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/vr/ - Retro Games


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6604146 No.6604146 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6596380

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.6604149
File: 80 KB, 320x240, 1594342426564.png [View same] [iqdb] [saucenao] [google]
6604149

=== ONGOING PROJECT ===

2048 Units of /vr/
Rules: >>6570917

=== NEWS ===

[7-14] SNES DOOM source code released:
https://github.com/RandalLinden/DOOM-FX

[7-13] Lost Frontier, a "realism" inspired gameplay mod for Strife, has been released
https://forum.zdoom.org/viewtopic.php?f=43&t=69291

[7-13] Anon shares two projects, a music randomizer featuring music from various megawads
http://www.mediafire.com/file/3rttokitvwh421b/TheUltimateFloppy.zip/file
And an edit of X-Weapons: Helstrum featuring only the weapons and slight control tweaks
http://www.mediafire.com/file/yn4pbiltjisq15o/HelsturmNMedit.zip/file

[7-11] Anon shares the first map for their megawad project, LoungeMEGA1.wad
https://www.mediafire.com/file/mfhmnkumtmcg31v/LoungeMEGA1.wad/file

[7-11] 1000 Lines 2 Community Project released
https://www.doomworld.com/forum/topic/115653-1000-line-2-cp-rc1-out-now/

[7-10] Anon shares a map, bigdig.wad
https://www.mediafire.com/file/7bbj5xwdhm3tcvr/bigdig.wad/file

[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

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6604202

>>6604058
If infighting is easily triggerable, isn't 100% kills always possible regardless of the ammo provided, so long as there's enough to kill the final survivor(s)?

That being said, I didn't attempt max kills in my testing due to time constraints. I'll try with more ammo added, but I'm intending for infighting to be a key focus of the level, so I don't want the player drowning in ammo. Ammo management should be a consideration.

>> No.6604228
File: 112 KB, 1280x720, doom 3.jpg [View same] [iqdb] [saucenao] [google]
6604228

Still the best Doom wad ever made.

>> No.6604232
File: 151 KB, 1247x948, SHIT!.png [View same] [iqdb] [saucenao] [google]
6604232

>> No.6604252

>>6604228
And people say Doom 64 is the "true Doom 3".

>> No.6604275
File: 3 KB, 160x160, 1592730854037.gif [View same] [iqdb] [saucenao] [google]
6604275

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

>> No.6604282

>>6604275
https://sys.4channel.org/derefer?url=https%3A%2F%2Fdrive.google.com%2Ffile%2Fd%2F1kj_qSArrtROEb6DmHv6E1U-YdneZiYB3%2Fview%3Fusp%3Dsharing

WIP with no texturing/lighting. Feedback so far is that there may not be enough ammo.

>>6604202
Is what I was intending with the ammo balance but I may have gone too far. I have beaten it on UV in my testing but not with 100% kills.

>> No.6604290

So is there a specific way of inserting voxels into doom wads or can I just send them in and make a voxeldef file?

>> No.6604318

>>6602234
Damn I was gonna submit a demo but I wasn't recording.

Re-upload once you add textures. I think the black stone would look cool.

Level has way too little health for skill 2. I haven't tested skills 3 or 4. Remember you want skill 2 to be easy; you don't want people to have to tryhard to beat it. If you don't want to reduce the monster count to make it easier then add more health.

There are way too many combat armors on skill 2, I dunno about the other difficulties. There isn't even nearly enough health for you to be able to utilize all that armor. Replace half of those armors with medkits on skill 2

>> No.6604321

>>6604282
Is this cauldron_notextures.wad? I forgot to mention, that trapped exit is pretty bullshit. I got teleported in front of a cyberdemon and instantly died and quit.

>> No.6604332
File: 29 KB, 1027x1091, heavy_traffic.png [View same] [iqdb] [saucenao] [google]
6604332

>>6604232
AH YES. That split second where you know what's about to happen. Where you know you have enough time to look away. WHERE YOU KNOW YOU'LL DIE IF YOU DO NOTHING... and then you do nothing and die.

>> No.6604336

>>6604332
The true mastermind.

>> No.6604384

Thanks

>> No.6604387
File: 683 KB, 1366x768, screenshot.png [View same] [iqdb] [saucenao] [google]
6604387

If you're not careful and you idspispopd out of reality in the wrong linedefs, you'll end up in the Backrooms, where it's nothing but the stink of old moist carpet, the madness of mono-yellow, the endless background noise of fluorescent lights at maximum hum-buzz, and approximately six hundred million square miles of randomly segmented empty rooms to be trapped in
God save you if you hear something wandering around nearby, because it sure as hell has heard you

>> No.6604395

>>6604321
Yes. The progression from there is to go behind the cyberdemon to the newly revealed teleporter that takes you back to the exit.

Too bullshit? I could remove that and instead reveal the cyberdemons when you leave the plasma gun room.

>> No.6604398

>>6604318
Thanks - I removed a lot of monsters for skill 2 but I agree that adding more health would be better balance than removing more.

I'm also thinking of moving the berserk to the backpacks secret and replacing it with an invulnerability. That will give people a tradeoff: the later you leave it the more useful it will be, but the harder it will be to make the jump because of crowding on the ground floor.

Sorry for double posting.

>> No.6604405

>>6604387

/x/ would go ape for this

>> No.6604424

Yo did y'all motherfuckers know there is a new goddamn factory balls game?
It's brand new and you can find it on coolmathgames.com !

>> No.6604461

>>6604424

Holy shit

>> No.6604475

>>6604461
Yeah! You can also get it factory balls on steam! It said 221 levels, so I think it's the whole series. #5 is called factory balls forever, by the way. It's still in the "new games" section on coolmathgames.com

>> No.6604556 [SPOILER] 
File: 103 KB, 1100x1100, 1594788771275.jpg [View same] [iqdb] [saucenao] [google]
6604556

>>6604475
hey randall from ms. lorrande's social studies class.....................................................................................................................
i fucked ur mom last nigth >:)

>> No.6604578

>>6604556
AND I FUCKED YOUR GRANDMA
I DON'T KNOW ANY LORRANDE

>> No.6604634

I can't remember where I read this, but I read that in community projects, some people feel they need to "leave their mark" so they design these massive levels that play like a slogfest. Holy shit this is true. I was playing a really fun PWAD that got totally ruined by shitty confusing levels that play like shit.

>> No.6604672

>>6604634
This is probably why megawads made by single authors or small teams flow much better, since the author knows the balance between small and larger levels in the wad. But even non-community project megawads such as Eviternity are sometimes guilty of this due to gigantic maps made by guest mappers. Btw, which PWAD anon?

>> No.6604686

>>6604634
Everyone wants to make the next Misri Halek.

>> No.6604712

>>6604672
DBP24. It started off very strong and I just knew I was gonna have fun speedrunning it. But map 6 is bad, map 7 is worse, and map 8 is one of those giant boring maps.

>> No.6604718

Am I going to have to use something like Slade to remove maps from my wad if I accidentally added more than I wanted?

>> No.6604726

>>6604718
Probably. It's not that hard.

>> No.6604758
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6604758

>> No.6604774

Where's Marisa at?
And where's my RTNP weapons for DoomReal?

>> No.6604791

>>6604634
I'll apologize in advance for my first map. It's short, but it's definitely overdetailed.

>> No.6604801

Anyone play Carved in Flesh? Its pretty neat, I just started Haunting

>> No.6604807

>>6604672
>>6604634
I on the other hand love large sprawling and interconnected levels like Eviternity's MAP32.

>> No.6604829

>>6604275
>>6603239
>>6602967

https://drive.google.com/file/d/13OUwWfZlyIp3IpEheJijc6YCChBxfZpX/view?usp=sharing

Updated the map now, it is now a lot tougher(maybe a little bit too much), i also decided to add to the roaster the chaingun so you should be have a sniping option.

also i wonder, is that post >>6604275 also good to post out finished out entries?

>> No.6604830
File: 180 KB, 1920x1080, Screenshot_Doom_20200715_103949.png [View same] [iqdb] [saucenao] [google]
6604830

Please tell me there's more than just chaingunners all the way from now on.

>> No.6604846

>>6604830
Stronghold is particularly heavy on zombies, for years it was actually thought to be impossible to finish on Nightmare! difficulty, and until relatively recently, nobody had done so. There'll be some more chaingunners and shotgunners, but not as much as that.

>> No.6604857
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6604857

>>6604801
Kona's maps all have some new aesthetic, but they also kinda blend together after a while, with similarly scaled two-story courtyards and the like. I don't recommend playing them one after another, better use as occasional spice.

>> No.6604867

>>6604829
That post is not for finished entries, but no one's gonna stop you from posting them. That post is to make it easier for any anons that need their maps playtested, and to make it easier for anons to find maps that need playtesting. I dunno who's in charge of compiling the finished maps but there's still time.

>> No.6604895

>>6604867
I see, thanks for letting me know!

>> No.6604901

>>6604895
tried your level out btw, it's not really up to standard. I'm sorry anon. Perhaps you could try applying yourself more in the future?

>> No.6604980

>>6604901
t. someone who's never made a map

>> No.6605053

Playthrough video of map32 of 300 minutes of /vr/ is up. A difficult map with lots of hitscanners and teleporting arch-viles.
https://www.youtube.com/watch?v=I1ZG4DQ3OPQ

>> No.6605070

So I'm playing TNT right now (Redemption was pretty good) and it seems it, and to a degree Plutonia uses way more hitscanners than modern wads. Why is that? Is it because they can now just fill the level with hundreds of powerful demons and not be limited by hardware?

>> No.6605119

>>6604146
what's the circular thing supposed to be? doesn't seem natural

>> No.6605224

Are there any doom mods out there that have molotovs as weapons so I can base off of it for my mod, or should I nix having those since I'm also adding a flamethrower in the same mod?

>> No.6605295
File: 183 KB, 600x600, extraheroes.png [View same] [iqdb] [saucenao] [google]
6605295

Hi all /vr/, beta tester for Samsara Extra Heroes here. I'm not sure how many people talked about this yet but Samsara recently got an update. Gonna try to sum up the changes without posting the whole changelog

>New playable character: Adrian Shephard, HL1 soldiers join your side if you're playing as him
>Freeman and Shephard's enemy sets now have smoother animations
>HL1 weapon animations are now smoother
>Dynamic music for Freeman and Shephard
>Freeman's flashlight was fixed so it can no longer interact with the environment
>Patches are now merged, which include the ally cell phone progress bars
>Character bobs are now more faithful to their original home games (Grondoval and Caleb, for example)
>Wang's uzi glitch has been fixed
>Redneck GDX sprites added
>Strifeguy now gets pieces of the Sigil through slots 3-7, without the need of Slot 7 to use it
>Strifeguy's Slot 1 is now an ally beacon, and Unique is now an upgrade
>Freeman now has the crossbow
>Squeak is now an actual weapon
>Freeley now has Dog Mode
>Biggest change of out of these: Samsara Extra Heroes has merged with Kinsie's Samsara 0.3666, meaning CVARINFO problems are gone
>Samsara EXH development is now more transparent
>Leonard now has the gut and alcohol system

There's probably more that i'm missing, correct me if im wrong on any details

>> No.6605296

>>6605295
(i forgot to link the actual release, woops)
https://forum.zdoom.org/viewtopic.php?f=43&t=61431

>> No.6605332

>>6605295
Great, now can you guys make a version without shovelware heroes no one cares about?

>> No.6605339

>>6605332
Nah.

>> No.6605356

>>6605332
(same guy as >>6605339)
If it makes you feel any better though, Zandrew has said he will refrain from adding obscure characters.

>> No.6605374
File: 189 KB, 640x400, Releasebild.png [View same] [iqdb] [saucenao] [google]
6605374

I'm releasing my map today. I know you guys will tear me a new asshole, but it requires GZDoom or Zandronum to run. Large size because of mp3 music.

It's a 3 map WAD. Demons have blasted through your house wall and took your pet turtle Lyle. Fight your way to the infested Tech Citadel that poisons the skies and rescue your friend.

Anyway here's the download link: https://mega.nz/file/ysdgRCxQ#Y1jyG9hGGbi4LkCxP4_6qt4SKjfHfg66wsFWD3B89Qg

You guys will probably not like it, but whatever.

>> No.6605379

>>6605374
>mp3
>not ogg
Why???

>> No.6605440
File: 169 KB, 960x540, doom06.jpg [View same] [iqdb] [saucenao] [google]
6605440

>>6604275
https://drive.google.com/file/d/1hu_VfvF2HslMRIr0J3309COxpFa7aa3-/view?usp=sharing

New beta of "Cauldron". Still needs detailing and music, plus further changes based on testing.

The lighting is Doom 64 style, so I recommend playing in a dark room.

What I changed based on testing so far:
>more health
>more ammo (confirmed with wadspy to more than enough to get 100% kills with no infighting on every difficulty, although the balance is still tight)
>removed the final trap and instead released the cybies earlier
>replaced the berserk secret with an invul secret
>moved the berserk secret to the backpack secret

>> No.6605447

>>6605374
Nice sector furniture, but you seem to be very stingy on ammo.

>> No.6605472

I have an idea for my map, is it possible in boom format to make five pillars alternating which one is raised? So one pillar is raised to the top, all others down, then they switch and some other is raised while other are down.

>> No.6605479

>>6605472
Voodoo scripts. Voodoo doll on a conveyor crossing linedefs controlling pillars, then into silent teleporter and back to the beginning of the conveyor.

>> No.6605487

>>6605479
Clever, thanks

>> No.6605495

>>6605374
Only one map in but this is a gem for sure. Nice detail and fun encounters, didn't die on UV. Ammo balance felt fine if you infight a little to save rockets for the pinky battle at the end.

>> No.6605497

Doom and Doom II RPG are both based as fuck... Just finished II. There was even a little tie in comic book for II, I can link if anyone wants it.

I had never thought of Doom in this format before but it works. Are there any Doom mods that recreate the feel of these two games?

>> No.6605501

>>6605497
Did you manage to get it working without all sound effects and music causing the game to lock up for a few seconds every time they play? If so, how?

>> No.6605504
File: 74 KB, 720x1196, Capture+_2020-07-15-10-29-07.png [View same] [iqdb] [saucenao] [google]
6605504

>>6605501
Yes, I just used J2ME Loader for my android phone and loaded the .jar files linked in the thread. They work like a charm. Has an on screen keypad. Pic related.

>> No.6605505

>>6605501
You know the game is turn based and sound effects only play sometimes and very abruptly right? music doesn't play often in either.

>> No.6605506

>>6605505
On windows for me it locks up for like 10 seconds every time a sound plays. EVERY TIME.

>> No.6605515

>>6605497
Link me up. Gotta have those comics.

>> No.6605531

>>6605504
Looks like Blake Stone

>> No.6605549

>>6605506
Oh I see. Like locks up completely, no inputs register?

Not sure, like I said I played them on my Android phone. The rar that contains the iD RPGs in the OP has a J2ME emulator too.. Surely whatever you're using isn't the only Java game emulator for PC, maybe try a different one?

