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/vr/ - Retro Games


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6980581 No.6980581 [Reply] [Original]

DOOM THREAD / 90s FPS THREAD - Last thread >>6971739

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
Classic Quake pastebin (Updated 2020): https://pastebin.com/sBFzczxD
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

>> No.6980584
File: 73 KB, 470x650, Caleb.jpg [View same] [iqdb] [saucenao] [google]
6980584

=== CURRENT PROJECT ===
500ml of /vr/ (for Blood)
Deadline: November 10th
Rules: >>6956801
MAPEDIT: https://archive.org/details/BloodMapedit
Discord: https://discord.gg/NfFP9Pu

=== NEWS ===
[10-11]Retroquad 0.1.0 is out - a Q1 engine with state-of-the-art 8-bit renderer. Dev in dire trouble.
https://mankrip.tumblr.com/post/631533857388314624

[10-8] Megaman 8BDM v6 trailer
https://www.youtube.com/watch?v=nTK1Y49gPnk

[10-8] The Hellevator (Boom Speedmapping) - mappers wanted
https://www.doomworld.com/forum/topic/117072

[10-7] DN3DooM v1.06b released
https://www.moddb.com/mods/dn3doom/news/dn3doom-v1-06

[10-7] Raytracing progress on Q1, Q3, Hexen2
https://www.youtube.com/watch?v=HlvORaYcLiY

[10-7] Thy Flesh Consumed UV-Speed in 2:59 by Zero-Master
https://www.youtube.com/watch?v=VaZrlSgzTC4

[10-6] Doom Eternal enemy sprites coming soon to classic Doom
https://forum.zdoom.org/viewtopic.php?f=37&t=70131#p1168102

[10-5] Raven Keep for Q1 released
https://celephais.net/board/view_thread.php?id=61953

[10-4] Anons hacks Vanilla Doom with Infinite possibilities!
https://www.youtube.com/watch?v=XId_kyCx3xw

[10-2] Quakewulf releases Reservoir Stroggs for Quake II
http://quakeulf.suxos.org/3d/maps/prepare.zip

[10-1] DWELL: 10 map episode for Q1 was released
https://www.quaddicted.com/forum/viewtopic.php?id=781

[10-1] DBP-28: Fear and Loathing released
https://www.doomworld.com/forum/topic/117191-dbp28-fear-and-loathing/

[9-30] Trenchbroom updated to version v2020.2
https://github.com/TrenchBroom/TrenchBroom/releases/tag/v2020.2

[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

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6980587
File: 538 KB, 700x600, 1513463539878.gif [View same] [iqdb] [saucenao] [google]
6980587

repostan for next thread:
Saving blood anon a bit

======= 500ml of /vr/ Rules =======
* The project will officially begin on September 10th 2020

* No restrictions on theme or level size, just make sure it’s achievable by the deadline.

* This project will use the “Blood Texture Pack v03 Beta”, you can find it here http://blood.freeminded.de/index.php?section=misc&id=593
or in the MAPEDIT archive https://archive.org/details/BloodMapedit

* Custom MIDI’s are allowed and encouraged, submit them in a .zip along with your map file.

* If you want custom messages in the .ini, put a text document in your submitted .zip file with the order of your messages and details on when you want them to appear. Example: (Message1 “A clever and witty message”, shown after the player picks up the skull key)

* Submit your maps link here or on the discord channel. Be sure to specify it’s for 450ml, along with your maps title and author name. MIDI and messages are optional.

* Make sure your submitted map is beatable in Nblood and Build Gdx

* Map’s must be submitted by November 10th 2020, Try to make them beatable by Halloween.

*Have fun and be sure to share your progress screenshots with everyone :)
===============================

>> No.6980612
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6980612

huh [\spoiler]

>> No.6980616
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6980616

>>6980539
it wasn't starting until I changed the batch file to have "-heapsize 1350000" instead of 1536000. the number seems inconsistent though, dunno what's up. got 24 gigs of RAM, shouldn't be that.
most of that download size is hi-res QRP textures converted to internal format by the way. a slim install is "only" 500MB. might post later, still figuring shit out.

>> No.6980625
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6980625

Blake

S
t
o
n
e

>> No.6980632

God, ZScript is undocumented garbage. What docs there are is spread all over the internet. And god forbid you want docs on some new feature, like dictionaries, that's just come out, you unappreciative asshole.

The irony is that unless something is documented, the less people use it and the less it is appreciated.

As more shit is added to ZDoom, the more I find myself having to trawl the forums to figure out how the fuck it works.

Rant over, GOODBYE.

>> No.6980642

>>6980616
i've also got torches floating and out of place

>> No.6980652

>>6980632
This is why I'm still using Decorate.

>> No.6980657

>>6980632
Agreed. I came back to Doom after several years away. First of all, it was no longer ZDoom and GZdoom. Zdoom has disappeared? and now GZDoom is ZDoom? Okay...
Now I make GZdoom wad and it turns out there's features I have no idea now exist that I would have used if I had known about them. A central source of up-to-date information is direly needed. Not everyone can sit on a forum 24/7 sucking up obscure information.

>> No.6980667

>>6980632
iktfb
especially when you're not a programmer and have no idea what the fuck you're doing anyway

>>6980652
Thing is, eventually Decorate will become much more complicated depending on what you want to do. Despite Zscript having such bad documentation, it was sold on me the moment I managed to condense my code to about 1/5 when porting to Zscript. Depending on what you want to do, doing stuff in Zscript is certainly preferable to having a million state jumps and over 9000 custom items.

>> No.6980670

>>6980667
>Thing is, eventually Decorate will become much more complicated depending on what you want to do.
So far, I can do most things I'm looking to do with it. I see some people do some really advanced and abstract shit with ZScript, and that's great, but I wouldn't know where to begin with things like that.

By the time ZScript has some actual goddamn documentation to it, maybe then I'll start putting it to use.

>> No.6980676
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6980676

>>6980642
didn't have that problem

>> No.6980692

>>6980670
This guide helped me (as a non-programmer) at least starting out. Some examples even did exactly what I wanted to do, so I could basically just steal that code. I still can't quite wrap my head around pointers and casting though.

https://github.com/jekyllgrim/ZScript_Basics

>> No.6980715
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6980715

>>6979616
Both, but play TFE first obviously.
>demanding
>Serious Sam TFE or TSE
They run flawlessly.
>>6979623
Hard disagree. I think Serious Sam has some of the most balanced hordes in FPS history. Maddeningly fun to navigate a battle of kleers, firecrackers, and reptillians.

>> No.6980812
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6980812

>feel the itch to replay pic related again
>redownload on steam
>asks for a fucking CD now
I would be half as mad if it did actually read the fucking retal CD, but it doesn't.
also fuck you, still duke

>> No.6980895

>>6980812
I never played the third person Dukes. Were they any good?

>> No.6980967
File: 1.98 MB, 1920x1080, scr_0099.png [View same] [iqdb] [saucenao] [google]
6980967

>>6980676
i had it

>>6980895
They are but it varies
The good third person will always be time to kill and zero hour
Also Manhathan Project

>> No.6980975

>>6980895
I liked Duke Nukem on the Gameboy Color, it's kind of like a weird mix between Duke Nukem and Duke Nukem 2, with a colorful cartoon aesthetic.

>> No.6980989

>>6980895
Manhattan project is really nice. Was disregarded back then a bit.

Today it would be considered cool, with the whole indie platformer renaissance.
Its fun and has fluid gameplay.


Some nice sidescrollers shooters have been done lately like Huntdown and Valfaris.

>> No.6980994

>>6980895
There was one released during 6th gen, I think it was Manhattan Project, it was surprisingly not shit since I expected it to be shovelware using a popular IP for sales

>> No.6980998
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6980998

>>6980895

>> No.6981010

>>6980998
lol

>> No.6981012

>>6980998
Chud Nukem

>> No.6981013

>>6981012
Chud?

>> No.6981017

>>6980967
Shit's not even running for me. What do?

>> No.6981020

Is there a way to make caco and baron blood blue/green? I know smooth doom does it but is there something similar for prboom+?

>> No.6981025

>decide to check in on Wirehead to see if Generations Arena is still getting updated
>latest newspost is from a month ago, about Crash getting new animations
>newspost before that was near the beginning of the year, and was about another faction getting their animations done
>still no releases of any sort, even with the TA weapons apparently done
I appreciate this guy’s longstanding dedication to his mod, but at this rate, when it’s released no one will even remember what Quake is

>> No.6981027

>>6981020
Crispy Doom has that feature built into the port, enable "Colored Blood and Corpses" in the Crispness menu. Not sure about other ports, I imagine Woof will have it once it's done since it's the same guy

>> No.6981029
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6981029

>>6980584
>[10-11]Retroquad 0.1.0 is out - a Q1 engine with state-of-the-art 8-bit renderer. Dev in dire trouble.
https://mankrip.tumblr.com/post/631533857388314624


>losing your house because the water company sued you
jesus fucking christ

I know ten bux ain't going to help him much, but I hope things get better for him, retroquad really looks promising

>> No.6981034

>>6980812
works on my machine. steam, win7.
neat game, really atmospheric sewer section.

>> No.6981038

>>6981029
I hope he wins this one because Water companies, mainly state ones are complete assholes who lets areas run out of water for days but it still counts because of the Air Pressure passing through the counter

>> No.6981046

>>6981029
Needs some work for sure, but his life comes first. There is no reason this thing should use 1.5gb of memory.

>> No.6981060

>>6981034
The low poly and texturing aged quite well.And the gameplay is snappy.
That and quite fun bosses.

>> No.6981083

>>6981020
This annoys me in theory but in practice I'm typically too busy trying to kill them to notice the blood splat colour.

>> No.6981106

Everyone shits on pain elementals, but the real worst demon is the baron
>Spongy as fuck
>not even a threat, they just get in the way
>literally just an imp who spent too long at the gym

>> No.6981107
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6981107

>>6981106
>at some point in time he was considered a "boss"

>> No.6981115

>>6981106
Thats why Hellknights were made. Though clearing out a shitload of clumped up barons with a rocket launcher makes for a fun panic moment as you try to stem the tide before they get too close and you can't DPS them down without getting blown up.

>> No.6981119

>>6981107
>Get to the end of Fava Beans today
>The only monsters in E1M8 are two barons, even on UV
>The game expects you to slowly walk around the arena shotgunning them to death
>just hose them down with the plasma instead, its about as much effort and it means they actually die in a reasonable amount of time
I really hate barons. Most of the time they're essentially an ammo tax and nothing more.

>> No.6981145

The mapping style of Fava Beans reminds me of John Romero's map remakes quite a bit.

>> No.6981165

>>6981145
Really? I thought it was slightly confusing and poorly designed (at least by modern standards)

>> No.6981169

>>6981165
More aesthetically than functionally. It's probably just because both are just E1 fever dreams.

>> No.6981193

>>6981027
>it once it's done
Reminder that we all need to post in the Woof thread and request that Fabian add the Crispy Doom features into Woof.
>inb4 nypa

https://www.doomworld.com/forum/topic/112333-this-is-woof-231-sep-30-2020-updated-winmbf/?page=7
>I am not sure how far I want to run behind and be "more like PrBoom+" when this port's original goal is actually to be "as much like MBF as possible"
>I don't have any further plans for Woof, except for the occasional bug fix, but no fundamental changes. I am all open for midiproc or OPL emulation and stuff like that, but have no plans to implement any of this myself. The port just works for me well enough as it is.
> this port doesn't have a widescreen rendering mode - and will most probably never get
I asked for mirrored corpses in the past and his response:
> Mirrored corsped could be a thing, but then again, this is Lee Killough's source port after all - and if he added dogs already, he could just as well have added flipped corpses if he just wanted.

My point is, if enough people keep bothering and pestering him, he will see that a lot of people are excited about this port and he will start adding more stuff. For example, someone requested centered weapons and we got it:
>The weapon sprites can now be centered during attacks.
One or more people asked for uncapped framerate and we got it:
>Support for uncapped rendering frame rate with frame interpolation has been added.

>> No.6981194

im trying to find a doom 2 mod/wad that involves a killer running around a custom map trying to kill everyone else who is unarmed or has some kind of trick weapon or something. anyone know what it's called? seemed pretty well made and had a trailer and everything

>> No.6981201
File: 102 KB, 680x449, 1601964950437.png [View same] [iqdb] [saucenao] [google]
6981201

So, If I want to play vanilla, should I consider the changes GZDoom does to be a dealbreaker?

I really enjoy smooth doom+nashgore but I also want to have vanilla gameplay

>> No.6981206

I've been using decorate for a while, any good reason for me to convert to zscript? I have some knowledge in C.

>> No.6981213

>>6981194
Sounds like Whodunit. The other players are technically armed but killing anyone that isn't the killer also kills you so people are strongly discouraged from doing so unless they're sure they found the killer

>> No.6981218

>>6981213
zand had whodunit servers up all weekend but now everything is infested with megaman garbage with the same cirklejerk of players

>> No.6981220

>>6981213
its got the same concept but it's either still being worked on or some kind of early version

>> No.6981221

>>6981206
Zscript is absurdly powerful, you can do all kinds of crazy shit with it. Like we're talking destroying linedefs and actively fucking with a map in real time. Hideous Destructor is a good example of what can be done with Zscript.

I'm personally too fucking lazy and stubborn to use it myself.

>> No.6981226

>>6981194
>>6981213
>>6981220
found it https://forum.zdoom.org/viewtopic.php?f=19&t=66620

>> No.6981245
File: 2.33 MB, 500x288, 1579352381439.gif [View same] [iqdb] [saucenao] [google]
6981245

>>6980994
>popular IP
>duke

>> No.6981263

>>6981245
relatively popular, and Duke was certainly more popular in the early 2000s than he is now, outside of being used for memes

>> No.6981275

>>6980632
QuakeC for life my shamblas

>> No.6981316

Going through that doomworld list of wads sorted by difficulty has been pretty fun.

>> No.6981332

>>6981106
Doom 64 made me appreciate the Baron as an obstacle, a good way to use him is to make him area denial, he hits hard so you need to dodge his attacks and not get close, and he also takes a beating so he's not so trivial to gun down as a shotgun baldie might be (who for the most part is a greater threat), he's a threat which demands you focus fire on him. To put him to best use, you put the player in a tight room together with him, while the player also has to focus on another threat.

The Lost Episodes of DTWID had an example of an E1M8 level which actually made the Baron pretty menacing, because unlike the original E1M8, where there's tons of space and the 2 of them are easy to dodge, this one level had you fight like 8 of them in a much tighter arena, which made for a far more hectic and interesting bossfight.

>> No.6981342

>>6981165
>>6981119
The only reason Fava Beans ever had much fame was that it was a large set of maps which looked to be competent design, in an era where people were still experimenting a lot and figuring out what you could and couldn't do, and usually working with primitive tools.
Taken for what it is, it's quite banal and nothing particularly good.

>> No.6981347

>>6981332
Friendly reminder that the Damage of the baron in Doom 64EX and the New one are wrong, is lower than what it is

>> No.6981353

Friendly reminder that Crispy Doom is cool and I like it.

>> No.6981356
File: 1.98 MB, 1920x1080, scr_0096.png [View same] [iqdb] [saucenao] [google]
6981356

im not trying to bullshit a bit, but why does QRP looks better than the existing upscale pack for Q1?

>> No.6981361

>>6981347
That means he works even better if applied correctly for a mapset, because he can bitchslap you so hard they hear it all the way to Dis.

>New one
You mean the new mapset they did for Doom 64?

>>6981353
It's super cool.

