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/vr/ - Retro Games


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7477424 No.7477424 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last Thread >>7472068

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.7477427
File: 1.00 MB, 1000x900, HARD AND FAST.png [View same] [iqdb] [saucenao] [google]
7477427

===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 ===
[3-1] Raze 0.90 beta released:
https://github.com/coelckers/Raze/releases/

[2-28] Release candidate 1 for The Modest Mapping Challenge II released
https://www.doomworld.com/forum/topic/120097-modest-mapping-2-wretched-coven-rc1-out-now/

[2-28] Quake Injector version 4 is out.
https://www.quaddicted.com/forum/viewtopic.php?id=859

[2-28] New fan Quake episode released
https://www.celephais.net/board/view_thread.php?id=62028

[2-26] Updated Champions to 2.9
https://forum.zdoom.org/viewtopic.php?f=43&t=60456

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

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.7477445
File: 205 KB, 900x600, 1418500151895.png [View same] [iqdb] [saucenao] [google]
7477445

>> No.7477447

Doom should look like a Judas Priest album cover, not a Judas Priest groupie.

>> No.7477446

>>7477424
What is this gay shit a reference to?

>> No.7477448

>>7477424
YOU WOULDN'T DATE A BFG

>> No.7477452 [DELETED] 
File: 22 KB, 701x394, NEW DOOM MOD SONIC SATAM.jpg [View same] [iqdb] [saucenao] [google]
7477452

HI This is a proof of concept based on a 90's TV show called Sonic the Hedgehog (SatAM), so I thought making a doom mod based on it would be vary cool idea. And some day it would grow, and advance over time, plus this would be vary hard to do if im the only one doing this project and this project has been going around my head for 2 years and I've made two maps but are not finished do to computer problems and software bugs. I am looking for anybody who wants to me with this project and give me any advice on sprites , maps , code ,etc I have a facebook group called
"Sonic SatAM Doom Mod" .

>> No.7477454

>>7477446
The song which E2M2's track is based on.

>> No.7477459 [DELETED] 
File: 70 KB, 720x540, WIP1.jpg [View same] [iqdb] [saucenao] [google]
7477459

Here mY WIP weapon

>> No.7477463

>>7477446
See
>>7477454

The pic is a personified waifu version of the BFG

>> No.7477468

>>7477452
We're not interested in your Sonic Satan mod.

>> No.7477470
File: 4 KB, 239x134, WIP2.jpg [View same] [iqdb] [saucenao] [google]
7477470

>> No.7477471
File: 113 KB, 359x377, EtCvCbWWMAQsvSM.png [View same] [iqdb] [saucenao] [google]
7477471

so hows progress on the combine harms monsters?

>> No.7477472

>>7477459
>>7477470
Looks like something out of Blake Stone.

>> No.7477473
File: 50 KB, 526x707, WIP3.jpg [View same] [iqdb] [saucenao] [google]
7477473

It is SONIC SATAM DOOM PROJECT not Satan it has nothing do with religion ok

>> No.7477474 [DELETED] 
File: 592 KB, 664x456, BzzzZZZAAAAAAP.png [View same] [iqdb] [saucenao] [google]
7477474

>>7477448
Watch me.

>> No.7477478

>>7477471
Ask me nicely and I'll tell you faggot

>> No.7477483

>>7477471
Haven't touched em yet. I still gotta finish the HUD face. I blew a few braincells trying to figure out a ""CLEAN"" way to implement the HUD face, thankfully with a bit of ACS and use of a disgusting ELSE tower, I can animate stuff.

>>7477478
You step off, chump.

>> No.7477484
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7477484

>>7477445

>> No.7477487
File: 27 KB, 636x384, 1614132123457.png [View same] [iqdb] [saucenao] [google]
7477487

Idgames roulette time, let's play some Doom baby!

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

>> No.7477490

>>7477483
ah alright, btw i wanna ask is the future weapon sets of combine arms gonna be based on nes games as well?

>> No.7477495

>>7477483
It wouldn't be be Doom modding without some sort of crime against scripting.

>> No.7477507

I think that John Romero is a compulsive copycat.

Think about it. Doom 2 has Romero's Industrial Zone (the only Romero's city level) almost right next to the Sandy's Downtown (ONE of Sandy's city levels). Ultimate Doom has Romero's Perfect Hatred right after McGee's Hell Beneath. Quake's last level (designed by Romero; Sandy's version from beta3 is another beast altogether) has strong overtones of Sandy's Icon of Sin, Doom2's last level. And, my God, does e1m8b reek of Mt.Erebus.

Also, Quake's Ogre Citadel is suspiciously Willits-esque (not that it's a compliment, mind you, it's very much not), Quake start map (designed by Romero) has the "hanging in air" water pool, which was "appropriated" from Sandy's Tower of Despair.

And, you know, the funniest thing. Romero said, that he only became aware of rocket jumping is Quake after the game's release. And yet, Sandy E4M4: Palace of Hate does have a secret that requires it. Here is the trick though. Beta3, that was leaked, like, two weeks before the game's release - doesn't have it. It was added at a pretty much the last moment. Either Sandy had a last-minute revelation, or he deliberately made it a last-minute edit. If it's the latter case, question arises: why? My hypothesis: to leave the other(s) no time to discover and copy it.

>> No.7477508
File: 4 KB, 400x212, This is gonna be a fun one.png [View same] [iqdb] [saucenao] [google]
7477508

>>7477490
One more, yes, the Visions of Power set will focus on switching between the Thief, the Knight, and the Mage on the fly, changing your currently equipped weapons and some stats, the other two sets: King's Court and Livewire will have their own gimmicks not based off NES games, shockingly.

TL;DR on those: King's court will have mag based reloads, Synthfire shoulder cannon that might have some fun synergies with the weapons.
Livewire will have strong primaries that eat up extra ammo, and infinite use vanilla/weak-ish altfires that have to be reloaded in some active way, like clubbing the enemy with one gun or deploying a mining laser to charge the altfire, shit like that.

>>7477495
Still sucks ass I have to do stupid shit like this for something as mundane as forcing an animation to play at a specific frame rather than constantly looping in the background.

>> No.7477518

>>7477507
>And, you know, the funniest thing. Romero said, that he only became aware of rocket jumping is Quake after the game's release. And yet, Sandy E4M4: Palace of Hate does have a secret that requires it. Here is the trick though. Beta3, that was leaked, like, two weeks before the game's release - doesn't have it. It was added at a pretty much the last moment. Either Sandy had a last-minute revelation, or he deliberately made it a last-minute edit. If it's the latter case, question arises: why? My hypothesis: to leave the other(s) no time to discover and copy it.
I wonder what the explanation is for that. Did Romero mean they found out about it after beta leaks or demo releases? He clearly says they weren't prepared for it at all until they saw players doing it but that secret in Sandy's map requires it.

Is Romero pulling a Tim Willits here?
https://www.youtube.com/watch?v=rDSxAERR6OM

>> No.7477524

There is going to be a big rocket silo in my HFFM. What should I name my map?

>> No.7477528

>>7477507
I think he stopped giving a fuck, which would line up with what happened to him.

>> No.7477529
File: 33 KB, 688x487, photo_by_Tom_Gott_iron_dome_in_tel_aviv.jpg [View same] [iqdb] [saucenao] [google]
7477529

>>7477524
Big Red Rocket

A red rocket is technically a dog cock but eh

>> No.7477531

>>7477524
Long Hard Ride
Hell's Huge Hole

>> No.7477532
File: 329 KB, 1920x1080, doom04.png [View same] [iqdb] [saucenao] [google]
7477532

>>7477487
I got https://www.doomworld.com/idgames/levels/doom2/v-z/water2
It wasn't a good map, but it kept my attention with how cryptic its progression was. It was lots of wallhumping and wondering where the door a hidden switch just opened.
It also had this cool sector kitchen.

>> No.7477537

>>7477532
Not a bad kitchen, impressive

>> No.7477538
File: 237 KB, 983x1075, 1590213057504.jpg [View same] [iqdb] [saucenao] [google]
7477538

Dakka's neat, but it's really hankering for a good monster mod to go with it. Any ideas?

>> No.7477539
File: 464 KB, 1920x1080, doom14.png [View same] [iqdb] [saucenao] [google]
7477539

>>7477487
I got Helevator from 2004 by Chris Bourke (https://www.doomworld.com/idgames/levels/doom2/g-i/helav8).). A small base map with a bunch of lifts as the name of the wad implies. Not too much to say about this one, it just feels like the kind of wad you'd see from the 90's. According to the author, this is actually a snippet from a larger wad he was working on called "Too Easy". I wonder if he ever finished it.

>> No.7477540

>>7477538
Doesn't Babel have standalone monsters?

>> No.7477541

>>7477468
>we
speak for yourself, anon

>> No.7477543

>>7477524
Full Thrust

>> No.7477545

>>7477538
Combined Harms goes pretty well with it.

>> No.7477548

>>7477487
Last time I trusted this thing, I ended up on a decades old map with some weird ass feminist fantasy plot about all the men being wiped out by succubi or something.

>> No.7477553

>>7477543
I like this one the most right now.

>> No.7477557
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7477557

>>7477540
>>7477545
Amazing suggestions, I'll give both a shot later

>> No.7477558

>>7477557
Besides those, you could try DRLA monsters or Legendoom Lite

>> No.7477560
File: 848 KB, 1280x800, 1609796533095.png [View same] [iqdb] [saucenao] [google]
7477560

>>7477548
Reminds me of this one I got called Black: Return of the Masters, a six level wad for Doom II from 2016.
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/brotm

Here is one of the reviews:
>Sweet Jesus please don't download this. I'll sum up the wad for you: babby's first mapset that has the game play of Angst: Rhaz's Revenge. Hell, this wad has assets from that game. Save your time and bandwidth for something more worthwhile like Absolute Dishonor or Mutiny (the level set and/or the gameplay modification).

It comes with a fuckhuge batshit storyline text file.

>> No.7477564

>>7477557
Project Brutalitys monsters are available as a standalone (though it isn't linked publicly on its official pages due to politics) and are one of the best monster sets to use with different weapon mods in my opinion.

>> No.7477568

>>7477507
>Doom 2 has Romero's Industrial Zone (the only Romero's city level) almost right next to the Sandy's Downtown (ONE of Sandy's city levels).
Anon, it's called a theme.

>> No.7477569

>>7477543
That's a pretty good name.

>> No.7477572

>>7477564
I lost track of PB after they were trying to NDA their testers and they realized their open secret testing github page was known to everybody, is it actually any good now?

>> No.7477581
File: 474 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
7477581

>> No.7477582
File: 20 KB, 335x349, 849743481_preview_23r23r32r.jpg [View same] [iqdb] [saucenao] [google]
7477582

>>7477581
>zdoom gay assets

modders btfo

>> No.7477584

>>7477572
I can't speak for the mod proper since I haven't played it in a while, but damn I must say the monster pack does a pretty good job making Doom feel like a Build shooter even if you're just using vanilla Doom weapons, Final Doomer, or Babel. I'm pretty gobsmacked at how fun this is. The only things I'd recommend is ixnaying any idea of pistol start if you're playing on UV, going into the options menu to disable shield enemies since those guys are balanced around grenades and kicks from PB, and turning the gore down to realistic to better feel like proper Doom.

https://projectbrutality.com/archive/index.php/s/rWtWBYdHX8fmWLz?path=%2FCommunity%20Addons%2FVarious

>> No.7477590
File: 2.28 MB, 404x347, 1573788919895.gif [View same] [iqdb] [saucenao] [google]
7477590

>>7477581
>blocked particular nukem
that cuts way too deep

>> No.7477601
File: 690 KB, 900x900, Et-kyySXIAY8Kno.png [View same] [iqdb] [saucenao] [google]
7477601

>>7477590
Perhaps I can ease your pain my man... Those balls of yours look heavy. Take a LOAD off, I'll hold em for you...

>> No.7477603

>>7477548
>>7477560
I think I may have found it.

That fucking description, and it's from 2004
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/female

>> No.7477617

>>7477603
Interesting, some of the reviews are saying its not that bad and people are just slagging it due to the batshit premise. Might have to give it a spin.

>> No.7477621

>>7477617
The level design seemed alright, at least in parts, the titty monsters are ripped from another mod.

>> No.7477634

>>7477601
I read this in Duke's voice

>> No.7477642

>>7477518
He has to be lying or maybe that anons theory is true. Otherwise why would Sandy out a secret that could never be accessed in his map?

>> No.7477657

>>7477642
Sandy was by far the most experimental of the id mappers so he could have been screwing with it at the last minute and added it in.

Still it doesn't seem like he had the highest opinion for Romero's mapping, see >>7472542

>> No.7477667 [DELETED] 

>>7477507
>And yet, Sandy E4M4: Palace of Hate does have a secret that requires it.
You can just strafe run there, it doesn't require it. Also the """"""rocket jumping"""""" you can do it there is very different than what people consider rocket jumping

>> No.7477674

>>7477446
Zoomer alert.
https://youtu.be/u9wyBRlg-Jk

>> No.7477709 [DELETED] 
File: 152 KB, 598x450, 1614552312776.png [View same] [iqdb] [saucenao] [google]
7477709

>>7477657
You think Sandy discovered rocketjumping before anyone else and kept it secret? Possible I suppose.

Also fucking lol at that tweet. The use of the word "minions" is telling, I wonder if he meant the likes of people like Shawn Green or Romero's online IRC buddies?

>> No.7477716

>>7477709
I assume he means fans he chatted with on IRC.

>> No.7477717

>>7477709
It's possible, or he figured our SR40 and kept quiet about it, though I'm fairly sure that secret is supposed to be rocket jumped to.

It's also possible Romero was becoming increasingly too far up his own ass with the rockstar developer shit to even notice what Sandy was doing on his maps.

>> No.7477727

>Registered Doom for PC and compatibles.
>In the USA, it can only be obtained by mail order (read the file order.frm that comes with the Shareware version). In other countries it is on sale in most good computer game stores.
https://www.gamers.org/dhs/misc/obtaindm.html
Is this correct?

>> No.7477734 [DELETED] 

>>7477727
Yes, Doom never had a retail store release in the US until later after Doom II, it was mail order only. It was only released in stores as part of Ultimate Doom (or Final Doom? Always forget which)

>> No.7477739

>>7477734
Ultimate is Doom 1+Ep4, Final is Plutonia and TNT.

>> No.7477743 [DELETED] 

>>7477739
Then it's Ultimate Doom. That was the thing with Doom II, they went straight to retail with it as opposed to doing a shareware release.

>> No.7477760 [DELETED] 
File: 11 KB, 167x194, King Romero.jpg [View same] [iqdb] [saucenao] [google]
7477760

>I'm talking about FULLY, TOTALLY DIFFERENT levels, deathmatch levels, per level. You couldn't do it on this Viking wad that NINE people created?
>KNEEL AND DRINK, KNAVE

>> No.7477763
File: 401 KB, 1920x1080, Screenshot_Doom_20210301_200905.png [View same] [iqdb] [saucenao] [google]
7477763

>>7477487
https://www.doomworld.com/idgames/levels/doom/s-u/sandman

It had a pretty novice mapper feel, red bar marked switches that didn't need a red key, key doors that only go to a rad suit secret, secret areas marked in places you have to go through. The music was replaced though, which is a nice touch. Overall, playable, in a if you don't wallhump everything you won't progress kinda way.. A good example of a map with many basic flaws.

