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/vr/ - Retro Games


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7879246 No.7879246 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD: >>7873135

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://youtu.be/ietb4JwaaXA
https://youtu.be/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
Half-Life WON version
https://pastebin.com/4Hva72v7
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/

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

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

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

>> No.7879249
File: 706 KB, 1024x1024, 1623990386428.jpg [View same] [iqdb] [saucenao] [google]
7879249

=== CURRENT RELEASE ===
Hard Fast Faggot Maps v 1.1
https://x0.at/fudU.zip
idgames/doomworld release TBD

=== CURRENT PROJECT ===
VIOLENT RUMBLE
Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest update: >>7878872

=== NEWS ===

[6-19] BouncyTEM releases a name your price Quake tribute album in celebration of Quake's 25th anniversary
https://bouncytem.bandcamp.com/album/slipgate-a-quake-tribute-album

[6-18] Scotty with AD_79 released Cydonia, wad of 22 new Plutonia maps emulating Casali mapping style to celebrate the anniversary of Final Doom
https://www.doomworld.com/forum/topic/121935-cydonia-throwback-plutonia-wad-beta-available/

[6-17] Cannonball released an 8-level mapset for Doom 2 called "Atomic" sometime earlier today.
https://www.doomworld.com/forum/topic/122738-atomic-limit-removing-8-maps-for-doom-2/

[6-17] TNT: Evilution MIDI Pack is released
https://www.doomworld.com/forum/topic/121711-tnt-evilution-midi-pack-v10-released/

[6-17] Painslayer, a Painkiller themed weapon mod.
https://forum.zdoom.org/viewtopic.php?f=43&t=72567

[6-14]YamagiQ2 v8.00 was released, Now it supports Vulkan 100% and it has tons of bugfixes and goodies.
https://yamagi.org/quake2/

[6-14] Abysm 2: Pharaoh's Judgment public beta v1.
https://forum.zdoom.org/viewtopic.php?f=19&t=72554

[6-13] Tarnsman streamed HFFM, isn't a pussy like Dew
https://www.twitch.tv/tarnsmandw

[6-13] Quake Alkaline has been released
https://www.celephais.net/board/view_thread.php?id=62061

[6-12] Another Q2 Fork taking clues from QCDE
https://www.moddb.com/games/quake-2/downloads/q2pro-meta-r1

[6-10] Heretic Hi-res sound effects pack
https://www.doomworld.com/forum/topic/122575-dwarss-heretic-hq-sfx-pack-80-sound-effects-remastered/

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.7879287
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7879287

Babuin!

>> No.7879304
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7879304

>> No.7879306

>>7879304
>map better
10/10

>> No.7879315
File: 12 KB, 128x111, 1593073828563.png [View same] [iqdb] [saucenao] [google]
7879315

>>7879304
>faggot detail

>> No.7879324

>>7879249
>Hard Fast Faggot Maps
still broken nigga, whats up

>> No.7879327

>>7879304
>Hard Blood things

>> No.7879328

>>7879324
Literally works on my machine

>> No.7879329

>>7879328
nvm, i think its malwarecucks or something; i just proxied it and it worked fine

>> No.7879337
File: 5 KB, 312x36, lel.png [View same] [iqdb] [saucenao] [google]
7879337

>>7879304
>the last third of every megawad

>> No.7879343
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7879343

>>7879246
Sam, what's an "oubliette"?

>> No.7879348

>>7879343
A genderswapped oubli

>> No.7879357

>>7879348
Please never say genderswapped again Sam.

>> No.7879412

Been getting into System Shock 1. I'm not big into shooters in general, and the game certainly isn't winning me over with its spongy hitscan robot turrets and somewhat awkward movement (special mention to the absolute shittiest grenade throwing I've ever seen in a video game). I've cleared the first two floors only to run right into a difficulty spike. Feels like I need something heavier than my pistol, taser and dart gun to take on the enemies on both floors 3 and R, but nothing's forthcoming. Am I missing something here?

>> No.7879447

>>7879412
Search around more on level 3. There's some powerful weapons you can find tucked away in the corners of the level. Level 4 has a lot of good stuff to find too.

>> No.7879479 [DELETED] 

>>7879412
>Shittiest grenade throwing mechanic in a video game
That would be either Fallout 1 or Q2.

>> No.7879490
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7879490

Alright fags, who's up for a stream? I'm in the mood for some more pain.