>> No.6605556
File: 68 KB, 618x423, 1qkE70q_d.jpg [View same] [iqdb] [saucenao] [google]
6605556

>>6605515
Here you go. It's a prequel to Doom II RPG, which has three protagonists to choose from, a scientist guy, a chick, and "Sarge", who is your basic Doomguy character

https://imgur.com/a/slxE9or

>> No.6605564

>>6605549
Not like no inputs registered, like the entire emulator stops for 10 seconds.
Most emulators seem to do this, and I can't get Nox to be stable enough to run. Will probably try BlueStacks with the j2me runner thing next.

>> No.6605567
File: 625 KB, 800x859, lostsoultrophycolor.png [View same] [iqdb] [saucenao] [google]
6605567

There we go, complete. Now let's see if I can figure the Pinky piece out.

>> No.6605571
File: 218 KB, 827x635, the_thing.gif [View same] [iqdb] [saucenao] [google]
6605571

>>6605556
They did the thing. Nice.

>> No.6605576
File: 85 KB, 494x669, download.jpg [View same] [iqdb] [saucenao] [google]
6605576

>>6605556
Based, is that a revenant with a chaingun or did the Heavy Weapons Dudes face just rot off?

>> No.6605596

Do you faggots remake this thread twice in a day?

>> No.6605603

>>6605596
Lurk moar.

>> No.6605605

>>6605495
thanks, hope you liked 2 and 3.

>> No.6605607

>>6605596
My name's Duke Nukem, and I only pay for hookers.

>> No.6605610
File: 296 KB, 1280x720, douk.jpg [View same] [iqdb] [saucenao] [google]
6605610

>>6605596
Eat shit and die.

>> No.6605618

>>6605295
will lo wang's riot gun be slot 2 instead and the grenade launcher be slot 3

>> No.6605621

>>6605618
Most likely not but I find riot gun being slot 3 making sense, seeing as it's a crowd control weapon and all that

>> No.6605640

>>6605621
also for IP Freely
will the ludicrous gibs message be on the pick feed instead of front and center?

>> No.6605645

>>6605640
that's just a side effect you'll have to deal with

>> No.6605649
File: 54 KB, 175x302, ddzp263-62a1a5e8-4300-49b6-b25f-dda69861e23e.jpg [View same] [iqdb] [saucenao] [google]
6605649

>>6605645
ok

>> No.6605661

>>6605649
ok i apologize like a douche but really, zandrew has no plans to make it a pick feed message

>> No.6605708

Are offsite monsters for teleports in the 2048 Units considered a requirement to be within the 2048 unit area, or is it like dummy sectors, which are permitted outside of that area?

>> No.6605724

>>6605708
Outside teleporters are allowed.

>> No.6605728

>>6605708
If I understand correctly, the player is supposed to be confined in the 2048x2048 area. You can even put monsters in unreachable places visible from the play area

>> No.6605732

>>6605070
TNT, I'd say its because mappers (particularly back then) liked to use lots of KDITD monsters + chaingunners in techbase themed levels, which takes up more than two thirds of the wad.

Plutonia mainly just preferred using Chaingunners over the other two zombie hitscanners. Zombiemen are particularly very rare in Plutonia, not making their first appearance until MAP07 on UV. When you combine all the zombie hitscanner totals together, its overall not much different in numbers to Doom 2 itself.

>> No.6605736

>>6605708
Dummy sectors and other areas not reached by the player is fair game.

>> No.6605745
File: 50 KB, 360x419, tntface.gif [View same] [iqdb] [saucenao] [google]
6605745

>>6605732
>Plutonia mainly just preferred using Chaingunners over the other two zombie hitscanners.
This is mainly because the design philosophy of Plutonia was "If this level isn't giving me a hard time on Ultra-Violence, I need to make it harder."

>When you combine all the zombie hitscanner totals together, its overall not much different in numbers to Doom 2 itself.
True. What Plutonia does isn't so much swamp the player with monsters, it's just made in a very calculating way to use the monsters against the players in the most challenging way.

I think also with TNT, they probably simply thought that the shotgun baldies and chaingunners were just really cool and wanted to put a lot of them everywhere.

>> No.6605762

Has any one here checked out HellBound ? it is not retro but since its coming out now but has a huge quake vibe.

>> No.6605763

>>6605708
AFAIK, most 1024/2048 projects only required the restriction for playable areas. Decorative sectors, monster turrets and teleporter closets were permitted to be outside of the range, provided the player is unable to reach them without the use of the noclip cheat.

>> No.6605775

>>6605762
It looks pretty shit. I gave up on it.

>> No.6605786

>>6605763
I think there was like, one project out there which went further and demanded *everything* fit inside 1024.

>> No.6605836

My journey through TNT continues
Redemption: Really good, small map with good action. Except for that one time I just walked out on the entire squad teleporting in and didn't even trigger the cacodemons. TNT seems to overuse deaf monsters.
Storage Facility: Good architecture and crates maze is fun, but probably overdone the hitscanners again
Crater: The only thing cratered here is the population? Where is everyone, come the fuck on! The entire crater is like 2 barons and 2 revenants. The maze for its cool lighting is completely, distressingly empty. Must be hell for those who aim for 100% kills.
Nukage Processing: Didn't finish it but looks much better. Ironically the crater is much better as well. Haven't beaten it yet though.

>> No.6605916

>>6605531
No it doesn't.

>> No.6605921

>>6604829
The big wide open spaces still aren't being used. I feel like you could cut the length and width of the map in half and it still wouldn't affect anything because there is so much unused space.

Skill 2 is still way too easy. The only reason skill 4 is difficult is because an arch-vile teleports in and there is zero cover, so you have to rely on stunning him with the SSG to survive the fight, which is totally luck-based.

Everything that is tagged as skill 3 should spawn in skill 2 to make skill 2 harder. Balance the ammo so that the player has fewer ammo on the lower difficulties since there are so many fewer monsters. Re-balance skill 3 and 4.

Maybe try a new map with a new design. Making one big 2048-unit box is kind of a lazy idea.

>> No.6605970
File: 298 KB, 960x720, 1559839426765.jpg [View same] [iqdb] [saucenao] [google]
6605970

We should do another Quake mapping project once 2048 is done.

>> No.6605973

>>6605921
Going to put a replacement for the archie then i am open on ideas, Gonna lower the ammo in there also.
But i won't Put skill 3 monster in skill 2, that is just dumb it's meant to be bloody easy.
and no new map i already am burned out somewhat with this.

>> No.6605974

>>6605970
Y'think people kept mapping after the first one or did they drop it dead?

>> No.6605981

>>6605970
We should probably wait a little while first. Remember how the Halloween set kind of just deflated because everyone was tired from 300 Minutes?

>> No.6605991

>>6605974
I kept mapping. Never finished one though.

>>6605981
>We should probably wait a little while first
Right, I didn't mean immediately.

>> No.6606009

>>6604275
Here is the second version of my map. Still no difficulties (skill 4 only), but there are more monsters and overall it's much more polished and pretty. Still concerned about it being too short but I've sort of backed myself into a corner with this layout.
http://www.mediafire.com/file/6tbx3dq7ltfw5tz/suspiral.wad/file

>> No.6606013
File: 157 KB, 1798x1935, 1589333868238.jpg [View same] [iqdb] [saucenao] [google]
6606013

>> No.6606027
File: 156 KB, 1798x1935, 1.jpg [View same] [iqdb] [saucenao] [google]
6606027

>>6606013

>> No.6606060

What monsters would you rather fight with only one HP? After finding out how to reliably leave player with only 1 hp, I'm itchy to use it somewhere.

>> No.6606070

>>6605374
good map! 10/10

>> No.6606072

>>6606060
Only projectile enemies and no lost souls

>> No.6606076

>>6605295
>HL1

>> No.6606082

>>6606076
Oh goddamn it it's you again

>> No.6606095

>>6606060
If you're looking for pointers, Action Doom (the first one) did the 1HP concept remarkably well.
Also a general advice would be what anon said, hitscanners are an absolute no-go since there is no way to counter them. Archviles get a pass though, given how their attack is well telegraphed.

>> No.6606097

>>6605295
wtf did I just read? What unholy clusterfuck is this??

>> No.6606101

>>6606097
A shitty, bloated addon for an old mod got updated.

>> No.6606108

>>6606009
add imps in the long hallways to make it more interesting, you should have enough room to dodge fireballs

>>6606060
zombieman

>> No.6606112

>>6606108
zombiemen are genuinely dangerous at 1 hp

>> No.6606117
File: 1.01 MB, 400x400, yikes.gif [View same] [iqdb] [saucenao] [google]
6606117

>>6605295
>>6605296
>mixing 2D and 3D enemies

>> No.6606123

>>6606117
You can just disable them there's an option for that

>> No.6606145

>>6606123
(You can disable 3D sets and vice versa I meant)

>> No.6606161
File: 307 KB, 340x486, couldnt find in better resolution.png [View same] [iqdb] [saucenao] [google]
6606161

where do these profile images for quake 3 skins/characters come from?
i thought they were official or came from a site that doesn't exist anymore
were they ever tied to the game or id in some ways?

>> No.6606182
File: 2.23 MB, 1718x1368, Ec-eVbtWAAkFqit.png [View same] [iqdb] [saucenao] [google]
6606182

>>6604146

>> No.6606184
File: 2.77 MB, 1718x1368, Ec-eRjRX0AEBYv6.png [View same] [iqdb] [saucenao] [google]
6606184

>>6606182

>> No.6606186

>>6606182
>>6606184
Lookin good

>> No.6606187

Was bound to happen but DBT finally works on an Eternal mod
https://www.youtube.com/watch?v=slRRfm7-IMU

>> No.6606193

>>6606060
In that specific circumstance, hitscanners would only frustrate, since the margin of error would be too small, excepting the Arch-Vile.

>> No.6606204
File: 294 KB, 1920x1080, duke0002.png [View same] [iqdb] [saucenao] [google]
6606204

>> No.6606224
File: 339 KB, 1920x1080, Screenshot_Doom_20200715_162821.png [View same] [iqdb] [saucenao] [google]
6606224

>>6605374
What's up with the sky?

>> No.6606235

>>6606224
i don't know, did not have that problem on a freshly installed GZDoom or on Zandronum.

>> No.6606237

>>6606224
Play in OpenGL instead of software rendering.

>> No.6606239

>>6606161
They came from stomped.com, I never figured out if they were official or not. I had to do some archive.org/.li scrounging to get all of them, and Angel's picture seemed corrupted.

>> No.6606265

>>6606239
has anyone asked carmack of anyone at the time about these, even?

>> No.6606267

>>6606187
I see that He asked for pillow's help with the sprite work (which is good as always)

>> No.6606328

>>6606265
Why would someone fucking a Carmack about those?

Reverse image search doesn't give hits on anything?

There were Gamespy network sites dedicated to specific games in rhe late 90s and esrly 2000s, like PlanetDOOM, PlanetDeusEx, even a PlanetDaikatana. These sites actually had a pretty close relationship with the devs and publishers at times, serving as sort of official sites and doing advertising and give aways for the publishers, etc. It could be original profile images made for PlanetQuake around the time of Arenas release.

Most of these sites are preserved on the Wayback Machine.

>> No.6606331

>>6606328
*ask

>> No.6606359

>>6606265
I don't know why you would ask an ex-games programmer about marketing material from 20 years ago, and the people who made the things likely don't even remember doing it, but I dug up my downloads of them

>> No.6606373
File: 91 KB, 560x800, p_anarki.jpg [View same] [iqdb] [saucenao] [google]
6606373

>>6606359
I recall searching for archived snapshots of stomped.com, but I don't remember If it was actually stomped or a similar website that I ended up finding myself on

>> No.6606376

>>6606359
I remember all my projects from the 90s and early 2000s

>> No.6606378
File: 67 KB, 560x800, p_angel.jpg [View same] [iqdb] [saucenao] [google]
6606378

>>6606373
Here's Angel's, the fucked one, but it came with all the other originally hosted images in the same resolution, and at least the bio is readable

>> No.6606383
File: 91 KB, 560x800, p_biker.jpg [View same] [iqdb] [saucenao] [google]
6606383

>>6606378

>>6606376
I don't know anything about how the Planet sites were run, if they were all managed by s set group or if each offshoot had its own team, it wouldn't hurt to try and find info on the people who managed the stuff.

>> No.6606386
File: 99 KB, 560x800, p_cadaver.jpg [View same] [iqdb] [saucenao] [google]
6606386

>>6606383

>> No.6606390
File: 93 KB, 560x800, p_daemia.jpg [View same] [iqdb] [saucenao] [google]
6606390

>>6606386

>> No.6606396
File: 89 KB, 560x800, p_doom.jpg [View same] [iqdb] [saucenao] [google]
6606396

>>6606390
Most probably know about Doom's unused voicelines from that PS2 port of Quake 3 by now, but there are four more residing in the game files, but the only one I've seen uploaded is Sarge's. I might just make a throwaway Youtube account and ask the uploader how he got his hands on it, since my extracting efforts faltered.

>> No.6606407
File: 92 KB, 560x800, p_gorre.jpg [View same] [iqdb] [saucenao] [google]
6606407

>>6606396
There was a game called Gore: The Ultimate Soldier released in 2002. This guy is named Gorre, his bio (not this one) reads that he thinks of himself as an ultimate soldier. Coincidence?

>> No.6606410
File: 84 KB, 560x800, p_grunt.jpg [View same] [iqdb] [saucenao] [google]
6606410

>>6606407
This guy is the default skin in Quake 2, yet it seems implied that Bitterman was the protagonist of that game.

>> No.6606413
File: 95 KB, 560x800, p_hossman.jpg [View same] [iqdb] [saucenao] [google]
6606413

>>6606410

>> No.6606414
File: 86 KB, 560x800, p_hunter.jpg [View same] [iqdb] [saucenao] [google]
6606414

>>6606413
A fan favorite here, among however many fans Quake 3 has these days.

>> No.6606418

>>6606396
Those PS2 voice lines make Doomguys lines in Eternal look like Shakespeare, and they're mostly just lifted from the Doom comic. The PS2 lines are concentrated cringe.

>> No.6606423

>>6606204
What an abomination.

>> No.6606425

>>6606418
The french ones are excellent though.

>> No.6606427
File: 98 KB, 560x800, p_keel.jpg [View same] [iqdb] [saucenao] [google]
6606427

>>6606414
I appreciate Quake Champions' attempt at trying to flesh out characters who were originally nothing more than selectable models, some skins, and blurbs, but why did Keel get to keep nades for himself? The tribolt isn't very inspired.

>> No.6606428

>>6606414
Crash is still better

>> No.6606429

>>6606410
Bitterman did look like that in Q2, all the grunts did. Bitterman looks like he does in Arena because he was captured and experimented on by the Strogg.

It clearly says the name Bitterman on your landing pod at the start of Quake 2.

>> No.6606434
File: 95 KB, 560x800, p_klesk.jpg [View same] [iqdb] [saucenao] [google]
6606434

>>6606427
The alien with the annoying sounds, coming up.

