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

/vr/ - Retro Games


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7418680 No.7418680 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last Thread >>7410504

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] [Embed]
https://www.youtube.com/watch?v=CGj4gXyCzg0 [Embed] [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.7418683
File: 1.00 MB, 1000x900, HARD AND FAST.png [View same] [iqdb] [saucenao] [google]
7418683

===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/GD0DRniA/
NMNV6

=== NEWS ===
[2-13] Trenchbroom v2021.1 released
https://github.com/TrenchBroom/TrenchBroom/releases/tag/v2021.1

[2-13] Unused Jam for Quake is out:
https://celephais.net/board/view_thread.php?id=62024

[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] [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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.7418689
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7418689

>> No.7418690
File: 1.97 MB, 640x480, Untitled.webm [View same] [iqdb] [saucenao] [google]
7418690

>>7418680
>https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA
>Tomb Raider 1

>> No.7418694
File: 141 KB, 800x600, scr-e1m1[redrum.grp]-0000.png [View same] [iqdb] [saucenao] [google]
7418694

Come play with us Duke, forever and ever

>> No.7418708
File: 8 KB, 158x200, Archvile_sprite.png [View same] [iqdb] [saucenao] [google]
7418708

hey what monsters cant the Arch-vile resurrect?

>> No.7418726

I'm playing Ultimate DOOM through GZDoom, with the alternate hud enabled. I've got my health and armor in the lower left corner, with health displayed above armor. Is there a way to swap that so that armor is instead displayed above health?

>> No.7418751

>>7418708
off the top of my head bosses and other archies I think
not counting ones that obviously blow up and leave no corpse (pain and his mini boners)

>> No.7418753
File: 373 KB, 1920x1017, Screenshot_Doom_20210214_091920.png [View same] [iqdb] [saucenao] [google]
7418753

Do you consider wads like KDIZD that have "over detailed" maps to be a bad thing?

>> No.7418757

>>7418751
I heard Pain Elemental can be resurrected from being crushed, if it can't finish its explody animation. Otherwise, yes.

>> No.7418771
File: 73 KB, 470x650, Caleb.jpg [View same] [iqdb] [saucenao] [google]
7418771

>>7415198
>not Caleb and Alucard
BTW the Gorilla is all wrong, His caleb would be the same as >pic instead of Gin-san

>>7416789
Nene Nukem Exists and you can work from it

>>7417204
All i want is Mission 64 mod to be complete, and people porting the PS1 Big Gun Unit with the 2 exclusive monsters and the Maidens with the fixed left arm mesh

>> No.7418786

Flare gun is Blood's sniper rifle

>> No.7418793

> SomewhatPossibleV2.wad
Damn, what I thought was the final battle, was actually the first REAL battle. And the real final battle is NUTS. But it's possible to skip it. Now I wonder, is it possible to not? Overall, great map and really hard. At first I tried to not savescum and restarted from the very beginning a lot of times but nope, I'm not that good yet. Even the first few fights are very easy to completely fail with a single wrong move.

>> No.7418805

>>7418708
Anything that lacks a Raise state, so:
>Lost Soul (disappears after death, but if they managed to be crushed they could be raised as 'Ghost Monsters')
>Pain Elemental (ditto, also that would be ridiculously fucking annoying to fight because the Rocket Launcher is the only real way to combat 'Ghost Monsters')
>Cyberdemon
>Spidermastermind
>Commander Keen
>Bossbrain
>Arch-Vile
>Explosive Barrel

>> No.7418810
File: 630 KB, 800x900, 1598999613996.jpg [View same] [iqdb] [saucenao] [google]
7418810

>Cyberdemon ass
yes pls

>> No.7418821

>>7418771
Are there a variant of that art in higher res and without the text?

>> No.7418832

>>7418810
you know, if not for the fetal alcohol syndrome hammerhead skull I might

>> No.7418835

>>7418753
I'm fine with plenty of detail, in fact I quite like that, but I think it's important to not make detail get in the way of gameplay, either by the player getting caught on shit, or if the detail adds way too much overhead. My rule of thumb is as long as it doesn't lose too many frames in GzDoom (because I want my levels to run well on both Boom and GzDoom ports), I think that it's fine.

For KDiZD, I haven't actually played it, but I hear a lot of people criticize it for overdetailing and style over substance.

>> No.7418856

>>7418786
No, the Voodoo Doll is Blood's sniper rifle
>long range
>hitscan
>causes butthurt in deathmatch

>> No.7418869

>>7418856
based

>> No.7418871

Damn Doom Builder thinks it's smarter than me.

>> No.7418876
File: 418 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
7418876

>> No.7418879
File: 8 KB, 118x151, 1586630256136.jpg [View same] [iqdb] [saucenao] [google]
7418879

>>7418680
>[Embed] [Embed] [Embed]
Lads...

>> No.7418881

>HFFM
A2ROB - Code Suppression
Great level! Nice visuals, fun time. Took me some experimenting to figure out what kind of route to take. It's a tough one until you figure out the secrets and then all the jigsaws fall into place.
The only criticism I have is that the red key can be clipped into by straferunning into the wall. I did this for awhile before realizing it wasn't intended.

>> No.7418883

>>7418879
there is a fucking pastebin for OP but the faggots dont use it

>> No.7418923

>>7418876
>souls certain gay
UwU

>> No.7418926

>>7418793
>But it's possible to skip it. Now I wonder, is it possible to not?
Yeah, I posted a demo the other day of a 8:46 All Kills, without even using the secret. You just have to save enough cells (~450-600) to quickly blast through those last five archviles before they can get too much shit off the ground. I'm making the new version a little bit more uncheesable by making the yellow key's descent take longer.

>> No.7418929

>>7418876
>duke gonna damage gzdoom

>> No.7418934

>HFFM

NMN3_V7.wad
https://anonymousfiles.io/GD0DRniA/

CodeSuppression.wad
https://anonymousfiles.io/RZ3B25Qv/

SomewhatPossibleV2.wad
https://anonymousfiles.io/PTw21obj/

faggot_single_finish.wad
https://anonymousfiles.io/KuDux668/

HFFM_RUINED.wad
https://anonymousfiles.io/DcSQmi4J/

Temple of Flesh, now with difficulties.7z
https://anonymousfiles.io/5bvcR683/

>> No.7418963

>>7418835
I honestly don't know where it gets criticism for style over substance, the gameplay is great as is the exploration, the details as mentioned, the progression into a more hell infested military complex.

But do yourself a favor and play it with the psx doom music. It really adds to the atmosphere a lot, not to mention there are a couple of scary moments in KDIZD.

>> No.7418972

>>7418934
>Temple of Flesh, now with difficulties.7z
Outdated, I posted a newer version a couple of days ago, but that one's outdated too because I'm posting an even newer version now.
https://anonymousfiles.io/qYq77Jke/

>> No.7418974
File: 3.12 MB, 243x180, levelend.gif [View same] [iqdb] [saucenao] [google]
7418974

>> No.7418987

>>7418934
So when working on my map how should I add a custom midi for it?

>> No.7418990

>>7418876
>/vr/ design based
>ok thanks
>enough thought literally shoot

>> No.7419002

>>7418876
>harder person sandy
>heretic wang force

>> No.7419017

>>7418680
Do you unironically play shovelware wads? If so, what's your favorite thing to do with them?

>> No.7419019

>>7418987
There are a several ways of doing it. The easiest is to rename your midi to d_runnin.mid and drop it into your .wad file using Slade. You can also use acs scripting or writing it into the MAPINFO.

zdoomwiki, among other resources, have detailed tutorials on how to edit doom maps.

>> No.7419020

https://www.youtube.com/watch?v=RLsh2mD8xmI
the fuck is this

>> No.7419025

>>7418987
Try searching online first, instead of posting every single question you have. Replacing MIDIs is fairly straight forward.
For our purposes, since you're custom map is in map01 while you are testing it:
1- find a midi you like
2- open your wad in Slade
3- put the midi in the wad
4- rename the midi d_runnin

>> No.7419034

>>7419019
>>7419025
Is it okay to do the d_running method when I don't know which level it's going to be in the finished project? I just want to make sure it has the correct midi when added to the compiled wad and doesn't mess with any other levels somehow.

>> No.7419035

What are the hottest WADs of 2021 lads?

>> No.7419040

>>7419035
Mine

>> No.7419046

>>7418680
I've given the Quake infographic a quick look but have a question
Can I run quake 2 and 3 off of Quakespasm?

>> No.7419047

>>7419046
No

>> No.7419060

>>7419034
if you don't know where it's going to be at in the final level, you could just ask to find out which map it's going to be, and rename it appropriately (e.g. d_shawn if it's map 07, d_shawn2 if map19, etc)

or just use the mapinfo to set the music appropriately. Ultimately, the person compiling the wad is going to have to make the appropriate changes in order for everything to work properly.

>> No.7419062

>>7419034
Any sensible project lead would swap it.

>> No.7419064

>>7419034
Someone else (I'm assuming Project Lead Anon) will rename the midi to the correct title for its map slot when the wad is compiled

>> No.7419072

>>7419047
Thanks

>> No.7419079

>>7419060
>>7419062
>>7419064
Alright thanks lads. This is my first time being part of a doom project and I just don't want to mess anything up.

>> No.7419082

>>7418680
>just beat the necromancer's keep
FUCK the absolute faggot who made wraiths that 1 shot you and DOUBLE FUCK the faggot who put 1 at the very end of the library climb. Holy fucking shit, 30 minutes gone down the shitter because "lol fugg u, fgt".

>> No.7419084

Can you add more voxel packs to fresh supply?

>> No.7419092

>>7418805
PE has a raise state.

>> No.7419120
File: 2.32 MB, 1600x900, 14v7lmd.png [View same] [iqdb] [saucenao] [google]
7419120

>>7418690

I tried to make a Tomb Raider DOOM was in the past, but it was too much effort trying to shape maps in TR style.

>> No.7419125
File: 572 KB, 1920x1080, Screenshot_Doom_20151017_195257.png [View same] [iqdb] [saucenao] [google]
7419125

>>7419120

>> No.7419132
File: 880 KB, 1920x1080, Screenshot_Doom_20140511_230951.png [View same] [iqdb] [saucenao] [google]
7419132

>>7419125

wad*

>> No.7419135

>>7419092
I assumed they wouldn't have bothered to code one in since his body just fucking explodes into nothing.

>> No.7419138
File: 553 KB, 1920x1080, Screenshot_Doom_20151017_195347.png [View same] [iqdb] [saucenao] [google]
7419138

>>7419132

Last one.

>> No.7419161

>>7419135
Maybe they coded it before they decided it would explode. At some point it was just a tougher caco or something.

>> No.7419168

>>7419120
>>7419125
>>7419132
>>7419138

Good idea.

>> No.7419183

>>7419135
Iirc he actually can be raised into a ghost elemental.
>>7419161
Seems likely.

>> No.7419190

I got Thief Gold and installed TFix. Why do the file properties say it's Thief 2?

>> No.7419194

>>7419190
The game's definitely running Gold, so is it just some quirk with the installer?

>> No.7419208
File: 541 KB, 1300x1300, REMEMBERWHAT THEYTOOKFROM YOU.jpg [View same] [iqdb] [saucenao] [google]
7419208

>>7419120
>>7419125
>>7419132


That is great fucking idea. A good Tomb raider mod.
If if retains the vast exploration based feel of the first 4 games.

Cute classic Lara, problem is mantling? Would work like Thief?

Maybe a based look down at tits like Trespasser.

>> No.7419212
File: 106 KB, 569x905, 1409833314728.png [View same] [iqdb] [saucenao] [google]
7419212

>>7419194
Tfix uses some thief 2 assets dont worry.

There is a thread for thief right now in vr. Ask the anons there.

>> No.7419225

>>7418694
I remember playing this one (before I watched The Shining), it was pretty creepy with the jumpscares

>> No.7419231

>>7419208

Feel free to make it yourself. What you see is really is, with a few more locations

I gave up years ago

>> No.7419235

>>7419212
Yeah, I'm in there on another tab now. Slighly panicked in case I'd fucked my install

>> No.7419236
File: 551 KB, 1920x1080, Screenshot_Doom_20151017_194912.png [View same] [iqdb] [saucenao] [google]
7419236

>>7419231

A few more, because bored.

>> No.7419240

>>7419079
:)

>> No.7419241
File: 415 KB, 1920x1080, Screenshot_Doom_20151017_195424.png [View same] [iqdb] [saucenao] [google]
7419241

>>7419236

>> No.7419250
File: 415 KB, 1920x1080, Screenshot_Doom_20151017_195324.png [View same] [iqdb] [saucenao] [google]
7419250

>>7419241

>> No.7419252

>>7419190
You don't need tfix. 95% of what it does is it just uses NewDark.
Just download NewDark if you're going to use tfix.
The other 5% is shit that just confused people apparently since questions like this are asked 4 times a month.

>> No.7419253

>>7419235
You did not.

>> No.7419256

>>7418680
dsda-doom (new fork of PRBoom+) updated to v0.12.1, now including support for Heretic
https://www.doomworld.com/forum/post/2259147

>> No.7419270

>>7419256
>>7418683

>> No.7419310

>>7418876
>made ass room
>completely [embed]
>dislike goldeneye memes

>> No.7419334

>>7418680
>>7418683
>[2-7] Jehar and Tatsyspleen brewing a Multi quake challenge
>https://twitter.com/tastyspleentv/status/1358517572195524609

first stage of jehar and tastyspleen's shenanigans is up
https://twitter.com/tastyspleentv/status/1361002484563591173

>> No.7419368

>>7419120
>>7419125
>>7419132
>>7419138
>>7419241
>>7419250

Based.

