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/vr/ - Retro Games


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7464956 No.7464956 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last Thread >>7456239

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.7464959
File: 1.00 MB, 1000x900, HARD AND FAST.png [View same] [iqdb] [saucenao] [google]
7464959

===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 ===
[2-25] https://www.realm667.com/index.php/en/farewell
Tormentor667 is quitting

[2-25] DBP 32 is out
https://www.moddb.com/games/doom-ii/addons/dbp32-tomatomania

[2-24] Quake2Cafe got a FTP archive and it has some old stuff in it deemed lost
http://q2cafefiles.com/files/index.php

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.7464961
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7464961

>> No.7464964
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7464964

hope you are having a nice day

>> No.7464975
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7464975

>> No.7464986
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7464986

>> No.7464993

>>7464975
>top effort lmao
Rude.

>> No.7464994

>>7464959
Could someone test the Map converters at the Q2Cafe FTP and see if it works on trenchbroom or even other stuff??

>> No.7465008
File: 587 KB, 680x680, 1589735469936.png [View same] [iqdb] [saucenao] [google]
7465008

Where were you when you realized Redneck Rampage: Rides Again is underrated and it's actually the best Build Engine game?

>> No.7465016

>>7465008
Is there any new sourceport for RR or is it still BuildGDX?

>> No.7465021

>>7465016
rednukem also

>> No.7465197

>>7464975
>arachnotrons changed duke3d

>> No.7465203

>>7464565
The names of the midis need to be spelled out by the mod's .ini.

>> No.7465205

>>7464975
>disk retarded disks dude

>> No.7465207

>>7464975
>playable caffeine
>kek brushes
>gay compressed cum
>warrior came whole

>> No.7465216

>>7464975
>big duke

>> No.7465224

>>7464956
Reminder
https://youtu.be/wKtEJk6vSus
Reminder

>> No.7465227

>>7463739
>Mistake
>Mistake -1
Horror HL1 mods. I was particularly fond of -1.
>Chemical Existence
Total conversion campaign experience. Really something.
>INVASION
Gordon is saved from the G-Man's clutches by Black Mesa personnel at the end of HL1, and a whole new adventure ensues. Partial conversion, epic length.
>Half-Quake
>Half-Quake: Amen
>Half-Quake: Sunrise
Trilogy of mods centered around completing obstacle courses, jump puzzles, etc. Very, very unique atmospheres, especially the second and third. Immensely worth playing.
>Syndicate Black Ops
Half-Life mod from the makers of E.Y.E. Divine Cybermancy that served as the groundwork for E.Y.E. It's got co-op, and a unique deathmatch mode, but the co_ maps can be played singleplayer. INCREDIBLY challenging mod. Canonically it takes place several hundred years before E.Y.E. when you get into the nitty gritty.
>Sweet Half-Life
>Point of View
There's a lot more that are just being forgotten to time. All the listed ones here are worth playing.

>> No.7465229
File: 73 KB, 926x810, Screenshot 2021-02-26 122736.png [View same] [iqdb] [saucenao] [google]
7465229

Im trying to make maps for Brutal doom but I cant load it as a resource in UDB alongside DOOM2.wad or else I get this error.

I can clear the errors and I am able to use Brutal Dooms resources fine but everytime I load the map again I get the same errors

Is there anyway around this? :(

>> No.7465280
File: 2 KB, 161x82, Screenshot 2021-02-26 124916.png [View same] [iqdb] [saucenao] [google]
7465280

>>7465229
So it turns out this is causing the issue, within the brutal doom pk3 multiple files have the same name.

I still dont know what I can do to fix this
Weirdly enough, I can load DOOM2 and Brutal Doom in SLADE fine and edit maps as you would expect, but doing so in UDB does not work

>> No.7465290
File: 2 KB, 146x31, now_i_gotta_make_a_snow_level.png [View same] [iqdb] [saucenao] [google]
7465290

>>7464975

>> No.7465293
File: 1 KB, 73x47, oh_dear.png [View same] [iqdb] [saucenao] [google]
7465293

>>7465290
So how does it taste?

>> No.7465304

I never enjoyed online games. That's because I never played Quake 3 before. Holy shit this is fun.

>> No.7465329

>>7465304
You're like 2 decades late to that man, can you even find games in q3 now?

>> No.7465337

>>7465329
I played FFA with 2 people-that-may-be-bots but it was fun so eh

>> No.7465338

>>7465329
I haven't opened up q3 in probably 5 years, but I'd venture to guess there are plenty of servers.

>> No.7465361

>>7465229
just uncheck the "show this window when errors occur", 99% of the time the yellow warnings are meaningless

>> No.7465370
File: 387 KB, 1075x775, cyberplatform.png [View same] [iqdb] [saucenao] [google]
7465370

Any ideas how to prevent cyberdemon on a platform from falling down (usually after taking some bfg blasts) while still being shootable and able to shoot? I can add some fences ofc, but I'd like to avoid it because I need other platform exactly like this with pickups for player to be without fences and fences are going to be unnecessarily complicated since this platform with cyberdemon is moving up after player presses a switch.

>> No.7465376

>>7465370
Can't you just set the block monsters tag on the linedefs around the perimeter of the platform?

>> No.7465402

>>7465370
You could move the Cyberdemon using (silent) teleporters, otherwise do >>7465376.

>> No.7465407

>>7465370
You can also make height difference between platform and surrounding to be just below the cyber's height. It won't stop it from shooting, but will stop it from falling.

>> No.7465494
File: 1.46 MB, 1920x1080, quakespasm 2019-12-27 20-04-40.jpg [View same] [iqdb] [saucenao] [google]
7465494

So, mankrip had a nice idea for retroquad rendering dither
https://twitter.com/mankrip/status/1365362834943672329
https://twitter.com/mankrip/status/1365365986451456004

Btw did 4chans died?

>> No.7465497

>>7465494
Just a slow day.

>> No.7465506

>>7465494
How does UE1's software dithering work? I remember it having a similar effect to texture detail.

>> No.7465571

Doom EXP rocket luncher it's fucking useless

>> No.7465589

>>7465008
Everybody loves to say RA is sooo much better than RR. But in reality, it's still complete shit, just slightly less smelly.

>> No.7465608

>>7464959
Updated Champions to 2.9
https://forum.zdoom.org/viewtopic.php?f=43&t=60456

>> No.7465616

Finished first episode of Ancient Aliens. It was pretty good. The turrets are really annoying at times, but still good fun.
Couldn't be bothered to fight 3 cyberdemons.

>> No.7465637

>>7464975
> fun mean least easy

>> No.7465669

>>7464994
They don't “work on Trenchbroom”. They process .map files for one game, and output .map files with same (or similar) geometry, same (or similar) textures, same (or similar) objects in a format that is suitable for a different game. Then you can open them in any editor supporting that game. You can actually do it all manually, but converters help automate texture substitution and realignment, entity placement fixes, and so on.

I think it would be better for you to look at the map files for various games based on quake engine to understand how they differ from each other, and what these tools can do with them.

>> No.7465685
File: 48 KB, 323x500, ihatethatilovethisgame.jpg [View same] [iqdb] [saucenao] [google]
7465685

Last thread someone posted this cover, and I'm wondering, is there a copy of this floating around online anywhere? Between this and the strategy guide, it's like anything related to Daikatana beyond patches and the game itself just don't exist on the Internet at all.

>> No.7465690

That gif of the rolling Caco chasing Doomguy like Indiana Jones style (i think Sgt Shivers made that gif) made me wonder if there are sprites for both the tops and bottoms of enemies
Like the top of the Cacodemon's body and the tendrils
Or the metal hoofs of Spiderdemons
>>7464547
I wonder if any Doom Eternal inspired mod will replace the SS with MachineGames nazis
I think MetaDoom had plans to do more with them but stopped at Wolfenstein RPG

>> No.7465705

https://strawpoll.com/uvjjodjbw

>> No.7465719
File: 1.61 MB, 2642x2659, 224eb144-a2d9-4861-b33b-7786a80507a3.jpg [View same] [iqdb] [saucenao] [google]
7465719

>>7465685
I found something close, if you don't mind the Russian text.
There's some decent quality scans from the site I found that from too: https://gamesdb.launchbox-app.com/games/images/13961

>> No.7465726

>>7464994
>>7465669
Slightly offtopic, but now that it had been brought up, are there any modern(ized) Q2 map compilers that work with any of the up to date Radiant versions?

>> No.7465732

>>7465685
>anything related to Daikatana beyond patches and the game itself just don't exist on the Internet at all
No wonder - even its developers would love to forget it ever existed...

>> No.7465747
File: 109 KB, 967x966, 1614103445744.jpg [View same] [iqdb] [saucenao] [google]
7465747

What are some comfy maps? Not to ruin the mood, but basically the opposite of HFFM: Relatively easy, calm pacing, and no curveballs.
>just play on HMP
Maps have a comfy level that is separate from the difficulty setting, nobody's going to say Toxin Refinery and Perfect Hatred are the same comfy.

>> No.7465748

>>7465376
>>7465402
>>7465407
Thanks, "block monsters" tag sorted this out.

>> No.7465752

>>7465719
Yeah, not quite what I was hoping for, but it's at least something. Thanks for searching, I appreciate it.
>>7465732
It's a shame though, because I think there's plenty of good ideas in there. It's just buried under a mount of bugs and half-finished features.

>> No.7465790

>>>/v/546006404
Retro kain dude posted Gunman Chronicles patched and Severance for download

>> No.7465791

>>7465747
I think you'll enjoy this.
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/scimitar

>> No.7465808

>>7465747
It's well know about these parts but it's comfy, short and really nicely detailed.
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/chnworm

>> No.7465845

>>7465685
Are you fucking retarded?
https://www.gog.com/game/daikatana?&gclid=CjwKCAiA1eKBBhBZEiwAX3gqlxWHorJBSwtMJtGuqeSUQUZFeojJbPXcG6EKXKsWo4aNdjRsn3NBbBoCRuwQAvD_BwE

>> No.7465852

>>7465845
>>7465685
I'm sorry anon, I misread your post. I shouldn't have been so mean.
You mean the poster I take it then.

>> No.7465853

>>7465845
Are you?

>> No.7465871

>>7465726
I have no idea what exactly you mean by “up to date Radiant versions”, but the dependency seems to work the other way: Radiant outputs Quake 2 map data when it has Quake 2 presets, then you process it with any good old compiler.

Can you just tell us what you are trying to do, and why well tested combinations of old tools wouldn't work for you? It's not like Quake 2 mapping changed much in the last 20 years, nor the latest editors have big buttons labeled “make me a fucking great level”.

>> No.7465875

>>7465853
Yes.
I found it for sale, but it's 150 bucks.
But yeah, the comic is nowhere to be found. If you get it make sure you scan it. Weird to see shit disappear.

>> No.7465876

>>7465875
You could try tweeting at Romero to see if he has a copy somewhere lol

>> No.7465898

>>7465871
The original bsp tool from the late 90's didn't seem to recognize the map format of neither the latest GtkRadiant nor NetRadiant-custom (which is not a surprise, the latter is somewhat a derivative of the former). I can't remember what the exact problem was, it was a few months ago, but for sure I couldn't get anything to compile, not even when trying to feed the map to the compiler manually and playing around with the command line options.

I just recently saw TrenchBroom has a maintained Q2 gamepack, I guess I'll check what is in there.

>> No.7465923

>>7464956
I hate blog posting but I can't help it rn
I've been playing Hideous Destructor and I love it, need to gush about it
The first half an hour or so was super awkward but I'm getting into the rythem of it and starting to really enjoy in intensity of it all
Weird how such an old engine can still do so much

>> No.7465965

Top3 Duke 3D levels:
>Dark Side
>Derelict
>Golden Carnage

Top3 Shadow Warrior levels:
>Master Leep's Temple
>Bath House
>Water Torture

Top3 Blood levels:
>Dark Carnival
>The Overlooked Hotel
>The Sick Ward

>> No.7465980

>>7465923
>Weird how such an old engine can still do so much
Isn't GZDoom around only for 15 years or so? Besides, considering its system requirements, what it can do is not impressive at all...

>> No.7465989

>>7465980
>only for 15 years or so?
Only in /vr/ does this statement make sense.

>> No.7466020
File: 22 KB, 319x460, koraxwantsanswers.jpg [View same] [iqdb] [saucenao] [google]
7466020

>>7465845
>>7465852
Don't worry about it dude, it's all good. It's just strange to think that Top Cow was making a Daikatana comic at the same time as Tomb Raider, and absolutely no one has seen hide nor hair of it since then. It's a miracle Romero dropped the GBC game a couple years ago.

>> No.7466042

>>7465980
GZDoom is a tower of duct tape built on top of a more stable tower of duct tape.

>> No.7466058
File: 445 KB, 548x730, bb_and_bb_fate_and_2_more_drawn_by_ishii_hisao__403320be880582ab9846fc5ac1112914.jpg [View same] [iqdb] [saucenao] [google]
7466058

I beat the Cyberdemon for the first time in my life bros

>> No.7466087

>>7466042
>built on top of a more stable tower of duct tape
Was ZDoom that bad? Taking a quick glance at its code, looks far better organized than what it has ultimately become.

>> No.7466116

>>7466087
At times, but I don't think it ever was handled anywhere near as bad as GZDoom is on a regular basis.

>> No.7466131

>>7466020
It apparently shipped with the prima strategy guide. So there should be a fair amount of them out there.
Maybe you could look for a scan of that and see if it pops up with it.

>> No.7466149

>>7466058
Good for you anon. I am now struggling with DOOM 2. Really hard to play on keyboard only, after playing the game with mouse and keyboard for so long.

>> No.7466154
File: 93 KB, 915x488, duke3darachnocity(1)(1).jpg [View same] [iqdb] [saucenao] [google]
7466154

>>7465197
I definitely agree with this statement. Based Prophetic Word Cloud

>> No.7466173
File: 321 KB, 1080x1920, Screenshot_20210226-155805.png [View same] [iqdb] [saucenao] [google]
7466173

>>7466131
Here's a helpful review I found on amazon, where the guide is available for around 15 dollars (what a deal!)

