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6927135 No.6927135 [Reply] [Original]

DOOM THREAD / 90s FPS THREAD - Last thread >>6919018

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s 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.6927137
File: 2.16 MB, 1010x1269, Call of Duty (2003).png [View same] [iqdb] [saucenao] [google]
6927137

=== CURRENT PROJECT ===
450ml of /vr/ (for Blood)
Deadline: November 10th
Rules: >>6902484
MAPEDIT: https://archive.org/details/BloodMapedit
Discord: https://discord.gg/NfFP9Pu


=== NEWS ===
[9-26] Arcane Dimensions 1.8 to include monster randomizer for vanilla
https://twitter.com/SimsOCallaghan/status/1308441372895178758

[9-24] Sigma-X demo released
https://www.doomworld.com/forum/topic/113488-sigma-x-5-maps-demo-version-is-out/

[9-23] Aleph One 1.3 released
https://github.com/Aleph-One-Marathon/alephone/releases/tag/release-20200830

[9-22] UT patch v469a released
https://github.com/OldUnreal/UnrealTournamentPatches/releases/tag/v469a

[9-22] Supplice is going standalone
https://www.doomworld.com/forum/post/2191397

[9-22] REKKR released for Bethesda ports (marking the first TC for them)
https://slayersclub.bethesda.net/en/article/6DwHg8z3MyajHvx0rVmsEi

[9-21] Microsoft acquires Zenimax (including Bethesda & id)
https://news.xbox.com/en-us/2020/09/21/welcoming-bethesda-to-the-xbox-family/

[9-21] Woof! 2.3.0 released
https://github.com/fabiangreffrath/woof/releases/

[9-21] Doom II: 25 Years on Earth: One Year Late edition has been uploaded to idgames
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/ph_25yoe

[9-21] New Arcane Dimensions version teased.
https://twitter.com/BafuBal/status/1307445748401876992

[9-20] Demo for Ashes: Afterglow is out.
https://forum.zdoom.org/viewtopic.php?f=19&t=69612

[9-19] (Saturn homebrew) HELLSLAVE SAGE 2020
https://sonicfangameshq.com/forums/showcase/hellslave-project-z-treme.724/

[9-18]Widescreen resources from the Unity ports officially released
https://slayersclub.bethesda.net/en/article/3cq6YIMrlRw6Yqt9uiDGFb

[9-17] Anon is working on a street judge mod:
>>6886250
https://www.dropbox.com/s/3umgt25rd9d3r6j/MEG-1.pk3?dl=0

[9-16] Quake 1 Remastered Soundtrack out on vinyl
https://store-uk.nin.com/products/quake-vinyl

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6927142

Quake Live suxx

>> No.6927152
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
6927152

JUST BECAUSE IT'S A NEW THREAD DOESN'T MEAN YOU'RE OFF THE HOOK FUCKERS

>> No.6927189

>>6927137
>marking the first TC for them
What other TCs are dehacked only?
Batman Doom, but they obv can't do that...

>> No.6927191
File: 3.61 MB, 2560x1440, quacker2.png [View same] [iqdb] [saucenao] [google]
6927191

>>6927152
Working on a new room now.

>> No.6927195
File: 1004 KB, 1444x1079, doomovermeg1.jpg [View same] [iqdb] [saucenao] [google]
6927195

>>6927152
Alright so I'll continue with procrastinating instead of working on the maps.
First placeholder for the title page while I am working things out. I don't even know what to call the mod yet.
>Doom over Meg-1
>Judge Doom
>Doom Mania (after Block Mania)
>Judge Dredd and the Doomed Earth

>> No.6927202

2048 units of /vr/ lead anon:

i just played around in peanut gallery and noticed there's still a missing texture under one of the blue tapestries in that central main area, the one with the reveants on spires, arachnotron's up the stairs, etc.

(it's been there for a few versions)

>> No.6927250

https://twitter.com/DrPyspy/status/1309671593891643393

>> No.6927256

>>6927195
Droom.
Dreedoom.

>> No.6927268

>>6927189
FreeDoom and Chex may be considered one, others are using copyright material, maybe Chex too IDK how they view that one.

>> No.6927272

>>6927116
Make it high tech greece. Always wondered how their style would look if coupled with some cyber/steam punk.

>> No.6927276
File: 33 KB, 600x700, Ei2dM03WkAAlWLq.jpg [View same] [iqdb] [saucenao] [google]
6927276

My uncle works at idtendosoft and he massively leaked new Quake's cover art to me

>> No.6927286
File: 39 KB, 604x402, 1557585062685.jpg [View same] [iqdb] [saucenao] [google]
6927286

>>6927276

>> No.6927287
File: 308 KB, 1080x1206, Screenshot_20200926-153345_Brave.jpg [View same] [iqdb] [saucenao] [google]
6927287

Dude .vag files!

>> No.6927292
File: 299 KB, 488x456, qlogo.png [View same] [iqdb] [saucenao] [google]
6927292

>>6927276
Oh how wrong you are.

>> No.6927294

>>6927195
Dredd on earth

>> No.6927309

>>6927272
Nice and not that often done. One episode of my FPS is set in a stereotypical Greco-Roman world, but I'm still so far from tackling that, nothing but some placeholder textures exist.

>> No.6927313
File: 42 KB, 500x368, beavis-and-butt-head.jpg [View same] [iqdb] [saucenao] [google]
6927313

>>6927287

>> No.6927315 [DELETED] 

>>6927135
Fuck off to /vg/ doomcuck.

>> No.6927330
File: 180 KB, 800x600, New Help Screen3.png [View same] [iqdb] [saucenao] [google]
6927330

>>6927152
More help screens
I know they're not great, but at least they're more readable than my old ones

>> No.6927375
File: 1.01 MB, 1920x1080, q2_0007.jpg [View same] [iqdb] [saucenao] [google]
6927375

>>6927050
Link your posts in the OP, its easier to keep a track.
also i want to see this 40k game fully ripped off and not worked out in Q1 and Q2

>>6927152
maybe updating and releasing this after my neck and sanity decides agrees with me again

>> No.6927390

>>6927202
excellent work btw, there were lots of tweaks to random maps since the early versions and in many cases i'm pretty sure it was you?

>> No.6927401

>>6927191
Quakewulf could you check with Yamagii about adding 3rd person option and if not custom DLL support?
That old Ai mod needs some love

>> No.6927405

>>6927330
what is this for? looks awesome

>> No.6927424
File: 31 KB, 500x261, corvus dwi.jpg [View same] [iqdb] [saucenao] [google]
6927424

>>6927330
Ooh, acrobatic Corvus like in Heretic 2?

>> No.6927439

>>6927424
>Microsoft to buy Hexen and Heretic from Activision
Sequel never.

>> No.6927449
File: 936 KB, 1080x1080, kell.png [View same] [iqdb] [saucenao] [google]
6927449

>>6927375
it'll be OP-worthy when/if we figure it out.

fwiw though, here's the python code I decompiled the resource archive with: https://pastebin.com/dN27B4D1

>> No.6927471 [DELETED] 
File: 533 KB, 914x768, 1601155274922.jpg [View same] [iqdb] [saucenao] [google]
6927471

Remember when Carmack was Elon Musk before Musk?

>> No.6927476

>>6927405
>>6927424
Heretical Doom, and yeah, I took a page from Heretic 2 with his acrobatic abilities, because polevaulting is fun as fuck.

>> No.6927494

>>6927202
Mind taking a screenshot?

>> No.6927514

>>6927268
Chex and freedoom are different iwads, not dependent on a dehacked patch. Freedoom would work fine, but chex uses a different exe iirc. Wouldn't work on Ids port.
But they are closer to tcs than independent games I spose.
Hacx

>> No.6927527

So I played Serious sam and I really didnt enjoy it all that much.
Not super into the setting and the lack of cohension when it comes to the visuals.

So what are some alternatives when you want to kill a bazillion enemies but dont care much for BFG spam?

>> No.6927530

So what are some upcoming projects y'all are looking forward to?

>> No.6927531

>>6927471

Difference is that Carmack is a hard motherfucker who tried to steal school computers with Thermite, and can also write good code while being autistic.

Elon is a moron who coasted off his parents Emerald aparteid money for most of his life, even when he was broke that was always a cushion for him, he's an autist, and his code was shitty enough to need complete overhaul by other people.

>> No.6927539

what are the most abstract enemies in a doom mod?
by both gameplay and design

>> No.6927540

>>6927527
Any slaughterwad with Guncaster Vindicated, or Trailblazer

>>6927530
SUPPLICE
Elementalism
Arcane Dimensions 1.8
New REKKR episode
New Death Wish episode

>> No.6927559

>>6927540
eh pillow mods are un but too OP, dakka is also good but not really my cup of tea

>> No.6927583

>>6927527
eweps is traditional slaughterwad fun

>> No.6927586

>>6927471
>>6927531

yeah i'm not one of these super carmack fanboys, but the guy actually does stuff, whereas elon musk is a charismatic but psychopathic businessman.

>> No.6927589

>>6927476
glorious, i just downloaded v1.4 and tried it out on some slaughtermaps, was a lot of fun

keep it up <3

>> No.6927618

>>6927135
>Episode 4, Floor 10
I would corner peak them with the knife and they would get stuck with the running animation if less than half of their body was visible, but you would still be able to hit them with your knife. Really comes in handy if you're trying to pistol start each level.

>> No.6927634
File: 1020 B, 288x56, icons2.png [View same] [iqdb] [saucenao] [google]
6927634

>>6927152
Updated the icons. I am still not quite satisfied with the standard and explosive ones though. Thanks again to the anons who suggested the shield.

>> No.6927637

>>6927634
IMO either make the shadow gray/black or don'ty do it at all
colored shadow makes an icon more painful on the eye than anything

>> No.6927648

>>6927634
>>6927637
disagree with this guy, just increase the contrast of your shadow. the new icons are great, although i'd suggest a little more embellishment on the "shield piercing" one, it looks a little flat compared to the new HE and standard icons

>> No.6927649
File: 808 KB, 1600x1200, Screenshot_Doom_20200927_002305.png [View same] [iqdb] [saucenao] [google]
6927649

>>6927637
Does it look THAT bad? I barely notice it in-game, but maybe my eyes are too bad.

>> No.6927660

>>6927527
not retro

>> No.6927674

>>6927152
>>6927116

>> No.6927675
File: 82 KB, 491x655, egg.jpg [View same] [iqdb] [saucenao] [google]
6927675

You guys restart the entire episode when you die right? If you're not doing 1 life pistol start runs, you're playing wrong.

>> No.6927682
File: 252 KB, 400x400, quake_no_fun.png [View same] [iqdb] [saucenao] [google]
6927682

>>6927675
Shut up autist

>> No.6927685

>>6927675
I restart the entire game.

>> No.6927692

>>6927135
Wolf3D always puts a smile on my face when I see it. Nostalgia overload.

>> No.6927693

>>6927675
I reinstall my OS

>> No.6927694

>>6927675
I format c:

>> No.6927697

>>6927675
nice bait

go play magnolia and sunlust on 1 life

tell me how it goes

>> No.6927705

So lemme get this straight.

Vanilla vs GZDoom even in strict mode:
-different damage calculations since vanilla Doom relies on a pseudo RNG table
-different physics like floating enemies behaving like imps in heretic for GZDoom or something
-infinite height can actually be an advantage since caco clouds cant go over a demon congestion
-something about props blocking projectiles or not at all I dont remember


Something else Im missing? Is that reason enough to go vanilla when playing without mods?

>> No.6927710

>>6927675
>Not playing Doom on hardware from 1993
You are not welcome here casual scrub

>> No.6927712

>>6927685
i actually kill myself irl and reincarnate when i die in a game

>> No.6927721

>>6927705
uhhhhhhhhhhhhhhhhhhh

infinite height makes things not only much harder in most maps, but also completely changes maps

many maps use throngs of cacos insidiously with infinite height in mind: they look far above you (and far away in general), but soon you can not move.

desu the main reason i take out cacos quite fast is because of this blocking effect

>> No.6927750

>>6927705
Pretty much. For vanilla style gameplay prboom+ and crispy doom are king. I usually use crispy as my main source port and use prboom+ at 856×480 to play boom mods at crispy resolution. If you play with software renderer, it's pretty close to what I'd imagine a Crispy Boom to look like.

