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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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7410504 No.7410504 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last Thread >>7405189

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
OP PASTE
https://pastebin.com/u1P36vKp

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Thief, Deus Ex)
https://imgur.com/a/wWS8zXz

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

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.7410507
File: 1.00 MB, 1000x900, 1613046138733.png [View same] [iqdb] [saucenao] [google]
7410507

===CURRENT RELEASE===
500ml of /vr/ v 5.0
https://www.moddb.com/mods/500-milliliters-of-vr

=== CURRENT PROJECT ===
HARD FAST FAGGOT MAPS
https://anonymousfiles.io/2Rv8mrd7/
NMNV6
=== NEWS ===
[2-11] Gregor Punchatz, creator of the Spider Mastermind model used in Doom posts halfscale version based on original molds on reddit, says will mass produce if iD is interested
https://www.reddit.com/r/Doom/comments/lhv6z9/i_created_the_mastermind_model_that_was_used_to/

[2-11]whirledtsar releases a reworking of the cut E1L3 map from the 95-09 Shadow Warrior beta
https://forums.duke4.net/topic/11553-newish-shadow-warrior-map-ws-e1l3/

[2-10] Retroquad 2.0 test build released for patreons and paypal, more info on twitter https://twitter.com/mankrip/status/1358587176813002756

[2-10] DF Retro streams Jedi Knight: Dark Forces 2 with Technical feedback and retro pc
https://www.youtube.com/watch?v=0qbtUSy9RvA [Embed]

[2-10] Temporal Tantrum updated, a reunion wad made by four authors from 2048 units of /vr/. 14 MBF-compatible maps with multiple themes and custom enemies
https://drive.google.com/file/d/1WIBhEZ1W5-eVdsFX6Bs5keZA1JtByhSI/view?usp=sharing

[2-9] PrBoom-Plus 2.6 um released:
https://github.com/coelckers/prboom-plus/releases/tag/v2.6um

[2-9] 500ml of /vr/ updated to 5.0
https://www.moddb.com/mods/500-milliliters-of-vr

[2-8] TrenchBroom 2021.1-RC3
https://github.com/TrenchBroom/TrenchBroom/releases/tag/v2021.1-RC3

[2-7] Jehar and Tatsyspleen brewing a Multi quake challenge
https://twitter.com/tastyspleentv/status/1358517572195524609

[2-7] Retroquad has finally a Patreon, also the guy put an email for contact
https://twitter.com/mankrip/status/1358466466471948289
https://twitter.com/mankrip/status/1358466467839246355

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.7410527

>>7410489
I remember the recommended setup at the time for Descent games was to go dual joysticks.

Those were some strange times.

>> No.7410529

>>7410504
REMINDER
https://www.youtube.com/watch?v=wKtEJk6vSus

>> No.7410534
File: 1.07 MB, 1301x604, fireblu1.png [View same] [iqdb] [saucenao] [google]
7410534

>HFFM
Somewhat Possible v2 https://anonymousfiles.io/PTw21obj/
-implemented difficulties
-fixed cyberdemon getting stuck in the staircase
-various minor things

>> No.7410556

>>7410507
You posted an older version of NMN textures friend. https://anonymousfiles.io/GD0DRniA/

>> No.7410578

Please sir, may I have a crumb of Heretic weapon alt fire mods?

>> No.7410583
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7410583

>> No.7410589

>>7410583
>Untitled.jpg
>998x997
What did you do to the previous guy

>> No.7410591

>>7410589
There's nothing wrong with MS Paint.
And I want the (you)s

>> No.7410594
File: 68 KB, 500x393, 1591837522271.png [View same] [iqdb] [saucenao] [google]
7410594

>>7410583
>another plutonia room

>> No.7410597

>>7410583
>dislike hitscan game

>> No.7410601

>>7410583
>based Doom made thing boom
That said, does >>7410591 mean this one isn't randomly generated?

>> No.7410607

>>7410601
It's generated from all the words in the last thread if that's what you mean.

>> No.7410608
File: 132 KB, 600x604, KLOC.jpg [View same] [iqdb] [saucenao] [google]
7410608

>>7410504
Kingpin: Life of Crime stopped working for me. I have the widescreen patch installed. I have run it once or twice before with the same install and haven't changed any settings or configuration or anything since then. Now I get a black screen (with the HUD visible) after selecting the difficulty setting.

Anyone have ANY idea what the fuck is going on or how to fix it?

>> No.7410615

>>7410608
Try different compatibility modes if you’re on windows?

>> No.7410617
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7410617

>>7410589
Holy shit.

>> No.7410624
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7410624

Just spent the last hour playing Prodeus. It's such a weird yet satisfying pile of anachronistic design.

>> No.7410625

>>7410583
>run files using Quake faggot
/g/ OS snobbing is getting esoteric

>> No.7410651

>>7410625
>"This is my 1993 laptop running an OS I based off of the Doom Engine."
>"There is no mouse support other than the clit-mouse and it's used as God intended, to play Doom."

>> No.7410663
File: 71 KB, 327x289, 1612301102973.png [View same] [iqdb] [saucenao] [google]
7410663

>>7410651
>clit-mouse

>> No.7410705
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7410705

>>7410534
Man, playing this map makes me realize how truly bad at Doom I am. Good job, I guess.

>> No.7410713
File: 77 KB, 743x664, 1588712042584.jpg [View same] [iqdb] [saucenao] [google]
7410713

Blood requires knowing the enemy placements in higher difficulties

>> No.7410753
File: 556 KB, 1024x768, 1610743070638.png [View same] [iqdb] [saucenao] [google]
7410753

What Heretic map is this?

>> No.7410770

>>7410753
E3M4: The Azure Fortress

>> No.7410778
File: 45 KB, 680x770, 1612121893203.jpg [View same] [iqdb] [saucenao] [google]
7410778

>>7410770
Ty

>> No.7410850

>>7410578
I think Heretical Doom has some, at least the anon that made that posted here from time to time showing some off.
Technically High Noon Drifter has Heretic support so I guess that counts too.

>> No.7410856

>>7410850
>High Noon Drifter
>Compatibility with Strange Aeons
>Compatibility with Pirate Doom
Does it get any more based?

>> No.7410869
File: 17 KB, 725x561, gagodemon.png [View same] [iqdb] [saucenao] [google]
7410869

>>7410504

>> No.7410886

>>7410869
Deres also a Losd Sole XDDD

>> No.7410889

>>7410869
hisssssssss :-DDDD

>> No.7410906
File: 52 KB, 358x82, file.png [View same] [iqdb] [saucenao] [google]
7410906

>>7410583
>how is this guy so good at doom???

>> No.7410927

>>7410869
>The chaingunner
hahahahaha

>> No.7410974
File: 35 KB, 1760x1856, hidsgan.png [View same] [iqdb] [saucenao] [google]
7410974

>>7410927

>> No.7410975
File: 107 KB, 1366x768, saved.png [View same] [iqdb] [saucenao] [google]
7410975

>>7410856
>compatibility with chex quest
yes
actually, I think it has compatibility with every major doom engine game except maybe hacx

>> No.7411000

>>7410705
You could try the lower difficulties

>> No.7411002
File: 19 KB, 256x128, SKINTEK1.png [View same] [iqdb] [saucenao] [google]
7411002

>>7410060
I think if you look closer, he does have some "tubes", which kinda make him unique.
It's like taking away Mancubi nipples just because you can't see them.
>>7410067
If a demon looks "too human", it's probably parodying or mocking the human form, like how some angels are only human looking to look safer.
Or somethings, you could go with them disguising as humans or even some sort of representation, meaning or symbolism.
Or even tie it to "God created man by his image, Satan imitates" because that part alone is why i think demons and angels aren't prone to the "humans with features and different skin color" problem that happens with actual sci-fi aliens.
If they're not parodies of humans or animals, like certain mythological beings, they can be alien in a better way, almost abstract looking or even with some objects or whatever makes you think of a Shin Megami Tensei design.
Something with "intension", because there's a reason why the chittin heavy aesthetic in new Doom feels even more "alien" than Doom 3, without even being the correct "alien" type.
A reason why i think horror matters in Doom is because a texture like pic related feels like Hell is trying to intentionally mess with the player.
Like the "metal pipes" are the "invasive" element, torturing the skin wall.
Feels a bit contrary to Eternal having flash just "growing" out of sci-fi buildings when classic looked like Hell was a living dr Frankenstein's monster, even fitting the cyber demons theme

>> No.7411015
File: 5 KB, 64x128, SW1SKULL.png [View same] [iqdb] [saucenao] [google]
7411015

>>7411002
Also just discovered this https://www.doomworld.com/forum/topic/106542-deadly-standards-3-a-episode-3-community-project-with-a-twist-all-slot-taken/
Also, pic related also fits the "flesh tech horror" aspect in the levels.

>> No.7411019

>>7410534
what iwad does this need?

>> No.7411030

>>7411002
>Something with "intension", because there's a reason why the chittin heavy aesthetic in new Doom feels even more "alien" than Doom 3, without even being the correct "alien" type.
>A reason why i think horror matters in Doom is because a texture like pic related feels like Hell is trying to intentionally mess with the player.
>Like the "metal pipes" are the "invasive" element, torturing the skin wall.
>Feels a bit contrary to Eternal having flash just "growing" out of sci-fi buildings when classic looked like Hell was a living dr Frankenstein's monster, even fitting the cyber demons theme
Dunno about the first part, but these I agree with completely. Nu-Doom's demons look like aliens than demons. Maybe in the end they'll be aliens, and Hell isn't "Hell" as we know it, but just some dimension with bad shit in it. Nonetheless, all the fleshy stuff everywhere just didn't do it for me. It was pretty because it's a multimillion dollar project, but Eternal's Gore Nest did not scream Hell to me in any way. Nu-Doom needs way more balls. Doom 2016 had some balls with the tortured female doc letting Hell in out of some sort of promise (Eve tempted by the snake), but Eternal had nothing. It was a superhero video game, albeit a good one.

>> No.7411043

>>7411019
You need the NMN texture pack
>>7410556

>> No.7411052

>>7411030
>Nu-Doom needs way more balls.
Could not agree more.

>> No.7411053
File: 395 KB, 1000x1150, SIGIL-Box.jpg [View same] [iqdb] [saucenao] [google]
7411053

>>7411030
I feel like 2016 sort of started what Eternal then has.
Because Doom was goofy but you can still see why people thought it was evil, besides them being crazy boomers.
Doom was trying to be cool as well.
Another problem with the chittin aesthetic is that it's too common, it affects designs that were once a bit more unique and the lore descriptions also either take away a bit of mystery or indepdence (Specially how the UAC even created most of them somehow).
You start to think Doom's setting being a mess came with its own benefits, specially if within 25 or so years of modding, the fanbase sort of built a unity already and took the aesthetic a bit more seriously than whoever thought of replacing the already iconic UAC symbol for no reason.
Even if Sigil's artwork existed before, i think Romero associating it with is episode says a lot about how former id looked at Doom, compared to the new one.
If this deer creature was in Eternal, it would be another carapace, Joe Mad stylized demon, almost like the Baalgar in 2016.

>> No.7411056

>>7411053
>the fanbase sort of built a unity already
universe, fuck

>> No.7411070

>>7411053
Do you know any good universal monster packs that expand the enemy roster to have more demons that are in-line with the Doom aesthetic?

>> No.7411083

>>7411070
https://forum.zdoom.org/viewtopic.php?t=50504
This here is a list of various enemy mods but one i think was made to feel "Doom-like" is Cybers Monster Randomizer, which hasn't been updated since 2019.
There's also:
>DoomKrakken's Monster Randomizer
>Hard-Doom
>Dark Doom Creatures
I think even VDP/Vanilla Doom Plus has some enemies that feel like they could fit the classic Doom look.
Some of these take from Realm667.

>> No.7411089

>>7411083
>Cyber's Monster Randomizer
>The goal is that I want to make a randomizer that seems like it could easily fit into Doom's lore, or at least look good with most OG Doom maps or Doom themed gameplay mods
Right what I was looking for. Thanks.

>> No.7411119

A question to mapping overlords: lets say your best map is 10/10, what would be the score for the first complete map you ever created?

>> No.7411121
File: 277 KB, 1770x763, corporate.png [View same] [iqdb] [saucenao] [google]
7411121

>>7411053
>>7411056
I think these are good observations. I liked Doom 4 for what it was, but it's nowhere near close to as good or as cool as the classic games, and the specific nu-Doom fandom is, well, it is what it is.

>> No.7411128

>>7410713
No it doesn't, Civvie

>> No.7411130

>>7411119
I wouldn't call any of my maps 10/10s, but I guess my very first playable and completable map would be a 3/10 or something.

>> No.7411132

>>7411128
I don't think he has ever said that.

>> No.7411141

>>7411128
Post a vid of you playing House of Horrors on Well Done without save scumming while it's your first time playing the game

>> No.7411149

>>7411141
lmao just wipe your memory bro

>> No.7411152

>>7411121
Another thing is that no franchise is safe from flanderization.
With the new Doom games having it with stuff that doesn't really come from the games.
Considering its fanbase history and its varying examples, maybe associating Doom with how fans explored the setting is one thing but the overfocus on the top 10 Doom memes feels likes a misrepresentation of an image that already misrepresented the games, from some weird domino effect.
It's like a way of saying that it's too late to "expand" the Doom universe, if the closest to resembling the originals feels like using someone's fanfiction or parody memes, when there's better examples of fanfiction in the same series.
Focusing on those traits also feels like a way of saying "to get Yakuza, just laugh at tha Baka Mitai memes and don't bother with the games" which sets a dangerous precedent with how people consume media.
It's also why a series going meta doesn't work, because besides never starting off that way or not being that deep, it doesn't feel like an accurate example.
If Doom has a franchise gained a life on its own and reflected on itself, i doubt an IWAD Doom file would suddenly yell phrases from a licensed comic.
Feels like a celebrety impression with a forced accent and a comedian saying "Hello i am ze Arnold Schwarzenegger".
That image also applies to how cosmetic skins are earned in Eternal, which feels like a mobile game.

>> No.7411157

>>7411132
He said it about Shadow Warrior when he shit on /vr/ and said that is what we believe about it. I assume that anon is memeimg about that.

>> No.7411161

>>7411152
What meme besides the comic do they really use?

>> No.7411168

>>7411161
>To shoot the Cyberdemon/Tyrant, shoot it until it dais
>Daisy, technically
>Doot
>Dopefish
I though Repercussions of Evil was in it too because of Doomguy saying "the demons, they're everywhere" but i think that line wasn't in the original.
There's also that one 4chan copypaste, if it even counts.
https://doomwiki.org/wiki/References_to_the_Doom_series_in_Doom_2016
Don't think there's a page for Eternal yet.

