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/vr/ - Retro Games


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6669317 No.6669317 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6657191

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.6669332

Doom is boring and overplayed as fuck.

>> No.6669338
File: 72 KB, 320x200, 1596066878441.png [View same] [iqdb] [saucenao] [google]
6669338

=== ONGOING PROJECT ===

2048 Units of /vr/
-New submissions are now closed, currently in beta phase.
-Current submissions (as of 7-26): https://www.dropbox.com/s/o06x1p7bouyo09i/2048Submissions.zip?dl=1

=== NEWS ===

[7-31] E1M1 Multiverse released
https://www.doomworld.com/forum/topic/115093-e1m1-multiverse-release-24/

[7-30] /v/ anons released Unreal championship 2, UT 2004 and Unreal 2 The Awakening souce codes
>>>/v/519146380

[7-29] Bridgeburner releases Bastion of Chaos for GZDoom
https://www.doomworld.com/forum/topic/116003-bastion-of-chaos-public-beta-by-bridgeburner-a-gzdoom-map/

[7-22] Combined_Arms Gaiden mini weapons mod released
https://combine-kegan.itch.io/combined-arms-gaiden
https://www.youtube.com/watch?v=Egthd1EHvLE [Embed]
[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

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6669349

>>6669338
https://cdn.discordapp.com/attachments/535235566476853259/738972084884996146/2048vrSUBa.wad
Reposting, probably the last revisions, unless anyone has any serious pointers towards Map 07. Now all that's left is Map 30.

>> No.6669356
File: 60 KB, 320x200, TITLEPIC2.png [View same] [iqdb] [saucenao] [google]
6669356

Just to make sure project lead anon sees it, here is the current version of the TITLEPIC for the 2048 units project. The one posted last thread doesn't look good ingame.

>> No.6669372

>>6669349
This is for Vehement Onslaught, The Dark Below, Bleak Cinders, and Forsaken Stockades, by the way.

>> No.6669402
File: 13 KB, 246x164, fucked.jpg [View same] [iqdb] [saucenao] [google]
6669402

IF YOU HAVE ANY NEW EDITS FOR PLAYTEST ANONS, REPLY TO THIS POST

>> No.6669418

>>6669402
>>6669372
>>6669349

>> No.6669441

>>6669338
This is the most up to date version of Straight Walled Rooms

https://files.catbox.moe/c3v7zz.zip

>> No.6669450

>>6669402
>>6669441

>> No.6669472

>>6669332
I'll give you the (You) you wanted. Here, enjoy the dopamine release

>> No.6669482
File: 435 KB, 1920x540, Untitled.png [View same] [iqdb] [saucenao] [google]
6669482

>>6669349
(left) make the room with the imps glow

(right) make the window with a zombie glow

(unpictured) the central circle that had sector effect 8 still doesn't glow

>> No.6669490

>>6669402
Did small revisions for An Appointment With Mr. Pain.
Replaced some enemies with revenants, added slightly more bullets and health. And also removed stupid secrets and made a proper one instead.

https://www.mediafire.com/file/yc91cnjs4digxbr/appointment.wad/file

>> No.6669525

>>6669349
The berserk on map02 is unnecessary; you enter that section with 80 shells and an SSG.

The end of the map needs more bite; I exited the level with nearly 300 cells on UV.

The tunnels could use more revenants; a mean trick could be a linedef that teleports the revenants behind the player as he alerts them

The section where the arch-vile drops down from above could use two arch-viles on UV, if they fit. Or put some monsters that he can revive, but make sure they are far away from the drop-in or they will scratch the player from below

>> No.6669529

>>6669482
Noted.

>> No.6669536
File: 583 KB, 1920x1080, entrance.png [View same] [iqdb] [saucenao] [google]
6669536

>>6669402
Belial's Bachelor Pad - v2
Implemented difficulties, added more monsters overall, and fixed some minor texture issues.

https://www.dropbox.com/s/7fjol2v5non7ff2/Repugnus%20-%20Belial%27s%20Bachelor%20Pad%20v2.wad?dl=1

>> No.6669546
File: 173 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
6669546

>>6669402
The three-way intersection would be perfect if two mancubi were revealed, pic related. You have plenty of rockets by this point, though, so not sure how you could make it even harder. Arachnotrons? They might be too big

>> No.6669559

>>6669546
That's not a bad idea actually. Would have to be Fatso though, Arachnos are too big to be able to move at all in that hallway.

>> No.6669562

>>6669559
>replying to yourself
holy shit lol keep it coming brother

>> No.6669563

>>6669562
No, I like that idea. Also GzDoombuilder just crashed.

>> No.6669610

>>6669525
Just checking, are you pistol-starting?

>> No.6669618

>>6669490
AN APPOINTMENT WITH MR PAIN by VIOLENT BEETLE
Played UV on PrBoom+. I had played a version of this map a couple weeks ago. Still plays nice. Plays much better now with the revenants. Are the secrets not tagged as secrets?
Feels finished though IMO.

>> No.6669630

>>6669618
I untagged vents but tagged a different, actually secret place as the only secret.

It kinda does feel like it could be better, but I can't really think of anything good.

>> No.6669631

>>6669610
Ofc. You get a soulsphere immediately before the berserk so it's unnecessary

MAP03:
All three of the secrets are visible from the automap without cheats!

The revamped lava section looks great. You removed the revenant though :( Running up to him and baiting his melee attack while shotgunning him was one of the highlights of this map for me

The revamped x2 archvile section looks great. Forget what I said about map02 needing two arch-viles together in that section, fuck that.

>> No.6669632
File: 475 KB, 1917x1011, 3.png [View same] [iqdb] [saucenao] [google]
6669632

limbo

>> No.6669634

>>6669632
SHIT

>> No.6669642

>>6669632
Man, is it actually Limbo? It's been so long since I actually played Doom and Doom 2 proper. I remember everything wrong.

>> No.6669645

>>6669631
Honestly I kinda just want to give the player that red tint as he enters hell. I figure it won't make a difference either way.
Also I'm trying two viles in that room, may put the revenant back in map 03.

>> No.6669709

>>6669349
Map02-
Remove the plasma cells from the arch-vile encounter since you don't get the plasma gun until the very end of the level anyway.

>>6669645
> I'm trying two viles in that room
Nah I take that idea back since I experienced it in map03. It's just, that archvile encounter on map02 is too easy. Two of them would be dumb, though; I say that because map03 already has it and it has a lot better arena to fight them in. The map02 encounter should have something for him to revive down there - maybe some imps, maybe some imps and a single hellknight

Map03-
Crusher still doesn't work. Also I'm not sure how in the world you're supposed to clear the section cyberdemon section without obtaining the secret before, but you can see the secret in the automap

>> No.6669728

>>6669536
BELIAL'S BACHELOR PAD by REPUGNUS
Played UV on PrBoom+. This was me before >>6646037
Much better enemy placement as well as ammo placement, anon. This feels like a fully realized version of the map where the last one was so empty. The trap in the 'L' shaped corridor felt just a little tight IMO, I died here a few times and every time was because I was getting blocked by a pinky or something. Could have easily been my fault, could have easily been the enemy placement. I won't venture to say which because I honestly don't know. The revenants add so much to this level. I only just realized what an influence SIGIL had on the cacodemon corridor (am I correct in saying this?) which I quite liked.
I think there should be a couple more enemies placed where the archvile spawns, the fight was pretty underwhelming for me as he only revived one shotgunner once and he's easy to make quick work of when you hide behind the pillar that's obviously set up for him. There's a pretty obvious texture misalignment on the bricks where the cacodemon hallway meets the elevator but I'm so burnt out on playtesting and criticizing these maps, I no longer am really gonna be on anybody's ass to fix misalignments, rather just focus on functional issues so we can get this bad boy out there.
Good work, I knew that this map had the potential to be so much more fun and it really is now. I probably should have checked the easier skills but like I said, I'm a little burnt out and I can only do the bare minimum right now. Nothing against your map or anybody else's, it's just the way it goes. I was so glad when people stopped having critiques for my levels just because I had spent ~15 hours on playtesting alone with those maps and was so fucking sick of them by the end. Just the way it goes.

>> No.6669742

>>6669630
I think you're pretty locked in at this point, I'd call it a day unless someone else has valid criticism for you.

>> No.6669770

>>6669338
>>6669402

The (hopefully final) revisions of my three maps in one handy WAD - Caliginous Cauldron, Minimalism & Club Boom.

I've made a new version of Caliginous Cauldron for MAP15. The only difference is that it has a secret exit added and a couple of new sectors (still within the 2048x2048 grid) to unlock it. If we already have a MAP15 that I wasn't aware of, use the MAP01 version instead.

https://drive.google.com/file/d/1Ls5URiI44teCLSZe6F4UQw2X_1Lms0Tk/view?usp=sharing

>> No.6669791

>>6669317
Everyone doing criticism on people's maps should be linking demos or videos along.
Demos are extremely helpful because mappers can see how players will react and what they will do in specific situations, which is often very different from how the author themselves plays the level. It helps long-term.

>>6669630
100% secrets and 100% kills, 07:34 to beat
I'd say this map's average at best, and a good example of overuse of pinkies -- the second room is absolutely flooded with pinkies. This is annoying because they're absolutely harmless enemies in this situation, they're moving walls of meat. Often, pinkies should be used in either very closed spaces (such as in E2M6: Halls of the Damned) and not in large groups (unless you want the player to think fast and use a big weapon like the RL or BFG) or alongside several other enemies, to push the player back. The visuals weren't ugly, but they were nothing special and could be done better.
The gameplay was alright, excluding the pinkies and the door combat upon opening the second room. I liked chasing the cacodemons near the end and chainsawing them. That final Pain Elemental is unnecessary.
The map was overall pretty easy, I enjoyed it, should be included. Hope you make more maps in the future outside of this project.
Demo https://files.catbox.moe/8rvgxh.lmp (played through WOOF, ofc will run in any Boom sourceport like prboom+)

>> No.6669797

does anyone else feel like they play "wrong"? I've never been crazy about hunting for secrets in levels, but it seems like thats a big part of the appeal for most players. Oftentimes I find that WAD makers almost expect you to find secrets to beat a level, otherwise ammo is too tight. But I've never been that crazy about really sniffing out a slightly off-texture or fake wall

>> No.6669816

>>6669797
Maps that require the player to hunt for secrets to beat 'em are just badly designed. Completely misses the point of a secret and progression.
I don't care for secrets either, they often ruin the enjoyment for me. I don't go for one unless it is painfully obvious or too good to ignore, like a Soulsphere in plain sight but with a hidden passage leading to.
I dislike the "hump every suspiciously detailed wall you see" aspect of secrets almost every level ever made does; just ruins the pace for me, so I ignore it.

>> No.6669834

>>6669791
>That final Pain Elemental is unnecessary.
Yeah, it's supposed to be a joke encounter of a sort.

I see your point with pinkies, I'll probably remove most of them (Only use a pair to block basement access) and add more imps to compensate.

>> No.6669853

>>6669441
STRAIGHT WALLED ROOMS by MANUK3R
Hey great job, anon, you've turned this into a pretty decent level. I like what you did to the hell knight room. The cacos push you back, force you to use your ammo on them, and then you're much more motivated to enter the hell knight room now because you need to pick up the SSG and more shells. Good job implementing this technique of forcing/incentivizing the player to enter your rooms, it makes all the difference.
The mancubus/hell knight room is a lot more interesting with the fleshy wall on the side, nice touch. I was going to tell you to replace the baron with a hell knight but I guess he prevents you from just rushing through here.
The health placement is still bad though. Anywhere I needed health, I didn't have it readily available. Elsewhere, I was passing up medkit after medkit.
The two hell knights that spawn when you pick up the blue key aren't very threatening. I'd suggesting teleporting in a couple arachnotrons here instead if their projectiles will shoot over the walls and if you add some solid pillars to the room for cover (probably could do this just at the end of your fences).
(cont.)...

>> No.6669858
File: 3.39 MB, 2112x1110, brokenroom.png [View same] [iqdb] [saucenao] [google]
6669858

>>6669853
(cont.)...
Your red room is broken. I'm no longer incentivized to rush in because I already have the rocket launcher whereas before, I ran in here to get the rocket launcher. So again it was a game of peekaboo from the doorway. You could wait to teleport the enemies in after the player crosses a line def somewhere in this room. At the very least stick the archvile behind a pillar and set him to Ambush Player so you have to deal with him in there.
Because I didn't rush into the room, I was able to catch this- If you trigger the red door to close but don't go inside, you're softlocked. There's also a missing texture on the floor that rises here so you just see into the room but can't enter. A lucky corpse that landed right in the doorway happened to let me also see that this floor didn't rise all the way, it got stuck halfway because on the other side, a mancubus stepped up on it and got trapped between the floor and the ceiling.
The easiest way to fix the problems of doorway peekaboo and getting softlocked would be to just teleport the enemies in after the player has already walked into the room and gotten trapped here. Set the linedef that raises the floor further inside of the room so that the player can't run back through the door after triggering it because it's too far back.

>> No.6669864

>>6669858
Correction: I mistakenly thought that in the previous version of this map the rocket launcher was in the rocket launcher room but this is not the case. My points still stand.

>> No.6669870

>>6669709
>Crusher still doesn't work.
Oh what the fuck, why does PrBoom+ hate my crushers?

>> No.6669872

>>6669864
>rocket launcher room
Correction: archvile room
Fuck, sorry for the million posts, guys

>> No.6669879

>>6669864
>rocket launcher room
Correction: archvile room
sorry for posting several times, I'm too fucking tired to write coherently

>> No.6669892
File: 793 KB, 1280x720, 2020-08-01 14-30-33.webm [View same] [iqdb] [saucenao] [google]
6669892

I've made an explosion, though I'm not really sure about it. Maybe I should add some 2D smoke sprites at ground level.

>> No.6669905
File: 410 KB, 1280x720, Screenshot_Doom_20200801_045004.png [View same] [iqdb] [saucenao] [google]
6669905

>>6669870
Seriously though, if there's anyone who knows mapping for Boom format well, could they take a look at this crusher and see why it doesn't want to work in PrBoom+? It works in GzDoom, but GzDoom obviously lets you bypass a bunch of shit which PrBoom+ will not.

I looked at wikis and don't see any mention of any specific restrictions or anything.

>> No.6669910

>>6669905
You sure you didn't set complevel wrong by accident?

>> No.6669914

>>6669910
No idea how to set complevel.

>> No.6669921

>>6669914
https://doomwiki.org/wiki/PrBoom%2B#Compatibility_modes
Give it a shot.

>> No.6669925

>>6669905
I took a look, and although I have no idea what went wrong, something seems to be wrong with your generalized action. I changed it to action 25 and it suddenly works.

Also changed mover linedef from 252 to 253, but I don't think it would matter.

>> No.6669931

>>6669925
The generalized crushers in my Map30 isn't working in PrBoom+ either, why doesn't it like generalized crushers?

>> No.6669932
File: 617 KB, 960x540, Untitled.png [View same] [iqdb] [saucenao] [google]
6669932

>>6669349
Map07
I think this map will be a lot more dynamic if you remove these walls here and remove the hitscanners. The walls just have you cornercamp the aranchotrons; removing them would force you to use the entire room in the fight, and you can still use the boxes the arachnos are standing on as cover from the archvile. You will need cover vs the revenants later on so raise these walls once they emerge.

