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/vr/ - Retro Games


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7052335 No.7052335 [Reply] [Original]

DOOM THREAD / 90s FPS THREAD - Last thread >>7046219

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 Trilogy pastebin (Updated 2020): https://pastebin.com/Ucb11XhU
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
FTP archive for old stuff Fileplanet
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/

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.7052336

=== CURRENT PROJECT ===
500ml of /vr/ (for Blood)
Deadline: November 10th
Rules: >>7025543
MAPEDIT: https://archive.org/details/BloodMapedit
Discord: https://discord.gg/NfFP9Pu

=== NEWS ===

[11-2]DBP 29 - Morbid Autumn Released
https://www.doomworld.com/forum/topic/117873-dbp29-morbid-autumn/

[11-2]Anons creates unused texture resource for Quake games, also added fixed .fgds for Trenchbroom regarding Quake and Quoth.
https://www.quaddicted.com/forum/viewtopic.php?pid=4211

[10-31]500ML /vr/ Halloween Beta Released! >>7043379
https://archive.org/details/500ml-vr-halloween-beta

[10-31]GZdoom 4.5 has been released(x64 only)
https://forum.zdoom.org/viewtopic.php?f=1&t=70459

[10-30]Kojima's PT remade in gzdoom.
https://batandy.itch.io/gz-pt

[10-30] Mystery of Red Island demo
https://www.doomworld.com/forum/topic/117504/

[10-30] Hexen turns 25! Anon shares their folder of Hexen wads to play.
http://www.mediafire.com/file/0f63jfeuqhtl0re/hexen.rar/file

[10-29] Somewhere in Nevada 0.03 alpha
https://anonymousfiles.io/VwBCcwUZ/

[10-29] vkQuake updated
https://github.com/Novum/vkQuake/releases/tag/1.05.0

[10-29] ter_shibboleth got a redux version with a conversion to the Drake mod
https://www.quaddicted.com/reviews/ter_shibboleth_drake_redux.html

[10-29] Zero Master beats Plutonia on Nightmare in 34:28
https://www.youtube.com/watch?v=mLLQ06vzt28&feature=youtu.be

[10-28] Anon writes a random Doom map launcher script (and updates the Quake launcher script, see below)
https://github.com/lea2501/doom-random-map-sh

[10-27] Modder makes Doom playable in Sonic Mania
https://shc.zone/entries/contest2020/306
https://www.youtube.com/watch?v=8NZjxB69iJA&ab_channel=MariusUrucu

[10-27] Halloween Jam 3 for Q1 released
https://celephais.net/board/view_thread.php?id=61968

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.7052341

>>7052335
Cope zoomie your game is pretty fun with friends, and some of my fondest moments come from fucking around in Sven Co-op with old pals.

>> No.7052342

fug :D:D:D

>> No.7052351
File: 41 KB, 360x486, img_5619.jpg [View same] [iqdb] [saucenao] [google]
7052351

>>7052341
many 90's 3d and 2d fps games are celebrating from this month til december, i kinda wish that edit anon was here to make custom images for all of it to celebrate a bit.

also it would be a good way to introduce newfags into some of the obscure stuff

>> No.7052358

>>7052336
>Not including the 2048 units idgames release in the newpost
Shame on you, OP.
[11-2] 2048 unit of /vr/ is out on idgames.
Clean version (no guns) - https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/2048vr_v1.4
With guns - https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/2048vr_v1.4g
Only guns - https://www.doomworld.com/idgames/combos/2048guns

>> No.7052362

>>7052358
You didn't tag it at the news post on the previous thread, but next one someone will include it.

>> No.7052376
File: 3.66 MB, 2000x2758, 1510519458415.jpg [View same] [iqdb] [saucenao] [google]
7052376

>>7052335
I had a bunch of bookmarks to old or obscure retro FPS websites with images like these, but my laptop shat itself and I lost them all. I've mostly rebuilt what I had, but there's still some sites I haven't been able to come across again.
Speaking of lost sites, does anyone know what happened to http://pabloperugino.com/fps/ ? The guy who made the site advertised it here around a year and a half ago, but it's been offline for a while.

>> No.7052379
File: 544 KB, 1600x900, 2750570-11110135_10153309503037090_7488964444823163651_n.jpg [View same] [iqdb] [saucenao] [google]
7052379

Who was in the right? Did Tim Willits in fact come up with the idea for DM only maps during Quake's development and was told by by Carmack and Romero it was a stupid idea, or is he a lying piece of shit as Carmack and Romero say?

>> No.7052382
File: 335 KB, 1920x1080, engage ridley motherfucker.jpg [View same] [iqdb] [saucenao] [google]
7052382

>> No.7052390

Pretty sure Slax used to draw images for these threads.
Either way, RIP.

>> No.7052392

>>7052379
he is a lying piece of shit
ask romero or mcgee one day about it

>> No.7052396

>>7052379
Romero laid literally every possible facet of this discussion to rest.
https://rome.ro/news/2017/8/30/multiplayer-only-maps
>Commercially, the first FPS's published with multiplayer-only maps at launch were Tom Hall's Rise of the Triad (ROTT) and Bungie's Marathon, both published on December 21, 1994 – 18 months before Quake's release. Marathon included 10 multiplayer-only maps. Each successive release of ROTT added more multiplayer-only maps. In fact, ROTT had several multiplayer modes beyond co-op and team deathmatch. Tom was very inventive when it came to ROTT's multiplayer modes and maps, long before Quake was released. As Tom remembers, "Yes, it had a TON of multiplayer maps. Many with unique rules, ridiculous heights, etc."

>> No.7052401
File: 126 KB, 1152x864, Idmap01_start[1].png [View same] [iqdb] [saucenao] [google]
7052401

>>7052379
IDMAP01.WAD by American McGee is cited by Romero as the true first DM map (released in '94).

>> No.7052403

>>7052379
It was a big fib and both Romero and McGee called him out on it. I faintly recall the statement being boiled down to "I invented Deathmatch." It came across as a weak attempt to get people to check out Quake Champions. "Hey, the guy who invented online shooters is working on this game!"

>> No.7052405
File: 184 KB, 634x862, Doom hell.jpg [View same] [iqdb] [saucenao] [google]
7052405

>>7052335
Superb OP image.

Reposting from last thread: How do I disable the overt blood effects for Hellboundguy when gibbing enemies? I like when they split apart, I just don't need blood going everywhere. Also, how do I transplant the gibbing to Doomguy? It's not satisfying to jump from Hellboundguy to Doomguy, and DG's super shotgun doesn't gib enemies.

>> No.7052406

>>7052401
But based Rise of the Triad had the first DM only maps included with a retail release.

>> No.7052407

>>7052403
Its said that this retarded post led to Zenimax firing him

>> No.7052408

>>7052405
Fuck, neglected to mention this is in reference to Final Doom.

>> No.7052413
File: 158 KB, 1019x560, The blues.jpg [View same] [iqdb] [saucenao] [google]
7052413

>>7052405
>>7052408
FUCK I MEANT FINAL DOOMER

>> No.7052417

>>7052401
As a fun note here are McGee's comments in the WAD:
"I created this map in order to satisfy my urge to make a DeathMatch only .wad. While working on DOOM/DOOM ][ I had to make sure that the levels were created primarily for single player mode. We do not play single player here much, so most of my DOOM ][ maps were DeathMatch orientated... but again could not be total deathmatch levels. Well, here is my attempt at a DeathMatch only level. I hope everyone likes it. Please send comments/feedback if you like."

>> No.7052419

>>7052407
Haha no shit?

>> No.7052430

>>7052407
Oh yeah, I thought I read something about him stepping down. Remember that interview he did where he points at the original Revenant model and says "This is the Archvile from Doom 1?"

>> No.7052457

>>7052401
If only he had raised the floor & ceiling heights of those windows just 8 units up...

>> No.7052479
File: 448 KB, 1630x881, Sentinel arms.png [View same] [iqdb] [saucenao] [google]
7052479

>>7052390
He did. His passing hit me hard and out of nowhere, I was just talking to him not more than 4 days ago.
He was a talented artist and an even better friend. I'll miss him dearly.

>> No.7052481
File: 814 KB, 1280x832, Demonsteele Gmota.png [View same] [iqdb] [saucenao] [google]
7052481

>>7052479
Wait a minute, did he do this? What a lad, I'll pour one out for him this weekend.

>> No.7052513

>>7052335
Are people still working on zblood or re-blood?

>> No.7052539
File: 273 KB, 240x272, bone.gif [View same] [iqdb] [saucenao] [google]
7052539

Are there any more mods like 2048guns or the old Eriguns? Cosmetic changes to weapons with minial or no change to balance

>> No.7052541

What's the consensus on Shadow Warrior? I see much love for Blood, and all my life I saw love for Duke, but never SW. It looks rather primitive and undetailed, but worth a go?

>> No.7052546

>>7052541
I've only played the first episode but I enjoyed it. Not as good as Blood or Duke but great if you're needing another Build engine romp.

>> No.7052547
File: 130 KB, 1000x1250, 1587410614132.jpg [View same] [iqdb] [saucenao] [google]
7052547

>>7052541
Sure, I'd try it. It's fast and zippy and it has some quick weapon switching so you can shoot some uzis one second then slice someone in half on the next.
I'd save the shurikens to use them on the guys that carry explosives and kamakazi you, otherwise just try it out. I'd recommend the GDX sourceport.

>> No.7052550

>>7052547
>and it has some quick weapon switching so you can shoot some uzis one second then slice someone in half on the next.
That sounds very appealing.

>> No.7052556

>Was working on a Demonsteele Thy Flesh Consumed speed run last year, shelved it
>Get the urge again
>Am total dogshit and forgot my routes
FUCK

>> No.7052590

>>7052556
>The satisfaction I get out of playing Doom is not actually playing Doom, but showing others I did

Just have fun bro. If anyone else doesn't like it, they can suck it til they do.

Might be a good idea to take a walk in the woods to clear your mind, bro.

>> No.7052601
File: 2.90 MB, 1024x2133, Demonsteele Sun Shihong and Jung Hae-Lin - Copy.png [View same] [iqdb] [saucenao] [google]
7052601

>>7052590
I'm not sure any of that applies to me man. I just love Demonsteele a lot.

>> No.7052603

>>7052556
I haven't played Demonsteele in years, I'm surprised it still works on new GZD builds. At least you aren't playing any D2 levels, I remember the pain elemental replacements being a bitch to fight.

>> No.7052609

>>7052550
Yeah, it's very fun and I don't think it gets enough credit. There's some cheap enemies but it's still great overall.

>> No.7052610

>>7052539
deadmarine and ntmai if you don't use the altfires

>> No.7052615
File: 176 KB, 1706x974, fuckcars.jpg [View same] [iqdb] [saucenao] [google]
7052615

>>7052481
The art you posted was made by CacoBro, the one I posted was his handiwork, this as well. He was a great guy.

>> No.7052616

>>7052603
It's a great time. I truly believe if Terminus ironed out much of the scoring system and got a team together to make a whole standalone game, Jung Hae Lin could have joined the same pantheon as Dante, Bayonetta, Ryu; as other action games. Shihong is unfinished but is a boatload of fun too. Hurts my heart that it was dropped like an anchor.

>> No.7052623

>>7052601
Carry on anon. I'm just drunk and all that, you know how it goes.

>> No.7052624
File: 351 KB, 1280x871, shadow warrior ad.jpg [View same] [iqdb] [saucenao] [google]
7052624

>>7052541
>It looks rather primitive and undetailed, but worth a go?
If anything it's the most technologically advanced 2.5D game out there. It was basically Duke 3D but bigger and more explosive. There's a ton of destructibility, interactivity, and faux-3D architecture.

The sore point for most is the gameplay - the enemy roster isnt quite as balanced and versatile as Duke. However, it's still quite a fun game.

>> No.7052639

>>7052616
That seems to be a recurring theme with his mods: He makes something solid and interesting, updates it a few times, and then moves on before all the little issues are dealt with. For the most part, the mods he considers "done" are excellent, but given the nature of GZ, each update has a chance to fuck with things. Dreadnought's particles now tank my framerate, and one of the Samsara versions I have doesn't function on newer versions. The Ranger doesn't seem like something anyone would care to upkeep, but I haven't played that since maybe 2015.
That said, if he ever moves on to modding for other engines/doing something commercial, it would be neat to see what he'd do.

>> No.7052642
File: 59 KB, 466x408, 61EGEZJFRJL._SX466_.jpg [View same] [iqdb] [saucenao] [google]
7052642

Why is it so underrated? It has to be one of the most fun and creative FPS ever made, the music kicks ass, and it was the first game to do rocket jumping, even making it required to get the full ending. Never understood why there isn't more of a community around this game. Are there even mods?

I can't wait for the official remaster to release next year - I think it's going to be a big hit on all the platforms its releasing on.

I always felt like Tom Hall sort of seems like the odd man out in the history of FPS, certainly not the legend status of Romero or Carmack, because of the way he departed on Doom - but he at his team at Apogee achieved something truly special here.

>> No.7052650

>>7052642
*and his team

>> No.7052667

>>7052642
Most people see the blocky Wolf3D levels mixed with arcade stylings and write it off. Doesn't help that it was released in 1995, and everyone was looking towards games with newer tech. Tom had some neat ideas between ROTT and the Doom Bible.

>> No.7052674

>>7052642
the mp5 fucking sucks and the game never seems to hand you enough rocket launchers so you're stuck with it

>> No.7052686
File: 63 KB, 500x700, clint-eastwood-in-where-eagles-dare-silver-screen.jpg [View same] [iqdb] [saucenao] [google]
7052686

>>7052667
I really think it is going to be seen as a fun and different kind of shooter to the casual retro shooter fans who mostly experience stuff, thanks to the 90s shooter revival trend, as its rereleased/remastered. I think it's going to sell well.
>>7052674
Git gud and it's an MP40 and it kicks ass, nothing it won't cut down with the right amount of chops.

