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/vr/ - Retro Games


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6577602 No.6577602 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6565828

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
https://www.youtube.com/watch?v=CGj4gXyCzg0

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.6577603
File: 16 KB, 666x666, 1593834163825.png [View same] [iqdb] [saucenao] [google]
6577603

=== ONGOING PROJECT ===

2048 Units of /vr/
Rules: >>6570917

=== NEWS ===

[7-5] Righthanded Doomguy spritefix
https://mega.nz/file/X50hXJYK#VdSHYOON4ewTSsuoE_TkTsBUWkZL3-FE4zlJSxbRzPc

[7-3] Demo for Iron Assault is released
https://forum.zdoom.org/viewtopic.php?f=19&t=68096

[7-1] Mutagen Rapidem, a new single-level wad
https://www.doomworld.com/forum/topic/115224-mutagen-rapidem-single-map/

[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

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6577613

>>6577603
https://drive.google.com/file/d/1SRVHQNk1QrWU001IQ82qQBi3WycgoaHd/view?usp=sharing

Alright, heres the v2 of my 2048 submission from the last thread, I believe all the problems have been ironed out now and after playtesting it like 20 more times everything seems fine

>> No.6577614
File: 263 KB, 1280x930, e2m6 end.jpg [View same] [iqdb] [saucenao] [google]
6577614

>> No.6577650

>>6577614
I love HOTD, though it's admittedly more for the wicked music track than for the actual level design. Tough to pistol start on UV due to scant ammo.

>> No.6577674

>>6577650
I like how cramped and spooky it is, the wood maze is 10/10

>> No.6577697

>>6577650
>>6577674
everybody hates E3M5 and Sandy but you're fucking stupid
E3M5 is kino, it's a good concept level. The concept being it's a fucking Unholy Cathedral. Are you a practicing satanist in real life? No? Then no wonder you're lost in the unholy cathedral, it's built by demons for demons.

>> No.6577704

>>6577697
Anon, who are you talking to? Who are you addressing?

>> No.6577705

I like Doom

>> No.6577716

>>6577697

BUILT BY DEMONS
FOR DEMONS

>> No.6577736

>playing doom 64
>missed 2 demon keys
am I a fucking brainlet or are those two secrets levels incredibly ridden? even some of the usual secrets were cryptic as fuck in this game. how did people find this shit back then

>> No.6577740

>>6577736
*hidden, sorry.
also fuck lost souls in that game, they're way too fast

>> No.6577742

>>6577705
I like Doom too anon

>> No.6577760

>>6577740
At least they die fast, also the best stage is Unholy Temple.

>> No.6577761

>>6577736

A lot of Doom 64's secrets are total horse shit. People often referred to the "official" strategy guide for a lot of games back in the day so it could be that.

>> No.6577807

>>6577704
you're talking about doom(1) maps popularly considered to be shite so I thought I'd join in on teh fun my dude

>> No.6577818

>>6577697
Unholy Cathedral is kino

>> No.6577825

>>6577736
Try Wolfenstein 3D. It has zero indication of secrets at all.

>> No.6577857

>>6577742
But do you like to Doom Two too?

>> No.6577878

>Skillsaw puts an arrow on the map
>"Masterpiece! Bravo!"
>Sandy puts an arrow on the map
>"WTF? What was he thinking?"

>> No.6577893

>>6577736
i found none and had to fight the mother demon with the basic unmaker
0/10 wouldn't recommend

>> No.6578006

>>6577807
Only plebes dislike E2M6.

>> No.6578029
File: 67 KB, 494x141, 1594060561662[1].png [View same] [iqdb] [saucenao] [google]
6578029

Since it got buried in the last thread, has anybody played/finished pic related yet?
https://www.youtube.com/watch?v=1qLZPoRnjrU

>> No.6578051
File: 10 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
6578051

>>6578029
ripping the dinosaucers logo? lol

>> No.6578079

>>6577878
https://www.youtube.com/watch?v=RIgwoLCZ9Uc

>> No.6578136

So how does the Eduke version of Shadow Warrior compare to Classic Redux?

>> No.6578230

>>6577602
Doom 2 but most of the Enemies are memes from 2003-2012

>> No.6578243

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

>> No.6578264
File: 86 KB, 600x600, dbldz35-c115392c-c1ab-44c8-9255-10bce7358291.png [View same] [iqdb] [saucenao] [google]
6578264

>>6577602
VANILLA DEATHMATCH GET IN HERE
SEARCH LOUNGE ON DOOMSEEKER

45.32.212.112

>> No.6578378

>>6577857
i like Doom Two too

>> No.6578409

>>6578029
wtf is this autistic shit

>> No.6578416

>>6578029
My autistic brain won't allow me to play any Doom wad that requires freelook and/or jumping.

>> No.6578423

>>6578029
>The giant green chick
I laughed. The soundtrack is neat too.

>> No.6578427

>>6578416
>My autistic brain won't allow me to play any Doom wad that requires freelook and/or jumping.
Aside from making sure the map is playable from pistol start what other things should I consider for my mod?

>> No.6578437

>>6578416
>My autistic brain won't allow me to play any Doom wad that requires freelook and/or jumping.

This is actually the one true way

>> No.6578442

>>6578029
It feels like a feverdream, the weird music, the massive mix of all kinds of assets which don't strictly go well together like they do.
I can sort of imagine what the author might be going for, but the execution feels all over the place.

>> No.6578449

>>6578427
I mean that's pretty much the golden rule. Keeping its playability from a pistol start will indirectly have you follow a bunch of other good guidelines. Just balance it out, too. Don't make it too playable from a pistol start or it'll be way too easy for somebody who has an arsenal from previous maps. Romero would basically play the stage and add some small "fuck yous" like extra enemies or a trap if he felt it wasn't quite challenging enough. As long as you're able to do it, your players will be too, so it legitimately helps to be good at the game, or at least know someone who is. Also even an extremely subtle warning is better than no warning at all. Avoid beginner's traps at all costs. They're generally pretty shitty, easily overcome, and just lead to frustration.

>> No.6578450

>>6578416
You're missing out.

>>6578427
Don't assemble it all from existing monsters and weapons from R667

>> No.6578451

>>6578450
>You're missing out.
Not really. I've got plenty of other options for freelook FPSs.

>> No.6578460

>>6578449
Yeah I appreciate the advice but I'm gonna stave away from stuff like monster closets since I want my mod to be in a more modern realistic setting.

>>6578450
All monsters are gonna be original assets and well as some of the weapons with hands, though editing the gloves out will be a problem since they're mostly black.

>> No.6578464

>>6578451
Suit yourself.

>> No.6578474

>>6578460
>Yeah I appreciate the advice but I'm gonna stave away from stuff like monster closets since I want my mod to be in a more modern realistic setting.
Always like those, especially when they're done right. Realistic settings are more a build engine staple, but I always felt that the doom engine in the right hands can easily pull off that kind of thing. And yeah, you don't necessarily have to monster closet shit to add a challenge where you feel one is lacking. In fact I'd recommend against that as it's a bit cliche'd at this point. Use your imagination.

>> No.6578481

>>6578474
Yeah I've been looking into TrumpDoom.wad on how to replicate certain things that the build engine would do as a replacement. So far I'm stuck on figuring out how to replicate tables like in ||that columbine doom wad|| without resorting to using 3d floors from gzdoom builder but I'll look into it further.

>> No.6578494

>>6578006
Only plebs dislike E3M5.

>> No.6578502

>>6578029
How is this the same guy who made Strange Aeons, what the fuck?

>> No.6578506

>>6578029
getting some strong "vintage zdoom" vibes here
like, this is the sort of shit you'd get from some bored teenager with doom builder, XWE, no concept of thematic consistency
it's refreshing in a way

>> No.6578509
File: 781 KB, 1096x614, untitled.webm [View same] [iqdb] [saucenao] [google]
6578509

>>6577613
I am really enjoying your map. I played it a lot.

There is a little 8 units offset in the left door at one room, see video.

>> No.6578513

>>6577878

Where is this happening

>> No.6578517

>>6578494
It's ok. The only E3 map I kinda dislike at all is E3M6, because of FIREBLU abuse, but it actually plays just fine.

>>6578502
Wuh- WHAT?!

>> No.6578520

>>6578502
And the Splatterhouse TC. And the RoboCop TC. And the Ghoul School TC. And probably a million other things.

>> No.6578523

>>6578520
Prolific guy.

>> No.6578529

>>6578517
Yeah, it's Impie. Dude's got a fetish for shitty retro shooters and I appreciate that.
https://mikestoybox.net/doom-maps/

>> No.6578553

>>6578529
Well, I have to respect the dedication.

>> No.6578560
File: 492 KB, 800x824, cacopalBWsmall.png [View same] [iqdb] [saucenao] [google]
6578560

Still working on this. You retro FPS guys are great.

>> No.6578573

Does anyone know how many units per second the floor-lowering actions move at? I want to make a timed lift and would rather do quick math than trial and error.

>> No.6578574

>>6578560
That's pretty great looking, drawfriend.

>> No.6578591

>>6578573
Nevermind, I found it on the wiki. They move at 140 units/second.

>> No.6578601

>>6577893
same, i had to dance around her with the super shotgun, fucking sucked

>> No.6578628

>>6577878
Even Erik Alm, arguably the most influential mapper in the community, has put arrows in his maps.

>> No.6578650

I notice when playtesting that, given how some of the replacement textures in the Gothic texture wad actually replace a few existing textures by name, they get their counterpart's brightmaps applied to them, which can look pretty out of place.
The easy solution would be to simply not play with brightmaps, but I wonder if anyone is willing to whip up some quick brightmaps for the pack, to go with the map compilation?

>> No.6578667

>>6578628
Sandy could make the best mapset of all time and people would trash it on principle

>> No.6578684 [DELETED] 

>>6577697
>everybody hates E3M5 and Sandy
I don't and you're a faggot

>> No.6578763

>>6578650
I assume that most people will use a Boom comptabile source port to play this wad, since GZDoom isn't guaranteed to play these levels flawlessly. Boom and limit removing source ports don't support brightmaps (usually), and GZDoom users will probably remember to turn off brightmaps for this pwad. Maybe include it in the .txt?

>> No.6578786

>>6578763
>since GZDoom isn't guaranteed to play these levels flawlessly
Why though?

>> No.6578829

>>6578650
Make a custom gldefs file to alter those brightmaps. Just copy whatever one the gothic wad has, or if it doesn't have one just make one.

>> No.6578832

>>6578560
I'd actually wear this as a tattoo if I cared about that sort of thing.

>> No.6578838
File: 37 KB, 560x407, rtg0q.jpg [View same] [iqdb] [saucenao] [google]
6578838

>>6578786
Well why does it fuckin have texture filtering when it looks like someone shoved vasaline in my eyes

>> No.6578841
File: 118 KB, 256x256, token_1(19).png [View same] [iqdb] [saucenao] [google]
6578841

Are there any story-focused Doom mods?

>> No.6578849

>>6578786
GZDoom is Boom compatible, but the monster A.I. and various other mechanics work slightly differently. Levels that rely on quirks of the original Doom engine might not work due to arbitrary bug-fixing over GZDoom's lengthy development. This shouldn't affect any of the levels submitted, since people should test them in GZDoom beforehand. I still think that custom brightmaps are unnecessary and outside of the scope of this project.

>> No.6578859

>>6578841
I Think winters fury qualifies. Or at least its story does more than simply come at the ends/beginnings of levels as text strings, with there apparently being just an atmospheric walk to the next real level. I also think you can skip through text, which should honestly be a necessity for any story segments for replay value. There's still meat to the game-play though, as it's still friggin doom, and also adds in new little mechanincs, enemy styles, and weapons (or at the very least tweaks them a bit and adds new sprites). I don't really wanna spoil anything or say anything wrong, so just try it out and you may like it. Other than that don't really know any, but hope this helps.

>> No.6578865

>>6578841
Strife :^)

>> No.6578867

>>6578517
yeah limbo can fuck off
it's fun to BFG a cloud of cacos but FIREBLU1 is too much

>> No.6578869

limbo can fuck off as well, the worst level in the entire game, but I meant mount erebus
shows how much I play doom 1

>> No.6578873

also play synergy.wad, it's a million times better than DTWID

>> No.6578941
File: 522 KB, 1728x1080, ss_52f7d02f327405706a022c46c799ac8d24db126f.1920x1080.jpg [View same] [iqdb] [saucenao] [google]
6578941

Is there a full list of full games made on the Doom engine somewhere?

>> No.6578949

>>6577602
AN UNCANNY FELLOW

>> No.6579013

>>6578841
define story

some early zdoom stuff tried to have a plot with camera effects n shit. but you also have stuff like pirate doom where the storytelling is mostly visual

also lots and I mean lots of experimental wads had a story. most of them like 5 mins long or unfinished, but oh well

>> No.6579015

>>6578601
after like a dozen reloads i actually used the ssg/chaingun to thin out the trash since there's no revenants or archies and you can just circlestrafe to your heart's content
focused pain eles with the rocket launcher but otherwise bullet/pellet fiesta, infighting did a good job too

>> No.6579035

>>6578029
This gives me some heavy TekWar vibes for some reason

>> No.6579047

>>6578941
I think I had a stroke while reading this screenshot.

>> No.6579074

>>6579047
Serves you right for knowing Russian.

>> No.6579080

bit of a small brain question. How to make ZBloody Hell work with Oblige levels? I wanna play random levels as Caleb.

