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/vr/ - Retro Games


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6587821 No.6587821 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6577602

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.6587825
File: 93 KB, 320x240, GET ME THE FUCK OUT OF HERE.png [View same] [iqdb] [saucenao] [google]
6587825

=== ONGOING PROJECT ===

2048 Units of /vr/
Rules: >>6570917

=== NEWS ===

[7-8] Anon shares a deathmatch map
https://www.mediafire.com/file/mo2m5bim6lc3it5/FortLoungeDMFinalA.wad/file

[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

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6587835

What are some good WADs to play with DOOSK?

>> No.6587849
File: 80 KB, 320x240, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
6587849

Here's my updated version of my proposed titlepic. The differences are pretty subtle but it looks better to me.

>> No.6587853

>>6587821
>SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Thief, Deus Ex)
>Deus Ex
not retro

>> No.6587854

>>6587853
https://www.youtube.com/watch?v=8U18EuNN2D0

>> No.6587861
File: 125 KB, 1438x1415, PHwbr9p.jpg [View same] [iqdb] [saucenao] [google]
6587861

IF YOU HAVE A LEVEL FOR 2048 UNITS OF /VR/ THAT YOU WANT PLAYTESTED, REPLY TO THIS POST WITH A DOWNLOAD LINK

>> No.6587862

>>6587821
Haven't played anything Doom engine in ages, but been playing Megaman Deathmatch nightly for the past few days.
Most fun I've had with a online game in a long time.
I love Doom.

>> No.6587893
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6587893

any good mods for Quake?

>> No.6587928

blood is so good once you 'get' it. Too bad CV-11 made that shitty youtube video so now everyone thinks playing blood means chucking dynamite behind corners

>> No.6587929
File: 72 KB, 469x359, 1464607670934.png [View same] [iqdb] [saucenao] [google]
6587929

How many maps have we gotten submitted for 2048 already? How many people are making a map?
https://strawpoll.com/5ah12jhxd

>> No.6587939
File: 464 KB, 600x409, as long as it works.png [View same] [iqdb] [saucenao] [google]
6587939

>>6587928

>> No.6587962

>>6587929
Working on one, might touch up an old one for this afterward.

>> No.6587965

>>6587928
It's the only way to play WD without savescumming and memorization.

>> No.6587993

>>6587821
that talk about doom and indie retro fps games makes me think that doom's concept and gameplay work better on "small scale"
as in, both production/teams behind the games and the engine in itself
and maybe the overall theme and setting too
some things about the new doom games (3 even) make me think doom doesn't work on a higher budget/more "advanced" engine/"pro" level, like it was meant to fit an old yet versatile engine (even if it means source ports) with a simpler but nice aesthetic and an identity that comes from more confident devs or just some devs that don't care much if their demon killing game still pisses off some old ladies
mods and wads also fit into this, specially since fans sort of did a "doom universe" before

>> No.6588004
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6588004

>>6587993
Well here's the thing: too many cooks can spoil a broth. When you have a team 1 up to 20 people working on a game, you're gonna have a lot of focus on what exact kind of game you want. Everybody'll know exactly who is working on what easier than a team of 50 or 100 or 300. There's more synergy with a smaller team, more cohesion. Fewer moving parts make for a more efficient, if simpler, machine, and not much out there is simpler than a run and gun first person shooter. That's part of the appeal.
This line of thought tends to apply to sports as well. Look at the Japanese sport of Bo-Taoshi, which consists of two teams of 75, ensuring every game consists of 150 people. It's a goddamned chaotic mess that only barely holds up because of its extremely simple ruleset.
Compare that to a more noteworthy sport like football or baseball, which can allow more complexity and can be far better organized.

>> No.6588061

>>6588004
>baseball
>sport
got me convinced it was a serious post for a moment

>> No.6588063

>>6588061
Yours didn't convince me at all.

>> No.6588097
File: 912 KB, 1920x1080, mfxsp5.png [View same] [iqdb] [saucenao] [google]
6588097

>>6587815
there's not much new info, really. here's what we knew already:
- according to Willits (and possibly others), Reznor's soundtrack is in some legal limbo where the contract only allowed its use in the original CD form or something. this could just be corporate weaseling however, since Q2/Hexen 2/Kingpin/etc all come without OST on Steam as well (iirc)
- Reznor's soundtrack is 10 tracks.
- the only full copy of the Sonic Mayhem soundtrack to have made it onto the internet has 8 unique tracks and one duplicate tacked on at the end. it's in 128kbps and was shared by Romero with some fans.
- in the quake.rc of the Arcade edition there's a line: "cd remap 1 4 7 7 3 6 10 8 9 5 // remap tracks based on new MOD sound track". this is what initially led to the speculation.
- track1 represents the data track with the game itself. aside from track1, the remap command also lacks track2, leaving only 8 unique tracks after remapping.
- the remap command doesn't remap track11 to anything, but it's possible that this is what the duplicate track9 was for (though it seems dumb doing this instead of just editing the command)
- the Arcade edition also includes the expansions, both of which had soundtracks of their own. doesn't mean much, but worth mentioning.

thanks to the person who cracked the executable, we also now know that:
- the game doesn't support mp3
- the game doesn't have a tracker format soundtrack hard-coded into the executable (which would have been bizarre, but I guess possible)

what we don't know, or at least I haven't seen info on, is whether the internals of the arcade cabinet had a CD drive. I dunno, maybe somebody could dig into its win95 drivers and find out for certain.

additionally, while copying the remap command into this text I realized that I fucked it up in the repack (the one in the newspost). mea culpa, blah blah.
probably pointless to replace the link at this point.

>> No.6588145 [SPOILER] 
File: 21 KB, 597x401, 1594351329956.png [View same] [iqdb] [saucenao] [google]
6588145

5000000000 hours in mspaint

>> No.6588157

>>6588145
ah fuck, where's that goddamn Entryway video with third person pistol? can't find it now.

>> No.6588178
File: 89 KB, 875x962, jdeosa4mzje41.jpg [View same] [iqdb] [saucenao] [google]
6588178

Why is Eviternity such a big deal?

>> No.6588181
File: 26 KB, 400x378, 1588913956744.jpg [View same] [iqdb] [saucenao] [google]
6588181

>>6588145

>> No.6588184

>>6588178
pretty textures

>> No.6588192

>>6587849
I dig it.

>> No.6588209

I pronounce "wad" as "wade," what are you gonna do about it

>> No.6588214

>>6588209
Nothing.

>> No.6588224

>>6588209
Kiss you on the cheek.

>> No.6588225
File: 58 KB, 546x550, wat.jpg [View same] [iqdb] [saucenao] [google]
6588225

>>6588145
>>6588157
ok, found it
https://www.youtube.com/watch?v=Z5pATG031x4

>> No.6588228

>>6588145
There was this screenshot of a thread where a guy looked at the pistol and thought that Doom was about a tiny knight, people called him a retard and someone drew a knight with a gun for a face, I don't think I have it still

>> No.6588238

>>6587821
Doom but you fight mummies and ghosts.

>> No.6588242

>>6588238
>Heretic

>> No.6588265

how i put scanlines in gzdoom

>> No.6588298

>>6588265
Buy a crt :^)

>> No.6588316

>>6588242
Hexen also.

>> No.6588335

>>6588178
Otex being a major factor.
I think its generally a good megawad, but isnt as strong as Skillsaw's wads or BTSX IMO.
MAP19 sucks ass. Far too long for its own good, and very monotonous to play. Some maps in E6 also go a bit overboard with the detailing and vistas, resulting in performance issues.

>> No.6588337

>>6588316
I dont recall mummies in hexen. And the only ghosts are the ones spawned by Korax in the final level.

>> No.6588341
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6588341

>>6588337
I think he meant Heretic.

>> No.6588424

>>6587861
I'll have something in the morning. I just realized that it's 2am and I just spent the past 5 straight hours mapping.

>> No.6588453
File: 523 KB, 1280x720, Screenshot_Doom_20200710_083404.png [View same] [iqdb] [saucenao] [google]
6588453

Well, I was feeling pretty doubtful for a while, but it's starting to look like *something*
I'm not sure if it even constrains to the whole 2048x2048 of playable area which I erroneously thought was the idea.

>> No.6588457

I feel like being a dick, I'll add some chaingunners to this monster teleportation party.

>> No.6588462

>>6588225
typical reddit, one guy is legit retarded the rest are merely pretendeing for upboats

>> No.6588465

>>6588462
on 4chan people do it for free

>> No.6588496

>>6588465
on twitter people do it fro good boy points

>> No.6588562

>>6588145
slax is that you?

>> No.6588581
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6588581

>>6587929
i am working on it also
currently considering the name for the map, thinking something like "Here is where you need to go" or something along the lines.

>> No.6588619

What's the character count limit on level names? I was thinking something metal like "For They Defiled Our Waters"
unless that's gay

>> No.6588634
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6588634

Any of you anons have an older version of Blood Death Wish to share?
I remember some maps being distinctly different from the current release, but the prior versions got removed from ModDB and I can't seem to find the alternative downloads that dont link back to it anywhere.

>> No.6588659

>>6588619
Sounds good.

>> No.6588681

>>6588225
The second you pick up a shotgun it becomes obvious that it's your hands holding guns, are they playing pretend or something?
>>6587929
I started working on a map, and then had an idea for a second one and started working on it too. In a best case scenario I'll deliver two maps. The second one I'll probably intend to be a secret map, if we get at least 15 submissions.

>> No.6588692
File: 1.94 MB, 1920x1080, AMC TC.png [View same] [iqdb] [saucenao] [google]
6588692

>>6580763 Dude here.
So I've played through Blood, Shadow Warrior and Duke Nukem 3D campaigns. Finished mods like Death Wish for Blood, AMC TC, Alien Armageddon and WGRealms 2, I know that the latter is getting big update soon.
Anyway, I want to play more of that high quality Build Engine stuff. What other big works have I missed? I think I'll go for Duke Nukem Forever 2013 and French Meat for Blood next. Haven't tried Ion Maiden and I don't think I ever will. I have a lot of free time until the end of this month, so anon can you recommend me something to play?

>> No.6588696

>>6588634
Redpill me on Blood mods

>> No.6588701
File: 405 KB, 617x883, 888FC3D9-E225-422E-ACFB-FF962F1C3124_1_201_a.jpg [View same] [iqdb] [saucenao] [google]
6588701

>>6588209
ill fucking kill you

>> No.6588709

>>6580763
>>6588696
Death Wish has great atmosphere and some nice sequences, but yeah, combat is bland.

>> No.6588737

>>6587929
Looks like from the current statistic that we're looking at about 12 or 13 maps or so, which is a nice number.

>> No.6588746

>>6587861
I've playtested this a bunch on my own (PrBoom+) but I'm relatively new to mapping so don't crucify me if there's still problems. If it does happen to be ready, the credit is "For They Defiled Our Waters" by "LunchLunch". I got the music Glitter Gulch Mine Factory Remix here (https://www.khinsider.com/midi/n64/banjo-tooie).).
Here's the WAD: (https://drive.google.com/file/d/1KRpsFrSEWE6l7VMTL0GQ_2oOEfO29nqB/view?usp=sharing))
If we need to reach a 32 map quota, I can maybe try making another map but I doubt it will be as good as this one. Sidenote: If we don't reach 32 maps (likely), I hope there's still a way the last level can trigger end credits because it's a pet peeve of mine when a custom WAD just bleeds into standard DOOM II levels at some point.

>> No.6588750

>>6588453
Wouldn't 2048 map units plain fit in a 45x45 square?

>> No.6588794

>>6588145
>>6587726

>> No.6588798 [SPOILER] 
File: 67 KB, 1409x1120, 1594376235607.png [View same] [iqdb] [saucenao] [google]
6588798

>>6588562

>> No.6588802

>>6588225
Redditors can't SERIOUSLY be like this.

>> No.6588830

Been playan' Hexen for the first time. It just crashed in Bright Crucible, possibly due to a visplane overflow, which prompted me to keep playing later. I can't believe how long I've been let out of this game. It's not nearly as cryptic as some people led me to believe. I could find my way around just fine in the seven portals. Sure is a lot of work, but the game always makes it clear where the next objective is. Although I did run into a bug where solving all the puzzles in the first three guardian visits didn't open any other door, but restarting the level solved it.

>> No.6588841

>>6588830
The only part that's a fucking annoying piece of shit it that large grey cube level. With the 6 switches. Other than that, the whole "hunting" for switches thing is a meme. It's pretty clear and apparent where you need to go and what needs to open for the majority of the game.

>> No.6588854

>>6588209
Have my big brothers shit in your mailbox. What you gonna do about it?

>> No.6588862

>>6588341
Those are golems. Hexen 2 technically has mummies, but they don't have that stereotypical design.

>> No.6588865 [SPOILER] 
File: 73 KB, 1370x1499, 1594377997882.png [View same] [iqdb] [saucenao] [google]
6588865

>>6588496

>> No.6588885
File: 49 KB, 600x472, daaario.jpg [View same] [iqdb] [saucenao] [google]
6588885

Some losers think that Milo and I didn't make
all of The Plutonia Experiment on our own, and
that Shawn Green had a hand in some levels. This is entirely false so the people who think they know better would like to Email me and discuss it please do, but don't spread crap to others, you only piss off the people who made the thing.

Every level, every graphic and texture was made by the two of us, with no intervention by anyone else. Them's the fax.

The Plutonia Experiment is not "too hard". Too
hard for what anyway? B4 thinking this, there
is a handy thing that allows you to select the skill level you want to play on before you get into the game. Try lowering this number and playing again, you will find it's easier than it was before!

A Final word of thanks goes to: ID for taking our names out of the credit screen (but they did publish it so what the heck)

>> No.6588897

>>6588885
>and that Shawn Green had a hand in some levels
Having seen Shawn Green's levels, that premise strikes me as somewhat preposterous. I mean, he could have improved, but the fact that he made so few maps, and they were what they were, suggests he probably didn't do anything of Plutonia's caliber.

Was this from some drunk post he made in like 1997 or something?

>> No.6588912

>>6588885
Man I wanna go balls deep in that bimbo on the left. Spitting image of one of my ex girlfriends.

>> No.6588949
File: 328 KB, 816x639, bigdig.png [View same] [iqdb] [saucenao] [google]
6588949

Hey, guys. Wanna try out my new map? It's a bit (Or perhaps not so a bit) rought around the edges, but still functional. Doom 2 format, difficulty levels implemented, no jumping or vertical look.

https://www.mediafire.com/file/7bbj5xwdhm3tcvr/bigdig.wad/file

>> No.6588956

>>6588897
The Plutonia Experiment Ultra-violence demos, done by Dario Casali: http://teamtntmemorial.doomgate.de/ctr_demo.htm

>> No.6588997

>>6588746
Shit, just realized I need to implement lower difficulties, sorry

>> No.6589019

>>6588746
If there aren't 32 maps then maybe there can be a small credit map without exit or something like that.