This map desperately needs an SSG. You also need more rockets for the revenants that reveal after the last mancubus is killed, unless you intended for the player to just stand around and wait for that area to empty so he can grab the cells there

Fighting that archvile in complete blackness is tedious because you're forced to corner camp. At least let him emerge from the end of that long hallway and come to you

>>6669791
>implying they will play your demos if you include them
>implying they know how to play demos

>>6669905
>screenshot from gzdoom
>he's still testing his maps in gzdoom

>>6669910
If you set no complevel it still uses a default Boom complevel, just not 9

>>6669914
prboom-plus -iwad doom2.wad -file ___ -complevel _

>> No.6669937

>>6669932
>>he's still testing his maps in gzdoom
I'm testing in both PrBoom+ and GzDoom, I want it to work and look good in both, don't I?

>> No.6669942

>>6667602
>>6667610
>>6667681
https://drive.google.com/file/d/13OUwWfZlyIp3IpEheJijc6YCChBxfZpX/view?usp=sharing

Ok so i made some slight changes to the map, i addressed the blue key thing Weird still that you could just yoink it out still and made the shootable switch be the same one from the castle, so it's more understandable that it's a shoot switch.

>> No.6669943

>>6669932
>If you set no complevel it still uses a default Boom complevel, just not 9
I see, and the default complevel isn't correct somehow? What complevel are we doing for the .wad?

>> No.6669948

>>6669932
I know how to play demos and would appreciate them even though I've had lots of feedback already.
>>6669770
I'm this guy btw

>> No.6669960
File: 1.17 MB, 828x1472, waspman.png [View same] [iqdb] [saucenao] [google]
6669960

I googled 'generalized crushers' and found these
https://www.doomworld.com/forum/topic/73935-generalized-crushers-not-working-in-prboom/
https://www.doomworld.com/forum/topic/48463-boom-crusher-weirdness/
>Is the line type a walk-over generalized crusher type? If so, those didn't work in vanilla BOOM, and AFAIK, PrBoom has chosen not to repair this glitch.
WHAT THE FUCK, WHY?!

WHYYYY?! IT'S BEEN KNOWN FOR GODDAMN YEARS

>> No.6669992

>>6669960
Well, there's not much generalizing to do with crushers anyway, is there?

>> No.6670004

>>6669332
>>6669402
Update to An Appointment With Mr. Pain
Now with less pinkies and unpegged doortracks

https://www.mediafire.com/file/7xnglm8rt837aod/appointment(2).wad/file

>> No.6670010

>>6669372
Played UV on PrBoom+
VEHEMENT ONSLAUGHT
Demonstrated in this video is another case of decorations appearing inside the path, along with janky sliding that occurs when you run against the edge of the path (which is hard not to do, considering how skinny it is) :
I'm getting snagged on damn near every skull-on-a-stick decorations around the shotgun area which is really annoying. It's not just one or two, it really is a problem. The worst areas were right next to the shotgun and the area along the side of the machine gunner pit.
The endless teleporter no longer has as many enemies but it's still really inconsistent and so it feels just as endless, with enemies popping out several seconds after one another, even when you think they're all done.
What happened to the archvile at the end? I liked him.
I'm not sure if this map is worse than it was before or if I'm mostly just noticing things that I didn't notice before.
(cont.)...

>> No.6670014

>>6670010
(cont.)...
THE DARK BELOW
The fight with the church pews is definitely harder now. I really don't think it needed to be. Particularly because everything following this is so lax in comparison. Really though, why do you structure this map and MAP07 so that the second half is considerably easier than the first half?
The offcenter switches in the archvile room still bug me.
For the love of God either remove the Spider Mastermind or fix the crusher. I pressed all three switches in this room which I'm assuming is supposed to crush her, but the voodoo doll setup has to be broken because the crusher never crushed. I wasn't about to shotgun the Spider Mastermind to death and waste all my shells so I just quit the level. Some people really like making their homages to The Crusher and I guess it's a neat cinematic moment but personally I just see it as a time waster and really don't see the value in adding it to the level.
FORSAKEN STOCKADES
Such a minor complaint, but where you have beds, oftentimes the ceiling sectors above the pillows are indented.
The elevator is still indulgently long. Again, throwing a couple imps in the windows to shoot at would help by giving the player something to actually do besides be given time to think about how very little is happening with the elevator.
You have so much cell ammo after this section that you can just hold down the left mouse button and walk forward like a zombie. Pretty underwhelming way to end a great level.

Dude, I absolutely love your levels. Personally, I think they're all easily some of the best in the WAD. However- and I don't say this to be mean or to try and be funny or anything like that, but because I believe it deep down- I legitimately think that every change you've made to this version (with the exception of throwing an archie into the MAP07 prison) has made your WAD worse.

>> No.6670021

>>6670010
Forgot to link the fucking YouTube video, here it is, sorry for the quality: https://youtu.be/XZCovLxIzfw

>> No.6670026

>>6669943
All Boom levels are made for -complevel 9, unless EXPLICITLY stated otherwise. Always assume Boom=9

>> No.6670030
File: 122 KB, 627x476, 1310193482533.jpg [View same] [iqdb] [saucenao] [google]
6670030

>>6670010
>janky sliding
It's called wall-running.

>> No.6670034

>>6669905
Oh, something I noticed while struggling with your crusher that is weird.

Why can't I jump down the lava pit at the start? Doesn't seem like there's anything blocking me.

>> No.6670035

>>6670014
Damn it, I forgot to make a separation for BLEAK CINDERS but I think that should go right before
>The offcenter switches in the archvile room still bug me

>> No.6670037

>>6670030
Whatever, still feels wonky

>> No.6670046

>>6670010
>Demonstrated in this video is another case of decorations appearing inside the path, along with janky sliding that occurs when you run against the edge of the path (which is hard not to do, considering how skinny it is) :
I'm getting snagged on damn near every skull-on-a-stick decorations around the shotgun area which is really annoying.
Hasn't happened to me, but I'm addressing it.

>What happened to the archvile at the end? I liked him.
I took him out on the suggestion of someone else. I guess I'll put him back in.

>>6670014
>The fight with the church pews is definitely harder now.
In which way specifically? Originally it was hard as balls and basically unplayable, so I toned it down a bunch, but then I thought it became way too easy.

>Really though, why do you structure this map and MAP07 so that the second half is considerably easier than the first half?
Not really on purpose or anything, for 07, the arena takes up a bunch of space, and I figured I really wanted to make like a prison, and I guess I couldn't come up with anything particularly novel for that in terms of gameplay. I'm working on upping the challenge on the second half of 02 though. Also forgot about the part with the beds.

>For the love of God either remove the Spider Mastermind or fix the crusher. I pressed all three switches in this room which I'm assuming is supposed to crush her, but the voodoo doll setup has to be broken because the crusher never crushed.
I had thought that maybe it was just the conveyor was too short and the voodoo doll wasn't tripping the linedef (because I accidentally did that once), but as it turns out, generalized walkover linedef crushers are just BROKEN in PrBoom+, and were never fixed because fuck me I guess. Fixed now.

>> No.6670051

>>6670034
The linedefs are blocking because the hole used to be tall, and there's no way out. I figure there's no point in going in that hole.

>> No.6670052

>>6670051
Maybe put midbars on it or something? Right now it feels like a bug.

>> No.6670068

>>6669943
>and the default complevel isn't correct somehow?
The default complevel isn't the same as 9. I don't know the differences, but for the sake of keeping everything standard, Boom=9
https://doomwiki.org/wiki/PrBoom

>>6669948
I'll submit some demos anon

>>6670004
If you're still making adjustments I'll give it another go. Some anons replied to the post in the previous thread saying "THIS IS MY FINAL VERSION" so I didn't bother playing those

>>6670037
There's nothing he can do about it (except for making sure none of his walls align along specific axes). Learn to use wallrunning to your advantage; it lets you run faster
https://doomwiki.org/wiki/Wallrunning

>>6670034
>Why can't I jump down the lava pit
Ah that's something I never thought about. Make the lava pit a damaging floor with no way out (and put back in the Based Revenant)

>> No.6670074

>>6669770
>included two versions of the map, one with a secret exit, and one without, just in case
based

>> No.6670084

>>6670052
>>6670068
If I make it a hurtfloor though then it can't have the light glow effect, also midbars would make it look a bit less organic, I picture the room as being kind of just built around the lava flow, and the black rock parts are just kind of formed and hewed out of cooled magma. Boner is back.

>> No.6670086

>>6670046
>Hasn't happened to me, but I'm addressing it.
I opened up the map in the editor and it's weird because most of the decoration hitboxes don't overlap with the path at all. Yet, I open up the map in prBoom+, and they snag me!
>I took him out on the suggestion of someone else. I guess I'll put him back in.
If you added more monsters to make up for his absence, be sure to remove them again or else this could easily become unbalanced
>In which way specifically? Originally it was hard as balls and basically unplayable, so I toned it down a bunch, but then I thought it became way too easy.
Was it seriously made easier than before? It felt so much harder. Before, I had an easier time of grabbing ammo/health, and now it feels like there's more baddies in my way. It also feels like the archvile spawned sooner so I was having to deal with him while dealing with the pew room. Whereas before I could clear out the pew room before engaging archie. Must just be me triggering a linedef or something, but it's hard to tell as the player in the middle of combat exactly what you did to trigger something.

I just re-opened your old version and was surprised to see that the spider mastermind was there. I thought that was a new addition, I didn't even remember it from before. It must have just worked when I tested it that first time. Not sure if the setup was different before, or if it actually does work sometimes, or if I accidentally tested it in a different source port.

There seemed to be plenty of enemy rearrangements that I didn't mention because I was never quite sure if they were actually different or if I just imagined it. But I feel like parts of your maps just felt different and I remembered liking the previous versions more. The only change I can point to that I'm sure of is the chaingunner/revenant combo that spawns in MAP01 next to the shotgun. I miss those guys and would totally take them over the building full of imps/zombies.

>> No.6670090

>>6670084
Maybe make the gap narrower or something? Or add stalactites, though I think they are wide.

>> No.6670101

>>6669932
Playtesting in GZDoom so you can make it look good in it is pretty much useless, considering GZDoom has so many visual/lighting customization options and it's different for so many people. Software mode is what you should use as base because it's how Doom and Boom were designed to be played in.

>> No.6670102

>>6669932
>This map desperately needs an SSG
Absolutely do not do this

>> No.6670109

If your level doesn't feature a SSG consider it SHIT!

>> No.6670110

>>6669932
>>6669937
It's actually best to test in both, since I had stuff in my map which worked fine in Prboom+ but got messed up in Gzdoom.

>> No.6670116

>>6670110
This never happened to me before, what did you do in it?

>> No.6670117

>>6670109
>what is DOOM
>what is Thy Flesh Consumed
>what is SIGIL

>> No.6670118

>>6670117
sorry to break it to you anon but those last two aren't not shit.

>> No.6670130

>>6670110
Probably didn't set your compatibility mode right. Anything that works in Boom *should* work in GZDoom if the right complevel is set. In GZDoom you can find that in the options menu.

>> No.6670172
File: 9 KB, 642x371, 1503099153433.png [View same] [iqdb] [saucenao] [google]
6670172

>>6669948
MAP15, SKILL 2

I was gonna post these all at once but this took a lot longer than expected because I got 1-shotted twice by the cyberdemon. I still haven't finished it the proper way since I found the secret exit. If I knew it was a secret exit I wouldn't have stepped inside 'cause I wanted revenge against the cyberdemon. Is there enough room to mark it with exit signs?

Map15 definitely has the best secrets of any level I've playtested thus far. The berserk secret is highly redundant though because the section immediately before it already counted as a secret area. Keep the berserk room tagged as a secret, but remove the secret tag from the room immediately before that opens up to the berserk.

The first shotgun is impossible to see because it's submerged in the water. Place it in the center so it's visible.

It feels too difficult for skill 2 imo. I think adding one box of bullets directly in front of each of those hellknights blocking the stairs would be enough to make it easier for skill 2, as standing there with the plain shotgun and shooting them is tedious. Yes you can run past them but a nublet isn't gonna do that. As for the cyberdemon encounter etc. a nublet is gonna save beforehand.

Great job on making the map about 10 minutes long; almost all of these maps so far have taken 1.5 to 3.5 minutes to beat excluding deaths

Demo:
https://gofile.io/d/aCenBU

>> No.6670193

>>6670116
>>6670130
Admittedly what I did was a fuck up anyway but it worked in Prboom+, I had multiple linedefs accidentally set to scroll floor, one super long which gave the scroller turbo speed and two small lines which gave the same scroller slow speed. In Prboom+ it seemed to average those three speeds into one medium speed, while in Gzdoom it took the speed of the longest line. Well, I guess there are only few such extreme cases in which things don't work the same.

>> No.6670223
File: 304 KB, 1366x768, screen5.png [View same] [iqdb] [saucenao] [google]
6670223

>>6669441
I've got a small aesthetic suggestion if you're planning to update the map again.
Make this flesh wall scroll.

>> No.6670247

>>6669948
Map01 skill3 and skill4 demos
https://gofile.io/d/IjRoZs

How are you supposed to fight the cyberdemons at the end? You can't shoot them from across the room with the plasma gun as they are out of range. You can't do the usual 2-shot BFG strategy as the terrain doesn't allow it. The way I figured you have to fight them is wait for them to shoot so you can run up and hit them with tracers, then jump down before splash damage hits you, but it's tedious.

>> No.6670281

What's the consensus on NERVE.WAD?

>> No.6670295

>>6670281
I speak for actually everyone in the Doom community when I say that NRFTL is pretty good

>> No.6670307
File: 644 KB, 960x538, E3M6.png [View same] [iqdb] [saucenao] [google]
6670307

>>6669948
Map31
>he added the rocket launcher on skill2
Based. I did the skill4 run first on accident, forgetting to switch to 2 from 4. It felt too easy for skill4. Not sure what you could do to make it harder, though, besides deaf revenants and more teleporting monsters, maybe an archvile but not sure where. The lava side walls still look like crap. I was thinking, what did Mt. Erebus use? I opened it up and it used none other than FIREBLU

I don't think there's any need for demos for this one. I tried looking for the secret exit but couldn't find it.

>> No.6670313

>>6670281
How tf do you play nerve.wad in PrBoom+? I've asked decino this question in every one of his videos and he's ignored me. I might unsubscribe and dislike every one of his NRFTL videos in response

>> No.6670319

>>6670313
I just dragged and dropped it

>> No.6670330

>>6670319
Are you talking about GZDoom? If I open it in PrBoom+ I get Doom 2 MAP01 instead

>> No.6670347
File: 1.40 MB, 1280x720, 2020-08-01 18-33-13.webm [View same] [iqdb] [saucenao] [google]
6670347

Pay no attention to the gun model itself - it's a placeholder for a placeholder, I am testing the rockets that will be fired by a new enemy type, while player will get a grenade launcher instead, because I like grenade launchers.

>> No.6670358

which doom wad has the most SOUL?