>> No.7411170

>>7411152
That's a joke, right?

>> No.7411234
File: 1.48 MB, 575x538, 7cb.gif [View same] [iqdb] [saucenao] [google]
7411234

>> No.7411262
File: 472 KB, 720x1280, a4b4c206056553b4faebaa0033204b547e6ead86.jpg [View same] [iqdb] [saucenao] [google]
7411262

Can any anon help? I downloaded the new fork of PrBoom+ but the mouse movement feels very floaty, same in Eternity Engine too

>> No.7411281

>>7411141
>Well Done
>while it’s your first time playing the game
It’s probably as painful as if someone new to Doom was trying it with UV Fast so I wouldn’t recommend it.

>> No.7411289

>>7410615
I wish I had thought of that. I uninstalled the game (hoping that reinstalling it might fix it) and now I'm going to have to reinstall and setup the widescreen patch again. If it gives me the same issue again then I'll try that. Thanks for the suggestion.

>> No.7411403

>Swoop
>doomS

>> No.7411467

>>7410478
Classic Doom 3 theme is better than Doom 3's one made by trent's former drummer and fits better
https://www.youtube.com/watch?v=IamYtUfjjb4

>> No.7411495
File: 218 KB, 1280x720, cdoom1.jpg [View same] [iqdb] [saucenao] [google]
7411495

>>7411467
The soundtrack of the whole thing is pretty good, you could have posted it all
https://www.youtube.com/watch?v=-EIxX6GDd2M
The mod in general is pretty good imo, except for the cinematics and being in Doom 3 engine, I guess it's closest Doom gets to Black Mesa treatment

>> No.7411506
File: 470 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
7411506

>>7410583
Ah, I see someone beat me to it.

>> No.7411510
File: 137 KB, 623x527, 1585307985663.png [View same] [iqdb] [saucenao] [google]
7411510

>>7410583
Actually wait a minute, that cloud...

>> No.7411512

>>7411506
Damn, I forgot the name of the website where you can do that type of word cloud without getting photoshop.

>> No.7411525
File: 3 KB, 158x36, grerat.png [View same] [iqdb] [saucenao] [google]
7411525

>>7411506

>> No.7411529

>>7411512
This is the site I use: https://catalog.neet.tv/harlequin.html

>> No.7411537

>>7411506
>shovelware nukem
>nightmare yeehaw
>education leatherman
>furry opinion guide
>tell without faggot posted
>need man fresh
>reason thinking gives wonder talk
>sky gay stupid

>> No.7411541

>>7410583
>The word cloud is being infected with build engine code.

>> No.7411551

>>7411541
>The wordcloud becomes a Duke Nukem source port

>> No.7411557

>>7411506
>gonna top lots erotic

>> No.7411559

>>7410625
>You don't access secure files by decrypting them
>Instead you must rocket jump and bunny hop skillfully to hard to get to areas of the map

It's like an evolved version of 3DNA: https://www.youtube.com/watch?v=f-0WZJrISYc

>> No.7411567

>>7411551
>The code is essentially just as well structured as the original code

>> No.7411573

Have you ever taken Berserk, sat on your fist until it becomes numb, and jerked yourself off?
They call that the ww-stranger.wad

>> No.7411579
File: 22 KB, 966x242, Word cloud settings.png [View same] [iqdb] [saucenao] [google]
7411579

>>7411529
Might as well post this too, here's the settings I use. Feel free to increase the resolution and word limit as well as play around with the colors and font, though I recommend setting step to 0.01 like I did since it'll be able to fit in more words in the cloud. Also, make sure to always use the previous thread.

>> No.7411593

>>7410869
Gagodemon emodigon 0D
0DD 0DDD

>>7410974
Oh no! Id's a jaingunner :DD :DDD He's gonna snibe you! :-DD xD

>> No.7411603
File: 303 KB, 720x592, 1470620376315.jpg [View same] [iqdb] [saucenao] [google]
7411603

>>7410869
cacodemon is pretty much a bootlegged beholder anyway

>> No.7411712

>>7411161
Doot got gentrified lightning fast. It was just a funny stupid little thing, and Zenimax latched on to it hard as fuck (probably because it's inoffensive), and made it a preorder bonus and shit. It really did not have that kind of mileage to it and it's a really odd thing to stretch out like they did.

The Animal Crossing crossover memes also became REALLY tiresome, REALLY fast. Yeah, we all got it, a cutesy and wholesome game that's about developing a village, is so far removed from an 18+ videogame action game about violently killing lots and lots of evil demons from hell in visceral detail. Hey, guys, see, Isabelle has a super shotgun, guys, isn't that just SOOO funny? Do you see the juxtaposition, guys?

>> No.7411730

>>7411712
The doot meme had been around for like 2 years before zenimax used it. It was a tiny joke the first time they did, and they only latched in after that made the internet rounds.
The animal crossing thing was lame for me from the start though, yeah. I mean it's finez not everything hits you right, but the community milked it. I'm not sure zenimax hit on it since it's another companies IP.

>> No.7411735

>>7411506
Industrial health features

>> No.7411742

>>7411262
It seems that ports reused each other's code when porting to SDL2, and the new mouse input handling had an option for acceleration, and on some systems it results in weirdness. There is also an older option to emulate how certain DOS mouse drivers behaved. Check mouse_accel set of options in Eternity and the similar settings.

>> No.7411819

>>7411168
>>Dopefish
Dopefish has been a shooter meme literally since it appeared in Commander Keen and later when it started getting stuck in FPS starting with Rise of the Triad

>> No.7411824

>>7411712
The Doot stuff was specifically Hugo, he just liked that meme.

>> No.7411881

What's the WAD with the best sprite animations you've seen?

>> No.7411907

>>7410534
is someone compiling these maps in a single wad?

>> No.7411921

>>7411907
Yeah. I'm sure we'll see a demo when we hit the deadline.

>> No.7411929

>play duke nukem
>ok
>play sw
>ok
>play blood
>fucked in the ass with a rotary hammer and sandpaper 10 seconds in
why

>> No.7411930 [DELETED] 

>>7411881
Vanilla Smooth Weapons / Black Ops (same thing as vsmooth but with black gloves) and Smoothed, although Smoothed is TOO smooth for me, I prefer plain Doom Sprite Fix.

I discovered them here, in the "Examples" section

>> No.7411934

>>7411907
Vanilla Smooth Weapons / Black Ops (same thing as vsmooth but with black gloves) and Smoothed, although Smoothed is TOO smooth for me, I prefer plain Doom Sprite Fix.

I discovered them here, in the "Examples" section
https://doomwiki.org/wiki/DEHEXTRA

>> No.7411936 [DELETED] 

>>7411930
https://doomwiki.org/wiki/DEHEXTRA

>> No.7411959
File: 21 KB, 99x91, 1590257438371.png [View same] [iqdb] [saucenao] [google]
7411959

>>7411930
>>7411934
>>7411936
>th Weapons / Black Ops (same thing as vsmooth but with black gloves) and Smoothed
anon, you are not even replying to the correct post

>> No.7411965

>>7411712
Did you see the animal crossing numbers? They want those numbers.

>> No.7411967
File: 742 KB, 1920x1200, Tt Screenshot 2021.02.12 - 21.33.17.35.png [View same] [iqdb] [saucenao] [google]
7411967

>> No.7412003

>>7411929
Blood has a completely different playstyle, you need to be cautious. Dynamite is your best friend, through it around corners (it can bounce off walls)

>> No.7412035

>>7411929
Cultists are quick on the trigger and accurate. The flare gun and dynamite are good for attacking indirectly as the flare gun can hit far off enemies and deals damage over time, and the dynamite can be tossed to hit enemies you don't have direct line of sight with. Staying mobile and crouching makes you harder to hit, and the tommy gun is great at stunlocking them.

>> No.7412043

I've been a GZDOOM using, gameplay mod playing shitter forever. What's a realistically achievable first WAD to beat in PRBOOM+, UV max pistol start?

>> No.7412045
File: 638 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
7412045

Temple of Flesh v3 https://anonymousfiles.io/ygqAu13o/
>Did a first pass on the aesthetics, I'd still like some feedback on this.
>Changed the exit so you can't bitch out anymore.
>Changed how the teleporter into the outdoors area works so enemies won't always teleport.
>Added a new secret.

>> No.7412050

>>7411742
Thank you anon, I'll give it a try and report back if i can sort it

>> No.7412054

>level named Nirvana
>first gun you get is shotgun

>> No.7412068

>>7412003
>"different playstyle"
>finding different ways to cheese 0ms reaction time perfect aim hitscanners

>> No.7412090

Just finished TNT Evilution.
Mildly enjoyable at best and an absolute tedious faceslam at worst. I didn't even bother getting all the kills on a few maps simply because playing through a lot of them was agony.
The majority of the megawad is just like "hey, remember Knee Deep in the Dead? Remember all the hitscanners and the darkness? How about we amplify that times ten?" without any regard for quality.
The most enjoyable part of it was seeing the fucking truck in Shipping/Respawning. It's just a funny attempt at making a setpiece in the Doom engine.
I don't think I can give you a favorite level because so many of the levels blend together in a mix of monotony.
Habitat is indeed a meme though, I'll give it that

Now that I've finished all the commercial Doom games (not touching Master Levels), what WAD should I get my feet wet with next?

>> No.7412093

>>7412068
sieved

>> No.7412102

>>7411929
>why
It's harder than the others and you don't have things like on-demand nukes and smoke bombs. The difficulty selection doesn't just affect enemy compositions and damage, it affects their health and accuracy too. Well Done is like "Ultra Violence fast monsters", Lightly Broiled's a much fairer start.

>> No.7412116

>>7411881
Hellforged TC

>> No.7412137

>>7411881
strife.wad

>> No.7412139

>>7412043
Doom and Doom 2.

>> No.7412158
File: 1.11 MB, 1920x1080, 1586386473765.png [View same] [iqdb] [saucenao] [google]
7412158

>>7410534

>> No.7412167

>>7412043
Most classic WADs assume pistol start is possible on each level, and the opposite should be mentioned in the notes. Study the links on
https://doomwiki.org/wiki/Best_Doom_mods
and see what you like.

>> No.7412189

What to play if I like pirate doom
and haven't beaten doom 1 or 2 on UV

>> No.7412190

>>7412090
Try out Alien Vendetta, it's fucking insane on UV, but give it a go on HMP if you did Plutonia on UV fine.

>> No.7412197

>>7412189
Beat Doom 1 and 2 on Ultra-Violence.

>> No.7412210

>>7412197
damn

>> No.7412218

>>7412045
I thought the changes made were an improvement, I think the section with the flesh floor could still use a visual bump.
Arachnotron fences are passable and only textured on the front side, not sure if intended.
My strategy for the last archvile was to get him to teleport out through the gate and deal with him all alone by the lava river, not sure if cheese. I still couldn't find a way to kill the cyberdemons. Are there crushers?

>> No.7412220

>>7412189
golden souls

>> No.7412224

>>7412220
no

>> No.7412226

>>7412218
>My strategy for the last archvile was to get him to teleport out through the gate and deal with him all alone by the lava river, not sure if cheese
Whatever you need to do to get by, anon.
>Are there crushers?
There are some hidden Keens that open up a switch in the final room.

>> No.7412227

>>7412224
well, fuck you too

>> No.7412284

>>7410507
>=== CURRENT PROJECT ===
>HARD FAST FAGGOT MAPS
is crouch and jump allowed?

>> No.7412315

>>7412284
>BOOM compatible
lmao no

>> No.7412335

>>7412116
Is that shit even finished? Hasn't been in development for like 16 years?

>> No.7412336

>>7412284
Being Boom format, the level should be beatable without needing to use jumping or crouching, as well as freelook.
If you wanna test your level in GzDoom, that's fine, I do that, but you must also test your level in PrBoom+ or DSDA to make sure it works like it should, because GzDoom will let you get away with a few things which won't work properly in Boom ports.

>> No.7412342

>>7412284
Also, it should be possible to get 100% kills, secrets, and items, without having to use jumping, freelook, or crouching, obviously.

>> No.7412376

>>7412335
Technically the dev still wants to add a secret map. But it's basically finished, there's like 8 really large and high-quality levels and a full arsenal.
He scrapped a bunch of levels over the years, you can play the old ones in the "Demon Eclipse" beta.

>> No.7412389
File: 621 KB, 1920x1080, Screenshot_Doom_20210212_150701.png [View same] [iqdb] [saucenao] [google]
7412389

>>7410504
Anon you ARE doing your part and hosting a server, right?

>> No.7412394
File: 10 KB, 300x168, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
7412394

Are the Cube/2 games just as good compared to Quake?

>> No.7412406

>>7412389
Friday Night Firefight is in 3 hours, and I better see your ass there, or you're DEAD, motherfucker.

>> No.7412457
File: 7 KB, 278x181, 1599540896631.jpg [View same] [iqdb] [saucenao] [google]
7412457

>>7412389
>everybody hosts their own server
>every server has 1 (one) player

>> No.7412510

>>7411152
Its a lack of creative directors that actually have power.

>> No.7412542

>>7412050
I tried downloading the newest one from github, and that seemed to work alright

>> No.7412548

>>7412335
>>7412376
So it's kinda like Duke Nukem Forever except the builds are publicly available and a lot of it is good?

>> No.7412575

>>7412548
>So it's kinda like Duke Nukem Forever except the builds are publicly available and a lot of it is good?
If only there was a term used for projects that have been in development for ages.

>> No.7412591

>>7412394
I used to play Sauerbraten a lot half a decade ago, it's a nice mid-2000s old-school multiplayer shooter full of ogres, orcs, and cyberpigs huh-huh-huhing all across the map (if we discard retard containment server constantly running instagib on venice). Single player is a simple game for kids, more like an engine test. Its killer feature is cooperative in-game map editing (might be less impressive today because everyone knows Minecraft). In fact, there's more great beautiful maps and empty game servers than there is players who can fill them (especially for largest maps suitable for large teams). There is no client anti-cheats, so a popular server has to have swift admins or players knowing how to use a kick voting system.

>> No.7412596

>>7412542
Couldn't you just open the configuration file?

>> No.7412624

>>7412158
That's how you know it's gonna be a good wad
>>7410705
the only reason I completed it on UV was savescumming and runnning past all of the enemies in the ending yellow key part, I really can't imagine killing every demon and the two SS soldiers

>> No.7412657

>>7412591
If https://sauertracker.net/ is to be believed, you still have to wait for the evening (in Europe) to join matches with a decent number of decent players, or ask IRC crowd, or participate in clan matches.