>> No.6927751

>>6927634
Dang these are looking pretty slick
>>6927649
Not to a dick but, man that readied weapon sprite needs work. The profiled view looks great but until you posted that webm I could barely tell what it was

>> No.6927761

>>6927705
Props block projectiles in zdoom but not vanilla. Can be changed in the options though.

>> No.6927769

>>6927705
cacos will lower at mach 3 in vanilla to stay on-screen and in autoaim range when you run at them
it's pretty fun to watch actually

>> No.6927774
File: 9 KB, 488x168, icons.png [View same] [iqdb] [saucenao] [google]
6927774

>>6927649
Colored shadow makes the icon look slightly smudged, as if it is under motion blur effect.

Shadow is supposed to add contrast to the icon to improve visibility. The colored shadow does not provide contrast and acts towards the opposite effec

Here's an example
Top - black line shadow
middle - semitransparent line shadow
Bottom - yours

>> No.6927776
File: 149 KB, 800x600, New Help Screen2.png [View same] [iqdb] [saucenao] [google]
6927776

>>6927152
One last shitty help screen for today. I've made a total of 5 so far, but im still messing around with the others. Its been a long fuckin day.

>> No.6927792

>>6927189
HacX comes to mind

>> No.6927793
File: 930 KB, 1600x1200, Screenshot_Doom_20200927_010809.png [View same] [iqdb] [saucenao] [google]
6927793

>>6927751
First, thanks.

Second, yeah, the sprites are at the top of the todo list. However, I totally suck at spriting. I already posted in the request thread in the ZDoom forum, but I don't think anyone will ever try their hands on this. Maybe in a few years I might have improved enough...

>>6927774
Nice illustration. To me, the middle row looks best. But I already darkened the shadows as per the other anon's suggestion.
Also placed some evidence in the perp's den.

Please note that a lot of stuff at the moment is placeholders so I can try out how things work.

Btw, if somebody has experience with manipulating the StatusScreen class, I'm all ears.

>> No.6927797

>>6927793
the problerm is hue, which is still the same. The darkened version is just back with 132 alpha

>> No.6927809

>>6927776
Reloading is cancer

>> No.6927815

>>6927809
Good thing its not only optional, but there is an entire second character who doesn't use it.
I like it because it gives people more reason to switch weapons frequently, or to use melee. And there's a ton of fuckin melee to use.

>> No.6927824

>>6927797
So should I desaturate the shadow or what?

>> No.6927840

>>6927824

>>6927774
>Colored shadow makes the icon look slightly smudged

So, yes. That'd be better than now.
But what looks best is black or semitransparent black (130-150 alpha)

>> No.6927849

>>6927793
>ZDoom forum, I don't think anyone will ever try their hands on this.

What makes you say that?

>> No.6927851

>>6927840
Gotcha. Thanks.

>> No.6927864

>>6927849
It's three sprites to be doomified and there are enough requets from months ago that aren't as elaborate as mine.

>> No.6927923
File: 297 KB, 413x337, file.png [View same] [iqdb] [saucenao] [google]
6927923

>>6927751
IMO this is one of those cases where it would be beter to use angled sprites.
Maybe rip it from that Dredd vs Death game, and touch it up. Would be much easier.

>> No.6927939

>>6927923
Tbh I never liked that design, also I *really* want the dial frame where you can see the whole thing.
Although someone on the forum actually made sprites of that exact gun in Doom style.

>> No.6927962

>>6927287
lmao nice, what does the format do?

>> No.6927978

>>6927962
It's use the format PSX Doom uses for audio.

>> No.6927985

>>6927195
>>6926216
Make the health meter 5 chain links. All judges have 5 chain links connecting their zip to their badge. Their badge pinned to their heart symbolically. It fits visually with the theme. You could have it show increments of 20%. Each chink lost the chain wears down and shows damage

>> No.6927989

>>6927191
>Q2
>Boxes
No. Please no. No more boxes.

>> No.6927994

>>6927202
For real? Goddammit we just finished a whole pile of fixes.
>1.2 should be the last version
>1.3 should be the last version
I should stop jinxing us like that.

>> No.6927996

>>6927137
>Monster randomizer for vanilla
That's fucking radical. Can a Quakehead tell me if, when that releases, it could be applied to other mods/maps?

>> No.6927997

>>6927985
Damn, that's a pretty cool idea. I will see what I can do about it.

>> No.6927998

>>6927989
All Q1 Industrial and techbase levels are full of boxes

>> No.6928005

>>6927530
31 Days Of /vr/

>> No.6928013

>>6927769
I must have failed to notice this in all my years, can you find any footage?

>> No.6928086

Controversial statement. I think the Mick Gordon soundtracks weren't very memorable. I can hum every song from the first two games, I can't do that for a single nu Doom track. Shame because his Killer Instinct tracks are memorable as fuck.

>> No.6928094

>>6928086
Wow you can hum slightly tweaked Alice in Chains, Metallica and Pantera songs? Cool

>> No.6928114

>>6927202
>>6927994
I can't find what you're talking about, I'm gonna have to ask you for a screenshot.

>>6928086
Pretty much agree, there's not a lot of melody in the Doom 4 tracks. BFG Division sticks with me, and the main theme going after E1M1, mostly because it's the E1M1 beat, but beyond that I can't recall really anything else from there. Granted, I've only played Doom 4 like two times, while I've played classic Doom for most of my life.

And yeah, Mick Gordon's work on Killer Instinct is fantastic, so the impression I get is that ZeniMax were holding him back.

>> No.6928118

>>6928086
I don't think they were meant to be memorable songs, they were meant to be chaotic to suit the gameplay and it works really well.

>> No.6928123

>>6928086
new doom's ost feels restricted because it feels like a reminder that DOOM IS METAL (due to flanderization/marketing) yet it's not the same metal type because of zenimax being assholes
doom always had some different types of music and even mick gordon can produce different types of tracks
even some of the best megawads have non-metal tracks

>> No.6928128

Has there been a mod that replaced the images of Doom backgrounds with the Widepix ones? As far as I know there isn't, and I just made my own that I wanted to share, but I need to know for sure.

>> No.6928130

>>6927530
200 seconds of /vr/

>> No.6928131

Fact: whoever designed the green reptiloids in serious sam needs to be shot

they are worse than fucking VORES

>> No.6928135

>>6928123
Yeah, for as much metal as Doom copied (and a lot of that was traditional heavy metal, which Doom 4 doesn't use at all), there's a lot of other stuff in the soundtrack that gives it a lot of variety and extra character.

Compare to Doom 64, some of the atmospheric tracks are actually pretty good, but a lot of them sound very similar and lack a memorable melody or tune, and as a result it feels too samey at times. That game would have been very well served by some variety in that department.

>> No.6928137

>>6928131
not retro

>> No.6928148

>>6928137
t. Croteam

>> No.6928150

>>6927530
1 year of /vr/

>> No.6928152

>>6928130
What if everyone designs just one room each? And the project lead anon compiles them all into a big ass map?

>> No.6928168

>>6928152
That might be kinda cool, but I Imagine the cohesion and overall progression would be fucked.

>> No.6928179

>>6928148
Are you retarded or what? I don't even like SS.

>> No.6928190

in general, if new doom was a different series, it could still be fun but also be unrecognizable as a vaguely doom inspired series
>no metal ost because see >>6928123 so we might as well have orchestral fantasy/adventure music
>more cutscenes because of the lore focus
>no chainsaw/shotguns because it's a more hyperfuturistic setting when og doom was low tech, with a b-movie like aesthetic
>no "bfg" acronym because only gore and blood can be the mature elements
>no need for guns since the praetor suit might as well be doomguy being samus/iron man
>slayer could easily start off as a demigod instead of originally being an unlucky/tough marine whose face bleed when on low health or had his armor ripped in the cover
>no armor because let's face it: second hp bar renders it boring, just give him 400 hp already
>enemies may improve or worsen, since there wouldn't be iconic doom monsters to base the "doom dance" direction on
>no "hell tech" because of how lore/art direction handles cyberdemons and the general fusion of sci-fi and hell
>no hell at all because besides that being related to the era and media consumed by id, new doom is written so heavily into sci-fi/fantasy elements, we could get aliens, orcs and goblins instead
>no "doom" as the title because despite what you think and the tom cruise movie, doomguy was still "doomed"
doom 3 felt like it was just rewriting the premise to some extent

>> No.6928193

>>6928179
you think I would believe a single word uttered by a croatian?

>> No.6928197

>>6927530
The Hellivator

>> No.6928214

>>6928190
Classic Doom is Hair and Thrash metal, not industrial. Also, several songs were ambient electronic as well. It wasn't just nonstop balls to the wall metal.

>> No.6928218

where to find flopp disk images for wolfenstine3d?

>> No.6928223
File: 169 KB, 640x480, marathon2classic.jpg [View same] [iqdb] [saucenao] [google]
6928223

IdTech1: Maskwalls, rising/falling sectors, teleportation, switches, rotating sectors (Some doors in Hexen)

IdTech2: Moving brushes, switches, teleportation, volume based lighting.

IdTech3: Moving brushes, rotating brushes(?) switches, teleportation, volume based lighting, colored lighting, destructible level geometry.

Marathon engine: 3D floor based water you can submerge in, vacuum levels with low gravity, rising/falling sectors (which can move through water surface) overlapping sectors/impossible geometry, switches.

Chasm: The Rift engine: polyobjects, limb removal, weather effects

Jedi engine: Maskwalls, rising/falling sectors, 3D floors, limited voxels (death star hologram) limited polyobjects (your ship) teleportation, switches.

ROTT engine: 3D floors, trains, elevators (GADs) gas chambers, bounce pads, transparent breakable glass, moving walls, pits, rolling boulders, variable light levels, switches, maskwalls.

BUILD engine: Maskwalls, transparency, breakable glass, destructible walls, earthquakes, rising/falling sectors, slopes, rotating sectors, sliding doors, stretching/growing/shrinking sectors, wave effect, escalators, conveyor belts, drivable vehicles, waypoint trains, scripted explosions, destructible items/textures (glass bottles, TV screens, etc.) breakable lights, physics objects (pool balls) submergable water, teleporters, teleport trick elevators, multi-stop elevators, two-way trains with automatic doors, colored lighting, floor aligned sprites for sprite based bridges and other constructs, transparent water, stacked sectors for true room over room, overlapping sectors/impossible geometry, voxel objects, weather effects

...Were other engines even trying?

>> No.6928229

Do I get a pass for playing Doom with disabled view bob if I say its because I grew up on wheelchairenstein 3D.

>> No.6928240

>>6927530
Ashes episode 2 let's GOOOOO!

>> No.6928245

>>6928223
idTech 1 and 2 teleportation is pretty much the same.
ROTT engine does not have 3D floors, that's a trick.
Also all those features of Build engine were developed some time after other engines

>>6928229
for me wheelchair movement causes mild nausea

>> No.6928273

>>6928223
Lightning on Idtech 3 seems artificial and flat compared to Q2 idtech 2 and the 1st UE.

Also Rott Engine was a Fork of Wolfenstein Engine that turned out nice
Build was made out of Ken's insanity and autistic feud inbetween him and carmack
JEDI was made out of George Lucas Diddling with Doom's engine

marathon was insane because of its texture and spritework being superior due to MAC's shenanigans.
Something that Wolf3d Mac ports took advantage with the updated Artwork and sprites, though Adrian Did only front facing ones

>> No.6928281

>>6928245
>ROTT engine does not have 3D floors, that's a trick.

Everything in 2.5d engines is a trick.

>> No.6928310

>>6928281
And everything in 3D engines is also just trickery and approximation. Who cares.

>> No.6928318

>>6928223
>Jedi Engine: limited polyobjects
You mean models?
>Chasm The Rift: polyobjects
Also models.
>ROTT: elevators
Those are just delayed teleporters.

>> No.6928331

>>6928281
it does not have even remotely 3D floors

>> No.6928351

>>6928331

They function as a second floor above the main one which you can walk around on as though it were solid. Though it does not render a solid floor and depicts it using sprites, it is functionally a 3D floor.

