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/vr/ - Retro Games


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File: 882 KB, 500x500, DUKE NUKEM 3D.gif [View same] [iqdb] [saucenao] [google]
6644980 No.6644980 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6631813

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.6644986
File: 40 KB, 1233x323, 2048rules.png [View same] [iqdb] [saucenao] [google]
6644986

=== ONGOING PROJECT ===

2048 Units of /vr/
-New submissions are now closed, entering beta phase.
-Current submissions (as of 7-20): https://www.dropbox.com/s/8k2dzypixqbm710/2048Units.zip?dl=1

=== NEWS ===

[7-22] Combined_Arms Gaiden mini weapons mod released
https://combine-kegan.itch.io/combined-arms-gaiden
https://www.youtube.com/watch?v=Egthd1EHvLE
[7-22] Coppertone Summer Jam for Quake Released
http://celephais.net/board/view_thread.php?id=61918

[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

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6644991

>>6643949
>The decoration and detailing far surpasses anything else I've played so far, but the lighting is WAY too dark; it probably wasn't designed for software rendering.
I wasn't considerate of software, no. Is that an issue just for the first half of the map, or for all of it?

>The level is way too hard for skill 2. I quit recording my skill2 run just to make sure I didn't accidentally put it on UV and to make sure the level actually has difficulty settings.
I haven't done as much balancing to it, so that makes sense.

>There are way too many chaingunners and the rooms are pitch-black, so while the map looks great, it's no fun to play because of the chaingunners.
Noted.

>Also the items in the coffins look cool but are almost impossible to pick up; you can't just walk over them normally.
Alright. Didn't know that Boom would do that.


>And I can't test the map in GLBoom because of the INTERPIC crash. I could edit the thing in Slade to remove it but I'll still be fighting lots of chaingunners so I'm gonna skip map02
:(

>> No.6644996

>>6644986
I have fixed doors in Trifecta for 2048 units, it's a beautiful level that I don't want to be rejected for not working: >>6644882

Testing levels in zDoom, not even once.

>> No.6645021
File: 102 KB, 498x712, Blood skull.jpg [View same] [iqdb] [saucenao] [google]
6645021

So blood is my childhood memory and one of my fav games, if not the fav game ever, and i speedran the game for a fair bit too, and i just completed cryptic passage for the first time ever, and i just wanna ask what the fuck are all these levels in this expansion pack? Its so fucking bad, only thing i liked was kinda the ending of castle the last level and even then the 'final fight' was kinda underwhelming and boring

>> No.6645026

>>6644980
>>6644986
Updated link for 2048 units of /vr/ submissions:
https://www.dropbox.com/s/o06x1p7bouyo09i/2048Submissions.zip?dl=1

>> No.6645042

>>6644016
>I'm on map03, and I have to say, WHAT THE FUCK? Here's my demo so you can see my frustration:
https://doomshack.org/uploads/AnonMap03skill2.lmp
I've only played a handful of /vr/ maps, and only three of yours, but I'm pretty confident from what I've seen thus far that your maps far exceed anything else from /vr/ in terms of aesthetic quality.
Well, uh, I've fucked around a lot with Doombuilder before way many years ago, but mostly as a form of doodling, this is the first time I've made conscious efforts towards gameplay.

>You're obviously an experienced mapper,
Uuuh...

>which makes me very confused as to how your maps can be so terribly broken and unbalanced. Do you only play in GZDoom with mouselook?
Pretty much, which I know is a failing. I was probably overestimating the vertical auto-aim. For the balancing, I made what I figure is enjoyable, which is when the author of a level is a dick to me, and forces me to maneuver or to seek cover.

>The starting section with the stairs has an imp that you cannot see in normal Doom which causes you to get scratched repeatedly on your way down.
I should probably clear those guys entirely.

>The cyberdemon set piece looks incredible, but the four pinkies trap you and if you are not aware of how to bait their attacks, you will die instantly.
I forgot about infinite height, probably. Ideally, you should run as you hear them wake up, but I guess for lower levels I can ditch them.

>And the spider mastermind section. What the fuck? Really?
Well, you're supposed to hit the switches to mash him, and you can use the switches to take cover from his fire. I can probably tone down the other monsters.

>Also the fence things don't render correctly in PrBoom, pic related. Remember the maps are supposed to be BOOM-COMPATIBLE
I did not imagine Boom would render those as solid black. Why is that anyway? Can I fix it?

>> No.6645043

>>6642762
Thanks mate! The pillar archvile encounter was an idea I wanted to implement for a long time, both that and the elevator trap required some voodoo doll fuckery.
I admit the wind trap is shit but I couldnt think of anything else and it was close to the deadline

>> No.6645057

>>6644061
>Map07 is more of the same - way harder on skill2 than any other anons' maps on UV. Sometimes people just want to chill and play and not have to tryhard.
Fair enough. Again, I made what I figured would be a really fun challenge for me, but I have mostly neglected lower skill levels.

>Playtest these yourself in PrBoom
I guess I'll have to.

These are great criticisms by the way, harsh, but fair.

>> No.6645076

By the way, I'd like if the criticism for 07 could be elaborate on some more.

>> No.6645130
File: 100 KB, 800x657, 1557619762212_1595868066964.png [View same] [iqdb] [saucenao] [google]
6645130

Where's the fucking wad.

I had to wait an entire extra week for this shit and now it's another day late reeeeeeeeeee

>> No.6645137

>>6645130
You'll have to play them separately for now, like some kind of pervert.

>>6645026

>> No.6645202

Will Boom shit itself if a single texture is like a couple thousand pixels tall/wide?

>> No.6645317

Am I the only one who thinks Hollywood Holocaust feels like a nighttime level, while Red Light District feels more like a daytime one? Despite the same night sky.

>> No.6645325

I updated the difficulty settings in Maniacal Menstruation. HMP and lower should be reasonable now.
https://www.dropbox.com/s/1rb4zasbypczw5m/Maniacal%20Menstruation.wad?dl=0

>> No.6645335

>>6645317
I've never really thought about it, but the outdoor area in Red Light District is substantially brighter than in Hollywood Holocaust.

It's too bright, isn't it? It's brighter than the indoor areas. That's the problem.

>> No.6645359

>>6645202
Why would you do that?

>> No.6645375

>>6645359
Just a thing I was pondering. Would it?

>> No.6645398

>>6645375
I mean, I could test it for you and find out, or you could just test it yourself.

>> No.6645426

>>6645202
>>6645359
>>6645375
>>6645398
Didn't Deus Vult II do just that?

>> No.6645526

>>6645335
Red Light District might be my least favourite map in episode 1. It looks uninspired, and saved by the topless bar area only. Even the bar itself is meh, those long hallways separating the actual parts make zero sense.

>> No.6645536
File: 676 KB, 1280x720, Screenshot_Doom_20200727_022837.png [View same] [iqdb] [saucenao] [google]
6645536

Update for the set of four, tweaked some for difficulty:
https://files.catbox.moe/zswvy4.wad

I'll have to give it a run proper in PrBoom soon, but I'm busy with a couple of other things too.

>> No.6645537

>>6645536
>>6644986
FORGOT TO LINK, FUCK

>> No.6645548

>>6644986
>>6645325
Why do I keep forgetting to do this?

>> No.6645561
File: 226 KB, 1368x800, Безымянный.png [View same] [iqdb] [saucenao] [google]
6645561

So, my standalone project is at very least running now. I need to finish off writing GAMEINFO and make a player class. Second stage would be to implement weapon and an enemy, third stage would be explosions, at least two more weapons and two more enemies, more textures (including non-placeholder sky) and then I would be able to make some kind of actual level.

>> No.6645582
File: 550 KB, 1304x520, Untitled4.png [View same] [iqdb] [saucenao] [google]
6645582

>>6644986
Updated my map a lil bit.
https://files.catbox.moe/cnta4a.wad

>> No.6645591

I played GHOUL GROTTO by BRXYZ. Pretty good map, I enjoyed it. It might need a touch more ammo but I'm undecided. I got to the end and had only a single shell left for the imp pit. This was while leaving one hell knight and all of the lost souls alive. Granted, I did not find the berserk secret until after my playthrough so this could factor into account. I guess it's up to whatever your philosophy on balancing UV with secrets is.
Something I noticed is if the player triggers the blue/red elevator but falls off, they're not quite softlocked, but the trigger for lowering the elevator is at the very edge of the door looking inwards which seems odd.
Overall, solid map. I really liked the odd texturing stuff you did, like the ceiling in the elevator lobby.

>> No.6645626

>>6645076
Here is a demo. I managed to beat it on my 2nd try on skill 2 this time but I also already knew most of the map, and I also had some coffee and food instead of playing while tired in the dead of night, which brings up the point that you need more than just one person's subjective experience. Any,way, demo:
https://doomshack.org/uploads/AnonMap07-skill2.lmp
>elaborate
There is no armor on skill 2, and rocket launcher ammo is sparse, and there is no SSG at the start, which means if you use the RL to kill the arachnotrons, that is less RL ammo for the big fights later on, but then you have to sit there and gun down 4 arachnos with the shotgun or chaingun. Also no SSG vs the pinkies so you can use the RL to kill them before you get surrounded but again that is fewer rocket ammo for later. You don't have enough time to kill them all with plain weapons before the other monsters are revealed. There is no health at all in the upstairs sections, so if the player used his health pickups in the first room he is fucked.

I still haven't done any skill3 or 4 play on this map yet

>> No.6645630

>>6645626
Noted.

>> No.6645638

>>6643168
has anyone covered "Pointing you the way out"? some feedback would be nice.

>> No.6645647

>>6644338
Still working on it.

>> No.6645649

>>6645536
>>6645626
>>6645630
https://files.catbox.moe/6pb290.wad
Updated again. You now get the SSG as soon as you blast the Arachnos, however, you don't get it at all on UV.

>> No.6645650

TINY FRAGMENT by CHARCOLA
Played UV on PrBoom+. Really interesting level design. Very expansive covering lots of vertical space. It's pretty fun, I do think you could actually dole out less ammo though for more of a challenge. I had tons to spare it seemed.
There are some very obvious texture problems such as misalignments, the wrong texture over the door in the very first room and all the door spaces using brick where something like DOORTRAK or SUPPORT02/03 should be. It's generally sort of ugly overall and doesn't take advantage of GOTHICTX at all.
I'm not sure how I feel about the secret being at the end. It seems like it could just break the next level on continuous play, if anyone plays it that way. Maybe that's just how continuous goes though.

>> No.6645686

>>6645638
Played UV on PrBoom+. Much better than the first version. I think you could stand to teleport in a few more arachnotrons and mancubus in the courtyard. Or an archvile if you put some cover out there. If you want.
Something I thought about it this time I played it is that without freeaim, you never really get a good look at the hand that supposedly points the way out.

>> No.6645689

>>6645042
>I forgot about infinite height, probably. Ideally, you should run as you hear them wake up
>Well, you're supposed to hit the switches to mash him, and you can use the switches to take cover from his fire. I can probably tone down the other monsters.
Meet me half-way and watch the demos before responding, anon.
Regarding the pinkies in the cyberdemon room in map03, if you run when you hear them wake up you run straight into arachnotrons and wake up another pinkie AND the cyberdemon, and you have no SSG so the only weapon you have to deal with all that shit effectively is the RL which can cause you to blow yourself up, which you would've seen if you watched the first two minutes of the demo. This is fine for skill 3 or 4 since you can sprint away from them and have enough rockets, but on skill 2 it's not fine since there is a good chance you will get arachnotron'd or cyberdemon'd or surrounded by pinkies.
And regarding the spiderdemon room, there are no other monsters in that room on skill 2, just the spiderdemon, and he can obliterate you at that close range, even with the partial invis, which you have to run up to him to grab anyway (RNG fest) - and his hitbox can prevent you from reaching the final switch altogether.

>I did not imagine Boom would render those as solid black. Why is that anyway? Can I fix it?
I wish I could help you fix the textures but I dunno how. Someone here knows because I've seen that problem in screenshots here before.

This is a Boom-compatible megawad. Test your maps in Boom. Like these anons said:
>>6644839
>Don't test your maps in GZ Doom kids.
>>6644996
>Testing levels in zDoom, not even once.

>> No.6645696

None of the custom textures are working for me in any of the 2048 maps. Do I need to download them separately?

>> No.6645714

>>6645696
Yes. And load two wads together.

>> No.6645727

>>6645686
I made it so you get it at the begging at least.

>> No.6645753

GATEHOUSE by SPOOKYCACODEMON
Played UV on PrBoom+. Enjoyable level with good progression. IMO, this level would almost be better suited to leave out the SSG. Maybe instead it could be a rocket launcher with limited rockets to be used sparingly. The SSG makes the end of the level too easy I thought.

>> No.6645768

>>6645727
Oh, I never realized that's why you spawn there, I always hopped off too quickly.

>> No.6645772

>>6645650
Thanks for the review! I was in a rush and the graphics were even worse before, so I focused on the gameplay and did some very sloppy editing on the last day, only for the deadline to be extended. If I wasn't lazy I would have had made another map or polished it up more in the week extended, but well, I am lazy.

As far as the ammo goes, I am always paranoid about ammo management thanks to playing some of these /vr/ maps where I run out of ammo. And by that I mean not like, out of shells so I gotta run with the rockets and be careful of splashing myself, but just full on no fucking ammo at all, abusing infighting and using chainsaws and punches half the time. Thanks to maps that drain me of the tools I need to shoot in a first person SHOOTER game, I always tend to overcompensate for that. Maybe it's just a dumb ass pet peeve of mine.

I was playing Dark Souls / DSII again thanks to vtubers playing FromSoft lately and was a little inspired by the gameplay, ruins and structures in it. With only the rudimentary techniques I use though it was difficult and slow to replicate good texturing, broken walls and stone so later on I stopped adding all that detail.

I was going to add a custom decorate sprite at the end secret but I was starting to burn out and was rushed, plus I wasn't sure if it would break compatability with non gzdoom/zandronum sourceports (also see: lazy). Maybe I'll work on it some more, thanks for giving the level a try and letting me know what you think.

>> No.6645798
File: 1.89 MB, 286x210, 1326305893163.gif [View same] [iqdb] [saucenao] [google]
6645798

>>6643168
>>6645638
ANONYMOUS - POINTING YOU THE WAY OUT

I played this one before. You remember what I said - it's clear you just made a 2048x2048 box. 17 monsters on skill 2. 38 on UV.

Verdict: Babby's-first-map-tier. Satanic-Infestation-map-tier. Would recommend putting this in map slot 33+ to keep the good maps in the regular 32-level roster unless something worse comes up. At least it's finished unlike Inner Cloister.

>> No.6645813

>>6645689
>Meet me half-way and watch the demos before responding, anon.
I know, I'm just busy with a bunch of other stuff ATM. Thanks for your additional input.

>> No.6645828

>>6645638
It's very... cubic. Try adding some detail and get rid of the 90-degree corners. Switch you shoot to lower the wall needs to be a bit more obvious I think. Lots of gaps underneath and between walls. The elevator up to where the soldiers and shotgunners spawn is too thin. Final fight against the Mancubus is too easy, can just peek-and-shoot with the SSG.

>> No.6645840
File: 1.17 MB, 960x1030, Roundabout.png [View same] [iqdb] [saucenao] [google]
6645840

>>6643168
ANONYMOUS - ROUNDABOUT

What the fuck am I looking at? Pic related. Unfinished map with lots of missing textures. Untextured map that still uses the default map editor textures. I just wanted to get out of the level ASAP.

Verdict: DELET THIS.

>> No.6645848

>>6645021
You just gotta get good. It's a fun episode if you learn how the combat works and try to beat levels in one go than using the quicksave crutch.

>> No.6645858

>>6645840
I love these brutal reviews anon. Keep at it.

>> No.6645892

>>6645858
Based rude anon

>> No.6645926

>>6645591
Thanks for the comments, I've made a small update with some extra shells thrown in (I wasn't sure whether there's enough ammo myself), tweaking the difficulty on lower skills a bit and fixing that elevator trigger to work more naturally.

Ghost Grotto v3:
https://www.dropbox.com/s/gszfl7u7ato4995/Brxyz%20-%20Ghoul%20Grotto%20fix.wad?dl=0

>> No.6645968

SEWERS by SITRI
I liked this level. The drop down into the sewer is a memorable moment and I like the big archvile fight. The map is bland looking texture-wise but quite good geometry wise. Could use some detailing. Didn't like getting caught in the poison next to the blue key. You can go up the stairs on the one side but then you're just blocked in with nowhere to go by a baron/hell knight combo. Second archvile fight was weak compared to the first, he wasn't close enough to any bodies to revive them.

>> No.6645975

>>6645582
I'd like to hear some feedback on this one if you have the time, Anon. :)

>> No.6645978
File: 1.56 MB, 960x1080, GBC.png [View same] [iqdb] [saucenao] [google]
6645978

>>6643168
ANONYMOUS SLOTH - GOOD BOY'S CLUB

Unfinished map. Doesn't have difficulty levels implemented, but I didn't know this when playtesting on skill 2, which is same as UV. I would submit a demo but I think it's pointless because you can just play it yourself and see how broken it is.

The only reason the first section is difficult is because you have to do Doom-platforming while getting shot at by a revenant, arachnotrons, and an archvile, and if you fall off you land on a damaging floor. Pic related.

The second platforming section is pitch-black. And you're getting shot at by a chaingunner and a revenant. Clearly unfinished.

The tech-base textures clash with the gothic theme and look ugly as sin. Replace the damaging floor with lava to fit the theme better. You need more variety of lights; the same brightness looks stale. And needs difficulty settings implemented.

Also found a missing texture, pic related.

Verdict: I can't imagine anyone having fun with this, even if it was finished. But I can't speak for everyone so maybe someone would enjoy this? Anyway, it's unfinished as-is. If it was finished (add difficulty settings, fix lighting, make the textures fit the theme and fit with each other), then I couldn't justify removing it from the roster, even if I didn't like it.

>> No.6645990

>>6645978
woops - forgot to mention, I had to use IDBEHOLDL to be able to see in the second section, which is why the second picture there is all full-bright.

>>6645975
Which one is this?

>> No.6646036

>>6645978
This one's not that bad, visually it felt like lego because of tech and gothic texture mix. Gameplaywise I have to agree, short on ammo and too much annoying monsters shooting at you while you have to precisely jump/run

>> No.6646037

BELIAL'S BACHELOR PAD - REPUGNUS
Played UV on PrBoom+. Really great level in terms of appearance, geometry, progression, and traps. Sorta bad in terms of ammo placement and enemy placement. I didn't have enough ammo. Once I ran out in the cacodemon hall and couldn't trigger the switches, another time I ran out during the archvile fight. By the way, the archvile can trigger the elevator and go down.
There's nowhere near enough enemies. Seriously, I actually thought this through for every encounter, do this: Everywhere you have an imp, place two more. Every shotgunner place one more. Every hell knight place one more. For the skeleton place two more. Every pinkie place one more. Cacodemon and chaingunner placement is fine but I would also like to see more enemies in the blue key courtyard. And I would like enough ammo to safely handle all of them. Be sure to give extra ammo beyond what you think is appropriate for the archvile fight because you should be able to rely on beating the fight even if on one attempt you fuck up and let him revive a few enemies.