>> No.7412674

>>7412624
Here's a 100% UV demo (https://anonymousfiles.io/btwAzaw4/)) but you have to play it with this altered v2 WAD file (https://anonymousfiles.io/hpXI2neQ/))

>> No.7412686

>>7412596
I couldn't find anything in it, and the one on github is more up to date anyways

>> No.7412721

>>7411002
>>7411053
Breddy gud analysis anon. I've always found Eternal and Sigil mutually exclusive, and thought about the implications that has for nuDoom, but not put it into words as well.
Chitin and Slayers' Club, can't stand that shit. Morrowind is the only game that ever got chitin right, kek.
>>7411121
>pic
I'm not going to talk about MCU because it's an odd case, sure the fans are cringe and it's corporate as fuck but they actually made something of it, it's an unabashed success in its' own capeshit way.
Star Wars, I know a lot about, and that's actually an interesting parallel. For a long time, the fans WERE the franchise, and it was chaotic and mixed quality, but it was soulful and they understood the essence of the originals because that was the only draw.
Doom 3 kind of matches the Prequels because it meant well but it wasn't what the fans were expecting, it leaned on tech too much, and although it sold well it didn't age well, although people are too harsh on it.
NuDoom and the Sequel trilogy actually diverge a bit, luckily for Doom. They're both high-budget crypto-remakes that attracted consoomers to the series and didn't *really* understand the original, but nuDoom really did its' best, while the Sequels just shit the bed.
Thanks for reading my blog.

>> No.7412728
File: 61 KB, 831x1024, 1612701533944.jpg [View same] [iqdb] [saucenao] [google]
7412728

>>7411579
>Also, make sure to always use the previous thread.
I'm going to use the next thread, so I know the memes before they're posted.
I know what you meant.

>> No.7412739

>>7412158
Ok, time to admit I'm retarded. I looked everywhere, how do you get the HUD without Brutal Doom?

>> No.7412750

>>7412739
is not even brutal doom related

>> No.7412752

>>7412739
>your mind on hue doom

>> No.7412763

>>7412739
https://www.moddb.com/mods/brutal-doom/addons/ww-doomguy-visor-hud

>> No.7412768

do any anon remember a doom train level in some megawad with huge wagons?

>> No.7412772

>>7412763
That's an edit of the original HUD, and it's still a BD addon.

>> No.7412774

Speaking of which brutal fate kinda looka alright.

I hope there are more than just pseudo imps. But the guns look great.

>> No.7412779

>>7412772
I have it but if you are going to be retarded on purpose...

>> No.7412785

>>7412779
You linked me the wrong one, we're both retarded.

>> No.7412790

>>7412785
https://forum.zdoom.org/viewtopic.php?f=19&t=35529
>Brutal Doom compatible
>should be compatible with most Doom wads as well
is not a brutal doom addon

>> No.7412802

>>7412739
it's an edit I did, I painted it red and changed taggart for doomguy, it was made by wildweasel for all I know
https://mega.nz/file/yxAgwbpb#hiAT7EuB859WTuYjEVGVswripJv5k7lJEEfFgIRvVjU

>> No.7412805

>>7412790
>>7412802
Thanks.

>> No.7412810

>>7411506
> sandy torture

>> No.7412831

>>7412768

>> No.7412842

>>7412043
Is there any difference in gameplay between gzdoom and prboom+?

>> No.7412857

>>7412768
TVR! revolution.wad starts on a train

>> No.7412872

>>7412090
I'm playing 2048 units of /vr/ rn, every other level is a surprise on what is possible in this engine. Made by a lot of people so there is a lot of design variation in maps. Avoid if you have claustrophobia though, because it's tight af.

>> No.7412926

Better than original
https://www.youtube.com/watch?v=VKHqKuCtqUA

>> No.7412949

>>7410507
Unused Jam for Quake is out:
https://celephais.net/board/view_thread.php?id=62024

>> No.7412984
File: 220 KB, 567x425, FRIDAY_NIGHT_FIREFIGHT_8_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
7412984

>>7412406
I FUCKING TOLD YOU. IT'S TIME FOR FRIDAY NIGHT FIREFIGHT, BITCH!!!

WE'RE PLAYING CAPTURE THE FLAG!!!

THERE'S SO MANY MAPS THAT WE'LL BE CAPTURING FLAGS 'TILL WE TAKE OVER THE WORLD A N D GET CARPAL TUNNEL IN EVERY JOINT IN OUR ARMS!!!

>>7412389
AND YOU!!! I better see you here, you cum guzzling uberfag...

GET IN HERE!!!
(Zandronum): 104.128.49.2:10869

>> No.7412985 [DELETED] 

Slavjank shooters?

>> No.7412986

>>7412790
The only mods that aren't brutal doom addons are those purist wads that are incompatible.

>> No.7412990

>>7412985
No.

>> No.7412995

>>7412090
>not touching Master Levels
fuck you

>> No.7412997
File: 147 KB, 800x600, HellForces - Chistilshik.jpg [View same] [iqdb] [saucenao] [google]
7412997

Slavjank shooters?
>>7412990
Yes!

>> No.7413002

>>7412949
Nice. Was looking forward to someone using those unused textures.

>> No.7413004
File: 142 KB, 800x600, Metro2.jpg [View same] [iqdb] [saucenao] [google]
7413004

>>7412997
>>7412990
This one has Toivarisch Stalin in it!

>> No.7413014

It's out
https://www.linux.co.cr/free-unix-os/review/1994/0909-a.html

>> No.7413015
File: 960 KB, 1589x822, file.png [View same] [iqdb] [saucenao] [google]
7413015

>>7410504
What's the hard and fast deadline for HFFM? I just started learning how to use Ultimate Doom Builder. Haven't made a lot of progress on the actual playable level yet but having a lot of fun fucking around with the architecture

>> No.7413026

>>7413015
March 7th more or less.

>> No.7413027

>>7412995
>Fuck you for not playing shit wads on purpose

>> No.7413032

>>7413027
cringy namefag

>> No.7413039 [DELETED] 

>>7412984
>half a gig ctf wad
damn guys

>> No.7413046

>>7413032
Oops

>> No.7413050

>>7410504
I want to try GoldenEye 64 for the first time. Should I play with the mouse injector mod, or does it ruin the experience enough that I should stick with the N64 controls? Not trying to start a flamewar, but a genuine question.

In general I don't mind the idea of playing an FPS with a controller as long as its design is based around it. Both Powerslave Saturn and Metroid Prime are fine on analog controllers, but the fact is that both of those games rely more on movement and platforming than accurate aiming. From what I've seen in GE64 the gunplay is entirely based on locational damage, which seems painful to experience with an analog stick, but I could be wrong.

>> No.7413053

>>7412842
Prboom+ has the fast monsters thing from doom 95 but they’re the same otherwise

>> No.7413071

if I finished scythe UV can I handle plutonia UV at this point?

>> No.7413072

>>7413071
ye

>> No.7413075
File: 117 KB, 800x940, 28689-hexen-ii-mission-pack-portal-of-praevus-windows-front-cover.jpg [View same] [iqdb] [saucenao] [google]
7413075

>>7410504
Hey, how can I get portals of praevus to work on hexen 2 gog? It isn't working like in quake.

>> No.7413114

>>7412842
GZDoom does NOT use Doom's original PRNG tables.
https://www.youtube.com/watch?v=pq3x1Jy8pYM
LZDoom, a pared down version of GZDoom, does have that option via the compatability>actor behavior menu. Prboom, and most other sourceports use the PRNG tables by default since that's what Doom is.

>> No.7413116

>>7413050
Injector will make it a breeze, so play on 00, even so it will lay bare the lame concessions they had to make for consoles to make it playable. Otherwise yeah no it doesn't matter nothing justifies that control scheme.

>> No.7413125

>>7413114
I wouldn't know how to start looking it up, but what does GZDoom use instead? Just an alternate table or is it something else entirely?

>> No.7413152

>>7413053
You're a fucking retard.

>>7412842
PRBoom is MILES more accurate. GZDoom not only has a bunch of compatibility settings that make the game easier, but it has so many other quirks that the engine is rather far removed from the original Doom.
GZDoom also has texture filtering on by default and that shit's fucking disgusting.

>> No.7413160

>>7412984
Is it dead?

>> No.7413167

>>7412842
There's a lot of accuracy differences, but you can configure GzDoom to be pretty close.

>> No.7413186

>>7413114
> PRNG tables
Oh my, I wonder what is the point.
You can use a single integer variable to get PRNG with a period up to 2^31.
Then just call it like (rng() % 100 < 72) to get 72% chance for example.

>> No.7413191
File: 126 KB, 1024x768, d6d95f7eedf6c5c3b2b24cb007d8703e1e95a6b74bbfdbcf246c202933526f72.jpg [View same] [iqdb] [saucenao] [google]
7413191

>>7412997
Any Firestarter chads here?

>> No.7413195

>>7413186
Fire up a .pk3 and I'll add it to all my GZDoom playthroughs.

>> No.7413212

>>7403187
The ideas are interesting. I dont know if it wouldve been as memorable as the asskicking Lo Wang adventure we got. But on the other hand, some more serious medieval atmosphere would be cool. You can actually play various betas/alphas from 93 and 94 with Shadow Warrior Classic on Steam.

>> No.7413215

>>7413075
I got it, ended up getting the hammer source port and adding it in. Now things are good maybe (I think it is supposed to have new music but the port is just using the original music).

>> No.7413225

>>7413215
Do you have the tracks in portals\music (or the midi versions in portals\midi)? Your download might not have included them.
Would be great if GOG just sold the expansion, but apparently theres some rights bullshit with Activistion.

>> No.7413232
File: 934 KB, 2048x1365, leatherback-sea-turtle-2511243.jpg [View same] [iqdb] [saucenao] [google]
7413232

>>7412984
Apparently [TSPG] hates CTF or some shit. Huge bummer.

Still up to play deathmatch instead though,
in other words...

THE PARTY'S JUST GETTING STARTED!!!

104.128.49.2:10841

104.128.49.2:10841

104.128.49.2:10841

GET IN HERE LOL!!!
(still zandronum :p)

>> No.7413246

>>7412995
Master Levels are just not very good, and that's not an uncommon opinion.

>> No.7413271

>>7413246
It's literally a mod collection, just play the good ones.

>> No.7413274

>>7413225
I just got the rip from abandonedware. no midi files with it.

>> No.7413280

>>7413198
not fooling anyone schizo

>> No.7413287

>>7413271
Tell that to the people here who bitch about quake community maps..

>> No.7413292
File: 84 KB, 640x480, Loremaster-strife.png [View same] [iqdb] [saucenao] [google]
7413292

what do you guys think of the bosses in strife?

>> No.7413295

>>7413032
>Fuck you for not playing shit wads on purpose

>> No.7413308
File: 295 KB, 1920x816, GEbhp3.jpg [View same] [iqdb] [saucenao] [google]
7413308

>>7413050
>mouse
Makes the game easier in a lot of ways. Ideally, you'd play on an actual N64 with an actual controller, but that costs money, and the controllers have some common issues with serious wear. The analog stick is notorious for wearing out and becoming loose, which is a shame, because it's actually extremely precise (though somewhat uncomfortable), you can address this by applying a good mechanical grease into the analog stick mechanism, which should eliminate these problems, but you can't undo existing wear that way and would need an intact gamepad.

You could probably play it fine with a later controller in an emulator. Possibly the game would play better with the precision of your analog stick turned up high. The original game actually supported using two gamepads for one player, so you could probably use this setup somehow for a modern gamepad with two sticks.

I would strongly suggest to NOT play the game at 60fps, because it makes a lot of small things weird. For instance, the way weapons sound and animate are kind of under the expectation that you're never over 30fps. An easy example is the AR33 weapon (M16), which has a 3rd burst by default, in normal gameplay it's just sort of fast and you can hear each individual shot, but playing in 60fps, each three round burst will sound like just a single gunshot, which is not correct.
Limit framerate to 30, is my advice.

The game has an auto-aim assist, which will quickly adjust where your weapon(s) point for you. Personally, I think it's not fast and responsive enough and I turn it off (I also prefer deciding my own exact shots), instead just manually aiming as fast as I can, and this works for me. It is however faster and more responsive on higher difficulties, and a lot of people find it more helpful than I do.

Also, the movie is really good, easily on Die Hard's level. Give it a watch before playing.

>> No.7413313

>>7413050
>the gunplay is entirely based on locational damage
In a sense, but you can plain aim center mass most of the time and that will work fine, just shoot until they drop their weapons.

>> No.7413324

>>7412406
>Friday Night Firefight is in 3 hours, and I better see your ass there, or you're DEAD, motherfucker.

how do you play multiplayer with old dos games?

>> No.7413329

>>7413324
Zandronum

>> No.7413336

>>7413071
You're more than qualified.

>> No.7413337

>>7413329
>Zandronum

which wad do you guys use? Doesn't it have to be the same for everyone?

>> No.7413339

>>7413329
Sorry bitch I don't touch Zoomdronum.

>> No.7413346

>>7413339
Then you're not playing multiplayer with the boys.

>> No.7413348

>>7413337
it'll auto download it as long as you have the IWADs

>> No.7413359

>>7413348
>it'll auto download it as long as you have the IWADs

I went to the mega from the sticky and download the official wads. I hope it works

>> No.7413360

>>7413186
>Oh my, I wonder what is the point.
You mean for the original .exe and Boom ports? Because it had less memory overhead, and it would easily allow something like recording demos.

>> No.7413386

>>7413225
>>7413274
ok, I got the sountracks for the games, put them in data1/music and portals/music, renamed them, and set hammer of thyrion to all codecs, but it still just plays the midis of hexen 2.

>> No.7413416
File: 105 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
7413416

Post 10/10 tracks.
https://www.youtube.com/watch?v=lPSwycuUQEU

>> No.7413453

>>7413360
But, array of integers is more memory overhead than single integer. Not sure what it has to do with recording demos, but if it's about RNG reproducibility, just use the same seed.

>> No.7413476
File: 216 KB, 442x423, gaynukem.png [View same] [iqdb] [saucenao] [google]
7413476

>> No.7413478

>>7413416
My favorite track from Doom
https://www.youtube.com/watch?v=nLsXJitaiVo

>> No.7413479

>>7413416
https://youtu.be/RQMCAdMadMY

>> No.7413490

>>7413386
i'm dumb. the first levels of pop is the same as hexen 2, I jumped ahead to tibet and it played the new music, now in cd quality.

>> No.7413496

>>7413359
>>>7413348
>>it'll auto download it as long as you have the IWADs
>I went to the mega from the sticky and download the official wads. I hope it works

I got it working for vanilla, but every online game requires some random wad

>> No.7413525

>>7413114
This RNG shit is why I think DOOM doesn't play nearly as well compared to Quake or Duke. The player needs the ability to gauge how effective their weapons are and the trade-off of tanking a hit, but the way DOOM's RNG table is set up makes that extremely difficult. A little bit of variance in the spread or damage of a weapon is OK, but the distribution used in DOOM has a huge standard deviation.