>> No.6670382 [DELETED] 
File: 399 KB, 1862x839, Builder_06QuKZH2ik.png [View same] [iqdb] [saucenao] [google]
6670382

>>6669441
100% kills/items 0% secrets

I forgot to mention in my last review, but the demos are in UV and are FDA aka first time ever playing the level

The gameplay in this one was basic, but alright, but every room is quite lifeless and even ugly at points. It's corridor heavy and features mostly flat, empty rooms.
It got better by the latter half, the gameplay became a bit more challenging and kept me on my toes.
I didn't like how you kept closing the doors I just passed through, though. That's quite a cheap way of keeping the player from door camping.
I'm guessing this at least one of your first levels? You didn't do bad, specially with the gameplay. But the level's layout is flat, undiverse and uninteresting, making it unmemorable.
By the way the wall in >>6670223 could use a lower and upper unpegging, to align it properly with the surrounding walls.

>> No.6670387

>>6669441
100% kills/items 0% secrets

I forgot to mention in my last review, but the demos are in UV and are FDA aka first time ever playing the level

The gameplay in this one was basic, but alright, but every room is quite lifeless and even ugly at points. It's corridor heavy and features mostly flat, empty rooms.
It got better by the latter half, the gameplay became a bit more challenging and kept me on my toes.
I didn't like how you kept closing the doors I just passed through, though. That's quite a cheap way of keeping the player from door camping.
I'm guessing this at least one of your first levels? You didn't do bad, specially with the gameplay. But the level's layout is flat, undiverse and uninteresting, making it unmemorable.
By the way the wall in >>6670223 could use a lower and upper unpegging, to align it properly with the surrounding walls.

demo link https://files.catbox.moe/vllisq.lmp

>> No.6670389

>>6670347
I think that floor texture pattern might be a bit too dense or erratic for these flat viewing angles. It probably shimmers like crazy.

>> No.6670396
File: 32 KB, 640x480, Kama_Sutra_title.png [View same] [iqdb] [saucenao] [google]
6670396

>>6670358
http://ksteam.webz.cz/news.php

I will invade Gusta's house to steal his 28 completed levels of Kama Sutra 2.

>> No.6670401

>>6670330
Well, I use ZDL launcher. But I just select PrBoom+ as my source port and add NERVE. I'm also sure to have NERVE.WAD in the same file as my IWADs

>> No.6670402

>>6670389
Yeah, I have to do something about it. Probably bigger slabs and less contrast. Bricks probably need to be bigger as well.

>> No.6670408

>>6670396
Let's also kidnap Eric Alm and force him to finish Scythe X while we're at it.

>> No.6670409

>>6669948
>map32
>that midi
>those poledancing imps
Excellent gimmicky level for the map32 slot.

Map31 is too short. There's nothing to it; hard to believe it's from the same person

>> No.6670416

>>6670408
Add "Gusta is holding KSutra 2 hostage", "Erik completed Scythe X" and "Mordeth full release completely flew off radar" to the Doom Iceberg photo anyone

>> No.6670421

>Doom master levels
>A pile of separate one-map wads
>Different wads replace different maps
>But the maps are not unique either

Explain this.

>> No.6670521

i suck at doom. i still cant beat plutonia

>> No.6670524

>>6670421
Back in the day before such things were easily replaced, you'd place your map on the slot that had the music and sky you wanted.

>> No.6670538

>>6670421
https://doomwiki.org/wiki/Master_Levels_for_Doom_II
>It has been mentioned by John Romero, John Carmack, and several of the involved mappers that the primary motivation for the creation of the Master Levels was to "give the D!ZONE guys a run for their money," as id Software had become increasingly dissatisfied with other companies releasing various shovelware CDs full of Doom add-ons without any of the windfall reaching back to id. According to mapper Sverre Kvernmo, id was looking for skilled mappers who might have a lot of existing unreleased material that could be included. As a result, most of the Master Levels wads are parts of pre-existing series, some of the earlier installments of which had previously been released on the Internet.

>> No.6670545

>>6670408
It sucks that he never came back to finish Scythe X.
I remember he finished Scythe 2 four years after it's initial release (which originally ended on map27 instead of 30)

>> No.6670553

>>6670172
Thanks, I'll check out the demo when I'm back on my pc. The secret exit platform says exit on the lower textures but I guess that's not obvious enough. I'll put something else. And clean up the secret tags.

>>6670247
The plasma gun should reach them if you're on the same side. It does for me. Spray and strafe.

>>6670307
Damn, I thought the metal looked alright. And there's no fireblu with gothictx...

Ok, here's how to get the secret exit:
Open the north side of the 0. Flick the switch. Run to the east side of the 4 and flick the switch before the door shuts again (an enemy blocks your way). Flick the newly revealed switch on the southwest side of the 4. Grab the invincibility in the newly lowered 8. Flick the newly revealed switch on the northeast side of the 4. Grab the yellow key and flick the yellow switch. Flick the newly revealed switch behind it. Go to the northeast of the map. Play tic tac toe correctly. Survive the chess match until the walls lower. Go to the newly revealed exit.

>>6670409
Too short including the secret exit? I meant for that to be most of the map.

>>6670358
The Golden Souls obviously.

>> No.6670559

>>6670109
>>6670118
Bad opinion.

>> No.6670602

how does doom software render lighting still look so good

>> No.6670607

>>6670109
is it really that much better than the chaingun

>> No.6670612

>Just finished building my new computer
I need some graphically intensive stuff to see how this performs against GZDoom and its horrible optimization.

First I'm going to try the slaughter spectrum, that made my old setup slow to a crawl, maybe with russian overkill.

>> No.6670618

>>6670612
Vulkan is your friend.

>> No.6670659
File: 704 KB, 1920x1080, boom_fake_floor_problem.png [View same] [iqdb] [saucenao] [google]
6670659

I'm trying to make a trap in Boom where the player falls into a fake floor. Is there a way to stop them from seeing through the floor?

>> No.6670671
File: 26 KB, 1600x900, doom_fake_floor_help.png [View same] [iqdb] [saucenao] [google]
6670671

>>6670659
I currently use 1mp sectors so a screenshot won't work, so I made a diagram instead. Yellow are tagged sectors, the green line is a linedef trigger and the arrow is the player's perspective.
The wall in the middle is used to cull the things behind it from view of the fake floor.

>> No.6670705

>>6670659
That's a big pile of corpses

>> No.6670713
File: 1.28 MB, 1920x1080, 11880ada-4d09-40a6-8d01-a8220b7dc0e6.png [View same] [iqdb] [saucenao] [google]
6670713

I yield, Pillow, I yield.

>> No.6670716

>>6670659
Maybe make it an instantly lowering floor instead?

>> No.6670914
File: 3 KB, 125x114, 1547318358298.jpg [View same] [iqdb] [saucenao] [google]
6670914

I've finished ultimate doom and doom2 on uv
now what?

>> No.6670915

>>6670914
Now its time to beat Plutonia on UV

>> No.6670923

Anyone >>6669339

>> No.6670998

I know it came out almost 10 years ago, but does anyone else think Doom the Way Id Did actually kind of sucks? To me it doesn't feel like the original Doom levels at all. I don't get why everyone thinks its so similar. The levels in the WAD are so mazey and sprawling in a way that the originals never were.

>> No.6671081

>>6668776
https://mega.nz/file/mckl1a7L#yb9_30SHsKtOzZl3w1babRe7CsxBla_Ues24DKXg9us
Fixed a bug with the teleporters near the yellow key

>> No.6671175

If 2048.wad doesn't release today im going to fucking REEEEEEEEEEEEEEE

>> No.6671189

>>6670607
It's good, and has its role, but people rely on it too much, so I think that they can learn to work without it a few times.

>> No.6671305

>>6671175
Just 2048 more days.

>> No.6671318

>>6671305

Idea for a project.

It's a time capsule, but its Doom WADS.
We bury an USB with that shit adn open it up in 50 years assuming there is still an ancient computer around capable of reading it.

So some poor sod playing Doom in his full body VR head set can play some shitty wads from half a century ago.

>> No.6671383
File: 48 KB, 320x320, dg.jpg [View same] [iqdb] [saucenao] [google]
6671383

yfw the imp takes 3 berserk punches to kill

>> No.6671418

>>6670716
I've found a partial solution using deep water (Boom has a tag for it), but it hides any projectiles that target the player.
Are there any examples or maps that use an instantly lowering floor? The only tutorial I found was a video with some guy with his PC in the bathroom with resolution the size of a postage stamp.

>> No.6671429

>>6671418
>Are there any examples or maps that use an instantly lowering floor?
You just need to tell it to raise, but set target that is lower.

>> No.6671438

>>6671418
Instantly lowering floors should be really easy with the generalized Boom linedefs, just make a normal linedef action which would lower the floor where you want it to lower, but set the movement direction to up instead of down. It will try to move up to a lower height and it'll lower instantly due to a Doom engine quirk.

>> No.6671481
File: 882 KB, 1266x680, image.png [View same] [iqdb] [saucenao] [google]
6671481

>>6671429
>>6671438
Cheers, I got it working.

>> No.6671549
File: 688 KB, 1920x1080, 1592235067624.jpg [View same] [iqdb] [saucenao] [google]
6671549

Thief threads are rolled into here now? O-ok...

>> No.6671591

>>6671549
They don't have to be, but we won't really object if you post about Thief here, at least, I don't object.

I suppose it's not much of a shooter though.

>> No.6671592

>>6671318
How about a wad made to look like it was made 50 years ago, aesthethics and ambients based on pop culture of the past
As if anons from 50 years ago had buried it for us to find

>> No.6671597

>>6671592
Would it be possible to texture everything with green lines on blackness?

>> No.6671609
File: 2.47 MB, 1280x720, 1569956882926.webm [View same] [iqdb] [saucenao] [google]
6671609

>>6671597
I don't see why not.

>> No.6671619

>>6670358
Doom: The Tei Tenga Incident

>> No.6671621

>Floor Raise Donut

>> No.6671628

>>6671591
But you shoot many arrows from a first person perspective
I don't know if you can complete Thief without shooting an arrow.
there are many types with a wide variety of uses

>> No.6671670

>>6669441
I apologize for messing with your own map, but honestly it felt so painfully linear I had to do something about it, I've tried to make the beginning section much more open and fixed some minor bugs. It's not really an edit I want to submit to the project, but I am sharing it to show what you could implement in your map or edit this version further if you want to. Playtesters could check it out too to decide if what I did is a good idea.

Straight Walled Rooms edit version
https://www.dropbox.com/s/fd0u3na1jtthsm6/StraightWalledRooms%20EDIT.wad?dl=0

>> No.6671698

>>6671592
It's cute you think we'll still be around in 50 years

>> No.6671707

>>6671670
>30 seconds in
>fighting hell knights
>suddenly a revenant pops up behind me out of nowhere and kills me
Nice fucking edit.

>> No.6671715

>>6671698
Only supreme immortal vampire god icon of sin Todd Howard will remain. And the shitty maps. He'll sell them, somehow.

>> No.6671756

>>6669858
Changed the red key room.

>>6670387
>I'm guessing this at least one of your first levels?
First indeed

>>6671670
This feels weird, i don't even dislike the idea, but it's not the concept i had in mind for my map.


Again, thank you all anons who playtested my map multiple times, i am learning a lot with your feedback.

This is v9.

https://files.catbox.moe/gtdac0.zip

>> No.6671816

>>6671549
There used to be occasional thief generals.

>> No.6671819
File: 320 KB, 700x472, 1586360641853.png [View same] [iqdb] [saucenao] [google]
6671819

RELEASE THE WAAAAAAAD

Nobody cares about some autist demanding you fix a 4 pixel misaligned texture. Like only 10 people will ever play it anyway reeeeeeee

>> No.6671863
File: 405 KB, 618x465, you.png [View same] [iqdb] [saucenao] [google]
6671863

>>6671819

>> No.6671894
File: 237 KB, 800x600, DOOM0016.png [View same] [iqdb] [saucenao] [google]
6671894

Well, this is fun. I used to mostly get my fun from watching others play my maps, but now I'm having proper fun myself.

Except there's never enough ammo.

>> No.6671973

>>6671894
you have 200 bullets with a chaingun to match, and a shotgun at least with 30 shells to match
bruh

>> No.6671975

>>6671973
Need more rockets to kill fat enemies.

>> No.6671985

>>6671975
Tell that to all the barons I beat the crap out of using the shotgun in doom 1

>> No.6672016

doom 2 map 15 is so weird. its like this cool hitscan-city map thats really unique. but the progression is jumping in lava, grabbing a BFG and blasting away some demons. Its like they shat all over the concept

>> No.6672027

are there any WADs that feel like you're exploring dungeons? I really like that aesthetic you see sometimes in the first game where you are underground, with the green walls and stuff

>> No.6672063

>>6670998
It's better imo

>> No.6672126
File: 20 KB, 610x503, temp3.png [View same] [iqdb] [saucenao] [google]
6672126

when you beat enough monsters to become the monsters

>> No.6672137

So I'm trying GMOTA and it seems neat,but how do I go about playing it on some medieval-ish levels instead of just normal doom levels? is it about maps ,texture packs or what?

>> No.6672138

>>6671621
Boom doesn't have generalized Donut effects, what's up with that?

>> No.6672147

>>6672137
Load it with any WADs you find, I use Doomlauncher for this shit nowadays.

>> No.6672342

>>6671819
Dude, if you want to play it in a broken state, then get to helping with some playtests.
There's still problems

>> No.6672346

>>6669892
Make the exploding ball either less frames or actually increasing in size, the way it looks now it seems like a giant ping pong ball is spawned that then dissolves, or like you forgot to put an actual texture over it.

>> No.6672370
File: 180 KB, 534x900, 1402383006169.jpg [View same] [iqdb] [saucenao] [google]
6672370

>>6672137
You can try loading stock wads with these textures from Blood or Hexen 2 to make things seem a little more authentic
https://www.dropbox.com/s/gdwjw6uym250g24/SpookyNoSound.wad?dl=0
http://www.sendspace.com/file/tx8735

>> No.6672478

>>6672138
As someone who wasted half an hour getting a donut to work in his map, fuck donuts. You could probably generalise them through voodoo scripting and dummy sectors anyway.

>> No.6672482

Alright, I feel like I'm getting places with Map 30, I should have a playable draft somewhat soon.

>> No.6672504

>>6672126
hows that shopkeeper milf going

>> No.6672540
File: 3.44 MB, 1920x1080, yquake2 2020-08-01 20-58-29.png [View same] [iqdb] [saucenao] [google]
6672540

Found out that osjclatchford did a Q2 weapon retexture pack years ago that works on yamagi and vanilla q2c
http://quakeone.com/forum/quake-talk/other-games/12567-q2-weapon-skins-in-hi-res

>> No.6672569

>>6670998
I liked it my first playthrough. I wanted to try to beat it on nightmare like I did the original Doom so I started learning the levels and I learned that I actually hated it

>> No.6672570

>>6672540
>its quake 2, but its what if carmack went forward and released the X360 remaster on PC with the updated Q2 Textures in quake 3 arena

>> No.6672582

>>6671894
Is this a 2048 map?

>> No.6672601
File: 350 KB, 431x722, 392920.png [View same] [iqdb] [saucenao] [google]
6672601

>>6669402
"The Dark Sanctuary V.6"
I really appreciate the feedback from those anons so here's another update, I made some changes you asked for.

https://drive.google.com/file/d/1LIDrzR_lhwKqZQVxhyil61p3LAz7iSVk/view?usp=sharing

>> No.6672657

How the fuck do I run blade of agony? I keep getting errors on launch.