>> No.7052689

>>7052642
It was great... I played through the registered version one summer. Total zany gore fest. Good stuff.
But 1995, man. For a game with less technical prowess than Doom (which had already been released). It was kinda a dinosaur. This was during a time when an engine would sell a game. Also the gameplay got kind of plastic after you mess with the handful of rocket launchers and various float pad arenas.

>> No.7052695

>>7052479
It really sucks dude. Sorry.

>> No.7052719 [DELETED] 
File: 16 KB, 597x126, El6A2GbXIAExCZ_.png [View same] [iqdb] [saucenao] [google]
7052719

New civvie video when?

>> No.7052720

>>7052719
What does that even mean? Who is he supposed to be talking about?

>> No.7052723

>>7052720
Half-Life fans

>> No.7052737

>>7052720
Civvie is a lefty Orange Man Bad'er, I guess he is referring to /pol/ types.

>> No.7052738

>>7052719
Funny considering he mostly likely sent his in instead of physically going to vote since he's a cripple in a wheelchair.

>> No.7052739

>>7052541
Best melee in Build, great explosives, other weapons are kinda meh, could really use RMB altfire, has some real stinker enemies. Personally it's my favorite Build game, but mostly because I like the setting and I'm not a big fan of horror movies.
>It looks rather primitive and undetailed
As >>7052624 said, it's the most advanced Build game, interactivity-wise (aside from maybe Ion Fury, I haven't played it yet, but I heard it has Akira lift, so there's that). It had driveable vehicles, hell, in first level there's a puzzle where you control RC cars to obtain a key. Anyway, it's a game that is great, but flawed, you could even say it's the worst of the best Build games, but it is definitely worth playing.

>> No.7052741

>>7052642
Crap game design. The true reason for this game to exist is to provide generations of doom modders with midis and rocket launcher sprites. Kinda like how Powerslave was made to bless us with its revolver sprite (and curse with its flamethrower sprite).

>> No.7052743

Playthrough video of map06 of 1994 tune-up community project is up. A quite decent map with progression that is much less cryptic than in the original.
https://www.youtube.com/watch?v=AIUCH-e5qYk
And the original.
https://www.youtube.com/watch?v=uDExp2KfS1E

>> No.7052835
File: 2.48 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
7052835

What the fuck did I just play?

>> No.7052842

>>7052835
idk some piece of shit

>> No.7052845

>>7052835
idk some masterpiece

>> No.7052846

>>7052835
Worst Build game.

>> No.7052847

>>7052835
Best Build game.

>> No.7052849

>>7052835
>he actually played it

>> No.7052850

So I'm wrapping up Whitemare 2, and I really love both it and Whitemare 1. Is it okay to rip the snow textures used within these to make some snow maps of my own? I've got a real hankering to do so, but I'm wondering if there's some unwritten rule or something.

>> No.7052851
File: 9 KB, 63x106, CRUDUX CRUO.gif [View same] [iqdb] [saucenao] [google]
7052851

>>7052835
A pretty good game. The secret being these assholes here.

>> No.7052853

>>7052850
Check the author's readme files.

>> No.7052854

>>7052853
Just says you may not modify the maps for redistribution, or use them as a base. Is that kosher?

>> No.7052856

>>7052854
Not sure, I don't know how the Russian Doom community handles that.

>> No.7052860

>>7052856
I'll look around. The textures here are really good so I'd hate to have to use something from like 2005, and the readme doesn't credit any texture wad whatsoever, so they were definitely made in-house.

>> No.7052863
File: 354 KB, 1920x1080, 1576916864887.png [View same] [iqdb] [saucenao] [google]
7052863

oh no

>> No.7052864

>>7052863
>Hammer
Just press R and throw it my man.

>> No.7052868
File: 55 KB, 1600x1200, image.png [View same] [iqdb] [saucenao] [google]
7052868

>> No.7052875
File: 381 KB, 1920x1080, 1591980331290.png [View same] [iqdb] [saucenao] [google]
7052875

>>7052864
ye, that worked

>> No.7052878

>>7052875
Based hammerbro.

>> No.7052882
File: 657 KB, 1920x1080, image.png [View same] [iqdb] [saucenao] [google]
7052882

>> No.7052886

>>7052882
Wish I could get into Hexen. Maybe in another life. Nothing very satisfying about conjuring up spells as opposed to filling a demon full of hot lead.

>> No.7052904

>>7052336
https://jp.itch.io/wadsmoosh/devlog/192878/wadsmoosh-1
Wadsmoosh can now use the unity version of the iwads to grab the widescreenstuff, without taking any other stuff, you can read it in the link.

>> No.7052905

ribbiks completed a new map, "wormwood: expanded universe"
http://rbkz.net/doom/
haven't tried it yet. i enjoyed "problem with a capital 'p'"

>> No.7052915

>>7052863
>>7052875
Jesus christ. I take it that room was meant to be full of SS?

>> No.7052951

>>7052905
Are all of his maps either insanely hard slaughter maps or puzzle maps? I tried to play Magnolia but I spend most of my time wandering around lost; shame because it has probably the best custom monster ever, the turquoises cyberdemon

>> No.7053014

>>7052951
they are stupidly hard very consistently, yeah. they are the only maps i let myself use saves on, because i like them so much.

magnolia's actually my favorite due to the general aesthetic, but it's really torturously hard, map 3 is maybe the hardest map i've ever played, and my first playthrough i really struggled to find all switches and keys.

i hope that once i get better, i can play through these maps. but desu, sunlust pistol start saveless -easily- is probably a prereq for magnolia map 3 , and i'm far from that.

"problem with a capital 'p'" was easier until the ridiculous platforming with cyberdemons part (lol). i savescummed from there.

oh and agreed about the turqoise cyberdemons, especially the infighting.

the turret mechanics in map 2 and 3 are cool but wayyyyy too deadly, in fact miserably deadly.

>> No.7053029

>>7052951
>>7053014
also i shilled magnolia on here like an asshole for a while, i hope your suffering wasn't myfault.

lately i play much easier maps; e.g., i've shitposted about re-playing scythe 1, which has been mostly fine except maps 28, 29, 30. all seem doable but need some practice. 28 just pisses me off haha.

>> No.7053034
File: 54 KB, 256x244, silky_lowguard.gif [View same] [iqdb] [saucenao] [google]
7053034

Back with a new sprite.
First lowguard enemy

>> No.7053037

>>7053034
looking good, he's a wide fella.
FASTER

>> No.7053039

Wormwood : Expanded Universe, this WAD is fucking gorgeous aesthetically but kicks ass in terms of difficulty, atleast for me, i'm not a doom god.

>> No.7053045

>>7053034
I can see the Blake St-
HALT

>> No.7053071

>>7052905

first time playing a ribbiks map and lol fuck that first cyberdemon and ribbiks for being so braindamaged to think of something like that

>> No.7053084

>>7053071
i'd say it's pretty magical for complevel 9

i enjoyed it

>> No.7053087

>>7053084

ok i just beat it no it was just a crazy intro i havent seen anything like that, that shit is evil. ok onto map2 lmao

>> No.7053102

>>7053087
i was too lazy to pistol start map 2, had 200/200 from previous map and was fine in starting area. i used a lot of infighting and stunning to survive. ribbiks loves infighting.

map 3 i got to some barron bouncy column shit and died

>> No.7053125

>>7053034
Damn you're quick, aren't you?
Say, you don't feel like making a sprite that's not for your project?

>> No.7053128

>>7053102
For some reason, the arch-viles on map03 target me instead of the cyberdemons who shoot them

>> No.7053130
File: 21 KB, 344x248, silky_hurt.gif [View same] [iqdb] [saucenao] [google]
7053130

>>7053037
I still got motion sickness from the other night.
>>7053045
MEDIC
>>7053125
Perhaps? I'm basically blasting my freetime making these for funzies anyhow.

>> No.7053138
File: 868 KB, 1280x720, Got one of my ideas done.webm [View same] [iqdb] [saucenao] [google]
7053138

>>7045086
>What I had in mind was something like a """ghost pack"""" of pinkies slowly rushing towards the player and then vanishing after reaching melee range.

>> No.7053142

>>7053130
I keep seeing Miss Piggy in the thumbnail.

>> No.7053152

>>7053130
In that case I'll get back to you later. Currently at work, when I come home I'll present you my idea.

>> No.7053189

>>7052539
Gothic Skins for Doom:
https://forum.zdoom.org/viewtopic.php?t=69090

Doom Ultracompact Cosmetic Kit:
https://forum.zdoom.org/viewtopic.php?f=46&t=53671

>> No.7053251

Just completed Unloved. At first it seemed like fucking great wad. Great atmosphere, metroidvania like gameplay with hub, unique map design. Then at half way through, it went shit. It threw horror atmosphere out the window, and started throwing slaughter arena combat to you non-stop, while not giving you enough ammo and forcing you to shotgun most of hordes. At end I felt burned out, and angry since i feel like i've been baited to play a shit tier slaughter wad. It could have been one of greatest wads if it played same way to the end as it started.

>> No.7053274

>>7053142
Haha, I though I was the only one.

>> No.7053275

>>7053251
Play the new Ribbiks maps for cleansing >>7052905

>> No.7053295

>>7053275
While Ribbiks makes actually good slaughter, I'm in need of more relaxed vanilla experience at now. Doom Zero and Deathless look good to me. Haven't completed them yet.

>> No.7053304

>>7052335
One of the best op images so far, along with my personal favourite beat the niggur

>> No.7053332

>>7053304
newspost anon is a fucking god

>> No.7053350

>>7052379
The worst part is that it's not even Timtam's bullshittiest moment.

>> No.7053354
File: 564 KB, 1920x1080, glorious_ribbiks.png [View same] [iqdb] [saucenao] [google]
7053354

>>7053128
are you playing -complevel 9 ? (the txt file also says zdoom 281 ii think)

you don't punch or anything in that room, right?

>> No.7053357

>>7053354
this is honestly the most creative shit ever

>> No.7053368

>Boot up Shadow Warrior on No Pain No Gain
>It's really fucking hard
>Harder than Blood, can't be right
>Turn on autoaim
>Feels much more fair
>Feels fucking great actually
I'm not a shitter right? These games were clearly balanced around autoaim, right?

>> No.7053374

>>7053354
>>7053357
WOW the last segment of map3 was easily my favorite doom puzzle ever

>> No.7053376

>>7052642
Plebes will be plebes. Personally I think it's pretty fucking genius.

>>7052674
The game showers you with explosive weaponry and powerups, and you've got infinite ammo for the MP40. It basically plays like a sidescrolling shoot em up arcade game, but mutated into a first person shooter.

>> No.7053406
File: 2.85 MB, 960x540, 2020-11-04 20-13-59.webm [View same] [iqdb] [saucenao] [google]
7053406

I have done a voodoo fuckery.

>> No.7053409
File: 673 KB, 1844x1453, fatties.jpg [View same] [iqdb] [saucenao] [google]
7053409

>>7053130
>>7053125

Alright, I have the following suggestion for you:
Be a part of Judge Doom. I still have some ideas for custom enemies, but what I would love to have is either Fatties or Mean Machine Angel.

In this post, it's just the Fatties. They are so large that they need wheels under their bellies so they don't drag along the ground. They wanted more food right after the war and tried an insurgency, which failed in hilarious ways. The dude I made is based on a Mancubus frame (and should have about that size) and modeled after the one whose belly I put him on (with different color, but I wanted to put him in the Doom palette for translation anyway). Fatties can have both genders and can wield firearms or tools and blades, or do kamikaze attacks by hauling themselves from tall buildings.
What I require is a full sprite set with some kind of weapon.

1/2

>> No.7053410

>>7053406
that's boom-compatible?

also i dig the textures lol

>> No.7053413
File: 402 KB, 1504x2216, meanmachine.jpg [View same] [iqdb] [saucenao] [google]
7053413

>>7053409
>>7053130
Mean Machine Angel
Cyborg, who is really mean. His most important features are the mechanical arm that ends in two claws, and the dial on his forehead which goes from 1 to 4. 1, where he's surly and disagreeable; 2, where he's mean; 3, where he's vicious; and 4, which is when he is fully berserk. He loves to headbutt his victims (which is what I tried to make), but he can also use his claw. I plan on using him as some kind of boss, I have the code down mostly, he taunts you and tries to headbutt you by runnig up to you and then headbutting (currently it's the Lost Soul's attack, but that can be stopped by gunfire, so would have to find another solution), but he should also be able to punch you. I kinda frankensprited this one, with putting an Imp's torso on a zombieman's legs and then adding the other stuff.

That's what you can do, if you like. Of course it doesn't have to be BOTH, I would already be happy with one of them. And obviously I can't pay you, so you'd have to bear with just being mentioned in the credits.

>> No.7053416

>>7053410
Yeah, that's powered entirely by voodoo dolls.

>> No.7053424

>>7053416
wow, good job

>> No.7053430
File: 38 KB, 960x745, -59dkX0mv9k.jpg [View same] [iqdb] [saucenao] [google]
7053430

>play blood on extra crispy
>get to the final level of episode 1
>there's two cheoghs

>> No.7053437

>>7053430
never tried it but judging by the civvie videos you can just crouch and backpedal

>> No.7053442
File: 2.95 MB, 768x432, Jre 2020.11.04.webm [View same] [iqdb] [saucenao] [google]
7053442

>>7053430
Have fun with those health pools. I don't think you're given enough ammo to deal with how much Extra Crispy increases their HP by. I just finished it this morning but on normal monster health and even then it still took near everything.