>>6606418
The voice actor they got is actually somewhat prolific, as are the other four, but the delivery on Doom's lines make him sound like a bootleg Caleb. They're funny to listen to, but they certainly made the right choice on not keeping them in the game. I don't even know how voice acting would work in a game like Quake 3.

>>6606425
They're in other languages?

>> No.6606435

>>6606428
Objectively?

>> No.6606437

>>6606434
Yeah, I had the french pack years ago but I've wound up losing it due to a hard drive wipe.

>> No.6606442

>>6606204
>exit button
>small light texture
>pipes
>strut
>the fucking film projector reels
A+

>> No.6606446
File: 91 KB, 560x800, p_lucy.jpg [View same] [iqdb] [saucenao] [google]
6606446

>>6606434
Another one of the popular females, suited towards those with certain tastes.

>>6606429
I was always confused because Bitterman has a more "normal" physique. I guess he became emaciated during torture, but he became extremely smug in the process. It's best not to think too hard about it, because I doubt the devs did.

>> No.6606453
File: 88 KB, 560x800, p_major.jpg [View same] [iqdb] [saucenao] [google]
6606453

>>6606446
It's cool how much distinctness you can get out of a model just by being a good texture artist. Especially with Hossman and his skins.

>> No.6606457
File: 76 KB, 560x800, p_mynx.jpg [View same] [iqdb] [saucenao] [google]
6606457

>>6606453
I wonder how well Mynx's original Heavy Metal design would translate into a modern game, or even Q3 itself. Would certainly turn my head more than Nyx.

>> No.6606461
File: 83 KB, 560x800, p_orbb.jpg [View same] [iqdb] [saucenao] [google]
6606461

>>6606457
Apparently, Carmack really didn't like fighting Orbb because of his strange appearance. He's like a twisted cousin of Nali Warcows.

>> No.6606465

>>6606461
The fuck did he say about best boy Orbb

>> No.6606468
File: 84 KB, 560x800, p_patriot.jpg [View same] [iqdb] [saucenao] [google]
6606468

>>6606461
He's an American Patriot, he's a cyborg, and he's a vampire who feeds off "psychic energy." He's a real Swiss Army Knife.

>> No.6606472
File: 98 KB, 560x800, p_phobos.jpg [View same] [iqdb] [saucenao] [google]
6606472

>>6606468
Another UAC Marine who lived through the demonic invasion of Mars. His bio tells me "Doomguy, but a tad more professional, and learned a lesson of betrayal instead of going loony from fighting hellspawn."

>> No.6606481
File: 87 KB, 560x800, p_ranger.jpg [View same] [iqdb] [saucenao] [google]
6606481

>>6606472
The ever-grimacing Ranger, before his rage was transferred to Reboot Doomguy, and before he was turned into a broken man who just wants to see his wife. HUUH

>> No.6606487
File: 95 KB, 560x800, p_sarge.jpg [View same] [iqdb] [saucenao] [google]
6606487

>>6606481
Default Quake 3 skin, and the guy in that nifty CGI intro. There's not much to him, but he's got a cool design, and the first two things are probably reason enough. DOAH

>> No.6606490

>>6606373
Lost Soul hoverboard.

>> No.6606492
File: 77 KB, 560x800, p_slash.jpg [View same] [iqdb] [saucenao] [google]
6606492

>>6606487
One of the four waifus of this game. Some prefer this look, some prefer the QC approach. Her taunt is shameless, and I think she shares modified voice clips with Crash.

Speaking of waifus, characters with similar names, and also Crash, I can't find Crash's bio. I might have forgotten to download it, or it may have never been on the sight

>> No.6606498
File: 97 KB, 560x800, p_sorlag.jpg [View same] [iqdb] [saucenao] [google]
6606498

>>6606492
Champions Sorlag is probably the most radical redesign of them all. It would've been cool to have this one, but frankly, I could never make out what I was looking at.

>> No.6606507
File: 94 KB, 560x800, p_stripe.jpg [View same] [iqdb] [saucenao] [google]
6606507

>>6606498
I forgot this guy existed. I suppose you can only write so many backstories for vague military characters before it starts blending together.

>> No.6606508

>>6606498
>Male

>> No.6606516

>>6606507
Tank Jr. rules, Clutch drools. He's apparently supposed to be the Commander from that Quake 2 easter egg with the harem of cyber ladies.

Also, I'm trying to look through Wayback Machine to see if Crash's bio is somewhere. No luck yet, but I found this quote:
"This site is dope man...it's better than Playboy women, well maybe not that good!" - Paul Steed

>> No.6606518
File: 89 KB, 560x800, p_tankjr.jpg [View same] [iqdb] [saucenao] [google]
6606518

>>6606516
I'm stupid, and forgot the image.

>> No.6606524
File: 86 KB, 560x800, p_uriel.jpg [View same] [iqdb] [saucenao] [google]
6606524

>>6606518
Still no luck with Crash, but found this. Uriel's cool too. I'd like to see him return (If QC doesn't get the plug pulled(I think it will))

Storyline Updated 07.09.00
"Untold centuries ago the Vadrigar, the mysterious Arena Masters, constructed the Arena Eternal for their own infernal amusement. Virtually nothing is known of these beings except that they savor the carnage and clamor of battle. As such, they have stocked the arena with the greatest warriors of all time. And you have just joined their ranks."

"As a gladiator in the Arena Eternal, you must not only survive, but also win each and every battle against ever more powerful opponents. Don't worry overly much about getting "fragged." The Vadrigar won't be cheated of their favorite sport by a little thing like death. Those who fall are instantly restored to life and immediately thrust back into the battle, perhaps a little wiser for their misfortunes."

"When the dust, blood, and gibs settle, all warriors will have earned the right to battle again, providing further entertainment for the Vadrigar. But only the warrior who has fragged the most foes will be lauded as the winner. The victorious gladiator advances to a more challenging array of arenas, until, at last, he or she faces Xaero, Lord of the Final Arena."

In single-player mode, Quake III Arena is split into six tiers of four arenas each. In order to progress to the next tier, a gladiator has to beat all four arenas. Finishing second or third won't do-you must emerge as the clear winner.

While the rules are a little different in multiplayer (network or online) games, there is one important rule that sums up your life as a gladiator in the Arena Eternal:

FRAG EVERYTHING THAT ISN'T YOU!

>> No.6606528
File: 93 KB, 560x800, p_visor.jpg [View same] [iqdb] [saucenao] [google]
6606528

>>6606524
The recipient of countless fan-made skins, and his taunt is perfectly obnoxious. I do like his Russian redesign, and the cosmetic Saber made for him based off the Quake 3 manual art is killer too.

>> No.6606534
File: 95 KB, 560x800, p_wrack.jpg [View same] [iqdb] [saucenao] [google]
6606534

>>6606528
Wrack, a Ranger reskin, and the name of that shooter Carnevil did.

>> No.6606538
File: 92 KB, 560x800, p_xaero.jpg [View same] [iqdb] [saucenao] [google]
6606538

>>6606534
The railgun abusing bastard himself.

This is all for now, unless I can find any profiles I missed.

>> No.6606549

QuakeSkinPosting

>> No.6606553

With map wads how do you know to use Doom 1 or 2?

>> No.6606573

>>6606434
Me and a friend in school had a fan cannon game that never was with klesk as the main protag.
He was so cool.

It was so disappointing quake 3 being only arena mp.

>> No.6606583

>>6604146
>MICROSCOPIC TERROR
>DOOM THREAD / RETRO FPS THREAD
more like microscopic penis lol

>> No.6606585

>>6606538
Hey look, I found a website that has all of the bios, and it isn't even archived. https://www.earthli.com/quake/

Anyways, does anyone want tips from the OG Esporter himself? https://web.archive.org/web/20010429185511/http://q3a.stomped.com/fatality/

>> No.6606587

>>6606583
This thread isn't about you. Stop assuming it is

>> No.6606624

>>6606457
Thats a tight ass.

>> No.6606629

>>6604275
Made changes to my map (trap-based arena) to include more logical sense of progression and hopefully make it less of a slog.
Added a SSG in the spawn, more rockets in the nest, more cell ammo everywhere. Removed some enemies, made the layout in blue room easier to avoid archies while trapping in wandering chaingunners (in theory).
Criticism more than welcome.
https://drive.google.com/file/d/14wbpdHIJeh8C4EUyd523x4kUuPhJ7Xnb/view?usp=sharing

>> No.6606635

>>6606553
check the readme or just assume DOOM II

>> No.6606682

>>6606635
None of these /vr/ maps have readmes

>> No.6606704
File: 665 KB, 1920x1080, peanutgallery.png [View same] [iqdb] [saucenao] [google]
6606704

>>6606629
Not bad, the music certainly fits the hectic gameplay. I just have a minor gripe with the visuals of the room in pic related. The base textures don't really fit in with the aesthetic that the rest of the map has going, I would recommend changing them.

>> No.6606712

>>6606682
> these /vr/ maps
Which ones? The ones being submitted for 2048 Units of /vr/? Those are all Doom 2, Boom-compatible maps (-complevel 9 in PrBoom+)

>> No.6606779

>>6606629
It's funner now, but way too much ammo across all difficulties. Remember to reduce the ammo on lower difficulties to balance the lower monster count. I left the map with 400/100 bullets/shells every run I think, and there were still boxes of shells lying around.

Felt too easy across all difficulties also. I beat UV on first try, whereas before I had to grind to beat it. Reduce the plasma and rocket count to encourage rationing

> https://doomshack.org/uploads/PeanutDemos01.zip

>> No.6606824

Played two vr levels. Both had no textures. Dunno if it was my switch or the maps.

One was a hallway pinkie punching party with telefrag spiders and one was a spiral staircase of pain. Fuck you that anon. Especially the sneaky secret bfg that took me 15 minutes to figure out. I tried to run past/fight the cyberdemons

I enjoyed both maps.

>> No.6606846

>>6606824
>Dunno if it was my switch or the maps.
The maps are meant to be loaded up with a wad containing the textures used in the map.

>> No.6606873

>>6606824
You played them on the switch?

Check the news post (the 2nd post). There is a link to another post that contains the rules and a download link for the texture pack (GOTHICX.wad)

>> No.6606890

>>6606824
Thanks! There's also a non-scratch BFG if you run past the cyberdemons, but that's only relevant for UV Maxers. If you didn't notice it I'll bump up the brightness in that room.

And yes, as anon said, anything for the collab project is meant to be played with GOTHICX.wad

>> No.6606903
File: 460 KB, 1366x768, 1592683462235.png [View same] [iqdb] [saucenao] [google]
6606903

>>6606824
Glad you enjoyed them, anon. This bodes well for the project. I'm not in charge of anything, but I'm gonna request that everyone submitting maps include the texture pack so that anyone playing the maps can just load the maps, and whoever is compiling the maps can handle the rest when the time comes.

>>6604275
DO YOU HEAR THAT, ANONS? INCLUDE THE TEXTURE PACK IN YOUR WADS

>> No.6606908

>>6606890
If it's not too much work, could you make that room cylindrical? I think it would look a lot cooler

>> No.6606927

>>6606908
Which one? The BFG room? Or the whole central room? Redrawing the central room would be pretty difficult at this stage.

>> No.6606963

>>6606824
The first one was my level. I'll try to add more variety in the hallways asides from pinkies. Good job finding the telefrag secret, I might obfuscate it more but I think it's fun. Thanks for checking it out.

>> No.6607047

>>6606097
>samsara
>old
hey

>> No.6607081

>>6607047
8 years is a long time for doom mods.

>> No.6607105

>>6607081
we still talk about evilution and plutonia

>> No.6607107

>>6607105
Of course, though those are WADs and they often have a longer shelf life compared to gameplay mods.

>> No.6607110

>>6607107
all mods are wads, and we do talk about really old shit

>> No.6607142

if the developer for Aetherius mod lurks here please tell me why I get a division by zero error when I try to start playing. i'm using the github version.

also i am now playing eternal Doom, featured in compendium, with the naku naru mod and it is so much fun. i hope naku naru is also being updated because the weapon roster is great.

>> No.6607267

>>6604275

Okay ithis is StraightWalledRooms by manuk3r v2.

I followed advice and feedback gave here by fellow anons and worked on version 2 to made it harder over all with more enemies, less corner camping and backtracking.

Maybe it needs more work on different difficulties balance and it is possible that there are some little bugs.

https://files.catbox.moe/p4tcwy.zip

>> No.6607313

Is there a tool for ripping Doom Alpha maps to import to retail? Say Yadex all you want but it requires linux and i dont want to spend hours just installing linux on a VM just for Yadex

>> No.6607367

>>6606903
How do I include the texture pack so other people don't have to load it?

>> No.6607382

>>6607367
If your map comes in a pk3, simply put the wad (or the contents of the PK3 if it comes in a pk3) into your pk3
If your map is a wad, just put the contents of the wad inside of your wad

>> No.6607393

>>6607367
>>6607382
>If your map is a wad, just put the contents of the wad inside of your wad

Do this with SLADE

>> No.6607398

>>6607107
There are very few gameplay mods that I can think of from the 00s that hold up today, they only started rising in quality around 2012ish

>> No.6607428

>>6605295
How do you choose what specific monster sets to fight against? I either get the enemies from the respective character's game, every enemy at once, or Berzerk enemies.

>> No.6607436

>>6607428
Go into the monster settings, disable sets you *don't* want to fight, and then pick the option that is neither random cycle or class based spawns i forgot the name

>> No.6607465
File: 277 KB, 1920x1080, Screenshot_Doom_20200715_193939.png [View same] [iqdb] [saucenao] [google]
6607465

>>6605440
This felt pretty good to play. Since I didn't load the texture pack with it (whoops) I didn't really have the luxury of hunting for secrets, so without extra supplies, it was still doable though I let a lot of infighting take place.

The screenshotted area let me really take the piss out of the caco and pains since none of them could move or shoot past the switch walls. Maybe move the switches to the other side to keep this from being a camping spot, though you also might have to raise the floor to keep filthy modern sourceport players from jumping up.

Speaking of sourceports players, there is the area after the yellow door with the revnents in the mud, that area might keep the player from entering safely or attacking all thanks to infinitely tall monsters blocking player movement in vanilla Doom engine. I just hung back and some of them went up the stairs but that makes for kind of a bland fight.

As far as the cyberdemons went, instead of running out and going for the invuln like I probably should have (and finding the bfg perhaps) I stayed in the room and fired plasma, since the cyberdemons' rockets fired just low enough that they exploded right in front of them they were somewhat ineffective, though one did manage to get shoved back enough that a rocket got fired into the room, which I did have to dodge.

Still, overall the pace was nice and it did take me awhile to figure out what to do because i didn't have textured loaded but that is on me. Just have to fine tune certain encounters and I'd say you have a pretty solid map.

