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/vr/ - Retro Games


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7456239 No.7456239 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last Thread >>7444521

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/TWNE3nZZ

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
https://www.youtube.com/watch?v=CGj4gXyCzg0

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
Doom RPG series
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA

== INFO/LINKS ==
OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

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

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

>> No.7456240 [DELETED] 

===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/mFY7Z3TU/
NMN3V9

=== NEWS ===
[2-24] Sega Saturn exclusive Quake levels ported to PC
https://www.celephais.net/board/view_thread.php?id=62026

[2-21] Hell Frontier E1, an 11 map wad for Doom 2 is now officially released on idgames. E2 in progress.
https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/hfront_1

[2-21] idgames FINALLY has a web page for uploading with ftp client
https://www.gamers.org/cgi/IdgamesUpload.html

[2-19] DOOM the prequel released
https://www.moddb.com/games/doom-ii/downloads/doom-the-prequel-v1

[2-18] A render plugin for Blender to make Doom sprites.
https://mobile.twitter.com/dietinghippo/status/1362377947605209088

[2-17] Lullaby, a single level GZDoom wad, was released https://www.doomworld.com/forum/topic/119819-lullaby-single-level-for-gzdoom/

[2-15] Doom 2 made of cardboard - Feat - John Romero
https://youtu.be/XKo-CceCXw0

[2-14] Jehar and Tatsyspleen brewing a Multi Quake Challenge, first stage done
https://twitter.com/tastyspleentv/status/1361002484563591173

[2-14] DSDA-Doom (new fork of PRBoom+) updated to v0.12.1, now including support for Heretic
https://www.doomworld.com/forum/post/2259147

[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/

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.7456247
File: 1.00 MB, 1000x900, HARD AND FAST.png [View same] [iqdb] [saucenao] [google]
7456247

===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/mFY7Z3TU/
NMN3V9

=== NEWS ===
[2-24] Saturn exclusive Quake levels ported to PC
https://www.celephais.net/board/view_thread.php?id=62026

[2-21] Hell Frontier E1, an 11 map wad for Doom 2 is now officially released on idgames. E2 in progress.
https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/hfront_1

[2-21] idgames FINALLY has a web page for uploading with ftp client
https://www.gamers.org/cgi/IdgamesUpload.html

[2-19] DOOM the prequel released
https://www.moddb.com/games/doom-ii/downloads/doom-the-prequel-v1

[2-18] A render plugin for Blender to make Doom sprites.
https://mobile.twitter.com/dietinghippo/status/1362377947605209088

[2-17] Lullaby, a single level GZDoom wad, was released https://www.doomworld.com/forum/topic/119819-lullaby-single-level-for-gzdoom/

[2-15] Doom 2 made of cardboard - Feat - John Romero
https://youtu.be/XKo-CceCXw0

[2-14] Jehar and Tatsyspleen brewing a Multi Quake Challenge, first stage done
https://twitter.com/tastyspleentv/status/1361002484563591173

[2-14] DSDA-Doom (new fork of PRBoom+) updated to v0.12.1, now including support for Heretic
https://www.doomworld.com/forum/post/2259147

[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/

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.7456256

>>7456239
>>7456247
RIP [Embed].

>> No.7456263

metadoom version 7 when?

>> No.7456264

>>7456256
More like [EmDEAD]

>> No.7456271
File: 415 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
7456271

>> No.7456310
File: 2.79 MB, 1920x1080, yquake2 2020-08-01 20-57-33.png [View same] [iqdb] [saucenao] [google]
7456310

>>7456247
Kinda late but good news for Q2 archiving and future map shenanigans
Quake2Cafe got a FTP archive and it has some good old stuff in it deemed lost mainly the machinimas
http://q2cafefiles.com/files/index.php

>> No.7456314

>>7456271
Damn, you beat me to it!

>> No.7456315

>>7453661
Can you use the 1.5 weapons for any map or mod? I got Quake 1.5 recently and it's cool but for some reason it won't let me save or load and is acting as if I only have the shareware version of Quake. I have the GOG version of Quake and the DLC so I don't know why 1.5 isn't picking that up

>> No.7456321

>>7456239
Thank you forfinally removing that [embed] bullshit.

The OP and news post are both right at character limit and that embed shit was taking up space a whole news item could gave been in on the news post

>> No.7456329
File: 37 KB, 1360x768, duke0041.png [View same] [iqdb] [saucenao] [google]
7456329

oh god oh fuck this cant be happening tell me youre joking ken

>> No.7456340
File: 73 KB, 1360x768, duke0042.png [View same] [iqdb] [saucenao] [google]
7456340

>>7456329

>> No.7456345
File: 469 KB, 1686x1512, 1609940943510.png [View same] [iqdb] [saucenao] [google]
7456345

HOOOOEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEGGHHHHHH

>> No.7456346
File: 19 KB, 360x208, kensbfix_045-1.png [View same] [iqdb] [saucenao] [google]
7456346

>>7456329
>>7456340
The fuck is this shit?

>> No.7456352
File: 233 KB, 1024x931, 1368548960435.jpg [View same] [iqdb] [saucenao] [google]
7456352

>>7456345
Damn that looks ferocious

>> No.7456380

>>7456346
alein steal christmas

>> No.7456403
File: 1.01 MB, 1920x1080, q2_0002.jpg [View same] [iqdb] [saucenao] [google]
7456403

>>7456310
>fucking Eschaton: Nightfall is uploaded there too
>it works on Yamagi
well fuck, could someone play this one on RTX or other source port and post some screens?

>> No.7456416
File: 148 KB, 1200x675, 1531187586442.jpg [View same] [iqdb] [saucenao] [google]
7456416

I'll post this again, I am working my way through all the Duke Nukem 3D expansions. So far I have beat; Life's a Beach (good), Duke it Out in D.C. (better IMO) and Penthouse Paradise (horrible). Is Nuclear Winter as bad as everyone says?

>> No.7456427
File: 3.02 MB, 1800x1862, quakecut.jpg [View same] [iqdb] [saucenao] [google]
7456427

>>7456271
>play Quake better
KEK

>> No.7456446
File: 27 KB, 636x384, ROLL ROLL ROLL YOUR WAD.png [View same] [iqdb] [saucenao] [google]
7456446

Hell, it's about time. IDGAMES ROULETTE TIME!

>click link to get a random upload from idgames
>play it (as far as you want anyway)
>no need to finish it if you don't like it - it's supposed to be fun
>take at least one screenshot
>post a link to it here in reply afterwards
>tell us what you thought about it
>if you get a DM map, texture pack, or utility, etc, reroll

>> No.7456450

>>7456446
Well fuck, looks like I didn't copy the only important part of the post. Here's the link:
https://www.doomworld.com/idgames/?random

>> No.7456454

>>7456416
Yes. Considering how many better user maps & episodes there are, its literally not worth playing.

https://dnr.duke4.net/downloads.php.html

>> No.7456459
File: 15 KB, 241x72, i want to believe.png [View same] [iqdb] [saucenao] [google]
7456459

>>7456271
https://www.youtube.com/watch?v=Vpqffgak7To

>> No.7456501
File: 801 KB, 1920x1080, doom09.png [View same] [iqdb] [saucenao] [google]
7456501

>>7456446
I rolled Blood Bath from '95 (https://www.doomworld.com/idgames/levels/doom/a-c/blodbth).). Text file says it replaces E3M3, but it's actually a E3M2 replacement. Anyway, it's standard fare for the era, lots of large, mostly empty rooms strewn together. Kinda reminds me of some of the first few maps I made when I first started playing around with Doombuilder, so I kind of like it for that reason, but it's really nothing to write home about.

>> No.7456524
File: 4 KB, 184x36, coomtextures.png [View same] [iqdb] [saucenao] [google]
7456524

>>7456271

>> No.7456539

>>7456271
>love guy rocket gay
This thing just generates HFFM names.

>> No.7456541
File: 99 KB, 490x497, feelsgoodman.jpg [View same] [iqdb] [saucenao] [google]
7456541

>> No.7456542
File: 501 KB, 1920x1076, DOOM0002.png [View same] [iqdb] [saucenao] [google]
7456542

>>7456446
Decay-Sewers from '05 (https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dsewers).). Kind of a remake of Underhalls. Good level, the graphics are up to par for '05 and the fights were good, one teleporter trap reminded me of the final fight in Retirement Grease from 2048. Could do with some more ammo, i used idchoppers to give myself a chainsaw to deal with pinkies and I still ran past most monsters towards the end, maybe I missed a berserk or something. Very fun, 4/5

>> No.7456569

>>7456315
Plez halp. Does Quake 1.5 only work for the shareware episode of Quake or something?

>> No.7456574

>Remember Corruption Cards not being too insane, let's throw it on plutonia haha
>By the time I'm at abattoire I'm at double revenants (that create ghost revenants), a roaming pack of chaingunners and mancubii, blood frenzy spectres, and barons that occasionally revive
It's a clean burn.

>> No.7456634
File: 163 KB, 1024x768, Battlelord.gif [View same] [iqdb] [saucenao] [google]
7456634

>>7456454 >>7455928
Thanks Anons, I'll skip it. I just felt weird doing that since I already beat the rest of the expansion packs and even suffered through Penthouse Paradise.

>> No.7456642
File: 882 KB, 1920x1080, doom11.png [View same] [iqdb] [saucenao] [google]
7456642

>>7456501
Rolled again and got "sfffft/meow..P" from 2001 (https://www.doomworld.com/idgames/levels/doom2/s-u/sfft).). I really don't know what to make of that name, it's almost like the author had a stroke while typing and decided to keep it. The map itself is fine, your average techbase affair, nothing difficult or surprising here. I feel like some more decorations would have helped this map pop a little more, like adding some hanging corpses from the metal here or something.

>> No.7456645

>>7456634
I mean it's worth checking out the first two levels, because they're cheap Christmas remixes of E1L1 and E1L2, but in reverse, and there's some novelty in that, but boy does it go south quick after that.

>> No.7456671
File: 642 KB, 1920x1080, 3124211-dukenukem3dworldtour_screenshot02.jpg [View same] [iqdb] [saucenao] [google]
7456671

>>7456645
Alright. I'll do that. I already beat the first level, no harm doing the second. After that I'll just pass. I have heard it becomes horrible after the first two levels and that was what worried me

>> No.7456674
File: 161 KB, 2044x1544, squaremp1b.png [View same] [iqdb] [saucenao] [google]
7456674

Felt like creating a very small pack of maps for Square--maybe 3 or 4. In the middle of designing one of them. Honestly, have no idea what I'm doing. Will likely have to remake areas for better gameplay. If I'm feeling particularly crazy, maybe I'll even attempt to add a new themed mob. But the roster is already filled up as it is.

>> No.7456702

Name all official Quake 1 ports.

>> No.7456706

>>7456239
>Don't keep two lost souls in one bowl or they'll eat each other

>> No.7456707

>>7456329
>>7456340
What is going on here?

>> No.7456715

>>7456702
Sega Saturn, PS1 (unreleased), and N64.

>> No.7456783
File: 1.31 MB, 1538x655, 1613053371960.png [View same] [iqdb] [saucenao] [google]
7456783

Finally populated this outdoors area a bit. I just got one more room to go and I'll be done with the overall layout for my HFFM.

>> No.7456784
File: 40 KB, 802x960, 348193-carmack2.jpg [View same] [iqdb] [saucenao] [google]
7456784

>CARMACK: The quintessential game that has influenced a lot of my game design is Sonic the Hedgehog on Sega Genesis. It's a really simple game: Go fast and be really cool. You don't need 20 little gadgets and gizmos.

>> No.7456872

>>7456715
>PS1 (unreleased)
Huh. I was sure it had been, but I was thinking of Quake 2 I guess.

>> No.7456963

>>7456784
I mean, Sonic was pretty much a tech demo for le blast processing meme, no wonder Carmack liked that "press right to win" shitfest. Birds of a feather.

>> No.7456968
File: 243 KB, 1748x832, map2.png [View same] [iqdb] [saucenao] [google]
7456968

>>7436720
Update for my HFFM. The Map is called Heart Attack: https://anonymousfiles.io/y77cwIDC/

Increased blood delay for all difficulties.
Removed shotgunners to prevent weapons switch.
Removed an arch-vile and emphasized the rocket launcher for the second area.
Changed the top area a lot.
Changed the secret so it's actually useful.
Other small stuff.

I also added a uv and nm demo to the startup loop. Of course these will be removed with the real release but I thought someone may find them helpful. I think this is a clear improvement over the last version, but I'm honestly not sure if it's too hard or too easy now.

>> No.7456970

>>7456963
Sounds like nintenfag cope to me.

>> No.7456985

>>7456970
Why yes, I do have to cope because Nintendo fell out of console race twenty years ago and all modern Mario games are shit. Oh wait.

>> No.7456997

>>7456985
>modern Mario games are shit.
New mario games are soulless, correct.

>> No.7457091

>>7456539
Coom textures

>> No.7457094

>>7456963
>>7456970
>>7456985
>>7456997
Can you homos go jerk off somewhere else? People are trying to make faggot maps.

>> No.7457096

>>7456997
>>7457094
Now that's some premium cope. Sonicfags are yet again confirmed to be massives spergs.

>> No.7457112

>>7456645
To be fair, I always thought that the idea of having the first two levels of the original game was pretty neat conceptually.

>> No.7457147
File: 304 KB, 677x677, 1598988818053.jpg [View same] [iqdb] [saucenao] [google]
7457147

Doom - Untitled
Doom II - Into Sandy's City
Heretic - The Cathedral
Duke Nukem 3D - Bullet Dam
Blood - Infuscomus
Shadow Warrior - Attention

>> No.7457149

>>7456403
She cute.