>> No.7477771

>>7477760
>Lord Romero is about to make you his serf

>> No.7477804
File: 89 KB, 705x998, crash 1.jpg [View same] [iqdb] [saucenao] [google]
7477804

Anyone here actually play master levels? Is it worth playing?

>> No.7477810 [DELETED] 

>>7477804
Master Levels themselves? yes worth a play
Maximum Doom, the 1,001 levels included with Master Levels that were "curated" by id Software themselves? Fuck NO, its literally just random garbage they downloaded off usenet, there are ones that don't even work, ones that are duplicated, etc. It's a complete shitshow mess.

>> No.7477815

>>7477810
I'm talking about Master Levels that came with doom_complete from OP mega, the first map of it is called Attack. I think it's the first one you're talking about there so I'll check it out

>> No.7477823

>>7477804
No, most of the main maps in Master Levels are very low quality, and Maximum Doom is not worth anyone's time.

>> No.7477830 [DELETED] 
File: 871 KB, 1250x768, doom3.jpg [View same] [iqdb] [saucenao] [google]
7477830

Why couldn't we have gotten the planned port of Doom with FMV cutscenes? It isn't fair...

>> No.7477834

>>7477804
There's some decent levels, but overall I find them to not be anything remotely special.

>> No.7477837

>>7477830
https://youtube.com/watch?v=VKHqKuCtqUA
Better than the orginal.

>> No.7477841 [DELETED] 

>>7477837
That's the Doom soundtrack the boneheaded CEO of Art Data Interactive redid with his own boomer bar band right? Some of these tracks are actually pretty good. It's neat to hear this kind of rendition of the classic Doom tracks as opposed to the ones you hear made by actual Doom fans, which are always super heavy metal versions. This was done by boomer who probably never even played Doom and instead just listened to the originals and did their own take. Interesting historical curiosity.

>> No.7477842

>>7477830
Because Art Scott is a convicted child molester (look it up, he's behind bars), and probably also a conman, but certainly an idiot. The entire 3DO port is stupid and shady, the dude basically just bullshitted for attention and money, and then stuck Bill Heineman with working their ass off to fulfill the insane contractual obligation which gave them 10 weeks.

It's a miracle that he actually has some musical talent and recorded some cool instrumental tracks, the port's one saving grace.

>> No.7477845 [DELETED] 

>>7477842
The soundtrack is the one good thing to come of it. He wasn't a convicted pedo then, that was later (though he may have been an unconvicted one)

>> No.7477848

>>7477842
he always was a kidder

>> No.7477849

>>7477845
He got put in the slammer just a couple of years back. It's possible that it's a behavior that came later, but you never know for sure.

>> No.7477851 [DELETED] 

>>7477842
His name is Randy Scott

>> No.7477859

>>7477851
Right, I was confusing it with the company name, Art Data Interactive

>> No.7477862

>>7477842
How did 3DO and id not see that Art Data Interactive wasn't the optimal company to use for the 3DO port?

>> No.7477863

>>7477548
Isn't that Harmony?

>> No.7477865 [DELETED] 
File: 59 KB, 446x468, 3do-2.jpg [View same] [iqdb] [saucenao] [google]
7477865

>>7477842
>>7477849
Yeah he started some kind of music school grift since he's a musician and molested some of his students
https://www.nbclosangeles.com/news/music-school-owner-accused-of-molesting-two-young-students/20389/

Here is an article with some of Randy's claims before Heinemann was even involved. He told her everything was ready she just needed to code it.

When he sent over the "new weapons and monsters" he had promised, they were literally just photoshopped jpegs. Heinemann is like "where's the files? These are just images" and he said "What do mean? That's them, just put it in the game".

>> No.7477868 [DELETED] 

>>7477862
Carmack was too busy jizzing all over the Jaguar to give a shit about the 3DO port so they just took the cash for the license Randy Scott raised from investors and sold it to him

>> No.7477875

>>7477804
I played Paradox recently.
Pretty good illusion of multiple stories, and it plays well. The castle theme made it seem like a Heretic map that got lost, and indeed the author has a lot of Heretic experience.

>> No.7477878

>>7477862
3DO I think had too many fingers in too many pies, and just wanted a port of Doom out the door as soon as possible, and just kind of hoped that Art Data Interactive was as competent as they claimed to be, while Carmack was busy with other shit.

>>7477868
I think the Jaguar version was finished by the time the 3DO port actually started development.

>> No.7477879 [DELETED] 
File: 11 KB, 195x206, John_Carmack_at_GDCA_2017_--_1_March_2017_(cropped)(1).jpg [View same] [iqdb] [saucenao] [google]
7477879

>>7477868
>Many developers are planning on waiting out the eary 32 bit hardware wars, but I want to do a cool product even if it doesn't make tons of money. Sandy (our map designer) semi-derisively calls DOOM jaguar my "reward" for writing DOOM pc. "Good job, you can go play with your new toys." :-)

>Our initial appraisal of the Jaguar was "nice system, but Atari probably can't make it a success". But when I got the technical documentation, I was VERY impressed. This is the system I want to see become a standard platform.

>I was slated to do a cut down version of DOOM for the Super Nintendo SFX chip, but I kept thinking about how cool a Jaguar version of DOOM would be, and Nintendo kept rejecting Wolfenstein-snes for b*****t reasons (a golden cross bonus item might offend christians. right.).

>We finally decided that we didn't want to be a part lof the chicken-and-the-egg problem of new systems not attracting customers because developers haven't written for the platform because there are no customers. The jag is cool, I think it has a shot at success, and I am going to put my time where my mouth is.

>Why the Jag is cooler than the 3DO (from my point of view): It only costs $250. The bulk of its processing power is user programmable. The 3DO has a capable main processor (a couple times better than the weak 68k in the Jag), but most of its power is in custom hardware that has narrow functionality for affine transformations."

>The Jag has some stupid hardware for z buffering and gouraud shading, but I can just ignore it and tell the two 27mhz risc chips to do EXACTLY what I want. A 64 bit bus with multiple independant processors may not be the easiest thing to optimize for, but there is a LOT of potential!
-John Carmack

Source
https://www.atariarchives.org/cfn/09/03/08/0060.php

>> No.7477881
File: 633 KB, 1920x1080, Screenshot_Doom_20210302_021926.png [View same] [iqdb] [saucenao] [google]
7477881

Just got back from a power outage that prevented me from working, so all I was able to do was put together a test wad. The percentage symbols for the font I wanted to use are too big and need to be fixed manually but other than that it looks pretty clean to me.

>> No.7477887

>>7477851
>Randy Letcher Scott
This is one of those names where you have to wonder if he became a pedophile by choice or by force

>> No.7477890

>>7477881
Stamina would work better than seed. Or power maybe.
>"THAT'S POWER SON, THAT'S POWER!"

Armor should be pants.
>"YOU RIPPED MY FUCKIN PANTS!"

>> No.7477893
File: 284 KB, 650x581, tears of laughter.png [View same] [iqdb] [saucenao] [google]
7477893

>>7477879
>Sandy (our map designer) semi-derisively calls DOOM jaguar my "reward" for writing DOOM pc. "Good job, you can go play with your new toys." :-)

>> No.7477902
File: 97 KB, 250x225, Critical animation with tubes.gif [View same] [iqdb] [saucenao] [google]
7477902

Well that's another HUD face done, two more to go.

>>>/wsg/3817393

>> No.7477909 [DELETED] 
File: 39 KB, 355x299, 1394633-romero_box.jpg [View same] [iqdb] [saucenao] [google]
7477909

HOLY FUUUUUUCK LMAO

>"During a meeting I explained to John that I was working on the end-game cinematics with Kage [the antagonist]. I pronounced it 'Cage.' Romero giggled. 'Who? What? What are you working on?' I said it again. Now everyone was laughing at me. Romero: 'Who? Say it again!' Me: 'Um ... Kage?' Romero: 'No, dude! It's pronounced Kah-gee!' Me: 'Um ... well, you better check the voiceover recordings, because it's 'Cage.' And suddenly Romero's face turned white. Half the audio in the game had his name pronounced wrong, and it was too late to fix."
https://www.dallasobserver.com/news/stormy-weather-6427649

>> No.7477918

>>7477909
lol poor Romero

>> No.7477923 [DELETED] 

>>7477918
He was the fucking lead on the entire game ffs. Definitely in way over his head. It's a wonder Anachonox didn't come out as complete shit too considering Tom Hall and his team worked in the same studio with Romero and the Daikatana team. Spector and his team making Deus Ex were of course in a different city and faired much better than either of them.

>> No.7477928

>>7477879
>But when I got the technical documentation, I was VERY impressed.
It does actually have some decent power for its time...

>This is the system I want to see become a standard platform.
... but no, this would never fly, the Jaguar was an obstinate piece of shit which most developers found difficult and confusing to program for, hence why most Jaguar games look like they could run on any other SNES or Genesis.

>The jag is cool, I think it has a shot at success, and I am going to put my time where my mouth is.
I do respect that.

>>7477881
That looks good. I second PANTS for armor.

>> No.7477930

https://www.youtube.com/watch?v=plDUqE5obeQ
Which song did they plagiarize for this? It sounds really familiar but can't recall what it is

>> No.7477931 [DELETED] 

>>7477928
It figures a sperg like Carmack would be excited by the Jag and the interesting ways he could make it do things. Unfortunately game programmers are not John Carmack.

>> No.7477932 [DELETED] 

>>7477931
*most game programmers

>> No.7477952

>>7477930
The Wikia (the shitty one, the .fandom one), suggests it's either Mask by Bauhaus, or Sinking by The Cure, the latter sounds vaguely more similar, but really they don't sound anything alike.
Suggestions for inspirations on the otherwise better Wiki are usually kind of barren, while the ones on the .fandom, while sometimes really speculative, tend to be more comprehensive.

For instance, Running From Evil (Map 01, Map 15), is very clearly based on/inspired by Megadeth's Hangar 18, but this is not listed on the Wiki, while on .fandom it is. Wiki suggests nothing for The Dave D. Taylor Blues (Map 08, Map 14, Map 22), while .fandom does; Flesh For Fantasy by Billy Idol, which I don't really hear at all, however, it does suggest Hold Your Head Up by Argent, which I do hear, in the drum beat, and that weird wiggling synth noise.

>> No.7477968

>>7477879
>>7477868
Remember when Carmack fucked up the GBA port of Doom by forcing the developers who had built an engine from scratch for the platform to start over entirely and port the Jaguar code to it?

>> No.7477971

>>7477968
Are you thinking of the Saturn port?

>> No.7477980
File: 50 KB, 640x632, 1614295612875.jpg [View same] [iqdb] [saucenao] [google]
7477980

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

doom modding is fucking over

>> No.7477983

>>7477971
No, there was an interview with the GBA port devs who basically said they were done with it and Carmack forced them to restart it with the source, which resulted in a worse game.


Wouldn't surprise me if this happened multiple times with different studios.

>> No.7477997
File: 459 KB, 548x552, 1599782390406.png [View same] [iqdb] [saucenao] [google]
7477997

>>7476315
>Quake 1 NEVER had style and even Sandy and the others admits it.
lol wut if the creator of Devil May Cry said DMC1 never had style he'd be wrong too. What a stupid thing to say.

>> No.7477998

>>7477471
Wait is the C_A update out?

>> No.7478000

>>7477998
Not yet.

>> No.7478002

>>7477980
>discord ping at https://youtu.be/ItVEcQXSoiA?t=81
Naturally.
Memes aside, what? Why? The music would be good if the rest of the mod made sense.

>> No.7478009

>>7477980
>9 views
did you make this?

>> No.7478019

>>7477952
Fandom just lists everything that sounds similar. They have some random russian song for e1m1 too, even though likely no one at id has even heard it.

>> No.7478025

>>7477997
Well, technically he's right. They just slapped together bunch of visual styles but retrospectively that created quite an unique visuals that wasn't planned.

>> No.7478035

>>7477056
its almost as if they make anyone a mod so long as you chop your dick off

>> No.7478039

>>7478019
I remember that one, it came out probably a decade after Doom. I actually find it's a nice list of cool music to check out though, I found Body Count there in the past, and now I'm listening to some Siouxsie Sioux.

>> No.7478045
File: 2.46 MB, 1440x1165, Quake cinegrid.png [View same] [iqdb] [saucenao] [google]
7478045

>>7478025
>But retrospectively
"No"
https://www.youtube.com/watch?v=Auc5wHXPQaw
Quake's development was hell, but it doesn't matter that they were putting things that seemed not to fit together. It all fit together. Just like how The Thing was called garish and bad, but "retrospectively" found an audience. It was always good, people were just too stupid to see that at the time.

>> No.7478065

>>7478045
Funny thing is the only stuff that didn't really fit was the bosses, which were pretty much down to Romero.

>> No.7478068

>>7478009
no, but it had 1 view when i went to copy the link
found on zdf

>> No.7478085

>>7478065
tfw Quake never got a Cyberdemon equivalent boss of equal fame.

>> No.7478090

>>7478085
It didn't really even have bosses, it had very simple puzzles.

>> No.7478135

>>7477909
Huh. The central database of Russian anime fansubs had an address kage.orc.ru (they have since switched to fansubs.ru). It was also the owner's nickname. Newfriends who called it “cage” instead of “ka-ge” were smirked at.

>> No.7478171

Ok, so, somebody took Lithium, jammed it together with DRLA and a bunch of music, and called it a mod.

Why?

https://www.moddb.com/mods/lithium-heat

>> No.7478182
File: 31 KB, 838x479, Image6.png [View same] [iqdb] [saucenao] [google]
7478182

>>7478171
>, jammed it together with DRLA and a bunch of music
Disregard that, holy fuck it's full of mods from developers he totally respects and thus totally asked the permission of to do this and distribute it with his name all over them.

>> No.7478207

Only original Buckethead song for Sigil was the first one?

>> No.7478212

>>7478182
To be desu I don't see the issue too much, but
>Compiled by [name]
is lolworthy.

>> No.7478224

>>7478212
It says shit like it's "based on" Lithium and DRLA, or that it's a submod of Lithium.

Just seems pretty fucking scummy to me.

>> No.7478228

>>7477581
>tranny rage shoot
>player reason nobody comes
>software trying maybe wrong source
>wolf3d obviously homophobic
>4chan boomer options
>talking drama engine

good cloud

>> No.7478240

>>7478228
>>wolf3d obviously homophobic
Adolf Hitler was gay?!!

>> No.7478256
File: 137 KB, 407x287, tumblr_inline_nacc5aozkP1sik9h9.gif [View same] [iqdb] [saucenao] [google]
7478256

So, I went back on what I said I was gonna use to play Blood.
I've been using RaZe and it's been an absolute blast so far.
I dunno how to use it to run mods though..

>> No.7478278
File: 374 KB, 1920x1200, Screenshot_Doom.png [View same] [iqdb] [saucenao] [google]
7478278

>>7477487
Lucifer's Temple (luctemp.wad)
https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/luctemp

A short first map with half a dozen of rooms recreating mapping cliches (it seems that Lucifer worshipers chose an economical prefabricated temple from a noname construction company). Enemies are just moving targets. Jumping is required, but only in a single location that could've been done traditionally. There are orphan sectors in a map, including a secret one.

>> No.7478287

>>7477581
>hard nice Marisa years
Oh the times gone by.