>> No.6579102

>>6579080
Depends on how ZBH does stuff
If it works by replacing baseline doom stuff, just load them simultaneously.
If not - you'll have to make a compat mod that will replace base items with spawners that will spawn one of the Blood items on top (since Blood has more weapons/ammo/items than Doom you'd have to replace one thing with a spawner that spawns one of 2/3 things)

>> No.6579113

>>6577603
If MAP07 isn't a Dead Simple clone I'm gonna revolt

>> No.6579134

>>6578841
ancient aliens? (lol)

>> No.6579181

>>6579134
https://www.youtube.com/watch?v=ZNxwkCPxx3Q

>> No.6579217
File: 166 KB, 1130x900, crng.jpg [View same] [iqdb] [saucenao] [google]
6579217

Hey, Fryman. I've had just about enough of your "advice," alright? You can't tell me what to do. I wanna eat this red and blue stuff because it looks delicious. So I will! HA!

>> No.6579227
File: 564 KB, 1130x900, fry.jpg [View same] [iqdb] [saucenao] [google]
6579227

>>6579217
I told y'all, this texture is NOT to be eaten, it does horrible, horrible things to the bitrate! Why do you think I put the sign there? You think I was being cute?

>> No.6579243

>>6579227
>THANKS, BYE!

>> No.6579284

>>6578873
What makes the two comparable besides both being doom 1 megawads? From what I've played of Sinergy, it doesn't seem to come across as having the same concept as DTWID at all.

>> No.6579319
File: 157 KB, 660x660, boxoffireblu.gif [View same] [iqdb] [saucenao] [google]
6579319

Did someone herementioned FIREBLU?
I happen to have a shipment of several full boxes of it.

>> No.6579321
File: 9 KB, 177x284, shek.jpg [View same] [iqdb] [saucenao] [google]
6579321

>>6579227
Nobody thinks your nerd-ass is cute, Frylock. Doing what we were told to do got us into this mess in the first place!

But I'm different - see I'm going to rub this stuff on my adonis-like glistening frame, multiplying it's seductive powers . . . so I may attract some HOT DEMON BITCHES!

>> No.6579412
File: 96 KB, 1130x900, cimp.jpg [View same] [iqdb] [saucenao] [google]
6579412

Alright, that's what I'm talkin' abou-
Wait. Why do I feel like a camel all of a sudden? Hey! HEY! Meatball! I told you to not to touch the numpad! Those are my dev keys. Look at what you did! LOOK AT ME!

>> No.6579416

>>6578481
I'm not a Doom mapping god, but I think it could be done like a 3D bridge (e.g. https://youtu.be/AH7UWvNKRIg).). If not that, whatever the hell was was used for BTSX EP 1 bridge on the first map.

>> No.6579446

>>6579113
I think an anon last thread called dibs on the MAP07 slot, so you can rest easy.

>> No.6579493
File: 194 KB, 1445x797, bunker.jpg [View same] [iqdb] [saucenao] [google]
6579493

>>6579446
I have my own idea for it, but that can be done using switches just as well.

>> No.6579719

ATHF Posting is severely underrated

>> No.6579758

>>6579719
Vintage memes deserve a comeback.

>> No.6579762

>>6579446
Boom for some reason doesn't teleport monsters while they are in death state, which makes my idea less fun (I assume even if I map in Doom 2 format purely, Boom port will be the one that plays them). But I can still crush barrels on top of them, I guess.

>> No.6579851

What is a weapon mod that has:
1) Interesting weapons in both looks and effect
2) Not overpowered

>> No.6579852

>>6578865
There is an unexplored world of modding the strife way. You could get things a la deus ex.

>> No.6579864
File: 2.92 MB, 1280x720, putting on doomguy's glasses.webm [View same] [iqdb] [saucenao] [google]
6579864

>>6578838
You can turn that off, just like how Boom ports with OpenGL support lets you turn blur filters on.

>>6578849
They wouldn't be necessary, but I think it would be a nice addition.

>>6578829
I don't think GothicTX has any GLDefs.

Also I don't know how to do that, but I can however make the brightmaps themselves if someone can either assemble them for me, or point me towards a goodtutorial which will tell me how to do so.

>> No.6579878

>>6578029
Holy shit, the way he kicked down that bikini woman, also wtf are those DN3D ripped enemies, and the aushwitz pyjama zombie thing?

>> No.6579880

>>6579851
High Noon Drifter
Hellrider
Trailblazer on the highest difficulty

>> No.6579885
File: 1.39 MB, 1366x768, 2048.png [View same] [iqdb] [saucenao] [google]
6579885

I'm making a map for 2048. I'm a newbie, it's only my fifth map overall and my first time using BOOM format. But I think it's pretty good so far. I'm inspired by DOOM Eternal's arena-like battlefields where constant movement and item management are at play. Here's the WAD so far, if you could give feedback on it. (NOTE: Everything after red door is not remotely close to finished.)
https://drive.google.com/file/d/1fau3sRaLgIkfNGN_sy3fgjSmWwbusspj/view?usp=sharing

>> No.6579923

>>6579885
>You need access
wat

>> No.6579934

>>6579885
>>6579923
Sorry first time using Google Drive to share something. Try this link https://drive.google.com/file/d/1UllSgWzbOIiP_ACmMjDK8Yv1Dby6RT75/view?usp=sharing

>> No.6579950

>>6579851
My personal favorites are JPCP set from Final Doomer and Treasure Tech, as of recent. Latter is pretty strong, but in a rodeo bull or wild mustang way - weapons are powerful, but extremely temperamental, you have to have a strong grip to use them, and melee is high risk, high reward.

>> No.6579963
File: 455 KB, 1920x1080, doom65.png [View same] [iqdb] [saucenao] [google]
6579963

>>6579885
>>6579934
So far so good anon. I just had a few nitpicks:
-The carpet lindefs in pic related trigger the door close sfx to play every time you step over them, which gets annoying pretty fast.
-Some of the hanging corpses block the player when trying to run under them, which can be frustrating
Other than that, a solid effort so far. I like how the level opens up - it reminds me of Going Down.

>> No.6579997

>>6577613
I liked it, it utilizes the space well, particularly with the windows. You're low on shotgun ammo so you're forced to actually use the pistol which I thought was cool.
In your first room, all of your DOORTRAKs need lower unpegging. There's texture misalignment on the grey brick windows. I know it's because it's BOOM and you're using midtextures, but I think different textures there would look better. The demons in the red key room are completely superfluous because they can't move around the pillars. Tested with GZDOOM because I'm a newb and that's all I use.

>> No.6580005
File: 11 KB, 506x368, new stuff.png [View same] [iqdb] [saucenao] [google]
6580005

moar TEXTURES!

Grav gun pickup sprite, new pickup sprite for machinegun, box of mini rocket ammo, and grenade launcher projectile (this one gets recolored depending on ammo type)

>> No.6580007

>>6579963
OK I understand now why I should actually be testing this on a source port other than GZDoom. Thanks for pointing these things out.

>> No.6580016

>>6580005
This projectile looks more like a torpedo to me.

>> No.6580029

>>6577602
That guy is such a f'n douche.

>> No.6580036

>>6580016
Supposed to look like a mortar shell, but there's not much material to work with for this in the iwad sprites unfortunately.

>> No.6580040
File: 527 KB, 480x479, wild1.png [View same] [iqdb] [saucenao] [google]
6580040

>>6579852
>>6578865
Can't remember if I posted this rant already or not. Consider Shadowrun on Genesis. It has relatively low number of locations, locations are pretty simple and small as well. Something like this can be created with hub system in UDMF. Thing is, is this possible to pull off random encounters in Doom? It's not question of possibility (it can be implemented, even Hexen had some automatic repopulation on its levels), but how to make them fun? Thing about Doom is, the enemies themselves are more of a material, and it is up to level designer to craft the encounters so they will be fun. There are lots of nuances, even subtle changes to the encounter can make or break it. So we would need a monster design that would rely less on the initial placement. They should be proactive, they should explicitly interact with each other in interesting ways, and they should rely less on the scenery. So, how's that for discussion topic?

>> No.6580045

>>6580040
You want to make an rpg on doom?
Why just not use something else?

>> No.6580054

>>6580045
I don't really want an RPG, but I want a hub-based small open world adventure with Doom-like gameplay.

>> No.6580060

>>6580040
>Thing is, is this possible to pull off random encounters in Doom?
Completely possible. You could either populate certain spawn points in a level upon revisiting it, or through zscript you could even transport the player to one of several "encounter levels" in between level transitions. If you script up an overmap like in the first two Fallout games you could randomly throw the player into an encounter map like that as well.

>> No.6580061

>>6580054
Inquisitor and ashes in between missions sortta did it. Not enough choice and consequence, but then again similar to say a deus ex or Bloodlines.

I would think something like arx fatalis would be possible and cool.

But the problem with fps rpgs and immersive sims is that its a lot of work even for full teams much less one guy.

>> No.6580078

>>6579880
Hellrider is dope. I'm going through Going Down with it and a Hotline Miami jukebox. Good stuff.

>> No.6580104

>>6580040
I would not go full rpg, i was thinking of something like E.Y.E : Divine Cybermancy, that was the initial Strife spirit i think.

That way the monster behavior is not that important, you could blend an "interesting" lore or story with the Doom stytle combat. You need lots of dialog.

In the end i think nobody worked in that kind of mods because no one like that kind of games.

>> No.6580105

How do you make things open up once you kill everything like in Dead Simple? I poked around in the map but I'm too retarded to figure it out.

>> No.6580116

>>6580105
Sector tags 666 and 667.

>> No.6580120

>>6580104
>In the end i think nobody worked in that kind of mods because no one like that kind of games.

Not true, everybody loves that. Its just time consuming and hard to make. Although gzdoom probably has the tools to do it now.

>> No.6580124

>>6580105
It's actually unique to map 07. The defines are 666 and 667, one opens after arachnotrons killed, the other after mancubi. I haven't used them personally. Apparently people view these as memes and Dead Simple clones are pretty discouraged.

>> No.6580130

>>6580105
Tag 666 for mancubi, which lowers a floor, and tag 667 for arachnotrons, which raises a floor. Only works on Map07 slot.

>> No.6580137

>>6580124
>Dead Simple clones are pretty discouraged
First tine I'm hearing this. I thought community had no strong opinion on this either way - you are free to do with your MAP07 whatever you want.

>> No.6580148

>>6580120
>Not true, everybody loves that.

It could be, even if it was a niche kind of game.

>Its just time consuming and hard to make. Although gzdoom probably has the tools to do it now.

Probably any one willing to do the effort would go with any other engine, why take the gzdoom format limitations for that kind of project ?

I also think it is not the best format for a comercial game since IWADS ar propietary and idk but gzdoom distribution could have license issues.

So heavy work in the lore/story plus engine limitations plus total conversion to avoid IWADS results in choosing another engine.

I could result for something tiny as an experiment for the doom community anyway.

>> No.6580149

>>6579851
Space Hunter if you like Metroid

>> No.6580154

>>6579719
just remembered skellegant made a frylock buddy mod video
isn't frylock's va in some shitty situation? i heard adultswim didn't pay him enough that he had to clean toilets

>> No.6580175

>>6580137
I think it's because when people do a Map 07, they often feel the obligation to use the sector specials, even if they don't have a good idea on how to put a spin on Dead Simple. As a result, you get uninspired Dead Simple clones (like in many famed megawads), or outright bad spins on Dead Simple (such as Hell Revealed's).

There's been some discouragement of making Dead Simple clones in recent years, of recognizing that they're seldom good, but then you do actually have good examples of them too, such as Mancubian Candidate, or the one in D2TWID.

>> No.6580240
File: 31 KB, 382x478, 2f3890093a675350b533c22db79c8db4.jpg [View same] [iqdb] [saucenao] [google]
6580240

>>6580045
Yeah that's what I'm saying. Go play something else if you want a story or better yet read a book. Books are pretty cool. They have stories in them.

Jokes aside,unloved.wad

>> No.6580248

i can see why people complain that eternal looks goofy and it's not because of "immersion" or just being the wrong art style
besides horror and some grittyness still belonging to og doom's visuals, doom was that kind of game that pissed off parents and teachers
that violent game with guns and satanism, despite sandy peterson's position
the sequel with easter eggs where you gun down nazis and a 8 year old hanging boy, with one of these eventually censored
from the devs being a nazi killing game that had a nazi anthem play in the intro and a lovecraft inspired game with a nin track named "it is raped" and kept the name shub-niggurath
it wasn't postal, of course, but doom wasn't meant to be the most appealing game, despite its gameplay and history
and with its b-movie art style and simplistic (as in now) engine, it's meant to be "small scale", hence why wads/mods and even some occasional retro indie fps can feel close as follow ups
the new games being cartoonish make the archvile feel more accessable enough for audiences and marketing, along with an aesthetic that feels like a mix of halo and darksiders
that "just fantasy and scifi" look that may not even fit with mick gordon's music because if this was a new ip, it wouldn't be influenced by metal or satanism
at least the human characters don't look like overwatch and we still have skeletons but otherwise, doom was somewhat counter-culture and probably not indeed to be mainstream
same probably applies to the modding legacy and open source code too
and the inclusion of a "universe" vs doom being less about the story

>> No.6580258

>>6580248
Nice blog.

Yeah eternal looks boring. Not much to discuss there. Its still decent game.

>> No.6580309

WHY has there NEVER been a Doom mod involving werewolves, vampires, and other classic horror monsters?

>> No.6580313
File: 798 KB, 1089x668, screens.png [View same] [iqdb] [saucenao] [google]
6580313

Some screens from my grey and unfinished map for 2048 units project. Not playable yet so no link, also it's My First Map™. Any suggestions for detail/aesthetics?

