arrive.

>> No.6574454

>>6574309
Alright I figured it out but seriously that information should be easier to find

>> No.6574458

>>6574357
>he doesn't solely make and play dead simple clones

>> No.6574503

>>6574458
What kind of variations can we make out of Dead Simple clone?
>Straightforward Dead Simple (With maybe additional enemies)
>Reverse Dead Simple (Kill arachnotrons to make mancubi rise from the floor or something)
>Mancubian Candidate
>Mancubian Candidate but with arachnotron
>Killing mancubi and arachnotrons off-screen to make you press multiple buttons

>> No.6574567

>>6574503
Arachnotrons appear early on in the level, and you need to keep them alive to infight a Cyberdemon later on that you won't have the ammo for otherwise.

>> No.6574571
File: 155 KB, 390x280, yellow.png [View same] [iqdb] [saucenao] [google]
6574571

>>6573952
>>6573970
Looks slightly crude when thrown, yeah, but I figure it to be dynamite sticks kind of crudely bundled together with duct tape, and they kind of shift around a little when handled and thrown. The dynamite is yellow, because everyone does red dynamite, which has a risk getting lost in large amounts of gore.

>> No.6574575

>>6574503
Mancubian Candidate but in order to progress you have to bait the Mancubus attacks to activate linedef triggers (which is a thing in vanilla doom).

>> No.6574578

>>6572827
baron of hell dies from like 2 super shotgun shots in brutal doom
git gud

>> No.6574583

>>6574503
Well, I had an idea for Dead Simple map where you are on top of a flying airplane and there are Mancubi on several other planes shooting at you from several directions, killing them allows you to go down into cargo bay (through the silent teleport fake RoR), there you fight some regular enemies, open doors in sides of the plane, dispatch arachnos on other planes, then get inside the pilot cabin and finally exit the level.

>> No.6574639

>>6573629
They didn't give a shit. Hand model was probably just left handed.
>>6573658
>That religion is mostly bullshit.
I guarantee you they didn't think of theology at all one way or another. They weren't making points. They were making video games.

>> No.6574645

>>6574639
what they thought of is not improtant
the ideas and opinions on those ideas were already planted in their minds
and that influenced what they have done when they were doing things associated with those ideas
that's how psychology works

>> No.6574771

>>6574503
I always liked it when maps used the tags, but otherwise played like a normal level.
Memento Mori 1 M07 requires you to kill all mancubi in a particular section in order leave the area and to get the red key.
BTSX E1M07 has a single mancubus behind a wall that can only be killed through a tiny hole, and killing him grants access to a secret.

>> No.6575076

Why is Blood so hard, yet so fun? I love the movement and the gunplay, but those robed fuckers are cunts.

>> No.6575227

>>6575076

It eventually gets pretty easy once you realize devs map makers just give up and give you enough napalm to fuck everything up.

>> No.6575245

https://www.doomworld.com/forum/topic/115177-three-is-a-crowd-vanilla-megawad-with-three-protagonists-finally-released/

>> No.6575356

>>6575076
this, i just started episode 2 and im getting my ass kicked on lightly broiled

>> No.6575368

>>6572127
The pouch is a health pickup for +50, but won't take you over 100 total. It probably got switched after whatever video you watched was and the walkthrough hasn't been updated with the change.

>> No.6575428

>>6566039
Quakespasm is great. Have fun anon! The day I started Quake was the day I beat it. Addictive as all hell.

>> No.6575430

>>6574645
>"""""psychology"""""
You're retarded. id didn't give a shit about making statements.

>> No.6575436

>>6566213
It's a reference to late-episode one Blood. I think E1M5.

>> No.6575439
File: 194 KB, 640x723, file.png [View same] [iqdb] [saucenao] [google]
6575439

>>6574645
>what they thought of is not important

>> No.6575446

>>6566404
Preference, though it doesn't make much of a difference.

>> No.6575451

>>6566532
During the level.

>> No.6575461
File: 386 KB, 500x375, file.png [View same] [iqdb] [saucenao] [google]
6575461

>>6575439
>>6575430
>>6574645
Time to set this dumbass conversation straight. Kevin Cloud held a camera in his right hand while scanning weapons in his left. The team didn't give a shit about mirroring the results because it would've been a waste of time.
No digging into trivial pursuit cards. No psychobabble bullshit. No grand statements on how even left handed people can be good because religion bad. Just simple fucking happenstance.