>> No.7053447

Classic style or modern style?

>> No.7053451

>>7052405
>the overt blood effects for Hellboundguy when gibbing enemies
The what now? I know that sledge has custom blood particles when hitting enemies, but what you're describing sounds like nashgore or something. Are you playing with DRLA monster pack by any chance?

>> No.7053460

Does the flash bomb for Shadow Warrior not work in BuildGDX? I use it, and enemies flinch, but they get right back to attacking. No Pain No Gain difficulty.

>> No.7053463

>>7053430
>Show yourself, SHOW YOURSELF!

>> No.7053468
File: 79 KB, 954x581, ZomboMeme 02112020102431.jpg [View same] [iqdb] [saucenao] [google]
7053468

>>7052541
Pretty damn fun, still not as good as blood or as Iconic as Duke, but it has some creative ideas that allow it to stand out

>> No.7053471

>>7053468
I dunno man, these uzis and shurikens and swords are great. And fast fists? It's underrated as far as I can tell.

>> No.7053472

>>7053447
I mean your on /vr/ what do you think?

>> No.7053478

>>7053451
>Are you playing with DRLA monster pack by any chance?
Oh is that what it is? Damn. I hate the excess blood, but the occasional cyber imp or other variant is nice.

>> No.7053486
File: 7 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
7053486

>>7052114
The intro, narration, and all the FMV clips are so cool and full of mood.

G police universe with wipeout etc deserved more.

>> No.7053493

>>7053447
In what context?

>> No.7053497

>>7053478
Yeah, you can turn that off. Nice gib effects it's called, I think.

>> No.7053508

>>7053251
try Unloved 2 demo

>> No.7053517

>>7053497
Thanks, but is there any way to transfer Hellboundguy's SSG gibbing to Doomguy's? It's super satisfying and hard to go back to. Not the blood and guts, just splitting a dude into pieces.

>> No.7053521
File: 2.90 MB, 650x490, SW_001.webm [View same] [iqdb] [saucenao] [google]
7053521

>>7053368
I'm starting to become inclined to agree with you. I'm giving it another replay on the same difficulty.
In Blood, the only thing that really darts around that's crazy to shoot are the gargoyles. Cultists move fairly normally and predictably, as do the zombies and most else. Meanwhile, the evil ninjas in SW will ping-pong around changing directions randomly until they attack while ghosts will circle while turning invisible.
I'm trying it for a bit more without the autoaim but at least in regards to SW, it definitely seems more suited for it.

>> No.7053524

>>7053251
>Then at half way through, it went shit.
>and started throwing slaughter arena combat to you non-stop, while not giving you enough ammo and forcing you to shotgun most of horde
Welcome to Doom modding son.

>> No.7053529
File: 131 KB, 1366x768, Screenshot_Doom_20201104_181130.png [View same] [iqdb] [saucenao] [google]
7053529

Oh fuck i realized that i have post in the wrong thread
To recap, i finished making the wimps, i am open to make more variations of them, currently there are 4 of them: Pistol, plasma, Chaingun and Shotgun variant as seen in pic related.

>> No.7053531

>>7052335
Are there any decent mods like Doom 4 Vanilla but in the Eternal style yet?

>> No.7053615

>>7053521
I genuinely don't see how you'd get through SW without autoaim. It's a fucking madhouse.

>> No.7053628
File: 266 KB, 320x240, ultimate battle.gif [View same] [iqdb] [saucenao] [google]
7053628

>>7053615
Its not that bad... until you come across hornets.
FUCK hornets.

>> No.7053651

Besides our own vr wad, isn't there any other good wad releases this year? They have passed me by, if there's any. 2017, 2018 and 2019 had insane amounts of good wads, so it probably had to stop somewhere.

>> No.7053660

>>7053531
I don't think there are any Eternal mods at all. Not finished, at least. The most I've seen are idle sprites for weapons and proofs of concepts for enemies. DBThanatos made a thread to showcase his early work, and the EOA guy was talking about doing something as well, but that's all I've seen besides Eternal Classic, which just looks like a cosmetic thing.

>> No.7053662

>>7053447
What is modern style? GzDoom wads with all bling bling or prBoom+ wads with sexy architechture and gameplay which mixes vanilla and semi slaughtery sections?

>> No.7053664

>>7053651
Check out Rowdy Rudy II, CPD, and Doom -1

>> No.7053704

>>7052835
muy excelente

>> No.7053708

>>7053034
That's a sector patrol edit, isn't it

>> No.7053709

>>7053409
>Bruuup!
what did he mean by this

>> No.7053712

>>7053615
Gid gud

>> No.7053715

>>7053409
I might be able to help you out, hell I already have a fattylike pigman I started on years ago. I'd be starting from scratch though because I never liked how he was turning out. But yea, I'd be happy to help out, but I work full time and I am having a great time making stuff for my own little wad here too, so I can't make too many time promises. Not sure if you're on discord or somewhere else but we can talk more if you're interested.

>> No.7053718
File: 7 KB, 652x316, Strangler angle work2.png [View same] [iqdb] [saucenao] [google]
7053718

>>7053715
Forgot image. Cursed phoneposting

>> No.7053719

>>7053712
Post your 100% NPNG Seppuku Station demo.

>> No.7053724

>>7053719
How bout you git gud you little bitch?!

>> No.7053728

>>7053724
It's not just about gitting gud. It's not satisfying watching your uzi spray wide from 5 meters away, especially considering how common uzi ammo is. Meanwhile the enemies have pinpoint accuracy.

>> No.7053734

>>7053130
Please for the love of god can u make her fatter when she picks up more health packs (food)

Like this but not the pig >>7053718

>> No.7053738

>>7053728
Not my problem. Don't play it if you dislike it.

>> No.7053739
File: 1.52 MB, 635x457, 1602704565836.gif [View same] [iqdb] [saucenao] [google]
7053739

>>7053734

>> No.7053742

>>7053734
wtf is wrong with you?

>> No.7053743

>>7053738
Post your 100% NPNG Seppuku Station demo.

>> No.7053746
File: 32 KB, 640x480, requiem-avenging-angel_9.jpg [View same] [iqdb] [saucenao] [google]
7053746

Requiem Avenging Angel has some issues but fuck its badass.

Mix weird angel stuff, divine comedy quotes as grafitti or computer errors and cyberpunk dystopia what a cool game.
Why did I never try it?

Now THIS is soul.

I am trying to catch up on fps I might have missed back in the day. THis one surprised me

>> No.7053751

>>7053743
You are wasting time instead of getting gud

>> No.7053757

>>7053746
It had limited advertisement and magazines complained about the dated technology. I guess that's enough for normies to not take note.

>> No.7053758
File: 295 KB, 600x497, Build.gif [View same] [iqdb] [saucenao] [google]
7053758

>>7053751
Going forward if you ever want someone to take you seriously, be prepared to put your money where your mouth is.

>> No.7053763

>>7053757
I was one of the normies because I think I had an issue of a magazine with a review of it. But passed by me.

>gaming magazines

Shit man getting old, they were fucking crazy sometimes.

>> No.7053794

>>7052846
No, that would be Extreme Paintbrawl.

>> No.7053817
File: 16 KB, 320x240, akeldama.jpg [View same] [iqdb] [saucenao] [google]
7053817

>>7053651
Akeldama

>> No.7053821
File: 10 KB, 480x360, 4U.jpg [View same] [iqdb] [saucenao] [google]
7053821

>>7053794

>> No.7053824
File: 94 KB, 1024x512, 1597094072704.jpg [View same] [iqdb] [saucenao] [google]
7053824

How do i into good pixel art ?

>> No.7053829

Decino released a wad.
It's just a sound replacement

>> No.7053840

>>7053715
Okay, so apparently I can't post anywhere anymore, it just swallows my posts on several boards. I fucking hate phoneposting.
Anyhow, I have neither discord nor anything else, but you can reach me via the email adress in the readme.
https://www.dropbox.com/s/wwczt9xghhxh8ph/JUDGEDOOM.zip?dl=0

I mean, you should try it out anyway, maybe you don't even like it and then you needn't do any sprites. I also have a job, so my mod is also doing baby steps.

Btw the pigman looks hilarious, reminds me of that dude from Manhunt.

>> No.7053867

Is flesh supply good?

>> No.7053868

>>7053758
Who's the bald one?

>> No.7053874

>>7053867
It's okay if you're really, really into tons of multiple difficulty settings but nblood or buildgdx are much better.
>>7053868
Instead of original old Wang it's the new Lo Wang. Another anon in the previous thread pointed out that his newer game's also doesn't have the same amount of interactivity for double the bummer.

>> No.7053878

>>7053867
You could do worse. It's a shame it's not getting updated anymore, but in its current state its serviceable and accessible.

>> No.7053919
File: 205 KB, 389x873, thicc_vampire.png [View same] [iqdb] [saucenao] [google]
7053919

>>7053734
I absolutely love the way you think, but that would be hell to sprite out for every animation and rotation. I did have an idea for a chunky vampire mod for Hexen though. Don't want to step on tailor girl's ideas.

>> No.7053928
File: 3.40 MB, 3840x3240, Faithless.png [View same] [iqdb] [saucenao] [google]
7053928

>no word about new Heretic megawad "Faithless"
You heathens.

https://www.doomworld.com/forum/topic/117375-faithless-trilogy-beta-1a-released/

>> No.7053929

Lads, what is the best Rise of the Triad sourceport to run on Win10? I had heard they were all shit so I just ran it in DOSbox, it work ok but even after configuring my controls to standard WASD+mouse aim it still register forward and backward movement of the mouse to make my character walk forward or back and its offputting as fuck. Plz help?

>> No.7053934

>>7053867
No. Thanks to Atari.

>> No.7053942

>>7052336
New Heretic megawad, "Faithless".
https://www.doomworld.com/forum/topic/117375-faithless-trilogy-beta-1a-released/
>>7053928
Reply to news posts and they'll get included in the succeeding thread.

>> No.7053943

>>7053919
Consider using 3D models to trace over...or use the output directly, with the right shaders of course. I'm doing that to manage the workload of having 32 directions on the Y axis for my sprites/body parts.
(not a Doom mod btw)

>> No.7053964

>>7053943
I'm not tracing them, but I have used 3d viewers from Half Life and The Sims as mods to model from. Got some pretty smooth animations doing it that way.

>> No.7053983

So, lads... I only have one simple question to make:
Quality or quantity?
Because I currently ran out of "quality options" while making my mod and it seems that my only options right now are either fill it with fodder or abandon it.

>> No.7053992

>>7053983
Quality or quantity WHAT? Weapons? I say quality, nobody needs four different rocket launchers that all do the same thing.
Monsters? Same, reskins are boring.
Features? What kind of fucking features?
Anon, what kind of question is that? be more precise.

>> No.7053994

>>7053983
Singularity

>> No.7054013

>>7053992
>nobody needs four different rocket launchers that all do the same thing.
...and that's exactly what I feared the most. Because I'm currently making a randomizer mod and I simply... ran out of (most likely non-generic) ideas for new monsters and such. My mind just went "It's either the same shit but with different twists or nothing".
I mean, who the fuck cares about a imp that jumps before throwing a fireball...right? Riiiight...? Yep, that's what I thought.

>> No.7054029

>>7054013
Well, if that's all your mod does, I don't think it will generate any kind of long-term interest. If you made a mod with new levels and new enemies that can be randomized, to get a bit flavor in, that's certainly ok.

tl;dr: it would be ok as a part of something bigger, but not really interesting as a standalone thing

>> No.7054032

>>7053130
Cute

>> No.7054045

>>7054029
>Well, if that's all your mod does, I don't think it will generate any kind of long-term interest.
What if I told you that there's more than simply "a jumpy imp", but a healer, a looter, a runner, a monster that can disable the player, an imp that can pop fire out of its bun? Would that be enough "flavor" to you?
And don't mind me... just trying to find a "way to go forward", that's all. And I don't mind smacking em all inside new maps would do much.

>> No.7054047

>>7054045
I don't think*

>> No.7054056

>>7054045
Well, that sounds certainly more endearing.
However, what is their function? Like,what does the looter do, and is the fire farter anything else but flavor? Like, those seem cool gimmicks, but why would I play more than one map with it? I mean there are already lots of randomizer mods and stuff like Corruption Cards and Reelism are already so over the top it's hard to bring more of that to the table.

>> No.7054070
File: 546 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
7054070

>>7053354
super weird, i didn't specify a complevel and i had that problem, but with cl9 the arch-viles work as intended. previously, they seemed to have a chance to aggro on me if the cyber rocket splash hit them, small but enough to ruin about half of my tries

i dunno what to do in this section

>> No.7054073

>>7054056
>However, what is their function?
Other than to (always) drag the player's attention? To force the player to (always) be on the move. There's also the surprise factor (which one of the new monsters bring with its ability to set up """traps""" around the map...which can be shot down) which is surprising and engaging...?
>why would I play more than one map with it?
Because all of the above things mentioned are good for... most FPS players? Nobody wants to fight "the same shit" -- even less so playing a game that is very slow paced.
> there are already lots of randomizer mods
...which is true, yes. I don't think that I'll be able to top those guys, ever. But I -STILL- want to just, if even... make others mention "Hey, anons mod is quite okay". I don't want to make "the very best" mod -- but at the very least, one that anyone can look and say "Hey, this looks promising if the author puts more work and motivation into it."