>> No.6928410

Gonna play Duke 3D for the first time (and not buy it legally fuck pitchford). Should I use EDuke32 or Rednukem

>> No.6928417

>>6928410

eDuke32

>> No.6928425
File: 611 KB, 846x471, mortyr.png [View same] [iqdb] [saucenao] [google]
6928425

this is some marphyblack shit

>> No.6928429

>>6928318

By elevators I meant vertically moving GADs

>> No.6928498

I will never play pistol start considering how many wads expect you to fight cacos, hell knights, and even archviles (im looking at you BTSX2) with a single-barrel. That is just so fucking boring.

>> No.6928508

>>6928498
Just get the tougher enemies into an infight or ignore them until you find better weapons.

>> No.6928536
File: 1.04 MB, 1200x842, DI3Jneo9_270118104003lola.jpg [View same] [iqdb] [saucenao] [google]
6928536

>>6927985
>All judges have 5 chain links connecting their zip to their badge. Their badge pinned to their heart symbolically.
I've never heard that. So far as I know Tharg doesn't really send out actual 'model sheets,' and even Ezquerra's own art uses more than five chain links and varies it up by art piece (and if anyone's art was considered the Perfect Dredd, I'd go for either his or Bolland's).

>> No.6928543

>>6928273
Are there any Wolf3D source ports that let you use the Mac visuals?

>> No.6928549

>>6927530
18 Naked Cacos in the Shower at /vr/

>> No.6928552
File: 96 KB, 900x900, caco.jpg [View same] [iqdb] [saucenao] [google]
6928552

>>6928549
are you saying all this time the cacos were clothed?

>> No.6928557

>>6928508
........No.

>> No.6928559

>>6928223
A lot of what you posted for build is the same trick repurposed for a different application.

A shitload of which is covered under the "moving brushes" of idtech 2 and 3. And you didnt even mention the swimable water for it... breakable items (Hexen 2, shitloads of other idtech 2/3 games)...

Duke3D was impressive as fuck on release, but a lot of it is gimmicky, and the stuff that isn't is you getting crushed in a small sector occasionally.

Love Duke 3D, but jesus man.

>> No.6928590

>>6928559

Quake could not even have swinging doors because no rotation. But yes I forgot the submergeable water, my bad. It's still indefensibly barebones, as was IdTech1 before it

>> No.6928596

>>6928498
haha maybe this is why i found btsx boring

though personally for me, basically: doom = infight party

all i do is cause infighting all day

>> No.6928597

>>6928508
Neither of those things apply to archviles.

>> No.6928605

>>6928590
>indefensibly
Thats just silly. Doom and Quake were basically the first of their kind. So of course they didnt have every feature added by later games.

>> No.6928620

>>6928605

They barely had ANY. A little more dev time would have been worth it to give mappers more tools for their toolboxes

>> No.6928621

>>6928425
its still the 40k game?

>> No.6928637

Is this nigga really saying Doom didn't do enough

>> No.6928654
File: 274 KB, 800x600, tlo.png [View same] [iqdb] [saucenao] [google]
6928654

>>6928425
ya think?
>>>/wsg/3633017

>>6928621
same dev and engine

>> No.6928661

>>6928498
desu, non-pistolstart makes no sense to me

if a level designer has no sense of the weapons and ammo a player has at that point in the map, then how can they design encounters?

e.g., if you have a bfg and some ammo left over, you always have this "megabomb" option t o skip whatever encounter, which is pretty lame.

i feel like for maps with careful fight planning, pistolstart is essential

>> No.6928686
File: 133 KB, 831x699, Doom Checklist.png [View same] [iqdb] [saucenao] [google]
6928686

Made a quick little checklist to keep track of games and wads I've completed.

>> No.6928689

>>6928590
You don't seem to be getting what I'm saying. You mention physics objects in the form of pool, but what do you think grenades do when they bounce? Marathon gets a nod for low gravity, when Quake doesn't?

Anyway. This is stupid. They're different games. Duke did all that cool shit 4 years after idtech 1, and Quake was an entirely different type of engine.

>> No.6928693

>>6928661
I see the logic in that, and I noticed that playing my own maps in 2048, as that's how I normally play.

Ultimately though I like the idea of a Doom campaign being a continuous adventure, I also like the Doom 1 episodic structure where you can divide up the game into larger segments like that, in which case it would be much easier to coordinate and develop with continuous play in mind, at least partially.

>> No.6928702
File: 5 KB, 828x493, doomchart.png [View same] [iqdb] [saucenao] [google]
6928702

>>6928686
I made one too but didn't post it. Maybe someone will find it useful

>> No.6928707

>>6928689

I forgot some, I copped to that. Can you admit it was so basic as to severely constrain level designers in terms of the scenarios they could create?

>> No.6928720

>>6928702
I like this. If I ever end up making an individual level chart I might do a layout similar to this one.

>> No.6928721
File: 582 KB, 1280x1280, Gradient_2020_09_27_07_19_22_collage.jpg [View same] [iqdb] [saucenao] [google]
6928721

>> No.6928725

how many months til woof is crispy boom and i can ditch prboom for good? i just want to have fixed blood colors and good mouse control.

>> No.6928734

>>6928725
Hard to say really. It just came out earlier this year. I noticed some really fucky shit with the Eternity demos. I've never seen a demo continuously pause and upause itself before.

>> No.6928736

>>6928498
saveless run >>> pistol start faggotry

>> No.6928740

>>6928498
BTSX from what I've played seems to be built around a continuous playthrough thematically atleast

>> No.6928741

>>6928590
The expansions have rotating brushes.

>> No.6928746

>>6928498
this, yeah brag about skill all you want but killing cyberdemons with a shotgun is the single most boring thing ever imagined and it happens with every wad after map15

>> No.6928749

>>6928736
Why not both?

>> No.6928868

>>6928693
that's fair.

somehow lately i have a pretty fight-oriented perspective on doom, i actually like just treating maps as standalone, and focus on the fights in them.

anyway as long as we have fun...

also, thanks for contributing to 2048. i played through it and really enjoyed it; indeed i re-playedd some maps just today

>> No.6928869

>>6928725
do they plan to add vulkan?

>> No.6928876

>>6928741
Theyre pretty hacky though. They rotate visually, but the actual physical change is accomplished by making a bunch of invisible but solid cubes whose position orbits around the object. Hexen 2 had true rotation (backported from Quake 2 I believe).

>> No.6928890

i'm doing a 100% walkthrough of 2048 maps, I think i found a way to get that supercharge secret from map11.
>Map01-06
https://www.youtube.com/watch?v=ZDwIs5h27_4
>Map07-11
https://www.youtube.com/watch?v=TpeRQE5bE2k

>> No.6928904

Recently got Bloodgdx. Any advice to set it up?

>> No.6928908

>>6928890
aren't you supposed to sr50 from the middle column? anyway i skipped it

>> No.6928940

>>6928908
I made the map and even I wasn't sure if that secret was possible.

>> No.6928948

>>6928940
I thought I had either broken something, or it was some sort of missable secret and you had to time it with the platforms.

>> No.6928951

>>6927530
BTSX E3
TNT2 (Not to be confused with TNTR, which came out in 2017)
Supplice

>> No.6928954

>>6928940
haha

btw that final fight (in the cramped room with megasphere) is amazing. i hope you didn't make it any easier after beta2.

this was one of my favorite 2048 maps, nice work. which others did you make?

>> No.6928959
File: 10 KB, 290x116, 2020-09-27_134803.jpg [View same] [iqdb] [saucenao] [google]
6928959

>> No.6928964
File: 2.46 MB, 2148x2165, 5f636d3106baed48acf8e5c5b08b4225cf194da8.png [View same] [iqdb] [saucenao] [google]
6928964

I love the aesthetics and puzzles / level design of Hexen but damn they really dropped the ball with the enemies / encounter design. Like Doom's enemies all work together so brilliantly with so many possible scenarios, while in Hexen theyre just kind of an obstacle.

>> No.6928981

>>6928131
At least you can shoot their projectiles.

>> No.6929001

>mapper doesnt include any text documentation with their wad
do they WANT their name to be buried under the cruel sands of time for all eternity?

>> No.6929009

>>6928351
If you could stand on Cacodemons in Doom they would not be 3D Floors.

>> No.6929023

>>6927137
2048 /vr/ got a 1.3 posted, but I guess it's about to have a smaller update for a texture fix

>> No.6929028

>>6929023
Yeah, about that, I cannot find the missing texture in Peanut Gallery

>> No.6929041
File: 81 KB, 1265x835, partone.png [View same] [iqdb] [saucenao] [google]
6929041

>>6928686
>>6928702
I did it for keeping track of my best times

>> No.6929076
File: 454 KB, 1196x908, texture.png [View same] [iqdb] [saucenao] [google]
6929076

>>6928114
sorry for my lag, screenshot attached

>> No.6929081

>>6929028
>>6929076
this is v1.2, prboom, complevel 9.

i also reported this in beta2, but gave many suggestions thus easy to miss

thanks for the wonderful work, this is a phenomenal wad

>> No.6929123

>>6928152
>Anon Impact
Not the worst idea desu.

>> No.6929237

>>6928223
Yeah it's almost like time moves in a linear fashion and advancements in software tend to follow suit.

>> No.6929258

>>6927792
I think there were ones for Alien, Evil Dead and Ghostbusters at one point.

>> No.6929263
File: 187 KB, 288x274, file.png [View same] [iqdb] [saucenao] [google]
6929263

>>6928549
OwO

>> No.6929264

>>6929009
frogger but with cacodemons instead of turtles

>> No.6929283
File: 599 KB, 751x900, judge_dredd_the_complete_brian_bolland_by_charliekirchoff-d5quneo.jpg [View same] [iqdb] [saucenao] [google]
6929283

>>6928536
Yeah I actually looked up some art myself
after making this claim and immediately saw I was wrong. It's simply down to the artist. I dunno where I got this from? I think maybe its in my head from a podcast where an artist (bolland?) was saying in a joking manner that it's a hot debate about how many chain links is "right" and that it's 5. I dunno.

5 seems like a decent number though cus then you can represent 20 health each chink.

>> No.6929291

>>6928964
>Doors open up
>30 menotaurs
>Standing waiting for them to drop their shield

Come on game

>> No.6929304

>>6928410
Try them both. They are virtually identical (RedNukem is a fork of EDuke) but they have some minor differences in the options.

Last time I played, EDuke had a bug that caused the level geometry to temporarily dissappear when riding certain lifts and RedNukem didn't have that problem, so I played RedNukem. They both can play the SC-55 music packs ( sc55.duke4.net/games.php ) but RedNukem could also play OPL3 emulation as well IIRC.

I personally prefer DOSBox for the sweet SoundBlaster MIDIs but you need the original DOS executables which you can find here
> https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA
This download contains dozens of games and you probably don't need 'em all but it's worth it just for DOSDuke imo. Run the game using the DOSBox fork that uses integer scaling, DOSBox pixel perfect

>> No.6929312

>>6929291
>menotaurs
>like minotaurs, but female and in constant pms

>> No.6929324
File: 1.13 MB, 2118x1537, 1478924429065.jpg [View same] [iqdb] [saucenao] [google]
6929324

>>6929283
No worries. Brian Bolland and Ron Smith set the 'standard' Dredd that most everyone followed for years but artists have always done their own little variations and even today you've got all sorts of little changes on even the normal street Judge getups, nevermind the wacky uniforms on everything from meat wagon drivers to Accounts Division. It's one of those things I really like, that so long as you've got the scowl, helmet, and badge, there's no mistaking what you're looking at, and there's some unique stuff each artist does even now, like slightly differently-colored shoulderpads or the offset zipper of Ezquerra's uniforms (RIP).

>> No.6929327
File: 553 KB, 1024x1524, 1478924492692.jpg [View same] [iqdb] [saucenao] [google]
6929327

>>6929324
I don't remember how old these images are but they're pretty damn old, given the depicted Dredds don't even reach prog 200 and prog 2200 (twenty two hundred) just came out last week, so I can say for sure there's been a hell of a lot more than fourteen artists who've drawn him in the main series by now and who knows how many in the Megazine.