>> No.7879496

One of the many things I have learned from these regular Doom threads is that the fans are indeed dedicated. They helped make it was it is, was and continues to be.

When was the last time a game made a whole new genre?

>> No.7879503

>>7879343
French word for dungeon, sometimes with a big spike in the center to impale people thrown in.

>> No.7879509

>>7879490
that shit ain't gonna play itself

>> No.7879520

>>7879509
Damn right it isn't
>https://www.youtube.com/watch?v=FVchtBHZ2VE

>> No.7879625

>>7879246
Speaking of, I finally got around to playing the Lost Entrance. It's a shame Romero couldn't find a way to shave the filesize, it builds up the retail part of the level nicely.

>> No.7879661
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7879661

Was Quake 1's Armagon influenced by a Quake 2 related announcement?
I'm likely stretching here, but I'm curious if it could have happened considering Q1:SoA and Q2 were released the same year.

>> No.7879667

>>7879661
I appreciate how both mission pack final bosses got the extreme other ends with Scourge being tech monstrosity, and Dissolution being a fantasy dragon (even though the dragon fight is objectively worse).

>> No.7879727
File: 168 KB, 327x493, fuck.png [View same] [iqdb] [saucenao] [google]
7879727

>>7879184
>see ogre with two chainsaws
>figure it's just a weaker variant
>leaps 10 feet through the air and buttfucks me
it's always nice meeting new friends

>> No.7879735

tnt = soul
plutonia = souless
simple as

>> No.7879761
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7879761

>>7879304
https://www.youtube.com/watch?v=nBy4Ir_Pfng

>> No.7879780

>>7879304
Here's your (You) faggot. Your word balls are gay. Post something of value or FOD.
>inb4
Anyone here played Rylayeh for Doom II? I just finished it, and thought it rocked.

>> No.7879783

>>7879735
Why do cretins feel the need to declare muh plutonia or muh tnt is le awesome and the other is shit? Quality-wise they are on par with each other - that is, boring and just above mediocre, but certainly playable.

>> No.7879798

>>7879661
Seems probable. The laser cannon fills the same roll as the hyperblaster, and gremlins are a rough equivalent to those repair bot dudes.

>> No.7879816

>>7879661
>>7879798
Also, those techbase levels bear much closer resemblance to Quake 2 than Quake 1's episode openers.

>> No.7879825
File: 2.26 MB, 1020x548, 2021-06-19 21-54-25.webm [View same] [iqdb] [saucenao] [google]
7879825

>> No.7879836

>>7879304
>interesting zdoom image faggot

>> No.7879856

>>7879249
[6-20] Ultimate MIDI Pack (full soundtrack replacement for Ultimate Doom) released:
https://www.doomworld.com/forum/topic/120788-rc1-ultimate-midi-pack-a-community-music-replacement-for-the-original-doom/

>> No.7879904

>>7879780
>>7879783
Shut up, faggot.

>>7879727
Isn't it great?

>> No.7879907

>>7879904
>arguments detected: zero
As long as we're on the same page.

>> No.7879914

Why do >>7879783 feel the need to declare muh plutonia or muh tnt is le boring and the other is mediocre? Quality-wise they are on par with each other - that is, iconic and just below perfection, but certainly awesome.

>> No.7879919

>>7879914
Very dishonest post. You are not paralleling my argument. My post does not say that either wad has some quality the other lacks.

>> No.7879921

Been trying some demos for new retro FPS, Hrot kicks ass except for the tiny jump and Dread Templer feels good but the level was a mess but I do love bullet time.

>> No.7879939

>>7879919
>>7879907
>>7879783
>>7879780
Can't you go and be wiener somewhere else?

>> No.7879940

>>7879919
Because your post sounds like weak bait.

>> No.7879942

What are some good megawads that have mostly techbase maps? No custom weapons or monsters like the silver caco from Eviternity because compatibility reasons, I'm gonna' play through the wads with the Samsara Marathon guy and enemies.

>> No.7879952

>>7879942
BTSX E1 is an obvious example. TNTR has quite a lot of techbase (even late in the game), but it gets into its fair share of hell, too. It has some very minor custom content (turret guns in the final level), but unlikely to be something which would break your experience.

>> No.7879964
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7879964

>>7879520
J-Just another twenty levels to go.

>> No.7879974

>>7879496
>When was the last time a game made a whole new genre?
Uh-h-h... Warcraft 3? 2002-2003? There're probably even more recent examples with battle royale and shit like that, but I don't care about those so I can't say for sure.