>> No.6672746

>>6670281
People have made better for free.

>> No.6672772

Doom 64 rules

>> No.6672798

>>6672772
Wanna fuck?

>> No.6672812

>>6672772
Yeah I had a great time
I Completed it on the nightdive port soon after I completed eternal and boy, It really deserves all the hype. Midway did a great job. It's a shame they were shut down.

>> No.6672823

>>6672772
Besides the wrong damage values on the barons, its good.

>> No.6672825

>>6672823
Wrong low or wrong high?

Theres definitely too many barons. Why didn't they just create more palette swap varients for more enemy types instead of throwing 64 barons every map?

>> No.6672838

>>6672825
kaiser said on twitter, the damage output is low, and barons should be hitting like trucks.
but due to zenimax and possibly nintendo, he cant patch the damage anymore.

same goes to doom64ex port

>> No.6672839

>>6672825
Lack of cart space

>> No.6672847

>>6672825
if doom had come as a 64dd game it would have all monsters and larger maps.
but dd never went forward in japan.

>> No.6672853

>>6672847
The 64DD wasn't really a very good idea, if the Nintendo 64 was going to use some sort of disc media (and it should have), it should have been designed with it from the ground up, tacking it on after release will just make a mess.

>> No.6672859

Wait, are we talking about the Computer ports of doom 64 having wrong damage compared to the original 64, or the original 64 version and the computer ports having wrong damage compared to doom 1 and 2?

>> No.6672860

>>6672853
Nintendo Loves to shove addons in their consoles.
NES almost had a working multiplayer online in the west like japan.
GameCube had plans for addons too.

>> No.6672861

>>6670612
Eviternity map26 is pretty demanding.

>> No.6672868

>>6670612
Map 28 of Sunlust made my frames drop several times when looking toward the big main island.

>> No.6672878

>>6672838
>Cant put out a simple patch

Literally why the fuck not?

>> No.6672880

>>6672878
Because you need permission to do it so

>> No.6672881

>>6672839
Hence why you make a pallette swap. Literally takes zero cart space. You just assign different values or some shit.

>> No.6672885

>>6672880
Ok? And why can't Nightdive say "hey Bethesda can we fix this little value here and push out an update?"

>> No.6672896

>>6672885
because you also need to contact Nintendo and so on.
and it seems that nightdive's contract is over

>> No.6672897

>>6672885
They probably did, and got told no.

>> No.6672915

>>6672897
What the fuck is company's problem with Nightdive patching games lmao

Blood and Doom64. They probably weren't allowed to go back and touch Turok either. Switch version had no multiplayer. They never added it.

>> No.6672917

>>6672896
Is this the same reason Fresh Supply won't get patched?

>> No.6672932

>>6672917
Yes.
Atari finished their contract with nightdive.

>> No.6672964

>>6672932
Is Fresh Supply really that bad? Is there a list of pros/cons for FS, GDX, and N?

>> No.6672970

There is a thread on /v/ atm about Unreal the Source code
>>>/v/519532337

>> No.6672990

Man, talk about branching out of my comfort zone. Since I've started playing community wads, I'm actually using the chaingun, plasma rifle, and bfg

>> No.6673001

>>6672990
My favorite gun in the game was the single barrel shotgun but the chaingun is hands down the best if you have the ammo for it. You can put down medium sized enemies quite quickly with it and you can tap snipe with it.

>> No.6673003

Is nu-Shadow Warrior worth the money as a fan of the original game? Despite it being almost 7 years old, the most I've ever played of it was about the first 15 minutes on the free demo, and even then, that was a few years ago and I don't remember anything.

>> No.6673007

>>6673001
I got doom 2 later in my life, so the single barrel was my 'ole faithful'

>> No.6673040

>>6672990
I love the plasma rifle, it's such a beast of a gun.

>> No.6673046

anyone have any good WADs that might help me git gud at slaughter maps? every time i see a bunch of enemies, i just freeze up and die instantly. its hard to get over that feeling of "oh shit what the fuck"

>> No.6673048

>>6673007
I didn't realize how OP the SSG was as a kid so I used the single barrel to "conserve ammo"

>> No.6673053

>>6673046
sunlust will beat you into shape.

>> No.6673081

>>6672346
I already changed the explosions, see >>6670347

>> No.6673085

>>6673046
Plutonia isn't slaughter (short of Map 32, which is a kind of light slaughter), but it will prepare you for some of the conventions which you may see in slaughter.

>> No.6673089

>>6673040
It's a great weapon, especially for all of those new threats introduced in doom2, but the stock model is ugly as sin

>> No.6673098

>>6673048
I only used ssg on monsters that had to bite and when heavier ones were too close to use the rocket launcher. Otherwise, I still default to the standard shotgun. Plus, the spread on it is more controllable. So if you have a window or a small amount of space to hit the enemy the standard shotgun reins supreme imo. Though the ssg is really good dps and damage

>> No.6673109
File: 1.80 MB, 1200x831, 1596258765484.png [View same] [iqdb] [saucenao] [google]
6673109

>>6673089
>but the stock model is ugly as sin

>> No.6673110
File: 11 KB, 128x128, retarded.png [View same] [iqdb] [saucenao] [google]
6673110

what are the references being made for the E1M1 multiverse maps? I feel like most of them are going over my head

>> No.6673217

>>6673053
Isn't Sunlust one of the hardest WADs there is? Most of the levels dont feel like slaughter arenas, but moreso putting slaughter gameplay in tight spaces

>> No.6673245
File: 89 KB, 1000x1000, s-l1000.jpg [View same] [iqdb] [saucenao] [google]
6673245

>>6673109
It is! It's just a giant, bendy tube in a drab beige color. Reminds me of a vacuum tube.

>> No.6673258

Playing the latest version of Club Boom, and you can still get softlocked in the Archvile elevator. I thought you fixed this, Washing Machine Enthusiasts.

>> No.6673262

Plutonia Map 2 is so hard

>> No.6673315

>>6673217
I personally don't think it's fair to call sunlust slaughter. Its said in a derogatory way to disregard the artistic merits of the project. Its fantastic level design that just happens to fill its space with lots of monsters, but they're all perfectly placed.

>> No.6673317

>>6669770
>>6673258

>> No.6673324

>>6673315
Is the term slaughter considered derogatory? I always thought it was just referring to a specific style of gameplay that was more about managing huge crowds of monsters.

>> No.6673334

Holy shit, I think I regret taking the secret exit to Valiant's Map31--Cyberwar 7734. That's a fucking slaughter.

>> No.6673364

>>6669338
>>6669402
Final final version of Caliginous Cauldron, Minimalism & Club Boom. Mostly fixing lighting & texture errors, but I also took the advice in >>6670172 and moved the shotgun, added more ammo on easy, and fixed the double-tagged secret. I also moved the trigger for the chaingunner trap so you can't avoid it by only just touching the rocket launcher.

https://drive.google.com/file/d/1Ls5URiI44teCLSZe6F4UQw2X_1Lms0Tk/view?usp=sharing

>> No.6673368

>>6673324
Generally, yes, but people here tend to use it to refer to sunlust in an unkind dismissive way

>> No.6673370

>>6673364
Did you see this >>6673258

>> No.6673383

what does/vr/ think of Quake Champions: Doom Edition? i am currently playing it with Project: Slipgate wad.

>> No.6673392

>>6672990
Probably helps that a lot of community wads don't shower you with as much shells as the iwads, alongside encounter setups that can make SSG not as viable of a choice.

>> No.6673396

>>6673003
Its very different from the original game. Pretty much the only commonality is the name and Asian theme. But it's a pretty good game nonetheless.

>> No.6673397

i love doom!

>> No.6673404

anyone else on linux not able to compile GZDoom when following the instructions on the wiki?

>> No.6673412

>>6673003
It does a lot of the same things as Doom 4, both the good things and the not so good things. If you liked Doom 4, you would probably like Shadow Warrior 2013, if you didn't like Doom 4, then you probably won't.

There's no special quicktime finishers or enemies being pinatas however, instead there's a strong focus on sword combat, including special moves, as well as spells and dodging. With the magic, it kind of takes a small cue from Shadow Warrior's original development (early alphas dating as far back as at least 1992), where there was gonna be a lot of spellcasting.

>> No.6673413

>>6673404
I've had troubles with it. Distro?

>> No.6673425

>>6673315
Slaughter fans use the term themselves constantly. Get off the indignation train.

>> No.6673426

>>6673413
linux mint but i assume its the same on all ubuntu ones. something about zmusic not being found. the wiki really needs to be updated

>> No.6673427

>>6673046
Scythe MAP24 will help you learn to dodge revenant missiles. You might want to watch some demos first. Use the choke points to funnel them through to make it easier

>> No.6673429

>>6673003
Shadow Warrior 2 was a looter shooter (to me, and many others dismay), so if you don't like Borderlands, then Shadow Warrior 2 will not be very endearing at all to you.
Shadow Warrior 3 will apparently not be a looter shooter, which to me, is a step in the right direction again.

>> No.6673432

>>6673368
I've seen people call Skillsaw wads slaughter in a dismissive way, too. Made even worse by the fact that Skillsaw isn't even known for slaughter maps. He has made some, but you can count all of them on one hand.

>> No.6673441

>>6673425
To be fair, I have seen slaughter fans themselves outright claim that Sunlust isn't a slaughterwad, because only a few maps in it are actually true slaughter.

>> No.6673442

>>6673427
man i fucking suck at this game. when i try maps like this i wonder how people could ever do them

>> No.6673451

>>6673003
>>6673429
First game was meh, second game was a dumpster fire - I got it for free and I still want a refund. I am cautiously optimistic to the third part - it obviously trying to parrot "bing bing wahoo" aspect of NuNuDoom, but if it's not a looter shooter and levels are not procedurally generated, I maybe, MAYBE consider actually buying it on sale. I usually hate those dumb finishers, but from a gameplay trailer it seems like you can only do them on strong enemies to obtain powerful limited-use weapons, and that seems like a good way to implement finishers. Of course, they will still probably fuck it up somehow.

>> No.6673460

>>6673451
As said, if you didn't like Doom 4, you probably wouldn't like the reboot. There's a lot of emphasis on mobility though, with dodges and stuff, and I liked that, together with the sword combat and spellcasting. I think I actually like it better than Doom 4.

>> No.6673479
File: 13 KB, 600x600, PIA00353.jpg [View same] [iqdb] [saucenao] [google]
6673479

>>6673442
Play Base Ganymede. It's a Doom 1 megawad so you won't get any practice fighing revenants, but it's still a lot of fun and one of my favorites. I think it looks great, especially E2M5 and E3M4

>> No.6673489

>>6673442
It's all practice, man, gotta start somewhere.
If you haven't already, check out this curriculum for some good tips on monster tactics:
https://www.youtube.com/watch?v=HJcf0aOwmiA

Also here's a video explaining the BFG9000, in case you're unfamiliar:
https://www.youtube.com/watch?v=_0KBAZkPFmI

>> No.6673493

>>6673442
also watch videos on maps you have trouble with, for example that map24 of scythe. the speedrun videos won't be 100% helpful because for example he skips the boxes of rockets at the start to save time, butyou can still learn the movement patterns on how to dodge stuff by watching

>> No.6673508

>>6672582
No, it's my personal one, it won't fit in 2048.

>> No.6673614

>>6673364
CAULDRON
Was there always 3 PEs for the blue key spawn? I thought it was 2 before. If that's how it's always been I guess it's fine, but if that's a new addition, please delete it. In fact, did you add more enemies in general? If you did, please delete. This time it felt much harder to play this level in one continous run, so I just savescummed instead, whereas before I only saved once per run. Also, the part where the pillar closes off the stairs was so annoying this time, I couldn't run off the edge because of infinitely tall actors all bunched up. It took a long time to make an opening by running back and forth. I do let all the monsters down there infight each other instead of killing them, but still, it wasn't this bad last time I thought.
Before when I played this, I happened to deal with the cyberdemons pretty quickly so I didn't really think about it but this time, having to corner camp the first cyberdemon kind of got on my nerves. Maybe there's a different strat but it seemed like that was the intended strat.
CLUB BOOM
THERE'S A SOFTLOCK ON TOP OF THE ARCHVILE ELEVATOR THAT ANOTHER ANON HAS TOLD YOU ABOUT TWICE, YOU NEED TO FIX THIS, THIS CANNOT BE A FINAL VERSION.
Am I misremembering or was it the case that before, as you played this map, enemies continually spawned in? I liked that element.
MINIMALISM
I'm still of the opinion that this map is really bad. When I said it's flat and needs verticality, I didn't mean to just stick the trees on raised platforms. Honestly I didn't play through this one all the way as I didn't think it seemed different enough to be any good and I just want to playtest someone else's level.
I am confused on a logistic level though. This map has a secret exit? Which map slot does that send us to? Is that how you get to CLUB BOOM? CLUB BOOM is too good to be the secret of a secret level, it deserves to be found and played, whereas this level deserves to be hidden far, far away.

>> No.6673640

>>6673614
Just looked at your first comment again. There's a secret exit in CAULDRON??? Where?

>> No.6673682

>>6673046
Rush is said to be the wad which helps you get into the slaughter gameplay, Scythe maps 21-30 can be a good training too.

>> No.6673726

>>6673640
SEX CAULDRON? I thought they closed that place down!

>> No.6673734

So looking at the guide image,what's the difference between megawads and level packs?
more levels?
why is pirate doom conisdered a level pack when it also has custom sprites and I think some custom shit?

>> No.6673798

>>6673734
idgames defines megawads as mapsets that contain at least 15 maps or more. Though some people have their own definitions. Originally the term was used to refer to mapsets that replaced all 32 levels in Doom 2.

>> No.6673835

>>6673798
I'm telling you, the way the things are going, soon we will have people moving one vertex on Entryway and calling it a megawad.

>> No.6673882

>>6673835
Romero calling his 9 level episode a megawad certainly didn't help.

>> No.6673965

>>6673882
Yea, those used to be called episodes.

>> No.6673991
File: 240 KB, 800x600, SCREENSHOT SUNDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
6673991

AH FUCK GUESS WHO FORGOT ABOUT SATURDAY.
OKAY THAT'S FINE, IT'S SCREENSHOT SUNDAY MOTHERFUCKERS, TIME TO CATCH UP BECAUSE I CERTAINLY NEED TO

>> No.6673997

>>6672601
THE DARK SANCTUARY
I like that you added the chaingunner back in at the beginning. It does seem that the enemies here are taking longer to come through the teleporter though?
Personally I preferred the cacodemon placement being next to the SSG but ultimately your call.
With the platform section, I would prefer you moving the wide platform closer to the ledge. It's not terrible, but I fell off coming back and was again mildly perturbed by this section.
I liked the addition of pinkies in the plasma gun room. By the way, what exactly is it that opens up the plasma gun secret? I can always plan on it happening but I don't know what I'm doing to cause it. It's unclear.
I still miss the cacos in the red room. I'd like at least one. Thanks for raising the cover.
I'm assuming the door that's now in the way of the blue key room is there to incentivize the player to run into the room instead of camping outside of it? This is a bad way of "fixing" it though, all it does is make the door an annoyance that you have to keep re-opening. It's still not really feasible to run right into that room. I don't like playing peekaboo but of course I'm going to do it here. It just makes way more sense, I don't want to rush into that cramped space and lose my precious HP. Make this door stay open.
I don't personally like the new archvile setup by the yellow key. It's doable but now you're forced to run past all the way down to the yellow key to deal with him. I guess it's fine, and I had plenty of cell ammo to just wipe him and the baron out quickly. I simply liked killing the archvile by using the SSG and abusing the tiny sliver of a pillar in that corner along with using the cacodemon to block him. I guessing now though that this wasn't the intended strategy and was just a self-imposed challenge so it's really not a valid criticism.
I didn't need two of the rocket boxes that were in this closet, I was already full up.
Good work, I like this level.