>> No.7478293
File: 90 KB, 640x480, doom85.png [View same] [iqdb] [saucenao] [google]
7478293

>>7477427
>HARD FAST FAGGOT MAPS
The first draft of my submission: The Bearhouse
https://www.mediafire.com/file/0s024d148d3yqy4/Bearhouse.wad/file

I went down with a terrible headache and couldn't finish the test, I think exit is not tagged yet, but you can see where it is. Also no difficulty. And no music.
I'm not sure if I would be able to work on it before deadline, so I want to have it noted that it's almost done.

>> No.7478298

>>7478256
Just don't get too close to that grille, or you're in for a nasty surprise. And use an actual Build engine port to play a Build engine game.

>> No.7478302

>>7478293
We're probably going over, a bunch of people aren't done yet.

>> No.7478308

>>7478298
not that guy but raze is the only thing i've been able to get Blood to work properly on for whatever reason. nBlood just wouldn't cooperate

>> No.7478316

>>7478308
What issue(s) did you have? Besides, raze *is* NBlood, with Polymost ripped out and replaced by the chicken's abomination.

>> No.7478351

>>7478316
I could use doors, switches and other interactables but for the life of me couldn't activate secrets, and no amount of rebinding, restarting or reinstalling could seem to fix it

>> No.7478385

>>7478351
Strange. You mean they didn't get registered at all, or there was no feedback upon discovery? And did you report the issue to the devs?

>> No.7478389

>>7478293
Cool level. At first it seemed like there wasn't near enough ammo but I figured it out.
There's a bleeding sector on the rightmost side of the rock steps facing towards the rocket launcher.
The last room is boring. You drop down, camp the corner, and take out five mancubi, it's pretty anticlimactic.
Yellow key archvile trap could use another archvile or something. The player is prepared for it and has more than 100 cells so it's a little bit of an easy fight relatively.

>> No.7478401

>>7478389
>The last room is boring. You drop down, camp the corner, and take out five mancubi, it's pretty anticlimactic.
>Yellow key archvile trap could use another archvile or something. The player is prepared for it and has more than 100 cells so it's a little bit of an easy fight relatively.
Those are good points. I was definitely thinking about second arch-vile. I'll experiment with the last room as well.

>> No.7478410

>>7478389
Also can you post a screenshot regarding bleeding sectors? Not sure what to look for.

>> No.7478429

>>7477592
> If Doom had been relied on Tom Hall, McGee or any of the TNT crew, it would have been a long forgotten game now.
I've not put effort yet to learn by heart the author behind every Doom 2 map, but some maps that were interesting enough for me to google were maps by McGee (like The Inmost Dens). TNT turns out to be that one official wad that I have the most memories from childhood, and it aligns with my taste, because I prefer maps that have both decent exploration and combat, but with exploration still being the priority. Also I like subtle mindfuck twists in layouts. Plutonia is cool, but it's kinda too goal-oriented and loopy, and by latter I mean that it literally relies on savescumming as a core gameplay mechanic, just like Dark Souls.

>> No.7478432

>>7478429
Yeah idk why people shit on American, except for his name, I like his maps a lot

>> No.7478463
File: 244 KB, 1920x1200, DOOM0000.png [View same] [iqdb] [saucenao] [google]
7478463

>>7477487
Maul High (maulhigh.wad)
https://www.doomworld.com/idgames/levels/doom/m-o/maulhigh

Nice 1995 building level, has style, some nice gimmicks. Gets a bit boring after main locations are cleared, and the one-way underground part is not up to the modern standards. Actually, i think that a more modern mapper would gradually open many holes between all those rooms to let the player run back and forth in any direction.

>> No.7478476

>>7478432
I remember people loving the shit out of Ziggurat Vertigo in Quake, and that was one of his.

>> No.7478484

>>7478287
I'm sure the nice Marisa years will come back, anon, I just need to get my head out of my ass (surprised I can do that considering how fucked up my spine is).

>> No.7478495

>>7478484
Take your time, ordinary magician. And thanks for all the laughs you gave me with abort_m back then

>> No.7478512

>>7478495
No problem, and also fuck UMG

>> No.7478523
File: 2.76 MB, 854x480, Half-Life.webm [View same] [iqdb] [saucenao] [google]
7478523

>> No.7478531

>>7478523
1. Why do you keep on posting this?
2. Why does this game look so fucking ugly?

>> No.7478541

>>7478531
hl doesn't look that bad in general, that place is probably the worst

>> No.7478542

>>7478523
HAH. Nice.

>> No.7478548

>>7478531
>Why does this game look so fucking ugly?
texture filtering + shit art direction

>> No.7478553

>>7478476
American made almost all of episode 3 too, which is my favorite.

>> No.7478561

>>7477424
>>7477448
Reminds me of that porn pic of Doomguy fucking a BFG bitch.

>> No.7478568
File: 45 KB, 752x664, Wolf3DOfficer.png [View same] [iqdb] [saucenao] [google]
7478568

>> No.7478605
File: 1.39 MB, 1920x1080, Screenshot_Doom_20210302_235227.png [View same] [iqdb] [saucenao] [google]
7478605

>>7477427
>[2-21] Hell Frontier E1
I'm 3 maps in, quite good so far. Ammo is low. Works well thematically and difficulty-wise with Samsara in Quake2 (Bitterman) mode. Would recommend.

>> No.7478637

>>7478561
Oooh, it's a BFG? It all makes sense now.

>> No.7478675
File: 575 KB, 1920x1200, dfc8be08481ae99a607.jpg [View same] [iqdb] [saucenao] [google]
7478675

What maps with OTEX textures do you recommend?

>> No.7478702

>>7478531
I never posted it before. I got it in another (non-General) thread.

>> No.7478706

>>7478637
She's a big fucking girl.

>> No.7478708
File: 24 KB, 229x343, 1556165401827.jpg [View same] [iqdb] [saucenao] [google]
7478708

>missed the 3 year anniversary mark to release HFFM
Sleep tight, Aniki.

>> No.7478814
File: 387 KB, 1920x1080, saveless_paths.png [View same] [iqdb] [saucenao] [google]
7478814

> HFFM
> HARD FAST FAGGOT MAPS
Finished my map, non-unironically called Saveless Paths by one of the recent word clouds. Good luck beating it in UV. It's little bit easier in HMP, but it was definitely an afterthought. Feedback welcome.
https://anonymousfiles.io/kqRk6R9J/

>> No.7478826

This is weird, my Doom 2 save got corrupted I think? I'm not taking damage. On Suburbs, only mod I was using was
https://jp.itch.io/doom-pistol-start
Is there a bug or something that makes your character immortal?
Shit I just noticed Doomguy looks like he has that invulnerability power up. Any idea on what might have caused this? I have it from start of the map save and doesn't go away if I wait

>> No.7478837

>>7478826
You might have typed IDDQD

>> No.7478848

>>7478826
You can literally press 1 (one) button to restart current level with a pistol in your hand. In most of the ports. If IDCLEVXX is too much typing for you.

>> No.7478856

>>7478837
I didn't even use console this game

>>7478848
I know that but I'm trying to learn what might have caused it in the case it happens when I'm not doing a pistol start and want to actually use my saves, like drla or whatever

>> No.7478913

you guys are kind of weird tbqh

>> No.7478919

>>7478913
Your mom is weird but i still dicked her lol

>> No.7478935

>>7478913
I still think your mods are cool.

>> No.7478949 [DELETED] 

>>7478531
Because it makes schizos like you seethe.
>>7478523
Based

>> No.7479010
File: 1.99 MB, 1920x1080, qtrain.webm [View same] [iqdb] [saucenao] [google]
7479010

>like Quake
>like train maps
>Quake has no train maps
Fuck it, I'll make my own.
What should I put in it?

>> No.7479034

>>7479010
a train

>> No.7479047

>>7479010
>>7479034
already a good map by virtue of having a train in it

>> No.7479053

>>7478856
Doom had no console. You just type the codes. I guess that's what someone who happened to be near your computer did, and you didn't notice it.

>> No.7479060

>>7479053
>Doom had no console.
Practically every source port has one.

>> No.7479071
File: 832 KB, 1125x1479, 22853E43-4E7F-4829-93B8-155526E15674.jpg [View same] [iqdb] [saucenao] [google]
7479071

Where’s the best place to go for commissioning sprite edits? Got some custom enemy sprites I’d like to include in my wad, but I feel like they’re beyond my ability as an artist.

>> No.7479074

>>7479060
I doubt the poster had that basic knowledge.

>> No.7479076

>>7479010
Shit, that looks dope. Maybe do some sort of Blood's E1M3 remake, but in Quake's techbase style?

>> No.7479084
File: 3 KB, 353x141, anon_map_error.png [View same] [iqdb] [saucenao] [google]
7479084

>>7478814
Got this error when trying to play it with DSDA-Doom.

>> No.7479116

>>7479010
Damn, dude. Go for it. I second the notion of doing a Blood E1M3 style map, but I also suggest using a mod though to up the enemy roster on humanoids since Quake only has grunts and enforcers.

>> No.7479117

>>7479076
I'll have a nod to it for sure. I've made the train cars (only beds of them so far) fairly large to accommodate Quake's movement speed and beefier enemies.That unfortunately only leaves me with 5 cars worth of space before the opposite end of the skybox fades out - unless there's some way to fix that.

But that at least gives me the incentive to make each one have a distinct theme and structure.

>> No.7479126

>>7479117
>before the opposite end of the skybox fades out - unless there's some way to fix that.
Are you running protocol 999?

>> No.7479129

>>7478814
You made it in UDMF format, I'm pretty sure it's not the right one.

>> No.7479136

>>7479084
Sorry, forgot to mention I only tested it with GZDoom. I wonder though, how can it even not work with anything, I don't use any scripts or any weird stuff. It's just UDMF map + replaced music + credits lump. If anyone has any ideas how to fix please share your thoughts.

>> No.7479137
File: 49 KB, 700x744, img_20191108_135839.png [View same] [iqdb] [saucenao] [google]
7479137

>>7477424
Anyone wanna play Doom coop? Idk how to, would like to. Any wad you want, fan or original, let's play.

>> No.7479142
File: 616 KB, 2985x1626, train overview.jpg [View same] [iqdb] [saucenao] [google]
7479142

>>7479117
forgot size reference pic

>>7479116
I'm using progs_dump 2, so I'm sure I can come up with some enemy variants. Of course one of the cars could always be carrying eldritch artifacts... potentially including a teleporter...

>> No.7479148

>>7479136
UDMF is exclusive to zDoom. We are doing Boom.
I don't know if there's any converters, but you should be able to manually re-set all actions to boom equivalent and set it as boom map, if there's no complex scripts.

>> No.7479150

>>7479010
I see that this is Citizen Abel series Train and Vehicle Scripts

>> No.7479151

>>7479142
>I'm using progs_dump 2
Nice, lots of tricks you can pull off with that. I look forward to the finished product sometime man.

>> No.7479156

>>7479129
Why it's not mentioned anywhere that classic map format is a requirement?

>> No.7479161
File: 231 KB, 3822x1414, nosky4u.jpg [View same] [iqdb] [saucenao] [google]
7479161

>>7479126
>Are you running protocol 999?
Apparently.

>> No.7479167

>>7479156
Good question. I'm pretty sure it was announced as such but it got lost in transmission.
I'm not an organizer, so I might even be wrong.

>> No.7479176

>>7479150
BTW if you are going for that
>Quake 1.5 train stage
>Blood Train Stage
>Citizen Abel for Q2, Part 1 and Part 4 has a nice train stage, in a time when doing that for Quake 1 and 2 engine was a homeric task

>> No.7479183

>>7479156
Did you read the rules image that gets posted at the start of every thread? >>7477427
>What it is: A Boom mapping project

>> No.7479184

Any ideas why classic map format is called "Boom format"? Why is there a word "Boom"?

>> No.7479191

>>7479150
>>7479176
>Quake 1.5 train stage
>Citizen Abel for Q2
I guess I'll have to check those out, thanks.

>> No.7479195

>>7479191
Quake 1.5 is fantastic. Gets a lot of shit for being "Brutal Quake", but it's just plain good.

>> No.7479198

>>7479184
Because it's not classic (for that you look for Vanilla or Limit-Removing), it uses features introduced by Boom sourceport: https://doomwiki.org/wiki/Boom

>> No.7479202

The anti Romero bullshit here is disturbing. These contrarian faggots don't realise that without Romero Doom wouldn't exist.

>> No.7479203

>>7479202
Go home Romero

>> No.7479219
File: 40 KB, 1164x672, 51iE6Sbtt-L._AC_SL1200_[1].jpg [View same] [iqdb] [saucenao] [google]
7479219

I got a tinyminimicro pc to use a server. Plan is to host some older games or less-hosted games, and some personal projects (websites, minecraft server, whatever)
Anyways, what games would /doom/ like to see hosted? Older/less played games or wads. Things with dead communities and server lists.
The idea is to cycle them out on a schedule. Maybe daily, maybe just wednesdays and saturdays or whenever doesn't conflict with friday night fragfest or shitshow,

Just looking for suggestions.
Atm I'm just planning at least Unreal, and Doom.

>> No.7479221

>>7479183
You should probably add a line to check the image for further information.

>> No.7479224

>>7479202
or without carmack
or sandy
or me

>> No.7479228
File: 108 KB, 220x376, tenor[1].gif [View same] [iqdb] [saucenao] [google]
7479228

Now that I've started playing Blood I can finally join in on the cultistposting.

GEROXE BIBOX MALAX!

>> No.7479237

>>7479195
I wish it was ported to Quakespasm one day...

>> No.7479241

>>7479237
Same. It's my hope that the author is porting it to QS in secret and just wants to wait until it's done. Until then I'll enjoy it on DP.

>> No.7479248

> boom map format
> no permadeath sector special
> no directional carry sector specials
> probably not even possible to do voodoo doll conveyor belts
Oh damn, this sucks.

>> No.7479254

>>7479010
Looks great.
Make it a fancy passenger train, but stroggified, so some of the bunks are replaced with operating tables, and such.

>> No.7479270

>>7479219
Doesn't have to be FPS games, but that's my main plan, so I figured I'd ask here.

>> No.7479276

>>7479237
FTE would be more suitable with the graphical effects. Multiplayer would also be much more viable.

>> No.7479286

>>7479276
Fuck FTE's coloring man get that shit out of my face.

>> No.7479295

I like Doom 2's beginning levels more than Doom

>> No.7479310

>>7479248
There are conveyors in boom, what are you talking about?

>> No.7479312
File: 1.39 MB, 880x1024, xan (1).png [View same] [iqdb] [saucenao] [google]
7479312

>>7477804

>>7479195
Quake 1.5 is really good,too bad the modder never came back to it.
Some tweaks would definitely benefit.

W-O-R: Weapons of Rampage for Quake 2 is also good.

>> No.7479316

>>7478523
GOAL!

>> No.7479338
File: 560 KB, 1081x608, Screenshot_Doom_20200923_155208.png [View same] [iqdb] [saucenao] [google]
7479338

>> No.7479341

>>7478708
We'll commemorate him still.

>> No.7479346
File: 379 KB, 1081x608, Screenshot_Doom_20200915_225804.png [View same] [iqdb] [saucenao] [google]
7479346

"Look guys,look the Virtual Boy,ultimate classic system"

>> No.7479348

>>7479346
IF YOU DON'T RELEASE IT THIS MONTH I'M GOING TO SHIT DICKS

>> No.7479351

>>7477427
New QC:DE release; forks Zandronum, adding Quake movement physics and other fixes.
https://youtu.be/gmYnFv42le0

>> No.7479353

>>7479010
Can you make it occasionally pass through a dark tunnel or something?