>> No.6575464

>>6568670
Bullshit. It has "Fun" in the name so it must be a good time.

>> No.6575467

>>6568670
>>6575464
Wait did people hate this map? I thought it was legitimately fun to run through a shitload of enemies and barrels for dear life and then shoot the barrels.

>> No.6575476

>>6570917
So does "ledge on which chaingunners sit and shoot at you but you cannot walk in there without noclip" count as a playable area or is it fine if that part is a little out of the 2048 area?

>> No.6575482

>>6570417
I pirated them at first but now own most of them legally on one platform/medium or another.

>> No.6575489

>>6570772
I just ran through it a month ago. I thought it was quite good with plenty of clever design choices.

>> No.6575493

>>6570417
For Quake at least the Steam release doesn't even have music for the first two games at all.

>> No.6575501
File: 2.74 MB, 2997x2000, man on the silver mountain.gif [View same] [iqdb] [saucenao] [google]
6575501

>>6575476
Good question. I'm gonna say it's fine as long as it's outside of the player's reach.

>> No.6575515

>>6575467
I'm the sarcastic anon that replied. I like Barrels O' Fun just fine.

>> No.6575524

>>6570917
Are monster closets (for teleporting monsters into the map) allowed outside the 2048x2048 playing field?

>> No.6575528

I just want Golden Souls 3 to come out

>> No.6575541

>>6575524
Yes. That is what the term 'dummy sector' meant in the rules post.

>> No.6575547

>>6575524
>>6575541
I should also mention that voodoo dolls are also permitted as well, just in case anyone was wondering.

>> No.6575557

>>6575528
i'm waiting for reelism 2

>> No.6575561
File: 66 KB, 800x591, 800px-TNT_MAP08_map.png [View same] [iqdb] [saucenao] [google]
6575561

QUICK

You have five seconds to tell us why Map08: Metal is the best IWAD map.

>> No.6575568

>>6575561
No.

>> No.6575581

>>6575561
It has the best music. That's about it really.

>> No.6575594

>>6575581
i like the tnt revilution remix of it

>> No.6575605

>>6570421
Damn it I started it in UDMF and am halfway done. Is there an easy way to make it Boom format?

>> No.6575718

>>6567568
Excessive use of things that are absolutely impossible in the vanilla Doom engine.

>> No.6575734
File: 96 KB, 475x258, 1590692633405.png [View same] [iqdb] [saucenao] [google]
6575734

>>6575439

>> No.6575739

When playing a doom map, how much attention do you give to how detailed/pretty the map is? I dont pay a whole lot of attention to it and in fact i enjoy the "ugly" maps more, but when im mapping, after having played wads like BTSX, sunlust, alien vendetta etc i tend to fall into the trap of comparing my maps to such works of people orders of magnitude more experienced than me and I get insecure about how ugly my maps are when in reality im sure they look fine, just not absolutely outstanding like those kinda wads. Its very depressing and demotivating and im sure me as well as many other casual not very experienced mappers would love to hear some opinions on this

>> No.6575741

>>6575561
Metal is not the best map. But it does belong to the best IWAD.

>> No.6575746

>>6575739
Sunlust is a masterpiece, no sense in comparing to that.

>> No.6575778
File: 406 KB, 1358x1378, our GOD.jpg [View same] [iqdb] [saucenao] [google]
6575778

Remember that Tom Hall is the KING and his maps with sandy are the kinoest ever.
E2M2 and E2M7 are godlike and you can't refute me.

>> No.6575807

>>6575778

E2M2 is unironically great

>> No.6575821

>>6575807
e2m2 is, by far, the best official map from Doom.
it does the best job of selling all of Doom's unique aesthetic and gameplay components in one package. It's exploratory, it's tense, the combat is fun and provides multiple options, there's a dungeon-crawling element while still remaining compact, it shows off the chaotic transition from a "grounded" base environment into Doom's unique interpretation of Hell, enemy placement is well-considered, etc. It's got it all, and yet it surprisingly coheres.
It have some nice exploratory nature, abstract semi-realism, little gimmicks and varied environments to keep the journey interesting, lots of free roaming enemies while the overall difficulty stays low, and you can choose whether to fight the monsters with conventional weapons or a berserk fist.
E2M2 is abstract in the way the best Doom levels are, but it has a fully realized sense of place. it actually feels like a functioning base of some kind of while also being an engaging experience that introduce strange elements into the mix - no small feat. the whole idea of a base overtaken by otherworldly and hellish elements is felt strongly the map - no ingame storytelling is needed. so many ideas are contained in what might initially seem to be a flat and boxy layout. it's like the level tells an entire story as you go through it (another thing you can feel very much in particular with episode 2 map 4 of Doom 1). it also feels labyrinthine but in a way that is exciting and interesting to unpack, and not as complicated as it might look. the fact that the crate maze is a central feature of the level but you can largely bypass it because the map points you to the critical path by the berserk pak is also really brilliant. i'm glad this map, and Tom Hall as a designer, is finally getting the love it deserves from the Doom community. i think E3M7 is almost as brilliant of a moody puzzle-stylle map.