>> No.7419430
File: 126 KB, 634x480, 1586765027485.jpg [View same] [iqdb] [saucenao] [google]
7419430

>> No.7419454

any updates on marathon?
like, fanmade stuff and mods?
or even fanart?

>> No.7419487

>>7419454
https://imgur.com/a/wWS8zXz

>> No.7419493

>>7418680
>[Embed] [Embed] [Embed] [Embed]
lmao holy shit

>> No.7419512

>>7419493
Every time one of you forget to remove an [Embed] when making a new thread, and I do it next, I'll add another.

>> No.7419518

>>7419493
we are trying to see how many [embed]s we can have before hitting the character limit

>> No.7419524

>>7419518
Also that.

>> No.7419538

>>7418974
is it not possible to use the line from underneath?

>> No.7419542

>>7419120
how, the levels are cubic as fuck

>> No.7419554

>>7418683
>=== CURRENT PROJECT ===
>HARD FAST FAGGOT MAPS
>https://anonymousfiles.io/GD0DRniA/
>NMNV6
that's nmnv7

>> No.7419558

Does the maxfps command in Quake 2 mess with the physics? What do most people who play mp use?

>> No.7419561

>>7418753
no

>> No.7419567

>>7418876
>franchise obviously annoying garbage

>> No.7419583

>>7419046
I use Yamagi for Quake 2.

>> No.7419613

>>7418934
faggot_single_finish has a lot of missplaced ceiling flats

>> No.7419620
File: 613 KB, 2560x1440, Screenshot_Doom_20210214_134702.png [View same] [iqdb] [saucenao] [google]
7419620

>>7419538
ACS scripting prevents that.

Normally, you're 100% correct.

>> No.7419632
File: 529 B, 60x19, [embed].png [View same] [iqdb] [saucenao] [google]
7419632

>>7419493

>> No.7419641

is doomworld shitting the bed again?

>> No.7419643

>>7419542
A lot of room over room, but otherwise the whole engine is warped cubes.

>> No.7419650

>>7419641
Yeah. Been line this intermittently all week

>> No.7419658

>>7419641
Ling is likely quitting because of it.

>> No.7419660

>>7419641
nothing the power of love can't fix

>> No.7419681

>>7419658
what makes you say that? surely hes had to deal with ddosing more than once since doomworld has been a thing

>> No.7419718

>>7419120
Should use the ZMovement mod if you ever work on it again. ZDoom's default jumping is so fucking lame.

>> No.7419736

>>7418876
>spazzing models
>probably demons
>sewer files
>seems brutal

>> No.7419740
File: 151 KB, 234x327, [embed] those who [embed] [embed].png [View same] [iqdb] [saucenao] [google]
7419740

>>7419493

>> No.7419753

>>7418683
>>7419554
Yo is there a more fleshed out basis for HFFM? Or is it just everything wants to eat your ass really fast?

>> No.7419756
File: 65 KB, 1024x914, 1590124282147.jpg [View same] [iqdb] [saucenao] [google]
7419756

Happy Birthday to me!
Picking up the entire Doom franchise and Blood: Fresh Supply on Steam.
Holding off on Ion Fury and Wrath for now though, since that's more than enough content... for the rest of the year if we're being honest and played games like back when we were kids.

>> No.7419772

>>7419756
doom 1 and 2 is enough content for your whole life with how much fan made content is out there

>> No.7419820 [SPOILER] 
File: 39 KB, 1312x197, 1613335637945.png [View same] [iqdb] [saucenao] [google]
7419820

>>7419681
It's been going on for well over a month, nearly 2.
He's clearly sick of dealing with DW to begin with.
The longer this goes on the higher the likelihood imo, migratory effects will be fun in these threads as well.

>> No.7419832
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7419832

>>7419756
>content

>> No.7419856

>>7418694
Sauce?

>> No.7419869 [DELETED] 

>>7419820
Can't he just disable logins for TOR users?

>> No.7419882

>>7419856
Read the filename

>> No.7419902

>>7419882
But you didn't post an image.

>> No.7419918

>>7418708
your mum

>> No.7419932

>>7419832
I need the mod sauce so I can see what he's so upset about.

>> No.7419946

>>7419641
Some fat fuck has been DDOSing them every weekend for a while now.

>>7419681
He's expressed great frustration over this. Silver lining would be that he would move on, because he's an old SomethingAwful goon and has a lot of the typical qualities a lot of those people have these days, and it colors the moderation policies of the place.
On the other hand, the dude plays around a lot with Doom's code and finds fascinating things, which I really appreciate.

If he can't find someone to take on the responsibility of hosting, that would actually be really bad, because idgames is a very large and comprehensive archive, and there's actually a lot of really worthwhile technical and historical discussion regarding Doom on the forums themselves, complete with people who worked on the games having come in over the years to add things to discussion, not just Romero, but people who worked on ports and stuff.
For all the faults the forums has these days, the domain and its contents has a lot of value and I don't want that gone.

>>7419820
>migratory effects
That may become a trial by fire for burgeoning jannies.

>> No.7419958

>>7418876
>gameplay reason modern times

>> No.7419962

>>7419932
https://www.youtube.com/watch?v=B8aQjQn1nt4&feature=emb_title

Also looks like he removed or hid the video where he talks about depicts the critics as imps and guns them down with a minigun, epic style. I can't imagine why.

>> No.7419963

>>7419756
If you're new to Doom, or haven't touched it in decades, welcome to one of the most productive and long lived modding communities in the world. If you really like what the base games are, and you want more where that came from, there's many tens of thousands of .wads out there, and at least a quarter of them range from "Pretty decent." to "Fucking fantastic!"

There's everything from mapsets for just the original game, to advanced mods which alter or even completely reinvent the gameplay, you can turn Doom into a methodical and realistic tactical shooter (but with magical demons and Doom level design), or into a pseudo-Devil May Cry with anime girls, as well as a mod where you can literally fuck all of the demons, because someone thought that would be really funny (and it gave him a boner).

With all the various gameplay mods out there, you could apply those to near any set of levels, and you could practically have an all new game for free, but for a lot of people just new levels with the old gameplay are enough, and by god do you have so many good options for that.

>> No.7419964

>>7419962
Disregard me, I suck cocks and I'm blind.
https://www.youtube.com/watch?v=vimDyzvalpE

>> No.7419979

>>7419964
Based

>> No.7419993

>>7419902
The filename of the post you asked for the sauce of, on the off chance you're actually that much of a brainlet.

>> No.7420030

Stumbled upon this excellent link: https://quakewiki.org/wiki/External_Lit_And_Vis_Files
Colored lighting & transparent water for Quake, mission packs, and some old mods. The lights work flawlessly on my QSS, water transparency - not so much. It works on mods (checked BBelief, DOPA, Malice), but on official stuff (id1/hipnotic/rogue) it doesn't. Tried to set up those .vis files in different ways: pak, pk3, maps folder. Still no luck. Changing r_wateralpha gives "Map does not appear to be water-vised" warning message.
Anyone used those? Had similar issue?

>> No.7420058

>>7420030
You have to consider that id1/hipnotic/rogue weren't made with transparent water in mind, so it doesn't really matter if their water is vised or not. Doubly so because in Quake because enemies cannot see you underwater. If it still matters to you, I have these old vispatchers and files on my PC.
https://www27.zippyshare.com/v/UMwaNS2A/file.html

>> No.7420112

>>7420058
So .vis files do nothing by themselves, they're rather patches I have to apply to original maps using this VisPatch tool, right?

>> No.7420134

>>7420112
Darkplaces can load vis files externally like what you tried to do with QSS, but I think for Spasm-based ports you need to patch them. You could also try FTEQW. I don't remember how that port handles vising/water, but it is a pretty nice alternative to the Spasm family.

>> No.7420139

>>7419620
nice, at least you accounted for it. some doom maps I just press the switches that are hidden in the ground (like e2m1)

>> No.7420187

https://twitter.com/NashMuhandes/status/1360880940348628994

>> No.7420194
File: 76 KB, 227x227, 1570463980242.png [View same] [iqdb] [saucenao] [google]
7420194

Anyone familiar with Doom 64 EX around? I've tried running Beta 64 but can't get it to work. Dragging the wad into either of the two executables just gives me an error message that tells me that the iwad can't be accessed. Do I have to enter a command line on the launcher or something?

>> No.7420215

>>7419756
Paying for a game like Doom where the money doesn't go to any of the devs is fucking stupid. Congratulations on wasting money.

>> No.7420223

>>7420030
>Tried to set up those .vis files in different ways: pak, pk3, maps folder
They should work if you put them in id1\maps.
>>7420058
You are wrong. Quakespasm can load external vis files fine without patching.

>> No.7420229

>>7420215
>Entire doom franchise
Nice reading comprehension.

>> No.7420234

>>7420229
that implies Doom 1 and 2 as well as the other games. So he's still correct.

>> No.7420236

>>7420134
Yeah FTEQW is nice, used it a lot before. And it indeed applies vis files automatically, finally saw transparent water on id1.
Found a nice port/fileformat table btw: https://quakewiki.org/wiki/FTEQW_File_Formats
Judging from those DP does not handle vis, but MarkV does. Damn, if only that port supported ogg music :(

>> No.7420242

>>7420234
The entire franchise is 70% off, not really "wasting money" unless paying for games in general is wasting money, which I guess it is.

>> No.7420262

What do John Romero and Doom 2 both have in common?
They're bad.

>> No.7420265

>>7419964
>>7419962
>>7419832
He is right but holy shit is how fun it is to watch someone being this salty.

>> No.7420284

>>7420223
>You are wrong. Quakespasm can load external vis files fine without patching.
Didn't happen when I tested it just now, or when I made that post doing this:
>They should work if you put them in id1\maps.

>> No.7420293

>>7420236
There's a MarkVI in the works, but it's very fledgling. Probably won't ever release since Quakespasm is the de facto sourceport. I don't say that begrudgingly - vkQuake looks the crispest, and I love it for that.
>Judging from those DP does not handle vis
Quake 1.5 comes with external vis files, and the water is transparent there. Go figure.

>> No.7420327

Trying to git gud at making levels, do any of you have any good level design resources? I know what I hate in levels, but I don't really know what makes a level good. Can't put my finger on it.

>> No.7420351

>>7420327
"What makes a level good?" will have wildly, wildly differing answers from player to player. It's more important to consider what YOU find good. There's an interview snippet I saw from one of the Plutonia devs who said he just made his maps harder and harder until HE was satisfied. And Plutonia is one of the most celebrated megawads in all of Doom. There's a balance of course; you don't want to throw five archviles without a way for the player to handle it fairly, but you'll never please anyone, so accept that. Sandy Petersen maps are among my favorites of Doom 1 and II, but some people swear off of them up and down because they're no-taste faggots.
tl;dr make you would find fun.
>resources
https://www.youtube.com/watch?v=ptHurafdCoQ
https://www.youtube.com/watch?v=w9oG2LBuMwY

>> No.7420357

>>7420351
>but you'll never please anyone
Fuck, meant to say everyone.

>> No.7420378

>>7420262

... ass

>> No.7420383
File: 104 KB, 500x484, 1372719536595.jpg [View same] [iqdb] [saucenao] [google]
7420383

I made a doom 2 map almost a year ago and haven't had any urges to make another. How do I get mapping inspiration back?

>> No.7420387

>>7420265
He really needs to learn to take that stuff in stride.

>> No.7420393

>>7420383

learn to DECORATE and add more monsters, thats why I do

>> No.7420394

>>7420383
Make a map for Hard Fast Faggots and see how you feel: >>7418683. Put some conditions on yourself like no more than 30 enemies, at least 4 secrets, etc.

>> No.7420407

>>7420215
How do they get none of it?
Yeah, it's a little sickening that an entire legacy of games with EVERY piece of content costing less than $40 in today's hyper-inflated money.
But some of that $1.49 for Doom 2 has to reach them, right?
I wouldn't even know where else to get them.

>> No.7420410

>>7420407
>How do they get none of it?
Rights change hands + none of them are part of id anymore.

>> No.7420431

>>7420407
Romero stopped getting royalties when he got fired in 1996. Ditto for Tom Hall in 1993. Adrian Carmack doesn't get royalties anymore either since he left.

>> No.7420442

>>7420431

did anyone make a doom wad based on Tom Hall's original DOOM concept?

>> No.7420451

>>7418881
>>7418934

https://anonymousfiles.io/5D1VKJyQ/

Fixed that issue with the red key, you shouldn't be able to grab it by accident anymore.

>> No.7420458

>>7420431
Damn.
Well, I like the new ones so at least it'll go to the next one.
You know Eternal won't be the last one. It's a pretty radical revival considering how many revivals go to shit.
Aaaaanyway. On the topic of new old shooters. Any good ones come out that are magic focused like in Heretic? FPS warlocks are always the most badass because they give you free reign to use the full extent of your powers kill as fast and hard as possible. None of this ritual thousand year legacy crap that you get in warhammer lore heavy games.

>> No.7420461

He's right.
>>7419059

>> No.7420471

>>7420461
I think the gameplay has aged, but I don't think Doom as a game has when you consider music, art direction, level design, etc. I can barely stomach Doom's vanilla gameplay after playing the Build trilogy + Ion Fury without turning on Babel or something.

>> No.7420475

>>7420458
You played Hexen? Hexen 2?