>> No.7054080

>>7053929
download a program called novert.com from the idgames archive. launch that program in dosbox, then launch doom from that same window. for example:
>mount d: d:\
>d:
>cd dosgames
>novert
>cd rott
>rott
Download the DOSBox pixel perfect fork and use that

>> No.7054081

>>7054073
Problem is, (most) Doom maps are balanced with deliberate enemy placement in mind. Of course for the OG maps it doesn't really matter, they're pretty easy, but other can quickly become too easy or too hard depening on what kind of random monster you get there (and that's a problem with lots of randomizer mods).
And I wouldn't call Doom "very slow paced" per se. It can be, but it can also be fast and frantic.
But if this is your first mod, why have such a huge scope anyway? Baby steps, have fun and if you cut down on the advertiser language a bit, people will certainly appreciate what you have done.

>> No.7054116

>>7053874
Hoping they'll make up for SW2 being lootershooter garbage with making it play more like the previous game, but with better gunplay and better level design, preferably with a bunch of nice little Build style interactivity.
Also they should retcon SW2.

>> No.7054119

>>7053929
Rise Of The Triad doesn't have good sourceports, is the problem. The remaster is thus looking somewhat promising.

>> No.7054126

>>7054081
>difficulty
Basically, the idea I had with this mod is to come up with "things that are more interesting rather than difficult". For instance... one of the new monsters is (technically) this guy over here: https://www.youtube.com/watch?v=OkNhRbpdh84
> why have such a huge scope anyway?
Because nobody wants to play an incomplete mod, pretty much.

>> No.7054127

>>7054126
This little blue'ish guy*, I mean. Sorry, I'm a tad sleepy right now.

>> No.7054139
File: 840 KB, 1920x1080, Screenshot_20201104-235500.jpg [View same] [iqdb] [saucenao] [google]
7054139

What are some of the coolest quirks or gimmicks in these games?

Hexen in the 3rd HUB has a cube that randomly spawns some enemies but also spits out random item rewards too. Its on a 2 minute cool down. Thats pretty fucking neat.

>> No.7054140
File: 2.48 MB, 1920x1080, image.png [View same] [iqdb] [saucenao] [google]
7054140

>> No.7054143

>>7053928
>Creating content for 15 months for a handful of people to acknowledge your work

I have respect for people in this community. It must feel underwhelming putting so much effort in for such a niche product

>> No.7054157

>>7054143
advanced form of occupational therapy, but hey...you could do worse. most people just piss away their lives with nothing to show for it.

>> No.7054160

Playthrough video of map07 of 1994 tune-up community project is up. A Dead Simple map that requires strict ammo management, has loud music, uses the mancubus death trigger twice, and has very beautiful portals.
https://www.youtube.com/watch?v=eiXAUNGz5v4
The map it is based on has no resemblance to it at all. Probably cannot be 100%'d. Has very annoying custom sounds. Absolutely cursed.
https://www.youtube.com/watch?v=MBH2sfiOUbs

>> No.7054204

>>7054143
He has been creating great content for 20 years now anon

>> No.7054210

>>7054080
How would I go about doing this with the GOG version that comes with DOSbox already set up? Sorry, total brainlet here.

>> No.7054227

>>7054210
it probably has similar commands at the bottom of a dosbox.conf file, edit those

>> No.7054239

>>7054157
Very true. I spent like 10 years browsing forums and mindlessly scrolling down endless lists of "content". I feel brain damaged and envious of people capable of making anything at all.

>> No.7054246

If you have to make a judgement regarding this doom 2 mod https://drive.google.com/file/d/1Q6rNcS695L9Y4CCs0RMJzMjA1LXKh2LQ/view ... how "incomplete" do you think it is? Not simply trying to "hurrdurr look at my mod"... but more like "Hey, this is my mod. What the fuck I should be doing with it now?". All I want is some pointers.

>> No.7054247

>>7054210
If you're having no problems with DOSBox, and just want novert, put novert into your Doom DOSBox folder, find "dosbox_doom_single.conf", edit it, and create a new line immediately before "doom.exe" and put "novert"

I don't like the fullscreen size of the pre-set DOSBox configuration, though. So I use DOSBox pixel perfect, which comes with integer scaling. To use this, download it, put it in a folder like D:\DOSGames\DOSBox, or whatever. Open the folder, create a new text file, rename it dosbox.conf, edit it, put this inside

[sdl]
fullscreen=true
[render]
aspect=true
[autoexec]

Autoexec will automatically execute any code. Here you just wanna launch the game. So mount the hard drive that Doom is in, for me it's D. Then "cd" for change directory to get to the ROTT folder, then launch "novert" then ROTT. For example
>mount c: c:\
>c:
>cd games\rott
>novert
>rott

You can also add "exit" at the end to automatically close the DOSBox window if you don't care about the end_doom screen or watever it's called in rott.

Try leaving the autoexec blank for now and just launching the game through DOSBox using the above commands. If you mount C: you will get a warning message basically reminding you not to do something stupid like >del system32

>> No.7054258

>>7054143
Uh, what? Why do you assume only a handful of people will enjoy it? There are many thousands of Heretic players, Jimmy is one of the most well-known mappers out there, and a 3-episode release is very notable.

>> No.7054262

>>7054160
Wow, you're not kidding about how original looks nothing like the tuned up version. You think they would have at least made it take place in a dark cave or something.

>> No.7054284

>>7054246
Played 2 maps of Doom II with this and it's safe to say it's very incomplete. I know it's a randomizer mod, but shit literally flies out of nowhere. In Underhalls I killed this fast zombie that I assume triggered a bunch of random monster spawns, including these small zombiemen who blended in with the corpses and made me think someone spawned in some invisible walls. There was this shadow pinky who got stuck and couldn't be harmed too. I eventually died for seemingly no reason trying to grab the super shotgun, so some obituary messages would be helpful. Also, what's the point of the medikits on the pillars that need to be shot?

>> No.7054291

>>7052882
what mod?

>> No.7054298
File: 143 KB, 1366x768, EmBcKFvXUAA0QFD.jpg [View same] [iqdb] [saucenao] [google]
7054298

>>7052335

>> No.7054302

>>7053660
>>7053531
DBTs been posting gameplay vids of his Eternal mod for a while so there's that I guess.
https://www.youtube.com/c/dbthanatos/search?query=kar%20en%20tuk

>> No.7054354

>>7054284
>shit literally flies out of nowhere.
Well, it's no way a "thematic" mod... so the chaos is intentional. And that's a good thing in my book.
>this fast zombie that I assume triggered a bunch of random monster spawns
If you are talking about the super fast shotgunguy -- he is not meant to be killed. Its purpose is to raise the players awareness on the field. Which is (also) nice in my book.
>these small zombiemen who blended in with the corpses and made me think someone spawned in some invisible walls.
I think you are talking about the pink shotgunguy that flies around and can "snare" the player. Still, you have a point there -- I'll see if I can come up with a better idea other than reducing sprite sizes.
> There was this shadow pinky who got stuck and couldn't be harmed too.
That's not intentional -- I'm still trying to figure out what makes him get "stuck" like that.
> I eventually died for seemingly no reason trying to grab the super shotgun, so some obituary messages would be helpful.
Well, I haven't added a sneaky monster or anything like that to make such kind of "no reason" attack -- seems like you just got unlucky or caught unaware.
>what's the point of the medikits on the pillars that need to be shot?
To add a bit of "chaos" on the field (That teleport fog is not final -- I'm planning to make the pillar fall down and make a big "bam" sound when it hits the ground.) and ofc, the good old "To retain the player's attention while playing the game".
I appreciate for trying it out, even if its still no way complete.

>> No.7054358

Thanks so much. Googling around about this I also saw a page saying there was an issue with novert with some games like Blake Stone that made the game think the up arrow was being held down nonstop: https://www.vogonswiki.com/index.php/How_to_disable_vertical_mouse_movement_in_DOS describes a fix for it. Is this something I need to do for RoTT?

>> No.7054361

>>7054354
Wait, let me rephrase that. The super fast shotgun guy exists as an "If you kill him, you're fucked" monster. Which is kinda "evil", I know -- but once again, to help the player maintain its focus on the screen.

>> No.7054365

>>7054361
...oh, and before you shout "That's the most retarded idea ever!" at me... it has a 1/254 chance to spawn one of those monsters. So it's a (extremely rare) thing.

>> No.7054372
File: 2.86 MB, 640x360, gdx difficulty test.webm [View same] [iqdb] [saucenao] [google]
7054372

I didn't realize the "enemies damage" slider in GDX affected their accuracy as well. This is kind of neat.

>> No.7054373

>>7054354
I figured out what killed me in the SSG room, I think it was those blue orbs that replace health bonuses(?), which were also obscured by corpses. This is such a bizarre mod, but I hope you continue working on it.

>> No.7054378

>>7054373
>I think it was those blue orbs that replace health bonuses
Oh, you are talking about the "traps" that one zombieman variation places around. Yeah, that blue-ish effect can be quite confusing... maybe I should come up with a better color scheme. Or maybe a better sprite...?
> This is such a bizarre mod, but I hope you continue working on it.
Honestly, I'm completely out of ideas right now but I'll see if I can come up with something "at the same level" as you've seen so far. Thanks!

>> No.7054381

>>7054358
Meant for
>>7054247

>> No.7054406

>>7054354
>If you are talking about the super fast shotgunguy -- he is not meant to be killed
That seems like an incredibly tedious mechanic, if you're gonna have a dude like that, he ought to spawn in the arch-vile slot or something, having a nigh unstoppable Go Fuck Yourself spawn in the slot of a low tier mob that's frequent would easily make shit get out of hand.

>> No.7054407

>>7054080
>dosbox pixel perfect fork exists
Holy shit, I've always wanted something like this, thank you.

>> No.7054412

>>7054365
Well, I guess that's getting into Colorful Hell territory, then.

>> No.7054415

>>7054406
It's a 1 out of 254 chance to spawn one of those, anon. And the "Go fuck yourself" part of this monster is that it keeps spawning all monsters available in the game (which can also mean even from -OTHER- mods since the mod itself does not overwrite any available monster -- other than (just) the respective monster spawn id) nonstop on you -until- you find all three pillars and hit said pillars once.
>>7054412
> I guess that's getting into Colorful Hell territory, then.
More like, "with the colorful hell bullshit that is optional" thing. If you don't kill it -- nothing will happen.

>> No.7054416

>>7054415
Just give my mod a spin again and summon this "Go fuck yourself" monster -- It's the "RandomizerGuyGus" actor.

>> No.7054426

>>7054415
A 1 out of 254 chance is not that rare considering many modern maps have more than 254 enemies.

>> No.7054442

>>7054426
I could lower it even more, to 1 out of 800 or even 1600 if that's the case. At least the spawn rate felt "just as expected" while I was testing it with the vanilla levels.

>> No.7054524

>>7053929
personally i use dosbox-staging and turn off vertical mouse movement

>> No.7054590
File: 2.69 MB, 1920x1080, image.png [View same] [iqdb] [saucenao] [google]
7054590

>> No.7054613

>>7054590
I unironically love GzDoom's bloom effect, because you only ever see it on really bright things like here, where it'll really pair up with the dynamic light and make that flash of white hot plasma glow.

That's how you do it, unlike in a bunch of 2000s games where it made it so that sunlight made it difficult to see outdoors, and it looks like garbage.

>> No.7054632 [SPOILER] 
File: 180 KB, 1920x1080, 1604549611643.jpg [View same] [iqdb] [saucenao] [google]
7054632

>>7054613
> unlike in a bunch of 2000s games where it made it so that sunlight made it difficult to see outdoors
Looks fine to me lol :^)

>> No.7054640
File: 1006 KB, 1920x1080, image.png [View same] [iqdb] [saucenao] [google]
7054640

>> No.7054641

>>7054640
what effect is that?

>> No.7054676

>>7054641
obviously GZD's pbr

>> No.7054701

*resurrects a baron*

>> No.7054732

>>7054641
Vaseline goo everywhere

>> No.7054763 [DELETED] 
File: 439 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
7054763

I hate to say it but...I'm stuck! How the hell do you get on top of this? I'm on the third episode, 2nd level. I don't have any boots of jumping, unless they were in the last level.

>> No.7054806

>>7054640
That COULD look pretty cool if it were at all subtle

>> No.7054814
File: 2.71 MB, 1920x1080, image.png [View same] [iqdb] [saucenao] [google]
7054814

>>7054806
like less bright??

>> No.7054815

>>7054641
The Shrinkwrap Effect, one of Hell's most vile tricks

>> No.7054830
File: 47 KB, 500x500, 1597432229901.jpg [View same] [iqdb] [saucenao] [google]
7054830

>>7054763
>deleted

>> No.7054840

>>7054830
Shhh I found it out by myself.

>> No.7054850

What happened to the Dusk Switch port? I hoped for it to release on Halloween(in vain) as was promised and I haven't seen any updates.

>> No.7054857

>>7053929
I scoured the web for a decently faithful one that doesn't crash all the time, just wait for the 3D Realms port desu

>> No.7054889

>>7054640
>>7054814
gross

>> No.7054891

>>7054126
I see. As I said, could be fun.
But now I want to know where you draw the line between complete and incomplete. A single weapon or monster can indeed already be a finished mod.

>> No.7054901

>>7052382
Fuck this faggot on nightmare.

>> No.7054925
File: 152 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
7054925

How do I escape the hand?

>> No.7054931

>>7054925
Don't get got by it.

>> No.7054941

>>7054925
smash the "use" key

>> No.7054959

I've been considering this weapon to add into my game but I'm concerned about balancing, which is an assault rifle but with an under barrel grenade launcher secondary. The character would get it off an enemy so it'd be accurate to why they'd have it and in terms of balancing issues the player starts off with pipe bombs and molotovs anyway. So should I have this secondary or not?