tldr both are great and underrated.

>> No.6575837
File: 55 KB, 960x960, 1590720083601.jpg [View same] [iqdb] [saucenao] [google]
6575837

>tfw q3a online is fun as fuck, but the only populated servers have me at 150+ms or are completely full
i just want to play freeze tdm with some boomers

>> No.6575840

>>6575821
Do you copy paste this in other DOOM threads or have I just heard the same take from every YouTuber?
The greatest map is unironically Perfect Hatred.

>> No.6575845
File: 424 KB, 514x836, 1515455113649.jpg [View same] [iqdb] [saucenao] [google]
6575845

>>6575837
>any match on q3a online with only 40+ ping makes every shot delayed by a minimum of a second
why

>> No.6575887
File: 1.23 MB, 1280x720, 1593993874673.png [View same] [iqdb] [saucenao] [google]
6575887

>>6575840
Against Thee Wicked is the best map from chapter four.
e1 best map: Toxin Refinery
e2 best map: Containment Area
e3 best map: Mt. Erebus
e4 best map: Against Thee Wicked
e5 best map: Nightmare Underworld

>> No.6575897

>>6575821
It is great to see Tom's efforts vindicated. I feel the same for Sandy.

>> No.6576046
File: 82 KB, 544x800, Farewell .jpg [View same] [iqdb] [saucenao] [google]
6576046

I'm gonna play every WAD ever created, UV pistol starting / no saving every stage, wish me luck.

>> No.6576053

>>6575739
Ive managed to get pretty decent at nice visuals but now I feel insecure about my layouts being too simple or not fun enough.

>> No.6576056

>>6576046
Good luck with playing all the D!Zone and Maximum Doom shit.

>> No.6576094

>>6576046
There are nearly 200,000 wads on the idgames archive
I set my sights smaller and tried just playing Cacoward winners for now and I'm already burnt out halfway into 1997
Don't burn out like me, anon

>> No.6576138

>>6575739

honestly simply avoiding misalignments and clashing textures will get you about 2/3 of the way there

the people who work on wads like btsx have been doing this shit for decades and also have a pretty respectable dose of overall artistic experience on top of that

>> No.6576210

>>6576046
Just remember, some wads aren't even supposed to be won, and may literally be unwinnable.

>> No.6576219
File: 1.22 MB, 1200x750, file.png [View same] [iqdb] [saucenao] [google]
6576219

>>6575461
Based and commonsensepilled

>> No.6576251

>>6575461
>>6576219
So what you're telling me is that this anon >>657350 did what id didn't do because they were too lazy?

>> No.6576265

>>6576251
Id didn't do whatever the fuck they're talking about because PSPs didn't exist in the early 90s.

>> No.6576278

>>6576251
You say this like it's actually important in any way to have a protagonist be right-handed.

>> No.6576285

>>6576251
>because they were too lazy?
No, it was because they didn't give a shit. Hell, they might not even have noticed that the gun was in Doomguy's left hand. They literally had more important shit to worry about.

>> No.6576461
File: 434 KB, 680x486, DO IT FOR HIM.png [View same] [iqdb] [saucenao] [google]
6576461

How canon is the Doom 2 'official' Guide?
It follows the story in the Doom 2 manual, which seems different from the actual game.
However it's set in Hawaii, like how Doomguy's CO got sent to Pearl Harbor. In Doom 2 you go to Doomguy's home town.

This implies Doomguy is Hawaiian.

>> No.6576463
File: 4 KB, 154x186, 1576894105256.png [View same] [iqdb] [saucenao] [google]
6576463

what does NPRA stands for

>> No.6576471

>>6576463
National Plasma Rifle Association i'm guessing, play on NRA

>> No.6576517

Total newbie here, how easy would it be to create my own frankenwad by cutting elements from other mods and merging them into one (assuming I don't fuck up compatibility). Is it as easy as cut, paste, and update a masterfile, or do I actually need to understand how the mechanics work?