>> No.6646048
File: 78 KB, 800x1094, IMG_20191019_120225.jpg [View same] [iqdb] [saucenao] [google]
6646048

>build games like blood, Duke Nukem, and shadow warrior can support 3d cinematic videos
>even with modern doom source ports you have to manipulate actors to make a cinematic cutscnene

>> No.6646063

Tried loading up CLUB BOOM by WASHING MACHINE ENTHUSIASTS but it was just an unmodified copy of DOOM II as far as I can tell. Tried checking out Maps 01-07, as well as 30

>> No.6646069

>>6646063
It's in map slot 32, since it's supposed to be the super secret map. Minimalism will be in the slot 31 too.

>> No.6646075

>>6646063
It should be on slot 31 or 32 since it was made to be a secret level.

>> No.6646076

>>6646063
It's MAP32 judging by the editor.

>> No.6646078

>>6646037
Appreciate the review, anon. I knew it would be pretty obvious that I rushed putting down the monsters/ammo, and I'll definitely be taking your suggestions into consideration in my next update.

>> No.6646096

What's the cheat to show what monsters are still alive?

>> No.6646098

TRIFECTA - KAKROUZ
Um, where's the keys? There's not one in the first room and there's not one where you teleport to. I can't use the switches and I can't open the doors. Am I retarded? Had to quit.

>> No.6646115

>>6646098
The linedef actions are all wrong. Try this version: >>6644882
Alternatively, you can switch to zDoom.

A grim reminder to not test your maps in zDoom.

>> No.6646117
File: 133 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
6646117

>>6645926
The SSG made this map a lot more enjoyable.
It took me so long because I didn't want to press the exit switch because I was missing a few enemies and didn't think it would be a lift due to how little space there was there.

>> No.6646126
File: 1.99 MB, 400x310, 1507814821937.gif [View same] [iqdb] [saucenao] [google]
6646126

>>6646096
Enable level stats in options.

>>6643168
BARTEKMIL - BAAL'S COLISEUM

First and foremost - like this anon said >>6642762 , the lava pit with the wind effect is fucking gay. I quit demo recording because of it. First I fell in and I thought I just made a mistake. Then I fell in and immediately remembered reading this comment from yesterday and not knowing what he meant. Now I know. There is no way out of the pit, and I don't know how to avoid falling in, so I refuse to playtest this any further.

The lift with the chaingunners is way too slow. The red key fight is way to slow paced with the plain shotgun. I UV-Maxed all of Base Ganymede, a Doom 1 megawad, and I did plenty of shotgunning there, so it's not that I don't like using the shotgun. In Base Ganymede it's actually fun, in this room it's pretty boring having to shotgun all that stuff. Consider making a gimmick where the pillars in the room drop so you don't have cover and have to dodge all the mancubus fireballs straight up.

Also found a buggy texture where the chaingunner/arch-vile are behind the fence.

Demo if you're interested
https://doomshack.org/uploads/Baals-skill2.lmp
Exe: prboom-plus -complevel 9

Verdict: The lava pit with the wind effect is fucking gay.

>> No.6646136

>>6645990
It was mine, the one you just reviewed, I can tell you didn't finish it, otherwise you woulda recognized, kek.
Thanks, Brutal Anon, it's back to the drawing board for me. :)

>> No.6646164

>>6645848
Im not sure if you read the post well or are memeing, but i probably have over 200h in blood altogether, and honestly cryptic just fucking sucks compared to other 5 episodes..

>> No.6646246
File: 37 KB, 334x400, 611fMQzqwPL._AC_SY400_.jpg [View same] [iqdb] [saucenao] [google]
6646246

>>6644980
What Do you guys think about the quake Mission packs?

>> No.6646257

>>6646126
I meant like an x-ray vision showing where the remaining monsters are. I've seen decino use it in a few videos.

>> No.6646260

>>6646246
Scourge of Armagon is better than vanilla Quake.

>> No.6646282

>>6646246
They're pretty good, I'd say SoA is better than DoE. Great music in both to go along with the action too.

>> No.6646303

>>6646063
CLUB BOOM by WASHING MACHINE ENTHUSIASTS
Played UV on PrBoom+. This level is absolutely based and near perfect. It just needs the radiation suit removed to make the pool a challenge. There's enough health and powerups on the conveyor belt to make this very feasible, it's how I chose to play it.

>> No.6646315

>>6646246
I think they're real fun.

>> No.6646328

>>6646246
Scourge of Armagon satiated the Quake techbase hunger the original game left me with

>> No.6646342
File: 1.19 MB, 640x480, 2020-07-28 00-20-22_nosound.webm [View same] [iqdb] [saucenao] [google]
6646342

I've been doing a lot of under-the-hood work lately, but here's some improved freeze grenade effects.

>> No.6646361

>>6646342
That shatter is excellent.

>> No.6646372

>>6646126
There is a way out of the pit, its behind you, a lift. To avoid falling in just run straight ahead/diagonally

>> No.6646384
File: 14 KB, 200x194, 1300303632476.jpg [View same] [iqdb] [saucenao] [google]
6646384

>>6643168
BRXYZ - BLACK CREST

Progression is a mystery on this map. Is the map broken? What are you supposed to do after you kill the spiderdemon? I'm guessing there's supposed to be a yellow key in the center of the room like the other keys, but there's nothing there, so I didn't finish the map.

The walls surrounding the central starting section go up instantaneously, so you cannot see them go up because of all the black, and you cannot hear them go up. The only way I realized they were up is because the arch-vile blasted me and I went flying out of the room.

It took me like fifteen minutes of playtime to realize that the BANNERS are SWITCHES. Replace the banners with actual switches.

Way too difficult on skill 2. I quit the first demo (blind run) because I got lost. I know it's because I failed to see the red key switch somehow so that's on me, but the way the red key appeared made me thing I was supposed to trigger some hidden linedef again or something and I was frustrated. I quit the second demo attempt because the map felt way too difficult for something on EASY difficulty and I wanted to make sure difficulty settings were actually implemented.

Attempt #3 is where I actually realized that you need to press the use key on the banners. I'm not gonna include the demos because most of it is just me wandering around and you can test it in PrBoom for yourself to see that the yellow key doesn't appear.

Verdict: wtf are you supposd to do/10

>> No.6646391

>>6644980
Any mods that feature an AK variant?

>> No.6646392

SHIPWRECK CAVERN by SAMUEL SAMUELSON
Played UV on PrBoom+. Not a bad level. But I didn't like that there were sections of the map arbitrarily cut off with an invisible line def. It feels weird, especially when you clip and skate along the line. I also wasn't a huge fan of using the green torches as switches. It took me a while to figure out the first one. That could just be me though. I think the last fight should have been expanded to encompass the whole loop around the building, without any blocking linedefs. Not sure if that was a 2048 constraint but it still feels like a lot of unutilized space. Not a bad map by any means.

>> No.6646408

>>6646372
That lift does not work. Did you test it in PrBoom?

>> No.6646423

>>6646303
Thanks! What difficulty did you play on?

>> No.6646424

>>6646246
the real quake 2 and 3

>> No.6646425

>>6646408
>PrBoom
shit, I did now(tested on gzdoom before), I already see the mouse controls make it a bitch to play, I'll update the map tommorow, I think I'll scrap the wind trap and remove bullet sponges from the first arena

>> No.6646427

>>6646246
DoE sucks, SoA is okay. They don't beat the original campaign though.

>> No.6646438

>>6645926
BRXYZ - GHOUL GROTTO

If you fall into the river, you get softlocked at the bottom.

Broken/10

>> No.6646448

VEHEMENT ONSLAUGHT
Played UV on PrBoom+. Holy fuck, what a map. Only problems I had were that I think the endless teleporter near the shotgun needs to be trimmed down in length. I spent a lot of game time just sitting near the shotgun spawn picking off the enemies as they teleport in one by one and it got tiresome.
Also there's a weird texture glitch on the trim of the bridge that heads over to the shotgun area. My computer was being dumb about screenshots but if you open the map in PrBoom+, you should see it. It's like partially transparent in fragments.
Loved the final room.

>> No.6646451

>>6646448
Do you mean the sky covering the tower? I already fixed that.

>> No.6646453

>>6646425
I'll go back and test it again after I eat, but for now I wanted to suggest perhaps adding a rocket launcher and one box of rockets: not enough to kill everything but enough to blow up one of the barons and make it more interesting. Or, here's an interesting gimmick: make the room "trapped" by a forced-partial invisibility pick-up on that final lift inside, that wouldn't be a dick-move, it'd make the fight fun even on skill 2.

Most importantly I think lots of bullets would make the fight fun - remove the backpack so that you don't leave the room stacked with ammo, and add lots of bullets, this could make the fight fun instead of using the SG to conserve bullets

>> No.6646454

>>6646423
>Played UV
>>6646438
I played that map, that's not the case. You step on the bait teleport then step onto the real teleport. They're a raised 64x64 sector with a teleport pad clearly marked on them. You can't miss 'em.

>> No.6646457

>>6646454
Did you play in PrBoom -complevel 9? If you fall into the river and go to the bottom you cannot get out.

>> No.6646468

>>6646451
No. It's the tree doing it but it still shouldn't happen: https://youtu.be/gUpQWB-nemw

>> No.6646475

>>6646468
Oh! Yeah, I can throw that tree out.

>> No.6646478

>>6646457
My bad, you're right

>> No.6646512
File: 313 KB, 710x434, wuuuh.png [View same] [iqdb] [saucenao] [google]
6646512

What the hell does this mean?

>> No.6646515

>gmanlives compared hdoom as being equally in bad taste to the columbine mod
how does anyone take this insufferable brit seriously

>> No.6646517

ARROGANCE AND CONTEMPT - ENRAGED EGGPLANT
Played UV on PrBoom+. I do think that the changes help the map, but I also thought it seemed a little too similar to the first version. like the arrogance and contempt was not taking my advice from before about spicing up the fight behind the red key door. It could also use some final revenants/arachnotrons/or an archvile when you re-enter the first hall.

>> No.6646519

>>6646515
Porn bad, even silly, ridiculous sprite video game porn! Think of the chilluns!

>> No.6646525

>>6646515
it is just as repulsive though

>> No.6646534
File: 26 KB, 326x294, dingding.jpg [View same] [iqdb] [saucenao] [google]
6646534

>>6646525

>> No.6646535
File: 20 KB, 585x201, shame.png [View same] [iqdb] [saucenao] [google]
6646535

>>6646515
The fact that he still replies to comments from that video taking the piss out of him to this day is all you need to know how much of a thin-skinned bitch he is.

>> No.6646545

LOBACHEVSKY OVERDRIVE by KHODOQUE
Played UV on PrBoom+. Great concept, well executed. Could have maybe used some more arachnotrons with more rockets though. That room felt a little underwhelming.

>> No.6646557

>>6646515
>>6646535
Take the youtube drama back to youtube, sport.

>> No.6646558
File: 51 KB, 436x536, 1558036694875.jpg [View same] [iqdb] [saucenao] [google]
6646558

TEST YOUR MAPS IN PRBOOM+ AS WELL AS GZDOOM

FUCKIN' BITCHES

>> No.6646568

>>6646558
I would, but PrBoom is telling me >>6646512

>> No.6646587

>>6646568
Did you add a custom sky texture to your level? Or any textures at all? Because that error message usually pops up when you didn't manage textures correctly.

>> No.6646589

>>6646535
gmanlives is a shill fag, can we just accept this and move on? and talk about games?

>> No.6646591

>>6646515
He also thinks unskippable cutscenes belong in Doom and said that if you don't care about the story in nu-Doom you shouldn't even play it (essentially saying that force-fed cinematics take precedent over proper gameplay design), so his opinions are trash just like nearly all of the other retards on youtube.

>> No.6646595

>>6646587
Uuh, I did add a flat and wall texture or two. They seem like they should be working fine, I converted them to the palette and all, and added the texture to the texture lump.

>> No.6646607

>>6646595
Remove them from the wad and re-add them.

>> No.6646613

>>6646607
remember to remove them from the patch table and texturex too of course

>> No.6646614

>>6646607
Alright, redo the TEXTURE1 lump too?

>> No.6646619

>>6646591
Ugh, the story is so bad too. Like anime bad.

>> No.6646635

>>6646535
What a lame cunt

>> No.6646638

>>6646589
Him creaming his pants over the unfinished and (then) very buggy Blood: Fresh Supply shows what a shill and sellout he is.

>> No.6646658

>>6646425
Alright I played that section again, so I can give better feedback now. This section is identical across all difficulty settings AFAIK. Do not remove monsters, as the monsters are not particularly threatening, they are just bullet-sponges, as you said. It's better to just all more stuff to kill them quicker instead of using the plain old shotgun.

1) Turn all the enemies facing the player so that the fight begins immediately.
2) Remove all of the shotgun ammo in the red key room for two reasons: a) you already have way too much shotgun ammo preceding this section; you will enter this section with nearly 50 shells, and that's if you avoid picking up the box of shells in the chaingunner elevator room! and b) this will indicate to the player that he is completely free to burn through chaingun ammo.
3) Remove the backpack from this section. This fight is small and does not warrant a backpack IMO.
4) Remove the boxes of bullets from this section and replace them with clips arranged around the room to encourage/force movement around the entirety of the room. I counted 260 bullets in this room (5 boxes and 1 clip from the backpack), so that's 26 clips at least that you want inside that room.
5) Removing the backpack is not something I particularly feel strongly about compared to the other points. If you do decide to keep the backpack, put the backpack and FOUR boxes of bullets arranged such that you are guaranteed to grab the backpack first. This ensures that not a single box of bullets is wasted because it's impossible to enter that room with over 200 bullets anyway. The final 50 bullets should be in clips around the room.

>> No.6646660

>>6646607
>>6646613
That didn't do anything.

>> No.6646664

If you were to create an additional enemy for doom 2, during its release, what would it be?
imagine if you went to id during the game's development and had a chance to create one more enemy to the roster before it released

>> No.6646668

>>6646664
That's a great question! Hard to answer, the cast we have is damn near perfect. I'd probably add either a very supportive demon or a demon that fits a very tanky role. We have our main troops, zombies, imps, hell knights, revs, pinkies. Heavies/tanks would be Barons, Pain Elementals, and Mancs. Long range units are basically just Arachnotrons and maybe Revs, so probably something there. And the only supportive demon is Archie. You wanna look at what the player is doing/wants and you wanna play around with that. The most I can think of off the top of my head is probably just some sort of a middle-man between two demons for a certain role. Maybe a tanky enemy with a large aoe attack around them? Also probably a demon that has an attack/attacks that have to charge up. The only enemy that does that is Archie, so that would be a good area to fill in.

>> No.6646670

>>6646515
>SHILLMANLIVES
who cares, that guy is an idiot

>> No.6646683

>>6646664
Some sort of red or black demon that shoots a single mancubus fireball at you (as opposed to two at a time like the mancubus) but he shoots them as fast as a chaingunner fires. He should telegraph his attack similar to how the Quake 1 shambler telegraphs his attack by raising his arms towards the sky first. Maybe a red baron of hell

>> No.6646689

>>6646664
Another enemy that can revive others, but with a different attack.
Or the Shambler, I think that would work well in Doom.

>> No.6646692

The more familiar I get with PrBoom+, the less I like it.

>> No.6646701

>>6646683
flamethrower or lightning gun-esque demon?
>>6646664
either some kamikaze demon or something "area denial" related
like the cybermancs or carcasses in the new doom's with the green pollution being turned into gas clouds or the energy shields being additional/temporary linedefs

>> No.6646703

>>6646683
Shooting as fast as the chaingunner might cause the fireball sprites to overlap. He should shoot like an arachnotron

>> No.6646706

>>6646638
oh believe me brother, I remember that, but what is funny now is he is claiming that the railgun type weapon and 4 barreled shotgun in the new shadow warrior are "ripped right out of doom eternal" but at this point nothing surprises me about him nor his capacity for shilling so I just stopped caring. CV11 is a better retro fps player anyways.

>> No.6646709

>>6646692
I feel you. I wish Crispy Doom was Boom-compatible; it looks so much better with the 640x400 resolution and the vertical recoil pitch and the better minimized HUD that still lets you see Doomguy's face

>> No.6646716

>>6646664
Scythe 2's evil marines

>> No.6646725

>>6646709
There's that, but I also mean the editing, apparently when I add textures and flats, in a way which works for GzDoom, that's not right for PrBoom+.

I think after I'm done with all of this, I will never map for Boom again, or not map for compatibility with PrBoom+ itself again.

>> No.6646726

>>6646664
Medium-health melee-only monster with a short ranged leaping attack. Basically a Fiend from quake. Shit, give it the corpse-eating ability from the Gremlin as well, through which it can not only heal but increase max health to a point.

>> No.6646729

How do any of you feel aboit "poison" projectile enemies?
Or stuff like "bleeding" damage, like if the context was sharp arrows?
Like, a projectile that hits the player and causes health to drain for a while.
I feel like that is in a similar spot to health/armor bonuses in Doom 1/2 where it either causes a bit impact or a small one, depending on the scenario.
Like, if you pick up some health, you either stop the effect or restore a bit of health, so you loose less regardless.
Or if another enemy attacks you during the bleeding/draining, you get to lose even more.
But without either, you just get the "average" scenario or losing the intended health from the poison attack
Something like Hexen's green flasks from the Cleric.

>> No.6646734

>>6646716
Those fuckers make me panic as soon as I see them. So they're very effective in that role, even more than archviles or pain elementals (when there's no lost soul limit).

>> No.6646745
File: 96 KB, 475x258, 1590692633405.png [View same] [iqdb] [saucenao] [google]
6646745

>>6646534

>> No.6646790

>>6646660
see if you're doing it right
https://www.youtube.com/watch?v=RxKOj6N2Esg

>> No.6646810

>>6646729
>Baratus gets a grenade
>Daedolon gets a landmine
>Parias gets to fucking accidentally gas himself because of the insufficient timer on his rank-ass cloud dumps. You enjoying that mace yet Parias?

>> No.6646815

>>6646664
I'd make a Fiend-like enemy that would be good for ambushes. Lost Souls don't count because they suck.

>> No.6646834

>>6646664
Something beefy and semi-transparent like the spectre that comes in for melee but can drop partial invisibility to teleport away and become a projectile launcher at half-health.

With a lot of legs: more than four.

>> No.6646843

just remembered that legion of bones had an archvile that could turn some low tier enemies next to him into some powerfull lost soul variants
and that vdp had an imp that after death, becomes this unkillable ghost that possesses an enemy corpse just to bring it back
what are other creative enemies in some mods?
>>6646834
like a dog?
maybe that could have been the cut cerberus in doom 64

>> No.6646862
File: 61 KB, 115x140, M2xDPdX.gif [View same] [iqdb] [saucenao] [google]
6646862

>>6646843
Pic related is unfinished, but I can tell he's going to be something pretty awesome.

>> No.6646930

>>6646246
I love both, Multi-Grenades are really really fun and the Laser canon is better than the lightning gun

>> No.6646931

THE DARK SANCTUARY - VAERUS
Played UV on PrBoom+. Gave up because I got frustrated and was sick of dying, even with savescumming. The platform section is ass, the pillars are way too small. Can't figure out how to reliably open the Plasma gun secret. Thought it was by shooting the eyeball but that stopped opening it on my later attempts. Too goddamn many barons for grabbing it anyways. It's overkill. So is the next room you're teleported into. Sure, there's an invulnerability in the back corner but I could never reliably clear my way to get back there as I was coming into this area with only about 8-20% HP everytime and get blasted too quick. Only got the invulnerability once and it still didn't help me clear this room all the way, I still had all the barons, arachnotrons, and mancubus left. My suggestion for this room: Remove one hell knight, two barons, and one mancubus. My suggestion for the plasma gun trap: Remove an entire half of the barons. For the ass platforming: Widen the pillars 8 pixels in every direction.
Couldn't figure out how to get the invulnerability in the baron room but I'm not blaming you for that.
In its' current state, this map is unfair/10.