>> No.6589047

>>6588746
>>6588997
OK, here's defiledwaters.wad with difficulties implemented
https://drive.google.com/file/d/1E9A1iI-9YNx7ENOlm7FdfME6PPUbQpsQ/view?usp=sharing

>> No.6589105

>>6588949
Hey, I liked your map. Is this for 2048? Anyways, a few criticisms I had:
-You can get softlocked in the lava if you fall in from the lobby next to the area where the yellow teleporter is. I did this the first time playing the level on accident.
-In the very first room, I think you should mix up the textures and not just use the black squares, personally I think they're ugly in excess.
-there's a misaligned brick texture in the southwest corner of the lobby where you can see all the keys
-personally I don't like the room with the blue teleporter. You get trapped if you don't run out of the switch area immediately and even then it's close quarters combat which means the player can't use the rocket launcher that you give us right outside this area (which implies that we'll use it here). As soon as the teleporter lowers, I just take that to leave. Not sure if that's the intended strat or cheese, but it didn't feel right, even though I felt it was my only option for survival.
-In the last room (which is also the first room) I think the cacodemons are too high up in such a tight space for players that aren't using Mouse Look. For this whole fight, I just tucked myself away in the cubby where you pick up the machinegun earlier. I had no room or motivation to fight demons from outside of this safe space.
-I found the invuln secret really easily but couldn't find the second one, even with taking a few 'idclip' laps around the map. So it's pretty well disguised wherever it is.

>> No.6589123

>>6589105
>Hey, I liked your map. Is this for 2048?
No, it won't fit in 2048, I'm sure of it. It's part of my personal WAD.

The fight after the yellow switch is the bane of my existence, that's true. I didn't really want player to think they should run on those pillars, but maybe I should just lower them like they were originally.

>> No.6589125

What exactly does the "Pass Use Action" flag do?

>> No.6589127

>>6589125
I would assume that if there's a like a switch behind it, the linedef won't block you from hitting it.

>> No.6589167

Grinding Scythe map 30 just to be able to say I'm done with it. Fuck, I hate slaughtershit.

>> No.6589198

>>6589167
I wanted to do that eventually, too. My plan was to beat it on skill 1 with no saves first so I could learn the map, then maybe do skill 2 or 3. If you ever play the other Scythe 1 episode 3 maps on skills 2-4 you'll notice that skills 2 and 3 are much easier and there is a dramatic jump in difficulty on UV so hopefully this map is the same and I can at least beat it on skill 3 with no saves. The level takes like 20-30 minutes to beat from start to finish so I estimate the run will take hours to achieve. I actually just finished the PWAD I was playing yesterday so I'll give it a go today after I playtest any 2048 units map that need testing; so far I just see one .

>> No.6589204

>>6588581
Interesting choice having the roof be made out of meat.

>> No.6589232
File: 546 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
6589232

>>6587861
https://www.mediafire.com/file/kt96ngoffpxk26g/retitrement_grease.wad/
I balanced this around not finding any secrets. I'm not sure if the soulsphere secret is obtainable; maybe with an SR50.
Tested on GZDoom 4.1.3 and GLBoom+

>> No.6589235

>>6589232
I forgot to mention, it's somewhat adjusted for lower difficulties, but not entirely. It also supports co-op.

>> No.6589293

What do you guys think of the Marathon series? I'm partway into the first and I think it's alright.

>> No.6589294
File: 72 KB, 764x1273, w4v4j8hpf4131.jpg [View same] [iqdb] [saucenao] [google]
6589294

Any good mods that let you play as a demon/monster? I have Hearts of a Demon, but I don't find it terribly fun, since the balancing is all wack.

Should I just make my own mod?

>> No.6589298

>>6589294
Yes.

>> No.6589310

>>6583537
Not true actually - I suppose this could be a heads up to anyone who still cares to get it: The original 3D Realms Duke Nukem 3D Xbox Live Arcade release is still up and available for purchase on Xbox 360 only. I just bought it the other day. Wanted a good port of Duke on one of my consoles and I jumped at it when I saw it was still up because it meant I didn't have to buy Faggot Randys version... I mean he probably still gets the money from this version too? I don't know. It's a solid port of vanilla Duke 3D for 9.99 instead of World Tours 19.99... but obviously doesn't include the lighting improvements and extra episode of World Tour.

>> No.6589370

>>6589047
Wew, this level was a lot better than I expected! Here are some demos:
> https://anonfiles com/h6iai3F8o3/DefWatersDemos01_zip
(I can't post the link without getting spam filtered so add the dot inside of dot com)
I just managed to beat it on UV. I'm gonna learn the secrets now and try to UV-Max it, but I wanted to submit these demos first.
Thoughts: good level. I don't have any criticisms in terms of item or monster placement. I think the level is too dark, though. I don't play with any gamma correction and on PrBoom+ it was too dark; increase the brightness of the darkest areas slightly. Also, the red key door needs to stand out more - make the red stripes along the sides of the door much brighter so they stand out more. Make the little alcove that contains the red key and the arch-vile have oscillating lights! This would make the red key stand out more, and the arch-vile would look freaky.

>> No.6589397

>>6589370
Whoops - I forgot to mention - I played with the -complevel 9 parameter! Use this parameter when playing the demo to ensure there are no desyncs. I know the level might be limit-removing but since the PWAD is gonna be Boom-compatible I played it with -complevel 9

>> No.6589402

>>6589294
Impy vendetta is a mod where you turn into an imp, and I believe has a custom mapset. It also has custom enemies and weapons. The level exploration and completion is similar to normal doom, but otherwise yeah it's hard at the start with it getting more level over time.
https://www.youtube.com/watch?v=0OGmAmIxlKQ
Here's a video by ICARUSL3VES^

>> No.6589406
File: 335 KB, 360x1006, 1588287163651.jpg [View same] [iqdb] [saucenao] [google]
6589406

>>6589232
>That map name
Classic

>> No.6589409

>>6589310
>lighting improvements
>improvements
You're not missing much. I got the world tour edition for like $2 on humble bundle and the new port is terrible. The mouse control feels god awful. The new lighting looks bad on the old maps. The weapon selection is different and you can't change it back. The fan-made ports are superior (BuildGDX and EDuke). I still haven't even beaten the new episode because I hate the new port so much; I could deal with everything else but you can't turn off the mouse acceleration and it feels terrible

>> No.6589412

>>6589406
I thought the starting area was kind of like a groundskeeper's shack.

>> No.6589430
File: 2 KB, 270x127, error.png [View same] [iqdb] [saucenao] [google]
6589430

>>6589232
>>6589412
Went to play it and got this error upon exiting the first room.

>> No.6589432

>>6589204
It is just a big finger pointing to the exit, made out of meat, in which a castle is built on but thanks.

>> No.6589443

>>6589430
Strange. I get that error when trying to test in GZDB with GLBoom+, but it works when I try to load up the map as a raw file. I'm not sure exactly what causes it.

>> No.6589447

>>6589430
Try loading up the Gothic textures after the map.

>> No.6589448

>>6589430
>>6589443
Okay, I see what I did wrong, I loaded the textures in the wrong order. Plays fine now.

>> No.6589474

>>6589047
>>6589370
Alright, I'm trying to UV-Max it, and I think the final secret area needs a berserk. It's such a pain trying to kill that cyberdemon on low health. Also only +4 shells is really shitty as a secret

>> No.6589476

>>6587821
yo guys. I have a problem.

basically I'm using GZDoom and I've just noticed I have an issue where I have little white bits popping up and disappearing where textures seem to join. which setting do I need to change to resolve this?

>> No.6589495

>>6589409
I heard that Jon St. John rerecorded his voice lines for that new port... is there a way to use the original ones instead?

>> No.6589496
File: 539 KB, 800x824, pinkyquickstudies.png [View same] [iqdb] [saucenao] [google]
6589496

I'm currently doing some Pinky studies, what the fuck is with this thing's anatomy? The legs look digitigrade but it's more like a chicken wing with a leg smooshed on the end.

>> No.6589517
File: 37 KB, 320x200, pinky.png [View same] [iqdb] [saucenao] [google]
6589517

>>6589496
The sprite was based off of a dinosaur toy and the back was copy-pasted from the Baron's sprite, making the whole thing pretty fucky.

>> No.6589535

Has anyone made the Blood cultists into custom monsters you can put into DOOM?

>> No.6589547
File: 303 KB, 1919x2048, cacosketches.jpg [View same] [iqdb] [saucenao] [google]
6589547

>>6589517
That's honestly super funny.

>> No.6589558

Is it possible to set map name/sky/music in Boom? Does it understand mapinfo lumps or is there another trick to it?

>> No.6589606
File: 47 KB, 1043x1146, binky.png [View same] [iqdb] [saucenao] [google]
6589606

>>6589496
I don't know what it is, but it's funny. It probably drinks like a dog too.

>> No.6589628

>>6589606
>It probably drinks like a dog too
Not even remotely close
In order to drink, a pinky demon extends a proboscis from between its second and third left nipple. Drinking from a pond requires it to squat and shift all of its weight almost entirely to the left foot, making it immensely vulnerable and easy to topple over. That's why you never see pinkies drinking.
Don't even start me on how they expel excess heat. They truly are abominations of nature.

>> No.6589639

>>6589628
Do demons need to expell excess heat? They are doing fine in lava.

>> No.6589649

>>6589370
>>6589397
>>6589474
I can brighten it, I thought it might be too dark but lied to myself that it was fine. I can add a megasphere to the secret as well.
Not sure what I'm doing wrong with the demo. Haven't done this before but I tried opening PrBoom+ Launcher, going to custom game, selecting DOOM2.WAD, MAP1, compatibility mode complevel 9, check the play demo box where I have your .lmp loaded up, but when I press 'Play!' nothing happens.

>> No.6589654

Seven maps is a good milestone to call "Episode 1" right? 6 makes more sense but I wanted to utilize tags 666 and 667.

>> No.6589656
File: 383 KB, 800x800, pinkystudies2.png [View same] [iqdb] [saucenao] [google]
6589656

>>6589606
You're likely not too far off on the jaw. Also here's my couple theories on drinking.

>> No.6589663

>>6589649
Nevermind, had to drag the Launcher into my prBoom+ folder. Need to spend just five more minutes fucking around with shit before I ask questions...

>> No.6589667

>>6589606
I'm getting Ork vibes from this

>> No.6589680
File: 13 KB, 396x471, binky2.png [View same] [iqdb] [saucenao] [google]
6589680

>>6589628
I see. The next Doom game better come with biology classes. These secrets can't stay hidden forever.

>> No.6589689
File: 50 KB, 646x378, The UAC didn't train me for this shit.png [View same] [iqdb] [saucenao] [google]
6589689

>pinky demon studies

>> No.6589710

>>6589689
I wanna make some sort of followup to the Cacodemon watercolor I did earlier (Which I'm very happy to see it be the OP image). I was gonna do a Revenant or Archvile, but a friend requested the Pinky.

>> No.6589712

>>6589639
Their skin is very resistant to it but because it's such a good insulator they build up a lot of heat from physical activities inside their bodies

>> No.6589718
File: 32 KB, 1078x842, searjaw.png [View same] [iqdb] [saucenao] [google]
6589718

>>6589656
Collaps-o-matic jaw. Maybe one of those dislocating snake jaw deals with a split in the middle.

>> No.6589723

>>6589718
I was also thinking the snake jaw thing. Like it's held in place with tendons. To be honest, the jaws aren't the messed up parts. It's the legs.

>> No.6589741
File: 12 KB, 422x443, probably great bbq meat.png [View same] [iqdb] [saucenao] [google]
6589741

>>6589723
Hell is a strange place.

>> No.6589772

>>6589663
Did you get the demos working?

Put the demo file in the same folder as PrBoom-plus and Doom2.wad. Create a new text document; call the document whatever you want, like DefWatDemoPR; change the text documents file extension from .txt to .bat; right click the file and select Edit; inside the file, copy paste this (without the > )
> prboom-plus -iwad doom2.wad -file defiledwaters.wad -playdemo defwat-skill2-blindrun-721

I figured out what was wrong with the brightness - your level's brightness seems to be set up for GLBoom-plus's default sector light mode. You can see clearly that in PrBoom-plus the light mode is way too dark, but if you run the demo in GLBoom-plus with the default sector light mode it looks great. I would personally configure the brightness settings to look good in PrBoom (software rendering) but that's just me.

You can copy the .bat file, rename it DefWatDemoGL, edit it, and instead of prboom-plus change it to glboom-plus, so that you can open the demos in either .exe without any hassle.

I'm working on creating a sub-6-minute UV-Max demo now. You can cheat and play with crosshairs and monster health bars but I'm going the old-school way.

Also how the hell are you supposed to fight that cyberdemon? By standing on that altar thing? That fight is stressful as hell.

>> No.6589776

>yeah just melee as many enemies and play as slowly and conservatively as possible so you can MAYBE have enough ammo to survive the complete shitfest in the later half
How is this sort of level design legal?

>> No.6589795

>>6589232
Not sure what to do after I get the red key and go through the teleporter. Are the bars to the yellow key supposed to lower?

>> No.6589796

>>6589772
Is there a setting then that I can just select in GZDoom Editor to switch the lights over to be suitable for BOOM then?
I got your demos working, I see now just how invaluable that is to have, thank you it helps a lot. Lmao at the rocket suicide and also that cacodemon surprise above the waterfall. I fight the cyberdemon by camping the corner back corner after everything else is dead. It is tedious though, I'm sticking an invulnerability in the last secret to help out. I really only put him in there as a deterrent to camp in this hallway during the final fight, I want the player to reuse the battle arena with the extra columns in place.

>> No.6589810

>>6589795
Yeah, I overlooked that when I changed around some of the linedef triggers.
https://www.mediafire.com/file/u940xgq7wkz7p1c/retitrement_grease_t2.wad

>> No.6589837

>>6589232
Did I just get filtered? What comes after the red key teleporter? Is the door in the first room supposed to be a red key door that was never tagged?

>> No.6589849

>>6589837
Yeah, that door should open up with an SSG. I posted an updated version in the post directly above yours.

>> No.6589871

>>6588862
The golems were going to be mummies originally, theyre referred to as such in the code.

>> No.6589889

>>6589476
theres on option to change rendering from "speed" to "quality"

>> No.6589902

>>6589849
How do people do the crazy strafe running? I'm trying to run across the tops of those computers after the yellow door to reach the switch but I don't really get how to do it. Couldn't grab the megasphere either. Is there any trick besides just running diagonally basically?

>> No.6589913

>>6589902
>Couldn't grab the megasphere either.
I'm 99% sure you need to SR50 for that one if it even is possible.
The rest of the jumps are just simply running along the computers. There's a specific path you need to take, and be sure to kill the enemies as they spawn in because they'll block you.

>> No.6589931

>>6587861
Here is the first playable version of my super awesome (read: technically functional) level. No difficulties yet but it should be mildly fun. Tested in GlBoom+. Music is from Eternal Doom.
https://www.mediafire.com/file/gn2edtq5joltibj/suspiral.wad/file

>> No.6589951
File: 34 KB, 320x200, TITLEPIC2.png [View same] [iqdb] [saucenao] [google]
6589951

>>6588746
A new demo appears! Defiled Waters UV-Max in 6:14
> https://youtu.be/Zaf8QK0uc1Y
Here is the demo file if you want to use that
> https://anonfiles com/93H1k4Ffob/DefiledWatersUVMax614_lmp
(Add the dot to dot-com)
My goal is to beat it in under 6 minutes but this is as close as I've gotten. I'll keep grinding later but for now I want to playtest the other anon's map.