>> No.7420480

>>7420475
Yeah.

>> No.7420481
File: 843 KB, 1538x655, 1606179432689.png [View same] [iqdb] [saucenao] [google]
7420481

workin' on a hallway of fun

>> No.7420508

>>7420451
holy fuck this just kicked the shit out of me

thanks anon, good shit

>> No.7420531

>>7419753
just that

>> No.7420535

>>7420442
Many people have tried, every single time it either ends up unfinished or complete shit. It’s like ID was on to something..

>> No.7420540
File: 177 KB, 460x344, Doom_Market_001.jpg [View same] [iqdb] [saucenao] [google]
7420540

>>7418680
Post your dream WADs that you want to make
>Arcade Wad
>Scores you for each level, bonus points for %'s and time based on the PAR
>Limited lives, 1-Ups based on score and special secrets
>Make it more fair by replacing all hitscans with really fast projectiles (so they can be dodged)
>High score system that syncs with a server
How would I even start making this? Especially the hitscan-to-projectile part because I want that for another project too

>> No.7420551

>>7420215
Kevin Cloud still works at iD, and with Tim Willits having fucked off, you're no longer giving any money to that asshole.

>> No.7420571

>>7420383
did you buy mapping socks?

>> No.7420573

>>7420410
The game wasn't just Romero, Carmack, Adrian, and Sandy, you know.

>> No.7420586
File: 1.18 MB, 928x1200, 1613137872904.png [View same] [iqdb] [saucenao] [google]
7420586

You know, there's something really fun about HARD FAST FAGGOT MAPS giving me explicit license to be just a complete cunt to the player. Y'all gonna be fucking pissed at me.

>> No.7420593

>>7420586
Fuck you.

>> No.7420601

>>7420593
Ah fuck you, Leatherman.

>> No.7420651

>>7418708
Boss monsters and other Archviles. They can technically resurrect Pain Elementals, but only under very specific conditions since they don't leave behind a corpse

>> No.7420695
File: 923 KB, 1707x960, Screenshot_Doom_20210214_190531.png [View same] [iqdb] [saucenao] [google]
7420695

Lads... The HACX Chad meme is true. Danny Evanger (HACXguy) is fucking THICC.

>> No.7420703
File: 879 KB, 1920x1080, Screenshot_Doom_20150604_214118.png [View same] [iqdb] [saucenao] [google]
7420703

What's the best way of reskinning a doom enemy?

I'm working on a Doom Monster Pack called "Deadly Seven", which is seven variation of an enemy type (original + 6)

Not all of them are rescales stats and different missiles, some are unique

So far this includes

A reviving zombie (imp) = Undying
A teleporting enemy (cyberdemon) = Hellcore
A "slow" effect enemy (chaingunner) = Former Psychic
A unit that turns to stone randomly, invincible but stops, returns randomly = (demon) = Gargoyle
a enemy that randomly moves quickly (instantly) that deals 9999 melee damage fast and has 1 hp = (Revenant)= Living Death

and more to come

>> No.7420713

>>7418683
https://anonymousfiles.io/jGQCA5HJ/
Re-linking V7

>>7420695
Ass like a pancake.

>> No.7420714

>>7420703
you mean like your own take on colorfull hell or champions?

>> No.7420728
File: 827 KB, 942x530, Spellcap.png [View same] [iqdb] [saucenao] [google]
7420728

>>7420714

Well I designed a lot of unique monsters based on a game called Spellcross some years back, but due to no one knowing the game and/or the lower resolution graphics (despite 8 directions) I deceided to recreate these + more ideas into reskinned doom enemies (since I can't recreate new graphics)., some will be heavily edited to fit the theme.

But it would help if I know an easy way to palette swap than the SLADE3 one at a time rule, since it's too long to do.

I'm happy with a lot of ideas, they're not all meant to be used as direct additions to the game but what could've been.

>> No.7420734

>>7420728

also the monsters can be used with OBLIGE, to add randomize to random maps, since I coded Spellcross to work this way, I can do this again.

>> No.7420751

>>7420728
https://forum.zdoom.org/viewtopic.php?f=19&t=49873
did you work on this?

>> No.7420774
File: 815 KB, 1280x720, doomspell4.png [View same] [iqdb] [saucenao] [google]
7420774

>>7420751

yeah. I use to post here all the time, until reasons above.

I only want to create new monsters, and if you try them and see what new features they bring other than just different looks/missiles (at least most of the monsters)

Teleporting, slow effect, vulnerable effect are brand new features not seen in any custom monster that I know

>> No.7420783

>>7420774
i think champions had some of those and maybe ch too
still, i'm a sucker for enemy mods with new tricks up their sleeves

>> No.7420787

>>7420728
>>7420774
I remember you!

>> No.7420792

>>7420783

I recommend trying Spellcross with OBLIGE than the arena (arena is for solo testing). OBLIGE is a more complete experience with real map gameplay.

https://forum.zdoom.org/viewtopic.php?f=19&t=53675&p=943273#p943273

http://oblige.sourceforge.net/

I've checked Realm667 collection and anything I've seen through various Zandronum wads, I've not seen monsters use what I did, and it's a shame.

Could you link me to wads with those monsters you speak of?

>> No.7420796

>>7420792
>>7420783

also read the READ ME file if you need to know what the monsters do

>> No.7420801

>>7420792
https://forum.zdoom.org/viewtopic.php?t=60456
and
https://forum.zdoom.org/viewtopic.php?f=43&t=47980
these are advanced and may use latest gzdoom builds
there's also corruption cards, even if it's a bit different https://forum.zdoom.org/viewtopic.php?f=43&t=67939
i might also link to this thread in general
https://forum.zdoom.org/viewtopic.php?f=4&t=50504

>> No.7420802

>>7420458
> On the topic of new old shooters. Any good ones come out that are magic focused like in Heretic?
Amid Evil

>> No.7420804

>>7420801

well I dont' use the latest GZdoom builds, I just wanted my monsters to work with multiplayer, so Zandronum limits.

Thanks for the link, I will check them out another day!

>> No.7420806
File: 24 KB, 640x480, Aliens_TC_title.png [View same] [iqdb] [saucenao] [google]
7420806

What are the best full TCs (custom textures, monster sprites and weapons?) in your opinion guys? And are classic ones like Aliens TC still worth playing or are there more modern Aliens themed ones? Any themes are cool and even stuff like Bloom that still has a Doom feel but with mostly custom art and weapons

>> No.7420810
File: 2.44 MB, 520x293, Return-screenshot12021.webm [View same] [iqdb] [saucenao] [google]
7420810

>>7420802
Amid Evil is based and made by the guys who made Return of the Triad

>> No.7420829

>>7420806
For a while, getting shut down with a Cease and Desist was known as "Foxing" and it was the Aliens TC that started it. I don't think anyone touched the Alien franchise to any serious extent since then.

>> No.7420830
File: 966 KB, 1707x960, Screenshot_Doom_20210214_194755.png [View same] [iqdb] [saucenao] [google]
7420830

>>7420713
Check out his firing sprite. I am using the Hacx graphic upscaler so maybe it's an issue with that or the chase camera third person sprite was thrown together later, the original player sprites in HACX don't look like this.

>> No.7420834

>>7420806
Splatterhouse TC for sure.

>> No.7420839
File: 323 KB, 1804x1014, XysPZlD.png [View same] [iqdb] [saucenao] [google]
7420839

>>7420829
>>7420806
The original Aliens TC was redone and enhanced for modern sourceports in 2017
https://www.moddb.com/mods/aliens-the-ultimate-doom/downloads/aliens-tc-2017

Return of the Triad and the Shadow Warrior TC are very good. So is Fistful of Doom used with the High Noon Drifter mod for western themed weapons. I am sure some other anons know more good ones.

>> No.7420841
File: 91 KB, 755x906, PC Computer - HacX - Danny Evanger.png [View same] [iqdb] [saucenao] [google]
7420841

>>7420830
Original player sprites for reference

>> No.7420853
File: 144 KB, 650x365, Lycanthorn-2-game-download.jpg [View same] [iqdb] [saucenao] [google]
7420853

>>7418680
Is anyone familiar with lycanthorn and lycanthorn 2?
https://scumhead.itch.io/lycanthorn2
It's a really cool doom mod. I would like to play it on the delta touch which is a port of gzdoom on android. The only thing is he didn't publish it as a pk3 but a standalone exec.

Does anyone know how to make this work with delta touch/gzdoom? there's a bunch of pk3 files and an ipk3 file inside and it just crashes when I try to load it into delta touch.,
I think it's the ipk3 file that's messing it up.
I appreciate any help.

>> No.7420865 [DELETED] 
File: 104 KB, 798x798, IMG_20210214_180406_775.jpg [View same] [iqdb] [saucenao] [google]
7420865

yo why this cracka pretending he a girl and shit LMFAO faggot ass fuck

>> No.7420873 [DELETED] 

>>7420865
LadyHavoc has provided more to the Quake community than any of you ignorant chuds could ever dream of. Trump lost, grow up.

>> No.7420880 [DELETED] 

>>7420873
You will never be a real woman. You have no womb, you have no ovaries, you have no eggs. You are a homosexual man twisted by drugs and surgery into a crude mockery of nature’s perfection.

All the “validation” you get is two-faced and half-hearted. Behind your back people mock you. Your parents are disgusted and ashamed of you, your “friends” laugh at your ghoulish appearance behind closed doors.

Men are utterly repulsed by you. Thousands of years of evolution have allowed men to sniff out frauds with incredible efficiency. Even trannies who “pass” look uncanny and unnatural to a man. Your bone structure is a dead giveaway. And even if you manage to get a drunk guy home with you, he’ll turn tail and bolt the second he gets a whiff of your diseased, infected axe wound.

You will never be happy. You wrench out a fake smile every single morning and tell yourself it’s going to be ok, but deep inside you feel the depression creeping up like a weed, ready to crush you under the unbearable weight.

Eventually it’ll be too much to bear - you’ll buy a rope, tie a noose, put it around your neck, and plunge into the cold abyss. Your parents will find you, heartbroken but relieved that they no longer have to live with the unbearable shame and disappointment. They’ll bury you with a headstone marked with your birth name, and every passerby for the rest of eternity will know a man is buried there. Your body will decay and go back to the dust, and all that will remain of your legacy is a skeleton that is unmistakably male.

This is your fate. This is what you chose. There is no turning back.

>> No.7420881 [DELETED] 
File: 1.93 MB, 1920x1080, ab3.png [View same] [iqdb] [saucenao] [google]
7420881

don't do it don't respond to the guy responding to himself

>> No.7420883

>>7420880
Ok, hick.

>> No.7420891

>>7420881
Cleaning up after that retard is gonna be a full time job for any new jannies we get in march, I'm pretty sure /vr/ has no dedicated jannies at the moment.

>> No.7420894
File: 276 KB, 971x1376, hansgrosse.jpg [View same] [iqdb] [saucenao] [google]
7420894

>>7420806
seconding this question, also been wondering if there are any cool Wolfenstein 3D Doom total conversions that aren't just carbon copies of the maze maps from the original but also aren't batshit over the top like Blade of Agony?

This cover of issue 4 from the recent Wolfenstein comic is a tribute to the most iconic Wolfenstein 3D boss fight besides Hitler, the one at the end of E1 with Hans Grosse and is pretty awesome.

>> No.7420895
File: 850 KB, 751x1064, wish i knew the source on this.png [View same] [iqdb] [saucenao] [google]
7420895

Any GZDoom mod included the Marauder yet?

>> No.7420896 [DELETED] 

>>7420881
Take your meds

>> No.7420904 [DELETED] 

>>7420881
chud

>> No.7420906 [DELETED] 

>>7420896
There is a schizo in these threads that LARPs as alf or people from doomworld and samefag replies to himself. you can see when you use 4chanx or warosu/desuarchive and see when the jannies purge their posts

>> No.7420912 [DELETED] 

>>7420906
You just replied to him, you idiot.

>> No.7420913 [DELETED] 

>>7420906
chud

>> No.7420914 [DELETED] 

>>7420906
Back to the Faraday cage, conspiracy theorist.

>> No.7420925
File: 547 KB, 652x1959, 1613073107885.png [View same] [iqdb] [saucenao] [google]
7420925

>> No.7420929 [DELETED] 

>>7420906
Aren't you tired of always losing? Of the real world always punching you back on your face and reminding you that your conspiracy theories are all baseless and made for you to feel good about your failures in life?

>> No.7420950

>>7420894
wolf 3d fanart is something

>> No.7420960
File: 157 KB, 360x450, doomp it.png [View same] [iqdb] [saucenao] [google]
7420960

>They responded?

>> No.7420961

>>7420925
post original pls

>> No.7420962
File: 101 KB, 700x2000, f3195ab250471623bc3df1ca194406b774cc9df4.png [View same] [iqdb] [saucenao] [google]
7420962

>>7420925
Thought you posted this for a sec going by the thumbnail

>> No.7420963

>>7420912
Yes probably. he is easy to spot but also very good at harvesting (you)s

>> No.7420971 [DELETED] 

Threadly reminder that Tranny-Life is not retro.

>> No.7420972

>>7420950
I thought it was official honestly until you said that. It seems this guy has done covers like this for Doom, Duke and Ranger too. I need to find those.

>> No.7420973
File: 475 KB, 1920x1080, Screenshot_Doom_20210214_210709.png [View same] [iqdb] [saucenao] [google]
7420973

fug...