>> No.6576523

>>6576056
Are they that bad?
>>6576094
That's a lot of good stuff too, hidden pearls ready to be unraveled.
>>6576210
These wads I gonna skip.

>> No.6576525

>>6576523
D!ZONE and Maximum DOOM are shovelware packs taking random wads off the Internet with zero quality control. Obviously there's good shit in there by virtue of them grabbing EVERYTHING, but there's so much garbage.

>> No.6576601

>>6576517
I'm new too but I'm thinking it'd be enough work that you should just start from scratch. For example, each piece is going to already have a bunch of line defs with certain tags. If you're frankensteining, that means you'll probably have like four different line defs that are tagged as '1' or '2' or whatever and you're going to have to go though and sort them all out.
Why copy others anyways? Isn't the point of building a WAD to see what you can do on your own?

>> No.6576650

>>6576601
I'm not about to recreate the sprites for a cosmetic replacement for a firearm, nor build alternate fire/primary fire changes from the ground up. The chaingun and plasma rifle are fuck-ugly in vanilla. At the very least, I want to replace those sprites, and I have no real artistic skill or patience. I think a three-round burst mode for those rapid fire guns would be nice as well.

Based on your response, though, I am going to have to dive in regardless.

>> No.6576720

>>6570917
https://drive.google.com/file/d/1DjBLRSZzJLPMsyQfSCsfLjwwqfb_0u0o/view?usp=sharing

So heres my take on this I guess, its probably too amateurish but I figured it will be fun to try and do something like this and also its always some more mapping practice and if it makes the cut then hell yeah, credit me as Mr. B. Otherwise Id love to hear some thoughts on this based on which i will try and improve

>> No.6576791

>>6576265
>>6576278
>>6576285
woops, meant to quote >>6573508

>>6576285
>They literally had more important shit to worry about.
They...literally...had more important shit to worry about
Literally
As in there was literally shit, and they had to worry about it
Why was there shit at id for them to be worried about
Who didn't make it to the bathroom

>> No.6576806

Which one should I play first /vr/, Duke or Powerslave?

>> No.6576819

>>6576806
Duke

>> No.6576905
File: 440 KB, 867x1314, 028b20f0d02def40eadfbf9520143864fd00d6a7bcfe34af2b4755dd523e3b0e.png [View same] [iqdb] [saucenao] [google]
6576905

Okay, I have an idea on how to make Hell Nobility more interesting. They're nobles? Good! Let them command and inspire rank and file demons! Basically, in their presence every lesser monster acts as if -fastmonsters are on. Ranks matter too - Baron can buff stronger monster and in wider radius.

>> No.6576920

>>6576791
It was Carmack's shit. He decided it would be more effective to shit on the floor in that particular situation. It was a no-wipe ghost shit, too. It ended up being stolen by Apogee, who renamed themselves 3D Realms and made a Build engine out of it.

>> No.6576945
File: 528 KB, 1920x1080, doom64.png [View same] [iqdb] [saucenao] [google]
6576945

>>6576720
Not bad at all! Just a few minor issues that need to be ironed out:
-The berserk secret is tagged twice, counting as two secrets
-The platform in pic related and one of the walls in the final outdoor section are too thin for the monsters to navigate, leaving them immobile
-Some texture alignments need fixing
Nice work so far.

>> No.6576949

>>6576945
God dammit, I knew those ledges would cause problems. I'll fix it right up and post a v2 as soon as i can

>> No.6577075
File: 2.86 MB, 480x270, hooliganism.webm [View same] [iqdb] [saucenao] [google]
6577075

>>6570917
ooh I'm interested. I'm the guy that just made basically my first map blindwound (fixed some of it and made pillars way smaller so it's way less slow/tarded if anyway wants to play it now):
http://www.mediafire.com/file/fsqf4dxk7ipduca/blindwound.wad/file
I'll do it in doom2 format. Is there any limit on the monster count? I would be keeping mine small at like 40 or 50 anyway but just wondering. I don't know what "limit removing" means but I'll find out.
2 week deadline should be perfect.

>> No.6577081

>>6577075
>Is there any limit on the monster count?
Nope.
>I don't know what "limit removing" means but I'll find out.
It's just a shorthand way to say you're making a map in the Doom 2 format (vanilla), but ignoring the limitations the original engine had, like visplane limits, seg counts, and so on.