>> No.7457154

>>7456315
>>7456569
Show me your directory. There is a specific mod that only contains the 1.5 weapons that you can use with most id1 based maps, and some other mods. You can also play every single custom Quake map if it is based on id1, the original Quake. You cannot mix Quake mods with other mods generally i.e. you can't play AD maps with Quake 1.5 without a ton of shit fucking up. Again, show me your directory.

>> No.7457174

>>7456416
Penthouse isn't bad at all desu

>> No.7457179
File: 111 KB, 250x225, HUD face stuff so far.gif [View same] [iqdb] [saucenao] [google]
7457179

Been working on more HUD face stuff for the next set. I think it's coming along well.

>> No.7457201
File: 179 KB, 960x540, Screenshot_Doom_20210224_055844.png [View same] [iqdb] [saucenao] [google]
7457201

>>7456968
I guess here's my thoughts, I died between a lot of these:
>1; What's the gimmick here?
>2; Oh shit, I guess I better haul ass and get the fuck up from here!
>3; It's hard to do that with just the Pistol, I wish I had a better weapon.
>4; Oh, there's weapons hidden in the barrels.
>5; I guess I have to pick one of them to save time.
>6; No, I need to grab the Plasma to be able to kill the baron in time, but I also need the Super Shotgun to be able to fight my way up the stairs because the Plasma won't last on its own.
>7; Safe from the blood at last!
>8; No I'm not!
>9; The Arachnotrons and Revenants being able to shoot me through the blood stream without me being able to see them is kind of annoying (not sure if there's any easy fix for that though).
>10; That's a lot of Arch-Viles at once, but at least they stay in place.
>11; Oh fuck, there's a goddamn Cyberdemon guarding the exit.
>12; I'm pretty sure the only reason I got past him was that I stumbled into the BFG9000 and could smack him in the balls with it while he was busy fighting the Hell Knights who pissed him off.
>13; The only reason I'm alive is that I accidentally fell down and into the teleporter in the center, so I could get the Megasphere.


I like this map, a LOT, the gimmick is really fresh, and there's a great challenge which pressures you for time constantly, the level also looks really fucking good, and has a perfect music track for a rush like this. I think some ratios ought to be tweaked though (maybe very slightly slower rising of blood), and it's a bit confusing at first, perhaps the weapons could be made more clear at the start.

How does the blood work? Would it be possible to maybe slightly slow down the rise as it reaches another 'level'? Like maybe even temporarily, it slows for just a second or so before going back to its normal speed. Anyway, this level is extremely cool, I love it a lot, this will certainly be one of the best levels in HFFM.

>> No.7457208

>>7457112
I don't hate it, but the fact that the original levels which follows are all shit, does not endear it to me.

>> No.7457253

Like the vinesauce mapping contests, your local e-celeb civvie is starting a mapping contest of his own. Problem is it's in
>discord
but i'm sure at least one of you would be interested in some way

>> No.7457262

>>7457253
Civvie is alf.

>> No.7457270
File: 1.58 MB, 220x220, 1564354918265.gif [View same] [iqdb] [saucenao] [google]
7457270

>>7457262

>> No.7457281

>>7457262
Alf? The fluffy alien?

>> No.7457287

>>7457262
big if true.

>> No.7457295

>>7457270
It makes perfect sense.

>> No.7457302

>>7456271
>wad without enemies hard
how do we achieve this

>> No.7457306

>>7457302
Crushers, thin ledges and annoying platforming.

>> No.7457308

>>7457253
I saw that.
They'll all be sewer levels.

>> No.7457325
File: 190 KB, 960x540, Screenshot_Doom_20210224_065304.png [View same] [iqdb] [saucenao] [google]
7457325

>>7457201
>>7456968
Try as I might, I cannot beat this level without saving between tiers, even if cheating like a bitch by using GzDoom's jumping to get up on the teleporter on the bottom after falling all of the way down from the top (not otherwise), and even grabbing the Invulnerability near the Cyberdemon, because he'll push me off, and I have comparably tiny amounts of time on that powerup.
The Arachnotrons on the second tier are annoying as FUCK, especially with their extended salvos of fire tracing you through the flowing blood which you cannot see through. They by far are the source of most deaths. I also think the teleporter alcove guarded by the Arch-Viles should be more visually distinct, it's really easy to be running around that section and lose track of which alcove the teleporter is inside, especially if you fell down from above.

It's supposed to be hard, and I'm not exactly the best player or anything, but I must have tried 20+ times, with differing approaches and with different lucks with RNG, but I straight up cannot do it. I came close a single time, but ran out of health and cells against the Cyberdemon.

I love this level, I love it a lot, it makes my hands sweat and my heart pound, it's extremely exciting, but in my opinion, the margins the player has are too thin.

>> No.7457337

>>7457253
I'm way too tied up in projects with others to participate, and the reward for winning is probably just a Steam coupon or something like that, so I don't see a lot of appeal in entering. At least Joel gave out cash, even if not very much.

If the prize was like, $2000 or something, maybe I'd participate if I could get excused from other commitments, but as it is, nah.

>> No.7457341

>>7457325
Also, the loss in time from grabbing the Plasma to win time against the Baron, versus not grabbing the Plasma and just shotgunning him, seems to make not enough of a difference not to make a difference.

>> No.7457342

>>7457341
*not enough of a difference to make a difference
fuck, the level has me high strung (mostly in a good way)

>> No.7457348

Imagine releasing a 3D fps game to shitty DOS lol.

>> No.7457359
File: 152 KB, 1920x1200, DOOM0000.png [View same] [iqdb] [saucenao] [google]
7457359

>>7456446
House of Doom (ourhouse.wad)
https://www.doomworld.com/idgames/levels/doom2/m-o/ourhouse

The gameplay style is just what you would expect after reading the description. The shootouts are easy, but the ammo is scattered everywhere, so you can't push straight and kill everything. The map is nice and detailed, there's even a titlepic and rad weapon and monster sounds. You can feel that the author enjoyed editing and polishing the level and recreating his home the most. Only a dedicated map maker would waste a monster to make environment sound effects.

>> No.7457363
File: 6 KB, 576x300, 1603256491053.png [View same] [iqdb] [saucenao] [google]
7457363

>>7457348

>> No.7457394
File: 151 KB, 1149x607, 1609746531388.jpg [View same] [iqdb] [saucenao] [google]
7457394

Holy shit you guys really weren't kidding about the Zdoom forums. They really think trying to convince someone of something is "forcing your opinion on them."

>> No.7457403

What is Freedoom 2's secret levels about? I know Doom 2 the way ID did's secret levels were Commander Keen references

>> No.7457407

>Couldn't beat Plutonia Experiment
>Practiced and beat Alien Vendetta and Ancient Aliens first
>Came back to Plutonia and it's a piece of cake
Feels good to know I actually improved

>> No.7457416

>>7456968
Fantastic work dude, this is probably the best map of the lot.
The first version I couldn't even savescum all the way through but I completed this version saveless after just a few attempts. The blood fill is forgiving but still very urgent and will still get you. The BFG placement is much more fair. The arachnotrons are fine but maybe you could see what it looks like to make the bloodfalls transparent. I like that in your demo you purposely lollygag to show how forgiving the map ultimately is.

>> No.7457423

>>7456968
Looks good. Like the shape of the right part.

>> No.7457437
File: 415 KB, 488x519, 9f5.gif [View same] [iqdb] [saucenao] [google]
7457437

What are you guy's favorite DOOM megawads?

>> No.7457454

>>7457437
Alien Vendetta and Valiant.

>> No.7457472

>>7457437
Community Chest 1 and Hell Revealed II

>> No.7457528

>>7457253
>discord
I too love quality content made by literal pedos

>> No.7457529

>>7457437
Pirates

>> No.7457530
File: 896 KB, 1920x1080, blu.png [View same] [iqdb] [saucenao] [google]
7457530

I have played this map too much at this point. It's easy to lose perspective even when you know it's happening, so your feedback is of great use. Also, It doesn't break anything, but for some reason gzdoom ignores my custom invulnerability map. For those who use gzdoom it looks like this on other sourceports.

>>7457201
>perhaps the weapons could be made more clear at the start.
I can certainly do something for this.
>How does the blood work? Would it be possible to maybe slightly slow down the rise as it reaches another 'level'?
The blood is a fake floor drawn by the heights of the control sectors you can see to the right in my prior image. Unfortunately the movement is already as slow as I can make it, but I can increase the initial delay, and with some work I can also raise the height of the levels. I'm not sure it's necessary though.
>GzDoom's jumping to get up on the teleporter on the bottom
I forgot about jumping. Should I design against this?
>The Arachnotrons on the second tier are annoying as FUCK
I also found them to be a bit frustrating which is why they're a uv exclusive.
> the teleporter alcove guarded by the Arch-Viles should be more visually distinct
I can't really think of a good way to do this, but I'll try for something.

>>7457416
Glad to hear the updates were not in vain. I was gonna make a webm for the demo but I think it's too big.
>The arachnotrons are fine but maybe you could see what it looks like to make the bloodfalls transparent.
Upon reflection, I think I would do this. Unfortunately though it's not possible with boom. The bloodfall isn't a midtexture, it's basically just rendering a big platform in the middle of the room.

>> No.7457542

>>7457437
batman doom

>> No.7457556 [DELETED] 
File: 638 KB, 1280x1024, rnbw.png [View same] [iqdb] [saucenao] [google]
7457556

Modded Rainbow Six Rogue Spear:

-New music
-New death sound
-Aggressive radio
-Pr0n pictures

Tested on Windows 7


https://mega.nz/folder/8LxhTaBZ#wB5vWyCd9zfFAQwmeHDMTw

>> No.7457558

>>7457437
2048 units of /vr/.

>> No.7457559

>>7457437
scythe 1 & 2

>> No.7457567

>>7457556
but y

>> No.7457569

>>7457567
That mod is the definition of "I ain't clicking that shit".

>> No.7457581
File: 493 KB, 1254x605, whoa.png [View same] [iqdb] [saucenao] [google]
7457581

holy shit: 20x7 has a SHOP ?
https://www.youtube.com/watch?v=C_TtjaVcLy0

I've only played maps 1, 9, and 32 of stardate 20x7 and it seems amazing, i think i'll have a go at the whole thing. i've poked at stardate 20xx many times over the years but suddenly they seem to be getting lots of attention on youtube.

what's everyone's favorite ribbiks map?

>> No.7457584

>>7457556
> not period appropriate porn
You had one job!

>> No.7457592

>>7456968
yo this is amazing
this some evil genius shit

>> No.7457594

>>7457437
plutonia
valiant
some frankenstein combo of ribbiks' magnolia and two stardates

>> No.7457614

that faggot ass mark is never gonna finish the Extermination Day campaign mapset is he?
now that he started his own game to release on steam
fucking a fucking asshat
starts something and then drops it
who the fuck even ever asked for VietDoom to begin with

>> No.7457627

>>7457614
wtf dude
let him have his fun at his own pace
if you want some specific thing, go make it yourself

>> No.7457665

>>7457627
Get out of here, Marky.

>> No.7457669

I thought Mark was the name of the HDoom guy

>> No.7457670

>>7457669
That's Mike12

>> No.7457673

>>7457670
My bad then, at least names are similar

>> No.7457681

>>7457437
Alien Vendetta
Ancient Aliens
Back to Saturn X E2
Going Down
Kama Sutra
Plutonia 2
Resurgence
Speed of Doom
Sunlust
Valiant

>> No.7457684

>MAP07 of Ancient Aliens
You wouldn't think one could get lost in it, but I do.

>> No.7457687

>>7457581
>what's everyone's favorite ribbiks map?
Go Fuck Yourself

>> No.7457691

>>7457684
Is that an eagle map?

>> No.7457693

>>7457691
Yes.

>> No.7457705

>>7457687
Why so rude, he just asked a question.

>> No.7457709

>>7457705
kek

>> No.7457716
File: 121 KB, 256x256, 1612500716291.png [View same] [iqdb] [saucenao] [google]
7457716

Looking for doom wads to co-op with my buddy
Some requirements:
>preferably a e s t h e t i c
>must work with zandronum 3.0
>no more than a couple slaughter maps per the entire wad, sunder is right out
>no sunlust on UV tier of ballbusting cock and ball torture
>preferably full difficulty implemented so we can pussy out and go HMP
Throw suggestions my way pls

>> No.7457717
File: 26 KB, 451x390, 1543686279481.jpg [View same] [iqdb] [saucenao] [google]
7457717

No Rest for the Living is better than both Doom and Doom 2

>> No.7457719

>>7457665
expected response

am not mark, i don't even use zdoom

>> No.7457720
File: 80 KB, 500x501, 1614044728643.png [View same] [iqdb] [saucenao] [google]
7457720

>>7457717

>> No.7457723

>>7457687
yeah the rotating coverage vile room, holy fuck. and of course map is so action packed up until that point, and also after it. crazy start, first time i tried it i just quit out.

>>7457709
kek

>> No.7457724

>>7457705
lmao

>> No.7457734

>>7457719
CORRECTION

i occasionally load up zdoom to try out kegan mods

<3

yo kegan, i played through the last 10 maps of scythe2 with an early version of gmota loooooooong ago. i've told you about this before, it was that busted version when you first introduced the hexen hammer, the special item that would just eradicate everything .... it was glorious in those maps

>> No.7457741

Am I dumb and missing something obvious here?

Default key for screenshot in PrBoom+ is "*" (asterisk). But you can't input asterisk as key press, probably unless you have a system keyboard layout that translates some single key press to that virtual SDL keycode:
https://wiki.libsdl.org/SDL_Scancode
Was that supposed to be SDLK_KP_MULTIPLY (asterisk on the numpad)? But it handles game speed reset by default. Everything works if I set it to any real key, but what was the deal with that?