>> No.7420978 [DELETED] 
File: 5 KB, 259x194, Sandy Petersen.jpg [View same] [iqdb] [saucenao] [google]
7420978

>>7420971
It actually is retro, it's just shit.

>> No.7420981

>>7420978
Retro games by definition cannot be bad. Things that redditors cal "bad retro games" are actually modern games that happened to be released in the past.

>> No.7420986
File: 1.95 MB, 1920x2719, jean-gabriel-alcazar-doom-em47-cover.jpg [View same] [iqdb] [saucenao] [google]
7420986

>>7420972
Found em, here's Doom

>> No.7420987

>>7420891
He won't break me, he won't take me, I'll fight him under blood red skies.

>> No.7420991
File: 154 KB, 360x450, 1608582794228.png [View same] [iqdb] [saucenao] [google]
7420991

>>7420981
>Retro games by definition cannot be bad.

>> No.7420992
File: 346 KB, 541x563, whattheheck.png [View same] [iqdb] [saucenao] [google]
7420992

>>7420986
Looks cool

>> No.7420995 [DELETED] 

imagine being so mad at a man disliking half-life that you apply to Do It For Free

>> No.7421000
File: 1.66 MB, 1920x2719, jean-gabriel-alcazar-duke-nukem-e3m4-cover.jpg [View same] [iqdb] [saucenao] [google]
7421000

>>7420986
Here's the Duke cover

>> No.7421001

>>7420991
That's correct, do you have a problem with that Sandy?

>> No.7421006
File: 1.88 MB, 1920x2719, jean-gabriel-alcazar-quake-e2m2-cover.jpg [View same] [iqdb] [saucenao] [google]
7421006

>>7421000
And here's Ranger

>> No.7421009
File: 1.61 MB, 1920x2719, jean-gabriel-alcazar-serious-sam-tfe4-cover.jpg [View same] [iqdb] [saucenao] [google]
7421009

>>7421006
Also he did a Serious Sam one.

Here's his artstation:
https://www.artstation.com/jvdge

>> No.7421010
File: 51 KB, 280x440, uncanny lass; i fear her.gif [View same] [iqdb] [saucenao] [google]
7421010

>> No.7421017
File: 1.25 MB, 1111x970, Sandy Petersen Kens Labyrinth review.png [View same] [iqdb] [saucenao] [google]
7421017

>>7421001
Ken's Labyrinth is retro and is shit, see my review.

>> No.7421021

>>7420894
Almost thought that was an old Liefield piece at first, but opening the image shows that the anatomy is actually comprehensible.

>> No.7421045

>>7421017
Wrong. Ken's Labyrinth is a modern game released in the past. That's why it's shit.

>> No.7421051
File: 309 KB, 364x408, hnnnng.png [View same] [iqdb] [saucenao] [google]
7421051

>>7421006
>HHHNNNNNNNNGGGGG

>> No.7421057

>>7420962
Gain Elemental

>> No.7421060
File: 142 KB, 900x900, EStZWWRXYAM8VtT.png [View same] [iqdb] [saucenao] [google]
7421060

>>7421045

>> No.7421064
File: 2 KB, 80x64, brutal_based.png [View same] [iqdb] [saucenao] [google]
7421064

>>7418876
Have we been wrong this entire time?

>> No.7421069

>>7420995
but no one is talking about the game except you.
Rent free.

>> No.7421076 [DELETED] 

>>7421069
>(You)
Chin free.

>> No.7421080

Imagine being this butthurt over people disagreeing with your retarded opinions that you post scat as a cope.

>> No.7421087

>>7421080
Where is it

>> No.7421091

>>7421087
the schizo kept spamming it a thread or so ago

>> No.7421125
File: 10 KB, 237x212, images.jpg [View same] [iqdb] [saucenao] [google]
7421125

Decay > Blue Shift

>> No.7421134
File: 1.48 MB, 1600x800, PB_TITLE2.jpg [View same] [iqdb] [saucenao] [google]
7421134

>>7421064
Yes but about Project Brutality. It is in fact based as fuck and the monster variant designs are perfect and act as a lore expansion (pinkies with cybernetic legs, etc) while staying true to Adrian Carmack and Kevin Cloud's sprite design sensibilites, making them look like they came right out of iD while not being as gay as Sergeant Mark IV and Brutal Doom itself.

>> No.7421143

>>7421091
Nice conspiracy theory, alftranny

>> No.7421146

Pretending being two people doesn't it make less obvious my friend.

>> No.7421151

>>7421143
You're not responding to the real Alf
He's right here >>7421146

>> No.7421152

So what's the lore for the invisibility powerups in Blood just being like 5 inch tall ghosts?
What are they and where do they come from?
Why are they so small?
Does Caleb eat them?

>> No.7421153
File: 54 KB, 760x368, 90.jpg [View same] [iqdb] [saucenao] [google]
7421153

>>7420839
>Fistful of Doom used with the High Noon Drifter
Just tried this and it is fucking awesome but there is just one problem. It is still playing original Doom music, which doesn't exactly fit the Western theme. How do you load in custom soundtracks/midis in GZDoom? Is there a western themed midi pack already I could use?

>> No.7421154

Do you enjoy being a lolcow?

>> No.7421170
File: 17 KB, 127x239, Tchernobog (1).png [View same] [iqdb] [saucenao] [google]
7421170

>>7421152
It's an invisibility cloak, a relic blessed by the dark power of T̵͍̱͉̤͈̫̟͕̂Ĉ̴͙̉́̐͛̈̊̆̀H̷̗̯̄͐̇͋͑͠ͅȄ̶͕̈́R̵̛̖̰̦͚̝̭͔̟̈́̃̈́̔́̀̌͌̀̽̈́̍̈͘N̸̡̖̺̳̫͔̗̳͈̝̘̱̳̼͇̋̿͊͛̈́O̶͉̔̄B̸̰̟̟̭̖͎͍͓͎̾́͠O̷̢̜͓̥̼͆͝G̴̡͔̦̞̏̔̓͐̀͗̓

>> No.7421171

IT'S OUT
https://www.moddb.com/mods/black-mesa-hazard-course

>> No.7421172

>>7421154
link to /cow/ or kw thread plz

>> No.7421178

>>7421171
NOT. FVCKING. RETRO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

>> No.7421181

>>7420194
Put beta64 in your d64ex folder. Create a shortcut to doom64.exe. Edit the shortcut and at the end of the Target field, add:
-file _.wad
where _ is the name of the wad

>> No.7421182

>>7421178
it is

>> No.7421190

>>7418990
>>enough thought literally shoot
Did the word cloud just summarize why wars start?
>>7420383
You don't need inspiration in order to produce a map. If you wait around for the planets to align and inspire you, you're not going to make a lot of maps. What's needed more that inspiration, and this goes for most all art forms, is discipline and the understanding of what makes a map good. If you have these two things, you inspiration is just a bonus. What's important at the start is that you finish maps. A short, finished map made with discipline is 1000 times more valuable than an unfinished map started with inspiration. Don't get too caught up in making them "good." As you make more and more maps, they'll just become better with practice because your understanding of what makes a good map will also grow. Again, start small, and make sure you finish.
tl;dr: build discipline and skill by forcing yourself to finish maps (even if you have to cut way back on scope to do it). Inspiration is not required.

>> No.7421191 [DELETED] 
File: 22 KB, 172x250, 1609900645301.gif [View same] [iqdb] [saucenao] [google]
7421191

>>7421154
HRT has you particularly moody today I see. Perhaps some Quake mapping would put your emotions at ease.

>> No.7421195
File: 155 KB, 320x200, 1604897534011.gif [View same] [iqdb] [saucenao] [google]
7421195

>>7420894
I'm not familiar with WolfenDooms, but Wolfenstein Machines of Death comes to mind.
Brutal Wolfenstein remixes the maps and adds scripted encounters but that might be too gaudy for you.
Other than that you can look into Wolf 3D mods like Castle Totenkopf SDL.

>> No.7421206 [DELETED] 

Should this faggot get doxxed, /vr/?

>> No.7421207

>>7421190
>What's needed more that inspiration, and this goes for most all art forms, is discipline and the understanding of what makes a map good. If you have these two things, you inspiration is just a bonus.
*What's needed more than inspiration, and this goes for most all art forms, is discipline and the understanding of what makes a map good. If you have these two things, inspiration is just a bonus.

>> No.7421210

>still damage controlling over Civvie video

>> No.7421214

God DAMN 20x6 is actual garbage

>> No.7421221

ROTT sucks

>> No.7421241

What's your process for making levels, anon? Where do you start? Do you have a set of guidelines you follow?

>> No.7421251

>>7421241
Are you talking to me (>>7421190)? Either way, I'll post my process tomorrow.

>> No.7421253

>>7421152
It's a magic cloak as Tcherny said

>> No.7421256
File: 138 KB, 512x384, homebler.png [View same] [iqdb] [saucenao] [google]
7421256

>>7421006
not really in keeping with quake's aesthetic...

the others are alright though.

>> No.7421261
File: 2.70 MB, 1230x1115, sourceports2021.png [View same] [iqdb] [saucenao] [google]
7421261

updated (and funnier) version

>> No.7421262

>>7421251
Nah, I wasn't talking to anyone in particular, but if you remember when you post it maybe give me another (You) so I can find your post more easily. Looks like good advice in your original post too.

>> No.7421268

>>7421214
sieved

>> No.7421309

>>7421261
Tempted to make one of these focused more on single player ports and have PRBoom+ and Eternity be identical except PRBoom+ is a skeleton in a chair.

>> No.7421327

>>7421261
Got the original too? I never saved it.

>> No.7421332

shilling anons mod
hope he doesn't mind
https://www.moddb.com/mods/half-life-decay-solo-mission

>> No.7421389

>>7421261
>zdoom's engine not bursting into flames once a few too many sprites show up

>> No.7421394

>>7421190
>Did the word cloud just summarize why wars start?
no, it summarized playing hard fast faggot maps

>> No.7421404
File: 1.73 MB, 2560x1440, bBviTJrHrQY.jpg [View same] [iqdb] [saucenao] [google]
7421404

Ok guys, I fucked up. With prboom I hit f5 instead of f6 and now my hub bar is gone and replaced with a map stats like hud. How do I get my regular hud back?

>> No.7421421

>>7421404
hit the minus key

>> No.7421426

>>7421404
it's irreversible, just put it down an consider another hobbie

>> No.7421443

>>7421426
I'm getting used to the new set up but I like when people make a custom hud and want to see it.

>> No.7421454
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7421454

>> No.7421474

>>7420327
I heard a good rule once. If a room feels boring, add another entrance.

>> No.7421483

>>7421454
SOMEBODY IN THIS FUCKING THREAD IS GONNA MIX GUTS WITH MY DICK AND THESE LITTLE SHITS LOOK RAPABLE AS FUCK

>> No.7421505
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7421505

>> No.7421521
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7421521

>>7420357
no, no, that sounds about right

>> No.7421565

>>7421521
based nihilist

>> No.7421596
File: 446 KB, 1366x768, laterforever.png [View same] [iqdb] [saucenao] [google]
7421596

>>7418934
>HFFM
Can't help but submit another, I like making mean maps. This one's shorter (~5:00) and easier than the previous. Poison floors and resource management.
LaterForeverV1.wad (LunchLunch)
https://anonymousfiles.io/52TtPzvN/

And here's SomewhatPossibleV3.wad
https://anonymousfiles.io/liO5NSOe/
-Made swastika room smaller again while still allowing cyberdemon to use stairs
-Extended time it takes for yellow key to descend in attempt to decheese skipping the final fight
-Balanced the lower difficulties a little more

>> No.7421632

>>7421454
*alt-fires mp5*
Nothin personal

>> No.7421664

>>7421521
haha i too do drugs and am dick from dick and farty

>> No.7421795
File: 270 KB, 960x1080, blacksand.jpg [View same] [iqdb] [saucenao] [google]
7421795

>>7418680
Anyone else give Alien Armageddon and Demon Throne a try? They're some of the best Duke content I've ever played.

>> No.7421803

>>7421454
>woue woo, REEEEEEEEE

>> No.7421808

>>7420351
There's a lot of: "Going the obvious way isn't always the best way to handle a room of enemies."
You don't have to make it for every room, but give players a chance to ambush enemies as a reward for noticing something.
Also landmarks. Keep people oriented. You don't need help in E1M1, but that big blue computer room sure does stick in your brain.

>> No.7421850

>>7421664
not sure how you got that from a quick self-depreciating joke but it just proves it true

>> No.7421882

It's Black History Month! What are the best maps/mods for retro fps made by black people?

>> No.7421894
File: 81 KB, 1366x768, rrrrrrrrrrrrrrrrrrrrrrrrr.png [View same] [iqdb] [saucenao] [google]
7421894

dosbox overlay renderer + russian doom gamma correction + jaguar dooms darker colors

>> No.7421934
File: 278 KB, 1366x768, 1523529957375.png [View same] [iqdb] [saucenao] [google]
7421934

Blood
>Death Wish
>French Meat
>Eviction
>Bloody Pulp Fiction
>Trauma Therapy
>RATM
>?

Duke
>?

Shadow Warrior
>?

Redneck Rampage
>?(lol?)

>> No.7421938

>>7418810
Wtf
Until I looked at this picture I always imagined that the cyberdemons nostrils were it's eyes

>> No.7421953

>>7421882
peanut butter
sportsball

>> No.7421958

>>7421938
nope, it always had wide eyes
the "tyrant" from eternal paints a very clear picture of what it's supposed to be as well

>> No.7421970

https://twitter.com/Dragonfly_Doom/status/1361227343713493000

thoughts?