>> No.7880005
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7880005

>>7879520
I figured out the route there. You must swim under the mines and hug the left wall

Then comes even worse part

>> No.7880012

>>7880005
And remember: you have to go back the way you came from too

>> No.7880027

>>7880005
Where's the semen meter and such?

>> No.7880057

https://youtu.be/-F3OlYssA30

>> No.7880085
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7880085

umm...
what the fuck

>> No.7880102

>>7879343
a hole to forget things

>> No.7880103

>>7879856
but.. why?

>> No.7880109

>>7879780
fuck off

>> No.7880128

>>7879780
You post something of value first. Draw something funny in paint. Host a server. Make a wad. Start the next doom project. Do anything but be a shitter shattered bitch

>> No.7880130

>>7879825
woah. is that you, figuring-things-out anon? looks fucking awesome!

>> No.7880134

>>7879780
Seriously, go fuck yourself.

>> No.7880135

>>7879825
vertically-scanlined water?

>> No.7880137
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7880137

>>7880135
it's how markV does water transparency

>> No.7880159

>>7879735
imo, both were important for different reasons.

>> No.7880160
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7880160

>>7880005

>> No.7880165

>>7879343
>>7880102
A bottle dungeon, a pit which one cannot climb out of, and the only access is from the hole way up in the ceiling.

>> No.7880173
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7880173

>>7880085
baron ashura?

>> No.7880181

>>7879520
>>7880005
I must admit it was really painful to watch you try the same route again and again and failing again and again.

I managed to find the ways through the whole minefield area in several minutes, both involve clinging to the seafloor for the most part

>> No.7880182

>>7880103
Hey, more midis are a good thing.

>> No.7880185

>>7879856
Now we just need a Strife midi pack

>> No.7880187

>>7880182
I sure won't say no to some more good music, the new TNT one even had some contributions by Lee Jackson, and that's crazy to me. If anything, individual tracks from these can all be used for other projects, so it's a nice asset.

>> No.7880190

>>7879942
Eviltech

>> No.7880214

>>7879942
>playing through non-vanilla megawads in Samsara single player
>As Marathon guy no less
lmao good luck with ammo fucker

>> No.7880225

>>7880214
Aren't samsara automatically transforms ammo into one of 4 types depending on player?
There should not be any ammo problems

>> No.7880229

>>7880181
>I must admit it was really painful to watch you try the same route again and again and failing again and again.
I know man, it's not fun to watch me keep slamming my head against a wall like a retard. What I should have done is taken a deep breath and tried a different approach.

>> No.7880230

Can any of you share any level design tips? I'm making my own boomer shooter and I realized I actually dont know what makes levels fun or good despite playing Doom/Duke daily for the last 20+ years.

>> No.7880241

>>7880229
You really need to lean hard into savescumming more, these maps are stupid and frustrating so the only thing you're doing is fucking yourself over raw by not saving more often. I'm watching the recorded stream and christ almighty that Doom 64 level is fucking abysmal.
I almost feel bad recommending this to you, but you wanted shit, and I pointed you to a particularly big pile.

>> No.7880248

>>7880230
Consider the roles of enemies, what kind of encounters you can set up with them, and how the player has to deal with them. Play an episode or two each from Doom, Duke, Quake, and stop to take notes of enemy encounters, progression, and exploration you really like in the levels.

You really just need to analyze these games, think about all of the different reasons that they work.

>> No.7880250

>>7880225
Samsara's ammo balancing is completely whack and basically designed for co-op with respawning items. Marathon guy especially chews through massive amounts of ammo with little DPS to show for it, so on any map even remotely sparing with ammo you're going to run out and quickly, and unlike others, he has essentially no viable melee options for conserving ammo.

>> No.7880252

>>7880230
Oh yeah, also look at anon playing shitwads and see a bunch of stuff which you shouldn't do.

>> No.7880267
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7880267

>>7880230
Follow Romero's guidelines and you should be okay.

1) Always add something unique to each area, a distinct landmark or something eye-catching player can use to recognize and remember the area buy to ease the navigation.
May not be anything complex, but try to avoid generic blocky rooms. Like picrelated for example - It is simple, but it is also unique, there's no other room like that in original Doom.

2) Use variety of textures for floors/walls. Use distinctly differently themed areas. Use contrasts of light and dark areas.

