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/vr/ - Retro Games


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6620513 No.6620513 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6614224

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.6620516
File: 40 KB, 1233x323, rulesreminder.png [View same] [iqdb] [saucenao] [google]
6620516

=== ONGOING PROJECT ===

2048 Units of /vr/
Update: Map submission deadline extended to July 26, 2020
Current submissions: https://www.dropbox.com/s/8k2dzypixqbm710/2048Units.zip?dl=1

=== NEWS ===

[7-16] Anon shares their 7-map wad, Hell Frontier Episode 1
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/

[7-15] Anon shares their 3-map project, Akoopasoup: Free Lyle
https://mega.nz/file/ysdgRCxQ#Y1jyG9hGGbi4LkCxP4_6qt4SKjfHfg66wsFWD3B89Qg

[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

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6620529

Half-Life

>> No.6620530

Best wad for when you have food poisoning?

>> No.6620545

>>6620530
Cyb's Freaky Colonoscopy

>> No.6620561

The dripping/fire effects remind me of the art for darkest dungeon

>> No.6620584

>>6620438
Misalignment aren't excusable past 1996.

>> No.6620585

>>6620584
why don't you go hang out on the zdoom forums?

>> No.6620590

>>6620585
Go fetishize 1994 era pwad nonsense.

>> No.6620591

>>6620584
It ain't no thang, 'cause my computer says it's 1987

>> No.6620593

>>6620513
thats one detailed garbage pile

>> No.6620594
File: 188 KB, 1080x600, 2DBAF356-6691-4BFC-816C-1B422432EDC0.jpg [View same] [iqdb] [saucenao] [google]
6620594

A couple years ago, I was playing Unloved (the mod, not the shitty Steam trash). I don’t remember how far I got, but I do remember my dad calling me in the middle of it to tell me my grandmother had died.
Fast-forward a couple months, and I had started another run of Unloved, this time beating the whole thing, and not 15 minutes after, my dad came into my room to tell me that my grandfather’s heart had stopped.

My other grandfather just got put in hospice two days ago, should I run it again to put him out of his misery?

>> No.6620601

>>6620594
Never play it again so he'll be immortal.

>> No.6620610

Wait, are all maps in 2048 units pistol start? I assumed they are and balanced my map that way. Also, what about skyboxes?

>> No.6620619
File: 357 KB, 765x1055, skies 2048.png [View same] [iqdb] [saucenao] [google]
6620619

>>6620610
I put up some. Lead guy seemed to like one or two of them. I could maybe toy around with a few assets and see if I come up with anything fitting.

I also patched together a shotgun reskin, if anyone thinks it would work.

>> No.6620640
File: 674 KB, 1326x598, screen6.png [View same] [iqdb] [saucenao] [google]
6620640

>>6620147
>>6620516
Yet another update to my 2048 map (Black Crest) and hopefully the last one.

https://www.dropbox.com/s/niubjo3v0shc546/Black%20Crest%20v4.wad?dl=0

>> No.6620665
File: 156 KB, 537x506, cacokirby.png [View same] [iqdb] [saucenao] [google]
6620665

>>6620593
I wanted the garbage to look good. Also I wanted the slime to look like the green hurt sauce.

>> No.6620720
File: 14 KB, 256x128, HELLCLIFPALETTED.png [View same] [iqdb] [saucenao] [google]
6620720

>>6620619
Alright, I removed the city from that one sky, and colored it to looks slightly "Plutonia" colored. Would this work as an 'E3' sky?

>> No.6620723

>>6620720
What if it was purple

>> No.6620728

>>6620723
And black. Like, a black sky with a purple nebula.

>> No.6620732
File: 64 KB, 256x128, Here you go, Eric André.png [View same] [iqdb] [saucenao] [google]
6620732

>>6620723
I mean, be my guest, but Doom's palette has like, five shades of purple or something, it'll look like a washed out mess in software mode.

>> No.6620736 [DELETED] 

Based Half Life making Doomfags eternally seethe.

>> No.6620742
File: 134 KB, 256x256, faces.png [View same] [iqdb] [saucenao] [google]
6620742

>>6620728
You do that, I assembled the sky texture basically from this Doom 3 texture...

>> No.6620745
File: 19 KB, 520x390, YEAH.jpg [View same] [iqdb] [saucenao] [google]
6620745

>>6620732

>> No.6620746
File: 166 KB, 256x256, BLODMOLD.png [View same] [iqdb] [saucenao] [google]
6620746

>>6620728
And this texture, which is made from...

>> No.6620750

>>6620742
Oh... I'm too drunk to have noticed the faces in the original image you posted.

>> No.6620756
File: 106 KB, 750x996, beanmold.jpg [View same] [iqdb] [saucenao] [google]
6620756

>>6620746
... this photo (wasn't tiled by me).

>> No.6620761

>>6620732
This looks really cool.

>> No.6620762 [DELETED] 
File: 57 KB, 256x128, AARRRRGH.png [View same] [iqdb] [saucenao] [google]
6620762

>>6620732
HURK

>> No.6620767
File: 11 KB, 256x128, HURK.png [View same] [iqdb] [saucenao] [google]
6620767

>>6620732
>>6620761
Yeah, and if we were doing truecolor, we could go with that, but since this is being used for Boom, and presumably the standard palette, this is what the sky will look like.

>> No.6620771

>>6620767
Yeah, might just stick with the red one.

>> No.6620776

>>6620771
Potentially we could stick the purple one in the brightmaps .pk3 or something.

>> No.6620778

>>6620746
>>6620756
Textures sourced from several photos of my body parts ended up in a commercial game. I find that amusing to this day.

>> No.6620785

>>6620778
That's cool, which bodyparts, and which game?

>> No.6620789

>35 minutes to get the testing level to work in doom builder

This is going great.

>> No.6620810
File: 19 KB, 256x174, WASTELANDpaletted.png [View same] [iqdb] [saucenao] [google]
6620810

Also paletted this sky, if anyone thinks it would work for the E1 part. What would we do for an E2 sky, night time with stars?

>> No.6620815

How do I make a wall appear as a sky texture?
How do I change the sky texture?

I want the level to appear as if you are standing on a giant platform of Doom

>> No.6620821

>>6620810
Yeah, I like it. Could add some purple to a black sky for E2...

>> No.6620832

>>6620821
I could try, but as I told you, Doom has VERY few shades of purple, I'm not sure how it'll translate, and I'm not sure how to work around the exact limitation.

>> No.6620834

>>6620785
At least my face and my arms
Kingpin, which I did game testing on

>> No.6620851

>>6620619
Can we change pistol sound as well? Also, I have provided some music with one of my wads, will it be used?

>> No.6620861

>>6620610
Only way to force pistol start is to have a death exit. Always balance your map for pistol starts regardless. Since it's a community project, you have no way of knowing what map comes before yours.

>> No.6620873

>>6620861
Damn, I did an archvile encounter that makes more sense if the player hasn't got the SSG yet

>> No.6620885

>>6620851
If you have provided music, it should be included in the final .wad. For pistol sound, what would we use for that? DN3D pistol sound? PSX Doom pistol sound?

>> No.6620896
File: 13 KB, 320x32, STBAR.png [View same] [iqdb] [saucenao] [google]
6620896

Here's a status bar I made a bit before the project even began that just happened to use a gothic theme, it's kind of amateurish though. If you like it I'll make a separate post with credits for assets used but this is more for novelty.
http://www.mediafire.com/file/03ykv4fk67e1llo/hudgoth.wad/file

>> No.6620901
File: 8 KB, 184x184, download (6).jpg [View same] [iqdb] [saucenao] [google]
6620901

Brutal Doom.

>> No.6620906

>>6620885
>If you have provided music, it should be included in the final .wad
I mean, I've included several extra tracks, for submissions that don't provide their own music. Some people expressed the opinion that it would be a good idea to replace all the vanilla music.
>DN3D pistol sound? PSX Doom pistol sound?
Is not familiar with PSX Doom, but I used Duke pistol as a replacement in one of my previous WADs, worked fine.

>> No.6620915
File: 1.04 MB, 600x600, hoverpal.gif [View same] [iqdb] [saucenao] [google]
6620915

So, like how much practice did it take to get competent at making .wads?

>> No.6620921

>>6620815
You have to use a separate sector as a wall and set it's ceiling to the F_SKY texture, the upper part of this sector appears as the sky texture so you can lower it to have a wall with a sky texture. If you're making a vanilla map you have to put a replacement sky image in the wad. If you're making a Boom (actually MBF, but it's compatible with Prboom+ anyway) compatible map you can use the transfer sky linedef action, although I don't really know how to use it myself. If it's a Zdoom map then it's probably just a simple Mapinfo edit, but this I haven't done myself too.

>>6620767
Doesn't Prboom+ support PNG graphics? So we could have a purple sky without converting it to the Doom palette.

>> No.6620925

>>6620915
been mapping for six years and people are still pointing out "basic mistakes" with my stuff, so idk, I guess longer than that

>> No.6620934
File: 1.96 MB, 1920x1080, kp.png [View same] [iqdb] [saucenao] [google]
6620934

>>6620834
neat.
though when you said "body parts" I thought it might have been a Shock2-type deal where they sourced textures from composer's colonoscopy

>> No.6620940

>>6620915
I can't say I'm great at it right now, but about one botched map and a few weeks of botching it.

>> No.6620976

>>6620921
>Doesn't Prboom+ support PNG graphics?
Does it?

>> No.6621078

>>6620810
Post one with a transparent background.

>> No.6621082 [DELETED] 

Why do normalfags love HL1 so much?.

>> No.6621091
File: 27 KB, 113x130, Screen Shot 2020-07-20 at 2.28.33 PM.png [View same] [iqdb] [saucenao] [google]
6621091

Do you guys have favorite places you like putting specific monsters?

>> No.6621098
File: 1.07 MB, 750x818, marinara.png [View same] [iqdb] [saucenao] [google]
6621098

>> No.6621113
File: 37 KB, 256x117, deimos gray.png [View same] [iqdb] [saucenao] [google]
6621113

>>6621078
Ok, but why? This is the Deimos mountains, colored gray.

>> No.6621115

>>6621113
So all of us can play along.

>> No.6621118 [DELETED] 

>>6621082
It's inoffensive

>> No.6621126 [DELETED] 

>>6621118
It ruined the fps genre and it's objectively inferior to it's contemporaries.

>> No.6621143
File: 1.70 MB, 1500x1004, CruduxCrudo.png [View same] [iqdb] [saucenao] [google]
6621143

>>6621098

>> No.6621147
File: 307 KB, 1280x720, Screenshot_Doom_20200720_204234.png [View same] [iqdb] [saucenao] [google]
6621147

Alright, the new shotgun.

>> No.6621154
File: 254 KB, 1280x720, Screenshot_Doom_20200720_204331.png [View same] [iqdb] [saucenao] [google]
6621154

Boom!
Here's the sound I put together, it's mixed together from Duke Nukem 3D and Shadow Warrior sound effects. I think it sounds nice.

>> No.6621158
File: 239 KB, 1280x720, Screenshot_Doom_20200720_204344.png [View same] [iqdb] [saucenao] [google]
6621158

I was pretty conservative with the muzzleflash, because I was afraid that the palette would just wash out what I usually do, but I think this works.

>> No.6621161

>>6621113
So we can make Deimos-t of it.

>> No.6621162
File: 253 KB, 1280x720, Screenshot_Doom_20200720_204351.png [View same] [iqdb] [saucenao] [google]
6621162

And a shot of the thing cocking.

>> No.6621165
File: 12 KB, 476x411, 1441078642268.png [View same] [iqdb] [saucenao] [google]
6621165

>>6621161

>> No.6621178

>>6621162
Looks nice overall but the hand is kind of strange in this pic, looks elongated on the left.

>> No.6621182
File: 52 KB, 528x189, shottygun2020.png [View same] [iqdb] [saucenao] [google]
6621182

Here's the sheet of sprites themselves.
The base shotgun and muzzle flashes are the original Doom ones, the perforated heatshield over the barrel was made by Mike12, I'm pretty sure, as is the plastic stock piece.
The pickup graphic is the Doom shotgun as well, I just put on the barrel shroud, colored the pump-slide gray, and gave it a pistolgrip instead of a stock, because it looks different, and who really cares about 'practical' for vanilla Doom.

Feel free to use, for whatever, even, if you want to improve it, be my guest, perhaps you can make the pump-slide look more suitably plastic-y.

>> No.6621201

>>6621178
I kind of noticed something like that, and downplayed it some, but I guess it's still there. I was honestly lazy as fuck and just grabbed a sheet from TSR, so maybe it's some bullshit they did. I know the people there used to elongate monster sprites upwards, as a way to 'watermark' the sprites, because a lot of sprite rippers are dipshits who think extracting images with SLADE is deserving of credit.

>> No.6621213

>>6621178
nvm, it's exactly the same as the original sprite. Now I'll never unsee that when firing the shotgun

>> No.6621214

>>6608524
This guy still around?

>> No.6621215

>>6621154
I'm a fuckwit, here's the sound effect: https://files.catbox.moe/x5t4wr.wav

>> No.6621247
File: 23 KB, 200x200, laugh.png [View same] [iqdb] [saucenao] [google]
6621247

>>6621161
>>6621165

>> No.6621248

>>6621215
The pump sound is pretty good, though the firing sound is a little quiet. Might seem better in game though

>> No.6621278

I'm thinking about making a titlepic for the 2048 project, that's okay or nay?

>> No.6621285

>>6621278
We already got one, aren't we?

>> No.6621302

>>6621278
You could make a BOSSBACK. Or if you know how to, an ENDDOOM. Actually, we don't have an M_DOOM, I think.

>> No.6621312

>>6621248
Well, it sounds alright to me. I'll compile the shotgun into a separate .wad file and upload it here.

>> No.6621313

>ok im gonna make a map
>Check tutorial
>1 hour later
>I have one room and a door

Yeah, I don't have the patience for this shit. Good luck, boys.

>> No.6621335

>>6621313
It took you one hour to make a room and a door? Come the fuck on. Was it the most elaborate room in the universe?

>> No.6621341
File: 25 KB, 140x99, crblsg.png [View same] [iqdb] [saucenao] [google]
6621341

>>6621143

>> No.6621351
File: 670 KB, 720x360, I must go, my planet needs me.webm [View same] [iqdb] [saucenao] [google]
6621351

>>6621335
Some people just have issues with the doors. I sure did.

>> No.6621352

>>6621313
>>6621335
Honestly it took me roughly the same amount of time to play around and get a feeling on how linedefs and sectors exactly work, don't give up anon, it'll get easy once you get the basics.

>> No.6621353
File: 647 KB, 1280x1488, 1463022510310.jpg [View same] [iqdb] [saucenao] [google]
6621353

>>6621312
Alright, here, give it a try, those who want to:
https://files.catbox.moe/piu61m.wad

>> No.6621360
File: 1.60 MB, 720x360, what the fuck did I do this time.webm [View same] [iqdb] [saucenao] [google]
6621360

>>6621351
Seriously I fucked up a lot.