>> No.6607536
File: 53 KB, 320x200, title ep.png [View same] [iqdb] [saucenao] [google]
6607536

>>6604149
My 7-map wad Hell Frontier: Episode 1 is assembled into 1 and put on Doomworld for final playtesting. If you are /vr/ regular you've seen the maps before, though some things changed:
https://www.doomworld.com/forum/4-wads-mods/

>> No.6607538

>>6607536
Opps, wrong link: https://www.doomworld.com/forum/topic/115739-hell-frontier-episode-1-7-maps-for-now-limit-removing-doom-ii-wad-official-pre-release-playtesters-wanted/?tab=comments#comment-2158909

>> No.6607574

>>6604332
>I'M FLYING HERE

>> No.6607579

So I started the quake mission pack 1 by Hipnotic

>some weird MIDI-turned-MP3 electro-industrial
huuuh I'm not gonna have a very good time ain't i
interesting how the developed some new tricks on the engine but damn this map design looks amateurish

>> No.6607589

>>6607465
I wanted to have the switches facing that way so the player can immediately see what they do, but I didn't want them to create a camping opportunity. I'll have to think about this. Making the floor hurt is one way of fixing it but it seems too blunt.

The revenants should never block the player because they shouldn't rise up until the player jumps down. Or did they block you when you were coming back after getting the plasma?

>> No.6607601

>>6604857
it took me a few days to finish the first three flesh maps. those maps are small and linear but the fights are pretty tough

>> No.6607605

>>6607393
But I did that already, that's how I'm using Gothic textures in my map. Is there a different way to do this?

>> No.6607670

>>6607605
You can load texture pack wads or any other pwads separately as resources when loading a map in the map editor.

>> No.6607679
File: 274 KB, 1920x1080, Screenshot_Doom_20200715_224448_02.png [View same] [iqdb] [saucenao] [google]
6607679

>>6607589
It's possible to react to the platforms rising before dropping into the room, (particularly with me using a mouselook sourceport) which I confirmed by playing through again. This time I went a bit faster and skipped killing a lot of monsters, died a couple of times, eventually getting blown up by a rev rocket because I didn't clean them out of the bottom center area.

I found the megaarmor in the library this time around. I was in a hurry, I wasn't going to spend too much time hunting for secrets, but they seemed to elude a basic search.

>> No.6607693

>>6606963
The telefrag teleporter was a secret? How? It's like right there?

Oh, was that what the armor room switch did?

>> No.6607696

What music do you listen to while mapping?

>> No.6607709

>>6606508
>presumed

>> No.6607742

>>6606434
>don't even know how voice acting would work in a game like Quake 3.
It's pretty obvious they would be random taunt lines that are contextual sort of like Duke3D, some of the scrapped Doomguy lines are obviously post death or kill taunts but some of the lines are just bizarre.

>> No.6607760
File: 744 KB, 1033x2074, 1591222738234.jpg [View same] [iqdb] [saucenao] [google]
6607760

>>6606516
Good ol' Paul Steed. He punked Romero you know. Pic related.

>> No.6607826

>>6606507
lmao look at this fucking pinhead

>> No.6607838

>>6604146
https://www.youtube.com/watch?v=wvceSm5AUkk


Incredible entryway fakeout

>> No.6607839
File: 88 KB, 600x600, Turbo Lover Single.jpg [View same] [iqdb] [saucenao] [google]
6607839

>>6607696
I've been listening to so much Judas Priest lately. I had always thought some of the songs I had heard were good, but I never really pursued the rest of the discography, and I really wish I had sooner, because this shit is excellent. Robert Halford is a vocalist of legend, but much of the talent that makes the music so good also goes to people like Glenn Tipton and others, because the guitar, drums, backing vocals, along with lyrics and songwriting, it's all so incredibly good.

I wish I had sat down to listen to all of it before.

>> No.6607841

>>6606182
>>6606184
yo it looks like prodeus

>> No.6607876

>>6607696
Italo-disco, synthwave, Belarusian game journos.

>> No.6607881

>>6607696
depends on how easy I find it to focus. best case, anything goes. if I find myself distracted by individual songs or external things, albums that have a somewhat repetitive/hypnotic quality seem to work best.
https://www.youtube.com/watch?v=OT8xJsd29aI
https://www.youtube.com/watch?v=LgebGdQmoCE
https://www.youtube.com/watch?v=HEFZiG_kNLQ

>> No.6607892

>>6607876
>Italo-disco
based

>> No.6607938

>>6607760
>"The F40 got hit. Carma."
Oh snap, got 'im.

Are any of Romero's old Doom Usenet posts preserved? I would love to read some of the exchanges he had and he was supposedly very active on Usenet and IRC interacting with fans.. Sometimes too much, instead of doing work.

I would love to read some of his posts circa 93/94/95 or even better would be IRC logs from that era. Masters of Doom mentions him being on IRC chat with fans alot.

>> No.6608070
File: 338 KB, 1366x768, rocketnest.png [View same] [iqdb] [saucenao] [google]
6608070

>>6606704
>>6606779
OK, I believe I've balanced the level well in every difficulty. There's a couple small twists, but they make good use of the map (I think).
https://drive.google.com/file/d/1J6ZXpJ7NC52I88q8p9DG7PqCgiLBbTMS/view?usp=sharing

>> No.6608192

Some of you should really consider adding custom music to your 2048 submissions.

>> No.6608204

>>6608192
I am to mine. If nobody does, I will hold the organizer at gunpoint and make him add ones where there's none.

>> No.6608207

>>6608192
Dude, I'm sitting on several megabytes worth of midified Russian music from 90s, and believe me, I am picking the most cheesiest of them as soundtrack for my map.

Though if someone wants, I have couple of so nice midis from soundtrack of Mega Drive port of Dune 2, I think they're pretty nice.

>> No.6608218

>>6605921
>>6605973
Ok updated the map, made the Encounter on the blue key less hard, easy difficulty has less ammo.

https://drive.google.com/file/d/13OUwWfZlyIp3IpEheJijc6YCChBxfZpX/view?usp=sharing

>> No.6608225

>>6608207
Slavs can't map

>> No.6608232
File: 24 KB, 200x200, 1385981227078.jpg [View same] [iqdb] [saucenao] [google]
6608232

>>6608225
Someone got filtered by Whitemare, I presume?

>> No.6608236

>>6608225
Slavs make the best maps
Slavs = no bullshit

>> No.6608238

>>6608225
Lainos and Eternal are both objectively very good.

>> No.6608248

>>6608236
>Slavs = no bullshit
Lol

>> No.6608253
File: 8 KB, 62x62, 1480792861294.gif [View same] [iqdb] [saucenao] [google]
6608253

>>6608192
oh yeah, I have a really good track from castlevania that suits my map perfectly, and the map was inspired by the area from the game where it played
On another note, the 2048 limit is really breaking my balls, Im squeezing and shifting shit around just to fit all areas into the limit. I hope it all works out

>> No.6608269
File: 432 KB, 1920x1040, cauldron at 2020.07.17 00-39-36.380 [R2787].jpg [View same] [iqdb] [saucenao] [google]
6608269

>>6604149
>>6604275
https://drive.google.com/file/d/1aT2sCKhsSAO78h2rcYfpt5QsqHZmW9Q1/view?usp=sharing

"Caliginous Cauldron" by Washing Machine Enthusiasts.

This is a release candidate version of cauldron.wad, meaning I'm still open to making further changes but I consider it good enough to be released if no further changes are necessary/recommended.

I've included GOTHICTX in the zip so playtesters don't have to go hunting.

>>6607679
I've moved out the line raising the skellies so they don't raise until you drop into the water. That will prevent anyone getting trapped.

As well as adding some more detail, I've made these changes:
>activating the switches now lowers the switches into the ground as well, so you can't hide behind them
>the yellow door is blocked off behind you so you have to take the long way around (this is necessary for progression anyway, it just stops people from getting confused)
>the central pillars without keys raise to the ceiling near the end of the map to provide LoS blocking for players hanging around to kill archies/cybies

>> No.6608272

>>6608269
>>6570917

This is for 2048 units of /vr/ if it wasn't clear.

>> No.6608361

If my 2048 map is in two halves, is it ok if I move the second half away some distance from the first one, just to make sure you won't hear any possible noise from the first half?

>> No.6608449
File: 972 KB, 1920x1080, skullhom.png [View same] [iqdb] [saucenao] [google]
6608449

>>6608269
Pretty good effort anon. I hate to bust your balls, but when the key pillars lower, it creates a strange effect in the floor due to the lack of textures. Not sure how well it comes across in my screenshot, but it's noticeable during gameplay.

>> No.6608489

>>6604146
i am a fan of this image

it speaks to me

>> No.6608504

>>6605374
Author here, had 2 people report in so far that they couldn't beat it, too hard they say. :(

>> No.6608524

>>6605567
Hey anon do you have a name/handle to follow your art outside of the general?

You've done the Caco bit, this Lost Soul bit, and that's it right?

>> No.6608582

I forgot how bullshit the final part of They Hunger is.
>twoback to back bossfights
>stuck in a tiny helicopter with only one medkit and no ammo
>nothing in between the bossfights to give you ammo and health back.
>both bosses are insane bullet sponges

>> No.6608585

>>6607693
Yeah, it's harder to see the switch with textures on. I wanted to make it pretty early in the level so you don't just brute force the spiders with the shotgun, but making the starting area more of a clusterfuck might make the telefrag more important.

>> No.6608592
File: 74 KB, 320x200, TITLEPIC.jpg [View same] [iqdb] [saucenao] [google]
6608592

>>6607465
WTF am I looking at

>> No.6608618

>>6608236
Slavs=slaves

>> No.6608627

>>6608618
Well good thing I'm Russian and therefore is Finno-Ugric and not actually a Slav, according to other Slavs.

>> No.6608645

>>6608627
You're a fucking Slav bro

>> No.6608709

>>6608627
https://invidio.us/2WPIPlG_CvM

>> No.6608731

>>6608592
I forgot to load the textures wad with the map prototype so almost all the textures load up with that checkerboard pattern.

Unless you're talking about the player skin, she was ported over from Quake ii and is just cosmetic.

>> No.6608793
File: 121 KB, 600x480, 1408104408_2011437473.jpg [View same] [iqdb] [saucenao] [google]
6608793

>>6608709
So this is the fabled "Russian Doomer Music" that I always refused to check out? Same stuff that plays in marshrutkas and crappy Ministry of Culture-funded comedies? Though I got to admit, one of those tracks is already used in one of my unfinished projects.

>> No.6608802

>>6608627
gib back karelia

>> No.6608830
File: 52 KB, 761x316, 1594872242480.png [View same] [iqdb] [saucenao] [google]
6608830

Reminder

>> No.6608848

>>6608830
t. never won a tourney

>> No.6608851

>>6608830
what made that idiot think CS was meant to be a a twitch shooter?

>> No.6608865

>>6608830
Go play MOBAs, Alf.

>> No.6608884
File: 9 KB, 63x106, MARANAX INFIRMUX.gif [View same] [iqdb] [saucenao] [google]
6608884

Is there a way that I can generate an autoexec.cfg for GZDoom, or make a my settings go from game specific to global settings in the .ini? I'm new to this and I'm trying to play Doom for the first time.

>> No.6609009
File: 16 KB, 400x300, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
6609009

>>6608884
>Is there a way that I can generate an autoexec.cfg
Create a new text document, rename it autoexec.cfg. Not sure why you would need one. I have one for Adventures of Square - for some reason, I can't bind crouch/swim down and jump/swim up to the same keys in GZDoom, so some anon gave a code to put in autoexec to do it for me

>make a my settings go from game specific to global settings
It should automatically do that. I have two versions of GZDoom in separate folders so that I don't have to always change my settings whenever I switch from one to the other - though I don't even use GZDoom for anything non-Adventures of Square related these days anyway

>I'm new to this and I'm trying to play Doom for the first time.
Here are some old posts that I posted a few threads ago to help some other newfag out >>6592604 >>6592635 >>6592663 >>6593803 >>6593818
>>6593904

>> No.6609012

>>6609009
whenever I switch from game one to another*

>> No.6609030

>>6608585
I would make the switch stay on if you know what I mean. Becuase the light turns off it gives the impression it's a temporary switch like the blue sphere
secret switch in that same area. If it stays on permanently like the lion buttons then you know you've opened something permanent.

I ran around for 5 minutes looking for a door or something. I thought that little foot hole the water drops down maybe opened up or something.

>> No.6609070
File: 157 KB, 986x787, 1234.png [View same] [iqdb] [saucenao] [google]
6609070

Vanilla shotgun really bothers me. It's looks like the barrel is square-edged. How can I fix it?

>> No.6609073

>>6609070
By curbing your autism.

>> No.6609074

>>6608225
Void & Rainbow mapper sends his regards

>> No.6609078

>>6609073
That I cannot do.

>> No.6609084
File: 1.41 MB, 1366x768, controller thumb.png [View same] [iqdb] [saucenao] [google]
6609084

>>6609009
>>6609012
Thank you, anon

>> No.6609101

>>6609030
Noted, I'll have to use a generalized action since the only predefined shootable door switch action in Boom causes that effect where it turns off after shooting. Thanks for the advice.

>> No.6609123
File: 2 KB, 360x293, 8.png [View same] [iqdb] [saucenao] [google]
6609123

you ever realize your map is shit halfway through making it? just asking.

>> No.6609125

>>6609123
My very first one was just poorly conceived, but otherwise, not really. I once realized I don't actually like the core idea of my map and cut it short but it was still passable.

>> No.6609159

>>6609123
For me it was more about realizing that going from a STARTAN box to a fun and detailed level is a shit ton of work. Stuff you implement early on can be a pain to replace, and sometimes ideas are hard to abandon even if it would make the map better.

>> No.6609169
File: 484 KB, 993x703, temp6.png [View same] [iqdb] [saucenao] [google]
6609169

dailydose.wad

>> No.6609190

>>6609169
thanks doc

>> No.6609204

Should I balance my submission around continuous play (i.e. pistol start = barely beatable on UV) or pistol start?

>> No.6609209

>>6609204
Pistol start.

>> No.6609215

>>6609204
Always balance your map so that it's beatable from pistol start.

>> No.6609242

So I'm playing through Doom II with Guncaster Vindicated, and I'm loving except for one thing: WHY WAS THE BFG NERFED SO BADLY?!?!?! The Rail Gun is so much more powerful than the BFG that I feel embarrassed for it. The BFG is so ineffectual against bosses that it's not even worth wasting the ammo on them. I can fire a very well-aimed BFG blast on a boss with a big health bar and just sit back and watch their health bar slowly tick down and not even take out a quarter of their health, but then whip out the Rail Gun and one-hit kill them... WTF?!

>> No.6609260
File: 49 KB, 1178x586, Annotation 2020-07-16 165347.png [View same] [iqdb] [saucenao] [google]
6609260

Is this bad? I haven't mapped in a while and I don't really know that much about how node building works but this doesn't look right

>> No.6609275

>>6609260
I pretty much don't pay attention to that at all. Unless your map starts acting weird, or you're having serious performance problems, don't worry.