>> No.6674006

>>6673882
I think Romero's reasoning was that he considered the DM arenas in every map as separate levels. Still doesn't make him correct, though.

>> No.6674014
File: 2.85 MB, 534x406, beheadquarters again].webm [View same] [iqdb] [saucenao] [google]
6674014

>>6673991
The map is practically ready, so here's webm of the empty architecture I guess.

>> No.6674037
File: 2.83 MB, 720x360, PINATA BEAM DEPLOYED.webm [View same] [iqdb] [saucenao] [google]
6674037

>>6673991
I started work on the altfire for this weapon.
The plan is you shoot dudes with the primary fire, build up a meter, and then use altfire to shoot a laser that drops goodies on hit, you get less stuff at longer ranges so you'll want to get up close and shoot monsters in the face to get the most out of it.

>> No.6674061 [SPOILER] 
File: 437 KB, 1280x720, 1596361597932.png [View same] [iqdb] [saucenao] [google]
6674061

>>6673991
GzDoom is still just for glamor shots, I'm playtesting in PrBoom+
Also the framerate tanks like a bitch when I shine a flashlight around this area, so overall I'd suggest to maybe NOT play the final version of this map with GzDoom mods which give some enemies flashlights and stuff. Framerate is fine otherwise, just as well in PrBoom+

>> No.6674065

>>6673364
>>6669338
>>6669402

Final final final version (fingers crossed).

https://drive.google.com/file/d/1Ls5URiI44teCLSZe6F4UQw2X_1Lms0Tk/view?usp=sharing

>>6673370
>>6673614
In fairness, it's a completely different softlock... but it's fixed now as well. And no, the enemy count is the same it's always been.

>>6673614
Same number of pain elementals there's always been. There's been some enemy tweaking on easy and medium, but on hard it's the same number of enemies it's always been.

For the first cyberdemon, cornercamping is the most reliable strat if there's still enemies bunching at the bottom. If the bottom is clear, I time my run and drop to the bottom, then climb back up until I have space to strafe left and right while spraying with the plasma.

For secret exit instructions for Minimalism, see >>6670553
I agree Club Boom is the better map, but wouldn't the better map be the better reward?

>>6673640
To find the secret exit in MAP15, get the secret megarmor then run halfway back across the platforms to a newly revealed switch. Press this and the switch that lowered the goggles platform will be revealed as a lift platform. Take the lift and follow the stairs to see a sneak peek of the plasma gun room and a switch. Press the switch to raise one of the pillars in the plasma gun room to reveal the secret exit.

>> No.6674067

>>6674037
from a design standpoint: why scattering items and not directly adding to player?
also large item explosion and no item magnet

>> No.6674083

>>6674067
Direct to the player is too easy. The weapon this was replacing fired a bear trap that was free to use and always came to the back player, giving them cells. So I deemed that dumb and too mindless to use cus there was no risk or real engagement.

I'm not bothering with a magnet because I can't be assed to make a system like that for Zandronum online, I feel like that'd get sketchy in a hurry. On the plus side this means you can support teammates with this too.

>> No.6674084
File: 19 KB, 274x228, 2312121412.jpg [View same] [iqdb] [saucenao] [google]
6674084

>>6674083
>always came to the back player
back to the player*
Jesus christ I can't type tonight. Been staying up too late staring at SLADE.

>> No.6674102
File: 1.95 MB, 1280x720, 2020-08-02 16-58-01.webm [View same] [iqdb] [saucenao] [google]
6674102

>>6673991
SCREW YOUR SCREENSHOT SUNDAY! IT'S BИДEO-BOCКPECEHЬE, CУКИ!

So, groblins finally got their shipment of rocket launchers. I imagine this guy has potential to become a royal pain in the ass. I like that fire plume on the rocket, but I think I need to tinker with its textures, as well as adding a smoke trail to the rockets and some muzzle effects for the launcher. I should also probably give it a backblast, for hilarious friendly fire opportunities. Next I am planning to implement a tank, then I add couple more weapons and enemies (codenames "Conscript" and "Draugr", try to guess what they are gonna be), and then I will draw some textures and start assembling a proper level.

>> No.6674146

BITCH IT'S SUNDAY, FUCK YOUR DOG, WHERE'S MAP30????
Honestly though, I hope you're willing to spend several hours today editing the map as criticisms come out so we can get this thing finished. Also, hopefully other anons can playtest. I'm going camping and won't be around again until Tuesday.

>> No.6674175 [SPOILER] 
File: 602 KB, 1280x720, 1596365463223.png [View same] [iqdb] [saucenao] [google]
6674175

>>6674146
Soon.
Also he's doing fairly well, he's gotten pretty used to the cone, and though he struggled at first with the ear cleaner and medicine, he actually gave in and just let us do it, because his ears are probably really itchy and the rubbing kind of scratches the itch.

>> No.6674195
File: 320 KB, 404x848, revenot.png [View same] [iqdb] [saucenao] [google]
6674195

Something tells me that OCP has ties to the UAC.

>> No.6674204
File: 642 KB, 1920x1080, broken.jpg [View same] [iqdb] [saucenao] [google]
6674204

Is this weapon just fucking worthless or is it a Fresh Supply thing? I used all of its ammo and all of my 200 health and it did fucking nothing to the mother spider. Same with Cheogh. Is the only way to reasonably deal with these enemies the Tesla cannon? I'm on E4M6 and I'm struggling.

>> No.6674209

>>6674204
I don't know if it should be that weak, but I remember it being underwhelming compared to the Tesla Cannon. It's better against the common enemies since it burns them easily while the Tesla Cannon is best saved for the bosses.

>> No.6674217

>>6674204
The Life Leech is just a slightly worse version of the Tesla Cannon. Its secondary fire, however, turns it into a turret, which is pretty useful.

>> No.6674225

>>6674175
Please test in prboom so we don't have a rehash of that drama again (also because there's a lot that could break with fiddly sector mechanics).

>> No.6674254

>>6674225
inb4 he didn't even design in BOOM format

>> No.6674256
File: 122 KB, 1280x720, nazis.jpg [View same] [iqdb] [saucenao] [google]
6674256

Any fitting maps for bratwurst?

>> No.6674278

>>6674204
No, most low to mid tier enemies are very weak to it

>> No.6674279

>>6674256
EBIN 2, probably.

>> No.6674290

>>6674279
EBIN stands for? google brings jackshit

>> No.6674292

>>6674290
Epic 2.

>> No.6674294

>>6674292
Oh that makes sense,many thanks anon

>> No.6674298
File: 197 KB, 1280x720, doom09.png [View same] [iqdb] [saucenao] [google]
6674298

>>6674225
YES I'm testing with PrBoom!

>>6674254
I designed your mom in Boom format.

>> No.6674340

Gonna play Blood coop with my brother (probably with Fresh Supply because I don't understand batch files and whatnot). What are the best settings for balance? Weapons/ammo not respawning seems unfun because you'll both be so scarce on things. But respawning ammo seems too easy, particularly if you can just keep picking up tesla ammo.

>> No.6674425

>>6673046
Scythe map 26 is one of the most regular slaughter maps I've seen, basically a straight up BFG fest

>> No.6674427
File: 939 KB, 1920x1080, c-shock2.jpg [View same] [iqdb] [saucenao] [google]
6674427

I've modified pistol a bit so it now has slightly higher fire rate. Additionally, i've also copied dehacked patch for pinkies directly from valiant. Those pinkies are fast and much more ferocious, thus more capable in infighting and trickier to dispatch with chainsaw or fists
Surely all of this wouldn't count as something like cheating, right? I've just wanted to make things slightly spicier

>>6674204
It helps nicely with health replenishment if utilized against groups of weak enemies. Also, as mentioned, it has turret mode which works pretty well against slow and static singular targets Now, primary fire mode is useless without ammo as i remember

>> No.6674430
File: 212 KB, 1280x720, doom08.png [View same] [iqdb] [saucenao] [google]
6674430

>>6669349
>>6669402
https://files.catbox.moe/c2f21l.wad
Further revisions on:
>Vehement Onslaught
>The Dark Below
>Bleak Cinder
>Forsaken Stockades

Implemented some of the suggestions, crusher should work in Bleak Cinder now. If there's anything more you think should be seriously addressed, I'll listen, I upped the challenge some on The Dark Below to make it fit better along with Bleak Cinder, though I don't feel 100% confident in the changes, so I'd appreciate opinions.

I'll have to crash and sleep for some hours now, then I'll finish up a playable draft of Map 30. I think that even if we're going over time with some of this, we're making some good progress in improving gameplay, and I think that matters.

>> No.6674478

>>6674427
Sounds like you made the chainsaw even more situational and useless.

>> No.6674504
File: 86 KB, 853x480, 1592788345085.jpg [View same] [iqdb] [saucenao] [google]
6674504

I've decided to pistol start sunlust with no saves, it's time to actually git gud at doom.
I've made it all the way to map05 and already when I switch to other wads I can feel that I'm not making as many stupid mistakes as I used to.

>> No.6674510

>>6674504
That's how it works. Sunlust will definitely show no mercy on the later maps so prepare for anguish.

>> No.6674568

>>6674504
>Sunlust
>no saves
You are going to get super frustrated in the later levels if you're doing this blind. Sunlust is absolutely unforgiving, with many encounters, especially later on, requiring a lot of practice to be able to survive in one piece.

>> No.6674594

>>6669892
looks like minecraft bullshit

>> No.6674604

>>6674427
>It helps nicely with health replenishment if utilized against groups of weak enemies.
I think this got patched out at some point and now it's using your health as ammo instead.

>> No.6674624

>>6674594
Bullshit, unlike the Minecraft my project has balls.

>> No.6674675
File: 14 KB, 480x474, 1591392928879.jpg [View same] [iqdb] [saucenao] [google]
6674675

>>6674594
>everthing with simple textures and angular shapes is minecraft

>> No.6674708

Just beat Doom 64. It's fucking KINO.
Gorgeous use of coloured lighting.

What is everyones thoughts on warping in enemies and non obvious secrets behind passable walls?

>> No.6674716

>>6674675
did u play that minecraft mod called wolf and stine? bro it's so epic and anti-cringe! you shoot nazis and trump at the end

>> No.6674720

>>6674594
>pixels and sprites = minecraft
Nice job exposing yourself zoomer

>> No.6674726

>>6674716
Do you ride the short bus?

>> No.6674728

>>6674065
Excellent, Club Boom is now perfect.

>> No.6674763

>>6669892
keep working, anon. Your work has drawn my eye on more than a few threads

>> No.6674773

>>6674504
i wish i had your fortitude. i dont even bother to attempt this because i know its pretty much hopeless for me and i would become frusturated too quickly

>> No.6674782

>>6674504
Godspeed anon, I might do it too but on HMP at first.

>> No.6674787

>>6674504
i cant even beat the first level

>> No.6674835

>>6673991
Can we make Screenshot Sunday a "show what mod and game you are playing" and share it with the group too?
atleast saturday becomes projects and Sunday a free day for people to share some stuff.

>> No.6674904 [DELETED] 

>>6674568
>>6674773
E

>> No.6674943
File: 638 KB, 1800x2386, 72034890.jpg [View same] [iqdb] [saucenao] [google]
6674943

>>6674478
No harm done. After all, sole purpose of chainsaw is to delay switching for much more practical fists
>>6674604
Could be my wrong impression? Zombies seemed to have a higher chance of dropping healing hearts on death and if i am wrong, then life leach indeed appears to be redundant
Blood has impressive arsenal (excluding a couple of little flaws) with likewise overall visual presentation, all of which is sadly in contrast to pretty flawed enemy roster
>>>/wsg/3569323

>> No.6674971

Nobody wants to use your autistic speed running techniques to get through your shitty map, knock it the fuck off.

>> No.6674980

>>6674971
git gud

>> No.6674986

>>6669402
>>6663150
Just making sure the project lead anon gets this one

>> No.6675163

>>6674427
Wtf is that weapon? it looks so asymmetrical and ugly.

>> No.6675212

>>6675163
The pistol from Valiant. I believe it's an edit of a sprite from Marathon.

>> No.6675303

>>6674430
Wasn't possible to trigger the partial invisibility secret sector special in Bleak Cinder, so I moved the special inside the room rather than on the door. Seems like the Dark Below and Vehement Onslaught extend further than the 2048x2048 playable are restriction. Might put these ones in an extra wad so people can still enjoy them outside of the main megawad.

>> No.6675324

would you consider it cheating to put on god mode to learn the layout of a map, before attempting to beat it normally?

>> No.6675348

>>6675324
bruh...

>> No.6675367

>>6675324
yes

>> No.6675372
File: 791 KB, 1920x1080, quakespasm-sdl12 2020-08-01 22-29-56-39.png [View same] [iqdb] [saucenao] [google]
6675372

Are there a hud mods for quake?
I'd like to have an ammo tally that doesn't cover my entire gun.

>> No.6675380

>>6675372
the HUD in your screenshot occupies like less than 10% of the screen.
Pretty sure you can change the opacity of the HUD's background in the options.

>> No.6675393

>>6675324
Watch a walkthrough or a demo instead. Doing that before every level you want to play would be very autistic though.

>> No.6675397

>>6675393
Same level of cheating

>> No.6675405

Is there a way to change the font in intermission screens and dialogue screens to something more readable?

>> No.6675436

>>6675397
Exactly. Just fail miserably and load your last save, or git gud and play the level proper

>> No.6675450

>>6675372
Source ports have heir own alternative HUDs

>> No.6675473

>>6675163
>>6675212
It's from a wad called Stomper, which has some pretty cool weapon sprite replacements in general.

>> No.6675478

>>6675324
Yes
Though some wads deserve it sometimes
At least try to beat it legit and enjoy the surprises before pussying out

>> No.6675501

>>6675436
saving in a level is cheating

>> No.6675510
File: 1.42 MB, 1920x1080, fte.png [View same] [iqdb] [saucenao] [google]
6675510

>>6675372
use fte or joequake for a qw-style hud

>> No.6675525

>>6675372
r_viewmodel_quake 1
also why are you using the outdated version of QS

>> No.6675526

>>6675501
Pressing the fire key in a level is cheating

>> No.6675564

>>6675501
>function built into the game menu is cheating

>> No.6675571

>>6675501
>>6675526
Playing Doom is cheating, real Doomgods open the map in DoomEd and play it out in their heads.

>> No.6675581

>>6675564
I don't think you can say you beat a level legit, if you have to save in the middle and restart from that save when you die

>> No.6675584

Have anyone made a wad in the style of Darkest Dungeon?