>> No.6621364

>>6621351
>>6621360
Fucking up sky ceilling is normal but what the fuck is going on with door cube?

>> No.6621365

>>6621351
how did you manage to do that

>> No.6621367

>>6621353
Holy shit I loaded this up in prboom+ and the shotgun sound is earrape.

>> No.6621371
File: 502 KB, 720x360, whoops.webm [View same] [iqdb] [saucenao] [google]
6621371

>>6621364
>>6621365
I am not a clever man.

>> No.6621372

>>6621367
Well, I don't know what to do about that.

>> No.6621396

>>6621351
A door action makes a door raise to a level a bit lower than the height of the nearby ceiling, it's raised up to the sky since the nearby ceiling is the sky. No idea why you would place a door over a wall like that though.

>>6621371
Check if that floor which makes the player sprite go higher is slightly raised compared to the other part of the floor, if it's raised and there's no lower textures set then the two parts might appear to be at the same level due to the untextured wall glitching up.

>> No.6621398
File: 759 KB, 1856x983, sladeshot-2020-07-20-143504.png [View same] [iqdb] [saucenao] [google]
6621398

>>6621335
Not him but if you're just starting out it can take a minute to get a handle on the grid: I just started this weekend and my observation is that if you don't know EXACTLY what you're doing with a room you can kill a lot of time just slicing and joining sectors. I still have some problems even in this shot with the lighting where the pillars pass over the ledges that I think are being caused by adjacent sectors. But I told myself I can go back and clean-up if I actually fill the 2048x2048 in several days time. I don't think I'm gonna have something worthwhile to contribute either. My sense of space seems pretty bad. Considering how nice some of the contributions to date are I don't want to bog up the collection.

>> No.6621402
File: 520 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
6621402

I'm trying to make a boss encounter for the project as my first map. The gimmick is that the arena slowly gets smaller and smaller as you get closer to the center, but the floor falls away too quickly, and I also need a lot more surface area to fight in. Which action do I select to make the floor fall away less quickly?

>> No.6621415

>>6621396
Oh this was years ago, anon. I actually managed to fix these issues, though I never finished the map.

>> No.6621425

>>6621402
You could try using voodoo doll trickery to make the floor fall after a delay. Make a scrolling floor voodoo doll area and lower the ceiling slightly to stop the voodoo doll, make the line raise the ceiling to release the voodoo doll. Place the linedef triggering the falling floor somewhere at the end, the longer this scrolling tunnel is the longer the delay is, of course. Set the scrolling linedef on a different dummy sector, since the length of the linedef with the scrolling action influences the speed of the scrolling floor (the longer the line the faster the scroller goes)

>> No.6621430

>>6621353
>>6621367
>>6621372
https://files.catbox.moe/eo6950.wad
How about now?

>> No.6621441 [SPOILER] 
File: 70 KB, 1180x1766, 1595274971687.png [View same] [iqdb] [saucenao] [google]
6621441

>>6621351
WHAT DID YOU DO?!

>> No.6621443

>>6621425
He'd need Boom for this, or something, which would just probably enable him to use slower movement speed.

>> No.6621450

>>6621441
I DON'T KNOW OKAY? IT WAS MY FIRST MAP

>> No.6621461
File: 1.26 MB, 532x400, UFO.webm [View same] [iqdb] [saucenao] [google]
6621461

>>6621450
Well, at least something soaring into sky like this is cool. With sky ceiling you can do a lot of fun things, but you can't approach them.

>> No.6621464

>>6621461
Actually meant to post this, but it seems to only be on youtube and not as webm in my files.

https://www.youtube.com/watch?v=c_aQa-7D48E

>> No.6621482

>>6620594
Try Unloved 2 this time, maybe it'll break the curse.

>> No.6621484 [DELETED] 

>>6621082
>>6621126
don't you have MOBAs to be playing, arsjac?

>> No.6621486

>Like Hunted but you are crushed to 1 hp at the start and revenants are everywhere

Would I get death threats over it?

>> No.6621489

>>6621484
Stop giving him attention you fucking idiot.

>> No.6621490

I like that now have multiple drawfriends.

>> No.6621492

>>6621486
Maybe don't crush the player down to that. Perhaps just make him run over a couple of hurtfloors here and there.

>> No.6621495

>>6621492
Do the hurtfloors with keys that unlock doors with health behind them.

>> No.6621498

>>6621461
If only that thing would start spewing cacos and pain elemetals.

>> No.6621501

>>6621313
OK it took you an hour to learn a door. Now take am hour to learn lifts. Then another hour to learn teleports. After that you can build pretty much anything you want

>> No.6621506

>>6621492
Any dumbass can make a normal map with revenants. I dare to dream big.

>>6621498
Well, anyone can hide in the pit. 128 units is enough to let 40-units wide monster out, but no more, so it can be arch-vile's baement if you are so inclined. Or with some effort, just sit there in the fake ceiling.

>> No.6621546

>>6621285
I haven't seen it yet

>> No.6621553

God I sure hope my maps don't have any tagged door actions left. That was pretty embarassing to realize I don't need them several weeks in.

>> No.6621571
File: 80 KB, 320x240, 1594342426564.png [View same] [iqdb] [saucenao] [google]
6621571

>>6621546

>> No.6621573
File: 463 KB, 1280x720, Screenshot_Doom_20200720_221849.png [View same] [iqdb] [saucenao] [google]
6621573

Alright, what about now? I uploaded it through Discord this time because Catbox was being a cunt:
https://cdn.discordapp.com/attachments/535235566476853259/734871955215351828/2048SHOT.wad

Also, monsters on conveyors and teleport lines doesn't work, right?

>> No.6621579

>>6621573
Yeah that works pretty well in game.

>> No.6621580

>>6621573
Still destroying my ears.

>> No.6621584

Do we really need to add guns and stuff to wad? Anyone interested in replacement graphics or sounds could do it by themselves.

>> No.6621601
File: 991 KB, 1201x711, temp8.png [View same] [iqdb] [saucenao] [google]
6621601

I have no idea what im doing

>> No.6621602

>>6621580
Is anyone else having this problem? Is it only in PrBoom+? I don't really know what to do about it.

>> No.6621604
File: 67 KB, 320x200, TITLEPIC2.png [View same] [iqdb] [saucenao] [google]
6621604

>>6621571
Here's a better version that I remade almost from the ground up, the old one looked like shit because the game resized it and I didn't know any better when making it.

>> No.6621607

>>6621601
Mining fireblu apparently.

>> No.6621624

>>6621601
>>6621607
Don't forget to run the fireblu on the ceiling through an inset window of a pipe with a scroll effect so it looks like it's being pumped into another part of the facility.

>> No.6621627

damn I love fireblu

>> No.6621636
File: 68 KB, 320x200, TITLEPIC2.png [View same] [iqdb] [saucenao] [google]
6621636

>>6621604
Resized him a little so that the room appears to be squishing him more. Any more suggestions feel free to say.

>> No.6621645

>>6621636
Can you clean blood off the doomguy?

>> No.6621649

>>6621636
Can you make the letters in "/vr/" lowercase so it looks proper?

>> No.6621683

>6619118
isn't it just a simple texture flip?

>> No.6621705

>>6621584
I mean, pistol replacement is a given, considering how crappy the vanilla pistol sound is. I don't know about shotgun, though - I think default shotgun works fine, and wooden finish go better with gothic textures.

>> No.6621747

>>6621580
Can anyone who knows sound stuff better perhaps give insight on what's the problem here? I'd love to address it.

>>6621584
Honestly I just made them because I had fun making them and wanted to see if anyone else wanted them. We can always make it (yet another) separate .wad file packaged with the megawad, and then whoever feels like it can just load it up themselves, just like with the brightmaps.

It'll depend on what the lead says, I guess.

>> No.6621749

>>6621705
I'm kind of fine with the original pistol sound, I threw the Duke one in because you asked.

>> No.6621771

>>6621482
Unloved 2 never got finished, that’s the real secret of immortality

>> No.6621778

>>6621398
With the older /vr/ projects I threw my hat in the ring not because I was an experienced mapper or wanted to become one, but I had enough knowledge to make a basic map that also was an anime girl. I couldn't do mapart this time but I did want to add a custom decoration object, but didn't really have time to (turns out the deadline got extended anyway).

Maybe I'd add in that custom object decoration now that there's a week but I'm not sure if it would be ok. I know not all sourceports work or parse things the same way and there might be compatibility issues. Anyone have any thoughts on the matter?

>> No.6621787

>>6621636
>the room appears to be squishing him more
I tought doomguy was shouting or something

>> No.6621792

>>6621601
Even if you don't know how to map at all, the room does look pretty neat. If that doortrak texture is set to scroll horizonally that drill room will definitely catch some attention

>> No.6621794

>>6621787
>walls are closing in

yeah, i felt kinda claustrophobic with the small corridors I had to make and go thru thanks to space conservation needs.

>> No.6621801

>>6621402
The tutorial I seen in YouTube had far more options than this which included value for speed and shit. Maybe an older verison or there's more advanced options hidden away in settings

>> No.6621806

>>6621441
Don't forget the revenant popping up

>> No.6621812

>>6621801
There's a difference between Doom and Boom.

>> No.6621849

>>6621636
Properly resized Doomguy sprite without blur or artifacts. Also cleaned the blood off of his sprite.
>>6621649 Doom doesn't have lowercase text but I could use a different font.

>> No.6621857 [DELETED] 

>>6621484
Tell me how does it feel this board hates so much your game that you have to make this shit https://sys.4channel.org/derefer?url=https%3A%2F%2Fwarosu.org%2Fvr%2Fthread%2F6621493 as a coping mechanism?

>> No.6621859
File: 61 KB, 320x200, TITLEPIC2.png [View same] [iqdb] [saucenao] [google]
6621859

>>6621849
Might help if I posted the picture.

>> No.6621898

>>6621806
Don't enjoy drawing those boners.

>> No.6621937

We're doing a megawad?

>> No.6621940

Is Crater from TNT just plain unfinished? The eponymous crater is just a vast nothingness with 4 monsters and there's also a random maze with nothing in it but a few imps.

>> No.6621960

>>6621584
I agree with this - plus everyone is so used to the original sounds that any replacement is going to be at least a little off-putting and distracting.

>> No.6621963

Does anyone knows why can't I toss dying monsters into teleporter? Exploding barrel pushing monsters into teleports seems to work fine in Doom 2 format, but in Boom it's a green flash but corpse doesn't arrive.

>> No.6621983

>>6621963
Nevermind, now it works. Great mystery is afoot. Is it barrel collision or something?

>> No.6621984
File: 43 KB, 1199x689, skeleman.png [View same] [iqdb] [saucenao] [google]
6621984

>>6621898
Big... dumb... calcium freaks.

>> No.6621987

>>6621937
Yes. You still have until the 26th, we have 23 maps already, and the maps have to one way or another fit inside a 2048x2048 space.

>> No.6622018 [DELETED] 

Why did you rig this poll?
https://sys.4channel.org/derefer?url=https%3A%2F%2Fstrawpoll.com%2Fd8q6v8apf%2Fr

>> No.6622079
File: 60 KB, 320x200, TITLEPIC2.png [View same] [iqdb] [saucenao] [google]
6622079

>>6621859
One last tiny set of improvements and the titlepic is looking less embarrassing than ever.

>> No.6622084

>>6622079
add Doomguy's six pack

>> No.6622092
File: 29 KB, 350x350, Impsex.gif [View same] [iqdb] [saucenao] [google]
6622092

>>6622079
Add an imp bending over next to his... area. It'll be a funny joke haha lol

>> No.6622229
File: 375 KB, 960x720, 1452303734483.png [View same] [iqdb] [saucenao] [google]
6622229

>> No.6622276

>>6622079
noice

>> No.6622305

>>6622229
UNHODRAL
what did he mean by this

>> No.6622314 [DELETED] 

>>6620513
copr faggot tranny zooom zoom zoooooooooooooooooooooom zoomerino

>> No.6622337

>>6622229
Not enough meat

>> No.6622396

>>6622314
Same

>> No.6622402 [DELETED] 

>>6622396
seethe faggot tranny zoomer cope zoomie zoom zoomer zoomerino!

>> No.6622418

>>6622402
anon, please :/

>> No.6622425
File: 8 KB, 550x427, 136571784420.png [View same] [iqdb] [saucenao] [google]
6622425

>>6622229

>> No.6622490

https://www.doomworld.com/forum/topic/115809-the-blank-canvas-a-short-1-level-wad/
Avant-Garde doom, everybody. Behold shitposting in wad form.

>> No.6622504

>>6622490
Holy fuck. Someone get Decino on the case!

>> No.6622517

>>6622490
This would be better with some non-euclidean geometry.

>> No.6622518

>>6622504
He's holding a contest to submit levels for him to play at the moment. Send it in.

>> No.6622562

>>6622490
playthrough is painful to watch

>> No.6622585

>>6620584
Misalignments add to the charm. You're too autistic or got some bad OCD if you worry that much about them.
>past 1996
If I were to hold that zoomer position of yours, I'd say they're excusable until Doom Builder, since that's most likely when 3D views of levels were most reliable.

>> No.6622601

>>6622490
Playing with decals on is cheating

>> No.6622612
File: 412 KB, 1600x900, file.png [View same] [iqdb] [saucenao] [google]
6622612

>>6622601
ha!
weak

>> No.6622615
File: 1.32 MB, 1862x839, roundabout_cliffside_1.1.png [View same] [iqdb] [saucenao] [google]
6622615

>>6620516
I've slightly updated my 2048 map (Roundabout Cliffside) with some small detail changes and added an extra pinky to a teleport destination on HMP + UV.
Also the map creator should be credited as SandSculker.
https://www.dropbox.com/s/gxvv8a7bfgwe2v9/roundabout_cliffside.wad?dl=0

>> No.6622618

>>6622518
Can't send them in until September 1st. I'll have to set a reminder, because the idea of him playing this pretentious WAD is making me laugh pretty hard.

>> No.6622661

>>6621464
Remember seeing some of these sky tricks in Kama Sutra. Surprised more wads don't make use of 'em. Surprised more wads don't make use of more advanced stuff like overall, like Boom's colored sectors, silent teleporters, underwater effect, etc.

>> No.6622681

>>6622618
"Okay... Hm. What is t-- Oh. Oh, this is awful."

>> No.6622684

>>6622618
If you get Decino to play this then I'll actually finish my strife wad.

>> No.6622687

>>6622684
We should all send the same wad to him under different names and filesizes.

>> No.6622814

>>6620590
1994 wads were bad for far more and bigger reasons than just texture misalignments.

>> No.6622846

>>6620584
Traditionally, misaligned textures are used for secret doors, that doesn't trigger you, right?

>> No.6622861

>>6622846
Not him, but a lot of modern wads I found tend to use hidden switches, or a slightly different texture/object to break away from an established pattern of the room, over simple texture misalignment for secrets anymore.

