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/vr/ - Retro Games


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7264947 No.7264947 [Reply] [Original]

DOOM THREAD / 90s FPS THREAD - Last thread >>7260243

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 content recommendations

Same thing, in video format:
https://www.youtube.com/watch?v=ietb4JwaaXA
https://www.youtube.com/watch?v=CGj4gXyCzg0

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): 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
Fileplanet archives
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
Doom RPG series
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA

== 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/

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
https://pastebin.com/5sKRiJzS

>> No.7264949

=== CURRENT PROJECT ===
500ml of /vr/
BETA, UPDATED:
https://archive.org/details/500ml-vr-halloween-beta
https://desuarchive.org/vr/thread/7041037/#7043379
https://discord.gg/F968y8Wj4x

=== NEWS ===
[1-6] Another anon shares a map they made for a larger project (Limit removing, MAP09 slot)
https://www.mediafire.com/file/2ivjew3sw4uipgf/hf09.wad/file

[1-6] Anon shares a WIP map, looking for feedback (ZDoom compatible)
https://files.catbox.moe/yk5fc1.wad

[1-4] Switcheroom 2 gets released
https://twitter.com/JawsInSpaceDW/status/1345389517637873668
https://www.doomworld.com/idgames/levels/doom2/megawads/swtchrm2

[1-4] More exclusive MacWolf stuff got ported to macenwolf
https://www.moddb.com/mods/macenwolf/news/to-hell-and-back-again

[1-3] Hellrider GZDoom mod gets an update.
https://forum.zdoom.org/viewtopic.php?f=43&t=68575

[1-3] La tailor girl updated to 1.77;
https://forum.zdoom.org/viewtopic.php?f=43&t=58343&p=1177677#p1177677

[1-3] Some more tie-in novels to different videogames, movies and other franchises on this website
https://retroreadingtime.com/library/

[1-3] Anon finds obscure 1997 Shadow Warrior tie-in novels https://mega.nz/file/X1dRkYiD#SUzvtsT45rnifA8Csgba9FhlpWGTFoDggTqqm4FipQ0

[1-2] 2048 units of /vr/ anons requesting your help in reporting bugs, details here >>7245767

[1-1] UnMaking, a megawad for Doom 64 released
https://www.doomworld.com/forum/topic/118930-the-unmaking-a-33-map-nightmare-for-doom-64/

[1-1]Quake II Rampage single player mod released.
https://www.moddb.com/mods/rampage-mod

[12-31] New 33-level Doom64 megawad released
https://www.doomworld.com/forum/topic/118930-the-unmaking-a-33-map-nightmare-for-doom-64/

[12-30] 64Doom, Doom on N64 homebrew footage released
https://www.youtube.com/watch?v=NCE1fTW5SqY
How it works:
https://www.youtube.com/watch?v=Ag1-F-YFqMY

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0/edit?usp=sharing

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.7264956
File: 21 KB, 348x333, Geroxe bibox malax.gif [View same] [iqdb] [saucenao] [google]
7264956

>> No.7264958
File: 2.35 MB, 3071x1793, capitol quake.jpg [View same] [iqdb] [saucenao] [google]
7264958

Which Quake map is the best and why?

Hardmode: no Autist Dimensions

>> No.7265006

Playthrough video of map16 of 2048 units of /vr/ is up.
https://www.youtube.com/watch?v=lRy1DsHTnSQ

>> No.7265039
File: 14 KB, 596x448, 1608568233741.gif [View same] [iqdb] [saucenao] [google]
7265039

>>7264956
>MARANAX INFIRMUX

>> No.7265057
File: 44 KB, 640x480, 1473783129017.jpg [View same] [iqdb] [saucenao] [google]
7265057

Why do some wads replace specific maps to begin with? Wouldn't it just make sense to replace MAP01 or E1M1? Unless the idea is to say "this is my interpretation of MAP02 or 12 or w/e," but I rarely, if ever, see that in wads that do this.

>> No.7265064

>>7265057
back in the day you'd do that to pick your preferred sky and music since replacing them wasn't so simple

>> No.7265069
File: 446 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
7265069

>> No.7265089

>>7264958
I haven't played any Quake custom stuff yet, just base Quake and the two mission packs. So far HIP2M2 is the most memorable level for me, but as for tip-top favorite I'd have to do some replaying before deciding

>> No.7265095

>>7265069
>meanwhile, mormons
>maze bad dude
>id levels based
>bastard chasm
>downtown bullshit
>women friendly
>annoying sounds
>wanting interview
>consider rabbits
>fucked frames

wait a sec
>dk
Is this word cloud only for one thread?

>> No.7265098

>>7265095
>Is this word cloud only for one thread?
Yes, I did it with the previous thread, same as last time.

>> No.7265127
File: 23 KB, 916x150, doom.png [View same] [iqdb] [saucenao] [google]
7265127

They're trying to take over quaddicted

>> No.7265131

The middle portion of Doom 2 is kinda rough.

>> No.7265132

>>7265057
Some people did it for the default midi and/or sky in the level, and couldn't be bothered (or didn't know how) to replace d_runnin or rsky1.
Some replace map07 due to reliance on tag 666/667.
Some replace map15 or 31 due to reliance on secret exit.
Some replace maps06, 11, 20, and 30 for the text crawl

It's not nearly as common anymore, as replacing midis and sky textures is a lot easier now than it was in the 90's, and source ports allow you to bypass the hardcoded map specific stuff with mapinfo and the like.

>> No.7265151

i am going to push your poopie in bitch

>> No.7265179

Fuck TEETH.

>> No.7265189

HacX is pretty good.

Kinda easy though. Is UV the right setting or is it a Doom 64 scenario where the hardest is the right one?

Also, fuck that one room. You know the one.

>> No.7265257

>>7265127
Good.

>> No.7265280
File: 81 KB, 854x480, if_stat.png [View same] [iqdb] [saucenao] [google]
7265280

Can a photoshop guru use this base to touch this up: >>7261330 for wallpaper purposes?

>> No.7265293
File: 14 KB, 914x90, qd.png [View same] [iqdb] [saucenao] [google]
7265293

>>7265127
>>7265257
Nope. Quaddicted's showrunner has been wanting for years to allow anyone to upload their maps, but hasn't yet found a method that would make him comfortable due to the possibility of someone going rogue, getting access to the database, and deleting decades of archived Quake material.

>> No.7265306

Is mouse movement with chocolate doom still classic? Was that an option back in the day?

>> No.7265319
File: 136 KB, 1920x1080, ifwall1080.png [View same] [iqdb] [saucenao] [google]
7265319

>>7265280
Is this what you're looking for? Seems trivial to resize it.

>> No.7265321
File: 1.88 MB, 3375x2174, 1609646805239.jpg [View same] [iqdb] [saucenao] [google]
7265321

>>7265319
I love you.

>> No.7265357

>>7265306
What do you mean? Using Y axis to move was a default for Doom, people had to use custom mouse drivers to disable it back then.

>> No.7265364

>>7265357
Oh I mistyped, I actually meant mouselook; so people did play with mouselook on? I want a pretty vanilla experience but looking around with the keyboard hurts.

>> No.7265376

>>7265293
Nice, no more 5-brush maps.

>> No.7265398

Quake movie adaptation when?

>> No.7265410
File: 1.20 MB, 1440x1080, 1588174186498.jpg [View same] [iqdb] [saucenao] [google]
7265410

>>7265364
If you mean "mouselook" in controlling the X axis then yeah absolutely, people played it as such.

>> No.7265479

>>7265179
Bad Dream is cool tho.

>> No.7265545

Thoughts on Dr Sleep?

>> No.7265640

>>7265545
His maps help my insomnia.

>> No.7265668

>>7265131
To me, Doom II has always been a better creative platform than as a game

>> No.7265670
File: 8 KB, 400x400, 1573506050571.png [View same] [iqdb] [saucenao] [google]
7265670

name ONE (1) (un) (ひとつ) WAD that nobody else but you has played

>> No.7265673

>>7265545
He was good guy. It's a shame he had to go so soon.

>> No.7265678

Are there any FPS games that go for the lovecraftian atmosphere Quake 1 has, retro or not? I'm sad it never really got a proper sequel it's very unique

>> No.7265679

>>7265670
My own unreleased ones.

>> No.7265685
File: 10 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
7265685

>>7265679
May I see them?

>> No.7265704

>>7265685
subscribe to my onlyfans (first 5min free) and then you can see me making my wads

>> No.7265721
File: 1.35 MB, 1900x1080, isoedentirelyindoomfolder.png [View same] [iqdb] [saucenao] [google]
7265721

>>7265685
They're bad, anyway.

>> No.7265759

>>7265319
>>7265280
but why are the bombs so angular?
even more so since they are designed to roll

>> No.7265778

When I try to start Spear of Destiny mission pack 3 in ECWolf, it just starts me off in regular SoD, anybody else have this problem? MP2 works fine and my MP3 files are all correct, same exact checksums as on the ECWolf site and named correctly

>> No.7265781
File: 1.01 MB, 1920x1080, skellyonvacation.png [View same] [iqdb] [saucenao] [google]
7265781

Can't wait for 500mL

>> No.7265802

Does anyone know any good heavenly textures that mesh well with original doom 2?
I know Otex has heavenly textures, but they look way too pretty.

>> No.7265818

>>7265802
might be able snag some from hexen or heretic that works idk

>> No.7265821

>>7265781
Same

>> No.7265839

i have secret of win

>> No.7265876

>>7265818
i’rn nukern3d

>> No.7265884
File: 9 KB, 195x110, SPIDA1D1.png [View same] [iqdb] [saucenao] [google]
7265884

If only you could talk to these creatures, then perhaps you could try and make friends with them, form alliances... Now, that would be interesting.

>> No.7265891

What's the design decision behind all the key hunting in old FPSes? Was it to encourage exploration?

>> No.7265902

>>7265884
>hey hows it goin'

>GLEEEEEEEEEEEG ROOOOORRRK

>> No.7265918

Is Accessories to Murder + Ketchup still the gameplay mod to beat if I want a universal but still punchy modded Doom experience? Like Brutal Doom but I don't want to touch it and be painfully poisoned until I die in agony?

>> No.7265949

I want to play freedoom with orginal doom graphics. Is there already made wad file for this or do I have to manipulate freedoom's wad file and change every texture, sprite and sounds with doom wad?

>> No.7265962

>>7265884
play battlespire

>> No.7265967
File: 252 KB, 1366x768, Russian Hexen.png [View same] [iqdb] [saucenao] [google]
7265967

Can I somehow rip widescreen HUD from Russian Heretic/Hexen (pic related) or is there an easier way to get them? I wanted to replay those games through Steam and wanna pick GZDoom to make it easier for myself.
>Played them first time on DOSBox, so I'm not familiar with source ports at all.

>> No.7265968

>>7265902
>>7265962
He's quoting the old review, that bashed Doom because you couldn't even ally with the monsters.

>> No.7265976

>>7265069
>based in the centre

Based.

>> No.7265978

>>7265670
aBRASION.
wondering if anyone remember it.

>> No.7265979

>>7265884
>>7265968
Maybe because the reviewer was too impressed at Ultima Underworld? I don't know...

>> No.7265982

>>7265884
What demons would be capable of speech and not just animalistic grunting anyway?

My guesses
>Archvile
>Spider Mastermind (telepathy)

Baron of Hell are high up in the Hell order but they don't seem like the talking type imho.

The rest are too alien or beastly. The possessed soldiers maybe?

>> No.7265990
File: 7 KB, 106x118, 1587496173489.gif [View same] [iqdb] [saucenao] [google]
7265990

>>7265982
>Vorox esco marana!

>> No.7265995

>>7265968
No that you mention it I do remember reading this at some point.

joke still stands

>> No.7265996

>>7265918
that, or weapons of saturn
i love that rocket cannon

>> No.7266002

>>7265884
An RPG with the faction system of Fallout New Vegas but in the Doom universe actually could be cool

>> No.7266007
File: 157 KB, 2101x1414, 19470-istock-460140985.jpg [View same] [iqdb] [saucenao] [google]
7266007

>>7265990
My method of communicating with the cultists

>> No.7266018

>>7265949
Delete everything you don't want then load it as pwad on top of Doom's iwad
If I recall correctly you could also load Doom2 as a pwad on top of Freedoom1's iwad and vice versa
Just don't delete every texture because the designers have added more textures that weren't in the original

>> No.7266032
File: 115 KB, 680x579, 1588242977949.jpg [View same] [iqdb] [saucenao] [google]
7266032

>>7265884
This reminds me, recently I saw a video from a popular game reviewer and he mentioned people have a tendency to unfairly judge as though it were a completely different kind of game. Instead of seeing a game for the good it does, they instead harshly criticize it for not being a different game they want it to be.

I know at least one person in here knows what I'm talking about, try not to make a scene.

>> No.7266034

>>7265967
They’re in heretic-common.wad

>> No.7266047
File: 98 KB, 1000x829, 1456350528935.jpg [View same] [iqdb] [saucenao] [google]
7266047

So, if I take Impie's recent mod and just change all text lines in it to make it about killing Trump supporters at DC and then post it on ZDF, do you think they'll ban me?

>> No.7266048

>>7266047
Iunno, do it.

>> No.7266049

>>7266034
Just like I thought. I guess the easiest way is to just look at how I can rip them from there.

Thanks.

>> No.7266051

>>7266048
Nah I'm all talk and no action.

>> No.7266060

>>7265364
Moving the x axis with mouse was an option from the very first version, however Chocolate Doom DOES patch the mouse input slightly so that it feels smoother than vanilla Doom. Being able to aim up and down with mouse wasn't an option until source ports came about.

Contrary to popular belief however, the game was NOT structured around the player not being able to aim up or down - you could adjust your view using the Page Up and Down keys, and could do that to snipe platform enemies, it was just much more cumbersome.

>> No.7266067

>>7265678
Heretic, Hexen, Strife (to a lesser extent).
Arcane Dimensions mod.

Realms of the Haunting and Undying for nice Victorian era style games.

Blade of Darkness (not FPS) wins the best nailed medieval atmosphere out of any game for me.

>> No.7266069

>>7266060
Aiming up and down was added in heretic, no?

>> No.7266071

>>7266060
You can not use Pageup/down for looking up/down in the original DOS Doom. It seems you are confused with later games that allowed that, like Dark Forces and Rise of the Triad etc.

>> No.7266072

>>7265982
Barons and knights would talk like savage orcs. Imps are articulate but talk in weird accent. Zombies are gibbering.

>> No.7266078
File: 1.08 MB, 600x609, WeeW.gif [View same] [iqdb] [saucenao] [google]
7266078

>>7265982
Hell Knights go WeeW

>> No.7266089

>>7266078
based

>> No.7266103
File: 29 KB, 600x483, 874.jpg [View same] [iqdb] [saucenao] [google]
7266103

>>7264947
>thread starts with mock 2
>no one talks about mock 2
ebin
mock 2 is probably unironically my favorite doom wad, almost every joke hits and it's still funny
>soundtrack that ranges from stolen midis to literal ear rape to the indiana jones theme
>map titles like unhappy meal/ur a fag
>random map that asks for your a/s/l
it means a lot to me, bros
https://youtu.be/NW75UzSrdrk

>> No.7266108

>>7266103
Lots of things you love will be forgotten by everyone else. Smile at your memories.