>> No.6577087
File: 268 KB, 800x532, d_runnin outta time.png [View same] [iqdb] [saucenao] [google]
6577087

>>6565828
>>6565835
Just a heads up for whoever's going to make the next OP and news to put up a section at the top on the latter for this ongoing project >>6570917 like what was similarly done in the past. I would do it but pic related.

>> No.6577219

>>6576791
Based and redditpilled

>> No.6577221
File: 1.84 MB, 612x347, SLc8jsd.gif [View same] [iqdb] [saucenao] [google]
6577221

>>6576791
Oh man he used "literally" the way it's supposed to be used! Take all my upvotes!

>> No.6577316

>no thief thread up on /vr/
any thief nerds ITT?

>> No.6577320

>>6577316
I sometimes make Thief threads. Not been doing them recently cause even if there are new fan missions.

I like to wait a bit for people to have something to talk about.

>> No.6577338

>>6577320
I need AI differences explained between normal/hard/expert
like there's a different detection threshold and I'm wondering how to edit it

>> No.6577346

>>6577338
Dont know anything about code but I think the differences are minimal.
There is a extreme difficulty mod you could take a glimpse.

Why do you want to edit it?

>> No.6577389 [DELETED] 

>>6565828
Anyone got mega of doom eteranl/2016 artbook?

>> No.6577395 [DELETED] 
File: 904 KB, 828x1148, F9E44D69-6A8F-4B6B-B751-442D7B4E284C.jpg [View same] [iqdb] [saucenao] [google]
6577395

>>6577389
What does /vr/ think of VNN?

>> No.6577420
File: 67 KB, 494x141, dino-logo[1].png [View same] [iqdb] [saucenao] [google]
6577420

Has anybody played the new TC Impie released recently?
https://www.youtube.com/watch?v=1qLZPoRnjrU&feature=emb_title

>> No.6577490

>>6576517
>>6576650
Cutting and pasting parts of maps and stuff isn't going to be worth it, but just exporting and importing sprites and textures is very simple. Mind, the polite thing to do when using someone else's asset is to list them in the credits.

Personally, though I find the chaingun to look kind of huge and bulky for its role and performance, I think the plasma rifle is cool and I like it.

>> No.6577517

Hey, odd question, but does anyone know if there's any place where one can find .midi renditions of music from the Final Fight games?

>> No.6577518

>>6577517
Try googling "Final Fight MIDIs". Should be one of the first results.

>> No.6577519

>>6577346
expert mission objectives with normal's less jumpy AI or even fewer guard spawns (I think that's a factor between normal/hard)

>> No.6577521

Looking for REAL Thief nerds to explain all the nitty gritty of the AI to me

>> No.6577552

>>6577519
Why tough?

The AI in expert is not that more clever than in normal. its raelly perfectly balanced.

In fact I would argue I would make all the guards like Haunts because I am that hardened playing Thief.

>> No.6577586

>>6577552
> I am that hardened playing Thief.
it ain't me, it ain't me ain't no taffer's son

>> No.6577595
File: 17 KB, 320x200, INTERPIC.png [View same] [iqdb] [saucenao] [google]
6577595

>>6575739
Also remember that BTSX had a TEAM of people working on it; it wasn't just one person.

If a WAD is vanilla-compatible like Scythe then I don't mind it not being decorated because it will look great in Chocolate Doom anyway. My favorite examples is map 27 of Scythe. It's undecorated by today's standards but the map still plays amazingly well; it's my favorite Scythe map. Try to beat it pistol-start on UV with saves if you've never played it before.

If a WAD is limit-removing then I expect a little more effort put into decoration. I think maps 03 and 05 of DBP20 are good examples of how little decoration you can get away with on limit-removing ports. The other maps of that PWAD have tons of decoration by comparison (and as a result look great in GLBoom)

If a WAD is Boom-compatible then I expect more - look at maps 03 and 04 of Lunatic

>> No.6577597

>>6577595
I forgot to mention - try out Scythe map 27 on Chocolate Doom. Here is an example playthrough:
> https://youtu.be/cQKLpG9Qb5c

>> No.6577605

NEW THREAD
>>6577602
>>6577602
>>6577602

>> No.6577609

>>6577518
I can't find the one I'm looking for. Nevermind, I have a lot of other options.