>> No.6580318

>>6580309
https://www.youtube.com/watch?v=xkOMwt19PYs

>> No.6580342
File: 78 KB, 478x600, 1447736990944-0.jpg [View same] [iqdb] [saucenao] [google]
6580342

>>6580309
https://www.youtube.com/watch?v=O9mHJJcyasU

>> No.6580348

>>6580342
Is that a Brutal Doom reference?

>> No.6580418

>>6580248
I get what you are saying. Doom 1/2's grodier aesthetic still looks better to me IMO.

I like some of the mechanics from eternal though when it comes to movement and having a lot of extra abilities you can use without switching weapons. The challenge system is cool, but is hampered by you having to grind the same few maps over and over due to there not being any player made maps. I need to learn Slade and Z-Script to try my hand at modding in some of my favorite parts into Doom 2.

>> No.6580434
File: 470 KB, 1774x1021, file.png [View same] [iqdb] [saucenao] [google]
6580434

>> No.6580436

>>6580348
Is that a JoJo reference?!

>> No.6580437
File: 492 KB, 672x737, outside perimeter.png [View same] [iqdb] [saucenao] [google]
6580437

>>6580313
>Any suggestions for detail/aesthetics
If you haven't already, make sure those bars in the top right screenshot lower instead of raise. A lot of new mappers forget do this and it would look weird if they raised and disappeared into the sky.
On the bottom right, you should add another sector that goes around the perimeter of the room so you can lower the sky and make the rock formation look more natural. Something like pic related is what I mean.

>> No.6580457

>>6580437
I have that effect in another part of the mountain area, and in the grassy courtyard in top right. I guess I should extend it around the whole place. How do I make bars lower and still be activated with a keycard? Perhaps putting the switch in the wall to raise a door with a switch to lower the ceiling, but there could be a more elegant way than 2 back to back switches. Thanks for the advice m8.

>> No.6580478
File: 373 KB, 500x500, gimme_a_huh_man.png [View same] [iqdb] [saucenao] [google]
6580478

Holy shit I just realized E2M6 in Wolfenstein and Doom both have fake exits

>> No.6580492

>>6580437
How do you have lower walls than the skybox ceiling without the skybox blocking what's behind it like in pic related? If that makes sense.

>> No.6580506

>>6580313
Break up flat, rectangular areas with things like pillars or even putting decorative alcoves in the walls. Add geometry to ceilings and floors. Make things asymmetrical for a more interesting effect. Don't use rectangles and squares for all your sector shapes, particularly in outdoor areas

>> No.6580521

>>6580492
Make a perimeter sector with 0 height that is lower than what the player can see. Make sure it has a sky texture as its ceiling. Leave the front upper untextured and the sky will extend without getting blocked

>> No.6580523

>>6580457
>Perhaps putting the switch in the wall to raise a door with a switch to lower the ceiling, but there could be a more elegant way than 2 back to back switches.
Yes, but you'll have to get into voodoo dolls. They're surprisingly simple to utilize and if you're creative they open a lot of neat mapping possibilities. Instead of trying to explain it through text, I made a quick demo map you can reverse engineer:
https://www.dropbox.com/s/m4eeqreu915z3we/voodoo_doll_test.wad?dl=0

>> No.6580524 [DELETED] 

>>6580492
You make floor high and ceiling in the normal place? And then execute effect that makes floor lower? Was this your question?

>> No.6580542

>>6580523
Guess I'll have to use Boom then. Thanks for the demo.

>> No.6580557

First time trying prBoom+, to test my 2048 map, how do I turn off the filtering?

>> No.6580560

>>6580557
in the texture options

>> No.6580572

>>6580005
>42 mm rochettes

>> No.6580607

>>6580478
I wonder if Quake does too.

>> No.6580616

>>6580309
Lack of good assets, but there was some werewolf mod by LilWhiteMouse, and someone made a Castlevania mod a while back.

>> No.6580624

>>6580542
Luckily for you it shouldn't be difficult to switch from Doom format to Boom. I pray for whoever didn't read the rules and started their map in UDMF instead.

>> No.6580647

>>6580005
The hell are rochettes and why that pansy caliber? I shit bigger than that.

>> No.6580653

>>6580624
I did that and had to go copy my sectors into a new Boom WAD and just change the line defs. First time using Boom so I had some trouble getting things like lifts and teleports to work but everything else was pretty simple. Which was good because I thought it would break my level and I wasn't about to do everything over again.

>> No.6580683
File: 66 KB, 720x480, raytheon pike 40mm.jpg [View same] [iqdb] [saucenao] [google]
6580683

>>6580647
Regular NATO ballistic grenades are 40x46mm (40x53mm for the high pressure long range ones meant for grenade machineguns), so that thing probably carries a pretty decent payload.
With the name suggesting rocket propulsion, I figure it's intended for some sort of rapid fire rocket launcher that puts out lots of explosive ordnance at once.

For reference, here's an actual rocket propelled 40mm explosive munition, the Raytheon Pike, made to be fired from regular 40mm grenade launchers (which can fit them, anyway).

>> No.6580760

>>6580616
I believe you're referring to Wolfen for Hexen. Good mod but the Werewolf sprites are revolting. There is a very quality Werewolf sprite set from Shadowcaster but it's not been used anywhere.

>> No.6580763
File: 2.14 MB, 1920x1080, AMC TC.png [View same] [iqdb] [saucenao] [google]
6580763

So I've been playing some Build Engine stuff recently. I remember some guy in this thread saying that you can't really create any unique encounters with Duke Nukem 3D enemy roster, their purpose is to look cool and die with some fancy visuals.
This is what I've experienced pretty much, there's no real drive to the combat like in Doom or Quake, you won't be maneuvering around hundreds of enemies using their bodies to hide from chaingunner fire or revenenat rockets, you won't go through crazy shit like archvile carousel from sunlust or mancubian candidate from valiant, or solve enemy puzzles like in cyberdreams, you won't be getting that sick Quake movement and it's weapon switching combos either, that's all because the Build Engine games weren't designed to support that. This applies to all games from the mighty trinity: Duke Nukem 3D, Shadow Warrior, Blood.
So you end up going through levels enjoying pretty visuals while doing some trivial combat from time to time, I guess you can say that cinematic shooters really started with Build Engine games, even before Half Life came out.
I still enjoy playing Build Engine games, but it's pretty sad to realize this.

>> No.6580770

>>6580763
I disagree.

>> No.6580774

>>6580763
I disagree. All the big 3 have pretty interesting enemy rosters that can provide alot of unique encounters. Blood is probably the worst-balanced since the cultists are 100x more threatening than any other enemy. But Duke 3D has good enemy design. Sentry drones push you back, Enforcers hunt you down, Pig Cops hit from afar and use suppressive fire, Lizard Troops fly & teleport around, every enemy is threatening.

>> No.6580779

>>6580763
>t. has never beaten a single episode of any BUILD game

>> No.6580783

>>6577697
Unholy Cathedral is tedious, has boring music, and the secrets are lame. But you (You)'d me with something unrelated, so you're probably just retarded anyway.

>> No.6580787

>>6577736
You are spot-on. Just the secret exits (minus the obvious one where you run across raised pillars) are already super cryptic, let alone how to get the keys in the levels. I had to look it up.
>>6577740
Agreed. Dicks in any DOOM game but absolute savages in 64.

>> No.6580792

>>6580763
Blow it out your ass.

>> No.6580793

>>6578513
One of the city maps in Doom II has a giant arrow pointing where to go. Which is actually needed because I couldn't figure it out my first run until I saw the arrow. kek.

>> No.6580795

>>6578517
In my opinion the open style of Mount Erebus and the enemy encounters more than balance out the jarring graphics. Although I was never a FIREBLU hater . . .

>> No.6580797

>>6580774
The drones really do force you to fucking RUN, which is why I don't hate them like some people do.

>> No.6580798

>>6578941
https://en.wikipedia.org/wiki/Doom_engine#Games_using_the_Doom_engine

>> No.6580805

>>6580795
is there such thing as a pretty looking fireblu variant or remake?

>> No.6580819

>>6580763
>I saw this guy say he didn't like Duke's enemies and I agree with him, though I won't say what's wrong with them, also the levels look good so it's cinematic

>> No.6580820
File: 1.09 MB, 1200x675, firenu.gif [View same] [iqdb] [saucenao] [google]
6580820

>>6580805
yes

>> No.6580827

>>6580820
Very nice, looks like an edit of Freedoom's fireblu replacement.

>> No.6580830

I never had anything against fireblu

>> No.6580831

>>6580820
Huh, that actually works better for the aesthetic of the level.

>> No.6580834

>>6580830
Based.

>> No.6580845

>>6578029
Not gonna lie I kinda like it. It's crazy as shit.

>> No.6580850

Why do I bounce off of walls so much in Doom? It really throws me off in my noobish speedrun attempts :(

>> No.6580867

>>6580830
i think it could be represented in a lot of ways
like crystal material or frozen lava/magma

>> No.6580871

>>6578029
Looks great. Impie has a nice style of mapping that's not super detailed or complex but has interesting locations and feels good to explore.

>> No.6580873

>>6580830
I love the texture, it's fucking weird and cool.
It's also really fun during a stream, you get in close and sweep your mouse side to side really fast and the stream gets fucked for a good 3 minutes, it's awesome.

>> No.6580879

>>6580873
kek. How far has technology really gone when it can't even handle a simple DOOM texture.

>> No.6580889
File: 948 KB, 1315x737, fireblu and bitrates.png [View same] [iqdb] [saucenao] [google]
6580889

>>6580879
It has something to do with the messy pattern, stark contrasts, and the motion in relation to that, it makes the video encoding go potato. You can see a similar effect in Donkey Kong Country for the SNES, the snow in some levels will ruin bitrates like that and make the resolution really low and smudgy until the snow goes away.

>> No.6580893
File: 2.57 MB, 220x212, ....what.gif [View same] [iqdb] [saucenao] [google]
6580893

Question from a brainlet: How do you guys make new weapon/enemy sprites? Do you draw them on a piece of paper and then scan them and color them?

>> No.6580896

>>6580893
I tend to assemble it out of parts of other sprites, with some elements drawn with the mouse.

>> No.6580945

>>6580896
With what editor?

>> No.6580946

>>6580893
I just draw them in Aseprite

>> No.6580948

>>6580945
>>6580896
And how do you rip all the frames? Are there sprite sheets somewhere?

>> No.6580952

>>6580945
I use Photoshop CS3, which is old as some of the people on this website, and it works for me because that's what I know, but there's other options out there, ones which have better compatibility with modern systems.

I hear a lot of people use Gimp, and Paint.net

>> No.6580954

>>6580948
You can rip sprites with Slade, but there's places online which have sheets with ripped sprites too.

>> No.6580973

>>6580763
Bad take.Build games play like a dream. Doom pointed to the future, build games took you there way before its time with fun combat and amazing level design with more believability.

Then Thief and SS2 and later deus ex took the other necessary step.


And yes even HL contributed its not that different from Unreal 1
In fact your take could be more about Unreal 1 but its still a fun as fuck game.


What you are saying applies to dark forces or maybe other jank stuff.

>> No.6581018

Suggestion for the /vr/ 2048 titlepic:
Doomguy confined in a box pushing on all sides with his limbs.
Would do this myself but I am not an artist.

>> No.6581026

>>6580973
Levels that actually look like places are cool and all but nothing beats DOOM's level design (at its best) as abstract as it may be.

>> No.6581028

>>6581026
Sure whatever.

>> No.6581030

>>6581026
I kind of agree, though I think that the Duke Nukem 3D style, where the level is supposed to look like a plausibly realistic place at a glance, but is actually abstract like a Doom or Quake level, is a great way to go.

>> No.6581043
File: 32 KB, 644x216, XkY31Ii.png [View same] [iqdb] [saucenao] [google]
6581043

>>6577602
These guys make the game fun. Sure they're overpowered but that makes for a unique challenging experience flavored by their ridiculous voices and cool look. Blood's problem is actually that there's not enough of these guys in episodes after 1

>> No.6581046

>>6581018
Funny, that's actually an idea I had for it. Another idea was a group of hell priests around a square, summoning the number 2048 from the ground.

>> No.6581054

here you go, friend. https://www.reddit.com/

>> No.6581058

>>6581046
Can I throw something together for the intermission screen?

>> No.6581070

>>6581058
Sure, I'd like to see what you come up with.

>> No.6581091

>>6580054
>I want a hub-based small open world adventure with Doom-like gameplay
Strife (1996) by Rogue Entertainment

>> No.6581102

>>6581043
the feeble minded zoomer: hitscan abuse, help me mommy
the enlightened boomer: every enemy that's not hitscan is boring and exists to drain your dynamite ammo

>> No.6581136
File: 40 KB, 320x240, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
6581136

>>6581018
My shitty attempt at this. The black space is bad but idk what to put.

>> No.6581164

>>6581136
ironic fireblu is still fireblu

>> No.6581169

>>6581136
That doesn't really show off the textures.

>> No.6581179

>>6581136
Make the blank space fire blu and the font anything else

>> No.6581180
File: 122 KB, 1646x558, brightsforgothic.png [View same] [iqdb] [saucenao] [google]
6581180

Ok, so I spent half the day whipping up Brightmaps for the texture pack we're using, because I had nothing else to do (yes I did). Anyone know of a guide to use for writing their GLDEFS, or even want to bother putting them together? They could be included as a separate file, uncompressed they're 240kb, so as a .pk3 they would be even smaller.