>> No.6609286

>>6606472
I bet Phobos was the betrayer in nuDoom.

>> No.6609334

>>6609286
phobos seems to be black, though
he's also betrayed, not betrayer with an r

>> No.6609349

>>6609334
Yes, Phobos is black and is the one who was betrayed, probably because he's a nigger in knock off Doomguy armor

>> No.6609381

Just saw this today, never played Project Brutality, not a huge fan of Brutal Doom in general but I fucking love these enemy sprite variants... Are these standard in Project Brutality? Is it all I need for them or is that an additional mod of some kind?

https://youtu.be/b3oHbGLxFqE

>> No.6609417

>>6609381
how many mods ever managed to change that sequence from doom 2?

>> No.6609423

>>6609381
good lord, the performance is atrocious

>> No.6609442

>>6609423
Yeah I just like the sprites. Looks like the dude explained how he created the video in the details but I just wanna use those monsters. I love stuff like that that feels like it expands the lore/world without feeling out of place

>> No.6609460

>>6608582
I don’t remember if I’ve ever even sat down to play and finish TH, all my memories of it are nightmarish experiences in Hardcore Anti-rush servers

>> No.6609465

Any doom mods where I can play as a police officer

>> No.6609481

>>6609423
it's possible that the poor performance is due to video recording
t. someone whose game runs just fine but gets low framerate when recording videos

>> No.6609482

>>6609465
In the current sociopolitical climate...unlikely, since all modders are leftists or trannies.

>> No.6609485

>>6609465
https://www.youtube.com/watch?v=SskZh86BLiw&feature=emb_title

>> No.6609509

>>6609482
You should totally stick it to them by developing a cop mod, y'kno, to own the libs

>> No.6609514

>>6609482
This.The basedgods are busy working on vanilla Doom 2 levels.

>> No.6609518

>>6609514
Hey don't confuse vanilla map-making with being a retard, let's not go there.

>> No.6609519

>>6609518
What's "being a retard" to you, here?

>> No.6609539

>>6609485
He is a Robert
He is a Cop
He is the Robert cop

>> No.6609547

The plasma soldiers in that koopa was is fucking great and such a simple great idea and addition to the base enemy roster.

>> No.6609549

>>6608449
Thanks, I'll see if I can fix that with dummy sectors - clearly the fake floor is messing things up when I use the normal floor as the target.

>> No.6609552

>>6609485
Feels a bit...raw in places.

>> No.6609569 [DELETED] 

>>6609539
he plays cops and roberts

>> No.6609572

I tried changing from Quakespasm to QSS and it seems to work great but for some reason it doesn't start a new game through the menu, did I do anything wrong? I can start with the console and save/load properly but I'm curious why it doesn't work.

>> No.6609596

>>6609539
he plays cops and roberts

>> No.6609631

>>6609204
Strict continuous balance only works if you know exactly what the map order is going to be, what the maps previous to yours will include and design accordingly, which can be a fair bit of work, especially in community projects where changes made by others can easily throw your balancing efforts off.
Also, being just barely beatable on pistol start isn't guaranteed when balancing for strict continuous. Can just as easily result in a map so dependent on resources from previous levels, that there's nowhere near enough for pistol starts to even be possible anymore.
Better to just balance for pistol starts. Much easier, as it allows you to focus on just looking at your own map, and has the added bonus and making it far more replayable for people who like to warp/idclev to specific levels.

>> No.6609706

the pyropork from realm667 is fun

>> No.6609757 [SPOILER] 
File: 8 KB, 363x300, 1594945248039.png [View same] [iqdb] [saucenao] [google]
6609757

>>6609009
Episode 3 when? Damn it.

>> No.6609901

>>6609631
One bit of advice I heard is to balance UV around pistol start with all secrets found. That way it will also be balanced around UV continuous with no secrets. So long as you balance HMP around pistol start with no secrets, everyone has a way to play.

>> No.6610114

>>6609901
I'm new to mapping but the idea of balancing to rely on secrets sounds unfair to me

>> No.6610168

>>6606414
That's my wife.

>> No.6610173
File: 52 KB, 797x332, paul steed orbb.png [View same] [iqdb] [saucenao] [google]
6610173

>>6606465

>> No.6610181

>>6610173
>carmack shuts down when something truly illogical exists within his software

>> No.6610187

>bored
>open map I last fiddled with in January
>realize I have no idea where I was going with it and now I've forgotten what was even done already

>> No.6610224
File: 32 KB, 769x217, IMG_20191222_212758.jpg [View same] [iqdb] [saucenao] [google]
6610224

>>6609123
Same here, but even worse is half way through I realized the more modern method is using UDMF format instead of Hexen format. Sure I'm glad I can now move my floor and ceiling textures but all that work wasted.

>> No.6610225

>>6610114
You don't have to play on UV. It should be a challenge, not the default. I know that's not a commonly held opinion, but I personally try to break away from the mentality of every map needing to be UV maxable blind. The tradeoff is of course that some or most players will never see all of your map, so you have to be ok with that.

>> No.6610229

>>6606435
Incorrectly.

>> No.6610349
File: 571 KB, 704x491, IMG-854.png [View same] [iqdb] [saucenao] [google]
6610349

Doom related spooks?
>All wads are personalized
>Icon of Sin but he real
>lost Columbine wads
>Ghoul's Forest guro snapshots
>John Carmack's lost son with a cosplayer (do not look up)

>> No.6610365

>>6610349
The unsolved mystery of Adrian Romero.

>> No.6610396

>>6610349
>TNT: MAP31, can be completed legitimately without the patch
>Brutal Doom is fun
>Doom is 2D
>Doom 2016 really was made by Croteam

>> No.6610456

>>6604149
>>6604275
>>6570917

Revised to fix this bug>>6608449
Also changed one of the secrets to be "find the door based on the sound you heard before it shuts" instead of "find the slightly different texture in the dark".

https://drive.google.com/file/d/1aT2sCKhsSAO78h2rcYfpt5QsqHZmW9Q1/view?usp=sharing

As before, "Caliginous Cauldron" by Washing Machine Enthusiasts for 2048 units of /vr/. Recommended par time (if you're including that in the megawad) is 4 mins.

>> No.6610580

>>6610396
>TNT: MAP31, can be completed legitimately without the patch
I was too lazy to redo the level with the patch, so I just looked up how to glitch it by standing in that one specific spot. I never bothered to figure out how that worked.

>> No.6610614

>>6610580
>I was too lazy to redo the level with the patch, so I just looked up how to glitch it by standing in that one specific spot. I never bothered to figure out how that worked.
Switches are actually lines that extend infinitely vertically. You don't actually need to see the button to press it, as long as you got line of sight on those coordinates at all. You can experience the same thing in the side room in Entryway.

>> No.6610625

>>6610614
Oh yeah. I do that Entryway thing all the time, I just forgot that the trick is applied to TNT31, since I haven't touched it in forever. All I remember is staring at a giant gray chair and shuffling side to side while spamming use.

>> No.6610682

>>6604774
just let me have my summer break

>> No.6610684

>>6610682
We've had a corona break instead for half of the year already.

>> No.6610686

>>6610684
You think I haven't worked my ass off every day for the past seven months already?

>> No.6610721

>>6610686
we all did
summer breaks are for kids

>> No.6610723

>>6610721
if you had to handle the heat in Spain you wouldn't be saying that

>> No.6610741

>>6610349
Unironically rootpain.wad been trying to find the original, then the 2nd upload. Can't get either anymore all links are dead.

>> No.6610768
File: 2.92 MB, 640x360, Minotaur Stronk.webm [View same] [iqdb] [saucenao] [google]
6610768

Revisiting my Maulotaur upgrade, decided he needs a few more degrees of fuck you added. Might scale him back just a bit.

>> No.6610841

>>6610723
Where I am now it's quite a few degrees hotter.

>> No.6610847

>>6610768
that rapid fire claw looks too weird animation-wise. Frame reducing look fine for chaingun, but not for this.
Maybe change that weapon entirely? There are some nice assets on Resources forums on ZDoom.
Maybe an ice staff of some kind?

Another thing - Maulotaur launched fireballs while player was in the air, butlaunched directly at player.
Maybe make it lounch fireballs towards where player would be when they'd hit? Would take a bit of math, but I think something like that (the shot prediction) was also on the forums

>> No.6610904

>>6610847
The weapons mod is a few years old, and is specifically focused on Heretic's weapons. Don't have any plans to replace any of the weapons in it, though animation overhauls are something that I have been working on over the years, and the Dragon Claw is certainly one of them.

As for the projectiles, that is somewhat by design: The fireballs detonate and spray embers everywhere on contact, so if they end up going over the players head and hit a wall behind them, its still plenty dangerous. Part of why I don't want to use predictive tracking is because it would make a volley of 5 fireballs considerably more impossible to strafe around. that said, I HAVE considered having him go straight into the groundfire after knocking the player away to both prevent the normal fireballs and create a situation thats very difficult to dodge, but I havent quite decided yet. Might make it an optional CVAR.

>> No.6610968

Playthrough video of map17 of 300 minutes of /vr/ is up.
https://www.youtube.com/watch?v=GTHIVu_YcPo

>> No.6610970

>>6610349
>Plutonia was actually made by Shawn Green
>Bloodite Krypto didn't actually cheat, Zero Master accused him just out of jealousy
>Carmack's illegal experimental Ferrari models
>Doom was actually stolen from Apogee
>The Romero apparition

>> No.6611037

>>6610349
>Ghost monsters
>Events of Doom II actually happened
>Doom 1992 build
>MAP09 negative emotional aura
>Hanging corpses based on real photos
>WALL03_3
>E4M3 torch secret is possible
>Voodoo doll consciousness

>> No.6611038

>>6611037
What's that with map09?

>> No.6611063

>>6611037
>Hanging corpses based on real photos
If I recall correctly, Adrian Carmack worked in hospital and the gore sprites are based on the stuff he saw there. Like that impaled human is from his recollection of some farmer who got impaled in the crotch with metal rod or something.

>> No.6611067

>>6607696
lots of stuff but heres some mandatory listening.
a band called hexen made an album that's a tribute to a bunch of id tech 1 games and maybe a mod or two.

https://youtu.be/uziodGpdaew

>> No.6611180
File: 714 KB, 1920x1080, q2_0003.jpg [View same] [iqdb] [saucenao] [google]
6611180

>>6605970
If Only someone could make one for Q2 Using some of Doom 3's tilesets, Q1 AD stuff and Q4.
We need to do something new that isnt Q1 or D2 all time til the point of repetitive boredom.

Q2 in my opinion would go like this
>Underground cave facility With Q1 monsters, Strogg Slipgate experiment with Death Knights and Berserkers
>Space Station Hub, Metroid Fusion Style.
>Ancient castle, Strogg using time machines(A Mod exists for it, i just forgot the name)
>Forest Maps, Oblivion has the Strogg Spider models from Q2PSX port with better model textures https://www.moddb.com/mods/turoktirol/downloads/oblivion1

>> No.6611205

>>6611067
>A base on mars; the most desolate place,
Fuck off, it's not on Mars.

>> No.6611206
File: 43 KB, 820x820, 1593699158950.jpg [View same] [iqdb] [saucenao] [google]
6611206

>>6611037
>>6610970
>>6610349
I'm surprised none of you have mentioned one of the genuinely spooky things instead of making stuff up

https://doomwiki.org/wiki/Ghost_monster#All-ghosts_effect
https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/intoverf

>> No.6611208

>>6611206
And from the URL name, no it's not just ghost monsters. It's *everything* becomes a ghost, including you. Intercept overflow is the final spook pill.

>> No.6611212

>>6605295
This sounds like a QC:DE ripoff.

>> No.6611226
File: 208 KB, 971x1003, 4ce.jpg [View same] [iqdb] [saucenao] [google]
6611226

>>6605295
Add Samus in it and samsara will be great

>> No.6611231

Does Boom format have some sort of limit on how many light effects you can have in a map or something?

>> No.6611237

>>6611226
But Seamus Arirang is a lot taller than the guy of doom?

>> No.6611243

>>6611237
She's 1,90.

>> No.6611310
File: 268 KB, 1154x752, Безымянный.png [View same] [iqdb] [saucenao] [google]
6611310

Okay, my submission is more or less ready. I'm going to run it past my producer, then I upload it here for testing, and after fixing it according to feedback I will implement difficulty levels and upload a final version. Sorry for not showing too much of it, there's a twist of sorts and I don't want to spoil it.

>> No.6611381
File: 3.01 MB, 2000x2693, doom_iceberg_wip.png [View same] [iqdb] [saucenao] [google]
6611381

>>6610349
>>6610365
>>6610396
>>6610741
>>6610970
>>6611037
I need some images and more crackpot junk to add.

>> No.6611391

>>6611206
Plutonia is made by Shawn Green one is actually based on an old rumor that Shawn Green helped the Casali brothers in creating Plutonia.

https://www.doomworld.com/files/file/6842--/

>> No.6611412

>>6611310
>run it past my producer

>> No.6611415

>>6611381
>Doom is 2D
>Doom is 3D
>in same block

>> No.6611416

>>6611391
A very ridiculous rumor.

>> No.6611417

>>6610741
>>6611381
>rootpain.wad
>impencse.wad
what are these

And what the fuck is the "Carmack Reverse", the "Romero Apparition", and the "FIREBLU negative emotional aura"?

>> No.6611421

>>6610349
Take your meds

>> No.6611425

>>6610768
What's with the 3D models

>> No.6611435

>>6611425
They're voxels that were made by Reikall, the dude is a genius with that shit. He's got a few packs for different iwads on the zdoom forums.

>> No.6611451
File: 759 KB, 444x603, doomscream.png [View same] [iqdb] [saucenao] [google]
6611451

>>6611381
>Chaingunners atop Mt. Everest
>Doomguy was a zombie the entire time
>Doom is still installed on more computers than windows
>Doom used for military recruitment
>Subliminal Mormon propaganda in Sandy Peterson's maps

>> No.6611457

>>6611381
Hidden chaingunner at the bottom of the iceberg

>> No.6611473

>>6611381
Also don't forget:
>Doomguy kills himself to reach Hell
>Hanging sprite based on Mussolini
>Brutal Doom gore sprites based on real gore images

>> No.6611474

>>6611381
>Microsoft predicted Columbine
Basically in the promo which births "Don't interrupt me" Bill Gates is seen wearing a black trenchcoat, holding a shotgun

>> No.6611475

>>6611226
Zandrewnum set a limit for himself, the limit is 90s-2000. The only exception for this rule is Shelly

>> No.6611485

>>6611435
>voxels
>doubt
probably still just 3D models but directly modeled from the pixel art

>> No.6611504
File: 606 KB, 1920x1080, reikall sent.png [View same] [iqdb] [saucenao] [google]
6611504

>>6611485
I mean, you're welcome to believe whatever you want, anon. You could always check out his gallery, or even try them out yourself, of course.

>> No.6611506

>>6611474
unlikely. trenchcoats were pretty popular among certain groups of high school students long before the events of Columbine.