>>6589796
I dunno about the lights; I have zero experience making maps. I want to get into it eventually but for now I am having fun being a noob speedrunner.

I think the problem with the lights is, the editor itself uses the GZDoom / GLBoom default sector light modes, instead of trying to recreate the look of software rendering. This is generally fine because most people use GZDoom but it becomes a problem when you want to design maps for software rendering. When using GLBoom, you can change the sector light mode to "Shaders" and it will recreate the look of software lighting while still giving you the increased performance of using hardware rendering - if you dunno what I mean, try running Map11 of Sunder in PrBoom+ and GLBoom+; at least for me, PrBoom is laggy while GLBoom runs it just fine since it uses the GPU to handle the lighting.

> I'm sticking an invulnerability in the last secret to help out
No! Only do this in skill 2 or 3 at most. On Ultra-Violence, only place a berserk there. That way, you can still heal before leaving the map, or you use it to heal before resuming the fight with the cyberdemon. UV is supposed to be a challenge! You can kill the cyberdemon "easily" if you know his attack pattern. I don't think there should be a megasphere there because it could break the balance of the PWAD for continuous play.

>> No.6589965
File: 505 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
6589965

>>6589931
I think this sector pickaxe is cute.
I didn't find the secret, but I found it weird that the soulsphere wasn't counted as one.

>> No.6589972

>>6589965
Damn really? I thought for sure I marked it. Thanks for playing my map.

>> No.6589976

>>6589972
Not that everything needs to be super difficult, but the only times I died were in the beginning section with the Arachnotron and against all of the Spectres when I ran out of ammo. But once I found the berserk pack, everything because a lot easier.

>> No.6589978

Does anyone know how to disable auto-switching in prboom+?

>> No.6589990

>>6589496
You draw that shit? Post more, do Doomguy. A Baron. Cyberdemon.

>> No.6589996

>>6589913
>>6589902
I managed to do it with SR40, you just have to have to go at it from a really specific angle. It's tedious but possible. Anyways, it was a fun level, I especially enjoyed the use of barrels throughout the map, and the blue key fight was great.
Here's a few issues that could be fixed:
-The blue armor secret is not tagged as such
-The door that opens up to reveal the evil eye is untextured
-One of the monster closets that opens upon picking up the berserk pack is too small for any of the pinkies to fit through

I would also recommend that you make it so the player can pick up the plasma gun before the blue key fight. By the time they get it, the only thing left to kill is the archvile at the end.
Also, during the platforming section after the yellow door, imps and shotgunners teleport in below. Since they're infinitely tall, it makes the segment pretty frustrating. I would consider replacing them with lost souls so they can fly up and the player can see them.

>> No.6590002

>>6589996
Do you think that soulsphere should become a megasphere to make up for how difficult it is to reach? That's a thought I had when making the map.
>I especially enjoyed the use of barrels throughout the map
Thanks. That was actually my first time experimenting with them. Needing to play through that opening segment so many times inspired me to place them around. And if you don't blow them all right away they help with the Revenant.
>the blue key fight was great.
I was worried people would find it tedious, so that's good.
>Also, during the platforming section after the yellow door, imps and shotgunners teleport in below. Since they're infinitely tall, it makes the segment pretty frustrating. I would consider replacing them with lost souls so they can fly up and the player can see them.
I wanted the shotgunners there so the player can stock up on ammo, but I can have them spawn on top of some of the computers. The Imps can totally become Lost Souls, though.
Did you like the texture usage?

>> No.6590003
File: 14 KB, 447x384, hey wanna cyberdemon.png [View same] [iqdb] [saucenao] [google]
6590003

Have some fresh OC

>> No.6590007
File: 207 KB, 2048x1396, biggemeatball.jpg [View same] [iqdb] [saucenao] [google]
6590007

>>6589990
I'll get to them eventually. Right now I'm planning out the Pinky piece. And thank you, I will post more.

>> No.6590013

Guncasterguy > Doomguy
That's right I said it. I'll stand by it too.

>> No.6590023
File: 29 KB, 193x177, bootyblaster.png [View same] [iqdb] [saucenao] [google]
6590023

>>6590013

>> No.6590025

Fuck Ion Fury is so fucking pretty.
I want a Deus Ex game like this.
But it's so empty...

>> No.6590026
File: 609 KB, 1920x1080, waterfall.png [View same] [iqdb] [saucenao] [google]
6590026

>>6590002
>Do you think that soulsphere should become a megasphere to make up for how difficult it is to reach?
I don't think so, the soulsphere is just a nice bonus for those intrepid enough to reach it. Even without it, the map isn't horribly difficult.
>Did you like the texture usage?
Yes, you did a nice job utilizing the stock textures. Just a few misalignments I noticed, like on the rock that blocks the blue door and above the box that leads to the light amp secret. Also the waterfall here kinda sinks into the ground, which can be fixed by raising the ceiling it's connected to slightly.
Nice work overall, anon.

>> No.6590069
File: 600 KB, 1668x2748, lego lads big.jpg [View same] [iqdb] [saucenao] [google]
6590069

How many can you name?

>> No.6590081

>>6590013
https://www.youtube.com/watch?v=NAj26rVWK14

>> No.6590089

>>6590069
All of them

>>6590025
Mod it?!

>> No.6590096

>>6590089
What mods?

>> No.6590126

What does /doom/ think of The Ultimate Torment And Torture wad?

>> No.6590130

>>6589913
OK that was a really good level. I was being Helen Keller blind about the path to take. I love the blue key room. The way the fight escalates while the pillar drills down seemingly endlessly is nerve-wracking. I only have a couple issues:
-Several texture misalignments on the outdoor textures, most noticeably on the rock blocking the first section from the exit. Wasn't looking for this stuff inside but didn't notice any.
-I agree with the other guy about the infinitely tall actors in that room. I didn't have much of a problem being up top not getting down, I was having a problem being down below and getting blocked in by cacos and the pain elemental.
>>6590002
>texture usage
Are you referring to GOTHICTX? I only noticed the waterfall. If referring to the DOOM II texture usage, I liked the textures inside but outside is a little bland IMHO.

>> No.6590185

>>6589902
There are two types of strafe-running: SR40 (strafe-run 40) and SR50.

I forget where the 40 comes from, but SR40 involves just pressing forward and strafe-left or -right, like pressing W and A or W and D.

SR50 means you are pressing W+D, but you are ALSO pressing the strafe key and turning right with your mouse. This gives you a slightly faster strafe-running speed. Once you play enough, you will learn in which direction you will go when you strafe-run so you can line up Doomguy to perform that jump to the secret.

>> No.6590210

>>6590185
I forgot to mention - the strafe key is usually automatically bound to right-click on modern source ports.

>>6589810
WAY too much platforming in this level, anon. I feel like I spent more time platforming than actually fighting monsters. I don't like it at all. Start over with a more traditional level. I only recorded skill 2 and skill 3 demos 'cause I wasn't having fun.
> https://anonfiles com/Na55lcF2oa/RGDemos_zip
(add the dot to dot-com)

>> No.6590224

>>6590185
in G_BuildTiccmd in the source code, your inputs are polled and collected into an internal structure called a ticcmd
movement inputs aren't stored as "holding left/right/forward/back", but as "wants to move left/right/forward/back ", with the range of acceptable speed values going from -50 to 50, which get divided by 32 later to determine your actual acceleration in map units/tic
when you hold the strafe key while running, it adds -40 (left) or 40 (right) to your side movement input, which is where the name SR40 comes from
mouse and analog stick movement on the other hand can max out the side movement input to ±50, hence SR50

you don't actually to use your strafe keys to SR50 - for example, in zdoom, you can set m_side to a ridiculously high value so any mouse movement causes you to SR50 - but it makes it easier

>> No.6590228

>>6590224
actually no, analog stick movement doesn't let you SR50 on its own, but it can SR50 in combination with keyboard inputs; that's how prboom+ did its "SR50 while turning" thing
the mouse can SR50 on its own

>> No.6590230

>>6589931
Cool level. Closed in tight but makes the encounters count. Music is great, I can't remember it being from DOOM Eternal though in its current MIDI state. Some things:
-I think the ammo is too sparse, even with the berserk.
-I didn't like that the lava is guaranteed death, I would have preferred a teleporter down there. I don't think navigating a tricky narrow path at high speed past a revenant to get more ammo because I'm all out and being killed for it is fair. I didn't like it when it happened in the archvile lava room either. You have boxes of rockets on what look like ledges. So I popped out of cover real quick before archie could zap me, pushing forward to grab the box of rockets, and I find out the ledge is only 24 units high instead of 32 units high, because I run right over it into unavoidable death in the lava.
-It's kind of a nitpick but the castle looks like a cardboard cutout. I'd suggest giving it depth if you have room or just closing off the valley on either side with some kind of rock formation to hide the castle's sides. Maybe throw some buttresses on the front of the castle wall to give it geometry as well.

>> No.6590239

>>6590126
i liked when tormentor posted gay scat porn in the development thread and got banned for it, but i dont know much else

>> No.6590241
File: 16 KB, 640x480, file.png [View same] [iqdb] [saucenao] [google]
6590241

>>6590230
Eternal Doom is not Doom Eternal.

>> No.6590246

>>6590241
Is it as bad as Evilution?

>> No.6590247

>>6587893
Quake 1.5 is based as fuck and adds proper weapon animations instead of vanillas floating centered weapons

>> No.6590251

>>6590230
>>6590241
>doesn't know Eternal DOOM
Outted yourself you zoomer ratfuck

>> No.6590256
File: 328 KB, 720x1104, Capture+_2020-07-10-15-25-03(1).png [View same] [iqdb] [saucenao] [google]
6590256

>>6588956
>You have no reason to see the DOOM movie if it ever gets made!
Oh if only they knew...

>> No.6590263

>>6590246
Worse. The visuals are great and mostly hold up but the levels are gargantuan and obtuse.
>>6590230
Thanks for the input. I was iffy on the inescapable pits but in the case of the revenant room I wanted to force the player to come back with the SSG and not rush through, even though the RL is tantalizing. I'll add teleporters to make that area more fair. That 24 unit ledge should be changed for sure, but that whole area is half-baked right now. The castle will also look much cooler when it's done.

>> No.6590264

>>6589931
Too short. Too many cramped hallways. I think the pitch-black hallways with the spectres is a terrible idea - wasted space that could be used on something else; maybe double the width and add more variety of monsters. The arch-vile room could use more decoration or different textures, and, again, the corridors are way too cramped. My favorite room was the mancubus room. There was some good usage of lights, especially the flickering lights when the shotgunners drop down. The lights in general look good in PrBoom (software rendering), except the pitch-black shit.
> https://anonfiles com/t6B3l9F3od/suspiral_demo_lmp

>> No.6590269
File: 2.89 MB, 257x166, OfficeSpaceofDoom.gif [View same] [iqdb] [saucenao] [google]
6590269

>> No.6590275

>>6589294
That new Revenant version looks nutty

>> No.6590284

>>6590251
>zoomer
kek i played DOOM II and shareware DOOM over and over again as a kid. When we finally upgraded to x64 and I couldn't use my DOOM II CD-ROM anymore, I just played it off my copy of DOOM III on XBOX because I was too retarded for DOSbox and source ports. I never discovered Final DOOM until last year and DOOM mods/map packs just a couple months ago.
Just realized I typed out a gay blog post over someone calling me a zoomer but it's here now so I'll post

>> No.6590287

>>6590264
I agree that the level doesn't make great use of space (maybe a giant inaccessible canyon in a limited space concept map isn't a great idea lol), especially after seeing some of the other submissions. Spectres in a dark sewer are a pretty played out trope so I want to revisit that whole area. Another part of the mountain would also help. Thanks for the demo.

>> No.6590313

>>6589232
I liked it very very much until it turned into a zero A presses platforming challenge (after yellow key) shortly after which I stopped bothering and quit out.
I like that you tried to reuse areas as much as possible, I liked how on UV you're ever so slightly starving for ammo but at the same time have enough to get by, I liked how you did the Sigil thing. But the platforming ruined it, especially the section where monsters spawn every time you press a switch, at which point the best strategy is to drop to the floor and fight them like you would in a normal Doom game instead of dancing ontop of crates.

>> No.6590321

>>6590284
Nice LARP post faggot

>> No.6590329

Can we get Quake 2 mod that overhauls the Units and strogg back to beta?

Also the Cut weapons like the disintegrator?

>> No.6590380

>>6589996
>>6590130
>>6590313
https://www.mediafire.com/file/wqi84fz4rzdaize/retitrement_grease_t3.wad/
I gave the post-yellow key area another pass. The Cacos/Pain Elemental have a more delayed spawn now. The grounded enemies that spawn in are on the upper level now so you can actually fight them without touching the ground, and there are fewer total enemies that spawn in during that section.

>> No.6590383
File: 109 KB, 800x584, Saurus.jpg [View same] [iqdb] [saucenao] [google]
6590383

What're your guys's opinion on removing health and ammo drops and having them instead picked up by performing finishers on monsters?

>> No.6590387

>>6590383
Works for Doom 2016 because of its structure, wouldn't work for original Doom.

>> No.6590459
File: 121 KB, 1166x728, Безымянный.png [View same] [iqdb] [saucenao] [google]
6590459

Translucent middle textures not working. Testing in glBoom+.

>> No.6590517

>>6590459
Is it a single line def? Did you try scrolling down the bottom wall to see if it was tucked away down there?

>> No.6590526

>>6590246
I would say it's worse. Evilution has its weaknesses, and some pretty bad levels, but it has plenty of really good ones, like map02, map11, map15, etc.

Eternal Doom had a specific design philosophy with exploration, which translates to wandering large levels looking for this or that switch, and fairly scarce enemy encounters. If you've ever played Epic 2, it's kind of like that, in that it was inspired by Eternal Doom, though Epic 2 is far better put together and it's fun to play.
For what it's worth, one of the authors of Eternal Doom said that the levels were intended for pistol start only, as continuous play makes most of the enemy encounters too easy, though in my opinion they should have enforced that with death exits if they were serious about that.

The levels look kind of nice though.

>> No.6590541

>>6589409
The lighting and normalmaps I thought were nice, actually.

>>6589495
You can toggle the old ones, except for on the new episode, as there's no old ones for that one, obviously.

>> No.6590546

>>6590251
The only thing Eternal Doom is remembered for is being boring, cut the kid some slack.

>> No.6590548

>>6590284
>playing doom on console
Go back to your containment board zoom zoom

>> No.6590551

>>6590548
You should go with him.

>> No.6590560

>>6590526
>Called Eternal Doom
>Takes Eternity to finish

Makes a lot of sense, really.

>> No.6590564

>>6590548
Stop gatekeeping retard. This is a place to appreciate retro FPS. I'm happy more people are enjoying the game I enjoy.

>> No.6590592
File: 11 KB, 3200x2000, head1_1.png [View same] [iqdb] [saucenao] [google]
6590592

>>6589496
>>6589517
>>6589547
>>6589606
>>6589656
>>6589718
>>6589741
Here's a few wip frames where they were toying with how much Pinkie should open his mouth.