>> No.7054969

Blood autoaim y/n?

>> No.7054982

>>7054969
Yes, it helps when you're jumping around a room shooting cultists with shotguns or flares. I think it gets deliberately thrown off when they crouch, but I find the upsides to outweigh that.

>> No.7055008

>>7054959
Tbh as useful as the grenade launcher secondary fire is it's been done to death. I don't say this to deter you, just keep that in mind and maybe try to work in an interesting/unique mechanic to the launcher (the drunk missile from RotT comes to mind)

>> No.7055010

>>7054969
turning off autoaim breaks build engine games

>> No.7055013

>>7055008
Funny enough I was already planning on having something like the drunk missile without the auto aim as a BFG. I was just aiming for something semi realistic in terms of arsenal (can of deoderant for a flamethrower, fire extinguisher for a freezethrower though I'm gonna have to figure out how to program this to actually extinguish fires like from the molotovs).

>> No.7055030

>>7054969
Are you playing with mouselook in a sourceport? Then no. Otherwise, yes.

>> No.7055048

>>7052379
It's pretty obvious he was a lying shit, considering dm only maps existed in other games long before Quake did it, even if on an official level.

>> No.7055052

>>7054925
>Monolith is first to make quick time events.
Bravo.

>> No.7055076

>>7054258
>many thousands of Heretic players
>[citation needed]

>> No.7055079

what's new in gzdoom 5?

>> No.7055080

>>7055079
>5
It's still on 4.5

>> No.7055081

Is there a regular Doom Builder? Ultimate has Zdoom features and I don't want to worry about those right now. Looking to make regular, maybe Boom type maps.

>> No.7055084

>>7055081
Ultimate Doom Builder is perfectly capable of making Boom or vanilla maps.

>> No.7055086

>>7055080
oh right. so nothing to get excited over?

>> No.7055087

>>7055084
And I won't accidentally do something like make a Zdoom feature?

>> No.7055094

>>7055087
As long as you've set the game configuration to Boom or vanilla, you should be fine.

>> No.7055098

>>7055094
Sweet. Thanks.

>> No.7055153
File: 2.81 MB, 2254x1080, IMG_20201105_112922.png [View same] [iqdb] [saucenao] [google]
7055153

>>7052379

In Sigil.wad by John Romero, in E5M8, there is a strange room accessible only by clipping with a similar structure of the Mcgee DM map

Coincidence?

>> No.7055156

>>7055153
Each Sigil map has dedicated dm area.

>> No.7055159

>>7055153
In Sigil's "behind the scenes" Romero talked about how he created the Deathmatch maps. Each single-player level has a "hidden" section (the corresponding deathmatch map) that is only accessible when you play the map in multi.

>> No.7055161

>>7055156

Yeah, but the map is very similar to Mcgee's Map

>> No.7055164

>>7055153
In Sigil an irrelevant boomer thought people still care about DM in his shitty wad that isn't the real 5th episode of Doom

>> No.7055171

>>7055164
Still a great map tho

>> No.7055175

>>7054925
In DosBox you don't, because it's tied to your CPU cycles and you cannot act fast enough to get it off, in ports, mash use.

>> No.7055178

>>7055175
Can i do it in Fresh Supply too?

>> No.7055181

>>7055081
Just ignore the ZDoom features, it's what I do when making Boom maps in GzDoombuilder(bugfix)

>> No.7055182

>>7055164
>>7055159
He did it because he thought it will allow him to get away with calling his 9-map map pack a megawad.

>> No.7055186

Does Unreal have the longest 90s FPS campaign?

>> No.7055196

>>7055186
Yeah. Super fucking long. True adventure.

>> No.7055201

>>7055181
Even sweeter. The latest UDB wouldn't run due to fuckery with my .NET Framework. This one works though.

>> No.7055215

>>7055186
In terms of distance traveled, time taken to travel, or both?

I am still surprised at the overall scale of the game, but Turok 2 was massive too. I don't know which is the mclargehugest in total.

>> No.7055312

>>7054143
Most people doing anything creative will receive little to no acknowledgement on what they create. This is probably why so many people give up on anything art related so quickly.

>> No.7055314
File: 97 KB, 656x519, penthouse.png [View same] [iqdb] [saucenao] [google]
7055314

Wanna play my first draft of penultimate level for Hellevator?
http://www.mediafire.com/file/vixusumfgicmh2p/MAP29.wad/file
There is another contender making a different version, so not sure which one I will use and which one will be stashed away.

Format is Boom. Map slot is 29. Difficulty is not yet implemented.

>> No.7055320
File: 116 KB, 850x561, twokaga.jpg [View same] [iqdb] [saucenao] [google]
7055320

Recommend me some doom wads that actually work nicely in co-op.

Just finished akeldama.wad with a friend and was surprised how most of the maps had features that made co-op less janky and more fun: (multiple player spawns so you don't telefrag each other, power ups and armor doubled so each player can get one, doors that close behind you can be opened by the other player avoiding one player being locked out of the rest of the level.)

Anyone know any other wads like this? doesn't have to be a megawad.

>> No.7055336

>>7055314
You could make a third super secret level for ports that support mapinfo. That way the effort on the extra level is not wasted.

>> No.7055338

Is it possible or has resident Evil style fixed camera angles been done in Doom?

>> No.7055346

>>7055336
This is also an option.

>> No.7055353

>>7055182
That's probably a contributing reason, but remember also that Romero is a *HUGE* Deathmatcfag, he was deep into Deathmatch before Doom was even finished, he was so into Deathmatch to the point that it actually would have adverse effects on Doom 2s and Quake's development. I can't speak for how good those arenas are in Deathmatch, but I can promise you that he thought that adding some cool places to Deathmatch in would be perfect, further, the fact that these are separate from the Singleplayer level space would mean he wouldn't have to compromise on either.

Again, how well did this work out? I don't know, but I do think that the Singleplayer is pretty good. I vaguelly recall insinuations about the DM sections not being that great, if true, then I guess it meant the separation may have been worth it.

>> No.7055357

>>7055164
Carmack got no chill, damn

>> No.7055367
File: 1.09 MB, 1280x720, 2020-11-05 10-13-11.webm [View same] [iqdb] [saucenao] [google]
7055367

>> No.7055384

>>7055367
Looks like old dudes at metal concerts

>> No.7055392

>>7055338
With ZScript, anything is possible.

>> No.7055405
File: 19 KB, 302x315, 1571334326836.jpg [View same] [iqdb] [saucenao] [google]
7055405

>The way how MM8BDM's final mission has an escape sequence
>You escape through the previous deathmatch map but the map is crumbling, changing the layout drastically
I still have a lot of issues with the game's single player but holy hell v6 went balls deep.

>> No.7055416

>>7053746
FUCK I remember playing the demo as a kid. Just killed and resurrected and try to fight for me. good times.

Is there a non-steam version floating out there?

>> No.7055521

>>7054857
can you share link to it, please?

>> No.7055559

>>7055175
Fixed in later versions of the game

>> No.7055564

>>7054814
Are these proper normal maps or shitty ones generated from the diffuse texture? They look messy.

>> No.7055565

>>7054613
A real "bloom" would be connected to a proper iris response.

>> No.7055612

>>7055565
Explain it like I'm an idiot.

>> No.7055624

>>7053430
it's me again, i just got to final level of episode 2 and there were two shials
there's gonna be two cerberuses, right?

>> No.7055638

>>7055565
IIRC GZDoom one actually considers exposure length and its tweakable, instead of just adding corona to every bright thing

>> No.7055667

>>7055612
Bright thing in center of screen makes everything else go dark.

>> No.7055669

>>7055667
In 3D graphics that is called "adaptive/dynamic exposure"

>> No.7055676

>>7055669
No shit brainlet

>> No.7055682

>>7054590
That's retarded. I wish people would understand the difference between camera lenses and the human eye.

>> No.7055684

>>7055676
then why are you trying to tie it to bloom you retard

>> No.7055694

>>7055684
You retarded ?

>> No.7055703

>>7055565
>>7055667
>>7055694
are you

>> No.7055706

>>7055703
what

>> No.7055730

I don't think I can keep playing AV, the start of map 26 turned me off.

>> No.7055740

Going Down's map01 is my favorite map01. Imagine if 2048 had a pistol level for the sweet 2048 pistol

>> No.7055746

>>7055730
I don't think I can stop playing AV, the start of map 26 turned me on.

>> No.7055783

>>7054298
Reminds me of what the Body of The Many looks like on the inside.

>> No.7055789

>>7054298
decent texture alignment

>> No.7055805

>>7054298
im sorry doomguy.........you must eat your way out of corned beef hell

>> No.7055882

>>7055010
Never noticed that in Duke.

>> No.7055884
File: 10 KB, 393x25, ChromAb.png [View same] [iqdb] [saucenao] [google]
7055884

>>7055682
6th gen consoles pushed for "cinematic experience" instead of realism, thus every game tried to emulate camera lense visuals, with all the shitty crap that entails
Depth of Field, MotionBlur, and most stupid of all Chromatic Aberration are all the results of that push.
DoF is fine in small amounts and in right places, but not the way it is used most often in games.
The later 2 can go die in a fire and anyone who uses them deserves to be screwed with a cactus.
Especially ChromAb which has now invaded the drawn artworks it has no buisness being in. For some retarded reason painting artists think that a lense defect, that actual photographers work hard to eliminate, is a cool effect they should apply to an image.

>> No.7055893

>>7055884
>6th gen consoles
Thats more true for 7th gen consoles.

>> No.7055905
File: 7 KB, 213x237, disgusted.jpg [View same] [iqdb] [saucenao] [google]
7055905

>>7055010
Nonsense.

>> No.7055913

>>7055893
Well, the push for "cinematic experience" began on gen6, even if those consoles didn't have the capacity to pull out all the stops

>> No.7055917

>>7055884
It's partially a clever con to trick people into demanding better more expensive graphics cards.

>> No.7055924

>>7055917
the push for cinematic visuals definitely came from consoles.
consoles don't have upgradeable graphic cards even today

>> No.7055929

>>7055924
Console games come out on pc too.

>> No.7055932

>>7055884
Reminds me of a chat I had at NAB a few years ago. Some old guy from Grass Valley(the broadcasting equipment provider) couldn't understand why artists put these flaws back in...flaws that he and his colleagues tried to eliminate for the past 40 years.

>> No.7055936
File: 46 KB, 1000x100, 14595508375990.jpg [View same] [iqdb] [saucenao] [google]
7055936

>>7055924
>>7055884
It came because consoles had underpowered hardware, so they had to slather the screen in blur so that the shit graphics would be less noticeable. Same as with calling 30 FPS "cinematic". Here in Russia console games are traditionally referred to as "soapy movies".

>> No.7055950

>>7055884
here is the deal about Chromatic Aberration
Games shoves this trying to replicate Terminator's kickass effects, but it ends badly.
only terminator got it right, even the fucking game got it right.
https://www.youtube.com/watch?v=tJF9k1R0bPc

>> No.7055962

Why do certain projectiles like the revenant fireball and the plasma look so washed out and shitty in gzdoom? The colours are so much stronger and generally better looking in glboom

>> No.7055976

>>7055962
Because they are translucent?

>> No.7055978

>>7055962
because you fucked the settings the wrong way

>> No.7055983

>>7055950
impressive how terminator up to genesys had everything right, and the new one fucks everything up when it comes to the effects and the future war.

>> No.7055985

>>7055983
anything past 3 I can't stand, but I'll begrudgingly admit 4 and 5 at least tried to get the atmosphere right and sometimes did.

6 lost me the moment John Conner was killed right at the damn start, making 2, the arguably best one, just nothing, pointless.

>> No.7055996
File: 38 KB, 807x653, hellontoast.png [View same] [iqdb] [saucenao] [google]
7055996

fun mod.

>> No.7055997

>>7053138
Babel did this with the spectres

>> No.7056002

>>7055978
How do I fuck them the right way?

>> No.7056005

>>7055983
Terminator franchise ended after 2, just sayin

>> No.7056009

>>7055962
Alpha translucency bro

>> No.7056024

>>7053794
>he doesn't like barnyard metal
https://www.youtube.com/watch?v=li5mXnHyg9w

>> No.7056026
File: 248 KB, 340x557, Priest.png [View same] [iqdb] [saucenao] [google]
7056026

>>7055010
Maybe Shadow Warrior and that's a hard "maybe", it just feels like the one where it makes the most difference. Blood, Duke, Ion Fury, they all play great without the AA.

>> No.7056032

>>7054590
>doomguy and the baron are both screaming because they've gone blind

>> No.7056039

>>7056024
clearly the pinnacle of BUILD games

>> No.7056042

>>7055730
>>7055746
Alien Vendetta FUCKED MY WIFE

>> No.7056052
File: 48 KB, 1162x1050, Rip and Tear.png [View same] [iqdb] [saucenao] [google]
7056052

>>7056042
I miss my wife, /vr/. I miss her a lot.

>> No.7056085
File: 38 KB, 482x512, unnamed.jpg [View same] [iqdb] [saucenao] [google]
7056085

>>7053508
>Doctor's House
>Monsters: 0/1

>> No.7056104

>>7053368
The difference between autoaim and no autoaim in SW isn't that big if you know how to aim.

It's not like in the case of Duke where weapons like the pistol and the expander have INSANE accuracy accross big distances with autoaim on. In SW, even with it turned on, weapons are still less effective from distances.

Also, you will die a lot in NPNG, auto aim or not.