>> No.6981363
File: 1.98 MB, 1920x1080, scr_0097.png [View same] [iqdb] [saucenao] [google]
6981363

>>6981356
also does someone knows which model pack is this for the guns? they look nice

>> No.6981372

>>6981361
Both ports are wrong because kaiser mistype'd the damage, he even said on a tweet.
also he can't patch it because of Zenimax Bureaucracy, though i believe that all of this is gone now that MS is the Head Honcho

>> No.6981379

>>6981372
Well, let's hope Microsoft runs things smoother than Zenimax themselves did.

>> No.6981384

>>6981379
I feel like we have a lot riding on Carmack getting involved again.

>> No.6981389
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6981389

i wish gmota worked on dead simple clones

>> No.6981394
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6981394

>>6981389
Does it still not? I thought I crushed that bug years ago. Fuck's sake

>> No.6981396

>>6981384
That'd be cool as balls.

>> No.6981397

>>6981363
looks sexy

>> No.6981445
File: 1.98 MB, 1920x1080, scr_0102.png [View same] [iqdb] [saucenao] [google]
6981445

>>6981363
>>6981356
Here is a Comparison in between all 3
also this source port is kinda cool, it has even 1st person weapon directions and 3rd person.
>Vanilla

>> No.6981448

Any wad to make all the original heretic episodes linked or some nice 32 map megawad?

>> No.6981452
File: 1.98 MB, 1920x1080, scr_0104.png [View same] [iqdb] [saucenao] [google]
6981452

>>6981445
>old upscale pack
i could do a new one with the models that i have here to replace this rushed one from celephais, but i would end up doing the monsters too, though i don't know how to make retextures work on them, since its a model mdl issue and it isn't easier as Q2 or Q3A

>> No.6981464
File: 1.98 MB, 1920x1080, scr_0101.png [View same] [iqdb] [saucenao] [google]
6981464

>>6981452
>QRP Textures
for years i kinda hated it, i loved it 1st when it was new when joequake and other cool stuff was out, and Dark places was still usable instead of a broken mess.
now i look it again, mainly with this port and they still look good, and this 8 bit dithering kinda make them shine.

>> No.6981472

>>6981106
I thought it was a widely accepted consensus in the community that barons, aka "doors with health" are the worst enemies in the game. Even id knew that, that's why hell knights exist. I also don't remember anyone complaining about pain elementals being badly designed enemies.

>> No.6981503

>>6981106
>>6981472
>tfw barons have been my favorite enemy forever
I love their designs in D2016M, and hated the stupid blades they added and the lack of red/pink in Eternal.

>> No.6981510

>>6980967
>time to kill
Great game. Played a lot of that back in the day. Planet of the Babes was a lot weaker, overall, tho.

The originals are good too, if you're okay with dos side scrollers.

>> No.6981512

>>6981472
Barons are good but they can be pretty annoying in DOOM1 specifically because there's not much of an intermediate step between pinkies and barons, so barons get used in places where they probably should have been a hell knight

>> No.6981515

>>6981503
>>6981512
>BIDF is at it again

>> No.6981517

>>6981512
There's that, and the lowest powered weapon which is convenient for fighting them is the rocket launcher, which you want some space for, ideally.
The super shotgun makes barons a lot more tolerable IMO.

>> No.6981521

>>6981515
Fuck off.

>> No.6981541

>>6981363
If you post more screenshots of the guns, I might be able to recognize it. Post the SNG in particular.

>>6981503
I like them too. They're simple satyrs but they have a good color scheme and neat sounds.

>> No.6981546

>>6981356
Is that the Retroquad thing? How'd you get it running?

>> No.6981548
File: 109 KB, 858x519, fava map name graphics.png [View same] [iqdb] [saucenao] [google]
6981548

> wad doesn't included map name graphics or dehacked string changes
Welp, now it does I suppose.

>> No.6981556

>>6981546
by unzipping, extracting the retail id1 files and woop!
executing by using the bat file

>>6981541
here it is
https://imgur.com/a/Mgx1SYs

>> No.6981563
File: 5 KB, 336x157, Retroquad error.png [View same] [iqdb] [saucenao] [google]
6981563

>>6981556
Do me a solid and don't treat me like an idiot.

>> No.6981571

>>6981563
check >>6980616 post
Here i have 16gb of ram and it ran well

>> No.6981572

>>6981556
The shotgun reminded me of another redo pack, but the other weapons in this album don't ring any bells. The thunderbolt looks a bit like something Chillo would do. Has he ever modeled weapons?

>> No.6981597

I liked the 2048 pistol, so I started using it with Valiant, but I didn't like how the muzzle flash looked with weapon bobbing while firing on because the fireball itself moved around, so I decided to reduce the duration of the muzzle flash by removing one of the fire frames from the animation. Also, IRL when you shoot a pistol, your hand doesn't move until the slide has finished recoiling because virtually all of the energy is being absorbed by the spring/slide until the slide goes back as far as it can go, THEN the force of the recoil is transmitted to your hand, so I changed the hand sprite to only move once the slide has finished going back.

Then I decided I didn't like how the vanilla Doom shotgun looks because IRL you don't stop aiming at your target to rack the slide - for example, here is a video of someone shooting a shotgun https://youtu.be/fDnyRXF_0Ck?t=302

So I spent some time looking for shotgun sprites on Realm667 but nothing looked good. Then I remembered I previously downloaded a wad containing all the Doom 64 sprites and sounds as Doom 2 graphics, so I copy/pasted the shotgun sprites from there. Then I decided I didn't like how the vanilla shotgun sounded, so I started using the Doom 64 shotgun sound as well, and it sounded great, but it had the unintended consequence of making the chaingunner enemy sound janky.

Then, by coincidence, I discovered a thread on DoomWorld about a megawad in which anybody could edit the maps, and it became a clusterfuck, but the final screenshots looked great. I opened the megawad and it turns out the shotgun sound from that megawad is excellent and it also is an improvement for the chaingunner enemy as well; there were other good custom sprites as well, like making the BFG into the Unmaker, but I wasn't interested in copy/pasting that, as good as it looked.

>> No.6981603

>>6981597
>TL;DR
Here is the 2048 pistol sprites, the Doom 64 shotgun sprites, and an improved shotgun sound.
https://gofile.io/d/3n5Wwu
No pistol sound is included so maybe use the 2048 pistol sound or the Valiant pistol sound

>> No.6981615

>>6981597
>Then I decided I didn't like how the vanilla Doom shotgun looks because IRL you don't stop aiming at your target to rack the slide
The animation just looks lifeless if you don't move the weapon. That's not good for a weapon you're going to be using quite often.

>> No.6981640

>>6981201
strictly speaking, it isn't accurate. if you want vanilla gameplay you should play crispy doom with Vanilla Smooth Weapons (the Dehacked version). It'll give you a tiny bit of eye candy but it will be accurate to the original DOS game's behavior.

>> No.6981641

>>6981571
Thanks. Shame about the 25 frames, I love the HUD and look of the game.

>> No.6981646

>>6981603
Hmm I just now noticed that there is zero recoil when playing plain Doom 2. I didn't notice before because I did all my testing in Valiant. Oh well, I'll have to tweak it more for plain Doom 2 but for now I'm playing Valiant

>>6981615
1) I think it looks great
2) You're not invited to my birthday party

>> No.6981763
File: 14 KB, 114x114, 1573162569291.png [View same] [iqdb] [saucenao] [google]
6981763

>>6981646
>You're not invited to my birthday party
I don't care the cakes your mom makes taste like a used up caco's anus anyways

>> No.6981870
File: 71 KB, 1024x768, DOOM0561.png [View same] [iqdb] [saucenao] [google]
6981870

Why would anybody put a mini-cyberdemon in their wad

>> No.6981872

>>6981245
Duke Nukem was surprisingly popular at one point
Never huge, but more than you'd expect

>> No.6981873

>>6981870
the weakened cyberdemons in magnolia are glorious, especially that they infight regular cyberdemons. do these infight?

>> No.6981874

>>6981873
I think these replace the big cyberdemon, this is a vanilla wad (STRAIN specifically), so they don't infight. The wad does have two versions of the imp that do infight each other though.

>> No.6981904

>>6980581
what are some maps for Half life that has more focus on fighting enemies and no downtime like Doom and quake.

I've been trying to get Randmap working but to no avail not sure if randmap was out of date due to the half life updates.

>> No.6981920

>>6981904
Pretty sure I just got Randmap to work. Will let you know in a bit.

>> No.6981927
File: 1.97 MB, 1920x1080, hl 2020-10-11 23-14-42-168.png [View same] [iqdb] [saucenao] [google]
6981927

>>6981920
Wow, this is fucking neat. It randomly recreated the first few levels of HL1. I can't believe I've never heard of this in all my years of HL1 mod playing.

>> No.6981931

>>6981927
so far when it comes to randmap I got the map down but the texture are missing

https://www.moddb.com/games/half-life/addons/randmap-v-500

>> No.6981939
File: 1.87 MB, 1920x1080, hl 2020-10-11 23-20-32-070.png [View same] [iqdb] [saucenao] [google]
6981939

This is fucking amazing oh my god. I've always loved HL1's combat against HECU, and now I have infinite maps to do so.
>>6981931
I gotchu man, I'll zip up my setup for download.

>> No.6981947

>>6981939
Yes thank you anon

>> No.6981967

>>6981931
>>6981904
http://www.mediafire.com/file/lmh7j5t4myfhgoa/Sierra.zip/file
Extract it to C:\, and then all you should have to do is run the Randmap exe and customize to your heart's content, same as Doom's Oblige. If the path isn't set automatically, set it to \Sierra\. Extract the maps to your Steam or pirated HL1 maps folder, then select the maps from the console.

The room designs are actually very rudimentary. Would love to see someone build upon this.

>> No.6982005
File: 663 KB, 797x600, AAAAAAAAAAAAAA.png [View same] [iqdb] [saucenao] [google]
6982005

>>6981967
FUCK

>> No.6982012

>>6982005
ok that's it I'm going to sleep I'll deal with it tomorrow

this happened when I tried doing this in the second time

Oblige Level Editor:
it's works normally

Randmap:
https://www.youtube.com/watch?v=0FsrzqJNQF8

>> No.6982020

Hello, the Doom Sprite Fix doesn't appear to work with PRBoom+ vis-a-vis regular zombies' sprites don't light up when firing.

>> No.6982129

Yo, can anyone explain again please how to get the better MIDI plugins for Doom? I want to try them out

>> No.6982134

>>6982020
Are you loading the separate dehacked file? IIRC, there isn't an internal one for whatever reason.

>> No.6982168

>>6980998
A different time. A better time.

>> No.6982215

>>6982134
Oh! I feel silly. Ty

>> No.6982226

>>6981472
i think pain elementals are a pretty brilliant enemy. on the surface they seem merely nuisances, since lost souls also seem weak and dumb; but, in reality, they are one of the highest priority enemies.

it's also fun that you can disable their spawning by bullying them; changes the dynamic a lot

>> No.6982228

>>6982226
oh i'm dumb and fail reading comprehension

i've never seen anyone say they're badly designed

i think everyone complains about them in general, since they are really annoying in any fight. i guess so are revenants, though revenants are funner to fight (due to causing infighting, punching, etc)

>> No.6982236

>>6982226
I wouldn't call lost souls weak, they are surprisingly tough for their size (was especially noticeable in Doom 1 because you don't have SSG that can one-shot them).

>> No.6982338

>>6982226
>Getting one shotted in Doom 64 by an exploding PE if you're too close
I think you can get telefragged by a spawning soul or some shit

>> No.6982384

>>6981870
90s wads wonders

>> No.6982452
File: 475 KB, 639x361, file.png [View same] [iqdb] [saucenao] [google]
6982452

What's the best way to play Blood? I hear fresh supply is a pile of shit.

>> No.6982456

>>6982452
It's not quite a pile of shit due to post-launch patches but it's been abandoned (against the wishes of the devs, publisher forced them to stop) so its problems are never getting fixed
I think people recommend BloodGDX currently

>> No.6982459 [SPOILER] 
File: 246 KB, 323x433, 1602508236066.png [View same] [iqdb] [saucenao] [google]
6982459

>>6982456
Thanks anon. Shame the team was actually working to fix it and got fucked over by the publishers.
That scenario sounds oddly familiar.

>> No.6982470

>>6982452
nBlood or DOSBox

>> No.6982474

>>6982452
nBlood is my personal favorite, GDX is very good too.

>> No.6982479

>>6982452
I played through and enjoyed Fresh Supply, but it was my first foray into Blood. What's wrong with it?

>> No.6982483

>>6982479
After first patches it's pretty decent, but it's still a pretty rough recreation of original Blood. Not bad, but not autistically perfect. nBlood and BloodGDX are much more close in comparison.

>> No.6982484

>>6982479
First off it doesn't use the original's source code and had a lot of bugs and hiccups on release that you would never have seen in the original. They patched it up a bit and made it a lot better, but the publisher made them stop fixing it, and it'll never be made perfect outside of the inevitable dedicated fan mod.

>> No.6982486

>>6982452
Uninstall it.

>> No.6982493

>>6981034
that's the issue, i'm win10
>>6980895
the platformer is easily the second best duke game to ever exist

>> No.6982497
File: 111 KB, 856x480, fava secret exit.png [View same] [iqdb] [saucenao] [google]
6982497

> its a "the secret exit is easier to find/access than the real exit "level

>> No.6982512

>>6981597
>I liked the 2048 pistol,
Thanks.

>Also, IRL when you shoot a pistol, your hand doesn't move until the slide has finished recoiling because virtually all of the energy is being absorbed by the spring/slide until the slide goes back as far as it can go, THEN the force of the recoil is transmitted to your hand, so I changed the hand sprite to only move once the slide has finished going back.
True, but personally I tend to sacrifice realism for visuals to a point, hence really exaggerated muzzle flashes and exaggerated recoil. A regular 1911 in .45 Auto just wouldn't make big and consistent fireballs like that at the muzzle at all.

Anyway, it's always great to see people use my shit.

>Then I decided I didn't like how the vanilla Doom shotgun looks because IRL you don't stop aiming at your target to rack the slide
Now that's something I've done for the Immoral Conduct project, the shotgun is centered when pumping after shots, the angled pump animations are visible when you bring up the shotgun to reload it from empty (if you've still got a shell in the chamber, it skips the pumping, thanks Brohne!)
A pump-action shotgun really is pretty fast with practice, and I wanted to have that. Paul Harrell is pretty cool, too.

>> No.6982516

>>6981245
Where do you think all the anticipation and waiting for Duke Nukem Forever (and the subsequent disappointment) came from?
It was quite a popular game and franchise.

>> No.6982517
File: 59 KB, 1024x655, 1599444387831.jpg [View same] [iqdb] [saucenao] [google]
6982517

Which version of portable Doom runs the best that isn't the Switch? 3DS or Vita?

>> No.6982520

>>6982226
>>6982338
I love how Doom 64 made Pain Elementals the worst motherfuckers ever.

>> No.6982524

>>6982474
>>6982470
Went for nblood. Seemed simpler.
Any major difference between nblood and GDX?
>>6982486
>I'm gay.
What did he mean by this?

>> No.6982534

>>6982497
2048 units in /vr/

>> No.6982538

>>6982524
Mostly in how renderer interprets colors (GDX wasn't very close to Software mode last time I checked) and mouse worked better in nBlood in my opinion.

>> No.6982541

>>6982534
wait wasn't that secret exit complicated as hell

>> No.6982547

>>6982541
The release version might have made it easier. I got it first try in that.