>> No.7266114
File: 73 KB, 853x552, 1608184418647.jpg [View same] [iqdb] [saucenao] [google]
7266114

anons, I know this is not thread related (or maybe is), do you think going full throttle with c++ professionally would pay in the future?
my country is in a constant explosion, I'm unemployed, I need dollars

>> No.7266127

>>7265131
Eh, I think its only Factory and Downtown that are outright bad out of the middle levels.
Inmost Dens, Industrial Zone, Suburbs, Tenements, and Courtyard are some of my favourite maps in Doom 2. Citadel feels like Sandy forgot he was making a Doom 2 map for most of it (wouldn't be surprised if he started it during Doom 1's development), but I don't hate it. Gotcha! is my least favourite out of Romero's Doom 2 maps, but still decent, and has that memorable fight with the cyberdemon and spiderdemon.

>> No.7266130
File: 19 KB, 400x400, 1527043575551.jpg [View same] [iqdb] [saucenao] [google]
7266130

What if you make a wad with zombiemen who attacked like chaingunners but still had 20 hp, and the shotgunners had the same hithpoints as chaingunners, and wore similar looking armor?

>> No.7266149
File: 158 KB, 680x662, 1567192123093.jpg [View same] [iqdb] [saucenao] [google]
7266149

>>7265319
>3 times the gung
>3 times the fung

>> No.7266169

>>7266149
Modeled after Lo Wang.

>> No.7266175

>>7265891
Old fps recognized that keys and locked doors have great design potential. Off the top of my head: keys and locked doors serve as a reminder where to backtrack, making spaces more memorable and allowing them to be used for multiple purposes. Keys serve as a carrot without immediate or fluctuating benefit, the player will always want a new key even if they don't know what it's for. Locked doors indicate an area exist without actually showing it, creating mystery. Multiple locks or keys can be used to communicate nonlinear progression. Keys allow for more flexible difficulty options by tieing progression to a movable object. The number of keys you have can be used to gauge how far you are in level. This is true of a lot of things, but keys can also be used to reinforce a setting or tone (like keycards vs skullkeys). Probably other things. I'm guessing a lot of them were just copying Id but at its best I think keys are a great way to enhance the navigational aspect of games.

>> No.7266179
File: 148 KB, 319x168, Twin_Shotguns.gif [View same] [iqdb] [saucenao] [google]
7266179

2 shotguns barrels are better
But are 4 barrels too much? Whats your maximum number of shotgun barrels before it starts treading on the feet of other weapons fighting for design space?

>> No.7266192
File: 2.02 MB, 1920x1080, Screenshot_Doom_20210106_211354.png [View same] [iqdb] [saucenao] [google]
7266192

Yes, that map pretty much is what you think it is from the image.

So Temple of the Lizard Men V came out, and I've never played any of them. I played through Lizardmen I-IV over the course of a few days.

And I'm just baffled their existence, and the volume of it.

It's just surreal. I'm just burning with questions for the author. Why did you spend a decade making the same three maps over and over again - Jungle. Cave. Temple. That's it. Over a hundred times. Over thousands of hours in DEU and Doom Ed.

I'm sure any reasonably creative individual would be burning for a fresh theme after a project, but not this guy, just more and more Lizard Men.

The very first map I played the REMAKE of TOTLMI, I spent 25 minutes looping the map because the key door was located in an area AFTER you pick up the key, and impossible to be seen before you've already found the key.

The key/hunt/switch/whatthefuckdidthatdid hunts just a nightmare at times.

There's a workman like quality to the maps. They're functional, keep to the formula, and look nice enough. The author has the biggest hard on for Unreal. I just don't know why he doesn't make Unreal maps if he's so committed to recreate it in Doom.

>> No.7266196
File: 7 KB, 63x18, 98804.png [View same] [iqdb] [saucenao] [google]
7266196

>>7266175
Keyed and lockpilled

>> No.7266204

>>7266192
>Yes, that map pretty much is what you think it is from the image. So Temple of the Lizard Men V came out, and I've never played any of them. I played through Lizardmen I-IV over the course of a few days. And I'm just baffled their existence, and the volume of it. It's just surreal. I'm just burning with questions for the author. Why did you spend a decade making the same three maps over and over again - Jungle. Cave. Temple. That's it. Over a hundred times. Over thousands of hours in DEU and Doom Ed. I'm sure any reasonably creative individual would be burning for a fresh theme after a project, but not this guy, just more and more Lizard Men.
>The very first map I played the REMAKE of TOTLMI, I spent 25 minutes looping the map because the key door was located in an area AFTER you pick up the key, and impossible to be seen before you've already found the key. The key/hunt/switch/whatthefuckdidthatdid hunts just a nightmare at times. There's a workman like quality to the maps. They're functional, keep to the formula, and look nice enough. The author has the biggest hard on for Unreal. I just don't know why he doesn't make Unreal maps if he's so committed to recreate it in Doom.
Ftfy. Paragraphs are a dying breed.

>> No.7266218

>>7266179
4 seems silly. It's not futuristic. A futuristic military shotgun would be like an AA-12, something fully automatic. I think you could keep the SSG, and in your map design, make it such that the SSG is the "default" shotgun. Then, just modify the combat shotgun so that it shoots a lot faster and change the sprites into an AA-12 or something.

>> No.7266228
File: 31 KB, 755x708, 1502223651348.png [View same] [iqdb] [saucenao] [google]
7266228

If I change the sprite of a monster, does that also change the monsters hitbox? like changing the spiderdemon sprites to something smaller?

>> No.7266229

>>7266228
No you need DeHacked or Decorate for that

>> No.7266230

>>7266228
no

>> No.7266240
File: 711 KB, 1920x1080, e1m3.png [View same] [iqdb] [saucenao] [google]
7266240

I'm getting filtered by REKKR E1M3. How are you supposed to beat this? There isn't any ammo anywhere, and axing the floating eyes seems like suicide

>> No.7266243

>>7265884
Are you quoting the dude who wished for a Tomb Raider sequel to have Laura loose her tits to cancer?

>> No.7266246

>>7266243
Man, Edge magazine hired some of the most joyless motherfuckers in the world to write for them, huh?

>> No.7266247

>>7266179
Do twin AA-12's
https://youtu.be/WOoUVeyaY_8

>> No.7266282

>>7266192
The author has claimed he used to be a huge porn addict and the maps were basically an excuse to engage his torture fetish

>> No.7266283

>>7266228
Sprite size does not affect hitbox size.
Revenants have a shorter hitbox than their sprites would imply, for example.

>> No.7266285

>>7266179
4 barrels are for pooftas and nonces.

>> No.7266362

>>7266175
I feel as if Chex Quest, Dark Forces, and I know I may get some flak for this, but same with HeXen, sure it sucks for a switch/key hunt however, I feel as if HeXen for the most part got over zealous with the design everything around a switch/key hunt as it did. Pretty sure other boomer shooters at least understood what keys really entailed but I feel like those were the ones that stood out on top of my head.

>> No.7266367

>>7266240
>REKKR? More like FILTR! Revae's awful map-design doesn't hold a candle to the masterpieces I made almost 30 years ago, not to mention the stellar work I've done on Sigil! Drink my knob, bro!

>> No.7266371

>>7266362
Nah you won't get flak for it. Nobody likes the key hunts in Hexen except masochists.

>> No.7266383

https://youtu.be/aXWj_apjeHE

>> No.7266386

>>7266383
fall doom guy

>> No.7266429

>>7266367
>FUNNL

>> No.7266451
File: 43 KB, 690x690, 1609871765406.jpg [View same] [iqdb] [saucenao] [google]
7266451

>>7266429
Forgot your pic
>>7266243
>>7266246
Sounds like NaViGTR:
>https://www.youtube.com/watch?v=y3JUrhh9VC8

>> No.7266459
File: 292 KB, 1600x900, kmq2nike_000.jpg [View same] [iqdb] [saucenao] [google]
7266459

Help im still stuck in year 1964 (different mod though)

>> No.7266478
File: 249 KB, 1600x900, kmq2nike_001.jpg [View same] [iqdb] [saucenao] [google]
7266478

>>7266459
Heres a dumbest feature ever implemented - you can climb up theese electric poles only to get fried by the power cables...

>> No.7266540
File: 459 KB, 1600x900, kmq2nike_003.jpg [View same] [iqdb] [saucenao] [google]
7266540

>>7266478
Nice swimming pool

>> No.7266545
File: 452 KB, 1600x900, kmq2nike_002.jpg [View same] [iqdb] [saucenao] [google]
7266545

>>7266540
Enough of bumbling around - help is needed in the launch silo...

>> No.7266556

>>7266459
>>7266478
hello Q2fag

also i suggest that you should check Quake 2 Earth

>> No.7266623
File: 349 KB, 1600x900, kmq2nike_004.jpg [View same] [iqdb] [saucenao] [google]
7266623

>>7266545
Nevermind, everyones dead

>> No.7266636
File: 449 KB, 1600x900, kmqu2nike_005.jpg [View same] [iqdb] [saucenao] [google]
7266636

>>7266556
Still gotta mount that iso of that ancient german Q2 disk from one of previous threads
>>7266623
...Real shame that this Guard wasnt inside the guard-post for a better effect...

>> No.7266648
File: 349 KB, 1600x900, kmq2nike_006.jpg [View same] [iqdb] [saucenao] [google]
7266648

>>7266636
Heres the missile launch site - better not to shoot this anti-nuke missile prepped inside the silo too much...

>> No.7266652
File: 225 KB, 1600x900, kmqe2nike_007.jpg [View same] [iqdb] [saucenao] [google]
7266652

>>7266648
...Or else its gonna be me who ends up nuked 8'/

>> No.7266654

>>7266648
i love this screenshot, it kinda reminds me of a sin map

>> No.7266674
File: 486 KB, 1600x900, kmq2nike_008.jpg [View same] [iqdb] [saucenao] [google]
7266674

>>7266652
The modeling is not bad, texuring is not terrible...

>> No.7266681
File: 649 KB, 1600x900, kmq2nike_010.jpg [View same] [iqdb] [saucenao] [google]
7266681

>>7266654
Its carefully modeled after a real counter-nuke missile base (projet codename Nike - hence the mod name), apparently theres also a Quake1 version of this map too...

>> No.7266685
File: 406 KB, 1600x900, kmq2nike_009.jpg [View same] [iqdb] [saucenao] [google]
7266685

>>7266681
>>7266674
Since the faster way down via ladder has a TankCommander at its bottom, I'd better choose the stairs

>> No.7266706

>>7265321
mad joseph joestar vibes on the bottom right
looks like a jojo pose

>> No.7266710

>>7266192
Theyre fun wads dude, no reason to overanalyze it.

>> No.7266714

>>7265781
What's that?

>> No.7266731

>>7266383
Cacostume is so cute.

>> No.7266742

>>7266685
i kinda wish that someone could pick these old maps and upgrade their textures

also since you are playing 3.24 and kmq
check this
https://leray.proboards.com/thread/3511/ref-soft-colored-lighting-ddraw

>> No.7266757

>>7266383
now i wish lbp wasn't dead, so we could have had sackdoomguy and materials based off doom textures or some tools that allowed players to simulate first person in the levels
specially because lbp3 had like 13 layers and with the top down-like levels you could do, it could fit doom not having room over room or something

>> No.7266779

Does the "Doom 2 monsters in Doom 1" mod work with enemy based mods that affect enemies?
Like, Colorful Hell and stuff that changes or replaces Revenants and Archviles, do they do the same with the monsters, even with taht D2inD1 mod?

>> No.7266797
File: 484 KB, 1600x900, kmq2nike_011.jpg [View same] [iqdb] [saucenao] [google]
7266797

>>7266685
Inside the silo is realistically mapped out, but I cant get the extra missile prepared for launch - looks nice tho...

>> No.7266805
File: 450 KB, 1600x900, kmqu2nike_012.jpg [View same] [iqdb] [saucenao] [google]
7266805

>>7266797
Heres the problem, I shouldnt really be here first - I have skipped the radar targetting procedure and now the missile launches about 10 seconds after I will return here...

>> No.7266812

First I must go thru administration area - living quarters are decently recreated from the real thing - sorry for the wonky graphics, looked better on my end...

>> No.7266817
File: 454 KB, 1600x900, kmq2nike_013.jpg [View same] [iqdb] [saucenao] [google]
7266817

>>7266812
Lost pic - must be the texture intensity settings wrongly interpreting bright colors as a light source

>> No.7266826
File: 469 KB, 1686x1512, 1609940943510.png [View same] [iqdb] [saucenao] [google]
7266826

HOOOOOOOEEEEEEEEEEEEHHHHHHHHHHHHHHHHHHHH

>> No.7266828
File: 599 KB, 1600x900, kmq2nike_014.jpg [View same] [iqdb] [saucenao] [google]
7266828

...No toilet in sight yet - have theese public shower stalls instead...
>>7266742
Looks very interesting - almost like Unreal

>> No.7266836
File: 1.39 MB, 1920x1080, quake02.jpg [View same] [iqdb] [saucenao] [google]
7266836

>>7266828
try that on the next map
this is BATF entrance with it

>> No.7266839
File: 12 KB, 211x238, Xa.jpg [View same] [iqdb] [saucenao] [google]
7266839

>We want a kino map in our wad
>I know just the guy

>> No.7266848

>>7266839
Real talk though
BTSX EP3 for how neat and everything is, i fear it's going to be hell for the texture pack, with the variations and everything in between.

>> No.7266851

Why was PowerslaveEX based off the Playstation version instead of superior Saturn one?

>> No.7266862

>>7266851
yes

>> No.7266863

>>7266826
Attack of the daemon tomatos...

Attack of the daemon tomatos!

>> No.7266880
File: 409 KB, 1600x900, kmq2nike015.jpg [View same] [iqdb] [saucenao] [google]
7266880

>>7266828
Administration area is almost cleared - Radar targetting station is next...

>> No.7266897
File: 44 KB, 640x480, System-Shock-2-small-379.jpg [View same] [iqdb] [saucenao] [google]
7266897

>>7266880
Getting heavy Shock2 vibes from the lighting in that room

>> No.7266903
File: 333 KB, 1600x900, kmq2nike_016.jpg [View same] [iqdb] [saucenao] [google]
7266903

>>7266880
...make that five radars in total - just like in the real place

>> No.7266908

>>7266897
Jesus fuck I love this game.

I am mad arkane are a bunch of useless faggots and their shit does not even have an oun ce of the charisma looking glass games had.

>> No.7266913
File: 313 KB, 1600x900, kmq2nike_017.jpg [View same] [iqdb] [saucenao] [google]
7266913

>>7266903
Main radar dome - gonna take a look inside...

>> No.7266919
File: 384 KB, 1600x900, kmq2nike018.jpg [View same] [iqdb] [saucenao] [google]
7266919

>>7266913
...sadly picture got darkened from RGB enchancement option - also damn Gunner wont let me focus...