>> No.6675626

goddamn that sunlust map Sol is so cool

>> No.6675627

>>6675525
It's 0.93.2, the latest I know of. I use that particular .exe, because it doesn't erase my config file.

>> No.6675641

>>6675581
Here's the thing: nobody gives a fuck about your standard of legitimacy unless they're recording a single-segment demo for speedrunning rather than just playing casually; you beat the level legit when you press the exit switch and see FINISHED without using the built-in cheat codes (IDDQD, IDKFA, etc.) to make it there.

>> No.6675658

>>6675627
-sdl12 uses older mouse input that often jitters like fuck but i guess if it works on your machine that's okay
what do you mean by erase your config file though? no engine should do that. which one? config or autoexec?

>> No.6675664

>>6675584
I have an idea of a TC where you play as party of adventurers and you switch between them in the same way you switch between weapons in first-person shooters.

>> No.6675669

>>6675581
I think you can
What are you gonna do about that

>> No.6675684

>>6675658
config.cfg in id1 folder. It just reverts everything to default.

>> No.6675703
File: 2.47 MB, 640x360, nutted_hard.webm [View same] [iqdb] [saucenao] [google]
6675703

haha God's Cumshot goes BRRRRRRRRRRRRRRRRRRR

>> No.6675704

>>6675684
That's weird. I tried swapping between the two and it resets the game resolution, but it doesn't change my keybinds or anything. You're sure it's wiping the whole thing?

>> No.6675730

>>6675641
it is legit, i guess, but do you really feel like you've beaten a level if you have to restart from the middle of it?

>> No.6675772

>>6675324
If you beat it pistol start no saves then no amount of practice beforehand makes it cheating. """""Beating""""" the level using saves is more like cheating compared to practicing beforehand and completing it pistol start no saves, unless using saves is part of the practice. Obviously you're going to want to just play it blind first and if you struggle with it then inspect it with cheats before resuming attempts.

>> No.6675823

>>6675501
playing with keyboard + mouse is cheating

>> No.6675825

>>6673426
Isn't gzdoom on the repo? Not the bleeding edge version, granted, but a pretty recent one?

>> No.6675834

>>6675825
nope. chocolate doom is but not gzdoom. on the gzdoom website they offer a deb file but that doesnt seem to work after ubuntu 20.04 because of some problem with fluidsynth. and compiling yourself doesnt work because it cant find zmusic.

gzdoom is on flatpak though, and that does work. i would want to compile it myself though

>> No.6675845

I hate Sandy. His maps are coarse, rough, irritating, and they are everywhere.

>> No.6675853
File: 520 KB, 559x414, 1589393412653.png [View same] [iqdb] [saucenao] [google]
6675853

>>6675845
You got filtered by The Sandman's maps, didn't you, pleb?

>> No.6675859

>>6675853
I got tricked *and* trapped!

>> No.6675862

>>6675730
If it's a level that's extremely long (>20 minutes) with tedious/luck-dependent encounters and you have a sensible standard in place for hard-saves (obtaining a key, for example) I would still say so. If I end up enjoying the mapset enough I tend to go back and do it without saves at a later time anyway, as I do generally prefer playing the game that way to keep the tension and excitement up. There's just too much content out there nowadays for me to get frustrated over grinding a map I'm not enjoying rather than moving on to try out content that seem much more enjoyable.

>> No.6675925

Whoa when did this happen

>> No.6675929 [DELETED] 

I want to use crispy doom because apparently GZDoom fucks with monster behavior and that really bugs me
but the music audio in GZDoom is so much better than crispy, I'm conflicted

>> No.6675941

>>6675929
Seems fine with me. Soundfont is a bit different, but no big deal.

>> No.6675974

>>6675823
playing while sober is cheating

>> No.6675980

Is there a Quake equivalent to Chocolate Doom?

>> No.6676004

>>6675862
This
Look at this dude pistolstarting old doom wads and doing it legit until he meets Hydroponics in Icarus AV and just goes fuck it
Check the death reel at the end of the video

>> No.6676007

>>6676004
Forgot the link

https://www.youtube.com/watch?v=nDVguGgYfw8

>> No.6676029

>>6675501
Oh I'm sorry, could you not git gud, and are now being salty because of it?

>> No.6676036

>>6675845
>>6675859
Hell yeah tricks and traps is a favorite in my book

>> No.6676075

>>6675980
chocolate is the one that blurs the image by downscaling from 1200p, right? and keeps vanilla limits? not really then, not in that sense.
tyrquake is one of the more conservative ports and has a sw renderer, or just run plain winquake (unless linux)

>> No.6676121
File: 262 KB, 1440x1080, 1klinescp.png [View same] [iqdb] [saucenao] [google]
6676121

>>6676075
Chocolate Doom is basically how the game looks and plays from the original executable, pic related.

I want to play the original Quake 1 in a similar fashion. Does WinQuake support the music .ogg files that come in the link in the OP?

>> No.6676139
File: 65 KB, 586x511, IMG_20200514_225753.jpg [View same] [iqdb] [saucenao] [google]
6676139

>getting stuck in Hexen
>Hit a switch
>"1/6th of a puzzle solved
>Hit another switch
>"1/6th of another puzzled solved"
>Have a key to a door I've never seen or can't find"

>> No.6676140

>>6675862
if a map is so long that saving is basically a must, it probably is way too long.

>> No.6676145

>>6676121
Damn, WinQuake doesn't even work. Quakespasm-spiked doesn't work for me, either. I can still use Quakespasm, though

>> No.6676169

>>6674504
good luck, anon

i'm doing pistol start, no save eviternity right now. i beat sunlust but by being a savescumming shithead, and still it was harder than the pistol start save-less eviternity

>> No.6676170

>>6676140
Any map that doesn't include a 3 hour taxi ride is too short.

>> No.6676174

>>6675324
removes the fun

getting genuinely owned by surprise traps and feeling true fear... it's an experience best felt on blind runs

>> No.6676182

what FOV does everyone use?

I leave it at default

>> No.6676190

>>6676121
are you after anything specific? quake ports don't really change the behavior of the game.
in terms of looks, you can make quakespasm look like OG dosquake if you unlock 320x240 in the graphics driver and use GL_NEAREST (and turn off lerp etc). but any port with a software renderer would also do.
tyrquake doesn't seem to support ogg, markV does. but you could just mount the CD instead and use whatever.
I can run winquake just fine (win7), but a wrapper like dgVoodoo might help.

>> No.6676198
File: 4 KB, 450x490, z.png [View same] [iqdb] [saucenao] [google]
6676198

>>6676121
also, that screenshot is exactly what I'm talking about. why blur the entire image instead of settling for 1280x1000 (i.e. crisp 4x5 pixels)?

>> No.6676315
File: 295 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
6676315

>>6676190
>are you after anything specific?
I want to play Quake 1 how I remember it from the 90's (specifically software renderer and pixel-y) but without the need for the CD. I will play Arcane Dimensions normally (1920x1080 with OpenGL, ie Quakespasm).
So far Mark V seems like it the best option; I will test it out.

>>6676198
>why blur the entire image
Damn, I never even noticed that until you mentioned it! Here is a screenshot of the Woof source port in 320x200 and it doesn't have that blur. Sadly, Woof does not support the FLAC music files the same way Chocolate/Crispy does ( http://sc55.duke4.net/games.php#doom )
>1280x1000
I'm doing some testing now; so far PrBoom+ doesn't even have that resolution
>inb4 gzdoom
Out of the question since authentic demo recording is a priority

>> No.6676421
File: 147 KB, 900x300, 1574009021494.png [View same] [iqdb] [saucenao] [google]
6676421

2 WEEKS SINCE 2048 DEADLINE

STILL NO WAD RELEASE

>> No.6676453

Sometimes, i wonder if a positive of Doom being misremembered/misrepresented by the public is that something that should have been known could impress some people and make the game more interesting to them
Like, gameplay aspects or some stuff in the sprites that Decino brings up
Because no matter how much can you analyze Doom or make something for it, doesn't reach that level of "solved" like some other games do
Maybe it can but it might take more to reach it

>> No.6676471
File: 130 KB, 616x353, capsule_616x353.jpg [View same] [iqdb] [saucenao] [google]
6676471

Boy, this game fucking stinks.

>> No.6676479

>>6675501
>console commands autist from /v/ came to shitpost here

>> No.6676508

>>6670358
Sunder

>> No.6676510

any good wads that are doom's equivalents of those colorful, meme filled tf2 maps?
like mario kart and harbl hotel or something

>> No.6676531

>>6676479
nah, "no saves or bust" is almost a threadly occurence. some anons just can't cope with the fact that only 0% secret runs are the true way to experience a level and they have wasted hundreds of hours for nothing

>> No.6676559

>>6676198
>>6676315
You can edit the config in chocolate and crispy to remove the blurring by forcing integer scaling or set the resolution you want

>integer_scaling 1
or
>fullscreen_width 1280
>fullscreen_height 1000

>> No.6676572

>>6675501
I think people are misinterpreting this post. It's obviously ok to save in a level when you are practicing it and running through it the first time, like saving before obvious traps. But I wouldn't consider myself to have really beaten a level unless I can run through it without saving. Unless it was ridiculously long I guess.

>> No.6676584
File: 114 KB, 808x808, BbZbHvyCIAA1H5E.jpg [View same] [iqdb] [saucenao] [google]
6676584

is there a more obscure piece of doom merchandise than this?

>> No.6676618

>>6676471
Explain why you think so

>> No.6676623
File: 3.75 MB, 280x302, 1491267483305.gif [View same] [iqdb] [saucenao] [google]
6676623

>>6676198
>>6676559
Wait a sec - the original Doom was 320x200 pixels.

320/200=1.6

1280/1000=1.28

Am I a brainlet that's missing something, or shouldn't it be 1600/1000?

>> No.6676632

>>6675324
Ya know it depends on the map. If you need a walkthru to get thru E1M1 then that is approaching Games Journalist tier, if you need a complete guide on how to get thru Alien Vendetta map20 then, well, I consider that okay. I'm sure there are people who wouldn't be able to beat that map in a blind playthru even with god mode on.

>> No.6676638

Playing Hexen in GZdoom.

Are there any compatibility options I need to change for the authentic Hexen experience?

Also, is there a mod/whatever to fix the 16:9 warrior melee being off?

Also is there mod/whatever for the warrior hammer that makes it that you can use a button to specifically melee and long range seperately? Instead of wasting ammo needlessly by accident?

>> No.6676648

>>6674037
hey kegan, I just want to say thank you for bakanites being a thing. I now have PTSD from Eviternity Map32 in the purple building.

>> No.6676653

>>6676638
>authentic experience
>GZDoom
If you wanted the authentic experience, you wouldn't be playing in GZDoom. Do some internet searched for "Chocolate Hexen" and "Crispy Hexen;" I've never played Hexen so I can't help you any further than that

>> No.6676661

>>6676510
Reelism

>> No.6676671

>>6676653
Im playing on my Nintendo Switch ™ device. GZdoom is the only compatible source port available.

>> No.6676674

>>6676623
original Doom displayed its 320x200 on a 4:3 CRT screen, with non-square pixels
1600x1200 is the closest "perfect" 4:3 integer resolution
1280x1000 is a compromise for 1080p monitors (4% of "unfaithfulness" compared to 1280x960 that's also 4:3)

>> No.6676692

>>6676531
0% saves sounds hard (in sunlust)

gimme my free megaspheres

>> No.6676696
File: 1.14 MB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
6676696

Whenever I open Quakespasm-spiked, the game won't play. If I select New Game, I just get this screen, pic related.

Quakespasm itself works just fine, though. Mark V works but it doesn't play the music (it's in .ogg format though so that might be why)

>> No.6676709
File: 96 KB, 475x258, bonk.png [View same] [iqdb] [saucenao] [google]
6676709

>>6676139

>> No.6676725
File: 104 KB, 256x384, 120%.png [View same] [iqdb] [saucenao] [google]
6676725

on the topic of aspect ratios, Q1 has textures with "oval circles", suggesting that the True Intended Resolution to play it is 1600x1440 and multiples (jk obv)

>>6676696
well, there aren't any errors, so I dunno. never had this problem.
mark v seems to only support mp3, you're right.

>> No.6676740
File: 235 KB, 1280x1024, Untitled0.png [View same] [iqdb] [saucenao] [google]
6676740

>>6676198
>>6676559
>>6676674
Whenever I input custom fullscreen resolutions in Crispy Doom I get pic related. Whenever I set integer_scaling 1, I get some empty space on the sides and bottom of the screen. I'll just play with the default blur; I never noticed it before anyways

>>6676725
Maybe I'm supposed to extract the spiked .zip into an existing Quakespasm folder; I'll try that

>> No.6676752

>>6676740
>Maybe I'm supposed to extract the spiked .zip into an existing Quakespasm folder
no that didn't work

>> No.6676762

>>6676674
Chocolate with integer scaling looks very, very crisp but it's kind of unnatural
Original Doom.exe would never look ultracrisp on any 4:3 90's CRT monitor though
I can see why Chocolate scales smoothly instead of using integers by default and leaving it as a .cfg option
Integer scaling and pixel perfection are modern preferences

>> No.6676769

>>6676740
empty space (letter-/pillar-boxing) is how you'd fit a 4:3 resolution on a widescreen monitor, yes. you do you though.
re:QSS, try typing "map start" into console, does it say anything at all?

>> No.6676770

>>6675303
Vehement Onslaught absolutely is outside the boundary, that much was clear from the start, but where does Dark Below protrude outside the boundaries?

>> No.6676774

>>6675980 I just use WQDOS, I'm not a quake expert but it feels fine.

>> No.6676783
File: 335 KB, 725x638, I appreciate the JP symbol.png [View same] [iqdb] [saucenao] [google]
6676783

>>6676770

>> No.6676792

>>6676783
Ah, well fuck. Does it still count as out of bounds with the empty gap of nothing between the two sections?

>> No.6676805

>>6676740
You are supposed to get empty spaces if you don't want it a little blurry, you can't paint fractions of pixels on a LCD screen and not all resolutions fit integers.

>> No.6676809

>>6676769
> try typing "map start" into console
:DDD IT WORKED! too bad I can't get the original demos to play.

Also, I can't change the frame-rate to 72 in the menus. Changing the game's physics framerate to 72 while keeping the moniter refresh rate at 60 was the whole point of my upgrading to spiked from Quakespasm. I'll look up the appropriate console commands.

>>6676774
I'll try it out. MarkV's WinQuake build has the software renderer that I was looking for, and you can set the screen resolution to 1080, then set the "stretch" to 320xwhatever and it looks BASED

>> No.6676815

>>6676792
I feel like even if the gaps were erased it still wouldn't fit. Not without a lot of editing that is.

>> No.6676817

Fuck DTWID and its inescapable hurt floor pits.

>> No.6676832

>>6676809
(for QSS:)
host_maxfps 360
vid_refreshrate 60

>> No.6676839
File: 55 KB, 1080x997, 1595509668603.jpg [View same] [iqdb] [saucenao] [google]
6676839

I think I have a bigger appreciation for people who make maps for Doom. Tried it myself and making one with interesting/fun gameplay is actually kinda hard

>> No.6676846

>>6676815
I could maybe squeeze it a bit. What's project lead say?