>> No.7413536

>>7413525
>but the way DOOM's RNG table is set up makes that extremely difficult
I don't agree. A rocket or super shotgun blast reliably drops a pinky, five rockets reliably drops a baron.

The only time the PRNG is a serious disadvantage to the player is in damage rolls received, where a boner rocket can strike for a whopping 80 damage, but I just take that to mean "Don't get fucking hit, dear god!" and that if I take a much reduced damage hit, that's just luck being on my side and I better don't tempt it by fucking up again.

>> No.7413541

>>7412949
This is REALLY good. No frills id1 stuff. I'm surprised.

>> No.7413549

>>7413525
An anon explained to to me (which I'm going to paraphrase poorly) in a way I really liked: The PRNG stuff sort of emulates how filmic combat works; sometimes you take 15 damage instead of 30 because the shot glanced off you. I forgot how he justified the rocket variations of damage, but I liked it.

>> No.7413552

>>7413525
>DOOM doesn't play nearly as well compared to Duke.
Really gotta bring your A game if you're going to say that.
>>7413536
>using a rocket on a pinky
Also it's not that clear cut, in Tricks and Traps you can't be sure how many rockets it will take to clear out those pinkies on that platform. Some of that is splash damage and positioning though.
I've had inconsistent takedowns of Cacodemons with rockets though, that might be a better example.

>> No.7413556

>>7413496
Doomseeker should attempt to download it from idgames/wadseeker when you connect. check your preferences?

>> No.7413587
File: 12 KB, 271x326, gayguy.png [View same] [iqdb] [saucenao] [google]
7413587

>> No.7413593

>>7413525
I do hate some of the rng, pre-super shotty fighting massed pinkies or lost souls was a crapshoot, and revenants en masse are the single worst thing in the game
>basically a coinflip whether they shoot nothing but unaimed duds or ass seaking lock on based on the tick they spawn
>then roll the dice to see if they do 10 damage or kill you instantly every hit
but that's relatively minor and only comes up in slaughtershit respectively

>> No.7413754

>>7413587
fantastic!

>> No.7413783
File: 220 KB, 1280x1024, k8vavoom stencil lights.png [View same] [iqdb] [saucenao] [google]
7413783

Has anyone tried k8vavoom? The stenciled lighting looks really cool.

>> No.7413828

>>7413587
turn ouch into ahegao

>> No.7413846

>>7413050
I swear nobody finished goldeneye on 00 agent ever
there is an unlockable 007 difficulty that allows you to customize enemy health, reaction times, etc

>> No.7413852

>>7413828
Good idea, will do.

>> No.7413870

>>7413828
wouldn't that make more sense for the death frame

>> No.7413874

>>7413846
Child me spent all summer trying to beat 00 agent lol. Its really all about guard route memorization and efficient pathing. Protecting the girl in the control room is the only legitimately super difficult section. I'm convinced you had to get lucky with enemy spawns all running into a mine detonation so you dont lose your entire health bar from being shot in the side.

>> No.7413887

>>7413587
Tom of Finland approves.

>> No.7413909

>>7413870
Why not the grin?

>> No.7413931

>>7413874
you have to stay right under the screen and you have to take them down when they are running down the second floor stairs, they walk a line you can't miss, downing them there gives you a lot of time to peak the sides

>> No.7413937

>>7413280
you fooled us, psycho.

>> No.7413958

>>7413937
kys scatfag

>> No.7413962
File: 36 KB, 320x200, CREDIT.png [View same] [iqdb] [saucenao] [google]
7413962

>>7412189
preacher.wad is by the same author

>> No.7413973

>>7412043
don't go for UV-Max right away. only try to 100% maps that you really like. that said i can recommend scythe as a starter.

>> No.7414007
File: 1.11 MB, 1538x655, 1587493335988.png [View same] [iqdb] [saucenao] [google]
7414007

Dunno how else to populate this room. The player will teleport to the red platform to collect the red key so it's a one way drop back down into the room.

>> No.7414024

>>7413308
How's the leaked X360 build? Is it completely playable from start to finish?

>> No.7414025

>>7414007
Kind of hard to give tips without more context. Teleport from where, what is the player's vantage point after teleporting, back down from where, what encounters precede this, what is planned after this, etc.

>> No.7414034

>>7414024
Not that anon but I tried it yesterday, it ran fine for about 2 minutes and then my computer just shut off. Other people have had better luck it seems, don't exactly have a toaster but it's still a budget rig.

>> No.7414048

>>7414007
souls on the far left and right, imps on the green walkway, demons near the steps, knights blocking the door, and populate the hexagram flooring with a pair of revenants + more imps to encourage an immediate juke towards safe ground.This is assuming SSG, if operating solely on chaingun/shotgun/chainsaw I'd recommend replacing the souls with shotgunners, and leaving the hex tiling populated with a shotgunner/imp mix.

Alternatively, ambush tagged chaingunners facing away towards the steps on the ledge which are alerted when the player teleports in, by the monsters facing the ledge, in order to encourage a more agitated scenario.

>>7414025
Like this says though, context is very important.

>> No.7414050

>>7410504
So I recently got blood: fresh supply for the steam sale. What's everyone's opinion about it here? I'm becoming more and more interested in boomer shooters and thought this would be a good place to start. I'm doing my first playthrough on lightly broiled. Its hard, but not too hard. I'll try well done eventually. And probably never touch extra crispy.

>> No.7414051

>>7414007
Have at least 2 Archviles

>> No.7414053

>>7414050
CRUDUX CRUO! AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.7414057
File: 193 KB, 1646x1006, IconofKeem.png [View same] [iqdb] [saucenao] [google]
7414057

Screenshot Saturday anon is late

>> No.7414059

>>7414007
Ambush chaingunners/archviles between the computer panels, and start flooding the area with spectres from the higher corners once they drop from the red platform.

>> No.7414061

>>7414057
It's still friday here. You had me genuinely worried for a moment there.

>> No.7414068

>>7414053
This has been my experience with blood thus far.
There's just something so satisfying about chucking a bundle of dynamite right into the face of some dumbass cultist that thought he could hide behind a corner and hitscan me.

>> No.7414074

>>7412189
You must first atone for your sin of not completing the OG games on UV by playing them UV -Fast

>> No.7414109

>>7414025
>>7414048
Yeah sorry I should have added context. The player will first enter the room from the door on the left. They'll see the red key atop the glowing red platform but won't be able to reach it from in here. The only weapon they'll have at the moment is the shotgun so I might put some chaingunners down in the pit area to fight over their weapon. Later on they'll be teleported to the red key platform. I like the idea >>7414059 said so I'll spawn more enemies in once they drop down. MAYBE an archvile if I feel it's too easy.

>> No.7414112 [SPOILER] 
File: 3.14 MB, 1920x1080, 1613196310067.png [View same] [iqdb] [saucenao] [google]
7414112

Scared the fucking shit out of me.

>> No.7414113
File: 1.34 MB, 1538x655, 1585986200716.png [View same] [iqdb] [saucenao] [google]
7414113

>>7414109
and I forgot to attach this other picture

>> No.7414125

Apparently the unfinished Shadow Warrior expansion Deadly Kiss actually leaked online a few years ago. If you dont know, its been under lock & key of the EDuke devs for literally a decade because they only want to release it when they finish it themselves.

r-t-c-m dot com knowledge-base downloads-rtcm swarrior-addons/

>> No.7414152

>>7414125
thanks bro

>> No.7414153
File: 131 KB, 360x450, Zombie.jpg.jpeg.PNG.png [View same] [iqdb] [saucenao] [google]
7414153

BOOM

Nyom

>> No.7414174
File: 22 KB, 640x480, dkiss_000.png [View same] [iqdb] [saucenao] [google]
7414174

>>7414125
The folders are a bit of a mess but as i can tell the actual expansion is in the swedit folder.
I played the first level and its pretty solid. It comes from the same devs as Nuclear Winter, so the enemy reskins are garbage. But the level design is leagues better than NW.
Also comes with some maturely-named save games.

>> No.7414186

>>7410504
HALLELUJAH
https://www.youtube.com/watch?v=l5aZJBLAu1E

>> No.7414190
File: 10 KB, 175x247, 1590955125141.jpg [View same] [iqdb] [saucenao] [google]
7414190

>>7414174
>female sprite
>wang sounds

>> No.7414196

>>7413186
>>7413525
You don't get what the message was about.

The point of deterministic random number generator is not to give “better” or “worse” spread. If you change it to a “random” random number generator with the same distribution properties, you won't notice any change in gameplay. Its goal is to give the same sequence of numbers on every run, so that you don't have to transmit the outcome of each random event in multiplayer or save them all into a demo file. Every rocket blast or monster step is calculated exactly the same because the code is the same, the random numbers are the same, and all the previous game states have been the same on each instance. If you change the sequence, your game becomes incompatible with all others, and you can't even play built-in demos that depend on original behavior (unless you continue to emulate that behavior in parallel).

https://doomwiki.org/wiki/Pseudorandom_number_generator

It is even explained in the linked video, of all places.

>> No.7414204
File: 46 KB, 640x480, 1.png [View same] [iqdb] [saucenao] [google]
7414204

Played half of Temporal Tantrum. It feels nice, though some locations suppose that the player is always jumping into action head first. MAP02 turns to slow long-range sniping if you are not running inside the final area becoming a centre of mayhem. MAP06 has a slime trail at monster compartment hole (screenshot from Woof). MAP07 has an unknown thing type 14101 at (152,8), not sure what it should be. MAP09 is a mouse button stress test, not all hardware might handle it.

>> No.7414229

Guys, I must confess.
There is a particular enemy in Doom 2 which I hate with passion and zeal. The one which gets overused by map makers and put in unfortunate places or even teleported in front or behind you in groups. That enemy which is annoying and can kill you in two attacks.
I am talking about the Revenant

>> No.7414235

>DooM
more like DumB lol

>> No.7414242

>>7414229
haha I'm in the same boat but I think it more has to do with my own inexperience. I keep putting myself in situations where a fired homing rocket would be a guaranteed hit with the little amount of wiggle room the map maker provided. That being said if a map maker relies heavily on teleporting one directly into your butthole for a free donkey punch then they can go fuck themself. It turns every single switch into an annoying hit and run where you hope you're running in a way to not get caught by a specific demon.
>Hit switch and run away before Revenant spawns in
>Archvile sitting around the corner as you flee from rocket
>Devious

>> No.7414248

>>7414229
Pain Elementals (and Lost Souls by extension) are way more annoying for me. I cringe every time I see more than 1 of them appear on the horizon, especially when all I have is a shotgun.

>> No.7414249

>>7413783
There is some disharmony between vanilla pixelated stuff (like your weapon for example) and those weird smooth shadows.

>> No.7414252

>>7414242
You can sidestep their fireballs the same way you sidestep between cyberdemon's rockets. If the angle is sharp enough, they lose aim and fly away harmlessly.

>> No.7414262

>>7414252
I should have specified if its a really narrow hallway with *just* enough room to sidestep and I'm already standing in the middle so the amount I move left or right will never be enough. I needed to pay attention to his positioning relative to my own so I could be ready to sidestep in the first place. Instead I always play with the assumption I can outrun it even when it should be clear before the battle even starts its not going to be an option.

>> No.7414272

>>7414252
Rockets can't follow you round the corners.

>> No.7414274

Does Chocolate Heretic not have an option for vertical aiming?

>> No.7414278
File: 372 KB, 809x1000, Astral_dreadnought-5e.png [View same] [iqdb] [saucenao] [google]
7414278

>> No.7414282

>>7414278
Kek, I know the original Cacodemon was inspired by an earlier version of this but it looks like they backported the 2016 Cacodemon.

>> No.7414287

Where can I get the E2M8 skybox for usage in Quake mapping?

>> No.7414291

>>7414196
> Its goal is to give the same sequence of numbers on every run
Yeah, but you achieve this with any seedable PRNG.
Still don't get it why they choose to hardcode fixed array of all possible pseudorandom numbers.
https://en.wikipedia.org/wiki/Lehmer_random_number_generator#Sample_C99_code
If you give the same initial value of state variable you will have the same sequence of random numbers.

>> No.7414295

>>7410507
Trenchbroom v2021.1 released
https://github.com/TrenchBroom/TrenchBroom/releases/tag/v2021.1

>> No.7414297

>>7414291
I'm 100% certain you can tweet at Carmack and ask why he went with it. Do it faggot you won't.

>> No.7414298

>>7413004
I unfortunately played this.
The first game was so bland, I swear it had only three types of enemies which looked the same but used different weapons (pistol, rifle, machine gun). It had this weird love triangle stuck in a plot and one sewer level where you played as the not-spy while dual wielding pistols. The game was very short and ended abruptly.
Thankfully, I didn't play the sequel but I heard it is a bigger trainwreck then the first one. Like, the plot constantly says that you are weak and kind housewife, but you still carry a bunch of weapons alongside with briefcase of explosives, and you still kill dozens of the same soviet soldiers with extreme prejudice.

>> No.7414302

>>7414295
Jesus they're pumping out update after update.

>> No.7414305

>>7414282
Its the ultimate power movie, you rip off something thats a rip off of your own thing. What are they going to do? Sue you for stealing their stolen design?

>> No.7414310

Sandy of Cthulhu
8 months ago
Since the word "level designer" didn't exist, I thought I was just a designer. So I did lots of design work too. Some of the game's programming was per my requests of course. Carmack would ask me what I needed and I'd tell him.

>> No.7414323

>>7414310
People give Sandy a lot of shit because of how awful some of his maps are, but I am convinced Doom never would have come out at all without him

>> No.7414326

>>7414204
Thanks for checking it out and leaving feedback, I'll pass this on

>> No.7414337

>>7414298
>I swear it had only three types of enemies which looked the same but used different weapons (pistol, rifle, machine gun). It had this weird love triangle stuck in a plot and one sewer level where you played as the not-spy while dual wielding pistols. The game was very short and ended abruptly.
Shogo?

>> No.7414363

>>7414323
He made about two thirds of the original doom and half of Doom 2. The fact that so many of these original maps are still memorable and fun to play compared to average joe's levels should be held as an achievement instead of just focusing on the chasm

>> No.7414367

>>7414363
>Doesn't think Barrels o' Fun is Sandy's worst map

>> No.7414368

>>7414204
Thanks for the feedback! What do you mean by a mouse button stress test though? Like a reflex test? If so, then yes, it was built that way - I was trying to a bit experimental for that one.

I guess you're right that overall it assumes the player is constantly pushing forwards. I tend to test that way and I guess the rest of the creators do too.

By the way, the unknown thing type in MAP07 is a music changer added in PrBoom+, so all you're missing out on in Woof is a music change when you fight the diabolist.