Finally, SW actually has an option to turn off auto aim through the main menu in the original DOS version. You couldn't in Duke. In fact, I'm not even sure you could turn off auto aim at all in the og Duke but it's been a long time, maybe only in DM.

>> No.7056107

>>7052335
>TFW STILL waiting for EWang32 sourceport based on Eduke32 for Shadow Warrior

>> No.7056116

>>7056107
WangGDX fixes all the issues that happened in the Redux (like mines being invisible)

>> No.7056128

>>7055932
It really is retarded. I can see the appeal in grain in old film, because that can be endearing (compare the different releases of Predator on blu-ray, where one of them was DVNRaped), but chromab looks garish and makes the image harder to read.

>>7055667
Yes, but that's really fucking annoying, I tried Skyrim on the PS3 when that came out, and it made me fucking hate that effect because it made the game world difficult to see. It's like taking one step forward from the 2000s exaggerated bloom, and then taking two steps back.

Fuck realism, it's overrated, you can and should sacrifice it for the sake of aesthetics and gameplay.

>> No.7056130

>>7055884
>Especially ChromAb which has now invaded the drawn artworks it has no buisness being in. For some retarded reason painting artists think that a lense defect, that actual photographers work hard to eliminate, is a cool effect they should apply to an image.
It really grinds my gears too, brother.

>> No.7056136

>>7054143
As someone who just started making a doom 2 mod recently... I've got to admit that it feels like I'm just "grinding against a wall" rather than contributing for the doom 2 community at all. And that I'm automatically a failure because of folks who've been making mods since 10, 15 years ago and I just started last month and I don't know shit. Shit, It takes me like 5 to 8 hours to finish ONE monster in decorate.

>> No.7056162

>>7056107
It exists and it's called VoidSW. It comes with EDuke32.

It's in beta state but it's very functionnal but few misses and issues. The main issue for playing is that the blue underwater palette isn't supported yet, and sometimes music may turn itself off but you can turn it back on.

>> No.7056184

>>7056136
It took us older guys 5-10 years to git gud at mapping and modding.

You new guys have it way easier. Lots of mapping tricks are now well documented. Masses more resources available. Lots of videos and tutorials available. The competition is harsher but It's also never been an easier time to get into Doom modding.

You'll do fine bro

>> No.7056201

>>7055962
Play around with translucency settings, and maybe try some Brightmaps

>> No.7056243

Compendium gigawad have over 2000 maps!

>> No.7056245
File: 36 KB, 680x476, 1589560010675.png [View same] [iqdb] [saucenao] [google]
7056245

>>7056136
You gotta start out somewhere, Romero's first game was being developed on a punch card mainframe he got to visit at his local college, the machine dated even at the time, and he didn't even get to finish it; he kept it rubberbanded to the package holder of his bike, then one day when heading over there after school, he hit a rock, went flying, and his punchcards all scattered on the wet muddy ground. Shit sucked, he was bummed, but he decided that what was lost was lost, and he moved on to other avenues of development. Would this have been a very good game? Doubtful, but it was a valuable learning experience throughout its development.

Seeing people talking about how they like my work, it brings me fantastic joy, but it didn't come out of nowhere, I'm 28 and have tinkered with Doom modding since I was like 16, and my early shit is embarrassing, not just for the wantonly stolen and uncredited (clashing) assets, or the amateurish quality of it all, but because the gameplay was SO bad and boring. I'd learn to pretty these maps up a lot, they would look pretty nice, but they still sucked cock.
Starting with 2048, those were my first ever published maps, and they weren't just magically good, I made them pretty, but they were in need of serious revisions. I was criticized quite harshly, but also very fairly, most of the critics were right and I altered the maps accordingly.

tl;dr skill needs to be built up, and honest, harsh critics can be one of your best assets (but don't just take any shit, they need to explain their criticism, or you need to figure out what they are trying to say).

>> No.7056246

I'm playing AD 1.8 using Quakespasm-Spiked and the particles/explosions look all fancy and smoke-y.
I don't like that, how do I restore the classics?

>> No.7056261

>>7053829
So where's the link anon

>> No.7056263

>>7056246
Check the readme files. Probably a console command or something to change in quake.rc

>> No.7056264

>>7056261
I didn't want to post a straight bitly link. It's in the description.
https://www.youtube.com/watch?v=flXmKTKzj-U

>> No.7056302

>>7056246
pr_checkextensions 0 or 1. Don't remember which

>> No.7056306

>>7056136
>"grinding against a wall" rather than contributing for the doom 2 community
Are you making this mod because you enjoy making it, or to contribute to the Doom 2 community. There is in fact a wrong answer here

>> No.7056307

>Doom 2000 wasn't a thing in this timeline
You guys missed out, you got that Doom 3 shit lol

>> No.7056310

>>7056307
>He didn't get Quake 42

>> No.7056318

>>7054814
More rough...

>> No.7056325

>>7056263
>>7056302
thanks, will try

>> No.7056332

>>7056026
>"hard" maybe
Really? It turns the hornets from mildly annoying enemies to boring ammo wasters. I agree that it ought to be turned off in the other Build games though.

>> No.7056335

>>7055521
I never found a port that was faithful/didn't run like buggy shit. Just play RotT on dosbox with the mouse movement fixed for now, if you're dead set on widescreen support the official port should be out early next year.

>> No.7056336

>OH, LOOK! YOU COMING APART!

>> No.7056341

>>7056306
>>7056184
>>7056245
My point is that I can't really call an "enjoyment" a work that will most likely be thrown into the trash because of comments like "Mod (whatever) has already done it lol" or "Gee, another (mod type) mod." Sure, critics are great and there's retards everywhere -- but I'm a fucking nobody that struggles to make what the "mod elites" can do. And of course that I'll snap like a fucking old tree if I waste a year to make a mod (since I'm a retard dumbfuck right now) to end up getting swarmed with "what a shit mod, lol" later on. It'll definitely make me go like "Gee, why bother wasting brainpower on something that I'll most likely get shitposted on simply because I'm a fucking nobody?". I do like "transferring my ideas into the game", mind you... but definitely not treat like shit simply because I can't come up with a better guncaster mod in a single month.

>> No.7056343

>>7056307
Team tnt's Daedalus was first called Doom 2000.

>> No.7056349

>>7056341
>can't really call an "enjoyment" a work that will most likely be thrown into the trash because of comments
Are you doing this for yourself, or for the community? It's a simple question that begets a simple answer.

>> No.7056358

>>7056341
take a chill pill bro

>> No.7056360

>>7056349
Like I said... I do enjoy brainstorming new ideas and new (whatever) and watching those ideas becoming a reality. The problem here is the community -- and it's no rocket science that any "doomer resident" is already fed up of (add simplistic mods here) and that mine will (very likely) fall as "simplistic". Because if you like it or not... the community -can- interfere in one's motivation/satisfaction into making mods.
I mean, have you ever made a mod and never shared it with anyone and just made it for your own satisfaction? No? That's what I thought.

>> No.7056365

>>7056360
>have you ever made a mod and never shared it with anyone and just made it for your own satisfaction?
Not him but I have done this plenty, especially with music mods and minor aesthetic changes

>> No.7056368
File: 1.98 MB, 342x192, 1455581789060.gif [View same] [iqdb] [saucenao] [google]
7056368

>>7056360
My man, holy shit. I'm not asking a hard question. Are you doing this for yourself, or for the community?

>> No.7056369

>>7056360
>I mean, have you ever made a mod and never shared it with anyone and just made it for your own satisfaction?
Yes, yes I have actually done that. Because I make mods primarily because I have an idea I have to get out of the system. In fact, I have only posted some of my mods rather recently on the ZDoom forums for archive purposes.

I think your problem is that you're too ambitions while being a total noob. Michelangelo's first work wasn't his David, you know? Take it easy, focus on improving. Hell, if you take hours to build a monster in decorate, you're still too far away from any of that claim. And if you take so long you should really think of making your stuff in zscript. It will be hell in the beginning, but at least you won't have to work with a million custom inventories and state jumps.

>> No.7056374

68
I already answered you twice and I won't make this one a third. So have fun posting memes I guess.
>>7056369
>I think your problem is that you're too ambitions while being a total noob.
...and it's hard not so since "I've been on the other side of the coin" and I know very well how folks enjoy dissing others work for no reason other than "because I can". And before you ask... I'm not whining asking to be treated as a "guncaster mod" or something like that... but to say that Its very hard to keep on going when the "clientelle" has little to no fucks to give for tards like me.
And I will take a look at zscript -- maybe that can ease my pain a bit.

>> No.7056381

>>7056374
Your inability to answer makes it evident you're doing this more for community, or rather the validation, than yourself. Fix your priorities. We can only afford to do jobs we dislike because we need money to live. Doing a creative effort, one you're not getting paid for, solely to participate in the zeitgeist is a fool's errand, evidenced by you stressing yourself out over absolutely nothing. >have you ever made a mod and never shared it with anyone and just made it for your own satisfaction?
Yes. I also make music 99% of people will never listen to or would dismiss as trash, but I make it because I enjoy the absolute fuck out of it. I'm making my first Quake map right now. I'm enjoying the fuck out of that, too. The slacks in progress or slacks in enjoyment come from something purely logistical like
>Ah fuck I want to rework this encounter but it's going to set me back another 10 minutes to make sure all the triggers doing what I need them to etc. Ditto for music making.
>Ah fuck, I need to rerecord that bit so I gotta set up my mics again ffff-
It's never come across my mind
>Oh fuck the community is going to hate this since it's been done before oh no oh no I'm gonna be made fun of :(
Quit being a little bitch and be honest with yourself about what you want. If you want to do this for the validation, temper your ambitions.

>> No.7056386

81
>blowing things out of proportion for no reason
>"Your inability to
*sigh, an epic troll post. Oh, well. Whatever makes you sleep better tonight.

>> No.7056389

>>7056374
You really haven't answered his question, and if the "community's" opinion is so important to you, then why do you not make a mod that's something new? Because apparently you care a lot about what people think of your work. Frankly, I don't. If anybody likes it, fine, if not, they can go fuck themselves (unless it's indeed valid criticism).
And again, you just started out, you really shouldn't care about anyone dissing you. You should take the constructive criticism and ignore the rest, how is that so hard? I get the feeling you just whine for the sake of whining, or maybe to get validation, like a woman.

Anyway, this guide did an excellent job of getting me into ZScript:
https://github.com/jekyllgrim/ZScript_Basics

Best of luck and get some thicker skin.

>> No.7056390

>>7056389
>I get the feeling you just whine for the sake of whining, or maybe to get validation, like a woman.
Hit the nail on the head.

>> No.7056392

>>7056360
Lots of people make their own personal mods, you just don't hear about it because - well - they're personal mods.

>>7056368
I don't blame him for being discouraged, modding and mapmaking are hard skills to learn and anything posted in a public space is deeply critiqued/shitposted about. That is something that you have to learn to deal with so I don't blame others for not wanting to try

>> No.7056393

>>7056389
>You really haven't answered his question
I did, but okay. And you seem to be (ironically) getting emotionally-driven by my previous post... so I'll go ahead, "wahh I'm such an innocent woman!" so you can feel yourself validated right now and call it a day.
And I'll take a look at that guide.

>> No.7056396
File: 232 KB, 689x764, dn7suhko35031.png [View same] [iqdb] [saucenao] [google]
7056396

>>7056386
>*sigh*
*appears out of a shadow and exposes body out of cape*
*points gun at youre head*
the fuck u sihging at fool!????

>> No.7056398

There was a horror themed mod that made everything darker and had a woman as potrait. I remember one of the weapons being a heavy revolver. Does anyone remember the mod I'm referring to? I believe it was made by wildweasel.

btw hello how is it going? The last time I came by I made a mod that got 30 downloads two years ago. I still play it privately even though it's a bit buggy.

>> No.7056402

>>7056392
>That is something that you have to learn to deal with so I don't blame others for not wanting to try
Just look at the replies I got. At the third one they already started flipping a "epic troll" on me -- which makes you wonder why I came up with this in first place. Because my time is precious and I don't want to see it get to waste because of such filth. :^)

>> No.7056407

>>7056402
Wait, so you're just trolling or what? I am really confused right now. Especially with the way you are writing.
You could either be an actual underage b& faggot or an actual old person (i.e. 45+) that has just discovered the internet.

>> No.7056408

>>7056402
????

>> No.7056414

>>7056398
Post it.

>> No.7056415

>>7056407
I'm confused too, if you can't handle the gamut of trolls and legit criticism then don't post your creative works on the internet. I've been making music for years, you learn from the legit criticisms and ignore the trolls.

>> No.7056417

>>7056407
>meme nose smiley
>pussies out of replying to posts due to (You) autism
underage, zero doubt

>> No.7056467

>>7056116
I wonder why Redux never had that bug fixed officially?

>> No.7056469

>>7056414
https://forum.zdoom.org/viewtopic.php?f=43&t=64649&p=1103262&hilit=aim#p1103262
I am shocked that it says it was only a year. It feels like a lifetime changed!

Do you know the mod I am talking about here? >>7056398

>> No.7056471

Black Mesa Definitive Edition is coming bros.

>> No.7056472

>>7052358
i didn't know ! This is good news.

>> No.7056476

>>7056469
Hey, that's actually a pretty interesting idea m8. You don't mean Nun with a Gun by Skelegant?

>> No.7056502

Has anybody around here been dicking around with Dusk modding? I would love to have more stuff to play

>> No.7056520

>>7056476
Thank you. It is very rought. First mod. It was made with a bit of ACS that is kept together with spit and gum.