>> No.6646945

>>6646931
PS: You have plenty of misaligned textures. Look at how your viney marble connects to your regular marble. Also look at the wall closest to you on the right side when you teleport into the unfair section I mentioned before.

>> No.6647023

Yeah, ok, PrBoom+ is still being a cunt, even when setting the resource archive as Doom2.wad and importing from that.

I really, REALLY hate this sourceport.

>> No.6647064

>>6645978
I've finally updated it, if you guys wanna try. I've come across this error in PRBOOM+ though, there's a chance it crashes on signal 11 for no reason around the nukage area. I don't know why, but here's the wad anyway.
It's on MAP01 now too for convenience.

https://files.catbox.moe/6hbf6p.wad

>> No.6647068

>>6647023
Why can't PrBoom+ load two different .wads with textures at the same time? Why is it such a clunky hunk of shit?

>> No.6647074

>>6647064
https://www.doomworld.com/forum/topic/109834-i_signalhander-exiting-on-signal-signal-11-prboom-plus/
>>6647068
You need to watch how you order things as you load them. The map wad should always come before the resources.

>> No.6647103
File: 100 KB, 960x540, ammo.png [View same] [iqdb] [saucenao] [google]
6647103

Here's the second (unfinished) version of Inner Cloister. I tried addressing some of the critiques I received, like not enough ammo & too many revenants, and I also fixed lots of bugs.

It is still balanced around HMP with 0% secrets, but I am working on the other difficulties. I am also not adding textures until I am 100% finished with room layout and monster encounters etc.

http://www.mediafire.com/file/i4siojhxgq1wg79/2048InnerCloister_WIP_v2.WAD/file

>> No.6647109

Can anyone name a single good ZDoom map set that isn't Adventures of Square or lilith.pk3?

>> No.6647114

>>6647103
Forgot replies
>>6644986
>>6643168

>> No.6647120

>>6644980
seed the archive more, I need this shit. Lost a hard drive last week and she's all gone, boys.

>> No.6647121

>>6647103
You want to finish placing sectors and texturing them before you start placing monsters

>> No.6647131

>>6647109
Refracted Reality

>> No.6647132

if anyone is interested in playing this level and giving me feedback it would be much appreciated. I'm not sure if people will or not but here it is
https://files.catbox.moe/2wndfo.wad

>> No.6647139

>>6647109
The Golden Souls

>> No.6647148
File: 258 KB, 590x497, 1593348880928.gif [View same] [iqdb] [saucenao] [google]
6647148

>.wad now loads in the Doom 2 textures which GothicTX replaced

>> No.6647190

Ok, moaning like a stupid dipshit isn't gonna solve anything. I have to get some sleep or something, then later one of you guys can take a look at the MAP30 .wad and see what my dumb ass is doing wrong, because clearly something isn't passing through my thick skull.

I wanted to just do a special thing for the MAP30 I had in mind, just slightly, not a big thing, just a simple visual, really, and I wanted it to be a surprise. If you do take a look at it later, please don't spoil it for the others.

>> No.6647194

>>6647132
I liked the visual variety between the different areas, but there wasn't really a natural flow to progression. Much of what the player needed to do involved dead ends, which became a bit repetitive near the end.
Also, the Cyberdemon at the end wasn't much of a threat. If he was in the courtyard area and there was no way to escape it would have been less trivial. Also, tag the linedef for the secret's door to appear as one-sided, because I was able to find it easily just by checking the automap.

>> No.6647204

>>6647194
how would you recommend fixing the flow of the map? and thanks for playing it, big ups.

>> No.6647205

>>6647121
I was trying to do this originally, but I was too eager to see how certain fights would play out. I also haven't mapped in a while.

>> No.6647226

>>6647204
I can't say for certain without opening up the map to look at its top-town view, but just look at certain dead ends and try to make them loop back around to where the player was instead of making them do an about-face after picking up a key or pressing a button. Not all of them are bad, mind you. The trap with all of the shotgunners almost got me.
You also have some areas where it seems like decisions were made only to pad out time. Like that first open area with the lift and stalagmites. Instead of having the lift be usable immediately, the player needs to go press a button for it. There's no danger in doing this because it's not like you ever have to fight enemies to make your way back up top, it's just there to waste time. Same with the Hell Knight platform. If you fall off, you have to backtrack a little bit to make it back where you already were. A lift there would be useful as well.

>> No.6647235

>>6647226
thank you so much. this is my first attempt at a real detailed map so it means a lot. i will definitely move the button next to the lift instead of running that way and i never made it intentionally to pad out time, it just seemed "cool." but yeah i will for sure get to it thank you

>> No.6647279

>>6646515
Gman isn't even a real fan of Doom.

>> No.6647282
File: 604 KB, 1920x539, tinyfrag01.png [View same] [iqdb] [saucenao] [google]
6647282

>>6643168
CHARCOLA - TINY FRAGMENT

This one has some potential, but as-is, it is unfinished and not up to par with other entries, mainly because of the hideous texturing.

The textures are TERRIBLE. You have some gothic textures, some tech-base textures, what looks like downtown textures? Make it all gothic. It would look good as all like grey castle stonebricks. There are numerous places textured as doors that are not doors. Get it together, man. The wood sections look cool and fit nicely with the gothic theme.

Look at the two pictures in pic related. Look at the mess of textures in the left pic. It looks even worse full-screen. And what's with the "sky"???? Look at the right pic - you have steel walls next to all these stone textures. The inside of the room in the right pic looks good; you could use that as reference of what looks good and expand upon that theme.

The map on skill 2 is very empty and needs work. It left a bad impression. Thankfully it played a lot better on skill 3. Skill 4 plays identically to skill 3. Is the only difference you added 13 more shotgunners to that teleporter section? That section is very boring - you just sit there and camp the single teleporter destination waiting for it to empty which takes like 20 seconds. Add more teleport destinations and a larger variety of more lethal demons. Two mancubi spawning in separate locations would be far more lethal and interesting than camping that teleporter for 20 seconds.

The starting gimmick with giving you no weapons except a rocket launcher played out well. I think you could expand upon this theme and make the map more interesting by removing the starting shotguns to force the player to shoot the enemy shotgunners with the rockets to acquire the shotty.

The two green armors are way too close too eachother and redundant. Remove the 2nd green armor by the stairs.

>> No.6647287

>>6646342
Any ETAs Shockanon? I've been seeing this worked on for a year and always get more hype when i see it

>> No.6647292
File: 546 KB, 1920x541, tinyfrag02.png [View same] [iqdb] [saucenao] [google]
6647292

>>6643168
CHARCOLA - TINY FRAGMENT (part 2)

The room in the left side of pic related is empty. Totally wasted space and wasted potential. You could put a single mancubi here on skill 2 blocking the switch with monster block lines to prevent him from leaving. Put two on skill3. Put three mancubi here on UV. Make the room lock you in. Place three individual rockets on skill2, one box of rockets on skill 3, and two boxes of rockets on skill 4. This is just one idea on what to do with this room. You could leave it empty and spawn an arch-vile in there when you press the switch on skills 2 and 3, and place one box of rockets to deal with him, and place a berserk or soulsphere in there as health. On Skill 4, two boxes of rockets and two arch-viles. The player has enough time to escape. If you do this you will have to remove the existing teleporters with the pinkies and former humans, which are pretty boring in comparison. Wasted space!

The section pictured in the right pic is by far the most interesting section in the entire map. The stairs cause you to shoot yourself in the face with a rocket if you miss the revenants above. The shotgunners on the ledge attack you if you shoot the mancubus, and the mancubus shoots you if you attack the shotgunners.


>>6645772
>Maybe I'll work on it some more
>Maybe
You'd better.

>> No.6647325
File: 683 KB, 960x540, tf03.png [View same] [iqdb] [saucenao] [google]
6647325

CHARCOLA - TINY FRAGMENT (part 3) (I forgot to link demos)

Demos:
https://doomshack.org/uploads/Tinyfrag-demos.zip

Also, the spiderdemon got trapped and couldn't move three or four times in a row. The first time it happened I thought it was a coincidence, but since it happened three or four times in a row it's obviously the map's fault

>> No.6647406
File: 1.13 MB, 960x1025, eggplant01.png [View same] [iqdb] [saucenao] [google]
6647406

>>6643168
ENRAGED EGGPLANT - ARROGANCE AND CONTEMPT

Map is unfinished. Wide-open and empty and no difficulty settings implemented. I recently played Base Ganymede so I'll use that as a reference. You could fill the room with the pews with twenty imps and give the player some shells and this would go a very long way in making the map interesting. It may sound lazy but you'd be surprised how well it works in Base Ganymede, which is a Doom 1 megawad so you only get Doom 1 weapons and enemies and it still manages to be excellent. Another idea is, one backpack, one chaingun, seven boxes of bullets, and 40 imps, and this is just for skill 2.

Play E1M3 and E2M2 of Base Ganymede to understand what I mean by using lots of filler imps along with some cacos to make very interesting encounters.

I somehow ran over the exit linedef and ended up outside and got soft locked, pic related (top). And there are numerous exit signs on this map which is highly misleading (bottom).

Since the map was submitted as-is weeks ago and still hasn't been tweaked and is likely abandoned, I'm gonna mess around with it in an editor, placing monsters and stuff, since there is still lots of potential. I can't into map editing, so I won't mess with fixing the misleading exit sign, but I can place things.

>> No.6647407
File: 352 KB, 960x960, 1595255331953.jpg [View same] [iqdb] [saucenao] [google]
6647407

>>6646515
>equally in bad taste to the columbine mod
>columbine mod isn't even in bad taste
>mfw

>> No.6647415
File: 50 KB, 499x636, caco monitor.jpg [View same] [iqdb] [saucenao] [google]
6647415

>it's the schoolshooter guy again

>> No.6647425

>>6647415
stay mad

>> No.6647431 [DELETED] 

>>6647425
tranny

>> No.6647432

>>6647431
underage

>> No.6647435

>>6647132
i like the outdoor fights, but i don't like the dark area with all the spectres, its kind of tedious imo.

>> No.6647440

>>6647415
People wouldn't post about those if you guys weren't such massive whiny bitches about them.

>> No.6647482

>>6647440
thats why I constantly pretend to be a sjw in random threads. Makes people go completely insane lol.
>Ugh, can we stop with the racism already?
Free (you)s all day long

Also I'm bi btw not sure if that matters

>> No.6647493

>>6647482
You play any HL? I hear it's the antithesis to the retro shooter.

>> No.6647498

>>6647493
only all the time! I do at least two playthroughs a week. Half life is love, Half life is... life

>> No.6647501

>>6646391
Just make one.

>> No.6647507

>>6646391
The OBC tc has an ak or a galil can't remember which.

>> No.6647516
File: 88 KB, 1280x720, 1554568879679.jpg [View same] [iqdb] [saucenao] [google]
6647516

>>6647074
Thank you so much dude. My map is now finished and totally playable, balanced toward other difficulties, and fixed the lighting. Now I just have to wait for Brutal 2048 Anon to review it once more. :)

Download if you wanna try it: https://files.catbox.moe/1eg3lx.wad

>> No.6647534

>>6646664
A much weaker flying projectile enemy. Like the Heretic Gargoyles.

>> No.6647548

>>6647282
>>6647292

I'm not going to lie that I focused on making a map for a video game instead of an art piece. The textures were the last thing I worked on and were rushed like the rest of the map, so I am a little happy to hear that you liked it enough to want a review and a hope for improvement!

Don't get your hopes up :^D Although now that I rebooted and doom builder doesnt run like ass in visual mode it makes it feel much nicer to use!

>> No.6647550

Name a SINGLE good FPS game. Go ahead, I'll wait.

>> No.6647554

>>6647550
Jackie Chan stunt master.

>> No.6647571

>>6647550
Half Life

>> No.6647592
File: 504 KB, 517x541, hlthumbs.png [View same] [iqdb] [saucenao] [google]
6647592

>>6647571
Based. Favorite mod?

>> No.6647595

>>6646384

The yellow key is supposed to spawn where the Spiderdemon spawns, I don't know how and why it broke but it always spawned for me, both in Prboom+ and Gzdoom, still, I've tried doing something with it so hopefully it will work reliably now (I've tested it again multiple times and it works for me at least). I'm not removing the banners, but I placed a big hint to try doing something with them. I've changed the walls at the beginning to not raise instantly, so you can notice them raising. Tweaked the difficulty on skill 2 and 3. Red key now spawns in the middle of the arena instantly as you press the first banner.

Black Crest fixed version:
https://www.dropbox.com/s/021ljz4wu44zqht/Brxyz%20-%20Black%20Crest%20fix.wad?dl=0

>> No.6647596

>>6647550
name a SINGLE bad one

>> No.6647606

>>6647596
duke nukem forever

>> No.6647612

>>6647592
Can't tell if you're being ironic or not. I don't actually like Half Life at all and was just trying to summon HL poster. Paranoia is pretty good though it's final version isn't even a mod anymore and runs off xash3d.

>> No.6647614

Do other Anon's agonise over map compatibility before starting one?

Do you get people who won't play your map if it goes over Boom?

>> No.6647619

>>6647606
ok you win

>> No.6647626

>>6647606
you get to punch some boobs and smear shit around though

>> No.6647634

I had this idea to do concentric circles that the player would weave through... I've not found it easy to detail or work it.

Using the "align grid to linedef" feature of GZDB does help, though, but it makes me wish the program had a guidelines feature.

>> No.6647636
File: 510 KB, 2677x1276, Capture.png [View same] [iqdb] [saucenao] [google]
6647636

>>6647634

>> No.6647646

what are some good wads/gameplay mods for relaxing doom? for when you're not testing your skills, you're just trying to kill some demons.

>> No.6647652

is marathon 1 better than halo 1

>> No.6647654
File: 663 KB, 960x600, Screenshot_Doom_20200728_064914.png [View same] [iqdb] [saucenao] [google]
6647654

>>6647636

Only encounter I've done. Player has to dodge the Mancubus projectiles from the outer ring

>> No.6647656

>>6647606
>>6647619
samefag
CALIGULOUS CAULDRON by WASHING MACHINE ENTHUSIASTS
Good map. Looks better with textures and lighting now. Not sure if it's cheese or strategy but you can run all the way up the stairs without firing a shot and you just run behind everybody without waking them up. There's a misaligned texture beneath the mancubus. Fighting two cyberdemons is a little tedious IMO.
MINIMALISM by WASHING MACHINE ENTHUSIASTS
This one's a stinker, especially compared to your other two maps. Flat, uninteresting, enemies scattered about not very strategically, and the secrets don't save the level by any means, they're just sort of time filler. Don't really like it to be quite honest.

>> No.6647658

>>6647654
You absolutely need to change the flat texture on the beams.

>> No.6647662

>>6647646
sunder

>> No.6647663

>>6647652
It certainly plays faster than Halo and shooting feels nice, but the maps are so ugly they make Sandy's maps look like Renaissance paintings.

>> No.6647672
File: 69 KB, 640x400, duknuk.png [View same] [iqdb] [saucenao] [google]
6647672

>>6644980
It's Text Field Tuesday.
Write a short intro story for your never-to-be video game.

>> No.6647683

>>6646342
I see you there, ShitPosting menu button.

>> No.6647686

>>6647656
I'll think about whether it's redeemable and what I could do but it seems like major rework is needed. I see there's a lot of other maps that need to be cut.

>> No.6647696

>>6645798
admittedly i wasn't expecting my map to be there still, i could try and maybe clean it up where i can but if anything i'm probably gonna request not to keep mine.
also reason why i am answering now is mostly because i got these messages right as i needed to go to sleep.

>> No.6647697

BAAL'S COLISEUM by BARTEKMIL
As soon as I got to the fucking lava pit of death with the wind, I realized that several other people already reviewed this so I quit out of it considering you're probably already working on a revamp. To repeat what others have said, the wind into certain death is absolutely fucking gay, the elevator is absolutely too fucking slow, and the enemies in the red key arena are absolutely fucking tedious to fight with a single barrel shotgun.
This level is very redeemable, just needs some tweaks.

>> No.6647704
File: 1.96 MB, 971x3685, lilith02.jpg [View same] [iqdb] [saucenao] [google]
6647704

>>6647548
Place your sectors and texture them before adding monsters. Like anything else, you lay the foundation first before building on top of it.

>>6647614
>Do other Anon's agonise over map compatibility before starting one?
I don't make maps but I don't imagine there is much to agonize about. If you have an idea of a map then go for it. If your map doesn't involve fancy scripting then make it limit-removing so people can enjoy it in the best port ever, Crispy Doom. If you can, make it vanilla-compatible for extra internet points. If you must include some fancy scripts, use those Boom conveyor belt tricks; make the map look great in GLBoom+ while you're at it if it's already gonna be Boom-compatible - an exception is Lunatic which looks great in PrBoom, but for example Preacher looks extremely good in GLBoom

>Do you get people who won't play your map if it goes over Boom?
I won't play maps that aren't vanilla, limit-removing, or Boom/MBF-compatible, except for some specialty cases like Adventures of Square (TC made by Jimmy) and lilith.pk3 (made Graf seethe). AMA
>inb4 why don't you play GZDoom
I can record demos on PrBoom+ and they will play in vanilla Doom, and vice versa. Sure the Boom engine adds some extra things like ice physics and conveyor belts but the port still lets me record vanilla demos so it's all good for me. I can't record demos in GZDoom and play them in anything else besides GZDoom. I'm not going to play on GZDoom simply because you couldn't place textures properly for vanilla/limit-removing/Boom. I'm not gonna play your GZDoom map for its fancy scripts unless the map is famous or something and other people have confirmed it's worth my time; there's already too much good stuff out there for me to spend my time on

>> No.6647723

>>6646709
>Boom-compatible
Pick one. https://doomwiki.org/wiki/Category:Boom_compatible

>> No.6647725

>>6646664
Probably something that makes players get closer to them. Like some low health enemy that drops health items that go away after a few seconds if they're not picked up. A demon carrying a tortured soul that could be set free, perpahs. Maybe it could have some kind of weak explosive attacks without being invulnerable to them.

>> No.6647727
File: 1.29 MB, 1920x540, Untitled.png [View same] [iqdb] [saucenao] [google]
6647727

>>6647516
I think your map is broken. Here is my demo:
https://doomshack.org/uploads/Club-skill2.lmp
PrBoom-plus -complevel 9

While your fixing the broken door, here is a missing texture (left pic), and the alcoves with the monsters could use some oscillating lights (right pic)

The MIDI sounded great at first, but it breaks after one cycle. It was distracting the hell out of me which is my excuse for playing like shit later in the demo.

Progression is pretty unclear but more playtesting (after the door is fixed) will help determine how to make progression clearer

>> No.6647728

>>6647663
the shooting is decent but the movement is pretty bad especially compared to doom and extra especially compared to halo

>> No.6647734

>>6647636
TUROK ALREADY DID IT

>> No.6647741

2048WIPV2 by MR B
Played UV on PrBoom+. Bitch, I told you weeks ago to lower unpeg the DOORTRAKs in the first hallway and that the pinkies in the pillar room can't do anything and are thus pointless.
First guy to submit a map and he never checks back in apparently.