>> No.7466192

>>7464956
I'm new to this board, hello friends. I want to know what do you think of brutal doom? Is it bad, is it good? Is it just zoomerdoom?

>> No.7466201

>>7466192
It's fine, it does what it does and doesn't really affect anything else.

>> No.7466209

>>7465923
Right? The secret to Hideous Destructor being fun is that it's A) still Doom and megawad level design, B) in spite of being about realistic tactics, realistic handling of weapons, gadgets, movement, wounds, and inventory, it's not just all fighting dudes with guns, the demons are appropriately powered up and conniving to make them a very realistic threat, they have evil magic to make your life hell, but just as well you have your own aces up your sleeve, including but not limited to, magic.

>> No.7466214

>>7465407
This won't help in Boom, as in Boom you can "push" monsters off ledges with weapons

>> No.7466216

>>7466192
It has nice things about it, and it also has a lot of things to complain about. Some like it, some don't, there's some stigma about it, its typical users, and the author, but I think also that a lot of people have gotten over some of that.

>> No.7466217

>>7466192
a bit overrated and clunky but not the worst mod
both the positive and negative reception feel like they give a wrong image of the mod, mostly because of second hand info or people overlooking some aspects

>> No.7466220
File: 1022 KB, 312x205, ItPlaysMusicToo.gif [View same] [iqdb] [saucenao] [google]
7466220

>>7466131
Odd, I could swear I've seen images of the guide before without that Top Cow bubble, must have been blind. I'll consider buying it at some point, but I won't have any way to scan it for others, which is a bummer.
>>7466173
Giving off tremendous Todd Howard vibes here, not even trying to be subtle about it. Still making it a really tempting purchase.

>> No.7466237

>>7466220
I have a scanner. Send it to me, since I can't justify buying a strategy guide for a game I've only played once.

>> No.7466295

>>7465898
id released the sources for its compiler tools (in various versions) ages ago, but there had been fixes and alternative versions even during Quake II lifetime. You probably shouldn't use the original binaries today, even though I can't imagine what can make .map files totally incompatible with them.

Here's something from a guy who maintains Quake II gamepack in GtkRadiant:
https://github.com/qbism/q2tools-220/issues/6
That gives you a hint that quemap/q2wmap (a q2map derivative from Quetoo/Quake2World, basically a FreeDoom for Quake II multiplayer) should work with default settings, and q2tools (3 individual compilers derivative) are supposed to work.

It seems there have been at least some commits improving Quake II editing functionality and/or defaults since 2018 release of GTKRadiant, but the maps should have been working nonetheless.

>> No.7466313

>>7466087
I've been told that a fair bit of GzDoom's faults and quirks can be attributed to how ZDoom was put together.

>> No.7466328

>>7465898
Trenchbroom Q2 Support seems early and it doesnt support other assets like lazarus if i remember well
and i wouldn't be schizo enough to feel that there is sabotage in such delay since EricW is interested in making a better compiler for Q2 and Q3 which brought the ire of fagweather and his friends at eunuch mountain who wants Trenchbroom exclusive only for Q1

>> No.7466373

Friday night firefight when?

>> No.7466385

>>7466220
Todd's usernet posts are /vr/ material

>> No.7466386

>>7466373
More like Super Saturday Sausagefest
O<O

>> No.7466583

>>7465875
Someone has to be able to find scans of this Daikatana comic. Have you tried PLANETDaikatana via archive.org? They may have posted scans of it back when it was new. It was the main Daikatana fan site.

Here it is as it appeared in May of 1999 and Wayback Machine has it archived through all the years after until it went defunct with the rest of the Gamespy Network and the PLANET sites.
https://web.archive.org/web/19990508102259/http://www.planetdaikatana.com/

I mean we had anons here find pdfs of obscure as fuck Shadow Warrior tie in novels someone just happened to stumble over mention of in Joe Siegler's blog. Someone HAS to be able to find this.
>>7465876
This is actually a viable option as well. Romero is very responsive on Twitter and he is also a big game collector and archivist, especially his own. He has the largest collection of custom retailer Doom shareware cover art boxes in the world. He surely has a copy of this comic.

>> No.7466624
File: 128 KB, 318x564, sQgveJK.png [View same] [iqdb] [saucenao] [google]
7466624

>>7464959
https://www.doomworld.com/forum/topic/117225-mid-the-way-id-did-doom-2-soundtrack-replacement-wip/
also https://forum.zdoom.org/viewtopic.php?f=19&t=13397&start=4815#p1182415

>> No.7466625

>>7465290
/fit/ needs to know about this

>> No.7466649

Do you guys try to find 100% secrets when going blind through new pwads or do you just play on without caring too much?

>> No.7466668

>>7466649
I don't really care about secrets unless they make a map much easier.

>> No.7466683

>>7466624
These shark enemies would be great for if there was ever a Duke Caribbean - styled tropical mod.

>> No.7466697

>>7466649
It depends. If its something like "fall off this bridge into a deep pit of lava and run around one of 30 different columns for the one specific megasphere and then dash to the teleport before losing all your health" or "Walk over this line before deciding to turn around and sprint to a random part of the map where a wall just so happened to expose a secret with no way of knowing" then I'm not going to bother. I try to give finding a secrets a serious effort but some are just annoying.

>> No.7466712
File: 59 KB, 471x639, 1394632-i.jpg [View same] [iqdb] [saucenao] [google]
7466712

>>7466173
>centerfold poster of his fucking girlfriend in Prima's Official Daikatana Strategy Guide
Well he DID pay for Killcreek's breast implants, least they could do is show them off. Pic related, Romero and Stevie Case in the Ion Storm Dallas HQ at the top of the Chase Tower during the height of Daikatana excess.

>> No.7466718

>>7466712
>All those cans of soda
What is that, 7-up? He must feel like royalty up there

>> No.7466726

>>7466718
He was the Dewrito pope of his time.

>> No.7466729

>>7466718
Looks like it says Sprite. Also 7-Up is better than Mountain Dew and Sprite.

>> No.7466764

>>7466712
>3d Realms office got turned into a goodwill
I can't find any information on who currently occupies the top floor of the Chase building.

>> No.7466793

>>7466764
I wonder what happened to id's old office, the one Carmack tore the walls down in.

Supposedly it was on floor 66 of some building in a deeply Christian part of America.

>> No.7466806

Haven't been here in over a month. Anything else particularly noteworthy happen here besides the Blood maps being completed?

>> No.7466809

>>7466328
>which brought the ire of fagweather and his friends at eunuch mountain who wants Trenchbroom exclusive only for Q1

Wait what? Is that true?

>> No.7466812

>>7466806
Misery, fuss, drama, a few mapsets here and there.

>> No.7466819

>>7466806
HFFM, some good WIP posts by modders.

>> No.7466821
File: 307 KB, 1876x1186, HUFFEM.png [View same] [iqdb] [saucenao] [google]
7466821

>>7466806
Some retarded stuff, also a new map project.

>> No.7466826

>>7466806
>HFFM started
>HFFM 2 probably happening
>Alf is kill (probably has been for a while desu)
>Deathmatch anon went MIA a few times
>Deleted cross-site drama
I haven't been paying much attention here so that's all I got

>> No.7466829
File: 108 KB, 1280x875, tumblr_p1srlpCnQx1r4g6x9o4_1280.jpg [View same] [iqdb] [saucenao] [google]
7466829

>>7466793
Well the only building in Dallas with at least 66 floors is the Bank of America building. I don't think they were that high up judging from this picture I found. There appears to be a JCpenny right outside the window. I tried to find the exact location using google street view but most JCpennys have been torn down.

>> No.7466832
File: 105 KB, 1280x843, tumblr_p1srlpCnQx1r4g6x9o3_1280.jpg [View same] [iqdb] [saucenao] [google]
7466832

>>7466829
And outside the window is a ford dealership. I wasn't able to find a JCpenny across the highway from a ford dealership in the Dallas/Richardson area.

>> No.7466834

What are some half-decent Quake clones? Or even just some old-school FPS games with RPG elements and such, actually old or just retro styled are fine.

>> No.7466839

>>7466834
Hexen 2.
Maybe Requiem: Avenging Angel.

>> No.7466843 [DELETED] 

Reminder that Johnathon Cuckmero aka Cuckathon Soimero is literally raising his wife's son from another man.

>> No.7466848

>>7466829
>>7466832
Is 4chan going to Weaponized Autism the location of a building that no longer exists?

>> No.7466856

>>7466848
Honestly it wouldnt be too hard as there are only a couple highways to check in the area. But I don't feel like dedicating 30 minutes to crawling up and down google street view.

>> No.7466857

>>7466832
may be a store map from internet archive

>> No.7466862 [DELETED] 
File: 29 KB, 492x640, 1809239-n517581288_2545296_4021274.jpg [View same] [iqdb] [saucenao] [google]
7466862

>>7466843
So? He has several biological children with multiple women and has banged hundreds of broads. Who the fuck cares? Only obsessed faggots such as yourself.

>> No.7466865

>>7466848
I think Town East Towers is still standing, iD just moved from there years ago.

Chase Tower is still standing too, but who knows who rents the top floor these days, Romero's venture there was a pretty clear example as to why it wasn't an appealing space for any kind of office, so it's possible it's stayed mostly empty after all these years. A giant glass house way up in the goddamn sky, right in the middle of Dallas, isn't exactly a great place to do paperwork or programming, or anything like that. I would suggest that maybe you could grow crops or have some garden there or something, if the rent wasn't way too expensive.

>> No.7466873

>>7466839
Requiem AA is more like Half-Life than Quake.

>> No.7466874 [DELETED] 

>>7466862
>He has several biological children with multiple women
yeah... so why is he raising his (jewish) wife's son?
>has banged hundreds of broads
lol.

>> No.7466876 [DELETED] 

>>7466862
>post picture of cross-eyed mexican retard drinking jack daniels out of the bottle
Is this supposed to make us think he has a social life or something?

>> No.7466879
File: 342 KB, 1920x1080, EvM0cSNXIAEmb8t.jpg [View same] [iqdb] [saucenao] [google]
7466879

>>7464956

>> No.7466884

>>7466865
Yeah, not only was it hot as fuck but Romero and his team soon realized that with a glass roof on the top of a tower it was pretty much fucking impossible to see your computer screen during the day due to glare. Everyone ended up spreading tarps and blankets and shit over their work space during the day to work, totally negating the beautiful lavish point of that location to begin with for the main occupants. Guests would still be impressed though (until they saw people working under tarps lol)

>> No.7466885
File: 231 KB, 1920x1080, EvM0fKaXAAU17C5.jpg [View same] [iqdb] [saucenao] [google]
7466885

>>7466879

>> No.7466886
File: 188 KB, 1920x1080, EvM0jNyXcAM8nAY.jpg [View same] [iqdb] [saucenao] [google]
7466886

>>7466885

>> No.7466889

>>7466865
>, so it's possible it's stayed mostly empty after all these years.
Funny you should say that. Romero was the first person to ever rent the space in the first place. It was horribly overpriced so nobody ever wanted to use it. An empty floor for 10 years

>> No.7466891

>>7466834
>half-decent Quake clones
Chasm: The Rift

>> No.7466892

>>7466879
>>7466885
>>7466886
This is incredibly pretty but I fear the monster count is probably into the quadruple digits.

>> No.7466893

>>7466879
What mod?

>> No.7466908

Opinion time: Opinions on Psychophobia?

I like and enjoyed Shotguns in the mod

>> No.7466912

>>7466885
>>7466886
Kinda looks like an Arlene map.

>> No.7466937

>FEAR health caps at 199
>In the last levels of HL2 your maximum health and armor is 200.
Were these Doom references?

>> No.7466954

>>7466937
Probably not.

>> No.7466973

>>7466893
>>7466892
Lullaby.wad

>> No.7466981

>>7466834
SHRAK
Malice
The innumerable Quake mods/maps

>> No.7466997

>>7466981
Quake Rally is clearly the best.

>> No.7467005

>>7466997
Half-Life Rally is pretty great too.
https://www.youtube.com/watch?v=caYR5xLkc64

>> No.7467019

>>7467005
I remember this. Forgot about it til you reminded me though. Thanks. HL1, and Q1 mods were weird times.
That skateboard quake mod...
Some dude was using HL1 to try and make an MMO too (it didn't get far).

>> No.7467039

>>7466214
It will help if Cyberdemon won't fit into the opening. I assumed that the goal was to prevent cyberdemon specifically and not hinder other monsters. Monster blocking would be easier of course.

>> No.7467041

>>7466885
Ah yes, cyberdemons, the most fun enemy to fight in Doom. Always glad when mappers decide to use them as common enemies. Definitely not a boring waste of time.

>> No.7467047

It says version 1.2 runs under windows but it came before win 95.
https://doomwiki.org/wiki/Versions_of_Doom_and_Doom_II
Explain

>> No.7467051

>>7467047
windows 95 wasn't the first windows, anon.

>> No.7467053

>>7467047
Other tech companies can get tech stuff before regular people

>> No.7467054
File: 78 KB, 1125x1028, 1614222980299.jpg [View same] [iqdb] [saucenao] [google]
7467054

>>7467047
>>7467051

>> No.7467060

>>7467051
>>7467053
Then why it's not considered an official port.

>> No.7467063

>>7467060
>port
Anon, this is embarrassing.

>> No.7467072
File: 126 KB, 634x480, 1586765027485.jpg [View same] [iqdb] [saucenao] [google]
7467072

>> No.7467073

>>7467063
Why

>> No.7467078

Gentlemen.

Ability based progression.

Gimme your ideas I'm fucking high and inspired. DECORATE has damage types which can be used to create weapon specific bombable blocks. ACS or decorate velocity things can create extra jumps. Term achieved morphball in Metroid Doom.

It's been years since I've done any modding give me reminders

>> No.7467081

>>7466624
I had forgotten that doom the way id did series doesn't have soundtrack at all, are those good?

>> No.7467091

>>7467081
DTWID is pretty good, DTWID Lost Episodes is pretty good too, and D2TWID is really good. First DTWID did have a soundtrack available I think.