>> No.7421980

Aeon of ruin leaves early access soon

>> No.7422004

>>7421980
does it have a date?

>> No.7422007

>>7421970
I think it looks pretty decent. I have a feeling maps will get flooded with really shitty sprites made from overly complex models that really dont work well when scaled down though. If someone imports all the 90s and early 2000s 3d models it would probably work super well.

>> No.7422013
File: 2.61 MB, 720x360, Lookin good there Kustam.webm [View same] [iqdb] [saucenao] [google]
7422013

>>7421970
A similar technique was used for Kustam's player sprites for GMOTA. I have no interest in learning Blender but seeing that shit in action is cool

>> No.7422019
File: 2.17 MB, 800x450, Candle lighting.webm [View same] [iqdb] [saucenao] [google]
7422019

Brightmaps are fucking neat.

>> No.7422043

>>7420471
See, I found the gameplay had aged remarkably well.
I'm a relative newbie to Doom (not a Zoomer, but "discovered" it for the same reasons I guess). Orange Box was my jam, so even for a noob my taste isn't entirely normie like if I was expecting cover peeks and regen health and shit like that.
The impression most non-players have of Doom is actually that it's far more stone age than it is. You see the crunchy resolution and the horizontal aiming and hear everything through an old synth, and to someone who's used to flashy graphics it looks basically Wizardry tier.
But once you get going and you've got mouseaim and maybe some GZDoom features to help get you comfortable, you realize the controls and the gameplay are TIGHT.
There's no nostalgia goggles for me, Doom is older than the games I cut my teeth on.
Now I mostly play in Chocolate Doom, it's a rabbit hole.

>> No.7422052

>>7420853
The readme says you can launch it on native GZDoom if you run the ipk3. Did you try to launch the ipk3 alone? Ignore all the other files.

>> No.7422072

>>7421404
If it's that fucked why not delete your config file? Or at least wander around it trying to find the variable.

>> No.7422145 [DELETED] 

>>7422043
Imagine burning cyberelf ass with that stuff.

>> No.7422148

>>7422019
Imagine burning cyberelf ass with that stuff.

>> No.7422180

>>7421970
Huge if true.

>> No.7422189

>>7421309
Let me know when Eternity stops being a joke port and actually does anything better than PRBoom+.

>> No.7422190

>>7421980
How. They only have one hub out of planned three complete, and the last mission of the first hub was released just a month ago.

>> No.7422213
File: 61 KB, 1000x800, 1477423093376.jpg [View same] [iqdb] [saucenao] [google]
7422213

>19 secrets
>found all of them by myself

>> No.7422243

Idea: Arch-vile egg
A decoration with resurrection state that resurrects into another arch-vile.
Would this be doable in DeHackEd?

>> No.7422272

>>7422243
How horrifying
Ask not whether we can, but whether we should

>> No.7422279

>>7422243
LMAO, it's so specific, they went out of their way to prevent Arch-viles from being resurrected.
On the code side, I don't know if you could have something resurrect *into* an Arch-vile without removing that restriction.
I look forward to hearing what horrible fate you bring upon yourself, madscientist-anon.

>> No.7422290

Another dehacked question: Would it be possible to make an object that can't be shot, but can be telefragged?
Specifically, I want something that I can place over teleport destination that would prevent monsters from teleporting until player uses teleport once.

>> No.7422295

>>7420540
You played Action Doom? Dunno how they did it, but it does the projectile thing, as well as a basic kind of high score counter

>> No.7422334

>>7421454
wiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiieeeeeeee wiow w iiiiiiiiiiiiiiihhhhhhhh

>> No.7422341
File: 70 KB, 800x600, texas05.jpg [View same] [iqdb] [saucenao] [google]
7422341

>>7421261
the OG of this type

>> No.7422375
File: 839 KB, 2872x1618, EuQ4KoiWYAA4DxP.jpg [View same] [iqdb] [saucenao] [google]
7422375

>>7418683

>DOOM 2 made of CARDBOARD - Feat - John Romero

https://www.youtube.com/watch?v=XKo-CceCXw0&feature=youtu.be

>> No.7422392

Romero played E1 multiple times and talked about development during it
https://www.youtube.com/watch?v=YUU7_BthBWM
https://www.youtube.com/watch?v=rV6HlBa88js
I don't think Sandy ever played Doom like that but he watched his son play it and talked about original Doom and compared them a lot
https://www.youtube.com/watch?v=LlSb1esFt0A
Did other Doom devs ever did something like this? I'm specifically looking for Carmack

>> No.7422408

>>7421389
?

>> No.7422421

>>7421134
Except most of the sprites are taken from other mods, retard

>> No.7422473

>>7421980
WHEN

>> No.7422475

>>7422408
try to play nuts on gzdoom, it's authentic, like you're really running it on bargain bin early 2000s hardware

>> No.7422478

>>7422421
Does that matter in the end when the gameplay changes are apt for PB? Draugrs in PB don't play the same as Draugrs in other wads. They were very careful about which monsters they chose, and shoot down suggestions of
>lol what about the Marauder?
and other non-classic Doom lore all the time. PB is indeed based.

>> No.7422484
File: 2.04 MB, 1230x1115, DoomSourceportCommunities.png [View same] [iqdb] [saucenao] [google]
7422484

>>7421261
Dunno about funnier, but it's more up to date.

>>7421327

>> No.7422485

>>7422475
Anon unless you're running hardware from 2017, nuts.wad runs A+ on GZDoom now.

>> No.7422516

>>7420695
Wait till you get to the map with the not fully implemented, completely invisible enemies (that can still kill you) the devs forgot to take out before the game shipped.

>> No.7422517

>>7422484
Much obliged.

>> No.7422519

>>7422484
God I'd kill to go back to Who Done It games.

>> No.7422546

>>7420810
Oh really? good for them, Return of the Triad was amazing and shows how doom-level mapping can help the boring ROTT map issue

>> No.7422558

>>7422213
Good job anon. Go eat a celebratory chocolate chip cookie.

>> No.7422560
File: 1.21 MB, 320x240, wobble.webm [View same] [iqdb] [saucenao] [google]
7422560

Why does the camera do this when I die?

>> No.7422575

>>7422484
*crack* *sip*
Cybercrime... now THOSE were real deathmatch maps.

>> No.7422579

>>7420383
Expand your skill stack. Try different hobbies. Go to different places (hard under current restrictions I know)

Inspiration will come from elsewhere. You'll make better maps too.

>> No.7422585

>>7422560
He keeps knockin your body

>> No.7422603

>>7419558
it doesnt

>> No.7422608

>>7420839
The kino combination is using Aliens TC with the Aliens trilogy stuff, you will be in for a ride...

>> No.7422613

>>7422560
You're being teabagged

>> No.7422617

>>7420839
There's a Shadow Warrior TC for Doom? Fuck me I gotta check that out.

>> No.7422632

>>7422617
This is fucking amazing what the FUCK

>> No.7422642

>>7420839
Is there one like the Shadow Warrior TC for Duke, Blood, and Ion Fury as well?

>> No.7422648

>>7422642
There is one for Duke I use but it's hard as hell

>> No.7422662

>>7422648
The fuck do I care how hard it is? Got a link?

>> No.7422671

>>7422662
https://forum.zdoom.org/viewtopic.php?f=43&t=65460
This is the one I have believe

>> No.7422676

>>7422671
Thanks man.

>> No.7422682
File: 435 KB, 600x580, goldface.gif [View same] [iqdb] [saucenao] [google]
7422682

>>7419632

>> No.7422702

>>7418876
>worst cacodemon support

>> No.7422769

dsda-doom crashes when I try to launch it with a signal 22 error. I have the latest 0.12.1 from the doomworld thread but I can't find anyone else having this problem. Am I doing something wrong?

>> No.7422812

>>7422769
Yeah you're using some meme port instead of the newest prboom+.

>> No.7422868

>>7422475
>>7422485
just tried it with vid_fps on
slows to a crawl if i stand on the ledge after alerting everything and letting them throw projectiles
obviously: 8000 actors all spawning more actors
but on ground level doing bfg spam, was around 40-60 at the start
gets better as monsters die, again: obviously

>>7422702
> supports doom
> doesnt support cacodemons
shiggying my fucking diggy

>> No.7422893

>>7418876
>eduke boys device

>> No.7422925

What's the latest NMN texture pack?

>> No.7422930

>>7422925
v7

>> No.7422945

>>7422930
but where

>> No.7422949

>>7422290
Yeah. Obstacle and shootable flags are separate.
Not positive, but it should work.

>> No.7422984

>>7422945
>>7420713

>> No.7423057

>>7421262
Alright, anon, this is how I work.
Generally speaking, I like to get an idea for a theme for the map (e.g. "lava base," "outdoors," "water level", that kind of thing). Once I do that, I usually take a Bob Ross approach and just start drawing sectors without doing a lot of planning in advance. I just have fun with it.

Generally, I like to have later parts of the level flow into earlier parts so the player goes through the same area two or three times, but I never stress about it. I'm more concerned with the flow of the level feeling intuitive, and I focus purely on that starting out. I might add detail sectors here and there, but I always save all my texturing until the end. One of the things that I found always bogged me down was texturing rooms. Now I just ignore texturing until the end so I can focus exclusively on the parts that are more challenging to me, which is the actual geometry of the level.

There will be a part 2 with some tips I find useful, just give me a sec to finish writing it.

>> No.7423070

Just because your posts got deleted doesn't mean you have to shit up the rest of the board.

>> No.7423085
File: 402 KB, 1680x1050, light,height,futurepartsof level.png [View same] [iqdb] [saucenao] [google]
7423085

>>7423057
part 2
Some other tips:
>Keep the map as simple as possible for as long as possible. That is to say, I add doorways, but don't add the actual doors until the rest of the map is finished. I generally wait to place items and monsters until everything else is finished. That sort of thing.
>Be spontaneous. Sometimes when adding a door to a room, I'll think to myself "It might be more fun if the player had to hit a switch to open this one." So I'll add a room near that door with a switch that opens the door. I like to position that switch so the player can either hear the door open, or see it open through a window. I take this same mindset with adding things like traps (not THOSE kind), teleports, lifts, etc...
>Change the light levels frequently. Have areas of dark, brightness, and neutral. They'll help create atmosphere and make parts of the map look different.
>Go crazy with height changes. Sometimes I lower and raise floors/ceilings just by flicking my scroll wheel and seeing if I like the result. Changes in height will also help make parts of the map feel more distinct.
>Add ways to see future parts of the level before the player can get there. It helps create a sense of space.
Pic rel is one my WIP maps, you can see some fairly drastic changes in height and light. The player can see the yellow keycard, but can't actually get to the room it's in until about half way through the map. I knew I wanted something like this, so I added yellow key room very early in the map and figured out how it would all connect later. You can also see I haven't textured anything yet. I'm satisfied with how the actual geometry looks, so I figure it can only look better with proper textures.
>Don't be afraid to borrow from other maps. If there's a room that really impressed you, make your own version of it in your map. No need to reinvent the wheel every time. "Steal like an artist." Don't plagiarize, but build/remix/expand upon what has come before.

>> No.7423093

>>7423057
>>7423085
Oof, maddon. I could never map like this. I always do gameplay and mapping simultaneously with more focus on gameplay. This:
>I generally wait to place items and monsters until everything else is finished. That sort of thing.
Sounds fucking alien to me in the worst way.

>> No.7423180

>>7423093
I get what you mean. My work flow is very loose and free, so writing it down and trying to make it a concrete process isn't easy. Sometimes I'll do parts simultaneously. Really, the only thing I won't budge on at all is saving texturing until the end. Even though it's not particularly hard, I find it to be tedious, and for me, it really does bog down the design process tremendously.

>> No.7423201
File: 170 KB, 1280x720, maxresdefault (7).jpg [View same] [iqdb] [saucenao] [google]
7423201

Ranger was the Betrayer all along... Not sure how I didn't see this for so long. It's obvious.
https://www.youtube.com/watch?v=8F3tiIHo6IM

>> No.7423213

>>7422421
Literally does not matter: the monster collection was curated and put into a roster by PB and the one they used in perfect in all ways.

>> No.7423224
File: 206 KB, 1600x1024, screenshot_doom_20170811_140907.png [View same] [iqdb] [saucenao] [google]
7423224

>>7420540
Something like mayhem 17 but using textures from different snes/genesis games instead of just Mario.

>> No.7423236

>>7423213
Not that special once you realize the same exact sprites have been used together in wads for years the same way PB does before PB was a thing.

>> No.7423250

>>7423201
I was expecting more concrete evidence because it's an idea I can get behind, not some fanfiction. Shame.

>> No.7423253
File: 37 KB, 1024x240, SPACESKY.png [View same] [iqdb] [saucenao] [google]
7423253

>>7420713
Still missing SPACESKY

>> No.7423257
File: 16 KB, 128x128, FENCE001.png [View same] [iqdb] [saucenao] [google]
7423257

>>7420713
Also grabbed this fence from somewhere, because I can't stand the chonky one in NMN.
Not entirely sure where it's from, might be from one o the 32in24 packs.

>> No.7423259

>>7423253
How do I break this up into 6 .tgas for Quake mapping?

>> No.7423263
File: 4 KB, 64x128, CARDBOX1.png [View same] [iqdb] [saucenao] [google]
7423263

Cardboard box textures, by Cage.