>> No.7414387
File: 13 KB, 300x300, 1612929065803.jpg [View same] [iqdb] [saucenao] [google]
7414387

>>7414367
Thanks, I had just blotted that from my mind but you reminded me

>> No.7414390

>>7414387
I wonder if Big Piss Base is gonna be in HFFM

>> No.7414392

>>7414363
>He made about two thirds of the original doom
Technically half his Doom 1 maps were based on layouts Tom Hall already made

>> No.7414394

I don't understand why "Barrels o fun" is seen as a bad map. Its one of the most memorable levels in gaming and it forces the player to completely change how they approach things. Can you imagine playing through a game and not remembering a single thing? Can such a game be called good?

>> No.7414405
File: 32 KB, 600x450, 120_97499051.jpg [View same] [iqdb] [saucenao] [google]
7414405

>>7412997

>> No.7414408

>>7414394
Agree. Also, in discussions it's mostly Romero vs Sandy but a lot of great Doom 2 maps are made by American McGee.

>> No.7414410

>>7414394
It's just bandwagon at this point. Like the whole
>Only the first episodes of 90s FPS is worth a fuck

>> No.7414430

I love in Blood e1m5 you hear chanting through the whole episode, but you can find the device that's causing it and turn it off

>> No.7414439

>>7414394
It's definitely the most challenging Doom 2 map to pistol start.

>> No.7414443

>>7414405
>Mortyr 2093-1944
1.st one was okay-ish, the rest are pure shit

>> No.7414456

What's the Strife equivalent in Build?

>> No.7414502

>>7414456
TekWar, unfortunately.

>> No.7414559

>>7412949
Does the cut flail weapon from one of the mission-packs finally get to replace the default ax in this one?

>> No.7414576

>>7414410
That's funny, I always thought E4 was my favorite episode in Doom, and maybe E3 in Quake. I get where it comes from though, people are most familiar with the first episode because its the shareware content and the maps had to be designed to impress people.

>> No.7414590

>>7414410
I started the Barrels discussion and it had nothing to do with bandwagons, the map is gimmicky, like where a mapper is testing a concept.
For the record, I think e1 is iconic, but my favorite is actually e2 and e2m6 is actually one of my favorite vanilla maps, so I don't have anything against Sandy, and considering how much he did for Doom it would be foolish to.

>> No.7414608
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
7414608

ALRIGHT YOU MOTHERFUCKERS, IT'S THAT TIME OF THE WEEK AGAIN. SCREENSHOT SATURDAY. WHAT HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S THE TIME TO SHOW US.

>> No.7414616

>>7414590
> map is gimmicky, like where a mapper is testing a concept.
Idk, in good ol' days me personally never had any problem with highly unrealistic and arcadish concepts in games. If it's cool it's cool. If it's fun it's fun. Maybe I was too young. Nowadays when we see arrows or stuff like this we think "hmmmm this doesn't make physical and architectural sense, so it must be bad design, it's too cringe".

>> No.7414617
File: 2.19 MB, 800x450, Brightmaps.webm [View same] [iqdb] [saucenao] [google]
7414617

>>7414608
I did some brightmaps for the fire arrows

>> No.7414621
File: 1.32 MB, 1603x1041, 81937493782642937.png [View same] [iqdb] [saucenao] [google]
7414621

>>7414608
Doing my first map. Turned out way too long for current format, but I hope I'll do one for HFFM after finishing it.

>> No.7414645

>>7414559
Never heard of that before

>> No.7414653

>>7414559
it's just based around unused textures, aside from that it's vanilla quake

>> No.7414669

>>7410583
i need to play ken's maps but who is ken???

>> No.7414674

>>7410583
>completely disassembled unacceptable flesh
we strogg now boys
what the fuck is sans doing in there

>> No.7414685

>>7414617
Looks cool. Some bobbing while walking would make even better

>> No.7414689

>>7414685
It bobs when you're properly idle, but I don't bother with bobbing when you're holding the fire arrows at the ready, seeing as you're holding altfire to keep it strung

>> No.7414696

>>7413587
I'm liking it.

>> No.7414702

>>7414190
damn it really must have been unfinished

>> No.7414703

>>7411603
I hate MGE for making even beholders hot, I shouldn't want to fuck literally everything I'm already at peak coomer

>> No.7414709

>>7414394
it's odd but having played it for the first time very recently I can't say it's really all that bad once you get your footing
chasm too, although I'm biased since I played on a modern port so I could disable the weird back and forth mouse movement, it'd probably be insufferable with that (or using keyboard aim)

>> No.7414710
File: 227 KB, 499x636, 1610229655872.png [View same] [iqdb] [saucenao] [google]
7414710

>>7414703

>> No.7414716

>>7414703
Whats MGE?

>> No.7414723

>>7414716
Monster girl encyclopedia

>> No.7414725

>play blood
>get shot

>> No.7414729
File: 204 KB, 1280x905, Gazer22.jpg [View same] [iqdb] [saucenao] [google]
7414729

>>7414710
not my fault

>> No.7414751
File: 1.76 MB, 1065x795, 1567203593876.png [View same] [iqdb] [saucenao] [google]
7414751

>>7414235

>> No.7414753

>>7414363
>>7414367
I like The Chasm and Barrels O' Fun.

>> No.7414754

if duke ever makes his return, he should wear that trenchcoat from the cover art as he climbs his way back to the top from the bottomless trench randy cast him into

>> No.7414773
File: 4 KB, 255x198, image (1).jpg [View same] [iqdb] [saucenao] [google]
7414773

>>7414645
Its actually called a morningstar and its from from DoE:
>http://quake.fandom.com/wiki/Star
Theres at least one mod that makes it functional again:
http://quake.fandom.com/wiki/MORNING_STAR_(Mod)

>> No.7414780

Im getting a VR headset soon, whats the best implementation of doom in VR?

>> No.7414846

>>7414608
Not a screenshot but I updated my little mod.

https://forum.zdoom.org/viewtopic.php?f=43&t=68078

>> No.7414886

>>7411053
Agree the new Doom aesthetic is trash. But i guess it could be worse.

>> No.7414891
File: 261 KB, 800x600, scr-e1m7[blood.ini]-0001.png [View same] [iqdb] [saucenao] [google]
7414891

>> No.7414895

>>7413308
Yeah I think Pierce Bond is the perfect mix of serious and silly. Its a comfy movie. The one with the media mogul as well.

>> No.7414905
File: 158 KB, 2560x1440, Screenshot (115).png [View same] [iqdb] [saucenao] [google]
7414905

>>7410504
>RETRO FPS THREAD
does system shock count? because im struggling with this puzzle, please help

>> No.7414914

>>7413071
Scythe's last third is far more difficult than anything in Plutonia

>> No.7414921

>>7414394
I hate the part where you have to fight Pain Elementals with barely any ammo at the beginning (if you're pistol starting), otherwise it's ok and I like the Spiderdemon fight

>> No.7414935

>>7414905
nevermind figured it out

>> No.7414940

>>7413308
Do not take this retards advice. Just play on the custom difficulty that allows you to adjust the enemies damage and reaction if you find the game too easy with a mouse, 60 FPS was excellent from start to finish.

>> No.7414948

>>7414940
I tried goldeneye but its too much of a console shooter and I have no nostalgia for it.

Perfect dark was more interesting honestly.

>> No.7414954

>>7414905
actually the issue im having in system shock is hoppers seem to instantly kill me almost all the time. its honstly ridiculous. ive read its tied to cpu frequency or something? they take forever to kill?

>> No.7414974

>>7414886
I think that it's honestly ok, but obviously far inferior to the classic aesthetic.

>> No.7414996
File: 760 KB, 1200x1200, ezgif.com-gif-maker.gif [View same] [iqdb] [saucenao] [google]
7414996

>>7414608
I still did nothing this week, except for a gif I made out of my maps to reflect on what I made in my first year of mapping (I think I started somewhere in February last year).

>> No.7415013
File: 1.10 MB, 1837x783, skyline.png [View same] [iqdb] [saucenao] [google]
7415013

>>7414608
In between HFFM stuff, I've been trying to make a city map. Honestly I want this to be MAP01 to a short episode replacement for doom 2, because honestly the city levels in doom 2 look almost nothing like a city. No streets, just buildings in a large room

>> No.7415017

>>7415013
Upper-unpeg your bricks, man.

>> No.7415027
File: 233 KB, 996x703, brickline.png [View same] [iqdb] [saucenao] [google]
7415027

>>7415017
Thanks, these bricks are a pain in the ass to actually align.

>> No.7415028

>>7415027
Oh yes they inexplicably not divisable by 8. I barely ever use in favour of more cooperative textures.

>> No.7415030

>>7414729
That's just an anime girl. You're small time.

>> No.7415032

>>7415030
Your penis is smalltime.

>> No.7415083
File: 310 KB, 1366x768, prboom6.png [View same] [iqdb] [saucenao] [google]
7415083

>>7414608
I started a doom 1 wad today cuz I wanna draw intermission maps

>> No.7415101

>>7415083
love the sky

>> No.7415137
File: 1004 B, 92x108, EuEPODXWQAMofHY.png [View same] [iqdb] [saucenao] [google]
7415137

https://twitter.com/CreeperOfSteam/status/1360385359151046658

>> No.7415140

>>7412802
Now this is a nice HUD. Thanks.

>> No.7415167
File: 233 KB, 1029x645, temp2.png [View same] [iqdb] [saucenao] [google]
7415167

>>7414608
Back to mapping for a bit.

>> No.7415180
File: 470 KB, 1238x948, 1608151482734.jpg [View same] [iqdb] [saucenao] [google]
7415180

>>7414891
A shame her revival got wasted on Blood 2.
Fix it, Deathwish dude

>> No.7415190

>>7415180
> caleb, son of dracula

>> No.7415198
File: 1.52 MB, 1600x1600, 16126442074.jpg [View same] [iqdb] [saucenao] [google]
7415198

>>7415190
I need some Ayami Kojima prints to frame

>> No.7415201

>>7414954
Don't know much about it, but if that's the case you could try running it in pcem

>> No.7415205

>>7414895
You and John Cleese would get along in that regard. He said pretty much the same thing about Brosnan's Bond.

>> No.7415214
File: 447 KB, 1366x768, scr-e1m1[dw.ini]-0003.png [View same] [iqdb] [saucenao] [google]
7415214

Third person Blood and Powerslave: Based or cringe?

>> No.7415215

>>7414621
Looks good for a first map.

>> No.7415218
File: 17 KB, 360x208, kl2.png [View same] [iqdb] [saucenao] [google]
7415218

>>7414669
Ken Silverman.

You have to play Ken's Labyrinth.

>> No.7415227

>>7415214
If it works it works
You could even do this since Duke, even if you prefer 1st person you just rebind it to something close so you can quickly peak around corners.

>> No.7415240
File: 237 KB, 800x600, scr-map3-0017.png [View same] [iqdb] [saucenao] [google]
7415240

>>7415227
Yes, I think it's do-able in any Build Engine game really but Blood and Powerslave specifically were supposed to have been developed in a way that it would be a viable way to play. I haven't tried it in Shadow Warrior yet. I remember it being a bit difficult in Duke but I haven't tried in years.

>> No.7415247
File: 20 KB, 400x400, 4ece9c0479b5a709bebedd0934e0515e.jpg [View same] [iqdb] [saucenao] [google]
7415247

>>7415198
>most of different mangaka's "styles" look the same

>> No.7415251
File: 702 KB, 850x1681, 1606033355014.jpg [View same] [iqdb] [saucenao] [google]
7415251

>>7415198

>> No.7415275

>>7415198
>>7415251
> THYRE ALL DEAD
> THEY JUST DONT KNOW IT YET

>> No.7415284
File: 32 KB, 295x243, Technicallyisintheway.png [View same] [iqdb] [saucenao] [google]
7415284

>>7415247

>> No.7415307

>>7415247
That's manga and anime in general to a degree desu

>> No.7415313

>>7415083
>spoiler
Yeah, dude, that's pretty based.

>> No.7415351

Playing knee deep in zdoom.
What the fuck is with this guy and having 6 fucking keys. No I don't remember seeing a door that's orange and not yellow. Or sometimes you open a colored door with no key.

>> No.7415359

All right, after being a HMP shitter, I'm gonna play Doom 1 on UV.
From what I've seen some levels have almost double the enemies.
Wish me luck

>> No.7415363
File: 1020 KB, 954x689, 1508582794.png [View same] [iqdb] [saucenao] [google]
7415363

>>7413726
>mfw there are actually fags ITT shitting on Based Sandy

>> No.7415390

>>7414940
>zoomer can't deal with not playing on 60fps or not having a mouse
Many such cases.

>>7415363
It doesn't?

>> No.7415413
File: 203 KB, 1280x544, Timothy Dalton.jpg [View same] [iqdb] [saucenao] [google]
7415413

>>7414895
Brosnan's first Bond films were great, but I don't like the later ones as much (though that has more to do with EON/MGM decisions more than anything).
Timothy Dalton's films are great too, I love how raw they are, The Living Daylights has one of the best fight scenes in the entire series right near the beginning.

>> No.7415437
File: 2.93 MB, 640x480, shadoo warriah.webm [View same] [iqdb] [saucenao] [google]
7415437

>>7415240
>I haven't tried it in Shadow Warrior yet
...actually kinda fun and funny, I didn't know he had an animation for tossing the shuriken. I think Blood puts the camera up a bit higher, though.

>> No.7415468

>>7415437
I think SW's damage is way too high to play it like that. You could probably finish it on easier difficulties but I doubt it would be possible on the hardest one unless you are exceptionally good

>> No.7415472

>>7415390
>or not having a mouse
Keyboard only is shit dude

>> No.7415479

>>7415437
>SW as a third person game
woo

>> No.7415480

>>7415437
He actually looks pretty cool jumping around and shit like that.

>> No.7415481
File: 199 KB, 1435x809, BTSX.png [View same] [iqdb] [saucenao] [google]
7415481

Thank you authors for the super shotgun secret, very cool

>> No.7415484
File: 153 KB, 1280x661, artwork.shadow-warrior-i-1997.1280x661.2014-04-18.85.jpg [View same] [iqdb] [saucenao] [google]
7415484

>>7415479
It's just for fun m80

>> No.7415507

>>7415468
It might help that I find it to be the one build game where I feel enabling the aim assist is justified, but this is working out and is more fun than I thought it would be. It's fun to mess around with at least.

>> No.7415512

Is it bad practice to just upper/lower unpin instead of manually aligning textures? Obviously, there are times when that's not the ideal way, but just unpinning stuff seems to save a lot of time.