>> No.7479356

>>7479351
>Fork of Zandronum
Oh SHIT. Maybe this will light a fire under Zandronum's developers asses??? j/k no it won't what a shame

>> No.7479357

>>7479071
Nash Muhandes will do spritework on commission, he does a fantastic job, but he's not cheap either.

>> No.7479364

>>7479071
Just learn Dehacked.
https://www.youtube.com/watch?v=PTn-oK8m2KU
A monkey could do it.

>> No.7479372

https://www.youtube.com/watch?v=JLHJEu--a7k

>> No.7479375

>>7477980
this is just the alpha build for cruelty squad

>> No.7479379

>>7479136
>UDMF
This project was for Boom format maps, so that's kind of an issue. I'm like 90% sure that it's possible to convert an UDMF map to another format, possibly by just copying the entire level and pasting it into a new Boom map, though you will have to reassign all of the sector functions and linedef actions, since they will all be different, and there's lots of things UDMF does which Boom format straight up can't do, or if you want to do them you need a more esoteric approach.

You should also ideally test your level to make sure that runs correctly and looks ok in both PrBoom+ or DSDA, and GzDoom.

>> No.7479392

>>7479364
Uh, what do you think DeHacked means, exactly?

>> No.7479393

>>7479392
Shut up, monkey.

>> No.7479406
File: 52 KB, 540x540, 45f9c1f0a2b9c2f078b6b6106fb630bd2910fcfb70ce58d55aac8deb3ca0dd9a.jpg [View same] [iqdb] [saucenao] [google]
7479406

RRRRREEEEEEE HOW THE FUCK DOES ARMOR WORK?
I tried giving it armor.savepercent 100, armor.maxfullabsorb 100 but nothing works, I still get damaged
How do I make armor work like a shield and absorb all damage 1-1 before it depletes?

>> No.7479425

What did Romero program for Doom, exactly? I used to believe the status bar was done by him, but turns out it was Dave Taylor.

>> No.7479439

>>7479425
He programmed dev tools iirc. Level editor and shit.
Other than that he was game design and level design.

>> No.7479451
File: 205 KB, 1339x1034, pepe headphones.jpg [View same] [iqdb] [saucenao] [google]
7479451

https://www.youtube.com/watch?v=Sh0SFQavjic

>> No.7479457

>>7479439
As far as I'm concerned, he only took part in making the map editor, and the rest of the tools were made by Carmack.

>> No.7479461 [DELETED] 

>>7478039
>Siouxsie Sioux
Based

>> No.7479464 [DELETED] 

>>7477507
>>7477518
Have we ever gotten a definitive answer on this? If Romero claims they were completely unprepared for people rocket jumping till they saw players doing it, why did Sandy stick that secret in? Someone really should ask him on Twitter.

>> No.7479485

>>7479451
We only do MIDI around here, son.
https://www.youtube.com/watch?v=9d39cXzNTVs

>> No.7479489 [DELETED] 

>>7479439
>>7479425
Yeah, he wrote the tools and editors and designed maps.

>> No.7479519 [DELETED] 

>>7479295
I think they are objectively inferior but E1M1 of Doom II is pretty much the perfect introductory level

>> No.7479545 [DELETED] 

>>7479519
*M1 since Doom II doesn't have episodes, whatever

>> No.7479558

romero just got hit by a car

>> No.7479560 [DELETED] 
File: 183 KB, 800x737, doom-dos-front-cover-800x737.jpg [View same] [iqdb] [saucenao] [google]
7479560

>>7479425
Not programming but Romero also is the one who designed the cover of Doom. He came up with the concept and they got a model to pose like Doomguy as a reference for the artist. When the model just wasn't getting what Romero was describing, he ripped off his shirt and had his then girlfriend pull down on his arm like we see on the cover. These photos of Romero were what was used as reference by the artist in addition to Romero's descriptions.

As far as I know those photos have never surfaced publically sadly.

>> No.7479569 [DELETED] 

>>7479558
Huh? I don't see anything about it online except some bicycler named John Romero getting killed last year in a hit and run
https://www.google.com/amp/s/sweetjames.com/2020/10/02/john-romero-killed-anthony-macias-arrested-hit-run-teakwood-street-port-hueneme-ca/amp/

>> No.7479581

>>7479558
>>7479569
The time anomaly is collapsing

>> No.7479582
File: 83 KB, 764x879, slade_doom_format_sector_specials.png [View same] [iqdb] [saucenao] [google]
7479582

>>7479310
In Slade, if I choose "Boom" as port and "Doom" as map format (it's the only one available in dropdown anyways), it creates a vanilla format map (at least, it doesn't show any carry specials for sectors). It seems Slade simply doesn't support Boom format in map editor. If I choose another port like "ZDoom", I can choose 3 map formats: "Doom", "Hexen" and "UDMF".

>> No.7479586

>>7479582
You make scrolling sector by using a linedef with tag 253. It will scroll sector along the line as fast as the line is long.

>> No.7479609

https://twitter.com/benjedwards/status/1325069866957762564
wasn't NeXTSTEP used to make doom?
>>7479425

>> No.7479617

>>7479609
It was, but how is it related to the original question?

>> No.7479640

>>7477487
There truly needs to be a build equivalent to the idgames archive at doomworld for Duke4.net

>> No.7479643

>>7479586
Thanks, I guess I would never figure this out by just fucking around in editor like with most stuff I did in UDMF.
But on the other hand, this allows for any kind of diagonal scrolling, which I'm not sure is possible in UDMF.

>> No.7479649

>>7479643
Make sure your line's length is divisible by 32, to avoid rounding errors.

>> No.7479659
File: 112 KB, 390x390, 1541393320712.png [View same] [iqdb] [saucenao] [google]
7479659

D2TWID is better than Doom 2

>> No.7479707

>>7479659
doom 2 reloaded is better than doom 2

>> No.7479715

>>7479659
>>7479707
Doom is better than Doom 2

>> No.7479723

>>7479659
>>7479707
>>7479715
>doom
more like dumb

>> No.7479727
File: 262 KB, 1440x810, Screenshot_Doom.png [View same] [iqdb] [saucenao] [google]
7479727

>>7479659
I like them both, this pic might be Going Down though, it's been awhile

>> No.7479729

>>7479219
I think that any running server won't make players appear.

>> No.7479746

>>7479406
Play nu-Doom :^)

>> No.7479748
File: 57 KB, 640x379, Doom95.jpg [View same] [iqdb] [saucenao] [google]
7479748

Why don't you like me?

>> No.7479750

>>7479372
Another Brutal Doom clip, how interesting.

>> No.7479765

>>7479750
https://www.youtube.com/watch?v=r4DxMsYE1yo

>> No.7479789

>>7479372
>0:27
I do not know why, but the combinations of sounds sends my fucking sides obliviou and back.

>> No.7479803

>>7479765
stop it.

>> No.7479804

>>7479715
>>7479707
>>7479659
Knee Deep in the Dead is the only episode in the iwads that is good in its entirety.

>> No.7479812

>>7479804
If by "good" you mean "easy as shit" then sure.

>> No.7479817

>>7479812
It was meant to get people buy the game, not get scared of it forever.

>> No.7479821

>>7479817
If you would be sold on a game's very ugly homonculus interpretations of a military or scientific installation instead of the super cool abstract Hell that id came up, you have shit taste. Simple as that. E1 is the single most overrated thing in video games.

>> No.7479830

>>7479821
>The most iconic and well-known Doom episode sucks, because I say so. And so do all the people who don't agree with me.
What can I say.

>> No.7479851
File: 82 KB, 320x200, Doom go hom.gif [View same] [iqdb] [saucenao] [google]
7479851

>>7479830
The masses having shit taste isn't new, bro. It's okay to be part of the masses. Don't fight it. Accept yourself and you'll be happier. Smell ya never.

>> No.7479864

>>7479830
Didn't Carmack once talk about how most people only played episode 1 and thought they had finished the game afterwards so they didn't even check other episodes

>> No.7479879
File: 38 KB, 536x536, 4d60a012308189de516e260c0a3b1616.jpg [View same] [iqdb] [saucenao] [google]
7479879

>>7479851
>>7479821
>>7479812

>> No.7479918
File: 298 KB, 1024x576, Screenshot_Doom_20200816_202919.png [View same] [iqdb] [saucenao] [google]
7479918

Who are these fellows?

>> No.7479924

>>7478019
Wikia simply squats the search results for countless popular titles, then all those not quite bright visitors start adding all kinds of opinions to its articles.

The fable about Aria being the source of Doom's first level music is an old one. You know, late '80s, the Red Wave, Bobby Prince could theoretically listen to some Eastern curiosity. The problem here is that Aria members probably decided from the beginning to be cool Soviet Iron Maiden (the cool part was easy, as there was no officially recognized heavy metal bands in USSR), and they did it by freely copying parts of the songs (or even the whole songs) by Iron Maiden and other cool bands. The lists of such musical inspirations in Aria albums are veeery looong. Therefore, it is likely that Aria's riff is based on some other song.

But it's not like other groups tried a lot more than them:
https://www.youtube.com/watch?v=kJSH5pEYJio

>> No.7479935

>>7479729
I know. Which is why I'm asking what games people would want to see, and therefore would be more likely to join. Like some sort of community that I always assumed we kinda were. In a loose way.

>> No.7479948

>>7479918
I think it's just random painting. I saw this art posted in "post your doom textures" topic on Doomworld.

>> No.7480001

>>7479581
Somebody was trying to say he died a few threads ago, it's just a hoax.

>> No.7480045

>>7479918
Rembrandt's self-portrait in the center, his portraits of a young man in a beret, and an old man with a gold chain.

>> No.7480053

>>7477427
romero got run over by a bicycle lmaooo

>> No.7480057
File: 608 KB, 1920x1076, DOOM0005.png [View same] [iqdb] [saucenao] [google]
7480057

>>7477487
Kowalski's Building Hell Ultra - 1999 Update (https://www.doomworld.com/idgames/levels/doom2/j-l/kk-build))
3 large maps. Very creative moments like shooting exposed reactors to progress in MAP01 and launching a nuclear warhead in MAP03. The progression was confusing so I just skimmed through most of the maps by noclipping. The music was very good for a '98 wad, the map01 music sounds very familiar but I can't place it, it would fit as a track in Valiant. This WAD screamed to be in the Build engine though, it would kick ass as a set of Duke levels.

>> No.7480059
File: 78 KB, 1366x768, fireemblem.png [View same] [iqdb] [saucenao] [google]
7480059

just beat hexen for the first time today. even if the final boss wasn't very difficult, i'm glad they atleast tried to make the fight interesting

is hexen 2 as bad as i've heard? regarding the crypticness, that is

>> No.7480085

>>7480059
The atmosphere is nowhere as captivating as with the first game (Hexen 2, despite its name, is not a direct sequel to Hexen, and thus does not take place in Cronos). In my opinion, it's far more light-hearted than the first game, which might or might not be your thing. But play it nonetheless, it's epic.

>> No.7480135

>>7480059
Imp the level design is better, the weapons are arguable, the action is maybe a tad worse, the art is the best low poly 3D on the quake engine vs the best sprites made on the doom engine...
It's better in some ways maybe a tad worse in others.

>> No.7480163

>>7479918
rocky dennis, al pacino, santa

>> No.7480172
File: 835 KB, 1024x576, Screenshot_Doom_20201003_010351.png [View same] [iqdb] [saucenao] [google]
7480172

>> No.7480194

>>7479406
pls respond

>> No.7480307

>>7479224
Without you and your contrarian faggot friends from the basement, Doom would exist happily.

Carmack, yes.

Petersen, no. He was a terrible level designer, who got meme status recently, but his maps have little influence.

Imagine Romero doesn't exist. Your shareware episode would be Shores of Hell. The game would have been a complete bomb.

>> No.7480318

>>7480307
petersen also had influence in the creation of the archvile, keeping the shotgun and some of the demon names
even how the bfg works may be because of him

>> No.7480324

>>7477463

Hi, I don't really care about Doom but I keep seeing the pretty BFG girl in the catalog and I thought I'd stop in and say that she is pretty, and that I am curious about what her strange mechanics are - i.e., what exactly she causes to happen in a cone emanating from an unexpected source, etc. And I would be interested in getting to know her and possibly finding out about such matters, albeit not at the cost of my life if it came to that (this is obviously quite a dangerous weapon), and of course in subsequently making love to her.

That is all. I will not return to this thread.

>> No.7480340
File: 756 KB, 240x220, 011.gif [View same] [iqdb] [saucenao] [google]
7480340

>>7480324
I leave the thread for like an hour and I see this shit,nigga what the fuck...

>> No.7480347

>>7480307
>Petersen, no. He was a terrible level designer, who got meme status recently, but his maps have little influence.
and without him, Doom would have one episode and Doom 2 would barely have any levels.

>> No.7480415

Are there any minimal base asset packs/templates for the Quake engine (like FreeDoom is Doom)? I found a few, but not a single one was able to bootstrap itself with Quakespasm.

>> No.7480419

>>7480415
LibreQuake is what you're looking for, but it is horribly unfinished.

>> No.7480420

>>7480415
*like Freedoom is for Doom

>> No.7480421
File: 631 KB, 1974x1316, 322254.jpg [View same] [iqdb] [saucenao] [google]
7480421

>>7480307
>contrarian faggot
>shits on Sandy

>> No.7480424

>>7480419
Tried it, didn't start, even with the game base dir set to the "lq1" dir.

>> No.7480438

>>7480318
Because of the dimensional shambler exit message, I’m inclined to believe he did a lot of the games goofy writing too.

>> No.7480450

>>7480415
Quetoo is fully free/libre multiplayer subset of Quake 2.

>> No.7480453
File: 1.54 MB, 1920x1080, vkquake0001.png [View same] [iqdb] [saucenao] [google]
7480453

>>7480424
Doing something wrong, friend. Works on my machine. This is lq1 here.

>> No.7480457

>>7480453
quakespasm.exe +game lq1?

>> No.7480461

>>7480457
Never mind, your screenshot says vkquake right there.

>> No.7480475

Out of curiosity, can GZDoom handle high res sprites? And if so, how much does that affect the performance of the game?

>> No.7480478

>>7480424
> didn't start
Was it completely silent? Something was probably written to the console or the log file.

>> No.7480480

>>7479803
blow it out your ass

>> No.7480485

>>7480478
No, it complained about not being able to load gfx.wad (so not finding the base folder). Setting the game and the basepath didn't help either.

>> No.7480493

https://www.youtube.com/watch?v=Qi24UX7JzF0

>> No.7480494

>>7480475
Unless we discuss ULTRA HD 4K 8K KKK images that waste all the memory bandwidth of your video card, a low resolution sprite that takes a certain amount of pixels in a certain frame (like, a quarter of the screen) is going to be drawn about as fast as a high resolution sprite that takes the same amount of pixels in the same frame.

>> No.7480532

>>7480493
cring

>> No.7480550

>>7480494
Thank you, anon.
One day I noticed that high res sprite aren't very popular in the Doom community, so I assumed it was because they affected the general performance of the game, but it seems that is not the case.