>> No.6676867

>>6676832
TY, Anon. I checked the Mark V and QSS config files, and both already default to vid_refreshrate 60 host_maxfps 72

BTW I already got the nailgun nail fix for id1 and the expansions; some anon posted it months ago.

I'm gonna convert all the .oggs into .mp3; hopefully that fixes the music

>> No.6676919
File: 2.20 MB, 640x360, Phoenix Rod Revamp.webm [View same] [iqdb] [saucenao] [google]
6676919

>>6673991
New Visuals for the Phoenix Rod's charging states and homing projectile, still not sold on the way the ember trail works but I'll figure it out. Just need to make new sprites and animations for the shock combo weapon over the next few days and its finally finished.

>> No.6676940
File: 39 KB, 320x200, Untitled02.png [View same] [iqdb] [saucenao] [google]
6676940

>>6676774
QDOS looks promising. It looks like there is a texture filter applied, though, and all the stuff I see online for now to turn it off seems to only apply to OpenGL ports. I tried taking a screenshot but this is how it turned out. Maybe it has to do with how the game is resizing the screen.

>> No.6676975

>>6676648
I should probably nerf those pieces of shit.

>> No.6677007

>>6676783
For fuck's sake, you had ONE RESTRICTION.

>> No.6677018

>>6676846
Well, I already had a good idea of what was to go in the 33-35 slots, as well as the extra wad, one of them being the Dark Below. It'll probably take too long to fix anyway, and since you're already working on the MAP30, I wouldn't want to put too much on your shoulders.

>> No.6677081

I think I heard in Dwars' Quake source ports video that you need software rendering to get the swirling visuals effect while underwater (or maybe I read that somewhere). The information seems to be out of date, though, because QSS replicates the effect, though perhaps not perfectly (still testing).

Anyway, here are some useful console commands for QSS that I've discovered so far:

GL_TEXTUREMODE 1 = texture filter off
GL_TEXTUREMODE 3 = texture filter on

R_WATERALPHA 1 = Opaque water
R_WATERALPHA (less than 1) = translucent water

R_NOVIS 1 = fixes the translucent water bug for maps that were not designed with translucent water (go to E1M1 and stand on the stairs in the water with translucent water + r_novis off to see what I mean, you can see through walls you shouldn't be able to)

scr_showfps 1 = Show FPS


The full 1080 resolution and the translucent water look great. I'll have to do some testing with software-rendered MarkV / QDOS to see if I like those more.

>> No.6677117

>>6677018
Well fuck. Oh well, I'll get a draft of Map 30 ready.
If you have any small pointers for the other maps, I can fix those too, but I'll focus on this for now.

>> No.6677126

>sleep schedule cranked all the way around so I'm awake at night (mapping) and sleeping at day
Goddamn, I'm really Living After Midnight right now, aren't I?

>> No.6677216

>>6673798
IMO, Megawads being defined as 15 maps or more is far too generous. I don't think it needs to be a strict 30-32 levels, but not a single 15-19 level mapset felt like a Megawad to me.

>> No.6677217

>>6674504
made any progress?

>> No.6677223

>>6677081
vkquake has a swirling underwater effect that looks about the same as the original, whereas QSS (last I checked) has a stretching effect instead, though there might be an option to change this

>> No.6677235

>>6677216
I mean megawad is just what people called it way back in the day, when only the first game was out, and someone made an entire TWO episode replacement, which was absolutely huge at the time, as most bigger projects were like one episode.

I think 15 or higher is fine, because that's still a pretty substantial number of maps. Many people who do megawads on their own also don't quite have an entire 32 maps in them for one project, hence terms like 'megawad fatigue', where the author strived for the full house of maps, but clearly a lot of them end up slapdash and uninspired, and it would have been much better if he just cut out those maps and left it a smaller megawad.

>> No.6677264
File: 406 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
6677264

The Mark V source port is fucking BASED. I have it in 320xwhatever resolution, but it's stretched out to fill out the entire 1080 monitor, so you get the pixelated look without any empty black bars on the sides. I have animation interpolation turned off simply because that's how I remember it looking like back in the day, and using software rendering for the same reason. And I have the HUD set up so that you can still see all the numbers but it doesn't leave any empty brown space.

I would set up my Duke Nukem 3D to try to look like this video:
https://youtu.be/4rSGPiNqbg0
but I think I would miss the FLAC music packs on EDuke too much ( sc55.duke4.net/games.php ). I'll probably test it out sometime

>> No.6677267

>>6677126
Sounds like you've been rockin' to the dawn.

>> No.6677276

>>6677235
I get why it works for Doom 1, as 15 is already edging close to two thirds of the original registered game's 24+3 level count. I just think 15 in the case of Doom 2 is just a bit small to be called "Mega" as its only half the 30+2 count.

>> No.6677341

>>6677264
I tried using Mark V a while back because it seemed like quakespasm with a software renderer, but the sound was completely fucked, then I tried again recently, and now it's playing an entirely different soundtrack from Quake 1's, and I have no idea where the fuck the music is coming from, I'll have to look into it

>> No.6677347

>>6677341
>the sound was completely fucked
There was one time when I started it up that the sound was borked, but I exited it and restarted it and it was fine
>now it's playing an entirely different soundtrack from Quake 1's
What's in the id1/music folder? That Sonic Mayhem thing? I might actually try that out one time. I have it saved in my Quakespasm folder

>> No.6677379

>>6677347
Actually, I decided to check out what the issue was after I made the post, and it's equally stupid and funny.

The music that was playing kept repeating for every level I warped to, and it sounded very familiar, which made me think that there was some mod I had stored somewhere with custom music that was messing things up. I did a fresh install of Mark V, got a clean id1 folder, checked the .ogg tracks to see they were actually Quake 1, and deleted the existing .cfg. The music kept playing, and I didn't know how to fix it, but I wanted to at least know what the song was, so I shazamed it. It was Klaxon Beat from Half-Life.
I left a Half-Life CD in my computer and forgot about it, and Mark V's CD audio option was drawing music from it instead of the Quake .oggs in the id1 folder.
So there's that issue fixed.

The other audio option was that every sound would cut out halfway through, but that seems fixed now as well.

>> No.6677387

>>6677379
Haha, that's a classic thing which you just don't see in newer games.

>> No.6677406

>>6677387
The thing is, I had a day where I was browsing the net for Quake stuff, and I found this person's website with a Mark V package they made with .bat files and mod installation tips for newbies. I downloaded it to see how they set things up for new players, and that's when the music started playing. I assumed that the site owner tampered with it before uploading and forgot to revert it, because Quakespasm or any other port was doing this. This whole time the issue was so easily solved. When I saw Shazam tell me where the song was from, I remembered that GoldSrc is a heavily modified Quake engine, and put two and two together.

>> No.6677412

>>6677379
I had to convert all the .oggs into .mp3 to get them to work in Mark V. For whatever reason, the website I used to convert it didn't convert tracks 5 and 9 so I had to upload those again

>> No.6677436

>>6677406
Doesn't even have anything to do with GoldSrc, a lot of old games like that will plain just play the music tracks which are on whatever CD is in your drive. You could be playing GTA and if you had a Quake disc inserted, it would play that spooky ambient when you were driving.

>> No.6677451

>>6670347
Looking good

>> No.6677479

>>6677264
It might just be me, but I think the weapons look better in software rendering. They give off this shimmering effect that makes them look metallic instead of being flat.

>> No.6677523

>>6677264
bruh, set your gamma to 1, or something reasonable at least. mark v defaults to some retarded value.

>> No.6677584
File: 237 KB, 958x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
6677584

Does anyone know how to level warp in Duke GDX? I'm comparing the FLAC music pack to a MIDI player with the SC-55 soundfont.

The Build GDX fullscreen HUD (top) is superior to that of EDuke's (bottom), but neither port has OPL-emulated music, so I'll probably just stick to EDuke for the FLAC music packs, despite the ugly HUD
>inb4 use the minimized HUD
I invariably fail to use all available ammo, like the freezethrower, when I play without the fullscreen HUD
>inb4 freezethrower sucks
It's a high DPS weapon and allows me to save ammo for other weapons

>>6677523
ahh, much better

>> No.6677619

>>6677584
Nevermind! The newest version of EDuke has OPL-emulation

>> No.6677720
File: 93 KB, 757x592, 1595543080356.png [View same] [iqdb] [saucenao] [google]
6677720

anyone familiar with ion fury's map scene know if there's any good maps yet? Thanks

>> No.6677798

>>6676421
Is anyone even making map updates anymore? Or are we just waiting for the map 30?

>> No.6677832

>>6677798
>>6673614
If people are finding the blocking pillar annoying I can change it so it drops after you collect the yellow key instead of dropping after you lower the yellow key platform.

Aside from that potential change I'm done with my maps, unless there's further bugs I've missed.

>> No.6678092

>>6677007
The other three maps will fit. If I was given extra time, I could probably try squishing it together, but apparently there's no room for it anyway.

>> No.6678095
File: 63 KB, 1280x720, doom10.png [View same] [iqdb] [saucenao] [google]
6678095

>>6673991

>> No.6678128

>>6669402
https://mega.nz/file/mckl1a7L#yb9_30SHsKtOzZl3w1babRe7CsxBla_Ues24DKXg9us
Fixed a bug with the teleporters near the yellow key(were tagged just no teleport location was set)

>> No.6678279

How do I record demos in GZdoom?

>> No.6678291

>>6678279
Does -record command line not work in it?
Regardless, they won't play elsewhere anyway.

>> No.6678296

>>6669402
I made some edits to Arrogance and Contempt. Fixed a missing texture, added some extra decorations. Tried to make monster closets more reliable with teleporter shenanigans, but ended up making things even worse. I have no idea what I am doing wrong.
http://www.mediafire.com/file/gbkwx1k8ojm1ggh/ArroganceEdit04.wad/file

>> No.6678305

>>6678279
You don't

>> No.6678308

>>6678296
What is your problem with closets? I don't feel like playing anything right now, but maybe I can help you figure it out.

>> No.6678309
File: 2.86 MB, 1280x720, 2020-08-03 16-58-38.webm [View same] [iqdb] [saucenao] [google]
6678309

That was surprisingly easy to implement. Don't worry, that's a placeholder model - I'm still thinking about general AFV design and aesthetics for my groblins (I already changed their uniform color to pine green), and 128x128 textures are way too large. Turret code should be easy to implement as well, so I will make an actual model first.

>> No.6678319

>>6678296
I actually took a look at your map and while I see at least one thing wrong with it, I'm not sure what you were actually going for.

>> No.6678325

>>6678308
At first some monsters were getting stuck in the closets, failing to teleport in. Now, I created additional linedefs to teleport them to the opposite side of the closet for them to have another chance to slide past the normal teleporting linedefs. But now the normal teleporting linedefs are consistently skipped by most of the monsters.

>> No.6678330

>>6678325
First of all, your teleporting lines are facing the wrong way. The direction is important. Only coming from the front side will teleport them.

Second, You seem to have multiple destinations on the same-tagged sector, which won't work - only one will be picked. Separate them.

>> No.6678338

>>6678279
recordmap demo.lmp e1m1
don't try saving/loading or shit's gonna desync

>> No.6678358

>>6678305
But when 2048 comes out I wanna record demos then make a giant death supercut

>> No.6678363

>>6678330
Thanks, I'll try to invert them now.

>> No.6678380

>>6678296
>>6678330
Flipped the linedefs and now the closets work, thanks! Three monsters from the very first closet still failed to teleport in, but I just removed them to fix the issue.
http://www.mediafire.com/file/0j125le2bkfz9n1/ArroganceEdit05.wad/file

>> No.6678392

>>6678380
Are you sure default floor and walls are a good pick for outdoors area though?

>> No.6678396

>>6678358
Yeah, and the demos will probably stop working as soon as GZDoom updates, which is often.

>> No.6678402

>>6678392
>>6678380
You could make the outdoors floor into a sky texture or maybe turn it into water and make a sea going far outside the 2048 x 2048 borders, with impassable lines at the 2048 border to ensure nothing can go there.

>> No.6678408

>>6678392
>>6678402
I don't think you can even see the floor outdoors from indoors. But if you can, then making it watery sounds like a nice idea, thanks.

>> No.6678431

>>6676692
oops i meant 0% secrets

>> No.6678430

>>6678279
>>6678358
You can record demos for GzDoom, but they will only work when played in the exact same version they were recorded in.

If you wanna record demos of 2048, and want anyone to ever watch them, then you're just gonna have to PrBoom+. Don't worry, there's a build with fixed mouse turning.
Or if you wanna do mods, record regular video.

>> No.6678447

>>6678279
>>6678358
>GZDoom
>Demos
PrBoom-plus is the best source port for demos.

>> No.6678456

>>6678430
>there's a build with fixed mouse turning
which one is that

>> No.6678461

Oh. Chocolate Doom branch with Boom support, I guess.
https://github.com/drfrag666/RUDE

>> No.6678465

>>6678456
>>6657301

>> No.6678606

>>6678430
>there's a build with fixed mouse turning
which one is that

>> No.6678704

>>6678606
NIGGER, LITERALLY THE POST ABOVE YOURS

>> No.6678756

>>6678279
For ANY source port, the parameters are the same.

With that said, you still want to record demos for a BOOM-COMPATIBLE megawad using BOOM, or else you're a FAG

This video will explain everything https://youtu.be/L6s7I_BlmjY

>> No.6678850

>>6678296
I haven't played this update yet, but the last one had three cyberdemons in the map and it got really annoying to play. I honestly preferred older versions of your map.

>> No.6678903

>>6677379
>HL1 music in Quake 1
Given certain tracks, that would actually be pretty fun, albeit totally unfitting with Quake 1's aesthetics. Adrenaline Horror and Diabolical Adrenaline Guitar in particular would be fun to have playing during a circle strafing fight with zombies, shamblers and shit, especially if it were worked in to somehow play in segments of levels a la Serious Sam or NuDoom.

>> No.6678936

>>6678756
For literate anons.
https://doomwiki.org/wiki/Demo#Custom_demos

>> No.6678978

>>6677584
the old DNSCOTTY cheat doesn't work in GDX?

>> No.6679027

>>6678978
Just use the console.

>> No.6679041

>>6678850
It doesn't feel too tedious to me. I've received complaints about the map not being action packed enough in the past, so another anon added a whole lot of monsters, including those cyberdemons. At first I thought that that's too much, but after playing through the map I found that the BFG makes it not only bearable, but even enjoyable. But I get your point.

>> No.6679047
File: 21 KB, 183x170, alphabet-dancing-N.gif [View same] [iqdb] [saucenao] [google]
6679047

>>6679027
Fuck yo console.

>> No.6679054

>>6679047
No, fuck you. Stop using source ports.

>> No.6679107

>>6679054
I don't.

>> No.6679153

>>6672964
Fresh Supply is good, but not demo-perfect. It's a shame, a little more time and it could've been the go-to.

>> No.6679170

>>6679054
To be honest if you're playing on anything that can't run the vanilla EXE natively you're doing it wrong.

>> No.6679252

>>6678756
>>6678430
I want to record my playthroughs of 2048 and then maybe use the footage to learn video editing software. I think it could be fun. Maybe make a big supercut of all my deaths or something. I have no capture card or anything.