>> No.6647746

>>6647723
I said I wish Crispy was Boom-compatible because it has so many features no other port has, like its unique rendering (640x400 plus widescreen, however many pixels that is; also you can play low-res in other ports and it just doesn't look as good as Crispy), its superior minimized HUD, its vertical recoil pitch option, mirrored corpses, and so on. I know Fabian is working on Woof! and that new PrBoom+ fork, hopefully these features will be added in those ports

>> No.6647792

STRAIGHT WALLED ROOMS by MANUK3R
Played UV on PrBoom+. Most of this map doesn't work very well because you're not often forced to go into the next room so you end up just playing peekaboo from around the corner. Draw me into a room with goodies, hide the baddies, or make baddies spawn behind me, pushing me into the room. There were only two interesting parts. The room with the hell knights and mancubus and then the archvile room. In both of these cases it's because I was lured into the room and couldn't just play peekaboo from the entrance.
The midtextures are too noisy. Rather than have a midtexture on each side of a wall, just draw a linedef through the center of your wall sector and make that single linedef a midtexture. Gives a much cleaner look with better visibility.
Don't make maps that are entirely tiny hallways.

>> No.6647795

>>6646391
Final Doomer has one for Ancient Aliens, but it doesn't reload.

>> No.6647810
File: 438 KB, 717x569, file.png [View same] [iqdb] [saucenao] [google]
6647810

>>6647696
>>6645798
>>6645686
>>6645828

Ok i have decided to try adding some more difficulty into the mix, it is workable somewhat, i made it you can still get 100% if you get near the end(its a fast speed crusher) i am considering maybe changing the cybie to be multi only though.

>> No.6647829

>>6647704
I guess I have a differing philosophy in this in that if I don't have a lot of time and decide to cut something, I will cut the prettyification of the map and focus on making gameplay that feels good isn't horrible. Even now I'm spending hours trying to choose textures and revamp sectors and not really feeling it so clearly it is not my thing.

>> No.6647830

>>6647810
https://drive.google.com/file/d/13OUwWfZlyIp3IpEheJijc6YCChBxfZpX/view?usp=sharing
link to that version here.

>> No.6647858
File: 147 KB, 678x960, Genndy Tartakovsky Doom.jpg [View same] [iqdb] [saucenao] [google]
6647858

>> No.6647890

>>6647858
Jack Doom with his trademark blue gloves.

>> No.6647893

Is cyberdemon married to spider mastermind?

>> No.6647897

>>6645561
SKYCOCKS

>> No.6647926

>>6646361
Thanks m8!

>>6647287
2 and a half weapons left to do, then mostly tweaking (like sounds, ensuring compatibility with MP and voodoo dolls, balancing, minor visuals).

>>6647683
It prints the entire navy seals copy pasta. Had to test the scroll bar menu class somehow!

>> No.6647942

>>6647829
Just choose one of the grey stone brick textures and replace all the tech and steel with that. and fix the sky

>> No.6647960

>>6647926
Will there be a fancy message log thing? Unfiltered, important messages... stuff like that. Something for the storyline mappers.

>> No.6647994
File: 432 KB, 1920x1040, Image1.jpg [View same] [iqdb] [saucenao] [google]
6647994

>>6647942
Make me, asshole

>> No.6647996

>>6647960
Not at first release probably, and neither will there be an inventory with items to drag or activate initially. I feel like I need to get this thing out the door already, and those are features that can wait - but the mod *will* have them.

>> No.6648012
File: 242 KB, 1061x444, Gmod doom zoomers.png [View same] [iqdb] [saucenao] [google]
6648012

>> No.6648068

>>6646515
Who cares about what anybody thinks on hdoom? The guy howerer shitted on Sigil. That's unforgivable.

>> No.6648072

>>6646664
I would remove Icon Of Sin and replace it with actual sprite boss monster. Thus I wouldn't have to fight Icon Of Sin again in hundreds of wads. That boss battle just isn't enjoyable.

>> No.6648084

>>6646515
>>6648068
Obsessing over a "man" who sucks dicks for profit of any kind sounds like a bad way to spend your time. He's a blithering idiot who's bad at everything he does and his army of cybercucks will get him coddle and support him for the rest of his life. That's that.

>> No.6648139
File: 411 KB, 1253x598, basedcalvin.png [View same] [iqdb] [saucenao] [google]
6648139

If CHARCOLA refuses to fix his textures for TINY FRAGMENT, I fixed them for him. If he does end up fixing his map to look nice, use his, if not, here's something that looks better than it did. Don't expect it to be suddenly beautiful, I'm not a miracle worker.
https://drive.google.com/file/d/1OWV9v8kzjvL9U5w1dn-AVz1TScg2eNoY/view?usp=sharing

>> No.6648170

>>6647994
>>6648139
Nevermind, looks like he's doing it. Guess I spent two hours aligning textures for no reason. Hey CHARCOLA, you bitch, open my file to see the textures I used in the cyberdemon room. At the very least use that idea, I think it looks dope.

>> No.6648176
File: 445 KB, 1920x1040, fsky.jpg [View same] [iqdb] [saucenao] [google]
6648176

>>6648139
Hey, this looks pretty nice actually. Makes me feel a bit special that someone thinks the map is good enough to take however long this took! And still an asshole. :)

>> No.6648180

>>6648139

Unfortunately I don't steal ideas from people who go around shitting on my shit. My heart is broken and I feel bad and very sad about my lack of skill and ambition in life.

Also damn why the hell is there a million walk over triggers that lower+change floor texture but no switch options. This completely stuffs the idea that I had earlier.

>> No.6648181

>>6648180
>no switch options
Have you tried using the generalized linedefs? You should be able to do pretty much anything you want with them.

>> No.6648209

>>6646517
>I do think that the changes help the map, but I also thought it seemed a little too similar to the first version. like the arrogance and contempt was not taking my advice from before about spicing up the fight behind the red key door. It could also use some final revenants/arachnotrons/or an archvile when you re-enter the first hall.
There are changes? After I first uploaded it, I deleted the file in a fit of disappointment. So, if there are any changes, they weren't made by me. I'm currently experiencing an extreme lack of free time, but I'll try to touch it up in the following hour or so.
>>6647406
Thanks for the review. I'll try to make some changes. The additional exit signs appear only after you enter the time machine to indicate that you have to go back to the start.

>> No.6648212

https://www.youtube.com/watch?v=RflZ8GWwt2U

>> No.6648220

>>6648181
I think I used those settings in one of my other maps, but frankly I got a little confused trying to work with it. Small lazy brain in action, and I'm not keen on finding out if switching over will force me to redo all the switch logic. Just might have to make do with what I got.

>> No.6648242

>>6648220
You won't have to redo anything, you can use both types of lines if you want.

>> No.6648276

>>6648242
Oh I see, I can change from Doom 2 to Boom compat and it enables the extra tab. Neat.

>> No.6648284

>>6648180
Mate it's just a Doom level you don't need to have an existential crisis over it.

>> No.6648318

>>6648176
>>6648180
Is this the same guy? Those are two very different responses.
It's just a goof, man. I obviously enjoyed your map enough to think it was worth it to put the time into texturing it and meticulously draw a shitty calvin for your amusement.

>> No.6648337

>>6648209
Oh, the mancubus seemed new and I didn't notice the weird city walls that popped up outside before so I thought it must be different.

>> No.6648351
File: 192 KB, 1063x987, update.png [View same] [iqdb] [saucenao] [google]
6648351

>>6644986
>>6643168
>>6641983
Baal's Coliseum - small update
https://drive.google.com/file/d/1QvUuz0vvTJJArSrSIHzL3i-ZO7lViBup/view?usp=sharing
I've made a grave mistake of testing my map only in GZDoom, so when I opened it up in prboom+ a lot of stuff was fucked up:
1.prboom doesn't like generalized actions for some reason, the 12232 action I used for crushers that worked perfect in GZD didn't work AT ALL in prboom, so crushers(pic related) were all off, since there is no predefined "W1 Start crusher with fast damage(silent)" I added a stop crusher trigger later so the player doesnt have to listen to that damn sound for the rest of the level.
2.Wind effect is no more, I also fixed the lift out of the lava pit(prboom requires a tag, GZDoom was convenient enough to need just 1 action linedef)
3. I went along with review anon(>>6646658)'s advice and revamped the first arena a bit so the player now relies more on chaingun, I still think the arena needs a bit work but it should be much more digestible now, big thanks for the tips anon!
Also fixed some minor texture problems. I'll be thankful if anyone tries the map and gives feedback

>> No.6648352

>>6648318
Yeah no worries. Truth is pissing over my dumb sector art lit a fire under my ass, right now I kind of stalled out for the time being trying to over-detail things but I probably wouldn't have been enthusiastic about getting back to it without that critique.

>> No.6648358

>>6644986
I touched up the map a bit, added more monsters, decorations. It's mostly, the same, but it seems to be much better now nonetheless.
http://www.mediafire.com/file/n7vzvle86h1sdf4/EnragedEggplant_-_Arrogance_and_Contempt.wad/file
>>6648337
Yeah, those are old things.

>> No.6648376

>>6648351
Also, shortened the lift and fixed the spawn just now because i am a """"nigga"""", you can try it now

>> No.6648378
File: 243 KB, 1600x900, phone bros.jpg [View same] [iqdb] [saucenao] [google]
6648378

Look at these idiots fucking with the payphones,what do you guys think they're saying to each other?

>> No.6648537

I keep having this problem with gzdoom builder. At some point when I right click on either a vertex or a linedef it stopped being able to move it and now it forces up the window. Before restarting the program fixed the problem but now it doesn't. What should I do?

>> No.6648550
File: 7 KB, 141x126, le cultist face.jpg [View same] [iqdb] [saucenao] [google]
6648550

>>6648378
>MARANAX!
>CRUDUX CRUO!

>> No.6648661

>>6648012
what the fuck

>> No.6648683

I found Moon man mod but no idea how to install it
Why can't I just copy paste a wad ?

>> No.6648728

>>6647792
Thanks for the review.

For the mid texture thing, it is indeed noisy, in the last half where there are a lot its worst, i can work on a fix for that.

Being this my first map ever i am actually pretty ok with how it ended, this 2048 project actually gave me an excuse to finally do a map and i am working in a second one.

The thing with going back and corner shooting is indeed an issue in my map, i have one or two ideas for fixing that but i don't know if i have the time to work on it.

>> No.6648739
File: 622 KB, 1920x1080, blackcrest.png [View same] [iqdb] [saucenao] [google]
6648739

>>6647595
I nearly had a heart attack playing this level. It's super difficult but also super well designed, certainly my favorite of these maps I've played so far except possibly Welcome to the Peanut Gallery. I also had a problem the first time I played it where the sky didn't display correctly and you could get stuck in a hole near the invulnerability, which also didn't lower. Seems this was all fixed with the update though, great work all around.

>> No.6648803

>>6648378
send nudes

>> No.6648832

>>6648351
>prboom doesn't like generalized actions for some reason
This sourceport sucks.

>> No.6648858

>>6647148
>>6647190
Alright, here's the .wad, clearly I'm not doing something right, but my dumbass isn't picking up on what, if someone could open it and point at what's wrong and tell me how I should be doing it, that would be great:
https://files.catbox.moe/q9in21.wad

Also, again, pls no spoil.

>> No.6648868

>>6648683
Isn't it just a pk3?

>> No.6648871

>>6648832
Have you got things set on Doom compatibility by accident?

The only other possibility is you haven't set your tags correctly. In some cases zdoom can guess what you were trying to do and it will work anyway but that's not true in any other sourceport.

>> No.6648876

>>6648871
Like map compatibility? No, it's Doom 2. My problem is with the textures, GzDoombuilder is loading in the Doom 2 textures which GOTHICTX.wad is supposed to be replacing.

>> No.6648914
File: 27 KB, 153x192, collub.gif [View same] [iqdb] [saucenao] [google]
6648914

>>6648803
Read this as Caleb.
Seeeend nuuudes.

>> No.6649025

>>6648914
"Yeeees...single white female"

>> No.6649049

>>6646342
By the way, how do you make those webms? OBS + some webm converter, or there's an easier way? Same question to Kegan.

>> No.6649062

>>6649025
Oooooh.

>> No.6649080

>>6648378
>"I'm at soup!"
>"WHAT DO YOU MEEEAAAN YOU'RRRE AT SOUP!?"

>> No.6649102

>>6648378
>MARINAX MARINARA!
>Why are you doing this? Do you work for Tchernobog? Have changed my lock ELEVEN TIMES times now

>> No.6649134
File: 297 KB, 816x639, abstract kind of train.png [View same] [iqdb] [saucenao] [google]
6649134

All abord the hell monorail!

>> No.6649159

are there any good shadow warrior custom maps or campaigns?

>> No.6649172

>>6649049
Yeah, OBS to record and then "Webm for Bakas" to convert. It has a lightweight drag-and-drop interface, and a checkbox for audio. I usually always record in 60fps, with record start/end bound to the scroll lock key.

>> No.6649238

Playing You're a Drunk loser

I like the look and the music but i;m at the SSG area and I don't think there is enough ammo to get through. More chaingun and maybe even rockets early. Too many enemies in those corridors for what is available IMO

>> No.6649340

>>6649238
Record demos. I played the maps and the ammo was just fine so my first guess is you are using the SSG from like 30 meters away and wasting ammo

>> No.6649415
File: 618 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
6649415

>>6648209
Dear Eggplant,

It made me sad that you wanted to remove your map from submissions because you were unhappy with it. I implemented difficulty settings in it and I want you to try it out :)

https://doomshack.org/uploads/ArroganceEdit02.wad

To any playtesters, please test this map and record all of your attempts, starting on skill 2. The way I set up the difficulty was, I started on skill 2 and made sure it was fun, then I started adding stuff, whereas most people place everything on UV and then subtract stuff for the other difficulties. Use PrBoom+ -complevel 9

Sincerely,
Anonymous

>> No.6649783

>>6646384
https://www.dropbox.com/s/9nxg1e85dn2y2g9/Brxyz%20-%20Black%20Crest%20fix%202.wad?dl=0
I'm updating Black Crest again, I found some more spots where you could fall and get stuck, I also added some minor details and reverted some of the difficulty changes to skill 2 and 3, since I might have went overboard with the nerfing, which made skill 2 almost a cakewalk.

>>6647595
Btw, are you planning to check out the updated version of Black Crest? I really couldn't replicate the yellow key issue and I'm worried whether it is some kind of a rare bug or what.

>>6648739
Thanks anon, I went with the Plutonia principle of adding stuff until I myself can barely beat the level and it certainly worked.

>> No.6649790

>>6646664
I would make tiny lost souls and extra tiny lost souls. Shooting a lost soul would cause it to explode into 4 tiny lost souls and shooting a tiny lost soul would cause it to explode into 4 extra tiny lost souls. Every normal lost soul would inevitably spawn 16 extra tiny lost souls unless it exploded in a cramped area or corner. The smaller the lost soul the less damage it does but the faster it attacks. Why you ask? Because I just fucking hate this world and the human worms feasting on its carcass. My whole life is just cold, bitter hatred.

>> No.6649791

>>6649783
Oh fuck I fucked up the post numbers

>> No.6649840

What are the wads that has the calibre of being sold commercially in 2020? Not in Bethesda way, but wads that are released as commercial? Like NRFTL...

>> No.6649880

>>6649840
If I understand correctly, REKKR is gunning for eventual commercial release. I hope it will be released running on Chocolate or Crispy Doom by default, Graf will go apeshit.

>> No.6649882

>>6648378
>*ring ring*
>MARINAAAX, PALEEEEX!
>...Can we just talk in English this time man?

>> No.6649916

>>6649882
>CRUDOX CRUO!
>For the last time, bub. This is an automobile factory. What do you WANT?

>> No.6649919

>>6648012
did you anons have morons similar to what I have?

>> No.6649924

>>6647727
The door isn't broken, there's a cyberdemon on that pillar in the room with the double switch and big bricks. You activate the door by running toward the teleporter ontop and telefragging him.

There's another switch in the other monster cranny. Maybe putting lights on it would make it more obvious? Also I'm not sure why the midi breaks in Fluidsynth. Works fine in OPL but in Fluidsynth on the second cycle the drums just disappear and I'm not sure why.

Thanks for the feedback, I'll try and make the progression clearer. :)

>> No.6649940

>>6649919
>expecting steam mooks to know anything about anything
https://voca.ro/ouxTP9UfxBt

>> No.6649982

>>6644980
>Still no port of DN64.

>> No.6649994

>>6649940
I should have worded that differently, I meant to say did you anons had asshats like the pic in >>6648012 during the 90's to early 2000's. (I am admitting I'm a zoomer, but I can't stand my gen)

>> No.6650003

>>6649982
I never played it but I heard they added polygons to the engine. Does the rest of the game at least play and feel the same as the original? Would getting the source code leaked lead to a new age of Duke modding?

>> No.6650038

>>6649994
No. Figuring things out was one of the best parts. Read instructions, learn things, get better. Slow internet and limited harddrive space cut down on how many games you could have installed and mess around with so you wanted to get the most out of what you had. Barely any Normans on the internet back then so way less lazy bitching and moaning.

>> No.6650109
File: 2.58 MB, 1831x1030, 2020-07-28_20-09-25.mkv_snapshot_13.50_[2020.07.28_22.32.29].png [View same] [iqdb] [saucenao] [google]
6650109

More mods! MORE!

>> No.6650126
File: 2.62 MB, 1920x1080, 2020-07-28_20-09-25.mkv_snapshot_20.01_[2020.07.28_22.37.18].png [View same] [iqdb] [saucenao] [google]
6650126

x265 video will come out looking like complete garbage but at least the lossless recording serves up some nice screenshots.

>> No.6650139

>>6650109
what unreal mod is this?

>> No.6650149

I would like to share with you guys a shizopost I received on a test video about my recent map release.

"Holy cow this looks so terrible to play. I mean, so does basically every level you playtested for the past month. Quake mappers have caught on and can make cool combat puzzles, yet the cyberstaling creeps of doomworld and their cult of of online harassment have yet to make a community that is creative. How strange!

"I am not plagarizing you!"..."I am not vagueposting you!"...yeesh! What a psychotically toxic community.

Its a good thing everyone likes 'Oops! All techbase', even if you yourself hated the project you contributed towards. I mean, how fucked in the head do you have to be to shit on your own rather successful project?

I have to say, calling out DW for being infested with cyberstalking creeps was awesome. I cant believe Galileo or whatever the fuck the BTSX dev's name is... Its just insane that he copied map15 without attributing me, and then all the stupid cultists congradulated him.

XD yall are some dumbass creeps. Cyberstalking creeps that hate everything. Get off the fucking internet already. Every last one of you. The internet is not for cyberstalking and harassing creative people you dolts.

Grow the fuck up already. I am still waiting for my apology from gokuma, essefortium, and dragonfly for harassment. Yall are fucking evil."

>> No.6650152
File: 1.44 MB, 1920x1080, 2020-07-28_20-09-25.mkv_snapshot_09.31_[2020.07.28_22.42.54].png [View same] [iqdb] [saucenao] [google]
6650152

One big fancy lightshow.