>> No.6929337

>>6929324
Don't forget the timeless debate, blue or black leather.

>> No.6929343

>>6927530
The new Combined Arms update
Treasure Tech Land
Doom Kar En Tuk
>>6927527
Serious Sam TFE, TSE, and 2 are retro.

>> No.6929345
File: 972 KB, 787x665, file.png [View same] [iqdb] [saucenao] [google]
6929345

>>6929337
I guess blue looks good turning to black in shadowed areas, but I like when they mix it up and even include multiple hues in one panel. Hell, IIRC even Vs. Death did that a bit and it'd make sense for the dye and material to be a bit different at times given how eternally underfunded and overstressed Justice Dept. is. The SJS should absolutely have black leather, though.

>> No.6929346

>>6929343
Shit, 2nd part was meant to reply to
>>6927660

>> No.6929350

>>6927527
there are sam mods that address that

>> No.6929353

>>6928536
>>6929283
I never realized there were clubs in the Judge Dredd universe, doing some reading about them and they're called Daysticks. They're titanium-cored beating sticks and that's fucking cool

>> No.6929364

>>6929353
Yeah, they're beefy club-things. Used to be just beating sticks until a loon with a chainsaw buzzed right through one in a confrontation with the jays, so now they've got titanium cores. I thought the name daystick was just a pun on nightstick (as in, "beating the daylights out of someone"), but apparently the NYPD did actually carry two different types of batons at one point, one during the night- which led the term nightstick into common parlance- and one during the day, which was called a daystick and was actually smaller than the night one. Given the original concept/pilot strip was that MC1 was just future-NYC (which was immediately dropped), it makes sense. No idea how those wacky Brits stumbled on that bit of trivia while writing it forty years ago, though.

>> No.6929365
File: 553 KB, 1080x1114, Screenshot_20200927-111555__01.jpg [View same] [iqdb] [saucenao] [google]
6929365

>>6929353
A big stiff stick is a good plan B

>> No.6929370

>>6929364
That'd actually explain the two different types of clubs I've seen before.

>>6929365
I can confirm from personal experience that a stick is a good plan B or plan A. Stick good.

>> No.6929372

>>6929370
what if stick breaks

>> No.6929373

>>6929372
Then you have two stick.
Stick always wins.

>> No.6929378
File: 139 KB, 383x364, 1494391622671.png [View same] [iqdb] [saucenao] [google]
6929378

>>6929373
holy shit

>> No.6929381
File: 298 KB, 628x356, meg-dredd-628x356.png [View same] [iqdb] [saucenao] [google]
6929381

>>6929372
Boot knife

>> No.6929383

>>6928150
>Get 32 mappers to work on their map for a year to create 32 magnum opuses

Honestly sounds like a recipe to make a top tier instant classic megawad

>> No.6929386

>>6929383
>Everyone procrastinates until 2 days before deadline

>> No.6929397

>>6929383
>>6929386
Well, you have a point, a great megawad if everyone actually does their job that is.

>> No.6929402

>>6927530
shrine 3

>> No.6929453

>>6928746
If I'm not given the right arsenal to kill a cyberdemon I just assume I'm not supposed to kill the cyberdemon and have to get around it. You don't need to go for 100% kills, especially when pistol starting.

>> No.6929459

>>6928686
That seems silly. I have one of those charts for Touhou but Touhou is something where Normal gives me a really hard time after half a decade (with prolonged periods of absence from playing mind you) and Lunatic is impossible for someone like me. I'm not trying to shit on you for playing below UV, if you're new to DOOM then that's fine and it's fine to work your way up until you're comfortable on UV, but I don't think it's really necessary to keep track of it

>> No.6929464
File: 400 KB, 1280x1024, Star_Wars_Jedi_Knight_II_(PC)_12.jpg [View same] [iqdb] [saucenao] [google]
6929464

Has Jedi Knight 2 got the worst gun gameplay of all time?

It's got a trinity of issues that make shooting just awful.

>Guns are all hugely inaccurate
>Guns fire slow projectiles
>Enemies move fast

Combine the three and holy fuck this game feels like ass.

>> No.6929465

>>6927530
Bloom. Nearly 1 year since the last demo

>> No.6929470
File: 275 KB, 685x1160, Gothic_99_MAP01_spawns.png [View same] [iqdb] [saucenao] [google]
6929470

>Want to get into map making
>Look at Gothic 99 for historical reasons
Please tell me how to not make this map

>> No.6929478

>>6929470
Don't go retarded with detail, that's all. If you're new you're not going to do this; honestly it wasn't even a big deal with Gothic99 except for the obvious fact that it slowed computers to a crawl.

>> No.6929503
File: 119 KB, 512x512, Approved.png [View same] [iqdb] [saucenao] [google]
6929503

>>6928229
I went through two phases where I hated playing Doom with viewbob and then I started to like it to the point where I even played Wolf 3D with the GZDoom sourceport with viewbob on. Now I've come back full circle and just play both games how they were intended.

>> No.6929512

>>6928686
based, I kind of do the same thing, but for all FPS games. Until I am able to no-death run through a game on all difficulties, I don't feel satisfied that I've completed it.

>> No.6929539

>>6929470
What the other guy said. If you wanna see some nice gothic stuff which (mostly) doesn't go overboard, give 2048 Units Of /vr/ a look

>> No.6929596

>>6927530
Supplice, btsx e3, realm of z-magic

... and mordeth e2

>> No.6929604

How do I load Copper's Nightmare behavior into mods like Quoth or Arcane Dimensions? When I try to use command lines, my health remains 100 and enemy behaviors are still regular Nightmare.

>> No.6929615

>>6929604
Shit you can't even load it with the mission packs. What a gyp.

>> No.6929653

>>6929464
Enemies don't move that fast and any gun combat happens at short distance. You get saber back after 2 levelas anyway, which is the main focus of the game, and guns become obsolete - aside from maybe Disruptor Rifle in couple of levels.

And the projectile speed is even slightly faster than in DF1

>> No.6929657

>>6929604
That isn't how Quake mods work. No sideloading except in specific edge cases like mods that build off Quoth or the expansions using dedicated -quoth/-hipnotic/-rogue -game <gamedir> options.

>>6929615
Read a book. Or a readme.

>> No.6929673

Khodoque, check your inbox.

>> No.6929743

>>6929657
Gaaaaaaaaay

>> No.6929773

>>6929470
don't make gothic99?

>> No.6929801

>>6929464
I don't remember it being that bad, but I think they made gunplay meh on purpose, so that the bomb they drop later on hits much harder. You know what I'm talking about.

>> No.6929819

>>6927135
>90s FPS
Why? I don' play on a CRT screen anymore.

>> No.6929820

I finished 2048 units, good job guys. I have to say that I was too much of a brainlet to figure out MAP31. What were you supposed to do after acquiring the two keys?
Also, will I be able to play vr's Blood maps with Fresh Supply?

>> No.6929826
File: 2.74 MB, 647x465, adapters.gif [View same] [iqdb] [saucenao] [google]
6929826

>>6929819
I managed to connect old-ass CRT TV to my PC, but unfortunately I couldn't find a good place for it in my room, so I have to either use gamepad or strain my neck.

>> No.6929843

>>6929820
>What were you supposed to do after acquiring the two keys?
exit the level, clearly
unf some digits

>> No.6929846

>>6929819
Your loss. Still keeping 5 IBM ThinkVision C220p around.

>> No.6929848

>>6929819
>patrick_headache.jpeg(41kb)

>> No.6929862
File: 766 KB, 1600x1000, concepts.png [View same] [iqdb] [saucenao] [google]
6929862

>>6929283
>>6929324
Haha yeah, right after posting I also did a quick search and looked into my case files, but the chain length was always different. But I didn't think much of it, because it's been years since I read Dredd the last time. I can remember details from Judge Child, Cal, Apocalpyse War and some others, but I couldn't tell you much about anything anymore.

Alright, so I quickly threw together a few concepts as how to incorporate the chain health meter. I am strongly considering going the not-realistic route, but that will certainly lead to huge problems with
the badge, if I add it (which I would like, because the chain alone is too cryptic imo). To explain my choice of colors for the ammo display - despite using the Lawgiver Mk2 model from the comics, I really liked the ammo counter from the 2012 movie; it was a regular LCD display in blue.

Also, nevermind the flipped shading on the chain, I had it the other way round originally before noticing that it looks dumb that way.

>> No.6929870

>>6927675
I do full-episode runs of my favorite pwads/episodes. Scythe 1 is a good example. Episode 1 is easy enough that you end up gravitating towards doing it UV-Fast. Episode 2 takes practice but the feeling you get from pulling it off is a great high; I smile just thinking about it. Episode 3 takes 4shockblast-tier skill. Base Ganymede is also another good one because it's fairly easy but it's still a great megawad. It's a Doom 1 megawad with episodes in case you didn't know.

>> No.6929880

>>6928152
We could just have one map file with anons queuing up, everyone passing the map to the next person after adding a room. We could fractal out a non-linear map like that too.

>> No.6929882

>>6927750
Friendly reminder that the Woof source port is a thing.

>>6928013
Just run up to any floating cacos

>> No.6929910

>>6929882
Woof is amazing and the more features Fabian pulls in from chocolate/crispy the better, but it's still got some compatibility issues it needs to deal with. It's not quite there yet for compatibility with prboom+, but it's a good start.

>> No.6929915

>>6929862
>But I didn't think much of it, because it's been years since I read Dredd the last time. I can remember details from Judge Child, Cal, Apocalpyse War and some others, but I couldn't tell you much about anything anymore.
why not brush up before modding, you might get inspired for other stuff

>> No.6929917
File: 137 KB, 1009x736, doomlauncher.png [View same] [iqdb] [saucenao] [google]
6929917

>>6928686
This is why I like demo recording; it's my own little archive of the runs I've completed, and if you use DOSBox/Crispy/PrBoom/etc then you or anyone can rewatch the demos later on. Also Doom Launcher saves your stats for maximum comfy, pic related

>> No.6929921

>>6929345
>The SJS should absolutely have black leather, though.
100%.
I think PSI would have looked cool with dark purple.

>> No.6929927

>>6928904
I prefer NBlood if I want a modern port, or DOSBox if I want the SoundBlaster MIDIs, but BloodGDX does have the advantage of customizable difficulty settings in which you can have the high monster count of high difficulties but not get instantly killed by hitscanners as well

>> No.6929932

>>6929915
Yeah, I should probably do that... At least I rewatched the 2012 movie last week. Maybe I should rewatch the Stallone one and grab some LAAWWWWW sounds from it.

>> No.6929989

>>6929459
I get what you're saying, but it's not actually a 100% chart, more just to see what I've already done so I can try something new. The lower difficulty options are mainly for the much tougher wads, but honestly pistol start runs on lower difficulties is comfy sometimes.

>> No.6929998
File: 4 KB, 718x56, 1.png [View same] [iqdb] [saucenao] [google]
6929998

>have two versions of the DOOM2 iwad
>No idea from where i got the original one
>the one from here is about 300kb lighter
any explanation of why the one i have has more size?

>> No.6930003

>>6929998
you tried to edit it, moved something, and pressed save whrn closed it, then forgot about it

>> No.6930010

>>6930003
Its probably that yeah i remember fiddling with a builder trying to extract music a long ass time ago BUT I AM NOT THAT ancient like to have edited it at 1994

>> No.6930016

>>6930010
some software intentionally keeps "last edited" property unchanged

>> No.6930018

>>6930016
ah,thats probably it,thank you

>> No.6930020

>>6929998
Doom 2 (2) is the retail version (1.9) and the other one is an old/pirated version (1.666 ver) which I think the 1.9 version has some cut details from previous versions of Doom 2.

>> No.6930021

>>6929998
Use something like http://code.kliu.org/hashcheck/ to compare your version to the sha1 hashes found here https://github.com/Doom-Utils/iwad-patches/tree/master/doom2.wad

>> No.6930031

>>6930020
>>6930021
Much appreciated

>> No.6930095

>>6929464
Deus Ex

>> No.6930264

>>6930020
Yeah. IIRC 1.666 used to have grey bars that blocked the left switch in underhalls. They were removed in later versions.