Do demos record only until you die? Do I have to repeat the console command after every death? Or does it go until you beat the level?

>> No.6679278

>>6679252
It goes on until you quit the game, so you could even record multiple levels if you wanted to, it doesn't stop when you die too.

>> No.6679307

>>6673081
Ah sorry, looks better.

>> No.6679313

>>6679278
Neat.

>> No.6679320

>>6676471
No u

>> No.6679337

>>6676783
>>6676770
Dude what the fuck, you never checked? You just thought you'd wing it? No, the empty space doesn't anything, the rules were BOOM and fit inside a 2048 space

>> No.6679360
File: 187 KB, 640x640, picard.jpg [View same] [iqdb] [saucenao] [google]
6679360

>>6676471
Report to the bridge for some beatings, commander.

>> No.6679395

>>6677720
can't have decent maps or a decent community if the game itself is dogshit

>> No.6679421

>>6679395
[citation needed]

>> No.6679427

>>6679421
play the fucking game maybe?
retard

>> No.6679467

>>6679427
Doing that since release, completed three 100% runs on Ultra Viscera

>> No.6679479

>>6679467
>UV
what a fucking pussy lmao

>> No.6679486

>>6679479
UV really is crap when compared to the highest difficulty, whatever it was called.

>> No.6679583

>>6679421
>what if duke3d but all enemies are hitscanners

>> No.6679606

>>6679583
also
>dips to 30 fps on a monstrous setup because there's an open area

>> No.6679617

>>6679583
Duke 3D already relies too much on hitscanners and shooting first desu

>> No.6679619

>>6679486
I play doom exclusively in a private made mod where your starting run speed is half of its default, where nightmarefast is true and the fastmonsters flag is in the only skill it provides. Where monsters hit three times as hard and move around the map before they see you on their own with a few extra abilities for a handful of them. Some of their behavior even causes them to break firing and move. You could have an imp fire three fireballs back to back at a third of the frame time for the animations and then suddenly move to the right on its own.

A deaf monster could creep up on you even though it was never alerted by you. Archviles have a chance of self-resurrection and pain elementals have an attack based off of the death animation of imp balls with a ripper tag and acts as a flame thrower. So when I get cheap traps, it's a struggle.

>> No.6679621

>>6679617
difference being pigcops and lizard troopers can't kill you in 2 secs from actoss the map

>> No.6679634

>>6679619
Wrong game but ok.

>> No.6679636

>>6679634
I just saw UV and assumed ultra violence.

>> No.6679643

>>6672964
nBlood is currently the worst of the three but the most promising for the future, it's native code, it's being used in Raze and attracting some great community developers, it'll eventually get there to demo-perfect
Fresh Supply might be the best and easiest right now but it's not being updated anymore
BloodGDX is already as good as Fresh Supply and being currently developed, but it depends very much on one guy and it uses java

>> No.6679650

>>6679619
Imagine actually doing this. Faggot.

>> No.6679665

>>6679650
Makes the game fun because the way it is normally is boring as fuck.

>> No.6679670

>>6679650
And there's much more to my mod than that. The rpg aspects of it are persistent and everything is itemized. There are enough custom maps in my mod connected by hub maps I create myself that I still have over 60 user maps to complete and my current character is clocked in at 140+ hours. Console variables really allow rpgs to be made.

>> No.6679674

>>6679337
That's how it goes sometimes.

>>6679617
No it doesn't, git gud.

>> No.6679693

>>6679617
In Ion Fury the hitscanners barely have any damage dropoff at range, so a hardly-visible enemy on the other side of the map can tank your health in seconds. Duke3D hitscanners were tough, but deaths never felt like bullshit.

>> No.6679702
File: 28 KB, 600x260, drpg.jpg [View same] [iqdb] [saucenao] [google]
6679702

>>6679670
RPG features do make megawad playthroughs more interesting. Until some superpowered instakill hitscanner shows up. Used to mess around with pic related a whole lot.

>> No.6679710

>>6679702
Well, I do touch everything I put into it. There is no such thing in my mod.

>> No.6679712

>>6679395
Why would you say that? It's easily my game of the year 2019.

>> No.6679717

>>6679693
I haven't played Ion Fury, but Duke Nukem 3D gives you plenty of ammunition and high powered ordnance to deal with enemies, and you can actually strafe the fire of shotguns and machineguns pointed at you, like a pig's aim will actually lag behind you and not trace you perfectly.

I really don't think the hitscanners are unfair at all in DN3D.

>> No.6679718

>>6679643
>BloodGDX is already as good as Fresh Supply
It's better since Kaizer fucker up on FS code, even admitting it on twitter, but now he can't fix it due to the legal situation.

>> No.6679719

>>6679712
wrath does the job ten times better

>> No.6679730

No End in Sight is a fun wad, I'd recommend it

>> No.6679741

>>6679719
But it's not indie game of the year 2019.

>> No.6679748

>>6679702
Shoot, often times. If I find a vanilla mega wad, I'll create a new building to house a set of teleporters to each individual map within the hub map in my mod. I also add in items and weapons from realm that I customize myself. The only thing that's lame is like finding the end teleporter and it teleports me on top of the boss brain with barrels killing me or any flavor of cheap traps but I have an item you can carry that can prevent you from losing your experience and equipment from dying. Takes a lot of resource to craft and is incredibly rare to spawn. I only even came up with the idea after a lame death like teleporting into barrels. Because normally you lose half your experience and drop all your equipment with a chance for each item type to be destroyed and stacks get halved. So like if you had 24 medikits on you and it survived the destruction roll you'd end up retrieving 12 when you run back to where you died. It's a bit modular too in that I can load user maps without having to add it to my own mod, but I also use my mod as a map library. All the original doom maps are incorporated into it. You don't even need the original doom wads to play them as everything is in the mod itself. However, if you want to use the modular feature in being able to play user maps outside the mod, you must load it with an the original doom wad the map was made for. Only thing I can't really get working without needing an official id wad. Console variables makes it where new games allow all your rpg developments and equipment to persist and acts to wipe out the save states for each map since everything is under the same hub number. Save file can get over 40 megabytes because of all the maps in the mod lol.

>> No.6679763

>>6679748
This is now the my mod copypasta.

>> No.6679765

>>6679718
FS benefitted from having a team working on it full time and getting paid
GDX is not perfect either
Reverse engineering closed source code is an iterative game of making mistakes and correcting them, all these Blood ports are doing it

>> No.6679775

God, this voodoo sequence is like a real Rube Goldberg machine.

>> No.6679825

>>6679775
that's how you know you're good at voodoo scripting

>> No.6679834

>>6679775
Would you post it for educational purposes?

>> No.6680000

Can anyone please help? I’ve found two folders where oblige stores addons on Linux but it’s not registering any new addons. Anyone know where it’s actually looking for addons on Linux? Arch if it matters

>> No.6680027

What the fuck went so wrong with Quake 2? Is there a level designer I can scapegoat like Sandy? Why is it so boring?

>> No.6680035

>>6669992
There is no predefined W1 fast silent crusher, so you can only make a trigger like that with generalized actions
Fuck prboom, fucking turd of a sourceport, shitty controls and shitty soundfont

>> No.6680041

>>6680027
Quake 2 for its time was good. And the sound track is pretty B/A. You can utilize it for other games. Even goes well with doom.

>> No.6680053

>>6680041
I don't know about that. It had the "WOW, 3D" factor but other than that it sucked.

>> No.6680064

>>6680027
I never had a problem with the new setting or the maps, but weapons in that game feel so unsatisfying to use for some reason.

>> No.6680113

>>6680000
Fixed it, it looks for addons in /usr/share/oblige/addons/obaddon.pk3

>> No.6680215

>>6680064
I blame the lack of streaky bullet trails. In 2d games you can get away with it but with a 3d game bullets needs tracers to feel more impactful.

>> No.6680221

>>6680053
I remember enjoying it. But I don't think early 3D efforts aged well. There's more longevity in pixels than in polygons.

>> No.6680326

>>6680215
>>6680064
The guns have no muzzle flashes, that's a pretty big factor.

>> No.6680568

>>6680326
It's all so wonky. The SSG looks like a double cannon but if feels SO weak.

>> No.6680589

Yo I just got quake spasm running and finished episode one
It feels much more lived in compared to doom
I can't wait to do more tomorrow!

>> No.6680692

>>6679278
Demo recording basically never ends until you exit the game, at least that's how it is in Doom 1. I've never beaten map30 in Doom 2 while recording so I dunno how it works there, but in Doom 1, the game keeps recording even once you beat the last level in an episode. You cannot start a new game while demo recording, though, so you are effectively locked in the credits screen. Note that while recording in the original Doom, Chocolate Doom, or Crispy, the demo file will corrupt if you press Escape, so don't do that. You can press escape in PrBoom+ just fine, AFAIK. Interestingly, if you press Pause with any of the ports listed above, the game records your pauses and it will pause and resume demo playback just how you did when recording. PrBoom+ also lets you pause a demo while playing a demo, but you can't do the same in Chocolate or Crispy. PrBoom+ also let's speed up and slow down playback speed, but it can't rewind AFAIK

>> No.6680720

>>6680692
Also, because the demo file corrupts when you press Escape, Chocolate/Crispy/etc. have a hotkey to exit demo recording, Q by default. It's a little inconvenient to set it to Q because sometimes you'll achieve a great run just to accidentally press Q too early

>> No.6680759
File: 416 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
6680759

Any tips on how to bail the Shambler's melee attack? He seems to have multiple melee attacks with different attack speeds

>> No.6680764

>>6680759
bait*

>> No.6680771

>>6676139
Only time I had much trouble was in hub 3

>> No.6680775

>>6675703
noice

>> No.6680782

>>6676584
>the forgotten sons of phobos
cool name for mod or something

>> No.6680801

>>6676638
for the 16:9 Hexen thing i use Wideid.wad
https://forum.zdoom.org/viewtopic.php?f=19&t=37623

>> No.6680849

>>6680113
Have you tried generating a wad using obaddon?
I don't know if it's being updated but there used to be a Linux bug where it would always crash
If you find that you need to unzip obaddon then zip it again without compression

>> No.6680972

>>6680759
He has the overhead smash which is very slow, and then he has the two swipes which are a bit faster, but not lethally so. Make sure to close the distance by quickly running from behind a corner, if you just beeline from a distance then he'll zap you. When his melee animation plays, immediately step back, and then run back up before he finishes it, this way he'll try doing melee again. If you're too far away when he finishes the animation, he'll use lightning.

>> No.6681035

>>6669338
Final version of The Wretched Scythe Hole, for 2048 Units of /vr/. It's mostly minor things changed. Changed a few ammo pickups per the suggestion of the kind anon who played all the maps submitted. Thanks, anon!

https://files.catbox.moe/xi7g0o.wad

>> No.6681106

Does strafe-running increase movement speed in Quake similar to Doom and Duke 3D?

>> No.6681129
File: 100 KB, 429x341, mds.png [View same] [iqdb] [saucenao] [google]
6681129

>>6680782
>Twin Bruisers / Phobos Integral
>Sons of Deimos / Mars Substance
>Spider Eater / Hell Subsistence
>Guns of the Cyberdemon / Romero's Basement

>> No.6681157

>>6681035
I thought the Archvile would have been more impactful if it spawned behind you instead of with the Revenants. It spent so much time trying to revive all of the corpses that it didn't even fight back as I rocketed it to death.

>> No.6681160

>>6681106
no, but you can airturn instead

>> No.6681171

>>6681035
>>6681157
I should have been more clear. Behind you after leaving that area with all of the enemies.

>> No.6681187
File: 2.24 MB, 1280x720, 2020-08-04 06-10-39.webm [View same] [iqdb] [saucenao] [google]
6681187

This tank came out great, and I expect to get a lot of mileage out of it by putting different turrets on its chassis.

>> No.6681196

>>6681187
that's pretty cool, good jorb

>> No.6681210
File: 63 KB, 640x480, mirror.jpg [View same] [iqdb] [saucenao] [google]
6681210

>>6676725
Q1 has a lot of 'oval circles' and all the humanoid enemies look squat as fuck, but there's lots of regular square textures too. It's kind of weird that none of the ports keep the vertical stretching that most people played at Back In The Day, but I guess the environment being a mix of stretched and square means it makes more sense to just display everything 1:1 and deal with the squashed circles and HUD.

>> No.6681212

>>6681187
Make a pissed off commander or driver pop out of one of the the hatches after too much missing. CRITICAL HIT!

>> No.6681215

>>6681160
:( I am a Quakelet, and I can't into bunnyhopping yet. At least I know I don't need to strafe-run anymore

>>6681187
Very cool. What kind of turrets? Obviously a tank cannon with a coaxial MG, and a quad-MG AA gun. I don't think they make anti-personnel MG tanks or flamethrower tanks anymore. Maybe a missile launcher, but I think those are on wheeled vehicles for AA and anti-tank roles

>> No.6681304

>>6681215
Eh, realism is no concern, since it's a fantasy world with roughly Cold War-era technologies. I'm thinking autocannon, have some interesting ideas for Gatling gun, maybe an MLRS with really inaccurate rockets (possibly as Calliope-style attachment to regular turret), missiles. As for flamethrowers, I am planning on adding another faction somewhere in the future that specializes on fire-based weapons (while current faction is mostly generic, but leaning towards DAKKA). Also the turrets will be used as standalone defense installations.

>> No.6681381
File: 91 KB, 1600x1440, 10x9.png [View same] [iqdb] [saucenao] [google]
6681381

>>6681210
>the vertical stretching that most people played at Back In The Day
nah, that's not it. Q1 supported 320x240 out of the box.
but if you run it in 320x200, it actually squeezes it more (so that it gets stretched back to 240p equivalent when projected on a 4:3 display).
here's a test: there's an oval window right at the start of e4m3. take a screenshot in 200p and 240p, and stretch the 200p one 120% vertically. measure the window's dimensions - it won't be round. then stretch either of the 240p shots - now it's round.

>> No.6681401
File: 2.77 MB, 3257x3443, girth.jpg [View same] [iqdb] [saucenao] [google]
6681401

bonus autism

>> No.6681518

>>6681381
absolutely wack

>>6681401
absolutely renaissancian

>> No.6681550

>>6681381
God, Quake's textures are so fucking gorgeous.

>> No.6681552

Someone bake a new thread btw

>> No.6681667
File: 429 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
6681667

>>6680972
GET SOME

>> No.6681673

>>6681667
Axe him if he's okay.

>> No.6681678
File: 71 KB, 564x429, when you run out of ammo in quake.jpg [View same] [iqdb] [saucenao] [google]
6681678

>>6681673

>> No.6681695
File: 409 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
6681695

>>6681678
This level pisses me off. I'm doing shotgun-starts and I always run out of ammo early on and have to run past monsters while getting chainsawed and sworded. I failed to bait this guy's attacks and walked directly into every one of his swipes

>> No.6681698

>>6681695
You're gonna have fun when you get to Episode 4.

>> No.6681801

>>6681187
Is this GZDoom? The Tank has really smooth movement I don't think I've seen many models work that nicely

>> No.6681842

I'm baking a new bread, sit tight.

>> No.6681886

NEW THREAD

>>6681881
>>6681881
>>6681881

NEW THREAD