>> No.7457750

>>7457741
I thought it was F12. Or did I set this manually? I don't think I did.
Asterisk works on numpad, but by default it's bound to resetting speed.

>> No.7457752

>>7457716
I think BTSX Ep 1 can be done in co-op.
I guess you could scroll through Doomseeker and see what maps servers play and figure out what to play from that.

>> No.7457754

>>7457741
In the code, it was defined like that for at least 15 years, how did everyone use the thing?

>> No.7457758

>>7457750
Numpad asterisk and asterisk are different keys. I am trying to understand what I am missing here.

>> No.7457760

>>7457752
>Doomseeker
literally nothing but brewtal dewm

>> No.7457765

>>7457760
Well ignoring the big three gameplay mods of course (Brutal Doom, Complex, MM8BDM).

>> No.7457775

>>7457754
Oh LOL, now I see even its own developer was puzzled after a full decade of working on it:
https://www.doomworld.com/forum/topic/68149-taking-screenshot-in-prboom-plus/#comment-1258813

>> No.7457816

>>7457734
That was a weird phase, I remember when I was going to add a weird quickfire whip you could use as an item.

>> No.7457831

>>7457174
I think it is. Bad level design and its completely trashy. Nothing about it tongue and cheek. When you are flipping switches for doors in women's pussies, its lame. I am no prude but even that crossed the line for me.. that and the exit area. The map spawns a Battlelord with no wiggle room in the final section is beyond dumb. Nothing about the level is unique or designed well

>> No.7457856
File: 892 KB, 3840x2160, asset test 1.jpg [View same] [iqdb] [saucenao] [google]
7457856

>autistically adding details to Quake brush objects
Based or cringe?

>> No.7457857
File: 708 KB, 1920x1200, 1.png [View same] [iqdb] [saucenao] [google]
7457857

>>7456446
Techno Takedown (drdspd01.wad)
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/drdspd01

It is called oldschool because of the nature of the ambushes and their scale, the architecture is nice. Ammo and health are in short supply if you miss the secrets, and even with them you shouldn't take more than a couple of fireballs and shots in.

>> No.7457860

>>7457856
> literal bump mapping
I want to see each nail, each layer of pain in real 3D!

>> No.7457872

>>7457856
Are you doing out of love or passion? Wanting to make shit good and adding details for those reasons are always good.

>> No.7457882 [DELETED] 
File: 709 KB, 1440x2960, Screenshot_20210224-055013_YouTube.jpg [View same] [iqdb] [saucenao] [google]
7457882

>>7456239
just found this gem this morning, hahaha

>> No.7457889
File: 670 KB, 2671x1577, assets.jpg [View same] [iqdb] [saucenao] [google]
7457889

>>7457872
I'm doing it out of pure autism. I wanted to make a Quake map but don't have a good idea for one yet so I'm just fucking around with brushes.

>> No.7457895

>>7457856
Depends. The original id1 maps are actually pretty damn fine on texture work, and little details like bridge struts, archways, etc. So it's par for the course to add flourishes to your map, just make sure you have good gameplay in there.

>> No.7457897

>>7457889
I'd still argue that's passion if there's a part of you that refuses to let it go until you do it. The way I see it is you feel like you HAVE to do it out of an autistic urge, then flex on it and you'll have some people stop and marvel at your prowess.
Just make sure you see it to the end.

>> No.7457931

>>7457416
>but I completed this version saveless after just a few attempts
Damn, what am I doing wrong? What tactics did you use?

>> No.7457943

>>7457856
On a serious note, doing it the vanilla way would inflate the map data, increase compilation time, and kill the performance because of all the additional subvolumes and planes. func_detail is a nice backport, even if it's just a map compiler option Quake 1 knows nothing about.

>> No.7457970

>>7457437
Bloodstain

>> No.7457994
File: 117 KB, 1692x845, assets2.jpg [View same] [iqdb] [saucenao] [google]
7457994

>>7457943
Yeah, I'm using func_detail on anything that isn't a wall or door, though I'm not entirely sure how it works beyond not overloading the compiler with portaling calculations.

>> No.7458064
File: 80 KB, 640x154, eUUBQse.png [View same] [iqdb] [saucenao] [google]
7458064

Whats the best map editor for Win10?

UDB crashes on me constantly
Ive used DB2 with no issue, although I heard it's a headache to do things like slopes and room over room (which I want to do)
I havent tried SLADE3 but I heard thats more for replacing resources

>> No.7458065
File: 44 KB, 500x504, temp.png [View same] [iqdb] [saucenao] [google]
7458065

>>7457889
You'll likely end up getting good ideas in your head after fucking around for a while anyway so it won't be a waste of time in the long run.

>> No.7458071

>>7458064
GZDoomBuilder

>> No.7458073

>>7458064
Try GZDoom Builder Bugfix or Doom Builder X, it doesn't really matter if you're not using UDMF.

>> No.7458107

>>7457262
Suspected since the beginning

>> No.7458128

>>7458071
>>7458073

I was under the impression UDB was an updted GZDBBF, is that incorrect?

Also is there any reason not to use SLADE for map editing? If there is I will probably try DBX or GZBD but I like that its all in one functionally with replacing assets and editing maps

>> No.7458136

>>7458128
SLADE's map editor is really clunky. I don't think it supports UDMF though which is what you're going to be using if you want to make room over room and slopes.

>> No.7458139

>>7456416
>Freedom fries contain 50% more Xenophobia
What is this cringe? Is this a mod or something?

>> No.7458147
File: 34 KB, 850x597, sladeudmf.png [View same] [iqdb] [saucenao] [google]
7458147

>>7458136
Slade supports UDMF

>> No.7458167

>>7457558
Seconding this. Weird it's not mentioned anywhere in OP.

>> No.7458198

Best part about Nightmare is monster infighting. It's p. funny seeing Pinkies coming at you first, then do a quick 180 and take off like a race car to attack an imp in another room

>> No.7458234
File: 223 KB, 534x532, Slade_cues_for_TeleportOther.png [View same] [iqdb] [saucenao] [google]
7458234

>>7458136
>>7458147
I never tried DB, but I think UDMF support in Slade is pretty good. There are visuals for a lot of specials. For example, if you put a special TeleportOther on a linedef, when you hover it, it will show arrows what is teleporting and where. Same for switches/doors etc.

>> No.7458242

>>7458234
The red circles with the dark grey triangular symbols make me think of Macross

>> No.7458247

>>7457302
1monster map30.

>> No.7458264

>doom
more. like. dumb. kek.

>> No.7458269

>>7458136
>SLADE's map editor is really clunky
The only clunky part is the way you place things. Like you have to hit enter to confirm a thing change or something. I forget. It isn't horrible, but coming from doombuilder it's a minor step down.
Full featured with a 2nd rate interface. Still leagues better than the old dos editors, and I'm not sure etheres anything else for linux at all...

>> No.7458331
File: 128 KB, 387x293, eureka.png [View same] [iqdb] [saucenao] [google]
7458331

>>7458269
> and I'm not sure etheres anything else for linux at all...
There is also Eureka. I've never tried it but screenshots look way less impressive than Slade.

>> No.7458448

Recommend me wads like Pirate Doom

>> No.7458452

>>7456446
>https://www.doomworld.com/idgames/combos/mvscdoom
>A Marvel v Capcom Doom mod made by a literal 9 year old and his dad
This sounds lovely, but I bet it won't play well.

>> No.7458468

>>7458139
Gearbox standards

>> No.7458469

God, Back to Saturn X is boring. Its the level design, it's technically really good but everything is a tech base. I never get past the tenth map.

>> No.7458476

>>7458448
Golden Souls

>> No.7458486

>>7458469
Play episode 2, then.

>> No.7458493

>>7458448
The Edge of Time

>> No.7458501

>>7458476
>still haven't beaten 2
Good thing GS3 is developing at snail's pace.

>> No.7458525 [DELETED] 
File: 845 KB, 851x461, DtoiUrFXgAAN6De.png [View same] [iqdb] [saucenao] [google]
7458525

anybody in here played this?
I wont even try discuss it on /v/ fuck that shithole
when do I get new spells?

>> No.7458573 [DELETED] 

>>7458525
project warlock?
haven't played it

>> No.7458613

>>7456271
>best wish chest'
>faggot ammo
>love guy rocket gay

>> No.7458681

What compatibility on GZDoom should I use for ancient aliens? I'm a little confused on the subject.

>> No.7458693

>>7458681
Boom (Strict)

>> No.7458710

https://www.youtube.com/watch?v=eIHZ85GWWrE bros...

>> No.7458739
File: 121 KB, 1920x1080, impse.png [View same] [iqdb] [saucenao] [google]
7458739

>> No.7458740

>>7458710
>e2m1
I lol

>> No.7458754

>>7458710
>Fun fact: each song was done in 1 take and everything was recorded in one afternoon.
Impressive.

>> No.7458809
File: 5 KB, 196x200, 9sPTjRD_d.jpg [View same] [iqdb] [saucenao] [google]
7458809

Do anyone have that screenshot of a message the someone sent to Id Software back in the mid 90s saying "you should put a female character call her Doomslayer"?

I'm sure I've seen it somewhere.

>> No.7458832

>>7458809
That's funny, but what would making a Doom girl actually change? There's a mod that does that and it feels completely pointless.

>> No.7458843
File: 596 KB, 1920x1080, duke0004.png [View same] [iqdb] [saucenao] [google]
7458843

>>7456634
If you want a winter level, fallout freeze is pretty good. Takes place inside a mall where you can mostly explore free.

>> No.7458854

>>7458832
Nothing, I just Hugo Martin recently said he considered a to put a Doomslayer woman.

That reminded me of said message but I can't find it anywhere.

>> No.7458892

>>7458809
i remember a doom_txt tweet about it
>>7458832
>>7458854
i thought it was neat if an expansion where you play as crash and she had her own weapons, abilities and all
like, an excuse to use a quake 3 character that sort of fits doom and create new gameplay stuff that is seperate from how doomguy plays
it's not like they're going to replace the titular and somewhat marketabile doomslayer, who is already a result of misguided fanservice and memes
like there's stuff that could go wrong but the new games already do so much to make them deviated from the originals, they're essentially a reinterpretation for better or worse
if "doomgal" seems out of place i doom, boy do i have something to tell you about most features and traits of these games
there's something funny about newbies in a franchise acting like elitist gatekeepers, honestly

>> No.7458895

Doom_txt should branch out to places such as Parler, mastadon, and Minds.

>> No.7458937
File: 387 KB, 1600x1200, alt.png [View same] [iqdb] [saucenao] [google]
7458937

Anyone here played A.L.T. before?
Is there some sort of backstory behind this "I want to be a Build game" wad with odd level design, midis and sounds?
It feels so off but in the good sense.

>> No.7458945

it turns out Q2 has map bug issues with source ports
https://github.com/yquake2/yquake2/issues/667
https://github.com/yquake2/yquake2/issues/668

>> No.7458960

If you ever wondered how would hard slow faggot map look like check "MAP27 - Mount Pain" from TNT Evilution. I've yet to play Plutonia though, and I heard it's in general even harder than TNT.

>> No.7458979

I have cleared most of my other obligations, would like 3 rooms be an adequate for HFFM submission?

>> No.7458989

>>7458892
It doesn't feel out of place,a woman marine would be just fine.
But any other Doomslayer would make the already messy lore,even worse.
There's definitely room for more playable characters but I would like someone new rather than go with the usual fanservice.

>> No.7458993

>>7458937
Russians.

>> No.7459029

>>7458960
Mount Pain isn't that hard, it's just fucking tedious. The level would flow a million times better if you cut out the Disaster Area.

>> No.7459031
File: 218 KB, 1441x968, fucking found it.jpg [View same] [iqdb] [saucenao] [google]
7459031

>>7458892
>>7458854
>>7458989
>>7458809
>>7458832

>> No.7459051
File: 254 KB, 512x377, p-Md7bDnP-moWTDL0cFAtMLfAq0BKFZGjtrtdOzP1-QUT5C9ROGgSADaDyaiInzyvDIJOIk9uXsYcZYfSJ-36EMJzbTq70eMAFJ34Do[1].png [View same] [iqdb] [saucenao] [google]
7459051

Whats the difference between UDB and GZDBF for editing?

It seems UDB has been updated more recently and both interfaces look about the same but I see some people prefer GZBDF over UDB im wondering why that is since UDB is based on GZBD and seems to be more up to date?

Idk

>> No.7459075

>>7458979
A level with only three rooms?

>> No.7459084

>>7459075
Yes, with maybe some in-betweens. Maybe not literally 3.

>> No.7459086

>>7459084
Would they be like, fairly big rooms with stuff to do in?

>> No.7459089

>>7459086
Yes, probably. I'm just visualizing the concept right now.

>> No.7459098

>>7459089
Well, just formulate some idea in your head for your level's concept;
>I want some encounters like this and this
>I want some places that look like this
>I want the player to have to use these weapons
Then just start doodling and try to make something like that using the NMN3 texture set. Version 9 has a lot of useful textures.

>> No.7459104

You could also browse through the textures and just imagine things that you could try to do with them.

>> No.7459112

>>7458892
Nobody is gatekeeping or saying its out of place, though. Just that it would be a bit pointless and only clutter the already terrible lore.
It's not a problem if you want to use the Doomgirl mod for the classic games if you want to self insert or anything.

>> No.7459127

>Chainworm Commando
>You can easily get stuck in the red key room because of a broken sector
>There's a Revenant closet in the mansion level you can also get locked in
The closet is understandable, not many people are going to rush in there, but making the end of the first map unbeatable unless you open the door, grab the key and leave before it closes is a weird bug and make it look like you didn't playtest.

Cool megawad other than that though. Played it with Dakka because why not?