It was not Nun with a Gun unfortunately. It was a fairly serious affair. Really all I remember is playing it with a castle map and meeting an enemy (that one sprite of a pale, slender fellow that looks like they're wearing a bedsheet) and emptying the entire revolver magazine on it. The last bullet finally killed it.
I think in the backstory the protagonist lady was some sort of Detective.

>> No.7056535

Not counting the original WON and Xash 3D options, which version of HL1 is more preferable, the standard Steam release, or Source?

>> No.7056548

>>7056535
The Classic with XASH3d
Source is a clusterfuck

>> No.7056560

>>7056548
Indeed, it is.

>> No.7056568

>>7056535
I'm talking a bit out of my ass here since I haven't played the source release, but I would call the standard release "preferable" because it's running on the original engine the game was intended for and not a newer engine that was intended for the sequel (partially at least, we all know how they expanded the Source engine to franchises other than HL).

>> No.7056594

>>7056535
Steam release is better than Xash until someone can figure out how to make the MP5 firerate higher in Xash to match.

>> No.7056612

>>7056306
I mean, you can do it for both, you could be working under the premise of "This is so good, I bet people will like this!"

>>7056341
>My point is that I can't really call an "enjoyment" a work that will most likely be thrown into the trash because of comments like "Mod (whatever) has already done it lol" or "Gee, another (mod type) mod."
You're looking at it the wrong way, you should be making something because either you think you have a different or better take on an existing concept, one that maybe isn't explored much, OR, you just make a map which you think would be cool and fun, the expectations of other people can come second or third.

Currently, I'm doing a map that's going to take place partially fighting through city streets, with a wide central plaza that's going to be basically a non-linear arena. Why? Because I think that'll be cool, and I think that I can probably make it fun to play, I am completely ignorant of and uncaring of how little or often it has been done, and what people really expect out of it.
I'm doing it for me, if others have worthwhile input or like it, that's just a bonus.

>> No.7056621

>>7056535
Half-Life : Source is kind of like if someone decided to have an abortion, but changed their mind halfway through the procedure.
Play just regular Half-Life, WON/Steam/Xash3D, if you want fancier graphics and object physics, you want Black Mesa : Source

>> No.7056692
File: 161 KB, 1080x1028, 1591218669710.jpg [View same] [iqdb] [saucenao] [google]
7056692

So, to anyone who's playing Doom on the Unity wrapped ports published by Zenimax/Bethesda, it should be important to be aware that having Vertical Sync (VSync) turned on will introduce a *considerable* amount of input latency when playing the game.
It really fucked with me;
>Do I actually suck this much?
>Did GzDoom just make me soft?
>Is using the analog stick for turning REALLY that much of a hindrance compared to mouseturning?
>Is Doom 64 actually just ridiculously easy and I never noticed?
No, turns out I wasn't crazy, turning VSync off (and maxing turning sensitivity), it made the game actually feel like it should, it became fast, smooth, and responsive, just like the Doom 64 port, almost being as good as playing with the mouse (but not quite).

So I blasted through TNT Evilution's first third this evening, all vanilla, reminding me again which maps made me love TNT, and which of its maps are flaws which I have to accept. Love the twin worlds gimmick of Map 04 : Wormhole, adore the dark and spooky basecrawl of Map06 : Open Season, forgot just how much I fucking hate Map 08 : Metal, and what an annoying goddamn design for a level it is, Jesus, as well as the high octane, non-stop action shoothouse that is Map 09 : Stronghold, which is the exact right kind of fun for me.
I had a mostly good time.

The port uses pre-recorded SC-55 music for Doom and Doom 2, but a .mus/.midi synth for map packs, which is a complete crapshoot, some tracks sound fine, even pretty damn good, others sound weak, tinny, or awkward. The port is actually pretty alright overall, but it should warn you about input latency with VSync, and I really dislike that it doesn't let you remap your buttons on the PS4. It's CURRENT YEAR, and I don't think we should accept fixed control schemes.

>> No.7056694

>>7056692
I'm assuming the vsync option is only on the PC version, otherwise it's always on?

>> No.7056703

>>7056694
It's an option in the PS4 version, and turning it off is mandatory. I seriously was afraid that Rekkr (which with VSync stomped my colon repeatedly on HMP), was just going to be too hard for me, I was demoralized until I learned what was wrong.

>> No.7056728
File: 417 KB, 1920x1080, speed.png [View same] [iqdb] [saucenao] [google]
7056728

Goddamn that was painful.

>> No.7056731

>>7056728
>102%
nani

>> No.7056736

>>7056731
That's from one of the archviles resurrecting a couple revenants towards the end of the map. Bastards.

>> No.7056738

>>7056703
Huh. I don't remember seeing it in the options in the Switch version's menu, I'll have to look. I've been having problems with aiming too and I thought it was just because I'm better with mouse/keyboard

>> No.7056764

Playthrough video of map08 of 1994 tune-up community project is up. A recreation of helipad.wad, the wad that afaik started the helipad trend. A well-made map.
https://www.youtube.com/watch?v=l4m5_3y_a9k
And the original helipad.wad
https://www.youtube.com/watch?v=yjriJ256fAg

>> No.7056780

>>7056731
Arch-Viles raising monsters, and the Icon Of Sin spawning monsters (with you killing them), can cause the kill percentage to roll above 100%. IIRC this was unintended behavior, but there's just no reason to fix it because it's cool.

>> No.7056795

>>7056535
Source is infamously terrible
Xash is the best, there was an upscale that makes the installation a bit less painless.
Steams is mediocre but doable if you're too lazy.
There's a mod called Half Life Restored on Steam that tries to emulate the quirks of WON with minor "improvements"
But I can't vouch for it I can only acknowledge it exists.

>> No.7056825

>>7056795
None of them are perfect, unfortunately. Xash lacks in-sync shotgun reloading when firing repeatedly, the MP5 has a slower firerate than both retail, and Steam. Xash also lacks Gordon spinning the reactor of the gauss rifle just like Steam does. I've never heard of Restored, going to try it out now. I hope picking up the weapons sound can be disabled because that's mildly annoying.

>> No.7056828

>>7056825
But for the record, Xash is theoretically better for mapping since it has "expanded limits" regarding Goldsrc, but considering what people have been able to create before, and after Xash, I don't think that's much of an accomplishment.

>> No.7056834

>>7056825
Just tried out Restored.
>Shotgun sound still out of sync
>Gauss gun has a weird looking handle on it
>Restored old Valve intro, but removes Half-Life titlecard
Never gonna be a perfect version of HL1.

>> No.7056960
File: 74 KB, 272x292, silky_evilgrin.gif [View same] [iqdb] [saucenao] [google]
7056960

You don't sound very convinced Anon-kun. Why don't you touch Silky's plasma rifle to cheer you up?

>> No.7056979

Is anyone playing faithless? I'm stuck on E2 - got all the clock gears, now I'm trying to get the green key.

>> No.7057093
File: 42 KB, 427x448, 1590588121209.jpg [View same] [iqdb] [saucenao] [google]
7057093

I just realized that I'll have to re-test a huge chunk of wads when I'll be updating that 10gig Doom pack I've made because I've used GZdoom by default and it got updated.

>> No.7057136

>>7056960
Damn youre fast. Could use an inbetween frame after the first though. Looks like she snaps into place.

>> No.7057152

I haven't used my brain as hard as I have trying to be creative when making maps in over 10 years. Why the fuck is being creative so hard.

>> No.7057165
File: 744 KB, 484x246, Gzdoom_latest 2020.11.06 - 00.00.21.03.DVR.webm [View same] [iqdb] [saucenao] [google]
7057165

>>7057136
Considered it when I made the hair/boob bounce, but I'm satisfied with the ingame motion without it.

>> No.7057292

>YOU HALFA MAN YOU USED TO BE!
Lo Wang is underrated.

>> No.7057310

>>7057165
Mega milk?

>> No.7057321

>>7057310
Yep. It was the most appropriate "evil grin" I could think up.

>> No.7057353

>>7052624
All of the Build games have inflexible bestiary, haven't you realized that? All of the monsters are eyecandy and techdemo first and gameplay second. Build started the pollution that was story-based enemies over FUN GAMEPLAY.

>> No.7057357

>>7057152
Because you're forever imprisoned with the homogenous creations of Doomworld. Curve tools with 99 vertices, copypasted 2-unit pillars, monochrome textures everywhere... If you break from these conventions, you will never get a Cacoward because you don't follow the homogenity. And because Doomworld is vast, they can easily cancel your creations like they did with SArais.

>> No.7057363

>>7053651
No, everything descended into unoriginal slaughtermaps with 10n revenants. Turn back while you can and map for Half-Life.

>> No.7057368

>>7055996
Too bad its creator is a long-hair landwhale like doomkid and Doomworld "famous person" who fucks Scuba Steve to get a Cacoward

>> No.7057373

>>7057357
And I thought my coffee was bitter.

>> No.7057374

>>7057363
Wew, lad. Doomworld turn you down?

>> No.7057376

>>7057368
Do you have any bad experiences you want to share with us, anon?

>> No.7057380

>>7057357
Why are you talking about yourself in third person?

>> No.7057381

>>7057368
Holy shit THREE posts shitflinging at Doomworld. Post your map, let us critique it if it's so unique.

>> No.7057382

>>7057363
>>7057368
t. joe-ilya

>> No.7057396

>>7056052
edgy

>> No.7057406

Lighting just moves colors along the palette, right? If I were to scramble a palette, would it cause textures to change color when I approach them?

>> No.7057415

>>7057406
along the colormap, not the palette.
but yes, replacing the colormap would allow weird stuff like that.

>> No.7057419
File: 776 KB, 1630x900, JnyyeGG.png [View same] [iqdb] [saucenao] [google]
7057419

>>7057380
He can't reveal his presence, or Doominati will get him.

>> No.7057421

>>7057381
First of all, it's Sarais, don't give him (You)s. Second of all, do not encourage him, especially to post his maps, or he will shit up this entire thread with awful screenshots.

>> No.7057437

>>7057419
Is that a screenshot from Jimmy's new shittily arbitrary and arbitrarily shitty thread? Why must all talent go to tranny shillers...

>> No.7057440

I feel blessed in that I'm ignorant of all the names that get shitposted/bitched about in every thread.

What wads are y'all playing? I'm currently playing Mr Friendly before bed, it's such a wholesome and laid-back mod.

>> No.7057445
File: 480 KB, 1920x1080, gzdoom 2020-11-06 02-27-12-128.png [View same] [iqdb] [saucenao] [google]
7057445

>>7057440
Morbid Autumn. This is a really high quality mappack. Good architecture, good enemy placement.

>> No.7057456 [DELETED] 

>>7057357
Maybe it's because his maps are often ugly or difficult to look at, play like shit, and he has a highly abrasive personality?
Though in fairness, Mark is a cunt and his maps are often very good.

>> No.7057458

>>7057440
Straight up just been blasting through TNT.

>> No.7057469

>>7057440
Dimensions of the Boomed with Quake Champions: Doom Edition. It's a lot of fun and I like the feeling of the heavy characters. There has yet to be a mecha mod that really does it right.

>> No.7057489
File: 46 KB, 800x430, Alex-Jones-Youtube-800x430.jpg [View same] [iqdb] [saucenao] [google]
7057489

>>7057419
>ancient aliens
>alien vendetta
>alien bastards
>alien TC
YOU FOOLS

IT WAS RIGHT BEFORE YOUR EYES ALL ALONG
THEY CANT KEEP GETTING AWAY WITH IT
IT WAS THE AYYYYS
IT WAS ALWAYS THE AYYS

>> No.7057493 [DELETED] 

>>7057421
I atleast limit myself to shitting up a thread on a godforsaken incelboard, but Esselfortium shits on the entire community by giving birth to such atrocities as Back to Satranny X which might be because she's suffering prolapse from Doomkid's gloriously thick enchilada.

>> No.7057494

>>7057493
Post WIP.

>> No.7057501

>>7057494
STOP, YOU FOOL!

>> No.7057505

>>7057501
I'd rather he post his work than namedrop a bunch of people and forum shenanigans I will never in a million years give a shit about.

>> No.7057519
File: 245 KB, 1440x1080, aliens all along.png [View same] [iqdb] [saucenao] [google]
7057519

>>7057489
How deep does the rabbit hole go?

>> No.7057529

>>7057519
These are the kind of shenanagins I can get behind. New theory: what if all the shitposters who namedrop ecelebs and forum posters for (You)s were the Ayyyy's all along? We're slowly unraveling the secrets that lead to the very heart of the Doom permathread, my dudes.

>> No.7057543

>>7057505
Believe me, you fucking don't. Not if you value your eyes, or enjoy a non-shat up thread, because if you think he's shitting it up right now, you haven't seen it while he's posting screenshots.

>> No.7057546

>>7057529
You mean to tell me it was a circlejerk all along?
Reminds me of another general were the resident trannyposter also roleplayed the most obnoxious shitposter for months. When he left suddenly both were gone.

>> No.7057551

Is there any trick in blood for getting gargoyles to not fly around doing nothing at mach 2? I keep trying to pull them down so I can fight them but they just fly in circles half the time.

>> No.7057556

>>7057551
I think you need to run under them, no?

>> No.7057658
File: 16 KB, 256x197, 1595509668607.png [View same] [iqdb] [saucenao] [google]
7057658

I require more medieval-themed wads

>> No.7057662

>>7055320
I played Vile Flesh with a friend and it was really fun.

>> No.7057670

>>7055164
(You)

>> No.7057687

>>7057556
They still just fly around in circles over my head half the time. Happens in both GDX and FS. Sometimes I can kinda coax them downward by being near a doorway or wall and just standing still underneath of them, but its not very consistent. The spooky ghosts seem to have a similar thing where they fly in a small circle constantly but its a lot easier to force them out of it by just being around melee range from em.