>> No.7480552

I want to play Doom on my phone (Android)
Yes I know it's the worst way to play it, I don't care, I want something to keep me busy at work.
What's the best way to go about it?

>> No.7480564

>>7480552
https://freedoom.github.io/download.html

>> No.7480565

>>7480552
Delta Touch lets you use a few different ports and load any wads you want, it's what I use. The Unity ports are also on mobile and they're okay if you don't mind just having the walled garden of wads that come with them.

>> No.7480572

>>7480550
Unless you're going to high-res the whole thing, it looks very jarring. Nobody wants to make that one monster that stands out like a sore thumb.

>> No.7480581

>>7480564
>>7480565
Thanks guys

>> No.7480587

Civvie was standing in the wheelchair spot in his half-life video.
https://youtu.be/eH7bxHHJsy4?t=237

>> No.7480615

>>7480587
who cares, anon
do you beat off to joe swanson?
>>7480453
is librequake still active?

>> No.7480625

>>7477890
>>7477928
I'm keeping seed but I'll consider changing lube to pants because I see more comedic potential in that.

>> No.7480657

>>7480587
>wheelchair
Everyone knows you're full of shit.

>> No.7480663

>>7480318
That's just jack shit compared to the work of Romero and the Carmacks.

>> No.7480679

>>7480085
>>7480135
alright, thanks for the answers
i really liked hexen 1's atmosphere but doing without it isn't too big of a problem

>> No.7480692

>>7478293
I like this, pretty short and fun. I'd highlight the design of outdoors area before exit and tourniquets. They don't even look cheesy, surprisingly. Exit didn't work for me, yeah.

>> No.7480805 [DELETED] 
File: 166 KB, 400x252, Romero playing REKKR, 1994.png [View same] [iqdb] [saucenao] [google]
7480805

>>7479581
>September 29th 1984, 23:54, at the school, I was never here, I was here
>April 14th 1988, 19:32, I beat the last level of Shitstain the Slayer after the full version finally came through the mail
>May 23, 2000, 12:40, all is lost
>July 10, 2018, 15:17, KEKKR is released using my ideas
>September 29th 1984, 23:54, I'm back at the school again, J.C. applies thermite to the window
>September 30th 1984, 00:10, I watch the fat kid get stuck and open the window, I've been here before
>approximately February 8th -13771035825, null:null, J.C is through the window, the fat kid is stuck, J.C is coding the renderer, J.C is breaking down the door, J.C is going to space, SHITTR must not be
>I feel my words exploding through time, "I'm talking about FULLY, TOTALLY DIFFERENT levels, deathmatch levels, per level dude! Yes, that makes it a megawad!"
>KNEEL

>> No.7480820

>>7480805
Romero is about to make time his bitch.

>> No.7480827

What is the best source port for Hexen II?

>> No.7480834

>>7480827
Hammer of Thyrion last I checked

>> No.7480863

>>7480307
Youre delusional, even if E2 was bad (it isnt), people wouldve loved the game for being the first of its kind.
>>7480438
He did do the level names and intermission texts

>> No.7480869

I don't like sandy's maps.

>> No.7480885

>>7480869
are they coarse, rough, and get everywhere?

>> No.7480890

>>7480869
>>7480885
Probably shouldn't have played Doom Vacation.

>> No.7480908

>>7480307
episode 2 is best episode
>you disagree
you are gay

>> No.7480919

>>7480908
are you?

>> No.7480928

>>7480919
why you want to suck my dick faggot?

>> No.7480946

Is this the high quality of discussion that BTFOs DW and ZDF that I was told about?

>> No.7480947

>>7480946
go back

>> No.7480950

>>7479364
>Dehacked
I know how to replace/insert sprites - it’s the drawing part that I can’t do.

>> No.7480953

>>7480946
sorry dude, i just saw cuntboy sandalphon getting rimmed
>>7480172
what mod was this again?

>> No.7480956

>>7480953
Looks like Gholazon X, it's a companion mod

>> No.7480954

>>7479451
The guitar shredding in that track is godly.

>> No.7480959

>>7480493
based dwars actually using the new guns unlike eggplant

>> No.7480982

>>7479461
I had never heard of her until now, but she's great, so I'm kind of ok with the suggestion that her song formed the basis for Suspense not being accurate.

>>7479748
Because you're a janky piece of shit.
https://doomwiki.org/wiki/Doom95#Bugs

>> No.7480984

>>7480928
yes, ill go get the magnifying glass

>> No.7480989

>>7480959
nope not clicking it not getting rick rolled today

>> No.7480995

>>7480989
But this is March, not April.

>> No.7480998

>>7480995
nope

>> No.7481000

>>7480959
I prefer old guns because the new supershotgun sound effect is particularly grating to me.

>> No.7481003

>>7480475
Yes, you can using scaling to adjust the size of the sprite (mind that width and height must be defined separately). There's even functions for changing the scaling on an actor during its behavior (so you could do something like make a cacodemon which gradually grows smaller with each pain state).

>> No.7481007

>>7481003
>cacomosquito following you around biting you for 1hp

>> No.7481009

>>7481007
no

>> No.7481014

>>7480959
Having two separate versions for the sake of choice was the entire point, so I don't see the problem in that.

>>7481000
The way it got compressed for the Boom version, or just in general? I admit I was somewhat constrained for time and was limited by having to stay within the tic length of the original SSG.

>> No.7481021 [DELETED] 

>>7479464
>>7477518
Honestly I think Romero is full of shit in that video and they must have seen it after the beta leaked online and not after the release of the game proper

>> No.7481024

>>7481021
Wouldn't he have incorporated it into maps then?

>> No.7481026 [DELETED] 

>>7479071
That's an official sprite of the Harbinger of Doom from Wolfenstein RPG

>> No.7481028 [DELETED] 

>>7481024
How did Sandy know then? He put a secret in one of his maps only accesible by rocket jumping

>> No.7481039

>>7481028
Wasn't that the original theory? He either heard about it or figured it out after the leak (because it wasn't in the leak) and never told Romero, for whatever reason?

>> No.7481041

>>7477424
oh, I'm gonna... I'm gonna BOOM

>> No.7481049

>>7481028
Sandy seemed to test the game more than DMing in a square room all day.

>> No.7481056
File: 192 KB, 327x397, gremlin.png [View same] [iqdb] [saucenao] [google]
7481056

Is there an actual footage of the Gremlin from Quake Scourge of Armagon not only stealing a weapon from the player, but also using against them?
Feels like something that could have been done, even if for the sake of graphic and visual documentation
Also, Decino but for Quake when?

>> No.7481062

>>7481014
I just dont like the reloading "shwink" sound. I guess I'm more sensitive to higher pitched noises. Could just be my headphones

>> No.7481063
File: 884 KB, 1538x655, 1610654697519.png [View same] [iqdb] [saucenao] [google]
7481063

Door to the final room

>> No.7481073

>>7481062
Those were really hurried, I would probably have done something a bit more different for those sounds if I had a longer time frame for them.

>> No.7481079 [DELETED] 

>>7481039
>>7481049
Well it was that anons theory and it's possible, but as far as I know we have never had any kind of confirmation from Sandy on that. Perhaps that does lend credence to the theory that Sandy was trying to avoid Romero or others at id from copying another of his ideas for their own maps. Sandy was always the the weird odd man out up to Quake as far as mappers go, with his maps in Doom/Doom 2 being considered bizarre gimmicks or legitimately bad by many. He never got the attention someone like Romero did. If he did feel like others were using his mapping ideas and getting the recognition, this could have been a way to try to stop it from happening this one time. Regardless of how he found out he clearly didn't tell any of the other mappers for Quake beforehand.

>> No.7481094

>>7481079
Well especially with Doom 1, Sandy didn't have the time to dick around since he had practically all of the Ep2 and Ep3 mapping to do, but he was also was very experimental so he may have figured it out late and added it to one of his levels without really wanting to bother with Romero and co.

>> No.7481103

>>7480959
I wasn't a fan of the new rocket explosion sprite, and I couldn't see anything when using the plasma rifle. Also, I was worried about -complevel 11 having different infighting behavior, so I settled for something more familiar.
t. Eggplant

>> No.7481105

>>7481056
I think I've only ever had it happen once. Their low health and tendency to run towards corpses instead of you makes it incredibly rare.

>> No.7481117

>>7480493
Guess I need to keep my eye on another channel now because I'm a vain motherfucker who likes seeing people play my maps.

>> No.7481118

>>7481056
I'll get it for ya. Hang tight.

>> No.7481152
File: 2.83 MB, 640x360, gremlin.webm [View same] [iqdb] [saucenao] [google]
7481152

>>7481056
Crap quality, but it should be good enough.
Weapons in order are plasma gun, sidewinder, nailgun, MIRV.

>> No.7481175

If I want to buy Blood where do I get it from? I'm only seeing the remaster. Does that include the original files that I can use in a source port?

>> No.7481214
File: 5 KB, 224x221, An Uncanny Fellow - I fear him.gif [View same] [iqdb] [saucenao] [google]
7481214

>>7480318
>petersen also had influence in the creation of the archvile

>> No.7481238
File: 2.80 MB, 720x1280, 1614248644641.webm [View same] [iqdb] [saucenao] [google]
7481238

>>7479071
That fucking face. He is non threatening looking. Eyes in the center of his head look weird. I already struggle not seeing them on the regular guy but now those are the official eyes

>> No.7481241

>>7481214
As much as I think he's underappreciated, I don't think I'd cite the Archvile (and the BFG tracers). They're interesting designs but they're also frustrating and counterintuitive, respectively.

>> No.7481249 [DELETED] 
File: 153 KB, 732x952, Cybermage (1).jpg [View same] [iqdb] [saucenao] [google]
7481249

>>7481094
Reminder that 1995's Cybermage: Darklight Awakening was the first FPS with driveable vehicles (Tanks, Aircar and Jumpjets)

>> No.7481250
File: 163 KB, 1047x506, Builder_LD9sXlpp1t.png [View same] [iqdb] [saucenao] [google]
7481250

Voodoo conveyors are fun as fuck to make.
Why didn't I start mapping years ago?

>> No.7481253 [DELETED] 
File: 153 KB, 732x952, Cybermage (1).jpg [View same] [iqdb] [saucenao] [google]
7481253

Reminder that 1995's Cybermage: Darklight Awakening was the first FPS with driveable vehicles (Tanks, Aircar and Jumpjets)

>> No.7481274

>>7481250
why that shape for the pinky spawners?

>> No.7481280

>>7481175
On GOG it does, on Steam it doesn't.
Anyway, I don't think the remaster is that bad. I've been playing on it recently since last week and it plays fine. Some bugs and the fact that when I die with a dynamite in-hand it doesn't explode happens but it doesn't annoy me. It's not bad as launch FS. Wish some people played deathmatches tho

>> No.7481282 [DELETED] 
File: 37 KB, 612x612, 1608362911490.jpg [View same] [iqdb] [saucenao] [google]
7481282

>>7477909
>And suddenly Romero's face turned white. Half the audio in the game had his name pronounced wrong, and it was too late to fix."
Fuck making a Netflix series based on Masters of Doom, I want a series based on the 5 year trainwreck that was the development of Daikatana. This article alone would be a scriptwriters goldmine. So much of this drama seems forgotten but it was all anyone talked about in the FPS fandom at the time.

>> No.7481287

>>7481282
>Netflix series
>Carmack is a black woman

>> No.7481293

>>7481287
>Romero is now an eastern Indian

>> No.7481295

>>7481274
The conveyor linedef needs to be pointing in the direction you want the floor to move
That said I could probably just put it on the other side of the room desu

>> No.7481306 [DELETED] 

>>7477968
>>7477971
>>7477983
He did do it more than once, yes.
>Initially lacking any code from id, the company's programmers Bryon Nilsson and Matt Hopwood proceeded to produce their own custom 3D graphics engine for the Game Boy Advance over the course of nine months, and according to David Palmer, it was around 95% complete, needing only additional optimization to hit the 30 frames-per-second mark. However, John Carmack then located a copy of the Atari Jaguar source code, and he and Activision proceeded to demand that it be used instead of the custom engine that had already been developed. This set back development and led to what Palmer believes is probably an inferior product to what could have been provided.

Also interestingly enough, they originally approached id with a tech demo of Doom for Gameboy Color wanting a license. Carmack suggested they do a Keen game on GBC first and once they did they were granted the Doom license but changed the project to the newer GBA platform.

>> No.7481309
File: 174 KB, 1044x527, Builder_w2d3iMvTNb.png [View same] [iqdb] [saucenao] [google]
7481309

>>7481295
>>7481274
There we go, works just as well!

>> No.7481312 [DELETED] 
File: 94 KB, 1200x600, 1609785082993.jpg [View same] [iqdb] [saucenao] [google]
7481312

>>7481287
>>7481293
They already cast them. The guy who was cast for Romero is Native American/Mexican like him and the guy they got for Carmack is pretty good, once he's in the hair and wardrobe I think he will make a fine Carmack.

>> No.7481325 [DELETED] 
File: 13 KB, 227x271, 6a0120a85dcdae970b019b001ca1e5970c-800wi(1).jpg [View same] [iqdb] [saucenao] [google]
7481325

>>7481306
>John Carmack then located a copy of the Atari Jaguar source code, and he and Activision proceeded to demand that it be used
>"Our initial appraisal of the Jaguar was "nice system, but Atari probably can't make it a success". But when I got the technical documentation, I was VERY impressed. This is the system I want to see become a standard platform!"

>> No.7481343 [DELETED] 

Is it true that Heretic and Hexen have cutscenes? I just played the wads in GZDoom and never saw any cutscenes.

>> No.7481348

>>7481152
>Ter_Shib_Drake
My man, but that quality won't do. I'll whip one up myself

>> No.7481352

>>7481056
>Also, Decino but for Quake when?
There was one, Custom Gamer. He was good at it, too.
https://www.youtube.com/playlist?list=PLEjFGI8MgHvSG33wnDdl75_lVNpl1TQHW

>> No.7481357 [DELETED] 
File: 100 KB, 96x96, 1424021336677777.gif [View same] [iqdb] [saucenao] [google]
7481357

>>7481253
Based Cybermage poster. It never gets the attention it deserves, very unique and innovative FPS for it's time.

>> No.7481358

>>7481056
>Also, Decino but for Quake when?
Dwars has a lot of Quake content.

>> No.7481359

>>7481343
In the very least, Heretic retroactively has some in Heretic 2.

also https://www.youtube.com/watch?v=lpPD05w-8e8

>> No.7481362

>>7481358
>Furry
Nah I'm good

>> No.7481367 [DELETED] 
File: 17 KB, 974x715, 1613538395083.png [View same] [iqdb] [saucenao] [google]
7481367

>>7481358
>Dwars
I'm not watching that fucking autistic furry, he talks like Chris-Chan.

>> No.7481375

>>7480493
thank you dwars, very cool!

>> No.7481419

>>7481056
https://i.4cdn.org/wsg/1614746087290.webm
https://i.4cdn.org/wsg/1614746151482.webm
https://i.4cdn.org/wsg/1614746213865.webm
https://i.4cdn.org/wsg/1614746276616.webm

>> No.7481438
File: 125 KB, 1360x768, duke0140.png [View same] [iqdb] [saucenao] [google]
7481438

>> No.7481448

>>7481348
No sweat, I got ya covered.

https://anonymousfiles.io/f0sonaKN/

>> No.7481508 [DELETED] 

Why are you still using Ultimate Doom?
The original version still better.