>> No.7266923
File: 527 KB, 1600x900, kmq2nike_019.jpg [View same] [iqdb] [saucenao] [google]
7266923

>>7266919
Brigtened up a bit via higher texture lightmap intensity

>> No.7266926

>>7265321
What a fucking useless character.

>> No.7266941

>>7266913
>>7266919
>>7266923
its stuff like this that makes me wish that Q2 had more mapping projects, pair that with lazarus and you get some insane shit

>> No.7266943
File: 498 KB, 1600x900, kmqu2nike020.jpg [View same] [iqdb] [saucenao] [google]
7266943

>>7266908
Its sad noone tried to make an unofficial SS3 (and avoiding the legal BS by for example having it based on the BioShock1 early design concepts) in any form yet
>>7266919
This is like the 4th time ive seen a bathroom recreated in a Q2 mod made around 1999-2002

>> No.7266956
File: 494 KB, 1600x900, kmq2nike_021.jpg [View same] [iqdb] [saucenao] [google]
7266956

>>7266923
Radar is locked on target - no idea what it is though, must be one of those UFO's the opening narration talked about...

>> No.7266965
File: 245 KB, 1600x900, kmq2nike022.jpg [View same] [iqdb] [saucenao] [google]
7266965

>>7266956
Missile launch sequence will start any second now - had to noclip to make it in time...

>> No.7266969

>>7266943
its a badly made shitter

>> No.7266987

>>7266851
The dev said the Saturn version was too hard to reverse-engineer

>> No.7266994
File: 210 KB, 1600x900, kmq2nike023.jpg [View same] [iqdb] [saucenao] [google]
7266994

>>7266965
Mission accomplished! no cool music this time unfortunately...
>Link for anyone interested check it out:
http://www.quakewiki.net/archives/nike.planetquake.gamespy.com/nikeq2/nikeq2.html
>I mentioned there is a Q1 version also:
http://www.quaddicted.com/reviews/nike.html

>> No.7267004

>>7266994
a Q1fag should play the Q1 version to make a comparison

>> No.7267010

Why is the SegaSaturn's Doom version such a choppy POS if either the Duke3D and even Quake ports are fairly smooth???

>> No.7267016

>>7267010
because Saturn Doom us the JAAAAAAAAAAAAGGGGGGGGGGGGGGG port

>> No.7267038

>>7267010
The Duke3D and Quake ports for the Saturn ran on the SlaveDriver engine (which was made specifically for the Saturn, so it was very optimized)

>> No.7267052

>>7267010
John Carmack has been blamed for nixing them wanting to use a renderer they felt more suitable for the hardware, which supposedly gave very high performance (they claimed it was as much as 60fps on average), but he didn't like it because it caused too much texture warping in his opinion.

He has admitted some fault for this, though consider that nobody has actually seen this build in action but him and the port devs, and that the Saturn port was actually a ridiculous stupid mess in quite a number of ways which has nothing to do with rendering graphics, so for all we know the port was much the same as it was now, while running faster and everything looking like gelatin in an earthquake.

I honestly don't buy that they were getting a consistent 60fps on average when no other FPS on the Saturn did, not with clean and good looking graphics.

>> No.7267062

>>7267052
I believe them. Maybe it was just 30 but they clearly did some great stuff with exhumed and duke.

And Doom maps are not as complex.

>> No.7267070

>>7267062
Doom's Saturn port was not developed by Lobotomy Software, I'm 99% sure.

>> No.7267080

Do you know any maps that have platform you are on sink into damaging floor that ends the level? An amusing prank I never actually saw happen.

>> No.7267083
File: 436 KB, 2370x1322, 54.jpg [View same] [iqdb] [saucenao] [google]
7267083

Fuk somebody mod this shelly into into ion fury.

>> No.7267085

>>7266047
>Stray Zog

>> No.7267092

>>7265967
I decided to give Russian Heretic another try and I'm stuck again. Even though I'm well aware that Chocolate Doom creators aren't fans of "Steam hacks" (launching their port directly from Steam), but tried to push in anyway. Figured out how to make music work, but every time I try to launch it through Steam I get this error:
>W_GetNumForName: FONTC_S not found!
Everything launches just fine on its own. I suppose I should either try with Chocolate/Crispy ports, setup DOSBox (no widescreen then, sadly) or make GZDoom not so scuffed. Which is sad since Russian port seems really good and cozy.
>Why the hell would you care about Steam?
Playtime.

>> No.7267106

>>7267083
Alien Armageddon my dog

>> No.7267112

>>7267106
I actually dont like the sprite he used there. Neither for the girls, it looks like a very basic shitty 3d render.

>> No.7267116

>>7267106
that mod is literal burl dewm for duke, and seeing ecelebs shilling is proving the old "if they shill it, its bad"

>> No.7267124

I have 11 maps, but only 7 of them are properly balanced. Should I polish the other 4 and release a proper first episode or should I just release 7 maps like I originally wanted before I started making more?

>> No.7267140

>>7267116
I can vouch for it. Its a nice twist on classic duke, and has some really cool maps.

Also a slide that very meshes very well with the kick.

its good.

>> No.7267142

>>7267083
On that note, it'd be neat if someone made a 2000s-era DNF-like game or mod with the Q2 or Unreal 1 engine. I dunno how to explain it, but DNF was essentially supposed to be, more or less, a somewhat linear fast paced shooter with worlds and locations that were heavily interactive where you'd do interconnected minigames and scripted sequences inbetween the shooting and killing that would somehow extenuate the >bad assery of the protagonist (i.e. Duke in DNF's case) one way or another. There was that one Duke 3D mod that attempted that, and it was prolly done well (haven't played it much if at all), but having one that was truly full 3D would be really fun in my desu opinion. That and the idea of a "DNF-Like" FPS game would be interesting, especially since DNF was supposed to build off of the stuff 3D did.

>> No.7267145
File: 1 KB, 151x91, download (1).png [View same] [iqdb] [saucenao] [google]
7267145

>>7266047
>ZDF
was?

>> No.7267149
File: 1.08 MB, 1920x1080, q2_0048.jpg [View same] [iqdb] [saucenao] [google]
7267149

>>7267112
its far more easier to you to use the existing sprites and edit by yourself

>> No.7267150

>>7267116
Have you actually played it?

>> No.7267159

>>7267150
played thorugh youtube and i hated it

>> No.7267167

>>7267142
Yeah shame Duke was so badly managed. Duke 3d was a blast we deserved a fucking decent sequel.

But the thing is 3D engines were not there yet. Maybe it would have looked a bit like sin even the models and maps, that while good they are not what you could pull off in build.

I know they wanted to use UE1, which I bet would feel jank as hell, something about UE1 felt weird outside the main game.

Like Undying and Deus Ex feel kinda clunky.

>> No.7267170

>>7267159
I cant tell anymore if some people are trolling or actually just that stupid.

>> No.7267178

>>7267167
>they wanted to use UE1, which I bet would feel jank as hell,
Funny you say that, cus the final version of DNF used a heavily modified version of UE1.

>> No.7267189

>>7266903
>>7266923
>>7266956
dang, those look good

>> No.7267206

Between valian, eviternity and ancient aliens, which one is the easiest? I want something pretty and not that hard.

>> No.7267225

Finished episode 3 of Eviternity. Definitely felt like an improvement over the first two episodes. Didn't particularly care for any of episode 1, and Map10 was the only episode 2 level that stood out to me. Probably helps that Episode 3 started using the new monsters more liberally, and actually felt like it wanted to provide a challenge.

>> No.7267245

>>7265781
Glad to hear it man, I'll make sure it gets done this month. I know you guys want to get cracking on the plutonia project, sorry for impeding on that.

>> No.7267252

>>7267245
Honestly, that's just fine with me, it gives me plenty of space to get a map done for "Project Titty", after which I can do something simpler and more straight forward for Protons

>> No.7267258

>>7267206
IMO, Eviternity is generally easier, but does spike hard in a couple maps, like map32
Valiant and Ancient Aliens are harder on average, but still nowhere near Ribbiks/Dannebubinga stuff.

>> No.7267279

>Doom 64 ports lets you turn off the N64 style bilinear filtering
Nice.

>> No.7267301
File: 2.30 MB, 640x360, 2021010622341100-CF03BE846BCC495A479626005E733A87_2.webm [View same] [iqdb] [saucenao] [google]
7267301

Your face when you first made that trip into cyberspace?

>> No.7267303

>>7267279
NO. NOT HOW THE DEVELOPERS INTENDED. TURN IT BACK ON.

>> No.7267309
File: 126 KB, 1152x864, panic.jpg [View same] [iqdb] [saucenao] [google]
7267309

Another WTF one from DondeQ2's history archive - "Dr. Atomic vs. the Hitmen" TotalConversion (AKA Panic - allegedly starring RZA as "Bobby Digital"):
https://dondeq2.com/2020/03/12/atomic-pop-panic-dr-atomic-vs-the-hitmen-quake-ii-total-conversion-mod/

>> No.7267317
File: 52 KB, 640x480, mischievous.jpg [View same] [iqdb] [saucenao] [google]
7267317

>>7267303

>> No.7267318

>>7267301
Is this why you couldnt actually swim in this game?

>> No.7267323
File: 18 KB, 400x309, fred up in arms.jpg [View same] [iqdb] [saucenao] [google]
7267323

>find out someone made a Splatterhouse fangame in GzDoom; Splatterhouse 3D
>"Awesome!"
>check it out
>there's no music

>> No.7267326

>>7267318
You're thinking of TekWar, that's Hacx

>> No.7267343
File: 552 KB, 1920x1080, doom23.png [View same] [iqdb] [saucenao] [google]
7267343

>>7267301
I thought to myself "what the fuck were they smoking"

>> No.7267354

>>7267124
Depends on what you want. If you just want to drop something really high quality that will be DL'd a lot. Go with the polished 7. If you want zoomworld cred. More seems to equal better so idk.
On a personal note (sort of unrelated) I don't really like megawads. It's almost an automatic skip for me. When I see "32all new maps" I expect it to be effectively a whole game. A cohesive theme (maybe a brief plot) with a carefully curated ebb and flow of intensity and mechanics. I have very little interest in peoples hodgepodge of 50 different makers, random mismatched environments and quality. No disrespect intened but its just a hard pass 90% of the time.

What if, Instead of saying "come on everyone gather around and slap some shit together". Fully fledged, realized and polished maps were made first and THEN feelers were put out to create a megawad. Consider it a bit of pre- baked quality control. Its like the difference between a compilation album and a mixtape. Or a greatest hits vs an "unreleased tracks" mix. the /vr/ or doomer board projects feel like albums. zoomworld "2nd week of march project 459" just comes off as shovelware

>> No.7267361

>>7267343
>>7267309
dafaq

>> No.7267386

>>7267343
Reminds me of system shock 1

>> No.7267419
File: 2.44 MB, 640x360, 2021010700512800-CF03BE846BCC495A479626005E733A87_2.webm [View same] [iqdb] [saucenao] [google]
7267419

>>7267343
WHAT WERE THEY THINKING?

No seriously WHAT WERE THEY FUCKING THINKING

>> No.7267421

>>7267386
I get tons of system shock homage from this game. And shadow warrior. And quake too. They literally straight lift textures from quake.

It also reminds me strongly of Ion Fury. The entire premise is almost identical. Evil corporation making android robots. And you walk around witnessing the factories manufacturing them all. And the meller weapon in both is a taser. IF definitely took from HacX

>> No.7267424

>>7267419
>blinking lights maze
Oh god

>> No.7267449

Where do I go to play Blood MP or DM? fresh supply never has servers up

>> No.7267450

>>7267419
>>7267424
TekWar's Matrix section is a million billion trillion magnitudes worse, let that sink in.

>> No.7267489

Playing Doom 2 for the first time. Just made it to map 9. Are the maps really short so far or is it just me?

>> No.7267495

>>7267489
The start maps are short and sweet but get longer and harder. That's what she said.

>> No.7267512
File: 90 KB, 199x249, Screenshot (486).png [View same] [iqdb] [saucenao] [google]
7267512

>>7267495
Very good. I'll just continue blazing through them in Ultra Violence. Really want to try Quake 1. It catches my interest for some reason.

>> No.7267516

Take the Master Levels pill.

>> No.7267519

>>7267512
Note: Doom 2 really dips in the middle quality wise and then picks up again. You'll know when it's going to shit when you hit the city level.

>> No.7267532

>>7267516
No thanks, I'm not constipated.

>> No.7267536
File: 56 KB, 329x306, 1513288854434.jpg [View same] [iqdb] [saucenao] [google]
7267536

>>7267519
I'll keep that in mind. Thanks.

>> No.7267541

>>7267532
>t.couldn't find the yellow kew in Vesperas

>> No.7267548

>>7267516
I'm slowly making my way through them. They're not nearly as bad as people say, although there was one crusher trap in Black Tower that pissed me off.

>> No.7267551

>>7267541
*yellow key

>> No.7267578

>>7267489
I'd say most iwad levels tend to be 5-10 minutes in length, with plenty of the early levels being even shorter. TNT does have a few that can easily take upwards of 20 minutes, though.
I find that most pwads usually are on average 10-20 minutes per level, with maybe some early levels of an episode being closer to 5-10 minutes, and occasional rare map thats 30-60+ minutes.

>> No.7267581

>>7267354
I always wanted to make a megawad, but I work to slow to be sure I finish it. It's already been 10 months or so since I started, kinda eager to release something at all. But 11 maps would make more sense since it's there'll be an intermission and sky change and everything.

>> No.7267784

>>7266848
Considering E3 is also likely going to be more diverse in themes compared to the previous episodes, I wouldn't be surprised if E3 ends up having to have a C wad.
I remember Essel saying that theres upwards of 6000 textures total made for BTSX (This is more than OTEX!), and thats not even counting the flats. This well exceeds the 4046 lump limit, with BTSX having to replace every sprite with palette corrected versions also contributing to why they already had to have a B wad with E1 and E2.

>> No.7267798

>>7267581
Do it man, I hope I didn't dissuade you at all. Just ranting really lol

>> No.7267856

>>7266926
Laputan machine

>> No.7267871
File: 4 KB, 250x140, Hierophant.png [View same] [iqdb] [saucenao] [google]
7267871

What Doom mods use this monster?

>> No.7267896
File: 888 KB, 1920x1080, Screenshot_Doom_20210107_165132.png [View same] [iqdb] [saucenao] [google]
7267896

>>7267871
Project Brutality has hierophants, but not that exact version.

>> No.7267906

>>7266240
All those little dudes are ammo. And you can axe most of them. What skill level are you playing on?
And don't axe the floating heads, no. They blow up. You can escape the blast, but I don't recommend it.

>> No.7267924

>>7267871
This dood was in a Heretic wad but i cant recall the name.

>> No.7267926

>>7264949
Corruption Cards updated to 1.0
https://forum.zdoom.org/viewtopic.php?f=43&t=67939&p=1178053#p1178053

>> No.7267961

>>7267323
Nevermind, it was made by a chud.

>> No.7267962

Playthrough video of map17 of 2048 units of /vr/ is up. The author has a distinct "modern" mapping style that did not change from 300/200/100 minutes of /vr/. Good level.
https://www.youtube.com/watch?v=EazXMfM78Fc

>> No.7267963

DOSBOX Blood or Fresh Supply?