>> No.7467097

>>7467078
Monster drop monster meat or cybernetic parts that you can consume or bolt onto yourself to gain new weapons or powers.
>Term achieved morphball in Metroid Doom.
Metroid Dreadnaught

>> No.7467101

>>7467091
If it did it was an optional file I didn't download, it was using vanilla Doom soundtrack when I played it. I'll probably replay both soon with those

>> No.7467104

>>7467101
The D2TWID pack isn't done yet I think

>> No.7467107

>>7467097
That is fanfuckingtastic
>Metroid Dreadnought
OH YEAHHH it's literally been years sorry

>> No.7467113

>>7467104
Damnit, also unless I missed something I don't think there is one for episode 4 either

>> No.7467114

>>7467078
Blood for mana/energy equivalent.

>> No.7467116

>>7467113
Well, if you want a 4 episode replacement for Doom 1 with new levels and new music, all feeling pretty vanilla, there's Doom Damnation, which recently got updated to add the fourth new ep:
https://www.doomworld.com/forum/topic/119731-re-release-doom-damnation/

>> No.7467118

>>7467114
Imma grab the souls out of dakkamons
>if i can find it again

>> No.7467132

>>7467107
>That is fanfuckingtastic
Was the core of one of my old design documents that never got used since I kinda lost the drive to mod stuff.
>OH YEAHHH it's literally been years sorry
I wouldn't worry about it, is just that a lot of people confuse the names of the Metroid mods, some still think Term made Space Hunter, when it's one of Kegan's.

>> No.7467149

>>7467132
I stopped modding years ago but moved onto Löve2D but I've been wracking my brain lately. I might take a break from buggy Lua coding to do buggy ACS again

>> No.7467157

>>7467149
Having simpler side projects to turn to when you're having something of a progress block does often help.

>> No.7467158

>>7467149
What're you making in Love2D?

>> No.7467162

Its time to move on grandpa. these games are outdated. Modern games did it better.

>> No.7467174

>>7467107
>>7467097
Does Metroid Dreadnaught still work?

>> No.7467181

>>7467174
Debatable with GZDoom, the hud is probably fucked with anything past 3.2.4.
I think it should work with Zandronum.

>> No.7467185
File: 2.39 MB, 788x566, savetweetvid_EuiCc4qXEAcmTqR.gif [View same] [iqdb] [saucenao] [google]
7467185

>>7467158
Pretty simple in execution right now, have been figuring out the back end engine stuff to make a platformer roguelite and then I'll put together graphics and make it moddable. Gif is a first draft procedural mapping system.

>> No.7467198

>>7467185
>enemies have ASCII frowns
Bless you anon.

>> No.7467208

Hardest Doom 1 map, no ep 4 and pistol start?

>> No.7467209

>>7466848
>>7466856
>>7466857
Could be interesting as mapping inspiration, like reverse Going Down where the top floor is the id offices where shit's going weird and the walls between reality have broken down.
>>7467185
Neat, now I'm remembering how I spent an ungodly amount of time playing the original, free Spelunky.

>> No.7467213

>>7467198
my big feature I'm obsessing over is a kind of interpreter for a DECORATE-inspired enemy table that can be used to designate per-frame animations and actions like in zdoom. In the draw engine im planning a whole array of ascii 'art' options to use via love.graphics.print(). Sprites will be implemented too but i plan a mix of draw engine shapes, ascii, and sprites eventually.

>> No.7467216

>>7464975
romero > carmack

lmao

>> No.7467218

>>7467213
>enemy table
I meant actor table. It'll be used for everything eventually.

>> No.7467224

>>7467208
Fortress of Mystery, the difficulty curve in staying awake is so fucking steep.

>> No.7467227

>>7464975
secret release warrior came whole

>> No.7467234
File: 14 KB, 479x521, 1560493687202.jpg [View same] [iqdb] [saucenao] [google]
7467234

>>7467224
Fuck you, I like that map

>> No.7467252

>>7466058
I struggle with more than one.

>> No.7467254
File: 79 KB, 448x406, VRMLe1m1.png [View same] [iqdb] [saucenao] [google]
7467254

can we run e1m1 in an obscure vr chat japanese dead game from the 90s? maybe...

>> No.7467264

Oh neat I'm looking at a video of sim city 2000 on a single floppy with removed game mechanics and no sounds and now I'm feeling much more confident the 1 floppy Duke3d demo was a real possibility. If the game only contained the assault trooper and pig cop enemy with only the pistol and shotgun and no sounds at all only on the first level I think it might have been doable

>> No.7467265

>>7467047
Windows 3.1

>> No.7467267

>>7467073
It's the dos version anon. Windows 3.x was more of a gui dos program than an os.

>> No.7467269

>>7466058
>>7467252
Grand. Eventually you'll learn how to handle multiple.

>> No.7467274

>>7467269
I killed the three in ancient aliens end of episode 1 map. Took more tries than I want to admit but I beat it.

>> No.7467276

>>7467254
Pregnancy test has been my favorite obscure doom port

>> No.7467281

>>7467267
Windows 3.x ran shit that couldn't run on dos alone, it and msdos were different forms of operating system.

>> No.7467296

>>7466937
Why would they be?

>> No.7467302

>>7467208
Unholy Cathedral, it's big, confusing, and filled with many nasty baddies and traps.

>> No.7467303

>>7466649
I personally think aiming for 100% secrets in a blind run is kinda missing the point.
Secrets are meant to be hidden areas that contain items as a reward for exploration. Not just a room you need to add to a checklist.

>> No.7467364

>>7466154
>They honestly fit-in almost seamlessly in Duke3d
Maybe changing their eye colours orange/red like the other aliens will make it better...

>> No.7467367

>>7466981
>SHRAK
Some cool ideas with the grappling hook and other equipment, but awful enemies and some of the worst maps I've ever played in Quake.

>> No.7467390
File: 38 KB, 271x143, find_the_magic.png [View same] [iqdb] [saucenao] [google]
7467390

Does anyone have that list of potential HFFM map names from a few threads back? Just about done with my map and I need a thematically appropriate name.

>> No.7467410

>>7467060
It was the same DOS executable, they (or DOS/4GW authors) had probably fixed some stuff to better coexist with Windows and use DPMI. That just meant that user could start Doom from Windows 3 as any other DOS application that didn't use any Windows features, and not crash Windows, Doom, or both, and didn't have to exit to DOS to run Doom.

>> No.7467431

fuck reddit elementals

>> No.7467461

>>7467390
https://desuarchive.org/vr/thread/7456239/#7460494

>> No.7467570

>>7467461
Cheers man.

>> No.7467573

>>7466829
>>7466832

https://www.google.com/maps/place/32%C2%B048'14.1%22N+96%C2%B037'39.4%22W/@32.804093,-96.6279413,19z/data=!4m5!3m4!1s0x0:0x0!8m2!3d32.8039115!4d-96.6276114?hl=en

Even the Ford dealership is there.

>> No.7467582

This probably goes without saying, but if you're doing a project and you haven't actually organized your actors and stuff, you should, it really makes things a lot easier.

>> No.7467595

>>7465494
So what exactly is retroquad, some kinda engine not actually related to quake? Will people actually use it?

>> No.7467681
File: 471 KB, 1920x1080, Screenshot_Doom_20210227_073923.png [View same] [iqdb] [saucenao] [google]
7467681

smol

>> No.7467686
File: 14 KB, 468x381, sunlust.png [View same] [iqdb] [saucenao] [google]
7467686

>>7467681
Still taller than Blaz.

>> No.7467697

>>7465965
While Dark Carnival is very fun and has a lot of cool setpieces, I have to admit I also really really enjoy Phantom Express. Finding the Super Secret on that level was really fun.

>> No.7467698

>>7467595
Supposedly really revolutionary coloring techniques related to 8-bit. It's using Quake as a demonstration of its tech.

>> No.7467728
File: 376 KB, 635x457, 068.png [View same] [iqdb] [saucenao] [google]
7467728

>>7464956
Are they a good list of good music mods
It gets boring to hearing the same tunes over and over.

>> No.7467734

>>7467728
plutonia midi pack
depending on which source port you're using compile your own wad with 32 midis, doesn't even have to be .MUS technosorcery

>> No.7467778

>>7467728
Is Jimmy's Jukebox still a thing? There was also "Now That's What I call MIDI" and some version of it with SNES music.

>> No.7467785
File: 13 KB, 233x225, 1333460555871.jpg [View same] [iqdb] [saucenao] [google]
7467785

>>7467461
>>7460623

>> No.7467801

>>7467174
https://www.doomworld.com/forum/topic/102240-metroid-dreadnought-overhaul-15d-112419/
there is spram's mod who adds sprite replacement for the monsters

both works fine but id be glad with a fusion of both

>> No.7467831

>>7466683
https://www.moddb.com/games/doom-ii/addons/dbp27-10-day-vacation

>> No.7467838

>>7466649
I spend 5-10 minutes trying to find secrets after I finish the map, if I dont I just move on, unless its map 15 or 31.

>> No.7467857

>>7467734
I am looking for something more metal and upbeat songs.

>> No.7467891

>>7466649
depends a lot on my mood and also how i feel about the map

sometimes i love a map and pay attention to lots of details and catch secrets along the way

sometimes i love a map and am just not in the mood

sometimes at the end i do iddt, sometimes at the end i search, sometimes i just end the map without 100% and without even trying, sometimes i find them during

for some map authors, like ribbiks, i really like their basic style of secrets and secret hunting, and often try to find them during the map.

>> No.7467905
File: 324 KB, 1263x934, formeridoffice.jpg [View same] [iqdb] [saucenao] [google]
7467905

>>7467573
Oh cool you found it. Building is smaller than I anticipated. I guess they were sitting in the top right corner

>> No.7467959

>>7466649
I used to think finding secrets is boring, but after watching Decino 100% Rocket Zone 2 on his first try, for example, I realize I am just a brainlet that sucks at finding secrets.

>> No.7467960

>>7467831
For a Caribbean style mod to work you need a voiced protag like Duke imo

>> No.7467973

>>7467959
yeah he has good spatial awareness and attention to detail.

even on blind runs i often see him say things like "oh x just died" and "oh y just showed up" and even if i've played the map and apparently should know the things better than him, i hadn't noticed.

>> No.7467974

>>7467973
oh i should say that i was specifically referring to audio cues in the last part. he seems particularly good at keeping track of many independent things simultaneously.

>> No.7467975

>>7467959
The problem is that while there's a lot of things that can be secrets, there's nothing that can't be. So no matter what, the search is bound to devolve into wall molestation.

>> No.7467976

>>7467975
not always.

for ribbiks it's often hidden switches, sometimes which you must shoot, so it comes down to visual perception, and can be quite satisfying.

>> No.7467995
File: 22 KB, 240x281, romero2.jpg [View same] [iqdb] [saucenao] [google]
7467995

>>7467976
>it's often hidden switches, sometimes which you must shoot
I-I CAME UP WITH THAT IDEA, DUDE! SHOOTABLE EYE CANDLES BRO! FUCK SHITTR.

>> No.7468008

Isn't it screenshot saturday?

>> No.7468015
File: 868 KB, 1920x1080, Mr Bigshot Firechief&#039;s Fiery Fantasy.png [View same] [iqdb] [saucenao] [google]
7468015

I've finished my HFFM entry, Mr Bigshot Firechief's Fiery Fantasy (previously Dark Metal Fetish) enough to test it out.
I've implemented all difficulties and it is completable from start to finish in both DSDA (Boom) and GZDoom.
Requires NMN textures to be loaded alongside the map (link for that is in the news post).

Map download: https://www.dropbox.com/s/dioja1a7kqbhlpb/bs_fc.wad?dl=1

I'm also requesting a lava sidetexture that falls straight downward. If anyone finds anything like that please let me know.

>> No.7468017
File: 763 KB, 318x242, 2021-02-27 14-05-41.webm [View same] [iqdb] [saucenao] [google]
7468017

>>7468008
I don't know. Possibly. Was building an asset for upcoming project last two days.

>> No.7468028
File: 197 KB, 812x928, EvIyafCVEAI0L40.jpg [View same] [iqdb] [saucenao] [google]
7468028

>>7467681

>> No.7468030

>>7467995
kekkr doesn't have those even

>> No.7468081

>>7468017
So fucking cool, anon

>> No.7468094

DOOM, DOOM2, Heretic, Hexen, Chex Quest, but with disappearing block platforms.

>> No.7468114

>>7468030
Romero did actually brag the shootable eye switches were a first in SIGIL as well. Revae said his dad had done it in a map in 1996 and I am sure someone else has before SIGIL too, Doom modding is so vast it would have to be.

>> No.7468120

>>7467208
I don't think any maps in Registered Doom are remotely hard.

>> No.7468125

>>7468114
>Doom modding is so vast it would have to be.
that sort of comes to mind when an anon brought up skins for quake 3 that predated the praetor suit in doom 2016 or the name "doomslayer" in an old forum post
so much was done in doom, by the fanbase one way or another, it's hard to actually invent something new

>> No.7468154

>>7468120
Just UV? Yeah. UV Fast or NM, I disagree

>> No.7468169

>>7468154
Would save frequency be something you'd take into account as much as a difficulty setting?

>> No.7468196
File: 289 KB, 720x972, Ion SHIT Storm.jpg [View same] [iqdb] [saucenao] [google]
7468196

>>7466712
The insanity going on in Dallas with Ion Storm and all the fuckery with Daikatana was legendary. Anyone remember the Ion Eight? 8 of the core devs walked out on Romero and made their own studio to do the KISS fps (Psycho Circus or something?) I remember following the drama back in the day on sites like Blues and Shacknews.

Oh, and the infamous "Stormy Weather" exposé on Ion Storm from the Dallas Observer that caused such a fucking shitstorm within the company that Romero tried to sue the fucking paper to get the sources referenced in pic related? You can read it here:
https://www.dallasobserver.com/news/stormy-weather-6427649

>> No.7468203

>>7468169
Idk, I assume people who play uv fast or nm only use a save per level or none except for level beginning save, otherwise what is the point of playing on higher difficulty? I'm doing back to level start on my current NM run but idk how other people do

>> No.7468213
File: 218 KB, 1441x968, fucking found it.jpg [View same] [iqdb] [saucenao] [google]
7468213

>>7466173
How people are able to find these messages?
They're over 2 decades old!