>> No.6590595

>>6590548
PSX Doom, Doom 64, XBLA Doom, and for what it is, also the new console ports. Poser, leave.

>> No.6590618
File: 386 KB, 1365x768, Screenshot_Doom_20200711_055012.png [View same] [iqdb] [saucenao] [google]
6590618

>>6590517
And by the way, it works in GZDoom.
>Is it a single line def?
What is shown on the screen is a single linedef.
>Did you try scrolling down the bottom wall to see if it was tucked away down there?
I don't understand the question.

>> No.6590620

>>6590592
Someone please post that gif of the original Freedoom pinkie replacement.

>> No.6590624

>>6590618
Not a big expert on Boom, but I think there's settings to enable/disable transparency.

>> No.6590630

>>6590620
The rapeworm? I love the rapeworm honestly.

>> No.6590637

>>6590069
Wait....I saw a version of this that had the Nitro Family and JP Trespasser's booblady too.

>> No.6590654

>>6590548
>he doesn't own DOOM for every console he's ever had

>> No.6590694

>>6590595
>just random copypastes of doom 1/2/final levels with a boring soundtrack
>glorified full-price PWAD forcefully hamstringed by the N64
>laggy as hell port with dead online
>pozzed versions of the vanilla EXE by Betheshit which remove the SS guards and have godawful looking pills on healthkits

>> No.6590717

>>6590694
Alf a few hours ago you were hating morrowind and TES in a WoW thread and even defending Blizzard and their perdoshit at /v/.

>> No.6590724

>>6590717
Not everyone who disagrees with you is the same person, faggot. You know that this website has your name as Anonymous as default right?

>> No.6590730

>>6590724
Yeah its alf

>> No.6590736
File: 57 KB, 640x480, 003100284.jpg [View same] [iqdb] [saucenao] [google]
6590736

>>6590730
Open up schizo

>> No.6590751

Damn it why does Doomguy have golves? Really hard to edit them to be gloveless.

>> No.6590754

How do I access the sticky grenades in Russian Overkill 2.5? In 2.4 I could bind a key, but I cannot find it at all in 2.5. Thanks.

>> No.6590759
File: 62 KB, 960x435, 95125769_1115105065537626_146982117400641536_o.jpg [View same] [iqdb] [saucenao] [google]
6590759

My legs are ok

>> No.6590764

>>6590759
EYE is fucking amazing but it doesn't belong here.
Though it's too good for /v/

>> No.6590769

>>6590759
>>6590764
didn't it have like its own cyberdemon monster?

>> No.6590781

>>6590764
it is not a retro shooter i understand, but think that somehow it fits here better than in any other place.

>> No.6590783

>>6590548
neck yourself

>> No.6590812

>>6590769
yeah, except instead of a plain rocket launcher, it has a four barrel near-hitscan rocket chaingun instead

>> No.6590819
File: 149 KB, 159x193, 1590227466377.gif [View same] [iqdb] [saucenao] [google]
6590819

>>6590620
Believe it or not, this is what peak performance looks like.

>> No.6590823

>>6590751
There is a GZDoom mod that removes them. Maybe you could use those sprites, though I'm not sure what you're working on. The mod is called Vanilla Smooth Weapons Enhanced

>> No.6590843
File: 6 KB, 431x835, temp6.png [View same] [iqdb] [saucenao] [google]
6590843

>>6590592
am i helping?

>> No.6590848

>>6590823
I checked that out and it didn't do much except add gloves to the fists. I just needed gloveless hands so I can color them differently so the player character reflects upon the weapons. I'd draw them myself but I feel it'd clash with the rest of the semi realistic art style these retro shooters have.

>> No.6590857

>>6590843
It's like that fucking bird thing you enter at the end of every stage in SMB2

>> No.6590891

>>6590843
imagine this as a door texture for a map

>> No.6590893

Are there any articles or interviews on how Raven made the art for their games? Some things like the Iron Lich look like 3D model rips, but most things look like pixel art.

>> No.6590921

>>6590843
This is cool. Like a new type of teleport or some'in.

>> No.6590940

does any wad use that unused moving eye textures?
the ones for the eye switch i think

>> No.6590960

>>6590329
>overhauls the Units
The actual campaign itself? I don't think many would be willing to redo the entirety of Quake 2's levels.
>and strogg back to beta?
What do you mean?
>Cut weapons like the disintegrator?
Yamagi Q2 implements it, sort of. You have the viewmodel, and it can fire, but I don't recall there being an actual projectile or associated sounds.

>> No.6590964

Is he right?
>>6590907

>> No.6590973

>>6590843
Wider.

>> No.6591007

>>6590960
Quake 1.5 does that perfectly, also quake 2 can support bigger maps, just look at Quakewulf's stuff and the new shit at moddb.
the thing is that the game itself could get a cool "The Way Id Did it", using many of the unused textures or even new ones.
make the warehouse units bigger and more intricate, make the mines more hostile, or even cross over with certain areas from the mission packs, in fact Ground Zero's mines are the same we visit.

also add back the original AI codes for Soldiers, gunners and enforcers using cover to shoot, they had that before carmack rewrote the code due to tim's fuckery.

even the PS1 release had more freedom and had 2 new enemies, and that version is great.

>> No.6591020

>>6589931
Not too shabby, anon. Could you make the entrance to the waterway less awkward to get into? Maybe make the entrance bigger.

>> No.6591025

>>6591007
is there a fanmade port for pc of the ps1 or n64 versions?

>> No.6591026

>>6590960
I just double-checked, it has sounds and a projectile, but it's still very unfinished

>> No.6591032

>>6591020
Yes. I overdetailed it very early on and was dreading messing with my perfectly aligned textures but that whole area is gonna get a second pass in v2. My dreams of making more than one map are slipping away as I realize how much work has to be done to make my level as sick as it should be.

>> No.6591041
File: 37 KB, 600x480, OH MY GOD CAN IT GO ANY FASTER.jpg [View same] [iqdb] [saucenao] [google]
6591041

I've always known that NIN did the soundtrack for Quake but I only literally just now found out Trent Reznor did the voice for the Ranger

>> No.6591042
File: 16 KB, 588x471, temp6.png [View same] [iqdb] [saucenao] [google]
6591042

>>6590843
Well I got nothing better to do

>> No.6591049

>>6591025
He's lying about freedom. Everything was right corridors on the ps version. Play mp with bots on custom maps. The game is very moddable

>> No.6591052

>>6591041
Did they obtained the all-important voice clip by sucker punching him?

>> No.6591056
File: 8 KB, 430x1280, WIDER.png [View same] [iqdb] [saucenao] [google]
6591056

>>6590973
Shit >>6591042 beat me to it

>> No.6591058

>>6591007
>Quake 1.5 does that perfectly
Redo the main game? That is a very bold thing to say, I doubt there'd be many people who'd agree.

As for Quake 2, I don't know a whole lot about the inner workings and am unaware of unused maps/textures that exist within the game .paks or otherwise. I certainly wouldn't mind if the warehouse levels were made a bit more visually distinct, and have areas that aren't always orange in hardware mode, but these might be things others liked the missions for. Also, crossing over with expansion packs seems like a gray area if you're trying to recreate the base game alone.
I knew about the unused animations for the Gunner and Icarus, but I didn't know that enemies tried avoiding damage at one point. It would probably make encounters more interesting. Maybe make the grunts toss grenades, too? The PSX/N64 versions have some stuff that could be utilized as well.

But really, these are all just "Ideas Guy" ideas. I hardly have any knowledge of Q2 outside of knowing that Trenchbroom has mapping support for it, and there likely aren't enough people who care enough about the game to do a project as big as this.

>> No.6591079

>>6590819
Oh hey wasn't that thing in the mayhem mansion mod?

>> No.6591085

>>6590387
Why not? Seems like it'd work mostly the same. It just changes where and how the health is received.

>> No.6591096
File: 17 KB, 74x97, 1585200526450.gif [View same] [iqdb] [saucenao] [google]
6591096

I found some great music to listen to while Dooming - heavy metal, specifically, the new wave of traditional heavy metal:
> https://youtu.be/I5qbmk5vq7o
I usually don't listen to metal while gaming because it's way too distracting and the sound frequencies clash with the game sounds and I can't hear shit, but this is great.

Also there is Dungeon Synth, which is much more gloomy and dark; good for almost all Doom maps. Here is a playlist I made
> https://www.youtube.com/playlist?list=PLlfDwf8fBlY9WGss6lXZq81U8w0-pFBwW
I've been listening to dungeon synth mostly while Dooming so the playlist is pretty long. I guess I've listened to it too much which is why this heavy metal sounds so cool

Here is some space synth, or Sovietwave, good for space-themed levels, such as Lunatic.wad. Lunatic has some of the best MIDIs in any Doom wad I've ever heard, but even then, the same music gets old
> https://youtu.be/u5Wzj6j2krY

>> No.6591113

>>6589889
thanks bro

>> No.6591114

>>6591096
Damnit forgot to mention my boy Filmmaker, who I used to listen to while grinding Nightmare demos
> https://youtu.be/C9pk7bsfh58
> https://youtu.be/r7X6o9f2_Q0

>>6591079
Yes I still haven't played that. I haven't blazed in over half a year and I was gonna wait 'til I got some dank to play that crazy-looking pwad
> https://darsycho.itch.io/mayhem-mansion

>> No.6591120
File: 1.58 MB, 1920x1080, kp.png [View same] [iqdb] [saucenao] [google]
6591120

>>6590383
it's the equivalent of rocket crates in HL2. you're throwing out resource economy (murdering the value of secrets along the way), all to have a tiny bit of control over the player

also contributes to every fight feeling the same and removes the level designer's ability to control health granularity (e.g. having only megahealth with no regular medpacks)

>> No.6591137

>>6591120
You wouldn't need to completely eliminate health pick ups or secrets. As in Doom 2016, both of those things still exist in healthy number.

I'll agree with you about health granularity, but I don't think I necessarily agree with every fight being the same as a result of it. Fighting a Baron of Hell vs. a Mancubus is inherently a different experience no matter how the health is given out during.

>> No.6591139
File: 756 KB, 1920x1076, DOOM0000.png [View same] [iqdb] [saucenao] [google]
6591139

>>6589232
>>6589810
Here are some possible textures you could use instead of the brown/green:

>> No.6591171
File: 439 KB, 800x769, pinksploud.png [View same] [iqdb] [saucenao] [google]
6591171

>>6591042
WHEN YOU MAKE THE MOUTH BIG LIKE THAT IT LOOKS LIKE EXPLOUD.
The caps is for emphasis.

>> No.6591172
File: 1.19 MB, 1920x1080, kp.png [View same] [iqdb] [saucenao] [google]
6591172

>>6591137
they exist but are largely pointless. the only remaining things of value to be put in a secret in nuDoom is collectibles (i.e. no value in-game) and upgrades (another can of worms that ensures the game is never actually balanced for anything).
fights feeling the same is subjective obviously, but seems to follow directly from removing long-term resource management. home in on a tactic, repeat ad nauseam.

>> No.6591221

>>6591172
Would you say these issues were solved in Doom Eternal? With the variation in strategies and the limitation in ammo serving to make each combat unique and dynamic.

>> No.6591228

sigil is fucking terrible

>> No.6591231

>>6591221
I'll tell you in a couple years once I've played it.
from what I hear second-hand, the "find approach, repeat x100" is even more pronounced because of enemy weaknesses rewarding certain tactics disproportionately.

>> No.6591235 [SPOILER] 
File: 333 KB, 1000x1000, 1594433499752.png [View same] [iqdb] [saucenao] [google]
6591235

>>6589496
>>6589606
>>6590592
>>6590843
>>6591042
>>6591056
>>6591171
obligatory

>> No.6591248

>>6591235
top kek

>> No.6591260

>>6591120
>>6591172

I want a game that is a cross Kingpin aesthetic with Sin fun missions and femme fatale Elexis, and deus ex hubs and npcs.

>> No.6591265

hey guys, scrub question here.

Is there any way I can get a similar freelook in prboom+ to that of gzdoom? I can enable the freelook just fine, but it's pretty awkward that the mouse can't be unbound from the strafe/turn.

Really want to give comatose a whirl but it's a stuttering mess on gzdoom. Thanks!

>> No.6591278

>>6591265
Use GLBoom+ instead, enable mouselook under mouse in the options, and adjust the sensitivity in the mouse sensitivity settings.

>> No.6591280

>>6591221
Not him, but the low amount of ammo capacity for every weapon in Eternal doesn't solve much, since Nudoom's arena designs are still a thing. There are still pickups around the areas that players would want to keep track of in the event they run out, but the lower capacity usually just makes players do chainsaw/glory kills more often. And using the chainsaw gives players every type of ammo available, which means you can just chainsaw a harmless zombie during the in-between parts of combat to refill. It's a lot more short-term thinking involving reflexes instead of thinking about how you'll manage your inventory.

If anything, Eternal's combat felt even more limited than the first reboot, with the demon weak points, low ammo, and "the RPS system", and there's even pre-release interviews with Hugo where he mentions that they wanted players to "get into the flow and rhythm of combat." This boils down to tapping hotkeys in a pattern, almost like you're playing WoW.
>get into obvious arena
>see enemies
>use ice bomb, use grenade, use flamethrower
>glory kill anything that's flashing since you're almost never punished for it
>you glory killed twice? and blood punch is now available? use it immediately
>can you dash? yes? do it
>ice, nades, and fire have recharged? use them immediately
>don't bother doing anything to a demon with weakpoints besides shooting those points, since you'll just be wasting time otherwise
>run out of ammo? run (dash) around and look for cannon fodder to instantly saw to pieces, since you'll never be able to saw anything bigger

>> No.6591284

>>6591172
if fights feel similar in doom 16 might be because enemy design is in some sort of vacuum with a limited amount of abilities (while the player gets cool abilities and alt fires and shit)
might be because of the movement focus, no hitscan rule or even engine problems, but eternals specifically has enemies sharing similar or exact same attacks and only feel complex because of the amount of things a single enemy can have (like how many abilities, weak spots etc)
this means you'll take a while to know an arachnotron can climb ceilings or prowlers can do triple shits
a contract to classic doom enemies, ranging from unique and more special entities to simplistic but fair ones
they feel more honest, even at the cost of a simpler ai, because of a case of "it just is"
freedoom still let's you know who is who because the revenant isn't just a skeleton with armor, he's an entity that shoots homing rockets and you literally feel that with that shitty goblin spriteset
meanwhile, interviews about eternal have vague descriptions like "oh the mancubus is a tank" but they don't specify the actual attacks, like they thought of a design first before the actual defining abilities

>> No.6591362

>>6591278

Thank you anon

>> No.6591381

>>6590819
What a fat chonker.

>> No.6591384

>>6590857
Heard the fucking melody in my head.

>>6591079
Yes. It was also used in that way old Ghostbusters TC.

>> No.6591386
File: 22 KB, 727x504, Untitled.png [View same] [iqdb] [saucenao] [google]
6591386

Russian Overkill 3.0 is shite.

>> No.6591395

>>6590023
Stupdid dorgan

>> No.6591417

>>6591171
...but why does he even need arms? He doesn't... do anything.