>> No.6611514

>>6611504
Do the ports even have support for proper voxels

>> No.6611526

>>6604275
https://www.dropbox.com/s/olvdzn044iq4cf9/30DaysInTheCoolerForTalking.wad?dl=0

"30 Days In The Cooler For Talking" by A2Rob

Midi is "Escape Velocity" by James Paddock

Boom format

>> No.6611562

>>6611417
>rootpain.wad
over the top horror wad by the guy who made solace dreams

>impencse.wad
imp encounter. source of the impse gif

>> No.6611570

>>6611562
>over the top horror wad
intriguing. As in something else than just OOGABOOGA jump scares or?

>> No.6611571

>>6611526
Solid stuff, dude.

>> No.6611582

>>6611570
The premise of the mod is that you abort him

>> No.6611585

>>6611582
Huh. Any more info about this? I presume from what was said above there's no download link

>> No.6611589

>>6611381
>boa real nazi summoning runes
>the realm667 conspiracy
>mancubus creation
>the real eric harris wads
>doom eternal is a prequel to quake
>adrian romero

>> No.6611596

>>6611585
just look up rootpain it's on the zdoom forums somewhere

>> No.6611601
File: 51 KB, 1327x583, zygo.png [View same] [iqdb] [saucenao] [google]
6611601

>>6611570
>>6611585

>> No.6611609

>>6606434
Klesk was my favorite fight in all of Q3. A 1v1 sniper battle with a demon on a bridge. (according to this I guess hes an alien?)

>>6606461
Orb, this absolute piece of shit right here. On nightmare he would regularly dominate the FFAs, hoarding the shotgun and just being an all around dick

>> No.6611624

>>6611562
wasn't rootpain hated for some reason?

>> No.6611626

>>6611381
The North-Eastern Bias (wallrunning)
Hall of Mirrors is the physical manifestation of time dilation
First void glide performed by Usian Bolt
Tag 999 in shareware Doom
Operation Body Count's enemy sprites appearing in Doom first

>> No.6611629

>>6610741
https://www.wad-archive.com/wad/a47becfe9ed17dc97c7dc89aea05e65f

>> No.6611630

>>6611417
>what are these
If you have to ask, you can't afford it

>> No.6611634

>>6611381
>archvile texture in doom 1
what? like the whole sprite?

>> No.6611637

>>6611624
Rootpain was hated because the current doom community is full of total pussies who would have more than likely been a part of the anti-doom puritanical crowd had they been born earlier than 2000.

>> No.6611638

>>6611624
>gay af premise
>le scary crashes your game monster

>> No.6611639

>>6611637
Hello Zygo.

>> No.6611641

>>6611634
One of the textures is a bas-relief of archvile head.

>> No.6611645

here's the original rootpain thread for anyone interested
https://forum.zdoom.org/viewtopic.php?f=45&t=36738

>> No.6611646
File: 21 KB, 256x128, 1568269665698.png [View same] [iqdb] [saucenao] [google]
6611646

>>6611634
>>6611634

>> No.6611649

>>6611639
You don't have to be Zygo himself to notice the complete 180 that's happened within the wad community.

>> No.6611650

>>6611646
reality vs tinder pic

>> No.6611651

>>6611381
Some of these are pretty funny but as it gets deeper it becomes mostly cheese creepypasta-level shit you made up.

>> No.6611657

>>6611381
>The AI learns as you play
>Quake is in the Doom universe
>Hitscan lost soul still in the final release

>> No.6611658

>>6611596
>>6611649
>>6611639
>>6611637
>>6611624
>>6611562
>>6611629
>rootpain.wad
>Considered creepy/disturbing
A WAD where you perform the abortion of the author is really not that big a deal. Not sure what all the fuzz is about. I'm sure many of you fuckers that think it's tasteless wouldn't bat an eyelash at /pol/.wad

>> No.6611661

>>6611649
Sure, but Rootpain was disliked for genuinely good reasons.

>> No.6611664

>>6611381
Needs the ghost pain elemental somewhere.
https://www.youtube.com/watch?v=YaSjZzYokVs

>> No.6611665

>>6611657
(i forgot this one, woops)
>SSG in Doom 1

>> No.6611667

>>6611661
>genuinely good reasons
such as? Muh abortion bad?

>> No.6611689

>>6611667
being stupid and pointless and attention whoring

>> No.6611690

>>6611661
>Rootpain was disliked for genuinely good reasons.
Genuinely good reasons like it hurts my fee fees? Shut the fuck up.

>> No.6611691
File: 21 KB, 579x468, Безымянный.png [View same] [iqdb] [saucenao] [google]
6611691

>>6611657
>>6611381
Speaking of lost souls.

>> No.6611694

>>6611691
i forgot that's an option, why is that there

>> No.6611697

>>6611658
The only reason I want it is for archival purposes because these fucking idiots constantly make wads unavailable when it offends their sensibilities. I was already aware of the wadarchive link. Both download links time out.

>> No.6611703

>>6611381
Here's another good one
>Collectibles are still in the final game

>> No.6611705

>>6611646
i never registered that as an archvile

>> No.6611708

>>6611689
Don't pay attention to it then faggot. Don't have to make it totally unavailable to the public in some puritanical fit.

>> No.6611712

>>6611381
>Carmack created the matrix
>Doomguy is dead

>> No.6611716

>>6611697
For real? I just downloaded it from there (for the same reasons as you) with no issue. Here's a mirror:
https://files.catbox.moe/078ba0.wad

>> No.6611718

>>6611667
>>6611690
>>6611601

>> No.6611723

>>6611708
I don't think it should be banned from archives, but I also don't think it's worth defending either.

>> No.6611726

>>6611697
Speaking of unavailable wads, does anyone still have the attack on UCA? Related thread: https://forum.zdoom.org/viewtopic.php?f=61&t=68848

>> No.6611728

>>6611381
>Carmack and Romero is a single person
It makes sense, Daikatana was delayed so much because Carmack was actively working at id, and we don't hear too much about Carmack these days because Romero is active right now.

>> No.6611735

>>6611723
First they came for the columbine wads, and I did not speak out—
Because I found them distasteful.

Then they came for rootpain.wad, and I did not speak out—
Because I found it distasteful.

Then they came for Mark IV, and I did not speak out—
Because I didn't like him.

Then they came for me—and there was no one left to speak for me.

>> No.6611746

>>6611716
What the fuck. Unable to download this, Chrome calls it malware and prevents the download. If I get it of edge I get the same shit from defender.

>> No.6611748

>>6611735
Zygo being a faggot is the hill you want to die on? Again, I'll defend his right to make it and publish it, but just as well I will defend mine and everyone else's rights to call him a pussy faggot.

>> No.6611751

>>6611735
Didn't Mark create a script to make BD and PB incompatible that was fucking up computers? I like the dude but even I think that's fucked

>> No.6611760

>>6611748
Nobody in the community is calling him a pussy or a faggot you fucking retard. If you were to call anyone a pussy, or a faggot, you'd get dogpiled to shit and banned. These people are throwing a fit because they found somebody's wad offensive. They are the pussies in this situation. You're picking a side that doesn't fucking exist just to be a faggy little contrarian.

>> No.6611763

>>6611751
It wasn't fucking up computers. It just crashed certain ports. People will make a mountain out of a molehill when it comes to anything that's gotta do with Mark. In these people's eyes he's the literal incarnation of Adolph Hitler come to personally attack them and prevent their existence.

>> No.6611767

>>6611760
>Nobody in the community is calling him a pussy or a faggot
I am, and the guy in the screencap is calling him a pussy faggot. Is this not its own part of the community?

>You're picking a side that doesn't fucking exist just to be a faggy little contrarian.
As long as we're putting words in each others mouths, are you saying that there's only two possible positions, disliking Rootpain and wanting it banned, and loving Rootpain and thinking it shouldn't be banned?
What if I told you that I think it's faggot garbage that should still be preserved if there's people who think it has merit, even if it's only retards like you?

>> No.6611779

>>6611763
Yeah that makes sense, seems to be a lot of asshurt surrounding the dude

>> No.6611783

>>6611760
>thinking "I wish I was dead" or "everyone should die" is gay trains of thought is a contrarian opinion

>> No.6611792

>>6611767
We're a small subset of the current community and don't even have the ability to host wads. More than half the wads linked in the OPs to these threads have dead links. The two possible positions are, not wanting any wads to be banned, and wanting a totally sterilized and moderated community. You said "I don't think it should be banned from archives, but I also don't think it's worth defending either." this implies that you don't care if these people took this wad away. It is worth defending. I don't care what the guy's opinions are. I don't care if he's a faggot or not. I will defend his right to put out community content as he sees fit.

>> No.6611796

>>6611760
This. Doomworld and ZDoom don't like people that don't abide to their progressist world views.

>> No.6611801

>>6611792
>this implies that you don't care if these people took this wad away
If you're aggressively autistic, which seems to be the case.

>> No.6611805

>>6611783
>I hate (x) and will actively participate in the campaign smearing (x) as wrong but I don't think it should be banned that's too far
le ebin centrist is a contrarian opinion that means nothing. You're a fag.

>> No.6611809

>>6611805
Anon, all I did was say that I thought it was garbage, I'm very sorry that you failed to understand that, maybe one day they will discover medication which can help you with your debilitating aspergers.

>> No.6611816

>>6611801
Maybe learn how to speak fucking English then retard. The post should have ended with "I don't think it should be banned from archives." No buts. Anyone who has to add "but" at the end of any of his points is a spineless faggot that is unable to actually assert himself.

>> No.6611819
File: 19 KB, 540x237, autism level.jpg [View same] [iqdb] [saucenao] [google]
6611819

>>6611816

>> No.6611821

>>6611816
I think it's time to give 4chan a break, son.

>> No.6611824

>>6611816
I agree but you're also a faggot

>> No.6611832

>>6611801
>>6611809
>>6611819
>Um sweaty, you're autistic, did you know you have autism? That's literally autistic.
>posts on most autistic place on the internet

>> No.6611835

>>6611832
I see that you're not denying it.

>> No.6611842

>>6611835
It's literally a meaningless insult here you fucking newfag. "erm are you like autistic" is the go-to normie insult.

>> No.6611847

>>6611824
Good. Nobody cares.

>> No.6611853

POST DOOM YOU FUCKING FAGGOTS NOT WHATEVER THIS SHIT IS

>> No.6611857
File: 132 KB, 640x480, 1591075931337.gif [View same] [iqdb] [saucenao] [google]
6611857

>>6611853

>> No.6611873
File: 590 KB, 954x870, suspiral.png [View same] [iqdb] [saucenao] [google]
6611873

>>6604275
Here is the first release candidate of my level called "Suspiral" by 'punch you in the face man'. Difficulties are finally implemented and it has more variety overall. Will probably update one more time since there's a bit more tweaking I can do but this is basically final.
http://www.mediafire.com/file/0i4k32ryargy1v5/suspiral.wad/file

>> No.6611883

Will switch textures not actually switch if there's a switch texture above it on the same linedef?

>> No.6611901

>>6611883
Just made a test map and that seems to be the case, both textures just remained static even though the switch is still functional.

>> No.6611903

>>6611705
from what i heard
they thought of a "medic" demon at some point, then the archvile model was made in 2
then adrian made a subtle edit to include the face tubes
i think even romero confirmed it was the archvile

>> No.6611905

>>6611901
Interesting. I've never heard of it before, but I guess most people don't attempt it, or if they do they just change it, like I just did.

>> No.6611970

>>6611853

Let's play, we're gonna have a lot of fun

https://www.youtube.com/watch?v=8K0oeM0wHeY

>> No.6611989
File: 613 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
6611989

>>6611526
Good job, anon. Only two criticisms: I see the level has no difficulty settings; the level is too easy for UV, so add slightly more monsters for skill 3, and make it even harder for skill 4. Don't just add another arch-vile for skill 4; that's lazy. There are lots of rockets, so maybe a baron where the arch-vile teleport destination is could be really dangerous. And second, I think the textures are kind of ugly and all over the place. Maybe replace the brown with grey stone like the rest. And make the floor darker, and remove the water, and add some torches and the fancy gothicx stained glass windows every now and then
Demo: https://doomshack.org/uploads/30days-blindrun.lmp

>> No.6611993
File: 3.90 MB, 1579x2782, 1593928467691.png [View same] [iqdb] [saucenao] [google]
6611993

>>6611381
This whole "Mario creepypasta but we ironically take it serious" thing is goofy, but I think these iceberg charts for games have potential, especially when what's listed are obscure and actually real facets of a game's development or community, instead of the cliche "game evil and ghost real"

>> No.6612013

>>6611993
That said, there are a few things from the alpha builds you can throw onto your chart for a laugh, like the playing cards table texture, the hanging corpse decorations being resprited to look less realistic, or the cacodemons in the Doom Bible being referred to as flying pumpkins.

>> No.6612032

>>6611381
Smashing Pumpkins Into Small Piles Of Putrid Debris

>> No.6612045

>>6604149
what's up gu
>2048 Units of /vr/
>-Deadline for submission will be on Sunday the 19th, 2020
I just want to regain control of my life

>> No.6612059

Oh well, I've been busy and sick this entire week, I'll make 2048 units map tomorrow and pretend it was always meant to be a speedmap, lol.

>> No.6612070

>>6611746
It gave me a malware popup when I DL'd it from wadarchive too, but Chrome let me bypass it on the downloads tab. I even checked the files with SLADE because I'm paranoid and it's legit. Could try it on Firefox/smartphone or something but I'll try zipping it and see if it makes any difference:
https://files.catbox.moe/5gautg.zip

>> No.6612078

>>6612070
>malware
>contained in a wad file
>wad that is a virus
ok

>> No.6612086

>>6612078
Wads are file archives dipshit.

>> No.6612098

>>6612086
ok but they're not like, zip archives you can open

you need special software to open it and gzdoom cant read garbage data, i doubt slade could either

>> No.6612105

>>6612078
I know it doesn't make much sense but better safe than sorry, considering I don't know much about what ZScript can do and I don't want to be lostboy'd.

>> No.6612108

>>6612045
Maybe the deadline will extend a bit. I decided to start hammering out a second map a couple days ago and it's almost finished.

>> No.6612110

>>6612070
Finally tried it an none of the weapons spawn on any engines.

>> No.6612118

>>6612108
don't cry for me, I'm already dead

>> No.6612143

>>6611381
Dunno if anon is still around but here's some other stuff
>the tei-tenga incident
>bfg damage calcuations
>repercussions of evil was based off the original doom 3 script
>triad/nazi connection
>hell levels in wolfenstein 3d
>7869.wad

>> No.6612149

>>6612143
>repercussions of evil was based off the original doom 3 script
This sounds stupid enough to be true

>> No.6612164
File: 850 KB, 1920x1076, DOOM0015.png [View same] [iqdb] [saucenao] [google]
6612164

Base Ganymede is such a comfy wad. I don't make maps, but when I do, I'm gonna learn from these maps: the long levels are linear enough so you never get lost, but non-linear enough so that you have numerous options on where to go and it doesn't feel like a corridor-shooter.