>> No.7415510
File: 2.91 MB, 640x480, shadoo warriah2.webm [View same] [iqdb] [saucenao] [google]
7415510

>>7415468
Forgot the silly webm

>> No.7415526 [DELETED] 

>>7410507
TrenchBroom 2021.1 released
https://github.com/TrenchBroom/TrenchBroom/releases/tag/v2021.1

>> No.7415527
File: 351 KB, 1920x1080, Screenshot_Doom_20210213_045240.png [View same] [iqdb] [saucenao] [google]
7415527

>>7414608

>> No.7415531

>>7415205
Really?

Its not that I hate the recent more jason bourne style, the latest craig ones have nice moments even a cyberpunk feel in some. Stylish.

But the pierce ones were pure fun, height of empire.

>> No.7415534

>>7415527
we f-zero now

>> No.7415540

>>7415247
But it allows for fast and mass production of content.

Unlike the west which is filled with trash. If only euro comics got translated. Fucking french.

>> No.7415549
File: 541 KB, 1300x1300, REMEMBERWHAT THEYTOOKFROM YOU.jpg [View same] [iqdb] [saucenao] [google]
7415549

Btw sorry for a bit off topic. Any chance Tomb Raider 3 could be added to the OP?

Its my favourite by far

>> No.7415554

>>7415549
fps

>> No.7415559

>>7415554
For the 4CHAN DOSPACK + Win98 games which is in the op. It also has heretic 2.

>> No.7415560

>>7414287
slade

>> No.7415572

>>7413292
I love Strife but other than the Loremaster its easy to cheese the bosses by using Phosphorus grenades. The spectres are pushovers as well

>> No.7415574

>>7415549
it's not an fps
unless you want someone with interest to make tr dedicated threads

>> No.7415586

>>7415472
Why would you play Goldeneye with only a keyboard?

>> No.7415596
File: 1.48 MB, 854x480, goldeneye04.webm [View same] [iqdb] [saucenao] [google]
7415596

>>7414940
If you're going to play with a controller, I'd also recommend playing on the original N64 so you can take advantage of all those slowdowns.
It's a weird and ironic situation: You are potentially making the game easier, but it's really strange how well this and Perfect Dark hold up with a mouse; they're both pretty fun still, regardless of the control scheme.

>> No.7415616

>>7414410
>>Only the first episodes of 90s FPS is worth a fuck
Thats based on reality to some extent, since the shareware model encouraged devs to frontload the game.
However, there's also the issue of familiarity bias clouding people's minds. The shareware episode will be by far the most familiar to most people, so they feel more nostalgia for it.

>> No.7415618

>>7415596
That gun is shooting about twice as fast as it should.

>> No.7415628

>>7415247
It's one dude imitating the style of faces of the artists in question, I would not call that an accurate comparison between their actual styles.

>> No.7415629

>>7414996
Looks great!
>>7415531
>Bond
>more [imitating other series] style
>cyberpunk feel
Not a good thing.

>> No.7415632

𝅶𝅶𝅶𝅶𝅶 𝅶
𝅶𝅶𝅶𝅶𝅶 𝅶
𝅶𝅶𝅶𝅶𝅶 𝅶
𝅶𝅶𝅶𝅶𝅶 𝅶
𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶ඞ
𝅶𝅶𝅶𝅶𝅶 𝅶
𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶
𝅶𝅶𝅶𝅶𝅶 𝅶
𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶
𝅶𝅶𝅶𝅶𝅶 𝅶𝅶𝅶𝅶𝅶𝅶 𝅶

>> No.7415637
File: 2.52 MB, 384x288, 115742.webm [View same] [iqdb] [saucenao] [google]
7415637

>>7415618
I think you're right, it was tricky to compare considering how slow the N64 would lag it down.

>> No.7415645

>>7415531
>the latest craig ones
You mean the ones that stole a plot twist from fucking Austin Powers?

>> No.7415647

>>7414954
Try using System Shock Portable, Enhanced Edition, or Shockolate (chocolate doom equivalent) to make it play better

>> No.7415650

>>7415645
I liked the one with barden and casino royale. So not all are bad.

>> No.7415658

Twin Dragon is a legit good expansion

>> No.7415684

>>7415214
Not really necessary for either. In Blood you can use it for peaking around corners. But that feels like cheating. Powerslave has some platforming but its not extreme enough to warrant it.
If anything, the console version of Powerslave could've used third-person.

>> No.7415702
File: 73 KB, 1000x664, 1612591058124.jpg [View same] [iqdb] [saucenao] [google]
7415702

>>7415650
Casino Royale makes the best memes.

>> No.7415726
File: 292 KB, 1810x1202, It seems that you&#039;ve woken daddy, Mr. Bond..jpg [View same] [iqdb] [saucenao] [google]
7415726

>>7415702

>> No.7415727

Is it possible to use Dehacked to give something a revive state that turns it into something weird? Like a big explosion? Have arch-viles who blow themselves up by resurrecting bombs?

>> No.7415731
File: 33 KB, 400x400, 1613147308347.png [View same] [iqdb] [saucenao] [google]
7415731

>>7410504
Is the tiny.cc in the "SO YOU WANT TO PLAY SOME FUCKING DOOM" graphic dead? It doesn't seem to be working for me.

>> No.7415734

>>7415645
Different anon here, I don't think I've seen that one and I probably won't care enough to. But I am curious about this plot twist. What did they steal?

>> No.7415749

>>7415726
kek

>> No.7415762

>>7415727
You could probably pull the explosions from explosive barrels.

>> No.7415768

>>7415734
Bond and Blofeld being brothers.

>> No.7415801

>>7415727
Yeah.

>> No.7415853

Anyone played Brutal Doom Power Fantasy? I can't tell if the weapon upgrades are working right, nothing seems different. Is they a keybind I have to set to activate them? Not sure if I'm doing something wrong.

>> No.7415863

>>7415247
Because they were all drawn by one person.

>> No.7415909

>>7410507
-> >>7414125
IMO this could be added to the news post, because even though its old its not common knowledge at all.

Also, as I recall a similar situation actually happened with the SW betas that are now on Steam. The EDuke crew got a hold of the betas and were hording them for awhile. Then somebody leaked them, which lit a fire under their ass and and like a week later they were officially made available.
I respect those guys for the work theyve done for Build, but at the same time I really dislike their pattern of hording away content that they didnt even create.

>> No.7415981
File: 1.66 MB, 1920x1080, spasm0000.png [View same] [iqdb] [saucenao] [google]
7415981

How do I force fov for Malice? It resets on each map start. Using QSS.
Why devs do this? Had same problem with Unreal, now here. I don't care that some weapons appear slightly broken because of it.

>> No.7415985

>>7415981
add fov command in autoexec

>> No.7416010

>>7415981
Now that you mention it malice is how the shooting in Sin should have felt.

>> No.7416015

>>7415985
I did that, the game doesn't care. Each time a new map starts it sets back to 90.

>> No.7416025
File: 274 KB, 1920x1080, Screenshot_Doom_20210213_045157.png [View same] [iqdb] [saucenao] [google]
7416025

>>7415534
I'll make some texture revisions next day off to emphasize the size of it, it's way bigger than one of those.

>> No.7416032

Man, I'm playing Strange Aeons and it is a really good job as a TC. Don't want to spoil it but the first boss is pretty cool, and there are even Flying Polyps in e2! https://www.youtube.com/watch?v=kkfhea1dX38
Also really enjoying the hud >>7412802. If you're still here, do you just go by anon?
The hud fills a great niche, you should release it publicly.

>> No.7416034

>>7416015
I would just bind "fov __" to a hotkey.

>> No.7416037 [DELETED] 
File: 435 KB, 245x240, 1589061706682.gif [View same] [iqdb] [saucenao] [google]
7416037

>>7416025
Your wife's digitized sprite is lookin' good there chief

>> No.7416039

>>7416037
Poor CoomerAnon, he'll never live it down.

>> No.7416057
File: 29 KB, 381x422, EoD2URsVQAErzgW.jpg [View same] [iqdb] [saucenao] [google]
7416057

>>7416037
>>7416039

>> No.7416086

>>7410504
Holy shit. Why do the secrets in Arcane Dimension requires schizo-tier logic to solve? Finding all of X to find the runes for the hidden map is requiring to call of Terry Davis's ghost to figure out where they are

>> No.7416110
File: 712 KB, 1920x1080, adsad.png [View same] [iqdb] [saucenao] [google]
7416110

>>7416086
I'm not sure if it got fixed, but the last time I tried I nearly ruined my afternoon searching for a chip that never spawned. I even reloaded the map twice, it was supposed to be right here.

>> No.7416147

>>7416110
They moved it updates ago. You know where you get the RL and shoot across to the RL grunts? Where the RL grunts re there's a pipe that leads into a tiny-ass room that you'd easily miss. The chip is in there

>> No.7416154

How many arch-viles would be an overkill for a section based on "Hunted". Not the whole map being like that, but one maze populated with viles.

>> No.7416158

>>7416110
Also, what mod are you using for the right-handed weapons?

>> No.7416168

>>7416158
scr_ofsx scr_ofsy scr_ofsz

>> No.7416169

>>7416147
That was one of the rooms I frequently went back to, I always made sure to grab that one.

>> No.7416171
File: 752 KB, 1920x1080, 11564102578052.jpg [View same] [iqdb] [saucenao] [google]
7416171

>>7414443
The first one certainly had something going for it. Never touched the other titles, though.

>> No.7416172

>>7416168
Usable in Quakespasm?

>> No.7416176

>>7416172
on spiked works

>> No.7416183

>>7416176
On the the 1 hand :D. On the other, D:. I have spent so much fucking time in Blender and Quark to change weapon positions. I wish shit like this was easier to find.

>> No.7416186

>>7416154
As long as you aren't fighting more than two, at the very most three at a time, and there's some way to break their line of sight (pillars, or enough corners or barriers or something), I think you're fine. You could add more I guess, but you better give the player the firepower to take them on.

>> No.7416194

>>7416168
>>7416176
Mr. Wizard, do you know how to change the angle of projectiles as well? Like make the nails come from the right side of the screen?

>> No.7416196

>>7416194
That requires a modified .mdl for the spiked file in the game's files.

>> No.7416203

>>7415981
Man that looks crisp as fuck.

>> No.7416302

>>7416158
>>7416194
https://www.moddb.com/mods/authentic-models-for-quake/addons/osjc-amq-angled-addon-v1

>> No.7416334

>>7411506
>faggot posted another wang
holy kek

>> No.7416349

>>7414443
So you mean that the one almost ancient PennyArcade comic strip was full of shit as usual?

>> No.7416474

ha ha ha

decino started playing Stardate 20x6

does he not know how ridiculous map7 is?

maybe he'll try magnolia if he succeeds?

>> No.7416508

I installed Quake 2 and the Yamagi patch but somehow it now completely disregards my config.cfg file. What gives?

>> No.7416528

>>7416508
I've never had to manually mess with the .cfg for anything I couldn't do within the game's settings. What are you going for?

>> No.7416540

>>7416528
I can do stuff with the in game console I guess but I was mainly going to switch maxfps to 120 and change some keybinds. Quite annoying since I use the cfg files a lot in Q1,3 and other games.

>> No.7416547

>>7416540
Try deleting or modifying q2config.cfg in the baseq2 folder, and try opening pak0 and deleting or modifying default.cfg.

>> No.7416637

>>7416349
I would blame its US release happening over a year after HalfLife solely for that.
>>7416171
All that comes to my memory about the first sequel (Mortyr2: forever) is the fact that I could do a instakill on the Panzers with couple knife hits (1 on Easy IIRC) to save ammo - vehicles were either immune or resistant to small arms (but not melee for reasons unknown) in that game;
The latter entrys are shitty bargain-bin tier garbage not even worth torrenting T.B.H.
>Also kinda wish for a modern-day-engine remake/sequel made by a somewhat competent dev team (definetely NOT contemporary CDPR)

>> No.7416657
File: 621 KB, 960x540, Screenshot_Doom_20210213_192114.png [View same] [iqdb] [saucenao] [google]
7416657

>HFFM

https://anonymousfiles.io/RZ3B25Qv/

Map name is "Code Suppression" by A2Rob

Midi used is "Drilling By Night" by stewboy

>> No.7416691
File: 1.13 MB, 1920x1080, Screenshot_Doom_20210208_191052.png [View same] [iqdb] [saucenao] [google]
7416691

Is there a setting in Zandronum or a WAD for resetting weapons after a map change in co-op? I run UAC Invasion on Saturdays and it kinda sucks when you start the next level with a BFG

>> No.7416717

>>7416691
https://zdoom.org/wiki/MAPINFO/Map_definition
Maybe this? Resethealth, and resetinventory.

>> No.7416718

>>7416657
Playing GZDOOM if it matters but you can grab the red key and cells ocassionally just by running into the lift they're on, breaking the map

>> No.7416719

>>7416657
The screenshot of that makes it look like a good old fashioned deathmatch arena.

>> No.7416761
File: 238 KB, 1080x720, dmymvo-427b6ef2-e2ea-4104-9965-8ea70f74a839.jpg [View same] [iqdb] [saucenao] [google]
7416761

>> No.7416769

How do you guys design your levels in Doom Builder? Do you start from a sketch or just go straight to drawing sectors? Do you put all the linedefs down first and then modify things in visual mode or go back and forth?

>> No.7416770

>>7416761
For once a cyberdemon that doesn't make me think the nostrils are its eyes.
>>7416769
Straight to drawing, back and forth.

>> No.7416780

>>7416547
Nevermind, I realized what the problem was. Yamagi uses a different config file that was in MyDocuments.

>> No.7416785
File: 1.79 MB, 200x200, Bong.gif [View same] [iqdb] [saucenao] [google]
7416785

>>7416780
I'm glad you figured it out, but that wasn't obvious?

>> No.7416789
File: 756 KB, 425x662, file.png [View same] [iqdb] [saucenao] [google]
7416789

>>7414125
Actually this whole page has some weird stuff for SW

>a conversion patch for Shadow Warrior. It replaces Lo Wang with Sylia Stingray by modifying relevant sprites, sounds, and cinematics.

I wonder if I can get this to work with WangGDX. Better be her OVA design and not 2040.

>> No.7416793

>>7416785
No. Every other Quake game's config file is in the same directory as the game itself, and that is the case for ezquake, quakespasm/spiked and q3 cpma.

>> No.7416795

>>7416789
That's some obscure shit.

>> No.7416821

>>7416718
Didn't test in GZDoom, but that's an easy fix.

>> No.7416838

>>7416789
Where show or movie is Sylvia Stingray from?

>> No.7416843

>>7416838
Literally a google search away c'mon man. Bubblegum Crisis.
https://www.youtube.com/watch?v=an_0IIRDlc4

>> No.7416853

Slayer's Testament makes it look like that modern Doom got better fanmade low poly models than classic Doom

>> No.7416875

>>7416789
Pretty sure this armor served as inspiration for the armor in Xexyz

>> No.7416952

>>7416769
Think of an idea I wanna do (however clear or vague varies, and the vision may morph as I go), then just kind of try to make that, be that just something visual, or something in terms of gameplay.