>> No.6650162
File: 2.42 MB, 1920x1080, 2020-07-28_20-09-25.mkv_snapshot_03.20_[2020.07.28_22.46.38].png [View same] [iqdb] [saucenao] [google]
6650162

>>6650139
https://forum.zdoom.org/viewtopic.php?f=43&t=60759
https://forum.zdoom.org/viewtopic.php?f=43&t=65969

>> No.6650165
File: 35 KB, 626x448, flare.jpg [View same] [iqdb] [saucenao] [google]
6650165

>>6650109
looking good anon (not)

>> No.6650168

>>6650162
thanks
i didn't recognize the hud

>> No.6650183
File: 2.20 MB, 1920x1080, 2020-07-28_20-09-25.mkv_snapshot_31.37_[2020.07.28_22.50.09].png [View same] [iqdb] [saucenao] [google]
6650183

>>6650165
It's great.

>> No.6650193

Has Blood Fresh Supply been updated yet? I heard its in a better state now with more bug fixes than when it first released. yes I saw the civvie11 video but I didn't see anything about updates to the game on the steam store.

>> No.6650198

>>6650193
You better stick with Nblood or BloodGDX,
as they cannot update the fresh supply build.

>> No.6650204

>>6650198
what? why what happened?

>> No.6650210

>>6650204
Did Atari get pissy with the liscensing again? Which source port should I use then?

>> No.6650216

>>6650204
by contract, Nightdive (and to be precise Kaiser) cannot update the game no more.

>> No.6650218

>>6650210
>>6650204
Contract ran out.

>> No.6650220

>>6650218
Thats bullshit

>> No.6650225

>>6650198
What's the difference between NBlood and BloodGDX?

>> No.6650227

>>6650193
Atari sperged out and the project / development has ended

>> No.6650234

>>6650227
dammit atari... well I have one whole unit blood from GOG as well, so... which source port should I use?

>> No.6650237

>>6650220
Atari is something of a curse.

>> No.6650248
File: 177 KB, 500x475, 1521436229603.png [View same] [iqdb] [saucenao] [google]
6650248

>>6650237
It's honestly kind of depressing how Atari is nowadays, considering they basically kickstarted video games as a mainstream thing, only to quickly fade into obscurity and resurrect as a shit company that doesn't even do much of anything to begin with. They're like a washed up rock star that didn't take long to wash up to begin with.

>> No.6650250

>>6650149
Hi cuntdracula, don't forget to take your pills tomorrow.

>> No.6650263

>>6650248
Didn't the founder of atari also create Chuck E. Cheese's?

>> No.6650294
File: 20 KB, 500x446, big_chungus.png [View same] [iqdb] [saucenao] [google]
6650294

>>6650248
At least Kaizer snagged some work experience and got to do the Doom 64 port. I don't see his efforts getting shut down any time soon. Could be more goodness over the horizon.

>> No.6650321

>>6650263
Yeah he did, I think it was called something else first though.

>> No.6650346
File: 5 KB, 512x256, temp.png [View same] [iqdb] [saucenao] [google]
6650346

In Dehacked (and decorate etc I assume) if you make a lost soul with gravity and non floating, when it attacks a player standing above it it'll keep launching when it hits the ground, and sorta bounce along.
I don't have a need or way to make this useful, but you might be able to make bouncy grenades or some such with it some how.
Might also make for a fun bouncy sorta enemy. Grasshopper or something.

>> No.6650406

>>6650248
desu Atari were up to some pretty crooked shit back in the 2600 days, a lot of them were pretty shitty people.

>> No.6650416

>been playing doom for a while
>started thinking "Ultraviolence (or whatever equivalent) is always best way to play a retro shooter"
>play duke 3d on Come Get Some.
>Can't get past fucking "Hollywood Holocaust"
>rage quit
>Try out Shadow Warrior and Blood.
>Ass got handed to me even harder than duke.
I swear, Build games are on a whole other level from id tech 1 games, I really gotta get better at this.

>> No.6650420

>>6648858
Anyone? I would really appreciate the assistance? Also I've been doing some updates to my other maps in the meantime, making up for some of the overly harsh challenge on lower difficulties.

>> No.6650441

>>6650416
Doom and Doom 2 are just not very hard games on UV, remember that Nightmare! (which is actually very hard) was added in an update as a joke response to a lot of people complaining that the game was too easy. Duke, Blood, and Wang, however, they actually crank it up pretty harsh on their higher difficulties as they are, their max difficulties are very substantial challenges.

>> No.6650457

>>6650248
Atari isn't Atari anymore, when Atari was dirt cheap it was bought by Infogrames, the company that ruined Alone In The Dark and Driver franchises.
Infogrames now owns the Atari IPs and the name (to which they renamed themselves) and does the EA shtick of ruining nice things with corporate bullshit, just on a small town business scale

>> No.6650508

>>6650441
also, I don't know if its just me, but Shadow Warrior Redux's mouselook aim feels off. Blood and Duke 3D's mouselook aim is fine, but shadow warrior's aiming feels weird

>> No.6650521

>>6650416
Yeah, BUILD games don't fuck around, but I gotta say that Blood is borderline BS on the highest difficulties. The enemies get just a little bit too spongy. Having the custom difficulty option of the ports is great.

>> No.6650537
File: 1.06 MB, 1437x808, Screenshot_Doom_20200728_174041.png [View same] [iqdb] [saucenao] [google]
6650537

>>6647132
Cool wad.

>> No.6650561

>>6647672
John Stalhvlern waited.

>> No.6650578

>>6650183
how do I get my brutal doom to look like this?

>> No.6650623
File: 31 KB, 624x624, 1502120306994.jpg [View same] [iqdb] [saucenao] [google]
6650623

How do I make interconnected maps?
I was thinking of making my maps connect to each other like in a metroidvania game.

>> No.6650632

>>6650623
Something something hexen, something something hub levels.

>> No.6650669

>>6650003
I just want the unique weapons and ammo.

>> No.6650715

>>6649415
Thank you, I will check it out in 16 hours or so. Did you see that I made some changes >>6648358 here?
t. Eggplant

>> No.6650721

>>6647672
Rocks fall, everyone dies

>> No.6650752
File: 6 KB, 128x256, Art645.png [View same] [iqdb] [saucenao] [google]
6650752

>>6648378
"Hello? May I speak to Mr. Jass, first name Hugh?"

>> No.6650765

>>6650457
>Infogrames now owns the Atari IPs and the name
So the Atari that made good vidya is long gone and dead, and Infogrames took their Identity. They should've merged the names like Bandai Namco and THQ Nordic.

>> No.6650789
File: 13 KB, 312x340, moe.png [View same] [iqdb] [saucenao] [google]
6650789

>>6650752
>Hold on
>HEY! We got a Huge Ass in here? I'M LOOKING FOR A HUGE ASS. I NEED A HUGE ASS RIGHT NOW.

>> No.6650843

>>6650789
SNEED

>> No.6650881
File: 25 KB, 355x437, temp3.png [View same] [iqdb] [saucenao] [google]
6650881

>>6650789

I'm Hugh Jass

>> No.6650915
File: 64 KB, 356x357, 53323461.png [View same] [iqdb] [saucenao] [google]
6650915

>>6650881

>> No.6651015

wait a fucking minute, I can add extra textures to my 2048 map? I'm thinking of changing the sky texture.

>> No.6651032
File: 13 KB, 304x348, moe2.png [View same] [iqdb] [saucenao] [google]
6651032

>>6650881
>Oh. Uhh, here
>SPLURTCH

>> No.6651050
File: 7 KB, 189x198, 1468807507957.png [View same] [iqdb] [saucenao] [google]
6651050

>>6651032
is that poopy?

>> No.6651051

>>6651015
Honestly, I was just adding two simple things due to it being Map 30 (one is a pitch black texture/flat, because I wanted to create a wide and dark vista with no sky). For an actual sky texture, without mapinfo you would be seeing the sky the map pack comes with, regardless of what you submit (I think).

>> No.6651112

Also, I was doing that without actually asking anyone. What's project lead say about it?

>> No.6651157
File: 9 KB, 448x380, moe likes long walks on the ass.png [View same] [iqdb] [saucenao] [google]
6651157

>>6651050

>> No.6651187

>>6648858
>>6650420
Yeah, I just spawned in a tiny room that I can't get out of, good job. Did you test this in something other than GZDOOM?

>> No.6651210

>>6651015
>wait a fucking minute, I can add extra textures to my 2048 map?
Nope.
>>6651051
How come you didn't just use BLAKWAL1 and one of the numerous dark flats included in GOTHICTX and turn the brightness down? It would have the same effect, wouldn't it?

>> No.6651212

>>6651187
m8, I haven't even begun any work on the map at all, it's barely laid out, because I need help figuring out what I'm doing wrong by adding those textures, something isn't right, please reread the post.

>> No.6651215

>some random japanese dude constantly uploading no commentary gameplay of Marathon
Based

>> No.6651224

>>6651210
Well, because I wanted the darkness to meld with the reskinned Icon Of Sin.

>> No.6651243

>>6651215
>no link

>> No.6651260

>>6651215
What's there to comment? If 90s Macs were a FPS, it would be this series.

>> No.6651270

>>6650193
It was updated like last year with some moderate improvements but its still not on par with BloodGDX or NBlood. It wont be getting anymore updates because Atari is a completely fucked-up company.
>>6650457
Apparently the company is down to just a handful of guys, and the one designer they had making an Atari Mini left because they wouldnt pay him.

>> No.6651272

>>6651243
>>6651260
https://youtu.be/DxKAN9mQ1tc give him some love

>> No.6651290

>>6651272
>>6651215
What is the FPS scene in general (not just retro) like in Japan, anyway? I think it's basically nonexistent cus it's mainly JRPGs that get a lotta attention there and maybe platformers too but idk.

>> No.6651309

>>6651290
small

>> No.6651312

>>6651309
Just like their penises

>> No.6651326

>>6651290
It exists, but it's very small, the original Doom games were kind of a cult hit among nerds with computers around there, but didn't have too much market penetration, as the Japanese audience is just not very used to that kind of game.

That's slowly been changing, as the Bethesda games appealed to them more (being RPGs), which is closer to what they favor the most.

>> No.6651338

>>6651312
You have to be 18 or older to post here

>> No.6651343

>>6651312
Hilarious.
>>6651290
Allegedly they have more propensity for motion sickness with FPS games. They called it "Doom sickness" in the 90s. Also PC gaming in general isn't (and wasn't then) nearly as big as it is in the west.

>> No.6651345

>>6651290
Yeah i dont think any fps games are big there. Maybe cuter things like overwatch.

>> No.6651350

>>6651326
>Bethesda games
>RPGs
Are we talking about those medieval / post apocalyptic setpiece simulators?

>> No.6651358

>>6644996
Hey,I'm the author of the Trifecta level,thanks for the fix.What was the problem with the level?

>> No.6651374

>>6651290
I once came across a Japanese BUILD game fan page. Sometime in the 2000s I think. No idea where to look and if that stuff is still there.

I remember (from the machine translation) that he was amused by the spelling of certain signs in Shadow Warrior and how the devs just plastered random Japanese stuff on posters and signs.

>> No.6651390

>>6648832
>>prboom doesn't like generalized actions for some reason
>>6648876
>Like map compatibility? No, it's Doom 2
You want to choose BOOM (-complevel 9( in the editor, not Doom 2 (-complevel 2)

>> No.6651391

>>6651224
Ah, I just downloaded and inspected the wad you posted earlier, I'll permit it since you're working on a unique final boss.You might need to split BIGBOSS1 into 9 different 256x128 textures like how the original IoS was done and add them into the GOTHICTX wad.
Hopefully this link helps with your endeavors:
http://slade.mancubus.net/index.php?page=wiki&wikipage=How-to-Import-Textures

>> No.6651395

>>6651350
What Is your definition of an RPG? I'm no Bethdrone but If I can roleplay, in a game, is that not an RPG?

>> No.6651402

>>6651290
Your post reminded me, here's some Doom footage from a Japanese show centered around
video games from 1995: https://youtu.be/Fd4EiWW_yKg?t=1020 (17:00 if timecode fails, also not subtitled unfortunately)

>> No.6651412
File: 461 KB, 500x500, 1507860806247.gif [View same] [iqdb] [saucenao] [google]
6651412

Good luck to 2048 Units Anon going through the threads and compiling all the edits

>> No.6651420

>>6651350
We can argue about that and the strict definition of role playing games, but the bottom line is that those are games where you build stats and gather equipment, also look for loot, which is strongly in line with the kind of 'RPG' games that have always been popular in Japan.

>> No.6651440

>>6651390
Where would I set that in GzDoombuilder? I haven't seen that before.

>>6651391
Thanks, I'll try that.
I wanted to do him as one texture for the sake of making all of him light up evenly from the Light Glow sector function, without seams or desync, is a 800x400 single patch texture a problem for PrBoom+? Legit question, I'm still trying to make it run.

>> No.6651451

>>6651402
God that one girl was annoying

>> No.6651460

>>6651402
Fucking based also that host is a fucking fox

>> No.6651587

>>6651212
All you've been saying is that something is wrong with it but you won't say what because you don't want to spoil it. I don't know what you're looking for. There's a well and then there's some fleshy textures outside of it. What's wrong is that there's no map, I seriously don't know what you're looking for.

>> No.6651593

>>6651402
This is amazing thx

>> No.6651594

>>6651391
>>6651440
Ok, that's not making me any wiser, I did that already, and I have a map to make.

Just as a temporary solution, should I plain import all of GOTHICTX into the MAP30 .wad so I can just work on the damn thing, then when you assemble the .wad, you can just add those few little things onto the patch table/texture lump as we include the textures anyway?

>> No.6651612

>>6651587
>All you've been saying is that something is wrong
See: >>6647148 I should have linked to it.
Basically, it's an issue of importing a couple of textures/flats and adding them to the patch/texture lumps causing some kind of incompatibility thing where GzDoombuilder still loads textures which GOTHICTX was supposed to replace (so you get the original FIREBLU instead of the twitching crucified guy, etc).

>> No.6651620

>>6651343
yeah the spyro games were capped at 50 fps and he was substantially slowed down in the ps one games over there iirc

>> No.6651630

>>6649982
I don't think that DN64 contents would be inside of that giant Nintendo leak, the best you're probably going to get is a recreation of it within the PC version

>> No.6651631

>>6651630
Someone did that I think

>> No.6651635
File: 98 KB, 1365x768, Screenshot_test_tc_20200729_064438.png [View same] [iqdb] [saucenao] [google]
6651635

Yep, I've made a WEAPON. Except it's a fucking static .obj and I can't even figure how to get it to show up in first person and md3 export plugin in Blender is not working and so I am fucked anyway. Still, anything better than drawing hundred sprites for each enemy (not that I can draw anyway), Maybe I should just leave this place altogether, go to /agdg/ and switch to Godot engine - who knows, maybe it would be me who will make a first actual game in it?

>> No.6651646

>>6649982
Just play the DN64 mod for eDuke32

>> No.6651657

>>6651635
Just use your 3D models to generate all the needed rotations and animations

May require a lot of manual touch-up

>> No.6651658

>>6651631
Oh yeah. What was it called, Total Meltdown? I'll have to give it a look, DN64 had some neat stuff in it (and some weird shit)

>> No.6651665
File: 365 KB, 1920x1080, duke0000.png [View same] [iqdb] [saucenao] [google]
6651665

>>6649982
Rednukem (A source port by the creator of Nblood) has DN64 support

>> No.6651672

>>6651658
wait I'm stupid, TM was that other console port

>> No.6651674

>>6651657
>May require a lot of manual touch-up
And that's exactly why I am not using sprites in the first place.

>> No.6651680

>>6651674
But 3D models in the ports look so incredibly bad

>> No.6651706

>>6651680
Yep, and that's what I will be telling people if someone will criticize my complete and utter lack of artistic talent.

>> No.6651792

>>6651612
Oh OK I can't help you with that, I'm new to mapping

>> No.6651818

>>6651635
>md3 export plugin in Blender is not working
tried this one?
https://github.com/axredneck/blender-md3-2.8/tree/blender2.8

>> No.6651826
File: 495 KB, 1280x720, Screenshot_Doom_20200728_174418.png [View same] [iqdb] [saucenao] [google]
6651826

>>6644986
>>6645536
>>6645537
https://files.catbox.moe/763o1m.wad
While I've been at it, here's updates to "Vehement Onslaught", "The Dark Below", "Bleak Cinders", and "Forsaken Stockades"

They should *hopefully* be more playable on lower difficulty levels now.

>> No.6651846
File: 163 KB, 960x540, Untitled.png [View same] [iqdb] [saucenao] [google]
6651846

>>6649783
BRXYZ - BLACK CREST
Here are your demos
https://doomshack.org/uploads/BlackCrest-demos.zip

Map is good. The four revenants at the start feels like complete bullshit though. It feels like a complete RNG fest. Seems like you just gotta hope for low damage rolls before you get out. Consider making it three on skill 3. I don't think there are enough rockets or health on skill 4 but I could just be bad.

The view of the exit switches can get blocked by corpses, pic related. Make 'em taller. Also, if it's no too much trouble, make the arrows marking the very first banner disappear after you press the "switch."

I couldn't record a UV demo and was getting distracted so I quit but the failed attempt is included. Have you beaten this thing on UV in PrBoom+ without saves?

I challenge anyone here to record a UV demo of this map (in PrBoom+ -complevel 9, not GayZDoom)!

>> No.6651852

>>6651792
That's fine. I'll just do the inefficient, but functional thing, and just merge it into a copy of GOTHICTX, then it HAS to work.

>> No.6651886

>>6651846
I thought the Pain Elementals were more of a dick move than the Revenants. Those are easily avoided by just moving back and forth.

>> No.6651891

are there any WADs that feel more like the cover gameplay of wolfenstein 3D?

>> No.6651916
File: 387 KB, 1390x722, Безымянный.png [View same] [iqdb] [saucenao] [google]
6651916

>>6651818
It almost worked. Almost.

>> No.6651941

what's the most advanced used of doomguy's face in the hud?

>> No.6651952

>>6651846
Whoops. I used THIS wad --> >>6647595 to record demos and NOT this wad --> >>6649783

>>6651886
Demo or it didn't happen. You are surrounded on all 4 sides, you move back and forth and you get shot in the face or ass

>> No.6651960

>>6651916
did it merge a bunch of verts or something? hard to tell by the image. I don't really have any experience with the format, maybe there's some precision stuff going on. noesis might not even be displaying it correctly.

>> No.6651965

>>6651891
rootpain.wad

>> No.6652008
File: 67 KB, 1204x1120, exonerated.png [View same] [iqdb] [saucenao] [google]
6652008

Alright, dumping the map and the patches into a copy of GOTHICTX seems to actually work, thank God, now I can actually get to work on this level.
I'll get back to you guys when I have a playable draft.

>> No.6652017
File: 14 KB, 480x360, colorful HUH.jpg [View same] [iqdb] [saucenao] [google]
6652017

Does anybody have Quake 64 Ultra tc?

>> No.6652019
File: 92 KB, 1365x768, Screenshot_test_tc_20200729_081713.png [View same] [iqdb] [saucenao] [google]
6652019

>>6651960
Nope, it is fucked up in GZDoom as well. But seeing it textured makes me think the problem may indeed be with precision, original model may be too small (I made it based on the dimensions of similar real-life SMGs, but I have to scale it up 80 times in GZDoom). I'll make it bigger and try again.