>> No.6622862
File: 1.76 MB, 660x386, out.webm [View same] [iqdb] [saucenao] [google]
6622862

Voxels are the future.

>> No.6622880
File: 640 KB, 1904x978, Shoot this.png [View same] [iqdb] [saucenao] [google]
6622880

>>6622861
I myself am partial to the obscure shootable switch in a dark corner opposite a window, pic related.

>> No.6622882

>>6622862
I'm sorry, but that looks ugly as sin since it clashes so much

>> No.6622883

Does anyone have an archive of the previous versions of AEOD?

>> No.6622887

>>6621771
The most annoying part is that Unloved 1/2 have great senses of style and Unloved the Retail Game could've been a good looter shooter. Alas.

>> No.6622892

>>6622862
That looks super cool.

>> No.6622906

>>6622880
>K: 1/1090
>>6622862
This looks awesome and MANAMAX AND SPEAR HOOKS

>> No.6622918

>>6622906
1/1090 here
I started the map up with notarget to show the example, didn't want to go through all the bs to get to the spot.

>> No.6622932

>>6622880
I attack the darkness!

>> No.6622953
File: 493 KB, 1904x978, Screenshot_Doom_20200721_162514.png [View same] [iqdb] [saucenao] [google]
6622953

>>6622932
Shooting the wall reveals a switch outside the building. With no clear way to press the switch by hand, it looks like you have to shoot that aswell.

The armed zombies standing nearby don't seem to mind, ignoring, or perhaps even unaware of your presence.

>____________________

>> No.6623007

>>6622953
Get ye flask

>> No.6623013

>>6623007
>You acquire ye flask, you obtain +1 HP

>> No.6623062

>>6622953
I'm getting drunk. Are there any girls there?

>> No.6623086
File: 73 KB, 900x398, 1420251519889.jpg [View same] [iqdb] [saucenao] [google]
6623086

why doesn't it ever get any live from you boomers?

>> No.6623107

Where can I get CC license MIDIs to use for my WAD?

>> No.6623109

>>6621214
Yes, I was the one who asked about your art

>> No.6623131

>>6622862
It will also slow performance to a crawl

>> No.6623149

>>6623086
cuz its shit an gay

>> No.6623154

I want to make some reasonably-low-poly weapon models for Doom and Quake.
I know some theory, but have no actual practical experience.
What are some tutorials (if any) that focus on making models and aimations in low poly style?

>> No.6623198
File: 80 KB, 640x480, 1489296652688.png [View same] [iqdb] [saucenao] [google]
6623198

>>6623086
Descent is underrated

>> No.6623215

Can you guys point me to examples of custom enemies that do a lot of zig-zagging, dodging, and even deflecting attacks and generally forcing you to lead your shots rather than assuming that they will stay in place? I was thinking something like the evil marines in Scythe 2.

>> No.6623219

>>6623154
For quake try this.
https://pnahratow.github.io/creating-models-for-quake-1.html#creating-the-model

>> No.6623236

>>6620915
Depends what you mean by 'competent', but if you know doom's mechanics well but can't bust out a fun 5 minute level in a week you're basically retarded.
Making it *look* good, however, requires you to have at least some kind grasp on art, aesthetics and design. Not saying you need to have attended art class, but if you've never been artistically inclined this is probably where you're going to struggle the most.
Doombuilder can be learned in a matter of hours unless you want to get into the scripting side of things, but you'd never need that for your average doom level.

>> No.6623359
File: 529 KB, 960x1620, bitter.png [View same] [iqdb] [saucenao] [google]
6623359

>>6620516
Have a tiny PLAYPAL tweak named Bitter.
Kinda muted. Kinda moody. Goes great with fancy brightmaps and/or similar visual effects. Should work just fine with vanilla ports or even the DOS exe.

>> No.6623361

>>6623359
Link: https://mega.nz/file/bp9llBZT#unnYk1yRsCi9ki52V8CY8qVUtiZYuW1bzsTa0vds4mo

>> No.6623484

Anyone knows what might be causing SLADE's map editor to shit itself or fuck up the map when merging vertices? I thought it was the fault of the nodebuilder so I tried using both Zdbsp and Zennode but it didn't make any difference.

>> No.6623519

>>6623484
Download Ultimate Doom Builder, autist

>> No.6623520

>>6623236
Scripting is easy, use google for once you idiot.

>> No.6623525

>>6623519
Thanks, fag, I got used to SLADE when mapping on Linux but I guess it's much more buggy on Windows somehow, I'll try UDB then.

>> No.6623548

>>6622585
I'm 28, I'm older than plenty of posters here, and I'll stand by it; there's no good reason to not align your textures when you're using modern tools.

>> No.6623549

>>6623548
>He doesn't make wall out of 8 units long linedefs, all aligned to zero and textured with STARTAN
What's it like to be lame?

>> No.6623574

>>6622846
Shifting a texture to indicate a secret door isn't what I would do personally, as I think it usually looks too obvious, but I also don't think it's bad either (hell, you don't even need that door to open by just touching it, the shifted texture can just indicate that there's something there).

That said, I will not hold a lack of alignment against people in circumstances where their tools were far less advanced and userfriendly, and where they didn't have the time to do, what would have been regarded as very extra fine polish.
Sandy didn't always get texture alignment that well, but mind that his first time around he was one of the very first people to A), make levels like those he did, B), had 10 weeks to do it, C), the game was still not really finished and specs and assets would change as he was making levels, and D), the overall field of first person shooters was VERY young at the time and he was one of its pioneers.
For Doom 2, he had some experience, but the window of time was still brief, he ran out of Tom's leftovers, his workload increased, and the specs and assets of the game would still end up changing some as he was making the levels, also he had to make some sacrifices in his design for the sake of lower end computers. This was also all while he was contributing in many other ways.

I probably admire Sandy the very most out of the mappers at iD, but YOU are not in his suspenders, YOU don't have the excuse to NOT align YOUR textures, especially not when Doombuilder has let you do that with the press of a button ever since it was released. UNLESS you're specifically aiming for something that's supposed to look 1993 or 1995 era, like Doom The Way iD Did It.

>> No.6623575

Anyone looked into this? https://github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG
Is it basically for Doom1/2 to run in the Doom 3 engine? Or have I misunderstood something?

>> No.6623578

No joke, DOOM II has some of the worst fucking level design I have ever seen

>> No.6623595

>>6623549
i like my eyes functional, thanks

>> No.6623596
File: 137 KB, 1300x942, 94984934-man-grab-other-by-the-collar-having-argument.jpg [View same] [iqdb] [saucenao] [google]
6623596

>>6623578

>> No.6623692

>>6623548
I'll take misalignments over lifelessly smooth polish any day. Flaws only add spice to a work. By the way, you need to be 30 or over to post on this board.

>> No.6623698

>>6623692
So what are you doing posting here?

>> No.6623705

>>6623692
>actual effort is lifeless

>> No.6623707

Do you get trigged by very thin brick walls?

>> No.6623723
File: 348 KB, 1360x768, doom00.png [View same] [iqdb] [saucenao] [google]
6623723

>>6620516
>>6620640
Oh well, I was wrong, I should have tested the map in software mode too, since there were some visual bugs. I've updated the map again but the download link stays the same (Black Crest v4) since I've just updated the file this time.

>> No.6623731

>>6623723
Looks gnarly, can't wait to play it.

>> No.6623742

>>6623705
Effort isn't directly related to quality.

>> No.6623745
File: 592 KB, 800x600, EaY_aZtWsAA_1sC.png [View same] [iqdb] [saucenao] [google]
6623745

>> No.6623750

>>6623742
Lack of effort isn't automatically charming either.

>> No.6623756

>>6623109
It's swaugerdogger.

>> No.6623758

>>6623750
On the other hand, effortlessness is a mark of skill and perfectionism is always neurotic.

>> No.6623783
File: 62 KB, 320x320, 1-20160902154717.gif [View same] [iqdb] [saucenao] [google]
6623783

>>6620873
any news on this?

>> No.6623808

>>6623574
Imagine if there was no Sandy on id, Doom would take longer and Doom II would be released after quake if at all considering the pace of the other mappers. He delivered loads of good maps while the others were slacking or inflating their egos.

>> No.6623809

Mapping in Boom be like https://www.youtube.com/watch?v=2RZoU2dgoh8

>> No.6623810

>>6623808
He really worked hard on those games.

>> No.6623836

>>6622490
As the author: Trust me, I know damn well it's pretentious bullshit; the purpose of the level was to convince an art history professor that doom levels had artistic merit first, and be a good doom level second. Which, to be fair, got me an A.

This said, the contents of the secret are absolutely me just taking the piss.

>> No.6623843

>>6623836
Art snobs are the worst.

>> No.6623889

>>6623836
To be honest it's a presentation of bad game design more than anything.
Hazardous floors that look just like normal floors, a curved hallway with just a baron in it, walls that are - for all intents and purposes - invisible, which makes them get in your way when trying to dodge, and so on.
I think it might have worked better as its own game rather than a Doom wad. The problem with doing it in Doom is that everyone knows Doom well and has pretty sound expectations starting a level. The map didn't give me the feeling that I get when looking at a blank canvas, it was an exercise in prolonged mild annoyance instead.

>> No.6623945
File: 158 KB, 1920x1017, Screenshot_Doom_20200721_181115.png [View same] [iqdb] [saucenao] [google]
6623945

Bone up

>> No.6623950

>>6623945
Looks menacing, I like it. Does it have full frames?

>>6623889
This is all true, but pretentious fuckwits love that shit.

>> No.6623963
File: 166 KB, 1920x1017, Screenshot_Doom_20200721_181118.png [View same] [iqdb] [saucenao] [google]
6623963

>>6623950
Somewhat, the frontal sprites have the unused casting animation done
the rest of the angles use other sprites for illusion

>> No.6623976

>>6623836
Damn it, now I feel bad.

>> No.6624010

>>6620530
Chainsawing cacodemons can help.

>> No.6624064
File: 22 KB, 1697x301, doom posters.png [View same] [iqdb] [saucenao] [google]
6624064

Remember when we had posters like this? Boy I'm glad they're gone.

>> No.6624067
File: 1.71 MB, 1280x1659, 1529019267567.png [View same] [iqdb] [saucenao] [google]
6624067

>>6623836
I'd love to see a Doom mod used in an art piece of some kind. I'm certain it'd be possible to to make it fun and not just pretentious art bullshit at the same time.

>> No.6624086

>>6624067
The blank canvas wasn't even that bad of an idea. The execution was just horrible.

>> No.6624129
File: 253 KB, 597x800, EdZfEcEWsAEZHLP.png [View same] [iqdb] [saucenao] [google]
6624129

>>6624067
You can't have art that is both enjoyable and accepted by art people. At very best you can make a mod where you are [insert something woke] and killing [insert something that is not woke], but make it actually fun to play. Even then they may complain that fun gameplay distracts from the important message. The only winning move is not to play.

>> No.6624138

>>6624129
I could imagine art people liking Sunder or lilith.pk3

>> No.6624147

>>6622862
Any clips of this in action?

>> No.6624156

Looks like these are gonna be a great few years for strife. Now I *really* need to finish my strife wad.
https://twitter.com/marisa_desu/status/1285465648328585216
https://twitter.com/pripyatbeast/status/1285454522723315712

>> No.6624196

>>6624129
>accepted by art people
Those kinds of 'art people' don't actually really like art, they're just pseudo intellectuals who want to come across as sophisticated. They don't care about the advanced craft that goes into the fine detail of some old French gothic cathedral (nor the calculations and effort put into it from just a structural sense), they don't care about effort or aesthetics that goes into whatever is visual, even if actually novel or unusual.

You can pour blood, sweat, and tears into making a map for Doom which isn't just absolutely stunning to look at, but has novel and fun gameplay (an art in itself), all simply because you wanted to make something you think would be really good, and those kinds of people will scoff at it and disregard it. They're pretty much the Videogame Journalists of aesthetics and crafts, they're not people who have worthwhile input into the subject, and you shouldn't give them the time of your day, who you should actually consult and look towards for input and approval is your peers in your interest. Some socialist art teacher who thinks all art must serve a 'worthwhile political purpose' will never tell you anything of value about a Doom map.

>> No.6624204
File: 21 KB, 500x666, pogwhale.jpg [View same] [iqdb] [saucenao] [google]
6624204

>>6624156
>new Strife levels

>> No.6624445

>>6621553
What- what do you mean?

>> No.6624453

>>6624445
Actions labelled as DR or D1 in Doom format - they always affect the sector behind them and thus don't need tags like switches, walk-ons or shootables.

>> No.6624490

>>6623215
the dogs in metadoom?

>> No.6624491

>>6623359
What is PLAYPAL and do I just throw it in ZDL with my other shit?

>> No.6624506

>>6623578
Why do you guys all meme that DOOM is better than DOOM II? Episode 1 is great but 2 and 3 are weak as fuck. 4 is also great if you include that. But DOOM II has a much better batting average. Add in Pain Elementals, Revenants, Archviles, Mancubus, and Arachnotrons and there's no fucking competition.
I mean, you guys are just memeing... right?

>> No.6624530

>>6624506
Gameplay-wise they are both far surpassed by mods, Doom 1 however has more consistent aesthetic.

>> No.6624531

>>6623578
Especially Nirvana.

>> No.6624535
File: 292 KB, 1280x720, Screenshot_Doom_20200720_204356.png [View same] [iqdb] [saucenao] [google]
6624535

Alright, I converted the audio to 8-bit mono, which let it convert to "Doom Sound", maybe now it'll not sound like Missigno when you play with this in PrBoom+

https://cdn.discordapp.com/attachments/477451024752443404/735200600404525136/2048SHOT.wad
The audio quality isn't the greatest, there's a very slight hiss to it, but you should probably not notice it in the game, unless you'r an audiophile, in which case go fuck yourself.

>> No.6624540

>>6623086
Why boomer? I play them since the original release.

>> No.6624542
File: 232 KB, 600x600, wodos.jpg [View same] [iqdb] [saucenao] [google]
6624542

>>6624506
>but 2 and 3 are weak as fuck

>> No.6624559
File: 10 KB, 265x190, download.jpg [View same] [iqdb] [saucenao] [google]
6624559

>>6623198
https://voca.ro/9HIfCHk6Hml

>> No.6624720
File: 2.37 MB, 440x440, 1495899755133.gif [View same] [iqdb] [saucenao] [google]
6624720

>>6624138
lilith.pk3 takes too much player awareness of the Doom engine to work for the pureblood academic art crowd. Even with a map-designer's awareness of how to navigate a level it's still somewhat disorienting and difficult to do, that bars a lot of casual entry.

On the other hand I could see it going down not necessarily with the institution but some of the incidental offshoots. Doom in general and lilith.pk3 in particular starts working as an image for accelerationism; hauntology; the vaporwave communities.