>> No.7057717

Do you guys read the wadazine?
The new edition is up:
https://www.doomworld.com/forum/topic/117948-the-doom-master-wadazine-7-halloween-special-featuring-mapwich-2-scaryspooky-wads-and-an-interview-with-looper/

>> No.7057727

>>7057529
THOSE ALIEN BASTARDS ARE GONNA PAY FOR SHITTING UP MY BOARD

>> No.7057729

>>7057546
18/00, or someone else?

>> No.7057735

2048 units speedrunning when?

>> No.7057749 [DELETED] 

>>7057735
When you get off your lazy nigger ass and do it, you lazy nigger.

>> No.7057765
File: 15 KB, 547x30, Untitled.png [View same] [iqdb] [saucenao] [google]
7057765

>>7056332
It's a "maybe" for me just because I guess I'm still going through it again to form a more solid take. That being said, with things like the ninjas darting about, the shadow ninjas being invisible and faster, and the overall speed of everything I'm really finding it more consistently fun with autoaim turned on. Maybe it IS me but holy shit!
Speaking of hornets, there's a neat new option in the GDX build that tells them to fuck off.

>> No.7057770

>>7057717
Wadazine is pretty good and retraux from what I saw. Doesn't capitalize on itself unlike Dean of Doom.

>> No.7057851

Clint's Doom 3 retrospective is up, a week later.
https://www.youtube.com/watch?v=6vV1nYjNnRE

>> No.7057928
File: 18 KB, 480x360, Lethal Tender.jpg [View same] [iqdb] [saucenao] [google]
7057928

What do you guys think about the Power 3D Engine? Lethal Tender looks pretty fucking advanced for 1993.

>> No.7057934

>>7057165
>>7056960
I am hyped for this, you're good.
>>7057851
Seems like only yesterday, the time has flown

>> No.7057937

>>7057851
Based

>> No.7057939

How do I get the Doom64 file running on Doom64ex? Or am I just supposed to use a Nintendo emulator?

>> No.7057941

>>7057939
Extract the wad from a Doom 64 rom.

>> No.7057943

>>7057941
Yeah, I got it. Thanks.

>> No.7057967
File: 78 KB, 373x83, chrome_KbddTuSlEF.png [View same] [iqdb] [saucenao] [google]
7057967

You guys checked out the latest Doom Master WADazine?

>> No.7057968

>>7057440
Just started Akeldama. Thanks for the kind anon, who recommended it earlier.

>> No.7057971

>>7057437
You seem to be quite obsessed about trannies. Just go fuck one already, so you can concretrate to important things of life, like Doom.

>> No.7057981

>>7057971
That's Sarais you're talking to, unless it's bigger than him and can physically devour him whole, I don't think he'll be interested.

>> No.7058061

Playing Raven Keep (for Quake). Very enjoyable mod. At times it feels like new Hexen game. Architechture is propably prettiest I've seen in Quake mod, also exploring the castle and it's surroundings is fun. Some times I forgot I was playing an fps and not rpg, even though it's pure fps level pack with good gameplay. It's immersive, and it actually has lore even though it's just a mod.

>> No.7058093 [DELETED] 

>>7057406
Yes.
Alternate colormaps is how Doom does its powerup palettes.
And how Hexen does fog.

>> No.7058113

>>7057851
>didn't dig into leaked build
Shame

>> No.7058154

>>7053413
how does he wipe his ass?

>> No.7058157

>>7056369
>>7056381
>>7056389
>>7056612
Not the original asker, but thanks, I really needed to hear that. I've been meaning to get into Quake mapping for a really long time now, but realizing that it'll be crap at first and it takes time to learn anything just cripples me and I avoid doing anything at all, but reading your posts motivated me a bit, so thanks again.

>> No.7058165

>>7058154
He probably didn't, he was a half-lobotomised hick from the radlands.

>> No.7058172
File: 121 KB, 905x1024, 1597361435992.jpg [View same] [iqdb] [saucenao] [google]
7058172

>>7053734

>> No.7058227

>>7057928
It's nice to "build" your fps with zero experience, but the engine wasn't the freshest in 1993...and most games made with it are a bit...clunky.

>> No.7058229

>>7058157
Happy to help. Know what the monsters can do to the player, think of how you can use them against him, and what opportunities the player will have to persevere. You generally want the major encounters to feel fun as you test them out.

For layout, a worthwhile practice is to think of some of your favorite stock maps, then combining the aspects you like into a setup of your own; this is most of what Plutonia is, just with the Casali's own aesthetics painted on.

>> No.7058234
File: 1 KB, 64x64, 2B_n.png [View same] [iqdb] [saucenao] [google]
7058234

>>7057165
Am I seeing Blake Stone textures?

>> No.7058279
File: 325 KB, 2126x1388, EmJ9K5oWoAEzkpO.jpg [View same] [iqdb] [saucenao] [google]
7058279

>>7052336
Guncaster 3.777 released.
https://forum.zdoom.org/viewtopic.php?f=43&t=37066&p=1172380#p1172380

>> No.7058308

>>7052335
https://www.youtube.com/watch?v=0-f13HluFJk

>> No.7058321

>>7058234
It is a tc that uses blake stone textures.

>> No.7058356

>>7053919
>I absolutely love the way you think
just when i thought the milf spriter couldn't get more based

>> No.7058402

>>7055320
Counterattack is good fun and has co-op support. It's only 7 maps but they're all decent.

>> No.7058403

>>7057735
Someone posted this link the other day
https://www.doomworld.com/forum/topic/117894-2048-units-of-vr-demos-complevel-9/?tab=comments#comment-2213865

>> No.7058440

>>7058279
Wow nerfs to an overpowered mod I'm surprised, but if most of these changes are for performance's sake then it's totally understandable.

>> No.7058454

>>7058308
This sounds like some Keen music.

>> No.7058457

Small update for the alpha; did some fixing in the levels, improved code in a few places. Apart from that I will probably not be able to post any progress this weekend as I have hit mappers block on the current map and kinda lack the drive to start another one (enough ideas exist).

https://www.dropbox.com/s/wwczt9xghhxh8ph/JUDGEDOOM.zip?dl=0

>> No.7058478

ok is joequake even a good source port ofr is there a better one i should be using WILL NOT USE darkplaces

>> No.7058490

>>7058478
What's it do better than Quakespasm?

>> No.7058492

>>7058490
no clue thats what im asking its on my nerves cause it adds some stupid effects under the water would prefer something closer to the original EXE

>> No.7058526

Here's a challenge for you; how would you fix TNT's Map 08 : Metal? The level is obviously dildos and it's not fun to play.

Hard Mode : You can't demolish the entire level to build something else.

>> No.7058531

>>7058526
Was it really that bad? It's common to shit on it, but I didn't feel it when playing it.

>> No.7058532

>>7058492
Just get Quakespasm-Spiked, it's the latest community approved port that's recommended by Arcane Dimensions, Dwell, EoE and whatnot. Can probably disable whatever you don't like using console commands.

>> No.7058536

>>7058531
tnt's reputation is a meme. even habitat has cool stuff in it

>> No.7058548

>>7058526
Replace most hitscanners in open areas with Revenants.

>> No.7058569

>>7058308
>>7058454
You're right, it does sound like some goddamned bizarro-world Keen tracks. I liked the inverted version of Running From Evil the best

>> No.7058606

>>7058531
Of TNT's weaker levels, it's definitely one of the worse ones.

>>7058536
Hey, I love TNT, it's honestly my favorite iwad, but it has some pretty bad levels in it, even though most levels are decent or even great. Habitat does have a few cool bits in it, but it's overall just a poor level, though gems like Stronghold and Dead Zone more than make up for it.

>> No.7058608

>>7057658
PWADs or mappacks?

>> No.7058613

>>7058061
Is that the new one that added to Arcane Dimensions 1.8?

>> No.7058618

>>7058157
Check out dumptruck_ds' "My workflow" series.
https://www.youtube.com/watch?v=ljkv3R3P0pA&list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE&index=41

>> No.7058619

>>7058531
Huge rooms with lots of hitscanners and almost zero cover. You could do any number of tweaks to fix those encounters, but it would basically make the map something else entirely.

>> No.7058620

>>7058613
No, its a standalone TC.

>> No.7058624

>>7058606
Agreed. There are some really good maps, and some really bad ones. I think people meme on it so hard because the bad ones can really suck the will to continue out of you if you don't actively look forward to the good ones.

>> No.7058625

>>7058492
Quakespasm-Spiked is probably the de facto sourceport nowadays since it's a 100% improvement over Quakespasm. vkQuake isn't far behind, and the mentioned on his github he's rewriting vkQuake for QSS now, which is stellar news.

>> No.7058643

>>7058620
Oh shit. I remember seeing the news about it and just assumed it was going to be part of AD 1.8, but it actually just uses AD's code. Fuck me, time to get it.

>> No.7058661

speaking of commander keen anyone have a link to downloads of the original dos versions? i have a dos emulator i would love to try it out on

>> No.7058710

>>7058613
Like another anon said, it is it's own thing, but it does use arcane dimensions as it's base (and add very much new stuff like weapons, items, monsters and bosses on top of it).

>> No.7058748

>>7057440
Going Down. I'm really liking the maps, especially Dead End.

>> No.7058763

Does anybody know where I could get my hands on a sprite of a nightstick, or tonfa, or pipe or just a club?

>> No.7058767

>>7058763
Ion Fury has a nightstick. You could probably trace over it.

>> No.7058769

>>7058763
play kotor 2 or die faggot stop modding modding is for faggots losers posers and wannabes

>> No.7058783

>>7058769
huh?

>> No.7058791

>>7056960
Do her clothes get ripped up when she gets damaged. Obviously the answer you're going to respond with had better be Yes.

>> No.7058792

>>7058767
Funny you mention it, because I am playing Ion Fury right now and I exactly did NOT want to copy that one.

>> No.7058797

>>7058763
I suggest you do what I had to do: get yourself a club/nightstick model and pose that bastard in Blender.

>> No.7058805

>>7058797
Huh, that's not a bad idea. I suck with Blender, so I never think about using it.

>> No.7058807

>>7058783
PLAY THE FUCKING GAME ITS GOOD BETTER THAN THIS GARBAGE

>> No.7058808

>>7058805
I'm awful with Blender too, I just learned enough to pose shit, it wasn't until a few weeks ago that I learned how to properly render shit as screenshots, before that I was using the screenshot tool of my poses like a fucking neanderthal

>> No.7058810

>>7058791
Adding to your question, does she get beset on by tentacles?

>> No.7058884

>>7057357
>worrying about getting a cacoward

>> No.7058949

>>7057357
Looking past you being a salty little bitch is there any actual technical issues with "99 vertices" whether performance of otherwise?

>> No.7058967

>>7058884
I wish I got one, maybe next project :(

>> No.7058968
File: 4 KB, 200x200, DOOM.png [View same] [iqdb] [saucenao] [google]
7058968

unf

>> No.7058987

>LGR knew how to duck the zombie commando attacks but Civvie didn't
Sorry not sorry

>> No.7058989

>>7058987
>e-celeb
>>>/v/

>> No.7059020

>>7058987
Hence why she shouldn't maybe call his videos 'pro-' anything.

>> No.7059196

>>7058987
He's a soiboi

>> No.7059214

>>7058987
LGR is a deluded fool. MVG is better, as is gaming historian.
>>7059196
>LGR is a soilent one
I already know.

>> No.7059241
File: 2.61 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
7059241

What the FUCK did I just play?! Am I almost done now?

>> No.7059286

>>7058987
I remember when I figured that out in 2005 I felt smart.
I was talking to my computer screen when I saw him not do it. Like "just duck... please duck"

>> No.7059295

>>7059241
An exceptionally good looking 2.5D game with tremendously bad cutscenes. One more episode + two expansion packs to go. Are you using a sourceport? What difficulty?

>> No.7059302

>>7059295
No source port, sadly playing fresh supply.

>> No.7059313

>>7059302
That’s a sourceport. I think using dosbox is the most feasible “vanilla” option right now. You can just download nblood or bloodgdx and use them easy because I’m pretty sure Fresh Supply gives you classic as well.

>> No.7059337

>>7059313
It does, thankfully. GDX is even able to automatically find it from steam no problem too. Just did my first playthrough using GDX and then switched to FS for my second, and some stuff definitely feels off (like not being able to reach that one secret in E2M1 because getting out of water sucks in it.) Its also missing some basic keybinds like being able to swap to the last weapon you had out, which I used a fuckton in GDX.

>> No.7059368

Jimmy or Stuart?

>> No.7059410

>>7059368
https://www.youtube.com/watch?v=NY1l25OiLBM

>> No.7059443

>>7059313
It's not really a source port if you don't have the source code, then it's just a port.

>> No.7059469

>>7059368
Mark Klem.

>> No.7059489

NEW THREAD
>>7059484
>>7059484
>>7059484

>> No.7059494
File: 157 KB, 1200x675, EEXUrITW4AAsWbs.jpg [View same] [iqdb] [saucenao] [google]
7059494

Been digging into alot of obscure retro FPS after the anon posted a list of every FPS released in the 90s by year in the last thread. Today I checked out Liquidator 3D, a Russian Build Engine game I never knew about. That's why I love old school shooters, there is always new stuff to discover.

I know there are a lot of Russian and Eastern European anons in this thread who may have played it back in the day. For those or anyone else who had played it, thoughts?

The music is actually really good:
https://www.youtube.com/watch?v=CeCBkVX5yto

>> No.7059498

>>7058987
if you can duck you aren't playing real doom