>> No.7481513

>>7481508
Which build though? There's loads of them.

>> No.7481525 [DELETED] 

>>7481513
1.1

>> No.7481537

Is it possible to search for specific words in SLADE?

>> No.7481542

>>7481537
For files and in the script editor, yes.

I think there's also a lua script for an overall search function too.

>> No.7481563
File: 16 KB, 1360x768, duke0139.png [View same] [iqdb] [saucenao] [google]
7481563

>>7481438

>> No.7481569

Can you remove blood spatters from the player in brutal doom using SLADE? My laptop can't handle chaingunners shooting me

>> No.7481627
File: 170 KB, 1111x1500, 22398514985.jpg [View same] [iqdb] [saucenao] [google]
7481627

>>7481569
>brutal doom

>> No.7481642

>>7481438
HO BABY WHATS UP YOU TAILPIPE???

>> No.7481646
File: 262 KB, 800x963, microvision_box_large.jpg [View same] [iqdb] [saucenao] [google]
7481646

beat doom 5 minutes ago. here's my opinions you didn't ask for.
>shores of hell > knee deep in the dead > inferno
>E2M2 and central processing were amazing.
>the environments being literally alive was for lack of a better term, fucking hardcore
>flickering lights added so much tension and i missed them in inferno
>it being mandatory to step on lava several times to find a way to the exit was annoying. i died twice to this.
>inferno kind of sucked. i loved pandemonium though.
thanks for reading my blog. overall, one of the best games i've ever played. i know i'll be replaying episodes 1 and 2 for years to come. i'm not going to play episode 4 because i started up mission 1 and it was cancer. guess it's on to doom 2 and then 64 I guess? i don't know there's really a million ways to go from here.

>> No.7481650

>>7481646
>>it being mandatory to step on lava several times to find a way to the exit was annoying. i died twice to this.
whenever this is necessary there is a radiation suit nearby, keep that in mind for future

>> No.7481654

>>7481646
Only Doom 2 is essential, you can go straight to PWADs after it. Ep4, TNT, Plutonia, Doom64 etc. can be safely skipped.

>> No.7481659 [DELETED] 

>playing UD and not finishing E4
Then better get the original registered version at this point faggot

>> No.7481665
File: 1.02 MB, 1920x1080, 1571862469932.png [View same] [iqdb] [saucenao] [google]
7481665

>>7481646
Doom 2, maybe TNT, then for sure Plutonia. Last one's tough so don't feel bad if you have to adjust the difficulty your first time through it.

>> No.7481668

>>7477804
Black Tower and Blood Sea

>> No.7481671

>>7481654
that's pretty much what i figured. probably still going to check out plutonia and doom64 before i get into the wad scene. i've heard a lot of good things.

>> No.7481738

>The weapon Doomguy holds in his sprite isn't in the game
>Neither is the weapon he holds in the game cover
why

>> No.7481743

>>7481738
reworks of the game, you used to have a rifle back in the alpha's but they changed it but the sprite design was already set

>> No.7481795
File: 1.55 MB, 1920x1080, 1606898281746.png [View same] [iqdb] [saucenao] [google]
7481795

Goddamn I can't stop replaying Episodes 1-3 over and over again.

>> No.7481798

>>7481795
>He doesn't like The Elder World
Shit taste.

>> No.7481815

>>7481795
1 and 2 yeah, 3? I feel like it kinda loses traction and the theme breaks down

>> No.7481845
File: 1.59 MB, 1920x1080, massacr4.png [View same] [iqdb] [saucenao] [google]
7481845

>>7477487


I got Massacre (Massacr4) :https://www.doomworld.com/idgames/levels/doom2/m-o/massacr4

At first thought it was a prank level cause the exploding barrels. Then the solution seemed obvious,

The doors and the corridors are weird shaped. Some paths are tricky to go trough.

Pretty straightforward flow. Its focused on 3 weapons mainly. But from the third door onwards it's all about BFG. It's "hidden in a secret area". Hexen music for science sake I believe. Custom title graphic and a "signature" texture are a nice touch.

Fun and quick to play... once

>> No.7481852
File: 219 KB, 648x818, 1611724724538.png [View same] [iqdb] [saucenao] [google]
7481852

>>7481845

>> No.7481869
File: 20 KB, 300x300, 300px-monster_quake_spawn.png [View same] [iqdb] [saucenao] [google]
7481869

>>7481798
Does anyone actually like dealing with these assholes?

>> No.7481874

Which monsters are not changed yet in HDoom?

>> No.7481886

>>7481869
Yes they are my favorite enemy. It's always an OH SHIT moment when they show up. Actually having to show some restraint instead of shooting anything that moves makes it very interesting and tense to fight. If you panic and shoot it when it's anywhere close to you like a dumbass your run is basically over.

>> No.7481940
File: 1.73 MB, 1280x800, Quake.webm [View same] [iqdb] [saucenao] [google]
7481940

What the fuck version of Quake is this?

>> No.7481942

>>7481940
Could be pretty much any that has r_scale or a similar command.

>> No.7481963

>>7481940
Any version?

Are you surprised that old games look really nice when you run them with screen resolutions they were intended to work with?

>> No.7481998
File: 2.93 MB, 640x360, going up.webm [View same] [iqdb] [saucenao] [google]
7481998

>>7477487
https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/ultramarine

I actually rolled this a few days ago, but I wanted to gush about it anyway. This map is huge and great-looking, real mastery of vanilla assets at work. It's a bit questionable in its progression, but far from the worst I've ever played, you're just expected to watch the automap to see what some switches do. Very enjoyable for its sheer scale and variety of locations. All the classics are here - a church, an arcade, a train station, a movie theater, a house, some docks and a boat, and it's all very Build-like in its detail and interconnectivity. It's nicely-populated too, gives it a real warzone feel without being too excessive.

I haven't even seen it all yet since I keep trying saveless runs with HD and making it ~900 kills in before choking. Most recently made it to this roof transition, which was a cool moment in a map I was already impressed with. You get back down by "jumping" off over a teleporter line that puts you back outside at the base of the building. It's technically simple, but nicely executed anyway.

>> No.7482001

>>7481874
Arachnotron, Spider Mastermind, Pain Elemental, and Revenant.

>> No.7482042

>>7481103
The plasma trails are somehow more obfuscating in the DeHacked version, that's pretty fair. For infighting, I'm reasonably sure we figured out how to do it on complevel 9, for that exact reason, but don't take my word for it.

>> No.7482045

>>7481569
Just drag brutal doom into the recycling bin and that should fix your issue. You don't even need to use SLADE for this method.

>> No.7482050

>>7481117
Yeah. It would be easier if subscribed to him, then I could see the 2048 videos as they're out, but I also don't care about any of his other content. It is a conundrum.

>> No.7482058

>>7481241
>They're interesting designs but they're also frustrating and counterintuitive, respectively.
No they're not.

>> No.7482060

>>7481569
If you can find the relevant lines in that tangled mess of a code, sure.

>> No.7482064

>>7481852
Reminder romero plays with gzdoom without turning off the texture filters.
>>7482001
>fuckable revenant
Can't be done

>> No.7482068

>>7482064
Romero's capable of being wrong too. Also
>You can't fuck the Revenant
Are you really gonna sit here on 4chan and say "You can't fuck that, it's impossible!"

>> No.7482072

>>7482064
>>7482068
Revenants have meat pants.

>> No.7482074

>>7482072
I thought that was red shorts

>> No.7482081

>Your shorts, your pants, whats the difference?

>> No.7482126

>>7482064
>Can't be done
Sure it can, the eyesocket will work.

>> No.7482140

>>7482042
The text file says to use -complevel 11 for DeHacked guns.

>> No.7482141

>>7482001
Revenants can't be changed because they are already boners.

>> No.7482168

>>7482141
So, futa confirmed for HDoom?

>> No.7482173
File: 5 KB, 200x200, 1577777347683.jpg [View same] [iqdb] [saucenao] [google]
7482173

>>7482168

>> No.7482178

>>7482168
Wouldn't be surprised if the revenant ended up as a trap. skeleboi got no thiccness.

>> No.7482185

>>7482178
I recall the dude said there'd be no such things. That was back when he was actually working on it though.

>> No.7482190

>>7482185
So when was that, 6 years ago?

>> No.7482192

Holy shit Corruption Cards is so much fucking fun. I need something like this for Quake.

>> No.7482196
File: 119 KB, 1299x604, retardUDMF.png [View same] [iqdb] [saucenao] [google]
7482196

>>7478814
To the retard that designed his HFFM in UDMF:
I was gonna help you out because you were obviously having trouble. But then I played the map and it was really bad. Teleporting into a group of shotgun hitscanners, that even with 80% health results in RNG to not be killed? On top of the mancubi that teleport in? And the fucking archvile right after that resurrects them all? You realize tree decorations don't provide cover, correct? There's no fucking cover from this archvile that teleports in and resurrects every single shotgunner that the player only survived due to RNG.
I tried to open this map up in GZDBuilder and got all these messages.
What the fuck, retard?

>> No.7482205

>>7482196
OK, the last part was my bad because I literally never use UDMF and hadn't set the configurations for it to be directed to the IWADs folder.
But still.
What the fuck, retard?

>> No.7482207

>>7482185
Yeah he's too busy drawing snake dicks now.

>> No.7482262

>>7481646
> i'm not going to play episode 4 because i started up mission 1 and it was cancer.
I demand Plutonia to beat that shit out of you.

>> No.7482265

>>7481654
>>7481671
Final Doom and Doom 64 are mandatory.

>> No.7482267

>>7481646
This faggot can't even play E4M1.
Stop recommending plutonia

>> No.7482294

>>7482064
In that vid where he plays Sigil, he uses Doomsday, not GZDoom. But true for the texture filtering.

>> No.7482297

>>7481569
I think you can disable this in game options, something like "extended particle effects".

>> No.7482305

>>7481569
Just don't ask this at the GZDoom forums, Graf will tell you how both your machine and you suck, and you would be better off playing vanilla in DosBox if you cannot afford an RTX 3090.

>> No.7482330

>>7477427
>>7478293
Bearhouse version 2: Rebalanced for more extreme homosexuality, fixed missing revenants, expanded archvile closed for maximum sodomy.

The archviles gave me a lot of trouble during testing so I added more ammo but didn't re-test. I don't think I trivialized it.

Now with difficulty, a secret but still no music. Any suggestions?

https://www.mediafire.com/file/lihy0p1o6kwg41f/Bearhouse2.wad/file

>> No.7482376

>>7478240
I guess it wasn't the Beerhall Putsch, but the Bearhall Putsch

>> No.7482386
File: 1.44 MB, 1252x742, saveless_paths_cyberdemon_room.png [View same] [iqdb] [saucenao] [google]
7482386

>>7482196
> Teleporting into a group of shotgun hitscanners, that even with 80% health results in RNG to not be killed?
The idea is that you should take hitscanners out very fast while strafing to the trees that provide cover against mancubus and imps.
You can also stop for just a little moment when you have multiple sergeants in a row, which will decrease your chance of getting shot.
> the fucking archvile right after that resurrects them all?
You have 3 rockets, a tower to hide in, a plate with switch to hide behind as another option, and even an ability to just skip to the teleport.
Idk I just finished Plutonia in UV and this whole encounter, from portal to portal, in average takes like 2-4 saves to complete, which is not even hard comparing to some stuff in Plutonia.
Some of encounters in current HFFM maps I couldn't beat even after hours of savescumming.
> gonna help you
Don't bother. There are a lot of things which are going to be really painful to convert and it's probably not worth it.
Just play it in GzDoom if you want.
You might like the cyberdemon encounter, it's probably less RNG and the room layout is very suggestive in terms of what you should do and requires you to traverse the whole place in fun ways.
The last encounter, after cyberdemon one, is going to ultimately rape anyone. It's more RNG, but being lucky is not enough to beat it, you still have to perfect timings in pressing switches that raise platforms...

>> No.7482391

>>7480424 here again. I made an attempt to run lq1 with quakespasm again, to no avail. Starting with "quakespasm.exe +game lq1" has no effect whatsoever, the engine still looks for the id1 subdirectory. When starting with "quakespasm.exe -basedir lq1", it will find the lq1 directory, but still fails to load gfx.wad (even though it's clearly there). Finally, "quakespasm.exe -basedir lq1 +game lq1" has the same effect as before, lq1 dir found, gfx.wad cannot be loaded. What is going on now? I have full permissions for the directories, but trying to run from an admin command prompt changes nothing either.

>> No.7482408

>>7482386
>There are a lot of things which are going to be really painful to convert
Such as?

>Just play it in GzDoom if you want.
Way to go, let the elitism and fuckery live on.

>> No.7482429

>>7482408
There are 4 floors that do Floor_RaiseByValue with very specific values, and one of those first goes completely down with Archvile after a specific time delay after you go down on a lift, and the goes up to another specific height after you press a switch. I'm not even sure there is Floor_RaiseByValue in Boom format at all.

>> No.7482436

>>7481869
I thought revenants' 50% homing missiles were bad, but these guys are another level of unpredictability. Really hate them.
Is there some sacred knowledge on how to deal with those fuckers when they alrady woke up?

>> No.7482442

>>7482429
>I'm not even sure there is Floor_RaiseByValue in Boom format at all.
It's been a while, but as far as I remember, there is. Even if not, come up with a clever way of getting around this, that's the spirit of Doom mapping.

>> No.7482443

>>7482391
lq1 in it's current state can only be loaded as a mod for id1. From project's github page:
>As of April 2020, there are no PAK packaged files, but the work in progress can be played by placing the lq1 directory in the main directory of your engine, the same place as the original id1 folder. Then start your engine with command line option +game lq1 just like any other mod.

>> No.7482448

>>7482429
eternity.youfailit.net/wiki/Floor_movement_classic_specials ?

>> No.7482451

>>7482443
So you do need the original PAKs. No wonder it didn't work. Thank you, Anon!

>> No.7482461

>>7482429
>I'm not even sure there is Floor_RaiseByValue in Boom format at all.
There is 32 and 24. Everything else done by dummy sectors.

>> No.7482469

>>7482386
>while strafing to the trees that provide cover
Decorations don't provide cover. They block your shots but they don't block enemy's. The trees here only serve to block movement and make this area more frustrating.
>this whole encounter in average takes like 2-4 saves
No encounter should require saves saves. This is what I meant when I said this area is RNG reliant. Sure, it happened to work during one save. But for an area to be fair, it needs to work consistently. 3 rockets isn't enough to take care of an archvile. And with all hitscanners being resurrected, the lack of health, the lack of cover, and all of the trees blocking your movement, even four would be a stingy amount of rockets here.
>Some of encounters in current HFFM maps I couldn't beat even after hours of savescumming.
I've beaten every HFFM map saveless, check the demos from previous threads. Not only are these maps viable to beat saveless once, they can be beaten saveless consistently. I'm not even a DOOM God.
>There are a lot of things which are going to be really painful to convert and it's probably not worth it.
Six months ago I was also a novice. I made my 2048 maps in UDMF and when someone told me I was a retard and needed to do it in BOOM, it only took like an hour to change things. Click on all the green lines and just find the BOOM equivalent. You're not using scripts so literally everything you've done can be achieved in BOOM. It's a learning curve, but if I, a computer illiterate retard can figure it out, you can too.
> it's probably less RNG
As the mapmaker, you should be able to complete your map without saves. Play from start to finish every single time. No IDDQD, no IDCLIP. This will help you recognize where areas are unfair. Because you used saves you've designed an unfair level. As the mapmaker, you are going to be the best at playing your own level and if even you need to use saves to beat it, that should tell you something.