3) Always show player the door before showing them the key/switch to open it to encourage at least some backtracking through familiar areas.

4) Always color/symbol code the doors/keys so it is instantly obvious to what goes where. Like putting symbols /colored details around/near doors

5) When using switches always make it obvious what that switch does by either showing it directly, placing a switch in a way that you immediately see what it does or using a remote camera/surveillance screens. If its action is obscure by design, at least add some sound cues.

6) Repopulate old areas when player has to revisit them with new enemies and ammo (like opening up some previously closed rooms as monster closets)

7) Make things interconnected by adding shortcuts from new areas into older ones.

8) Make level feel like a condensed interconnected location instead of long sequence of rooms that can be easily rearranged into a corridor.

9) When playtesting a map, and dying/running out of ammo in a certain place, take note of it and add more resources to that area

Following above guidelines at guarantees that your map will be at least "okay".

>> No.7880270
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7880270

>>7880241
>I almost feel bad recommending this to you, but you wanted shit, and I pointed you to a particularly big pile.
Don't feel bad. I asked for this. Despite how painful this is, it's been a great learning experience on how good level design works. There are a lot of things you just take for granted and don't really notice when you're zooming through better designed shooters. After today's stream, I played some Quake and the level design was like being kissed by an angel.

>>7880230
If you want a quick checklist from me:
>Loop the player back to where they need to go, don't make ever make them fucking backtrack
>If there is a switch, MAKE IT FUCKING OBVIOUS WHAT IT DOES
>With every room, consider where the player would or move to first
>Be consistent with how you use textures, no fucking using door textures for things that aren't doors
>If you're going to add side areas, make them flow back into the rest of the level, rather than just being a fucking deadend
>If you're going to add platforming segments, keep in mind Doom's movement is momentum based and account for margin of error on the player's part
>If there are hazards, they should be fucking obvious (rather than dropping into an instadeath pit)
>At all times, keep the player informed about where danger is coming from
>Don't copy and paste your areas, it just adds needless padding
>On that note, make it so that every room looks unique, the player should be able to tell where they are without needing the automap
That's just off the top of my head.

>> No.7880286

>>7879942
darken2

>> No.7880292
File: 40 KB, 295x329, 10,000 hours in mspaint.jpg [View same] [iqdb] [saucenao] [google]
7880292

>>7880270
>Don't ever make them fucking backtrack*
>Consider where the player would look or move to first*
>Actually read what you type before you send it, unlike Anon

>> No.7880294

>>7880270
>Loop the player back to where they need to go
This needs to be done right too, though.
No use for looping back if your level is still one bigass corridor.
For examples on how not to do it, see Skyrim's "see that semi-hidden door above the entrance? You will leave there" dungeons.

>> No.7880297

>>7880292
>>7880294
Note that revisiting old areas that have new things to do in them is a good kind of backtracking you want. In fact, this is the core of doom mapping - you end up in old area but that old area leads into a new place you've opened up with a key/switch.
You just have to be smart about it, and repopulate the area with new monsters/challenge.

Romero's "show player the door before giving them the key" is the cornerstone of good backtrack.

>> No.7880362
File: 1.02 MB, 1280x720, Screenshot_Doom_20210619_134256.png [View same] [iqdb] [saucenao] [google]
7880362

The "smart" sprite billboarding zscript mod from a few threads back >>7864763 needed some more tuning. I played a bit of Heretic and was bothered by the wall torches twisting in place, so another approach was necessary.

Now the xy-billboarded sprites are: monsters, all pickups (to account for potential mid-air items), actors excluded from collision by others (includes projectiles and temporary decorations such as blood splashes) and non-solid actors on the ground. Some things like candles are questionable, but blood pools make up for it. This may be the best you can get with just actor flags and without special casing individual things. A height/radius-based heuristic to catch low solid things such as Golden Souls' bushes could perhaps be tried.

https://x0.at/e8V-.pk3

>> No.7880398

>>7880270
I guess I figured out why you were being shredded so much.
The skill level does not affect enemy composition
What id does affect though is enemy attack rate you and damage scale factor.
Choosing your skill level (Powerful) means enemies attack 50% times more often and deal ~50% more damage for a total double DPS against your person.

>> No.7880401 [DELETED] 

>7879259
What about the unused floppy death sequence from Qtest???

>> No.7880404

>>7879259
What about the unused floppy TarBaby death sequence from Qtest?