But still again maybe I'm out of touch and these things are already closer to the main artery of the institutional art community than I think.

>> No.6624769

>>6624720
>But still again maybe I'm out of touch and these things are already closer to the main artery of the institutional art community than I think.
They were academized right off the bat.

>> No.6624779
File: 1.36 MB, 1350x1350, 1422319451102.png [View same] [iqdb] [saucenao] [google]
6624779

Voodoo scripting is fun!

>> No.6624793

>>6624779
What did you do with them?

>> No.6624803

>>6624793
Things :)

>> No.6624818

>>6624803
Come on, show us.

>> No.6624823

>>6624818
Soon :)

>> No.6624826

>>6624720
>2020
>Pretending like you understand Nick Land

>> No.6624906
File: 39 KB, 359x381, 411ECC98-0386-49BB-8B8D-DBC2E03C78A4.jpg [View same] [iqdb] [saucenao] [google]
6624906

>>6624826
Bro it's not hard to understand sex tourism. Some blokes just like yellow minge.

>> No.6624935
File: 6 KB, 268x145, pals.png [View same] [iqdb] [saucenao] [google]
6624935

>>6624491
https://doomwiki.org/wiki/PLAYPAL
>do I just throw it in ZDL with my other shit?
Yes.

>> No.6624956
File: 43 KB, 169x156, both-directions.png [View same] [iqdb] [saucenao] [google]
6624956

>>6624535
GODDAMMIT I'M SUCH A FUCKING IDIOT
https://cdn.discordapp.com/attachments/477451024752443404/735231651163930764/2048SHOT.wad

>> No.6624965

Actually, doesn't Boom support .mp3 files? If I just made the sound as an .mp3 file I wouldn't have to fuck with the bitrate or anything, and it wouldn't distort, right?

>> No.6625202
File: 136 KB, 900x1200, timbler about to kill.jpg [View same] [iqdb] [saucenao] [google]
6625202

AWWW! TO FUCK WITH IT! I'll just skip that entire shotgun thing as is, and then after the 2048 release I'll just do a quick Decorate thing as a separate addon, where I can define my own sounds and animation frames (but basically the same weapon behavior), and use truecolor. If you wanted fancy shit, you wouldn't be sticking to PrBoom+ anyway!

I should be focusing on the maps anyway!

>> No.6625206

>>6625202
I finished Quake for the first time today, and the whole time I kept calling the Shambler the Timbler on accident.

>> No.6625214

>>6625206
Was he *that* fresh? Also, did you enjoy it?

>> No.6625236

>>6624491
it's like paypal for doom simps

>> No.6625258
File: 319 KB, 360x400, 1590187486821.png [View same] [iqdb] [saucenao] [google]
6625258

Doom short film when?
You can't do a feature film but KDITD could be a 15 minute short film

>> No.6625269
File: 19 KB, 399x732, JPCP_MAP08_Comic.png [View same] [iqdb] [saucenao] [google]
6625269

We should encourage those Japs to make another community project, I very much enjoyed their first one.

>> No.6625275

Playing the DOSBOX version, is this really how people played DOOM back in the day? I am a zoomer (18).

>> No.6625282

>>6625258
https://pastebin.com/wWgRp2vC
i think at least some stuff here could make a doom movie work

>> No.6625303

>>6625282
Imagine Hideous Destructor: The Movie
>You're seeing now a veteran of a thousand psychic wars,
>My energy is spent at last, and my armor is destroyed,
>I have used up all my weapons, and I'm helpless and bereaved.
>Wounds are all I'm made of!

>> No.6625309

MAPPING IS TOO HARD

>> No.6625310

>>6625309
No it isn't.

>> No.6625314

>>6625309
I ACTUALLY FIND IT SOMEWHAT EASY ONCE I GOT INTO THE GROOVE OF IT
KIND OF WISH I COULD ADD MY OWN FLATS AND PATCHES THOUGH BECAUSE THERE'S SHIT MISSING IN GOTHICTX.WAD WHICH EXPECTED TO BE THERE

>> No.6625316

>>6625309
That's not hard. You know what is hard? Spriting and coding custom weapons and making sure they look like they fit doom.

>> No.6625320

>>6625310
it is for someone like me with not a creative bone in my body

>> No.6625332

>>6624720
That image makes me think of SHODAN and phamtoms.

>> No.6625334

>>6625309
I learned how to make a decent looking map with an array of functional objects (doors, monster closets, lifts etc.) and clever secrets with a solid day's work (~8-10 hours) on and off with no mapping experience, and I'm a pretty slow learner when it comes to creative design. IMO it's the easiest aspect of modding, compared to spritework which is one of the hardest and why you see so many reused sprites, frankensteined sprites, or ones that are just plain bad.

>> No.6625335

>>6625320
Just draw some squares and call it a day.

>> No.6625396

>>6625303
>POP
>GLUG GLUG GLUG GLUG GLUG GLUG GLUG GLUG GLUG GLUG GLUG GLUG
>HEY! This is just [BRAND NAME SODA]™!
>[Laugh track]
>https://www.youtube.com/watch?v=Aj66eoC8ntI

>> No.6625401

My third map feels pretty exciting when I playtest it (gotta fix a few issues though). Makes me feel like I may have something good for a fourth map as well.

>> No.6625406
File: 1.30 MB, 784x1200, Hideous Destructor LA.png [View same] [iqdb] [saucenao] [google]
6625406

>>6625303

>> No.6625428

>>6625309
I want you take a moment to observe how rapidly this community has taken to try and assuage your concerns about this. But since this is a Scandinavian team roping hobbyist forum I'm going to assume you have some psychological problems that you don't take many precautions in effectively thinking about.

Let's assume you're correct and mapping is too hard. Instead of focusing on the difficulty of the act lets think about how it makes you feel. Do you like doing it? Are you having a bad time actually trying to learn how to map or are you simply frustrated you aren't getting the results you want out of a few hours of trying it out? Have you put more than 12 hours into it yet? Have you given yourself any realistic goals?

Frankly I'm in the same spot you are, I haven't produced anything good and I think the difficulty is distracting. But you probably haven't given yourself enough time or clear goals to try and achieve. Try thinking about mapping as a fun project rather than means to producing your own masterpiece. Your mindset dictates whether you keep at it or not: not the actual or perceived difficulties.

>> No.6625495

>gzdoom on linux
>beautiful doom wad
>texture filtering off

yep, good time.

>> No.6625502

Stuff like Eviternity and Valiant that try too hard to be professional are super boring to play.

>> No.6625507

>>6625309
Just think of a layout, draw it on paper, and then draw it on the editor.

>> No.6625510 [DELETED] 

hung out with this girl twice, once last weekend and once yesterday. we hit it off pretty well, we worked out together both times and talked. she got drunk and kinda handsy last night, didn't want to try and escalate from there because it felt wrong (i only had like, 4 beers in me). ended up going home. what do?

on map 15 industrial zone w/ beautiful doom wad rn

>> No.6625524

>>6623131
That doesnt happen with Tiberian sun and RA2

>> No.6625530

Seeing all that stuff about Strife makes me think we should've done Strife community project instead.

>> No.6625542

>>6625530
it takes a lot of work to make a good strife mod, let alone a strife mod
you're more likely to make a gzdoom tc for doom based around your own setting and characters

>> No.6625543 [DELETED] 

>>6625510
Cool thot story bro. You fucked up. Now she thinks you're gay, because you are.

>> No.6625557

>>6625502
Agreed on Eviternity.

>> No.6625558

>>6625530
Making stuff for Strife is much less straightforward, and I'm not sure people have the same understanding of its gameplay as they do Doom. Mind also that Strife isn't designed for a set of separate levels which don't interconnect, the game is built entirely around hubs which connect very strongly and has a mostly linear progression.
I do not think we would have the cohesion and planning necessary to do a proper set of levels for Strife like that here on the board, a group of people from here would have to get together and work out a plan and stay in touch over an extended period of time.

It really is way easier to just make a self-contained level for Doom and just packing it into a set. Not that I want to discourage Strife content.

>> No.6625561 [DELETED] 

>>6625543
i'm in the military, even being accused of fucking a girl who was drunk can ruin your career

>> No.6625563

>>6625275
Yes. See also: Chocolate Doom with OPL music for an authentic boomer experience under native windows.

>> No.6625583

have you ever donated to a fan made project?

>> No.6625584

>>6625530
There's about 7 people here interested in strife and maybe 3 people making content for it. It wouldn't go very far.

>> No.6625592

>>6625502
What about aliens and Sunlust?

>> No.6625593

>>6625583
yeah and they all sucked ass. https://doomwiki.org/wiki/Juza
changed my design philosophies a bit since then; hopefully redemption is coming soon...

>> No.6625601

>>6625592
sunlust is slaughtershit and aliens is probably cool but I couldn't beat it out of boredom also

>> No.6625605

>>6625275
There's nothing really wrong with it, though you may want to use mouse input, instead of just keyboard controls. It's kind of annoying how moving the mouse vertically moves you forwards and backwards, but somebody made a TSR to disable vertical mouse movement.

>> No.6625607
File: 557 KB, 1199x400, 1547998608384.png [View same] [iqdb] [saucenao] [google]
6625607

>>6625583
the only one I donated to was BuildGDX.

>> No.6625615

datonestarfox2 is the pixelbuster of the doom fanbase

>> No.6625620

>>6625275
That's how I first played it through the shareware and retail with my Dad.
I liked the keyboard controls (arrows, Ctrl,space) while my dad preferred the mouse.
Bizarrely looking back only my distant cousin managed to play WASD and NOVERT after he discovered it on a newsgroup.
I thought it was stupid the first time I used it.

>> No.6625629

>>6625275
Yeah, except that they usually also had FPS drops or couldn't run the game in its max fps (35) at all.

>> No.6625639

>>6625563
Boomer experience does not include a steady framerate.

>> No.6625768

>>6625507
>paper

>> No.6625774
File: 17 KB, 480x360, 1458324234404.jpg [View same] [iqdb] [saucenao] [google]
6625774

>>6625563
even as a youngster my PC had a hi quality midi soundcard
OPL doesn't get me nostalgic in the slightest and people that glorify it are turbo losers
Imagine not going to a store and shelling out money for a soundblaster while claiming to care about pc gaming
sounds pretty cringe

>> No.6625809

>>6625774
Unless you're talking about the AWE32 or AWE64, the ISA Sound Blaster cards were strictly OPL. Earlier ones were OPL2, later ones were OPL3. The SB16s had a wavetable header, but most of them had a buggy MIDI interface.

>> No.6625871

>>6625502
>that try too hard to be professional
This has to be the most pretentious complaint you can possibly have for a wad.

>> No.6625906

>>6625871
>>6625502
Naw dawg, naw. Texture misalignment is KINO and SOUL.

>> No.6625919

>>6625906
Complaining about minor texture misalignments is OCD-level schizo fuckery and you deserve to burn in hell for giving a fuck about it in the average PWAD. If TNT is allowed to be a pile of garbage, we can forgive amateurs for trying to create a product.

>> No.6625934

>>6625919
Agreed, but complaining about textures being perfectly aligned is obnoxious as well. I get the complaints about detail that you can get caught on or is visually confusing, but how is perfect alignment distracting?

Irrespective of my thoughts on Sunlust's gameplay, I don't see any issues with how it looks. Unless you want everything to be frozen in 1995 for some reason.

>> No.6625994

>>6625934
You're repeating the same arguments.

>> No.6626018
File: 13 KB, 600x600, PIA00353.jpg [View same] [iqdb] [saucenao] [google]
6626018

Base Ganymede is based

>> No.6626020

any doom mod that takes place in a sphere and does a mario galaxy?

>> No.6626070

>>6625502
Valiant is one of the most fun wads I've ever played. Loved all of its new monsters, and the super chaingun is a blast to use. Can't think of any maps that stick out as bad. Just overall solid, and can see why it's popular.
Eviternity is alright, but it definitely is a bit overhyped. I'm not the biggest fan of some of the new monsters (nightmare demons are so boring), and MAP19 was just an absolute drag to play. I think a lot of people in the community just consider it their favourite right now because of a mix of recency bias and OTEX being a phenomenal texture set.

>> No.6626072

>>6626020
Not sure if thats even possible with Doom engine.

>> No.6626102

>>6626020
>>6626072
Definitely impossible.

>> No.6626110
File: 394 KB, 1440x1080, DOOM0005.png [View same] [iqdb] [saucenao] [google]
6626110

>>6625502
Valiant is legitimately phenomenal and worth its praise. Eviternity is just a watered-down Struggle with a new texturepack.

>> No.6626125

>>6626102
Serious Sam's engine has that capability and uses it in a secret level in TFE. One of the survival maps in Serious Sam Classics: Revolution takes place on a mario galaxy style island.

>> No.6626160

>>6626110
what wad is this? looks neat

>> No.6626164

>>6626072
Could pull some shader trickery to make the horizon look like the top of a globe but that's... that's just too much hackery.

>> No.6626169

>>6626160
Struggle: Antaresian Legacy

>> No.6626170

>>6626110
that map reminds me of chrome gadget from Sonic 3 for some reason

>> No.6626269

>>6626169
thanks

>> No.6626274

>>6626110
Warning: Incoming autism. I don't find Eviternity and Struggle to be similar. I'm only 1/3 into Struggle but to this point it seems to differ in significant ways. Struggle favors more claustrophobic spaces than Eviternity. There are less arena situations in Struggle and less opportunities to strafe around mob encounters: The focus is on dodging while steadily moving forward to claim room in spaces. The placement of ammo and re-works to hitscan weapons and carrying capacities lends itself to a more generous "run-and-gun" play than Eviternity has. (I'm using this loosely, almost any Doom wad is a run-and-gun endeavor. You know what I mean.) I felt more compelled in Eviternity to stay accurate in my firing or risk running out of scenario-specific utility. Eviternity has more turret and tower sniper placements that promote conservation of bullets to deal with. In Struggle you're frequently being forced to cycle off of shotgun both because of the max carrying potential of the weapon is reduced and because pistol / double pistol (chaingun) ammo is plentiful. The increased fire rate downs zombie units faster and likewise antares031 places far more of those mobs in the maps then you might see in other wads. I might even go so far as to say the chaingun becomes a better clearing option in the wad than the plasma rifle equivalent in Struggle. When you backtrack in Eviternity you tend to move back into hub areas while the "shortcut doors" in Struggle snake through varying annexes of maps. I would say the shortcuts in Struggle are more complex than the ones in Eviternity but I also don't want to downplay my enjoyment of Eviternity: They're just trying for different spaces.

>>6626160
Definitely try it out. It takes a moment to get into its flow but it's a great wad.

>> No.6626358
File: 139 KB, 1147x1365, 1595195419322.jpg [View same] [iqdb] [saucenao] [google]
6626358

Is there a place where i can find all the sound effects used in Hexen?