And older than the average Doomer on Twitter

>> No.7468220
File: 98 KB, 590x1030, 1487919495246.png [View same] [iqdb] [saucenao] [google]
7468220

>>7468213
a lot of devs had google accounts

>> No.7468221

>>7468114
>Revae said his dad had done it in a map in 1996
Is his dad American Mcgee? Cause that sure sounds like his sort of shit.

>> No.7468230

>>7468213
>>7468220
These aren't Google accounts. Google didn't exist until 1996. These are from Usenet. Google is the one who owns all the Usenet archives now.

You can see the email accounts people are posting with then, virtually all are through colleges servers.

>> No.7468232

>>7468220
/doom/? Moar like /zoom/.

>> No.7468234

Is it cheating to play Plutonia with mouselook?

>> No.7468242

>>7468234
A little bit maybe.

>> No.7468249
File: 31 KB, 64x64, Animated flat.gif [View same] [iqdb] [saucenao] [google]
7468249

>>7468017
Also there was an alternate flat, but it didn't work quite well because of the dark spot, so I redid the same process without blackness. Out of its element it looks pretty neat though.

>> No.7468254
File: 230 KB, 1200x1200, EukFrn4WgAA9hgk.jpg [View same] [iqdb] [saucenao] [google]
7468254

>HOW'S THIS FOR A HARD FAST FAGGOT MAST? MARANAX FIRMCOCKS!

>> No.7468267
File: 179 KB, 1080x1166, DcTaNcYXkAEEio0.jpg [View same] [iqdb] [saucenao] [google]
7468267

>>7468254

>> No.7468270
File: 115 KB, 800x611, 800px-Wilbur-Carmack-Romero-1994.jpg [View same] [iqdb] [saucenao] [google]
7468270

>>7468213
The best ones are from Romero himself:
>From John Romero; 6/2/1994
>Eric:

>You may be a DOOM GOD, but I am the Master of your Universe and all that bow down to you eventually bow down to me. Yes, even YOU, Eric, KNEEL and drink my KNOB after having beaten all who challenge you. Do you dare take on your master, pitiful DOOM GOD?

>Email me and request your ass beating, if you have the balls.
https://groups.google.com/g/alt.games.doom/c/bNwvmpIFJ3A

>> No.7468272
File: 48 KB, 350x427, 1551020917657.jpg [View same] [iqdb] [saucenao] [google]
7468272

I've currently played both Quake 3 and Unreal Tournament.
While I noticed a lot of praise for UT,why Quake 3 was the one with a competitive scene?

>> No.7468275

>>7468234
If it's mouselook and autoaim disabled then for sure, that makes the rocket launcher a lot safer to use as well as being able to prioritize enemies you wouldn't be able to otherwise.

>> No.7468276

>>7468270
That's the promotional photo Adrian and Kevin cut Romero's head out of to make the Romero's Head sprite in the Icon of Sin.

Why is he pointing at the Mancubus' dick? Never figured that out about this photo?

>> No.7468283

>>7468276
He tells you that he will hump ur mum.

>> No.7468290

>>7467041
At least play the wad before embarrassing yourself with posts like these, jesus.

>> No.7468294

>>7468276
>Why is he pointing at the Mancubus' dick? Never figured that out about this photo?
Look how the arms are spread open on the model of the Mancubus. I imagine those make it pretty fucking top heavy and unstable. I think he is just trying to prop it up while obscuring as little of it as he can with his arms. That or he's pointing where the cock would be, someone should ask him on Twitter. Maybe I will tonight after work.

>> No.7468328

>>7464956
Torrent of Impurities (smej2) for Quake is out: https://www.youtube.com/watch?v=ax8xjvQsZwM

>> No.7468460
File: 137 KB, 1920x1080, gzdoom 2021-02-26 23-26-37-70.jpg [View same] [iqdb] [saucenao] [google]
7468460

>> No.7468470
File: 231 KB, 1920x1080, gzdoom 2021-02-27 19-21-46-41.jpg [View same] [iqdb] [saucenao] [google]
7468470

these fucking revolvers mang
god damn

>> No.7468485

>>7468328
>designed for co-op
Damn. Anyone wanna play?

>> No.7468640

>>7468460
what mod?

>> No.7468654

Whats the best way to draw tracers?
what I mean is that I would like to have a way of seeing where shots of hitscans go, say a former human targeting player. Where should I start looking for solution to this?

>> No.7468663

>>7468470
What mod

>> No.7468668

Anyone played this yet?: https://www.youtube.com/watch?v=_r2gMRu8xTk

>> No.7468684
File: 35 KB, 435x41, balls.png [View same] [iqdb] [saucenao] [google]
7468684

>>7468668

>> No.7468686

>>7468640
>>7468663
Doom Incarnate.

>> No.7468695

>>7468213
Search is literally the only way you can navigate through Usenet archives in Google Groups. The rest of the interface and features suck ass big time, it's in absolutely pathetic state, even more so due to the fact there is no alternative interface.

>> No.7468706

>>7468290
Im not embarrassed at all. Its a pretty natural assumption that if a wad has cyberdemons, youll have to fight them.

>> No.7468756
File: 298 KB, 1360x768, duke0095.png [View same] [iqdb] [saucenao] [google]
7468756

these things are horrifying in 3d, jesus

>> No.7468775

>>7468668
will that be on steam?

>> No.7468808

Doom 2 levels SUCK
tricks and traps is pretty good tho

>> No.7468823

>>7468470
>red-dot ironsights...
Keximus Maximus

>> No.7468825
File: 987 KB, 200x150, wut.gif [View same] [iqdb] [saucenao] [google]
7468825

>>7468756

>> No.7468830

Does anyone prefer FM over MIDI? Even good midi music still reminds me of 90s websites and ecards. Soundfonts help a bit.

>> No.7468849

Has anyone gotten yet a chance to extract the graphic assets from that one cancelled Build engine game called 'Fate' ???
>Demo vid: http://www.youtube.com/watch?v=YgirwT8SqUI

>> No.7468859

>>7468849
theres a fate TC for gzdoom

>> No.7468860

>>7467960
I think a Caribbean Vacation experience could work extremely well for Blood.

>heavy emphasis on voodoo stuff
>can lean some on cannibal horror stuff too, jungle islands and stuff
>deck caleb out in a straw sunhat, sunglasses, shorts, aloha shirt, and sandals
>cultists in similar getups (but still wearing a hood over their head)
What else could be done to make a tropical vacation theme suiting Blood?

>> No.7468862
File: 258 KB, 1920x1080, gzdoom 2021-02-27 22-38-55-32.jpg [View same] [iqdb] [saucenao] [google]
7468862

>> No.7468865

>>7468849
It's on TSR I think.

>> No.7468869
File: 271 KB, 1920x1080, gzdoom 2021-02-27 22-38-24-48.jpg [View same] [iqdb] [saucenao] [google]
7468869

REEEEEEEEEEEEEEEE

>> No.7468871

>>7468808
doom 2's levels walked so megawads could strafe run 50

>> No.7468872

>>7468830
ACKTCHUALLY, it's “FM synthesis of MIDI data over sample-based synthesis of MIDI data”.

>> No.7468887

>>7468808
Wow such a controversial opinion

>> No.7468901

>>7467041
You just have to look at Doom 64's Cat & Mouse for a novel use of a Cyberdemon, application is everything. The Arch-Vile is fantastic, but there's absolutely shitty ways to use him.

>> No.7468905
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
7468905

>>7468008
You're right, I went to bed this morning and completely forgot that IT'S SCREENSHOT SATURDAY.
WHAT THE FUCK HAVE YOU BEEN WORKING ON THIS WEEK? MAPS, MODS, SPRITES? NOW'S A GOOD TIME TO START POSTING IT.

>> No.7468908
File: 184 KB, 634x686, Capture.png [View same] [iqdb] [saucenao] [google]
7468908

>>7468905
WIP

>> No.7468914
File: 13 KB, 64x128, lfall.gif [View same] [iqdb] [saucenao] [google]
7468914

>>7468015
You want feedback/bug reports?

>> No.7468934

>>7468234
Kinda, a bit, but it's not like you're using god mode or giving yourself the keys to skip through the level.

>> No.7468942
File: 77 KB, 144x146, newhair.gif [View same] [iqdb] [saucenao] [google]
7468942

>>7468905
trying to teach myself zscript and coding in general, only had time to do some hair refinements for the hud. inb4 ur wife.

>> No.7468946
File: 65 KB, 1080x1080, 9bab9dfd-b7e8-4b7d-8977-2c8c32cbf968.jpg [View same] [iqdb] [saucenao] [google]
7468946

What do you think of the Arachno Soundfont?
Currently tried it for both Doom and System Shock and I like the results for the most part.

>> No.7468947

>>7468862
Waiting for Graf to come in and explain how fucking up something as simple as font rendering is actually not a bug, but is a result of one of his improvements that was deeply beneficial for GZDoom/the Community/the Greater Good and regardless of what others may think, is the way towards a streamlined and legacy-free future.

>> No.7468949
File: 416 KB, 474x746, 1581117371199.png [View same] [iqdb] [saucenao] [google]
7468949

Do anyone know what happened to the "Turok anon"?
I remember he posted tons of images of his project and was incredibly skilled.
It was around a year ago and he disappeared.

>> No.7468960
File: 90 KB, 130x384, unknown.png [View same] [iqdb] [saucenao] [google]
7468960

>>7468947
Are you talking about pic related? Because that's just the screen wipe transition effect

>> No.7468963

>>7468949
I hope he didnt die. I saved his gameplay videos in case they disappear
https://www.dropbox.com/sh/whpa4fnfgygjp4v/AABxtXOTxshibsBmzTMpzdNCa?dl=0

>> No.7468967

>>7468949
i remember those screenshots too
i hope he's live
same for system shock doom mod anon and that project msx revival anon too

>> No.7468974

>>7468960
Yeah, but I doubt he took a screenshot while the wipe was going on, so most likely it's residual.

>> No.7468975
File: 58 KB, 750x573, savimbi.jpg [View same] [iqdb] [saucenao] [google]
7468975

>Played the Call of Duty mod
>Remember how mediocre was the previous version years ago

Overall is really fun,the ripped sprites look good and the options are great.
Even if putting anime girls in COD is weird but is optional.
It needs an overhaul in the muzzle flashes and guns sounds to be more distinct.

It reaches its peak in vanilla mode which allows you to play it with all kinds of monster mods. It somehow doesn't feel that bloated giving that you can choose the weapons in your slot and don't share the ammo either.

>> No.7468984
File: 312 KB, 852x1000, ad.png [View same] [iqdb] [saucenao] [google]
7468984

>>7468963
>>7468967
Thank you anon,what I'm worried is that he's stopped posting around the time when the Coronavirus start hitting.
I hope he's taking a break to improve the mod or just busy.

About Project MSX revival I wonder what happened to that one too,better yet what happened to the original modder,it's been almost a decade since the last update and was incredibly impressive at the time the mod came out.

>> No.7468991

>>7468984
Cute Adon
But yes, i hope most of them are alright

>> No.7468998

>>7468905
I posted some graphical tests earlier: >>7468017

Making animated flats and experimenting with lighting for an upcoming community project. Will announce it properly after I finish my current mapping obligations.

>> No.7469016

>>7468947
Has there ever been an attempt to fork GZDoom and unfuck it? Would it cause too much of a shitstorm?
I get many keks out of the fact that the Strife team would rather add OpenGL to Chocolate than use GZDoom. As a retail product, I guess they didn't want the endless "why is it so blurry" and "why does a 25 year old game have such high requirements" directed at them, and I don't blame them.

>> No.7469020
File: 35 KB, 1863x256, crosshair.png [View same] [iqdb] [saucenao] [google]
7469020

Was he right, bros?

>> No.7469034

>>7469020
>meanwhile Crispy Doom has a functioning autoaim laser sight that still looks purer

>> No.7469036
File: 155 KB, 360x311, image.png [View same] [iqdb] [saucenao] [google]
7469036

>>7468914
Man my original post was a ramble.

Basically I do want feedback for the map and I'd like a downward flowing lava texture, like you posted, to be added to NMN textures.

>> No.7469037

>>7468668
> watching this video on youtube
> got an antipsychotic drug commercial (latuda)

>> No.7469053
File: 143 KB, 1920x1080, gzdoom 2021-02-27 22-39-06-66.jpg [View same] [iqdb] [saucenao] [google]
7469053

>> No.7469064

>>7469016
>Would it cause too much of a shitstorm?
You've just answered your own question.

>>7469020
He's *always* right, even when he isn't. It just doesn't wort the effort arguing with him...

>> No.7469075
File: 57 KB, 1239x394, 81d464e618bbc1ff98848df3a4e16d3171ee37d3a4fbbe2fdcc4b86ec7899096.png [View same] [iqdb] [saucenao] [google]
7469075

this is my favorite graf moment

>> No.7469097
File: 22 KB, 1040x102, warned.png [View same] [iqdb] [saucenao] [google]
7469097

>>7469064
>It just doesn't wort the effort arguing with him...
When you're even allowed to disagree with him.
(Quote username cropped out because that's not the point, and I don't want "muh brigading")

>> No.7469106

>>7469097
that's you in the pic isn't it?

>> No.7469116

>>7469106
No, actually, I googled the issue to see why texture filtering was default.

>> No.7469120

>>7469116
(the post is about WASD but it's the same thread, and same autism)

>> No.7469121

>>7469116
ah, ok then.

>> No.7469140
File: 6 KB, 228x320, Spiffybaron.png [View same] [iqdb] [saucenao] [google]
7469140

>>7469075
That goddamn chicken avatar always forces my brain to read his posts with a squawky cartoon bird voice.

>> No.7469176

>>7469140
If you read it with Gilbert Gottfried voice,it gets better.

>> No.7469182

>>7468272
Q3 was easier to boil down to basics for people to master.

UT had a lot of stuff, altfires on every weapon and such.

>> No.7469183

>>7469020
>>7469075
>>7469140
Is he trolling people? Aggravate under appreciative fans with small design decisions as payment for doing so much unpaid work on the engine?

>> No.7469186

>>7469075
Remember that GZDoom 3.0 to 3.2.3 or so had that arbitrary console access exploit, the one where a mod could wipe the entire contents of your drive with ease.