>> No.6591420

>>6591417
To carry all of his groceries in one trip.

>> No.6591429

>>6591386
>3.7.2
update to the newest version of gzdoom

>> No.6591430

>>6591417
So he can open doors when chasing you, and I guess he would probably try to grab onto you to try to bite you.

>> No.6591451

>>6591386
>3.7.2
youre kidding

>> No.6591473
File: 252 KB, 1833x821, 2020-07-11_114915.jpg [View same] [iqdb] [saucenao] [google]
6591473

Still working on my 2048 units of /vr/ submission.

>> No.6591475
File: 1.23 MB, 1920x1080, Screenshot_Doom_20200711_134453.png [View same] [iqdb] [saucenao] [google]
6591475

>>6591451
yeah I had not updated in a long time. But it works now. All good.

>> No.6591483

>>6591473
>not the pillars with hearts on them

>> No.6591486

>>6591483
You're right. I fixed that.

>> No.6591510

>>6591475
>that weapon
Hot damn. Did Pillowblaster draw these himself or did he 3D model them?

>> No.6591519

Is there any list of the Gothic textures out there by category, similar to how Doom Builder breaks up the stock textures by category? It would really speed up the mapping process.

>> No.6591554

>>6591473
Looks pretty but I find church pews are terrible for gameplay because theyre so awkward to manouevre around.

>> No.6591561

>>6591171
This is pretty amazing

>> No.6591612
File: 65 KB, 431x5000, 1594425297199.png [View same] [iqdb] [saucenao] [google]
6591612

>> No.6591624
File: 891 KB, 1309x1386, 1578999357287.jpg [View same] [iqdb] [saucenao] [google]
6591624

>>6591171
I'd train it.

>> No.6591687

>>6591473
This screenshot somehow reminds me of Zelda 2.

>>6591554
Looks like there's lots of room though.

>> No.6591729
File: 406 KB, 694x1200, 453534535.png [View same] [iqdb] [saucenao] [google]
6591729

tfw no baron of hell gf.

>> No.6591734
File: 81 KB, 486x273, tired cat.jpg [View same] [iqdb] [saucenao] [google]
6591734

If I wanted to learn how to make a gameplay mod, would I be best off learning Zscript rather than Decorate and ACS?

>> No.6591748

>>6591734
If you're starting from scratch, may as well learn ZScript, given its versatility.

>> No.6591752

>>6591734
I'd start with DECORATE, since it's got a more limited feature set and can easily be translated to zscript
if you get to the point where DECORATE no longer does what you need, then look towards the additional shit zscript adds

>> No.6591773

>>6591554
They work well in Scythe map16:
https://youtu.be/g4Htqk4l_Gw

>> No.6591804

>>6591280
>>6591172
Chainsaw is just masquaraded Reload button with contextual activation and a (meaningless) cooldown.
In any significant battle there are always 1-2 respawning fodder monsters so you could reload whenever you want, and with how fast the last-ammo-regen on Chainsaw is, you can reload whenever ammo on your fav gun runs out.

People defending this bulshit claim that "it makes you think strategically about your ammo reserves", and "forces you to use different guns", but in reality it's really not. Use it whenever its on cooldown and its impossible to run out of ammo for your favourite gun, ever.

id just added Reloading into Doom
and people applaused

>> No.6591823

>>6591804
Fair enough observation, but:
>id just added Reloading into Doom, and people applaused
Doom 2's super shotgun, and then Doom 3 in general.

>> No.6591827

>>6591823
in Doom 2 its just part of its animation
in Doom 3 many didn't like it back then either

>> No.6591839

>>6591827
Maybe, but reloading wasn't a complaint for me with Doom 3, it had other flaws.

>> No.6591845

bros, I’m a 22 y o zoomer and last year I got really into retro shooters and fps in general, I played Doom1,2, Blood, Shadow Warrior, Duke3d, Quake etc for the first time, and now I’d like to come get into the wads and mods I think. What are your favorite? I read the list in the OP

>> No.6591885

>>6591845
Some Doom ones:
>Mutiny
>Bloodstain
>Nihility
>Double Impact
>Interception
>DTWID, D2TWID, DTWID Lost Episodes
>Scythe, Scythe 2, Scythe X
>TNT Revolution
>Alfonzone

For Quake, try out the expansions, also try out Arcane Dimensions. For Duke Nukem 3D, check out Duke Caribbean.

>> No.6591892

>>6589654
Depends on your average map length, and if and how the maps are thematically connected.
I feel that at least 5 maps that are at ≥3 mins in length seems like it could make an episode to me.

>> No.6591898

>>6591804
The chainsaw is a poor redesign in general. At least in 2016, the fuel system wasn't complete garbage and the weapon was used more as a way to get out of a nasty encounter with mid to high tier demons.
Eternal gives it the three pips, but the system is practically pointless. There's no demon in the game that needs two pips to be killed, it's either one pip on cannon fodder or three for anything else, so if you have two pips then all you can do is wait to find a third pickup or use it on two imps or something. And as you said, the first pip regenerates like the other suit abilities, so players will just use it as soon as they can, and it makes you wonder why the devs even bothered.
They should've just turned it into a standard melee weapon like the classic games. Make it tear things up in close range, and give it an uncommon power source so people don't constantly use it.

Then again, there's a lot they should've done, but this is /vr/, not /v/

>> No.6591916

>>6591885
thank you, I’ll check them out. What site do you guys use for downloading them and seeing mods/wads based on how many downloads they have and shit?

>> No.6591926

>>6591554
It really depends on how they're spaced, man.

>> No.6591934
File: 247 KB, 847x568, screen2.png [View same] [iqdb] [saucenao] [google]
6591934

Does anyone know what's the trick to make a mid-texture move or any tutorial that would explain the trick to do so? I am sure it's probably with some kind of sector bugs but I don't know exactly how to. I want to make a pseudo-switch with a banner texture which instantly turns into a torn banner texture when pressed.

>> No.6591940
File: 515 KB, 1326x581, screen3.png [View same] [iqdb] [saucenao] [google]
6591940

>>6591934
I am sure it's possible*

>> No.6591974

How is multiplayer with GZDoom? I know that the netcode is worse than Zandronum, but if I am co-oping with a couple of friends is there anything that I'd want to keep in mind?

>> No.6591992

>>6591934
Move where?

>> No.6591996

>>6591992
By that I mean, change it's height so it's hidden in the ceiling or the floor.

>> No.6592005

>>6591996
You'll need to change vertical offset. Mid texture on two-sided linedef doesn't tile.

There's also a weird bug that it will still be drawn through the floor ot ceiling unless there's different light level on its sides.

>> No.6592021

>>6592005
Is that possible on Boom though?
>>6591934
My (hacky) solution would probably be to hide the torn banner one unit behind the intact one, and put the intact banner's texture on a linedef surrounded by a very thin separate sector (sector 2 on pic).
Sector 3's ceiling is 64 units above sector 1 and 2's ceilings. With this setup, you would need to raise sector 2's ceiling to highest adjacent ceiling.
Also, there apparently exists a trick where you place a 'lower ceiling to adjacent ceiling' action for a ceiling that is only adjacent to sectors with higher ceilings, which makes it snap instantly.
I'd probably try using some combination of the two.

>> No.6592040

>>6590812
Sounds very Warhammer-y.

>> No.6592041
File: 189 KB, 992x1152, banner.jpg [View same] [iqdb] [saucenao] [google]
6592041

>>6591934
>>6592021
Managed to get it working
https://www.mediafire.com/file/y1hkmb5vc5nj36c/gatetest.wad/file

>> No.6592048

>>6592005
>>6592021
I've managed to make it work with the instantly moving ceiling trick and by assigning the flags linedefs sector properties to dummy sectors with the correct floor and ceiling heights. Thanks for the help.

>> No.6592063
File: 417 KB, 800x800, Deus.png [View same] [iqdb] [saucenao] [google]
6592063

>>6591974
It isn't very good at all, and here's what you need to keep in mind
>everyone needs the exact same version
>too many people, and things start desyncing
>if multiple mods and wads are being loaded, everyone needs to load them in the exact same order
>the more stuff you add, the more room for failure, which means more desyncs
If you're able to, do LAN, but I'm guessing you can't, so try playing something simple
>>6592040
The guys who made it took a chunk of influence from it, along with some other things

>> No.6592073

>>6592063
>so try playing something simple
Some people do play Hideous Destructor in multiplayer.

>> No.6592229

>>6592063
>try playing something simple
If a mod requires gzdoom to play, it is by definition not simple at all.

>> No.6592261

>>6589951
Good run anon. Easily a sub-6 if you remember to grab the yellow key earlier.
Here's defiledwaters.wad with the changes made. Not sure if it's too bright now or if I'm just used to the darkened version but I think it looks fine. Placed a berserk in the secret, and added invulnerability there for Easy and Medium difficulties.

>> No.6592274

>>6592261
https://drive.google.com/file/d/1bA4NwqiCYHn2UU1R0X8cJaNJLnhzvFdN/view?usp=sharing
I guess a link would be helpful

>> No.6592345
File: 2.65 MB, 1920x1080, cheap_trap.webm [View same] [iqdb] [saucenao] [google]
6592345

>>6588830
Just beat the game some hours ago, took me about 7. Ran into two softlocks overall, that was fun. Give it a 8/10
I'm now playing the Darknights of the Dark Citadel expansion and, I'm not sure if it's because I'm playing mage and he's way weaker than fighter, but I'm not enjoying it so far. This first hub's levels are very pretty, and much more so than the original Hexen levels, but that's all they've got going for them. I hate how Afrits keep constantly spawning. It was better when it was just Ettins.
I also replayed the seven portals with Cleric and I gotta say, he's too weak and not fun to use at all.

>> No.6592364

>>6591734
For several years we've been in this inbetween limbo situation where you shouldn't learn Decorate because it's obsolete and you can't learn ZScript because there's barely any documentation for it. Your best bet is to go to the lion's den (aka ZDoom discord) and ask lots of questions there.

>> No.6592371

>>6591734
DECORATE's been a thing for ages and I've never seen anyone complain it doesn't let them do what they want.

>> No.6592385

is gzdoom the best source port?
t. zoomer that wants to replay doom 1 since I forgot what I used 3 years ago

>> No.6592386

>>6592385
For mods? Yeah. For a good and accurate original Doom experience? No. Try Crispy Doom

>> No.6592393

>>6592386
in what ways isnt it accurate? Only look wise? Because I'm honestly fine with that, as long as the gameplay is pretty much the same. Keep in mind that I don't have the vanilla experience in mind to compare to since I never played it, the games are older than me.

>> No.6592398

>>6592393
The AI and RNG function differently in GZDoom as well.

>> No.6592403

>>6592393
A few gameplay alterations. Though some of them might be for the better, unless you play map that assumes they are in play.

Like, why can monsters shoot through trees in vanilla?

>> No.6592406

>>6590007
I love these.

Post all your arts please. I need all the arts.

>> No.6592408
File: 201 KB, 1920x1080, gzdoom_wl2A2Y2rmG.jpg [View same] [iqdb] [saucenao] [google]
6592408

>>6592393
It looks like shit and functions differently than the original game does, from movement to weapons.
Take a look at the default settings for example.

>> No.6592414

>>6589547
Top right is HANDSOME.

>> No.6592417

>>6592408
You know you can configure it, right?

>> No.6592421

>>6592417
99% of players don't even know how to disable filtured textures, hence why it's a so often asked question and someone had to do a webm. Crispy Doom has it all set-up nicely and doesn't mess up with the game's iconic movement.

>> No.6592440

>>6592421
are you 99% of the players?

>> No.6592442
File: 4 KB, 100x100, No.png [View same] [iqdb] [saucenao] [google]
6592442

>>6592440
how much of graf's dick did you suck today?

>> No.6592448

>>6592421
I mean you're right in that Crispy is great for just picking the game up and playing it, and it's just the vanilla gameplay with some minor comfortable options, I can't argue that.
Even though the blur filter being on by default also being stupid, still, you can configure GzDoom in lots of ways, and to a point people kind of deserve their fate if they can't navigate some menus, you'd think people's first instinct on seeing the blur would be to go into options and try to turn it off.

>>6592442
Can you make your case like an adult?

>> No.6592450

>>6592442
>being so much of an imbecile that you can't configure a program following simple instructions
ok retard

>> No.6592464

What about eduke and nblood? Do those have the same problems? Because I played the games with those, and it was awesome.

>> No.6592518

Do you guys know any good logistic-themed puns I could use as a level name? Because turns out Valiant already named their first map "Bad Reception" and I don't want to repeat it.

>> No.6592556

>>6592518
Fuck, you're doing logistics-themed map too?

>> No.6592562

>>6592556
Not really, but it ends with you hiding in a crate so it would make sense.

>> No.6592569

>>6592518
Disorder. Crater. Uhhh... serial... mail... box... shit.

>> No.6592589

>>6591729
Oh that's...
actually really nice. You chose a nice waifu anon

>> No.6592593
File: 882 KB, 1266x680, caco.png [View same] [iqdb] [saucenao] [google]
6592593

>>6592518
By Demons Be Delivered
Palettes of Fun
Stock and Load
If the next map is a large, rocky enclosed area with the player starting inside a box - A Crater Purpose.

>> No.6592594

>>6591845
Blood is my favorite so far
I'm about to start episode 3 and it's just so polished

>> No.6592604

>>6591845
Here are cosmetic mods. They don't change the way the game plays; they only make the game look and sound "better." These are vanilla-compatible, meaning they will work even in the original doom.exe, or with Chocolate Doom:
> Vanilla Smooth Weapons
> PerK's Hi-Res SFX

Here is one that will only work in limit-removing ports (Crispy Doom or "above"):
> Doom Sprite Fix

There are a few "levels" of Doom compatibility.
Vanilla-compatible means the map or mod will work even in the original Doom.exe, so you can play the map in any source port.
Limit-removing means the original Doom's limits have been removed so you can build bigger levels, but other than that, the game is the same.
Boom-compatible means the thing is designed to run on the Boom engine, which adds a few things like the ability to have conveyor belts or ice physics. There is also MBF-compatible but PrBoom+ can run MBF maps so I'll include it here.
ZDoom-compatible generally means you want to run the thing with the newest version of GZDoom. Usually GZDoom maps are fake and gay so you wanna just stick to the first three.

I listed all that shit because I recommend that you play vanilla-compatible maps, such as Scythe or the original Doom, in Chocolate Doom with zero mods. Play limit-removing maps such as Scythe 2 in Crispy Doom with the mods I listed above. Play Boom-compatible maps in PrBoom-plus or GLBoom-plus, whichever look you think fits the map better - they are both the same engine, just one uses software rendering and one uses hardware rendering (which can make the game run a lot better on maps with thousands of monsters), again, with the mods I listed above.

If a map set already has custom weapons or monsters, do NOT use the weapon or sprite mods as they will fuck shit up. Just use the sound effects mod - load it first so that the custom map overrides any sounds it needs to. If you need to, download Slade and use that to inspect the wad to see if it has custom weapon/monster sprites.

>> No.6592607

>>6592593
Delivery themed puns are a good direction. I'm now thinking of something like Special Deliverance.