>> No.6626367

>>6626358
HEXEN.WAD

>> No.6626376

>>6626367
Fails to extract, is my file shitty or is there another way

>> No.6626378
File: 47 KB, 750x748, dap8pz6n97921.jpg [View same] [iqdb] [saucenao] [google]
6626378

>>6626358
https://lmgtfy.com/?q=hexen+sfx literally the second link

>> No.6626391

>>6625524
Yeah. they
1) use much less voxels
2) don't use eDuke32 renderer

>> No.6626407

>>6625428
Good post

>> No.6626409

>>6626378
Oh im fucking retarded, my bad. Thats literally also how i got the sfx for darkstalkers before

>> No.6626428
File: 26 KB, 747x731, PIA02862.jpg [View same] [iqdb] [saucenao] [google]
6626428

My Base Ganymede Episode Two demo finished uploading
> https://youtu.be/d5_RwmJMO4I
These maps look great for a vanilla-compatible Doom 1 megawad, especially E2M4, M5, and M6

>> No.6626575

I am a big timmy. What mapsets have a big focus on fancy ZDoom features like 3D models, 3D floors, sloped floors, and even jumping with xa parko feasibly not breaking them?

>> No.6626710

>>6625601
sunlust is not slaughter, you clearly did not try to beat it.

aliens is cool, and if you are board, try pistol start signal segment runs.

>> No.6626887
File: 101 KB, 800x600, tela10.jpg [View same] [iqdb] [saucenao] [google]
6626887

What in god's name is this game?

>> No.6626912

Ashes 2063 Sterilized + Hideous Destructor + FreeDoom = Kino

>> No.6627040

>>6626887
My mapping skills in a nutshell

>> No.6627085

Playthrough video of map18 of 300 minutes of /vr/ is up.
https://www.youtube.com/watch?v=-NAfMfEFtIc

>> No.6627129
File: 1.67 MB, 1920x1080, .png [View same] [iqdb] [saucenao] [google]
6627129

>>6626575
The Alfonzone, Extermination Day sanitised (burtal dwuum campaign without using the main mod) and the Treasure Tech preview campaign off the top of my head.

>> No.6627132

>>6627085
lol the ending

>> No.6627185
File: 345 KB, 1440x1080, DOOM0007.png [View same] [iqdb] [saucenao] [google]
6627185

>>6626274
>I'm only 1/3 into Struggle but to this point it seems to differ in significant ways.
Struggle has a much slower progression compared to Eviternity, since it doesn't bother with the episodic structure. When you pass the halfway point you'll see. The BFG hasn't even been introduced yet.

>> No.6627238

Does anyone know of any wads that replace monsters will something a bit more spooky? I'm trying to play the Silent Hill 5 to 2 map but standard imps and pinkies aren't really setting the atmosphere well.

>> No.6627240

>>6627238
Shut Up And Bleed has some spooky monsters, though weapons are a bit wonky.

>> No.6627248

I wish GOTHICTX had some wooden crate textures.

>> No.6627250

Do we have a Map 07 yet, by the way?

>> No.6627260

>>6627248
I wish it didn't replace all of the Fireblu textures - Firelava doesn't give off that same chaotic energy.
>>6627250
I'm fairly certain it's still up for grabs.

>> No.6627264

>>6627260
Alright, I'll take a shot at Map 07 as my fourth entry.

>> No.6627278

>>6627264
Make sure you align the textures. Someone here will be very angry if you don't.

>> No.6627329

>>6627278
But don't align them perfectly or someone else here will be equally angry.

>> No.6627348

>>6627278
>>6627329
I like dis board

>> No.6627356

>>6627278
Bitch, nobody aligns textures as autistically as me! I'll align textures even where it won't be visible!

>> No.6627371

>>6627356
Bitch, I align textures when there are no textures!

>> No.6627376

>>6627371
HELL YEAH, BROTHER!

>> No.6627410

>>6625316
Just spriting. Coding is easy unless it's ZScript.

>> No.6627424

>>6627278
I don’t get this new joke. I thought trying to make textures blend well was basic map skills. Did someone here or on another site lose their shit over it?

>> No.6627442

>>6621091
Arachnotrons on high pillars, Revenants on the ground, sprinkle with Imps, add an Archvile after.

>> No.6627446

>>6627410
Is there really that much of a difference between decorate and zscript?

>> No.6627452

>>6627446
Decorate has documentation.

>> No.6627484
File: 702 KB, 1393x651, ctsj_poster.jpg [View same] [iqdb] [saucenao] [google]
6627484

>>6620516

Coppertone Summer Jam for Quake Released

http://celephais.net/board/view_thread.php?id=61918

>> No.6627487
File: 2.02 MB, 2560x1080, spasm0005.png [View same] [iqdb] [saucenao] [google]
6627487

>>6627484
Here's the map I made for it:

https://youtu.be/ravZPVSgfJw

>> No.6627853

>>6627484
Heyyyy! That looks sweet.

>> No.6627880

GOOOOOOOD MORNING BABYLOOOOON

>> No.6627923
File: 14 KB, 444x332, 1499015365888.jpg [View same] [iqdb] [saucenao] [google]
6627923

>>6625583
>Never make money off your fan project despite it growing significantly

>> No.6627924

>>6625583
I wish someone donated to my fan projects. Guess I picked the wrong games to mod.

>> No.6627939
File: 109 KB, 960x708, 1574235933971.jpg [View same] [iqdb] [saucenao] [google]
6627939

>>6620516
Here's my submission for 2048 units. It's also my first ever map so any feedback is appreciated :-)
https://www.mediafire.com/file/li9nc7tegmq23tl/2048-gatehouse.wad/file

>> No.6627964
File: 167 KB, 400x359, 1386190384688.png [View same] [iqdb] [saucenao] [google]
6627964

Fuck, I just have the maps listed by the numbers I made them as in my .wad, and my 07 submission is currently in slot 04, and it occurred to me that the 666 and 667 specials will not be there for my testing.
Should I just rename the map lump to MAP07? That'd fix it, right?

>> No.6627973

>>6627924
You really don't want that.
>Hey, I made a hundred bucks.
>But what about the assets, anon? Did you make all of that? The code? The sprites? The textures?
>Well, I...
>WHAT ABOUT THE PORT, HUH? I know you're allowed to do this but they REALLY deserve something too. You should share.
>Well, you see, that...
>ANON WHAT ABOUT ME? I PLAYED YOUR GAME. FOR FREE. I MADE YOU! AAAAAAAA!
>Now that's just...
>AAAAAAAAAAAAAAAAAAA! REEEEEEEEEEEEE!
The climate. It's bad.

>> No.6627980

>>6627964
If you're in doom builder press F2 for map options and just rename it to MAP07. Should work in any other editor if you just rename it though.

>> No.6627981

>>6627964
Yes

>>6627939
https://www.mediafire.com/file/nqip3jq0iwwgnkw/gatehouse.lmp/file
I made a demo where I keep falling into laval. As of now I couldn't beat it, because I suck and also can't get control scheme quite right in PrBoom+
Did you use any Boom functionality or I can try playing in Crispy Doom next?

I shook my head vigorously at some minor alignment problems, you might use auto-aligment tool to fix that. You probably also meant to have doortrack in the doors around blue key.
The stairs that lead out of starting area are too steep for monsters to climb making it into a camping spot.
I am also unsure why red key is right in front of red key building, but there might be a point.

>> No.6627987

>>6627973
I used to make mods for different game that were mostly writing. Then the launcher got all fucked up and I basically ragequit and only do maintenance on my contribution to a large team project. Not hoping to get anyone to pay me for Doom mapping any time soon.
But if someone were to pay even 1 USD for my writing, that's how I'd know I have it made.

>> No.6627995

>>6625502
There's literally an area in Eviternity where they used a midtexture as a wall (which can be solid, but cant block projectiles) to get the texturing just right. As a result, enemy projectiles pass right through what looks like a solid wall. That is really the epitome of overindulgent visuals.

>> No.6628008

>>6627995
Couldn't they put solid sector behind the fake wall, like normal, sensible people?

>> No.6628020
File: 254 KB, 680x680, 1544214043484.png [View same] [iqdb] [saucenao] [google]
6628020

>>6627987
/lit/ is a better place for this but oh well. I like short stories. Got anything good I can read?

>> No.6628023

>>6626710
>Sunlust is not slaughter
try again.

>> No.6628031
File: 32 KB, 1452x1200, E1M6_map.png [View same] [iqdb] [saucenao] [google]
6628031

god i fucking hate slaughtershit

>> No.6628045

>>6627981
Cheers for the demo. There are lifts/stairs to get out of all the lava pits but I think I need to lower the damage rate. Door track is meant to be in all the doorways but I must have missed a couple. I'll see what I can do about the stairs also.
Yeah, I'm not satisfied with the red key placement either, I need to think of a better place for it.
It works fine on the original DOS version and GZDoom so you shouldn't run into any problems using a different port.

>> No.6628050

>>6628020
Not really. Those are in-game stories, with all sorts of mechanics and flavour, they aren't exactly literature.

>> No.6628051

>>6626710
Isn't Sunlust considered THE best slaughterwad?

>> No.6628070

What are some doom wads with good boss fights, if it helps my standards for a good boss fight was the magician from the end of heretic, that was pretty good

>> No.6628078
File: 290 KB, 1920x1080, Screenshot_Square_20200415_080537.png [View same] [iqdb] [saucenao] [google]
6628078

>>6626575
Adventures of Square is the only GZDoom map set I can confirm is good

>> No.6628083
File: 938 KB, 1920x1080, rockblocked.png [View same] [iqdb] [saucenao] [google]
6628083

>>6627939
Pretty solid, especially for a first map. Just do me a favor and move the stalagmite here over a bit. It blocks the players from being able to access the shells due to its infinitely tall height in prboom+. Also, the some of the rock textures could use some serious aligning.

>> No.6628105

>>6628078
People never mention Episode 2. Has a better flow from what I remember. I wonder if people just drop it halfway through Episode 1 or something like that.

>> No.6628126

>>6627939
So, I don't know if you know this but in doom builder you can use W to switch to visual mode, where you can fly around using esdf, and select walls and press A to align them horizontally with the one you are pointing at.

You can also flag linedefs as lower unpegged to make lower texture draw from the ceiling (And not floor behind it) which is useful to merge ledges into solid walls.

>> No.6628127
File: 149 KB, 159x193, 1590227466377.gif [View same] [iqdb] [saucenao] [google]
6628127

>>6627238
I haven't played this yet. Let me know if it's any good
https://darsycho.itch.io/mayhem-mansion

>>6621091
Spiderdemons and cyberdemons belong on tall pillars surrounded by vast damaging floor sectors so you cannot run up to them and BFG them. Arch-viles belong in empty lock-in rooms. Revenants belong in long platforming sections. Mancubi belong in long corridors

>> No.6628129

>>6628070
Off the top of my head, Eviternity, Valiant, Spooktober and Hexmas have pretty good boss fights. Touhou doom also has tons of bosses, but it also has really bland maps.

>> No.6628138

>>6621091
Releasing arch-viles into a room you just cleared is my favourite part time. I also like putting cacos on tall pillars of which they gracefully float when they see you.

>> No.6628145

>>6621091
Pinkies chasing you while fire comes from above.

>> No.6628148

Post your favorite iwad and I'll guess your favorite fetish

Doom 64 and the like are permitted

>> No.6628150

>>6628148
TNT.wad

>> No.6628153

>>6628150
Probably clones or something where you get as much of the same, boring sex as possible

>> No.6628154

>>6628148
strife1.wad

>> No.6628157

>>6628153
No, rape.

>> No.6628158

>>6628148
My fetish is raceplay. Can you tell me my favorite iwad instead?

>> No.6628160

>>6627939
Incidentally, you didn't add any music. Are you going to? All the cool kids do custom music this days.

>> No.6628161

>>6628127
I'd agree with Spiderdemons, but Cyberdemons are much better when you are given space (but maybe not too much, as in E2M8) to manouver around them and their rockets instead of being used as beefy turrets

>> No.6628164

>>6627973
I've never gotten any of that.

>> No.6628165

>>6628154
furry

>>6628158
Freedoom 2 version 0.7

>> No.6628171

>>6628105
Come on, even the IcarusSh1ts made a video on it. It's not like it's Memoirs of Magic that faded into oblivion immediately after release, because it was too much of a shitfest to play yet too much of an effort to make people feel awkward to tear it a new asshole as it deserved. I really think people behind the AoS should've commercialized the whole project, maybe it have motivated them to actually make an episode 3.

>> No.6628172

>>6628165
How about Plutonia?

>> No.6628173

>>6628148
Heretic

>> No.6628178

>>6628172
Huge tit bad bitches, aka the objective best taste

>>6628173
orcs mind breaking elves, cervical penetration

>> No.6628183

>>6628160
I will supply some extra tracks in mine in case lead needs to plug in some music in submissions missing them.

>> No.6628189

>>6628148
DOOM1.WAD

>> No.6628192

>>6628189
gushing gilfs in a fireblu race car bed

>> No.6628194

>>6628192
vroom vroom

>> No.6628195

>>6628150
Masochism

>> No.6628201

>>6628195
I'll acknowledge that TNT has bad maps, but laugh all you want, it also has some very good ones.

>> No.6628202

>>6628192
Found the lost soul.

>> No.6628205
File: 184 KB, 595x584, msedge_1P5l5UIlwZ.png [View same] [iqdb] [saucenao] [google]
6628205

>>6628202

>> No.6628212 [DELETED] 

>>6628150
Edging. I think it's called edging when you don't cum for hours. I'm not an expert.

>> No.6628215

>>6628148
action2.wad

>> No.6628219 [DELETED] 

>>6628215
hentai

specifically moral degradation and milfs

>> No.6628226

>>6628205
>msedge
Truly a cursed post.

>> No.6628231

>>6628226
it's the icing on the cock

>> No.6628238

>>6628219
It literally has an NTR plot. You had one fucking job.

>> No.6628239 [DELETED] 

>>6628238
>NTR is not moral degradation now
0 brain post

>> No.6628242

>>6628239
>>6628238
>>6628219
>>6628148
This conversation sucks.

>> No.6628250 [DELETED] 

>>6628239
Yeah, if you're going to take shortcuts, may as well say he has "sex" fetish, or "perverse" fetish. Don't even take such a task upon yourself if you're going to half-ass it, because you are making a full ass out of yourself.

>> No.6628252 [DELETED] 

>>6628242
Yeah keep the coomer shit in /v/. We get enough HDoom zoomers, I'd rather talk about fucking texture alignment than exchange fetishes with a bunch of people who post about Doom on the internet.

>> No.6628253

i like doom and i also hate weebs

>> No.6628254 [DELETED] 
File: 120 KB, 720x1035, EcmodwKWoAATHH-.jpg [View same] [iqdb] [saucenao] [google]
6628254

>>6628250

>> No.6628262 [DELETED] 

>>6628254
What?

>> No.6628264 [DELETED] 

>>6628254
40%

>> No.6628265 [DELETED] 

>>6628252
We cant have internet communities anymore, it is matter of time until a weeb or a tranny appears and ruin everything.