>> No.7459179

>>7459051
do both have lua shit?

the lua shit in udb is awesome

>> No.7459184

>>7459031
was there an actual link
i mean, screenshots aren't hard to fake
just saying

>> No.7459186

>>7459029
You have very high standards. Also, why the flow should be necessarily comforting/convenient/entertaining? Sounds like modern AAA quality assurance. I enjoy variety, personally.

>> No.7459187

>>7458198
Theres so many imps in base ganymede, on nightmare they just generate a sea of fireballs together and piss off every other demon in the room.

>> No.7459204
File: 80 KB, 736x969, turokiam.jpg [View same] [iqdb] [saucenao] [google]
7459204

>>7459112
The "idea" of new classes or playstyles is fine, and is probably the only other way the Doom after Doom:E could move forward in its gameplay.
I agree that a new character would be pointless. It need only be something like a "suit core" that changes how NewDoomguy's abilities work.

>> No.7459207

>>7459051
UDB uses a different config format I think... So of you have custom monsters and shit... I dunno.

>> No.7459213

>>7459186
>why should levels be fun to play? sounds like a AAA game to me durr
A long-ass spiral where you just race against the timer on your radsuit powerup isn't what I would considering entertaining or interesting, it's completely linear in the worst way possible, there's no interesting combat encounters, near zero exploration, and it's extremely boring to look at. This is the kind of thing you'd do as a lazy experiment to see what it'd be like but then after testing would leave on the cutting room floor, if you aren't going to put significant effort into revisioning and rebuilding.

Consider that Plutonia doesn't do anything like this, nor does Doom or Doom 2.
The only level I can think of which comes close, and which uses a concept similar to this, AND as its core concept, is HFFM's Heartbreak, and that level is very meticulously designed and well thought out.

>> No.7459232

>>7459204
>>7459112
To me, expanding Doom is anything but "lore"
Whether it's because of spin-offs, reboots and experimental titles or even most people's perception of what Doom is and mods and wads
Even visual stuff like art direction and redesigns
Like, simply creating gameplay stuff is already expanding Doom, because of gameplay being "first" and how more "literal" it is
Even if this ties to mods like D4T or MetaDoom exploding these games or Smash talk about Doomguy's moveset or even Hell's power level
Or even fangames in different genres like DoomRL or most 2D Doom games
For a similar reason, this could also be why the "arcade neon" style of items in Eternal feels off because in some way, items in the classic games technically "existed" or at least fit the concept of the setting while Doom knew it was "gamey" but didn't tell you
The Doom "universe" is more of a side effect then a very requested feature, when nobody takes the world of Doom more seriously than modders and whoever obsesses over a specific wall texture

>> No.7459248

>>7458710
You know your word cloud pentagrams with [Embed] has summoned this.

Now every port has to implement streaming music directly from YouTube in addition to regular music packs to honor the effort.

>> No.7459263

>>7459248
Lmao. Decino is the biggest classic shooter lad on YT

>> No.7459305

>>7459031
>Hey what if Doom was a grill haha...

>> No.7459329

>>7459213
What do you call exploration? For me just running through level and not knowing what happens next is already exploration. There were some surprising mechanics in this level like the ceiling press in the very beginning, the radsuit running, also I was pretty confused by the arachno cages in a way that made the encounter more difficult, and the way this level ended for me was twisted in a way that I'm still not sure what happened was intended or I was fucking around too fast and cheesed something. Also there was a combat encounter with just a few spawning sergeants and barons where I surprisingly for myself died 3 or 4 times.

>> No.7459338
File: 139 KB, 357x368, 9fd.png [View same] [iqdb] [saucenao] [google]
7459338

>>7459031
>calling Doomguy Doomslayer in 1993, literally 23 years before NuDoom
Either this is fake (likely), or I'm missing something here. Then again, something about him wording DOOMslayer like that as one word seems like an early 90s gaming thing somehow.

>> No.7459341
File: 224 KB, 960x540, Screenshot_Doom_20210224_224317.png [View same] [iqdb] [saucenao] [google]
7459341

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAH
I WAS ALMOST THERE
ALMOST
ALMOOOOOOST

>> No.7459356

>>7459329
I don't think most of Mount Pain is bad, overall I think it's really decent, it's just this part right here can fuck off, it's not fun, and it's not cool, it's just tedious and feels like some 1994 era amateur hour shit, it feels out of place for the level even.

I overall love most of TNT Evilution, by the way.

>> No.7459360
File: 56 KB, 500x385, homer-garbage.jpg [View same] [iqdb] [saucenao] [google]
7459360

>>7459341
I FELL OFF AGAIN
AAAAAAAAAAAAAAAAAAAAAAAAAAAAARGH

>> No.7459369
File: 1.57 MB, 320x180, hairtear.gif [View same] [iqdb] [saucenao] [google]
7459369

>>7459360
FUUUUCK

>> No.7459373

>>7459187
Base Ganymede was fun, but good god there were some sections with ammo shortages and so many demons. Infighting is basically required on UV.
Nice to see a megawad prove that Doom 1 demons can be tough if used properly though, that wasn't made by Romero himself.

>> No.7459379
File: 115 KB, 795x500, dukenukem.jpg [View same] [iqdb] [saucenao] [google]
7459379

do you or can you even play any of the build engine games with the default controls?

>> No.7459384
File: 206 KB, 960x540, Screenshot_Doom_20210224_225748.png [View same] [iqdb] [saucenao] [google]
7459384

RAAAAAAAAAAAAARGH I FUCKING DID IT
I CAN'T BELIEVE I FUCKING DID IT

AAAAAAAAAAAAARGH! I FEEL LIKE A FUCKING GOD, MY PALMS ARE SO SWEATY AND MY HEART IS POUNDING

>> No.7459389

>>7459379
Build engine games just do nothing for me. Duke is the only one I think is even close to being fun. I wish I could see what was so great about Blood.

>> No.7459394

>>7459379
You mean aiming up/down with page up/page down keys?
I actually played dos version of Blood this way before I knew about sourceports. Beaten two and a half episodes like this.

>> No.7459395

>>7459389
Okay

>> No.7459396

>>7459379
I literally never use default controls in any game, and those that don't allow rebinding, I don't play.

>> No.7459401 [SPOILER] 
File: 108 KB, 220x376, 1614205257545.gif [View same] [iqdb] [saucenao] [google]
7459401

>>7459389
>I wish I could see what was so great about Blood.

>> No.7459409

>>7459338
>>7459184
https://groups.google.com/g/comp.sys.ibm.pc.games.action/c/e4Me0PZ8sAI/m/XxscXlYWSJAJ

>> No.7459417

>>7459384
tf you talking about

>> No.7459424

>>7459379
That's how I played it as a kid.
I probably wouldn't anymore.

>> No.7459450

>>7459379
>>7459424
> That's how I played it as a kid
Yep, same. All those games, like Doom, Duke, Blood, Shadow Warrior, Redneck Rampage, all of them I completed without mouselook as a kid. But every game I always played the easiest difficulty ever.

Playing Build games in particular without mouselook means you hold your right hand on arrows + right ctrl for shooting, and left hand on A (jump), Z (crouch), Shift (sprint), Alt (strafe), Space (use).

>> No.7459457

>>7459450
And in Doom afair it's
right hand: arrows + right ctrl
left hand: space + "<" + ">" for strafing

>> No.7459459

>>7459450
Did people seriously deal with blood's hitscanners using keyboard??

>> No.7459468
File: 46 KB, 480x480, 0qahsb6f0an31.jpg [View same] [iqdb] [saucenao] [google]
7459468

>>7459409
Wait, Doom Slayer was a thing back then? Literally how? Did this dude time travel to 2016 to see what the future of the Doom franchise would be, retained the Doom Slayer meme and brought it back to the 90s with him? I'm seriously flabbergasted about this, there's no way someone came up with "Doom Slayer" back before the very idea of it became such a meme.

>> No.7459474

>>7459379
You could have WASD + mouselook controls from the very start.

>> No.7459475

>>7458468
Every day I get just a little bit happier I didn't buy World Tour.

>> No.7459502

>>7459459
It's not so bad with aim assist on, especially on a lower difficulty.

>> No.7459503

>>7458832
H-Doom would be a lot more interesting

>> No.7459510

>>7459468
As far as I can tell, before doom 2016 was announced, it's the only time it was said.
It wasn't a "thing" at all.

>> No.7459530

>>7459510
That's wacky shit, anon. I believe you, but wacky shit nonetheless.
But what if back in the day, Hugo happened to stumble across this one post and thought the name "DOOMslayer" was cool, albeit with wonky letter composition, so it stuck in his head his whole life since then and decided to make it canonical with Doom 2016? What if he called Doom64Guy that as well?

>> No.7459540
File: 26 KB, 510x546, 1332706950654.png [View same] [iqdb] [saucenao] [google]
7459540

>>7459450
>>7459457
>not using the left CTRL for shooting

>> No.7459543

>>7459530
Sounds far fetched.

>> No.7459570

>>7459543
Nah yeah I was just memeing, but really makes you think don't it?

>> No.7459576

>>7456247
DBP 32 is out
https://www.moddb.com/games/doom-ii/addons/dbp32-tomatomania

>> No.7459583

>>7457931
Basically just followed the demo

>> No.7459589
File: 49 KB, 526x517, 876277d6ba7222faba8b154097d816871fe3a814_hq.jpg [View same] [iqdb] [saucenao] [google]
7459589

>>7459530
>>7459468
There's also these skins for Quake 3.
The concept of Doom knights also appeared in 2016 and one of the skins heavily reseambles Doomslayer. These were made in 2001.

http://pl.ws.q3df.org/models/?model=doomknights

What the fuck

>> No.7459597

>>7458979
If it's good. Don't just slap some piece of shit together just for the sake of submitting

>> No.7459604

>the original quake only had 6 dedicated multiplayer maps
Excuse me?

>> No.7459623

Didn't Bloodgdx have 3d skyboxes?

>> No.7459634

>he hasn't beaten No Rest For The Living with fast monsters enabled
Revitalized my favorite WAD by making it fucking difficult. Inferno of Blood already sucks, Vivisection was bad too
>Hiding in the corner and seeing Pinkies zoom by

>> No.7459663

>>7459417
This level: >>7456968

It's hard as FUCK on UV, and it's so fucking well put together.

>> No.7459681

>>7459540
In Doom strafing with "<" and ">" is way better than alt + arrow, because it allows to rotate while strafing. For Build engine games though, you need to jump and crouch so you have to sacrifice that kind of better strafe.

>> No.7459703

>>7459051
As I said when this was asked two threads ago, UDB lags on my computer

>> No.7459704

>>7456968
Didn't know something like this was possible in Boom. Very impressive, anon.

>> No.7459743

>>7456247
https://www.realm667.com/index.php/en/farewell
Tormentor667 is leaving
Who will host his site to preserve and maintain assets and all?

>> No.7459783

>>7459530
Goofy, but weirder things have happened.

>> No.7459792

>>7459743
That's a shame to hear.

>> No.7459824

>>7457994
func_detail?

>> No.7459835

>>7459576
Nice. Those dudes put out good shit.

>> No.7459839

Tell me why i shouldn't use GLQuake.

>> No.7459842

>>7459839
Because QuakeSpasm is much better.

>> No.7459917

>>7459031
>people are apologizing for political correctness
The times we lost...

>> No.7459930
File: 343 KB, 960x540, Screenshot_Doom_20210225_020855.png [View same] [iqdb] [saucenao] [google]
7459930

I know what I'm doing to myself here, and I have nobody to blame but me.

>> No.7459934
File: 368 KB, 960x540, Screenshot_Doom_20210225_020900.png [View same] [iqdb] [saucenao] [google]
7459934

AAACK

>> No.7459939
File: 152 KB, 960x540, Screenshot_Doom_20210225_021225.png [View same] [iqdb] [saucenao] [google]
7459939

>> No.7459953
File: 372 KB, 637x1010, concerned043.jpg [View same] [iqdb] [saucenao] [google]
7459953

>>7459604
If my knowledge of PVP multiplayer games is anything to go by, then it's, like, four or five maps too many already.

>> No.7459958
File: 198 KB, 960x540, Screenshot_Doom_20210225_022023.png [View same] [iqdb] [saucenao] [google]
7459958

If I cheat and give myself an extended duration radsuit, I can fight my way to the top, with a couple of tries, and eventually actually take on the Cyberdemon, but that also really kills the point of the level and a lot of the fun.

>> No.7460025
File: 253 KB, 389x411, 1604283608904-sp.png [View same] [iqdb] [saucenao] [google]
7460025

>>7458264
LMFAO!!!

>> No.7460056
File: 377 KB, 1920x760, qugs.png [View same] [iqdb] [saucenao] [google]
7460056

>>7459839

>> No.7460235

>>7459839
Use what you want m8 they're bideo games. It only begins to matter when you want to record demos or mod/map.

>> No.7460289
File: 133 KB, 1819x943, Screenshot 2021-02-24 223322.png [View same] [iqdb] [saucenao] [google]
7460289

Trying to load DOOM2 and Brutal Doom as resources in GZDoomBuilder but I get this error all of a sudden

Ive done it before no problem, idk what to do to fix it

>> No.7460290

>>7460056
winquake is the gzdoom of quake ports

>> No.7460297

>>7460290
WinQuake is the Doom95 of Quake sourceports, because it adds extremely little to the game in terms of moddability, and lacks many options.

>> No.7460321

>>7459468
It's just a name that guy came up with, it wasn't a thing. Not that shocking though, I mean he fucking slays demons.

>> No.7460371

>>7460290
lol wut that's Darkplaces and arguably Quakespasm.

>> No.7460494
File: 676 KB, 800x800, 1602404361213.gif [View same] [iqdb] [saucenao] [google]
7460494

ultra gay names for hffm?

>> No.7460496

>>7460494
fuck, ultra gay map names for hffm?