>> No.6982549
File: 90 KB, 800x1041, target.jpg [View same] [iqdb] [saucenao] [google]
6982549

>All other 90s FPS welcome

Target 1998 (Retro FPS)
https://www.youtube.com/watch?v=UYwh1GuKlLk

https://mega.nz/folder/BGBH1aAS#hoGkVmoFMqdNJO3eWKoygA

>> No.6982553

>>6982547
maybe i remember wrong, but you had to run across some bookshelves (i did regular SR40, didn't need SR50), then go up those stairs below the endpoint of that run, shoot through some crack.... i mean it's reasonably logical, but isn't simpler than the true exit.

eviternity meanwhile i had to work to find the true exit haha

>> No.6982557

>>6982553
The true exit makes you fight 2 Cyberdemons.

>> No.6982583

>>6982557
oh well i uv-max everything so i had to beat them anyway...

(i assume most people go for 100% kills, especially people that go for secret exits and not just IDCLEV31)

>> No.6982591

>>6980998
ah, so that's why the game was basically nuked and you can't buy it outside of shady key sites

>> No.6982601

>>6982583
I prefer coward % myself aka as soon as I can gun it for the exit, I exit the level.

>> No.6982615

>>6982517
Probably smartphone w/Bluetooth controller

>> No.6982619

>>6982601
yeah

actually that level is kindof tricky and those two cyberdemons are a bit annoying, so i understand

>> No.6982626
File: 101 KB, 856x480, Doom2 Episode List.png [View same] [iqdb] [saucenao] [google]
6982626

Which Doom 2 episode is the best and why is it definitely not The City?

>> No.6982629

>>6982626
They all had some cool maps and some shit ones.

>> No.6982631

>>6982452
nBlood and GDX look very similar. I think nBlood looks better, but slightly. However nBlood SOUNDS significantly better. Different ports have different sound code and for some reason BloodGDX sounds janky compared to nBlood. However, BloodGDX has one distinct advantage over nBlood and DOSBox: it has the ability to have custom difficulty settings, so you can have maximum monster count without the stupidly overpowered hitscanners from higher difficulty settings.

I still prefer DOSBox with the CD audio disabled for the comfy SoundBlaster MIDIs. DOSBox has a quirk in that if you save a game and load it, the difficulty settings become all borked, but if you know about it, you can abuse it by starting a game on the highest difficulty, saving/loading, and presto, all the monsters now do the same damage as on the lowest difficulty setting. If you start a game on the lowest difficulty and save/load, the monsters now do maximum damage. The middle difficulty is unaffected.

>> No.6982661

>>6982005
I was checking the process when the map was compiling it says

warning Couldn't open halflife.wad

>> No.6982685
File: 54 KB, 175x302, ddzp263-62a1a5e8-4300-49b6-b25f-dda69861e23e.jpg [View same] [iqdb] [saucenao] [google]
6982685

>>6981967
I can't thank you enough, but no matter how I run it it's either a map with no textures or Fatal Error Bad Surface Extents

well at least I have the Lambda mod for Doom

>> No.6982691

>>6982549
I see Poland is as good at making vidya as it is good at going into space.

>> No.6982696
File: 312 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
6982696

There's a softlock on map23 of 2048 Units. If you back up quickly enough from the Chaingun before the door closes completely, you're stuck in the starting room because this door is only one-time use.

>> No.6982703

>>6982696
>If you back up quickly enough from the Chaingun before the door closes completely, you're stuck in the starting room
Good. That's what you get for being a pussy

>> No.6982710

>>6982631
Testing both I can confirm I prefer nblood, especially when it comes to the sounds.
Mostly wanna go as vanilla as possible right now since I haven't actually finished Blood and I intend to change that ASAP

>> No.6982713

yo i feel these threads rarely discuss SCYTHE (1 and 2)

I haven't played them since 2013 or so, and sort of developed some weird hindsight that they'd look dated if i were to try again?

i've been playing them today and they're deliriously fun. amazing shit.

also, to the vanilla smooth weapons anon (the one that brings it up all the time): I am certain now that it really helps me with tyson, just much easier to line up and time. and i don't think i'm awful at tyson (e.g., i was fine in ancient aliens map 21 and vanguard map 13).

>> No.6982720

>>6982696
haha wow, i confirm this. didn't even need to do anything like sr50

this also remidns me, it annoys me that you can't get back to the starting secret in this map. i tried to uv max it and secret hunt at the end, was upset.

>> No.6982732
File: 787 KB, 486x674, file.png [View same] [iqdb] [saucenao] [google]
6982732

Moment of truth lads. What's the better BLOOD OST?
https://www.strawpoll.me/21089091
https://www.youtube.com/watch?v=0-OS06n2My0
https://www.youtube.com/watch?v=L928CmhAPQY

>> No.6982738

>>6982732
CD, but MIDI with SC-55 is a close second.

>> No.6982741
File: 541 KB, 316x306, 1587894471396.gif [View same] [iqdb] [saucenao] [google]
6982741

>>6982738
>MIDI with SC-55 is a close second.
My nigga.

>> No.6982754

>>6982591
Nah that cant be it.

Either way its a really well done game. Its weird nobody mentions it.

>> No.6982776

So how am I supposed to reach the Soulsphere in Retirement Grease? I couldn't find any kind of switch or anything, so I had to resort to straferunning.

>> No.6982801

>>6982776
>So how am I supposed to reach the Soulsphere in Retirement Grease?
With straferunning.

>> No.6982804

>>6982626
No Rest For The Living, but if we're talking about original Doom 2 only then it's probably The Space Station. Hell has some of my favorites but at the same time some of the worst maps in Doom 2.

>>6982801
https://www.youtube.com/watch?v=TpeRQE5bE2k

There's a trick shown in this video which allows you to get it, but it most probably requires a bit of savescumming.

>> No.6982808

>>6982804
I'll be honest, I wasn't even sure that secret was possible when creating the map. I only kept it in because I saw someone do it in a demo.

>> No.6982816

>>6982710
>Mostly wanna go as vanilla as possible
You can get One Unit Whole Blood from the OP. It contains the original game launched through DOSBox. I checked just now and it's no longer on sale on GOG so just get it from the OP.
Don't use the launcher that comes with the game, though. You will want to download a copy of DOSBox pixel perfect, which is a fork of DOSBox that comes with integer scaling. The program is smaller than the size of one song in mp3 format so it's no big deal. Keep DOSBox in its own folder (for example D:\DOSGames\DOSBox) so you can copypaste it again later if needed. Copy/paste dosbox.exe and SDL.dll into your Blood folder. Right-click inside your Blood folder and create a new text document and name it dosbox.conf. Right-click that file and edit it and copypaste this code inside:

[sdl]
fullscreen=true
[dosbox]
memsize=63
[autoexec]
mount C "."
c:
blood
exit

Now you can double-click dosbox.exe and it will launch Blood!
There is a LOT of customization available but I just wanted to give the bare-bones essentials. Right-click dosboxBlood.conf and look over the settings there. Note that dosbox-pixel-perfect will only read dosbox.conf so the other configuration files will not mess with DOSBox.

If you want the sweet SoundBlaster MIDIs, right-click BLOOD.CFG and edit it and set "MusicDevice" to " = 6"
>>6982713
>yo i feel these threads rarely discuss SCYTHE
They are consistently among the first wads recommended to neophytes
>i've been playing them today and they're deliriously fun. amazing shit.
If you like the maps enough, try beating all of episode one in one life without dying. If that's too easy, do it with fast monsters enabled.
Then, try to beat all of episode two in one run without dying.
Then try to beat each of the individual episode three levels without dying. I actually haven't even beaten map30 on skill1 with 0 deaths. I should do that sometime.

>> No.6982839

>>6982732
This reminds me, nBlood is capable of OPL3-emumation, whereas GDX is not. (DOSBox's OPL3 emulation still sounds superior to source ports' emulation, for whatever reason).

I would have to say MIDI, because of the sheer amount of options: you can use your own MIDI player with your own sound font, you can use OPL3 emulation / DOSBox SoundBlaster, or you can use the FLAC music pack: http://sc55.duke4.net/games.php#blood (put the .zip in your nblood folder and enable autoload upon start-up)

>> No.6982843

>>6982839
and for the record, the DOSBox SoundBlaster sounds better than all of them

>> No.6982847

>>6982696
I'll have to ask LunchLunch how to approach that change.

>>6982776
It's a missable secret; you have to straferun to get it in time after hitting that switch. I have never been able to do this myself, but I have seen it done.

>> No.6982851

Fixed the lone missing texture on map01 btw.

>> No.6982859
File: 267 KB, 1223x1240, 1468558971764.jpg [View same] [iqdb] [saucenao] [google]
6982859

>>6982839
put the .zip in your autoload folder, fuck

>> No.6982873

>>6982512
>that's something I've done for the Immoral Conduct project
Link? I wanna check out the shotgun sprites. I did a search and there are several versions, some 5 years old

>> No.6982883
File: 21 KB, 362x135, centerpump_icd.png [View same] [iqdb] [saucenao] [google]
6982883

>>6982873
It's a long WIP I've been working on for some years, based on a Decorate conversion of ICD-SE. I don't want to release a build publicly until all the weapons are working.
Here's said conversion: https://forum.zdoom.org/viewtopic.php?f=43&t=48036

I do have these old sprites for a centered pump-animation for the vanilla shotgun, though I don't know who made them.
I edited out the front-sight to match the sawed-off version Cory made for Immoral Conduct, which I had used for a while until I decided I wanted to do all new graphics and consolidate the weapons.

>> No.6982903

>>6980812
I just bought it on Xbox 360 the other day. I think it was like 10 bucks. Its really fun, way better than I expected.

>> No.6982913
File: 30 KB, 360x450, 1588521267398.jpg [View same] [iqdb] [saucenao] [google]
6982913

When asked if he was involved with all the drama at iD with Romero during the development of Quake:
>"Oh, iD was pretty much a nest of drama queens during that time. Both Johns are equally guilty of that."

Is there a single man more based than Sandy Peterson? He just wanted them to shut the fuck up so he could make games.

>> No.6982920
File: 330 KB, 1280x960, Untitled.png [View same] [iqdb] [saucenao] [google]
6982920

>>6982883
this looks fuckin sweet

>> No.6982935

>>6982920
Yeah, it's pretty good recreation of ICD-SE, which I thought was great.

>> No.6982950

>>6980632
it's easier to rant on a mongolian throat singing forum than write what you already know about zscript for future users

>> No.6982958

is there a tutorial like the dumptruck_ds ones but for doom builder?

>> No.6983063

>>6982958
We need /vr/ approved tutorials anon
dumptruck is good but it feels outdated and people and newfags here wants to learn how to map in other games too

>Duke and Generail Build Tutorial, mainly for mods for Ion Fury, Douk, Blood, RR and so on
>Updated Q1 Tutorial for non and + limits, also Quake C for idiots
>Updated Q2 Tutorial, even gamebanana Q2 community found good old shit again like the compiler ArghRad compiler https://gamebanana.com/tools/6493 and other anons finding old stuff deemed lost, also as above C Programming Language for idiots.
>Updated idtech3 tutorial for modding now that all games are retro, with also C Language for Dweebs
>A Complete Doom Engine tutorial for mapping, from decorate to fucking acs, from graphics to 3d models, and 3d platforms for idiots.

>> No.6983072

>>6983063
I can only help with unrealed and unreal script up to ut2004

>> No.6983079

>>6983072
if it also means helping to make UC2 playable on PC, go for it my dude!

>> No.6983085

>>6983079
it already works, it doesn't have windows sound
I imagine porting code from ut2004 to uc2 "should" work but there is something I don't have, time
I'd personally like to have the bloom and bump maps from uc2 on ut2004

>> No.6983094

>>6982732
MIDI definitely. The CD version is too ambient and doesnt fit the action of the game, and it lacks the memorable rhythms/melodies.

>> No.6983096 [DELETED] 

is there a way to nuke you fuckers back to /vg/?
you don't belong

>> No.6983101

>>6983096
Doom and retro fps games aren't gacha trash, so I'm not sure what you're talking about.

>> No.6983102

>>6982913
Apparently id wanted to scrap the shotgun but Peterson convinced them to keep it because of how satisfying it felt to take out enemies in one shot. That alone redeems his shitty Doom 2 maps.

>> No.6983108
File: 879 KB, 280x158, teabag.gif [View same] [iqdb] [saucenao] [google]
6983108

>>6983096

>> No.6983115

>>6983096
Moot said
>DOOM AND RETRO FPS BELONGS TO /vr/
so fuck back to /v/ or better yet, resetera.

>> No.6983118
File: 25 KB, 468x60, 6ef9a91fe40491cbf4ae3be1d9721b3b0fe41c9e.gif [View same] [iqdb] [saucenao] [google]
6983118

>>6983096
We are /vr/ bitch.

>> No.6983124

>>6983094
>it lacks the memorable rhythms/melodies.
Carnival still gets stuck in my head.

>> No.6983147

>>6983063
also one thing that if forgot
Q1, Q2 and possibly Q3/idtech3 needs a 3d and animations tutorial that it works
Mainly Q1 and Q2 for weapon and model ports, no one has hacked bone animations into it for its source ports
http://panjoo.tastyspleen.net/q2modeler_tutor/index.html
which isn't the case when the vertex models are ported to other games who converts them into BONE instead of Vertex and removes the wobbliness

>> No.6983158

>>6981145
Orin Flaharty from Memento Mori and Requiem felt more like Romero honestly. In fact I always thought he might have been Romero.

>> No.6983162

>>6983102
they aren't that shit, just relatively shit

>> No.6983165

>>6983162
His city maps didn't age well, but I think other maps are good.

>> No.6983173

>>6983102
>>6983162
>>6983165
Sandy himself said that he isn't an artist, but a designer on chubz video
https://www.youtube.com/watch?v=w9oG2LBuMwY

>> No.6983178

Batman doom is back
https://twitter.com/CorwinB87/status/1315524492647522304

>> No.6983179

Sometimes I wonder if the non base maps would be more fondly remember if they had more texture variety to work with.

>> No.6983189

>>6983179
Something resembling a building material would be great.

>> No.6983190

>>6983179
I just want more "everyday life" stuff. They have to have barracks and kitchens and mess halls and all that.

>> No.6983204

>>6983179
Like fire green or fire yellow?

>> No.6983208

>>6983173
I like the functionality of his levels, I do agree they aren't the prettiest, but they are still fun and creative. That was a good video, thank you.

>> No.6983213

XWE did an interview with McGee and he basically admitted that he and Romero were aiming for immersive level design whilst Peterson was all about making tricks and trap levels. Makes sense seeing as Sandy was all about RPGs and dungeon crawlers.

>> No.6983217

>>6983213
Most pwad makers aim for Romero's look and Sandy's mechanics.

>> No.6983221

>>6983158
Fava is like the alpha of a Romero map.

>> No.6983225
File: 343 KB, 1920x1080, fte-20201012213106-0.png [View same] [iqdb] [saucenao] [google]
6983225

Started playing Arcane Dimensions through FTE. It has a nice option called 'Software-style rendering', which emulates limited palette, just like GZDoom's 'Palette' tonemap. I personally love this feature, but not sure if it's really compatible with AD.
Anyone tried this before? Is it ok or better switch to truecolor?

>> No.6983231

>>6983162
I think most of his maps fit between decent and very good, and I take inspiration from him with my own maps.

>> No.6983236

>>6983225
Go with what you feel like.

>> No.6983239

Are there any good mall levels for Doom? I am not talking about Dylan&Eric killing spree style 90s malls, but some modern take that looks decent and like an actual mall.

>> No.6983261

>>6983239
Ashes has an alright level set in a mall.

>> No.6983267

>>6983261
A fine fucking level. Very build like.

And the special jump scare is great.

>> No.6983272

>>6983239
I always wanted to make a Dead Rising like mall in Doom. It would require 3D floors or hidden teleports though.