>> No.6652050
File: 758 KB, 960x540, Untitled.png [View same] [iqdb] [saucenao] [google]
6652050

>>6648351
Congrats, you've made the map even worse. The ceilings in the crusher section are too tall for you to look up and see what's a crusher and what isn't. This wouldn't be a problem if you could just stand and look but there is an impossible-to-kill chaingunner being revived by an arch-vile behind you if you try to watch the crushers.

These mancubi are unable to move. Did you even play the map yourself? This room needs like double the chaingun ammo also

>> No.6652071

>>6648351
Also the lift takes way too long. Imagine waiting 30 seconds for a loading screen before every run. That's what it feels like.

Here is my demo so you can experience my frustration
https://doomshack.org/uploads/Baal-skill2.lmp

>> No.6652073
File: 98 KB, 1365x768, Screenshot_test_tc_20200729_082606.png [View same] [iqdb] [saucenao] [google]
6652073

>>6652019
>>6651960
I scaled it up in Blender and re-exported, and now it works properly. I will probably just make a placeholder 2D sprite out of it for now and focus on implementing the actual shooting (or, rather, porting it over from my unfinished TC), bullet puffs and such, and then work on making an enemy.

>> No.6652087

>>6652008
Godspeed.

>> No.6652106

>>6651826
Wait, those are different levels? I thought it was the name of a single WAD

>> No.6652109
File: 14 KB, 332x456, mary.png [View same] [iqdb] [saucenao] [google]
6652109

>>6652073
cool!
btw, your texture shows up, but look out for possible material problems. I think I remember having to hard-code mine in the export script or something.

>> No.6652117
File: 409 KB, 1280x720, Screenshot_Doom_20200728_174856.png [View same] [iqdb] [saucenao] [google]
6652117

>>6652106
That's the names I gave them, they're my submissions for 2048.

>> No.6652165
File: 237 KB, 481x467, 1586943779485.png [View same] [iqdb] [saucenao] [google]
6652165

>>6652117
Are you seriously still playtesting your maps in GZDoom? Have you learned nothing?

>> No.6652172

>>6652165
I'm starting somewhere, I'll be looking at making PrBoom+ work shortly. Also, 1; the screenshots look better in GzDoom, and 2; I will never look back at PrBoom+ again after this.

>> No.6652191
File: 51 KB, 409x480, Security Battleroid.jpg [View same] [iqdb] [saucenao] [google]
6652191

>>6651272
Pfhorensically Based

>> No.6652202

has anyone recreated peach's castle in doom or quake?
what about shadow moses?

>> No.6652205
File: 503 KB, 1013x1072, 1595548366453.png [View same] [iqdb] [saucenao] [google]
6652205

>>6648358
You failed to implement difficulty settings again. I liked it better without the extra set of stairs because you can force certain encounters to happen before grabbing the red key.
>I will check it out in 16 hours or so
>it's only been 4 hours

>> No.6652207

>>6652172
>I'll be looking at making PrBoom+ work shortly
>prioritizing making your maps for a Boom megawad run in GZDoom before Boom
no wonder your maps play like shit

>> No.6652214

playing golden souls for the first time FUCK THESE GODDAMN CRABS

>> No.6652221

>>6652117
You're playtesting with mods?

>> No.6652223

>>6652207
The map always ran in GzDoom, the problem I was having was partially to get it to actually run while loading the textures in PrBoom+, which it was refusing to do.

Kiss my taint.

>> No.6652227

This thread is a huge boost to my self-esteem because now I feel like a genius for never having issues with running prboom.

>> No.6652229

>>6652221
That's just a HUD, gameplay is untouched.

>> No.6652248

>>6652227
You're not setting your bar very high by comparing yourself to me.

>> No.6652252

>>6652227
i downloaded prboom for the first time to playtest my first map ever for the 2048 proj.

zero problems. not a genious just not retarded.

>> No.6652259
File: 351 KB, 500x738, 4.png [View same] [iqdb] [saucenao] [google]
6652259

IF YOU'RE MAPPING FOR BOOM THEN TEST YOUR MAPS IN BOOM HOLY FUCKING SHIT

>> No.6652273

>>6652259
What do you think I was trying to do all this time?

>> No.6652287

It's way too early to discuss such things, but I think our next community project should be for Freeedoom. It's not that ugly aside from some monsters, it has large variety of textures, and it adds some variety. And I promise I will personally recolor the Pain Lord pink so it looks different from Pain Whatshisname.

>> No.6652301

>>6652221
and with freelook, which broke balance in one of his maps because it relied on looking down stairs and ledges

>> No.6652310

>>6652301
Since corrected.

>> No.6652314

>>6652287
Next project should be vanilla-compatible. If that's too difficult because of the obscure crashes that may occur then limit removing. Doom 64 megawad when?

>> No.6652319
File: 262 KB, 534x534, vomit kermit.gif [View same] [iqdb] [saucenao] [google]
6652319

>>6652287
>Freedoom

>> No.6652327

>>6652314
>Doom 64 megawad when?
This.

>> No.6652358
File: 31 KB, 468x644, 107104509_447302936227763_3199640795078858163_n.jpg [View same] [iqdb] [saucenao] [google]
6652358

>>6652287
>Freeedoom

>> No.6652425

>>6652314
Limit removing seems to have worked great for the DBP guys. Probably helps that Crispy and Chocolate Doom aren't garbage software like PRBoom+.

>> No.6652453

>>6652425
Isn't Graf involved with development of GLBoom+? He might actually be a shit Midas.

>> No.6652473

Any recent DN3D mod available? I already played Kickass and Alien Armageddon.

>> No.6652497

>>6652425
DBP?

>>6652453
I can't imagine that he can do all that much to make PrBoom+ worse, he probably isn't going to do any changes to rendering, he's not adding anything like Decorate or ZScript, the stuff he's doing is things like adding support for MAPINFO lumps, which just makes mapping for Boom format much more convenient.
I hope he adds better mouseturning and a better options menu, and I guess Brightmaps.

>> No.6652498

>>6652287
Freedoom is literally a free version of Doom, hence the name, so there would be no differences or point in mapping for it
>>6652314
There's a D64-oriented fork of one of the Doom Builder variants, but it was designed for D64EX, and there'd probably be issues with the official release

>>6652425
Did PrB+ bluescreen you or something?

>> No.6652503

>>6652287
Yeah how about UDMF

>> No.6652506

>>6652503
UDMF would be versatile and all, though mind that filesize will balloon from that.

>> No.6652510

>>6652498
It also has crapton of additional textures compared to vanilla.

>>6652503
Maybe I'll finish up and contribute one of my abandoned UDMF maps then.

>> No.6652518

>>6652510
Freedoom also looks and sounds offensively ugly.

>> No.6652524
File: 578 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
6652524

>>6652425
Are you the anon who's complaining about textures in PrBoom+?
>>6652172
If you hate the limits imposed in Boom, what makes you think Crispy Doom has less restrictions and not more?
>>6646725
> I will never map for Boom again
But you'll make GZDoom maps which no one will ever play?

>>6651826
In this room in map03, there are numerous invisible objects blocking movement which you probably would have noticed if you played this map in Boom and not GZDoom. I Iooked up and there's nothing hanging from the ceiling so I'm not sure what it could be.

You seriously need to stop playtesting your Boom maps in GZDoom right now. Not sure how many anons have already said this.
>b-but muh brightmaps and hud mod!

Anyway, more about map03, that spider mastermind encounter is complete bullshit. You can enter the room with 100% HP and he can still kill you before you press all the switches with bad RNG. If you're recording a demo that means you need to start the map all over so that you can roll the dice again. You expect the player to save before every encounter. That explains why your maps rely on hitscanners for difficulty instead of projectile enemies which you can dodge with skill.

>> No.6652527

https://www.dropbox.com/s/p8aqvdd0g1o6qkr/30DaysInTheCoolerForTalkingV3.wad?dl=0

Update for 30DaysInTheCoolerForTalking.
Fixed some texture stuff.

>> No.6652530

>>6652518
Come on, it's not that bad.

>> No.6652532

>>6652510
What do you mean by additional textures? Extra textures sitting in the WAD? I thought Freedoom's whole gimmick was "reskinned Doom for packaging with commercial games and for GNU enthusiasts."

>> No.6652536
File: 445 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
6652536

>>6651826
You can't even walk through this set of bars because an invisible object is blocking the path

>> No.6652540

>>6652532
It has its own maps which use lots of extra textures

>> No.6652546

>>6652532
FREEDOOM2.WAD contains at least 157 textures not present in DOOM2.WAD or DOOM.WAD. Some of them are pretty nice too, and they are used in the levels.

>> No.6652574
File: 600 KB, 1920x1080, i fixed it by adding barons LOL.png [View same] [iqdb] [saucenao] [google]
6652574

>>6652310
>Since corrected
What do you call this shit then?
>inb4 he replaces them with chaingunners instead

>> No.6652579
File: 130 KB, 653x396, FrankenTexturing.png [View same] [iqdb] [saucenao] [google]
6652579

>> No.6652612
File: 443 KB, 1920x1080, bullshit encounter.png [View same] [iqdb] [saucenao] [google]
6652612

>>6651826
Look at this shit, man. You're just supposed to try over and over again until you get lucky and manage to grab the cells, grab the BFG, and press the switch without getting perforated. That doesn't even include all the luck in dealing with all the zombiemen, shotgunners, and chaingunners beforehand that will shoot you and reduce your chances of surviving getting shot here. Making the room bigger (to avoid spash damage) and replacing this with a cyberdemon would actually make it skill-based and not pure luck.

>> No.6652617

>>6652612
If you had an SSG here you could just kill the spiderdemon outright instead of relying on getting lucky and not getting shot

>> No.6652630

is there a command in GZDoom to replace all enemies with a certain type?

>> No.6652738

>>6652524
>Crispy Doom
I never said Crispy Doom.

>But you'll make GZDoom maps which no one will ever play?
Either that, or Boom format with Decorate additions so that it's only really playable in GzDoom.

>there are numerous invisible objects blocking movement which you probably would have noticed if you played this map in Boom and not GZDoom
That's interesting, I'll have to look at that.

>You seriously need to stop playtesting your Boom maps in GZDoom right now
Yes, I'll be doing that as I've got PrBoom+ working now, which I didn't before.

>You expect the player to save before every encounter.
I don't, I just do the level in one go, sometimes a mid level save. I never was really that bothered by hitscanners, because they're very fragile and infight a lot, on top of surrendering ammo.

>>6652574
I suppose that's kind of steep for the auto-aim. Noted.
The idea is that you're forced to use the rockets you found to blast the Barons, but yeah, I'll look at that.

>inb4 he replaces them with chaingunners instead
I'll take that into consideration.

>>6652612
I pretty much never failed that, occasionally he nicks me as I take cover behind the switches, but he almost never kills me, perhaps with the original RNG he's more likely to start shooting or something. Again, noted, I'll give that a look too with PrBoom+.

>> No.6652754

>>6652287
What is even the point in making a mapset specifically for freedoom? All of its textures are specifically designed to be equivalents to the textures from Doom and Doom 2 themselves.

>> No.6652789

>>6652754
Maybe he has really bad taste?

>> No.6652790

>>6652287
>>6652754
Most mapsets are compatible with freedoom anyways, right?

>> No.6652812
File: 790 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
6652812

>>6652738
Crispy Doom is a limit-removing port

I found a favorable angle to engage from. The spiderdemon still kills me every time, and his hitbox has blocked me from getting the BFG twice

>I just do the level in one go
Post UV-Max or UV demos
prboom-plus -iwad doom2.wad -file ___.wad -record ___ -warp 03 -skill 4 -complevel 9

>> No.6652819

>>6652812
>Crispy Doom is a limit-removing port
It is, but does it support Boom?

>and his hitbox has blocked me from getting the BFG twice
That's the point, you get the BFG as a reward for mashing him, you're not supposed to try to grab it first.

>prboom-plus -iwad doom2.wad -file ___.wad -record ___ -warp 03 -skill 4 -complevel 9
I put this in a shortcut, then?

>> No.6652830

>>6651358
You used tag 0 with a switch action. zDoom will apply it to sector behind it, like door action, but only zDoom.

>> No.6652872

>>6652790
All of them should be, since Freedoom is its own iwad and can be overwritten by addon levels. I don't see the reason for mapping around it specifically. You could just map for Doom, and if some deranged player really, really wants to use go through it with Freedoom instead, they can, since the texture designs will be largely the same.

>> No.6652893

>>6652819
-file ___ (name of .wad, you need to load gothictx.wad as well, so for example: -file mymap.wad gothictx.wad d2spfx19.wad vsmooth.wad pk_doom_sfx_20120224.wad)

-record ___ (the name you want your demo to have. doesn't need to have .LMP at the end. for example: Scythe-E1-UV-Fast)

-warp __ map ##
-skill _ (1-5)
-complevel _ (in this case 9)

>shortcut
No, create a new text document, rename it to whatever, such as RecordDemo.bat, just make sure the file extension is changed to .bat. Edit the text document and put the command lines inside. You can create shortcuts to the .exe as well but I'm not familiar with how that works. If you want to go the shortcut route, I think you skip the .exe parameter (duh) and skip the -iwad paramater because the .exe will autoload Doom2.wad and just do the -file parameter and so on

>> No.6652907
File: 47 KB, 250x250, 1501961840813.jpg [View same] [iqdb] [saucenao] [google]
6652907

>he doesn't use freedoom2 as his iwad

>> No.6652916

>>6651706
Spriting is pretty easy considering your games style, you can just do rough touchups to your graphics in photoshop and then convert it using the indexed color tool and give the sprites a cool dither "pattern" look.
I'm only saying this because I don't like retro 3D

>> No.6652919

>>6652893
Right, right. I have a bag of bottle caps where my left hemisphere should be, bear with me.

>> No.6652920

>>6651826
I recorded a demo for MAP03 of this wad so you can see what the spiderdemon does, though I'm not sure what good it'll do since you can just play it yourself, but at least it does some good
https://doomshack.org/uploads/Map03-skill4.lmp

>> No.6652939
File: 334 KB, 1920x1080, doomlauncher.jpg [View same] [iqdb] [saucenao] [google]
6652939

>>6652919
Actually I forgot to mention you can just use DoomLauncher which is what I use these days, pic related. It'll take a small amount of time to set up but it'll save a ton of time in the long run

>> No.6652948

>>6652939
763o1m.wad was the name of the .wad when I downloaded it from that link >>6651826 but it's the same .wad you posted, not sure what the file is called on your pc

>> No.6652958

>>6652948
Hey, I'm dull, but I'm not THAT dull!

>> No.6652991

>>6652920
Alright, I'll make some notes of that and give that a go in PrBoom+ myself. Also PrBoom+'s default soundfont for .midi/.mus sounds crunk as fuck, can it be replicated for GzDoom?

>> No.6653054

i played through freedoom and my impression was that its level design was actually better than normal doom

>> No.6653062

>>6652991
Soundfont files have the file extension .sf2. Find the soundfont file in the PrBoom folder, TimGM6mb.sf2, and copypaste that file into your GZDoom soundfonts folder. Inside of GZDoom, go to sound options and you can change your MIDI player and change the soundfont the MIDI player uses. To replicate PrBoom choose "FluidSynth" with "TimGM6mb.sf2"

If you want to change your soundfont in PrBoom you have to copypaste the new soundfont into the PrBoom folder then edit the .cfg file.

The easiest thing IMO is, soundload a MIDI player called VirtualMIDISynth. Change your MIDI player in-game in PrBoom or GZDoom to "PortMIDI" and it will choose VMS. You can open VMS any time and change your soundfont in real-time. 99% of the time I use Mysung Kite as my soundfont because it sounds great. Inside the Back to Saturn X .txt file they recommend either the default windows MIDI player or the SC-55 soundfont for their MIDIs because the MIDIs were arranged using the SC-55 soundfont and with other soundfonts some stuff won't sound the same

For the original Doom MIDIs use this:
http://sc55.duke4.net/games.php#doom
Simply load the .zip files like any other mod in GZDoom and it'll do the work itself; whenever an original Doom MIDI comes up it'll automatically play the FLAC file instead of using the MIDI player. I don't think you can use these in PrBoom but that's no problem for me most of the time since I use Crispy Doom to play the original IWADs and you can configure Crispy Doom to play these files same as GZDoom: it'll play any MIDIs through VMS and automatically switch to playing the FLAC files with any original Doom MIDI.

>> No.6653073

>>6653062
The only time I switch from using VMS to playing FluidSynth is when playing Going Down; that .wad seems to have all of its MIDIs composed specifically for PrBoom's default MIDI player and soundfont, that is FluidSynth and Tim6-whatever.sf2. Its MIDIs sound amazing that way, just boot up gd.wad and listen to the intro MIDI and the MIDIs for maps 01 and 02 and 20 and 21 for example, they sound amazing.

I'm sure that's not the only example of FluidSynth sounding better than VMS but its the only one I know so far; you have to do a lot of stopping and listening and tinkering and most of the time its not worth it for the minor differences but in the case of Going Down the difference is night and day

Remember that VirtualMIDISynth and FluidSynth are two different MIDI players so they will sound different even when playing identical soundfonts

>> No.6653094
File: 30 KB, 128x128, thinkspin.gif [View same] [iqdb] [saucenao] [google]
6653094

>>6652991
Alright, finally getting it to run, I do actually get some insight into things.
https://files.catbox.moe/16puad.lmp
>PrBoom+'s mouse turning is awkward as fuck, like you're turning on slippery ice (I don't remember it feeling like this playing vanilla as a kid, but that was also like 20+ years ago)
>I'm a lot worse with WASD these days than with an analog stick, I move less fluently and my fingers hurt, sometimes I get stuck on things
>First revenant can probably be replaced with something else
>might widen a few spaces a bit, torches sticking out of walls look nice, but get in the way
>NO clue what happens in the pillar room, there's no actors there or anything, is the blockmap or BSP tree fucked up?
>can you check for a bad blockmap or BSP tree?
>can you FIX a bad blockmap/BSP tree?
>corridor of zombies is probably mildly rude, considering you're probably hauling ass running from rockets
>I'll probably just skip the arachnotrons in the central room
>I need to adjust lighting
>crusher in spider room didn't work, no clue why (is this why you thought you're supposed to run for the BFG?)
>using untextured sides to bleed flats over to hide things doesn't quite work in software mode
>may need more health
I also spent a few minutes configuring stuff, I don't know if the demo saves that or not.

Alright, I think I've learned a lot of things here, I probably underestimate how much worse movement is, and I'll have some work to do. I still don't like PrBoom+.

>> No.6653101

>>6647103
What's the map format? Can I play on Crispy Doom?

>> No.6653103

>>6646725
That's because GZDoom fucks with everything in terms of compatibility. It's not prBoom fault, quite the contrary.

>> No.6653141

>>6653103
It isn't really PrBoom's fault, I suppose.

>> No.6653147
File: 322 KB, 1600x900, image.jpg [View same] [iqdb] [saucenao] [google]
6653147

>> No.6653148

I notice that Spectres are actually a lot harder to see at lower resolutions, also that the RNG is a lot more favorable for me in terms of damage output, the shotgun seems to kill a little bit faster, so to say.