>> No.7460501

>>7460494
Perpetual Penetration

>> No.7460503

Why have you not finished Strife yet?

>> No.7460505

>>7460494
into sandy's pit

>> No.7460541

>>7457179
Rad

>> No.7460543
File: 41 KB, 200x200, 1598589484210.gif [View same] [iqdb] [saucenao] [google]
7460543

>>7460494
Off the top of my head: Seminal Slaughter, Smegma Central, Genitalia Guzzling, Fudgepackin' Fight, Bukake Brawl, Anal Expansion. This one's not very gay but I like it so have it anyway: shitting while menstruating creates a brown-red mixture similar to that of peanut butter and jelly

>> No.7460549

>>7459031
Fake; if you fall for this you are actually retarded

>> No.7460550

>>7460494
WHO'S READY FOR THE BASEMENT

>> No.7460552

>>7460543
Oh, how could I forget?
Going Downtown to Browntown

>> No.7460557

Any FTEQW users? Why can't I noclip on a y axis?

>> No.7460558

>>7460494
Uncle Reggie's Basement 2

>> No.7460559

>>7460503
I need to finish Going Down.

>> No.7460568

>>7460494
Frottage Cottage

>> No.7460572

>>7460494
The Filthy Slipgate

>> No.7460574
File: 210 KB, 675x355, fitness.jpg [View same] [iqdb] [saucenao] [google]
7460574

>>7460494
>Colossal Colorectal Catastrophe
>"You forgot to say 'No Homo!'"
>"... 'Forgot?'" (these two would have to be in sequence)
>Bhaal's Deep
>Young Man's Chaingun Association
>Astral Glider

>> No.7460579

>>7460574
>>Bhaal's Deep
ultra kek

>> No.7460581

>>7460503
I have, multiple times.

>>7460505
Speaking of which, having replayed The Pit just recently, I think I have to adjust my stance on it, it's not actually as weak as I remember, I mean, it's more or less just Tricks & Traps 2; start in the center with multiple branching paths, also there's some pretty wicked traps laid out for you, and it's not AS good as Tricks & Traps, but it's actually pretty alright.

Factory still isn't fun though.

>> No.7460585

>>7460579
I thought I was original, but I just Googled it and it turns out there was some EVE Online corporation named that, but fuck it, I came up with it on the spot.
Free for anyone here to use for a HFFM level.

>> No.7460586

>>7460503
I started it like 3 times and finished it once. It hooks you in with the interesting theme and RPG mechanics, but the latter half of the game really drops off with generic levels and unfun combat.

>> No.7460589

>>7460557
You mean the z-axis? As i recall, quake's original noclip was like that. Quakespasm (or one of its ancestors) added the 6DOF. There may be a console command to change noclipping behavior.

>> No.7460605

>>7460494
demon'd

>> No.7460608

>>7460494
The Meat Grindr

>> No.7460612

>>7460589
Ohh I see. Thanks.

>> No.7460623

>>7460494
>The Man-Whores of Hell
>Homos Lab
>House of Anal Pain
>Unto The Cum
>And Cum Followed
>They Will Cum
>Thy Cum Consumed/Cumsumed
>Thy Cock Consumed
>Brown Entryway
>"O" of Destruction
>The In-Most Dens
>The Pit
>Butts o' Fun
>Cumfalls
>Monster Condom for my M A G N U M D O N G
>The Rear End
>Icon of Gay Butt Sex
>I Sawed The Demons (And They Were Pretty Hot)

>> No.7460624

>>7459681
This. When I played keyboard only back in the 00's, I used "<" and ">".

>> No.7460625

Why aren't you playing Black Mesa?

>> No.7460626

>>7460623
>>7460494
Oh, one more:

>The Fucktory

>> No.7460635

>>7460625
Already did. OST is good but not evocative of HL1, Xen goes on too long, Nihilanth fight is wicked.

>> No.7460636

>>7460494
made for the bfg

>> No.7460640

>>7460494
pen island

>> No.7460642
File: 595 KB, 914x784, 1429240547569.png [View same] [iqdb] [saucenao] [google]
7460642

>>7460494
Great Bug Chase
The Fag Frontier
Walking Meat Storage
Farewell Sausage
Rough Rodeo Rondo
Bubble Butt Bog
Demon Next Door
Solace in Sodomy
Sounding Solutions
MAP32: Not Hetro

>> No.7460645
File: 268 KB, 800x532, d_runnin out of time.png [View same] [iqdb] [saucenao] [google]
7460645

>>7460574
>>7460608
>>7460605
>>7460636
I hope we actually go through with HFFM 2 for pride month, because I need an excuse to use these names. I would make maps for this one but i'm pic related.

>> No.7460650

>>7460642
Additionally:

>Elbow Deep in the Demon

>> No.7460651

>>7460645
>schisms SCP for doing pride month
>does pride month anyway
Ahh, 4chan.

>> No.7460653

>>7460650
Probably the best one.

>> No.7460656
File: 1.06 MB, 307x284, Bobbeh.gif [View same] [iqdb] [saucenao] [google]
7460656

Some of these are really fucking hilarious.
>>7460650
lmao

>> No.7460659

>>7460494
redbone backshots

>> No.7460664

>>7460494
map01: insertion

>> No.7460673

>>7460494
thy glory hole

>> No.7460681
File: 82 KB, 1200x675, 1611809174813.jpg [View same] [iqdb] [saucenao] [google]
7460681

>>7460625
I wish other games got modern remakes like that

>> No.7460693
File: 132 KB, 1213x750, one big MMMMMMMMMMM.jpg [View same] [iqdb] [saucenao] [google]
7460693

>>7460651
This is also the same website that had unboxing threads with dragon dildos almost a decade ago. That said it could work both ways, alphabet people on Doomworld or whatever the fuck might unironically accept the WAD and if they don't you could label them as homophobes or some shit so they eat away at each other. But then there's the double-edge sword of having more unironic fags than usual if it does get through, though this is all unfounded conjecture at best.

>> No.7460695

>>7460494
the demon inside you

>> No.7460698

>>7460494
the icon of sin level should be called "achievable natty" and one of the secret maps "the manlet pit"

>> No.7460704
File: 2.78 MB, 320x240, that&#039;s not funny.gif [View same] [iqdb] [saucenao] [google]
7460704

>>7460623
>>Homos Lab

>> No.7460716
File: 69 KB, 601x500, 1614221403447.jpg [View same] [iqdb] [saucenao] [google]
7460716

>>7460494
It wasn't a choice

>> No.7460719

>>7460494
hot grounds

>> No.7460724

>>7460494
leaving humanity behind

>> No.7460726

I just want to play vanilla Quake.

>> No.7460745
File: 39 KB, 885x444, jehovas-and-the-big-floppy-dildo.png [View same] [iqdb] [saucenao] [google]
7460745

>>7460651
The difference is that when they did it, it was retarded and performative (and delved into shit like nupronouns and tumblrisms), also all boards have various groups with varying opinions. 4chan has historically been varying degrees of gay, for that matter.

>> No.7460749

>>7460693
>and if they don't you could label them as homophobes or some shit so they eat away at each other
That would be funny as fuck.

>>7460726
QuakeSpasm is alright for that, it plays the same and you can set it at basically any resolution you want, without smudge filters and stuff.

>> No.7460767

>>7460726
>vanilla
I'm sure you have sex in missionary position with women, faggot

>> No.7460778
File: 17 KB, 725x561, 1613125554746.png [View same] [iqdb] [saucenao] [google]
7460778

>>7460726
Do it then?

>> No.7460782
File: 25 KB, 349x328, cancer_mouse.jpg [View same] [iqdb] [saucenao] [google]
7460782

>>7460626
Oh hey, civvie!

>> No.7460784

>>7460726
Quakespasm is not like GZDoom. It makes no overt changes to how the original gameplay functions (like how GZDoom doesn't use Doom's PRNG tables). Demos recorded on Quakespasm can be played on other engines, unlike GZDoom demos.
>Why are you bringing up GZDoom?
Quakespasm is a fine way to play vanilla Quake. Don't be weird about it and just get it.

>> No.7460789

>>7460784
you responded to the wrong person

>> No.7460803

>>7459839
I'm assuming this anon >>7460726
is this anon >>7459839 , in which case I hit the mark. It's understandable regarding Doom between Prboom+, GZDoom, etc. but Quakespasm is just fine. There is almost no reason to use Winquake anymore besides historical wankery. Mark V, Quakespasm/Spiked/vkQuake, FTEQW; they're all valid ways to play vanilla Quake.

>> No.7460805

>>7460803
>there is almost no reason to use Winquake anymore
Fuck I meant GLQuake.

>> No.7460808

>>7460803
Oh and soon Retroquad if it ever gets off the ground from "how the fuck do I start this" territory.

>> No.7460864
File: 530 KB, 3840x2160, pressure door.jpg [View same] [iqdb] [saucenao] [google]
7460864

Made a sliding pressure/naval-style door for Quake. Should I ditch the window or just make it smaller?

>> No.7460876

>>7460864
I think the size is right, but shape is weird.

>> No.7460905
File: 503 KB, 800x353, 1505389608305.png [View same] [iqdb] [saucenao] [google]
7460905

Why have you not finished Doom on nightmare yet?

>> No.7460907

>>7460905
Because infinitely respawning enemies is retarded, especially when half of them are hitscanners.

>> No.7460940
File: 363 KB, 445x503, disk.png [View same] [iqdb] [saucenao] [google]
7460940

>>7460905
I finished Heretic, Hexen, and Hexen 2 on nightmare because they dont have respawning nonsense.
Although the Hexen 2 expansion does have a secret skill beyond nightmare with respawning enemies.

>> No.7460942

>>7460864
Having it turn inward near the bottom is a bit awkward, no? Maybe tone the slope a bit or have it taper vertically near the bottom.

>> No.7460947

>>7460905
I don't have the chops for something like that.

>> No.7460949

>>7460905
I don't have to will to replay the stock Doom levels, let alone on Nightmare.

>> No.7460950

>>7460940
I downloaded all those games on Steam and Hexen 2 refused to work. Any tips?

>> No.7460960
File: 123 KB, 250x225, You should probably get that checked.gif [View same] [iqdb] [saucenao] [google]
7460960

That's all the idles done for this particular set

>> No.7460963

>>7460950
Use the Hammer of Thyrion source port to play it on modern hardware.
http://uhexen2.sourceforge.net/

>> No.7460978
File: 13 KB, 862x52, obliged.png [View same] [iqdb] [saucenao] [google]
7460978

>>7460494
I got this name from Oblige a while ago.

>> No.7461002

>>7459604
And doom had 0

>> No.7461007
File: 4 KB, 253x45, skillsaw.jpg [View same] [iqdb] [saucenao] [google]
7461007

Kinda old news at this point, but still.

>> No.7461018
File: 110 KB, 620x992, varg.jpg [View same] [iqdb] [saucenao] [google]
7461018

Stop playing skillsaw maps.

>> No.7461041
File: 1.47 MB, 2560x1080, 1504964955524.png [View same] [iqdb] [saucenao] [google]
7461041

>> No.7461096
File: 538 KB, 700x600, 1578805959665.gif [View same] [iqdb] [saucenao] [google]
7461096

>>7461041
delet this

>> No.7461129

>>7456239
Where do you guys get the thread names from?

>> No.7461138

>>7460905
I finished Doom 3 on nightmare.

>> No.7461151

>>7461129
Doom Thread Imaginator app, only $39.99 in all software stores.

>> No.7461180
File: 2.88 MB, 2560x1440, Screenshot_Doom_20210206_175350.png [View same] [iqdb] [saucenao] [google]
7461180

>>7458501
To answer to this, it's not that it's developing at "snail's pace" as you say. When I developed GS2 I kept a steady pace that eventually really burned me out, If I just took my time to rest and take things slower, aspects of the project would've probably been better (and I wouldn't have had a severe case of wrist pain from mapping weeks before the release date).
I'm taking my sweet time to make sure that Golden Souls 3 will be the best, most inspired of the trilogy, it's gonna be the last one and it's gonna go out with a bang.

>> No.7461242

>>7461018
i demand that YOU play a ribbiks map RIGHT NOW

also valiant is glorious screw you

>> No.7461292

>>7461242
I play ribbiks maps all day every day *dabs*

>> No.7461326

>>7461180
Thank you for the update lad

>> No.7461332

>>7461007
I wonder what it'll be like.

>> No.7461338
File: 1.07 MB, 640x480, dumbslime.webm [View same] [iqdb] [saucenao] [google]
7461338

>>7456968
Heart Attack: Final update. Gotta stop somewhere.
https://anonymousfiles.io/bFUgSCUx/

Changes are pretty minor, mostly aesthetics and stuff I failed to notice last time. Also I tried to spread the barrels out more so you could see between them but it looked weird. There's no reason to play this if you already tried the last update.

>> No.7461339

>>7461018
But they're fun, and aren't too hard, while still providing a challenge.

>> No.7461348

>>7461180
Hey man if it's really you, I love GS2.

>> No.7461360

>>7460494
Sunslut

>> No.7461419
File: 663 KB, 1920x1200, 1.png [View same] [iqdb] [saucenao] [google]
7461419

>>7458937
As I see it, the point of those maps is that you never know what is a joke or an easter egg and what is real part, what is a secret passage and what is normal progression, what is a typical ambush and what is just monsters behind the door on the side, and whether anything works as expected. This eliminates rushing along the suggested path through the level and leads to a lot of exploration.

>> No.7461421

>>7460494
Spectroscopy

>> No.7461432
File: 153 KB, 1920x1200, 1.png [View same] [iqdb] [saucenao] [google]
7461432

>>7461419
I mean, who makes doors like that?

But there's a reason here.

>> No.7461435
File: 70 KB, 1280x720, 1613115540036.jpg [View same] [iqdb] [saucenao] [google]
7461435

Anyone have something like this with cacodemons?