>> No.7423268
File: 3 KB, 64x128, CARDBOX2.png [View same] [iqdb] [saucenao] [google]
7423268

Small cardboard box textures.

>> No.7423273
File: 2 KB, 64x64, CARDFLAT.png [View same] [iqdb] [saucenao] [google]
7423273

And the last one, the corresponding flat for the cardboard boxes. I have nothing else to add for now, I like a lot of the other stuff added to the texture set.

>> No.7423276 [DELETED] 

Your schizo is spamming the board again.

>> No.7423292

>>7423276
His day of reckoning is soon.

>> No.7423296

>>7418683
>500ml of /vr/ was surprisingly decently made, but you should have included instructions on how to use it with dos emulators as well. I have no experience in build engine modding, so I ended up having to spend a 2 days trying to figure out how to get the levels to load.

>> No.7423301
File: 16 KB, 128x128, FENCE001.png [View same] [iqdb] [saucenao] [google]
7423301

>>7423257
Raised the texture by one pixel, because otherwise dumbasses who play with smudge filters will see the edge of the bottom line repeat itself at the top of the empty space in the texture.

I know you can't account for everything, and it's their fault if they play with filters, but it'll help.

>> No.7423306

>>7423296
Why not just download BuildGDX at that point? Downloading it takes like 2 minutes, as much to point that to the directory of the game and you with a click you can play custom content
But I guess the guy has found the perfect options for his play in dosbox and didn't want to bother getting it right again in another emulator

>> No.7423323
File: 430 KB, 1024x768, bloom.png [View same] [iqdb] [saucenao] [google]
7423323

>>7422642
Duke Nukem TC:
https://www.moddb.com/downloads/duke-nukem-3d-tc1

For Blood there was Blood TC, a total conversion set a year after Blood. But it was eventually abandoned and succeeded by ZBlood, which is also cool but is just a recreation of Episode 1 of Blood in the ZDoom engine.

Problem with Blood TC is it's hard as fuck to find now. I think this MAY be it but this may just be replaced with it's successor project ZBlood.
http://www.doomwadstation.net/psyren/blood/

Bloom is also always an option. More of a mix of Doom and Blood assets than a completely graphically new TC but you can play as Caleb with a full Blood weapon set and the monsters are a grotesque mix of Dooms and Bloods.
https://www.moddb.com/mods/bloom-doomblood-crossover

As for Ion Fury, I don't think anything has been done that extensive with it. The devs asked people not to rip and use their assets in mods for a while and so that delayed development of projects like a TC (though some people did rip and use stuff immediately after it's releas)

>> No.7423328

>>7422243
It would be doable in MBF Decorate, you could make the egg's raise state spawn an Archvile.

>> No.7423330

>>7423301
>Thinking about F*lterfags even for a single second
you some kind of fucking saint?

>> No.7423337

>>7423306
Because I prefer running DOS games in a dos emulator. I could care less if people think there's "better" or "modern" ways of running the game.

>> No.7423341

>>7423276
I really don't get what about Half Life makes a guy butthurt so much

>> No.7423345
File: 103 KB, 167x226, huh.png [View same] [iqdb] [saucenao] [google]
7423345

Speaking of 500ml of /vr/, I just want to thank you anons that made it for getting my son into Blood. I posted about this earlier but he's 12 and usually isn't interested in old shooters but I left e1m1 The Place that Hates running and got up from the computer and he got on and started playing it and eventually beat it. I came home from work the next day and he was on my computer playing Blood on his own, he really likes it. Now I just need to get him into Doom, I tried when he was like 9 and he wasn't interested
>mfw my only begotten son tells me "This looks like Minecraft, that's for babies" when I showed him Doom, I guess he meant the pixelated sprites

>> No.7423374 [DELETED] 

>>7423276
>only one person on the entire board doesn't like half-life
please take your meds

>> No.7423382

>>7423374
only one person is this obsessed

>> No.7423395

>>7418876
Play better anon

>> No.7423415

>have thousands of hours in quake
>still can't bhop
think I might have a chromosomal defect

>> No.7423416

Do you know what makes Sigil so great? It feels just inhouse. It feels canonic. It's what Doom originally meant to be. It has issues, ie. peashooter against barons, crusher maze... but the entire episode feels and looks like authentic. Very few managed to recapture the same vibe. NRFTL certainly did despite being not Romero. Other than that, nothing.

>> No.7423419

Powerslave sucks

>> No.7423428

>>7421795
alien rmageddon is awesome. havent tried demon throne though. is it okay on the framerate?

>> No.7423431
File: 33 KB, 738x977, MV5BOGZiNzhkNzgtZDdiOS00NDY4LWE0NjktNjM2YWI2MDRkMWQyXkEyXkFqcGdeQXVyNjUxMjc1OTM@._V1_.jpg [View same] [iqdb] [saucenao] [google]
7423431

>>7423416

>> No.7423436
File: 36 KB, 528x368, Exhumed-05-528x368.jpg [View same] [iqdb] [saucenao] [google]
7423436

>>7423419
Shit taste

>> No.7423437

>>7423093
How would you describe your work process, anon?

>> No.7423445

>>7423436
yeah people with shit taste like this game.

>> No.7423453

>>7423415
Same. The problem is SP maps are usually much too cramped to even have room. Its only relevant to MP maps.

>> No.7423467

>>7423415
just stop holding forward

>> No.7423475

>>7421795
I played WGRealms 2 like a decade ago, when it was still subtitled Siege Breaker. What things did they add, just new maps?

>> No.7423479

>>7423467
i know how i'm supposed to do it my hands just can't pull it off

>> No.7423485
File: 299 KB, 569x527, 1612429887367.png [View same] [iqdb] [saucenao] [google]
7423485

The Overlooked Hotel is one of the best maps for Build

>> No.7423493
File: 197 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
7423493

Any wads or mods that look like they were inspired by Lone Sloane or Druillet's works?

>> No.7423537

>>7423475
Like two more episodes, 3 merchant towns you can buy stuff in, more voice acting, a proper end boss.
>>7423428
Works fine on my 2600x and 1650 Super. I have heard eduke has performance issues on Radeon cards.

>> No.7423539

>>7423341
he doesn't realize people will like the game more because him.

>> No.7423569
File: 761 KB, 1360x768, shot005.png [View same] [iqdb] [saucenao] [google]
7423569

>>7423419
Wrong on both counts

>> No.7423570

>>7423539
imagine deciding to like or dislike something based on 4chan posts

>> No.7423581

>>7423570
you did it yourself

>> No.7423583

>>7423581
you don't even know what i think about hl, take your meds

>> No.7423592

>>7421970
I hope this works well for first person models too.
Could give modders a weapon genepool that doesn't include that one assault rifle that's used fucking everywhere.
>>7422392
American McGee did one. https://youtu.be/2Rsdr5Dahz0
Sandy's got a few Doom related videos spread on his YouTube channel. https://www.youtube.com/channel/UCVDIvzRZD39Rv9uR8mqfOBg/videos

>> No.7423621
File: 1.05 MB, 960x1080, spasm0000.png [View same] [iqdb] [saucenao] [google]
7423621

Some cool '97 brush furniture. The toilets even connect to a sewer system in another part of the map and the fridge opens to reveal a zombie. Map is Monastry by Neil Manke.

>> No.7423627

>his posts got deleted
>make a thread as a cope
everytime

>> No.7423643

>>7423627
why are you talking to yourself?

>> No.7423649
File: 432 KB, 460x430, 1609965323637.png [View same] [iqdb] [saucenao] [google]
7423649

>>7423415
Bhopping is harder in QuakeSpasm because it's based on the normal executable, not QuakeWorld.
Basically QW has less friction so you don't lose as much speed between hops compared to the regular executable.
Go try bhopping in ezQuake or nQuake, you'll see a massive difference in their movement.
>>7423493
>Bottom left
Well that's just nuts.wad

>> No.7423662

>>7421454
*rapes alf

>> No.7423665
File: 2 KB, 120x120, FACE_QUAD.png [View same] [iqdb] [saucenao] [google]
7423665

>>7423621
>no borders between toilets
>only one roll of toilet paper between the four of them
>probably no sink either

>> No.7423674

>>7421795

I did alien armageddon is great for a mix up.

Demon throne i did not. Didn't even knew existed.

>> No.7423675

>>7423485
>Hollywood Holocaust
>Death Row
>The Abyss
>Dark Side
>LA Rumble
>Derelict
>Mirage Barrage
>Golden Carnage
>Master Leep's Temple
>Dark Woods of the Serpent
>Bath House
>Floating Fortress
>Water Torture

>> No.7423681

For me it's Lambda Core.

>> No.7423686

>>7423665
Reminds me of ancient Rome

>> No.7423690

>>7423681
For me, it's Questionable Ethics.

>> No.7423716

>>7423690
on one hand:
> proper intro of alien forces

>>7423681
on the other:
> GHOST BUSTEEEEERS !

>> No.7423738

>>7423493
Sky May Be?

>> No.7423756

>>7423592
He doesn't remember what maps he made at all. Sandy was similar though 25 years did pass. I guess only Romero remembers anything noteworthy but he also hasn't really worked on anything important since then, unlike Sandy and American

>> No.7423780
File: 1.19 MB, 188x256, 1565275983445.gif [View same] [iqdb] [saucenao] [google]
7423780

Nooooooo /vr/ has broken my soooooooul

>> No.7423787

>>7423201
>never bunnyhops
>not even a single HUH
nah betrayer gay

>> No.7423794

>>7420962
So that's the backstory for Doom 64 Caco.

>> No.7423803

>>7423681
office complex or surface tension

>> No.7423806

>>7423803
These are among my favorites.

>> No.7423861

>>7423681
for me it's questionable ethics, Surface Tension, and We got Hostiles

>> No.7423873
File: 9 KB, 250x250, 1464721062815.jpg [View same] [iqdb] [saucenao] [google]
7423873

Opposing Force has better level design than Half Life

>> No.7423889
File: 5 KB, 64x64, NFLOR5.png [View same] [iqdb] [saucenao] [google]
7423889

>>7423301
>>7423273
>>7423268
>>7423263
>>7423257
>>7423253
I had fucking conniptions at this flat because if you use it for any detailing anywhere the detailing can't align with the center, otherwise you won't get the tile pattern.

>> No.7423890
File: 6 KB, 64x128, IRONTILE.png [View same] [iqdb] [saucenao] [google]
7423890

Here's the corresponding wall version if anyone wants to use that.

>> No.7423893

>>7423873
Half life is shit so that's a low bar

>> No.7423904
File: 336 KB, 762x596, douk.png [View same] [iqdb] [saucenao] [google]
7423904

>>7423873
>>7423893
Be gone LARPer schizo.

>> No.7423906

i hope metadoom adds one of the maykr enemies so the holy water pistol buffs them

>> No.7423927

>>7423904
>>7423893
you are even more worthless than 6th gen zoomies

>> No.7423929

>>7423904
I'm not that guy, OpFor legit has better level design than HL

>> No.7423937

>>7423873
Nah it just rehash like the worm pit.

>> No.7423953

>>7423927
Go away Assembly Code LARPer guy, you going to call them Dunning Krugers too?

>> No.7423954

There is no bad HL game, even Decay is good.

>> No.7423959

>>7423953
shut up scatfag

>> No.7424006
File: 525 KB, 1920x1076, 1591954295296.png [View same] [iqdb] [saucenao] [google]
7424006

What a cunt of a map.

>> No.7424015

>>7424006
This one's not too bad once you know where all the secrets are. The most annoying thing about it is the inescapable pit next to one of the keys.
The real stinker of Plutonia is MAP11

>> No.7424021

>>7424006
>>7424015
imo (not one of them)

the map is conceptually interesting since it is sort of a secret hunt for the secret exit, sort of wants you to check for secrets everywhere?

but this necessitates imo finding all secrets, it becames waaaay easier with all of them, and i certainly didn't beat it without it.

dunno

once i found all the secrets, the map was quite fun imo.

>> No.7424039

>>7424006
Is this caged? I still can't beat it on UV, I'm bad at open maps.

>> No.7424054
File: 1.52 MB, 1920x1080, magnus.png [View same] [iqdb] [saucenao] [google]
7424054

post good doom music

https://www.youtube.com/watch?v=zrrYXUMdM7A

>> No.7424068

>>7424054
https://www.youtube.com/watch?v=U7MdyL4fELI
I really enjoy this one if only for the feat of making E3M1 good.
I never found out what map was it made for.

>> No.7424121

>>7423301
>>7423253
>>7423889
>>7423273
>>7423263
>>7423268
Will add in today.

>> No.7424135

>>7424121
I will make sure to add a crate maze to my map with those cardboard box textures.

>> No.7424156

>>7424121
Make sure to delete MARBFT05 as a flat, because it's too large to be compatible.

>> No.7424157
File: 904 KB, 1920x1080, Screenshot_Doom_20210215_155143.png [View same] [iqdb] [saucenao] [google]
7424157

kind of amazing how this wad has well thought out encounter design and slaughter map enemy spam nonsense within minutes of eachother, within the same room.