>> No.6930265

>>6930095
git gud scrub

>> No.6930268

>>6929464

http://i.imgur.com/WzCXqKc.jpg

Genuine, good work

It was a mess but I think i found the right pages

I'll create a link and post in both threads

There are tons of pages but this is the one I remember

I'll update and you can feel free to link this page to the other thread if you don't want to keep it on your own page.

>> No.6930284

what do you think about my design on some post-apocalyptic based DOOM 3 posters? this is in rough draft form. it is basically and island you know like a post-apocalyptic san fransico island with ruins of some things and some flying rocks, a crash site in big trouble, a church, a big old cathedral, many old and destroyed house, some bit of an amusement park, no vegetation

>> No.6930316

>>6930268
>The image you requested is no longer available

>> No.6930365

>TrenchBroom got official (experimental) Half-Life support since last week
That's nice I guess. But I can hear certain thread autists breathe heavily through their nostrils at the mention of the H-word.

>> No.6930376 [DELETED] 

>>6930365
I used to full around in Hammer for the Source engine all the time. Are Quake maps made in a similar fashion? Could be fun to fool around with.

>> No.6930385

>>6930365
I used to fool around in Hammer for the Source engine all the time. Are Quake maps made in a similar fashion? Could be fun to fool around with.

>> No.6930401

>>6930376
>>6930385
I saw that. You dont need to delete your post, nobody cares if you make a typo

>> No.6930405

>>6930365
Nice. When are we making our first HL mappack?

>> No.6930409

>>6930401
I do.

>> No.6930419

>>6930409
retard

>> No.6930421

>>6930385
It's very similar, and way simpler with few entities compared to the monstrosities of todays modern games. And using TrenchBroom is very easy, and I come from a Hammer background and now I prefer TB, it's so much faster.

>> No.6930434

>>6930419
No.

>> No.6930470

>>6928086
Hopefully Hulshult will do a better job, because other than Icon of Sin I agree. It's just generic and bland.

>> No.6930518
File: 42 KB, 599x700, 07e.jpg [View same] [iqdb] [saucenao] [google]
6930518

dude rocket turrets LMAO

>> No.6930541

>>6930518
That shit slowed the games pacing down to a crawl and gave me goddamn nightmares. I think this expansion pack was a big giant FUCK YOU to everyone who complained about Quake 2 being too easy.

>> No.6930572

>>6927530
Trench foot, though I'm expecting it'll be years before there's a final release.

>> No.6930576
File: 1 KB, 79x100, badgetest.png [View same] [iqdb] [saucenao] [google]
6930576

>>6929862
In addition to the chains I also started working on a badge. I am not sure whether it should be shown in full or just the top where the chain is fastened, so did a "complete" one. It's missing the wingtips but I don't know yet how to fit them in the space, and I am unsure about the amount of stars, because that's also something you don't necessarily see
consistent or at all in the comics. As for the judges name, their name is Yhew.

Feedback still appreciated.

>> No.6930581

>>6929470
This could be a perfectly fine layout for singleplayer but I can definitely see how poorly it would play in DM with all the detail snags, tight corridors, and dead-ends.
There should be a community project to remake Gothic99 into SP maps.

>> No.6930617

>>6930541
That and Reckoning Did what id couldn't due to Willits autism
Use the Damn monsters right even with their Crippled AI due to Willits whispering at carmack's ears to fuck over Brian Hook's Ai, and the unused animations.

also what was the name of the Ai mod that restores all of it that one anon posted here which was old as fuck? it had even enforcers throwing grenades

>> No.6930631

>>6930617
nvm, i've found it
http://www.insideqc.com/sgm/sgm.shtml

>> No.6930647

Does anyone actually pistol start or is that just a speedrunner/youtuber thing

>> No.6930650

>>6930647
Yeah i've seen some people pistol start.
there are mods in which they feel more thrilling when they pistol start.
Stuff like Dusted Pandemonia

>> No.6930663

>>6930647
Yes.

>> No.6930665

>>6930647
I'm pistol starting Plutonia for the first time while I try out the MIDI pack for it. I've never done it much before but I'm definitely starting to see the appeal of it with well designed maps.

>> No.6930671

If a Megaman 16-bit Deathmatch becomes a full-on reality, should said idtech 1 wad or pk3 be based on MM7 or the SNES MMX entries?

>> No.6930672

>>6930647
It adds an extra layer of strategy and challenge to the playthrough and pretty much every map is balanced with pistol starting in mind

>> No.6930685

>>6930576
>Judge YHEW
>Judge OLOLO
>Judge OWO

>> No.6930691

>>6928094
> Woah so you can hum memorable songs?
Yes I can jackass. A stolen good song is better than an original dull one.

>> No.6930737
File: 591 KB, 1590x869, Doom Pistol Start.png [View same] [iqdb] [saucenao] [google]
6930737

>>6930647
It requires exploration of the map and proper resource management. You should honestly give it a try.

>> No.6930751
File: 221 KB, 885x258, Doom Pistol Start.png [View same] [iqdb] [saucenao] [google]
6930751

>>6930737
Whoops, don't know where all that blue came from.

>> No.6930758

>>6930647
My first real experience with Doom, beside the shareware, was PSX Doom. I got use to repeat the levels pistol start when I die

>> No.6930763

>>6930737
>>6930751
>Use JP's pistol start mod
You don't even need to do that. Just go into the console and type: bind home "map *"

>> No.6930770

>>6930763
Having an automated toggle is helpful though.

>> No.6930804

>>6930770
Either works, I just figured I'd mention it as another option for people who don't feel like downloading a separate mod for a simple function.

>> No.6930813

>>6930804
Fair enough. I just put it in my autoload when the need arises. Truthfully, I don't play GZDoom all that much these days.

>> No.6930841

>>6930576
Would it be possible, as a reference and/or as a goof to be able to drop the lawmaker and if an enemy touches it it then explodes? Kind of like a Hexen bomb? Obviously, kinda worthless as your guns gone for the rest of the map or whatever but it would be cool in like the last room of a map or something and as a goofy reference.

Also, melee weapons? Daystick/boot knife possible? As if you aren't busy with 30 other things judge anon.

>> No.6930860

>>6930841
That's actually a pretty cool idea, maybe make it a last resort thing when ammo is gone. I put it on my to do list.

As for melee stuff, currently there's just a KICK I made already years ago. It's also not that exciting, but daysticks and knives are neither... I'll put it on the list, but low priority.

Currently I am busy figuring out why the HUD always has at least a 1 pixel wide gap at the bottom, it's kinda annoying.

>> No.6930873

>>6930841
>judge anon
we're gonna have to give him a different name to prevent confusion with the /co/ storytime poster by the same name

>> No.6930882

>>6930647
I've been doing 2048 units on pistol start since it was designed that way, and if I'm gonna play something made by the /vr/ lads I might as well play it like they want me to.

>> No.6930891

>>6930860
>As for melee stuff, currently there's just a KICK I made already years ago. It's also not that exciting, but daysticks and knives are neither...
Dude, GZDoom is EXTREMELY good at melee. We have several mods that had proven it. Hell, I've made an okay melee weapon with no experience at it.

>> No.6930916

i like carrying my weapons over to the next level

>> No.6930923
File: 38 KB, 720x703, 1600990116827.jpg [View same] [iqdb] [saucenao] [google]
6930923

>>6930916
No you don't

>> No.6930928

>>6930891
Sure, it's not a problem of doability, but I don't feel like making more sprites atm, especially since the Lawgiver sprites do-over is still top priority.

>> No.6930935
File: 23 KB, 116x178, doom_bullshit.png [View same] [iqdb] [saucenao] [google]
6930935

PISStol starters are autistic fartsniffers.

Change my mind.

>> No.6930946

>>6930935
Doom developers are autistic fartsniffers then

>> No.6930947

> pistol start elitism is the new Utra-Violence elitism
Bruh.

>> No.6930950

>>6930647
I exclusively do it, I just think it's more fun. When you can enter a level with 200 health/armor and 600 cells for your BFG it fucks up the balanace, makes secrets less important, and makes weapon pickups irrelevant. With pistol start you're playing exactly how the mapper intended you to play (unless they're one of the few mappers who design explicitly around continuous, which is so rare I just assume pistol start until proven wrong by a complete lack of weapons).

>> No.6930961

>>6930873
Judge /vr/anon

>> No.6930967

>>6930950
I love how people assume pistol start is some weird new autistic way to play. It's literally what happens when you die and restart a level.

>> No.6930968

>>6930873
>>6930961
What if I am him?
jk I'm not, but what about Judge Doom?

>> No.6930971

>>6930916
>Be a item horder in Heretic
>Items past 1 amount don't carry over
>STILL horde items

>> No.6930974

>>6930947
>HMP shitter is at it again

>> No.6930979

>>6930974
Nah, I exclusively play Nightmare/sole-net/pistol start. Anything else is the wrong way to play.

>> No.6930989

>>6930923
Weird take but yeah believe that falsehood all you want

>> No.6930991

>>6929076
bumping this and adding some yous just in case
>>6929028
>>6927494
>>6928114
>>6927994

>> No.6930994
File: 158 KB, 1280x1080, EXfd3PuXQAEYnGj.jpg [View same] [iqdb] [saucenao] [google]
6930994

Speaking of Pistol starts

how does that fare in other games?
lets say you want to pistol start each Serious Sam level like our big dick boy Decino, or shotgun start quake or pitchfork start Blood, how many pain killers do you need for those?

>> No.6931005

>>6930967
I think GZDoom loading the last (auto)save when you die warped people's views on this, especially if it's the only port they've played.

>> No.6931007

>>6930994
episodes 1 through 3 of quake are technically shotgun start feasible as each level was made individually, even if the game only normally has shotgun starts at level 1 of each episode
episode 4 is designed to be played in order with weapons carried over but is probably still possible but you won't have fun

>> No.6931010

>>6930994
I played pitchfork start Blood on Lightly Broiled and it worked really well, felt like the perfect amount of challenge and it allowed for some exciting chaotic map starts, haven't tried it on Well Done or Extra Crispy but as far as I know you'll most probably have trouble with ammo on those.

>> No.6931015

>>6931005
I hadn't thought of this but given how many people seem to have primarily or even only experienced GZDoom (fucking Gman) that's a very good explanation.

>> No.6931019 [DELETED] 

>>6930979
>HMP shitter is strawmanning
Dilate, shitter.

>> No.6931029

>>6930994
It depends on how quickly the map gives you something good to work with. The reason pistol starting Doom works is it's relatively easy to get a shotgun or other arms relatively quickly. Serious Sam and Build engine games usually have something similar if you know where the secrets are. A good litmus test is what does the game start you with when you load into a level from whatever level select option it has. If it's similar to a pistol start, it's doable. If it's instead same other basic equipment, it's probably not very workable.

>>6931005
Honestly, GZDoom is such a perversion of the Doom engine that I don't even consider it a proper way to play the Vanilla content anymore. It's a fantastic modding sandbox, though.

>> No.6931035

>>6931019
Trilate gg cock sucker.

>> No.6931041
File: 403 KB, 357x536, cursed romero.png [View same] [iqdb] [saucenao] [google]
6931041

>> No.6931043

>>6931041
beautifel

>> No.6931045

>>6931035
quadlate, sorry you lose.

>> No.6931047

>>6931041
So handsome.

>> No.6931048

>>6931007
Quake is doable on shotgun start but it sucks considering how usually weapons only appear once in an entire episode.

>> No.6931049

>>6931047
shut up romero.
tell us about the holes.

>> No.6931057
File: 148 KB, 512x512, output.jpg [View same] [iqdb] [saucenao] [google]
6931057

>>6931041

>> No.6931070

>>6930967
I'm ok pistol starting after diying, but if you pistol start in every single map with no continuation from the previous map because you think "it's the definitive way to play" you have a severe mental problem.

>> No.6931083

>>6931070
Who's talking about definitive gameplay? It's just a fun challenge dawg. Stop being mad that some players aren't casual shitters like you.

>> No.6931084

>>6931070
What is wrong with extra challenge?

>> No.6931097
File: 1.45 MB, 2560x1440, WhatImWorkingOn.png [View same] [iqdb] [saucenao] [google]
6931097

>>6929820
>will I be able to play vr's Blood maps with Fresh Supply?