>> No.6653162

>>6653094
>mouse turning is awkward as fuck
Everyone complains about it. It has to do with Windows mouse acceleration IIRC. One possible option is turning off mouse acceleration in your Windows mouse settings ("enhanced mouse precision IIRC") but then you gotta turn it back on when you exit the game. Some anon posted this link but I dunno what it does; I never tried it but I saved the bookmark
http://donewmouseaccel.blogspot.com/2010/04/markc-mouse-acceleration-fix-builder.html?m=1
I tried to replicate the feel of Chocolate/Crispy's default mouse by turning everything down to zero except sensitivity which is +2 above zero. Stick doesn't feel the same, so I try to avoid switching from Crispy to PrBoom and vice versa bbecause once I make the switch it sucks to switch back because it takes a while to get used to the change again.
>analog stick
Wtf? You play with an analog stick? Can you even SR40 or SR50 with that?
>NO clue what happens in the pillar room, there's no actors there or anything
WDYM? The room with the cyberdemon? There are pinkies and arachnos and a cyberdemon when I played it on UV. I never played it in GZDoom so I dunno what's missing.
>corridor of zombies is probably mildly rude, considering you're probably hauling ass running from rockets
No shit, you didn't need to switch from GZDoom to notice that. I shotgun the arch-vile to save chaingun ammo specifically for that section
>I need to adjust lighting
Can you set PrBoom as the source port you test your maps on in GZDoom builder? You can in Doom Builder.
>crusher in spider room didn't work, no clue why (is this why you thought you're supposed to run for the BFG?)
I figured the final switch behind the BFG was necessary to trigger it but I either got blocked going there or died soon as I got there

>> No.6653165

>>6653094
>I also spent a few minutes configuring stuff, I don't know if the demo saves that or not.
I don't know if Boom does this, but in the original Doom and in Crispy Doom, once you press Escape, the demo file corrupts from there on out.

>>6653148
> lower resolutions
You're not playing on 1080p? or you have a monitor greater than 1080p?
Spectres are stupidly hard to see in PrBoom+ for some reason. It's not so bad in Crispy Doom which is 640x400 res

>> No.6653169

>>6653101
These maps are Boom-compatible (-complevel 9) so no

>> No.6653182
File: 316 KB, 1920x1080, image.jpg [View same] [iqdb] [saucenao] [google]
6653182

>> No.6653213

>>6653162
>Can you even SR40 or SR50 with that?
Probably not, I usually don't straferun in games, I prefer to look ahead if I can when rushing. As a replacement for building Carpal Tunnel Syndrome, I find I'm very, very comfortable with the 360 degree freedom and being able to adjust acceleration on the fly that an analog stick offers.
PrBoom has joystick support, which would probably be my first choice, if I had a joystick, so WASD is kind of my third choice.

>It has to do with Windows mouse acceleration IIRC
Is this a new problem brought on by newer operating systems, or was this an issue long ways back? I don't think I've ever had mouse input that was this uncomfortable and uncanny, it really feels like my boots somehow have blocks of butter on them when it comes to turning.

>Everyone complains about it.
Makes me want to see that Boom thing Graf is cooking.

>WDYM?
The one where you fight an arch-vile. You like, bump into shit there that doesn't exist, there's no actors in the way, so the only thing I can imagine is that there's something wrong with the physical space somehow.
I really hope that the map isn't somehow fucked for PrBoom, because I'd really hate to just throw it away, it was the map I felt played best (until I actually tried it in PrBoom). I guess in the worst case I could shelve it for something else.

>>6653165
>You're not playing on 1080p?
I kind of just bumped up the resolution by one tick, because I figure software isn't going to look as good, so why bother cranking it up all the way.

>> No.6653221

>>6653182
What?

>> No.6653232

>>6653094
I watched the demo, and I can confirm that pressing Escape does not corrupt the demo like it would in vanilla or Chocolate/Crispy Doom

Shotgunning the spiderdemon is gonna be tedious as fuck but I'll record a completion

>> No.6653238

Oh yea, and here >>6652738 when you said you never failed the section and he occasionally nicks you, you failed to mention that you grab the invisibility secret

>> No.6653241

>>6653238
I actually added that invisibility afterwards.

>> No.6653286

>>6653221
It's a new NOT RETRO retro game.

>> No.6653298

>>6653286
What's with the guro angle?

>> No.6653304

>>6653298
dunno, maybe the dev has a thing for it, and the anon who posted this does too, wanted to share?

>> No.6653368

>>6649783
>>6651846
https://www.dropbox.com/s/xccrty4cadxlcne/Brxyz%20-%20Black%20Crest%20fix%203.wad?dl=0
Another minor update to Black Crest, implemented the changes you've proposed.

https://www.dropbox.com/s/xccrty4cadxlcne/Brxyz%20-%20Black%20Crest%20fix%203.wad?dl=0
I've decided to record a demo of myself beating the level, definitely not my best playthrough though, since I make some major fuck ups. I also wasted some time showing off the secret since I fucked up and didn't trigger it the first time. It's recorded with the map version I've linked right now.

>> No.6653370

>>6653368
https://www.dropbox.com/s/pg0ankio2zobn88/blackcrestuv.lmp?dl=0
Linked the map twice instead of linking the demo, whoops.

>> No.6653457

Can Crispy Doom play Boom maps?

>> No.6653470

>>6653457
No. Learn the differences between vanilla Doom, limit-removing, Boom-compatible, MBF-compatible, and ZDoom-compatible

>> No.6653509

>>6651826
>>6651826
>>6651826
I fuckin' finally beat this fuckin' level, man.
https://doomshack.org/uploads/Map03-skill4-grinding.lmp
It's called Map03-skill4-grinding because it includes my completion as well as all of the grinding I did to get it.

There is so much to say. I would prefer to organize my criticisms before posting, but that's too time-consuming, so here is what I wrote. Don't take it too harshly, be glad I liked it enough to go back and speed run it. What I wrote:


This level looks great but has so many problems with the geometry that I don't know how to salvage it. You get stuck on the edges of the rock path in the lava section while running. The entire level is cramped corridors/walkways, with no room to maneuver or move fast, that lead into large rooms filled with hitscanners or an arch-vile that make it impossible to just run in there and dodge projectiles, instead you are forced to just camp the corner and wait for the enemies in the room to come to you so you can shoot them. Why is there no SSG? You can't fight the enemies in the main room with just a plain shotty and a chaingun, you are forced to retreat and corner camp the most obnoxious corner with stairs that mess with your movement and a cyberdemon of all things locked down the corridor so it takes even LONGER to clear the section since you have to fall back even further every time he shoots. An SSG would make dealing with the pinkies and spectres go by a lot faster, instead you are forced to shotgun them as they line up single-file in the cramped spaces. Also: a baron blocking the switch? with no SSG? Even forcing the player to SSG a baron is widely considered bad map design. No rockets, no cells, no SSG against a baron blocking the switch is terrible; you just peek in and out to kill it, like being forced to kill the spiderdemon with the shotty.

>> No.6653510

cont.

The intended route is terrible. It's designed to make you corner-camp and wait for stuff to come to you. Think about the very first encounter - chaingunners and demons on both sides of the door you open and absolutely no room to get out (unless you employ the speedrun strat I discovered late in the demo), so you have to camp the door to wait for them to come to you instead of moving fast like Doom is supposed to be about. I defeat the intended route by running straight up to the chaingunner and shotgunning him once and escaping so I can actually move fast. Because of Doom's RNG you don't always get the 1-shot which leads to a restart.

Another problem with the intended route: you're supposed to use the rockets to kill the barons, but if you do, then you have no rocket ammo to kill the arch-vile and the arachnotrons later on. I just run past the barons so I don't have to corner camp the arachnotrons and arch-vile, but that means I don't get 100% kills (unless I decide to shotgun them instead).

How are you supposed to deal with the revenants with no SSG, no rockets, and no cells? If it weren't for the secret cells this map would be impossible, or even more of a slog than it is. How are you supposed to deal with the central room when everything opens up if you didn't kill the arch-vile first? and if you didn't get the secret cells? It just becomes the most boring kind of corner camping, just waiting for the entire contents of the room to come to you since you can't kill everything in there with just a chaingun and shotgun unless you peek that corner with the cyberdemon shooting rockets into that hallway you're in.

As terrible as all this shit is, as terrible as the intended route is, the map looks great and if you come up with clever speedrunning strats then you can enjoy the good, like the set piece cyberdemon fight

>> No.6653597

>>6651826
Here is the UV demo
https://doomshack.org/uploads/Map03-UV.lmp

>> No.6653639

>>6651665
64 pistol + dum dums > 3D pistol
64 Duel sbm > 3D Ripper
64 rocket launcher > 3D rlauncher
64 mines laser looks cooler
Bouncy tin can 'nades are cool
Shotgun sprite I think is worse than 3D BUT explosive rounds.
The embiggener and shrinker don't look as nice BUT they do look more alien-ish.
Laser weapon that evaporates everything is pretty neat too.

>> No.6653650

>>6652287
No it should be making Turok maps using Nightdives level creator

>> No.6653664
File: 43 KB, 500x500, 1557726564930.jpg [View same] [iqdb] [saucenao] [google]
6653664

>>6653368
>>6653370
WEW that map and this demo look fucking AMAZING. good job 10/10 would watch again

>> No.6653676

>>6652223
Backwards world things happening in backwards world.

>> No.6653692

>>6653147
I don't know where this is from, but I'm getting Marathon vibes from that HUD. This probably isn't retro, right?

>> No.6653696

>>6651665
>>6653639
Can you download the ROM and play it on Rednukem?

>> No.6653706

>>6653692
it is not sadly

>> No.6653713

>>6652205
I checked out the edits you did. Good job, the map is much better now! On UV it is kind of slaughtery, but it's still not very difficult. I liked how you changed the weapon placement. Also, that arch-vile in the time machine spooked the hell out of me.
I made some QoL edits, such as more reliable monster teleporters (4 hell knights and barons weren't teleporting in) and a more reliable exit.
How should the project lead credit you in the description file?
>>6644986
Please, use this version.
http://www.mediafire.com/file/m293tkmzst5k2zo/ArroganceEdit03.wad/file

>> No.6653739
File: 277 KB, 1080x1135, Screenshot_20200729-112702__01.jpg [View same] [iqdb] [saucenao] [google]
6653739

>>6653696
Yeah

>> No.6653741
File: 14 KB, 305x296, wat.jpg [View same] [iqdb] [saucenao] [google]
6653741

>>6653182
>low res, low detail textures
>high res, high detail sprites
cretins

>> No.6653752
File: 930 KB, 400x354, raging.gif [View same] [iqdb] [saucenao] [google]
6653752

>>6652287
>Freeedoom

>> No.6653765

>>6653650
I've never used it. Is it a good editor?

>> No.6653810

>>6652050
That's the point, crushers would be easy if you could just run past them, that's why there is infinite chaingunner there. I played the map and mancubi move fine, also you can easily kill all of enemies with chaingun even if you entered the arena with 0 bullets, which I did plenty of times.
>>6652071
One anon called the lift trap fun, and that was before I shortened it, its supposed to be an intermission of sort, so you cant move and have to wait there, that's the whole bloody point, its not a speedmap.
I guess I'll watch the demo and shorten it again. Also if the ceilings were shorter in the crusher you'd have no chance of passing the trap

>> No.6653812

do purists play dosbox doom or chocolate doom?

>> No.6653813

>>6653213
>Makes me want to see that Boom thing Graf is cooking.
Here is a link to the github:
https://github.com/coelckers/prboom-plus
They have not released a new official build in over a year, but they are still working on it.

Here is a link to an up-to-date buildthat's not an official release but still works great:
https://www.doomworld.com/forum/topic/106866-prboomumapinfo-v-2517/?page=13&tab=comments#comment-2151685
Download the link provided by seed, and use the x64 version if you have a 64 bit OS which I assume you do.

I read about it weeks ago and I never tried it out since I am a techlet (I didn't know the difference between x86 and x64, still don't other than I should use x64). I just tried it out and holy shit, the mouse problems are fixed, it works flawlessly right out of the box

>> No.6653820

>>6653765
Dunno lol. Pretty sure it's drag and drop assets

>> No.6653842

>>6653182
Looks like shit

>> No.6653935

>>6653182
Looks great

>> No.6653936

>>6653713
> On UV it is kind of slaughtery, but it's still not very difficult.
I don't know anything about map editing really. I noticed the teleporters failed to work when I put lots of monsters inside the teleporter boxes, so I just made everything barons of hell and revenants, which is kind of lazy, but, again, I didn't know how to make the teleporters work with more monsters, and I didn't want to try to resize the teleporters to fit mancubi, so making everything barons of hell and revenants was the only way I could think of to make everything a lot more difficult. Also I noticed one time the arch-vile was running faster than the conveyor belt so he never teleported in!

> I liked how you changed the weapon placement.
My idea was, on easy, you spend 400 bullets to kill 40 imps + some cacos, which hopefully is fun for noobs. Then on medium, you get the pleasure of killing 60 imps + some cacos with the SSG, which hopefully is fun for most players. Then on hard, you only get the plain shotgun, but because the SSG is 50% more efficient with ammo, I reduced the imp count back to 40 on hard. It sounds boring, but I was inspired by one of my favorite megawads Base Ganymede, which is a Doom 1 megawad, so it's a lot of shotgunning imps and cacos and it's still great.
(In case you haven't played Base Ganymede, here is my favorite level, E3M4 https://youtu.be/2HfkMN34zMY?t=1090 )
The idea with the SSG placement on easy is, if you die later in the level and have to restart, you at least know it's there and can use it to clear the imps faster the second time around. On medium, you have to use the SSG to clear the imps instead of the chaingun, which is faster so I put 50% more imps. On hard, you only get the SSG after clearing the imps (but across all difficulties you can get the rocket launcher early to clear the level faster).
And the BFG is much harder to get on hard difficulty, although not too difficult. It's just not given to you like it is on easy and medium.

>> No.6653942

Where's the fucking wad you motherfucker

It's been 10 days since the original deadline fucking fucking piece of nigger

>> No.6653945

>>6653713
>How should the project lead credit you in the description file?
I don't want any credit. I spent like 12 hours placing monsters and playtesting (mostly playtesting), but I'm not saying that because I want credit, I say that because I liked the map and didn't want you to remove it. You spent a lot more time on it than me. I don't want credit at all, it's your map; I'm just glad you liked my difficulty adjustments

>> No.6653951

>>6653812
DOSBox Doom isn't super flexible, so they'd usually stick to Chocolate/Crispy Doom alongside PrBoom+, and just fuck with complevels as they go.

>> No.6653963

>>6653810
What I meant about the crushers is, you cannot see what spot will crush you and what won't. You have to run in there blind, and if you die, you have to restart the level and experience the 30 second loading screen again.

>>6653812
I'd imagine DOSBox, but I tried it out and the aspect ratio was all fucked up, though it could just be because I'm a techlet. Chocolate Doom is super comfy and it works flawlessly.

>> No.6653987

>>6653812
Crispy or PrBoom+

>> No.6654001

>>6653936
>>6653945
I see your reasoning now. This is my sixth map ever, so I am not very experienced in mapping either, but your explanation should be useful to me in the future.
Thanks again for the edits.

>> No.6654145
File: 456 KB, 1920x1040, minimalism v2 at 2020.07.29 23-27-45.096 [R2787].jpg [View same] [iqdb] [saucenao] [google]
6654145

>>6644986
>>6647656

I have majorly reworked Minimalism to be less shit. It's now much less flat and I've put more thought into the enemy placement, so hopefully it's more interesting.

https://drive.google.com/file/d/15ZnzRohnldOQzmezO63xLjqLYlBS1VjX/view?usp=sharing

>> No.6654224

>>6653942
Better late than shit. Look at all the issues anons are finding. Get the beta wad and leave feedback yourself if you want to play now.

>> No.6654235

>>6653182
i know this isn't retro but what game is this?

>> No.6654237
File: 322 KB, 1360x768, screen5.png [View same] [iqdb] [saucenao] [google]
6654237

>>6654145
One of the corners looks messed up, and I haven't figured out how to access the other side yet. The new layout makes it not only a cool gimmick map but also a decent challenge, which is good.

>> No.6654265

>>6652754
Nice reading comprehension. It has many additional textures.

>> No.6654287

>>6653713
Apparently I didn't fix the teleporter reliability issue. But I am going out of town until the next week. If the wad is not released before that, I will try to do some silent monster teleporter shenanigans to fix it. Also, there's a missing texture on one of the coffin pedestals.

>> No.6654296

>>6654224
Who fucking cares about some autistic missing or misaligned textures on a fucking window ledge or on the back of a box or something. Fucking autists. It's 4chan not the Lourve. This is why maps take 4 months to release from spergy boomer doomers. Just fucking hot PUBLISH

>> No.6654319

>>6654296
Yes and it's not the fucking misalignments or any other details that are the problem, it's just that some maps are still raw and not really finished

>> No.6654354

>>6654287
Just have someone else finish it for you.

>> No.6654387

>>6654319
I like that he's complaining. Hopefully it drives anons to update their maps quicker.

>> No.6654457

>>6645325
So, anything to say on this?

>> No.6654478 [SPOILER] 
File: 154 KB, 620x773, 1596033981591.jpg [View same] [iqdb] [saucenao] [google]
6654478

nuh nuh nuh, nuh nuh nuh
IT'S TIME
nuh nuh nuh, NUH NUH NUH
wait, what the fuck happened to me?

>> No.6654486

>>6644986
Bridgeburner releases Bastion of Chaos for GZDoom
https://www.doomworld.com/forum/topic/116003-bastion-of-chaos-public-beta-by-bridgeburner-a-gzdoom-map/

>> No.6654517

>>6644980
>>6644986
>>6647792
Updated Straight Walled Rooms v5, midtextures fix + most doors clos to prevent you escape encounters going back.

Honestly i just patched it, no real work involved in this v5.

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

>> No.6654562
File: 398 KB, 1360x768, screen6.png [View same] [iqdb] [saucenao] [google]
6654562

>>6645325
>>6654457
Maniacal Menstruation:
I played it on HNTR and HMP so far, I'd say the difficulty is just right on HNTR, it's fairly easy while still retaining some of it's bite. Good use of the gothic textures, very solid map. I played it on HMP too and there were two issues I've spotted: a bunch of monsters didn't spawn, I've noclipped into the monster closets and noticed there's clearly something wrong (pic related). Another issue, the Plasma Gun makes the rest of the map too easy, but maybe it is because of all those monsters that didn't spawn. Haven't tested out UV yet.

>> No.6654610

>>6654562
Looks like I completely fucked up the difficulty flags. Thanks for the review, i'll get back to fixing it right away, hopefully for the last time.

>> No.6654667

>>6654486
>GZDoom only
into the trash it goes

>> No.6654690

>>6653935
He has no taste, he has no style

>> No.6654726

>>6653182
gurofags go head first into the wood chipper.

>> No.6654758
File: 132 KB, 480x399, 400.jpg [View same] [iqdb] [saucenao] [google]
6654758

>>6654726

>> No.6654782

>>6654667
>I'm too autistic to enjoy the new features of modern source ports

>> No.6654832

>>6651272
There was a different Japanese guy who did the same thing years ago. I watched his vids to clear levels I got stuck on
https://youtu.be/9VsytqTya_M

>> No.6654846
File: 862 KB, 700x696, 1520637899140.png [View same] [iqdb] [saucenao] [google]
6654846

You think Bungie, or anyone else for that matter, would ever try their hand at a Marathon reboot?