>> No.7424205
File: 75 KB, 814x438, macabre.png [View same] [iqdb] [saucenao] [google]
7424205

>>7419613
Thanks for letting me know, I must've overlooked all of that when I retextured the level. Let me know if there's any other misplaced ceiling flats. Also I'm considering this the final version, it's pretty nice and complete to where I want it to be.
I might make another HFFM map, but I'm not that good at making hard maps, which you can see if you compare faggot_single_finish to wads like CodeSupression or SomewhatPossible.
This also has the new version of the Aniki difficulty levels, with a fixed nighmare name so THIS isn't capitalized unnecessarily. I can't find the post right now, but an anon pointed out he didn't mean to emphasize THIS.
https://anonymousfiles.io/cEzFTTYm/

>> No.7424230

>>7424054
https://www.youtube.com/watch?v=KgMTYqaFbuE

>> No.7424256

https://www.netcavy.net/MIDIArchive/Other/Cursed%20Cathedral%20-%20RednGreen%20-%20SMW%20Custom%20Music%20-%20ShinkoNetCavy.mid
Would fuck anybody who includes this in their map.

>> No.7424323

Are the physics kinda fucked in fresh supply?

In gdx when I use the napalm launcher on the bigger fat guys they dont jump so hard and have that cool death animation.

>> No.7424364 [DELETED] 

Looks like HLchads won again.

>> No.7424426

>>7424323
Yes. Many things are fucked in FS. Stop using it.

>> No.7424435

>>7424426
But are the physics bonked?

I was using fresh supply only for DWish. I have gdx installed as well.

>> No.7424495

Phantasms were a mistake

>> No.7424513

>>7422546
Cool. I might give it a try. Was just wondering if Return could possibly make ROTT's levels less boring. Appears so.

>> No.7424585 [SPOILER] 
File: 10 KB, 297x304, 1613429205767.gif [View same] [iqdb] [saucenao] [google]
7424585

>>7424495
AAAAAAAAAA

>> No.7424602

>>7424006
Not nearly as cunty as MAP10 since you can at least get some pretty buff secrets to survive the respawning chaingunners and other traps, whereas the rape gauntlet with the respawning chaingunners and cock-blocking from the Baron and pinkies at the other end of the teleporter in MAP10 feels very luck-based.

>> No.7424636

>>7420703
>a enemy that randomly moves quickly (instantly) that deals 9999 melee damage fast and has 1 hp = (Revenant)= Living Death
this sounds really cool but would be easily defeated by any hitscan. Maybe more than 1 HP? Or something make it like a ghost enemy so that it can only be damaged by projectiles or splash damage or whatever

>> No.7424641

>>7423665
nigga what did you expect from some alternate nightmare dimension? Luxurious toilets for zombified grunts?

>> No.7424687

>>7423665
>he doesn't shit with his homies
ngmi

>> No.7424819
File: 14 KB, 480x360, 1549046743415.jpg [View same] [iqdb] [saucenao] [google]
7424819

>>7421181
thanks a ton, that did the trick

>> No.7424839

>>7423330
Not him but it's good craftsmanship to idiotproof your work. Even if it's technically not your problem, anticipating a common mistake makes for smoother sailing.
That's why it will always baffle me that GZDoom has texture filtering enabled by default.

>> No.7424842

>>7424839
Graf's a freak and prefers texture filtering, and probably hates having to personally adjust it so that's why it's the default.

>> No.7424845

>>7424426
Actually scratch that, >>7424323
the physics are the same.
It was just my imagination.

I have gdx as I said installed even with more voxels but I wanted to play Death Wish in the warmer colors of fresh supply.

>> No.7424852

>>7424839
Most people without severe nostalgia boners don't care and leave it on or even prefer it. Romero even designed some of Sigil's lighting around GZDoom filtering if I recall correctly.

>> No.7424858
File: 56 KB, 474x632, e5e076a4382f4dbd2b173b243cd60ef8.jpg [View same] [iqdb] [saucenao] [google]
7424858

Lads I am completely fucking snowed in (well for around here I am, over a foot of snow out here now) and playing some Bloom. Feeling pretty cozy right now.

How you feeling? What're you playing?

>> No.7424859
File: 14 KB, 229x220, 9k=.jpg [View same] [iqdb] [saucenao] [google]
7424859

>>7424852
>nostalgia boners
It looks worse in every way imaginable.

>> No.7424861

>>7424852
Filtering is not nostalgia boner anon. It just looks more crisp with most textures.

>> No.7424865

>>7424426
This is a bit of a meme.
>>7424435
Just use GDX, that's what I play Deathwish on. Unzip it to your Blood directory and run "DW.ini". When I ran DW with Fresh Supply I didn't even get the cutscenes.

FS is not as bad as people make it out to be, not like it was. Still, Blood GDX is the better option.

>> No.7424871
File: 180 KB, 900x571, hmm.png [View same] [iqdb] [saucenao] [google]
7424871

>>7424585
MARANAX INFIRMUX?

>> No.7424875

>>7424852
Yeah, if you're not dogpiled on enough yet, my main beef with texture filtering is the way it fucks up the sprites, it creates fuzzy sprites that were specifically designed to be viewed as pixel art.

>> No.7424876

>>7424858
I'm cold and tired, and I'm playtesting crap right now.

>> No.7424878

>>7424865
I know how to run it anon in gdx.
That said I will stick with FS for DW. it plays the cutscenes fine for me.
As I said here >>7424845 as well. It was just my mind playing tricks.


GDX is indeed great, but I like how closer to the OG FS is. The colours in gdx are really meh.

>> No.7424885

it's not even just the filters, it also affects how doomguy's "unf" still shows up when interacting with shootable walls, making that section in map 28 slightly worse
there's much more

>> No.7424893

>>7424878
>The colours in gdx are really meh.
Use original renderer.

>> No.7424907

>>7424893
DW glitches out for me in classic for some reason. And I dont like the classic renderer in gdx.

>> No.7424909

>>7424893
I also like other stuff from FS really, the smooth weapons etc.

I tried a mod for it in gdx but it does not look the same. I dont know FS is fine for it. Could be worse.

I already played blood tons of times in gdx.

>> No.7424979

>>7424865
>FS is not as bad as people make it out to be, not like it was.
If it's any worse than GDX or NBlood (free fan works), then it's not worth using at all and doesnt deserve any defense.

>> No.7424989

>>7424979
Based
>>7424909
Not based.

>> No.7425050

>>7423085
> I generally wait to place items and monsters until everything else is finished. That sort of thing.
This is how you make a pretty but unfun map. Place monsters as you go. Design one room at a time, playtest from the beginning each time. This will ensure you're designing around combat, the part of the game that makes it fun. Does the L-shaped room containing columns with revenants on top make a good fight? No? Redesign it. Hard to do when you already mapped out all the geometry.

>> No.7425076

>>7425050
Along with playtesting from the beginning- Don't use saves. This will help you catch where areas are unfair/tedious.
Do you consistently die at a particular fight? It's unfair. Maybe add an escape route, a soulsphere, remove/replace monsters.
Does playing X fight get boring for you after the fifteenth time? Then it'll definitely get boring for people that didn't create the map/have an attachment to it. Change it.
Mapping out all the architecture first generally results in lots of flat ground fights with occasional ledges of monsters. For the love of God, do both at once, combat and architecture inform each other. Your map won't make any realworld structural sense but it will be fun to play.

>> No.7425084

>>7424989
FS is really not that bad.

Dont worry anon i am doing it just out of a whim.

>> No.7425141

>>7425050
I've done it both ways. But I'll give simultaneous a shot on my current map. I'm always willing to change up my workflow.

>> No.7425146

Monsters inside of secrets: Based or cringe?

>> No.7425149

>>7425146
yeah

>> No.7425158

>>7425146
It can be awful or fantastic, it depends on what you do. Like, a secret little section where you can score maybe a Plasma Rifle in an early level, but you need to fight two Barons in there as well.

>> No.7425173

>do all the voodoo bullshit and detailing in the level
>add dense groups of hard monsters in intermittent hordes
>surprisingly doesn't chug in GzDoom
>notes and reject table surprisingly intact

>> No.7425178

>>7425146
>>7425158
On the other hand, you can be a funny motherfucker and do like in Double Impact's E1M8, where the only secret in the level is a small hidden path where you open a door and get an Imp in your face, and a single healthbonus as a reward.

>> No.7425189
File: 166 KB, 454x606, dJSPfmU.png [View same] [iqdb] [saucenao] [google]
7425189

https://forum.zdoom.org/viewtopic.php?f=19&t=13397&start=4815#p1181733

>> No.7425196

>>7425076
One last post of mapping tips, sorry to spam, I blame Adderall.
As you playtest, if you're having a particularly good run, let yourself get hit by a couple of rockets. Waste some ammo. Pick up a medikit at 90% health. Force yourself to make these kinds of mistakes. Odds are that a player isn't going to play through the map as well as you do considering you've played through X amount of iterations of the map X amount of times. They're bound to make mistakes. This ensures that your ammo/health placements are sufficient to make up for small mistakes/high damage rolls. 40oz says that even on your most garbage playthrough of your map, you should still conceivably be able to beat it. Even SomewhatPossible.wad was playtested this way to ensure that it's (mostly) fair. (You can occasionally get fucked over by bad RNG if the revenants enter the first room all at once and it takes more than two SSG bursts to put the first one down but other than that I'd say it's fair).
Another 40oz tip: Have a catalyst for your traps. Whether that means upon picking up a weapon, a powerup, pressing a switch, whatever. There's moments in DOOM where you know a trap's about to happen, but you don't know what the trap will be. Moments like this are ominous and let savescum know to save. That's generally how you want to map. To spice things up/keep the player on their toes, you can break this rule and have some nasty traps that get sprung on the player seemingly without warning, but I generally limit this to once or twice in a map.

>> No.7425337

>>7418708
Me, the accident wasn’t your fault anon

>> No.7425362

>>7425189
jawsome!

>> No.7425369
File: 125 KB, 938x507, shaders.jpg [View same] [iqdb] [saucenao] [google]
7425369

>>7424859
For any games in this thread, anyway.
NES games and SNES games are a different story.

>> No.7425384

>>7423330
If I can minimize the chance/ratio of it looking like shit with little effort, I'll take it. There's like the off chance that someone sees a screenshot or video of it, and they see that seam because of some asshole playing with the blur filter, and they don't know better and assume it's an error in design, and not settings.
It's a stupid thing, but it gives me peace of mind.

>> No.7425397 [DELETED] 
File: 104 KB, 798x798, 1613354702203.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

LMFAO

>> No.7425406

>>7425397
No one here cares.

>> No.7425424

>>7425146
Absolute fucking cringe. The greats rarely even did it and for good reason.

>> No.7425425

Is it possible to make Archvile resurrect everything, but make resurrection animation proportionally longer for more beefy enemies?

>> No.7425439

>>7425425
Absolutely, unless you're talking about making the Martian stand still longer, that might be a little more fiddly, but making the monster themselves take longer to revive is really easy

>> No.7425448

>>7424054
>>7418394
> https://www.youtube.com/watch?v=44lhqrsUTlo
Holy shit FUCK OFF already. I try very hard to avoid structured music in my life but let me open some random youtube link occasionally and I'm fucked for days. This shit just won't get out of my head. Literal brainwave virus. Now I have to listen to harsh noise 24/7 for a week to clean my head.

>> No.7425449

>>7425439
I had in mind him standing still longer, but I like the idea of longer revival animation more - this way Archie won't stand like a moron for a while while trying to resurrect a cyberdemon. Thanks!

>> No.7425451

>>7425050
It's entirely possible to make the whole layout first, and then make adjustments to it as you add thing placements later on. A lot of popular mappers already do it this way.
The "pretty map with unfun gameplay" problem only really comes up when you focus too much on detailing the map before the thing placements, and then become unwilling to make changes because it would then throw away a lot of the effort put into the detailing.

>> No.7425456 [DELETED] 

>>7425406
Yet you søy rage every time he is posted... Curious.

>> No.7425471
File: 49 KB, 600x600, f70651badea8001ac8cd956bedfa57d4.jpg [View same] [iqdb] [saucenao] [google]
7425471

>>7425448
This will override it and get stuck in it's place:
https://www.youtube.com/watch?v=CeCBkVX5yto

>> No.7425513

>>7425471
Liquidator 3D may be shit but the music is actually pretty good. Reminds me of early Bobby Prince, especially the bass lines. This one jams:
https://www.youtube.com/watch?v=mnvPA5E9_hY

>> No.7425515

>>7425448
Bro. I constantly have a tune going in my head.
From the Dragon Quest 3 overworld theme, the Kid Icarus Underworld theme (and title theme), pretty much all of Mario 3 and most of all Final Fantasy Tactics Advance 1 & 2 gathering allies theme. I love a good march to whistle to and pep up my step.

>> No.7425541

>>7425456
This is the first time I've complained in the slightest.

>> No.7425549

>>7425541
They think everyone they don't like is the same guy

>> No.7425563

Is GZDoom Builder still the best level editor for the game?

>> No.7425570

>>7425563
It's workable, better than Doombuilder and Doombuilder 2. I believe Ultimate Doombuilder is the top of the line.

>> No.7425574

>>7425563
Genuine curiousity: Why would someone choose GZDoomBuilder over Ultimate?

>> No.7425580

>>7425563
Doom Builder X>GZDoom Builder bugfix>Doombuilder>Doombuilder 2>Ultimate Doom Builder

>> No.7425587

>>7425146
Depends. I hate how in Avacator the secrets are often way more trouble than theyre worth.

>> No.7425591
File: 629 KB, 1538x655, 1585930590128.png [View same] [iqdb] [saucenao] [google]
7425591

Hey look it's the super shotgun spawn in my map.

>> No.7425596
File: 30 KB, 320x320, whyhellothere.gif [View same] [iqdb] [saucenao] [google]
7425596

>>7425591
Oh hey thanks Anon I'll just take that, I'm sure nothing fucking awful will happen as I approach it
Right?