>> No.6592608

>>6592393
As many other people mentioned, it functions a bit differently, Prboom+/Glboom+ is also a good option if you want to stay vanilla but with high resolution and OpenGL rendering.

>>6592464
Idk about Eduke, but it's usually what I use to play Duke. NBlood or BloodGDX might be the best Blood port depending on your preferences, I know that NBlood's renderer is a lot more faithful to the look of the vanilla Blood compared to BloodGDX.

>> No.6592615

>>6591510
I think he just grabbed an already done sprite and he just reshaded it entirely. but i'd say it is a 3d model.

>> No.6592635

>>6592604
With all of that said, if you don't give a shit and want to play in GZDoom, here are some ZDoom mods that I used to have fun with before I stopped using GZDoom for the sake of demo recording:
Brightmaps Plus (this is the one thing I miss from GZDoom)
Vanilla Smooth Weapons Enhanced (same as Vanilla Smooth Weapons but it has extra options in the options menu)
Bolognese Gore Mod
Fullscreen Statusbar Mod
ZDoom Shader Tools (use this so you can use bloom boost)
Steve's Flashlight Mod
Sprite Shadow
Weapon Sway
Tilt++
Simple Motion Blur (disable the movement blur and only use the turning and falling blur. may cause motion sickness)

Also you can change the sound effect that plays when you enter a secret area in Crispy Doom or above.
Create a new wad in Slade, place the sound effect you want inside the wad, rename it DSSECRET, right click it and convert it into a Doom sound format, save it, and load it like any other mods.

The trickiest thing about GZDoom IMO is getting the sector light mode just right. For old-school maps like the original Doom, you want vanilla or software sector light mode with fog on. For new-school maps you want the default sector light mode with no fog.

>> No.6592652
File: 235 KB, 380x201, jiff.gif [View same] [iqdb] [saucenao] [google]
6592652

>>6592607
In that case:
Deliverance from Evil
Chain of Command
Surly Line
Unleading Bay

>> No.6592657
File: 388 KB, 1277x746, soulsphere.png [View same] [iqdb] [saucenao] [google]
6592657

>>6590380
Much better, anon. I actually had an idea for an alternate method to reach the soulsphere secret. Simply add another platform under the ceiling computer wall so the player has to act quickly before they lose their chance to run underneath as the platforms are raising. If they miss the opportunity, they still have the more original, more difficult option to get the secret.

>> No.6592663
File: 600 KB, 1920x1080, doomlauncher.jpg [View same] [iqdb] [saucenao] [google]
6592663

>>6592385
>replay doom 1
See this post >>6592604
I recommend you play Doom 1 in Chocolate Doom with zero mods. Give it a chance. If you can't stand it, use Crispy Doom with the mods I listed there.

Also, download a program called Doom Launcher. It not only functions as a mod loader, it also keeps track of your playtime, statistics, and demos if you record any. You can use Slade to extract the TITLEPIC, and you can copy/paste the wad's .txt file and put it here as well, pic related

>> No.6592675

>>6592393
What kills it for me is the fact that GZDoom cannot play demos recorded in other source ports.

Chocolate Doom, Crispy Doom, PrBoom+, and GLBoom+ can all play demos recorded in other source ports (or the original Doom.exe) provided that you use the correct compatibility settings (-gameversion _ in Chocolate/Crispy, and -complevel _ in Pr/GLBoom)

>> No.6592682

>>6592593
>>6592652
Impressive pun skills. Very nice. Have a (You)

>> No.6592715

>>6592635
How do you change sector light mode?

>> No.6592724 [DELETED] 

>>6592715
Display Options > OpenGL Options

>> No.6592727

>>6592715
Display Options > OpenGL Options

in older versions of GZDoom it might be under Display Options > Hardware Renderer Options IIRC

>> No.6592753

>>6591839
That reload sound and animation for the plama gun in Doom 3 is god tier

>> No.6592848
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
6592848

Here we are again with SCREENSHOT SATURDAY. WHAT THE FUCK HAVE YOU BEEN WORKING ON? PROBABLY MAPS WITH THAT 2048 THING GOING ON SO LET'S SEE SOME SCREENSHOTS OF THOSE.

>> No.6592860
File: 1.36 MB, 2035x627, file.png [View same] [iqdb] [saucenao] [google]
6592860

uhh.....

>> No.6592864

>>6592860
Just edit that pic with QTF classes

>> No.6592880

>>6592848

I've been just fiddling with this: >>6588949 and preparing to properly release beta-version of my wad. So i got nothing new. So I don't know, here's a title pic I guess. I don't think I posted it here before. I think it has nice stylization.

>> No.6592882
File: 387 KB, 1152x720, Безымянный.png [View same] [iqdb] [saucenao] [google]
6592882

>>6592848
Doesn't looks GOTHICTX so far, but don't you worry, there will be plenty of gothic shit later on, even if it's not my style.

>> No.6592884

>>6591823
doom 2 ssg's reload is not the same as reloading magazines/clips/whatever you call it
it's just there to slow down the firing rate
if you change the sprites to a different weapon in contenxt, it might as well be a cooldown effect
no different from the plasma rifle's delay after firing

>> No.6592887
File: 52 KB, 320x200, title.png [View same] [iqdb] [saucenao] [google]
6592887

>>6592880
Forgot actual attachment because 4chan is weird.

>> No.6592894

>>6591823
>and then Doom 3 in general
Doom 3 is famous for giving us the worst shotgun in any id games, and one of the worst shotguns in first person shooters in general, so I don't think it's a good idea to bring that game up in this context.

>> No.6592898
File: 19 KB, 388x188, damage and death frames.gif [View same] [iqdb] [saucenao] [google]
6592898

>>6592848
I'm nearly done with all this, I finished up the player sprites so now I've been working on the HUD face for the Artificer

>> No.6592905

>>6592894
Doom 3 has flaws, but that the guns use reloading, that's not one of them.

>> No.6592912
File: 53 KB, 623x494, Mug shot.png [View same] [iqdb] [saucenao] [google]
6592912

>>6592898
Here's what I got for the HUD face so far.

>> No.6592918

>>6592905
it is for the chaingun
either use reloading or wind up time, don't do both

>> No.6592934

>>6592905
Doom 3 is also the most un-Doom-like game in the entire series, it is more similar to Half Life, while nuDooms claim that they are classic shooters akin to the first two games in franchise.

>> No.6592936

>>6592918
I'll agree actually. It's beltfed anyway, you could just link multiple belts together. Or just make the belt like 200rds or something.

>> No.6592959
File: 1.00 MB, 499x310, 1462935697725.gif [View same] [iqdb] [saucenao] [google]
6592959

>>6591839
Reloading wasn't much of an issue because, love it and/or hate it, it was much more clear what sort of take on Doom that 3 was attempting. This is why the NuDooms feel a bit disingenous: It went back to "all ammo, no reloads" but still implemented a "reload" mechanic, and they pronounced it more with the sequel.

>> No.6592964

>>6592959
I agree with that, actually.

>> No.6592987
File: 477 KB, 600x450, 1461103601665.png [View same] [iqdb] [saucenao] [google]
6592987

>>6591804
>>6592959
I'm gonna play double's advocate for a minute here. Because the chainsaw and ammo systems in the newer dooms revolve around the main focus of those games: The combat. You're rewarded for killing shit by getting ammo to keep killing shit and keep the cycle going. While I dislike how some of those mechanics were handled, the core idea is solid.

In classic Doom, players are rewarded with supplies for doing the main thing those games are about: Navigating the maps, exploring shit and finding secrets. So curious players are rewarded with supplies to keep exploring. I wouldn't put one gameplay loop over the other, they're two different systems and they're both great for what they are.

>> No.6592989

>>6590526
>>6590241
it also was the start of diversification in doom wads. soon purely switch hunt and puzzle based wads started appearing

>> No.6592994

>>6592594
oh yeah I love blood, even though sometimes I had to rely on quicksave a lot because of the hitscanners

>> No.6593000

>>6592959
>>6592987
The chainsaw crap pissed me off. Low ammo capacity + chainsaw = OH MAN GOTTA TAKE A BREAK AND SAW MORE AMMO OUTTA SOMEBODY.
Just allow me to carry more ammo and focus on making tricky maps. You know, like Doom. Damn!

>> No.6593008

>>6593000
I agree with the low ammo being shit. The chainsaw thing wouldn't have been as annoying if it wasn't tied to a cutscene, a long cooldown, and just brainlessly insta killing monsters. If it was just a swift melee attack that does damage and landing the killing blow gives you ammo. That'd be fine.
Though then you'd possibly run into the problem of people just constantly slapping enemies in melee to stockpile ammo.

>> No.6593009
File: 185 KB, 1366x768, 25 Years on Earth Map 16.png [View same] [iqdb] [saucenao] [google]
6593009

love small details like these

>> No.6593016

>>6593009
Tell me there's a sector toilet.

>> No.6593017

>>6593009
I'll sleep comfortably on my concrete bed and concrete pillow.

>> No.6593019

>>6593000
The chainsaw has the same problem as the glory kills. In theory it's interesting to have to close the distance on an enemy in order to regain health/ammo, but they're no risk and all reward since they give i-frames. It gives the game an ADHD feel where you're rewarded for random fast reactions and spamming cooldown abilities. Nightmare is almost unplayable due to the constant glory killing, every fight is half glory kill and half actual gameplay. Retarded.

>> No.6593024

>>6591845
>>6592594
If you're looking for retro FPS mods and Blood is your favorite then I can't recommend Death Wish enough. It's an entirely new three-episode campaign that takes a lot of design inspirations from other horror series (The Thing, Silent Hill) and also has an optional custom soundtrack which fits very well with the new levels. It doesn't work properly in FS though so I would recommend using GDX or nBlood.
Keep in mind that it's a lot more difficult than the base game with cultist placement, so you might have to knock it down to Lightly Broiled if you don't like using saves frequently on your first run.
https://www.moddb.com/mods/death-wish-for-blood

>> No.6593027
File: 186 KB, 1366x768, Screenshot_Doom_20200711_203604.png [View same] [iqdb] [saucenao] [google]
6593027

>>6593016

>> No.6593035

Am I wrong to like all the Build Engine games and even Amid Evil more than Doom?

>> No.6593039

>>6593009
That reminds me I didn't figure out how to make a proper bed when I was doing it, I should re-do it.

>> No.6593041

>>6593027
Good. Also gross.

>> No.6593047

>>6593035
if you didnt experience it back in the day, I guess it might seem outdated. I mean, not outdated since its still fun, but other games got inspired(copied it) by it, but added other stuff and made it better.

>> No.6593091

>>6592450
Nice projection. Literally nothing in my post implies I don't know how to change settings, only that others might not even bother, because they may think that's how the game looked originally.

>> No.6593092

Saying "ok retard" = 14 years of age at max

>> No.6593096
File: 43 KB, 680x680, 1559405202619.jpg [View same] [iqdb] [saucenao] [google]
6593096

>>6592987
Reloads are also revolved around combat, and the chainsaw has always been an "ammo management" tool. Noone's also really said that reloading sucks as a whole, either. I just found the way NuDoom discussed going back to "no reloading" disingenuous because there still is. The combat would also "loop" just as fine if enemies always dropped resources regardless of how they're killed, I find the specific kills oddly arbitrary; at least they don't look boring.

>> No.6593098

>>6593091
>this program sucks because X
>>but you can easily disable X
>yeah but some people may not know how to do that!
Your logic just sucks dude. Even if that's true, the guy must know how by now if he's read the thread.

>> No.6593101

>>6593024
All the compatibility issues between Death Wish and FS have been resolved at this point. If you're playing the latest version of DW, I'd also argue it's a LOT easier than the base game due to cultist placement.

Are the colors in GDX still messed up? I used it a year ago and everything was desaturated and palettes applied to sprites looked wrong.

>> No.6593109

>>6593098
How can you talk so much when you should be occupied sucking Graf's dick for his love for bad default settings?
Do you expect every player to do autistic research before playing a game? They'll open GZDoom and think jumping/freelook was implemented originally. This is what spergs like you try to defend.

>> No.6593135
File: 1.17 MB, 1920x1017, Screenshot_Doom_20200709_053634.png [View same] [iqdb] [saucenao] [google]
6593135

>>6592848
a daily dose in the works

>> No.6593137

>>6593109
>Do you expect every player to do autistic research
I expect a non-retard to take a look at the options to tweak and achieve experience that is best for them
But I guess for a retard a way of thinking of a non-retarded person is inconceivable.

>> No.6593151

>>6593137
Not that anon but you've lost the argument dude. Doom wasn't designed to have mouselook jumping and ugly texture filtering, therefore they shouldn't be default. You should really just shut the fuck up.

>> No.6593156

>>6593135
danke herr doktor

>> No.6593161

>>6593101
FS is still a mess and forever will be, because:
a) it's not Build, but KEX and proper Build->KEX emulation is not finished (and now it never will be)
b) fuck Atari for rescinding development rights and thus preventing it from being patched ever again.

GDX palettes in hardware mode look fine. DeathWish uses it, and it works and looks fine.
However it does look different from software due to using True Color.
You can tweak saturation and contrast in the options.
You can use classic renderer if you want accurate colors.

>> No.6593164

>>6593151
There's no argument because the other autist is just screeching like a retard

>> No.6593167

>>6593109
>looking at the options menu is autistic research
Don't procreate.

>> No.6593169

>>6593164
Projection much?

>> No.6593170 [SPOILER] 
File: 22 KB, 737x830, 1594492094532.png [View same] [iqdb] [saucenao] [google]
6593170

Alright boys I finished my first map of my first mega WAD, play test now if you want

https://www.mediafire.com/file/mfhmnkumtmcg31v/LoungeMEGA1.wad/file

>> No.6593175

I want something like REKKR mixed with Heretic, but with Build engine aesthetics.
Too bad the build mapping tools suck massive ass, and making any decent amount of slopes and 3D floors in GZDoom tanks framerate hard.

>> No.6593176

>>6593170
I admire how simple it looks. Is it vanilla compatible or what?

>> No.6593181

>>6593151
>Doom wasn't designed to have mouselook jumping and ugly texture filtering, therefore they shouldn't be default
Most people who seek out ports like GzDoom are probably looking for changes like that, often to go with mods. Anyone looking for the authentic vanilla experience will not be using GzDoom for that.

>> No.6593182
File: 630 KB, 1917x1037, file.png [View same] [iqdb] [saucenao] [google]
6593182

>>6593176
Yep completely vanilla

>> No.6593184

>>6593175
How about using more modern engines? Godot, for example - it is very popular, and if you start learning it today, you still have all the chances of making the first game ever on Godot engine.

>> No.6593187

https://www.youtube.com/watch?v=5TFd-7kcPH0

>> No.6593195

https://twitter.com/DoomModding/status/1280995989944438786

>> No.6593202

>>6593195
That's some slick presentation.

>> No.6593203

>>6593195
Looks a bit off, I like it.

>> No.6593228

>>6593195
Man I'd love to see more FPS games in general with a hand drawn art style

>> No.6593250

>>6593167
Show me where the options menu tells you that the game wasn't designed to be played the way GZDoom's default options are set.