He was bullying mod devs into using and supporting a less secure version for no reason more than a bigger number.

>> No.7469194

>>7469186
What the fuck.

>> No.7469197

Any ideas how to generate custom TINTTAB for Raven's games? I've seen some forum threads with custom TINTTABs, but none of the posters said anything about how they were done.

>> No.7469205
File: 21 KB, 500x473, 17mt0o.jpg [View same] [iqdb] [saucenao] [google]
7469205

>>7469186
Even if the newest GZDoom versions set some improvement(not in the menu structure) I still can't stand Graf.
Why the most mod friendly port,the one mostly used has this as a lead?

>> No.7469209

>>7469205
It's basically EEE fuckery. GZDoom can run any mod but a lot of mods can only be run on GZDoom.

>> No.7469210

>>7469186
There really needs to be a long running list of "stupid bullshit Graf has done" with some evidence behind it, I can't remember all of this shit and it's tiresome when I tell people about Graf being an asswagon and they always reply with "Oh really? What has he done?"

>> No.7469212
File: 376 KB, 1360x768, duke0101.png [View same] [iqdb] [saucenao] [google]
7469212

After playing many Duke usermaps, I must say I appreciate the Doom mapping community even more. Duke mappers literally just dont understand what made the original episodes good. They love overly-complicated sprite structures, re-using default assets in ways they obviously werent intended, mandatory secrets, and scripted explosions that explode right in your face if you dont have foreknowledge. This map "Buenos Aires Explosive Remake" is very highly-rated, but it has pretty much every terrible trope. The amount of fake doors and misdirection is almost comical. Theres literally bright signs and arrows pointing to pointless areas you cant progress in.

>> No.7469213

>>7469075
I wonder what it's like to work with Graf IRL at a 9 to 5 job.

>> No.7469218
File: 379 KB, 1024x768, d54a7c8-0081d339-c280-423f-a3c4-412d91bcad17.jpg [View same] [iqdb] [saucenao] [google]
7469218

>>7469182
I see.
Honestly I vastly prefer Unreal Tournament over Quake 3.
Sure it doesn't have Rocket Jumping or certain characters such as Doomguy but the maps and flow felt so much better.

Plus it has an actual final boss with a legitmately good AI.
Xan shits on Xaero any day.

>> No.7469235

>>7469183
>Is he trolling people?
No, he's clearly on the spectrum and had never received professional help for it.

>> No.7469236

>>7469183
He's an enginedev. They're all like this.

>> No.7469265
File: 1.39 MB, 880x1024, xan (1).png [View same] [iqdb] [saucenao] [google]
7469265

>>7469218
Now that I think about it Xaero fight was total ass.
>Two platforms arenas with ramps
>Most used weapon is the railgun
>Barely any direct confrontation
>Too many cheap deaths

The whole fight feels more like who's gonna fall first out of the platform and less about skills.

While UT99 had some shit maps,the final one was amazing.Plus Hyperblast is a banger.

>> No.7469275

>>7469036
Ah. Well in general I thought the map was alright. Some of the enemy placement felt haphazard and the super shotgun secret was too obvious, but that's pretty minor. I think you should really add more shells/bullets around in case the player can't find the plasma or rocket launcher secret. For a while I was just punching stuff without berserk.
Also two hell knights failed to teleport in making 100% kill impossible. This seems to be a common issue, about half the maps I playtest have some sort of enemy teleport problem. Just make sure whatever method you use is always consistent.

>> No.7469285

Any mods that turn Doom or Quake into an actual FPS RPG like Fallout or such?

>> No.7469293

What's the last day for HFFM entries?

>> No.7469297

>>7469293
7th march iirc

>> No.7469342

>>7469293
>>7469297
7th of March, unless y'all would like an extension.

>> No.7469346 [DELETED] 

>>7468942
Are you still beating your wife to digitize her as sprites? She does this willingly right?

>> No.7469349

>>7469342
Quick question, will there be a polishing phase after March 7th like with 2048?

>> No.7469357

>>7469342
I'd be happy to extend, I'm having lots of fun and it seems more people are interested in contributing. Let's see what we've got ready by the 7th though, so we can plan further.

>> No.7469384

>>7469349
Would definitely be advised, just replay maps over and over to see if there's anything that needs fixing. There was a bunch of stuff which had to be done to 2048 after the fact, I think that it's good to use GzDoombuilder's/UltimateDoombuilder's built in function for error checking, it'll let you locate missing textures, unknown textures, etc, anything like that. Also use the node viewer mode to see if there's any huge gaping holes anywhere (occasional tiny ones are fine).

Further, when playtesting the map yourself, try to break it, like see if you can rush under a closing door and get yourself stuck, see if you can do anything out of sequence which can cause problems.

>> No.7469385

>>7469357
Sounds decent.
>>7469349
Yeah, there's still the matter of music/menus/map ordering/credits finalizing, plus it seems like there's moderate interest in having something HFFM related come out for pride month, whether it's a continuation of the current mapset or a sequel project.

>> No.7469389
File: 56 KB, 448x406, Untitled.png [View same] [iqdb] [saucenao] [google]
7469389

>>7467254
I managed to get e1m1 work online in the old game.

next step is fixing lighting and scaling issues.

>> No.7469410

>>7468015
If you want, I can cook up some lava textures for NMN3, just gotta take a nap first.

>>7469385
>whether it's a continuation of the current mapset or a sequel project
Depending on how many maps we actually get, you could make them all a single campaign. As PrBoom+ now officially supports UMAPINFO, we could have as many maps as we want, and then divide them up into episodes. Say you shoot for the stars and make as many as 40 levels, to just go for an extreme number, well, we could divide it up into four 10 level episodes that way. If someone is up for some more shooping, each episode could also have its own intermission screen art.

>> No.7469423

It isn’t retro but i don’t know who else to ask but i’m trying to fix the headbob issue in this game. I did everything pc games wiki said i still have headbob when sprinting. If anyone can help it would be appreciated. I’m hoping i can enjoy this since it’s basically hexen with wolfenstein but the headbob is atrocious

>> No.7469426

>>7468946
The guitars sound like a transformer trying to rape my computer, but other than that it’s great.
https://youtu.be/FOy6xl80Sec

>> No.7469446

>>7469346
Anon he's gay

>> No.7469476

>>7469209
>GZDoom can run any mod
It really can't, it struggles with some maps designed for PrBoom+ and it's constantly having legacy support ripped out, so a mod that works on one version isn't guaranteed to work on the next.

>> No.7469482

I'm loving the Marathon games, but holy shit why are they so exhausting to play? I feel like they drain energy from me more than any other fps game.

>> No.7469486

>>7469285
There's Lithium but that's more cyberpunk RPG mechanics.

Ashes is very Mad Max/Fallout.

>> No.7469496

>>7469218
>or certain characters such as Doomguy
I'm sure I saw Doomguy, Crash and Ranger models before, though one of the UT sites died a year or so back so that might have taken them with it.

>> No.7469504

>>7469210
There was the options menu kerfuffle, the Lilith.pk3 kerfuffle, the telemetry kerfuffle, the kerfuffle over fucking up hud scaling.

Those are just the ones off the top of my head.

>> No.7469521

>>7469504
I both like and hate him, there's shit he does which makes my blood boil, but then there's so much about GzDoom which I genuinely love, and a lot of it is on his behalf.

>> No.7469573

>>7468975
Which one?

>> No.7469590

>>7464959
I remember one anon was posting a BDSM themed mugshot. Is he still around? I'm making a status bar that would complement it nicely. We could probably use it for HFFM.

>> No.7469591

>>7469573
Call of Doom:Black Warfare.

>> No.7469631

>>7469504
Where would a newfag go to get a history lesson on these?

>> No.7469678
File: 189 KB, 836x543, MC_crew.png [View same] [iqdb] [saucenao] [google]
7469678

>>7468975
>Even if putting anime girls in COD is weird but is optional.
Not to mention how superior The Great Japanese Steel is due to the fact it can block far more than it should. Mod's still great besides that and how the ammo can be very scarce for big weapons since the ammo box doesn't give 7.62mm rounds, for example. Or I might just be a biased retard since I really like the Bren.

>> No.7469713

>>7468975
>Even if putting anime girls in COD is weird but is optional.
Still cringe tho, it calls them girlfriends.
https://www.moddb.com/mods/call-of-doom-cod-style-advanced-weapons-mod/news/developer-diary-doomguys-new-girlfriend

>> No.7469738
File: 121 KB, 1080x1351, dcspli9-4831ca68-7e3c-4c24-9c42-eb4aa6f64f9b.jpg [View same] [iqdb] [saucenao] [google]
7469738

>>7469678
I liked the inclusion of the katana considering it requires you to drop your slot 1 weapon but you also must use it in close range. So in a way is a balanced joke weapon.

My main issue is how the weapons look a tad samey. They're in different slots and have some different features but by the look is difficult to tell them apart.

I love all the shotguns in this mod,they have the best design to me.

>Or I might just be a biased retard since I really like the Bren.
Nothing wrong with that

>>7469713

I would say the modder was joking. Then again is kind of a weirdo. I remember a showcase video of the mod's weapon and he took it personal when the uploader called it "weeb shit". I mean come on man,you have to understand that this cutesy stuff it's not everyone cup of tea.

Still I can summon other members so that doesn't bother me.

>> No.7469753

> eat shit and die
> drink piss and live
consume cum and comatose

>> No.7469794
File: 2.39 MB, 1920x1080, quake a shit 2.png [View same] [iqdb] [saucenao] [google]
7469794

Quake is shit.

>> No.7469798
File: 222 KB, 1152x864, rave tomato.png [View same] [iqdb] [saucenao] [google]
7469798

I'm not sayin' that DOOM code was given to Romero during a mescaline trip by ancient aliens, but when you think about it the story really adds up.

>> No.7469842

>>7469798
>bisexual lighting

>> No.7469851

>>7469798
That'd be an exceptionally weird story, given that the rendering code and all the logic was written by John Carmack, while Romero did things like put together the level editing tools and make levels.

>>7469842
Shut up, slut.

>> No.7469853

>>7469842
Why the fuck is this even a thing now?

>> No.7469860

>>7469853
It's not, it's obscure and disregarded even by woketards.

>> No.7469864

>>7469860
Not really, it's a big thing in comics now.
>big thing
>comics
Yeah ok, fair enough.

>> No.7469914 [DELETED] 

Just read the news. Rip John Romero. What a legend.

>> No.7469986

>>7464956
This is Id related even though it's one of their sort of newer games, I'm pissed I missed the Wolfenstein room in Rage because they lock it, is there anything in it aside from shit to sell and are the other three secret rooms locked after a certain point? I want to finally beat Rage to add to my Id/3D Realms/Epic games list.

>> No.7469994

>>7469986
They're just little rooms where you can find a collectible which you can sell for a bit of money. There's no enemies or exploration or anything.

>> No.7470024

>>7469994
bummer, glad they improved them for Doom 2016 and onwards, I don't recall if the Wolfenstein games had rooms or just collectables.

>> No.7470031

>>7470024
New Order let you play E1M1 of Wolf3D between missions. Only E1M1, and you could play it repeatedly for some reason.

>> No.7470037

>>7470031
Old Blood had random levels from Wolf3D
New Colossus had all 6 episodes

>> No.7470039

>>7469753
life sucks and then you cum

>> No.7470052

>>7464959
a new quake injector version for testing
https://www.quaddicted.com/forum/viewtopic.php?pid=4594#p4594

>> No.7470058
File: 1.09 MB, 1200x675, Screenshot_Doom_20210227_200126.png [View same] [iqdb] [saucenao] [google]
7470058

>what if you made a slaughtermap, but with no ammo
brilliant! 10/10

>> No.7470059
File: 2.11 MB, 2973x3462, smej2juliste.jpg [View same] [iqdb] [saucenao] [google]
7470059

>>7464959
New fan Quake episode released
https://www.celephais.net/board/view_thread.php?id=62028
New content; not based upon Arcane Dimensions or other mods

>> No.7470062
File: 703 KB, 1200x675, Screenshot_Doom_20210227_201336.png [View same] [iqdb] [saucenao] [google]
7470062

give this man a cacoward!

>> No.7470071

>>7470058
The shit is this fuck?

>> No.7470072

>>7470062
What's the secret count so far?

>> No.7470083

>>7470072
I found one, but it just gave me a blue key that I'm pretty sure I needed anyway.
I'll start over on HMP and see if they give me enough ammo on that skill. I was abusing the fuck out of infighting too. Maybe I missed a turn that was full of ammo or something, but if that's the case I'm still underwhelmed by the level design.
Good looking map anyway...

>> No.7470095

>>7470062
I cheated for a little shotty ammo to kill the mancs before this btw. Then used all the ammo they gave me killing 4 weaker cyberdemons, after they blew up most of the little monsters, then I killed a meatwall of 2 barons and a hell knight, got to this point, killed almost everything in that room with infighting, my fists and 50 pistol rounds or some shit, then on the last 4 cacos I decided to run instead of punching them to death, but in the next room they spawn around 10 hell knights and a chaingunner or two so fuck it.
I don't know if this was tested on UV at all, or like I said maybe I just went the "wrong" way early on.
>>7470071
Lullaby.

>> No.7470116
File: 122 KB, 667x622, 1520668181262.png [View same] [iqdb] [saucenao] [google]
7470116

>>7470059
>Torrent of Impurities
>comes in a .zip file

come the fuck on, dude

>> No.7470121

>>7470059
>Lava nail centurions from Rubicon
YESSSS

>> No.7470125 [DELETED] 

>>7466879
What a piece of shit. Monochromatic, boring, artsy garbage. I don't know why gzdoomers like to masturbate with this.

>> No.7470126

>>7469482
Save stations + disoriented POV I'd guess

>> No.7470128

>>7470083
Happens a lot, you get somebody who designs a map to look nice and be played second, so encounter design sucks.

You also often find they only tested it on one difficulty.

>> No.7470134

>>7470125
It looks good imo, but it's a bit of an overdone style at this point. The map is, so far as I've seen, just moving from flat arena to flat arena of various shapes.

>> No.7470139

>>7470125
Abandon looks better, and is built for Boom compatibility.