>> No.7461468
File: 235 KB, 1920x1080, Screenshot_Doom_20210225_093514.png [View same] [iqdb] [saucenao] [google]
7461468

lmao this card makes it impossible for blaz to fight these guys

>> No.7461474

>>7461468
That'd actually make it impossible to fight anything seeing as all of the attacks are projectile based.

>> No.7461481

>>7461129
Imagination?

>> No.7461482

>>7461474
the sword throw and lariat can kill these dudes with no harm to myself at least

hitting them once with the sword insta gibs me lol

>> No.7461487

Where does cacodemon stand in monster infighting tier list?

>> No.7461489

>>7461482
I wonder if I could make those immune to being reflected. I'll write that down.

>> No.7461593
File: 3 KB, 319x124, tb_int.png [View same] [iqdb] [saucenao] [google]
7461593

Playing around in TrenchBroom. Is this issue a bad thing? Avoiding it anyway since I hate warning messages in general, but still, I wanna know what having non-integer coordinate means for Quake. Does qbsp have trouble with them or what?

>> No.7461712

>>7459576
I really like their cowboy one.

>> No.7461726

It takes about 9 punches to kill a baron under the effects of berserk

>> No.7461741
File: 2.07 MB, 640x360, 068.gif [View same] [iqdb] [saucenao] [google]
7461741

>>7461726
I usually try to punch their lights out whenever I get the chance to conserve ammo.

>> No.7461768

>>7459389
Blood is a gimmick game, it loses all of its appeal after the carnival level.

>> No.7461779

>>7461768
episode 2 is the best episode of blood

>> No.7461903

>>7461593
I don't think it's an issue as long as it doesn't create leaks. Coordinates like that can be prone to creating leaks though and if they do they can be hard to find.

>> No.7461915

>>7461593
They can potentially add a lot of time to compiling, especially if on an object like a rock or bumpy terrain with many uneven planes. As long as your PC isn't a toaster it shouldn't be an issue though.

>> No.7461926

>>7456310
Well thats interesting
http://q2cafefiles.com/files/index.php?dir=utils%2FMap%20Converters

Anyone here wants to give it a try?

>> No.7461967

>>7461593
In all honesty, I simply googled the "quake brush non-integer coordinates", and read the first two results.

https://quakewiki.org/wiki/Quake_Map_Format
https://github.com/TrenchBroom/TrenchBroom/issues/826

(Then I did some more digging.)

It means that an intersection of brush planes as they are defined in the map file produces brush vertices that can't be approximated by integer numbers, and compiler targeting Quake will have to try snapping them to integers. Whether those changes will cause problems is not known, but you should be aware of it.

>> No.7461980

>>7461180
This screenshot reminds me of the beginning of paper mario

>> No.7462018

>>7461180
No worries man. I love your stuff and look forward to GS3, whenever it comes out. Just hope I'll have finished GS2 by then. Take your sweet sweet time.

>> No.7462034

>>7461903
>>7461915
>>7461967
I see. So it's not too bad for brushes which are fully inbounds but can be problematic for enclosing ones. Thanks!

>> No.7462038

>>7461926
Ah, automation. Back in the days without internet, I had to use generic tools, sigh at the decompiled and converted maps, and learn how everything worked by reading manuals.

>> No.7462045

>>7462034
I think this might also matter if inbound map objects are supposed to match each other by geometry that is changed by that fix.

>> No.7462132

I wonder if MetaDoom will give the Trite's ability to the Titantula

>> No.7462145

>>7458331
Eureka's pretty based. Been using it for my maps.

>> No.7462181

>>7462034
It can also sometimes create issues with collision and lightmaps. But usually youll be okay.

>> No.7462205

>>7462038
care to test?

>> No.7462263
File: 4 KB, 1265x26, clip brushes.png [View same] [iqdb] [saucenao] [google]
7462263

listen and learn, quakefags

>> No.7462272

>>7461741
I seldom do, because they are fast with melee and hit so hard.

>> No.7462284

>>7462263
>it's a 'get stuck on single brick brushes jutting one unit from a wall while running backwards from a shambler' map
I cry every time.

>> No.7462387

>>7456239
There needs to be a Build Engine equivalent of mikestoybox and the doomworld idgames archives

>> No.7462391

>>7459379
I can, thank you

>> No.7462401

>>7456963
You are an idiot. Go play with something shiny.

>> No.7462406

Any Ape Escape themed Doom mod?

>> No.7462463

>>7459743
He is still maintaining the site, he just won't be participating on some other projects, but he plans on finishing the ones he has on hand.

>> No.7462470

If you change monsters to have splash damage, will they infight themselves?

>> No.7462473

>>7462470
No.

>> No.7462502

How hard is it to make new enemies for Quake?

>> No.7462505

>>7462502
see half-life

>> No.7462521 [DELETED] 

>>7456239
I'm glad people in the community are finally realizing what a cunt Marisa is. Hope they throw that thing out of the Cacoward committee.

>> No.7462525

>>7462502
Very since it uses vertex animation.

>> No.7462527

>>7462521
Is there a fight on Doomworld again?

>> No.7462532

>>7462525
Can't you just convert skeletal animation to vertex animation somehow? Surely that's a thing.

>> No.7462534

>>7462521
Is this decorate vs zscript kinda thing?

>> No.7462545

>>7462502
I haven't used it myself, but apparently progs_dump 2.0 lets you modify enemies pretty heavily:
https://youtu.be/gTbkLP3B2FE?t=78
Making entirely new enemies from scratch seems way more difficult. I found a tutorial for modeling for Quake here (http://pnahratow.github.io/creating-models-for-quake-1.html).). Dunno about the coding process though.

>> No.7462546

>>7461180
>mailer demon
Kek

>> No.7462553

>>7461726
>It takes about 9 inches to fuck a baron under the effects of berserk

>> No.7462583

>>7462534
nvm figured it out the dude just called a cacoward winner wad shit lol. think it was slaughter stuff so who cares.

>> No.7462584

>>7462502
Coding in QuakeC is pretty easy. As long as you use a modern compiler like FTEQCC.

>> No.7462657

>>7462521
>tranny
>weeaboo
gee billy couldn't have seen that one coming

>> No.7462683
File: 2.03 MB, 452x457, file.gif [View same] [iqdb] [saucenao] [google]
7462683

>> No.7462735

>>7461779
>episode 2 is the best episode of blood
Only the boat and the hotel levels have an actual character, the rest are mediocre.

>> No.7462737 [SPOILER]  [DELETED] 
File: 18 KB, 587x194, 1614292399612.png [View same] [iqdb] [saucenao] [google]
7462737

>>7462521
>>7462583
>>7462657
Damage control has kicked in, lmfao.

>> No.7462741

>>7462737
>touhou avatar
>tranny
every time

>> No.7462743

>>7462737
What the hell is even going on? Post links pls.

>> No.7462745

>>7462737
>I'm sorry that you reacted badly to my retarded opinion
Video games.

>> No.7462762

>>7462737
shouldn't have apologized, shows weakness.

>> No.7462778

It's the same faggot with the fake tripcode, you retards.

>> No.7462793

>>7462778
>acknowledging tripfags
/^!/;stub:no;

>> No.7462858 [DELETED] 
File: 101 KB, 587x735, lol_internet_drama.png [View same] [iqdb] [saucenao] [google]
7462858

>>7462743
Apparently they flipped a shit about some slaughtermap wad, and talked a little shit about the people who made it.
They can have their own opinions, but talking shit about people who put effort into making shit for free is a cunt thing to do.
That said, they didn't really talk MAD SHIT. But considering they are apparently, according to >>7462521, on the cacoward committee... Not a great look.

>> No.7462869
File: 136 KB, 1200x630, ronery.jpg [View same] [iqdb] [saucenao] [google]
7462869

>>7462858
It's way more dramatic than nobody actually read that twitter monologue until now.

>> No.7462871

>>7462858
>(Although framerate-destroying) architecture
Maybe he shouldn't have used GZDoom desu

>> No.7462874

>>7462858
Thats pretty much a nothingburger for us, but considering theyre a forum bigshot that actively polices other people's tone, it's very hypocritical.

>> No.7462878 [DELETED] 

>>7462871
>He
Anon, I'm starting to think it might be your kink to misgender people

>> No.7462892

>>7462869
I don't know what you're trying to say.
>>7462874
Yeah, that's pretty much my take.
But when you critique shit that someone put a bunch of time and effort into, it's not generally a good look to call it complete shit and then wish them facetious harm. Absolutely unconstructive, and rude.
But it's not going to ruin anyone's entire day. Or it shouldn't anyway.

>> No.7462905

>>7462878
you shouldn't even comment on it if you don't want the thread to derail.

>> No.7462914

>>7462858
Hate to say it but sounds based to me. People are going so far above and beyond what Doom should do when they hit the point where they aren't even doom mapping anymore and they should just get a more modern game engine for their hobby.

>> No.7462915
File: 80 KB, 1280x720, 1543040414124.jpg [View same] [iqdb] [saucenao] [google]
7462915

i wanna play as the tech monk so bad, can't the dev become a perfectionist all of a sudden.

>> No.7462919

>>7462915
can't believe*

>> No.7462924

>>7462914
Anon I don't think you have any idea of what you're talking about. There's nothing non-doomy about Abandon. It's doom. It runs on boom compatible source ports. It's not a gzdoom-only fancy shmancy mapset. It's a difficult set of maps designed for good doom players to have fun and get a nice challenge.

>> No.7462946

>>7462914
>what Doom should do
Pray tell anon, since you're the authority on this thing, what should Doom do?
Just myhouse.wad's with nothing but low-tier enemies ?

>> No.7462960
File: 51 KB, 500x517, 1471956129464.png [View same] [iqdb] [saucenao] [google]
7462960

>>7462915
>all of a sudden
You weren't here during the development of GMOTA v1.0 or the Kustam update, were you?

Plus you say I'm being a perfectionist but I discovered a bug with the pinata items that spawn from the SMG in the default set, currently they use a_warp shenanigans to fly to the player but if you change your vertical position at all the items get super fucking confused and get stuck in the ceiling.
Now I don't know about you, but I'd file that under "Dogshit bugs that make the dev look like an idiot if he just lets that slide."

>> No.7462964
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
7462964

>>7462960
gib updates

>> No.7462978

>>7462960
being a perfectionist doesn't mean what you make is perfect but it is making the shit you make the best it can be. fixing and finding shit like dat make u kind of a perfectionist. so eh.

>> No.7462985 [DELETED] 

>>7462914
>Doom should only ever be X thing
Kill yourself.

>> No.7462992
File: 1.74 MB, 960x540, Disc of Repulsion.webm [View same] [iqdb] [saucenao] [google]
7462992

>>7460940
Discs of Repulsion are fun to use.

>> No.7462995
File: 394 KB, 1273x848, Blastmaster helmet.png [View same] [iqdb] [saucenao] [google]
7462995

>>7462964
You could try saying please in the future, you know. But I finished up the idle animations for the HUD face in the Blastmaster set here >>7460960
Just gotta finish up the last pain frame, death frame, and then get it all in game. Then I'll start on the Tech Monk's HUD face.
Have this neat bit of art that HyperUltra64 did of some helmets.

>>7462978
No regrets there, if there's something actually broken, then I need to fix it. Though if I was a real honest to god perfectionist I'd revamp the Blazter in GMOTA and adjust the damage numbers and HP values of everything to be more reasonable. But that'd be fucking insane to do, so to hell with that. The only thing players would notice if I did that would be infighting would be more effective and any map custom monsters wouldn't get one-shotted.

>> No.7463019
File: 526 KB, 3840x2160, pressure door 2.jpg [View same] [iqdb] [saucenao] [google]
7463019

>>7460864
>>7460876
>>7460942
Adjusted the shape a bit and shat out a couple textures from Wally. Probably need to adjust the frame's texture a bit, but otherwise it's done and I've got a door that can fit a much tighter space than the vanilla 128-wide one.

Really glad I decided to try getting into Quake mapping. Way more fun and much easier than I would have thought to make shit. Now to actually design a map...

>> No.7463034
File: 4 KB, 150x150, 1597429068669.jpg [View same] [iqdb] [saucenao] [google]
7463034

>>7462995
>I'd revamp the Blazter in GMOTA

you prob do it anyway when you go back to gmota.

>> No.7463037

>>7463034
Not a snowball's chance in hell. Cus it'd require a complete overhaul and rebalancing. I'll save it for when I'm off the Doom engine.

>> No.7463041

>>7462737
>2020 Cacoward judge (and winner) complains about another 2020 winner's mod being inaccessible while their own mod has a entire fucking convoluted menu for reloading their SSG
Comedy gold right there.

>> No.7463063

>>7462871
They were playing it with their mod, which is tied to GZDoom and they're tied to the dev team of that in some way, like a human centipede with Graf at the front and them at the ass end.

Course they could have not used their mod but they weren't get to self-fellate that way.

>> No.7463082

are there any visor mods for doom that dont break the style of the vanilla game?

>> No.7463105

>>7463082
There's the one the HDoom dev did : https://forum.zdoom.org/viewtopic.php?f=46&t=35529&sid=48ba621f12e3c45b4bf5b3650ccfbe55

There's also the WW doomvisor if you can find that somewhere without running into the gaudy as fuck ultimate doomvisor version of it.

>> No.7463158

>>7459213
> Consider that Plutonia doesn't do anything like this
I'm playing Plutonia right now and "MAP03: Aztec" has a lengthy narrow tunnels and requires you to backtrack through them few times, once through the whole level. I like the style, curvy and subtle. But their curvature also means that you run through them slower. I think for those who hate wandering through lengthy narrow sewer-like tunnels this map is exactly this kind of thing.