>> No.7267970

>>7267963
BuildGDX

>> No.7268017

>>7267871
I just found it in Temple of the Lizard Men.

>> No.7268045

>>7267963
nblood

>> No.7268054

>>7267963
DOSBox > Fresh Supply
With that said, try out BuildGDX and NBlood to test out the two modern source ports. IIRC they are identical except NBlood can play the music packs and BuildGDX can customize the difficulty settings.
I unironically prefer DOSBox out of nostalgia (I remember playing douk without vertical mouse look) and because, curiously, the original Blood difficulty settings are broken - if you save and load a game on skill 5, the enemies' damage gets dropped to at or below skill 1 (but the enemy count remains the same), and if you save/load on skill 1, the enemies do the same damage or more than they would on skill5, so you can do this to achieve a similar affect from BloodGDX's custom difficulty settings

If you go the DOSBox route, check out the SoundBlaster MIDIs. To disable CD music and switch to MIDI, edit BLOOD.CFG and change music device to 6:
> MusicDevice = 6

If you want to disable autoaim, launch the game with the -noaim parameter, although I recommend that if no-autoaim and vertical-mouselook are priorities to you then just use a modern port since I only use autoaim when running DOSBox out of nostalgia.

Hopefully you're not using the auto-launcher that comes with One Unit Whole Blood. If you are, you should download DOSBox and learn to launch games yourself so you can customize resolution in setup.exe among other things

>> No.7268075

>>7267963
bloodgdx

>> No.7268108

>>7268054
>I remember playing douk without vertical mouse look
I remember somehow configuring douk to have a proper, non-inverted mouse aim back in the day. I've spent a long, long time looking through the SETUP.EXE, and it worked like ass and I had revert back to KB only, but still, do not underestimate a kid with nothing better to do.

>> No.7268131

>>7268108
Hmm I think it's as easy as toggling it on/off with the U key. I don't think I used it because it was weird to back then, too uncontrollable, it was only an option so that you could shoot those hidden switches, an option more precise than PgUp/PgDn

>> No.7268148

>>7267926
https://www.youtube.com/watch?v=G8BTD7up0UE

im liking what im seeing

>> No.7268175

>>7268131
Nah, it was inverted if you do it that way.

>> No.7268192

>>7268148
dang, thats awesome

>> No.7268204

>>7267962
How in the fuck did you get to the soul sphere?

>> No.7268210
File: 142 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
7268210

>>7268175
You can toggle that in setup. I play inverted myself but I have no idea if that is the default or not

>>7268204
There is a switch on the backside of the pillar with the rocketlauncher on it

>> No.7268219

>play the formgen Spear of Destiny expansions
>they're actually great
Why does everyone hate them again?

>> No.7268236

>>7268219
wolfenstink flatness

>> No.7268237
File: 58 KB, 1600x1200, DOOM00.png [View same] [iqdb] [saucenao] [google]
7268237

Guys I don't feel so good...

>> No.7268239

>>7268237
Haven't DOOMED in years and pistol starting this with fast monsters is tough

>> No.7268270

>>7268239
That level has barely any health and no good powerups. I skip it when doing nightmare deathless runs of E1, whereas I go to the secret level on E3 because you get 100 rockets.

>> No.7268275

>>7268270
I'm playing on UV with fast monsters and it's kicking my ass

>> No.7268284

>>7268275
Beat a level on UV with 100% kills and secrets and no saves before you attempt fast monsters. Fast monsters is too difficult to play blind.

>> No.7268295

>>7268284
That's good advice actually; better than having to resort to youtube videos to beat a level. Think I'll give that a go, thanks.

>> No.7268451

Mephisto's Mausoleum > Icon of Sin

>> No.7268469
File: 980 KB, 1920x1080, doom20.png [View same] [iqdb] [saucenao] [google]
7268469

Eviternity 21 drops us off hot in Hell

>> No.7268475
File: 374 KB, 2048x1804, wdawe.jpg [View same] [iqdb] [saucenao] [google]
7268475

>>7268469
zzzzzz

>> No.7268483
File: 1.66 MB, 1920x1080, doom21.png [View same] [iqdb] [saucenao] [google]
7268483

>>7268475
I like to play through entire mapsets before I finish my decisions.
When you find a shotgun and the chain shit falls apart

>> No.7268494
File: 1.02 MB, 1920x1080, quake10.jpg [View same] [iqdb] [saucenao] [google]
7268494

lads, im going to bed but i'll leave all of you with the now pcx friendly waifu maidens
because i finally found a way to convert the upscales back to Q2 and its stupidly simple

>> No.7268504
File: 263 KB, 800x600, 1456115614594.jpg [View same] [iqdb] [saucenao] [google]
7268504

>>7268494

>> No.7268505
File: 172 KB, 598x574, 6ab.png [View same] [iqdb] [saucenao] [google]
7268505

>>7268494

>> No.7268510

>>7268505
This is the only one of these to make me laugh

>> No.7268521
File: 2.13 MB, 1920x1080, q2_0009.jpg [View same] [iqdb] [saucenao] [google]
7268521

>>7268494
if everything goes right, which will, then i'll put it here an updated pak with the pcx in it

>> No.7268528
File: 902 KB, 1920x1080, doom23.png [View same] [iqdb] [saucenao] [google]
7268528

>>7268483
This is hard cos there's just hitscanners and revenants fucking everywhere

>> No.7268540
File: 1.57 MB, 1920x1080, q2_0075.jpg [View same] [iqdb] [saucenao] [google]
7268540

>>7268521
>>7268494
>>7268504
>>7268505
btw the 1st waifumaiden was on 3.24 with the software patch on Q2cafe

the beta waifu and this are on yamagi software

>> No.7268557

accidentally posted this in the Doom 3 thread because I just search the catalog for "doom" lol

Can we compile a list of FPS protagonists that have the name [game]-[noun]
-Doomguy
-Postal Dude
-Duke Nuke them
-Duskdude
-Doomslayer [kinda double dipping]

>> No.7268571

>>7268557
Drake Mynobb

>> No.7268573 [DELETED] 

>>7267961
fuck off back to trannyworld or zdilation forums.

>> No.7268582 [DELETED] 
File: 3 KB, 108x119, ahegao.png [View same] [iqdb] [saucenao] [google]
7268582

>>7268573
No way, this is where I belong now.

>> No.7268587 [DELETED] 

>>7268573
Trump lost. Cope.

>> No.7268596 [DELETED] 
File: 82 KB, 370x300, 1570300830331.jpg [View same] [iqdb] [saucenao] [google]
7268596

>>7268582
>>7268587
based, but don't feed the trolls, just report and hide.

>> No.7268597

Cranium maps infuriate me.

>> No.7268603 [DELETED] 

>>7268596
Don't post Racist Warrior, chud.

>> No.7268605

>>7268504
I don’t found that funny but perv get what coming.

>> No.7268608 [DELETED] 

>>7268603
OH, LOOK! YOU COMING APART!

>> No.7268609

>>7268605
You know what else coming? My peenus into your mum's vay-vay.

>> No.7268613

>>7268557
Quakeguy didnt have the "ranger" name until Quake 3.

>> No.7268634 [DELETED] 

>>7268557
- KEKKR
- CUCККR
- NIGGR
- FAGGR
- PIDR
- SODOMIZR
- BUGGR
- POOFTR

>> No.7268635

>there are ""people"" in this thread who unironically enjoy slaughtermaps

>> No.7268640
File: 142 KB, 1400x855, slaughermaps.png [View same] [iqdb] [saucenao] [google]
7268640

>>7268635

>> No.7268641

>>7268635
I made a 6 map mini-wad of all slower paced levels that the player is meant to walk through, and everyone made fun of me

>> No.7268642

>>7268635
Bruh if you don't think Sunlust has interesting enjoyable encounters (which do feature slaughter in parts) then I think that says more about you as a player than the people you're trying to make fun of

>> No.7268651

>>7268640
>>7268642
Based and Doompilled.

>> No.7268658
File: 350 KB, 480x480, 1609443990450.webm [View same] [iqdb] [saucenao] [google]
7268658

>>7268641
Link

>> No.7268676 [DELETED] 

>>7268582
lmao whatever you say nigger

>> No.7268703
File: 156 KB, 742x1010, aaaaaaaaaaaaaaaaaaaaaaa.jpg [View same] [iqdb] [saucenao] [google]
7268703

>>7266994
Quake 1 fag here. This is legitimately the worst Quake map I have ever played in my entire life. I used to think that I couldn't tell a good map from a bad map, that I just enjoyed Quake so much that pretty much any new content was enough to make me happy but this map has proved that I was just fortunate enough to play the best maps out there. Though if you have already played the greats like Arcane Dimensions, Zerstorer, Rubicon, etc, then I actually recommend you play this map just to see how horrible it is in comparison and give yourself a true appreciation for the classics. Also you could get some "So bad it's good" style entertainment out of it from laughing at how terrible it is.

It starts out constantly giving you new story text you don't give a shit about every single step you make, even while combat starts which is obnoxious and really distracting. Next section of the map is pitch black, I can't see shit and I'm being pelted by hitscanners everywhere. I have to go into the options menu and crank the contrast to maximum just to see anything. I go to a building, I can't open the doors, I swing at it with my ax, the door literally explodes. This is how every door on this map operates, you have to attack it to blow it up. So I go through every building that all looks and feels the same, I chop open a door, there is a grunt inside, I switch to shotgun, shoot it twice, leave room wash rinse repeat. This map takes the super enjoyable combat of Quake and turns it into a tedious chore.

There is no enemy variety whatsoever. None. Just grunts. Oh wait no there was ONE dog enemy. They could have at least thrown in an enforcer or two. Something. Anything. Holy shit. There is no weapon variety either, just the shotgun, nothing else. Needing to carefully manage ammo may have made this somewhat interesting but you are flush with it throughout the whole map because the only enemy type is also the one that always drops shotgun ammo unless gibbed.

>> No.7268708

>>7268635
Slaughter is the pinnacle of Doom gameplay. You just need to be good enough at the game to enjoy it.

>> No.7268713

>>7268708
I wouldn't say it's the pinnacle. It's certainly an important pillar of Doom PWADs, but it's not the only one worth exploring. Challenge maps for example are not necessarily slaughtermaps, though they do have some cross over sometimes (see: Sunlust).

>> No.7268716
File: 8 KB, 230x232, aa3d09935049df8b347c593d4d3cb0cb391e08529f24ba8c1ecd0e814cb3e447.png.jpg [View same] [iqdb] [saucenao] [google]
7268716

>>7268703
Also, the map is flat as fuck, there is no height variation whatsoever which adds even more to the tedium. When I got to the third section of the map I couldn't find all the objectives to open the slipgate and did not give enough of a shit to bother finishing. It is split between 3 loading screens despite the maps being very tiny.

The positives:
There are a couple enemies in guard towers so I actually had to aim up 2 or 3 times
The addition of objectives was cool
There were some functional ladders, I don't remember the base game having any of those.
The one dog enemy

That's it.

>> No.7268718

>>7268708
This. "level design" is a crutch phrase used by people who want easy gameplay.

>> No.7268719
File: 143 KB, 633x758, ny3wzpwsgky11.jpg [View same] [iqdb] [saucenao] [google]
7268719

>2014 had BTSX E2, Going Down and Resurgence
>2015 had Sunlust and Valiant
>2019-20 had no big megawads, the last one was Eviternity in Dec 18
Bros, the community is dying... All those "what are we still waiting for" megawads are vaporware, they're never coming out. All everyone makes nowadays is grindy OTEX-textured, Cacoward-baiting single maps.

>> No.7268723

>>7268718
I know you're just shitposting, but if you unironically think slaughter gameplay is just dumping you in a map with a BFG with no thought put into encounters, then you're just deluding yourself

>> No.7268724
File: 2.85 MB, 1920x1080, Mothership.png [View same] [iqdb] [saucenao] [google]
7268724

>>7268719
I just discovered a map from 2020 for the Eternity Engine called In Search
https://www.doomworld.com/forum/topic/117985-in-search-eternity-engine-map-demo/

You fags should play Mothership. This map is extremely good
https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/mothership

>> No.7268737

>>7268703
>>7268716
You gotta look at contexts my man. I haven't played it yet, but it sounds like a cute little romp. I played Sadklark8 a while ago, it's a rather flat, Rogue texture-based map in an Egyptian temple. It's chock-full of printed messages that aren't necessary, but it's like...it's like young dudes making maps for the first time and trying out stuff. I don't think the Sadlark guy, or this Nike guy were trying to make AD. They were just having a laugh.

>> No.7268741

>>7268737
Also, as a fellow Q1fag, what did you think of ter_shib_drake? I keep coming back to it, and I think it's becoming my favorite fan-Quake episode.

>> No.7268750

>>7268719
Here is a 2020 pwad. It's Scythe-inspired and has short, challenging maps. I rank the difficulty below Scythe1 Episode3, but the levels look similar. It's the same red hell textures as Doom E3 and Scythe E3
https://www.doomworld.com/forum/topic/114527-glaive-2-a-difficult-scythe-inspired-mapset-final-release/
Anyway, my point is, there are still good maps being made. 32-level megawads naturally can take years to create.

>> No.7268752

>>7268635
>how dare people enjoy things I don't enjoy.

>> No.7268757

>>7268752
honestly there was a plague of slaughter maps for a couple of years.

>> No.7268771

>>7268719
Doom Community has had big name megawad droughts before. After 1997, community didn't really do anything huge until Alien Vendetta in 2001, for example.
I'm sure things will sort itself out soon.

>> No.7268774
File: 63 KB, 900x948, 1609369742820.jpg [View same] [iqdb] [saucenao] [google]
7268774

>>7268719
...Doom Zero?
>Bros, the community is dying
Oh, shut the fuck up. If it dies, it'll be because turds like you don't take up the mantle of mappers past.

>> No.7268778

>>7268719
Don't worry, I'm sure Mordeth will release this year.

>> No.7268780

>>7268719
Making megawads is a giant waste of time when single maps or short episodes (using OTEX, of course) are just as likely to win Cacos.

>> No.7268783

>>7268780
>He thinks people map to win Cacos
Anon...
This is not true for the big majority of mappers. Notable exceptions I guess would be Bridgeburner.

>> No.7268786

>>7268780
>People make maps solely to win cacos
You're nearly as bad as he is.

>> No.7268795

>>7268783
>>7268786
I can smell Cacobait from the opening post on DW.

>> No.7268804

>>7268783
How did Bridgeburner get so popular anyway? He only does ZDoom-compat stuff right?

I checked out Bastion of Chaos out of curiosity and it seems like the dude has no understanding of how to make interesting encounters. He seems to think detailing, high res textures, and fancy dynamic lights are the priority, and the actual fights are a complete after-thought that would never be playtested without frequent use of saves.

>> No.7268807 [SPOILER] 
File: 92 KB, 600x600, 1610093879491.jpg [View same] [iqdb] [saucenao] [google]
7268807

>>7268804
People can be good at bells and whistles but dogshit at hanging them up, but you're making a mistake about the "frequent use of saves" comment. That's not inherently an issue, unless you record demos, which the majority of the Doom community does not do.