>> No.6612323
File: 1.23 MB, 683x787, nsg.png [View same] [iqdb] [saucenao] [google]
6612323

>>6611381

>> No.6612335

>>6611624
>>6611658
>>6611661
>>6611667
>>6611690
so this wad is basically just the giygas boss fight from earthbound? and that was enough to cause all this drama?

>> No.6612338

>>6612335
TL;DR the creator suffered from terminal asshurt and made an edgy mini wad where you abort him and then his fetus forms, touches you, the game says FETUS and hard crashes.

>> No.6612343

>>6612335
You shoot a couple ovaries and blast a fetus with a chaingun. The one linked in the thread is weird and has no weapons.

>> No.6612350

>>6612335
I think the ZDoom Forum crowd was upset that you were shooting a woman's ovaries. I think it was just low effort, and edge without any calories, so to say. Also, Giygas isn't a fetus and you're not aborting him, that's hearsay.

>> No.6612356

>>6612350
If you put effort into edge it actually loses all it's edge.

>> No.6612358

>>6612350
>>6612356
It's more of a pizza cutter than anything: All edge, no point.

>> No.6612369

>>6612343
IIRC it didn't really work properly when he released it, or it only worked with one version of GzDoom, something like that.

>>6612356
I don't agree, I think edge can have a point (haha), I also think edge can be excused by being very self-aware and tongue in cheek. Rootpain I think is the kind of pretentious and juvenile edge that isn't self-aware at all, and thinks that it's poignant, when it's very much not.

Edge is a bit like violence, it's not bad inherently, it depends on the context.

>> No.6612389
File: 210 KB, 800x600, mutherfuckerswhomadedoom.png [View same] [iqdb] [saucenao] [google]
6612389

>>6611381

>> No.6612393
File: 1.09 MB, 1920x1080, doom.png [View same] [iqdb] [saucenao] [google]
6612393

>>6612358
>>6612369
If it has a point it's fucking stupid. Juvenile edge is the only good kind of edge because it's actually legitimate and not some ironic tryhard shit. If you go out trying to make something ironically edgy you've failed out the gate.

>> No.6612397

>>6612393
some stories can be interesting and great while still shocking and disturbing
not everything has to be this unironically cringy 2 babies 1 fox mess that shows how insane someone is
harlal ellison would be disappointed with you

>> No.6612401

>>6612397
>2 babies 1 fox
>degenerate furry shit
>edgy

>> No.6612403
File: 44 KB, 194x256, quality.png [View same] [iqdb] [saucenao] [google]
6612403

>>6611381
>Brutal Doom is vanilla Doom from an alternate universe where 90's PC technology was far more advanced, comparable to early 2010's PC tech from this universe
>vanilla Doom from this universe is also in the alternate one BD came from, but as a downgrade mod for Doom by a lone Brazillian savant whose skills are greatly unrecognized in his universe's society, also "downgrade mods" are a common thing in his universe, but they're similar to "retro indie pixel art games" from this universe in terms of overall reception (i.e. they're seen as lazy and/or pretentious trash)
>Brazilian Doom modder figures his work would be better appreciated in another timeline, builds a fully optional dimensional teleporter, and enters the coordinates of a universe that he theorizes has a timeline where his modded version of his universe's Doom was the original Doom from the start, i.e. our universe.
>Brazilian Doom modder ends up in our universe's version of Brazil in the late 2000's/early 2010's
>Brazilian Doom modder establishes online identity, calls himself SgtMarkIV, basing it after his father from his universe, who was a sergeant in the Brazilian army and inspired him to pursue a life of technological research, and the dimensional teleporter he built to travel to our universe, which had "Mark IV" etched on the side of it.
>SgtMarkIV figures if he recreated his universe's version of Doom in our universe, he would finally be able to have his genius recognized by all

>> No.6612406

>>6612397
Being sexually depraved is not edgy.

>> No.6612407
File: 27 KB, 226x212, 1506139534589.jpg [View same] [iqdb] [saucenao] [google]
6612407

>>6611381
>>6612403
>finds out that PC technology in this universe is decades behind that of his universe, no programming language that we have here could compare with that used to create SgtMarkIV's universe's version of vanilla Doom
>he's able to recreate all of it, except for most of the coding and its organization; due to him not being used to the primitive coding languages of our universe compared to his, the coding of his mod is sloppy and all over the place to us, but to him it's the equivalent to if someone were to build the next version of CryEngine from Basic
>SgtMarkIV doesn't just simply recreate the programming language used to make his universe's Doom because he figured it would be non-intuitive based on how long it would take him to do so
>2012, the first version of SgtMarkIV's "mod" is released online, rebrands it as "Brutal Doom"
>continues to update it to this day, until the day it is 1:1 with the original version of Doom from his universe
>in the mean time, circa late 2010s/early 2020s, SgtMarkIV is also creating a game of his own, Brutal Fate
>in reality, however, it is another 1:1 recreation of another game from his universe
>a game known as Doom 3

>> No.6612408
File: 23 KB, 333x424, 1419285374215.png [View same] [iqdb] [saucenao] [google]
6612408

>>6604275
Okay, ran this map past my producer, he told me that the last encounter was not fun (I also feel this way, as I had no idea what kind of encounter I can put in this room), some rockets before it will really hit the spot, revenant encounter near the red skull can be cheezed (I already know how to fix it). Now I need feedback from you guys, then I will make a final version and implement difficulty levels.
http://www.mediafire.com/file/xv8s7wvksdfbq8y/BARGE_IN.WAD/file

>> No.6612440

>>6611381
sgtmark created metadoom

>> No.6612459

>>6612393
>a newgrounds flash game made by an angsty teenager is legitimate but if he tries saying anything with it then it's ironic and tryhard
what an opinion

>> No.6612474

>>6612393
I don't agree at all. Twisted Metal Black is a stupidly edgy game, and it works, because it's so edgy that it's funny, and that's almost certainly on purpose, given how ridiculous and cartoony the series was overall, and given the real nature of the game's setting.
Looking at something retro, and directly relevant, Doom was pretty edgy for its day, and it's not just all for shock value, the grim violence and gore suits the presentation and aesthetic of the game, and it's at least a little bit because it's fun, in fact, it's built around the fact that they wanted to make a game that they thought would be really fun to play.

Rootpain doesn't strive to be fun to play, it's kind of just "YEAH! Bet that really shocked you and made you uncomfortable, huh?!" It's like a piece of babby's first creepypasta.

>> No.6612489

>>6612474
Wasn't TMB meant to be taken seriously for the most part? At least for the cutscenes and the story overall.

>> No.6612505

>>6612489
Not him but I recall that TMB was all in Sweet Tooth's head, it was how he perceived the world or something. Also, those two racer guys ask Calypso for the power of flight, and they get so excited they jump out of the building to their deaths, with Calypso standing there confused. That's dark humor, not edge.

>> No.6612514

>>6612459
Yes. Newgrounds flash where some poorly drawn kid in a trenchcoat beats up McDonalds employees is leagues above tryhard shit. Grezzo 2 is doom modding at its finest. People who try too hard take themselves too seriously.

>> No.6612525

>>6612474
>Rootpain doesn't strive to be fun to play
It's not supposed to have fun gameplay, it's a 5 minute wad. This is like saying do-it.wad doesn't have fun gameplay. No shit. It's a throwaway gag.

>> No.6612529

>>6612505
>. Also, those two racer guys ask Calypso for the power of flight, and they get so excited they jump out of the building to their deaths, with Calypso standing there confused. That's dark humor, not edge.
That was Twisted Metal 2, TMB was this:
https://www.youtube.com/watch?v=aLk7mQZ5W5Y

>> No.6612532

>>6612529
This is like half and half. Sometimes tries too hard sometimes self aware. The perfect edge to me would be along the lines of Harvester on dos. It's self aware. It's abrasive on purpose. That's what being edgy is.

>> No.6612535

>>6612393
>tryhard
>>6612514
>tryhard
>try too hard

Do you consider any idea mixed with shock to drive a point to be too serious? Did you enjoy Hatred?

>> No.6612538
File: 163 KB, 400x549, 28392.png [View same] [iqdb] [saucenao] [google]
6612538

>>6611381
>The lost 3DO Doom FMV
>Doomguy dies in E1M8
>Doomguy's real name
>the Rocket Wheelchair theory
>The 64 Marine's face
>Cacodemon's back holes

>> No.6612542

>>6612514
>tryhard
Yeah, fuck effort and shit.

>> No.6612546

>>6612389
>doomguy's face was modeled from robin williams

>> No.6612549

>>6612535
Hatred was a parody of tryhard. Opening monologue is funny as hell.

>> No.6612552

>>6612549
That would be ironic edge, then.

>> No.6612556

>>6612532
This may sound like an obvious question, but do you think it's possible to be edgy in a way that can still be taken serious as a work that is meant to be of some kind of substance? Like something that's really edgy, but still has themes, philosophy or commentary of some kind in the story that can still make you think beyond "wow that was neat-o" or something?

>> No.6612560

>>6612542
>putting backbreaking effort into nothing but a quick gag

>> No.6612571

>>6612552
Yeah I guess I've misused ironic in a way, I meant it as in people who use pre-established edgy aesthetics and theme to put out a totally neutered and inoffensive project. Hatred at least got some shock out of people. At the end of the day there is no message to Hatred.

>> No.6612579

>>6612556
There comes a point where it just becomes cheezy and the whole thing gets lost in the edge. You have to have some level of awareness, because if you don't you just become the joke. Just look at that movie Danzig put out.

>> No.6612585

>>6612579
That movie is an unintentional masterpiece.

>> No.6612616

>>6612323
what the fuck, where did you find such a high resolution version of this?

>> No.6612639
File: 135 KB, 681x583, pe.jpg [View same] [iqdb] [saucenao] [google]
6612639

>>6612616
literally googled it, it's in the archive.org scan

>> No.6612643

>>6612639
archive.org scan of what? Fuck knows where these images are from.

>> No.6612645

>>6612323
I hated mags so fucking much for this shit. Straight up lying about game content or getting certain aspects wrong. Only worth getting them for the demo discs.

>> No.6612653

>>6612639
>pain elementals
>new cacodemons that look like babies
first it was AN UNCANNY FELLOW, then it was the Ninja Shotgun, now let's call cacodemons little babies

>> No.6612661
File: 22 KB, 520x390, iStock_000007261950Small_master_4x3.jpg [View same] [iqdb] [saucenao] [google]
6612661

>>6612643
fucking google "ninja shotgun" ya mong
https://archive.org/details/PCZone020

>> No.6612663

>>6612661
thanks mom I didn't care enough but if you're handing it to me I might as well

>> No.6612678

>>6612356
>>6612350
>>6612358
Someone please explain to me how shooting ovaries and then a fetus is super edgy or whatever. Shit seems tame as fuck.

>> No.6612694

>>6612678
Beats me. I personally find any kind of genital trauma to be really stomach churning, but I don't think I'd call that specifically very edgy.

>> No.6612714

>>6612678
Caused enough shock for Zygo to get banned. Didn't think manhunt was that edgy either but it got ao rated and totally fucked in sales. Remember, your skin is a lot thicker than most.

>> No.6612718

>>6612645
>Straight up lying about game content or getting certain aspects wrong
Still happens with "game media"

>> No.6612719

how about some Duke 3D lore, huh


>Duke's real last name is Nukeariah

>> No.6612724

>>6612323
I'd love to know why they decided to refer to it as the "Ninja Shotgun", God, it rubs me the wrong way something fierce.

>> No.6612725

>>6612719
>Duke Nukem is a clone of Duke Nukum, who died fighting Proton
>Duke 3D was originally a Captain Planet fangame
>The hidden room in the N64 version

>> No.6612734 [SPOILER] 
File: 187 KB, 1200x750, 1595027698043.jpg [View same] [iqdb] [saucenao] [google]
6612734

>>6612719
you mean Nukum

>> No.6612735
File: 735 KB, 1920x1080, bargein1.png [View same] [iqdb] [saucenao] [google]
6612735

>>6612408
That was a great map, anon. You get a ten for creativity, but I agree with your producer on that last encounter, it took me three separate attempts before I decided to savescum my way through it. Either get rid of some of the revenants in that room, or give the player a plasma gun before hand. I also noticed a few visual bugs in prboom+, you might want to look into a way to fix them.

>> No.6612737
File: 402 KB, 469x498, smurgmack.png [View same] [iqdb] [saucenao] [google]
6612737

Guys, in literally shaking, I cant believe what just happened; I saw John Carmack at a grocery store in Austin yesterday. I told him how cool it was to meet him in person, but I didn’t want to be a douche and bother him and ask him for photos or anything. He said, “Oh, like you’re doing now?” I was taken aback, and all I could say was “Huh?” but he kept cutting me off and going “huh? huh? huh?” and closing his hand shut in front of my face. I walked away and continued with my shopping, and I heard him chuckle as I walked off. When I came to pay for my stuff up front I saw him trying to walk out the doors with like fifteen Milky Ways in his hands without paying. The girl at the counter was very nice about it and professional, and was like “Sir, you need to pay for those first.” At first he kept pretending to be tired and not hear her, but eventually turned back around and brought them to the counter. When she took one of the bars and started scanning it multiple times, he stopped her and told her to scan them each individually “to prevent any electrical infetterence,” and then turned around and winked at me. I don’t even think that’s a word. After she scanned each bar and put them in a bag and started to say the price, he kept interrupting her by yawning really loudly.

>> No.6612741
File: 717 KB, 1920x1080, bargein2.png [View same] [iqdb] [saucenao] [google]
6612741

>>6612408
>>6612735

>> No.6612743

>>6611526
>>6611989
Alternative opinion: adding extra monsters without thinking for extra difficulty will probably make things play worse. Take away health and ammo pickups at higher difficulties instead (make sure to test that there's still enough ammo, or use wadspy).

>> No.6612748

>>6612718
I wish they still made demo discs. Sometimes the game would have changed completely by release. This particular one isn't exactly /vr/ but I remember the Battlefront 2 demo's checkpoints being in totally different spots. Would love getting shit in cereal boxes too, got the first Far Cry from a cereal box. Shareware Duke with a few other ones too.

>> No.6612754

>>6611381
pistol pareidolia
>>6588145
>>6588225

>> No.6612763

>>6612389
I want to believe Robin Williams was more involved in Doom.

>> No.6612780
File: 128 KB, 1026x800, Безымянный.png [View same] [iqdb] [saucenao] [google]
6612780

>>6612735
>>6612741
Oh for fuck's sake. I've been testing it in glBoom, but yes, it's totally fucked in prBoom, and I've no idea how to unfuck it. And this fucking bridge is gonna be the death of me.

>> No.6612829
File: 519 KB, 1920x1080, bargein3.png [View same] [iqdb] [saucenao] [google]
6612829

>>6612780
I managed to fix the bars by placing them around the perimeter of the ship. Not sure how to fix the bridge atm, but if I figure something out, I'll be sure to let you know.