>> No.7463178

>>7463158
Those aren't hurtfloors in Plutonia though, and there's also not any protracted spiral with huge stretches of almost nothing, those are paths between rooms, and there's even secrets and stuff in those paths.

In Mount Pain, there's secrets and side stuff, but that section is not nearly as well done, and it takes far more time, along with having to rely on limited radsuits.

>> No.7463219

>Watching Civvie's videos
>He says boomer juice tastes awful
>Try it out for myself yesterday
>It actually tastes really good
What a faggot.

>> No.7463220

>>7462683
Heh

>> No.7463251

>>7463219
at first it tastes awful
then after a few sips it's pretty good

>> No.7463295

>>7463251
Energy drinks in general taste pretty good. But shit like Four Loko, which is different cus it's alcoholic obviously, tastes like smegma-caked ass.

>> No.7463321

>>7463251
You can learn to tolerate anything, even shit that tastes like refined toxins.

>> No.7463323
File: 14 KB, 833x133, anon hud.jpg [View same] [iqdb] [saucenao] [google]
7463323

>>7463082
Anon edited a pretty good one.
>>/vr/thread/S7410504#p7412802

>> No.7463327

>>7463295
Four loko isn't an alcoholic energy drink anymore. Some college kids had strokes some shit so they stopped.

>> No.7463342

>>7463105
>>7463323
thanks bruvs

>> No.7463357
File: 13 KB, 773x146, anon hud.jpg [View same] [iqdb] [saucenao] [google]
7463357

>>7463323
>pic
Capital i and lowercase L in the same url, oops. Changed the font so you can tell which is which.

>> No.7463389

>>7463327
Huh, I had no idea till literally just now. Apparently it doesn't have caffeine and stuff that would've made it an energy drink anymore. So it's something else that makes it taste like smegma caked ass.

>> No.7463392

>>7463389
>no alcohol
>no caffeine
So what the fuck is actually in it?
...I'll stop derailing and look it up.

>> No.7463398

>>7463392
>Four loko
Oh there's still alcohol, I misread >>7463327

>> No.7463473

>>7463295
anon ah, you sure that is an accurate description

are you the "au jus" shitposter

>> No.7463509

>>7463473
Literally have no idea who that is lol

>> No.7463518

>>7463398
Yeah, still alcohol, no caffeine or what-have-you.
I knew it was missing some half of it.

>> No.7463640

>>7461593
your vertices are out of grid, is not bad per se but is not a good practice because it can (and will) fuck up the bsp calculation at some point
there is an align to grid or to integer option in the menu, select the brush in question and that option

>> No.7463645

>>7462532
yes

>> No.7463649

>>7461726
The Doom comic lied to us!

>> No.7463678

Is a pain elemental a meatball or a horse testicle?

>> No.7463713
File: 267 KB, 1660x934, 2AU7WDRLYREETPSEQ62DUVT2PA.jpg [View same] [iqdb] [saucenao] [google]
7463713

>The idea of making Doom easily modifiable was primarily backed by Carmack, a well-known supporter of copyleft and the hacker ideal of people sharing and building upon each other's work, and by John Romero, who had hacked games in his youth and wanted to allow other gamers to do the same. However, some, including Jay Wilbur and Kevin Cloud, objected due to legal concerns and the belief that it would not be of any benefit to the company's business.

Why were Jay Wilbur and Kevin Cloud such fucking faggots?

>> No.7463724

>>7463713
Imagine being able to wear Carmack's glasses and looking like a bad ass because of it, and not a huge dork.

>> No.7463739
File: 357 KB, 420x350, want.gif [View same] [iqdb] [saucenao] [google]
7463739

Obscure kino Half-Life mods?

>> No.7463740

>>7463724
Must be all that diet coke

>> No.7463742

>>7463713
Kevin Cloud admitted he was wrong, and that it was totally the right idea to do in hindsight, while Jay Wilbur, well, he works at Epic Megagames these days, so draw your own conclusions from that.

>> No.7463751
File: 61 KB, 620x349, Jerry, ya gotta believe me, &#039;I&#039; was the first person to think of multiplayer-based maps!.jpg [View same] [iqdb] [saucenao] [google]
7463751

>>7463713
I think Tim Willits may have been one of those voicing his opposition to it, by the way.

>> No.7463752
File: 360 KB, 1878x987, 1606006238544.jpg [View same] [iqdb] [saucenao] [google]
7463752

>>7463724
True Chads Choose Carmack
TCCC™
https://www.youtube.com/watch?v=X68Mm_kYRjc

>> No.7463756

>>7463751
Tim Weinerboy Willits didn't work at iD yet when Doom 1 was made.

>> No.7463774

>>7463742
Jay Wilbur was the biz guy at id, literally the only biz guy for the company at that time, so him objecting isn't a big surprise.

Kevin Cloud being so boneheaded is though. But this IS the guy who was leading the charge from the "Call of Doom" Doom 4 that was scrapped so I guess I shouldn't be surprised he had a shit idea on it.

>> No.7463783
File: 181 KB, 809x420, 3Hl6gae-809x420 (1).png [View same] [iqdb] [saucenao] [google]
7463783

>>7463774
*for the 'Call of Doom' Doom 4 that was scrapped
Pic related

>> No.7463794

>>7463678
Both.

>> No.7463795

When I was in middle school this kid had a single floppy disk with a special shareware copy of Duke3d on it. Is such a thing even possible? Am I having a false memory? I did live like 30 miles away from the 3D realms office.

>> No.7463796

>>7463783
The little gameplay test they showed off didn't look bad. The concept visually should've been more hellish though.

>> No.7463802

>>7463751
>>7463756
Tim probably would have objected though, it gives more chance for somebody else to try and take credit for other people's work.

It was 3/4 of what screwed him over when he tried to take credit for inventing MP-only maps.

>> No.7463803

>>7463774
I think it's more that Carmack and Romero had a strong background in amateur programming and hacking, they both spent considerable time doing that in their youth, while Cloud kind of just barely dabbled in the stuff, and didn't think about it from the same perspective as they did, he was more of an art guy.
Again also, he said that seeing all the cool stuff which people did with Doom really changed his mind.

>>7463796
IIRC the glory kill mechanics were already an established gameplay feature by that point. I imagine maybe that Cloud wanted to do some sort of 'epic' take on the Hell On Earth concept, hence many realistic locales for fighting monsters in.

>> No.7463809

What about it stands out as weird to you? Couldn't a shareware demo of Duke Nukem 3D have fit on a floppy, or would it have been too big? Maybe it was a much smaller shareware demo for the press, like how there was that press release beta with just three levels which iD showed and sent to journalists and publications to demonstrate the game.

>> No.7463812
File: 343 KB, 720x1162, 1608771542505.jpg [View same] [iqdb] [saucenao] [google]
7463812

>>7463724
He was always an alpha - just look at the way he shitcanned Romero, a fellow founder of the company.
>"You needed to do better and you didn't, now you need to go! Here's a termination and here's a resignation! You are going to resign now!"

>> No.7463818

>>7463795
Duke3D shareware is like 5mb and would have to be split over several floppies unless there's some high density one floppy I don't know about.

Sure it wasn't the Duke Nukem 1 or 2 sharewares? Those would fit.

>> No.7463821

>>7463795
>>7463818
It'd have to be highly compressed or on a zip disk or something.

>> No.7463830

>>7463809
Standard floppy disks only held 1.5mb, too small for the Duke3D shareware. There was an official Shareware floppy release but it was 5 disks (A-E)

More info about fitting Duke on floppies here:
https://www.vogons.org/viewtopic.php?t=61936

>> No.7463831

>he plays the shareware versions
Pathetic

>> No.7463836

>>7463821
Yeah, it being compressed as fuck would be the only thing I could think of, but as you can see from the thread I linked here: >>7463821 that these guys were having a hard time doing it and the OP was contemplating buying a zip drive.

There is also a link to the official floppy shareware release disk images

>> No.7463839

>>7463831
Some games such as Rise of the Triad or Shadow Warrior have exclusive shareware episodes not in the full version. How do you not know that?

>> No.7463840

>>7463839
Both of those games suck.

>> No.7463853
File: 375 KB, 1062x1151, 2021-02-25 23.43.01.jpg [View same] [iqdb] [saucenao] [google]
7463853

>>7463812
Interestingly enough I stumbled upon a Usenet thread from August of 1996, right after the first Quakecon when Romero was fired. It fascinating to see fans reacting to Romero leaving as it was happening and how they already were savvy to the fact that Romero was high on his own farts and that Carmack and his tech ruled id.
https://groups.google.com/g/rec.games.computer.quake.playing/c/yjNRJIWISoE?pli=1AA

>> No.7463860
File: 570 KB, 647x1037, shadow_warrior___lo_wang_cut_out_image_by_deathcoldua_de44k6j-fullview.png [View same] [iqdb] [saucenao] [google]
7463860

>>7463840
>Shadow Warrior sucks
FILTERED, HAHA! I STICKA FIRECRACKAH IN YOR ASS! NO PAIN, NO GAIN!

>> No.7463874

Monster Condo is actually kinda spooky, particularly in the PSX version.

>> No.7463879

>>7463874
Yeah but two computer maps.

>> No.7463892

>>7463853
It was kind of obvious even to the outside, he was doing all sorts of media shit as part of his rockstar developer lifestyle and less and less actual game development.

>> No.7463897

>>7463853
If he only knew how soulless later id games would be.

>> No.7463898
File: 27 KB, 436x291, qc2.jpg [View same] [iqdb] [saucenao] [google]
7463898

>>7463892
Sad that just days after this photo at Quakecon 96 of Romero and Carmack standing by each other and laughing as they watch Paradox play Carmack would be having to fucking fire him.

>> No.7463904

>>7463739
I'll reply to you next thread.

>> No.7463907

>>7463840
No pain no gain, haha!

>> No.7463913

>>7463898
The decision was already made at that point. Carmack had wrote a program to log when Romero was actually doing work instead of chatting on IRC or DMing and put it on his computer secretly. He confronted him with it after it logged Romero doing just an hour and a half of work in a week. Carmack probably had his mind made up then but it would still be nearly a year until he got the other founders on board. That isn't to say he couldn't have redeemed himself in that time, Carmack confronted him with it because he wanted him to do his goddamn part and do better. He didn't.

>> No.7463928

>>7463853
>New from Romero Inc: 3D Pong, with 50 weapons. Why hit a ball back
and forth when you can just shoot the other player in the head with a
shotgun?
Kek, based

>> No.7463945

>>7463913
lol you got a source on this? if carmack literally wrote a babysitter program to keep track of cuckmero i'll roll over

>> No.7463947

>>7463945
It's in Master's of Doom. I will look at my pdf of it later and see if I can find the specific passage.

>> No.7463950

>>7463945
it was during the time when Carmack really started becoming obsessed with productivity and had all the walls of the office knocked out so he could keep an eye on everyone.

>> No.7463959
File: 787 KB, 1169x643, GOD.png [View same] [iqdb] [saucenao] [google]
7463959

>>7463853
SANDY WAS THE GOD

>> No.7463963
File: 117 KB, 600x923, Daikatana+comic[1].jpg [View same] [iqdb] [saucenao] [google]
7463963

>>7463853
>In about 6
months we'll probably see a RPG based on the Quake engine, complete with Multiplayer internet support and tons of extra features from Romero's new studio.
>4 years later

>> No.7463964

>>7463853
Wasn't Romero actually a competent programmer as well? I'm long overdue to read Masters of Doom but it definitely appeared he got too carried away with success.

>> No.7463965

Is Linux for Doom the first port?

>> No.7463969

>>7463965
*Doom for Linux

>> No.7463972

>>7463964
Yes, there's a reason why he is listed as a programmer in various id games before he left.

>> No.7463981
File: 199 KB, 454x371, 1545463310102.png [View same] [iqdb] [saucenao] [google]
7463981

>>7463713
>the hacker ideal of people sharing and building upon each other's work

>> No.7463982

>>7463965
>cd Phobos
>sudo rm demon

>> No.7463992

>>7463959
I'd genuinely like to see a map pack made by Sandy with modern tools and getting an actually reasonable amount of time to work in.

Dude never stopped getting the short end of the stick at id.

>> No.7463994

>>7463992
I wonder if he would go for more of a regular map these days or want a cutting edge engine he can push it to try experimental stuff like old days

>> No.7464005

>>7459824
IDK how it works in Quake source ports but here's how it is in Source:
https://developer.valvesoftware.com/wiki/Func_detail

It creates a brush that does not affect visibility or cause other brushes to be chopped. All brushwork that does not form the 'backbone' of the world (and that is not tied to a real entity) should be detail.

Because detail brushes do not chop world brushes, light can seep underneath them if the other surface's lightmap scale is larger than the detail brush is wide/tall. If you encounter this, manually slice the underlying brush in two

This effect can cause detail brushes with lots of surface contact to become inefficient, because the surface beneath them is being rendered too
Detail brushes do chop each other, however.

Any brush which doesn't significantly block the player's view should probably be detail. Specific examples include:

Pillars, plinths and supports
Free-standing walls
Suspended walkways
Steps (create a smooth wedge-shaped world brush underneath)
Small buildings
Rotated brushes
Very small or thin brushes
Brushes in the 3D skybox. (Excluding displacements)

>> No.7464009

>>7460289
Did you load GZDoom.pk3? Because all those classis it ERRORs and can't find are located there.

>> No.7464010
File: 163 KB, 1280x960, 20170630153647_1.jpg [View same] [iqdb] [saucenao] [google]
7464010

>>7463963
Imagine actually falling for Romero's memes and eagerly awaiting the release of Daikatana, checking for news on PlanetDaikatana and posting on it's forums as Romero is doing rails of coke and deathmatching all day in the Ion Storm Dallas offices on the top floor of the Chase Tower on Eidos' dime, making the game take years longer than it should have by doing things like hiring a bunch of Doom and Quake modders and mappers for his team and staying up all night beating Quake 2 the day it released and deciding it was the greatest game of all time (he literally said this) and that Daikatana MUST switch to the Q2 Engine, and when it finally comes out years after it was promised this is what you got.