Also makes stuck up modders have a public meltdown, so that's a bonus

https://www.doomworld.com/forum/topic/108251-abandon-beta-is-here/

>> No.7470146

>>7470139
>makes stuck up modders have a public meltdown
Based.

>> No.7470153

I asked in a previous thread but I guess no one saw it.
How do you get midi songs to play from mods for Blood? I have the original one whole unit dos version, and every time I try out a mod with custom midi music, they never play. The only mod that that's not the case for, is 500 ML of /vr/, oddly enough.

>> No.7470162

>>7470153
Wow I guess my captcha expired or something because I was 100% sure I replied to you.
>>7464565
You need to set up which filenames the game will search for to play in the mod's .ini file. Look at the 500ml of /vr/ .ini for an example of this.

>> No.7470163

>>7468230
i enjoy your vibe of "fuck i feel old".

me too anon

>> No.7470171
File: 195 KB, 512x480, 1591406958416.webm [View same] [iqdb] [saucenao] [google]
7470171

>> No.7470176

>>7470125
I think it looks pretty nice, not amazing, but nice. The gameplay could be better, of course.

>>7470128
>You also often find they only tested it on one difficulty.
That reminds me that I should implement difficulties on Jawbreaker.

>> No.7470182

>>7470125
>uses gzdoom features
>I don't know why gzdoomers like to masturbate with this
have a (You)

>> No.7470186
File: 5 KB, 426x426, 1614132742816.jpg [View same] [iqdb] [saucenao] [google]
7470186

>>7470171
Can you don't?

>> No.7470187

>>7470176
>You also often find they only tested it on one difficulty.
>>7470128
What's wrong with optimizing your map for one difficulty?

>> No.7470193

>>7470171
looks like channing tatum

>> No.7470204
File: 19 KB, 659x610, Untitled.png [View same] [iqdb] [saucenao] [google]
7470204

>>7470162
>You need to set up which filenames the game will search for to play in the mod's .ini file
It looks like they're set up correctly.

>> No.7470213

>>7470187
I think it's just better, because that makes the map more widely playable, also makes the map more fully featured.
You don't have to think all that hard about it, scale back enemy encounters in power, and provide more resources for the player to use, they'll figure it out themselves.

>> No.7470215

>>7470187
>What's wrong with optimizing your map for one difficulty?
It's really annoying for casual players such as myself to play a map on one of the easy settings, only to get ass raped and run out of ammo before reaching the end of the level.

>> No.7470219

>>7470204
Upload your Blood folder. I had a longer post, but this will be easier if I can do it myself and then explain it after so I don't have to play tech support with "Did you do this? Where is x folder?"

>> No.7470234

>>7470219
>Upload your Blood folder
It's just your stock game folder. I haven't edited or removed any of the original game files. I use a batch file to move the mods files to the root directory and then delete them when you exit.

>> No.7470237

>>7470215
Yeah. I consider myself pretty alright at Doom, but I look at something like Sunlust, and I know for a fact that it has no difficulty level implementation at all, and I don't want to even bother playing it, because I know it'll just mercilessly kick my ass. Not asking for like a softball version of the .wad, HMP and HNTR don't have to be cakewalks, they can still be hard, but I'd appreciate the effort and be much more willing to play it.

>> No.7470238

>>7470234
>I use a batch file to move the mods files to the root directory and then delete them when you exit.
...Why?

>> No.7470240

>>7468272
Quake 3 has a higher movement skill ceiling in DM, which makes teamplay annoying. If one extremely high level player is bunny hopping past with the flag, compounding with potential internet lag, etc etc. UT's movement is more limited (unless you're playing with the translocator), so you don't have that issue. You still have a high skill ceiling with aiming and what not, but the limited movement means someone doesn't have to predict as far in the future where you're going to be to lead you as a target.

>>7469182
This probably played a part too. While the movement has more to master than UT it's also more of the game. There isn't much else after you're a bunny hopping pro.

So yeh. Quake became more about the personal competition. UT99 also had domination maps, assault maps, bigger capture the flag maps, etc...

>> No.7470243

>>7470237
>Sunlust, and I know for a fact that it has no difficulty level implementation at all

nigga what? do you mean sunder? sunlust actually has difficulty levels

>> No.7470246

>>7470243
Maybe I am, actually. It's late and I'm tired.

>> No.7470251

>>7470238
I like having a clean game folder. It also makes it easier to use mods that do things like change game files.

>> No.7470254
File: 42 KB, 856x569, Blood folder.png [View same] [iqdb] [saucenao] [google]
7470254

>>7470251
I don't fuck with .bats, but this is how my folder looks and I don't have problems playing external midis.

>> No.7470260

>>7470213
>>7470215
I don't understand. Are you this bad at video games? The AI differences between HMP and UV is enormous, with enemies opting to move towards you instead of firing. Are you not using a mouse?

>> No.7470285

>>7467047
https://doomwiki.org/wiki/WinDoom_(Microsoft)

>> No.7470334
File: 655 KB, 1920x1080, wtf.png [View same] [iqdb] [saucenao] [google]
7470334

Retard here, I've encountered an issue regarding the loading of custom color pallettes and models, as seen in pic related
Anybody know how to fix this?

>> No.7470337

>>7470187
Well if you optimize for a lower difficulty only you risk making a map that's unbeatable on a higher difficulty. If you optimize for a higher difficulty only you risk making a map that's too easy on lower difficulties.

>> No.7470343

>>7470337
>If you optimize for a higher difficulty only you risk making a map that's too easy on lower difficulties.
That doesn't really matter if you're optimizing for only a higher difficulty, or one difficulty at all. You'd simply include in the readme
>This map is meant to be played on Ultra Violence

>> No.7470345

>>7470337
>too easy on lower difficulties.
That's not the end of the world, better than nothing IMO.

>> No.7470362
File: 122 KB, 1024x805, cacodemon_by_emortal982_d6610go-fullview.jpg [View same] [iqdb] [saucenao] [google]
7470362

>> No.7470382
File: 87 KB, 1453x675, wiiiiiidecaco.png [View same] [iqdb] [saucenao] [google]
7470382

>>7470362

>> No.7470386
File: 437 KB, 1360x768, duke0132.png [View same] [iqdb] [saucenao] [google]
7470386

>>7469212
Just played another praised map, "Fallout Freeze". Holy fuck, it's so visually busy it literally strains my eyes to even process the scene. It feels like most mappers care more about jerking off their Build prowess than making something actually fun to play.

>> No.7470395

>>7468015
I played your level, here's a demo. https://anonymousfiles.io/1wk3MAyw/
I pretty much beat it first try, it wasn't particularly hard. But don't go dumping more monsters just to make it harder. A lot of the fights are basically just shotgunning things in hallways and open rooms. There's a few imps on ledges and some cacodemons that descend from above but these are basically the only elements of verticality.
With both the archvile fight and the fight with all of the 'DIE!' rooms, the player can just run back outside and deal with everything from there. There's really nothing to stop you from doing so and it's basically encouraged. Lock the player into these fights. There's nothing more boring than standing in front of a doorway letting enemies come to you.
Some of the progression is weird. Like you don't need the teleporter at the end to get to the exit, you can jump off another part of the castle wall and at first glance doing so seems like a secret. The SSG shouldn't be a secret, it's just given to you.
Nitpicky but a lot of the rooms are too boxy, flat, and there are whole areas where the lighting is all the same. Large, flat ceilings just look weird.

>> No.7470405

>>7470345
It's the best of the two options. I think the best practice is to make the game hard for you, the mapper, on UV. Then balance the lower difficulties to be easier.
>>7470343
Well I guess the question is, who is it optimized for? The average player? Then it's too easy still for better players. If it's optimized for better players then it's too hard for casuals.
It's why difficulties exist in the first place. You can make a map that's just for one or the other. No one will stop you.

>> No.7470406

>>7470334 here
So for the color problem, using True Color Software fixed the issue. the shelf models still don't work though.

>> No.7470428

>>7470405
>who is it optimized for?
Me.
>It's why difficulties exist in the first place. You can make a map that's just for one or the other. No one will stop you.
I agree. That's why I was asking why bother balancing for any other difficulty than what you want. The difficulty settings are there for a reason vis-a-vis how AI function, how damage is calculated, etc.

>> No.7470431

Is there anyone who uses vanilla as their main Doom platform still? There are so many games where DOSbox is the only option but it seems like with Doom it goes without saying that it's better in a source port.

>> No.7470437

>>7470431
Only weirdos really. Chocolate Doom is a fine emulation of dos Doom.

>> No.7470447
File: 141 KB, 720x813, Capture+_2021-02-28-01-13-47(1).png [View same] [iqdb] [saucenao] [google]
7470447

You guys want to read the very first ever /doom/ thread from March of 2013? Technically it wasn't /doom/ yet, that would all come together later - but this is where it all started:

https://desuarchive.org/vr/thread/140/

>> No.7470452

>>7470447
>I have no idea why this board exists.
Why, to house people who buy Atari cartridges for 5000$ of course!

>> No.7470458

>>7470428
Just don't flip the table when your maps get panned for being poorly balanced for anyone else, because you didn't want to do a common mapmaking practice.

>> No.7470463

>>7470447
has a lot of cool art in it people would call cringe today

>> No.7470473

>>7470458
Of course not. I could not give a single shit what someone worse at video games than me thinks of my works.

>> No.7470476

>>7470447
>/vr/ - Doom and X-Com discussed forever
People used to discuss X-Com here? I don't see many threads for it nowadays

>> No.7470478

>>7470476
For a while. The board used to move a lot slower, ofc.

>> No.7470482
File: 29 KB, 381x422, 1613250970809.jpg [View same] [iqdb] [saucenao] [google]
7470482

>>7470463
Nah, it's funny. Also:
>>3468
>OpenGL ricer 3D post-newschool Doom
>People play on OpenGL? I always had Software selected.
He had no idea how bad things really are.

>> No.7470486

>>7470463
Ok, I got to the sperm bank one, some of them are cringe.

>> No.7470487

>>7470447
Those were nice times.

>> No.7470493

>>7470473
I hope you get a Cacoward so you can trigger judges who suck at Doom.
>>7470476
I've seen more threads of it on /tg/ than on /vr/.

>> No.7470529

>>7470337
>If you optimize for a higher difficulty only you risk making a map that's too easy on lower difficulties.
In the case of ITYTD/HNTR, they're kinda supposed to be a lot easier. And most wads I've played tended to still have HMP provide a decent enough challenge, sometimes even feeling like UV-lite in a few cases.
You also have to remember that pwads are generally designed from the ground up to be a lot harder than Doom 2 on UV. So I don't really understand why using UV as a base for encounter design is even a problem. In fact, Ribbiks, one of the few good mappers I can think of who actually uses HMP as the base, tends to make some of the most ball-busting maps in the community.

>> No.7470532

>>7470529
>uses HMP as the base, tends to make some of the most ball-busting maps in the community.
Anon that's what he said.
>if you optimize for a lower difficulty only you risk making a map that's unbeatable on a higher difficulty.
Just change "unbeatable" to "some of the most ball-busting maps".

>> No.7470536

>>7470532
Yeah true. I misread.

>> No.7470591
File: 43 KB, 352x316, Screenshot 2021-02-28 094432.png [View same] [iqdb] [saucenao] [google]
7470591

All I am missing is Doomguy and then the gang is complete

>> No.7470595

>>7470529
That was literally only for Stardate 20x7, don't spread misinformation. He balances for UV.

>> No.7470601

>>7470591
gaem naem?

>> No.7470632

>>7470595
Didn't he intentionally not include a UV setup for Magnolia?

>> No.7470636

>>7470601
cant say it in here because last time I did I got my post deleted and got warned
mods on this board are huge cunts
about as much as that faggot wildweasel is a cunt on the zdoom forums

>> No.7470637

whats everyones thoughts on sigil? i thought it was total crap, level design is just either chasm 2: hd remix or no ammo and tedious ass level design that requires you to backtrack 52 times

i think its totally fucking overrated

>> No.7470643

>>7470637
>Sigil
>Backtracking
huh? I thought the levels were pretty linear and straight forward, myself.

>> No.7470645

>>7470636
Only go to the ZDoom forum to download mods, never for anything else.

>> No.7470647

>>7470637
I think it was pretty good.

>> No.7470648

>>7470637
I thought it was pretty dull, quite overrated, and I thought the last level really fucking phoned it in with the boss setup.

>> No.7470651

>>7470636
very strange how the thread can talk about shit like Ion Fury but not the game you mentioned. Biases, I guess.

>> No.7470654

>>7465227
>tfw already played all of those
Thanks for responding though!

>> No.7470658

I think I formed the HFFM idea. Will start mapping shortly. Does anyone know any good E2M2 music remixes to listen while I map and then put it there?

>> No.7470660

>>7470643
sorry my bad ive been drinking too much

i meant to just say annoying gimmick 52 times

>> No.7470663
File: 30 KB, 1635x210, worg in brogress.png [View same] [iqdb] [saucenao] [google]
7470663

HFFM hud WIP. Currently thinking of a funny faggoty name for armor. Thinking of calling it lube but i'm open to suggestions.

>> No.7470664

>>7470651
Ion Maide- Ion Fury is on the Build engine, a fucked about with version but it's build all the same and so it's retro.

Not so much a game that's on Unity or something.

Meanwhile Hedon is retro because GZDoom.

>> No.7470670

>>7469794
It really is. Worst shotgun in boomer shootan.

>> No.7470681

>>7470637
I personally thought it was perfectly solid by Doom 1 pwad standards, but definitely felt like a "10 years too late" kind of thing. I enjoyed my time with it, but it wasn't mind blowing or anything. The gameplay is also a bit of a acquired taste kind of thing, considering its slower pacing and reliance on sector hazards and tight spaces for difficulty.

On the topic of calling it overrated, I think it's too divisive to truly qualify as such. I've seen just as many people who hate it as much as people who love it. It didn't even win a cacoward.

>> No.7470690

>>7470636
It's ok, I only had to look up one of these achievements.

>> No.7470695

>>7470681
>It didn't even win a cacoward.
It got a runner up in 2019 cause they couldn't not mention it, but for how overhyped it was, there were much more worthy mapsets to give wards to.