>> No.7416958

>>7415512
Idk, I'm new to this but my intuition says it's actually a better practice to have 0 offsets + unpin when possible and only manually align if not possible.

>> No.7416973

>>7410504
Any experienced Doomers ITT? Anybody beat last episode on Hurt Me Plenty? I beat the first and it seems fucking crazy to even attempt Thy Flash Consumed

>> No.7416979

>>7414996
Those layouts are based af.

>> No.7416991

@7416973
fuck off retard

>> No.7416996

Will anybody show this "@" moron the door to reddit? It's not the first time I see him get autistically triggered at a neutral post.

>> No.7417008

>>7416996
>the guy using stale ass copypasta is accusing others of being redditors

>> No.7417013
File: 1.35 MB, 1538x655, 1601655472183.png [View same] [iqdb] [saucenao] [google]
7417013

>>7414608
Populated the red keycard room I was working on.

>> No.7417018 [DELETED] 

>>7416991
>>7417008

Take your meds schizo. I've read the last like 30 threads and there was no copypasta like that at any point. Quit being a faggot and stop creating drama out of nowhere

>> No.7417023

>>7417018
Sure thing reddit

>> No.7417032

>>7416973
First three are definitely beatable, I've even beaten the first two on UV.

>> No.7417040

>>7416010
I'd even go so far as to say Malice has more satisfying shooting than vanilla Quake 1 and 2. It sucks that mappers haven't latched onto it.

>> No.7417041

Help me build a list of vanilla-style wads to play. I'll start:
>dtwid
>d2twid
>switcheroom 1
>switcheroom 2
>fava beans
>hell for leather

>> No.7417067

>>7416973
Thy Flesh Consumed is a lot harder than the original three episodes as well as Doom 2. However it's only really Balls To The Walls for the first few levels, then it really mellows out.
E4M1 and E4M2 on UV is harder than a lot of Plutonia levels on UV.

I assume that you're new, how much experience do you have with the game overall? Which port/sourceport are you playing.

>> No.7417081

>>7417041
Doom Damnation, it just had an updated rerelease adding a fourth episode.
https://www.doomworld.com/forum/topic/119731-re-release-doom-damnation/

Overall I think it's good and worth playing, it has a pretty typical Doom 1 aesthetic to it, but some of the maps are really novel in design and concept. Also has an all original soundtrack.

>> No.7417095

>>7415853
p-please help...

>> No.7417096

>>7417018
You're right. No copypasta. But the same exact sentiment in every thread.
>wow is UV a joke difficulty, I can't imagine it's beatable!
>I've been playing for 30 years and can barely beat it on HMP!
It's not funny, it's transparent and boring.
He would stop if people stopped replying to it.

>> No.7417103

>>7417096
What the fuck? Is that supposed to be the "exact same"?
It's like seeing bait in people asking what are good wads to play. Get laid pls

>> No.7417113

>>7417103
That's actually a good idea. I'll be sure to incorporate this in my arsenal, thanks ;)

>> No.7417145

>>7417040
Pretty much anything has more satisfying shooting that vanilla Quake 1. Weapon designs and animations is the weakest part of the game.

>> No.7417176

>use build editor
>1024 units are equivalent to 16 doom units
>higher sector heights are negative and lower sector heights are positive
Literally the most basic shit was made as unintuitive as possible

>> No.7417201

>>7417176
Simplify your fractions. 1 doom unit is 64 build units. What is unintuitive about this? It's just a different scale.

>> No.7417202

>>7417145
The only weapon whose feeling I don't like in Quake 1 is the shotgun. Don't know what they were thinking.

>> No.7417204
File: 3.56 MB, 3020x1949, 1517614105.jpg [View same] [iqdb] [saucenao] [google]
7417204

Retro FPS General

>> No.7417228
File: 123 KB, 1200x800, 1.jpg [View same] [iqdb] [saucenao] [google]
7417228

>>7417095
> Brutal Doom

>> No.7417267

>>7416657
Looks nice.

>> No.7417272

>>7415167
Looks cool, post moar

>> No.7417273

>>7415527
Is Silky your wife's pet name?

>> No.7417276

>>7415167
rank-ass swamp

>> No.7417278

>>7417013
Looks great anon! How long did you take to map out and detail this section?

>> No.7417280

I ran out of drugs and now my inspiration has dropped to nil

>> No.7417283

>>7417202
Half fire rate + double damage would have made it infinitely better.

>> No.7417287

>>7417272
I don't have a lot to show for this map yet. A few disconnected rooms I saved from a few false starts earlier. Mostly working out how the level is going to flow in my head.
I wish Doombuilder had a graphical overlay you could draw on you plot out ideas. Just a one color brush and eraser.

>> No.7417295

>>7417228
why rude

>> No.7417302

>>7415853
>Brutal Doom doesn't work
Shocker

>> No.7417303

>>7417302
brutal doom works fine
power fantasy is a mod of a mod, that's the one that i can't seem to get working right

>> No.7417331

>>7417303
I pity any modder foolish enough to use Brutal Doom as a foundation, that mod is a spaghetti code nightmare clusterfuck

>> No.7417336

>>7417331
ok you're cool
i award you 10 anonymous internet cool points, thanks for letting me know how cool you are

>> No.7417343

>>7417336
No need to get so buttflustered, anon. Is power fantasy standalone or do you have to run it alongside Brutal Doom? Did you get any red or yellow warning text when first booting the mod up?

You doublecheck the binds? What version of GZDoom are you running? What version does the dev recommend?

>> No.7417353

>>7414302
they were release candidates

>> No.7417357

>>7417343
>No need to get so buttflustered, anon.
You're the one spazzing out because you have a personal dislike of brutal doom. Never understood this religious zealot hate shit.
>aargh it's popular we can't talk it about it here!
what a twat

>> No.7417359

>>7417287
Workaround, not direct solution
https://windowtop.info/

>> No.7417362

>>7417357
He's not the one spazzing out, I assure you. It's just banter m8

>> No.7417365

>>7417359
Damn, that's pretty cool. Thanks.

>> No.7417370

>>7417278
For a newbie mapper like me about 3 hours. Most of my time spent is just choosing what textures to use lol.

>> No.7417373
File: 284 KB, 1920x1080, QuakeYk.jpg [View same] [iqdb] [saucenao] [google]
7417373

Jesus christ that was boring

>> No.7417376

>>7417357
I'm not spazzing out. I'm just making a statement, and it applies really to anyone making mods: Don't make mods for mods. Just make your own shit, it's infinitely easier to manage.
Now are you gonna answer my other questions and lemme help you or are you gonna be a salty boy?

>>7417362
I wouldn't call it banter, I'm just speaking from a modder's perspective, Brutal Doom is a clusterfuck under the hood, and it baffles me to this day seeing people using it as a foundation for their own projects. ZDoom modding is a fucking mess enough as is.

>> No.7417380

>>7417373
What settings are you running. My eyes, goddamn. Check out the mods. Loads of them, but I find Arcane Dimensions always does it for people who dislike Quake 1.
https://www.quaddicted.com/reviews/ad_v1_80p1final.html

>> No.7417381
File: 869 KB, 1920x1080, 1612341726616.png [View same] [iqdb] [saucenao] [google]
7417381

>>7414608
I always crash and burn in the same part
that red dot is a player start

>> No.7417383
File: 87 KB, 840x243, Screenshot 2021-02-14 050437.png [View same] [iqdb] [saucenao] [google]
7417383

average replies when you try to discuss any good shooter on /v/
Im gonna give up on that shithole altogether
maybe we can talk about it here if anybody feels like

>> No.7417389

>>7417381
Goldeneye anon?

>> No.7417391
File: 46 KB, 960x960, 1582472689194.jpg [View same] [iqdb] [saucenao] [google]
7417391

>>7417389
yes

>> No.7417392

>>7417380
He's using YouTubeQuake port.

>> No.7417398

>>7417383
I want a game with stencil shadows in the current year

>> No.7417403

>>7417376
>I'm not spazzing out, I just desperately try to chase one topic off the board every time it's brought up
Yikes

>> No.7417409

>>7417403
Last (you) outta me then. I have nothing against Brutal Doom. But it's obvious you're not in this for discussing the mod, you just wanna engage in petty slapfights. Ya fuckin wiener.

>> No.7417414
File: 1.75 MB, 1920x1080, Prodeus_2021_02_14_04_54_41_950.jpg [View same] [iqdb] [saucenao] [google]
7417414

there is even an intermission screen that works as level select

>> No.7417415

>>7417380
Yeah just literally found a screenshot online because I didn't bother taking my own.
Wasn't totally against Quake, just found it dull on the whole during my first true-blue playthrough.

>> No.7417416

I like Project Brutality but not Brutal Doom.

>> No.7417423

>>7417383
People shit on Prodeus here too. Black sheep of a game.

>> No.7417424

>>7417383
Don't bother with /v/ for actual video game discussion. As for Prodeus itself, I dislike that crusty filter option and I feel like the monster designs are too goddamn busy, it seems like they improved the weapons since I last seen it, because they used to be painfully basic bitch. The automap is cool as fuck, and built in mapping tools is very nice, I think the game has potential.

>> No.7417426
File: 1.43 MB, 1920x1080, Prodeus_2021_02_14_04_40_41_577.jpg [View same] [iqdb] [saucenao] [google]
7417426

>>7417423
why?

>> No.7417428
File: 722 KB, 1368x1264, 1589237796016.jpg [View same] [iqdb] [saucenao] [google]
7417428

>>7417415
For some people it hits, for some it doesn't. No shame, but like I said, for every person who says they didn't like Quake, they really sink their teeth into Arcane Dimensions due to the enormous cast of enemies compared to Quake, the triple barrel shotgun to make enemies feel less spongy, and the grander levels. Give it a shot.

Before someone spergs at me, I don't think AD is necessarily better than id1, or vice versa. Just different flavors.

>> No.7417431

>>7415596
I never realized how cool all the spent casings flying out of the gun looked

>> No.7417435

>>7417424
you can disable everything

>> No.7417438

>>7417426
Beats me. I enjoyed it, you tried the editor yet?

>> No.7417439

>>7417435
Yeah, I know the filters are optional, but there's still a few missteps with the core art direction.

>> No.7417445
File: 1.45 MB, 1920x1080, Prodeus_2021_02_14_04_42_00_265.jpg [View same] [iqdb] [saucenao] [google]
7417445

>>7417424
>I dislike that crusty filter option
what do you mean with that?
you can use pixellated or scanlines or 'crt' options in the video settings
no idea what they actually do tho I havent messed around with them yet
>and I feel like the monster designs are too goddamn busy
what does that mean?
like, too detailed?
the concept is the same of classic Doom monsters
for now I have just seen the classic melee zombie, the shotgun zombie and the Imp and some kind of Cacodemon flying ball that shoots projectiles

>> No.7417460

>>7417445
Are you just playing through it now? If so, have fun, it's a short campaign so far.

>> No.7417470

>>7417445
Yeah the pixel filter, it feels very off seeing as the assets are inherently higher res so crunching them through a filter like that seems wrong. I know other games in the past took high-res assets and crunched them down, but that was usually done separately, applying just a filter through the game's software never felt right to me.
And yeah the mosnters are too detailed, last time I checked a lot of the monsters had glowing bits and a lot of greebles on them.

>> No.7417478
File: 77 KB, 854x480, 1595791096495.jpg [View same] [iqdb] [saucenao] [google]
7417478

>>7415596

>> No.7417483

>>7417470
I've can't say I've ever had a problem with the readability of the enemy's designs. I agree though about filtering the 3D models to look like sprites, not nearly as satisfying. You can see they were going to go for a full 16 rotation sprite method when you look at the barrels and corpse decorations, I guess they just got lazy.

>> No.7417493
File: 1.81 MB, 1920x1080, Prodeus_2021_02_14_05_25_22_681.jpg [View same] [iqdb] [saucenao] [google]
7417493

>>7417460
Yeah.
I increased the FOV a bit set the monsters as 'models' and cleaned up the HUD a bit.
Are those pinkies down there?

>> No.7417504
File: 22 KB, 520x390, 1596742919377.png [View same] [iqdb] [saucenao] [google]
7417504

what if I want to make a 2021 videogame with unreal engine 2?

>> No.7417506

>>7417493
Lungers, yeah. Shoot them in the face a couple times and you're good.

when you get the arc weapon later, don't bother with the sniping option and just spam click it's primary fire at groups of enemies, it's crazy OP

>> No.7417550

>>7417504
someone should do an unreal spiritual successor, everybody is focused on quake and doom clones

>> No.7417573
File: 29 KB, 500x427, bottle of walter.jpg [View same] [iqdb] [saucenao] [google]
7417573

Why have eDuke and BloodGDX still not gotten some sort of fix for sky textures just being flat nasty ass planes that cap off at a certain height in Polymost?
This is shit that was fixed in some of the earliest GL based Doom ports and is also just fixed in shit like NBlood.
It's just because I'm ultra autistic but it's one of the main reasons I still play in Software renderer for these.

>> No.7417579

Are there any other games like Blood with a gothic atmosphere? Also where to find the best Blood mods.

>> No.7417580
File: 2.09 MB, 1920x1080, Prodeus_2021_02_14_05_37_09_535.jpg [View same] [iqdb] [saucenao] [google]
7417580

>>7417506
this game is AMAZING
the way the gore splatters
it even goes on your weapons

>> No.7417592

>>7417504
Well that'd be really dumb, anon. Anything you'd want to do, including an Unreal successor, can be done in Unity much more easily than perusing the documentation of an engine that old. There's a reason despite Serious Engine 1 going open source that literally nobody uses it.

>> No.7417594

>>7417592
>unity

>> No.7417597

>>7417594
I didn't stutter.

>> No.7417598

>>7417592
I don't need to peruse anything, I use ue2 since it exists, it's the only engine I know like the back of my hand

>> No.7417603

>>7417598
Ganbatte with your never-released product anon-kun!

>> No.7417604

>>7417598
Well then do it what are you complaining about?

>> No.7417607
File: 325 KB, 382x417, 1600000660710.png [View same] [iqdb] [saucenao] [google]
7417607

>>7417603
I don't have a product

>> No.7417612

>>7417579
https://www.blood-wiki.org/index.php/List_of_Mods#Blood

>> No.7417615

>>7417604
licensing, I actually asked for a clue (not a fix or a patch) on why the fuck unrealed 3 slows to a crawl under win10 and I got as an answer a link to the ue4 board

>> No.7417616

>>7417607
Exactly the point.