>> No.7425602

>>7425574
Ultimate lags on my computer

>> No.7425603

>>7425596
Oh grabbing the super shotty won't do anything.
It's the little gauntlet you'll have to go through to get it in the first place that you should worry about.

>> No.7425605
File: 3.25 MB, 1141x1338, NickAvacadoguy.png [View same] [iqdb] [saucenao] [google]
7425605

>>7425587
>Avacator
I prefer The Avacadoator.

>> No.7425609

>>7425580
now tell us why, anon

>> No.7425617

>>7425609
HRT has influenced my decisions significantly on this. I have been on it for four months now - it began as simply a way to enhance my Quake mapping abilities but now I see things so much clearer in all regards, sourceports being a major one.

>> No.7425624
File: 1.48 MB, 1366x768, 1612989954838.png [View same] [iqdb] [saucenao] [google]
7425624

>>7425617

>> No.7425627

>>7425451
Yeah I shouldn't have sounded so absolute in my opinion but I guess for me, I've noticed my fights are far more nuanced when I do both at once.

>> No.7425656

>>7425609
There is literally no reason to use Ultimate DB unless you're making a big bad megawad and fully utilizing GZDoom's advanced features.

>> No.7425662

>>7425050
Absolutely based. Fuck pretty map faggots.

>> No.7425686
File: 117 KB, 523x317, file.png [View same] [iqdb] [saucenao] [google]
7425686

Dumb question and I'm probably a faggot but. I've never really mapped in DOOM before but I've used CAD software and I'm noticing some similarities, and I'm wondering if it's possible to auto-adjust lines, vertices etc. based on angle.
e.g. let's say I have a wall that isn't orthogonally aligned to the grid, and I want to make a decorative extrusion where the wall juts slightly outward with a glowing panel. If the wall were orthogonally aligned I could just make a rectangle 16x32 in dimension, but that doesn't seem to be as easy if the wall is angled.
Could I make a quadrangle and then adjust the angle of the lines so they become perpendicular? Or alternatively create a vertex, then create a line that's perpendicular to the line it's coming from? Or am I thinking about this entirely in the wrong way?

I imagine it's much easier to stick to the grid and avoid anything that isn't a 45 or 90 degree angle unless you're adding in decoration or altering the shape of rooms that are predominatntly orthogonal? My example of what I'm concerned about is something like this room in MAP01 of DOOM2; if I wanted to have some decoration on the walls that aren't orthogonal here, is there a way to make sure they're aligned properly instead of being slightly off-angle?

>> No.7425698

>>7425656
>big bad megawad and fully utilizing GZDoom's advanced features.
I wish more of these would happen. People care too much about catering to the "vanilla experience"

>> No.7425702

>>7425698
Be the wad you want to see.

>> No.7425703

>>7425686
Every vertex in doom is snapped to a map-pixel. So there will be cases where you cannot get a perpendicular intersection on non orthogonal lines.
The best you can do is count grid spaces to the lowest common denominator. Like if your line starts at 0 and goes down 16 and right 4, the smallest line you can make intersect perpendicularly starting at 0 would go up 1 and right 4... or whatever direction you want it at.
Anyway. Hope you get the idea.

>> No.7425705

>>7425574
Ultimate is somewhat more demanding on hardware. Not a good choice for someone using a really old computer.

>> No.7425734

>>7425050
What if I had a gameplay idea from the start but spent a lot of time detailing the surroundings before getting to most of the monster placement and gameplay?

>> No.7425751

>>7425703
I do, appreciate it anon. Seems like it's best to make sure you never have angles not divisible by 11.25 degrees to avoid that problem, which is easy enough as long as I don't carelessly make lines.

>> No.7425774

>>7425698
Part of why ambitious "GZDoom: Doom 2 (UDMF)" megawads don't typically happen is because the map format requires a LOT more time and effort to make good use of the additional features. Even more so if the author already likes putting in the extra effort for the combat and visuals.
Its why most of the big releases for UDMF are usually a single map or an episode, with a lot of the actual megawads being either A) something forgettable that gets lost in the sea of mapsets because it was made by a newbie and didn't have a real purpose behind using UDMF beyond "it said GZDoom and I use GZDoom to play Doom". Or B) A megawad that allowed more flexibility in map formats to be used and thus, plenty of non-UDMF maps included (Joy of Mapping series is an example of this).

>> No.7425786

>>7425734
I do that all the time but curse myself when I have to undo an hour of detailing because the room didn't turn out fun.

>> No.7425787

>>7425774
The more pressing factor is
>Why would I bother learning the ins and outs of this engine to make a mod/wad when I can go learn Unity and make some money

>> No.7425824

>>7425580
I prefer GZDB/UDB but I do prefer the cleaner UI of DBX and DB2

>> No.7425837

>>7425751
Or just eyeball it. People prolly won't notice.

>> No.7425847
File: 17 KB, 74x97, 1586008911881.gif [View same] [iqdb] [saucenao] [google]
7425847

so you guys like revenants, right?

>> No.7425852
File: 258 KB, 1136x1600, 1468763020434.jpg [View same] [iqdb] [saucenao] [google]
7425852

What's the best version of quake 3?

>> No.7425859

>>7425847
Only Archies are better

>> No.7425891

Name your favorite fps.

>> No.7425907

>>7425891
60

>> No.7425909

>>7425891
Serious Sam: TFE

>> No.7425916

>>7425852
Quake Live > Quake3e > ioQuake3 > Vanilla exe
Assuming you're looking to play MP of course.

>> No.7425929

>>7425916
Why not CPMA? I thought that was the one people played nowadays

>> No.7425935

>>7425929
I thought you were asking for source ports.

>> No.7425943

>>7425050
I usually make the map with monster placement in mind, but add monsters later. At the layout stage it doesn't really matter whenever this platform is going to be inhabited by imps, revenants, arch-viles or something else. I can set up specifics later.

>> No.7425951

>>7425574
udb doesnt work on my machine
it wants me to install a thing that is incompatible

>> No.7425996

>>7425891
Skyrim

>> No.7426049

>>7425951
Same. Needs .NET Framework 4.7 or something, and W10 always fails to install it, so I defer to other Doom Builders.

>> No.7426067

Carrying jetpack from a previous map makes some maps really easier in Duke. Surprising they allowed that, IIRC Heretic doesn't allow you to carry that game's flying item

>> No.7426189

>>7425369
That's a far different type of filter. Although if GZDoom had a CRT filter I'd definitely try it out.
CRT isn't even supposed to be a filter, it's originally the result of (and design intended for) hardware.

>> No.7426191

>>7425448
>structured music
As opposed to?

>> No.7426198

>>7426191
maybe he's a free jazz fan

>> No.7426215

what the fuck is this?
https://www.youtube.com/watch?v=zo4RRpD5DHg

>> No.7426231

>>7426198
I gave some free jazz to ur mum last night except it was spelled with "i".

>> No.7426240

>>7426215
Sgt. Mark is finally making Brutal Doom a standalone.

>> No.7426241

>>7423436
What is the best way to play the Console ver. at the moment?

>> No.7426243

>>7424157
what map?

>> No.7426252

>>7426240
It looks good. Maybe once it's standalone, people will evaluate it on its own merits and stop complaining that it's not playing Doom The Way It's Meant To Be Played(tm).

>> No.7426265

>>7426252
Brutalbabbies really think that only purists complain about brookal pookal.

>> No.7426272

>>7426252
I'm happy because it will contain those brootal doom zoomies to their own iwad.

>> No.7426276

>>7426265
Strawmanning. I use it rarely because practically no maps were designed for it, and it does change the balance. It has some fun features though.

>> No.7426290

>>7426276
>Strawmanning
You literally cannot say ungood thing about brukal without brutalbabby calling you a purist. In fact, you don't even need to say anything, they start bitching about purists pre-emptively. See >>7426252

>> No.7426291

>>7426290
Meds. Takem.

>> No.7426298

Most of you fags got into Doom mods because of Brutal Doom. You won't admit it, but now you'll try and act like some kind of Doom OG when in reality you jumped on the bandwagon like everybody else.

>> No.7426302

>>7426291
Thanks for reminding me. Doesn't makes my point less valid though.

>> No.7426304

>>7426298
i think the first major doom mod i saw was demonsteele also heard of gmota because of term
thought he made it as well

>> No.7426306

>>7426298
I got into Doom because my dad brought me a CD-R with several old FPS games burned on it, and also because of Doomsday source port I got from gaming magazine CD because Doom wasn't running properly otherwise on my WinXP (didn't had internet back then).

>> No.7426308
File: 266 KB, 415x565, image.png [View same] [iqdb] [saucenao] [google]
7426308

>>7426298
I got into it because of HDoom

>> No.7426319

>>7426298
I first got into Doom mods from some random crap my friend made for me, along with Action Doom. After a few years away from it, Brutal Doom got me back into it, put mods down again after awhile, then I heard about Project MSX and Russian Overkill, and then I started going deeper down this rabbit hole.
No regrets, I've found some great shit.

>> No.7426321

>>7426298
I used doom to test my dosbox installation, then played through on chocolate/crispy after feeling like I missed out by playing modern doom first before installing some pwads like scythe

>> No.7426330

>>7426306
I had tried out doom before but Doomsday was what really got me into Doom. it really changed my view on it since my previous idea of it was a really slow antique shooter with a shitty pistol since i never left the first level. but doomsday was really easy to setup and make it look nice (with the nice shading and sharp pixels).

>> No.7426334

>>7426298
I've been playing Doom mods long before GZDoom even existed for Brutal Doom to be made for.

>> No.7426392

>>7426298
I had a n64

>> No.7426396
File: 2.43 MB, 800x450, sweeper brightmaps.webm [View same] [iqdb] [saucenao] [google]
7426396

God damn there's a lot of things I need to apply brightmaps too.

>> No.7426397
File: 227 KB, 1024x768, ModDB-BDMonstersOnly.jpg [View same] [iqdb] [saucenao] [google]
7426397

am I the only one that doesnt Like Brutal Doom but love picrelated?
especially with Trailblazer its my fav combo
playing on ssecond to last difficulty shit hits REALLY hard
even 2 simple assault rifle zombies are enough to munch your health from 100 to zero in 2 seconds
and dont even get me started on chaingunners and shotgun dudes

>> No.7426404

>>7426396
that looks cool

>> No.7426443

why is romero's wife so hot? it's not fair

>> No.7426449

>>7426443
Which one? He had, like, three millions of them.

>> No.7426469

>>7421125
pristine bait

>> No.7426471

>>7426215
>>7426252
If you judge it by its own merits then its too little too late. Loads of games have already come out making Brutal Doom like tame by comparison. If he started making his own standalone game right after the initial release of Brutal Doom he would have more success but now its dead on arrival.

>> No.7426476

Brutal Fate has to go up against Prodeus and Prodeus is already everyone's darling so gg

>> No.7426481

>want to make a ratz style map as my first one for Sven Co-op
>top rated map on scmapdb is a sprawling, cool ratz style map
FUCK

>> No.7426484

>>7426471
It ain't over yet. If you watch the trailer he's added a lot of assets. Well, all the assets, it's an iwad, but there's some creative guns in there.
>>7426476
Just upthread anons were talking about how uncanny Prodeus' graphics are. It looks shiny but it's not the one retro shooter to rule them all. Besides, boomer shooters have a dedicated following, multiple releases keeps the market healthy.
If there's room for HROT there's room for Brutal Fate. The name recognition alone is worth something.

>> No.7426489

>>7426484
>Just upthread anons were talking about how uncanny Prodeus' graphics are
As opposed to Brutal Fate, which has that "plastic-looking prerendered 90s CGI " artstyle everyone loves so much

>> No.7426492

>>7426489
>thinks he's being sarcastic when the 90s is super in at the moment

>> No.7426494

>>7426492
>90s had only one artstyle
Take some retard meds, retard.

>> No.7426547

>>7425189
Looks like a Blood enemy.

>> No.7426597

>>7426547
So, Gillbeasts?

>> No.7426634

>>7426481
Based and ratspilled

>> No.7426720

Pain Elementals are CUTE
Cacodemons are UGLY as well as DUMB

>> No.7426735

>>7426471
See, but Marquito has an edge; as much as there are a lot of questionable and poor design decisions in Brutal Doom and many which will surely be replicated in Brutal Fate, he is in fact a good level designer, which puts him at a massive advantage over most indie FPS devs, many who are completely talentless as level designers and use procedurally generated levels as an excuse.

>> No.7426737

>>7426476
Isn't Prodeus boring?

>> No.7426738

>>7426298
I've been playing Doom for like 22 years.

>> No.7426739

I'll make a new thread, sit tight, fags.

>> No.7426747

>>7426298
Wrong. I've been playing Doom since the early mid-2000s, and long before that I was playing Chex Quest (My first FPS).

>> No.7426771

NEW THREAD

>>7426768
>>7426768
>>7426768

NEW THREAD

>> No.7426920

>>7426298
i watched the 2005 movie on tv and first played the game from that one newgrounds fan port

>> No.7427003

>>7423756
The Doom scene is the last place Romero can stroke his ego

>> No.7427268

>>7422375
that was alright anon, thanks for posting :)

>> No.7427398

>>7426298
I got into DOOM because my dad had the SNES port and told me it was the only game I wasn't allowed to play, so I became interested in it and got into it proper when I got my first personal computer

>> No.7427606

>>7426747
>>7427398
Based.