>> No.7482482 [DELETED] 

>>7481654
This. Plutonia and TNT are highly overrated and it's time people stopped pretending they are good

>> No.7482486

>>7482482
nobody is pretending they are good, just that they are hard

>> No.7482489 [DELETED] 

>>7482064
>the man who gave us things like this >>7477909 is retarded
Who could have imagined

>> No.7482490 [DELETED] 

>>7482486
Oh no, you have many staunch Plutonia defenders here. TNT not so much.

>> No.7482505

>>7482486
>>7482482
I'm angry at my garbagemen and I'm going to take it out on you faggots. Get raped

>> No.7482519

>>7482469
> Decorations don't provide cover. They block your shots but they don't block enemy's.
Trees DO block any projectiles, like imps and mancubus fireballs, or player rockets. Trees DO NOT block hitscanners, be it enemies or player using hitscan weapons like shotgun or chaingun.

>> No.7482528

>>7482519
That's gzDoom thing.

>> No.7482532 [DELETED] 
File: 104 KB, 900x900, Efzzl4GXgAIwAzU.jpg [View same] [iqdb] [saucenao] [google]
7482532

>>7482505
And who's doing the raping there, big guy? You?

>> No.7482540

>>7477446
ZOOM ZOOM

>> No.7482543
File: 254 KB, 512x377, a6KgfLeJiZ5e4Ny8JA3ZnzYKqKIgdDbb0uhxzy5wc_NpENcQXwc6_jM1snIEqFwY-RRqtzoR5qHDspiWw0Ej-3jQDixdckJWd7ea1r0[1].png [View same] [iqdb] [saucenao] [google]
7482543

Why are all the modern Doom Builders/Map Editors so unstable for me. Im on Win10 GTX 1070

SLADE's map editor crashes on me for no reason
UDB decides to crash on me when doing certain actions
GZDB seemingly is more stable than UDB but still crashes from time to time just because

The only builder that hasnt crashed for me at all is the OG Doom Builder, but that hasnt been updated since 2012 so I feel like I shouldnt be using it. Man

>> No.7482552

>>7482543
>SLADE's map editor crashes on me for no reason
Use the stable, not the beta. And the 64-bit version if you're on a 64-bit system (which is most certainly the case).

>> No.7482557

>>7477841
It was done by a Christian band.

>> No.7482559

>>7482543
UDB is crashy as fuck but GZDB werks just fine on my machine
No ide why

>> No.7482560

>>7482469
> No encounter should require saves
In Plutonia UV literally every single fight requires at least few saves until you learn the layout and enemies and practice a little bit your strategy based on 100% knowledge of encounter. I thought the idea behind HFFM was to be ridiculously hard and degrading, just like Plutonia.
> I've beaten every HFFM map saveless, check the demos from previous threads.
I think you practice a lot beforehands to learn everything in the map perfectly. And even then, probably you still have to make a few takes to record beating it "in single run".

>> No.7482561

>>7478523
This is why nobody takes video games seriously

>> No.7482569 [SPOILER] 
File: 10 KB, 640x400, 1614780609092.png [View same] [iqdb] [saucenao] [google]
7482569

>>7478568

>> No.7482573

>>7482519
Uh no, that's just untrue, here's a test map for you. There's three hell knights, a mancubus, and three rows of trees between them and the player. All projectiles go right through. https://anonymousfiles.io/oxX9jPHT/
>>7482469
>>7482386
I wasn't trying to be discouraging, by the way. It's not a bad map, I was just frustrated with sinking some time into it and feeling that it was unfair, coupled with trying to play whilst in alcohol withdrawals. With some changes it could be a fun map. Just make something that you can beat saveless. And I don't just mean that you can beat it once without saves. I mean that you can beat it at least 3/5 times without saves. That's how you know it's fair.

>> No.7482574

>>7481438
Can you please post a link to the latest voxel pack releases for DN3D, SW and Blood?

>> No.7482575
File: 871 KB, 1250x768, doom3.jpg [View same] [iqdb] [saucenao] [google]
7482575

>>7482561
Randy Scott's Christian band though right? The CEO of Art Data Interactive?

>> No.7482579

>>7482560
No shit, retard. But ultimately once the map is learned, it can be beaten without saves.
The dude I was talking to made the map. He knows the map. He knows the layout. And even he had to use saves. That's what I'm saying.

>> No.7482581
File: 1.26 MB, 220x165, kid dancing 2.gif [View same] [iqdb] [saucenao] [google]
7482581

>>7477424
Why don't you guys wanna play Doom coop? It'll be fun.

>> No.7482582

>>7482064
He's a strange guy

>> No.7482584

>>7482519
Imagine correcting someone like you know what you're talking about and being completely wrong.

>> No.7482587

>>7481438
is this from the adult pack or a base game thing

>> No.7482589

>>7482575
? ? ?

>> No.7482592
File: 2.42 MB, 159x114, plutonia.gif [View same] [iqdb] [saucenao] [google]
7482592

>>7482532
That's exactly it, now pucker your butthole.

>> No.7482595

>>7482587
The sprite is in the vanilla game, but this is the hyper autistic 3D voxel version.

>> No.7482602

>>7482573
>>7482584
Turns out it only blocks projectiles in GzDoom.

>> No.7482603
File: 91 KB, 700x1000, 10466.jpg [View same] [iqdb] [saucenao] [google]
7482603

>>7482587
THATA FROM GAME, HAHA!

>> No.7482610
File: 239 KB, 1009x644, 5e98dd8661eb0462de98e46f_ss703.jpg [View same] [iqdb] [saucenao] [google]
7482610

>>7482589
The people who did the soundtrack for 3DO Doom was the personal band of the owner and CEO of Art Data Interactive, the company who made the awful port (and wanted to add those FMV cutscenes). I guess it was also a Christian rock band.

>> No.7482614
File: 27 KB, 225x289, 1609655813447.jpg [View same] [iqdb] [saucenao] [google]
7482614

>>7482603
*ER..UH BASE GAME, HAHA

>> No.7482619

>>7482610
That's correct.

>> No.7482620

>>7482619
Ok well I was asking if that is who you were talking to make sure since the post you replied to was deleted

>> No.7482627

>>7482560
>In Plutonia UV literally every single fight requires at least few saves until you learn the layout and enemies
Nah. Blood and Shadow Warrior are way worse with this kind of thing and even those games are totally fair once you come to expect the mean enemy placements. It's like Ninja Gaidan. At first it seems totally unfair that they place bats to perfectly fuck you up in midair and send you down a bottomless pit. But after a while you come to expect it and you just wait a moment at the edge of a platform to see if there's a bat there.
In the case of Plutonia, you begin to notice odd walls and think: When I grab this rocket launcher, I should expect that weird wall to open up to chaingunners/revenants/archviles.

>> No.7482636
File: 81 KB, 576x490, if you say that again.png [View same] [iqdb] [saucenao] [google]
7482636

>>7482560
>In Plutonia UV literally every single fight requires at least few saves until you learn the layout and enemies and practice a little bit your strategy based on 100% knowledge of encounter.
This post makes me lightheaded. I have to go and do something else for a moment.

>> No.7482716

>>7482636
It's not a bad thing. Some people love it, some people hate it. Reminds me of Dark Souls.

>> No.7482725

>>7482716
Plutonia isn't like that, and you're a scrub for arguing that it is.

>> No.7482726

I think playtesting your map single-segment is an overkill, who got time for that. But avoiding luck-based encounters should be the norm.

>> No.7482737

>>7482726
>I think playtesting your map single-segment is an overkill
It's not. Beat your map saveless.

>> No.7482761

>>7482636
Pistol start "The Twilight" on UV.

>> No.7482763

>>7482726
>I think playtesting your map single-segment is an overkill, who got time for that.
If you're expecting other human beings to play your map then you have time for it. If you don't have time for it then others shouldn't play it.

>> No.7482774

>>7482761
Nigger what are you implying?
UV saveless pistol start is the norm here. We've all played Plutonia. So yes, many people here have done so with The Twilight.
Which isn't even hard so idk what you're saying. Literally run into the pit at the beginning for a secret soulsphere and plasma gun. What's so hard about it?

>> No.7482791

>>7482774
During my recent playthrough of Plutonia I remember this map having a ridiculous amount of savescumming and incomprehensible shit going on. I wasn't even able to memorize the layout because I had to randomly run through stuff like crazy from save to save to beat it. I just tried it again with pistol start without saves and was not able to progress significantly in 5 attempts.
> run into the pit at the beginning for a secret soulsphere and plasma gun.
I was not even aware of its existence. But well, if I knew 100% of the map beforehands, it would be more realistic, yeah.

>> No.7482792
File: 6 KB, 512x448, 633.gif [View same] [iqdb] [saucenao] [google]
7482792

>>7477427
https://anonymousfiles.io/V2xQnOI5/
NMN3_V10.wad

Added a lava fall texture, spent a bunch of time redoing the LAV1/LAV2/LAV3/LAV4 flats because they're slightly artifacted. Not actually sure if it's good, so complain and I'll take them out. Also added some stuff from the gothic set.

>> No.7482795

>>7482726
How else do you do it? IDCLIP halfway through your level and start from there? You're not going into this section with the amount of health and ammo that a player would fairly, so how do you know you have enough ammo and health here? How do you know that a player can get to this point consistently? How do you know that the fight right before it doesn't get boring the tenth time through and needs some barons removed?
We're all wasting our time with this dumb hobby but so long as you're wasting time on it, you might as well have some pride in it and not put out something halfassed

>> No.7482804

>>7482791
Its not like I opened the map up in Doombuilder to study "100% of the map."
You fuck around, explore here and there, maybe save a couple times to practice a tough fight or two and then you go for it.
You're making Plutonia out to be some monster that can only be tackled by turbo autists that break down the routes and secrets on a chalkboard but the truth is most of us simply beat this game as children before walkthroughs and LetsPlays were even a thing. PWADs nowadays are far harder than Final DOOM. Catch up, zoom zoom

>> No.7482840

>>7482795
I save between encounters. I restart after making adjustments after beating the level.

>> No.7482894
File: 35 KB, 320x240, Plutonia_title.gif [View same] [iqdb] [saucenao] [google]
7482894

Plutonia is such a deliciously controversial topic.
Some fun butthurts from DW:
> Plutonia... the very words bring back the pain, the psychological scars that the Casali brothers inflicted on me. The revenant screams and archvile cackles
> I have a love/hate relationship with Plutonia. Some levels make me go "nope!" And noclip to the exit. I don't even remember why I hate a couple levels so much, I just remember from the start screen: I Do Not Play This Level
> Played the second Level now and will stop playing it. It is just designed to annoy you. So i'll give it a ¯\_(ツ)_/¯
> Plutonia really is a "trial and error" type wad - definitely not for everyone! I've had a weird, constant love-hate relationship with the wad.. leaning more towards love. But it doesn't love me back..
> Yep, you have to commit every step into your Memory until you can run through because you know every annoying Corner. I have to be in the Mood for something like that.
> i think the liberal use of hitscanners in open areas is just tedious. i also think the geometry of the maps is not as inventive or weird as doom, doom2, or tnt.
> When it comes to Plutonia's teaching style of "get killed, then work backwards from there to figure out how not to get killed", I normally will argue that each setpiece battle is entertaining enough on its own merits to be worth revisiting and working out a strategy for. But the invisible bridge is perhaps too trolly. It's some cryptic shit to throw at a player in the middle of an action scene when under fire from across the gorge.
> You will not be prepared for how hard, brutal, and insane this wad is going to be. Even on I'm Too Young To Die/Hey, Not Too Rough, this wad is relentless. Plutonia could very well be seen as the Super Mario Bros. The Lost Levels of Doom in that sense.
> Deaths: 239 (UV Playthrough - Chocolate Doom)

>> No.7482902

>>7482763
Playtesting can be torture for the author in pretty much any mod if done too much. I know spot testing changes in gameplay mods multiple times to get them working correctly kills my motivation to do full playtests when everything is ready to go: By that point, I've tested almost as much (if not more) than the actual coding process. I'm sure its the same way for mappers, which is why we all always appreciate people helping with that stuff.

>> No.7482905

I might be the slowest player here, it takes me 20-30 minutes to thoroughly clean the average level, and about an hour for really big maps, but I don't remember Plutonia requiring 5 saves per each fight. That's for a class of slaughter maps I generally don't play because trying the same thing ten times gets boring.

You don't need to memorize the perfect sequence of shots and moves, that's for speedrunners. Even they don't follow the algorithm like robots all the time. Fighting areas usually have enough space to at least run in circles for as long as you want.

>> No.7482916
File: 93 KB, 644x540, 5 years of doom plut interview.png [View same] [iqdb] [saucenao] [google]
7482916

>>7482894
https://5years.doomworld.com/interviews/dariocasali/

>"Plutonia was always meant for people who had finished Doom2 on hard and were looking for a new challenge. I always played through the level I had made on hard, and if I could beat it too easily, I made it harder, so it was a challenge for me."
Here's the zinger:
>"I don't have a lot of sympathy for someone who plays Plutonia on hard skill and complains it's too hard. I had a lot of mail from people who had never even tried the easy skill setting because they "only play on hard"

>> No.7482917

>>7482905
I've been playing TNT on UV right before Plutonia and I have an impression that in TNT I died less times through the whole game than in almost every single Plutonia level.

>> No.7482920

>>7482902
>Playtesting can be torture for the author in pretty much any mod if done too much
Just do drugs. Particularly weed/adderall. You get that shit done and have a great time doing it. I've busted out intricate maps in just twelve hours with that combo.

>> No.7482945
File: 965 KB, 1920x1080, the other downtown.png [View same] [iqdb] [saucenao] [google]
7482945

>>7482761
No deaths happened here for me. The places that got me the most during my UV pistol starting playthrough were Speed and Death Domain. After that the next place causing me trouble was Onslaught.

>> No.7482947

>>7481419
>>7481448
>>7481152
That's neat
This is something that feels like an evolution of the traditional "enemy carries the same gun as you" trope in FPS

>> No.7482963

>>7482774
the argument began with the idea that you wouldnt be able to go through plutonia saveless without dying and without KNOWING THE LAYOUT. "theres a secret" isnt much of an argument if you dont know the layout. youre mad because someone said plutonia is hard but the first time you played plutonia you didnt go through all of it without dying.

>> No.7482996

>>7482945
Just in case, this screenshot is from "Level 29: Odyssey of Noises" not "Level 15: The Twilight". I also find level 29 to be easier and have a different vibe than most others. Another exception is "Level 11: Hunted" which is a maze with archviles, where you can easily take them one by one. I consider the latter as some sort of in-between-levels relaxation minigame.

>> No.7483005

>>7482945
did you know the layout beforehand?

>> No.7483016
File: 665 KB, 1920x1080, fun sewers.png [View same] [iqdb] [saucenao] [google]
7483016

>>7482996
>Just in case, this screenshot is from "Level 29: Odyssey of Noises" not "Level 15: The Twilight"
The post also says "no deaths happened here for me", with "here" being a reference to the Twilight.
>>7483005
To an extent. Final Doom was the way I got introduced to the series in the 90's so I played through it and TNT a lot on the lower difficulties when I was a kid.