>> No.7417618

>>7417573
I can't speak for eDuke, but BuildGDX is maintained by a Russian dude in his 50s who reverse engineered all the good Build games in his spare time single-handedly. These things, they take time.
>>7417579
500ml of /vr/

>> No.7417620

>>7417607
ahahaha no shit you dumbass

>> No.7417624

>>7417423
Is there a way to turn the vignette off yet? Only thing I cannot stand about the game really.

>> No.7417629

>>7417616
>>7417620
>merely pretending

>> No.7417632
File: 206 KB, 361x366, cliffyb.png [View same] [iqdb] [saucenao] [google]
7417632

>>7417615
Oh I see.

>> No.7417635
File: 41 KB, 750x748, 1613253619459.jpg [View same] [iqdb] [saucenao] [google]
7417635

>> No.7417637

>>7417624
I've seen this asked a lot, I never had an issue with it myself.

But yeah, no there's no option at this point, it seems.

>> No.7417640

>>7417615
There is third party code in ue1-3 that doesn't allow licensing anymore, you better learn c++

>> No.7417641

>>7417618
I asked for the best mods, not a handful of fan levels.

>> No.7417645

>>7417641
ouch

>> No.7417647
File: 98 KB, 940x626, lel.jpg [View same] [iqdb] [saucenao] [google]
7417647

>>7417629
Sorry Pedro.

>> No.7417650

>>7417640
thanks for the only non retarded answer

>> No.7417657

>>7417650
Thanks for all the retarded questions. Next time go to google for these things instead of crying here.

>> No.7417658

>>7417632
>half the gears franchise isn't on pc because this retard who made radical heights said so
randy tier

>> No.7417659

>>7417657
take your meds

>> No.7417668

>>7417659
NO, they make my dick floppy.

>> No.7417672

>>7417659
Take programming lessons.

>> No.7417681

>>7417373
Did you know you can hack shub nigguroth to death?
Has some absurd amount of health. I remember doing it as a kid.

>> No.7417691

>>7417650
I'm the goldeneye anon, I'm the same anon that runs the argentine 2k4 servers
don't listen to these retards, you can license unreal engine 2 (unrealscript only and no support) for a nominal fee but there is one single thing that will bring you down, it's the lack of multithreading, you will run into the exact same performance problems ion fury has
I had the same idea, if you want a retro fps what better thing than using an original engine but is not so easy
also, that unrealed problem can be fixed by disabling the display adapter in your device manager (if you have a discrete card) OR using an apu, I don't know why it works with an apu and not with a discrete card
>>7417672
>Take programming lessons.
what the fuck is unrealscript

>> No.7417707

>>7417691
>that unrealed problem can be fixed by disabling the display adapter in your device manager
wow, I doubted but it incredibly works, what the fuck, thanks anon

>> No.7417716

>>7417691
>I'm the same anon that runs the argentine 2k4 servers
Does anyone still play?

>> No.7417720

>>7417716
only when I chase them at gunpoint but I'm not in the mood lately

>> No.7417723

>>7417376
>Just make your own shit, it's infinitely easier to manage.

kegan?

>> No.7417726

>>7417723
Yes.

>> No.7417730
File: 221 KB, 720x480, 1601760596538.png [View same] [iqdb] [saucenao] [google]
7417730

>>7417726
fug

>> No.7417741

>>7417691
>what the fuck is unrealscript
From the wiki: UnrealScript (often abbreviated to UScript) is Unreal Engine's native scripting language used for authoring game code and gameplay events before the release of Unreal Engine 4. The language was designed for simple, high-level game programming.

>> No.7417748

>>7417741
I will never recover

>> No.7417758

>>7417426
Wow that looks deep fried.
I realize that not every modern Doom-like is going to be super purist, I bite my tongue with Ion Fury's voxels, but there's a certain point where it looks anachronistic.
At the bare minimum the hud portrait should be as pixelated as the gun sprite, even "muh Brutal Doom" had the taste to do that.
That bloom is just embarrassing.

>> No.7417770
File: 5 KB, 548x324, BRAKKA BRAKKA.png [View same] [iqdb] [saucenao] [google]
7417770

>>7414608
Been working on the new plasma gun for the Blastmaster too.

>>>/wsg/3794183

>> No.7417781

>>7417691
> what the fuck is unrealscript
A poor man's java. But it's more than enough and the engine itself is the most moddable thing in existence.

>> No.7417783

>>7417770
in the last heat mode you can't hold down the fire button?

>> No.7417784

>>7417783
Oh you can, it's just a hyperburst thing, you rattle off like 8 shots and there's a brief pause before you can do it again.

>> No.7417787
File: 42 KB, 674x697, 1591821067381.png [View same] [iqdb] [saucenao] [google]
7417787

>>7417781
that was my point, anon
btw, if someone wants to learn here there are some tutorials, they were written for ut2003 but they obviously work for ut2004
https://mega.nz/file/Xh5zRK6Q#URYpqhWVgBgt5SfKQmxFHEG4MRmUjReXRyusicwip6I

>> No.7417789

>>7417504
>>7417592
Me personally thinks it's best to take real engine where everything you need is already implemented and you can just change models, textures and maps. Even implementing fps player controller from scratch is huge pain in the ass and takes a lot of time to get right.

>> No.7417808

is antialiasing absolutely impossible to force in quakespasm?
I tried everything, even the native fxaa command doesn't work

>> No.7417842
File: 121 KB, 1280x660, E8A057A2-E34C-4453-9698-D1E0E428A121.jpg [View same] [iqdb] [saucenao] [google]
7417842

>>7414608
Making my first map in Quake, it's gonna be shit but I'm having fun
yes I know the textures are bad I'm just working on architecture right now

>> No.7417843

>>7417808
You can use your graphic's card's onboard stuff to force it. vkQuake has native multisampling and super from its video settings menu. FTEQW does as well I think.

>> No.7417847

>>7417842
Based and Quakepilled.

>> No.7417850
File: 112 KB, 1280x720, 1588340034439.jpg [View same] [iqdb] [saucenao] [google]
7417850

>>7417843
you can't in qss, I tried everything, even borderless gaming and reshade (I want fucking ssao in my quake)

>> No.7417858

>>7417850
Take the vkQuakepill.

>> No.7417860
File: 14 KB, 351x354, 1591194883516.jpg [View same] [iqdb] [saucenao] [google]
7417860

>>7417858
I want the extra particles

>> No.7417875

>>7410504
I just bought AMD 5600X and RTX 3070!! No more GZDoom on my crappy laptop!! Gonna play at 1440p 144hz with no slowdown in wads! It's gonna be LITTY TITTY!!! And I'm gonna play Ion Fury without problems too!!!! WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOHHH!!!!!!!

>> No.7417882
File: 37 KB, 1000x304, 1600292992587.jpg [View same] [iqdb] [saucenao] [google]
7417882

Bullet Dam is better than Stalker

>> No.7417893

>>7417875
I find it endlessly amusing these 20+ year old games need ever the more modern hardware to be played at a good framerate.

>> No.7417902

>>7417893
Blame GZDoom for being so shit

>> No.7417919

>>7417893
https://www.youtube.com/watch?v=1UtTtrwMQHI

>> No.7417921

So what's the rule for how big steps need to be in relation to a monster's size so they can step up/down? How big of steps do I need for something like a pinky to traverse?

>> No.7417946

>>7417919
> actors running checks for million flags
Sounds like bullshit, also stuff like this only affects CPU.

>> No.7417953

>>7417902
>>7417919
It goes beyond Gzdoom, plenty of quake mods run like garbage now too.

>> No.7417970

>>7417919
I'm not sure, but this might have something to do with occlusion culling being too weak to skip rendering most of non-visible geometry in open spaces.

>> No.7417974

>>7417921
Equal to their width

>> No.7417986
File: 5 KB, 224x225, images_4.jpg [View same] [iqdb] [saucenao] [google]
7417986

FUCK SHADOW NINJAS

>> No.7417989

>>7417618
>500ml of /vr/
I already played it. Was a bitch to get running with dosbox though.

>> No.7417992

>>7417921
Monster will never put itself in a position where difference in height under any its part is greater than 24. So for 8 units tall steps, they can be half his width so it could move his ass from the step before he steps on the next one. Anything taller means monster can't be on 3 steps at once, and thus each step must be as wide as monster is.

Remember that everything in Doom is a square aligned to the grid, no matter where monster is facing. So if your steps are at an angle the monster will effectively be wider.

>> No.7418016

>>7417893
>20+ year old games
Well, the original iwads run fine, it's the modern megawads that can get choppy when you're fighting a thousand enemies at once. Plus new textures, larger levels, etc. These levels couldn't have hoped to run on a 486 back in the day.

>> No.7418097
File: 136 KB, 693x589, one_side_door_how.png [View same] [iqdb] [saucenao] [google]
7418097

Any suggestion how to implement a door (with Door_Raise special) which for the first time can only be opened from one side, but after that becomes standard repeatable+player_use type of door from both sides? I would prefer solution without custom scripts, but if not possible, I already have a little ACS script in this map anyways.

>> No.7418113

>>7418097
What format are you using?

>> No.7418116

>>7418097
Just leave it open.

>> No.7418118

>>7418113
UDMF

>> No.7418121

>>7418116
This is what I already do right now, but it feels wrong and ruins integrity of these rooms and their doors.

>> No.7418124

>>7418121
I have a feeling that if there are doors using Door_Raise on the level, then Door_Open should only be used for doors opened by buttons or levers.

>> No.7418125

>>7418118
I don't know anything about what UDMF can do, it seems very versatile. The best I can think of is using a control sector for the door with ceiling 8 units above the door's floor. When you approach door from the openable side, raise ceiling to doorframe's ceiling so door would now open.

I suspect UDMF would let you hook this two actions together better.

>> No.7418137

Does Doom have any AI enhancement mods? Even ranged enemies just shooting you instead of walking around like retards and Pinkies rushing to you would be an improvement

>> No.7418141

>>7418137
Just add -fast parameter

>> No.7418185

>>7418125
What is "control sector"?

>> No.7418193
File: 229 KB, 699x691, lesadq2manface.png [View same] [iqdb] [saucenao] [google]
7418193

Why is the water flickering and misbehaving when r_wateralpha is not 1 in Spasmquake?

>> No.7418208

>>7418185
Nwm, found it
https://zdoom.org/wiki/Control_sector

>> No.7418213

>>7417758
>I bite my tongue with Ion Fury's voxels
You know Blood and Shadow Warrior had voxels, right?

>> No.7418215

>>7418137
Universal Enhanced AI

>> No.7418214

>>7417618
In his 50s? I had heard he was a student.
>>7417573
Download a skybox pack.

>> No.7418223

>>7418137
Yes, try Babel or
https://forum.zdoom.org/viewtopic.php?t=62232

>> No.7418228

>>7418118
just write an ACS script with SetLineSpecial

>> No.7418229
File: 80 KB, 650x645, Line_SetBlocking.png [View same] [iqdb] [saucenao] [google]
7418229

>>7418097
Ok, I found da wey. I set a linedef in front of the door to "block everything", then set linedef on the other side to use "Line_SetBlocking" special on "player cross" to clear "block everything" flag from the first linedef.
https://zdoom.org/wiki/Line_SetBlocking

>> No.7418234

>>7418193
Maps need to be compiled with water translucency in mind for it to work. So any modern map will work, but the id maps (and 90s user maps) won't. However, you can find custom .vis files that will make the id maps work.

>> No.7418284

https://drive.google.com/file/d/1LXEqSmbEgksZRZtUmOzS7zT65SfbSkQy/view
I know there's a whole gay thing going on, I just never expected to find MIDIs of this album, lmao.

>> No.7418336

>>7415215
Thanks, the amount of time I've been sitting on that one fortlike room is insane though.
At least I figured out how to bypass this thingy called "skyhack" with those tiny gay sectors.
https://doomwiki.org/wiki/Sky_hack

>> No.7418372

sewer level bad is the worst fps meme

>> No.7418373

>>7418214
>Download a skybox pack.
Where?

>> No.7418378

>>7418137
Babel, or fast monsters.

>> No.7418387

>>7418372
sewer levels are almost always bad

>> No.7418394

>>7418372
Based
>>7418387
Faggot.
https://www.youtube.com/watch?v=44lhqrsUTlo

>> No.7418408

>>7418394
>Posting a song from doom means sewers are fun to play in
Go compile a list of every single sewer level ever made and get back to me with all the "fun" ones

>> No.7418415

>>7418408
1. Your sister's ass

>> No.7418417
File: 76 KB, 1280x720, skeetium.jpg [View same] [iqdb] [saucenao] [google]
7418417

>>7418408
>saying Toxic Touch succs

>> No.7418421

>>7418417
That's what I said.

>> No.7418426

>The Dooms are on sale.
Ffffffffuck.
Never played Doom 3. I saw my cousin play it, we were in the basement so it was dark and he had good headphones.
I want to experience the horror just like back then.

>> No.7418427
File: 13 KB, 256x256, 1593503794142.jpg [View same] [iqdb] [saucenao] [google]
7418427

>>7418421
fak u

>> No.7418438

>>7417013
I love these visuals.

>> No.7418462

>>7418372
The only good sewer levels I have played both appeared in Crash Bandicoot 2, and that's because that game nearly perfected the linear corridor level design.
An honorary mention goes to that sewer level in Blood where you can get to the exit in 20 seconds flat if you've got jump boots on you.

>> No.7418465

>>7414153
kapop grompf

>> No.7418480
File: 542 KB, 1200x991, marisa.png [View same] [iqdb] [saucenao] [google]
7418480

>>7413191
I remember being hyped up about this game early on. And then it turned out to be a boring solo arena shooter

also has anyine seen Marisa here recently?
When is he going to fix the DoomReal pickup visibility issues? Especially the fucking ammo - so hard to see some times.

>> No.7418485

>>7418480
left after getting called gay for the nth time

>> No.7418490

>>7418234
I never had this problem with GLQuake in 1998.

>> No.7418497
File: 717 KB, 1270x734, file.png [View same] [iqdb] [saucenao] [google]
7418497

>>7418480
there are 5 automag magazines in this picture.

>> No.7418503
File: 15 KB, 158x224, 1608780491047.jpg [View same] [iqdb] [saucenao] [google]
7418503

>MAP07 of Plutonia 2
>the surprise skeleton orgy at the exit door

>> No.7418549

>>7417579
Quake.

>> No.7418553

>>7418372
I agree.

>> No.7418668

I'm making a new thread, boys.

>> No.7418684 [DELETED] 
File: 1.97 MB, 640x480, Untitled.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7410504
>https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA
>Tomb Raider 1

>> No.7418685

NEW THREAD

>>7418680
>>7418680
>>7418680

NEW THREAD

>> No.7418742

>>7417426
Its boring.