>> No.6983287

So I noticed I never got around to playing the Quake 1 expansions.
Are they worth playing? Which is the best one of the two?

>> No.6983294

>>6983287
>Are they worth playing?
Yes
>Which is the best one of the two?
Scourge of Armagon

>> No.6983296

>>6983287
I like both, I think they're good.

>> No.6983305

>>6983287
They're better than the base game, I recommend them

>> No.6983360

>>6983261
Thanks. And holy shit, why didn't I know about this? I mean, I am not all too big into postapocalyptic stuff, but this is pretty cool.
And having replayed Blood recently I really dig the "open shortcut to the start of the level at the end of the level" thing.

>> No.6983367

>>6983360
Ashes is amazing.

It does not get much publicity a second episode is being made. Looks even better.

>> No.6983391

Why does Eviternity's custom episode selection work in PrBoom, but for Valiant, you need the Eternity engine or ZDoom?

>> No.6983398

>>6983225
play as you like and tell the other niggers to eat a dick
But i would put my tickets at Retroquake engine once the author gets his life right and people starts looking at his dithering method for software

>>6983287
Armagon is fine once you learn how to prioritize your weapons
DoE on Nightmare is soul crushing hard as Q2 Expansions on nightmare and Blood on Well Done on.

>> No.6983442

>>6983398
How are they on hard? Its been a while since I played Quake so I might just go through them on normal instead.

>> No.6983457

>>6983442
Lasers on Scorpions, Double barrel on gremlins, mines for traps
As for DoE, fuck Triple grenade ogres, traps, Wraiths, flesh bombs and the dragon.

>> No.6983471

>>6983457
Got it. Doing my first time on normal.
I've got a lot of experience with Doom but I haven't played much Quake.

>> No.6983491

>>6983239
Neodoom has a mall

>> No.6983494

>>6983442
I just played through Scourge on hard and it felt great. I remembered that Quake 1 has the problem of not being designed for shotgun-starts (try E2M7 with a shotgun start for example), so I expected Scourge to be the same and I did a continuous playthrough, but it turns out that on every map you are given the SSG and at least one nailgun so every map is designed to be beatable with a shotgun start. I loved Quake 1 so I did not expect the mission pack to be better but some of the maps are better than Quake 1 maps so I plan on going back and beating each level with shotgun starts eventually. The map before the final boss map is a very big step up in difficulty, mainly because there aren't generous amounts of health pick-ups like Quake usually has, but it's not insurmountable

>> No.6983524

>>6983287
Both are worth playing, and Armagon is considered the better of the two.
Laser Cannon's bind is impulse 225 and Mjolnir's is 226, in case you don't want to use the mousewheel to get them

>> No.6983545

>>6982691
lol

>> No.6983598
File: 2.81 MB, 1920x1080, 1572680793094.png [View same] [iqdb] [saucenao] [google]
6983598

damn, I totally forgot how to use this editor

>> No.6983665

A few maps into Scourge and I'm liking it far more than the main game so far. Fuck the scorpions though. The laser is a cool weapon, and if anything this feels more like a 3D Doom than the main Quake 1 ever did.
The music sucks though. It lacks the atmosphere of the main game and sounds generic.

>> No.6983689

how to create random mazes in Q2
dunno if its still works even with custom texture assets
https://www.cs.rochester.edu/~brown/242/assts/mazedoc_old.html

>> No.6983767

Is there any way to NOT get stuck on random geometry when moving around or do I need to git gud?
I started putting deflector linedefs on small corners and nooks in my maps to prevent players from getting stuck when maneuvering around; it's something I learned from 3D mapping.

>> No.6983772

>>6983213
As much as I've always hated the Downtown I really respect Sandy for being the first to make such an open map in the Doom engine.

>> No.6983775

>>6983598
is that turok?

>> No.6983779
File: 344 KB, 960x540, Untitled.png [View same] [iqdb] [saucenao] [google]
6983779

>>6983665
>Fuck the scorpions
The normal roster of enemies for tech-base levels would make it too easy so they needed a new monster to make it tougher
>The music sucks though
Might I recommend some dungeon synth? https://youtu.be/7YTmmEn4FZY
This music might clash with the tech-base aesthetics of episode one though so maybe some classic heavy metal for now https://youtu.be/x3Dgl5xkh4E

>>6982935
That shotgun is sick. I prefer it to the D64 shotgun I was using before. The only problem is that without a centered weapon, aiming becomes harder, but I've already gotten used to using Doomguy as a frame of reference for where the center of the screen is because when playing Chocolate Doom there is no centered-weapons-while-firing option and more often than not the weapon is off-center when holding down fire. The meaty feel of the shotgun is worth the change IMO.

>> No.6983804
File: 273 KB, 530x423, 832.png [View same] [iqdb] [saucenao] [google]
6983804

>>6983775
I'm gonna have to replay this game for the sake of the music alone
https://youtu.be/yLcTelciPhM
https://youtu.be/9_AIBKGIi7o

>> No.6983807

Found something really interesting, and what can be said the 1st slaughtermap for Q2, it has even high poly stuff.
https://www.fb.com/Quake-2-single-player-maps-135532309953962/
It Needs KmQuake2 and Patch 3.24

>> No.6983815

>>6983391
It does? I'm playing on Prboom+ and I've never seen it.

>> No.6983818
File: 312 KB, 1008x890, map.jpg [View same] [iqdb] [saucenao] [google]
6983818

>tfw not even halfway through building the map and apart from a few placeholder mooks there aren't really much enemies there placed yet either.
I just wish I wasn't so bad at mapping

>> No.6983820

>>6983815
woops. that's definitely a case of me misremembering something. i forgot i played eviternity in gzdoom

>> No.6983821

>>6983818
I always place enemies last (But I map with them in mind)

A bit annoying when I burn out on map before there's any enemies.

>> No.6983839

Unloved looks cool but I think the gameplay sucks

>> No.6983851

>>6980584
Arcane Dimensions updated to 1.8 with new features & maps
http://www.simonoc.com/pages/design/sp/ad.htm

>> No.6983863
File: 2.96 MB, 640x480, 1588288287330.gif [View same] [iqdb] [saucenao] [google]
6983863

>>6983851
Sweet I haven't played AD yet so it's gonna be even better when I finally do

>> No.6983865

>>6983818
I personally prefer designing levels in such a way that designates certain sections of the level as a demon-killing encounter/"flowing" series of encounters so that the map has different levels of appropriate pacing and avoids the more painful task of "where the fuck do I go?" that I find pretty common in community wads. Everybody's methods differ of course, but I found this works best for me.

>> No.6983872

>>6983851
The new knights are galena
https://i.imgur.com/MDZUZyQ.png

>> No.6983912
File: 101 KB, 1002x551, Doors that give me pain.png [View same] [iqdb] [saucenao] [google]
6983912

Wondering if someone can help. I'm trying to make a fancy door where the right and left pillars start on the ground and move upwards to open. The two center pillars start on the ceiling and move downwards to open when the switch is triggered. For some reason I can't get this working. I'm new to map making but I can make regular doors, just not this fancy door. Any tips?

>> No.6983918

>>6983912
What format are you using? Doom/Doom 2 has no action that would make one sector go down and another up at the same time (At the very best one of them will snap into place instantly).
In boom you can use voodoo dolls to make it do this sorts of things.

>> No.6983940

>>6983779
That Immoral Conduct mixed angled and centered weapons is one of those things which I think has aged poorly.
I'm pretty sure that you're meant to play the mod with a crosshair of some sort though, if you want an unobtrusive one, pick the small dot.

One of the things I'm doing with my project, apart from consolidating the weapons, also making all of them centered (dual wielding the Uzis wont, but the single one will be), because I think it's better to have things like that be consistent.

>> No.6983942

>>6983779
Someone did do a centered version of the Duke Nukem/Immoral Conduct shotgun many years back, though it doesn't have centered pumping frames.

>> No.6983946

>>6983918
>>6983912
You could put two linedef actions really close to each other so that it's unlikely for the player to not trigger both at the same time. Might be a very very slight delay between both, but it'd pretty much achieve the effect in question.

>> No.6983952

>>6983946
Yeah, that's an option. But would only work for walking on.

>> No.6983958

>>6983918
Not the guy you're replying to, but what are the more "detailed" formats to work with? I've heard lots of cool shit about zscript stuff for the zDoom format but I don't even want to bother with it if there's no good official documentation. If my dumb ass is going to create loads of problems for myself I'd rather be able to troubleshoot without having to scour obscure forums to find a potential answer.

>> No.6983962

>>6983918
I'm using Doom 2, Door Generic with Open close. Not sure if that helps.

>>6983946
I could give that a go. Thanks for the advice.

>> No.6983969

>>6983958
Boom simply offers a lot more actions while still being essentially doom. And thanks to floor scrolling action you can make a voodoo doll (A player start that nobody controls) roll across multiple lines triggering all sorts of effects.

I'm not familiar with zscript/decorate

>> No.6983994

>>6983779
What port is this?

>> No.6984001

>>6982913
>sub to his youtube channel
>multi hour long lectures about cthulhu mythos shit

I knew he was into it but GODDAMN

>> No.6984019

Peterson is based. So is this, holy shit
https://youtu.be/t-ztU_I1fh8

>> No.6984071

>>6983994
Woof with high resolution off (so it looks like Chocolate or DOS Doom) and integer scaling on (for perfectly crisp pixels and no stretching, hence the black bars on the top and bottom of the screen; integer scaling is an option hidden in the .cfg files of Woof/Chocolate/Crispy Doom: 0=off 1=on). Woof's high-resolution is the same as Crispy Doom's (640x400). Woof is a fork of MBF and in fact the reason Crispy has low/high resolution modes is it copied MBF. I would play Valiant with the Eternity engine so I could get access to the episode selection and extra intermission screens, but if you set resolution to 320x200 (Chocolate/DOS Doom), it doesn't stretch it out like other ports do (let alone having an integer scaling option) so you just have a tiny box, and I generally prefer the look of low-resolution mode after having played all of Scythe and Doom 1 in Chocolate Doom. Also sorry if you already know this but all ports aspect correct 320x200 into 320x240 by default unless you turn off aspect ratio correction

>> No.6984081

>>6983665
The scorpions become less of an issue once you get used to the proxy grenades and laser rifle

>> No.6984113

>>6983958
zscript is for modding actors behavior, not making maps. for mapping you would want to use the UDMF format. it lets you use extra actions, write scripts like in hexen, manipulate textures more extensively/easily, etc. however, it will only work with zdoom, and unfortunately some people disregard zdoom projects inherently.

>> No.6984119
File: 195 KB, 1024x768, crispy-boom-lol.png [View same] [iqdb] [saucenao] [google]
6984119

>>6984071
Eternity has a fake fullscreen mode on the dev builds that just stretches to your desktops resolution, so you can use 320x200 in 4:3 with sharp pixels. Eternity thinks 424x200 is ultra-wide though so no low res widescreen.

>> No.6984143

>>6983952
You could always make it a "floor button", ergo the button is a sector, and as you step onto it, linedefs around it will tag it to go down, as well as do the other actions to open the split gate.

>> No.6984148
File: 2.99 MB, 854x480, 1583579100894.webm [View same] [iqdb] [saucenao] [google]
6984148

>>6983775
I'm just fucking around

>> No.6984150

>>6983969
So called 'Voodoo Scripting' actually gives you an incredible range of possibilities if you're creative with it, just look at the shit Cyriak did with Going Down, every level uses a bunch of setups like that for all kinds of crazy effects.

>> No.6984178

>>6982696
>>6982703
>>6982720
>>6982847
Fixed softlock on Map 23.
Anyone have any other errors we need to address?

>> No.6984262

>>6984148
Isn't this done already?

>> No.6984276

welp
https://twitter.com/HECKSCAPER/status/1315453432157929472

>> No.6984318

>>6984119
Just today one of the devs have mentioned the imminent stable release of Eternity. There also've been lots of commits for Heretic support in recent months.
And then there is this intriguing thing https://www.doomworld.com/forum/topic/117394-rum-and-raisin-doom-haha-software-render-go-brrrrr/

>> No.6984321

>>6984019
>You Can (Not) Kill Me, John Romero
>You (Are) The Demons

>> No.6984324

>>6984318
I've been following this for a while to, if this get integrated into chocolate and crispy there will be huge performance gains to be had meaning chocolate and crispy can become even more portable. Hell maybe GZDoom will cop some of the good to make their software renderer less dogshit.

>> No.6984347

>>6984178
On Retirement Grease, I think the switches could stand to be 8-16 brightness units lighter to better stand out.

>> No.6984352

>>6984276
Fancy

>> No.6984413

>>6984347
Were they really that hard to see?

>> No.6984420

>>6984413
It was an issue I saw in a couple of playthroughs. A bit more contrast there can't hurt.

>> No.6984427

>>6980584
Heretical Doom v1.5 has been released!
https://forum.zdoom.org/viewtopic.php?f=43&t=56762

>> No.6984438

>>6983952
If you're using boom, you can use the pass thru flag, which causes switches to switch the switches close behind it. I'm pretty sure no one ordinarily knows this option exists.

>> No.6984450

>>6984276
literally but why™

>> No.6984451

>>6980584
JP Le Breton has release Works of the Master (formerly Master Levels Deluxe) which is a four episode megawad that includes the other maps connected to those featured in Master Levels amongst other things.

>> No.6984473

>>6984451
Got a link?

>> No.6984476

>>6984451
>>6984473
Oops.
https://jp.itch.io/deluxe-master-levels

>> No.6984542

Anybody know of any good custom SSG sound effects? I made a custom shotgun and now the SSG sounds underwhelming in comparison

>> No.6984601

>>6984542
Not sure why you would want to scale downward with main weapons. You could take the default sound of SSG and pitch it up in audacity or something

>> No.6984624
File: 143 KB, 1204x467, file.png [View same] [iqdb] [saucenao] [google]
6984624

Let's have another BUILD poll!
https://www.strawpoll.me/21092040

>> No.6984696
File: 138 KB, 1204x467, WANG.png [View same] [iqdb] [saucenao] [google]
6984696

>>6984624
I didn't like that gay as fuck image so I fixed it.

>> No.6984713
File: 57 KB, 1022x547, Lo Wang really let himself go.jpg [View same] [iqdb] [saucenao] [google]
6984713

>>6984696
>WANG

>> No.6984751

Is there a command line or something for PRBoom+ or Crispy Doom to just enable pistol start upon each level entry? It's kind of annoying to have to die every time I want to, but I'm 100% sure it's me being ignorant of such a setting.

>> No.6984753 [DELETED] 
File: 7 KB, 281x206, pistol start config.png [View same] [iqdb] [saucenao] [google]
6984753

>>6984751

>> No.6984761
File: 221 KB, 885x258, Doom Pistol Start.png [View same] [iqdb] [saucenao] [google]
6984761

>>6984751
Unfortunately no way to automate in in prboom

>> No.6984771

>>6984761
Using ZDL, entering -pistolstart in the command line bar doesn't seem to be working.

>> No.6984775

>>6984771
Do you have an up to date version of crispy doom? That was a relatively new addition.

>> No.6984778

>>6984775
Damn my CD is probably from last year. Thanks for the tip.