>> No.7268809

>>7268807
>but you're making a mistake about the "frequent use of saves" comment. That's not inherently an issue

Anon, demo recording has nothing to do with this. If you design an encounter that you the author can't beat without savescumming - not because it's challenging or skill demanding, but because of heavy reliance on RNG and not enough resources - then that's called "you need more playtesting". Not "let's ship this baby out right now".

>> No.7268812

>>7268809
>If you design an encounter that you the author can't beat without savescumming
But is there proof this dude can't beat his maps without savescumming? Even the creator aside, are you sure there isn't just a gap in knowledge? The vast, vast, vast majority of people in the world absolutely would not be able to beat Plutonia, or Serious Sam TFE without savescumming. If one of these people called Plut or Sam untested, that wouldn't be the case. They simply lack the knowledge of enemy spawns and secrets.

>> No.7268815

>>7268804
Bridgeburner got popular because:
>Streams 10 hours a day
>Shredded as fuark and mogs other Doom streamers
>Metal always playing in the background
>Homeboys always on voice chat
>Sexy accent

>> No.7268826

>>7268812
>But is there proof this dude can't beat his maps without savescumming?
Have you ever seen the dude play his own maps? If you haven't, there's plenty of VODs on his channel showing so

Yes, I'm pretty sure there isn't a gap in knowledge. I'm not a good doom player, but I've been able to beat a couple of megaWADs (including Plutonia and Sunlust) without saves. I'm pretty confident he just doesn't understand how to design encounters. He just kind of shits monsters all over a section and calls it a day.

>> No.7268828

>>7268809
This isn't new. Insane_Gazebo isn't even good at Doom and probably can't beat half of Sunder's maps. He just floods encounters with shit until one of his dickriding playtesters gives it the ok.

>> No.7268829

>>7268809
>not enough resources
If this is the case, then no amount of savescumming is going to help.

>> No.7268830

>>7268829
>then no amount of savescumming is going to help
Oh, but it is.
You can simply load saves until you get better in-fighting RNG. You can load saves until you dodge every projectile perfectly, so you don't need as much health or armor.

>> No.7268831

>>7268826
>but I've been able to beat a couple of megaWADs (including Plutonia and Sunlust) without saves
Good enough for me. I trust you.

>> No.7268834

>>7268828
This is the key difference anon, he actually has playtesters. The encounters actually get playtested through several iterations, and they get refined and tweaked. It's not just about making pretty lights and effects with metal music in the background. There's people behind the scenes like seasoned speedrunners and old guard players giving advice. And most of all, it's not ZDoom-compat only.

>> No.7268840

>>7268826
>but I've been able to beat a couple of megaWADs (including Plutonia and Sunlust) without saves
>Sunlust without saves
Post God Machine demo/recoording or it never happened.

>> No.7268842

>>7268830
If it only takes a few reloads to get good enough rng to win, chances are, it wasnt that there wasnt enough resources, and more just that the player needs to learn how to better utilize whats been given to them.

>> No.7268843

>Play a map a thousand times just to say they did it without saving
Do recoorders really?

>> No.7268846

>>7268843
https://www.youtube.com/watch?v=wcXHg-Wu36A
1100 times

that's not me but indeed i repeat maps to beat them saveless

it helps to actually like doom and the map in question

>> No.7268850

>>7268840
saying "plutonia and sunlust" as if they are comparable accomplishments makes it clear the person is BSing

>> No.7268852

meanwhile ribbiks has youtube videos of platforming and he's so absurdly good at it that his maps start to make more sense ...

>> No.7268854

>>7268846
that's 1100 attempts at d2all, that doesn't include the practice beforehand

>> No.7268858

>>7268850
Show me your Plutonia UV -max demos.

>> No.7268861
File: 10 KB, 288x288, 1588143404916.jpg [View same] [iqdb] [saucenao] [google]
7268861

Greetings, everyone.

>> No.7268862

>>7268719
doom zero, 2048 units, and hellevator were all wonderful, to name a few

also many good short wads, like wormwood eu

>> No.7268867

>>7268750
thanks anon, this looks cool and i'll give it a shot

>> No.7268868

>>7268858
i didn't save demos but i'm getting in the habit now, especially since something like dsda allows multiple ghosts for the lols.

>> No.7268869

>>7268861
2048 units when?

>> No.7268871

>>7268869
someone should send him black crest as a user submitted level

>> No.7268873
File: 175 KB, 1280x720, 2021010623222300-CF03BE846BCC495A479626005E733A87.jpg [View same] [iqdb] [saucenao] [google]
7268873

Ion Fury - 2019

>> No.7268875

>>7268873
Soul

>> No.7268876

how does one get and play HACX?

>> No.7268881
File: 46 KB, 600x660, niggur.jpg [View same] [iqdb] [saucenao] [google]
7268881

I asked this before but got no satisfactory answers so ill ask again

Whats quake source port has the best netcode? I wanna try hosting a Quake Team Fortress server, mainly a port forwarded one from my own pc. Though I would like to know where to get a dedicated one

>> No.7268882
File: 202 KB, 620x587, decino.png [View same] [iqdb] [saucenao] [google]
7268882

>>7268861
Pretty sloppy, don't you think?

>> No.7268909

>>7268719
I hate these "bros..." posts with this weird melodramatic tone. Shut the fuck up faggot, were doing fine.

>> No.7268912

>>7268881
OP's "so you wanna play quake" infographic has relevant informations.

>> No.7268916

>>7268912
I wanted to ask incase the infographic was outdated somehow

>> No.7268920

>>7268909
It's almost always someone new who does this.
Le wrong generation.

>> No.7268937

>>7268881
FTE has the best netcode + a ton of other useful settings. It also has roughly the same compatibilities as Quakespasm Spiked, though you can't get the graphics *quite* as crisp looking.

>> No.7268957

>>7265127
Why can't they just wget Quaddicted, and make their own clone? Why is it so hard for them to create something of their own?

>> No.7268958

>>7268871
Eggplant will reach black crest soon.

>> No.7268963

>>7266941
There are people making singleplayer maps for Quake 2. It seems to be someone called a "vicpas" that collects said maps and puts them on ModDB. I was surprised to find there are now slowly being made maps and units. It's probably caused by the lockdown.

>> No.7268980

>>7268635
You're supposed to play them in multiplayer my boi

>> No.7268982

>>7268719
2020 alone has 20+ megawads. Indeed it might be the year of the most megawads ever. wtf are you talking about?

>> No.7268987

Doom 64 actually looks awesome bros...

>> No.7268990

>>7266367
>ANON? More like FAGGT!

>> No.7268992

>>7268871
I remember some guys sent him 2048 maps when he was taking submissions, but they were probably too late.

>>7268987
It is :)

>> No.7269001

>>7268992
>I remember some guys sent him 2048 maps when he was taking submissions, but they were probably too late.
Yeah, his method of acceptance was flawed, I think he said he's going to do things differently next time.

>> No.7269063

>>7268774
haha he looks cozy in that hoodie

>> No.7269079

>>7268987
doom 64? more like coom 69

>> No.7269179
File: 96 KB, 475x258, 1590692633405.png [View same] [iqdb] [saucenao] [google]
7269179

>>7268719
>>7268807

>> No.7269196

>>7269179
Literally nothing wrong with what I said.
>But is there proof this dude can't beat his maps without savescumming? Even the creator aside, are you sure there isn't just a gap in knowledge? The vast, vast, vast majority of people in the world absolutely would not be able to beat Plutonia, or Serious Sam TFE without savescumming. If one of these people called Plut or Sam untested, that wouldn't be the case. They simply lack the knowledge of enemy spawns and secrets.

>> No.7269198

>>7269196
He's calling you out for using a shitty feels guy mutation.
Faggot.

>> No.7269201

>>7269198
t. recoorder.

>> No.7269204

I generally play my own maps saving between encounters. I don't think single segments are necessary beyond self-imposed challenges. That said, I don't usually do something completely random.

>> No.7269206

>>7269201
See now why you gotta double down on acting like a faggot? I don't even know how to record demos.

>> No.7269217

>>7265127
>fw
Is that that tranny who makes autistic looking, dogshit maps?

>> No.7269240

Oh shit why haven't I played Descent before, it's so fucking good.

>> No.7269254

>>7268635
Just play on a lower difficulty if you think they're too much.

>> No.7269259

>>7268641
I might be interested in that, I have a pretty cautious/defensive approach to Doom where I clear corners and stack up doors and stuff (though when the action really gets going, I'll run and gun), so I don't mind if the pacing is a little slow.

>> No.7269262

>>7268719
Jesus, kill yourself please, this is the /doom/ thread, not the /doomer/ thread. This thread alone got some pretty decent shit done just in 2020, and we're looking at more for 2021.

>> No.7269264

>>7269262
Waiting on the Blood project to play, waiting on the Quake project to participate.

>> No.7269269

>>7269240
Descent is that one game everyone knows and says is good but people just don't want to play. I'm included in this, grew up always seeing Descent games on store shelves thinking it looked cool but I never bothered to pick one up. I only wish I picked up a flight stick as theyre overpriced as fuck now

>> No.7269272

>>7269264
You could always start your own long time Quake project, doesn't have to be a speedmapping thing, you could just start making a map now, and then people have until 2022 to submit a playable level, under your stated parameters (and they can update and revise the levels to perfect them in response to criticism when needed).

You could end up with a respectable set of a dozen levels. A slow boil can be a good thing sometimes.

>> No.7269276

>>7269272
Too novitiate to start my own project, but I am enjoying learning Trenchbroom a lot. I'd like to head up some projects with themes/gimmicks someday, but not soon. Gotta learn the rules before you know how to break them.

>> No.7269283
File: 32 KB, 295x243, WojaksAreForMacing.png [View same] [iqdb] [saucenao] [google]
7269283

>>7269196

>> No.7269323
File: 173 KB, 467x467, seensomeshit.jpg [View same] [iqdb] [saucenao] [google]
7269323

I play everything in WOOF with a pet cacodemon and no can stop me

>> No.7269334

>>7269323
Based and Cacopilled.

>> No.7269346

>>7267309
can't find a way to download it
wayback machine doesen't have the file archived

>> No.7269348

>>7268909
>I hate these "bros..." posts with this weird melodramatic tone. Shut the fuck up faggot, were doing fine.
bros... is he retarded?

>> No.7269367

>>7268909
Uh oh looks like we got too cocky bros!

>> No.7269393

>>>/wsg/3746917
zscript crimes
abhorrent

>> No.7269415

>LUNAR APOCALYPSE? More like SHITAR SHITOCALYPSE! What were they thinking with a full episode of samey techbase when yours truly did a much better job with KNEE DEEP IN MY ASS!

>> No.7269437
File: 66 KB, 750x600, Deus Ex .jpg [View same] [iqdb] [saucenao] [google]
7269437

>>7264947
Is DX1 modding questions allowed? If so. Is it possible to mod in the FMVs from the PS2 port and replace the cutscenes that the FMVs replaced from the PS2 port?
Just something I am curious about since I wonder if UE1 can allow something like that.

>> No.7269459
File: 134 KB, 800x939, Box1.jpg [View same] [iqdb] [saucenao] [google]
7269459

How do I play Hexen 2 nowadays?
Everyone seems to be using Hammer of Thyrion, but I heard that UQE Hexen 2 is better (although not sure how true is that). I think I know where to get CD music (or can just stick with MIDI; It's not a bad option, right?) and Portal of Praevus - I suppose its better and easier to get RIP version for game from Steam.
>"The Ultimate patch for the Steam version" is too messy and contains a lot of unnecessary things I don't want to bother and with no option to pick what I actually want to install.
Thanks in advance and I apologize if I miss something about it in main post. I tried my best to find anything Hexen 2 related there, but failed.

>> No.7269468

>>7269437
it is anon

>> No.7269479
File: 2.19 MB, 1920x1080, q2_0076.jpg [View same] [iqdb] [saucenao] [google]
7269479

Mentlegen, the possibilities are limitless!
only if it worked for Q1 too...

>> No.7269487
File: 699 KB, 1152x864, quake00.jpg [View same] [iqdb] [saucenao] [google]
7269487

>>7269479
original for comparison

>> No.7269493
File: 1.96 MB, 1920x1080, q2_0077.jpg [View same] [iqdb] [saucenao] [google]
7269493

>>7269479
>>7269487
the upscale original too

>> No.7269496

>>7268861

i love decino's info dump videos and hes good at playing the game but god damn i find his commentary boring. dude is the most boring guy on the planet. though others see his calm demeanor to be heckin wholesome i just see the most autistic dude trying to do public speaking. no hate but i skip the playthru videos

>> No.7269509
File: 1.74 MB, 1920x1080, yk5fc1.wad.png [View same] [iqdb] [saucenao] [google]
7269509

>>7264949
[1-6] A. Lighting seems rather flat. Have some sector light variation with corresponding ceiling light flats.
B. Razor walls might be ok for Wizardry, but they don't look good here.
C. Walls need some trims where they meet at different angles. Study the original maps and dtwid.wad to get some idea.
D. You have long ardous journey ahead to become competent at making maps. Releases like Return To Saturn X and Sunlust have raised the bar so high, but id tech 1 is still the easiest engine to create maps for, I think.
Onward and outward anon. I wish you well.

>> No.7269516

>>7268958
He's in for a real challenge. I think it's seriously the best map in the set.

>> No.7269523

>>7268987
It's really very good. Not perfect in all ways, but a must play for any fan of the classic games.

>> No.7269528

>>7269496
maybe try a more recent one, he's more comfortable now.

i adore his playthrough videos

>> No.7269559

>>7264949
Dunno if its newsworthy but someone released a "remastered ready to play" pack for Q2 with no engine limits and so on
https://www.moddb.com/games/quake-2/downloads/quake-2-ready-to-play

>> No.7269561
File: 1.71 MB, 573x469, splatter.gif [View same] [iqdb] [saucenao] [google]
7269561

>>7267961
I don't give a fuck about that. A Splatterhouse Total Conversion for GzDoom could be really cool, but part of what makes Splatterhouse cool (besides the grisly violence and disgusting monsters), is the really groovy music.

It'd be like making a Castlevania TC without any music. Hell, I don't love the new music in Playstation Doom and Doom 64, but it is in fact a soundtrack intended to evoke a certain atmosphere, and to a point it succeeds in that, it doesn't leave you with no music at all.
Doom 3 had a gnarly as fuck intro theme, which builds up your expectations, but then blueballs you with ZERO music after that, which is the game's greatest flaw.

I want to play as Rick Taylor, beefed up and with the evil mask, and I want to punch monsters so hard their heads explode, slam them into walls with pipes and two by fours, abort demonic fetuses with a chainsaw, cleave unnatural creatures in two with giant cleavers, and I want to do all of this while a mix of creepy tension music and heroic fight music plays.

>> No.7269567

>>7268219
I'd like to hear your thoughts as why you like them so much.

>> No.7269569

Any decent doom discords?

>> No.7269573

>>7269569
No. You're better off making your own with your own set of friends instead of trying to break into some existing clique.

>> No.7269575

>>7268642
I'm interested in Sunder, but glancing at it, it seems like it's way above my skill level, does it have difficulties implemented?