Probably. I don't think most of the mappers will go overboard with special effects, that's to be determined though. They will be compatible with NBlood and BuildGDX for sure.

>> No.6931098

>>6931057
>Uhhh Tom, that wasn't weed

>> No.6931145

>>6930647
I went through 300mins of /vr/ a couple of years ago on pistol start and had a good time, but normally I just go through the game with all the guns and ammo I found on previous levels. For the original iwads it does make things very easy but I'm a shitter and it doesn't give me much of an edge on the more advanced wads.

>> No.6931151

>>6930647
I'll play the game continuous, but if i fuck up and can't load up a save I'll just pistol start as a mulligan

>> No.6931169 [SPOILER]  [DELETED] 
File: 156 KB, 800x600, 1601235283549.jpg [View same] [iqdb] [saucenao] [google]
6931169

>>>>> >>>>> >>>>>Trigger warning: not actually a pony
>>6931145
*flip*
Hey is this Bubble Bobble Bust A Groove forum
>Joseph Joestar went into Micronesian politics

>> No.6931191

>>6931169
I have no idea why this is a response to my post, or how to respond myself.

>> No.6931193

>>6931191
Seems like a bot.

>> No.6931195

>>6931191
probably posted in the wrong board

>> No.6931206

>>6931083
>its not definitive but if you dont do it youre a casual
uh huh

>> No.6931208

>>6931191
Best to ignore.

>> No.6931209

What are some good wads for someone who has an average or slightly below average skill level? I find most recent wads seem to be designed for skilled players and are too tough for me,

>> No.6931214

>>6931209
doom the way id did

>> No.6931215

>>6931206
Sorry bro, being worried about how players better than you have fun makes you a casual shitter. Just take the L hombre.

>> No.6931219

>>6931209
Play wads designed for Doom 1 in particular. Doom 2 wads are harder by default just because that game is littered with troll monsters.

>> No.6931220

>>6931214
Already played through it, but thanks for the response. It's been a while since my last playthough though so that might be a good idea.

>> No.6931224

>>6931220
did u play fava beans?

>> No.6931225

>>6929915
>>6929932
I just read a bit in the Case Files... right after the Apocalypse War where Precious Leglock tried to build a robot city and the inception of the League of Fatties....
If I had more talent, I would do a LegLock boss and Fatties as enemies.

>> No.6931226

>>6931224
No, I'll check it out though.

>> No.6931232

>>6931225
Fatties = mancubus
projectile vomit

>> No.6931235

Best source port for Heretic?

>> No.6931238

>>6931232
Heh, I actually thought about just putting a wheel on a Mancubus... would still look shit.

>> No.6931240

>>6931238
lol that would work for me

>> No.6931242

>>6930647
Mostly if I want to play a specific map instead of a whole mapset. But sometimes I do the same as >>6931151

>> No.6931246

>>6930671
8bdm already includes mm7 and mm8 (converted to NES-like) so MMX probably.

>> No.6931247
File: 4 KB, 282x80, crispy herpes.png [View same] [iqdb] [saucenao] [google]
6931247

>>6931235
Crispy Heretic if it would stop getting detected as a virus.

>> No.6931252

>>6931235
Theres crispy heretic if you want vanilla gameplay with higher resolutions and gzdoom if you want to play with mods or mapsets with modern features.
>>6931247
Chrome has been going crazy with the false alarms recently, cant even download a wad without it freaking out.

>> No.6931256
File: 443 KB, 1010x2370, 2020-09-27-15-00-www.virustotal.com.png [View same] [iqdb] [saucenao] [google]
6931256

>>6931252
Put it into Virus Total, whatever CRDF is flagging it for some reason.

>> No.6931270

>>6931256
Even worse, windows just removes the crispy-heretic.exe no matter what.

>> No.6931314
File: 19 KB, 275x358, Tome.jpg [View same] [iqdb] [saucenao] [google]
6931314

If the Tome of Power was in Doom, what effect would it have for each weapon?

>> No.6931337

>>6930647
I tend to play continuous most of the time, but since I was testing pistol start doing my maps, it did give me some appreciation for how different it makes the challenge.
I figure I oughta give the full 2048 set a try on pistol start.

>> No.6931340

>>6931209
vanguard, valiant

>> No.6931342

>>6931215
upload your playthrough of sunlust

>> No.6931350

>>6930882
I'm fine with you playing my maps continuous, I did put in a couple of concessions for that in my maps, give you some stuff by the end after you've been beaten up.

As long as you had a good time, that's what matters.

>> No.6931352

>>6931083
>>6928661

>> No.6931393

>>6930935
You're an autistic fartsniffer for caring about how other people play a wad. Don't bother trying to change my mind because I'm right

>> No.6931398

i would pisstart more if the pisstol wasn't such a piss sprinkler

>> No.6931416
File: 2.69 MB, 1438x1080, chainhealth.webm [View same] [iqdb] [saucenao] [google]
6931416

>>6930576
Working concept for chain+badge. Tell me what you think.

>> No.6931445

There it was a time when Modeling for Q1 and Q2 was for those who really wanted it
http://www.quake2.com/modeling/tools.html

>> No.6931475

Bless you, based Dredd-modder. I'm stoked to see how your project turns out!

>> No.6931492

What happened to that update of ProjectMSX for recent GZDoom builds?
I can't remember the name enough to google it by but I think people talked about it here

>> No.6931493

>>6931416
I'd raise the badge onto the screen in full, maybe connect the chain at the bottom of it instead?

>> No.6931504

>>6931493
>badge in full
That's what I was considering earlier, see >>6929862, but then I get the problem of where the chain goes (and what name to use, probably the bigger problem), but if I
>connect the chain at the bottom
That's defilement of official insignia, two months in the cubes for you, creep

>> No.6931550

>>6931350
>As long as you had a good time, that's what matters.

Unironically based

>> No.6931553

40k Mortyr anon, how is the progress with the datamining?
it would be interesting to see if the weapons works in other games like Q2 or RTCW for future modding.

>> No.6931571

>>6931398
People don't pistol start because they like using the pistol. It's so you have an incentive to collect weapons and ammo again.

>> No.6931587
File: 204 KB, 1920x1080, Screenshot_Doom_20200927_173706.png [View same] [iqdb] [saucenao] [google]
6931587

assessment: really good.

cheated for the icon of sin fight because i didn't want to do the level over again after i got telefragged.

>> No.6931589

How do you fix the mouse stuttering on PRBoom? It feels like it's snapping onto random places, feels horrible to play like this.

>> No.6931595

>>6931589
Download the build in seed's post:
https://www.doomworld.com/forum/topic/106866-prboomumapinfo-v-2517/?page=13&tab=comments#comment-2151685

>> No.6931673

>>6931416
That's pretty slick. What is each segment in terms of value?

>> No.6931712
File: 1.05 MB, 1920x1040, 68747470733a2f2f692e696d6775722e636f6d2f4f59767658614d2e706e67.png [View same] [iqdb] [saucenao] [google]
6931712

How do you get images and other metadata working with iwads in Doom launcher. It keeps trying to grab shit from idgames archive.

>> No.6931762
File: 3.28 MB, 320x200, sneakerless_ramp_spb_2.gif [View same] [iqdb] [saucenao] [google]
6931762

Reminder this is technically allowed in this thread

>> No.6931784

>>6931762
What is that? They finally made DoomKart?

>> No.6931785

>>6931762
Is that some sort of sonic themed mario kart knockoff coded in the doom engine? Am I having a stroke?

>> No.6931797

What do you guys think of Graf?

>> No.6931803

>>6931785
Precisely.

>> No.6931806

>>6931762
you say it like it's a bad thing

>> No.6931816

>>6931797
He's a big guy

>> No.6931828

>>6931816
Fuk you

>> No.6931834

>>6930946
no, but autistic fartsniffers were kept in mind

>> No.6931837

>>6931784
>>6931785
Sonic Robo Blast 2 Kart
it's good

>> No.6931860

>>6931797
He can be abrasive but he doesnt really deserve the hate. Theres not that many people out there who have the knowledge/ability and are willing to develop a project like GZDoom for free.

>> No.6931885

>>6931416
whys he holding a watch like james bonds goldeneye

>> No.6931891

>>6931885
no time for lawbreakers

>> No.6932003

>>6931393
Your a faggot

>> No.6932008

>>6931837
Just that name is trash

>> No.6932043
File: 2.16 MB, 1440x1080, raa.png [View same] [iqdb] [saucenao] [google]
6932043

>>6931553
you're some kinda ten-steps-ahead optimist, you know that? this ain't in my plans.

my primary interest is in getting a glimpse of a SP 40K stealth FPS. secondary interest is maybe stealing some textures for a Quake map eventually. ripping the models and porting the mechanics enters shaky territory, with GW having some notoriety for being dicks. and at this point in time, if you were to rip 40K models, why not rip them from Deathwing instead?
anyway, got the textures already, and so far the only mention of a playable SP version is a single reddit post. I am ready to fully drop the matter. the only reason I haven't yet is some anon offering help at the last thread's tail. for all I know that was just somebody fucking with me, though it's not like I expect a translation immediately on the spot.

>> No.6932058

>>6932043
the possibilities with this discovery are pretty big anon.

if only the models could be ripped, to check if they are vertex or bone

>> No.6932068

>>6932008
It's a spinoff of Sonic Robo Blast 2, which is a sequel to a game from 1998, their hands were tied if they wanted to keep the origin up front. Most people just call it Kart when in a situation when the other person would recognize what that is.

>> No.6932093

>>6932058
>check if they are vertex or bone
doesn't matter afaik.
skeletal can obviously be made to output vertex anims, and I think somebody (Chilo?) reconstructed skeletal anims by constraining bones to vertex anims.

>> No.6932131

>>6932008
It's actually very good, it keeps retards like you away from the game.

>> No.6932158

>>6932131
No u

>> No.6932201

>>6932043
Man Requiem setting is so fucking nice. Jank game but damn.

>> No.6932205

>>6928890
>didn't use the weapon replacements
also, you need to use any compatibility option or you just run at default?

>> No.6932206
File: 189 KB, 1072x768, temp.png [View same] [iqdb] [saucenao] [google]
6932206

fukken books

>> No.6932213

>>6932206
Will the bonus episode still be included as an addon?

>> No.6932235

>>6932213
I'm considering what to do with that. I could just have it be a separate wad, included in the download. Or just leave it for the free version (it's not like I could or would delete that version from the world or anything)...
I dunno.

>> No.6932264

>>6932235
>>6932213
What do YOU think I should do?

>> No.6932268

>>6931209
have you played deathless or suspended in dusk?

>> No.6932273

>>6931797
spyware peddler

>> No.6932282

>>6931860
This. He aight.

>> No.6932287

>>6932206
the BFB (Big Fuckin Book)

>> No.6932298

>>6928417
>>6929304
Using Eduke32 for now, and am wondering if it is possible to have complete vertical aiming (i.e. being able to look fully up and down, which I can't do even when autoaim is completely off) or is this just something I should get used do. And if hitscan autoaim is a good idea

>> No.6932325

>>6932298
I also keep on getting Z shaped screen tearing so y'know that's annoying

>> No.6932328

>>6932325
V-sync was off for some reason, fixed now

>> No.6932336

>>6932273
Explain

>> No.6932339
File: 91 KB, 640x480, 1589498315390.gif [View same] [iqdb] [saucenao] [google]
6932339

What's your preferred Quake difficulty between Nightmare and Hard? I've been doing comprehensive testing on my own, and it seems Nightmare makes encounters against grunts and enforcers more difficult/engaging/not a total pushover, but it has a knock-on effect of making the ogres, scrags, and sometimes death knights worse off. Conversely, Hard mode makes the latter mentioned much more interesting to fight - a horde of enemies with an ogre involved, if you don't focus on it, the ogre will continue to close the distance and perhaps get the jump on you with a chainsaw - but it makes grunts and enforcers a total non-issue. I'm just getting into Quake mapping, and I'm having a difficult time reconciling these two diametrically opposed standings.