>> No.6628269 [DELETED] 

>>6628254
firstly, fuck off.
secondly, this meme is stupid. you've put your argument over literal piles of shit.

>> No.6628270 [DELETED] 
File: 13 KB, 162x166, 1mul6k.jpg [View same] [iqdb] [saucenao] [google]
6628270

>>6628254
There are only two genders.

>> No.6628272 [DELETED] 
File: 62 KB, 640x508, weeb neighboardhood.jpg [View same] [iqdb] [saucenao] [google]
6628272

>>6628265
>>6628253
4chan is an anime website.

>> No.6628273 [DELETED] 

>>6628270
>>6628269
>>6628264
literally NPCs

>>6628262
wanted to laugh at the NPCs, that's all anon

>> No.6628281

>>6628273
So you post a completely unrelated tranny meme as some sort of non-sequitur response?

>> No.6628283

>>6628273
(You) wanted to post off topic garbage here in the doom thread.
Good job, you've gotten what you wanted, attention and a thread derailment, now do us a favor and fuck off.

>> No.6628284 [DELETED] 

So now that the retard played his hand and showed he's just offtopic shitposting, please report the cunt and maybe we can get a janny to sweep up his dumbass posts.

>> No.6628310 [DELETED] 

>>6628284
I've proven times and times again that literally the only thing jannies care about is ban evasion. I've done this experiment several times already - I can shitpost to my heart's content, but as soon as I say that I have evaded bans in the past, janny will home in on my post like an Ukrainian surface-to-air missile on a passenger airliner. Nothing drives them as mad as realization that their beloved internet power is nothing but a sham.

>> No.6628317 [DELETED] 

>>6628310
That's great. Could you like, not shitpost?

>> No.6628323

>>6628310
Iranian is more up to date. Downing a ukranian passenger liner.

>> No.6628339

Playthrough video of map19 of 300 minutes of /vr/ is up. An Inmost Dens map that is pretty challenging.
https://www.youtube.com/watch?v=TcJhdBvH64E

>> No.6628342

>>6627484
Im getting tired of Q1 Mapping with the same repeated themes wanking Simon's AD, and mostly because the mappers are lazy fucks who doesn't want to do for Q2, Thief or RTCW in fear of being kicked out of the quake mapping discord hive mind, with dumpnigger, baker and his gang calling the shots against them.

and this is because they don't like quakewulf's presence there, and even he can confirm it.

>> No.6628353 [DELETED] 

>>6628310
What I wouldn't give to throttle the useless life out of you and give these threads a bit of peace. Your autistic persecution complex with the jannies here is so fucking tiresome. You are worse than S'arias.

>> No.6628356 [DELETED] 

>>6628317
It's irrelevant. How much and whether I shitpost has no bearing on whether I'm getting banned or not. I can shitpost to my heart's content and I would not be banned no matter what even when I report my own posts, but I can walk into the middle of sarais or alf or tranny shitstorm hey Marisa, why no tripcode and announce that I have evaded a 15-minute ban three months ago and bam, I am banned for 16 minutes, reset my router, mock the stupid janny, reset my router again and back to being a pillar of communty.

>> No.6628361

>>6628342
Arcane Dimensions will always be the Pinnacle of Quake 1 mapping, and mostly because Simon used Quoth's monsters and new weapons to make it kino.

Also the Discord group is ass.
even saying a random Ass or shit over there grants you a mute or report.

>> No.6628362 [DELETED] 

>>6628353
>What I wouldn't give to throttle the useless life out of you
Yep, that would be the only way for you to actually enforce your "power", eh, janny-boy? You are wasting all of your free time on being an unpaid janitor, and I once in a blue moon spend three minutes of my time to make you seethe and froth, and you think it is I who has complexes?

>> No.6628365
File: 66 KB, 640x480, 201951-blood-dos-screenshot-stone-gargoyles-are-worthy-foes.png [View same] [iqdb] [saucenao] [google]
6628365

You don't cheat the game by crouch fighting enemies... Do you, anon?

>> No.6628368

When will you guys learn not to respond to this shit.

>> No.6628371
File: 17 KB, 74x97, 1585200526450.gif [View same] [iqdb] [saucenao] [google]
6628371

Post your favorite album to play Doom to.

> https://youtu.be/XZCfKAgmKyo

>> No.6628374

>>6628365
At first I felt bad for doing it until Cryptic Passage threw four fucking Cheoghs at me in the end. Cultists are the most fun to fight in Blood anyway, so I don't mind cheesing everyone else.

>> No.6628379

>>6622612
SUPER

HOT

>> No.6628384 [DELETED] 

>>6628356
How about you not ruin the quality of this place for cheap thrills?

>> No.6628386
File: 49 KB, 600x600, slayer south.jpg [View same] [iqdb] [saucenao] [google]
6628386

>>6628371

>> No.6628393

Is there seriously no way to bind movement to mousewheel in Doom Builder 2 the way it defaults in SLADE? Everyone keeps commenting that functionality in DB2 is better but I find the keybind setup and environment in SLADE much more intuitive even accounting for having to jiggle vertices to correct sector recognition after removing deleting lines.

>> No.6628402 [DELETED] 
File: 6 KB, 302x76, like a clockwork.png [View same] [iqdb] [saucenao] [google]
6628402

>>6628384
Look at this from another perspective - our janny-boy finally got a bit of self-awareness and cleaned up the tranny shit he was supposed to clean up in the first place. And all it took was one bait post from me. I wonder if it will work during another Alf-life shitposting spree or the next coming of sarais?

>> No.6628406

>>6628371
https://www.youtube.com/watch?v=RgVIEHbB-D4&t

>> No.6628418

>>6628371
I play with the default soundtrack, like G-d and map maker intended. But I would not deny, YMO and Laserdance got me through making my biggest WAD as of yet.
https://www.youtube.com/watch?v=mkwF9ntJA20

>> No.6628420 [DELETED] 

>>6628402
Well, here's a suggestion, how about you use that power for good next time we get some deranged shitflinging? Then it would be really appreciated.

>> No.6628441

>>6627185
>>6626274
too bad most of Struggle looks like tasteless tekwar shit in terms of textures and sprites

>> No.6628453 [DELETED] 

>>6628420
We'll see, my boy, we'll see. Though I wouldn't go as far as calling it a "power", after all, I'm not some kind of electronic janitor picking up imaginary turds as his second unpaid job, so I don't need to convince myself that I have some kind of "power".

>> No.6628468

>>6620513
if anyone can find the wad from this video i'll be impressed

https://youtu.be/XcveSaCNGb4

>> No.6628474 [DELETED] 

>>6628453
Hey, it works better than the report button, that's something.

>> No.6628484
File: 40 KB, 438x438, Pepe call the cops.jpg [View same] [iqdb] [saucenao] [google]
6628484

Why the hate for Brutal Doom? I don't get it.

>> No.6628487

>>6628484
use desuarchive or something and use specific keywords to look up links, videos, screenshots etc
there

>> No.6628493 [DELETED] 

>>6628484
Oh boy, looks like I will have an opportunity to test my new hypothetical perk right now.

HEY JANNY! I EVADED YOUR THREE-MINUTE BAN!

>> No.6628495 [DELETED] 

>>6620516
>>6628126
>>6628160
Alright here's an updated version. It even has custom music now

https://www.mediafire.com/file/tt2uen41h36y48f/SpookyCacodemon_-_Gatehouse.wad/file

>> No.6628525

>>6628441
I like the crunchy 90s look and sound it has. It's like an old TC but with top-notch balance and design.

>> No.6628558
File: 19 KB, 75x75, 1574238724508.gif [View same] [iqdb] [saucenao] [google]
6628558

>>6620516
>>6628083
>>6628160
Updated map here

https://www.mediafire.com/file/v1is0fjyj8b0yi7/SpookyCacodemon+-+Gatehouse.wad/file

>> No.6628561

>>6628558
Congrats on the first effort anon, I like it. The pit elevators are/were well implemented. The rework for the red key improves the level.

As anons have mentioned your alignments need a lot of work. Observations: The main sector in the blue key room has a height that adds a smushed brick layer that could be raised or lowered; the wood fence pen has a sector edge that's mis-tiled. The door to the rocket secret room isn't tagged to display as a normal wall on automap.
Opinions: I think the mega armor is too generous on hard. If you aren't aware blue armor absorbs 1/2 damage compared to green which only stops 1/3. I would consider downgrading that to green on hard or even just removing it altogether and sprinkling more ammo shards specific for that difficulty. The hellknight placement seems somewhat misused to me. On their own they tend to be pushovers, they're easily evaded but hurt if you aren't paying attention. Hellknights work best when they're placed in situations where you have to juggle avoiding them while dealing with more pressing matters. It's fine in this case, just wanted to mention. I would at least re-wire the wall to drop faster though.

>> No.6628564

>>6628495
>>6628558
Blue armor is a bit too much, I think, replace it with green armor and maybe throw couple of stimpacks here and there. Last encounter is a bit meh, barons are boring in general and here they are at chokepoint, so you just peekaboo them with SSG. One baron and couple pinkies may make a more fun encounter if you find a way to make sure that player has to find them inside that small room. There are few visual nitpicks (replace side textures on medkit pedestal in revenant room and wooden trim inside the exit room, maybe give different brick texture to the staircase inside the small tower).

>> No.6628565 [DELETED] 

>>6620529
Shit game that ruined FPS

>> No.6628571

>>6628561
>>6628564
Uncanny.

>> No.6628575

>>6628561
Oh alternately part of what makes the hellknight fight less challenging is they're all bunched in one spot: If you could tag it so two of them come out from behind the wall and the third one teleports across the cliff back in the central median that adds a crossfire scenario that's much more engaging.

>> No.6628576

If the combat in the level I'm making is actually feeling pretty exciting, that means I'm on the right track, right?

>> No.6628595

>>6628386
I usually don't listen to metal when gaming because it makes it difficult for me to hear, which is why I like dungeon synth, or my boy Filmmaker. I listened to this album (and discography) to death before I discovered dungeon synth
https://youtu.be/C9pk7bsfh58

>>6628406
This reminds me of Bolt Thrower
https://youtu.be/Y5oiauL-Fy0

Have some Darkthrone, anons
https://youtu.be/UKpJDb2GuQw

>>6628418
I listen to the default music on my first playthrough, but when you're grinding speedruns you can spend dozens of hours on the same levels

>> No.6628609

>>6628595
>grinding speedruns
For fun or competition?

>> No.6628618
File: 674 KB, 1920x1080, scs.png [View same] [iqdb] [saucenao] [google]
6628618

Playing Treasure Tech is probably the first time I've ever actively looked for secrets.

>> No.6628623
File: 20 KB, 320x200, Intermission with color.png [View same] [iqdb] [saucenao] [google]
6628623

>>6620516
I released Combined_Arms Gaiden, it's a mini weapons mod heavily based around NES games.

https://www.youtube.com/watch?v=Egthd1EHvLE

https://combine-kegan.itch.io/combined-arms-gaiden

>> No.6628625

>>6628576
For sure, if you don't enjoy playtesting your level how will anyone else enjoy playing it?

>> No.6628634

>>6628623
neat

>> No.6628637

Do we have a list of the must play mods of the last 5-10 years? Cacoawards are full of faggotry. Don't want to miss out on some gems because the faggots who currently do the cacoawards want to rant about how pretty scenery is vs what's actually fun to play or provides an interesting and fresh doom experience. From reading this thread I'm going to hit up going down for sure

>> No.6628649

>>6628623
neato
is this a prelude to the monk thing or is Samsom next?

>> No.6628651

>>6628649
More like a side thing, hence why I called it Gaiden. I'm gonna take a few days off and finish that big Combined_Arms update. Then I'm gonna go lay in a yamcha crater for like two weeks because I've been doing this shit for nearly a year nonstop.

After that, Samson and finishing up GMOTA.

>> No.6628680

>>6628623
Does this come with maps or do you recommend specific map packs?

>> No.6628681

>>6628680
Go for Alfonzone, that's a safe bet.

>> No.6628710

>>6628361
>Arcane Dimensions will always be the Pinnacle of Quake 1 mapping
And that's pretty sad isn't it.

>> No.6628716

What are some good gimmick wads like Cyberdreams or Arch Vile Jump?

>> No.6628727

>>6628710
Are you the guy who's got that weird hateboner for Socks?

>> No.6628742

>>6628710
People could do shit for quake 2 on par with AD
but they prefer continue with bickering rather than stop with it and do for the damn ip itself.

>> No.6628751

>>6628742
Some kind of AD equivalent for Quake 2 would be lovely. Though I feel the environments wouldn't be quite as fantastical and wonderful as the murky gothic locales of Quake.

>> No.6628754

>>6628751
Quake 2 does lack some kind...flavor, for lack of a better word.

>> No.6628756
File: 16 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
6628756

>>6628609
for fun, stuff like this got me interested in it, especially Arcus' story
https://youtu.be/7u1tVD7UEqw
https://youtu.be/TBR9ypSOTGQ
as well as watching demos from DSDArchive. this base ganymede video is mine >>6626428

>> No.6628771

>>6628754
Yeah. I do like it for what it is, I think the running and gunning is pretty fun, the music is nice, and the Strogg have some cool designs, but it lacks some of that mystique and wonder the first game had.

>> No.6628790

>>6628716
Ludicrium if you like slaughter (or even if you don't since it's pretty out there).

>> No.6628794

>>6628751
Doom and Q1 tilesets works in Q2 since ports supports tga and wal textures

>>6628754
Oblivion has tons of community stuff that are lost to the ages, including the Q2 PS1 Strogg spider, also you have noesis to rip the Tank Boss. https://www.moddb.com/mods/turoktirol
Plus the fact that Q2 fits perfectly with cyberpunk ish or dirty industrial levels, mines and so on, also you have Lazarus to shove some cool shit in it.

and before someone can say "b-but monsters" Q1 suffers the same, hence why AD and other maps uses Quoth module for it, and now AD.

Q2 needs its own quoth, you have lazarus for graphics and effects, but no monster-weapon mod for it.
and the game has some neat cut stuff that could receive some light once again
https://www.youtube.com/watch?v=gTRVVEGqlQI
https://www.moddb.com/mods/plasma-rifle-mod-for-quake-2

>> No.6628863

>>6628794
Sure, you can use Doom and Quake textures, but then just how much Quake 2 are you actually making? Like I can see using some Quake textures in Doom, and vice versa, because they both have some gothic and hellish themes going on, but with Quake 2 it's far more straight sci-fi, and either Doom's and Quake's texture would end up feeling mostly out of place with the weapons, items, and bestiary of Quake 2.

>> No.6628908

>>6628365
Cheogh isn't even that annoying to deal with. I honestly think the standard gargoyles are worse just because their sound design is annoying as shit.

>> No.6628934

does anyone have that virgin vanilla purist vs chad meme?

>> No.6628935

>>6628365
Does the original Blood not have crouching?