>> No.7269579

>>7269559
Neat stuff. That reminds me, I wish there was a mod for Q2 that enhanced the movement somehow, e.g. make it feel more like Q1 with proper air control or something to make it more interesting than a slightly watered down version of Q3's movement. Kinda surprised no one's attempted it yet.

Also I totally would attempt to do so if I knew anything about modding and had the time to learn how to do it.

>> No.7269589

>>7269468
Thanks, out of curiosity, how would it be possible to implement it?

>> No.7269595

>>7269561
>>>/pol/

>> No.7269604

>>7269559
Thanks for sharing, that guy posting his screenshots of the game has made me want to play it. Might want to back this up in case moddb decides to take it down though.

>> No.7269605

>>7268815
I haven't really heard him say anything interesting though, outside of some doom builder tips. Don't get me wrong, I have nothing against the guy, but the streams are pretty meh.
His levels are pretty, but kinda samey as well. Big pretty geometric area, pillars lower to reveals monsters... Kinda stuff. It's fine.

>> No.7269626
File: 132 KB, 900x672, 1607897180549.jpg [View same] [iqdb] [saucenao] [google]
7269626

What's with the weird lashing out against demo files

>>7268807

I've been part of the community since the 2000's and I've genuinely never seen anyone shit on demos. Is it the new meme around these parts or?

>> No.7269631

>>7269626
One guy trying to force a meme, and not even a new meme, but yet one more mutation of endless worn out Wojak variations, he didn't even draw anything new.

>> No.7269640

Reached the ship in Equinox. Nice maps, can't imagine how much work this was.
Weapons are meh, music is pretty shit. Too much infighting. The backstory of final level music is interesting, he took it from a dead kid's website. The kid wrote it to be played at his funeral, and they played it.
The experimentation thing is a bit creepy, though I'm desensitized to hat stuff.
Green and white gets old after a while. Some areas are fucking HUGE. The hangar was pretty fun.

>> No.7269641

Smooth_Criminal.wad when?

MJ TC for Doom 2.

>> No.7269668

I really like Brutal Doom.It really is a breath of fresh air for a game you've played for nearly 25 years.

>> No.7269673

>>7267323
>>7269561
Just loop the music in the background using youtube or something
>>7267961
>>7269595
Shut the fuck up troon

>> No.7269703

My GZdoom has a 1gb file named 'A'@%' in the directory and keeps crashing.

Delete it?

>> No.7269705

>>7269703
T-this is not normal, anon. Download Cureit and check your PC

>> No.7269714
File: 155 KB, 302x236, zzz.png [View same] [iqdb] [saucenao] [google]
7269714

>>7269673
Haven't you heard? The troons won.

>> No.7269721

>>7269567
The new sound effects are better than the original game, most of the new graphics are nice, and the level design itself is engaging and challenging without being tedious like much of Episode 6 was.

>> No.7269805

>>7269217
No you're thinking of quasiotter. fw is an autistic tranny as well but his maps are at best, somewhat competent.

>> No.7269840

>>7268635
Slaughtermap can be so different. Example ancient aliens, eviternity, sunlust, speed of doom and going down are examples of fun slaughter gameplay. It's like the usual plutonia influenced gameplay in bigger size. Then there's slaughter that's just grindy and gives you too much or too less ammo. Just monsters slammed there and there without planning the gameplay. Shitmaps made by shit mappers, who don't have even skills to play their own levels.

>> No.7269846

Final Doom or Sigil to play next?

>> No.7269850

>>7269559
its just 3.24 with the ISO's in it

>> No.7269854

>nearly 60 hours in UT2004
>untold amount of hours in UT99
>have literally never played a mulitplayer match, only played against bots
>tfw 24 and didn't get into these games until both were dead

>> No.7269878

>>7269496
Generally speaking, I find commentated playthroughs boring if I have not played through the level. I like watching decino playthroughs of levels I've already beaten since it's not only amusing how he can usually beat everything on the first try but you can also learn from it by studying his movement patterns for example

One exception is his Valiant playthrough. I watched some of those videos, like Rocket Zone 2, before playing the maps, but I played Rocket Zone 1 (from Lunatic.wad) and it's probably my 2nd favorite map ever so I wanted to see RZ2.

>>7269575
No. You can play on skill1 for 2x health and ammo, at least.
>it seems like it's way above my skill level
It probably is
https://youtu.be/YVaYnzrOx5E
This one's actually not too bad. The hardest part is gettin a good route for the first room, IMO.

>>7269846
I'd say Sigil simply because it's shorter. Admittedly I never finished Final Doom; TNT got boring and Plutonia is hard for the sake of being hard, and I just keep finding new wads that are funner, like Mothership or In Search

>> No.7269905

>>7264949
[1-8] Woof version 3.1.0 released
https://www.doomworld.com/forum/topic/112333-this-is-woof-310-jan-08-2021-updated-winmbf/

>> No.7269958

>>7269269
using a good source port you can easily play descent with a mouse and keyboard.

>> No.7269964 [DELETED] 

>>7269958
You don't need sourceport to play DOS games

>> No.7269974

>>7269854
At least arena MP is somewhat alive, try being an FPS-Z fan.

>> No.7269984

>>7269974
>FPS-Z
Dude! I have always wanted to play Tribes before it died. I love Unreal Tournament but with Air control way up, game speed at like %130 and quad jump on. Shit's so fun.

>> No.7269992

>>7269878
>No.
Why not? It wouldn't even have to be thorough, just scale down encounters.

>> No.7269995

>>7269415
when did chris bores browse /vr/?

>> No.7270002

>>7269992
I dunno why, I didn't make the wad. I assume it's because it's still a work-in-progress

>> No.7270010

Anyone else ever get nostalgic for 2000s wads? Back when maps were just starting to get really detailed?

>> No.7270028

does anyone have funktasm's stuff?

>> No.7270051

>>7270010
In some ways, yes, because capabilities were really expanding at the time and people experimented, there's a lot of one-off Boom format and ZDoom maps from 2000 to 2005 which are made around all these new abilities and expanded limits which were widely available before.

>> No.7270067

I've trying to find a WAD i played sometime ago it was just a single map with waves of enemies, cyberpunk style i think it was never finished.

>> No.7270073

>>7270067
Cyberpunk Shootdown? I think Mike12 was attached to that project, and like a lot of things his interest shifted and it was left to linger.

>> No.7270085

>>7270073
Yeah that's probably it, though the only download i found was a 404 dropbox link in an archived thread.

>> No.7270116 [DELETED] 

>>7268804
>>7269605
This. I'm glad someone finally said it.

>> No.7270126

>>7269346
Link to demo/alphatest:
https://www-personal.umich.edu/~jimw/q2/Quake2_Mods/panic.zip
Summary in attached .txt file is gold tho:
>no documentaion - it is bizzare

>> No.7270143 [DELETED] 

>>7268815
Do you want to marry him or what? lol

>> No.7270153

I want to get into Wrath of Cronos mod

>> No.7270163 [DELETED] 

>>7268807
Freelook is cheating newfag. You are just showing how ignorant you are about basic Doom-engine mechanics.

Do you want to use freelook without cheating? Fine. Do that on gzdoom maps or maps made for it. If not you are just deluding yourself.

>> No.7270168

>>7268270
>>7268275
>>7268284
FFS will you stop it with that meme
> I play Doom on nightmare and UV for fun

Does anybody even buy this?

>> No.7270170

>>7270153
Its pretty cool anon, I wish there were more Hexen stuff like this with better maps.

>> No.7270172

>>7269479
Looks properly demonic now, is the gun model retouched too?

>>7269487
>Herro, I are da Enfotsah, eat read hooman!

>>7269493
Model quality is on par with the background textures (might look a bit cartoony for some though)

>> No.7270190

>>7270170
Yeah, I know Cult of Despair is pretty decent to go with it. Anything else?

>> No.7270192

>>7270168
Different guy, but I've done UV of:
>E1, E2, E3, E4
>Doom 2
>TNT
>Doom 64
>Sigil
Have I done it saveless? No, I don't bother with that, and I probably won't do Nightmare, but I can definitely see the appeal in doing saveless and Nightmare runs.
Plutonia is on my list for UV.

>> No.7270197

>>7270190
I am still kinda pissed those fucking poles form the zombie game didnt do Hellraid.

Shit I dont give a fuck about mordhau, just give me some dark messiah meat to eat you useless devs.

>> No.7270202

>>7268807
From an objective point of view, freelook IS cheating. And there's nothing you can do about it.

>> No.7270204

>>7270192
i don't know if it's possible to finish most of the Master Levels on Nightmare.

>> No.7270216
File: 41 KB, 745x179, tsg.jpg [View same] [iqdb] [saucenao] [google]
7270216

Lmao

>> No.7270221

>>7270197
I feel you brother, I just want my sword and board magic shooters to make a comeback.

>> No.7270242
File: 1.83 MB, 2560x1440, Fiery, but mostly peacful map.png [View same] [iqdb] [saucenao] [google]
7270242

This shit is so close to being done, expect it to be playable later tonight or tomorrow.

>> No.7270253

>>7267896
that's an Afrit m8

>> No.7270312

>>7270242
>no hats
THIS MEANS WAR YOU KNOW

>> No.7270327

>>7269063
That's a robe retarded piece of shit. Play Blood.

>> No.7270350

>>7270327
Funneled smoothly

>> No.7270351

>>7270204
They'd all be individual segments, so that may help. ZeroMaster has done all of Plutonia in a single-segment Nightmare! run, which is completely goddamn nuts, and he's the only man in the world to have done it, but it is an example of how even some the tallest of orders imaginable in Doom challenges is technically possible.

The Master Levels are for the most part not widely known for their high difficulty, so even if Nightmare! is a complete wildcard for how playable or not a level becomes, I'd say your odds are actually not too bad. Again, you would only have to do the levels one at a time, pistol starting.

>> No.7270358

>>7270216
I really wonder how big that controversy actually was? I vaguely recall someone who was there at the time saying that it actually died down pretty quickly once it was known that it would become an official licensed Doom product.

>> No.7270384

>>7264949
https://www.doomworld.com/forum/topic/113871-gzdoom-everglade-redux/
[GZDoom] Everglade Redux

>> No.7270432

>>7270351
I think a few people have done Plutonia Nightmare single-segment now. Here's a recent run that did it while getting 100% secrets: https://youtu.be/asrEcz4C-T0

>> No.7270456

>>7270432
I checked to make sure it's not fake, pic related

>> No.7270457
File: 81 KB, 644x526, 22short.jpg [View same] [iqdb] [saucenao] [google]
7270457

Since I was reminded of it a few days back (and my laptop gave me an inexplicable bluescreen the other day), I've now spent the last two days backing up everything:
>Doom .wad collection
>Sourceports
>Doom projects
>Doom assets of all kinds
>porn
>music
>other games
>porn
>videos and movies
>documents of varying kinds
As well as all my porn. Don't be a fool, don't make excuses, if you haven't made a backup in a long time, NOW is the time to do so. You never know what happens, even very reliable modern Solid State Drives can fail, I should know, I've had it happen to me, and recovering lost data from a bricked drive is *very* expensive to do.

Be proactive, take a day or two out of playing Doom or modding/mapping, and make backups, you may one day be very glad that you did so, because it can happen to you.

>> No.7270461
File: 10 KB, 588x269, hedidit.png [View same] [iqdb] [saucenao] [google]
7270461

>> No.7270475

>>7270432
>>7270461
Ah, so a few more people have managed to do so, and fairly recently as well. The fact that other people besides the best Doom player in the world have done it, should be encouraging for everyone interested in Nightmare runs.

>> No.7270495
File: 9 KB, 669x225, Untitled.png [View same] [iqdb] [saucenao] [google]
7270495

>>7269878
What the FUCK
That guy got the Sunder Map11 world record PLAYING KEYBOARD ONLY
I thought there were other runs, like one from Ancalagon, but I must've been mistaken

>> No.7270515
File: 299 KB, 1278x959, blud.jpg [View same] [iqdb] [saucenao] [google]
7270515

Does anyone who loves this game actually play on the harder difficulties?

I'm playing for the first time. I tried Extra Crispy at first and had to bump it down to Well Done, which is still ridiculous. The hitscan dudes in this react so fast it often seems like they're prefiring me. My health just gets melted. I'm not just running out balls out either, I'm playing it safe and taking on fights as smart as I can. It really feels like there's no chance to survive in this unless you know where everything is already. I played Duke3D and other boomershooters on higher difficulties my first time and had no issues like this.

Not trying to bitch about the game btw, it's still fun and I'm sticking with it, just wondering what Blood veterans thoughts are on how its difficulty is designed.

>> No.7270517

>>7270242
>filename
kek'd

>> No.7270527

>>7270515
I wouldn't recommend playing Well Done unless you know where the cultists will be and where good secrets are (aka not on your first run). Lightly Broiled is still harder than most older games but it gets a little easier after the first episode, so it wouldn't be the worst idea to switch it to Well Done after that if you're finding the game not as engaging. Extra Crispy is intended for co-op so it's unbalanced for SP.

>> No.7270529
File: 61 KB, 1066x667, wtf.png [View same] [iqdb] [saucenao] [google]
7270529

>Here's your navigation tool, bro

>> No.7270568
File: 2.05 MB, 640x360, sounds great.webm [View same] [iqdb] [saucenao] [google]
7270568

>>7270515
>I played Duke3D and other boomershooters on higher difficulties my first time and had no issues like this.
It's not an easy game.
The only difficulty I don't like these days is still Extra Crispy because of the huge health pools. My port of choice is GDX so I prefer custom difficulty settings over Well Done.

>> No.7270571

>>7270216
>tnt was pure garbage
>plutonia that was tackled on last second to pad out the disc was infinitely better, pushed level design to it's limits and is still memorable and playable

>> No.7270576

>>7270571
Did TeamTNT even playtest most levels in Evilution? I don't know how they could get away with so much garbage in a megawad, let alone one officially supported by id.

>> No.7270589

>>7270576
Some of it feels very unfinished, where did all the monsters go?

>> No.7270608 [DELETED] 

>hear about Doom Zero coming to the Unity port
>give it a shot
>no fucking mobs at all
Is this supposed to be an Eternal Doom tribute with the exploration?

>> No.7270612

>>7267309
>>7270126
TopLel, I have some vague memories of getting this demo from either Planetquake or Tenfourmaps around 2009 - feels like a joke or a weird marketing stunt, considering they planned a whole trilogy of this fucking shit (o_o)

>> No.7270630

Where's the frag friday

>> No.7270631
File: 18 KB, 320x220, tenor.png [View same] [iqdb] [saucenao] [google]
7270631

>>7270529
>YFW the automap is a fucking comic strip...

>> No.7270640

https://www.youtube.com/watch?v=0agE2wQX48I
reminder that NOYE is the greatest wad of all time

>> No.7270642

>>7269415
Lunar Apocalypse is not bad, but it's way too long for a space episode. I would have dropped some filler levels like Incubator, Spin Cycle, Tiberius Station or Overlord for a more compact experience. The boss area should have been tailored into the end of Dark Side.

>> No.7270648

>>7270571
>>7270576
Roughly 2/3rds of TNT's maps range from decent to very good.