>> No.6984783

>>6984778
Most recent crispy doom support widescreen assets from the unity port now as well.

https://www.doomworld.com/applications/core/interface/file/attachment.php?id=102025

>> No.6984792

>>6980581
So i just spent the last 2 days playing through Ultimate Doom, getting 100% kills and secrets on UV....
Holy shit is Episode 4 amazing!
>>E4M1
has no medikits and fuck all ammo, all in a tiny area.
>>E4M2
just throws a heap of shit at you from the get go, and no real safe spots. you get a little more ammo near 2nd half of the map atleast.
>>E4M9 [Secret Map]
pretty bland compared to the first 2
>>E4M3
starts you off with a heap of enemies and not much ammo once again, but calms down once you clear the main area out. The 'jumps' were neat
>>E4M4
nice short level, but really well designed. lots of fun (the 12 pillars in the toxic waste was shit though)
>>E4M5
Not really that hard, plenty of ammo and health in this one. pretty fun with a good layout
>>E4M6
really really fun level with plenty to do. perfect difficulty level too
>>E4M7
pretty forgettable map
>>E4M8
pretty lackluster final map. still a better final map than episodes 2 and 3

Is sigil worth playing?

>> No.6984798

>>6984792
If you liked Thy Flesh Consumed on Ultra-Violence, you're gonna like Sigil.

>> No.6984804

>>6984792
I really liked Sigil, it's got some annoying parts but it looks really cool and most of the levels are pretty good IMO

>> No.6984807

>>6984798
>>6984804
thanks guys, will definitely 100% it tonight then!

>> No.6984812
File: 15 KB, 338x437, gzdoom.png [View same] [iqdb] [saucenao] [google]
6984812

Does anyone know if its possible to add wads to this list in GZDOOM? (its the first thing that opens when you run GZDOOM).
Id like to add eviternity and sigil to make it easier

>> No.6984819

>>6984812
Get a launcher like ZDL. GZDoom is looking for the games (IWADs) not mappacks/mods (WADs).

>> No.6984837

>>6984819
thanks anon, will look into zdl. im currently just using a shortcut with cmd line to load the wad

>> No.6984845
File: 44 KB, 455x791, ENnB-T8UUAI2Dwg.jpg [View same] [iqdb] [saucenao] [google]
6984845

>A_SkullPop makes scripts that ran on the player keep running on the corpse left behind instead
Good to know.

>> No.6984848

>>6984837
Honestly that's already faster than using a launcher.

>> No.6984851

>>6984624
>>6984696
Even though SW is my favorite game in Build trilogy, I like its shotgun the least. Duke shotgun is simple, reliable weapon like shotgun in Doom, Blood shotgun is pure sex (I really love when you can fire barrels of double-barrel shotgun independently in vidya), but riot shotgun just doesn't click with me.

>> No.6984858

>>6984761
Or you can bind "map map*" to some button in GZDoom. Or just enter it in console on level start.

>> No.6984863

>>6980715
I think he was reffering to HDs in which case the answer is not very. Or hes one of the people who like legacy hardware in which case "lol" is my answer.

>> No.6984864

>>6984858
Yeah, you can do that. Or you could just have it be automated.

>> No.6984873

>>6984761
>press home on level start
I had no idea about this. This changes everything.

>> No.6984876

>>6984761
>home on level start
wtf since when goddammit

>> No.6984884

>>6984876
I just networked into all of your copies and added that functionality. You're welcome.

>> No.6984895

>>6984276
Wow... just think of all the gameplay possibilities that this empty circular room provides!

>> No.6984928

>>6984624
Theyre all good performances / amusing characters but Caleb is definitely the best for me. He has more range. Duke is almost always gruff and Wang is almost always yelling nonsense. Caleb makes wisecracks, sings showtunes, screams in agony, snarls in rage, etc.

>> No.6984983

>>6984895
don't be a faggot

>> No.6985002

>>6984928
Leonard laments wading through shit, screams in agony when a shit monster throws shit at him, yeehaws with glee at getting drunk, has the appropriate response to a bag of pork rinds...
Hot damn.

>> No.6985005

>>6984928
For Duke and Wang, they're very much what you see is what you get. For Caleb, though, he's got way more going on.

>> No.6985009
File: 45 KB, 500x645, savage.jpg [View same] [iqdb] [saucenao] [google]
6985009

>>6984696
>that Vivisector burn
That game would've been godtier if Douk was the protag as God intended.

>> No.6985015

>>6984696
>>6984624
Also Douk is the only one of them who doesn't ate any human (demon?) body parts.

>> No.6985017

>>6985005
This. Caleb has a varied personality. He's dark, but never quite edgy. Angry, but never really gloomy. He's fearless, but he'll still spook himself in a mirror. When he gets emotional, you can feel it, like when he demanded that Tchernobog show himself. And he did it all with just enough of a rasp to just barely sound like the undead ghoul he was. Weyte walked a fucking tightrope.
On that note all the voice acting was good. "You'll know what to do when the time comes" still haunts me.

>> No.6985023

>>6982754
Because it was not retro - released in 2002
I remember how happy I was.
It rewarded you with secret weapon you can use on New Game+ if you find all the secrets and I was hunting them for several weeks - still missed a few.

>> No.6985026

>>6981556
SG looks nice.
Others look derp

>> No.6985035
File: 301 KB, 481x418, 1570200033402.png [View same] [iqdb] [saucenao] [google]
6985035

>> No.6985050

>>6982538
>>6982524
GDX is faster on older systems (in hardware),
nBlood has more accurate colors in hardware.
Both have classic software renderer if you want
IIRC GDX has better custom difficulty.

I don't see why you can't try both and see what works best for you.

>> No.6985051

>>6985050
If you keep reading the thread you're gonna regret that last line.

>> No.6985054 [DELETED] 
File: 56 KB, 1080x607, ELStsjgW4AIg_vc.jpg [View same] [iqdb] [saucenao] [google]
6985054

>>6984983
Only when people stop thinking pretty colors = good wad.

>> No.6985058

>>6984148
>remaking shitty levels in shittier engine

>> No.6985134

>>6985054
Nobody said it was a good wad in the first place dum dum

>> No.6985150
File: 2.18 MB, 1920x1080, spasm0000.png [View same] [iqdb] [saucenao] [google]
6985150

>>6983851
not on func or quaddicted eh? the discord introdus is complete then? gg.

anyway, half the maps are broken since "maps/bmodels" folder is not included in the download. vkQ/QS stop with an error, QSS just silently fails without telling anyone.
also hud swapping doesn't work on QSS and its transparency can't be changed with sbaralpha

>> No.6985153

How come modders don't combine Heretic and Hexen to make a mega game? Have all the items and weapons and monsters from both games?

>> No.6985165

>>6984696
What's the Duke line referencing? Jungle adventure and got cucked? Huh?

>> No.6985172

>>6985165
Vivisector

>> No.6985181

>>6984148
I wonder what Turok would be like with traditional Doom styled levels? Could it work? In much smaller cramped environments?

>> No.6985182
File: 3.10 MB, 955x1153, Duke Nukem Endangered Boxart.png [View same] [iqdb] [saucenao] [google]
6985182

>>6985165
see >>6985009
Vivisector was originally titled Duke Nukem: Endangered Species.
Then for whatever reason, probably licensing, the producers told the team to scrap the Duke project.
So they put the most stoic, generic, silent motherfucker in the game to replace Duke, changed the plot a tiny bit, and released it as Vivisector.

>> No.6985189

>>6985182
Wtf?

>> No.6985201

>>6985189
It happens in game development all the time.
>Producers get a license to make a game for a big franchise
>get a team to develop the game
>license runs out mid development
>producers tell the team to drop the licensed game and work on a new project
>the team dumps everything it created for the licensed game into the new project
>if a game is late in development when it's cancelled, they'll just change a few things and release the licensed game under a new title

>> No.6985204

>>6984150
Cyriak, that weird video guy? He also makes dong maps?

>> No.6985214
File: 69 KB, 626x667, 1579184486719.jpg [View same] [iqdb] [saucenao] [google]
6985214

>>6984696
>WANG
Dunno why it got me but it got me

>> No.6985221

>>6983851
Is it compatible with my old saves?

>> No.6985245

>>6985204
Yup, and Going Down has some moments that are exactly what you'd expect from Doom maps made by him. Go play it.

>> No.6985260

>>6985150
>anyway, half the maps are broken since "maps/bmodels" folder is not included in the download
wtf? What are they doing?

>> No.6985269

>>6985221
Just answered my own question, nope. What a shame. I spent a lot of time digging up secrets on 1.7. Oh well.

>> No.6985280
File: 1.12 MB, 1920x1080, vkQuake 2020-10-13 00-37-09-460.png [View same] [iqdb] [saucenao] [google]
6985280

The randomizer is so cool.

>> No.6985351

>>6985054
do you always try and judge entire wads by single room wip screenshots?

>> No.6985360

I hate that Doom 2 kinda skimped out on midis after E1. 10 are introduced in the first third, and then theres only 6 more midis that get introduced in the next two thirds (8 if you include the Wolfenstein midis).
Doom 1 had so much more midi variety.

>> No.6985362

>>6984276
Looks flashy, but not my cup of tea.

>> No.6985364

>>6984427
looks really cool, maybe make sure to get it into the news post, i'll check it in a few days

>> No.6985382

>>6985364
News post anon always delivers. He based.

>> No.6985414

>>6984427
Yay I was looking forward to this one.

>> No.6985421

>>6984696
>Shotgun rivals the SSG itself
Huh? I like Shadow Warrior, but its shotgun is not satisfying to use.

>> No.6985426

>>6985280
How do you run it?

>> No.6985460

>>6985426
From the starting hub, go straight from the starting elevator. It's down the hole. I think it's the best thing about AD 1.8

>> No.6985507

>>6985150
>>6985260
1.7 is still up, get the bmodels folder from it. It's not what you should need to do but it works.

>> No.6985508

>>6985421
Waste of ammo out of control piece of shit.

>> No.6985523

>>6985421
>Huh?
He just lacks his own brain, so he has to parrot Civvie's opinions.

>> No.6985535

>>6982168
Yeah, one where Who Wants to Be a Millionaire was popular in America.

>> No.6985542

Hey guys,

I dont usually post here but I had an idea I wanted to try. I know Doom has Coop Mods and I was hoping to play it with friends on GZDoom or something similar, but I also want extra monsters to increase the difficulty of the game or somehow make it less of a cake walk.

Does the idea sound feasible and are there mods to give me a harder game?

>> No.6985545

>>6985542
just choose from any of a variety of community levels, they can basically get arbitrarily more difficult than the standard ones.

>> No.6985547

>>6985542
For multiplayer, generally you want Zandronum. After that, get the Maps of Chaos, which is Doom 1 or II with tons of enemies and the map changed up to accommodate. It's perfect for co-op runs.

>> No.6985552

>>6980632
GZDoom is open source, start documenting it yourself instead of crying about it.

>> No.6985628

>>6984071
I really wish I was intelligent enough to understand aspect ratios and resolutions like this. I've tried looking at comparison shots before and I honestly can't tell the difference.

>> No.6985637

I want to try Abysm 2 and it needs atleast gzdoom 4.2.4, what version should I use? Is the newest one good or fucked?

>> No.6985638

>>6985637
Newest one is fine.

>> No.6985642

>>6985628
Unless it's something near to your heart, you really shouldn't care about those things. I've seen people in these threads play old dos Quake at 320 and that's fine, but there's really no reason to do so unless you like that look. Even when I got a "new" PC back in 2004, I still played HL1 at 640x480 instead of 1280x1024 because I liked that look.

>> No.6985654

>>6984071
where in the hell do you set your sound card and video resolution in Woof?

>> No.6985659
File: 223 KB, 1920x1080, Woof Aspect Ratio On Integer Scaling On.png [View same] [iqdb] [saucenao] [google]
6985659

>>6985642
so I'm on a 1920x1080 display (no idea where to set resolution) with aspect ratio on and integer scaling on.

I know you said something about turning aspect ratio off but without it his head looked squished. Is this how it is supposed to look?

>> No.6985662

>>6985659
I'm not that anon. Just get Crispy Doom.

>> No.6985670

>>6985662
are crispy visuals the "CRT ONLY" flamewar of /doom/ ?

>> No.6985676

>>6985638
Well 4.4.2 seems to be a no go, the screen just goes apeshit when I try to start it. I guess my graphics aren't new enough to play a 25 year old game, thanks Graphics Chicken.

>> No.6985678

>>6985662
>just don't do the thing you are trying to do and do something else

very helpful

>> No.6985681

post good doom music

scythe map 30:
https://youtu.be/RchDFxHKbl0?t=6439

swim with the whales, map 2:
https://www.youtube.com/watch?v=y69QR7wb7mI

magnolia map 3 (don't have just an audio clip):
https://www.youtube.com/watch?v=Z-iBPaw27rQ

>> No.6985686

>>6985659
looks good to me, anon

>> No.6985696 [SPOILER] 
File: 3 KB, 242x239, 1602591715264.png [View same] [iqdb] [saucenao] [google]
6985696

>>6985659
not any of the other anons, but yes, this is the correct aspect ratio
but if you zoom in you'll notice that some blocks of pixels are 4x5 and some are 4x4, making it literally unplayable

>> No.6985705

>>6985696
How in the hell can you even see that? How can I fix that?

>> No.6985713

>>6985705
I don't, I just knew that 1280x960 has to either blue the whole thing or scale non-uniformly. 1280x1000 would scale uniformly but would have slightly different ratio. the lowest lossless resolution is 1600x1200.

>> No.6985729

>>6985713
Where are you getting these resolutions from? I'm not even certain how to set resolution in Woof, I'm just assuming that it's 320x240 based on that previous anons post.

>> No.6985732

>>6985681
> scythe map 30
you mean rott

>> No.6985749

>>6985732
indeed, and the SWTW music is from donkey kong

>> No.6985752
File: 46 KB, 320x200, spoon.png [View same] [iqdb] [saucenao] [google]
6985752

>>6985729
never used Woof.
Doom renders at 320x200 and outputs to a 4:3 screen. it's what the art assets were designed for. the rest is basic maths.
you can't multiply 200px by an integer and arrive at 960, or at 1080. lossless resolutions at a correct aspect ratio are 1600x1200, 3200x2400 etc.
1280x1000 is a compromise to run on a 1080p screen (or double that on a 4k screen).
it's all pretty autistic at the end of the day.

>> No.6985759

>>6985752
gotta be honest with you, I have no idea what an integer or a lossless resolution even is

>> No.6985784

>>6985628
>I really wish I was intelligent enough to understand aspect ratios and resolutions like this.
Doom's sprites are all 320x200, but they were designed to be vertically stretched by 20%. I'm assuming they did this to save some memory. Anyway, the correct aspect ratio is 4:3. Take the width and divide by the height and that is the aspect ratio. For example, 4/3 = 1.3 and 32/20 = 1.6, so you can see the two are not the same. 1280/960 = 1.3 so it is the same aspect ratio as 4.3. This is at least how my brainlet does it.
>I've tried looking at comparison shots before and I honestly can't tell the difference
Look at pic related. Left is uncorrected, so it looks stretched horizontally. Right is the correct aspect ratio

>>6985654
>sound card
wat
> video resolution
There are only two modes, low resolution (320x200) and high (640x400). Again, note that the two are automatically aspect-ratio-corrected to 320x240 or 640x480. The image is stretched to fill your screen automatically. This is what you are used to seeing if you play Chocolate/Crispy/Woof/DOSBox. Additionally, you can turn on integer scaling so that instead of stretching the image, the number of pixels is multiplied by a whole number. Like another anon said, the lowest lossless resolution is actually 1600x1200, so if you have a 1920x1080 monitor that image won't fit, so the source port instead multiplies the horizontal axis by a whole number and scales the vertical axis proportionately to fit the correct aspect ratio

>>6985659
>I know you said something about turning aspect ratio off
I said the aspect ratio is automatically corrected UNLESS you turn it off. The only exception I know of is, when you first open PrBoom, your status bar will not be corrected, so you gotta go to Options / General, find Status Bar and Menu Appearance, and change that from Not Adjusted to Doom Format

>>6985759
An integer is a whole number. Anything that is NOT a fraction is an integer.