Had it been a group thing with Sandy and Tom and everybody else, I might have looked differently upon it but it kept being hyped up as the official ep 5 from all angles, which felt a bit disingenuous to me.

>> No.7470696

Can I dehack an enemy to have mancubus firing pattern, but revenant's homing projectiles?
Trying to weight my options for some modding.

>> No.7470705

>>7470696
Should be able to, failing that it's doable in decorate.

>> No.7470707 [DELETED] 

>>7470705
I wasn't to stick with Boom compatibility.

>> No.7470714

>>7470707
Based.

>> No.7470716
File: 219 KB, 576x383, Screen Shot 2013-05-03 at 5.30.02 PM.png [View same] [iqdb] [saucenao] [google]
7470716

>>7470714
FALL BACK, CRINGE DETECTED, REPEAT, FALL BACK.

>> No.7470718

>>7470695
Romero kept up with the community though that's why people care about him, the rest went on to their lives long ago

>> No.7470776

>>7469476
"lol just update your mod with all these new changes"

>> No.7470778
File: 100 KB, 1280x720, maxresdefault (1).jpg [View same] [iqdb] [saucenao] [google]
7470778

What's your favourite version of Grabbag?

>> No.7470783

>>7469236
will there ever be a time we have a dev thats a cool person but also makes a well used project?

>> No.7470787

>>7468946
It's been my goto for a while now, some of the instruments just sound better to me than an SC-55 font

>> No.7470794

>>7470783
ZDoom.

>> No.7470817

Never knew the secret backpack in map3 of Doom 2. Why is that not tagged as secret?

>> No.7470834

>>7470817
Gantlet always felt unfinished to me.

>> No.7470845

>>7469476
>it struggles with some maps designed for PrBoom+
Show me one. Guarantee you're full of shit here.
>and it's constantly having legacy support ripped out, so a mod that works on one version isn't guaranteed to work on the next.
That's true, but that's why modders will stipulate which version of GZDoom they're modding for i.e. Babel is designed for GZDoom 3.8.7, and even then, it still works on the latest versions.

>> No.7470853

I wanted to check out something in map01 of Hexen. While I was there, I decided to have some fun and replay the first few levels after idk how many years. First I used a high-res source port. Then I played it again with Chocolate Hexen, and it was an entirely different experience. I just had a chill going down my spine, everything was so dark and ominous (just as the game meant to be). I can't really point out what exactly is the reason, if it's the limited visibility or the lower framerate, but it was just epic. And I'm not even a boomer.

>> No.7470854

>>7468974
Judging by filename, he took that screenshot with external program, which receives input slightly later than gzdoom.

>> No.7470856

>>7470845
>Show me one. Guarantee you're full of shit here.
Not him, but Antaresian Reliquary map31 is borderline unplayable on GZDoom for me.

>> No.7470860

>>7470853
A lot of the dark atmosphere of early shooters was a necessary cope with engine/hardware limitations. You remove the limitations and a lot of the atmosphere is gone as well.

>> No.7470867

>>7470856
That's the exception, man. C'mon. 42k monsters. 99% of maps are not Eclipse of Betelgeuse. Consider more nuts.wad, which GZDoom can now run flawlessly.

>> No.7470871

>>7470845
Not him but I think it struggles with Comatose too, but I never played Comatose on GZDoom myself just heard about it

>> No.7470885

>>7470867
nuts.wad is not really a good example to use in this day and age. The only thing that caused it to struggle to begin with is the unusually large amount of monsters on screen. The actual level geometry is extremely simplistic, as it is literally just two big square rooms. Remove the monsters, and it wont even struggle in vanilla.

>> No.7470895

>>7470867
>nuts.wad
Before you start whiteknighting for Graf and his henchmen (unless you are one of them, which I strongly suspect), hardware instancing does not justify requiring a GL4/Vulkan card...

>> No.7470897

>>7470895
Anon I'm not speaking in tongues: 42k monsters is not the norm. AQ map31 is not the norm.

>> No.7470905

>>7470867
>>7470897
For a less over the top example, Eviternity map26 runs worse in GZDoom than in GLBoom+

>> No.7470929

>>7470854
It's the filename and extension you get from images pasted from the clipboard into Discord.
>>7470860
Limitations inspire creativity, a lot of really neat level design came out of early to mid 90s restrictions.

>> No.7470949

>>7470845
>That's true, but that's why modders will stipulate which version of GZDoom they're modding for i.e. Babel is designed for GZDoom 3.8.7, and even then, it still works on the latest versions.
See >>7469075 for where that can get you, also see what happened with Lilith.pk3 for being a ZDoom mod.

>> No.7470957

>>7470860
Necessity is the mother of invention my dear anon.

>> No.7470968

>>7470885
It's not even monsters, it's their sprites with transparency. Doxylamine Moon also has a shitload of sprites. Video cards are not optimized for these kind of graphical loads (sprites stopped being a common thing soon after everyone switched to hardware accelerated 3D), so you hit the performance limits that much more advanced modern games don't notice. Some random explanation from the web (it is about semi-transparent polygons, but, AFAIK, masked binary transparency is just a subset of semi-transparency from a video card point of view):
www.opengl-tutorial.org/ru/intermediate-tutorials/tutorial-10-transparency/

I haven't checked what prboom+ does with sprites, but I suspect that software sprite rendering that makes use of sprite pixels completely blocking the view, and some z-buffer structure, might be faster than choking the hardware. Or there might be some basic pre-processing that lightens the video card load.

By the way, if we turn each pixel of a sprite into two opaque single-color triangles, would it be faster on modern hardware, with all of its optimized processing and batch loading of data?

>> No.7470974

>>7470845
>>7470905
There's also Ascension (MAP29) from Hellbound

>> No.7470980

>>7470968
> if we turn each pixel of a sprite into two opaque single-color triangles
That would result in a completely flat mesh with an obscenely high polycount. No advantage whatsoever.

>> No.7470986
File: 128 KB, 1500x843, 55085524.jpg [View same] [iqdb] [saucenao] [google]
7470986

>>7470778
The one from Manhattan Project

>> No.7470997
File: 833 KB, 4000x4000, 5ydikgyfphj61.jpg [View same] [iqdb] [saucenao] [google]
7470997

>>7469275
>>7470395
Thanks anons, I guess I got my work cut out for me.
>>7469410
>If you want, I can cook up some lava textures for NMN3, just gotta take a nap first.
That'd be nice.

>> No.7471016

Doom 2's secret in the secret map 31
>bfg
>super shotgun
>megasphere
>4 backpacks
is this the best secret in the whole franchise?

>> No.7471035

>>7470980
With opaque polygons, you have occlusion culling with depth buffer, and the option to use some advanced hidden polygon elimination techniques. That's something all 3D accelerated games depend on, and developers think hard about. You can rely on algorithms and hardware to be FAST.

With transparent polygons, you have to draw each sprite in your field of view in each frame, rewriting the same screen pixels a hundred times, which means your rasterizer fillrate magically becomes 100 times less than usual. Well, at least that's the naive approach.

>> No.7471043

>>7470591
PW is a boring shit

>> No.7471052

>>7470260
>The AI differences between HMP and UV is enormous
There are no AI differences at all between any of the skill levels short of Nightmare! and the FastMonsters parameter. Enemies will behave the same on I'm Too Young To Die and Ultra-Violence, the only differences is that I'm Too Young To Die gives you double ammo, otherwise it's a matter of what is tagged to appear for Easy, Medium, and Hard skill settings.

>> No.7471060

>>7470406
I figured the models would only work in hardware rendering.

>> No.7471070

>>7470637
I think it was totally good.

>>7470658
Double Impact has a fucking sick one.

>> No.7471072

>>7471035
Ironically, occlusion culling itself can be quite taxing on the hardware, especially with small-scale details.

And please elaborate on "some advanced hidden polygon elimination techniques". It's no black magic, there are only this many algos and methods that can be used. GPUs get faster, but still, just because they can theoretically take it, to shove down pointlessly detailed and unoptimized meshes their throat is still a bad practice.

>> No.7471074

>>7471070
The Freedoom episode?

>> No.7471076

>>7471074
They donated that episode to Freedoom, there's a standalone version originally. I suspect the Freedoom version doesn't have that track as it's heavily derivative of the original E2M2 track.

>> No.7471085

>>7470663
Gross, I'd rather vanilla HUD

>> No.7471107

Now that the maintainer of LZDoom has finally gave in to the pressure from the Council, what is even the purpose of his port? It used to be the go-to solution for people who wanted to play GZDoom mods (that use neither of the "advanced" graphics "features") on consumer-level hardware. But now it has more or less the same requirements as the One and Only True Port.

>> No.7471110

>>7470447
Oh man, that really takes me back. It was so long ago that I'm not sure if I made any posts in that thread or not.

>> No.7471127
File: 13 KB, 518x175, temp8.png [View same] [iqdb] [saucenao] [google]
7471127

she has quite a bush

>> No.7471173

I'm gonna just repost it here as an interesting fact and for archive purposes.

https://doom.ukiro.com/my-history-with-textures/

> There had been games using photographic sources before DOOM, but the vast majority were digital drawings. In the early 1990’s digital cameras were extremely expensive (and/or shitty), digitizing video gave mediocre results at best, and scanners failed to provide the per-pixel control needed when targeting the low resolution of 1993 computers and consoles. DOOM changed this by including art that was expertly fine tuned from photographic sources, or painted over digitally to create a hybrid look that felt far more gritty and real than the more cartoon-y look of its contemporaries.

> As Adrian Carmack had honed his skills in pixel art for a big range of id games already, he came into DOOM with a very strong fundamental understanding of digital art. The reason many games from 95-98 still look worse is they relied on photographic sources without having the digital art craftsmanship foundation. So you ended up with shitty dithering, too much contrast, blurry scaling, and terrible filter effects. DOOM had almost none of that, contributing strongly to its celebrated legacy.

>> No.7471189
File: 1.04 MB, 1372x771, Screenshot_Doom_20210228_151428.png [View same] [iqdb] [saucenao] [google]
7471189

Fuck whoever made this room in Hell Frontier. Revenants AND Mancubi AND a Pain Elemental spawning near the ceiling AND an Archvile in a well-protected booth that overlooks the entire arena, fucking hell.

>> No.7471192

>>7471189
Man I'm not gonna miss those old weapons.

>> No.7471197 [DELETED] 

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>> No.7471201 [DELETED] 

LYNCH NIGGERS KKK 1488 BURN NIGGERS 1488 TWIST NIGGERS' HEADS OFF KKK 1488 LYNCH NIGGERS KKK 1488 BURN NIGGERS 1488 TWIST NIGGERS' HEADS OFF KKK 1488 LYNCH NIGGERS KKK 1488 BURN NIGGERS 1488 TWIST NIGGERS' HEADS OFF KKK 1488 LYNCH NIGGERS KKK 1488 BURN NIGGERS 1488 TWIST NIGGERS' HEADS OFF KKK 1488 LYNCH NIGGERS KKK 1488 BURN NIGGERS 1488 TWIST NIGGERS' HEADS OFF KKK 1488 LYNCH NIGGERS KKK 1488 BURN NIGGERS 1488 TWIST NIGGERS' HEADS OFF KKK 1488 LYNCH NIGGERS KKK 1488 BURN NIGGERS 1488 TWIST NIGGERS' HEADS OFF KKK 1488 LYNCH NIGGERS KKK 1488 BURN NIGGERS 1488 TWIST NIGGERS' HEADS OFF KKK 1488 LYNCH NIGGERS KKK 1488 BURN NIGGERS 1488 TWIST NIGGERS' HEADS OFF KKK 1488 LYNCH NIGGERS KKK 1488 BURN NIGGERS 1488 TWIST NIGGERS' HEADS OFF KKK 1488 LYNCH NIGGERS KKK 1488 BURN NIGGERS 1488 TWIST NIGGERS' HEADS OFF KKK 1488 LYNCH NIGGERS KKK 1488 BURN NIGGERS 1488 TWIST NIGGERS' HEADS OFF KKK 1488 LYNCH NIGGERS KKK 1488 BURN NIGGERS 1488 TWIST NIGGERS' HEADS OFF KKK 1488 LYNCH NIGGERS KKK 1488 BURN NIGGERS 1488 TWIST NIGGERS' HEADS OFF KKK 1488 LYNCH NIGGERS KKK 1488 BURN NIGGERS 1488 TWIST NIGGERS' HEADS OFF KKK 1488 LYNCH NIGGERS KKK 1488 BURN NIGGERS 1488 TWIST NIGGERS' HEADS OFF KKK 1488 LYNCH NIGGERS KKK 1488 BURN NIGGERS 1488 TWIST NIGGERS' HEADS OFF KKK 1488 LYNCH NIGGERS KKK 1488 BURN NIGGERS 1488 TWIST NIGGERS' HEADS OFF KKK 1488 LYNCH NIGGERS KKK 1488 BURN NIGGERS 1488 TWIST NIGGERS' HEADS OFF KKK 1488 LYNCH NIGGERS KKK 1488 BURN NIGGERS 1488 TWIST NIGGERS' HEADS OFF KKK 1488 LYNCH NIGGERS KKK 1488 BURN NIGGERS 1488 TWIST NIGGERS' HEADS OFF KKK 1488 LYNCH NIGGERS KKK 1488 BURN NIGGERS 1488 TWIST NIGGERS' HEADS OFF KKK 1488 LYNCH NIGGERS KKK 1488 BURN NIGGERS 1488 TWIST NIGGERS' HEADS OFF KKK 1488 LYCH NIGGERS KKK 1488 BURN NIGGERS 1488 TWIST NIGGERS' HEADS OFF KKK 1488

>> No.7471202
File: 579 KB, 728x546, ETtn30jXgAAvjGS.png [View same] [iqdb] [saucenao] [google]
7471202

>> No.7471203

>>7471197
Romero when someone mentions rekkr

>> No.7471207

>>7471203
More like Carmack when Romero wasn't working when he was supposed to

>> No.7471208

>>7471173
How great it would be if someone would do an actual tutorial on how to make oldschool 256-color, photo-sourced textures (especially on how *not* to make them look completely soulless). It's not just a matter of "lol just downscale it without interpolation, bro".