>>7270589
Doesn't Plutonia have less monsters than TNT, less than Doom 2 even?

>> No.7270653

>>7267323
yeah there is, do you have the old version?
>>7267961
>i only play mods made by people approved by the zdoom forums

>> No.7270667

>>7270640
how the fuck do you come up with this?

>> No.7270669

>>7270648
I didn't compare, but plutonia maps are smaller. TNT has huge inexplicably empty, or almost empty areas. Like Crater has eponymous crate populated by 4 monsters.

>> No.7270670
File: 507 KB, 1920x1080, dukelunar.png [View same] [iqdb] [saucenao] [google]
7270670

>>7269415
It might be my favorite episode, the drones are silly but not dealbreaking.

>> No.7270671

>>7270653
There's a version with music?

>> No.7270674

>>7264949
Working on an Episode for Doom64 based on the 9th Circle of Hell

https://www.doomworld.com/forum/topic/119055-the-tribulation-of-treachery-doom64-ex/?tab=comments#comment-2241468

>> No.7270682
File: 2.48 MB, 1920x1080, quake09.png [View same] [iqdb] [saucenao] [google]
7270682

>>7264947
Well now, look what is still there hidden at fileplanet
https://www.fileplanet.com/archive/p-47902/Quake-2-Source-Code
>Quake 2 Source Code
>As a Christmas present for 2001, John Carmack decided to release the Quake 2 source code on the net. So grab it up and get working with it!

Also a small bonus
http://www.chebmaster.com/q2facelift/

Cheb's patch still works and in my shitty opinion, it gives more detail than Yamagi's default opengl render, which is based on cheb's work

>> No.7270691
File: 1.88 MB, 1920x1080, q2_0079.jpg [View same] [iqdb] [saucenao] [google]
7270691

>>7270682
not that Yamagi's take isnt bad but some colors lose contrast and detailing, unlike cheb's original lanczos method

>> No.7270693
File: 173 KB, 600x630, 1609554580923.gif [View same] [iqdb] [saucenao] [google]
7270693

>>7270515
You were the guy who said you best Doom and Duke 3D on hard difficulties recently so it should translate to being better at Blood too right? I told you.

>> No.7270696

>>7270571
>>7270576
TNT isn't that bad, it's on par with old megawads like Memento Mori. It's just that Plutonia somehow managed to be really solid, are there even any other megawads from these years that manage to be as consistent as Plutonia? Even Memento Mori 2 and Requiem had maps of very variable quality.

>>7270674
I'm so glad to see new stuff for Doom 64 popping up, seems the remaster triggered a new wave of Doom 64 mapping.

>> No.7270698
File: 1.92 MB, 326x244, 1524028610874.gif [View same] [iqdb] [saucenao] [google]
7270698

>>7270640

>> No.7270701

>>7269323
What does WOOF have over PRBoom+? Can you recoord all the same demo formats?

>> No.7270702
File: 945 KB, 1920x1080, FRIDAYNIGHTFRAGFEST.png [View same] [iqdb] [saucenao] [google]
7270702

It's that time again...

FRIDAY NIGHT FIREFIGHT!!!

This week we're playin on good ol DWANGO5,
a nice refresher from all the fancy eon weapons.

-----------------------------------------
Get in here, we're waiting ;)
104.128.49.2:10878
-----------------------------------------

(We're changing "Fragfest" to "Firefight" in honor
of Friday Night Fragfest, an older Deathmatch hang out. The rest of the graphics after this one will reflect this change.)

>> No.7270705

>>7270701
just use dsda doom

>> No.7270707

>>7270529
Its a top-down map of a 2D space. Black lines are solid walls, light lines are floor differences, and medium lines are ceiling differences. Pretty simple information to process.

>> No.7270712

>>7269459
I think only Hexen 1 had midi, 2 had redbook audio probably.

>> No.7270713

>>7270696
Yeah, me too man. I think it's both the Remaster and the Nu-Doom stuff which brought Doom64 a new fresh breath of life.

Not to mention the Doom64 Discord Client Immorpher started up last summer too. He's a great guy.
Here's the link, if you wanna join. https://discord.gg/tHtGzjbc

Funnily enough I never finished Doom64 till last year because my hard drive got nuked and I saw that Doom64 was sitting on my old USB, so I decided to go and finish it. Great game.

>> No.7270714

>>7270712
Hexen 2 has both MIDI and CD audio.

>> No.7270715
File: 168 KB, 800x938, 160125-duke-nuclear-winter-dos-front-cover (1).jpg [View same] [iqdb] [saucenao] [google]
7270715

Nuclear Winter is unironically the best Duke 3D expansion

>> No.7270719

>>7270715
Anon, this is objectively wrong and we all know it

>> No.7270741

>>7270693
Nope, not me. I would have probably expected that though, about Duke at least. Duke's hitscanners are a lot more forgiving I think.
>>7270527
>>7270568
Yeah, I bumped it down to LB. Maybe I'll do another playthrough on a harder diff once I'm familiar with the game. LB seems good enough to have some tension so far so I'm ok with this.

>> No.7270751

>>7270495
He does not play keyboard only. Watch his stream, it has a hand cam.

>> No.7270753

>>7270701
>What does WOOF have over PRBoom+?
Nothing, really, aside from being able to display 320x200 and 640x400 normally without it looking all borked. It's basically Crispy MBF, but it doesn't have the slew of extra options that Crispy Doom has that make it stand out
>Can you recoord all the same demo formats?
No. Woof is MBF ported to Windows, so it runs in MBF-compatibility, or PrBoom's cl11. You can manually toggle the individual bugfixes to get different behaviors but I don't think all the options are all there, like I don't recall seeing the option to toggle bouncing lost souls.
I think the one to change to get the old monster infighting back is "monster remembers target" but I'd have to do some reading/playtesting

>> No.7270758

Three weeks more Dukebros.

>> No.7270764

>>7270696
I'm so glad to see new stuff for Doom 64 popping up, seems the remaster triggered a new wave of Doom 64 mapping.
Too bad you can hardly play any of the new maps in said remaster.

>> No.7270768
File: 456 KB, 1024x768, kmq2_0003.jpg [View same] [iqdb] [saucenao] [google]
7270768

>get killed by this superbitch and her entourage
>she fucking laughs mad in front of your corpse
Simply wow...

>> No.7270771

>>7270758
For what?

>> No.7270778

>>7270612
Dunno why but the reflective CD gun gave me some RevolutionX vibes for all its worth - the rest is crap DESU

>> No.7270791 [DELETED] 
File: 281 KB, 2828x1260, 1609629682588.png [View same] [iqdb] [saucenao] [google]
7270791

>the CHAD Decino VS the VIRGIN Cripplie 11

>> No.7270796

>>7270719
It's objectively correct, how is it not? Nice bait.

>> No.7270808

>>7270768
map?

>> No.7270814

>>7270758
What, new map project release or something?

>> No.7270817

>>7270741
>I would have probably expected that though, about Duke at least. Duke's hitscanners are a lot more forgiving I think.
Its a reasonable thing to assume I suppose but just not accurate. I think you are absolutely correct about Duke's hitscanners being more forgiving. Blood really is a total kick in the fucking nuts for the uninitiated, the pinnacle of 2.5D FPS difficulty with Shadow Warrior.

>> No.7270825
File: 930 KB, 600x844, b1f.png [View same] [iqdb] [saucenao] [google]
7270825

>>7266007
I can't find edit with Caleb and cultist.

>> No.7270835
File: 777 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
7270835

>>7270640
I downloaded out of curiosity.
wtf is this shit

>> No.7270836

>>7268719
2019 had Doom Zero and Akeldama on top of Eviternity. Both very good old school worship. Then there is Three Is A Crowd, another megawad, if you like gimmicky vanilla maps. Jimmy made Faithless, and yea it's for Heretic, but one of finest Heretic megawads, if not the finest. Abandon is also almost megawad (19 maps), if you like fucking hard slaughter. And of course, while not megawads, we got 2 pseudo-official expansions, Sigil and Doom 64 Lost Levels. Return To Hadron also got it's third part, and it can be loaded with 2 previous episodes making it a megawad.

Come on, we've had much worse years than this. Like 2009. Nothing good came then. What's missing from the 2020 are the challenging, occasionally almost slaughtery wads influenced by scythe and plutonia. The ones popularised by Skillsaw and Btsx-series, that were the heart of the last decade of mapping. I did miss them, but I'm sure there is more eventually coming. Btsx e3 gives updates almost every month since it's official announciation, so it's not vaporware either. What you and I can do is to make more wads line this. They just take skill and time. I'm learning mapping myself atm.

>> No.7270840
File: 582 KB, 500x704, 1607148673698.png [View same] [iqdb] [saucenao] [google]
7270840

>>7270825

>> No.7270863

>>7270817
Blood is a shit game that is poorly designed and that is why it's so "difficult". It's artificial difficulty, the devs admitted they completely fucked the single player game up because they didn't even play single player. Stop pretending this piece of shit is good. No one even ever played it until Civvie did his series on it, you should all stop LARPing like you're old school Bloodites from '97.

>> No.7270867

>>7270836
>I'm learning mapping myself atm.
What have you got done so far, if you don't mind me asking?

>> No.7270874
File: 284 KB, 484x658, cultist and bloodhead.png [View same] [iqdb] [saucenao] [google]
7270874

I fucking love Blood.

>> No.7270875

>>7270867
I'm learning how to do linedefs and sectors

>> No.7270879
File: 2.00 MB, 418x314, 1609662789827.gif [View same] [iqdb] [saucenao] [google]
7270879

>>7270874
We all do. >>7270863 just got funneled and ended up a charred corpse.

>> No.7270882

>>7270771
>>7270814
25th anniversary

>> No.7270885
File: 592 KB, 1920x1080, highlyadvancedportaltechnology.png [View same] [iqdb] [saucenao] [google]
7270885

>>7270875
You'll be making portals for Eternity maps in no time

>> No.7270894

>>7270875
Gotta start somewhere.

>>7270882
Randy will commemorate it by filming himself taking a shit on an original copy of Duke Nukem 3D.

>> No.7270905
File: 22 KB, 438x640, 447229-duke08.jpg [View same] [iqdb] [saucenao] [google]
7270905

>>7270882
Who the fuck cares? Not like Based George is involved anymore, Idgaf if he made DNF take a million years, he was better than Randy. All we will literally get some shitty tweet from him, MAYBE.

>> No.7270906
File: 567 KB, 1920x1080, showoff.png [View same] [iqdb] [saucenao] [google]
7270906

>>7270885
Also I just realized - look at these fucking stairs. Look at the decoration on top. Putting that decoration above the stairs like doubles the work

>> No.7270915

>>7270906
What is this from?

>> No.7270916
File: 117 KB, 1366x768, go nagai face.jpg [View same] [iqdb] [saucenao] [google]
7270916

What if... a Doom 64 style Plutonia?

>> No.7270919

>>7270916
>Doom 64 Plutonia
>In a game with no Revenants or Arch Viles

>> No.7270920

>>7270915
https://www.doomworld.com/forum/topic/99968-mothership-single-level-for-eternity/?tab=comments#comment-1858682

>> No.7270921

>>7270916
Plutonia and TNT are trash, stop perpetuating the myth they are good

>> No.7270927

>>7270921
Funneled softly.

>> No.7270930

>>7270919
It has Turbo Pain Elementals and Nightmare Imps to make up the difference.

>> No.7270935

>>7270921
Plutonia is the most consistent, polished, professional, and overall best IWAD.

>> No.7270940

>>7270885
Eternity is a meme port that nobody uses. Just map for GZDoom if you want to make fancy shit like Bridgeburner.

>> No.7270941

>>7270930
Those don't have mechanics as interesting as Archvile or Revenant though, but I guess something interesting could be done with stuff like dart and missile traps, macros and enemy spawners.

>> No.7270942

>>7270935
>Plutonia is the most consistent, polished, professional, and overall best IWAD
Terrible bait. It's absolute shit by today's standards.

>> No.7270951

Piratechads....
http://doom4ever.free.fr/download_wads.htm

>> No.7270959

>>7270916
You stole my idea fucker.
>Purple and beige jungles
>True alien world
>Badass ancient/gothic textures

Make it so

>> No.7270961

>>7270916
You have my interest.

>> No.7270965

>>7270867
Nothing releaseable yet. Just going through tutorials. Gonna get some practice maps released this year. And next year a map pack or two with vanilla assets. Then moving to grander things.

>> No.7270967

>>7270941
Yeah. It'd be a slimmer toolset, but you could do something with it I think (it's more than Doom 1's base toolset after all), together with Doom 64 being able to do scripting and have various expanded functions.

>> No.7270973

>>7270942
I guess I was wrong, you weren't funneled softly, you were funneled hard.

>> No.7270976

>>7270713
>>7270764
Speaking of Immorpher, here a list he made that has every Doom 64 wad made AFAIK
https://docs google com/spreadsheets/d/1kgPXUDuxEaCN6nxVsWiY2lBy9XM-e9er2Z2D67azgC0/edit#gid=0

>> No.7270982
File: 5 KB, 48x48, DoomSphere.gif [View same] [iqdb] [saucenao] [google]
7270982

>It's that time again...
>FRIDAY NIGHT FIREFIGHT!!!
>This week we're playin on good ol DWANGO5,
>a nice refresher from all the fancy eon weapons.
>-----------------------------------------
>Get in here, we're waiting ;)
>104.128.49.2:10878
>-----------------------------------------
>(We're changing "Fragfest" to "Firefight" in honor
>of Friday Night Fragfest, an older Deathmatch hang out. The rest of the graphics after this one will reflect this change.)

GET IN

>> No.7270996

>>7270942
> It's absolute shit by today's standards.
And yet gameplay in modern Doom wads is the most influenced by Plutonia. Way less people are making worthwhile Doom 1, 2, or TNT style wads because that type of gameplay is too easy and fucking boring.

>> No.7271004

15 hours from now, decino will be streaming Sunder

>> No.7271015

>>7270982
Why aren't you in?

>> No.7271019

>>7271015
Bad internet connection and I'm not a multiplayer person.

>> No.7271032

>>7269626
>>7269631
I just think people who make demos are very odd and I don't take their opinions very seriously.

>> No.7271039

>>7271032
Oh gee, the unfunny Wojak Redditor doesn't take my opinion very seriously, what will I do?

>> No.7271041

How do I load my doom wad(s) as an executable file? I usually use ZDL but a friend I have can't use that because of some computer issue and I know I saw a tutorial once on how to do it so I know it's possible but I can't find it anywhere.

>> No.7271043

>>7271039
You're really hanging on to the image, aren't ya? Maybe you hang on hard enough, none of its points will be true. Give it a shot, slugger.

>> No.7271048

>>7271039
Cry and link this thread on the speedrunning discoord.

>> No.7271049

>>7271041
Indulge me. What possible computer issue could prevent the usage of ZDL?

>> No.7271053

>>7271041
doom.exe -file nigger.wad

>> No.7271054

>>7271049
A problem somewhere in between the monitor and the chair

>> No.7271056

>>7271043
>>7271048
I don't even speedrun or record demos, I just think you should be less of a slackjawed Redditor faggot regurgitating nuRagefaces in place of expressing an opinion.