No idea how good they'll look, but it's an attempt.

>> No.6581182

>>6581169
True, I considered making a better room in doom builder with gothictx but I threw this together in like 30 mins to get some inspiration flowing for anybody with artistic talent. My photoshop skills match my mapping skills.
>>6581164
Nothing ironic about fireblu.

>> No.6581191

>quake 2xp killed support for reshade because slavs gonna slav about "my vision about the game"
>Demos doesnt work anymore
>Discord Circlejerking and private builds

Another good project dies, and it confirms once again that old saying about Slav Retro projects.
At least Neural Q2 upscale exists along with the Duo Maxwell's skins at moddb, and it works on yamagi and Kmq2

>> No.6581195

If I want to make a gameplay mod like Demonsteele or GMOTA, should I just start by learning Z-Script and making some new weapons with it?

>> No.6581214

>>6581191
just buy a used RTX card 4cheap a few years from now and play Q2RTX, raster grafix are good at faking fancy lighting but you can't beat the real deal

>> No.6581218

>>6581191
>quake 2xp killed support for reshade because slavs gonna slav about "my vision about the game"
>Demos doesnt work anymore
>Discord Circlejerking and private builds
Now why the fuck did they do that? Way to kill the little support Q2 had

>> No.6581232

>>6581136
The fireblu is both difficult to read, and replaced in the gothic texture pack.

>> No.6581236

>>6581218
Kirk is now posting his builds on his discord channel.
the duo dude pointed out that demos aren't working on this newest build even with command line, he snarkly answered it.
He keeps saying now on moddb that its his vision about Q2.

This lastest "COVID" update seems to have broken the game, and even mod support.

>> No.6581253

>>6581236
now he calls it Alien DLL's

>> No.6581258

>>6580820
Now this I need

>> No.6581303

Why do zoomers love non doom fps so much?.

>> No.6581307
File: 102 KB, 900x900, unnamed.jpg [View same] [iqdb] [saucenao] [google]
6581307

>>6581303
I blame this fat cocksucker.

>> No.6581334

>>6581307
Pretty sure that post with that hl1fag.

>> No.6581340

>>6581334
was* that hl1fag

>> No.6581354

>>6581303
ADHD instant gratification simulators are hard to break away from.

>> No.6581367

>>6581195
What do you mean new weapons? Like for those mods or just making new weapons in general?

>> No.6581406

>>6581180
The default brightmaps pack that comes with GZD might give you some help, or better yet, take a look at NightFright's Brightmaps Plus. It should give you an idea of how the .pk3 should be set up. If you can't, then upload them here, and I'll give it a shot.

>> No.6581410

>>6577602
Why couldn't the new archvile design look as spooky as that classic model

>> No.6581415

>>6581367
Like for those mods. I wanted to change the gameplay in other ways too. IE being able to use the reload and crouch keys to activate other abilities like in Doom Eternal and similarly adding in double jumping on maps that allow jumping.

>> No.6581419

>>6581406
I'm patching together some kind of intermission screen or something ATM, you give it a try.
https://files.catbox.moe/gfiejv.zip

>> No.6581432

>>6580763
All those are garbage games except Doom and Quake.

>> No.6581436

>>6581432
Shut the fuck up.

>> No.6581456

>>6581415
Well good luck with that. Demonsteele needs some other adjustments for modern GZDoom versions. There's a VM abort with Shi-Hong's BFG.
And GMOTA is all old decorate shit

>> No.6581463
File: 2 KB, 269x128, file.png [View same] [iqdb] [saucenao] [google]
6581463

This error pops up when I try and test my map through GZDoomBuilder using PRBoom+. I have the Gothic texture pack being used for the 2048 project added as a resource.
The map loads just fine if I load up the two wads normally, it's only through GZDB where it crashes.

>> No.6581471

>>6581303
because Build engine games are objectively superior? I unno
or is it Quake's skill based movement and streamlined level design is pure sex?
Doom is nothing without a nice and relaxing Ribbiks wad to play it with, nothing

>> No.6581495
File: 538 KB, 700x600, 1578805959665.gif [View same] [iqdb] [saucenao] [google]
6581495

Build took doom's formula and elevated it to the next level.
Quake was more of a sidestep, but a damn good sidestep. I still hang around on QW servers from time to time, zipping around at 666 UPS while spamming rockets is the pinnacle of FPS.
There's 3 kinds of people who rate Doom above all else: contrarians, literal unironic boomers (John Romero's age bracket) and zoomer hipsters trying to seem cool. And there's the 4th kind I suppose but they're the kind who'd host a brutal doom zandronum server, so we don't talk about them.

>> No.6581504
File: 184 KB, 1095x673, intermission clusterfuck 01a.png [View same] [iqdb] [saucenao] [google]
6581504

Rough WIP of intermission screen pitch.

>> No.6581508

>>6581504
needs more impse

>> No.6581517

>>6581508
there's no good official assets of the imps, also I'm not that good with photoshop

>> No.6581542

>>6580572
>>6580647
It says "rockettes" (like how a fléchette is a small fléche), the k on the rocket box I cut out for the sprite just looks like that lol

And like anon posting the Pike said, it's for a full auto/triple burst laser guided rocket launcher.
https://youtu.be/bAkk6yDocmk

>> No.6581548

>>6581542
Looks absolutely sick.

>> No.6581580
File: 243 KB, 1600x900, IMG_20200706_004642.jpg [View same] [iqdb] [saucenao] [google]
6581580

Anyone knows which wad is this?

>> No.6581587

>>6578859

Winters fury is the only thing I could ever think of

>> No.6581589

>>6581456
Sorry, I meant new weapons in general. It's sad that there are errors with Demonsteele though.

>> No.6581591

>>6579319

Has anyone ever done that in a wad? It's goddamn hilarious

>> No.6581603

>>6581508
https://old.vocaroo.com/i/s0XGy2zeSjhW

>> No.6581612

>>6580248

Well what do you expect?

The early games are a product of an independent team, the latter are a product of a massive producer with shareholders, sales targets and a highly competitive market (among a multitude of other factors). It should be expected from the start that each installment will further dilute the original franchise in order to be ingested by a larger audience.

>> No.6581613

>>6581580
>every copy of Doom is personalized

>> No.6581650

>>6581504
Looks bretty gud.

>that drooling baron
Anyone have the shoops where it is superimposed over other pics?

>> No.6581651

>>6581495

Ok

>> No.6581680
File: 615 KB, 890x840, 1521683923223.png [View same] [iqdb] [saucenao] [google]
6581680

>>6581650

>> No.6581682
File: 470 KB, 735x751, exploitable demon.png [View same] [iqdb] [saucenao] [google]
6581682

oh exploitable

>> No.6581694

>>6581043
https://www.youtube.com/watch?v=kHlJOMjon4Y

they are fucking kino... every now and then their screams randomly pop up in my head and i cant help but chuckle

>> No.6581701

>>6581307
civvie is based and a national treasure. he is not without his faults but his shit is great.

>> No.6581723
File: 96 KB, 302x292, ExploitIdid.png [View same] [iqdb] [saucenao] [google]
6581723

>>6581682

>> No.6581757

just beat quake 1, how do I install arcane dimensions?

>> No.6581758

>>6581757
Zoomer!

>> No.6581767

>>6581758
pls help

>> No.6581771

>>6581767
cope zoomboid

>> No.6581815

>>6581771
lmfao

>> No.6581854
File: 3 KB, 200x111, file.png [View same] [iqdb] [saucenao] [google]
6581854

>>6580005

>> No.6581870

>>6581603
blessed

>> No.6581872

>>6581757
Just download it and place it into a new subfolder. Then read the readme. Readmes are made to be read.

>> No.6581912

can anyone here single-segment most or all sunlust maps?

i just beat map 24, and holy shit i resorted to some desperate save-scumming in a few places.

i got fatigued around map 20 and played through an entire other apparently difficult megawad and it felt like a breeze.. came back to sunlust and immediately feel incompetent. ugh. not sure i'll ever git gud enough for this shit

>> No.6581934

>>6581872
how do you create a shortcut to the engine on a mac

>> No.6581943

>>6581580
cursed image

>> No.6581945

I have a problem with node building on Linux, both ZDBSP and ZenNode won't generate segs (and probably some other stuff)
Anyone know what might have broke it?

>> No.6582195
File: 1.68 MB, 2500x2500, 1035450_mcduckillustration_tron-bonne.png [View same] [iqdb] [saucenao] [google]
6582195

Any mods with a focus on mechs or other vehicles?

>> No.6582204

>>6581854
Sure, I'll cut the letter up

>> No.6582242

>>6580893
Most professional people make 3d models and capture sprites from them.

>> No.6582258

How do I get the secrets in map31 of 300 minutes of /vr/? I fail to understand even after opening it in Doom Builder. Pressing the Hitler wall just raises some block, but it doesn't help at all. I am getting filtered.

>> No.6582349

>>6582258
Once you raise the block, you go back to the start, face the building, and straferun towards the right onto the dirt wall.

>> No.6582383

>>6582349
Thanks, that worked. I tried that before, but evidently I am bad at strafe running. I thought that it's impossible.

>> No.6582428

>>6578079
>this is posted on /vr of all places
Anon, i like that animation and i like you.

>> No.6582448

>>6581934
just open up the console and type in game ad
>inb4 how do I open up the console on mac

>> No.6582471

What is the recommended option for a Doom map editor on Linux? Should I go with Eureka or try to run Ultimate Doom Builder with Wine?

>> No.6582496

>>6582471
SLADE has a decent map editor with a 3d viewer and all that jazz. It's what I use.
Have a keyboard shortcuts list open in another window though, it seems like they're trying to appease both the vim and the emacs crowds on that front.

>> No.6582556

>>6581495
>rants because people rate Doom above a shitty fake horror game

>> No.6582618

>>6580820
What is this replacement called and where can I get it

>> No.6582624

>>6580850
Elastic collision.
Link to the relevant bit of the Doom Movement Bible here
https://www.doomworld.com/forum/topic/87199-the-doom-movement-bible/?tab=comments#comment-1587763

>> No.6582694

>>6577697
This is dumb but not autistic enough to be used as pasta

>> No.6582713
File: 87 KB, 640x527, 1592662666609-1.jpg [View same] [iqdb] [saucenao] [google]
6582713

>>6578416
Wait normies actually use freelook and jumping on Doom?
Disgusting

>> No.6582720

>>6581495
Heard Civvie praising the shit out of Blood's explosions, and sure they look nice, but they are also incredibly wonky. Like if a dynamite explodes on the stair right behind a cultist, there's a 75% chance cultist won't be affected at all because LOS is calculated not to the center of cultists mass, but to the center of where his boots touch the ground.
So while his head should be blown off, he's fine because his feet were 2 inches below the point where the bomb could see them.

>> No.6582732

>>6581495
>Build took doom's formula and elevated it to the next level.
If you're talking about technological innovation, yes, sure
>Quake was more of a sidestep, but a damn good sidestep. I still hang around on QW servers from time to time, zipping around at 666 UPS while spamming rockets is the pinnacle of FPS.
Polygonal maps and models as a mere sidestep to 2.5D maps and sprites?
>There's 3 kinds of people who rate Doom above all else: contrarians, literal unironic boomers (John Romero's age bracket) and zoomer hipsters trying to seem cool. And there's the 4th kind I suppose but they're the kind who'd host a brutal doom zandronum server, so we don't talk about them.
I hope you're talking about the technology again and not the gameplay. Also nice projections.

weak bait, 3/10

>> No.6582746

>>6581136
A much more fitting mockup of the same idea

>> No.6582747
File: 84 KB, 320x240, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
6582747

>>6582746
Forgot the image somehow.

>> No.6582756

>>6581136
ZByB i[I]T5 of /vr/

>> No.6582761

>>6582747
I dig it.

>> No.6582780

>>6582195
Balmung (completely dead and old and bare)
Booster kinda
Mechatron
NecroDoom
Project Ironclad (I think)
Rampancy (you fight mechs)
SecuDoom
Zero Tolerance

>> No.6582794
File: 351 KB, 1200x1600, ddgbonc-b351f4c9-0b77-43b4-8f06-fdfbdfe87a4e.jpg [View same] [iqdb] [saucenao] [google]
6582794

>>6577857
>>6578378
I like Doom tutu

>> No.6582805
File: 73 KB, 320x240, zag.png [View same] [iqdb] [saucenao] [google]
6582805

>>6582747
it's an autistic pet peeve of mine, but how come nobody ever understands that the Doom font is supposed to form a zigzag pattern? it gets a ton more readable as a bonus

>> No.6582813
File: 497 KB, 1774x1021, file.png [View same] [iqdb] [saucenao] [google]
6582813

SSG+Flare...
HMM...

>> No.6582826

>>6582805
Beautiful

>> No.6582829

>>6582805
I'll go back and remake this with that in mind.

>> No.6582857

>>6582794
Remove dis degeneracy

>> No.6582889

>>6582780
>Booster kinda

To elaborate, a mech suit is the invulnerability replacement and you can stay in it for as long as you can avoid damage. Has a minigun, shoulder-mounted rockets and punch rockets. Limited ammo though.

>> No.6582927

>>6581180
How do I use these? Does it do it automatically or do I put the file in with SLADE or something?

>> No.6582946

I know /vr/ doesn't like Brutal Doom, but can anybody tell me why they say that BD is more difficult than vanilla? Which change in gameplay does it have that increases difficulty?