>> No.7464017

>>7463972
>>7463964
Romero was competent, he started out making and selling his own Apple II games as a teenager. He made the tools, he wrote the custom Tile Editor (TEd) that they used to make the levels in Commander Keen and the maps in Wolfenstein 3D (And a modified version for the maps in ROTT), and of course maps. He wrote the mapping software and tools, Carmack wrote the engines, later with help from Michael Abrash and others.

>> No.7464028

>>7463994
I think he'd go limit removing, for what it can allow him to do.

>> No.7464029

>>7463963
Somewhat unrelated, and prolly an obvious question, but was Romero involved with Deus Ex at all? Considering Ion Storm made that as well as Daikatana.

>> No.7464031

>>7464017
Why is the last relevant game he worked on Quake? You'd think with the experience he had he could get hired for big FPS franchises like Bioshock or smth

>> No.7464036

>>7464029
No, entirely separate teams.

>> No.7464050

>>7464029
No, but I think Tom Hall did voice acting for it.

>>7464031
Because Dai-Katana was a massive embarrassment, also Eidos were pretty pissed about him burning through the budget he was allotted and still not finishing the game.
Dai-Katana isn't a bad game if you patch out the bugs and AI companions, in fact it's kind of good, but that's not how it shipped, and it doesn't excuse the fuckfuck circus which the development was.

>> No.7464057

>>7461180
My son just started the first one. He's loving it. Thanks for the fun.

>> No.7464063

>>7464005
I don't get it, but anything that isn't a wall should be detail. Got it.

>> No.7464068

>>7464050
Amongst other characters, Tom voices Walton Simons.

>> No.7464141

>>7464031
Romero by his own admission kind of got left in the dust by Carmack in terms of programming and never really advanced beyond that point - Ion Storm's motto was "Design is Law", he purely game designer first by that point and still is mostly to this day on his projects.

>> No.7464149

>>7463678
Cacodemon is a meatball
Pain elemental is a cooked meatball. That's why the lost souls are on fire

>> No.7464150

>>7464029
Warren Spector said Romero made him an offer he couldn't refuse, "come and make whatever game you want to make, and Eidos pays for everything". Despite finding Romero and his high profile partying and ego kind of cringe he realized he may never get an opportunity like that ever again. So he agreed but said he would have his own team and offices and would do their own thing. And we got Deus Ex, it would have probably never happened any other way.

>> No.7464151

>>7463742
I hate that they made jazz jackrabbit. I love that gane so much...

>> No.7464153

>>7463831
Age of empires has a shareware exclusive campaign

>> No.7464160

>>7464151
Epic Megagames made and published a lot of good stuff for a long time, they only became massive asshats much later.

>> No.7464163

>>7464160
Tyrian is still one of the few games that I replay regularly. OST by Alexander Brandon is a big plus.

>> No.7464168

>>7464150
Its a shame daikatana's reputation spilled onto deus ex and hurt its sales. I always wonder how the gaming landscape would look if Warren Spector's Ion Storm branch had more success.

>> No.7464176
File: 59 KB, 1024x730, legacy_silverman4[1].jpg [View same] [iqdb] [saucenao] [google]
7464176

>>7464160
Fun fact: Ken Silverman got offers from both 3D Realms and Epic.
Imagine the timeline if he joined Epic.

>> No.7464179

>Deus Ex
>Anachronox
>Dai-Katana (with patches)
desu Ion Storm did end up producing games which were all varying degrees of good, even if the ordeal was a mess.

>> No.7464184

>>7464160
I'm especially butthurt they canned UT4 forever because of Fortnite

>> No.7464186

>>7464163
Tyrian is a quality fucking game, assets of it keep ending up in Doom mods to this day too.

From Bulleteye being full of it's sprites to this:
https://www.youtube.com/watch?v=gRa9WHzXePw

>> No.7464192

>>7464184
UT4 was dead from the moment they announced it, they never gave a shit about it.

>> No.7464198

>>7464192
Ye I remember. It had like 4 maps and 3 character models. I was optimistic at first though and with Fortnite getting popular I thought it would mean more funding for them to also support another game
Instead they canned it completely

>> No.7464207

>>7463830
> Standard floppy disks only held 1.5mb
That's something no one would say back then, because they didn't. It's either 1.44 MB as on the package, or about 1.39 real megabytes. A lot of people memorized the exact number of bytes that were available after formatting to cut their files.

>> No.7464225

>>7464176
>Ken Silverman got offers from both 3D Realms
He worked for 3D Realms, nonce. Did you mean to write id? Carmack himself offered him a job and he said no. Silverman was a literal sperg.

>> No.7464240

>>7464225
Did you even read the other half of his post before losing your shit?

>> No.7464243

>>7464225
Enhance your calm.

>> No.7464259
File: 166 KB, 384x256, 1612214535448.gif [View same] [iqdb] [saucenao] [google]
7464259

weeeeee

>> No.7464295

>>7464259
Has anybody ever actually done this? Cause it'd actually be pretty fucking easy to pull off.

>> No.7464297

>>7463795
A cut down version of Quake II that only has q2dm1 and its resources takes 8 MB when compressed. You can transfer it on a sane amount of floppies, and that's what I did in school. It can probably be minimized further if you don't include all 3 player models, and start messing with the sounds.

I see that the shareware executable of Duke Nukem itself weights half a megabyte when compressed, the question is whether you can fit a playable level into about a megabyte (compressed). If editing tools were widely available at the time, it doesn't seem to be impossible.

>> No.7464335

>>7462683
FINISH
THE FUCKING STORY

>> No.7464343

>>7464297
If so then why did the official shareware floppy release come on 5 disks?

>> No.7464348

>>7464179
>Anachronox
Anachronix fucking sucks, Tom Hall describes it as his take on the JRPG, he was mostly inspired by Chrono Trigger - and I think it utterly fails to be anything better than mediocre

>> No.7464354

>>7464348
It wasn't really finished before it got booted out of the door because Daikatana was sinking Ion Storm.

>> No.7464361
File: 153 KB, 1909x1001, Screenshot_Doom_20210226_132436.png [View same] [iqdb] [saucenao] [google]
7464361

That was a good one. I even felt motivated to beat it saveless.
Turrets are getting a bit repetetive though.

>> No.7464367

>>7464343
Because it had the whole first episode, and not a custom map we're discussing?

>> No.7464383

>>7463839
Isn't Shadow Warrior's shareware Enter the Wang episode? That's also in the full version

>> No.7464385

Does Crispy Strife work? There's a lot of files for it in the Crispy GitHub, but compiling doesn't give me a binary like with Doom and Heretic. The Strife readme is the Chocolate one.

>> No.7464389
File: 30 KB, 320x320, 1503394947579.png [View same] [iqdb] [saucenao] [google]
7464389

Best way to play Blood?
I was thinking of using Dosbox or Fresh Supply..
What's the general consensus here?
Is Raze a viable option yet?

>> No.7464393

>>7464389
nblood and buildgdx

>> No.7464406

>>7464393
Cheers, going for NBlood

>> No.7464435

>>7464385
Given that it is absent from autobuilds, I suppose that at least makefiles require some work:
http://latest.chocolate-doom.org/
You can try searching the forums to find out whether anyone worked on testing Crispy features with Strife code at all. There are also Veteran Edition forks that might be more actively developed (?).

>> No.7464436

came across this while looking for e3m3 stuff
https://www.youtube.com/watch?v=IS-v6tanllE
doom 16 has classic doom maps? what exactly is this?

>> No.7464445

>>7464436
It has secret areas or something like that. I never found them.

>> No.7464459
File: 23 KB, 300x300, 1462194854-e670deb6f300fa73ad8974326441b50c.jpg [View same] [iqdb] [saucenao] [google]
7464459

>>7464445
It isn't really perfect. The music is wrong, there are less enemies(though this might be from difficulty) and the floor that is supposed to damage you near blue key doesn't but I'm still impressed they put playable levels from Doom to it. Does Eternal have levels from Doom 2 as well?
Shadow Warrior also put a few rooms from the original

>> No.7464471

>>7464436
>it takes doom 2016 over a dozen seconds to load e3m3

>> No.7464487

whom to watch while decino is kill?

>> No.7464491

>>7464487
https://www.youtube.com/watch?v=yRBnZqFvKyI

>> No.7464521

>Last level (The Queen) of the last episode (The Birth) of Duke3D
>Can be considered to be the conclusion of Duke's adventure - he was pretty much dead after this
>Having the most emotional BGM
>Name of the track: "Departure"
Coincidence, or did they have a vision of the future or something?

>> No.7464525

>>7464487
https://www.youtube.com/watch?v=C69UtAXkouY

different style than decino; reviews/explains/analysis map before talking over a demo. his comments are quite nice and ribbiks even comments on one of his videos.

>> No.7464535

>>7464525
Huh, interesting.

>> No.7464547
File: 453 KB, 1920x1068, ss_eb84aa860eecf04ac1a821043442738e16129ae2.1920x1080.jpg [View same] [iqdb] [saucenao] [google]
7464547

>>7464459
>Does Eternal have levels from Doom 2 as well?
Nah, only a computer in hub which can be used to play OG Doom 1/2. You can also play vanilla-compatible maps if you modify IWADs in game's files.
Speaking of which, damn I dreamed so much about id putting Wolfenstein-inspired secret level in DE. You know, like Wolf3D in Doom 2, except you glory kill nazi soldiers in some TNO level. But I guess you can't put too much effort into something not everyone will see during their playthrough.

>> No.7464565

How the fuck do you get mods for Blood to playback custom MIDI's? I tried playing Legends of the Iconoclast with the custom MIDI songs, but none of them will play during gameplay. The install directions just tell you to drop the files into the game folder, which I did. What's weird is that 500 ML of /vr/ seems to have no issue with playing custom MIDI music.

>> No.7464730

>>7464487
What happened to him?

>> No.7464750

>>7456239
Hwy anons been looking for a mod list of music mods are there any good ones out there?

>> No.7464756

>>7464730
they just mean he's not posting. if you support his patreon than you can access the discord and find out the most likely mundane reality, e.g., workload. he streams for fun, doesn't even monetize videos.

>>7464535
I haven't watched the first in that series (which I linked) because I've beaten the map long ago and actually dropped sd20x7 foolishly after that, but I've really enjoyed some others.

(Now I realize that sd20x7 is an absolute materpiece wad.)

>> No.7464821

>>7463853
Which is why shit like this needs to be preserved, its a good way to warn zoomers about ecelebs and certain communities outside /vr/ about rewriting history for their own designs.
>>7463897
>muh souless meme
hello civvie

>> No.7464828

>>7464821
Anon don't be silly. There's plenty of retards that parrot the soul/souless nonsense on 4chan.

>> No.7464835

>>7464383
Daily reminder, that Doom, Duke and SW were all much better in the shareware episode than in the rest. If you don't bother buying these games, you don't miss too much.

>> No.7464843

>>7464010
its mostly a lie what you said, the team didn't EVEN played quake 2, he simply forced them to use the unfinished Q2 Idtech2 from Q2TEST after he saw the E3 1997 trailer which is lost to the ages
https://www.youtube.com/watch?v=E-09NRx525w
https://www.youtube.com/watch?v=sl1AewtrDMY

the game itself was far more different than the 90's edgy image capeshit that we got

>> No.7464848

>>7464835
this is only true for wolfenstein 3d desu

>> No.7464851

>>7464010
>Romero is doing rails of coke
Completely and totally unsubstantiated claim.

>> No.7464852

>>7464843
Again, Romero can NEVER be trusted.
he is to fps community what Bald Eagle Pete Moly is to the gaming industry

>> No.7464862
File: 156 KB, 1909x1002, Screenshot_Doom_20210226_175300.png [View same] [iqdb] [saucenao] [google]
7464862

The green saucer was bullshit.

>> No.7464872

>>7464835
Abhorrent zoomer opinion.

>> No.7464886

>>7464535
>>7464756
https://www.youtube.com/watch?v=MXS1IfXd2tk
the latest one is good shit

>> No.7464904

>>7464150
It's kind of interesting that of tom halls, romero's, and spector's games, that Daikatana was the weakest link. Maybe not sales wise (not sure how anachronox did monetarily) but as far as overall quality is concerned it's held back by some back execution.

>> No.7464918

>>7464852
He was pretty fucking trustworthy with Wolf3D, Doom, and Doom 2.

>> No.7464948

>>7464547
It's be cool if they put in deh lump support.
Doesn't need it, but they've worked it into their unity wrapped port. Not sure how hard it would be to swap over.

>> No.7464962

nwe bread

>>7464956
>>7464956
>>7464956

new tthread

>> No.7464980

>>7464821
>warn zoomers about ecelebs
What's the sense in criticizing "e-celebs" for becoming successful? The whole point of using the internet is to bypass the Jewish media complex.

>> No.7465037

>>7464176
> Imagine the timeline if he joined Epic.
Fortnite in Build engine v3

>> No.7465220
File: 10 KB, 200x199, 257.jpg [View same] [iqdb] [saucenao] [google]
7465220

>>7465037
>A small child tries to default dance but get killed by a squashing door that a player nearby opens

>> No.7465374

>>7459305
What is Crash???

>>7462683
Wait a sec, I know this one... more?

>> No.7465540

>>7464225
...what? He didnt work for 3DR from the day he was born dude. I'm talking about after he made Kens Labyrinth but before he made Build.

>> No.7465785

>>7464821
>>hello civvie

Hi, Cancer Mouse.