>> No.7271057

>>7271032
Just gonna guess, demos are input based recording. Virtually impossible to fabricate for speed running. Also its just a cool feature

>> No.7271058

>>7271054
lol

>> No.7271060

>>7271056
Just keep hanging on, buddy. I'm sure you'll get there.

>> No.7271061

>>7271049
I was as confused as you are. I thought the source port and iwad were enough but he's been getting zmusic.dll errors, something about qtui4, qtcore, qt network, all that shit. I even fixed this stuff last time and asked him to start from there, but his last computer died and he lost everything, and I am not getting another headache trying to solve whatever's going on on his end. Plus I was planning on having the final build be an exe in the end like grezzo 2.

>> No.7271071

>>7271057
>Virtually impossible to fabricate for speed running.
Unfortunately not the case. It is very easy to splice multiple attempts and pass them off a single run. There are also plenty of tools built into PRBoom+ for TAS purposes. Unless it's really obvious, it can be hard to tell a TAS demo from a legit non-TAS.

>> No.7271072

What are some old Quake 1 maps/mappacks that are good? With Doom people frequently praise popular old mods like Memento Mori and Scythe but when it comes to Quake all anyone seems to talk about is Autist Dimensions and other new shit

>> No.7271080

>>7271041
ZDL can be inexplicably jank. Just create separate folders for different mods and drag and drop

I personally just rename the file 1-wad, 2-pk3 in whatever load order I'm doing

>> No.7271110

>>7269840
Ancient Aliens most of the time isnt slaughter gameplay at all.

>> No.7271127

>>7271072
That's because AD is REALLY good, however you feel about its imitators since or the community.

Otherwise, if we're talking mappacks
>Travail
>Warpspasm
>Soul of Evil: Indian Summer
>Rubicon 2
>Rubicon Rumble
>Mapjam9
>Mapjam3
>Mapjam1
>Contract Revoked: The Lost Chapters
>Contract Revoked
Each of these is a must-play if you want pre-2010 Quake classics, the exception being Mapjam9. Mapjam9 was 2017, but considering AD was in full swing with various websites and drawing eyes to the Quake community by 2016, Mapjam9 being Quoth based in 2017 is a helluva thing, and it's A+ shit.

>> No.7271137
File: 471 KB, 1024x768, kmq2_0001.jpg [View same] [iqdb] [saucenao] [google]
7271137

>>7270808
Hell is Only for Heros - 2013revision
>link: http://www.quake2.xf.cz/

>> No.7271148

>>7268703
>>7268716
>Author:Brenda Ellen Perdion
Found the problem ;^)

>> No.7271171

>>7267326
Youre right, but my point still stands - why the hell did they eschew the underwater sections in favour of flying in the Matrix - it really screws up the physics/logic in few places:
>keep jumping to avoid drowning

>> No.7271172

>>7271071
Can you prove this?

>> No.7271186

>>7271072
All of Tronyn's maps/episodes

>> No.7271191

>>7271186
Slaughter might be hit and miss with people.

>> No.7271193

>>7271171
Capstone were not very good at what they were doing. Corridor 7 and Witchaven 2 is about as good as they got, and that should tell you something.

>> No.7271239

>>7270982
would love to. it's my weekend. im shit faced lol

>> No.7271270

>>7270951
Ok i downloaded the BFG Edition Doom 2 and Nerve wad and about to play No Rest for the Living levels.
What am i in for?

>> No.7271273

>>7271270
>BFG Edition Doom 2
Why not normal? BFG Edition is censored.

>> No.7271279

How do I make it so I shoot one specific texture and it changes to a different texture, like for example an animated television texture into a still broken television texture? Do I just put the unbroken and broken textures into a switch function in ANIMDEFS or is there a different easier way?

>> No.7271284

>>7271273
Don't know if it works for the original IWAD.
Now i feel stupid for having two Doom 2 wads.

>> No.7271302

>>7271284
I dunno how but Crispy Doom autodetects it even though its in another folder

>> No.7271305

>>7271279
https://zdoom.org/wiki/SetLineTexture

>> No.7271308

>>7271305
Make sure you finish your map first before working on cosmetic gimmicks though.

>> No.7271348

Anyone care for a mini speed map kinda thing? I think it'd be good practice + we can build up to another project eventually. Maybe like a week or two to work on a map that fits a theme

>> No.7271358

>>7271348
Make it for the Eternity Engine and have just one portal as practice on how to make them

>> No.7271364

>>7271358
meme sourceport

>> No.7271439

>>7271358
>>7271364
Unironic good idea

>> No.7271472

>>7271348
Sure-
>>7271358
Pass.

>> No.7271495
File: 483 KB, 1920x1080, skillsawEE2.png [View same] [iqdb] [saucenao] [google]
7271495

Do you guys know that Skillsaw is making an Eternity megawad? When this drops, GZDoom will become irrelevant overnight, Graf will turn to mushroom foraging.

>> No.7271505

>>7271495
Graf is behind the push for universal map info so yeah

>> No.7271520

>>7271505
I need a brisk synopsis

>> No.7271532

>>7271520
Graf started the UMAPINFO fork of PRBoom+ which will change Doom modding/mapping forever. There are some rumblings about GZDoom's relevance when UMAPINFO is finished, but Graf has his hands in both pies anyway.
tl;dr this is all a net positive.

>> No.7271540

>>7271532
Unless we get DECORATE, ACS, and Zscript support, GZDoom will still be the place for gameplay mods.

>> No.7271548

>>7271532
>There are some rumblings about GZDoom's relevance when UMAPINFO is finished
ahahahahahah
ahahah
hah
ha
dumbass

>> No.7271549

>>7271472
I was thinking D64 or Gothic textures, with some kind of map theme (common or just single map demonstrations) maybe like
>no doors
>minimum of X number of lifts/sinking floors/faux bridges
>all keycards/skulls must be used
>big elevation changes
>micro map/ultra dense map
>weapon focus/monster focus
etc etc.
One per map/per episode/session or whatever.

>> No.7271550

>>7271540
Indeed. GZDoom will still be king for gameplay stuff, and since U stands for universal, it's not as if GZDoom won't be viable to play future maps/megawads.
>>7271548
Get out of here Graf.

>> No.7271551

>>7271495
what is this pic from

>> No.7271553

>>7271348
Maybe if I have time in a week or so, but I can't promise anything.

>>7271358
If you want to do that, go ahead, I won't stop you, but personally I don't feel like participating, I don't want to learn mapping for a new format for a sourceport I'll never use, for things I can already do with GzDoom.

>> No.7271557

>>7271553
B A S E D

>> No.7271560

>>7271549
Sure all of that is fine but keep it simple or I don't care. I don't want to fuck with learning new shit for an engine I don't even have downloaded.
>>7271553
Not this guy btw, just echoing his sentiments.

>> No.7271565

>>7271520
Graf is doing a new MAPINFO format for GzDoom, UMAPINFO, or Universal Map Info, and the idea is that it's compatible with Eternity interchangeably, but not just that, Crispy Doom will support it as well, as will an updated fork of PrBoom+.

For the less advanced ports, lines which aren't relevant to their capabilities will just be skipped (fog, gravity, and other stuff like that), but they will all still do the basic MAPINFO stuff like episodes, exits, music choices, skies, text crawls, etc, etc, all useful basic stuff which won't interfere with the more Vanilla/Vanilla-ish gameplay functionality of Crispy/PrBoom+/DSDA.

It's a very practical utility which has been long overdue, and it would mean not having to use an advanced port for a really simple practical feature when you want to do just Boom or Vanilla, as well as not needing to do compatibility patches and things like that. Graf was also adamant that PrBoom+ retain its wide demo compatibility as it's one of the core functionalities of the port.

>>7271532
>There are some rumblings about GZDoom's relevance when UMAPINFO is finished
I don't see how, though they're making DeHacked more flexible for these ports too (which is another great thing), Decorate and ZScript is still lightyears ahead of it for any kind of advanced features, you'll never do anything like Hideous Destructor with DeHacked, no matter how many frames you have to use.

>>7271540
I can't speak for ACS, but Decorate and ZScript are all largely incompatible with Vanilla/Boom style demo compatibility, so that wouldn't happen.

>> No.7271569

>>7271172
>>7271071
And that's how most cheaters get caught.
When you attempt to splice the demo there will be one frame with N/A input where 2 slices meet, that you can't get rid of without desynching the rest of the demo in an obvious manner, that's an instant giveaway.

>> No.7271584

>>7271565
>>7271520
UMAPINFO will allow to decouple the map information from the game's code, so one could place secret exits in whatever map they want instead of predefined ones, and use map-specific tags like 667 in other maps, as well as all sorts of other stuff that was tied to the game's code and thus had to be done in a source port that deviates from vanilla in that regard - and being impossible in ports that try to preserve vanilla behaviours (Boom and crispy) prior.
It does not touch the format of the map itself so it'll be 100% compatible with all the crispy, boom and eternity features.

>> No.7271595

>>7271584
I can't fucking wait for a formal port to be done, I want to do whole bunch of branching paths

>> No.7271601

>>7271584
So does this mean things like Quake start/hub maps will be possible in Doom? That'll be neat.

>> No.7271609

>>7271601
Good question. I think that maybe you can't do that, but it seems like maybe it would be an easy feature to implement.

Someone who knows is free to correct me.

>> No.7271617
File: 630 KB, 1920x1080, skillsawEE.png [View same] [iqdb] [saucenao] [google]
7271617

>>7271551
>Skillsaw is making an Eternity megawad

>> No.7271625

AAAAAAAAAA NEW THREAD

>> No.7271626

>>7271601
Boom/Crispy don't save map state when you leave it, so even when in theory you could make it so player can revisit a map, it will be reset to its default brand new state and will have to be played again.
Also I don't think you can make "branching paths" this way as all secret exits will lead to the same map, and normal ones will always be "map+1".

>> No.7271628

>>7271609
>>7271626
Oh well. Not like it would have been a gamechanger, just something neat.

>> No.7271632

>>7271617
Where does Skillsaw share her updates?

>> No.7271641

>>7271626
But you can define whatever map you want as your Exit and Secret Exit, right? Thus, couldn't you just have Map 01 have an exit to Map 02, and a secret exit to Map 03, while 02 exits to 04 and secret exits to 05, and 03 will exit to 06 and secret exit to 07?

>> No.7271642

>>7271495
That's pretty rad. Eternity as a legit great doom port. I don't like the "soft" feeling UI, but I guess that's the norm these days. Doomnity has the same problem.

>> No.7271643
File: 58 KB, 440x231, chrome_12tG0MubYr.png [View same] [iqdb] [saucenao] [google]
7271643

>>7270882
>Doomwiki has done more to celebrate than Randy

>> No.7271645

This is very tangentially retro so my apologies, but is Thief Simulator even remotely comparable to Thief?

>> No.7271651

>>7271495
Sick. Is there any good Eternity-based wads out there right now? I might as well acclimate myself.

>> No.7271652

New thread IDK how to post the news edition
>>7271649

>> No.7271657

>>7271641
>while 02 exits to 04 and secret exits to 05
Nope. 02 will only normal exit to 03, 03 whill only normal exit to 04 and so on. Normal exit always goes to the next map in the list. You can only redefine a secret exit.

>> No.7271661

>>7271651
I think he was shitposting and posting random screenshots but here are some good wads
https://www.doomworld.com/forum/topic/99968-mothership-single-level-for-eternity/
https://www.doomworld.com/forum/topic/117985-in-search-eternity-engine-map-demo/

>> No.7271668

>>7271652 (You)
>New thread failed to post the post edition
>>7271649
>>7271649
>>7271649
>>7271649

>> No.7271671

>>7271663
beware of fake thread, do NOT join!

>> No.7271683

>>7271671
Dude it's not "fake" it was my first try. How about instead of being a dick you tell me the proper way to post news. It was 16 chars. over the limit

>> No.7271687

>>7271683
Well conveniently, alf has culled the "how to make a new thread" pastebin dump from the threads he's been posting and has refused to reupload or replace it.

>> No.7271693

>>7271687
why would you need a template retard, just copy and paste the OP

>> No.7271702

>>7271687
Okay? would you kindly repost such info? I can attempt to beat alfonzo to the punch

>> No.7271703

>>7271687
>alf has culled the "how to make a new thread"
I noticed this too. Next non-shithead thread should make a new pastebin, and lock it.

>> No.7271706

>>7271693
this too, but apparently people need more direction than that.

>> No.7271707

>>7271693
[Embed][Embed}{Open]Drink[Embed]My[Embed][Open]Knob

>> No.7271714

>>7271693
People don't wanna fuck up so they leave it alone, (((somebody))) knew this and the pastebin went missing and unreplaced.

>> No.7271717

>>7271707
imagine being too stupid to press backspace a few times

>> No.7271720

>>7271668
[Embed](Embed)

>> No.7271721

>>7271717
Better luck next time ¯\_(ツ)_/¯

>> No.7271727

>>7271703
>non-shithead thread
Its not alf you fuck. pretty sure he v& shit posting on /v/

>> No.7271729

>>7271714
if you're so disabled you need written instructions on how to post a 4chan thread you really shouldn't be making the op

>> No.7271730

>>7271729
see
>>7271721

>> No.7271738

>>7271721
In the future, make sure to click the arrow on the OP posts and use copy TEXT rather than just highlighting and copying those posts. Dingus.

>> No.7271751

>>7271738
Wasn't me, maybe you should make an OP next time?

>> No.7271753

>>7271751
I do sometimes, it's why I save the OP text as a copypasta.

>> No.7271792

>>7271273
>>7271284
It's not censored, that guy is full of shit, it's just the medkit symbol is changed. I beat the Nerve versions
on UV

>> No.7271797
File: 130 KB, 1024x876, 1609300089094.png [View same] [iqdb] [saucenao] [google]
7271797

>>7271792

>> No.7271802
File: 112 KB, 640x400, tekwar-1.png [View same] [iqdb] [saucenao] [google]
7271802

I'm not making them for awhile, got too much shit going on right now.

>> No.7271806

>>7271797
No one cares about the fucking Wolf3D secret level, retard. And they also did an uncensored port of Wolf3D. They just removed it from the Doom port so they didn't have to have multiple versions for Germany/Europe/US

>> No.7271817

>>7271806
It's the Doom 2 secret level, retard

>> No.7271836

>>7271817
Chill out, if you really want to see true nazi's die, just watch the achlii babbit footage

>> No.7271878

>>7270712
>>7270714 is right here. I already figured everything out though. Picked Hammer of Thyrion and got music in OGG format for it from Internet Archives. Didn't really looked for Portal of Praevus yet, but I might end up playing only the main game for now. Wouldn't be the first time as I still didn't played additional episodes for Heretic and Deathkings of the Dark Citadel.

Originally I wanted to use UQE instead, but it didn't saved my inventory after going to different map if I installed it in Steam folder. Making demos play when you launch Hexen 2 through HoT was a bit of a pain as "startdemos" command just disappears from config eventually for no reason. Using autoexec works just fine.

>> No.7271983

>>7270126
>"Forbidden
>You don't have permission to access"

dang, can't find it anywhere else

>> No.7272015

>>7271836
>>angry leftist faggot detected