>> No.6582953

>>6582946
One of the big things that cause issues is the jumping lunges imps have. Vanilla doom has some encounters that put you in the middle of a bunch of imps at close range, normally you'd be able to comfortably dodge their shit, but with BD, they all collectively jump at you and fuck your shit.
Really BD doesn't make Doom harder, between headshots, frequent berserk and powerful melee it makes most encounters easier. The problem is it fucks with the normal curve of Doom's monster difficulty scaling so mundane encounters can be a pain in the dick to deal with.

TL;DR: BD isn't really harder than vanilla overall, it just makes specific encounters a pain in the ass.

>> No.6582965
File: 100 KB, 500x304, my-disappointment-is-immeasurable-and-my-day-is-ruined-39503332.png [View same] [iqdb] [saucenao] [google]
6582965

>>6582953
>they all collectively jump at you and fuck your shit
>jump

>> No.6582967

>>6581180
>>6582927
you don't need anything special to make brightmaps work.
If they have same filename as the texture they are supposed to apply to and are located in the "brightmaps" directory, then they will apply automatically.

>>6582946
Not really "difficult" per se, it just turns "difficulty currve" into "difficulty flat" where strong enemies are given massive headshot hitboxes which makes them weaker, while weak enemies are turn into glass cannons with more attack capabilities.
Stronger enemies still given more agressive attacks but since player path-prediction is too hard for Mark to program, they are just as easy to avoid as they were.

>> No.6582971

>>6582965
Anon, if you're into Doom modding, you really need to learn to not care about jumping from players or enemies. If jumping alone is enough to bother you, that's nothing compared to what weapon and enemy mods do to the delicate balance of vanilla doom's combat.
Of course, Doom 2 breaks all of this with the inclusion of the Super Shotgun, Id broke everything far before any of us could fuck with the combat.

>> No.6582995

>>6582971
>if you care about X thing you are not allowed to care about Y thing!
are you an american per chance? that's a very american way of thinking

>> No.6583000

>>6582995
are you a shitposter?

>> No.6583009

>>6582971
>Anon, if you're into Doom modding, you really need to learn to not care about jumping from players or enemies.

I don't "need to learn" no shit, just don't like jumping in doom. I also preffer custom maps better than gameplay mods.

>> No.6583015

>>6583009
I consider mapmaking and custom WADs separate from gameplay mods. So this isn't a problem for you.

>> No.6583043

>>6582720
that's the limitation of sector based fake 3D engines

>> No.6583059

>>6583043
Doom and Duke don't give you that problem.

>> No.6583064

>>6583043
Not really. Duke does not have as much problems with it because explosion LOS is calculated to the center of target, not to the bottom of the target like it is in Blood. The problem is in Blood's implementation of explosions that makes the issue 10 times more pronounced.

I know why they did it - to make bodfies fly from explosions upwards, but the TNT LOS check for damage and thrust calculations should've been separated, not rolled into one. At least a few times per level I have TNT explode less than half a meter away from enemy and do nothing at all.

>> No.6583078

>>6581495
You sound like a fag.

>> No.6583083

>>6582965
You're not even gonna play BD, just brush it off.

>> No.6583092

>>6583059
you right, douk's explosions have their own problems

>>6583078
thanks, fag
>using fag as an insult on 4fag

>> No.6583102

So what happened to exhumed powerslave?

Saw a version on youtube that was basically the metroidvania saturn one but with updated graphics.
Wish somebody remade the game to be more detailed for some comfy egyptian tomb exploring.

Now a rpg fps with metroidvania in pyramids and egyptian towns would be pretty sweet.
A la mummy, classic movie action.

>> No.6583106

Every non id fps is garbage.

>> No.6583107

>>6583092
>>6583078
>using fag as an insult
I dunno man seems kinda pathetic to me

>> No.6583109

Name one good fps. Go ahead, ill wait.

>> No.6583121
File: 1013 KB, 1920x1080, 90953995_212415159863786_1564522381089701888_n.png [View same] [iqdb] [saucenao] [google]
6583121

Hey guys, just finished my first Deathmatch map, would someone like to play it and give me their thoughts? (works best with "spawn with shotgun" enabled).

https://www.mediafire.com/file/rec61c5bw5zj1cj/FortLoungeFinalB.wad/file

>> No.6583126

>>6583109
124hz

>> No.6583134

>>6583109
Blood, dusk, wrath: aeon of ruin, half life and half life 2 probably, and Team fortress 2 if you're into multiplayer.
The majority of those are retro/classic/old fps but please, don't act like the shit modern fps are the only ones in existence. We've got a back-catalog full of gems.

>> No.6583146
File: 93 KB, 320x240, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
6583146

>>6582805
>>6582829
Here it is, now featuring gothic textures. Apologies for repeated image spam (this is now the 4th instance of this same image in the thread).

>> No.6583157

>>6583102
What do you mean what happened? IIRC the story of development is that they made the Build game, were going to port it to PS1/Saturn, but found the engine too difficult so they made a whole new 3D engine better suited to the consoles. They used the same engine for the Duke Nukem port to Saturn. They were going to use it to make a Powerslave sequel in 3rd-person but the company went under.
The port of the Metroidvania version ceased development for legal reasons. Also you need a patch for it to work properly on W10 now.
The Build version got a couple reverse-engineered ports recently. Its a different game but still very good.

>> No.6583158

>>6583157
I am sure the version I saw matt playing in youtube was the saturn but with an updated engine.

maybe I am wrong.

>> No.6583165

>>6583158
You can still find the port of the Saturn version, it's just not completely accurate and not officially hosted.

>> No.6583168

>>6583146
>Apologies for repeated image spam
Don't worry about it, at least you're contributing stuff.

>> No.6583175

>>6583165
Just checked again he was playing PowerSlave EX.

Similar enough.

>> No.6583195

I remember seeing an image of what looked like a modified H-Doom where the demons were given designs much closer to the originals while still having the "properties" that make it H-Doom. I'm not sure if that is an actual mod or just an edited H-Doom image.

>> No.6583225

>>6583195
I know exactly what you're talking about but the new sprites were from some un-finished pack somebody uploaded to the z-doom forums.

>> No.6583250
File: 39 KB, 968x829, file.png [View same] [iqdb] [saucenao] [google]
6583250

>>6583121
Here's the automap of it, will post screens in a sec

>> No.6583267
File: 1.61 MB, 2634x1014, FortLoungeM1.png [View same] [iqdb] [saucenao] [google]
6583267

>>6583250
here's a few screens

>> No.6583295

>>6583250
I don't like that benis tunnel on the top right.
From my mapping experience, deathmatch maps should have as few dead ends as possible, and if there are any, they should be as short as possible. There should be flowing interconnected paths, so that players can engage and disengage when needed, and be able to take a way around to flank their opponents.
Dead ends mean death traps at worst, and awkward backtracking at best.

>> No.6583303

>>6583295
There's a tele at the end of the tunnel that leads back outside, on a tower with the BFG

>> No.6583313

I have a few dollars left in my steam wallet, I've been really into retro shooters lately because I missed out on them ( 21 y o zoomer ). I'm about to buy Blood fresh supply and Duke nukem 3d 20th anniversary on steam. Are they fine ports? Do you need anything else for them? If yes, does steam still record hours played ( I know, zoomie needing achievements and hours played, but I just like that feature when I look back on what I played and shit )

>> No.6583315

>>6583267
Looks cool. Throw it up on a server and I'd be glad to try it out.

>> No.6583317

>>6583313
Idk about Duke but I wouldn't give any money to Randy. Fresh Supply is ok I guess, but it's known for having a bunch of inaccuracies compared to original Blood, so if you want an accurate port it would be better to go with NBlood or BloodGDX.

>> No.6583319

>>6583313
I see that most people say the steam version of duke nukem 3d is pretty bad. Any suggestions of what to replace it with? Preferably sub 3$ or so, if there are any left. Shadow warrior is more expensive apparently, Dusk I finished pirated, Amid Evil I can pirate easily and so is Ion Fury I think. What am I missing?

>> No.6583320

>>6583313
World tour is pretty cool. I like the lighting engine.

But blood you would be beater getting gdx.

>> No.6583335

>>6583320
>>6583317
are the mega links from the OP still working? I see that I can get blood and duke3d from there, even Ion Fury

>> No.6583351

>>6583313
desu pirate Duke and then play it with EDuke32, and buy or pirate Fresh Supply, then play it with BloodGDX.

>> No.6583354

>>6583335
Try them, I guess?

>> No.6583358
File: 449 KB, 1149x349, screens2.png [View same] [iqdb] [saucenao] [google]
6583358

>>6583146
Just realized the U in Units is the wrong way, I've fixed it. Here are some more screens from >>6580313. The level requires raising a bridge piece by piece. I'm trying to experiment with skyboxes since I want to improve my mapping skills. Areas left underdetailed until the layout is complete

>> No.6583380
File: 178 KB, 1271x770, take two.png [View same] [iqdb] [saucenao] [google]
6583380

Attempt two, wondering if the clashing visual styles are less obvious in monochrome. In that case, do you think a solid red would work, a drained red, or outright grayscale?

Mind that the red numbers on the intermission screen should remain easily readable, too.

>> No.6583381
File: 38 KB, 648x595, doom_feels.png [View same] [iqdb] [saucenao] [google]
6583381

>>6583315
It's here
>>6578264

>> No.6583387
File: 93 KB, 320x240, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
6583387

>>6583380
Feels more cohesive for sure. I like the red it has now, although maybe the background could be darker or blurrier so that the foreground elements stick out more.
Also here's the fixed titlepic I referenced here >>6583358

>> No.6583403
File: 553 KB, 1426x1275, redline.png [View same] [iqdb] [saucenao] [google]
6583403

>>6583303
Alright, I had a walk around the map and then cracked it open in an editor. A couple of things I've noticed:
>sectors marked green are pointless and have floors overlapping ceilings. You can just delete them and have an empty wall; there aren't even different top and bottom textures on their walls
>line marked green has a leftover crate texture
>edge marked cyan looks really weird; it's just a wall made of sky. If it's supposed to be some kind of chasm then it may be worth it putting an actual chasm in there and then either a railing next to it or a killfloor
>edge marked magenta (or rather the entire edge around the entire outdoor area) can be seen from above when standing on high terrain. It makes it look like the cliff face is paper thin. Adding some inaccessible scenery beyond it wouldn't hurt in my opinion
>when standing in the spot marked blue, you can see the sky obscuring terrain along the blue line
Also it looks like there used to be a map boundary a bit north of the cyan line. Learn how to merge/delete sectors appropriately, you'll end up with much cleaner maps. Also I don't like the cramped maze in the top left at all, looks like SSG camping grounds. I dislike areas that restrict movement in DM maps in general.
Also I really, really don't like BFG being featured in DM, especially that it being behind three switches accross the map means it's practically a lottery where you can win a free BFG.

>> No.6583413
File: 593 KB, 1920x1080, coollift.png [View same] [iqdb] [saucenao] [google]
6583413

Does anyone know how they did these kinds of elevators in Hacx? I've also seen them used in other wads too, but can't quite get it right myself whenever I try to reverse engineer them.

>> No.6583416

>>6583413
It looks like it's using the middle part of the lift as a regular elevator while sticking 3D floors to the sides of it

>> No.6583426

>>6583413
Which map is it?
>>6583416
Hacx is from before 3D floors existed I believe

>> No.6583429

>>6583416
I was using Hacx 1.2 in that screenshot, which didn't use zdoom features.
>>6583426
MAP11

>> No.6583465

>>6583429
That's an old and interesting trick that's also been used to make seethrough doors in TNT IIRC. Take a good look at each linedef's properties, namely the sector numbers the front side and the back side are facing. They're wrong on purpose, which results in a visual glitch that causes the surrounding sector's floor (and its height) to be rendered instead of the actual sector's floor.
The opposite would to be used to create deep water before 3D floors and fake floor actions were implemented in sourceports.

>> No.6583471

>>6581504
Damn doomguy looks fucking retarded with that haircut.

>> No.6583474

>>6583413
They hacxed the engine.

>> No.6583482
File: 12 KB, 476x411, 1441078642268.png [View same] [iqdb] [saucenao] [google]
6583482

>>6583474

>> No.6583490
File: 23 KB, 526x277, blade.jpg [View same] [iqdb] [saucenao] [google]
6583490

>>6583471
Nah, zigzag buzzcuts like that are cool as fuck.

>> No.6583493

>>6583403
The door to the BFG doesn't reset when it's picked up, all the weapons are on respawn too. I'll definitely fix those other problems though.

>> No.6583505

>>6583107
I works when the recipient is a real faggot
Like you

>> No.6583509
File: 2.97 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
6583509

The last two stages of episode 3 were goddamn kino.

>> No.6583514

>>6583157
>>6583158
It was called Powerslave EX and it's reverse engineered from the saturn version so it's the metroidvania version
It was removed from the website but it's pretty much complete and not hard to find

>> No.6583525

>>6583509
Episode 3 was always the best original Quake episode to me. And American McGee was the best id Quake mapper.

>> No.6583530
File: 120 KB, 320x200, file.png [View same] [iqdb] [saucenao] [google]
6583530

>>6583413
its the similar trick as this bridge
https://www.doomworld.com/tutorials/fx8.php
basically midtextures

>> No.6583537

>>6583319
If you really want to pay for Duke Nukem 3D the only option currently is the 20th anniversary version on Steam and consoles.
Randy Pitchford removed the Atomic Edition and the Megaton Edition from all storefronts that were selling it.