>> No.6593253

>>6593182
>Zandronum
>completely vanilla
You'd have to go for Doom: Doom 2 (Doom format) for that, and keep visplane overflows and other limitations in check.

>> No.6593260

>>6593182
https://www.mediafire.com/file/e9f2lmw4i5l6dyl/lounge-00000.lmp/file

A reasonable effort with intuitive progression. But having to kill multiple imps with pistol is not very fun.
Pinkies don't seem to be able to leave the pool, steps are too narrow for them.
Inexplicable piece of sky in the pool.

Some serious alignment problems. Complex textures like computers and textures with well defined borders like lights and wood panels are poor choice to be abruptly cut.

Doors usually look better when they have a proper door frame cut in the wall for them with key indicator lining up the wall's innards.

>> No.6593279

>>6593182
>completely vanilla
This crashes immediately upon startup with Chocolate Doom

>> No.6593284
File: 361 KB, 709x723, 1593114421676.gif [View same] [iqdb] [saucenao] [google]
6593284

>>6593279
oops accidentally used some flats as textures/textures as flats in some spots I think.
>>6593260
Activate the computer next to the red key for a shotgun

>> No.6593318

>>6593170
John Romero's advice is to make the level 1 of your game LAST so that you have gained a ton of experience from making all the previous levels. This is really bad as a first level because it makes me not want to play the rest of the maps. I get the impression you should play a lot more Doom before making any more maps
>>6593284
Tag the shotgun as a secret area. Add at least one secret in each map.
https://youtu.be/ptHurafdCoQ

>> No.6593325

>>6593318
it is tagged as a secret, I apparently don't know the difference between ZDoom and vanilla though, so it only works in ZDoom

>> No.6593329
File: 18 KB, 826x490, binky3.png [View same] [iqdb] [saucenao] [google]
6593329

But what if...

>> No.6593331

>>6593318
>John Romero's advice is to make the level 1 of your game LAST so that you have gained a ton of experience from making all the previous levels
Shit, I've been working on my first level for the past week. Should I just delete that and work on my other levels or leave as is and maybe work on it after the other ones?

>> No.6593334

>>6593329
rawr binch :---DDD

>> No.6593342

>>6593329
You're reading my mind.

>> No.6593354
File: 191 KB, 1816x838, vrDoomers.png [View same] [iqdb] [saucenao] [google]
6593354

>> No.6593360

>>6593331
I did my MAP01 second and it came out fine. You just need to practice more with textures and length of linedefs.

>> No.6593428
File: 17 KB, 725x561, gondoladoom.png [View same] [iqdb] [saucenao] [google]
6593428

>>6593329
fugg XDDD

>> No.6593429

>>6593331
You could always make it a later level I guess, or revisit later. It's only a guideline, not a rule, anyway.

>> No.6593435

>>6593429
Yeah it was meant to be an introduction to the rest of the levels. I'll just set it aside for now, the layout looked horrible to me anyway.

>> No.6593446
File: 2.56 MB, 640x360, New Reflect Sample.webm [View same] [iqdb] [saucenao] [google]
6593446

>>6592848
Updated the reflect functionality a bit between the core mod and the monsters addon, reflected projectiles change their damage type to deal bonus damage to monsters. Also plays a sound on reflect, and changes the visuals and speed for most projectiles.

>> No.6593456
File: 1.63 MB, 640x360, New Dash Clamp.webm [View same] [iqdb] [saucenao] [google]
6593456

>>6593446
Also been updaing some of the dash attacks to have a clamp on them, i think the mummy's is the most visually represented

>> No.6593479

>>6592994
Yeah I quicksave a lot anyway so it's not much of a difference

>> No.6593492

>>6593024
Is there a version for the fresh supply edition? Or will I have to buy the original? I'm asking because I got fresh supply, but hey I got money.

>> No.6593504

>>6593024
Sorry for bothering you again but this guy solved the question
>>6593101
Thank you for the information

>> No.6593505

>>6593161
It works great for me
if it really is a mess then the original blood must be goddamn transcendent

>> No.6593520

should I play blood with crosshair and mouse aim? I dont know how it was originally since I'm a zoomer, I'm using NBlood. What about other build engine games, or DOOM? I'm getting into retro shooters so I want to know what the right way is. Can you guys help me with some settings? I'm using GZDoom, eduke32 and Nblood so far. I know about disabling texture filtering for Doom since I read some anon's post in this thread.

>> No.6593523

>>6593446
>>6593456
Last time I played it player weapons power and enemy HP were increasing as player leveld up.
This is the shittiest way RPG's try to show "progression", and the mod would be better without it.

>> No.6593525
File: 2 KB, 196x176, benis.png [View same] [iqdb] [saucenao] [google]
6593525

>>6593428
OW :DDDDDDDDDDD

>> No.6593536

>>6593520
>should I play blood with crosshair and mouse aim
yes - those features were in the game from the start
awt "autoaim for hitscan weapons only" to avoid some frustration

use whatever you want in Doom, just know that shooting shootable switches above your level may sequence break the level, but such situations occur in like 0.1% of the usermaps, and aren't poresent in vanilla maps

>> No.6593537

>>6593523
It's been optional for a long time, and In the newest version it doesn't save to the config so you have to enable it each time if you really want to use it. If the last time you used it was before it became an option, I'd definitely recommend checking out whats been changed since then.

>> No.6593538

>>6593520
Also what about auto aim in those games? Does that make it needlessly easier, or were they meant to be played like this? Sorry if I'm retarded, I just want to know everything before I jump in, because I'm planning on doing a crazy marathon with all the boomer-shooters since I completely ignored the FPS genre so far.

>> No.6593550
File: 184 KB, 546x812, a.png [View same] [iqdb] [saucenao] [google]
6593550

My 3 map project is almost done. Currently playtesting and balancing and then adding a few more minor things.

>> No.6593552

>>6593550
look at all those vertices

>> No.6593554

>>6587893
arcane dimensions

>> No.6593557

>>6593550
whats the appeal of making confusing maps for people to get lost in?

>> No.6593592
File: 294 KB, 1262x2048, cacosketches2.jpg [View same] [iqdb] [saucenao] [google]
6593592

Still thinkin about those dumbass meatballs. One of the few things I find dumb and cute, but am completely okay with fucking demolishing with heavy weaponry.

>> No.6593596

I'm trying to play legendoom and champions with the compatibility on, but what controls the spawn chance for legendary/champions monsters?
I can turn the spawn rates up to max for both and it doesn't seem to make any difference, when I turn it off though it takes effect. It seems the compatibility option puts each mod's spawn settings in conflict

>> No.6593606
File: 14 KB, 527x477, bincher.png [View same] [iqdb] [saucenao] [google]
6593606

In a world where Freedoom had a stroke and went down a way different path...
https://voca.ro/eYo6LghG7LK

>> No.6593630

I've been playing through Doom 2 with Metadoom and I'm already bored. What's a good megawad for Metadoom?

>> No.6593637
File: 46 KB, 269x321, 1546364915631.png [View same] [iqdb] [saucenao] [google]
6593637

>>6593606
>retarded Caleb

>> No.6593651

>>6593520
>>6593538
The way I originally played Duke Nukem 3D in the 90's was with no vertical mouse-look and with autoaim, and you had to pres PageUp/Down to look up/down. The game came with a crosshair, but if you are planning on playing now with vertical mouse look disabled and autoaim enabled then I recommend you also turn off the crosshair to get maximum comfyness.

For Doom, you definitely want to play with vertical mouselook disabled and the original autoaim enabled and no crosshair - the original game maps are designed with those limitations in mind, and all custom maps are designed with those limitations in mind also unless the author explicitly says otherwise in the text file that comes with the WAD.

For Blood, I think you wanna play with no autoaim and with vertical mouse look enabled so that you can effectively toss dynamite.

For Duke Nukem, you can play either way. If you watch the demos that come with the game (you can see them in BuildGDX but not EDuke), they all have no vertical mouse look and autoaim enabled. For maximum comfyness I like to play douk with no vertical mouse look and with no crosshair and autoaim enabled, but the game plays extremely well with no autoaim and with vertical mouse look. You can quickly toggle between mouselook on/off with the U or I hotkey, I forget, but you need to go into options to toggle autoaim.

>> No.6593659

>>6593492
I'm no expert on Blood but I think you can use the game files from Fresh Supply to play the game through NBlood.
> will I have to buy the original
Read the OP fag.

>> No.6593664

>>6593354
not funny /v/tard

>> No.6593674

>>6593354
While I understand that it is frustrating to hear that from others, you're still a fucking faggot for making that picture.

>> No.6593675

>>6593659
Oh ok I found the download thanks bro

>> No.6593685
File: 49 KB, 400x379, HUD face full.png [View same] [iqdb] [saucenao] [google]
6593685

>>6592912
I'm not happy how long this took me.

>> No.6593697

>>6593685
It looks really nice! Who's the dome head? Did you make them?

>> No.6593703
File: 29 KB, 877x828, kebleb.png [View same] [iqdb] [saucenao] [google]
6593703

>>6593637
Yes.
https://voca.ro/757XlhA7XHB

>> No.6593706

kinda stupid question but I'm new. I have my GZDoom folder, and in that folder I have a "wads" folder where I like to store my wads( I just got into it, so far I only have scythe, been playing that atm ). I heard that you need to drag it onto gzdoom in order to play, but since that's in the previous folder, I have to make a copy of the wad in the gzdoom folder in order to be able to drag it. Is there any better way of doing this, that's also easy?

>> No.6593708
File: 802 KB, 671x866, it's dangerous to go alone.png [View same] [iqdb] [saucenao] [google]
6593708

>>6593697
That's Arti. He's the protag of Combined_Arms. Uses a bunch of different guns and wears funny hats.

>> No.6593709

>>6593630
tnt revilution
300 mins of /vr/
good morning phobos
moonblood

>> No.6593714

>>6593708
Oh yeah I know that mod! Guy played it without the normal hud on, so that explains it

>> No.6593720

>>6593714
Well the HUD in Combined_Arms doesn't feature a mugshot. I'm not even sure if I'll use it there. This is a mugshot for a "mini" mod I wound up taking a month to make. He'll also be a playable class in a bigger mod from the Pizza Tower server.

>> No.6593721

>>6593720
oh ok

>> No.6593734
File: 40 KB, 1225x925, cacojambo.png [View same] [iqdb] [saucenao] [google]
6593734

>>6593592
Who doesn't like balloons?

>> No.6593739

>>6593734
Hitler

>> No.6593748

>>6593708
So, is his head actually a jar of blueberry jam with two blueberries floating inside?

>> No.6593754
File: 157 KB, 1192x924, stacked.png [View same] [iqdb] [saucenao] [google]
6593754

>>6593748
Depends on who you ask and who's drawing him. Most of the time it's just a blue helmet with two dot eyes. Sometimes it's just a blue helmet. Sometimes people get weird with it.

>> No.6593758

>>6593520
>Can you guys help me with some settings?
>I'm using GZDoom
Not sure if you're the same anon I responded to but I made some posts earlier that might help >>6592604 >>6592635 >>6592663

>>6593706
see this post regarding a launcher called Doom Launcher >>6592663

Pic related is how I organize my WADs. When you click and drag a wad into Doom Launcher it will automatically create its own copy inside the Doom Launcher folder, but don't worry because it uses minimal hard drive space. Right click the wad and select "Update Metadata" to get the author name and release date etc. Right click the wad, select "Edit," and copy/paste the .txt file that came with the wad into the description section. To get the TITLEPIC to come up when you select the wad, simply take a screenshot of the wad's titlepic when you open the wad. Source ports come with a screenshot key; you can change it in PrBoom's or GZDooms options menu, but to change keys in Chocolate or Crispy Doom you need to open up the -setup.exe that come with the source ports.

>> No.6593762
File: 26 KB, 834x141, doomfolder.jpg [View same] [iqdb] [saucenao] [google]
6593762

>>6593758
forgot pic

>> No.6593769

>>6593758
>>6593762
I'm not the same anon that you originally responded to in the posts you linked, but thank you very much! I'll do like u said

>> No.6593803
File: 158 KB, 1131x539, modsfolder.jpg [View same] [iqdb] [saucenao] [google]
6593803

>>6593769
Put your mods in a separate folder from your maps. I don't use gameplay mods except for REKKR or D4V which I keep separate so I can't really help you organize those further but maybe pic related will help anyway

>> No.6593813

Are there any good tutorials out there on modding in the Build engine, or should I just use gzdoom builder and replicate as many of the build engine effects as I can?

>> No.6593815
File: 35 KB, 1294x1732, wolfenstein_4d.png [View same] [iqdb] [saucenao] [google]
6593815

>>6593739
Weakness: Rubber balloons

>> No.6593818
File: 220 KB, 1895x700, doomfolder.jpg [View same] [iqdb] [saucenao] [google]
6593818

>>6593769
And pic related is an example of how to organize your Doom folder. All those .bat files are world record demos I downloaded from DSDArchive, and the .bat file I opened is an example command line I use to run a demo. I keep these demos separate from the ones I recorded myself in Doom Launcher out of habit more than anything else

>> No.6593821

>>6593813
The few cool things that build can do over gzdoom are not worth fighting the garbage tools and the jank-ass engine itself. I can say this as someone that has messed with both.

>> No.6593854

>>6593156
hit charge!

>> No.6593871

>>6592345
yeah the first hub just feels like a slog to get through, the second hub jumps into the gothic castle vibe again from Castle of Grief and i love it

>> No.6593904
File: 89 KB, 904x572, nusicfolder.jpg [View same] [iqdb] [saucenao] [google]
6593904

>>6593769
Oh yea, one thing I forgot to mention is optimizing the music. Some anon helped me with this months ago and it has proven to be invaluable, which is why I don't mind helping newfags.

Download a MIDI player called VirtualMIDISynth, and a soundfont called Mysung Kite. I use the Mysung Kite soundfont 99% of the time. I've experimented with other soundfonts but this one is the best I've discovered so far. The only other soundfont I use is the 8-bit NES soundfont whenever I am playing with the D4V mod.

And here is an old copypasta I made on how to use the FLAC music packs:

Roland SC-55 Music Packs: all the original Doom 1, Doom 2, and Final Doom music recorded in free lossless audio codec (FLAC) on an actual Roland synthesizer, just like the one Bobby Prince used to compose the original Doom and Duke 3D music! Download the boosted FLAC versions
> http://sc55.duke4.net/games.php#doom
To use in GZDoom, simply load the .zips like you would any other mod.
To use in Crispy or Chocolate Doom: See pic related. Unzip the files in your music-packs folder (to find the music-packs folder, type %appdata% in your start menu and open the crispy-doom or chocolate-doom folder). Put Doom 1 music in a folder called doom1-music, TNT's music in a folder called tnt-music, and so on. Download the configuration files on the right side of the page and put those directly in the music-packs folder. Open crispy-doom-setup and you have to manually type out the path to the folder that contains the config file you just downloaded.

>> No.6593962
File: 31 KB, 480x503, 14685690142330.jpg [View same] [iqdb] [saucenao] [google]
6593962

Damn, I really wanted to use a certain song in my 2048 map, but it's a complete earrape with both prBoom and GZDoom soundfonts. Oh well, gonna use the one that is even more cheesy.