>> No.7483028

>>7483016
>To an extent.
fair enough. id still argue that someone playing plutonia for the first time wont make it through its entirety without dying, no matter how good at doom they are, which is essentially the point >>7482560 was making, albeit worded in a triggering way.

>> No.7483034

Odyssey of Noises and Go 2 it (and the archvile level) are the worst duds in Plutonia. I like most of the other levels, but these are awful.

>> No.7483040
File: 11 KB, 255x256, shrug.jpg [View same] [iqdb] [saucenao] [google]
7483040

>>7483016
> "here" being a reference to the Twilight.
Should be "there" then.

>> No.7483051
File: 538 KB, 844x941, plutoniaspawns.png [View same] [iqdb] [saucenao] [google]
7483051

>>7483028
That's fine, a bit of a challenge is nice considering how smooth sailing it often is for the rest - and even then it depends on the difficulty setting. It's actually neat going through real quick and seeing what spawns based on skill selection.
>>7483034
Go 2 It I agree with because it's real long and silly, I like the other two.

>> No.7483061

>>7483034
I strangely liked the archvile level even though it's dumb and easy and it would probably be considered a bad design nowadays to make the whole level a maze. Also it's kinda RNG in terms of how many archviles you will have to deal with at a time. I can imagine having a very bad luck and have up to 3 or 4 from different directions making it impossible to escape. But the level just feels good and it's fun to hear all those archvile noises while walking through the maze.

>> No.7483067

>>7483051
oops, top comparisons should've been flipped

>> No.7483134
File: 257 KB, 1200x1231, 1200px-John_Carmack_GDC_2010.jpg [View same] [iqdb] [saucenao] [google]
7483134

how do i set up a coop dedicated server for quake mods (AD)

>> No.7483152
File: 55 KB, 1350x401, unknown.png [View same] [iqdb] [saucenao] [google]
7483152

This... can't be normal, can it? The release years I mean. This is from Quakeinjector.

>> No.7483162

>>7482894
Personally I'm not a fan of Plutonia, but lol it's difficulty is entry level if you want to get into community wads

>> No.7483171

>>7483152
>Those dates
Anon it should be wise you download that shit ASAP.
And make a time paradox where you created all these maps!

>> No.7483183

>>7483162
it's still the hardest of iwads

>> No.7483196

>>7483152
normal release years, what is problem?

>> No.7483206

rekkr is pretty interesting

>> No.7483219

>>7483051
This makes me think people who "don't remember Plutonia being THAT hard" were playing HMP or even lower and think it was UV, because it was still hard.

>> No.7483263
File: 20 KB, 158x166, shades.jpg [View same] [iqdb] [saucenao] [google]
7483263

>>7483152
In the grim darkness of the far future, there are only retro FPS

>> No.7483301
File: 516 KB, 800x800, exit.gif [View same] [iqdb] [saucenao] [google]
7483301

I have another update for my HFFM, Heart Attack, due to a technical oversight:
https://anonymousfiles.io/SOU6cKWb/
I play tested my map with mbf through dosbox under the assumption that it had the same limitations as boom, but somehow I created a superfluous lindef without sidedefs which would cause original boom to crash but not mbf. This version fixes that. Always remember to test your maps in a variety of sourceports I guess.

>>7482792
While testing I also ran into some issues with nmn3v8/9/10. The switches lump refers to NSW32A which causes boom to crash, should be NSW31A. Also the texture NESIGN6 misaligns itself because it's dimensions aren't a power of 2. Since my map includes the textures I implemented fixes for those problems with it.

>> No.7483302
File: 434 KB, 540x504, pluttest.png [View same] [iqdb] [saucenao] [google]
7483302

>>7483219
Even if they're getting difficulty levels confused, "hard but not THAT hard" is a fair assessment of Plutonia on the lower skill levels. Levels won't be a walk in the park but they often are compared to what they can throw at you on UV.

>> No.7483305

>>7483301
>Since my map includes the textures I implemented fixes for those problems with it.
Would you be willing to apply those fixes to the pack and just making that version 11?

>> No.7483306
File: 24 KB, 128x128, wfall.gif [View same] [iqdb] [saucenao] [google]
7483306

>>7483301
I also replaced the wfall texture with one I made that I think looks slightly better. Don't feel obligated to use any of these changes, I just wanted to make sure my map worked as is.

>> No.7483310
File: 3 KB, 236x284, eye.png [View same] [iqdb] [saucenao] [google]
7483310

Anyone knows the story behind these things?

I remember as a kid, I used to be deadly afraid of them, and they still make my skin crawl. And while there's info about basically every single item/sprite in Doom, this one seems to be the exception. (Pic is courtesy of a Doomworld thread, as I was too lazy to load up a wad editor.)

>> No.7483325

>>7483305
I don't reall have the authority to make it an official v11 release but the lead should feel free to steal any of those changes as he sees fit.

>> No.7483339

Guys whats the best to recolour monster sprites? These are going to be custom monsters

I tried to "playpal" palette monsters in photoshop, but they came all out wrong.

Anyone got any tips?

>> No.7483349

>>7483301
>I play tested my map with mbf through dosbox
>Always remember to test your maps in a variety of sourceports
Finally someone who gets it.

>> No.7483395

>>7481869
They're really not hard if you have a brain. Literally just run backwards and keep your nailgun level and shooting straight and they'll keep jumping straight into your line of fire. Quake hitboxes are also the size of a fucking house, you can't miss, even when your crosshair isn't on them.

>> No.7483502

>>7482916
The funny thing is that problem still persists to this day.

>> No.7483525

>>7479010
play shadows of the empire

>> No.7483535

>>7482916
Plutonia honestly one of the best things ever happened to the genre

>> No.7483537

>>7481419
I can't believe someone put in Zach from OneyPlays in a Quake mod!

>> No.7483549

>>7481940
super8

>> No.7483554

>>7483152
https://www.quaddicted.com/forum/viewtopic.php?id=859

>> No.7483578
File: 2.89 MB, 640x360, Qss 2021.03.03 - 19.54.19.44.webm [View same] [iqdb] [saucenao] [google]
7483578

>>7481795
yeah it's fun huh. like the other anon said though, e4 is great, maybe the best. never understood the e4 is bad meme.

>> No.7483662

>>7477727
"Here is accurate information regarding DOOM's legality.

(1) DOOM purchased directly from (800)-ID-GAMES is NOT illegal.
(2) The registered version of DOOM purchased in ANY retail stores
within the United States is illegal.
(3) The registered version of DOOM purchased on CD-ROM ANYWHERE
is illegal.
(4) The registered version of DOOM purchased in retail stores
OUTSIDE of the countries listed below is illegal.

Australia
New Zealand
Hong Kong
Taiwan
Singapore
Netherlands
UK

(5) The registered version of DOOM purchased in retail stores in
Canada is illegal.
(6) The shareware version of DOOM purchased anywhere (on CD-ROM
or otherwise) is LEGAL."
http://m.cheatcodes.com/guide/faq-doom-95-pc-11881/
Based foreign countries.

>> No.7483671
File: 2.15 MB, 960x540, interesting_switches.webm [View same] [iqdb] [saucenao] [google]
7483671

In case anyone wonders how to make switches less boring.

>> No.7483684

Any recommendations on quick megawads along the lines of Scythe or Alien Vendetta?

Something that can be breeze through but still providing enough challenge to not completely devolve into slaughtermap territory?

>> No.7483692

>>7477727
>>7483662
What is this even?

>>7483671
Neat.

>> No.7483706

>>7483554
Ah, kay, thanks. I guess whatever changes got live just a bit after I downloaded QJ, since it was fine when I first started it.

>> No.7483708

>>7483671
But they would still be pressable, wouldn't they?

>> No.7483713

>>7483684
eternal doom :)

>> No.7483739

>>7483708
That's what they literally do with them on the vid.

>> No.7483741

>>7483692
>What is this even?
Old faqs for Doom

>> No.7483745

>>7483739
I mean without switch visible.

>> No.7483751

>>7483671
Isn't that from the Master Levels?

>> No.7483753

>>7483708
Should be, a lot of maps can be cheesed that way.

>> No.7483759

>>7483753
You maybe can hack something with action 242 in Boom. But I'm not sure what the right way would be.

>> No.7483774

Can non-animated decoration be made animated somehow while sticking to Boom?

>> No.7483812

>>7483708
Nope, idk how exactly but they fixed this.
>>7483751
Yes.

>> No.7483816
File: 11 KB, 259x194, 1612667424191.jpg [View same] [iqdb] [saucenao] [google]
7483816

>>7482469
Which thread were your demos in? I'd like to watch em

>> No.7483818

>>7483812
I guess it could be very tiny sector opening up to reveal switch behind it.

>> No.7483839

>>7483816
Why no one Hasn't modded Hexen PS1 intros into hexen yet?
https://www.youtube.com/watch?v=a9LAYRHjI9k

>> No.7483842

>>7483839
Hardly any of the community has played Hexen to completion on PC, let alone the console version.

>> No.7483851

>>7483301
Thanks for the fixes! I'll definitely pop them in there.
>>7482792
Thank you for picking up the slack on that, I'll get
>>7483305
this done with the Heart Attack fixes

>> No.7483857

>>7483842
Since doom supports cutscenes, it would be nice to add it.
Also the cutscene and voiceovers are bone chilling kino like Diablo 1

>> No.7483869

Never forget.
https://doom.fandom.com/wiki/Pain_Elemental?oldid=98214

>> No.7483876
File: 108 KB, 1600x900, duke0028.1[1].png [View same] [iqdb] [saucenao] [google]
7483876

i wish there was a way to turn the volume on these guys down by like 70%, jesus christ

>> No.7483878

fuck hexen, all my homies hate hexen

>> No.7483882

>>7483876
AAAAAAAAAAA

>> No.7483885

>>7483839
>all the peoples of Hexen
Wait Hexen actually means something instead of being a cool-sounding name?

>> No.7483892

>>7483713
Yuck.

>> No.7483894

>>7483885
Yes, Raven gave a shit about the writing, it just got ignored, most of what they did got ignored, really, all that gets remembered is the switches on the first hub.

>> No.7483896

>>7483885
The world is supposed to be called Cronos. The PS1 devs just got it wrong.

>> No.7483903
File: 96 KB, 475x258, bonk.png [View same] [iqdb] [saucenao] [google]
7483903

>>7483878

>> No.7483912

>>7483896
Cronos is actually the dimension they're in, not the world.

>> No.7483932
File: 1.00 MB, 1000x900, hard fast faggot maps april7th.png [View same] [iqdb] [saucenao] [google]
7483932

>>7483851
>>7477427
https://anonymousfiles.io/iFlMAzhT/
Quick and easy.
Coming off of that, are we all down with moving the deadline a month forward to April 7th? I seem to have lost the original pdn file so I just pasted the new date over the old image for now, but feel free to request any wording changes or whatever for the proper one.

>> No.7483957

>>7483932
I would be fine with that.

>> No.7484000

>>7483932
Wouldn't be a /doom/ project without delays.
I'm fine with it though, it'll give me more time to procrastinate until I rush a map on the last minute.

>> No.7484008

>>7483932
I don't have anything to say about the deadline, but how many submissions do we have so far?

>> No.7484014
File: 5 KB, 177x193, finals.png [View same] [iqdb] [saucenao] [google]
7484014

>>7484008
I've got these downloaded, despite my best efforts to keep updated I might be missing one or two?

>> No.7484018

>>7484014
Mislabeled the screenshot also, I have Bearhouse's updated versionin here.

>> No.7484040

>>7484014
>>7484018
You're missing bs_fc and Jawbreaker.
>>7468015
Second is older, was posted 3 or 4 threads ago.

>> No.7484045

Can we all agree that Titan Manor is a peak of Doom level design?

>> No.7484050

>>7484040
Jawbreaker popped out of the zip as HARDFAST01.
Good catch on bs_fc though.

>> No.7484129
File: 163 KB, 1520x825, in_the_closet.png [View same] [iqdb] [saucenao] [google]
7484129

>>7484014
heres the real final FINAL version of faggot single finish. Just texture fixes, particularly with that one light in the lift room. Everything should be a-ok now, and I'm gonna be unlikely to make another version unless there's another texturing issue that I forgot about and really really bugs me.
https://anonymousfiles.io/Hg5CcSkH/
Also thinking of maybe a better name, or at least a name that doesn't need to be santizied (pic somewhat related)

>> No.7484141

>>7483671
That's pretty novel actually, I think I'll have to do something like this.

>> No.7484152
File: 241 KB, 1920x1080, goodmap.png [View same] [iqdb] [saucenao] [google]
7484152

>>7483851
The texture2 from this version doesn't fix the boom error on the exit sign. It needs to specify it as at least 64px wide, I also made the patch 32 tall, but I'm pretty sure it's not necessary. The error is present even on prboom+ so it's probably worth fixing.

>> No.7484162

Worging on new bread :DDD

>> No.7484178

>>7484162
WORG ID :-DDD

>> No.7484180

>>7484178
ALMOSD :D

>> No.7484189

NEW THREAD
>>7484184
>>7484184
>>7484184

>> No.7484192
File: 209 KB, 1920x1200, DOOM0000.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7477487
All Hell is Breaking Loose!!!
https://www.doomworld.com/idgames/levels/doom2/a-c/allhell

So the random function gave me one of the Top 100 WADS. Nice. Looking at the batch files, I figured that the following should be enough to run it:
crispy-doom -iwad doom2.wad -merge allhell.wad ahflats.wad ahlevels.wad ahmus.wad -deh allhell.deh
IIRC, -merge and -file are the same in Crispy Doom, so there is no difference.

I reached level four, and only then started to suspect that boxing matches with more dangerous converted monsters (assuming a pistol start) were not what authors intended, and that shells lie on the floor to be put into something. So there actually was a shotgun at spawn point, and some stimpacks in the next room. Then I realized that I haven't seen a single one of them from the start of the game, only big ones. There also was a plasma gun in the previous level, but for me the skeleton ambush alcove was suspiciously empty. No wonder the game was hard without half of the health, and enemies had to be sniped from the corners. The, erm, heavy mechanical cavalry also gets stuck in shooting state after infighting with others, but I guess this can be seen as a gameplay element.

Therefore, it doesn't work as intended, but the problem is that behavior is the same in prboom+ or zdoom: no (converted) shotgun, no stimpacks, no (converted) plasma. What the hell is wrong here?

>>7483339
See how real men dealt with limited palette.

>> No.7484195

>>7483774
Yes, just use DeHacked. If you're using older versions, you can hack up the Wolfenstein SS, because he has lots of frames, otherwise, the newest versions of PrBoom+ has Extended DeHacked which lets you add all new frames (and Things) without having to sacrifice pre-existing ones.

>> No.7484252

>>7483206
>rekkr is pretty interesting
Thanks.

>> No.7484390

>>7477538
I'd suggest DoomKrakken's Monster Randomizer.

>> No.7484995

>>7483932
>are we all down with moving the deadline a month forward to April 7th?
I'm ok with it

>> No.7484998
File: 30 KB, 654x440, 1592622162494.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7484129

>> No.7485010

>>7484998
i laughed and imagined the cyberdemon shooting brap attacks
fuck that faggot on /v/ who posted a pic of nikaco vocado or who you spell that fat fuck's name