>> No.6985787
File: 524 KB, 156x117, 6a00d83451b8c369e2014e86208eac970d-800wi.gif [View same] [iqdb] [saucenao] [google]
6985787

>>6985759
no idea either, I just liked the way the letters looked together. actually, what's a letter?

>> No.6985804
File: 72 KB, 300x190, aspect.png [View same] [iqdb] [saucenao] [google]
6985804

>>6985784
forgot pic. left is uncorrected tomato. right is corrected tomato

>> No.6985810

>>6985784
>Doom's sprites are all 320x200, but they were designed to be vertically stretched by 20%
Also note that CRT monitors do not have fixed pixels, unlike modern monitors and televisions

>> No.6985812

>>6985784
what about transcendentals, motherfucker

>> No.6985818
File: 128 KB, 798x800, 1464371722878.jpg [View same] [iqdb] [saucenao] [google]
6985818

>>6985696
>but if you zoom in you'll notice that some blocks of pixels are 4x5 and some are 4x4, making it literally unplayable
kek'd
>>6985705
he was joking, anon

>> No.6985829

>>6985784
>>6985752
Is it like multiples? Like, would the integers of 320x200 be 640x400, 1280x800 etc?

>> No.6985846

>>6985829
Yes, almost. There are no "integers of 320," integers are simply whole numbers. The resulting resolutions ARE multiples of 320 and 200 though, that is, 320 or 200 multiplied by a whole number

>> No.6985848
File: 6 KB, 242x239, god fucking damn why are old video game visuals so hard to understand jesus fuck.png [View same] [iqdb] [saucenao] [google]
6985848

>>6985818
No, I see what he means. Some of the colored blocks are slightly larger than the others.

>>6985784
So if I understand it correctly, without integer scaling, the entire image being display is stretched to meet the resolution, whereas with it on, the game instead tries to match the resolution by increasing the amount of pixels per "block"? If that's the case...why doesn't everything use integer scaling instead of stretching?

>> No.6985850

>>6985846
hence the term "integer scaling"

>> No.6985851

>>6985846
...so integer is just a confusing way of saying "multiple this resolution by 2/3/4"?

>> No.6985856
File: 138 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
6985856

I finally finished up 2048 Units.
How come Doomguy in the final role call is 'Anonymous', and not (You)?

>> No.6985857

>>6985752
I must be retarded or something because multiplying 320x200 gives me 1280x800, not 1280x1000.

>> No.6985870

>>6985857
for correct ratio you need to stick to 4:3.
for "lossless", i.e. no blur and no random row doubling, you multiply 320x5=1600 and 200x6=1200.

1280x1000 is similar, except it's by 4 horizontally and by 5 vertically. and you get a 32:25 aspect ratio instead of 4:3.

>> No.6985871

>>6985848
>I see what he means
It's a stretch to call it unplayable... get it? a STRETCH? LOL
>why doesn't everything use integer scaling
Because of the resulting black empty space on the top/bottom/sides of the screen. Some people just want the image to fill their monitor. I just like the crisp look of the pixels. The image will already be as large or larger than a monitor from that time for me
>the game instead tries to match the resolution by increasing the amount of pixels per "block"
I dunno what you mean. The image is simply multiplied by a whole number (except the vertical axis which is stretched/scaled unless you're playing a game like Quake or Duke which have native 640x480 resolutions)

>>6985856
Submitting this as a bug >>6984178

>>6985857
1280x1000 is a compromise to get it to run on a 1920x1080 monitor since 1600x1200 will not fit. I've never actually tried 1280x1000 so I think I will; it's only 40 pixels off from 1280x960 which is the correct aspect ratio but like he said you cannot multiply 200 by a whole number to get 960

>> No.6985878

>>6985870
What makes certain resolutions lossless?

>> No.6985883 [SPOILER] 
File: 428 B, 200x200, 1602597875543.png [View same] [iqdb] [saucenao] [google]
6985883

>>6985878
lack of loss of quality

>> No.6985895

Because it's support 240, 360, and 480 1440p and 4k are actually really good for retro games. 1080p is a really weird resolution and I'm not exactly sure why it was standardized over something like 960p.

>> No.6985896

Please test out my mod in Valiant and let me know what you think. Maps 03 and 05 are good testing grounds
https://gofile.io/d/T9tHYU
The mod simply replaces the pistol/shotgun/SSG sprites and sounds, no dehacked stuff. I recommend Valiant because regular Doom doesn't actually play all the pistol sprites (you can see the unused pistol sprites if you examine doom.wad/doom2.wad). If you want to play in something besides Valiant then ignore the pistol.

>quick rundown
It started off as, I liked the pistol sprites/sound from 2048 so I copy/pasted them so I could use them where ever. Then, as I was playing Valiant with the mod, I noticed that, with the 2048 pistol sprites/sound, the pistol was louder than the shotgun. So I changed the shotgun sprites and sound. Then, I noticed that the shotgun sounded way cooler than the supershotgun, so I changed the super shotgun sound. I also added the SSG sprites from Doom Sprite Fix but I don't think that really changed anything.

If you know where I can get better SSG sounds let me know. This is the best one I found so far, but it's not perfect because the sound cuts off at the end, and whenever I try to edit other sounds, or even shorten this one, the end result sounds like total shit in Doom

>> No.6985905
File: 1.47 MB, 320x242, fuckoff.gif [View same] [iqdb] [saucenao] [google]
6985905

>>6985523
I respect above mixed opinions about the riot gun, I agree it's not for everyone and it's a love it or hate it weapon, but fuck you in particular. Never compare me to that fucking communist.

>> No.6985913

>>6985905
Too late. Pack your Mosin and be ready for the revolution at dawn.

>> No.6985919

>>6985905
Civvie is based though, eat shit contrarian zoom zoom

>> No.6985921
File: 119 KB, 758x175, file.png [View same] [iqdb] [saucenao] [google]
6985921

>>6985913
>mosin
Eat shit, I'm a kar man.
>>6985919
Morning civvie.

>> No.6985935

So is there a port out there that supports integer scaling but is also limit removing enough to play more heavily modded wads?

>> No.6985937

>>6985935
Crispy supports it, but you're still staying pretty vanilla. That's why I use an external program like lossless scaling on steam to scale up my stuff.

>> No.6985942

>>6985935
Woof is forked from MBF so it can play virtually anything that isn't for Graf Zahl Doom

>> No.6985943

>>6985201
Some other examples
>Journey to Silius on NES was originally a Terminator game
>Super 3D Noah's Ark was a Hellraiser game of all things
>RoTT was a Wolf3D sequel
>Fighting Force on the PSX was supposed to be Streets of Rage 4

>>6985189
I'm sure there was also pettiness on Broussard's part because he knew it was better. Considering how Forever turned out, it's even more bitter.

>> No.6985945
File: 174 KB, 959x992, 14619430697210.jpg [View same] [iqdb] [saucenao] [google]
6985945

>>6985921
Mmm, a carbine that lost the war, cut down from a rifle that lost the war. Should've made obrez out of it, they would've brought that wall down and be importing all kinds of brown friends into the country by, like, 50s.

>> No.6985946

Alright so I literally can't play newer mods that need Autismchicken's newer gzdoom versions because my graphics card is too old to play Doom from 1993, very cool. Very cool to intentionally remove support for older hardware from your source port for a really fucking old game because you're a massive egoistical faggot.

>> No.6985948

>>6985919
>>6985921
i've never watched civvie in my life

i just loaded up a random video, and (a) saw him whine about using too much ammo in a part of an e2 map where you are supposed to cause infighting, the greatest doom mechanic, (b) saw him miss a bunch of rockets due to shooting from 100 miles away while talking about how easy the map is

>> No.6985949

>>6985945
Doesn't make it worse than the mosin, the most popularly dropped rifle in WWII.

>> No.6985951

>>6985942
>virtually anything
>can't play Hexen/Heretic

>> No.6985956
File: 150 KB, 800x1111, Hyperspace_Delivery_Boy!_-_cover.jpg [View same] [iqdb] [saucenao] [google]
6985956

>>6985943
>RoTT was a Wolf3D sequel
Speaking of that, I always wondered why Hall and Romero didn't tried to retrieve Commander Keen rights from id after Ion Storm imploded. Would've been right up their alley at the time.

>> No.6985957

>>6985946
not to be a dick or anything but if your card is that old what's stopping you from getting a new one
I agree completely austimchicken is wrong for removing that support, you shouldn't be put in that position for doom of all things

>> No.6985958

>>6985948
I find civvie's videos and editing entertaining, even if I'd probably hate the prick if his twitter is any indication of the guy as a person.
That said he's definitely not great at FPSs, no matter what you think of him. He'll throw out truly baffling fucking misses and just choke entirely in places, and then decide those are good moments to stick in his pro vids.
It's as confusing to me as Gordon Ramsay's grilled cheese video going live. Like how the fuck do you not do another take?

>> No.6985960
File: 788 KB, 640x444, file.png [View same] [iqdb] [saucenao] [google]
6985960

>>6985943
Probably the most famous example:
Donkey Kong was originally gonna be a Popeye game, with Bluto throwing barrels at Popeye while holding Olive hostage.

>> No.6985961

>>6985150
Seeing how shit quaddicted and the mapping discord became, i see why.

>> No.6985965

>>6985958
>Pro Doom 2 video
>he doesn't even mentions how you can cock-block brown meatballs
>says to kill them in tight spot to prevent them from spawning lost souls on death, instead of SSGing them at point-blank range and then dive into their death animation to telefrag lost ouls

>> No.6985971

>>6985960
I wish it had been. Mario has been one of the worst things to happen to gaming.

>> No.6985974

>>6985965
Way I see it, the more he hates a particular enemy, the more he hasn't figured that enemy out despite thinking he's mastered it.

>> No.6985976

>>6985971
I'd be down to play some Super Popeye Galaxy about now.

>> No.6985982

>>6985958
>I find civvie's videos and editing entertaining

You literally aren't a person.

>> No.6985983

>>6985971
B-b-b-b-b-bu-buh-buh-but muh based Nintendo saved video games back in 1984! They would've totally died if someone didn't brought the consoles back just when they died out in the West!

>> No.6985984

>>6985948
>>6985958
>>6985965
>>6985974
he seems not very good or versed in the game and its mechanics

i can understand that some people enjoy his random hype --- i watch some youtube channels (not related to doom) which are clearly low-IQ fast food filth --- but he definitely does not represent the core doom enthusiast community

>> No.6985985

>Doom Launcher update lets you display every file with an associated screenshot
>sweet, time to make some cover art
>Graf "Fucking Faggot" Zahl makes it impossible to alt-tab out of fullscreen in GZDoom for fuck knows whatever reason
>can't use snipping tool

Neat.

>> No.6985986

>>6985984
>>6985965
>>6985958
yikes why would you expect someone making a video titled PRO to be actually good and know what they are talking about
toxic nerd culture strikes yet again

>> No.6985989

>>6985986
wait what?

i expect people writing stuff like that to be trying to get likes/subscriptions/views/etc

that's all i expect. i certainly don't expect skilled play and/or careful content.

not sure what you mean by "toxic nerd culture"

>> No.6985990 [DELETED] 

>be civvie
>be based and redpilled in your path
>make /vr/min seethe

Guys seriously, stop coping and accept it.

>> No.6985991

>>6985984
Oh Christ no, definitely not. It's why I never bring him up in the Doom general. Even his commentaries suggest he likes Build games and especially Postal 2 better than Doom. He uses fucking mouselook for Doom when he plays normally.
>>6985989
That was obvious bait.

>> No.6985993

>>6985989
https://lmgtfy.app/?q=sarcasm

>> No.6985994 [DELETED] 

>>6985990
>based and redpilled

his entire twitter is whining about trump and capitalism, fuck out of here

>> No.6985995

>>6985989
People like you prove that we really do need a punctuation mark for irony and sarcasm.

>> No.6985996

>cool and on topic Doom thread
>some anons sperging about math and aspect ratios
>suddenly some cunt brings out muh eceleb and derails the shit out of it

I wish I could kill you faggots with my anger

>> No.6985998 [DELETED] 

>>6985994
What's not redpilled about not liking a kike political system and shabbos goy in charge of the country?

>> No.6986000

>>6985996
>some anons sperging about math and aspect ratios
It's okay to be retarded my dude.

>> No.6986001

>>6985994
Looks like someone ate too many blue pills this morning

>> No.6986003

>>6985985
the first screen shot you take in the wad will be the cover art, so you can open the wad and take a screenshot of the titlepic. gzdoom automatically binds prtscn as the screenshot key but for other ports you have to manually add a screenshot hotkey

you can also add the titlepic from the wad file itself by extracting it with slade

>>6985998
>inb4 post deleted

>> No.6986006
File: 808 KB, 762x960, file.png [View same] [iqdb] [saucenao] [google]
6986006

>>6985998
>>6986001
Go shill on /pol/, faggot. This is a Doom thread.

>> No.6986007

>>6985991
>>6985993
>>6985995
haha

sorry

>> No.6986008

>>6985996
>suddenly some cunt brings out muh eceleb and derails the shit out of it
Another reason I don't bring that faggot up.

>> No.6986009

>>6985996
i'm with you

>> No.6986014

>>6986006
you're just the same

>> No.6986016

>>6985996
Agreed bro

>> No.6986027

Still waiting for Pro-ish TnT

>> No.6986029

Jannies...

Nvm the jannies are also friends with the resetera drones

>> No.6986037

>>6986003
from what I'm seeing, most wads store the titlepic as a .lmp file, is there a way to convert that to a png or jpeg?

>> No.6986038

>>6986029
This is the future you chose

>> No.6986042

>>6986037
Yeah, use slade.

>> No.6986043 [DELETED] 

>civvie still making retards asshurt

Reminder video game professionals are still on topic. There's no reason to throw a temper tantrum like this.

>> No.6986045

>>6986042
it extracts it as a lmp

>> No.6986047

>>6986045
There should be a convert to png option.

>> No.6986053

>>6986045
It keeps extracting the titlepic as a random imp sprite?

>> No.6986058

>>6986043
>talk about game on Israeli moss fondling forum
>some greasehead online personality makes a script out of the discussion
>monetizes content
He's an A-grade prick.

>> No.6986078
File: 345 KB, 1920x1080, how2extractTITLEPIC.png [View same] [iqdb] [saucenao] [google]
6986078

>>6986037

>> No.6986079

>>6985201
>>6985943
>>6985956
>>6985960
Incidentally, iD knew that the license to work with Aliens was available, and they were considering briefly that Doom would be an Aliens game very early in development, but decided not to, opting for more creative freedom.

>> No.6986086

>>6986058
>talk about game on Israeli moss fondling forum
>some greasehead online personality makes a script out of the discussion

fucking thank you, it's so weird seeing anons not recognize this cunt and that australian retard are just parroting shit 4chan has said for over a decade

>> No.6986102
File: 60 KB, 199x197, mario-chill.png [View same] [iqdb] [saucenao] [google]
6986102

>>6985971
>>6985983

>> No.6986106

>>6985996
it's pretty weird how much this happens now

i have to look the people up as well, wouldn't know who they were otherwise

>> No.6986108

>>6986106
We have, what, five video game boards now?
I see no harm in a second /tv/ board dedicated to ecelebs.

>> No.6986118

>>6986108
haha nice

so eventually this ancient cartoon discussion pamphlet will be 3-4 honest threads hidden within like 400 containment boards 99% full of containment threads

>> No.6986123

>>6983851
Where do I report bugs i found in AD??