>> No.6628943
File: 100 KB, 96x96, 1394828108117.gif [View same] [iqdb] [saucenao] [google]
6628943

>>6628727
Nah, not me. Just a lurker.

>> No.6628945

>>6628863
well since you asked nicely
https://www.youtube.com/watch?v=7aBJ0fw-43s

Curse timmy for forcing carmack to change the code at the last minute to screw all of this

also someone made Q2PS1 1st map into Doom
https://www.youtube.com/watch?v=CrkQl6EpZtQ

also this exists
https://www.youtube.com/watch?v=ECyV4VDX-JI

>> No.6628958

>>6628710
It's literally the only user project that's topped the original levels. Meanwhile, fans did that with Doom back in the 90s. Quake mapping's in a sad state

>> No.6628992

>>6628945
Man, haven't played Quake 2 in ages, that first video reminded me about what a cool game it was.

>> No.6628995

>>6628945
>all of the scrapped animations and AI
Fuck Tim Willits, seriously.

>> No.6629042

>>6628935
It does but the developers overlooked that crouching nerfs butchers and gargoyles entirely

>> No.6629047

>>6628623
Does it have the brick tome still?

>> No.6629053

>>6629047
That's Combined_Arms, Gaiden's a separate thing

>> No.6629062

>>6625406
cute af

>> No.6629078

>>6628623
the chaingunners can't seem to hit you with this mod for some reason

>> No.6629082

>>6629078
You might be just getting a lot of lucky dicerolls then, I didn't touch chaingunners and Arti's hitbox should be the same as vanilla doomguy. Unless you're using the dragon sword or the golden hammer spin.

>> No.6629120
File: 26 KB, 320x200, DMENUPIC.png [View same] [iqdb] [saucenao] [google]
6629120

Is it possible to get NERVE.wad to play in Crispy Doom or PrBoom+ in the proper map order with the proper music?

I got a copy of nerve.wad like six years ago off the internet and it works flawlessly in GZDoom, but it doesn't work in anything else.

I'm aware that you can download a .bat file from DSDArchive to create nervenew.wad, a modified version of nerve.wad that places the NRFTL maps starting on map 12 so they will play in the proper order with the secret level and everything, but the patch doesn't work for me.

>> No.6629124

>>6629120
i got a similar problem but with the wad that has all the doom 2 master levels

>> No.6629125
File: 32 KB, 638x425, spooky.png [View same] [iqdb] [saucenao] [google]
6629125

First time making an ENDOOM screen. Might try to make something better later on.

>> No.6629127

>>6629120
I forgot to mention, you can get a modified version of NRFTL from BasedDOSGuy's DOS pack: >>6593650
but the music isn't correct, and the secret level doesn't work AFAIK since the maps occupy slots 01-09

>> No.6629143

>>6629125
fucking great and based and cool.

>> No.6629179

Gonna play Heretic soon. Is there a source port or something I should be using?

>> No.6629181

I'm upset. Any wads I can play to calm me down?

>> No.6629185 [DELETED] 

I wonder if Marisa still posts here or if 'he' got spooked by all the [redacted].

>> No.6629198

>>6629120
hey midi dudes, make a NRFTL pack like you did plutonia
k thanks

>> No.6629203

>>6628023
Not him, but most of sunlust isnt slaughter. A lot of it is just combat puzzles. It does have some slaughtermaps later on, though.

>> No.6629207

>>6629125
I like it. Maybe give him some shoulder cannons if you can make it look right

>> No.6629213
File: 273 KB, 895x789, wip.png [View same] [iqdb] [saucenao] [google]
6629213

i'm trying to do the BOSSBACK pic for the project... sadly I'm not good at drawing demon faces but i'm thinking of placing doomguy and some demons on his back, here's a sketch. (I'll resize it to 320x200 and do more changes later on)

Also here's my last update for my 2048 map "The Dark Sanctuary":
https://drive.google.com/file/d/1E7QQeQCVLW8B2oYDO6xZlAcCtTnF_bkC/view?usp=sharing

>> No.6629238

>>6629213
Well, if you think you could get away with it, just do the demons in silhouette and make their eyes glow like they're creeping up on him.

>> No.6629253
File: 35 KB, 639x399, spookier.png [View same] [iqdb] [saucenao] [google]
6629253

>>6629207

>> No.6629259

>>6629125
>>6629253
10/10 would fug

>> No.6629269
File: 19 KB, 690x656, 1409713161456.png [View same] [iqdb] [saucenao] [google]
6629269

>>6629078
NEVERMIND. TURNS OUT ADDING +NOAUTOAIM ON PLAYER PAWNS MAKES YOU NEARLY UNHITTABLE FROM MASTERMINDS AND CHAINGUNNERS.

10/10 I'M FUCKING MAD.

I needed this flag to make sure players can't launch eachother with the BFG rays from the big hammer attack, so now I need to figure out some stupid fucking workaround to fix this. God fuck I hate this godddamn engine

>> No.6629270

>>6629253
>>6629259

10/10 would bait melee attack

>> No.6629273
File: 31 KB, 320x200, 1595176474170.png [View same] [iqdb] [saucenao] [google]
6629273

>>6629213
Make sure it palettes well, look at the INTERPIC for the 2048 wad if you want a range of reds that will show up nicely.

>> No.6629297

>>6629179
gzdoom and zandronum is fine I'm pretty sure it can work on any source port

>> No.6629301

>>6629179
Crispy Heretic is good if you want vanilla with some quality of life features.

>> No.6629317
File: 81 KB, 720x631, 1457247463186.jpg [View same] [iqdb] [saucenao] [google]
6629317

>>6629253
Looks more like this now.

>> No.6629369

>>6629269
could you do some bullshit with +GHOST or is that already in use?

>> No.6629421

>>6628365
Is there any benefit to crouching when getting shot at by hitscanners in Blood? Or in other build games?

>> No.6629449
File: 414 KB, 804x807, file.png [View same] [iqdb] [saucenao] [google]
6629449

>>6626887
game name?

>> No.6629459

>>6626887
>>6629449
That looks like it could be Rex Blade or Eradicator.
could be something else

>> No.6629468

>>6629449
Man why the fuck did Google have to lobotomize their image search

>> No.6629531
File: 307 KB, 1024x768, -TFIYuKue-7.jpg [View same] [iqdb] [saucenao] [google]
6629531

What are the recommended system requirements for heavy GZDoom mods like Project Brutality?

>> No.6629558

>>6629468
make sure you have safe search turned off in search settings

>> No.6629562

There is a new version of Chocolate Doom out (3.0.1) but I dunno what the changes are

>> No.6629568
File: 418 KB, 1920x1080, 6bad41e57b4a519a8ed9c78054ba0dde6c21bd4b58ce80735cc6c57ffa7accfc.jpg [View same] [iqdb] [saucenao] [google]
6629568

Is there a list of commercial Doom mods somewhere?

>> No.6629587

>>6629568
HacX, Hedon, SharpShooter3D. They are all trash.
Blade of Agony and Ashes 2063 laugh at them.

>> No.6629621

>>6626887
hades 2
https://www.youtube.com/watch?v=RfWPG4TksLY

>> No.6629696
File: 596 KB, 1920x1080, rmq_e3m2.png [View same] [iqdb] [saucenao] [google]
6629696

>>6628958
weird take. half of AD is levels that precede AD. or if you meant topped in terms of originality, AD is fairly banal both compared to vanilla (Sandy's stuff especially), and to user maps. adding a ton of generic human knight variations is going the exact opposite way, if anything.

>> No.6629747 [SPOILER] 
File: 13 KB, 635x546, 1595495581971.png [View same] [iqdb] [saucenao] [google]
6629747

>>6629269
Could be worse.

>> No.6629753

>>6629587
I looked up SharpShooter3D and it was worse than I thought it was, and they expect people to pay for that

>> No.6629756 [SPOILER] 
File: 6 KB, 419x249, 1595495929133.png [View same] [iqdb] [saucenao] [google]
6629756

>>6629747
Fug u

>> No.6629757
File: 1.59 MB, 1920x1080, Screen Shot 2020-07-23 at 1.46.57 AM.png [View same] [iqdb] [saucenao] [google]
6629757

This map was pretty nifty

>> No.6629758

>>6629696
ad lavatomb is kino

>> No.6629762

>>6629758
also happens to be a non-AD map (originally by Ionous for func_jam6)

>> No.6629780

>>6629762
what about the fire mountaintop map

>> No.6629791

>>6629756
I didn't laugh. I DIDN'T. YOU DON'T HAVE ANY PROOF! GOD DAMN IT!

>> No.6629813

>>6629780
mountain is pretty much the only Sock's AD original I think
might just do the full list, gimme a minute

>> No.6629826
File: 2.75 MB, 532x400, light blinks.webm [View same] [iqdb] [saucenao] [google]
6629826

Is difference between sector light blinking completely random or dependent on something?

>> No.6629835
File: 2.14 MB, 1920x1080, ad_azad.png [View same] [iqdb] [saucenao] [google]
6629835

>>6629780
>>6629813
ad_ac - ac (Vondur, 2004)
ad_azad - jam2_mfx (mfx, 2014)
ad_crucial - mfxsp17 (mfx, 2013)
ad_lavatomb - jam6_ionous (Ionous, 2015)
ad_metmon - metmon (Sock, 2014)
ad_obd - backstein (Sock, 2013)
ad_zendar - zendar (Sock, 2013)

ad_end - original (mfx)
ad_magna - original (Ionous & Pulsar)
ad_mountain - original (Sock)
ad_necrokeep - original (Scampie & Lunaran)
ad_sepulcher - original (Giftmacher & Sock)
ad_swampy - original (mfx)
ad_tfuma - original (FifthElephant & EricW)

ad_dm1 - id Software, 1996
ad_dm5 - id Software, 1996
ad_e2m2 - id Software, 1996
ad_e2m7 - id Software, 1996
ad_s1m1 - id Software, 1996
ad_e1m1 - id Software, 1993

>> No.6629907

Hey I'm going for an alternative to armor (rage) but I can't think of any objects to replace the usual items aside from packs of cigarettes for 1 rage each. What should I use for the other items?

>> No.6629930

>>6629907
framed picture of your slut ex-wife
canned rage
emo music cd (i don't know any band names)
Book of Rage (sprite is Martin Luther's On the Jews and their Lies)

>> No.6629931

>>6629449
>>6629459
The game is Hades 2, an obscure brazilian shooter.
https://www.myabandonware.com/game/hades-2-a2v

>> No.6629941
File: 120 KB, 640x480, ctr.png [View same] [iqdb] [saucenao] [google]
6629941

>>6629907
I thought cigs were supposed to be stress relievers.
could do the other usual substances: coffee, booze. you're the cool skies guy, correct? music CDs could fit then, or casettes.

>> No.6629951

>>6629941
Actually I was planning on using cans of booze as health and bottles of booze as ammo, but the CDs and what >>6629930 said aside from the first point helps. Also not the Cool Skies guy but I'm working on something much edgier.

>> No.6629965

>>6629951
ah. godspeed, then.
https://www.youtube.com/watch?v=bmdy1qoXa1Q

>> No.6630017

Anyone else having problems with their sound in the newer releases of Crispy Doom? In all versions after 5.6 everything is extremely high pitched for me.

>> No.6630151

>>6629421
not as much in Dukem where the pig cops' attacks can be choreographed for you to just run to cover. I don't know about Wang though.

>> No.6630153

>>6629253
>Skelroy

>> No.6630159
File: 535 KB, 1920x1200, 1pure Gzdoom 4.4.2 Screenshot 2020.07.23 - 06.22.23.41.png [View same] [iqdb] [saucenao] [google]
6630159

>> No.6630161

>>6630159
It's hell joke?

>> No.6630176
File: 93 KB, 974x411, arm.png [View same] [iqdb] [saucenao] [google]
6630176

what are the black lines on arties arm supposed to be? they just look wierd to me

>> No.6630186

>>6630161
It's JPCP

>> No.6630203

how is Blood Fresh Supply?

>> No.6630205

>>6629421
I haven't noticed. I think a lot of people are crouching at the same time they're outstrafing a cultist's turn speed. They're thinking the crouching is doing something when it's actually just them running faster than a cultist can turn.

>> No.6630207

>>6629125
>>6629253
I love it! This is a great contribution!

>> No.6630213

>>6629317
Even better.

>> No.6630214

>>6630203
It has some neat custom difficulty options but Atari will no longer let the developers update it, it's pretty much abandoned.

>> No.6630226

Seeing all these good contributions to 2048 makes me feel really proud to be a part of it.

>> No.6630231

>>6630186
What the? Creepy bone?

>> No.6630239

How would I make a floor sector lower instantly? Like, not just really really fast, but it just changes in the blink of an eye.

>> No.6630242

>>6630231
Must destroy this plase

>> No.6630246

>>6630226
I hope it isn't too late for me to make a map for the project

>> No.6630249

>>6630246
3 days left, you could probably make a map in that time.

>> No.6630259
File: 520 KB, 1920x1200, 1pure Gzdoom 4.4.2 Screenshot 2020.07.23 - 06.09.23.95.png [View same] [iqdb] [saucenao] [google]
6630259

Cute sector forklift

>> No.6630281
File: 164 KB, 746x859, temp6.png [View same] [iqdb] [saucenao] [google]
6630281

why am i losing durability

>> No.6630285
File: 18 KB, 350x300, angry_caco.png [View same] [iqdb] [saucenao] [google]
6630285

>>6629826
I got curious, and it turns out there isn't a simple answer. Using PrBoom 2.5.1.4 and a quickly assembled Boom map with 1 second blinking lights, lights flicker in descending sector order.
However, if you reload the map or don't immediately warp to it, the lights can either flash in a different order or be completely desynced with each other. I'm going to take a educated guess and say the the order of flickering lights depends on a seed that is generated based off game runtime. With that said, you'll probably need to check the source code in order to see how it's actually handled.

>> No.6630318

>>6629696
I'd still take Quake 1's original campaign over a single usermade level.
By 1995 there were already full usermade 32 level campaigns for Doom, and the job wasn't easy, either.

>> No.6630345

>>6630161
>>6630231
Is there an original image for the automap comic in that level?

>> No.6630358

>>6630345
>>6625269

>> No.6630359

>>6629835
Anon proved right >>6628794

>> No.6630378

>>6630239
Tell it to raise instead but to something that is lower.

In doom 2 format your only option seems to be lowest ceiling.

>> No.6630420
File: 1.42 MB, 1920x1080, sm193_ukko.png [View same] [iqdb] [saucenao] [google]
6630420

>>6630318
well if we're comparing a full varied campaign vs a single level, then sure, I'm not gonna split hairs. might as well agree.
but it's a technicality at the end of the day. say, maps by Than are individual releases, but combined I'd take them over any single vanilla episode. and as pointed out, AD is literally just a hub with individual, often pre-existing, levels. so I don't really see the argument.

the stubborn attachment to the megawad format is actually precisely the reason I'd be hesitant to choose most user wads over vanilla Doom (or even Doom 2 campaign). the format is completely arbitrary and often feels padded, with maps blending together. especially prior to discovering the joys of pistol-starting, I definitely felt like every Big Release dragged on needlessly. thankfully it's not as rigid nowadays, but still you see people bitch about the number of levels in Sigil etc.