>> No.6932378

>>6932298
There is a limit to how far you can look up, thats just how it is. I consider hitscan-only autoaim kind of cheating because it wasnt an option in vanilla and its basically enabling all the positives of autoaim without the cons. Just turn autoaim on or all the way off.

>> No.6932396

>>6928686
i do this for all mods i play these days, i include a short blurb describing what they are and if they're any good. helps me keep track of what i've already played and what's worth replaying more than anything else

>> No.6932404

>>6932396
Adding a field for personal notes sounds like a good addition, I think I'll do that too.

>> No.6932441

>>6932336
https://spyware.neocities.org/articles/gzdoom.html
https://forum.zdoom.org/viewtopic.php?f=49&t=59787

>> No.6932447

>>6932298
>>6932378
I played probably 2000 hours of Duke3D back in the 90's dialup days and the pistol is a death laser across large maps. If you disable hitscan autoaim it has the accuracy of Doom 2's ssg and becomes useless. I'm glad EDuke has the 'autoaim only for hitscan' option for Ion Fury because I noticed several times the shotgun would just fire through enemies and not hit them without it.

I consider it just an unfixable symptom of Build's inherent jank. You should be using Duke's pistol to snipe, the game is balanced expecting you to use it to pick off turrets and such.

>> No.6932458

>>6932447
Git gud scrub

>> No.6932478
File: 2.24 MB, 1920x1080, nsoe.png [View same] [iqdb] [saucenao] [google]
6932478

>>6932339
Hard is more dynamic and looks more natural, so I usually pick that, though I go for Nightmare if there's a suggestion that the maps are designed for it (Zerstorer, Warp Spasm, Insomnia)

>> No.6932542

>>6931762
this game is so fucking good

>> No.6932556

>>6931589
I've heard a few people say this, but I downloaded the most recent (test) version and I've had no issues. Yeah, yeah - "works on my machine!" but I was wondering how common this problem was.

>> No.6932559

>>6932339
Hard. Nightmare just turns Ogres into limited range turrets.

>> No.6932569

Fukken ugly hand sprites

>> No.6932575

>>6932559
Right, but it in turn makes grunts and enforcers a literal non-threat. It's confusing as someone who wishes to map since I want to make ample use of the troopers, and the ogres.
>>6932478
Hmm, so what matters more is what the mapper intends, and the tricks therein endemic to either hard or nightmare.

>> No.6932576

>>6932569
Kevin Cloud has hairy arms.

>> No.6932580

>>6930935
What even is map design?

>> No.6932601

>>6931393
t. autistic fartsniffer

>> No.6932603
File: 430 KB, 1920x1080, is.it.fuchewer.png [View same] [iqdb] [saucenao] [google]
6932603

>>6932575
well, frankly, I think those maps I mentioned just do it to be extra edgy. but on paper yes, intent is what matters.

>> No.6932827

>>6931247
What version are you running? That got fixed months ago IIRC
>>6932206
What was the command line to run Rekkr in DOSBox again? I promise I will save it this time. Also does that permanently change the .exe (and you can undo the change later)? I suppose I could just copy the files into a new folder just for Rekkr since it doesn't take up much space
>>6930647
Do pistol-starts no-saves runs on low difficulties first before working your way up to UV runs
>>6930994
I tried shotgun-starting Quake on hard difficulty and my run came to an abrupt end around E2M6. Those maps were not designed for shotgun starts, but I beat all of OG Doom and Duke Nukem with plain pistol starts and it was great. For my next playthrough(s) of Quake I will learn how to beat each episode in one deathless run before playing on Nightmare but I need to learn each secret first

>> No.6932846

>>6932827
It restores it later. This is how I do it:

mount c .\base
c:

dehacked -save current.deh -reload -load rekkr.deh
doom -file rekkr.wad
dehacked -reload -load current.deh
del current.deh


You can permanently alter the EXE though, and just have a REKKR patched executable for your own use.

>> No.6932850

>>6932478
>that screenshot
fuuug there are so many good looking quake maps. i need to just stop playing everything else completely so i can catch up on quake; i've downloaded a bunch of maps based on screenshots posted here but i've yet to touch them because i still haven't wrapped up playing other things

>> No.6932878
File: 985 KB, 1860x2631, D6jPP6MWkAIkwQK.jpg [View same] [iqdb] [saucenao] [google]
6932878

I was actually having some decent fun with this.
Until the fucking ice level.

>> No.6932884

>>6932878
Combat sucks, dungeons are annoying, it's ambitious, and some of the environments are cool.
Character designs are hit and miss, it's obvious a furry porn artist designed a lot of the characters.

>> No.6932890

Is there a good list of Vanilla compatible wads out there? Limit removing is fine as well, I just want to reference what was done with original restraints.

>> No.6932894

>>6931784
lmao

>>6931785
Yeah. The SonicDoom stuff is really, really old, I remember development of that was going around back when I was a kid. It used LUA scripting, don't know if it still does.

>> No.6932895

>>6932884
Daftpatriots art is good, but couldn't he have reigned in his buttlust just a tad?

>> No.6932906
File: 428 KB, 1980x1114, 20191125203128_1.jpg [View same] [iqdb] [saucenao] [google]
6932906

Am I justified in hating this games pistol? (Technically the coach-gun but you know what I mean.)

>> No.6932913

>>6932878
Imp Gunslinger is cute.

>> No.6932920

>>6931797
Gets a lot of hate, some deserved, some not. I think people don't appreciate the things that he actually does by maintaining and updating GzDoom, even if I think he's a bit too willing to give up on maintaining this or that feature in exchange for making the overall codebase easier to keep fresh, or quick to reject some features.
He can be real wiener, but he does useful things, and I'm looking forward to the new development for PrBoom+ and UMAPINFO (which he is not alone in developing).

People should really complain more about Rachael, because she's actually a pretty immoral person. In fact I think Graf should be wary of her, because she may one day try to stab him in the back.

>> No.6932941

>>6932273
>>6932336
>>6932441
That was for one version and was then removed in the next one, now, granted that was really autistic and uncalled for of him, and you should be wary of things like that in the future, but try to keep up.

>> No.6932950 [DELETED] 
File: 477 KB, 1035x679, 117112586_10161279934874616_2308777745464593961_o.png [View same] [iqdb] [saucenao] [google]
6932950

is this the diaper baby general thread? just wanna make sure im in the right thread.

>> No.6932952

>>6931314
Fists - increased damage and knockback
Chainsaw - drains health from enemies to the player
Pistol - fires in spread pattern with addition of some fireballs
Shotgun - number of pellets is increased and they are more powerful
Chaingun - slower firerate but each shot splits into number of spikby balls
Rocket launcher - becomes a flamethrower
Plasma gun - slower fire rate, but projectiles home on enemy and cause a rain-like damaging effect on hit
BFG - fires single big ball that one-shots any monster except Cyberdemon and Spidermind

>> No.6932954

>>6932952
>he actually knows what the guns in doom do
holy shit lol

>> No.6932960

>>6932954
wat

>> No.6932971

>>6932952
>except Cyberdemon and Spidermind
Wouldn't it make BFG worse since you can oneshot Mastermind without the Tome?

>> No.6932974 [DELETED] 
File: 1.03 MB, 320x240, 1600747549424.gif [View same] [iqdb] [saucenao] [google]
6932974

>>6932960
imagine knowing anything about an old dinosaur diaper baby game haha

>> No.6932985

>>6932920
Never trust WOMAN.
Racheal is the reason of why Zdoom forums is a fuckfest, and the one behind Randi's disappearance.

she Simps Graf because of her pet project but she's probably preparing the trap to fuck everyone so she can get her special cookies from nu id.

>> No.6932995

>>6932895
I thought it was his friend who made it? Though that artwork above is obviously his.

>> No.6933005

>>6932985
>Racheal is the reason of why Zdoom forums is a fuckfest, and the one behind Randi's disappearance.
Tell me more

>> No.6933006
File: 6 KB, 199x181, 1529879320839.png [View same] [iqdb] [saucenao] [google]
6933006

>>6932995
I don't know developer relations but daftpatriot made the character designs at least and obviously some of the posters, don't know if he made the portraits or character sprites but I'd be surprised if he didn't.

>> No.6933025

>>6933006
>I don't know developer relations

He says this in one FA upload of two characters from the mod. But if DaftPatriot is responsible for character designs then that's fair enough regarding anon's earlier statement, I suppose.

>> No.6933026

>>6932950
no but thanks for the image

>> No.6933029

>>6933025
I'm just sitting here surprised people know who daftpatriot is in the ye olde shooty games thread.

>> No.6933034

>>6931314
Fists - leeches health. combine with berserk to be able to overheal.
Chainsaw - MUCH faster firerate, enough to stunlock consistently even on nightmare
Pistol - fires a fast, piercing projectile with short range
Shotgun - tighter spread, higher damage per pellet.
SSG - wider spread (nothing insane), more pellets
Chaingun - double-fires two alternating streams of bullets
Rocket launcher - slower fire rate, but fires extra-big rockets with better splash damage.
Plasma gun - this one becomes a plasma flamethrower.
BFG - triple-fires a spread of 3 bfg balls for 0 ammo, staggered slightly. spends the tome of power timer entirely.

>> No.6933038

build mapping sure is hard

>> No.6933040

>>6933038
Y'wanna talk about your project my man?

>> No.6933046

>>6933040
i don't have any, it's just that i'm trying to learn mapster32 and the interface is unholy.

>> No.6933047

>>6932974
Nothing of what he wrote is how Doom's weapons work normally.

>> No.6933049

>>6932890
I'm sure someone has a better list, but here's a list of stuff I downloaded for myself based on browsing the Cacowards and organizing my wads into vanilla/limit-removing/Boom/MBF. I've only played like 5 of these so far, but my favorites I will mark

>vanilla
Alien Vendetta
Back to Saturn X
Base Ganymede (strongly recommend)
No End in Sight
Rekkr
Scythe (my favorite megawad so far, play on Chocolate Doom with the music packs - http://sc55.duke4.net/games.php#doom - or use DOSBox)
Suspended in Dusk
Rebirth (play with Jimmy's Rebirth MIDI pack)
>limit-removing
A.L.T.
Doomer Boards Projects (there are nearly thirty of these, good luck catching up. I've played DBP20 and DBP01 and they were both great)
Deathless
Deus Vult
Double Impact
End Point
Japanese Community Project
No Rest for the Living
Sacrament
Scythe 2 (strongly recommend)
Scythe X
Sigil
Struggle - Antaresian Legacy
Syringe
Whitemar

I know you asked specifically for vanilla/limit-removing, but here are some god-tier Boom-compatible wads that I've played so far. Again, I haven't played much, but here are some gems I've found
>boom
Hell Ground (the author specifically says use OpenGL for this map set so use GLBoom. I recommend using sector light mode: shaders with fog off, or sector light mode GZDoom with fog off)
Preacher (use sector light mode: GZDoom with fog off to see how truly gorgeous these maps are)
Lunatic (use PrBoom, or GLBoom sector light mode shaders with fog on to recreate the software rendering look with the performance advantages of hardware rendering, not that you need it unless you are video recording perhaps)
Eviternity (actually MBF-compatible. I recommend GLBoom -complevel 11, or the Woof source port)

>> No.6933053 [DELETED] 
File: 419 KB, 595x448, 1586726455346.png [View same] [iqdb] [saucenao] [google]
6933053

>>6933047
>outs self as knowing about doom
gotcha retard

>> No.6933056

>>6933047
Please don't respond to trolls.

>> No.6933065
File: 18 KB, 642x432, plshelp.png [View same] [iqdb] [saucenao] [google]
6933065

>>6932846
What is doombak.exe / where can I get it? I'm using the GOG download that comes with the original Doom executables

>> No.6933069 [DELETED] 

>>6933056
same to you zoomie

>> No.6933070
File: 484 KB, 359x319, spess hunk 93.webm [View same] [iqdb] [saucenao] [google]
6933070

>>6933029
Small website, anon.

>> No.6933075

>>6932890
D4V (Doom 4 for Vanilla)
>>6932906
Why? Its a pretty standard pistol, decently accurate but not the most powerful.

>> No.6933080

>>6933046
Mapster is the only place where fucking ' could be a modifier key.