>> No.6986126

>>6986118
It's doing well for doom general. This is literally a containment thread in a containment board.

>> No.6986128 [DELETED] 

> eceleb is briefly name dropped for a single post
> autist begins to fill the thread with off topic garbage and disdain for said eceleb that completely derails the fucking thread again
You do realize that you're the problem right?

>> No.6986132

>>6986128
OK ON TOPIc NOW

how many people have beat ancient aliens map 18 uv max from pistol start

that map fucked me up

>> No.6986134 [DELETED] 

Shush incel

>> No.6986136 [DELETED] 

>>6986128
This is on you, faggot.
Just don't name drop ecelebs. It's not hard.

>> No.6986138

>>6986132
I haven't gotten there yet. I've actually been doing pistol start runs through that list sorted by difficulty
posted on Doom World. I'm looking forward to it though.

>>6986136
Wasn't me schizo, now are you going to talk about retro fps are do you need another moment to cry?

>> No.6986140

>>6986138
Yeah, whatever you say.
Just keep it in mind.

>> No.6986141
File: 19 KB, 980x517, ee.png [View same] [iqdb] [saucenao] [google]
6986141

>>6984119
Which version are you running? I can run the Eternity engine's latest release, 4.0.0, but the dev builds just crash when I try to load them. I tried the two most recent x64 versions and I get this error message, pic related.

https://devbuilds.drdteam.org/eternity/

>> No.6986142

I think I've got nBlood all set up correctly but for some reason secrets aren't activating. Pressing E on the curved wall or the hedge outside the mausoleum in E1M1 doesn't do anything. Am I missing something stupid?

>> No.6986145

>>6986142
Is it space or enter instead?

>> No.6986150

>>6986142
Check your keyboard controls. It should default to e, but it might not in your case for whatever reason.

>> No.6986158

>>6986138
oh that is cool. how far are you in that progression list?

i want to go through that list too, i haven't done everything before. e.g., i haven't done a full playthrough of scythe 1 or 2 with pistol start.

i haven't done ancient aliens with pistol starts. i think it's way harder than valiant, and is part of why i don't fully agree with the list.

>> No.6986160

>>6986150
>>6986145
I double-checked, it's set to E. I can open the door to the mausoleum just fine

>> No.6986161

>>6986158
I'm still pretty early on, did Doom 1 and Fava Beans and am currently going through Doom 2. It's pretty fun and preventing mid level saves means I've definitely been getting better as a player.

>> No.6986168

>>6986161
that is cool.

personally, so much of the enjoyment of doom is an enjoyment of doom2 monsters (especially revenants and arch viles), so i will skip the purely doom1 wads (base ganymede).

maybe i should otherwise follow from the start, though. maybe if i do this, just like one punch man, i can build up through simple exercises all the way through beating sunlust with pistol starts haha

(i've beaten sunlust, but only with enough savescumming to suggest i should be banned from this board)

>> No.6986172

>>6980584
LZDoom has been updated to 3.87. Features the ability to use original Doom RNG tables and other compatibility fixes.
https://devbuilds.drdteam.org/lzdoom/

>> No.6986173

>>6986160
Weird. if it were me I'd restart my computer, and failing that, just reinstall nblood.

>> No.6986215

>>6986168
You can. Personally, I really like a break form Doom 2's menagerie so going between 1 and 2 doesn't bother me as much. You could also do the fast track of Doom 2 -> Speed of Doom -> Sunlust if you just want skill gains and don't want to take a journey.

>> No.6986227

The one thing Doom needs is more source ports

>> No.6986231
File: 1.14 MB, 250x250, sensible.gif [View same] [iqdb] [saucenao] [google]
6986231

>>6986227
kek'd

>> No.6986237

>>6985804
Left looks better

>> No.6986240

>>6986227
We wouldn't need so many if accuracy was more prevalent between the source ports.

>> No.6986242
File: 1.95 MB, 1920x1080, kmquake2_0000.png [View same] [iqdb] [saucenao] [google]
6986242

>>6980581
So from yesterday since i didn't played yet
I think i may have found the 1st Slaughtermap Unity for Q2 and its from 2016
https://imgur.com/a/u1M7h6M
The guy's FB page and download
https://www.fb.com/Quake-2-single-player-maps-135532309953962/
http://www.quake2.xf.cz
https://uloz.to/file/NG2IvXpC4Nyv/world-zip
it comes with KMQ2 in it but the nightly versions on Knightmare's page is up to date since its using the unofficial patch 3.24 code in it

And yes, machinegun guards and Shotguners doesn't fuck around, they fuck you up fast as Chaingunners in plutonia 1 and 2.

>> No.6986245

>>6986240
We wouldn't have so many if the fanbase wasn't mostly autists

>> No.6986250

>>6986240
>accuracy

That's just autism

>> No.6986253

>>6986245
>>6986250
> says he likes playing Doom
> has only played gzdoom
Just admit that you don't like playing Doom you like playing GZDoom GGG and Icarus.

>> No.6986259

My favorite part about Doom is that I can mod it so heavily that it's just like every other first person shooter.

>> No.6986270

>>6986253
I've been playing Doom longer than you've been alive kiddo. Come back to me when you've played every level on the Maximum Doom CD in Doom95.

>muh GZDoom accuracy
I don't understand this sperging. ZDoom ports were never designed with accuracy in mind, their all about new features. Autism was a mistake.

>> No.6986274

>>6986259
GZDoom can convincingly emulate both the gameplay and system requirements of nuDoom.

>> No.6986275

>>6986270
Go to bed Graf.

>> No.6986281

>>6986275
>everyone who doesn't agree with me is Graf

>> No.6986283

>>6986270
> ZDoom ports were never designed to play like Doom
That's all you had to say mate.

>> No.6986285

>>6985946
>WAAAH WAHHH WHY DOESN'T THE WHOLE WORLD CATER TO ME

>> No.6986289

>>6985946
Just use LZDoom.

>> No.6986292

>>6986227
the release of doom's source code was a huge deal. it is natural and wonderful that so many people pick up the code and its derivatives and play with it.

>>6986270
oh sweet are we bragging about being old? i can brag about this too. i need more places where i can brag about being old

>> No.6986296

>>6986292
I love the fact that we have multiple source ports. I don't even hate the ZDoom derivatives, they're really great for dumb shit that isn't even Doom anymore.

>> No.6986306

Imagine purity spiraling over Doom ports.

>> No.6986316
File: 613 KB, 1424x842, martian.png [View same] [iqdb] [saucenao] [google]
6986316

>> No.6986317

>>6986306
Getting mad that people find enjoyment in ways you do not is textbook autism my dude.

>> No.6986367

>>6986231
>>6986240
>>6986292
I agree with him, primarily I'm looking forward to the PrBoom+ fork, because of bugfixes and MAPINFO support, all while retaining demo compatibility, so speedrunners will play it. It's the EXACT thing I need for the projects I'm planning.

>>6985946
LzDoom exists exactly for you (or if you're just looking for the base game, Crispy Doom or PrBoom+). You have to consider that GzDoom strives to be Doom but with lots and lots of modern features and advanced modding capability, to a point there's sacrifices which are worth making.

>> No.6986372 [DELETED] 

>sarais and alf's resetera shitposting gang are back and now with anti doom sourceport baits
i'll return later

>> No.6986375

What are some other standout community projects that exist? I know of Community Chest, Japanese Community Project, Doomer Board Projects, and the stuff /vr/ has made. Any other interesting ones? Also, is there a full list of /vr/ projects anywhere? I want to replay that Mario 64 like one where you jump into paintings to play the levels.

>> No.6986386

>>6986250
Accuracy and demo compat is important for the ports which strive for it, like Chocolate Doom, or Boom derived ports. Base GzDoom is decently close to Vanilla as is, and can be configured to be like 90% close, which I think is good enough, and I think it's worth sacrificing perfect accuracy for the sake of making a highly moddable port even more moddable.

>>6986259
The beauty of it is that you can modify the gameplay to be like almost anything you want, but then you can also do that and put said gameplay into classic Doom map design (iwad or pwad), and see how it plays out, which can be very fun and interesting.
You also have some stuff you don't really get anywhere else, such as Hideous Destructor.

>> No.6986387

>>6986367
The LZDoom dev actually sounds really cool, I'd trust him over Graf at this point to fix demo compatibility amongst other things. Shame he's fallen on hard times.

>> No.6986391

>>6986375
>the Mario 64 one
That's Golden Souls, it's not a /vr/ project. Good times though, aside from the needlessly high HP of some enemies in the first one.

>> No.6986396

>>6986391
No, it's a different project. It's a spooky mansion hub world that you slowly unlock as you complete levels.

>> No.6986398

>>6986387
Graf has his flaws, but he's not without talent, and I have trust that he can do his part with the coming PrBoom+ fork.

>> No.6986405

>>6986396
I must either have forgotten that one, or missed it, then.

>> No.6986413

>>6986375
Slaughterfest 3

>> No.6986419

>>6986372
Sarais was always pro-sourceport though. He thinks that vanilla compatibility holds creativity back.

>> No.6986432
File: 416 KB, 1266x688, 1589661189195.png [View same] [iqdb] [saucenao] [google]
6986432

>graf says he doesn't have time to release prboom+ 2.5.1.8 um, but he has time to shitpost on doomworld

>> No.6986450

>>6985023

Yeah good times man. I still remember summer nights playing lan and then going home to play Homeworld and SS2.

>> No.6986457

>>6985150
what hud is this?

>> No.6986458

>>6986457
Custom hud exclusive to Quakespasm Spiked and Arcane Dimensions.

>> No.6986464
File: 42 KB, 192x192, 1535982372264.gif [View same] [iqdb] [saucenao] [google]
6986464

>people acting like downloading one sourceport bars you forever from using others
ffs you can download and run all of them with your preferred tweaks and edits within an hour tops, not to mention run the og in a dosbox if needed
shouldn't the plurality of choices be viewed as a good thing guys?

>> No.6986469

>>6986464
Theres also the fact that launchers like ZDL make using multiple source ports incredibly easy.

>> No.6986480

>>6986372
>sarais
>anti-source port
Could've sworn he was an overly ambitious gzdoom mapper who didn't know what he was doing.

>> No.6986483

>>6986375
Found it. It's called Dump-3 and it's a zdoom forum mod not /vr/. Really good shit, I'd recommend it.
https://forum.zdoom.org/viewtopic.php?f=19&t=52276

>> No.6986514
File: 184 KB, 634x862, Doom hell.jpg [View same] [iqdb] [saucenao] [google]
6986514

>>6986483
Thanks for finding it.

>> No.6986516

>>6985961
What did happen to Quaddicted?

>> No.6986523

>>6986516
Circlejerk, newfags bringing political shit, same trolls pushing anti quake sequels bullshit and driving new mappers away, multiplayer sucks drama.
And 1st of all the discord mapping group being full of censorship

>> No.6986530
File: 337 KB, 1424x842, hooded martian.png [View same] [iqdb] [saucenao] [google]
6986530

>>6986316

>> No.6986531

>>6985961
What's wrong with quaddicted?
>>6986523
I picked out a random thread and it seems fine.
https://www.quaddicted.com/forum/viewtopic.php?id=789
What are you talking about?

>> No.6986535

>>6986523
Should I be worried about Quake injector? Will I need a new source of maps?

>> No.6986543

>>6986535
Anon is just talking shit. The Quake Mapping discord, whatever its problems are, is not a product of quaddicted. No idea what he's blowing smoke about.

>> No.6986552

>>6986531
>>6986535
>>6986543

i was referring to celephais, i didn't saw the name until it was too late
Quaddicted is fine ever since the days of Quake Hotel, but something may had happened to drive simon to do that.

>> No.6986558

>>6985150
The fuck are you talking about discord for? Its available for download right there on the author's website. And considering the bugs, its a good thing they havent uploaded it to quaddicted yet.

>> No.6986560
File: 203 KB, 608x526, HUUH7.png [View same] [iqdb] [saucenao] [google]
6986560

>>6986552
Ah, no problem m8. As far as I know, quaddicted is the largest repository of Quake maps, so I'd hate to see it get snowballed in drama that isn't true.

>> No.6986562

>>6986253
What's the difference in Doom and GZdoom?

Besides autism

>> No.6986568

>>6986562
One of the few differences I always remember is the fist in GZdoom lets you punch bigger enemies like arachnotrons and mancs. The way it works in vanilla doom you have to like, punch the center of the monster's collision box so bigger monsters are just unpunchable in vanilla.
Not that you'd want to, but still.

>> No.6986570

>>6985946
Youre not playing "doom from 1993" though, youre playing a modern port whose entire purpose is to add modern features.

>> No.6986580

people who liked xenofag's maps did so for the petersen/hall design philosophy
they may look like garbage but each one is trying to do something new.

>> No.6986584

>>6986570
wowie zowie, who'd have known, thanks champ

>> No.6986586

>>6986580
If you shut up about them and somebody posts their most recent map revision for the first very spooky halloween contest with the skintek spam I might forgive you and give him a second go. I was interested in it.

>> No.6986589
File: 84 KB, 512x450, unnamed.png [View same] [iqdb] [saucenao] [google]
6986589

>>6986584

>> No.6986608

>>6985946
That is the unfortunate reality of source ports that are designed around hardware renderers. They're not going to be friendly towards toasters, as they're always going to aim towards supporting newer versions of hardware renderers to make the most use out of them.
Part of why GLBoom+ works fine on toasters is because it uses a really old version of OpenGL from the early 00's days. PrBoom+ was never designed specifically for hardware renderers, and mainly has it as an optional thing that may provide cosmetic or performance benefits.

>> No.6986645

>>6986560
i just wish they re-reuploaded their old Q1, Q2 and Q3 stuff back with the review articles in it for the maps
the new pastebin even has the old website archive, i miss those Web 1.1 stuff and reviews

>> No.6986650

>>6986562
>GzDoom hit detection is much more reliable, meaning melee works properly on monsters with large hitboxes (old method can be switched to in compat options)
>GzDoom cannot replicate the original Spectre fuzz effect (though it has some approximations)
>flying monster behavior was until recent versions wrong, and there was no compat option for it
>may struggle in performance on maps with a LOT of detail, whereas a port such as PrBoom+ may render such maps with little problems
>limited demo support, cannot play Vanilla/Boom demos at all, demos recorded with GzDoom will usually only work with the same version of the .exe
>technically has functional netplay, but it's pretty clunky
>does not replicate or operate with Doom's original PRNG tables, making for subtle differences in damage rolls and some monster behavior (also this is probably why it cannot play Vanilla/Boom demos)
>actually fixes some broken linedef functions in Boom format maps, which otherwise don't work in Boom or PrBoom+ (this is why if you're making a Boom format map, you need to also test it in a Boom port)

There's a whole bunch of small/subtle stuff which isn't entirely correct, these are the ones which come to mind, but there's more. There's compat options for some of these to get them closer to Vanilla, and there's a mod called Vanilla Essence which will configure this stuff for you and make it a little bit closer, I think.

>> No.6986674
File: 33 KB, 106x166, 1566245572906.gif [View same] [iqdb] [saucenao] [google]
6986674

>one retard bitches about GZDoom and the entire thread continues to go to shit
It's all so tiring, buds

>> No.6986676

>>6986674
Quit your bitching and talk about something you'd rather see in the thread then, sugartits.

>> No.6986679

>Quake expansions
The hardest thing about these are the instant death traps that spring from nowhere. Who thought these were a good idea? Loving the higher enemy count though, I'm several levels into Armagon and having fun for the most part.

>> No.6986682

>>6986676
I'd rather see the mere mention of a SINGLE eceleb/source port not plunge the Doom general into utter retardation every single thread. How fucking autistic do you have to be to be angry at some guy who makes dumb gaming videos on YouTube?