>> No.6612898
File: 330 KB, 1304x808, Безымянный.png [View same] [iqdb] [saucenao] [google]
6612898

>>6612829
I originally chose not to use this approach because it made texture alignment much harder. Though I now re-did the bars that way and split those textures off from the front part, so at least it looks less jarring. As for the last encounter, I'm thinking about removing side revenants and throwing couple of rockets in the room itself - taking them will be risky, but allow to finish off the encounter much faster.

>> No.6612903
File: 27 KB, 237x261, duknuk.jpg [View same] [iqdb] [saucenao] [google]
6612903

Baby, if only you knew how bad things really are.

>> No.6612920

Its funny how many youtubers try to make EPIK METAL COVERS of doom songs yet the 3do soundtrack still sounds 10 times better

>> No.6612937

>>6612920
i like andrew hulshult's doom remixes is that good or bad

>> No.6612949

>>6612937
Hulshult is good, dusk ost is good

>> No.6612960

>>6612920
the problem is the assumption that doom is just metal when other songs are different genres
sometimes, even jazz or funk like e1m2 or doom 2's map 2
like, the music is versatile because of the genre variety

>> No.6612975

>>6612960
Yeah but instead people just crank the distorted guitars up and destroy the synth and organ bits with MOAR SHRED

>> No.6612976

>>6612920
>EPIC METAL COVERS!!!!!!!!!!!
They usually suck pretty bad. Dig around a bit, outside of youtube, and you find the good stuff. Not necessarily flawless by any means but they heave the heart, you know?

>> No.6612993

>>6612976
https://youtu.be/VqdCikJQwM0 stuff like this is fine

>> No.6612997

I have been playtesting my 2048 entry so long and most runs i can't beat it in UV. At this point i don't know if i am retarded or it is too hard.

>> No.6613004

>>6612920
Piggybacking off this post, the creator of Hell Revealed 2's soundtrack remade some of his songs and they are legitimately well produced unlike most amateur metal on youtube.
https://www.youtube.com/watch?v=vtisv6FzD90

>> No.6613063

>>6611842
Normie is a normie insult.

>> No.6613065

>>6613063
based

>> No.6613086

>>6613063
npc is the normie of normies

>> No.6613089
File: 139 KB, 357x368, 9fd.png [View same] [iqdb] [saucenao] [google]
6613089

>>6612920
As much as I love metal, especially certain metal covers of songs when it suits them, they can be a bit overdone and meme tier. At the risk of being that guy, and I'm not even a metalhead, but to a degree it is because of how mainstream metal has become. That and the idea of having a popular song from an equally popular IP like, say, Avengers Endgame's theme song, made into a heavy metal song as a means to (in theory at least) make it sound more >badass because of guitar distortion is a fairly common mentality. Which, as implied before, can be done right, but there are a bunch of Melvins out there who go apeshit over a single bass guitar cover of E1M1, even if it's done by some amateur. It's kind of the musical equivalent of unironically saying "NINTENDO HIRE THIS MAN!!"

>> No.6613137

Does GZbuilder not work properly for BOOM format maps? Linedef triggers don't seem to be working

>> No.6613153

>>6613137
I made mine in gzbuilder and it runs fine in prboom.

>> No.6613190
File: 112 KB, 639x481, 2048maplevelpicturething.png [View same] [iqdb] [saucenao] [google]
6613190

>>6604275
http://www.mediafire.com/file/9ea0ua5zkkopfr0/revenantbay.wad/file
Mind the file name, it was just a placeholder
"Shipwreck Cavern" by Samuel Samuelson
The midi is from here:
https://www.vgmusic.com/file/ab3406c54e2e0671b199d9df67c211b3.html#disqus_thread

>> No.6613219

>>6613190
Do I need to enable jump for that middle platform?

>> No.6613226

>>6613219
Every map is Boom-compatible, so no jumping.

>> No.6613230
File: 1.00 MB, 720x360, SPEEN.webm [View same] [iqdb] [saucenao] [google]
6613230

Nearly done here, just been doing some final touches and tweaks.

>> No.6613232

>>6613190
>>6613226
Really like this one so far.

>> No.6613248
File: 539 KB, 1920x1080, shipwreckcavern1.png [View same] [iqdb] [saucenao] [google]
6613248

>>6613190
You can hit the torch multiple times to raise the platforms more than once, leading to an easy softlock.

>> No.6613274

>>6612937
hulshult is zzzzzz metal guy

>> No.6613332

>>6613230
That hammer is coming along nice as fuck my dude

>> No.6613356
File: 29 KB, 360x289, CBicPDSLIhlqLRm-800x450-noPad.jpg [View same] [iqdb] [saucenao] [google]
6613356

>>6613230
...!

>> No.6613394

>>6612678
People outside of 4chan tend to be massive pussies because they havent been hardened by years of being called a faggot every day.

>> No.6613401

>>6613137
What do you mean? They dont work in-game or they dont show up in the editor? Make sure you selected the right map format.

>> No.6613487
File: 23 KB, 579x422, 12312312312312312312312312312313123123123123123123123.png [View same] [iqdb] [saucenao] [google]
6613487

>>6609070
Aahhh, much better

>> No.6613496

>>6613230
That's a good trick

>> No.6613498

>Tarnsman
more Transman
gottem

>> No.6613503

>>6613487
That makes it look like a fucking octagon

>> No.6613524

>>6612920
Doom is one of the worst cases of people misremembering what a game actually was, and I think most of it comes from literal 50-60yo boomers who played it on work breaks or people who don't realize that the game is still available and not some lost figment of the past. No other "game of yesteryear" seems to suffer from this. I saw a lot of it when BD was at its peak, and when Nudoom trailers were coming out.
>dude nothing but badass metal and constant gory ripntear action without a trace of downtime, locked doors, or exploration
It's like someone played Mario as a kid, then let others and their own nostalgia tell them it was like Tomba, then replayed it as an adult and then got mad that it wasn't what they expected.

>> No.6613561

>>6613524
It's really good all these years later though it's really different than modern doom games, but that just makes it even more fun when you take a break from modern doom to go back to the classics, and I'm just some guy who learned about it from the 2016 installment around 2018-2019 and said "You know what? I'm just gonna play the original games first." Eternal really is great and 2016 does give me more of a power fantasy from switching weapons so often purely because I can and I actually have ammo, but I look forward to playing new and old wads nonetheless for the huge amounts of people and styles I can go through and experience while blasting seven shades of shit out of demons that I can circlestrafe around.

>> No.6613568

>>6613401
GZBuilder, Boom format and Doom 2 as a resource. the "W1/WR" formatting is kind of bullshit. Idk man I'll dick around with it a little more try to figure something out

>> No.6613585

>>6613503
Still better than vanilla

>> No.6613630

>>6613585
No you moron I don't need Jack Black popping in my head because of an altered doom sprite because it looks like a goddamn octagon

>> No.6613697

I wish vr projects wouldn't have such autistic limitations.

>> No.6613705

>>6604275
Here's my map draft. First map I've ever somewhat completed, so it's obviously not going to be that good.
"roundabout"
https://www.mediafire.com/file/vch8a7dktckdjb9/roundabout2048d.wad/file
You can all tell me how shit it is or where it goes wrong. I've barely tested it on other ports, but I think it may break one or two things in PrBoom.

>> No.6613726

>>6613697
Yeah, when is /vr/'s answer to Eviternity and Valiant happening?

>> No.6613782

>>6609572
I think QSS is mainly built around multiplayer only, but not only am I severely retarded but it's very late for me right now. Also does anyone know why E3M3 keeps bugging out? Whenever my friend and I try and co-op on it, it bugs out and keeps spawning us in the lava.

>> No.6613813

For the last map of the wad, should I make it a big map that'd be a culmination of what the previous levels offered ending on the boss fight like John Rimeros Remake of e1m8, or should it be a small level to not overshadow the boss fight like the regular e1m8?

>> No.6613845

>>6613813
Do what you want.

>> No.6613867

>>6613813
Maybe a short map being a culmination of the previous levels?

>> No.6613876

>>6613782
You're right, I tried right now and it spawns me on lava both on single and multiplayer, going from E3M2 doesn't work either.

>> No.6613909
File: 186 KB, 1020x1024, wide.jpg [View same] [iqdb] [saucenao] [google]
6613909

>>6612538
>Rocket Wheelchair theory
It makes sense for Wolfenstein rather than Doom, since in Wolf there's no headbob and your POV is at the enemies' stomach height.

>> No.6613934

>>6612920
There's some that I like, but you're right in that it can be all over the place, and there's a lot of bad covers/remixes on YouTube.

https://www.youtube.com/watch?v=foUKmPeNshw
https://www.youtube.com/watch?v=LhYu7a68XGw

>>6613089
As a metalhead, I think you're spot-on.

>> No.6613948

>>6613697
1024 is a common speedmap limitation, and 2048 is a more generous limitation, it helps keep things on track and not have people get carried away (like me) and not be done by the deadline.

Now, if you want to start some other project, one with a much more long term goal and without artificial limitations, be my guest, in fact, I would be interested, particularly if we can use custom textures.

>> No.6613965

>>6612920
Eh, some 3do versions don't sounds as good as the originals. I Sawed the Demons, for instance.
>>6613004
Oh, that's super nice. Wish he'd do a Stormy Volcano cover.

>> No.6614003

>>6613697
Making maps under a certain size is a good way to stop people from getting carried away and creating some giant 30 minute slog that burns out players halfway through the wad, and it’s not like 2048 is an arbitrary restriction, it’s a double of 1024, a project type that was so prevalent in the past that people got sick of designing or playing them.

The Gothic textures are completely optional and were added probably because they look cool.

>> No.6614017
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
6614017

ALRIGHT FUCKERS. IT'S THAT TIME OF THE WEEK AGAIN AND I'D SOONER POST THIS NOW SO IT'S SCREENSHOT SATURDAY.
WHAT HAVE YOU BEEN WORKING ON? MAPS? MODS? SPRITES? NOW'S A GOOD FUCKING TIME TO POST IT.

AND SOMEONE BETTER POST THIS FOR THE NEXT THREAD TOO BECAUSE I'LL BE ASLEEP BY THEN.

>> No.6614018
File: 7 KB, 320x240, Title screen.png [View same] [iqdb] [saucenao] [google]
6614018

>>6614017
I posted the hammer spin thing earlier so have the title screen.

>> No.6614037
File: 523 KB, 1280x720, Screenshot_Doom_20200718_005221.png [View same] [iqdb] [saucenao] [google]
6614037

>>6614017

>> No.6614078

>>6613697
You could always try starting one yourself instead of bitching. But you won't.

>> No.6614104
File: 178 KB, 1026x800, Безымянный.png [View same] [iqdb] [saucenao] [google]
6614104

>>6614017
I am trying to fix self-referencing sectors that don't work exclusively in prBoom (glBoom and GZDoom works alright). Seems to me they are exactly the same as the ones from Plutonia MAP02, except they don't work. Also good job making this post while we're at page 10.

>> No.6614126

>>6614104
I don't think they should touch more then one sector since they will all bleed all over each other.

>> No.6614128
File: 1.55 MB, 640x360, New Seq Fire New Speed.webm [View same] [iqdb] [saucenao] [google]
6614128

>>6614017
Took a break from messing with the Lich to finally finish reworking the Dragon Claw firing animation. Still want to tweak it a bit, but the sequential fire and lighting aspects are finished at least.

>> No.6614135
File: 139 KB, 856x723, Iron Lich Sheet.png [View same] [iqdb] [saucenao] [google]
6614135

>>6614017
>>6614128
Also decided to make a sheet for the Lich having different eye colors and a bit of an animation to them. Currently using the different colors to give the player a telegraph of which spell he's about to cast.

>> No.6614145
File: 76 KB, 1343x342, Безымянный.png [View same] [iqdb] [saucenao] [google]
6614145

>>6614126
They're not even touching anything. That's what it looks like in the editor. Smallest squares are self-referencing sectors.

>> No.6614149

>>6614145
Maybe you replaced the wrong number.

>> No.6614161
File: 312 KB, 500x382, fireblu.png [View same] [iqdb] [saucenao] [google]
6614161

2048 Project lead, status report? How many maps do we have?

>> No.6614165

>>6614149
I checked and double-checked it even back when I was making it. So leftmost sector is number 116, all the linedefs forming it are double-sided and have sector index property set to 116 on both the front and back side. Literally the same as it is in Plutonia MAP02. I'm at loss.

>>6614161
FIREBLU is replaced by some crucified dude in GOTHICTX

>> No.6614168
File: 9 KB, 225x225, images.jpg [View same] [iqdb] [saucenao] [google]
6614168

>>6614017

I have been basically transfering pixelart from h-games to decorations for doom, because I am a stupid coomer who thinks that this game about demon invasion does not have enough demon rape in it.
I can not share my progress for obvious reasons, but there is that.

>> No.6614169

>>6614168
Awesome. You could upload some stuff to like imgur or something, then link it here.

>> No.6614172

>>6614165
Maybe you should post what you have. Descriptions are unclear.

>> No.6614175
File: 8 KB, 312x296, 2048submissions.png [View same] [iqdb] [saucenao] [google]
6614175

>>6614161
We're at 14 now, that's honestly more than I expected going into this.

>> No.6614189

>>6614175
Should be 16 then, once I'm wrapping this up. Or maybe you want to call it 15 and a half, given the Map 33 thing. Any plans on extending the deadline any? I figure I could maybe squeeze in another map if I got more time, anyone else feel they have another one in them?

>> No.6614193

>>6614175
Would it be against the spirit of this project to submit a map I made for a contest here a few years ago? It fits well within a 2048 square.

>> No.6614195

RIP thread.
You lived as you died.
Doomed.

>> No.6614196

>>6614175
It's here >>6612408
Old version, but I haven't changed anything regarding those sectors since then. Note that the effect only appears in prBoom, not glBoom or GZDoom.

>>6614175
Credit me as Khodoque, please. Also we need one more map to count as megawad.

>> No.6614197

>>6614175
Fug, I've started two maps but I don't know if I'm gonna make it on Sunday
I think at least one of them is gonna be ready by then though

>> No.6614203

>>6614104
What are they supposed to be? Invisible?

>> No.6614204

>>6614189
>Any plans on extending the deadline any?
Yeah probably. I might put up a quick strawpoll tomorrow to consult everyone whether to extend the project or not.
>>6614193
>Would it be against the spirit of this project to submit a map I made for a contest here a few years ago?
Not at all. As long as it meets the requirements, feel free to post it next thread and I'll toss it in the pile.

>> No.6614206

>>6614193
Sounds nice. You could always polish the map up a bit and then maybe paste some of the Gothic textures onto it.

>> No.6614212
File: 501 KB, 1154x752, Безымянный.png [View same] [iqdb] [saucenao] [google]
6614212

>>6614203
Yep. I also noticed that there are some minor graphical artifacts in their place in glBoom. GZDoom works 100% fine

>> No.6614228

NEW THREAD
>>6614224
>>6614224
>>6614224