>> No.6630436

>>6630285
I got an answer and answer is this is entirely random.
Considering the seed is always the same, it's probably the question of the offset by exhausting some numbers before level starts.

>> No.6630498
File: 104 KB, 600x509, 3jtnz8[1].png [View same] [iqdb] [saucenao] [google]
6630498

sips to E1M1 music

>> No.6630524

>"Why isn't this voodoo conveyor doing its thing?"
>I didn't make it actually scroll

>> No.6630612
File: 39 KB, 580x440, 15098767309250.jpg [View same] [iqdb] [saucenao] [google]
6630612

>>6630524
On one of my submissions I decided to make a monster teleport, so I made a room for the monsters, "join sectors"-ed it with the actual room so the monsters could hear the gunshots and get activated, but it didn't worked for some reason, they were not getting activated until I noclipped into their room. So instead I decided to push them into the teleporting sidedef with a conveyor. To make sure that there are no stragglers who got left behind because they crossed the line while teleport thing was obstructed, I put a silent teleport at the end of conveyor that teleported monsters back to the conveyor start. Only after I submitted the final version of the map I noticed that all those monsters had "ambush player" set to true. So now this community project is a proud host for the most retarded monster teleporter in recorded history.

>> No.6630615

>>6630176
probably supposed to be muscle lines

>> No.6630620

>>6629907
do lines of coke as rage pickups

>> No.6630625

>>6630620
That's the berserk pack as heroin is the invincibility orb though now that I think about it it does sound redundant to have both rage as an armor replacement and a berserk pack equivalent in the same game

>> No.6630629

>>6629835
good list anon very nice

>> No.6630654

>>6630615
that's my theory too but my lower arms aren't muscular enough to check if they are correct. it would probably be better if he used the brown shading color for the lines. to me it just looks like the arm is detatching at the lines or something

>> No.6630685

>>6630654
they should use the same color as the darker parts of the edges of the arm instead of black

>> No.6630690

>>6630625
just name the berserker something else even more rage-y sounding

>> No.6630697

>>6630612
I did something very similar.
>why isn't this monster closet working?
>well what if I put them on conveyors
>well what if I put a voodoo doll as bait
>etc etc

>> No.6630831

>>6630259
Map by didy?

>> No.6630834

>>6630612
thank you for your service anon, because of this I've now actually read and comprehended what ambush monster tags do. I thought it was a reference tag and not a functional one.

>> No.6630842

>>6630690
I was planning on the berserk pack being haste instead since the protag isn't exactly a beefy powerhouse

>> No.6630851

I was toying with the idea of having a Spidermind teleport into the arena in map 07, as kind of a finale, but I realize that not only is the space for him to move somewhat constricted (and he's a big boy who needs big sectors to move), but the way I've constructed the level up until now gives you zero incentive to stick around to fight him.

>> No.6630929

>>6630851
Just replace him with four archviles and you're good to go.

>> No.6630931

Is it considered in bad taste to use actual music instead of midi music?

>> No.6630975

>>6630931
Depends. if you are making a Boom-compatible mapset, it's gonna be a big turn-off, but you can probably get away with it in a TC, as long as the filesize is reasonable and you are not using pirated MP3s of Limp Bizkit or something.

>> No.6630980

>>6630842
that could work and he could be a skinny malnourished meth head lmao

>> No.6630991

>>6630929
Hey, no copying my homework.

>> No.6631005

>>6630931
Boom supports .mp3 files for music, but I think it's just easier if we stick to .mus and .midi, for filesize, if nothing else.

>> No.6631032

>>6630931
to me midis just feel out of place in doom, like slopes for example. they just don't belong, i'm not even an oldfag

>> No.6631036

>>6630929
Eh, that's too much for map 07, I'll just make it one.

>> No.6631037

>>6631032
i'm retarded, i meant mp3s instead of midis

>> No.6631072

>>6630017
Turn off Windows Sonic for Headphones

>> No.6631075

>>6630176
>>6630654
DYEL detected

>> No.6631084

>>6630285
IIRC it has to do with m_random but I'm not gonna rewatch this rn to double check
> https://youtu.be/pq3x1Jy8pYM

>> No.6631119

We don't have a map 30, do we?

>> No.6631132

>>6631075
>DYEL
i do go to the gym beut there's no exercise focusing on lower arm strength. i need to start working in construction again where i swing hammers

>> No.6631152

>>6631119
Not yet, no.

>> No.6631186

>>6631132
I'm no /fit/izen, but isn't there an exercise where you are hitting rubber tire with a maul?

>> No.6631232

>>6631132
There is, deadlifts and forearm curls
>>6631186
There is

>> No.6631292
File: 492 KB, 1920x1200, 1pure Gzdoom 4.4.2 Screenshot 2020.07.24 - 00.38.21.52.png [View same] [iqdb] [saucenao] [google]
6631292

>> No.6631298

>>6631292
This is just a SIGIL-induced bad dream.

>> No.6631321

>>6631132
Like the other anon said, do deadlifts. Use a double-overhand grip - NO MIXED GRIP. Once you start pulling so much weight that you cannot use double-overhand, learn to use straps - but you still must do your warm-up sets with a double-overhand grip to keep training your grip strength! I learned how to use straps from the book Starting Strength, which gives a good description. This video contains the same information but he explains it kind of fast: https://www.youtube.com/watch?v=qeIJjDXUbOc
Buy 36 inches of seatbelt strap online and cut it in half. Remember to use chalk.

>> No.6631352
File: 62 KB, 720x720, 1592257006689.jpg [View same] [iqdb] [saucenao] [google]
6631352

what's your favorite sourceport and why?

>> No.6631368

Anybody got that quickstarter archive? I got all the files just not the torrent itself

>> No.6631384

>>6631352
QuakeSpasm Spiked, cus of the ability to do 144hz and having the framerate uncapped without fucking up the physics.

Wish I didn't have to use a fuckin' shortcut command to enable higher quality sound effects, though.

>> No.6631386

>>6631352
gzdoom because vulkan and high refresh rate
>>6631384
neat, you know if it works on linux?

>> No.6631398
File: 548 KB, 1920x1076, fa8bfbae-a1c6-4e0a-8de2-3073cef6d05e.png [View same] [iqdb] [saucenao] [google]
6631398

>>6631352
Crispy Doom because it looks the best IMO and it also has lots of quality of life features like brightmaps on items and textures (brightmaps on monsters when?), randomly mirrored corpses, vertical recoil pitch, colored blood on cacos and barons, level stats, the best HUD options without having to use mods, and more. Imagine being able to use Crispy Doom with Boom maps and OpenGL lighting. Because Crispy is a Chocolate Doom fork, you can also turn off all the extra options and it will look and play exactly like Chocolate Doom, though when I am playing a limit removing map set I cannot help myself. I like to use Crispy Doom to practice vanilla-compatible maps by using the level stats to memorize where the monsters and secrets are, then complete "real" runs using Chocolate Doom.

When I'm playing a Boom-compatible map set, I'll use PrBoom+ or GLBoom+ depending on what looks better. For example, Lunatic looks better in PrBoom+ imo, and Preacher.wad with default lighting because I think it looks great that way. You can use Shaders lighting in GLBoom+ to recreate the look of software lighting in GLBoom+ while still getting all the performance of hardware rendering, but it depends on the map set. GLBoom+ also has the option to use health bars over monsters which is useful for practicing.

Only thing I use GZDoom for nowadays is to play Adventures of Square, though I'm sure eventually I'll find some other ZDoom map set that I like

>> No.6631405

>>6631398
Preacher.wad in GLBoom+ with default lighting*

>> No.6631424

>>6631386
>using linux
THAT'S REALLY FUCKING fine with me, here anon: http://triptohell.info/moodles/qss/ 3rd option down in the Downloads section.

>> No.6631429

>>6631384
> higher quality sound effects
pls elaborate

also what framerate should i use for quake? i read the intended is 72 or 77? i usually run it at 60 since that's my refresh rate

>> No.6631448
File: 10 KB, 225x224, 1588804581596.png [View same] [iqdb] [saucenao] [google]
6631448

>>6631424
awesome, have a tuxedo pepe enjoying a glass of bubbly

>> No.6631449

>>6631352
gzdoom because mods
quake spasm because also mods

>> No.6631460
File: 264 KB, 1000x1000, consider_the_following.png [View same] [iqdb] [saucenao] [google]
6631460

>>6631429
Apparently, all the sounds in Quake 1 are 44100hz-48000hz (I forget which), and for some reason most Quake source ports have it set to something lower than that. I'm perfectly fine with that default sound quality, but I accidentally found out about the higher qualities cus Spiked initially set the audio quality to something absolutely trash like 8000, I think? After getting some help on a Discord server I think, someone told me to set the audio quality to 41000 or 48000 via the shortcut commands for Spiked (not through the console which, for some reason, doesn't fucking work, and having to enable it this way is really tedious and intuitive as heQuake), and I never looked back or rather, listened back cus the sounds were so goddamn crisp and clear. I couldn't help but leave it on cus of how good it sounded, even though I'd be perfectly fine with whatever the default in other source ports is.

As for framerates, I would keep it capped at 72, but I also highly recommend using Spiked and having the framerate uncapped.

>> No.6631463

>>6631398
I forgot to mention the single most important reason I don't use GZDoom, and that is demo recording. You can't record "real" demos in GZDoom. GZDoom can't play demos from other ports, and it can't create demos that will play in the original Doom executables unlike Chocolate/Crispy/Pr/GLBoom

>> No.6631468

>>6631460
what parameters do i type into the shortcut?

>> No.6631469

>>6631468
-sndspeed 48000

>> No.6631470

>>6631352
GZDoom because fuck infinitely tall actors. And the mouse control feels much better than PrBoom.

>> No.6631509

>>6631470
and fuck accurate physics, hitboxes and damage output while we're at it, amirite?

>> No.6631542

>>6631352
ScummVM

>> No.6631616

>>6631352
GlBoom+, because Boom and its derivatives add a bunch of features that almost every usermap makes use of, and Boom is the closest we’ll ever get to an “official” port, since it was made by TeamTNT

>> No.6631624

>>6631509
>accurate physics
The only noticeable difference in physics to me is how flying monsters are knocked back much farther. Which is annoying, but it's still worth it.
>hitboxes
You mean the difference in melee? Its not a big deal, melee is still rarely viable.
>damage output
The difference in RNG? It's infinitesimal, you'd never notice if you didn't know.

>> No.6631628
File: 708 KB, 1920x1080, impel.png [View same] [iqdb] [saucenao] [google]
6631628

>>6631460
>sounds in Quake 1 are 44100hz-48000hz
no, that's wrong. vanilla Q1 sounds are 11025 Hz. I know jack shit about how this works though, so I can't tell you why mixing the same sounds at 48khz plays different from 11khz. I know Quakespasm has "snd_filterquality" cvar that controls downmixing or something, you can google it from here.
now, Quake soundtrack is in standard CD 44.1khz format. I think generally source ports just play the mp3s straight, without any conversion, but then there's FTE that does really weird stuff with music sometimes, so I'm not sure.
most commands can be done from console, or from autoexec if they don't stick. launch parameters are mostly stuff like screen resolution and memory things. don't know what your need for a shortcut is about.

additionally: 72fps on a 60hz screen with no vsync are going to look worse than 60fps. however, 60fps in Q1 slightly affects the physics. this means that even on a 60hz screen it's better to use QSS/vkQuake/FTE/JoeQuake and crank the framerate up to 360.

>> No.6631653

>>6631628
All I remember about Quake’s sound situation is that the Thunderbolt’s effects play at 48000 Hz and everything else in the game is at 11025

>> No.6631658

>>6631624
>flying monsters are knocked back much farther
it breaks caco swarms and generally fucks with uv-max runs
>melee is still rarely viable.
you never use berserk in ammo starvation maps?
>The difference in RNG? It's infinitesimal, you'd never notice if you didn't know.
it's obvious when shotgunning revenants

>> No.6631664

I wonder if a replication of Doom's original RNG table could be applied via ZScript?

>> No.6631667
File: 2 KB, 125x93, 1583855057475s.jpg [View same] [iqdb] [saucenao] [google]
6631667

>>6631470
I agree about the mouse control. The mouse control in PrBoom makes me sad. I use the default mouse sensitivity settings in Chocolate/Crispy. I'm gonna stick to only playing vanilla/limit-removing map sets for a long time until I've completed the list I wanna do, then I'm gonna stick to PrBoom and play all the Boom map sets I wanna play, so that I'm not constantly switching between the ports which drives me crazy.

>>6631424
>Framerates above 72
>Quake's physics are known to be glitchy above 72 fps, and stuttery when running at 72 fps on a 60hz screen (use vsync!).
>If your monitor runs at a rate higher than 72 then you will likely want to boost your host_maxfps value, or just set it to 0 to uncap framerates. Networking and physics will still run at 72 fps.

>QSS has a revised network protocol, and will use it by default.
>If you wish to record a demo to play in regular quakespasm/etc, then please set cl_nopext 1 before connecting/starting a game.
>All QSS demos should also be playable in FTE, the reverse is not true.
Based. I can use QSS with vsync and record demos if I ever get around to that.

Also what is FTE?

>> No.6631673
File: 3 KB, 304x148, huh.png [View same] [iqdb] [saucenao] [google]
6631673

>>6631653
huh. the more you know. it's 22050 though, not 48k

>> No.6631687

>>6631673
Right, I forgot the specifics, I just remembered that it was a similar situation to D2’s SSG reloading sounds, where a sound plays at a different Hz than everything else, and sounds weird or “correct” depending on playback

>> No.6631691

>>6631667
FTE is a more MP-focused port, but it's grown to a GZDoom-type deal where it plays anything you throw at it. I have plenty of nitpicks about it, but overall it's fine, and is the reason other ports finally adopt uncapped fps in the first place.

QSS seems to have issues every other release though. people reporting spawning in lava, bad performance with AD particles, etc

>> No.6631704

>>6630929
Thanks for the advice ribbiks.

>> No.6631728
File: 291 KB, 1000x1400, koume tied.jpg [View same] [iqdb] [saucenao] [google]
6631728

>"Hey, why isn't the sector tagged 666 doing anything?"
Because you thought it was a door opening action, instead of the floor lowering action that it is, dumbass! Boy, it's a wonder this map is even happening, eh?

>> No.6631767

Where is perekat suka?

>> No.6631785

>>6630281
I want that chaingunner to **** me

>> No.6631789

>>6631352
Zandronum because I like playing with other people. And mods.

>> No.6631817

NEW THREAD
>>6631813
>>6631813
>>6631813