>> No.6583550

>>6583313
>>6583320
>>6583351
nBlood > BloodGDX

>> No.6583557

>>6583380
Pretty good
Remove the edges of the imp, looks kind of cartoonish

>> No.6583572

>>6583557
Edges?

>> No.6583573

>>6581757
Quakeinjector installs it for you

>> No.6583575
File: 265 KB, 1552x806, very red.png [View same] [iqdb] [saucenao] [google]
6583575

Not sure if Doom's palette has all these reds.

>> No.6583582

>>6583175
Powerslave EX is based on the Saturn version

>> No.6583589
File: 958 KB, 800x847, cacopalcolor.png [View same] [iqdb] [saucenao] [google]
6583589

It is done. I should do another enemy. Maybe the Revenant.

>> No.6583596

>>6583572
The dark edges as if it's a cartoon character
Doomguy and the archvile don't have them

>> No.6583612

>>6583589
Beautiful

>> No.6583632
File: 319 KB, 1524x1670, wholesomepup.jpg [View same] [iqdb] [saucenao] [google]
6583632

>>6583589
Nice
I'd pay for that

>> No.6583639

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

>> No.6583640

>>6583632
But you guys get to enjoy it, for free.

>> No.6583651

>>6583465
>>6583530
Thanks, anons

>> No.6583657

>>6583639
Kino

>> No.6583678
File: 168 KB, 1280x720, doom00.png [View same] [iqdb] [saucenao] [google]
6583678

>>6583465
>>6583413
I've managed to recreate the effect. When in doubt, dummy sectors.
Open up in a map editor and pay close attention to linedefs' front side/back side sectors.
http://www.mediafire.com/file/zycql1a37df22vo/example.wad/file

>> No.6583690

>>6583589
hey bud, can i get your blessing to get this tattooed on me

>> No.6583691

>>6583107
>>6583505
shut the fuck up the both of you faggots

>> No.6583695

>>6583550
not when you have to compile your own binaries for the latest code commit

>> No.6583696

>>6583690
Yeah feel free.

>> No.6583701

>>6583589
the colors remind me of orc stain
RIP orc stain

>> No.6583706

>>6583589
Love it.

>> No.6583708

>>6583701
I don't got enough red to green gradients to do that James Stokoe coloring, but I can see where it's coming from. He used those heavy saturated colors as well. James is a nice guy, maybe he'll be allowed to go back to it, one of these days.

>> No.6583709

>>6583505
I only fuck guns, thank you very much

>> No.6583714

>>6583589
Fantastic cacodemon my comrade
I look forward to your future works

>> No.6583717

>>6583589
Nice job bro

>> No.6583726

>>6583691
WHAT DID I SAY YOU SHIT STAIN ON THE SHIT STAIN OF HUMANITY

>> No.6583760

>>6577602
First time using BOOM. I've tagged an area a secret and when I play in GZDoom it gives the sound effect and message. However when I play in PrBoom+, I get neither but it still counts the secret. Do I need to actually do a whole ZScript thing to get this to happen? Do BOOM WADs usually have these things?

>> No.6583763

>>6583589
Is this actual watercolor or did you do this in a program and if so, what program?

>> No.6583770

>>6583763
This is actual watercolor. I have no idea how to do digital art.

>> No.6583783
File: 43 KB, 923x806, file.png [View same] [iqdb] [saucenao] [google]
6583783

>>6583403
ALRIGHT ROUND TWO HERE WE GO
Made a few changes, added more ammo and health/armor bonuses.

https://www.mediafire.com/file/mo2m5bim6lc3it5/FortLoungeDMFinalA.wad/file

>> No.6583790
File: 276 KB, 1558x896, another take.png [View same] [iqdb] [saucenao] [google]
6583790

What about now?

>> No.6583792

>>6583770
Watercolor is the hardest medium and I respect your skill in it

>> No.6583801

>>6583790
The regular Archvile sprite would probably look better than the model.

>> No.6583806

>>6583760
It's a feature you can turn on by going to setup->status bar/hud->advanced hud settings and turning secret areas ON. It's not embedded into the map but done by the source port itself.

>> No.6583810

>>6583801
Sure about that? I felt the pose was kind of fitting.

>> No.6583813

>>6583790
How does it look converted to Doom palette?

>> No.6583815

>>6583813
No fucking idea, probably washed out.

>> No.6583816

>>6583801
I like the model, I think Anon was going for the transient ironic photobash shitpost aesthetic

>> No.6583820
File: 156 KB, 680x678, sweating ranger.png [View same] [iqdb] [saucenao] [google]
6583820

>>6583816
Uh, yes, that's what I was going for, of course!

>> No.6583825
File: 341 KB, 640x480, Swift_Death_title.png [View same] [iqdb] [saucenao] [google]
6583825

>>6583790
I still like the greyscale one the most, the face in the back was more menacing and subtle. Maybe Swift Death's titlepic can serve as inspiration.

>> No.6583840
File: 190 KB, 1131x708, grayscaled.png [View same] [iqdb] [saucenao] [google]
6583840

>>6583825
Grayscaled? Like this?

>> No.6583873

>>6583840
Nah, I meant to say monochrome but goofed. That one doesn't look too bad, maybe make Doomguy in color and the rest in b/w.

>> No.6583918

>>6583840
I think this is fine

>> No.6583942
File: 109 KB, 320x200, intermission clusterfuck 10.png [View same] [iqdb] [saucenao] [google]
6583942

Fuck it, I'll just go with this so I can go back to my map. If the image comes out too washed out when paletted, I can dye it straight red.

>> No.6583990
File: 654 KB, 1920x1080, Screenshot_Doom_20200708_192356.png [View same] [iqdb] [saucenao] [google]
6583990

Alright, I put together anon's brightmaps into a .pk3 and ran it with GothicDM and Gothic2. I was wondering if they were working at first, but the textures that he wanted to glow appear to be glowing. It's the most pronounced with these crosses, but that's probably because they're what I saw the most of, and they're still quite subtle - I assume this is what he was going for.

https://files.catbox.moe/bai2sd.pk3

>> No.6584013

>>6583990
Thank you, I'll have to give them a try. I emphasized light fixtures a lot, being lights, and then some of the standout details. Some of the window textures have a slight effect, while those which were already very bright had brighter effect still applied to them.

>> No.6584037

I'm a 22 y o zoomer that's trying to get into retro FPS and FPS in general because I think they are a lot of fun. I finished DOOM1,2, played some wads, finished Quake1 and Dusk ( not old but still retro gameplay wise i think ). I'm trying to get into the build engine games, I have duke 3d and blood so far. I'm getting kinda filtered by Blood, not gonna lie. Any tips for a retard like me? Also, I'm using NBlood and eduke32, they work fine

>> No.6584045

>>6584037
Jump and crouch a bunch, crouching in particular will force gunners to adjust their position to take aim at you again. Also don't be afraid to use dynamite, the game gives you a lot.

Also don't play on the max difficulty, it's designed for co-op play.

>> No.6584051

>>6584045
oh the crouching tip is really good, I didn't know that. Thanks.

>> No.6584053
File: 1.49 MB, 1920x1080, Screenshot_Doom_20200708_192535.png [View same] [iqdb] [saucenao] [google]
6584053

>>6583990
I know that Gothic99 is considered an awful deathmatch mapset, but these other two seem like they'd be fun to frag on. They may actually not be, but I think there's a good reason their textures became so popular.
>>6584013
I'll take a more in-depth look at the maps just to make sure they work and are visible at a distance.

>> No.6584056

>>6584037
To understand blood, you have to be like a caleb.
A calculated madmen.

Either way the game turns easier once you get enough napalm ammo.

>> No.6584058

>>6582967
>you don't need anything special to make brightmaps work.
If they have same filename as the texture they are supposed to apply to and are located in the "brightmaps" directory, then they will apply automatically.
Pretend I'm retarded. Is the brightmaps directory located in the PrBoom+ folder? Didn't see it. And is this something I'm supposed to apply to my map as a creator or is this something that players apply to the map for personal preference?

>> No.6584060

>>6584037
If you beat doom 1,2 and dusk on middle difficulty and want an equivalent for blood, try difficulty 2, and if you do play on difficulty 2, don't be afraid to use the alt for the shotgun that fires both barrels . Sometimes I'll have to use it to get rid of some ammo so I can actually not run the rest of my weapons dry.

>> No.6584068

>>6584053
Gothic 99's textures were popular, because even though the levels didn't play well, the overall aesthetic was fly as fuck and people liked what you could do with it.

>> No.6584075

>>6584058
I figure we'll just include a separate .pk3 with the brightmaps which the player can then choose to load when playing the mapset.

>> No.6584083

>>6584037
Don't be afraid to use cover on occasion, and don't be afraid to sometimes just chuck a bomb into a room you haven't explored yet.

>> No.6584091 [DELETED] 
File: 107 KB, 320x200, intermission clusterfuck 11.png [View same] [iqdb] [saucenao] [google]
6584091

What about now?

>> No.6584151

>>6584058
Neither PrBoom+ nor GlBoom+ have support for brightmaps. Brightmaps are a GZDoom-exclusive thing. If you're the project lead, you can package in the brightmaps with the finished mapset, but since most will probably play it with Pr+/Gl+, they won't do anything but take up space, and some GZD players might not want them anyway. so having them as a separate download would be good.

>> No.6584152

man the dining room in the 2nd level is filtering me hard as fuck lmao. I feel like Blood is more unfair than other build engine games, or even doom, but can be more fun if you learn it

>> No.6584180

>>6584152
Gets easier later.

>> No.6584204
File: 94 KB, 320x200, intermission clusterfuck 14a.png [View same] [iqdb] [saucenao] [google]
6584204

Drained palette. Perhaps this could be tucked into the Brightmaps .pk3 as a .png to get its full color use.

>> No.6584209
File: 77 KB, 320x200, intermission clusterfuck 14b.png [View same] [iqdb] [saucenao] [google]
6584209

Bright red. Would probably work best with Doom's palette.

>> No.6584213

Though, bright red would probably make the intermission numbers less readable.

>> No.6584228

>>6584209
>would probably work best with Doom's palete
Do you have SLADE? You can convert .png images into a game's palette to see how they'd look.

>> No.6584287
File: 86 KB, 320x200, 1594254774528.png [View same] [iqdb] [saucenao] [google]
6584287

>>6584228
>>6584204
Here's the faded red in Doom's pallet

>> No.6584294
File: 28 KB, 320x200, 1594254774528.png [View same] [iqdb] [saucenao] [google]
6584294

>>6584287
wrong image lol

>> No.6584297

>>6584228
I somehow never knew that.

>> No.6584302
File: 26 KB, 320x200, 1594254774528.png [View same] [iqdb] [saucenao] [google]
6584302

>>6584297
Here's the bright red one

>> No.6584374

>>6584302
I like this one better, the saturation/brightness fits in more with Doom 1's menu background.

>> No.6584434

>>6584374
Probably, but I'm afraid of the red numbers and letters blending like a mess with the background.

>> No.6584470
File: 80 KB, 720x540, interpic.png [View same] [iqdb] [saucenao] [google]
6584470

>>6584434
I put it into a wad to test it out, and it is pretty hard to read. The faded red looks better but gets pretty mangled by Doom's palette.

>> No.6584479

>>6584470
That's what I was afraid of.

>> No.6584507

>>6584479
Maybe the final project could use a font ripped from the gothicdm wads

>> No.6584518

>>6583509
I preferred EP 4 desu.

>> No.6584524
File: 31 KB, 320x200, paletted intermission.png [View same] [iqdb] [saucenao] [google]
6584524

This is paletted, how does it look?

>> No.6584530
File: 115 KB, 320x200, intermission clusterfuck 16.png [View same] [iqdb] [saucenao] [google]
6584530

>>6584524
Compare to what it's based on, it doesn't actually lose that much, and I think the starker red numbers would be more easily readable.

>> No.6584550
File: 107 KB, 720x540, interpic.png [View same] [iqdb] [saucenao] [google]
6584550

>>6584524
Much better.

>> No.6584553
File: 165 KB, 1131x708, Untitled-1.png [View same] [iqdb] [saucenao] [google]
6584553

I played around with a few options. Nothing major.

>> No.6584558
File: 176 KB, 1131x708, doompink.png [View same] [iqdb] [saucenao] [google]
6584558

>>6584553
>>6584550
Oh nevermind, this new one is literally what one of my other ones was. Well besides this weird pink one.

>> No.6584582
File: 54 KB, 200x243, 1440682492080.png [View same] [iqdb] [saucenao] [google]
6584582

There will be a reckoning among the quake-mappers coming. There are so many questionable individuals among them that it's likely there will be some sort of allegation uproar like with streamers, smashers, the fgc, and so on, recently. If not, then these individuals will continue to act like they do making the "community" suffer even more.

>> No.6584590

>>6584553
I don't think Doom's palette has enough blues for that.

>>6584550
I'll say that works.

>> No.6584603

>>6584582
if you have something to tell, do so. else fuck off

>> No.6584608

>>6584603
You seem unaware of terrafusion.

>> No.6584617

>>6584608
Obviously.

>> No.6584710

>>6584608
Stop beating around the bush and give us the info faggot, otherwise GTFO
Nobody has time to research internet community drama

>> No.6584720

>>6584582
>>6584608
Cross-site dramafags are some of the worst posters. Right alongside twitter screencap posters. There's a special circle of hell waiting for assholes like you.

>> No.6584721

>>6584710
The internet community drama seems more like a /v/ thing than a /vr/ thing. I just assume when someone comes here doing that, they're just making trouble. Look, I just wanna grill demons.