>> No.6654853

>>6644980
>>6644986
>>6654517
This should be final Straight Walled Rooms v6

https://files.catbox.moe/wg5e7c.zip

>> No.6654875

>>6654853
WRONG FILE salkjfkasfjhas

https://files.catbox.moe/in9rad.zip

>> No.6654919

>>6654853
>>6654875
V7, i sperg out strongly sorry

https://files.catbox.moe/qq7dtl.zip

>> No.6654978
File: 21 KB, 256x256, g9z2an7v7x731.png [View same] [iqdb] [saucenao] [google]
6654978

>>6654846
Doubtful. I believe IPs get revived when there's a lot of name recognition and nostalgia. Marathon has always been unpopular. It would be very odd to see it get a reboot.

>> No.6655017

>>6654978
Marathon has an odd bit of recognition these days because of the popularity of Destiny. There was that "best shooters of all time" popularity poll on /v/ and Marathon ended up pretty damn high. I'm convinced nobody actually played it when voting but its still oddly well known. If there was a game trailer for a new shooter with the Bungie logo I'm convinced people would get hyped.

The hard part is making a new game without it feeling generic though.

>> No.6655047

>>6653147
Game?

>> No.6655109

>>6653942
>WAAAHHHH GIVE ME BROKEN MAPS

>> No.6655142

Here is what will hopefully be the final version of maniacal menstruation. I fixed some difficulty flags and not much else. I also uploaded the wad to discord cause i'm lazy as fuck.
https://cdn.discordapp.com/attachments/707375141297848396/738080646487867522/Maniacal_Menstruation.wad

>> No.6655189

>>6655047
https://ci-en.dlsite.com/creator/3655
I found it here.
from last time i played it the build was kinda buggy with the ammo menagment but it's a neat fps.

>> No.6655193

>>6655017
>I'm convinced nobody actually played it when voting but its still oddly well known
There's surprisingly a good amount of actual Marathon players on /v/ who don't post on this board. I actually got I to Marathon by a recommendation on /v/

>> No.6655509

>>6654296
SHUT UP YOU FAG, THERE'S SO MUCH GAMEPLAY I NEED TO REWORK

>> No.6655639
File: 1.11 MB, 1295x600, sanctuary.png [View same] [iqdb] [saucenao] [google]
6655639

>>6646931
THE DARK SANCTUARY by VAEROS [EDITED]
Feel kind of weird about doing this but it had been two days since my criticism of the level with no reply to me or anybody else by Vaeros, so I took the liberty of fixing the bullshit parts of this map. It was unfair before and it's not exactly balanced now, I only went as far as to fix what I saw as glaring issues. Parts of the map play like the worst parts of Straight Walled Rooms (sorry, manuk3r) with cramped hallway peekaboo sections but other parts are genuinely inspired and make me like the map a lot overall.
List of changes: Placed rockets and cell ammo next to the yellow key so the cyberdemon can actually be dealt with; Changed a mandatory switch from an inoccuous bookshelf texture among bookshelf textures to a switch texture; Placed a red light next to the red key door to make it stand out; Rearranged the placement of some meds so you can pick them up throughout a fight instead of all at the end; Removed a baron from the rocket launcher shooting gallery section; Changed plasma gun secret trap to four barons instead of six; Fixed glaring misalignments; Placed box of shells at end of library tunnel.
https://drive.google.com/file/d/1UGeDN1KW_uyjSiH2SgLUocLKPE-V2moF/view?usp=sharing
Would somebody playtest this and give feedback on whether or not it still feels broken/unfair?
VAEROS, if you see this, let us know if you approve these changes.

>> No.6655665

>>6655639
Also, most importantly, I changed the ass platforming section so that the platforms are 48x48 instead of 16x16 or whatever they were, as well as rearranged them so that running over them makes more sense and doesn't require such exaggerated, precise movement, while still being curved enough to require at least some skill.

>> No.6655924

>>6653741
Mismatched texel density has been a thing since the Build engine.

>> No.6656197

I need a wad to play

>> No.6656209

>>6656197
2048 Units of /vr/.

>> No.6656226

>>6656197
What kind of wad do you want?

>> No.6656236

>>6656209
Half of the maps aren't even tested on Boom so I'll pass, thanks

>> No.6656242

>>6656236
Tough shit. You asked for a wad to play, and that's what you're going to play.

>> No.6656253

>>6656226
i want to shoot a lot of zombiemen with the super shotgun

>> No.6656329

>>6656236
That's not true at all, we have 36 submissions and only my four maps weren't tested properly, which I'm doing now.

>> No.6656336

>>6656197
Doom 1 and 2. UV, 0% secrets.

>> No.6656368

>>6656253
Then you'll love my next map. Just wait a couple of weeks lmao.

>> No.6656398
File: 50 KB, 572x427, 1595716390611.jpg [View same] [iqdb] [saucenao] [google]
6656398

>>6655189
Actually wasn't bad. Felt unclean playing it though, like it was the product of a deep web psychopath. I don't play a lot of dark fetish games.

>> No.6656428

>>6652319
Why the hate for freedoom so much? Its no Brutal Doom, overall.

>> No.6656442

>>6656428
First, 3 out of 4 graphical assets look mediocre or outright terrible, second, aesthetically, it's all over the goddamn place, and that's an amazing achievement considering what a mix and match of methods and sources which the original Doom actually used for its assets, third, the sound design is much the same, and fourth, it's progressed VERY little in a period of almost TWENTY years, the E4 replacement is literally just Double Impact, which they got donated to them by Rottking and Ralphis, presumably out of pity.

>> No.6656472

>>6656236
So help us test them, jackass. Pick an updated map and play it. Please.

>> No.6656478

>>6656428
>have all the luxuries of modern hardware and software to make textures and graphics
>somehow looks worse than a 25 year old DOS game

>> No.6656518

>>6654782
>Crispy Doom and PrBoom+ aren't modern source ports

>> No.6656546

>>6656518
Crispy Doom, yes, PrBoom+, no.

>> No.6656605

>>6656253
Play this level >>6653713

>> No.6656621

I have no way of knowing which of the maps in the news post's download link have been edited without combing the thread, so I'm just gonna start playtesting the most recent submissions and going backwards from there to make sure I'm not playing the old version someone's map.

>> No.6656623

>>6656336
thats how i play normally because i suck at finding secrets

>> No.6656662

>>6656623
>he doesn't run around the edges pressing space bar on every wall

>> No.6656675

>>6656662
>he doesn't shoot every wall

>> No.6656726

>>6654237
You shouldn't be able to get up there. Fuck it, I'll just make all the inner linedefs on the boundary impassable.

>> No.6656770

noob question, why did adding sigil.wad to my gzdoom directory also add zmusic.dll there? will that affect anything else?

>> No.6656769

The shitty mouse turning + WASD really makes PrBoom+ feel like I'm in a wheelchair, it's kind of surreal, playing Doom on the PS3 through Classic Complete with two analog sticks felt far more smooth and maneuverable.

I hope GrafBoom or whatever will have some gamepad support too.

>> No.6656796

I was going to play >>6655639 but I figured I should play the original first.

>>6646931
I agree with this anon here. The platforming section is complete bullshit. First of all, the door is fucking buggy. It doesn't work like a normal door. I don't know how you managed to accomplish this. You cannot open the the door as it is shutting. You have to wait until it is fully closed to reopen it.

I hate chaingunners. It's such an incredibly lazy way of making your map difficult. I hate Doom platforming. I hate being forced to snipe far-away revenants and hellknights with a plain shotgun because you have nothing else to deal with them. It's super grindy and boring.

Unless you are 4shockblast-tier at Doom movement, then you have to slow down to clear the platforming section, except that you can't slow down because you have two revenants and a hellknight attacking you so you have to clear those first, except that they are too far for the SSG and you only have a shotgun with which to snipe them

The platforming section is so poorly set up that you can't even SEE the next ledge you are supposed to jump on as you progress. Do you only play with mouselook?

Here is my demo:
https://gofile.io/d/viX6Uf

To the anon that provided an edit: the original map is crap so I'm going to play something else.

>> No.6656812

>>6656769
Read this post. >>6653813

Download the build provided in the link from Doomworld. It will fix the mouse problem.
>gamepad support
Can't help you there. I don't even know if you can strafe-run without WASD. There are sections in maps that expect you to know how to strafe-run so I'm surprised you haven't gotten filtered by those yet

>> No.6656815

I thought that trick where you didn't texture the edges of a pit would work to make that classic fake Deep Water effect?

>> No.6656819

Linuxfag on old hardware here, looks like I'm stuck with Slade 3 for map editing. How bad is this going to cripple me in terms of productivity / cool ZDoom features? Should I just focus on music or mapping instead?

>> No.6656831
File: 12 KB, 480x358, 1490135574288.jpg [View same] [iqdb] [saucenao] [google]
6656831

>>6656796
I forgot to add the map title to my post:

VAEROS - THE DARK SANCTUARY

THIS MAP SUCKS

>> No.6656839
File: 69 KB, 685x842, 1517774045091.jpg [View same] [iqdb] [saucenao] [google]
6656839

>>6656819
>ZDoom

>> No.6656852

>>6656839
Literally nothing wrong with zdoom fuck off purist

>> No.6656856

>>6656819
slade 3 is a pain in the ass to use as a map editor, and while the current version might support 3D floors in the 3D view, the version I last used for mapping (3.1) didn't
you can still do everything you could do with gzdoom builder, it'll just take longer and require more loading into zdoom to see how things look

>> No.6656863

>>6656819
You can focus on mapping.

>>6656839
ZDoom features are the future.

>> No.6656871

>>6656852
Except that you cannot record demos in ZDoom and play them in anything else that isn't ZDoom. You can record demos in the vanilla .exe and play them in PrBoom+ and vice versa because it's all the same shit. ZDoom is another animal.
>>6656863
ZDoom's been out over ten years and people still prefer vanilla/Boom/etc.

>> No.6656872

>>6656856
>>6656863
Okay, thanks for the answers. I will learn mapping with Slade even though I guess it will be more of a pain

>> No.6656883

>>6656796
Would you try my edit just to validate if I better it in any way?

>> No.6656890

>>6656769
>playing Doom on the PS3 with two analog sticks

>> No.6656917

>>6656890
Yes, it was actually quite playable, Doom and Doom 2 aren't very hard, and the controls, while not offering the same speed and precision as mouse turning, are definitely MUCH better than keyboard only.
I could definitely move much better than with PrBoom+'s butter boots.

>>6656812
I could do that, but it feels kind of like cheating given that some people actually ARE playing with regular PrBoom+, so I'm not sure I should test with that.

>> No.6656923

>>6656871
Demos only matter for speedrunning though, which most people aren't doing.

>> No.6656934

>>6656923
then most people aren't playing doom

>> No.6656935

>>6656923
you realize that the demos become incompatible due to zdoom literally changing how the original game processes RNG making it no longer authentic doom

>> No.6656939

>>6656934
Asinine statement, and I say that as someone who enjoys watching speedruns.

>> No.6656947

>>6656935
Yes, I know the RNG changes, and yes, I know the authenticity isn't spot on, but with the right compat settings (which you can set up quickly with something like Vanilla Essence), you can make it close enough that most people couldn't tell.

>> No.6656961
File: 236 KB, 480x300, aw.png [View same] [iqdb] [saucenao] [google]
6656961

It would be lovely to see more zdoom map packs that can run on more than just Graf's port, like DUMP.

>> No.6656973

>>6656935
>the console versions of Super Streetfighter 2 Turbo aren't actually Super Streetfighter 2 Turbo because they're different from the arcade version

>> No.6657005
File: 1.35 MB, 1137x1083, baron.png [View same] [iqdb] [saucenao] [google]
6657005

>>6655639
uh... thanks for that I guess, kinda rough of your part editing someone else's map but well, here's my reply.
>this map is unfair
I think that's the whole point of the map, the correct word is just "hard" for you but it's playable at least. I playtested this map a lot of times and play it in many ways to get everything balanced and still you can get 100% kills with that amount of ammo (even if you haven't got the secret backpack)
I make this map harder for a reason dude but c'mon... there are plenty of people who wants difficult maps too and it's nothing like you see in Plutonia or Sigil, it's not THAT hard... Maybe if you replay this map one more time just like every wad, you probably will get everything without saving...

I know you have difficulties with the barons and some things too, I can change that I guess but I'll give some tips for ya if you want:
>just ignore that section for later on and get the plasma gun when it's necessary for you, you can get a plenty of weapons to kill them anyways. if you're more than a hardcore player, the barons are useful to infight/distract the cyberdemon... it's optional tho.

>In the red room you can always cover yourself in the pillars if you dont want to get raped by the demon's projectiles.

Also I really appreciate your feedback, I read it before but I didn't have the time to answer you, I'm really sorry for that!... but i'm still active and updating my map so don't worry, i'm working on mode for baby boys (hurt me plenty) for this map as well.. but please, don't do that shit again.
>Placed a red light next to the red key door to make it stand out
This is the only thing that I can approve about your edit, thank you. but I think that ammo you placed there it's kinda excessive... learn to save some ammo next time.

>> No.6657086

>>6656917
> it feels kind of like cheating given that some people actually ARE playing with regular PrBoom+
It IS regular Boom. It's just a more recent version. It's like playing with Chocolate Doom 3.0.0 vs 3.0.1. The differences are minimal and quality of life improvements - demo compatibility, the most important factor, is still unchanged. If you go to DSDArchive you will see lots of demos submitted in different versions of different ports, like old and new versions of PrBoom and old and new versions of Chocolate Doom.

>>6657005
Your map isn't hard, it's not fun. See this demo I posted >>6656796. You're forced to just stand there and shoot stationary enemies with a shotgun. OOOH that's sooo hard.

Record a demo of yourself completing the map.

>> No.6657096

>>6657086
Oh well, I'll give it a try, but don't come complaining to me later that my maps are too unbalanced for butter boots.

>> No.6657125

>>6657086
>https://gofile.io/d/viX6Uf
I saw it, your shit looks so messed up for some reason... what version of my map are you playing it?

>> No.6657127

>>6656935
>dude a shotgun pellet might do 8 damage instead of 7, literally ruined!

>> No.6657139

>>6657096
>butter boots
>>>6657005
>baby boys

Fix your broken door. Fix the platforming section (you can't even see the next ledge as you progress - do you play with mouse look only?) Post a demo of the intended route first. If your demo showcases you corner camping the revenants and hellknights in the platforming section as the intended route then you're full of shit.

>> No.6657140

>>6657127
With how some demos work, yes. If a diceroll goes low when it was supposed to kill something, it gets all desynched.

>> No.6657143

>>6657127
That's not why demos are incompatible, nonce. They won't even load period.

>> No.6657149

>>6657143
>>6657140
I was mocking his idea about "authentic doom", not demo compatibility.

>> No.6657150

>>6657125
I used the version in the news post's download link

>> No.6657151

>>6657139
I'm not the same guy, my levels don't have any platforming. Well, actually, a tiny bit, but not like his.

>> No.6657153

>>6657149
Alright yeah fair enough. Really that part doesn't cause any harm.
There IS that "issue" where GZdoom increases the range of the fist just a little so you can punch monsters with big hitboxes, so in vanilla doom there's just some enemies you can't punch. Which fucking sucks.

>> No.6657154

>>6657005
Cool, thanks for updating your map. Sorry to overstep bounds. Have someone else give feedback on it to get a better sense of how it plays.

>> No.6657159

Someone make a new thread, I'm busy with testing/mapping.

>> No.6657160

>>6657149
ZDoom changes as much as the movement, weapon handling and lighting in Doom. It's one of the shittiest sourceports for Doom and only zoomers prefer it over anything else.
Who cares about RNG? It's not like you'll be able to tell the difference.

>> No.6657165

>>6657159
On it.

>> No.6657179

>>6657153
Melee works pretty shitty in Vanilla, so I'm perfectly fine with GzDoom making it actually work in a non-shit way.

>>6657160
Lighting, sure, movement, a bit, but how different is the weapon handling really, assuming you're still locking yourself down to turning and using the vertical auto aim? Feels pretty much the same to me, except that the original RNG is a tiny bit more generous with the shotgun.

>> No.6657190

>>6657150
>19/7/20
Holy fuck that's a very old version of my map, I already post the latest one in the previous thread.

>> No.6657202

NEW THREAD
>>6657191
>>6657191
>>6657191

>> No.6657203

>>6657179
I should've mentioned that the htiboxes are larger and have different consistency than the original, which makes it easier to kill things overall, and can cause monsters to either be stuck when they shouldn't be, or cause them to be free when they should be stuck.
As for the weapons handling, I'm referring to switching weapons. You can switch a weapon mid-animation in GZDoom, but can't do that in vanilla.
GZDoom also makes killing the Mastermind with a single BFG shot much more likely (about 40-50% IIRC but don't quote me on that) than in the OG Doom (3% chance), so I imagine the RNG is overall more generous with other weapons too actually.

>> No.6657262
File: 298 KB, 377x360, 1318561250021.png [View same] [iqdb] [saucenao] [google]
6657262

>>6645325
>>6645325

ANONYMOUS - MANIACAL MENSTRUATION

First - lighting is the same across the entire map and looks stale. Add variety. The section with the yellow key would look good dark with some randomly blinking lights. The pits that the cacos emerge from in the blue key room might look good dark.
Add some token secret areas.

The chaingunner traps are pretty lame and uninspired. The ledge that opens up with two chaingunners would be funner with lost souls. They are tankier and fly around. Maybe three-four on skill 2. Add a PE in there on skill 3. Not sure how to make it harder for skill 4 but you'll think of something - don't just limit it to the ledge, maybe an imp teleporting behind you would be fun

The chaingun item pickup is redundant since across all difficulties you kill a chaingunner immediately beforehand.

Skill2- Feels kind of empty. Focus on adding lots of low-tier popcorn enemies on lower difficulties rather than just subtracting monsters outright.
Generally speaking, on lower difficulties, give the player his weapons sooner, give him more health and armor, etc., make the map easier that way instead of just removing monsters - not sure how these would apply to your map though, just speaking in generalities.

Skill3- the flying monsters trap in the blue key room was a lot of fun. Needs some more of that on skill 2, I think - make the monsters appear on skill 2 but also give him like 10 more rockets.

>> No.6657270

>>6645325
cont.

Skill4- The baron of hell blocking the blue key is a big hell no. It's not hard to deal with because it's trapped; it's just there to consume ammo and time. The chaingunners that warp in after you grab the yellow key are a big no. You just sit there and camp the teleporter destinations. Yawn. The chaingunners that teleport in after you grab the red key also feel like a boring and uninspired way of making the level more difficult.

Verdict: Almost finished. It's fun and I could keep playtesting and playtesting to come up with more ideas but I'm posting this more now because it's hard to keep it all organized the more I play and write.

Needs lighting variety for sure, and secret areas. The chaingunner changes are subjective and the monster density changes on skill2 are also subjective

Demos:
https://gofile.io/d/UYlggN
I recorded numerous runs on the same difficulty to keep testing stuff out.

>> No.6657278

>>6657160
>It's one of the shittiest sourceports for Doom and only zoomers prefer it over anything else.
>SIGIL is literally made with GZ's lighting techniques in mind
Romero confirmed for being a zoomer I guess

>> No.6657315

>>6657278
The guy that for the longest time used the Doomsday Engine to play, donated to trannies, and is overall a major cuck? Yeah he's a zoomer at heart.

>> No.6657327

>>6657315
Sounds like someone is a little cranky.