>> No.6986684

Literally all I want from a source port is Widescreen/60fps/HD resolutions. That's it.

Also, the AD randomiser is fucking NUTS. Holy shit! Every game should have a randomiser. Are they hard to do or something? I want a Duke 3D randomiser NOW!!!

>> No.6986685

>>6986682
> people who don't actually play doom have no interest in discussing doom
Not too farfetched when you think about it.

>> No.6986692
File: 74 KB, 1156x1063, everything sucks.png [View same] [iqdb] [saucenao] [google]
6986692

>>6986682
We were over that part, fool. That's just the nature of 4chan, outrage culture is the norm. You're supposed to ignore those dumbass posts and report them, focus on discussing topics relevant to the thread.
The worst offenders are the ones that post about offtopic shit then turn around and either reply to someone on topic, or mention something on topic at the end of their post in some backhanded attempt to seem like they're not further shitting the thread up.

I'm well aware I'm just as guilty of this right now, I'm not going to pretend otherwise. I would give anything to get rid of some the fucking retards that cling to these threads.

>> No.6986697

>>6986684
Are there any Doom randomizers that produce actual interesting maps? I was thinking about this on the shitter when I woke up

>> No.6986701

>>6986679
Wait for DoE, Xatrix and Ground Zero...

>> No.6986705

>>6986701
It's weird and somewhat annoying. The combat is very manageable, even on hard, but the mapper's love of bullshit death traps is baffling and sometimes you're just going to die to them with no warning.
I'm going to save often and feel no shame in it.

>> No.6986707
File: 1.73 MB, 1920x1080, kmquake2_0006.png [View same] [iqdb] [saucenao] [google]
6986707

Q2 really had some Interesting "boomer" skins

>> No.6986715

>>6985280
>tarbabies on e1m1
no

>> No.6986716

>>6986172
Does GZDoom even have that feature? That'd sure be appreciated.

>> No.6986721

>>6986716
Graf straight up refuses.

>> No.6986727
File: 1.40 MB, 1920x1080, kmquake2_0007.png [View same] [iqdb] [saucenao] [google]
6986727

>>6986707
Also Fuck shotgunners with a pike, these assholes are more accurate than Q1 Grunts and Doom Shotgunners and deals more damage even afar

>> No.6986731

>play through Blood episode and 2
>hate how the levels look, love the layout
>continue playing
>beat Tchernobog, that fucking pushover after all I've been through
>start Plasma Pak
>somehow lose interest despite it being much more interesting than the base game

>> No.6986754

>>6986483
I'm pretty sure DUMP 2 and 3 were maps from people in the community as a whole, including but not limited to /vr/, zdoom forums and IRC. DUMP 1 was mostly IRC with random people joining, though.

>> No.6986770
File: 43 KB, 169x156, a60ba2c9d77d8a8e1850d436410c7603c8fb6222.png [View same] [iqdb] [saucenao] [google]
6986770

>never figured out you were supposed to cause infighting in e2m9 because I tend to kill all monsters in a room before proceeding to the other.
Well now I feel retarded.

>> No.6986773

>>6986707
They literally don't make em like this anymore. Sad.

>> No.6986778

>>6986770
I just gun it for the exit as soon as possible and pray I don't get murdered in the weird keycard room.

>> No.6986780

>>6986770
i'm the other extreme, i die all the time with full ammo, causing infighting between everything possible.

>> No.6986789

>>6986770
you are supposed to git gud

>> No.6986790

>>6985937
Do I need to launch Doom through Steam to use that?

>> No.6986792

>>6986790
Nah, it's drm free so you can just move it somewhere else or make a non steam shortcut.

>> No.6986794
File: 1.85 MB, 1920x1080, kmquake2_0008.png [View same] [iqdb] [saucenao] [google]
6986794

i think that the narrative that Q2 doesn't support high poly died out

>> No.6986798

>>6986794
It doesn't support good gameplay

>> No.6986801
File: 2.02 MB, 1920x1080, kmquake2_0009.png [View same] [iqdb] [saucenao] [google]
6986801

>>6986794
also holy shit but Q3 textures really looks good in here

>> No.6986805

I didn't even know that Quakespasms enemy Interpolation was a modern feature. I turned it off and God damn. How did people play with that original jerky shit? Damn it's ugly.

>> No.6986816

>>6986798
>believing on celephais and baker's bullshit.
that pastebin on op says otherwise

>> No.6986829

>>6986242
>305 bullets

niggawatt

>> No.6986831

>>6986805
It is not a modern feature, it has been around since the days of GLide.

>> No.6986843

>>6982524
nBlood is the most accurate recreation of the og Blood we have yet.

>> No.6986846
File: 2.08 MB, 1920x1080, kmquake2_0011.png [View same] [iqdb] [saucenao] [google]
6986846

>>6986829
it is the 1st map and the damn thing thows shotgunners and machinegunners at you with full body shields, and doing what they do best on nightmare, which is fuck you over with the working AI and rush at you to make sure that you are dead, also blaster guards serving as body shields for them with shields at them too.

Oh and Gekk traps because why no throw the fixed mutant at you that can swim, eats damage and explodes into glowing yellow shit?
Bonus for the biggest and final trap in this 1st map, which is the Zaero Cyborg Strogg and tons of machinegunners with shields...
Also tons Barracudas if you fall into the water because why not...

but fuck me, the map design at the end is nice, quake 3 textures works well in Q2 as if was planned

>> No.6986849

What does the n stand for?

>> No.6986852
File: 2.54 MB, 1920x1080, kmquake2_0012.png [View same] [iqdb] [saucenao] [google]
6986852

>>6986846

>> No.6986856

>>6986805
No animation interpolation is how I remember the game back in the day, so that's how I play it. It's comfy. IIRC MarkV WinQuake has it off by default which is the port I use

>> No.6986858

>>6986843
>recreation
You can play the original with DOSBox

>> No.6986861

>>6986856
Interpolation doesn't work well with Q1 because of the Gun animations, mainly the nailgun, unless it was fixed recently.

>> No.6986870

>>6986861
Quakespasm automatically turns animation interpolation for the nailgun off, so that if interpolation is your think, you can still use it without having a janky nailgun. IIRC Quakespasm has interpolation on by default

>> No.6986876
File: 300 KB, 1920x1080, tired doomguy.png [View same] [iqdb] [saucenao] [google]
6986876

>>6986792
TY anon, this has a lot of potential. It seems the Eternity engine needs some work to look correct in low resolution mode, though. Doom Guy has some serious bags under his eyes. And look at the ammo numbers in the bottom right

>> No.6986879

>>6986870
i'll check it later, i keep it turned off because of it.
Also does someone here knows what happened to the Quake 1 Armory + Mission packs models? besides all of the garbage retex they did for dorkplaces, the gun models were really good

>> No.6986887

>>6985946
I ran that shit on Intel 3000 graphics, just what fucking card do you use

>> No.6986895

>>6986887
Gzdoom runs like shit on even powerful rigs

>> No.6986898

>>6986285
Not him, but it's a game from 1993. It should run on a literal toaster these days, so Graf is retarded for doing this.
Also, who shat in your cereal?

>> No.6986901

>>6986895
Works on my Intelshit machine.
Except Blade of Agony, that was painful.

>> No.6986912

>>6986898
>GZDoom is from 1993
Yeah, nah, you're obviously retarded

>> No.6986915

>>6986912
GZDoom is the sourceport, not the game.
But you already know that and just want to be pedantic.

>> No.6986917

>>6986912
Again, who shat in your cereal?

>> No.6986919

>>6986915
Well, Doom - the game - runs on toasters, so I don't know what's your point.

>> No.6986924

>All these grunts in Scourge of Armagon
Why are there so many? They're fun to kill bu they're hardly a challenge.

>> No.6986934

I just want to know how shit your PC has to be to not run GZDoom. Answer the question, Anon.

>> No.6986945

>>6986924
The first episode is tech-based levels. The mechanical scorpion was introduced to make the levels more challenging without messing with the tech-base monster roster. If it's too easy, play on hard with shotgun-starts

>> No.6986952

>>6986934
Not that anon, but GZDoom is unoptimized, which is why maps like Sunder MAP11 can run like shit in GZDoom whereas PrBoom or GLBoom will run it fine

>> No.6986961

>>6986798
Absolutely based.

>> No.6986965

>>6986731
Try again tomorrow. I've found, as I get older, I can't really sit and play for 6 hours anymore. I get two hours in before I start to get bored, so I go do something else. Start 'er up tomorrow, and I'm enjoying it all over again.

>> No.6986968

>>6986858
Native ports will always be superior to dosbox.

>> No.6986971

>>6986924
Play on Nightmare.

>> No.6986976

>>6986945
I am playing on hard, but I guess I am doing continuous play too.

>> No.6986983

>>6986976
Only save once at the start of each map

>> No.6986989

>>6986971
>Nightmare
I didn't even consider that difficulty because in the main game it turned several enemies into immobile turrets. It was both hilarious and made certain sections much easier.

>> No.6986990

>>6986983
I'd be with you on that if not for some of these harsh environmental traps.

>> No.6986991

>>6986989
I'll never get this until the day I die. There is nothing difficult about a scrag who shoots, and then stops shooting so you can shoot back. Ditto for the grunt. For the enforcer. For the ogre; fiend turn speed is fucking dogshit on hard compared to nightmare. Hard is fucking babymode.

>> No.6986994

>>6986952
Probably. But if he gave details, we might be able to diagnose if it's a software or hardware issue.

>> No.6987001

>>6986990
Ah yea I forgot, there are some stupid instant-death traps later on, like floors revealing lava pits, and those two electrical towers at the end of that one map are total bullshit. Save before those

>> No.6987012

is there a mod that sorta does what Mythic+ does in wow? changing affixes on monsters and randomized weapons/pickups?

>> No.6987014

>>6987012
Colorful Hell

>> No.6987017
File: 1.49 MB, 1920x1080, vkQuake 2020-10-13 14-46-58-331.png [View same] [iqdb] [saucenao] [google]
6987017

AD 1.8 randomized id1 is my new favorite FPS.

>> No.6987025

>>6987017
is there a way to find night mare in the AD_Chapters?

>> No.6987039

>>6987025
I never found it. Nightmare selected in the hub will carry over to ad_chapters if that helps you.

>> No.6987050

>>6986991
not everything is about 'difficult', some things just plain look retarded.
and when only one of 4 difficulties has these behavior change, it's a good bet this wasn't the difficulty the encounters were designed for. enemies are supposed to close in, dknights are supposed to be mostly a melee enemy, and so on.

>>6987025
there's a hidden button in the corner with no portals

>> No.6987059

>>6986858
DosBox is not that fantastic, many games will give you compatibility errors in one way or another. For Blood, the rate of which you receive damage from the Evil Dead hands choking you is determined by your CPU cycles (ergo, it's the year 2020 and they kill you in the blink of an eye), which is something that DosBox cannot do anything about in any satisfying way.

A good sourceport will ALWAYS be better than DosBox ever can be, which is why Chocolate Doom (or even the Unity port) is completely superior to running the original .exe in DosBox.

>> No.6987060

>>6987050
>some things just plain look retarded.
You know what looks retarded? A guy with a gun, in open sight, firing at the player, and then he stops shooting to move towards the player.

>> No.6987062

>>6987039
FOUND IT

Find the Closed door that is near the ad_zendar
there is closed door on the left face the door and turnaround and look up the the switch can be shot with your shotgun

Nightmare unlocked

>> No.6987080

What retro FPS thing are you notoriously bad at? For me it's finding fucking secrets, especially in build games where fucking anything can unlock one. There is so much shit looking at wikis for games I've played for actual decades that I would never have even considered doing.

>> No.6987089

>>6987080
Fighting in melee in HL1 and any gold source thing, I fucking hate dealing with melee weapons in Sven co-op.

>> No.6987093

>>6987060
no, that looks aggressive, fitting for the setting.
do you play all maps with Nehahra by chance? maybe you should.

>> No.6987095

>>6987080
I only found out about the pipebomb secret in Hollywood holocaust 20 years later. How the fuck are you supposed to know that? Not telegraphing secrets is mega gay

>> No.6987104
File: 100 KB, 805x540, HUUH6.gif [View same] [iqdb] [saucenao] [google]
6987104

>>6987093
>no, that looks aggressive, fitting for the setting.
On what fucking planet does stopping to shoot look more aggressive than continual shooting?
>do you play all maps with Nehahra by chance? maybe you should.
Loading id1 maps into Nehahra? Is that doable?

>> No.6987110
File: 441 KB, 1600x900, file.png [View same] [iqdb] [saucenao] [google]
6987110

>>6987095
You think that's bad, I only just now learned about the tomes in Overlooked Hotel.
I still have yet to play the secret level of EP 2.

>> No.6987117

By the way, did anyone find out how to activate skill 4? is it console only?

>> No.6987119

>>6987104
>stopping to shoot
camping and suppressive fire look safe, rational. ogres, scrags and shamblers are mindless fucking eldritch beasts.
>id1 maps into Nehahra?
should be, why not? I'd assume all entities are more or less intact.

>> No.6987125

>>6987017
can you play the AD maps randomized or just the official levels?

can you armagon that shit with your lava nails?

>> No.6987128

>>6987117
Nightmare in Scourge is activated by jumping some boxes
DoE is shooting 3 triggers last one is behind the portal

>> No.6987134

>>6987128
he said skill 4, not 3. it's a new AD thing, like in Drake.
>>6987125
probably not with lava nails, no. but the levels will probably load, AD seems to go out of its way to add entity palceholders for Quoth.

>> No.6987135

>>6987119
They're not camping, they're running at the player at all times, disregarding any tactics whatsoever. You'd think you were talking about HL1.

And they do work with Nehahra wow this is fucking fun and cool. Glad I called you out.

>> No.6987136

>>6987128
Uh... Thanks for telling me about the DoE's triggers. I've only ever managed to find 2 of them and didn't know bout the last one. Perhaps, I should have clarified, that I was looking for a new difficulty level that AD 1.8 introduced.

>> No.6987154

Damn this thread went really fast

>> No.6987160

>>6987135
by camping I meant the NM behavior obviously. scrags hanging back somewhere way up, shamblers firing lightnings in melee range, all that. doesn't look right. as opposed to, as you said, disregarding tactics and charging at an intruder.

>> No.6987162
File: 33 KB, 983x513, cycles.png [View same] [iqdb] [saucenao] [google]
6987162

>>6987059
>cycles
pic related
>A good sourceport will ALWAYS be better than DosBox ever can be
DOSBox's OPL3 emulation sounds better

>> No.6987168

>>6987154
Im finishing the next OP
the systematic shitpostings are making these threads go fast

>> No.6987169

>>6987095
>pipebomb secret in Hollywood holocaust
Which one? Also, did you know you can use steroids to jump from window to window across the street to get to the secret area that you usually need the jetpack for?

>> No.6987173

>>6987160
To each his own. I'll never for the life of me enjoy how stupid it looks for an enemy in hard mode quake to attack, and then stop to give the player a chance.

>> No.6987180

>>6987169
W....what do you mean which one!!? The one in the corner across from the lift on top of the trash can

>> No.6987191

FRESH BREAD!
>>6987178
>>6987178
>>6987178

>> No.6987193
File: 14 KB, 400x300, dryheave.jpg [View same] [iqdb] [saucenao] [google]
6987193

>>6987162
>OPL

>> No.6987226

>>6987012
Legendoom (for weapons)
CHAMPIONS
Cards of corruption
Colorful hell

>> No.6987436

>>6987173
Its a video game dude. They were designed that way for balance.