>> No.6593968

>>6587928
No. Usually what it means is crouching around corners and firing the tommy gun right before your hitbox gets around the corner.

>> No.6593991

>>6593818
>>6593904
thanks a ton anon! You are doing god's work

>> No.6594007

>>6587928
But chucking dynamite behind corners is FUN. I really like blowing shit up in video games, and Build engine really shines in this particular aspect.

>> No.6594017

>>6587928
I did that always.

Have you realized how much fucking dynamite ammo the game throws at you?

>> No.6594021

What does dynamite secondary fire do exactly in Blood? I see that it bounces, but it doesn't go that far. How do u do it? Holding right click doesnt charge it up. I'm a noob, just finished episode 1

>> No.6594026

>>6594021
Holding right throws it farther. and bounces before exploding.

>> No.6594032

>>6594026
that's exactly what I tried but it didn't throw it farther. I remember trying it more than once, but I'll try again now. Is episode 2 as good as the first one? I fucking loved the first one

>> No.6594045

>>6594032
Hell yeah it's good
Can't say for episode 3 as I'm yet to actually start it, but it doesn't dip in quality in the slightest.

>> No.6594049

>>6594045
awesome. Man i'm so glad I got into boomer shooters, I've been having so much fun. It's funny, but my zoomer road went like this: Doom 2016 - Doom Eternal - Dusk - Quake1 - Doom1 - Doom 2 - Duke3d- Blood
and I plan on playing Shadow Warrior next and then getting into doom mods and wads. Fuck man, I've been missing out. I should also probably play Heretic, Hexen and Amid evil but I heard they have really confusing maps+puzzles, and I'm really bad at navigating both irl and in games

>> No.6594061

someone give me the quick rundown on shadow warrior source ports

>> No.6594073

>>6593428
Please god someone tell me there's a gondola or spurdo sprite pack for doom

>> No.6594102

>>6594026
>>6594032
update: it still doesnt work. Anyone have any idea why I cant charge the secondary fire for dynamite?

>> No.6594103

>>6594102
it just drops them where i'm staying, like it leaves them behind. What am i doing wrong?

>> No.6594105

>>6594102
>>6594103
I'm stupid as fuck I think. In order to do it, if I hold right click it doesnt work. I needed to hit right click once, and then use left click to charge, and it bounces. Sorry

>> No.6594107

>>6594103
Well in my version it's holding left down that makes it go farther, whether i press right or not, so try holding left down.

>> No.6594108

>>6594061
I've only ever used BuildGDX (WangGDX) and it I dont have any complaints really.

>> No.6594214

>>6594061
Only two I know of are Classic Redux and BuildGDX.

My feelings toward BuildGDX are, the jack of all trades is master of none. BuildGDX can run almost any build game, but source ports specifically designed for those games are usually better, like EDuke or NBlood. However I really want to use BuildGDX for SW because it has more features than Classic Redux, but I get a game breaking bug in WangGDX in which Wang will pull out chopsticks in the middle of a gunfight and it gets me killed.

>> No.6594234

>>6587825
1000 Lines 2 Community Project released.
https://www.doomworld.com/forum/topic/115653-1000-line-2-cp-rc1-out-now/

>> No.6594416
File: 10 KB, 733x348, Безымянный.png [View same] [iqdb] [saucenao] [google]
6594416

Hmm

>> No.6594421
File: 185 KB, 599x539, sadasdsda.png [View same] [iqdb] [saucenao] [google]
6594421

>>6592848

2048 map, it is mostly done, only need to playtest.

>> No.6594443
File: 17 KB, 320x200, INTERPIC.png [View same] [iqdb] [saucenao] [google]
6594443

>>6593706
>scythe
Scythe is known for smaller than average maps. Don't be fooled by how easy the first few levels are. The map set progressively ramps up in difficulty until most players are simply unable to beat the final level on ultra-violence difficulty. It's divided into three episodes. Episode 1 is easy. Episode 2 starts off pretty difficult (maps 11 and 12, although map 12 is mainly only difficult because it's so dark it's hard to see), but after that, it's medium difficulty. Episode 3 is very difficult but luckily most of the maps are very short - you're advised to play episode 3 on skill 3 (Hurt Me Plenty) because there is a massive spike in difficulty on UV.

>> No.6594626
File: 150 KB, 1024x768, doom14.png [View same] [iqdb] [saucenao] [google]
6594626

>>6592848
Doing a really quick and hasty map for that 2048 thing.

>> No.6594635

Just checking - it is okay if there are enemies outside of 2048 area, as long as player is not allowed outside, correct?

>> No.6594637

>>6594635
Yes. Teleporter closets and unreachable snipers are allowed.

>> No.6594639

>>6594635
Yes, you're correct.

>> No.6594754

>>6590247
Don't listen to this guy. 1.5 is great visually (after you fuck with the settings for like 15 minutes so the bloom and corona doesn't melt your eyes) but makes too many changes that make the game worse. The ending level is essentially a 10x worse Xen

>> No.6594758

>>6594754
The sticky grenade enemies made me want to stop playing.

>> No.6594817

>>6594758
you can turn enforcer prox grenades off in the options

>> No.6594821

>>6594817
Is that a recent addition?

>> No.6594828

>>6594821
no, when you start the game in the hub map it says you can press the home key for game options and gameplay tweaks

>> No.6594830

>>6587825
http://www.mediafire.com/file/dfrfmjel8935um8/2048.wad/file
Here's my submission for 2048 units of /vr/. This is my first ever time doing vodoo dolls stuff and teleporting monsters. I am not sure how to make teleporter closets more "reliable", so everyone gets out, but I think it's more or less playable in the current state. If I find a way to do it better before the deadline, I will upload an updated version.
Suggested map name: Arrogance and Contempt
Credit me as EnragedEggplant.

>> No.6594832
File: 362 KB, 1360x768, quake1520200711212050-00.jpg [View same] [iqdb] [saucenao] [google]
6594832

>>6594828

>> No.6594835

What is the greatest mod ever and why is it Guncaster Vindicated?

>> No.6594883

>>6594830
I liked it overall. I think there are a lot of little crosses and decorations maybe too much of them. But anyways its a short and enjoyable map.

>> No.6594905

>>6594883
Thanks!

>> No.6594969

>>6594830
Remove the switch and the platform that the red key are on altogether, and just put the red key where the switch is. I spent most of my time wandering around trying to find out how to lower the red key.

>> No.6595021

>>6593170
Not a bad MAP01. Is this the first map you've made though? It seems like an early mapping attempt. Try making a handful before committing any of them to a megaWAD. You learn a lot from making a handful just for yourself first. Trust me, after you've made about seven maps, you're learned enough that you're probably going to look back at your first five and want to delete them.
Criticism of your map:
-Shooting everything with the pistol is tedious. I actually ran out of ammo and had to resort to using my fists, which is even more tedious. I found out that there was a box of ammo next to the exit when all was said and done but this ammo box should be in another room since there's no enemies in the last room. You have the shotgun as a secret but IMO a shotgun should be openly given to the player at some point during the course of MAP01.
-Use more verticality. It's one thing to have separate rooms at separate heights, it's another to have one area with different heights.
-The different texture next to the red key that marks the shotgun placement should still be aligned correctly IMO, the different texture stands out enough.
-There's a hall of mirrors effect on the base of the large exit platform. Not sure if it's a missing texture or if you used a flat texture here.
Tested with PrBoom+

>> No.6595025

>>6593331
>Shit, I've been working on my first level for the past week
You should just make more maps before committing any of them to a megaWAD.

>> No.6595083

>>6594830
Decent map. Needs more dynamic battlefields I think. Like the last room where you flip the switch to lower the exit. There's the overlooking ledge up top but no enemies are there during the skeleton/hell knight fight. There's also the tower thing where you go up to flip the switch but it's cut off from the room and the player won't go up there unless they're trying to fight like a pussy. Besides these two things that don't affect the battle in any way, the room is barren. In the room with the pews, I like the pews and I like the pillars and there is the box with the chaingunner up top (throw some imps up here). But the rest of the room just feels like open space. Not necessarily a bad thing but it could at least use more decorating if it's just going to be empty space. Disregard the guy that said you have too much decoration, you just need new ways of decorating. Put alcoves in the wall. Little torch windows. Buttresses. Different textures. Fuck with the ceiling's geometry.
Also ignore the guy that told you to remove the red key and the switch. If he spent so much time looking around for the switch, he was clearly just revisiting areas he's already been and not looking too hard. It was right in the open.
I'm really not sure what to make of the whole time travel (?) aspect of the level. The very first thing I noticed when loading it up was how ugly it looked outside, particularly where I could see the blank floor immediately becoming sky. The boxy castle could use more geometry. Then when you come back through here suddenly everything's a city? The walls being in place here made the outside look much better but I really don't get the time travel gimmick. I understood that that's what it's supposed to be but only because I've played Going Down and figured you were mimicking that level, but the thing is, in that level it works, it makes sense, and it changes up the map/gameplay in the different "times". Here it's just a confusing aesthetic choice.

>> No.6595115

>>6595083
Thanks. I will try to revise it.

>> No.6595126

>>6587821
Is Hexen modding dead? What do I use to find some usermaps, other than Doomworld?

>> No.6595164

>>6595126
Same places as Doom, such as ZDoom Forums (since GZDoom is the main sourceport besides Chocolate Hexen). Its not dead, just not nearly as fast as Doom.
The best user hub ever IMO is Shadows Of Cronos by Kaiser. The level design is just really smooth and well-done, and the visuals are nice too.
https://www.doomworld.com/forum/topic/68969-hexen-shadows-of-cronos/
The most recent hub released (AFAIK) is The Red Keep. It's pretty cool with old-school visuals but unique puzzles and and some true 3D level design.
https://forum.zdoom.org/viewtopic.php?f=42&t=68580

>> No.6595282

>>6594832
That sky looks really out of place.

>> No.6595393
File: 72 KB, 480x320, 1563937700448.gif [View same] [iqdb] [saucenao] [google]
6595393

>>6587893
Copper has a mapjam for it right now
Also try some old Quoth maps

>> No.6595397

>>6588238
Powerslave

>> No.6595521

>>6595083
>Disregard the guy that said you have too much decoration, you just need new ways of decorating

It was bad wording, maybe it's not too much, it's more like weird placement, or a feeling of this does not make sens, mostly at the first room.

>> No.6595557

I need a new game to play, and I've already tried most of the more-commonly talked about games on here. Gimme something to play that isn't too hard to run on a windows 10 machine.

>> No.6595709

>>6595557
Which shooter have you played, just so we can narrow it down?

>> No.6595719

>>6595709
Everything Civvie's shit his ass about except for Shogo, Dark Forces, and the obviously bad games.

>> No.6595756
File: 215 KB, 2536x1200, 1591200928735.jpg [View same] [iqdb] [saucenao] [google]
6595756

>>6593734
not me

>> No.6595763

>>6587825
How many maps there is by now?

>> No.6595784

>>6595763
For 2048? There was a poll and 13 people said they were making a map. I don't think any are totally finished, we're just doing some initial playtesting for a few that are "finished". Most will probably need several revisions. Or at least people should have the artistic integrity to revise/redesign multiple times. If you're wanting to make a map, do it. I think the deadline is the end of the month.

>> No.6595795

>>6595784
The deadline is a week from now.

>> No.6595812
File: 1.26 MB, 394x297, 1511593544864.gif [View same] [iqdb] [saucenao] [google]
6595812

>>6595784
>Most will probably need several revisions

>> No.6595849
File: 409 KB, 1920x1080, duke0000.png [View same] [iqdb] [saucenao] [google]
6595849

I just started playing Duke on eduke32 and I ran into this glitch where there isn't a floor texture for some areas. How do I fix this? I'm running basically the default settings.

>> No.6595857

I never mapped in Boom before, what are my options for bulletproof windows?

>> No.6595909
File: 643 KB, 1280x720, Screenshot_Doom_20200712_145425.png [View same] [iqdb] [saucenao] [google]
6595909

I guess it's looking kind of nice. Ignore the sky texture, I just couldn't stand looking at those brown clouds and just threw in a placeholder.

>> No.6595914
File: 853 KB, 1280x720, Screenshot_Doom_20200712_145823.png [View same] [iqdb] [saucenao] [google]
6595914

This will probably run kinda like shit on a real toaster.

>> No.6595961

>>6587825
Please, remove >>6594830 from the submissions. I won't have enough time to revise this mess next week, so I better back off.

>> No.6595967

>>6595961
Well, the deadline isn't set in stone.

>> No.6596032
File: 1.87 MB, 755x648, goodnight doom.png [View same] [iqdb] [saucenao] [google]
6596032

>> No.6596049

>>6595961
oh boi your map is not a mess !

>> No.6596053

>>6595967
It shouldn't be, I mean we're only gonna have like a dozen maps, and I'd like as many as we can get personally

>> No.6596060

>>6596053
We're looking at like 13 maps for now, going back to https://strawpoll.com/5ah12jhxd
How many people are willing to squeeze in a map in the extended deadline, particularly a second one?

>> No.6596063

>>6595961
>>6596049
>oh boi your map is not a mess !
Not at all a mess. I listed some criticisms earlier but I hope I didn't discourage you. A lot of that was just personal preferences. It's probably fine as is but if you want to polish it, I think it would only take a couple hours.

>> No.6596065

>>6596060
I'm working on a second map already

>> No.6596071

>>6596065
Sweet. If we get 15, maybe my bullshit map could be squeezed into slot 31 instead of 33, though that'd hang on the organizer, and whether or not map 15 would have a secret exit.

>> No.6596302

>>6596032
Good morning.

>> No.6596319
File: 16 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
6596319

What are your favorite vanilla-compatible and limit-removing wads?

I loved Scythe. I played DTWID and it's fun for a first playthrough but it lacks replay value. I'm playing Base Ganymede now. I'm gonna play Sigil, Suspended in Dusk and BTSX next. I have kind of a long list of vanilla/limit-removing wads I'm gonna play after that:
Alien Vendetta (I read it's hard on UV so I'll put it off for a while)
DoomZero
Hell Revealed 1&2 (also putting this one off)
No End in Sight
Plutonia 2
Rebirth
REKKR :)
Scythe 2 (I quit on map 26; I'm gonna replay the whole thing and play episode 6 on skill2 or 3 if I can't do 4)
Scythe X
TNT Revilution
Double Impact
Various DBP sets (I was recommended 13, 16, 17, 18 but never got around to them, and I wanna finish 23 and 24)
Deathless
Deus Vult
Endpoint
FREEDOOM
Hellbound
Japanese Community Project

Chocolate/Crispy are my favorite ports, and I find it incredibly awkward switching from those to PrBoom because of the different mouse controls, so I'm gonna stick to Chocolate/Crispy for a while before I switch to PrBoom and start playing a bunch of Boom- and MBF- compatible wads like Valiant and Eviternity

>> No.6596386

NEW THREAD
>>6596380
>>6596380
>>6596380

>> No.6596623

>>6591473
Love the simulated lighting in front of the windows, looks atmospheric as fuck

>> No.6596979

>>6593092
Still better than spouting "ok boomer" and "chud" unironically like a bottom of the barrel twittard or redditard.