>> No.7471214
File: 778 KB, 1024x576, Screenshot_Doom_20210201_212922.png [View same] [iqdb] [saucenao] [google]
7471214

>> No.7471223
File: 20 KB, 455x280, -lIghube_TIfsL3RoRkWtZd9lmByZTAXg2511C5CUWU.jpg [View same] [iqdb] [saucenao] [google]
7471223

Do you think a Doom mod based on the likes of Vigilante 8,Twisted Metal and Carmageddon could work?
Sure in regular maps definitely not but what about maps made for it ?

>> No.7471232

>>7471223
How would you even do that without moving sectors? Though certain Build games feature driveable vehicles, and people seem to enjoy mowing down hordes of enemies with them, so theoretically, it would work.

>> No.7471238

>>7471207
Carmack would be just say mmmmm when angry.

>> No.7471239

>>7471214
what's this? looks impressive

>> No.7471243

I just reinstalled Quake and Quakespasm to check out some newer community maps.

Uh... is that Quasiotter fellow alright? His maps are kinda odd. Not that I mind, I like myself some strange maps. Just curious.

>> No.7471246

>>7471232
I remember that Brutal Doom had a tank which you could drive.One managed to separate those vehicles as its own addon.

https://forum.zdoom.org/viewtopic.php?f=43&t=69091

So if we want to implement the abilites from those games it's possible. Here you can summon them only in open areas.

>> No.7471251

>>7471239
A mix of addons and a gameplay mod.

Duke Nukem textures + The Way ID did + Call of Doom + Weather addon.

>> No.7471257

>>7471243
>is that Quasiotter fellow alright?
Take a look for yourself.
https://twitter.com/oliverblueberry

>> No.7471263

>>7470968
Sounds like transferring the load from texture memory to vertex memory, but in a very uneven way. In sprite, for single pixel you need 3 bytes of data to encode its color (with one special combination of those bytes reserved as transparency indicator). With geometry, for a single pixel of sprite you will have at least 4 vertexes (each requiring 3 floats for coordinates) and 6 bytes for colors of 2 triangles they form. But yeah, I don't think it's impossible for this to somehow manage to be rendered more efficiently in terms of fps. I would personally try to avoid such a bloated encoding and fix what makes normal sprite rendering slower than it should.

>> No.7471269

>>7471214
Ion Fury the way ID did it

>> No.7471273

>>7471257
Getting strong outsider art vibes here. Genuine, but on a low artistic skill level.

>> No.7471283

>>7471223
Sure you can, ZScript and UDMF lets you do ridiculous amounts of things.

>>7471232
Sprites for vehicles, or 3D models.

>> No.7471287

>>7471238
Ackshually, he would say it after finishing every sentence, as a verbal tic, also people get the wrong idea from the Masters Of Doom audiobook, it's not a long drawn out "Mmmmmmm..." it's a very short "Mm."
If you can find some really old Quakecon footage from before he trained it away, it's actually pretty subtle, you almost don't notice it.

tl;dr learn your John Carmack aspergers lore

>> No.7471316

>>7470447
/doom/ birthday on the 18th

>> No.7471318

>>7470696
Using dehacked, you will be limited to using either the mancubus attack or the revenant attack.

I suppose you can turn the mancubus fireballs into revenant homing missiles by altering the states of the thing. Try that out and let us know how it works. I'm certain both missiles will fly straight at you instead of one going off to the side. I'm not sure if they will both spawn on top of eachother or not, which will result in one single missile actually being two missiles, thus dealing double damage (or nearly due to PRNG)

>> No.7471328
File: 25 KB, 640x428, concerned-shiba.jpg [View same] [iqdb] [saucenao] [google]
7471328

>>7471257
>decentralized collective
Yep, that's what we call Fucking Nuts.

>> No.7471334

>>7470718
Sandy mentioned a potential maoset, but he's busy with other things maybe.
I'd love to see it.

>> No.7471338

>>7470447
Is anyone able to view the pictures? It times out when I try to open them

>> No.7471348

>>7471338
What chan archives usually do is that they will stop hosting an image after a certain period of time (usually a good couple of years), probably because the amount of pictures posted would add up to insane amounts at some point.

What they will do is that they will keep the hash or something for an image, and you can click View Same to see if there's a later post which also posted that image, if it's recent enough it may still be on the archive's servers.

>>7471316
8 years of this place. I don't regret any time I've spent on this board or this general.

>> No.7471349 [DELETED] 

>>7470125
Why are jannies so quick do delete posts? Is it because this anon used the word "masturbate?" Niggers.

>> No.7471354

>>7471334
Last time he made a map for an FPS was in 97, I doubt he would make one now. Or one for an old FPS

>> No.7471362

>>7471110
Same.i remember reading a lot of those posts, but don't know if any of them are me.

>> No.7471364

>>7471334
American said something vaguely similar a few years back, that he might be interested in playing around with new level editors.
It'd be cool if Romero did a new set of levels for Doom 2, with a couple of maps from Sandy and American too. Or for Quake, that would also be super cool.

>> No.7471368

>>7471364
I don't think we'll be seeing anything from Romero after Sigil's lukewarm reception.

>> No.7471373

>>7471368
>lukewarm reception
By who, GManscrub?

>> No.7471376

>>7471373
From shitters mostly.
>Muh cyberdemons
Faggots.

>> No.7471383

>>7471364
Why would American make maps for Doom? Doesn't he have his own quite successful franchise? The only thing Romero is known for is Doom, that's why he still cares about it

>> No.7471386

>>7471383
t. rekkr dev

>> No.7471394

redpill me on the rekkr vs romero drama

>> No.7471401

>>7471394
Rekkr stole an idea from Sigil, Romero has been sore ever since.

>> No.7471407

>darlo casai’s hexen maps

>> No.7471416

>>7471383
He did some livestream a couple of years back where he played Doom 2 for the first time in like 10 years. Someone asked if he'd be interested in making some maps, and he said it might be fun.
Mind, it doesn't take much time to make like one level for Doom 2, you can easily get something like that done in some off time.

>>7471394
It's one guy reposting it endlessly, because it's the only joke he knows.

>> No.7471430
File: 162 KB, 1080x1080, 1609896058904.jpg [View same] [iqdb] [saucenao] [google]
7471430

>>7471401
I stole an idea from Sigil for my HFFM map... Hope it won't escalate.

>> No.7471438

I am kind of wondering
Has anyone ever done a version of prboom+ that is functioning like an engine for indie games?
I would love to make one myself if i could but i think the closest we will ever get to, is through eternity.

>> No.7471448
File: 12 KB, 300x226, 300px-Tom_Cat_Reading_a_Newspaper.jpg [View same] [iqdb] [saucenao] [google]
7471448

>>7471438
What would that purpose of that be? What could one do for an indie game on prboom+ that you couldn't do in Unity or GZDoom?

>> No.7471451

>>7471448
If i were to make it in prboom, i can make some atmosferical shite, have a fuckton of monsters ala serious sam, and the game would run smooth as butter.

>> No.7471467

>>7471451
You're putting the cart before the horse here, fella. Make a game first, then try doing that.

>> No.7471473

>>7471467
you bring a fair point anon.

I just wish i have the fucking balls to grab an engine and recode it to make it different.

>> No.7471474

>>7471438
It already is an engine for indie games? Take the code, make your own total conversion. It still be very much like Doom.

>> No.7471491

>>7471448
>>7471451
And most importantly, you don't have to spend years implementing basic shit like movement, camera, weapons, doors, etc, like in Unity. Unity is not even a game engine. It's rather a toolkit for building game engines. The same goes for UE4. Also in terms of usability it would be fucking hell to use default Unity editor for making doom levels, unless you spend a LOT of time for custom editor functionality to turn it into an actual doom map editor comparable to DB or Slade or Eureka.

>> No.7471512

>>7471491
PrBoom+ is open source. What you could to is to use the current codebase and then alter that as necessary, adding new weapons or enemies beyond what the current engine can do, like add new linedef and sector functions.
PrBoom+ currently has support for really convenient features such as UMAPINFO, too.

What I'd prioritize is to gut out the shitty old PrBoom+ sound code and put in something new, just about anything.

>> No.7471538

>>7471491
>The same goes for UE4
UE4 has built in player controllers with variables to make the movement how you want. If you want to make a custom controller you can do that too. I'm sure unity does as well.
As for mapping they both have csg/bsp methods that you could use.
But if your goal is to recreate doom then yeah, use doom. You don't need to make prboom into an engine it is an engine. You have tools slade and doombuilder.
And the whole thing is open source.
I dunno what the real question is I guess.

>> No.7471545

>>7471491
>it would be fucking hell to use default Unity editor
This thing bothers me in modern engines in general. Where did the normal mapping tools go? Like ones in Doom, Quake, Unreal, Serious Sam. Now you are expected to throw a bunch of models instead. Did BSP/CSG hurt game developers somehow?
There are some workarounds at least. Doom Builder allows to export the level as a properly textured .obj mesh. For Quake's .bsp there are UE4/Godot plugins, don't know about Unity but I'm sure there's one too.

>> No.7471551

>>7471545
They both have those options. Unity didn't for a while, but plugins have existed for the last 10 years and are now included.

>> No.7471554

>>7471545
BSP/CSG is much slower to work with, its easier to just blockout, slap a worldmachine terrain together based on your blockout, fill it with modular premade pieces and sprinkle it with some decals, foliage and atmospherics.

>> No.7471603

I honestly like causing an infight in Fortress of Mystery with cacos and barons, why do people dislike it?

>> No.7471606

Anyone else not understand a word this guys saying?
https://www.vidlii.com/watch?v=zLDyFo_qFsX

>> No.7471624

>>7471606
I hate how overused the word nostalgia is, but that website is really doing it for me. No clue what the hell he's saying, but it seems like that guy is the only person there making Doom videos.

>> No.7471625

>>7471127
She looks like she wants some free pizza.
Or she's trying to steal your bike.

>> No.7471647

>>7469842
>dishonest linedefs

>> No.7471652

>>7471538
> I'm sure unity does as well.
Not sure about what UE4 has built-in, but Unity's player controllers are "hello world" tier coding examples. They don't do much, but what they do, they do really bad and are not useful for anything, not even as a starting point for implementing your own stuff. There is a decent player controller in Unity store for like 20$ though.
> As for mapping they both have csg/bsp methods that you could use.
As 3rd party addons some of which are probably not free. Maybe if one can throw like 300$ into Unity asset store really wisely, it's possible to come up with an actual game engine for whatever you're trying to build.

>> No.7471662

>>7470059
>smilecythe
good lad
also, Spurdo Sparde Ebin Benis :DDDDD

>> No.7471663

>>7471606
> Anyone else not understand a word this guys saying?
I don't know german, so no.

>> No.7471669

>>7471603
If you mean the level itself, it's probably because it's kinda barebones, it works, but it's really short. As for infighting, I love it.

>> No.7471732
File: 2.34 MB, 1920x1080, spasm0009.png [View same] [iqdb] [saucenao] [google]
7471732

>>7468328
Why do such gigantic levels? They're exhausting as all hell. This is the reason I don't care for AD that much.
To be fair, this still was very good. Many interesting combat encounters, awesome atmosphere which reminded me of Doom's Sunlust, and even some actual storytelling.

>> No.7471761

https://www.youtube.com/watch?v=HRI3wsdZe7w

>> No.7471784

>>7471761
See, no fps drops from all those skeleton sprites!

>> No.7471839
File: 86 KB, 450x500, 766[1].gif [View same] [iqdb] [saucenao] [google]
7471839

>>7471784
Very efficient!

>> No.7471842

>>7471652
No, UE 4 has built in bsp, and unity now comes bundled with a csg plugin that was never pay-for.

I don't know anything about unities player controller past a 2d test I did 10 years ago. I do remember it being cumbersome then.

>> No.7471847

>>7471652
>Not sure about what UE4 has built-in, but Unity's player controllers are "hello world" tier coding examples.
Heh. Reminds me of the times when I was retarded enough to believe I can slap together a game engine on my own from various middleware. It went surprisingly well, until I got to the point of integrating a physics engine. Every single one had hardware accelerated softbody benchmarks and demos showcasing the most obscure joint/constraint setups no one would ever use outside an university CS assignment, but not a single clue on how to implement a functional kinematic character controller...

>> No.7471848

>>7471842
>unities
fuck I'm dumb sometimes

>> No.7471886

The 60 FPS Aleph One unstable build is up lads

>> No.7472007

>>7470171
when you see the monster count in slaughtermaps

>> No.7472012

>>7464959
Disregard this post: >>7470052
Quake Injector version 4 is out.
https://www.quaddicted.com/forum/viewtopic.php?id=859
>Fixes
>Random map button

>> No.7472036

>>7470637
for a doom 1 pwad its fantastic

>> No.7472048

I'll make a new thread.

>> No.7472061

>>7472048
Better do it right

>> No.7472073

>>7472068
>>7472068
>>7472068
>>7472068
New thread.

>> No.7472084

NEW THREAD

>>7472076
>>7472076
>>7472076

NEW THREAD

>> No.7472085

>>7472073
OH GODDAMMIT I JUST SAID I WAS MAKING A NEW THREAD

>> No.7472272

>>7470929
>>7470957
Based. I haven't figured it out entirely (and if I think I do, I'm wrong), but part of what gives "soul" to games is technical limitations.

>> No.7472278

>>7471107
Embrace, Extend, Extinguish. I fucking called it.

>> No.7472305

>>7471328
It gets worse the more you read. Just your average far left loon really.
That abstract Rube Goldberg looking thing is actually kinda cool though. There actually is some talent under the brain rot.

>> No.7472331

>>7471886
source?

>> No.7472345

>>7471448
Not being GZDoom is its own reward.
>>7471467
He'll never be able to do that if it's all built in the wrong engine, unless you mean make the IWAD first and then shop around for engines.

>> No.7472496

>>7471107
You're shitting me right? LZDoom was just GZDoom, but good.

>> No.7472527

>>7472305
Thanks for reminding me of that unnecessary LBGT level from the recent X-mass map-pack...
>that one literally gay section with a BLM logo embedded in a rainbow-colored hallway with a bunch of Floyd's (the trashcan shaped plasmagun bots) keep hopping around just to block your path
>hurr durr its deeply symbolic guiz :)