>> No.6584734

>>6584582
Nobody cares faggot

>> No.6584771

>>6584524
>>6584550
Looks pretty good, thanks for making it.

>> No.6584772

>>6584582
"There's questionable individuals in the Quake-Mappers community!"
"People still play Quake?"

>> No.6584789
File: 87 KB, 740x273, quakefaggotry.png [View same] [iqdb] [saucenao] [google]
6584789

>>6584582
>>6584608
GTFO with your sjw brand of faggotry

>> No.6584792

>>6584789
please don't give them attention. It's what they want.

>> No.6584823

>>6584720
>Cross-site dramafags are some of the worst posters. Right alongside twitter screencap posters

This seems to be the current core of internet experience.

>> No.6584864
File: 45 KB, 240x280, gnTADt5.gif [View same] [iqdb] [saucenao] [google]
6584864

Some pretty cool strife stuff is being posted over at zdoom.
https://youtu.be/KxRM2CTby9w

>> No.6584923
File: 695 KB, 1588x708, halp.png [View same] [iqdb] [saucenao] [google]
6584923

>sectors start acting up when I'm shifting or adding vertices or linedefs in some places
What did I fuck up? Too many vertices?

>> No.6584978

>>6584923
I guess if I just roll all that shit back, it stops happening, but I really wonder what caused that to happen. It's like certain things near that gap I stuffed some pikes in would just cause nearby stuff to merge into some kind of non-euclidian bullshit somehow.

>> No.6584981

>>6584923
Something is corrupted. Press f4. if that doesnt detect anything, delete & remake relevant sectors.

>> No.6584993
File: 161 KB, 500x382, hammocks.png [View same] [iqdb] [saucenao] [google]
6584993

>wonder why monster teleporter destinations aren't working
>it's tagged and everything
>I didn't place the destination actors

>> No.6585001

>>6584864
Strife's source code was lost in a computer cleanout, right? How much could be done with it in comparison to other games on the engine?

>> No.6585664

>>6584993
I find it weird that it even requires that in the first place.

>> No.6585687

>>6585664
Makes it pinpoint destination, also lets you put multiple destinations in one larger sector.

>> No.6585736

Error Message: Sprite lump "DOOM2.WAD\SSWVA1" data format could not be read. Does this lump contain valid picture data at all?
What does this mean and does this mean I'm fucked?

>> No.6585737

>>6585736
You should go to an oncologist and get that lump checked out

>> No.6585775

>>6584923
Yes. That's way too many verticies, especially in the middle. Just keep it simple, you're making a doom map after all.

>> No.6585782

>>6584558
I like this one a lot, it's faint enough to be a background image

>> No.6585816

>>6585687
I think that has some interesting properties to it too. If there are multiple destination actors in a sector it seems to choose them at random but I never got telefragged by these, so it seems like there's some check in place that only allows a telefrag if there are no other destinations available.

>> No.6585834

https://twitter.com/KinoFabino/status/1280991283687948290

>> No.6585835

>>6585001
It was reverse engineered and GZDoom has full compatibility, so.... Anything that can be done on GZDoom?

If you want compat with original, then you'll be limitied to a cutdown version of ACS, and a pretty crappy dialog script language.

Veteran edition is on KEX engine so there's that

>> No.6585880

I tried doing that trick from Plutonia map04 where the chaingunners are like statues where they can't see you and you can't shoot them. It looks and works fine in gzdoom and you see right through the missing textures but in prboom+, the missing texture does that hall of mirrors effect. Why? I don't believe Final Doom does this in prboom so why my map?

>> No.6585894
File: 275 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
6585894

>>6585880
Do you have a floor/ceiling texture set?

>> No.6585902
File: 471 KB, 1088x626, screen.png [View same] [iqdb] [saucenao] [google]
6585902

Starting work on my 2048 map. Btw, since it wasn't mentioned in the rules, are the maps supposed to be coop and deathmatch compatible?

>> No.6585906

>>6585902
I'm adding co-op teleporters for mine.

>> No.6585912

>>6585880
see
>>6583678
>>6583530
>>6583465
It's an old exploit of the engine that takes advantage of incorrectly setting linedefs' front/back sectors.
It works in gzdoom without this weird setup because gzdoom's opengl renderer emulates the software renderer's quirks and streamlines them.

>> No.6585927

>>6585902
>are the maps supposed to be coop and deathmatch compatible?
The main priority is the singleplayer aspect. Feel free to add in DM and co-op stuff as you feel fit though. At the very least I'll be adding co-op starts to every map that doesn't have them once everything gets submitted.

>> No.6585941

>>6585927
Anything with voodoo scripts can break in co-op though.

>> No.6585942

>>6585941
fuck, I'm using a voodoo doll as a switch aggregator
Is it going to spawn a player in its place or something?

>> No.6585956

>>6585941
Damn, that's right. Ignore that last post, let's just stick to singleplayer stuff, no need to complicate things.

>> No.6586159

What happens if more than 32 maps get submitted? Is it first come basis or is it judged by its quality?

>> No.6586216

>>6586159
>judged by its quality?
t. joe-ilya

>> No.6586247

>>6586159
>What happens if more than 32 maps get submitted?
If that somehow happens, then any maps submitted after the initial 32 will be put in the map33 and above slots, which can be accessed through warping in zdoom based ports.
>Is it first come basis or is it judged by its quality?
First come.

>> No.6586305

>>6583146
I'd remove the dot on the 'i' too.

>> No.6586332
File: 751 KB, 769x612, file.png [View same] [iqdb] [saucenao] [google]
6586332

Working also on my Submission for the 2048 map
the main theme in this one?
The map tells you where to exit, via the meaty hand

>> No.6586349

>>6586247
>boom-compatible map format
>require zdoom anyway
shit take
I'd consider dividing it into two volumes instead. If we indeed go over 32.

>> No.6586391

>>6586349
>I'd consider dividing it into two volumes instead. If we indeed go over 32.
Yeah, that's probably the best option. I only suggested the zdoom option to make a more cohesive package, but it would indeed suck to restrict some maps to be played in zdoom only.

>> No.6586398

Have any maps even been submitted yet? Making a contingency for going over 32 maps seems very optimistic.

>> No.6586412

>>6583550
Nblood has extended scripting on the latest builds, too. Already seen mods that are Nblood only which have custom enemies, so GDX will likely go the way of the dodo if they don't allow Nblood's extended scripting

>> No.6586432

>>6584582
kill yourself tranny

>> No.6586438

>>6586412
Can you link some examples?

>> No.6586447

>>6586438
The mod No Hope In Sight comes to mind.

>> No.6586449

>>6586447
https://www.moddb.com/mods/no-hope-in-sight-demo

>> No.6586459

>>6586447
>>6586449
I will try it out.

>> No.6586495
File: 1.59 MB, 1920x1080, comparisonspecial.png [View same] [iqdb] [saucenao] [google]
6586495

DUSK players do NOT want YOU to see this image.

>> No.6586502

>>6586495
the thread where it began.
https://arch.b4k.co/v/thread/516203545/#516211643

>> No.6586509
File: 150 KB, 1366x768, blud0000.png [View same] [iqdb] [saucenao] [google]
6586509

>>6586449
i am getting HoM effects on the map, i've tried to change the render to classic and i am using the engine recommended, so what am i doing wrong here.

>> No.6586514
File: 1.19 MB, 1920x1080, comparisonarcanedimensionsnailgunduskmachinegun.png [View same] [iqdb] [saucenao] [google]
6586514

>>6586502
The DUSK child trembles.

>> No.6586520

>>6586495
dusk is trash

>> No.6586545
File: 1.03 MB, 696x696, ok.png [View same] [iqdb] [saucenao] [google]
6586545

>>6586495
pathetic attempt, anon

>> No.6586549

What are some silly wads,in the vein of pirate doom?

>> No.6586554
File: 799 KB, 1080x1519, 1594307002437.png [View same] [iqdb] [saucenao] [google]
6586554

>>6586502
Well, this image gives me hope. At least my own attempts at low-poly aren't THAT bad. Maybe I will amount to something in this life after all.

>> No.6586560

>>6586554
>I will amount to something in this life after all.
just be friend an e-celeb and have him shill your game.

>> No.6586578
File: 388 KB, 1080x720, comparison.png [View same] [iqdb] [saucenao] [google]
6586578

>>6586554
I forgot to remove lighting from the DUSK model, here's a better comparison.

>> No.6586589
File: 6 KB, 380x210, 1459982256041.png [View same] [iqdb] [saucenao] [google]
6586589

>>6586554
>>6586578
I'm not sure how fair of a comparison this is. Dusk devs had fancier technology but the Id boys had not only some good fucking artists on their team, they had some smart motherfuckers.
Dusk was made by like, what, one dude using unity? The game's still pretty fucking ugly but to compare a one man rinky dink indie game to a game made by one of the biggest teams in the industry isn't exactly fair.

>> No.6586596

>>6586495
>>6586514
>>6586554

Was my main beef with dusk since the beginning.
But Dusk was one of the first retro inspired stuff and its a good game.


Mid poly is the way. IN fact I am bitching about this as well in Gloomwood.

>> No.6586603

>>6586509
Ok nevermind i found out i had to use the bat file in the install.

>> No.6586607

>>6586589
True, you look at Ranger next to that soldier, and you see that Ranger has some seriously fucking good textures, that's because Adrian Carmack is very talented at textures, more than most other artists.
That soldier could look better, absolutely, but I'm willing to cut someone a bit of slack for not being a master at that for their first game.

>> No.6586619

>>6586589
>one of the biggest teams in the industry isn't exactly fair
quake was made by 6 dudes and their office mum, and Trent Reznor I guess as well

>> No.6586623

>>6586619
Well by biggest I mean in terms of what they accomplished and the ripple effect they had. Not exactly the size of their numbers.
Guess I coulda used a different word there.

>> No.6586636

>>6586589
It was their first polygonal game as well

>> No.6586642

>>6586623
plus duskdev didn't have to make his own engine, he's just a shit artist

>> No.6586659

I'm gonna ask a stupid question that I'm gonna get shit on for, especially on /vr/. What makes the original Doom games so good and loved? I played almost every retro shooter: Doom1+2, Quake, Duke3d, Blood, Shadow Warrior, even nu-retro like Amid Evil, Ion Fury, Dusk. I also played the Stalker games, FEAR, Doom 2016 and Eternal.

I liked Doom1+2 the least out of all of those. I know it's importance and I'm thankful for it, I understand that it's amazing that it is so moddable and wads and mods are still coming out. But as a base game, I find it lacking compared to the other I listed. I liked Doom2016 and Eternal way way more, same with Quake and the Build Engine games.

Is it fair to call it the best only because it invented/ popularized the genre? In my opinion, if a game copies another but does it way better, I like that game more, I dont care about who was first, I only care about having fun and good gameplay. I didn't really like the confusing maps, I know some people appreciate them( inb4 muh corridor shooter) but I find them tedious, I dont like confusing levels, I'm really bad at navigation in real life as well and prefer to not do it in vidya and focus on the gameplay.
What does DOOM1+2 do better than the other games I listed, that makes it be a lot of people's favorite?

>> No.6586660

>>6586619
>>6586623
It's interesting how Carmack always insisted on keeping the id as small as possible. As soon as it went big, it went to the dogs. I think it's a big reason why John had left the gamedev - he realized that at current level of technology, it is impossible to make a revolutionary game with a small team.

>> No.6586661

>>6586578
soul vs soulless

>> No.6586668

>>6586660
well then people should just do it the old fashioned way, and make classics like Doom, quake etc. Not every game has to have muh hyper realistic graphics and shit. I bet with the tools of today, making a game like Quake would be 10000 times easier, even with a small team. So just focus on gameplay and level design and fuck shit like graphics. For example, I dont know how big the teams behind the new wave of retro games were, but I really liked most of them.

>> No.6586675

>>6586619
Six people of absolutely outstanding talents.

>> No.6586678

>>6586596
>>6586495
>>6586514
>>6586589
Pretty much everyone sane told DUSK dev that his models are bad and are worse than original Quake models, and many people offered valid suggestions on how they could be improved. However those people were very soon overrun with twitter YES-men that drowned the dev in unanimous praise in everything he did, and that's why we got what we got.

On this >>6586578 image you can see that the soldier's joints aren't made properly at all, with weird squishes and unseemly twists all over the place

Everything was figured out for DUSKdev and he got a lot of good input that was simply ignored, meanwhile id had to figure out what do do with polygons oin their own and they did a very good job with what they had.

>> No.6586684

>>6586660
Carmack is just an autistic code guy, arguably the best there ever was
Romero was the design guy, and his design philosophy was instant gratification above all else, THE ID as it were
Makes ya think if system shock or some such was as big a smash hit as doom how gaems today would have been different

>>6586675
sometimes you just have to admit you're a talentless hack, Dave

>> No.6586707

>>6586684
I haven't even played Dusk, and I honestly don't think it looks that good and I don't feel like trying it out, but comparing one lone amateur with little experience to a group of people, where each person is famed for their great talents, and who had plenty of experience by the time of making Quake, is still not a fair comparison.

>> No.6586715

>>6586684
yeah, Carmack is unironically one of the best programmers of all time, I do programming for a living and can confirm it.
He is legit a genius, it's very weird seeing someone of his caliber in the gaming industry, he's been a really big influence and made arguably one of the best games of all time
I dont think we will get anyone as smart as him for a really really long time.