>> No.6933081

>>6933075
It might just be me, but I feel like you can't hit shit with it while strafing, which is a constant need with how projectile-choked the environments can get on outlander. It's to the point where it feels like the weapon is inaccurate and it's not a player-skill thing.
Obviously I might be wrong.

>> No.6933085

>>6933065
it's just a renamed exe so you don't use your base exe.
but that's not the little batch I gave you. so you got that from some other time i posted instruction to it but forgot to rename it

>> No.6933113
File: 2.20 MB, 2560x1440, shitty volcano.png [View same] [iqdb] [saucenao] [google]
6933113

>>6933046
Once you get the keybinds down, your all set. Just stick with it dude.

>> No.6933114

>>6927135
is there a doom/doom2 derived work that runs on Linux, has networking play, and requires the player to accurately target on the vertical axis?

>> No.6933219

>>6932205
>you need to use any compatibility option or you just run at default?
I assume you're talking about the secret.. nah, just run.

>> No.6933229

>>6933114
half-answering own question: i found lots of well maintained ports on the wiki

still curious whether any of them went full 3d? or perhaps this just isn't a popular idea?

>> No.6933251

>>6933049
thanks anon, wasn't familiar with some of these!

>> No.6933261

ioquake3 is fucking dead, test-builds gone since a year ago

>> No.6933290

Is there a way to turn off vertical mouse look in GZdoom? and if so, does it make it so you do- that thing where you move forward if you move the mouse up?

>> No.6933308

>>6933290
yes, no.

>> No.6933323
File: 2.89 MB, 856x480, telestairs.webm [View same] [iqdb] [saucenao] [google]
6933323

Playing around with teleporters is fun.

>> No.6933327

>>6933323
I remember when I was fucking around with trenchbroom I was trying to figure out how to teleport mobs into a room, teleported 2 scrags into each other which telefragged one and left the disembodied head of the other scooting around the floor making noises.

>> No.6933329

>>6933229
zdoom, eternity, and crispy, among others
i'll probably get started on crispy and see if i can get some old timers into a net play
looks like fun

>> No.6933336

>>6933323
If you're going for boom compatability you could make that a silent teleporter. It's slightly less jarring.

>> No.6933337

>>6933323
this is just a nuisance at the top of the staircase
>>6933327
now this is art. gotta up a cap

>> No.6933359

>>6933337
I fucking deleted the teleporter setup without taking evidence so I'll have to see if I can recreate it later.

>> No.6933387

>>6933323
You could do that smoother with instant moving floors and ceilings.

>> No.6933403

>>6927530
Vietdoom, Ashes Afterglow and Trench Foot

>> No.6933404

>>6933308
how

>> No.6933419

>>6933404
always mouselook "off", lookspring "off", forward/backward sensitivity "0"

>> No.6933483

>>6931673
As the other anon suggested, each chain link is 20%, so at 100+ you have five and when you die the last one vanishes and the badge cracks. I have animations ready for the links exploding, but until I find out how to decouple animations from level time, I won't implement that.

>>6931885
Questioning the methods of Justice Department, that's three days in the cubes, creep.

>> No.6933532
File: 2.82 MB, 856x480, Diversion.webm [View same] [iqdb] [saucenao] [google]
6933532

I've taken your feedback, what do you think?

>> No.6933548

>>6931492
ProjectMSFix'd?

>> No.6933707

>>6933532
why is everything boxes?

>> No.6933714

>>6933707
Default textures. I'm just blocking out the level right now.

>> No.6933717

>>6933419
You can type +mlook in the console to toggle on or off, if the wad calls for it

>> No.6933724

>>6933323
>>6933532
You do know you can use Boom to make silent teleporters, right? Unless this is strictly vanilla.

>> No.6933727

>>6933724
I'm sticking to vanilla for now. I find limitations to be fun.

>> No.6933793

>>6932952
I see what you did there.

>> No.6933796

>>6932206
Haven't played Rekkr that far, but how the hell is that book made in vanilla Doom engine.

>> No.6933812

>>6933796
midtextures

>> No.6933873

>>6927401
Making maps doesn't make me an authority over what other people are doing with their clients.

>>6927989
You would hate Outer Outer Base. It was specifically made with as many boxes as possible.

>> No.6933892

>>6933873
>Making maps doesn't make me an authority over what other people are doing with their clients.
Fuck you yes it does.

>> No.6933928

>>6931785
SRB2Kart is fantasic

>> No.6933932
File: 86 KB, 600x337, yakuza6.jpg [View same] [iqdb] [saucenao] [google]
6933932

>>6931041
Dragon of Daikatana

>> No.6933965

>>6933532
Is Doomguy in a wheelchair? Why's he sliding about?

>> No.6933975

>>6932878
>daftpatriot
his art is great but goddam why is the blacklist feature not working, I have vore disabled and there still there in the fucking gallery

>> No.6933978
File: 54 KB, 640x400, srb2-title.png [View same] [iqdb] [saucenao] [google]
6933978

>>6931762
>>6931785
Huh, I always thought the reason SRB2 was never mentioned around here even though it's made on the Doom engine was because it's not enough like a FPS, but judging by those replies maybe it's just that people don't know about it
If that's the case, I sincerly urge anyone who hasn't tried it out yet to give it a shot. It's an excellent game and the best 3D Sonic ever made. Not the best fan-made one, the best one period. It's not even close
https://www.srb2.org/
And of course, due to its Doom engine roots its got a great online with a ton of modes, including co-op. If enough people are interested, I can set up a server so we can all race each other and fuck around in the levels or something

>> No.6933990

>>6933978
I find it funny that SRB2 and MM8BM are both persistently popular but also really insular in terms of the userbase

>> No.6933996

>>6933978
is it a GZD mod?

>> No.6934002

>>6933996
Pretty sure it's its own engine.

>> No.6934005

>>6933996
Modified Doom engine.
https://youtu.be/5s_a3qZYkOg?t=649

>> No.6934006

>>6933990
I can't speak for MM8BDM, but I kinda get it for SRB2, I mean except for match mode you can't really compare it to Doom or any of the other classic shooters, it makes sense that the fanbases would be different.
>>6933996
Nope, it used to be based on Doom Legacy, but they've modified the code so much in 20 years that it's pretty much become its own thing.
It's still got many similar features to GZDoom though, slopes, FOF, OpenGL and MD3 support, etc...

>> No.6934019

>>6934006
So it's still idtech 1, thanks

>> No.6934064

>>6933932
nice

>> No.6934252

Is it possible in UDMF to display dialogue depending on a variable? Kinda like ifitem, but with variables set in other levels. For the system I have in mind, I don't want to make a thousand dummy items, especially since I don't have any carryover anyway.

>> No.6934313

Reminder that YOU need to play Plutonia.wad in Chocolate Doom with Jimmy's Plutonia MIDI pack.

>> No.6934336

>>6934313
Crispy Doom with widescreen rendering, Doom Sprite Fix, and Vanilla Smooth Weapons is allowed, as long as you play with high resolution turned off and integer scaling turned on (hidden option located in the .cfg file)

>> No.6934342

how do i get a quake gf, brohs

>> No.6934347

>>6934342
be Romero

>> No.6934356

>>6934347
How do i get Romero bf?

>> No.6934402

>all these likes and shares of my maps
>check download stats to see no one actually playing them

I am glad I don't do this for anything but my own entertainment. I would die if I did this for attention.

>> No.6934457

What are the best resources that you guys used when you first learned how to make Doom maps? I'll most likely end up making them for GZDoom, is there a map-builder specific to GZD?

>> No.6934465
File: 1.02 MB, 1920x1080, we&#039;ll kill you.png [View same] [iqdb] [saucenao] [google]
6934465

>> No.6934468
File: 275 KB, 1280x720, Screenshot_Doom_20200919_060245.png [View same] [iqdb] [saucenao] [google]
6934468

>> No.6934637

>>6933873
He's right colon >>6933892
Tell Him to increase Q2 Limits and make custom DLL loading into Baseq2 for custom AI mods
Stroggs gone mad as a patch would be great instead of a standalone mod

>> No.6934678

>>6933532
>Look, man. We need to build another base but we don't have much left in the budget department. Those teleporters are expensive.
>So we can't even afford concrete?
>No.
>Well, uh. We do have a cargo carrier full of empty boxes...
>Do it.

>> No.6934682

>>6933229
I think Vavoom used a Quake-based renderer of all things?

>> No.6934705

>>6934356
Own a gas station.

>> No.6934708

https://www.doomworld.com/forum/topic/117123-dos-doom-code-execution/

>> No.6934735

Is there anything I can do to make Doom 2 more palatable? Playing it hot off the heels of Ultimate Doom and it feels like a step down in almost every way except for the SSG and some of the music.

>> No.6934785

>>6934735
Pistol start so you don't become a one of those super shotgun only faggots.

>> No.6934794

>>6934785
That doesn't change the fact that the level design and monster placement just fucking sucks.

>> No.6934847

>>6934794
Sounds like you don't want to play it then my dude.

>> No.6934891

>>6934794
You have to reset your perspective. Between Doom 1 and II, 1 is far closer to having a cohesive throughline, I won't really say narrative, connecting the stages and episodes. Doom II, while the other guys were working on Quake, is more of an experimental mappack. The guys were more experienced in how the engine works, so there's lots more platforming, elevator shenanigans, traps; they were having fun making it, and it shines through in nearly every way. That's how you should take it. Just have fun solving these mazes. Pistol start like the other guy recommended.

If it's really, really not for you, try moving on to Plutonia. If Doom II is a shenanigans mappack, Plutonia is Super Mario Lost Levels - Doom for super players. Thoroughly challenging in every way. Indeed, many people consider it the true Doom II.

>> No.6934914

>>6934794
You could try Doom 2 The Way Id Did. It's similar thematically, but some say it's more refined.

>> No.6934925

>>6934637
>>6933892
Why wouldn't he listen to you?

You are twice as many as me, and him.

>> No.6935053
File: 10 KB, 388x178, angled.png [View same] [iqdb] [saucenao] [google]
6935053

New concept fot getting the whole badge onscreen. Y/N?

>> No.6935098

>>6935053
Yes. Also make the name DOOM. JUDGE DOOM

>> No.6935107

>>6935053
I like it.
better than the chain by itself. though now you can't leave it this color.

>> No.6935141
File: 2.88 MB, 856x480, stairs wad outside detailing.webm [View same] [iqdb] [saucenao] [google]
6935141

Started doing outside detailing and replacing of dev textures. Not sure if I like the wall textures enough to keep them, though.

>> No.6935142

>>6935098
Kek I am really considering it

>>6935107
Suggestions? Making it gold now would really clash with the ammo display and frankly, I like that one. And I mean, thid is just a HUD display, so it doesn't need to be "real" color imo.

Dunno if I have shown it already, but the HUD isn't even activated until you pick up the helmet.

Also, fuck phoneposting. Came home to find my internet gone because apparently my ISP has disturbances over wide areas atm.

>> No.6935151

>>6933219
No idea what you are talking about, I just meant the compatibility settings in the options.

>> No.6935170
File: 155 KB, 1200x675, scale.jpg [View same] [iqdb] [saucenao] [google]
6935170

>>6935141

>> No.6935189

>>6932043
I'm halfway through translating the video anon, I haven't had much time lately but I promise I'll send it by the end of this thread or when the next thread starts.

>> No.6935195

>>6935142
these icons, right? >>6927634
I don't think it would clash necessarily. isn't the whole teal+orange combo totally scientifically proven to be the most visually pleasing thing ever etc?
I guess I don't really know how you're planning it to work, are the links going to disappear or change color to gray?

also re: icons, explosives could use a bit of a clean-up, but they're all readable and seem overall fine.

>> No.6935196

>>6935151
I always use doom (strict) compatibility

>> No.6935232

new bread when

>> No.6935237

>>6935232
bake it yourself

>> No.6935274

>>6935195
Yeah, those are the ones. The contrast you are talking about - does it work over a screen distance away? I thought it was just for direct borders.
And yeah, the links are going to disappear and the badge crack at death, see >>6931416
And thanks for mentioning the explosive, I was actually going to do that and forgot.

>> No.6935276

Alrighty

NEW BREAD
>>6935265
>>6935265
>>6935265>>6935265