>> No.6586719

>>6586707
id's biggest failure was inspiring a generation of dipshits to become game developers

>> No.6586734
File: 74 KB, 1280x1024, Infantry_grunt_render.jpg [View same] [iqdb] [saucenao] [google]
6586734

>>6586578
The flat triangle head and large filter reminds me of those ugly HECU soldiers from retail Half-Life, which might have been what he was going for, but the fucked arm joints and rectangle legs make it look like a rough draft done in an hour

>> No.6586738

>>6586707
one lone millennial with all the tools handed to him as well as decades of experience of people before him to learn from
vs the small group of people who forged an entirely new genre using nothing but their wits and expensive workstation PCs purchased from their own profits

>> No.6586741

>>6586719
Multiple generations, and some of them did very well.

>> No.6586742

>>6586707
Dusk plays really nice. Nice flow and guns.

>>6586734
Problem with dusk is exactly that, it does not know what it wants to be, so it has a certain charm there.
HL? Quake? Blood? Fucking choose something.

>> No.6586743

>>6586738
You're still comparing some dipshit in his home versus six Leonardo DaVinci's.

>> No.6586752

>>6586743
well that's exactly my point, Dave Szymanski is a hack

>> No.6586759

>>6586752
And maybe he'll get better one day, but that doesn't make the comparison any fairer.

>> No.6586760

>>6586752
A hack?

Its a perfectly decent game.

>> No.6586774

>>6586578
>>6586554
>>6586514
>>6586495
Here's my problem with modern "low poly" games all in four images. The hipster dipshits who made the models to the right made what they thought old games looked like. They assume that if the graphics are bad, then the art is also bad. They were all amateurs back then, they think.
When Quake was being made, Adrian, American, etc were making the best art they could within the limitations of that hardware. They worked their asses off to make the graphics the best in the business.
If you're making a game from the Quake generation, don't half ass anything. If you do, your game is gonna look like a modern throwback pile of shit instead of the retro callback you're going for.

>> No.6586775
File: 623 KB, 1437x808, Screenshot_Doom_20200709_152617.png [View same] [iqdb] [saucenao] [google]
6586775

Post great item placement.

>> No.6586783
File: 81 KB, 480x480, file.png [View same] [iqdb] [saucenao] [google]
6586783

>>6586775
Damn near all of these bad boys as long as you know when to pick them up.
The sheer satisfaction of nailgunning fucking everything with a quad damage elevated Quake above Doom in places.

>> No.6586784
File: 754 KB, 1920x2160, thief-reference.jpg [View same] [iqdb] [saucenao] [google]
6586784

>>6586759
Yes, by all means do get better, Dave, cause you aren't good enough

>> No.6586787

>>6586659
The exploration ties into both resource management and level progression, meaning that it's crucial to the game. Most FPS games that followed Doom had simple, straightforward levels, but that's exactly why we like Doom more. It has a dungeon crawler feel that constantly pushes the limits of your navigation skills. Finding secrets is really rewarding, especially compared to Doom 2016/Eternal which give you pointless trinkets and already common upgrade points.
Not only that, but the enemies and weapons are incredibly robust, which lends themselves well to being put into different combinations and encounters. Doom wads certainly have the most variety of any classic shooter maps. Even if the shooting has been surpassed, Doom's core gameplay is so elegant and simple that I'm sure I could play it forever,
Sorry for the blogpost boys, I gotta get back to my map.

>> No.6586793

>>6586787
Better post than that baiting faggot deserved.

>> No.6586794

>>6586784
What those LGS folks did with such a primitive but very usable engine like dark engine is a miracle.

Constantines mansion is such a fucking dream.

Funny the same concept in the mansion in Dishonored 2 just feels boring and really a bit presumptuous in comparison. Dont really know how to put it in words.

>> No.6586795

>>6586447
>>6586449
Right so after trying it out, it is quite nice, though to say it's flawless is an understatement, i dig some new enemies but some others are somewhat problematic like the cultist that is impossible to shoot and throws you the life leach in sentry mode (which you can't pick up), i found myself somewhat without weapons and there is even a point in which it suspects you have a life leach to use on, which i do not. aside from that i think it has definitely potential but the creator must really Push on the Fool proof department.

>> No.6586796

>>6586738
>but their wits and expensive workstation PCs purchased from their own profits
Which, if you were honest, would very clearly denote their years of experience doing games by that point.

You know those guys had come a long way by then, right? They were a mix of programmer tinkerers, artists, and writers, who met through a shitty office job, with some previous experience in making Apple IIGS games, pen & paper RPGs, and amateur art, and worked years doing games which were technically and even conceptually groundbreaking. They had already made two of the world's most important PC games by the time they got around to doing Quake. iD Software was very much a perfect storm of some incredibly talented and gifted weirdos who managed to mostly hold together to build a lot of experience and make some revolutionary games.

The chance of any one of us here catching up to that kind of potential and pedigree is slim as fuck, so why the fuck would some guy making a Unity engine game?

>> No.6586801

>>6586659
You just answered your own question Doom started it all.

I also prefer Build and later games. But Doom deserves respect.

>> No.6586805

>>6586659
play sunlust.wad
doom stock levels are garbage

>> No.6586812

>>6586796
>The chance of any one of us here catching up to that kind of potential and pedigree is slim as fuck

It could today if there was some way to gather talent or even better train that talent over time.

Thing is you do a good proof of concept work in Unreal engine say, you get recruited by some shit company to work on whatever battle royale is next on the wheel of get rich.

The more time passes the more I realized games were never meant to have that golden age even consoles in the late 90s.

>> No.6586815

>>6586796
the whole debait started as a simple model comparison and spiraled a little beyond the scope of that
if you can't match the level of detail of one of the very first fully poligonal games why are you making 3D models for a commerical product in the first place

>> No.6586837

>>6586554
Well he's the one who made a successful game, and you are... a shitposter on /vr/.

>> No.6586883

>>6586815
>debait
indeed
>poligonal
so, are you one of them russkies working on Wrath? a lil butthurt people think your retro-graphic-whore game plays like shit, eh?

>> No.6586887

>>6586883
haven't played wrath yet, what's wrong with it

>> No.6586893

>>6586883
frankly I wouldn't have the Balls to claim I've made Max Payne and Prey (that game that never came out and had to be made in the doom 3 engine, not the above average 2017 system shock clone) on the store page

>> No.6586895

>>6586887
the weapons, the enemies and the levels. anything that isn't the graphics, basically.

>> No.6586898

>>6586895
it does *look* like effort was put into it though, unlike dusk, which I have played a little bit and was unimpressed

>> No.6586901

>>6586715
Have you read the id Software code style guide? it is weird as fuck at first but then you get it and it is a masterpiece.

>> No.6586914

>>6581758
Don't scare away the zoomers, anon. Yes, we all love to shit on them in these threads, by all means continue that... but give them help while you do. At the end of the day getting these little faggots into retro FPS the right way, with appreciation for shit that is actually good instead of whatever "famous" YouTuber played in their latest upload is the goal.

>> No.6586940

>>6586812

>Thing is you do a good proof of concept work in Unreal engine say, you get recruited by some shit company to work on whatever battle royale is next on the wheel of get rich.

This is mostly true, but there are always some really talented individuals who say fuck that and go their own way. Think the dude that made Braid and then The Witness, even if you don't like that games, he went his own way.

Current game industry is bigger than hollywood, you need thousands of mediocre workers to keep it alive making mediocre products to feed all the consoomers.

There are few talented individuals hidden somewhere working on unrelated 9 to 5 jobs making sleep deprived games late at nite.

>> No.6586942 [DELETED] 

>>6586914
scare away trannies instead, they're the actually toxic parts of the community

>> No.6586986

>>6586659
was an upgrade to wolfenstein 3d in almost every way to the point the armor system and health/armor bonuses made health more interesting and replaced score bonuses and 1 ups

>> No.6586991

>>6586986
I wish armor didn't go away.

>> No.6587016

>>6584789
holy shit whoever wrote the post in that image is such a huge fucking faggot

hopefully the quake community doesnt go the way of doomworld

>> No.6587098

>>6586793
>>6586787
i was not baiting. As I said, I understand people liking navigation, but because of my lack of this skill both in real life and in vidya, I feel like its incredibly tedious and hard, I constantly run around in circles and get lost

>> No.6587141

>>6587016
the future is neovagina

>> No.6587160

>gothictx replaces fireblu
I feel betrayed

>> No.6587168

how the fuck do i activate jump boots on eduke32? I've tried everything

>> No.6587184

>>6586554
New Blood interactive publishes generally over rated games
Dave Oshry is also a cancerous redditor

>> No.6587185
File: 213 KB, 720x540, Untitled.png [View same] [iqdb] [saucenao] [google]
6587185

Any Boom wizards know how to raise a floor to a specific height? In pic related the bridge was originally all the same height, but you could sr40 to the exit without pressing the 3 switches required to raise it. Those torches are there to allow the floors to raise to the highest adjacent floor height, but the map can easily softlock if you hit the switches in the wrong order (1-3-2 for example will cause the second piece to raise to the third piece).

>> No.6587193

>>6586794
dark engine is by no means primitive, it was doing better than something like Lithtech at the same time, and the devs even abused it a little by creating fucktastically huge levels (sparsely detailed to reduce their memory usage) that are a pain to navigate at times

>> No.6587198

>>6587168
it's J for Jetpack, jump boots are a Blood thing and blood will never ever run in EDuke

>> No.6587228

>>6587185
Have you tried using dummy sectors with the heights you want?

>> No.6587230

>>6587185
Merging with dummy sectors.

>> No.6587245

>>6587160
You're just going through fireblu withdrawal.

>> No.6587261

>>6587228
>>6587230
Thanks, I'm learning how to use dummy sectors and this application seems like the perfect use case.

>> No.6587289

>>6587193
Dont get me wrong its amazing for its time.

And the loading for such huge levels on old pcs my good old pentium 133 was fast. Amazing sound design and physics.
Way ahead of its time, but you can feel where they cut its legs just so It didn't turn into another trespasser you know what I mean.

What that guy presumably "the crow", did with tfix was also a miracle bringing new life into the engine. NBut in many ways its very primitive. Dromed is a beast.

>> No.6587327
File: 80 KB, 1108x813, temp.png [View same] [iqdb] [saucenao] [google]
6587327

>> No.6587329

>>6587289
DromEd is what you get when people who get sexual gratification from using Hammer (or worldcraft in those days) release an internal development tool becaus ethe fans asked for it

>> No.6587335

>>6587261
Yeah, just draw another sector outside the map, select your sector, select the new sector, press J and they'll be the same sector. Then draw target sector next to the dummy. It's really easy.

>> No.6587361

>>6587261
>>6587335
just keep in mind that this will move the center point of the sector, changing where its sector sounds play from
if you want to avoid that, do the same thing on the other side of the sector to drag the center back where it should be

>> No.6587413

huh huh huh huh huh hUH HUH HUh huh huh huh huh

>> No.6587448

I wonder why Ranger's in such a hurry

>> No.6587506

>>6587448
he's dabbing on strafe jumping plebeans with his more skillfull power bhop

>> No.6587529

>>6587329
really?

The devs didn't make the levels in dromed? I thought it was their in house stuff not request from fans.

>> No.6587548

>>6587529
They did use dromed. I think he was drawing similarities.

>> No.6587550

>>6587327
>Episode 2: Lunar Ragnarock

>> No.6587551

>>6587327
I like it.

>> No.6587571

>>6587529
they used a version of DromEd not sure by which name
it's basically their internal tool not much was changed about it

DromEd is more reminiscent of early Build engine level editors than Hammer in its user interface

>> No.6587575

>>6587571
I made some stuff in it, but its a pain in the ass to use. Wish we had something like the quake one for Thief.

>> No.6587676

>>6586659
For me it's the best because of all the amazing custom content for it. I played nothing but multiplayer games for like 12 years and I uninstalled all of them just so I can focus on speedrunning retro shooters, and I still haven't gotten around to speedrunning douk or Quake just because there's so much Doom material to play

>> No.6587682

>>6587676
I forgot to mention, demo recording is a major factor; I can record episode-long demos in Doom but douk or Quake only let me record demos for individual levels

>> No.6587726 [SPOILER] 
File: 70 KB, 800x600, 1594340008415.png [View same] [iqdb] [saucenao] [google]
6587726

>> No.6587735

>>6587726
delet

>> No.6587749

>>6587726
Nice frog bro

>> No.6587760
File: 166 KB, 480x1060, CALEB CONFIRMED FOR HDOOM.jpg [View same] [iqdb] [saucenao] [google]
6587760

>>6587726

>> No.6587780

>>6587726
>>6587760
Aw hell yeah I like these "fill in the blanks weirdly" stuff

>> No.6587815

A week or so ago we got new info and finally a video of the long lost Quake arcade edition. Does anyone know if it uses the Sonic Mayhem music like rumored? I heard that years ago and always wondered

>> No.6587816

>>6587760
Mmm.... single white flaregun...

>> No.6587820
File: 41 KB, 524x229, n49ekq.png [View same] [iqdb] [saucenao] [google]
6587820

Our boi

>> No.6587828

NEW THREAD
>>6587821
>>6587821
>>6587821

>> No.6588016

>>6586678
Dusk looks like a something a shitty lazy weeded out amateur would create in a summer holiday in 1999 or something.

No thank you.

>> No.6588308

>>6586659
I can sorta agree in that the base games are not perfect. Doom 1 is enjoyable, but the small bestiary starts to become really apparent once you enter the later episodes. And while Doom 2 fixes things by adding more monster types, its level design is a mixed bag. You pretty much have to look at the community output in order to get the most out of classic Doom.

>> No.6588423

>>6586514
the real problem is not scaling textures to have bigger pixels.