>> No.7880413

>>7880270
>>don't make ever make them fucking backtrack
IMO, its a much better idea for a mapper to actually learn how to make backtracking fun and engaging, rather than avoid it entirely.

>> No.7880416

>>7880413
He corrected himself here >>7880292

>> No.7880420

>>7880416
I can see that

>> No.7880424

>>7880413
>>7880420
Yeah, you're right. I guess I'm just a bit traumatized right now. Backtracking is fine if you do something to change up the experience, rather than just taking a long walk through the pile of corpses you made.

>> No.7880443

>>7880424
Remember to play some good wads in between the shit ones anon. Playing too much shit without coming to appreciate good design will fuck with your perception of good level design.

>> No.7880465
File: 1.85 MB, 1521x817, faithlessbrthlsswste.png [View same] [iqdb] [saucenao] [google]
7880465

Got back into playing the first release version of Faithless after a little hiatus, finishing what was left to go. It was pretty enjoyable from my initial experiences. One puzzle that insta-gibbed me for getting it wrong had me feeling a bit sour. If I hadn't gone off and saved beforehand, I'd be kinda pissed. I hadn't immediately understood the puzzle and there being no way of resetting things in any way without just dying.

I liked one area in particular with the neat weather effect.

>> No.7880471 [SPOILER] 
File: 484 KB, 616x353, 1624185956853.png [View same] [iqdb] [saucenao] [google]
7880471

Guys. GUYS.

Why is there not a Star Wars: Shadows of the Empire mod?

>> No.7880473
File: 2.33 MB, 500x334, AnimatedPaltryEft-size_restricted.gif [View same] [iqdb] [saucenao] [google]
7880473

Whats the newest coolest most sick weapons/gameplay mod the doom community has made? I haven't been around for a bit and want to see what has been made.

>> No.7880502

>>7880473
Have you played the latest version of Hideous Destructor?

>> No.7880505

>>7880297
>You just have to be smart about it, and repopulate the area with new monsters/challenge.
Agree. And you can be dynamic about it, even with the old tools, like raising a bridge above a chasm, or with newer stuff breaking walls or making something explode.
For example I like how Ashes did it. The maps are still Doom maps, but the general look&feel is very Build-y with all those loopbacks and backwards shortcuts and the like.

>> No.7880508

>tfw the super secret bfg in btsx e2m24 makes the map a lot easier.
>can even be liberal with its use if you also went to the secret plasma area, which has plenty of cells.

>> No.7880542
File: 372 KB, 1920x1080, steamuserimages-a.akamaihd.net.jpg [View same] [iqdb] [saucenao] [google]
7880542

>>7879496
> When was the last time a game made a whole new genre?
Tower of Guns from 2014 for "FPS roguelike" genre.
Later games in genre are Ziggurat 1, Immortal Redneck, Strafe, Mothergunship, City of Brass, Ziggurat 2.

>> No.7880546

>>7879735
tnt = walking simulator
plutonia = psychostimulator

>> No.7880565

>>7879974
> There're probably even more recent examples with battle royale and shit like that
Turns out BR shooters originated in 2012 in Minecraft mods (not even joking). The most influential initial case is 2013 though. Anyways this genre is still 1-2 years older than fps roguelikes.
> The most influential battle royale mod was created by Brendan Greene, known by his online alias "PlayerUnknown", whose Battle Royale mod of DayZ first released in 2013. This mod was directly inspired by Battle Royale.[13] In contrast to Hunger Games-inspired mods, in Greene's mod weapons were randomly scattered around the map. Greene recreated this mod for Arma 3 in 2014. Greene continued to adopt his format as a consultant for H1Z1: King of the Kill before becoming the creative developer at Bluehole of a standalone game representing his vision of the battle royale genre, which would later be released as PlayerUnknown's Battlegrounds.

>> No.7880592

>>7880565
>Turns out BR shooters originated in 2012 in Minecraft mods (not even joking).
Oh yeah, right! Hunger Games and shit like that. No wonder I forgot. lol
Haven't really played much Minecraft until pirating Pocket Edition and finding the key for (at the time) Windows 10 Edition, but even then didn't bother with mods/servers/you name it. Anyway, main takeaway from here is that new genres can still rise up from mods, maps and other community made stuff. Which is nice on itself, even if end result are sometimes... "meh".
>Anyways this genre is still 1-2 years older than fps roguelikes.
Hilarious. What about those then?

>> No.7880595

>>7880592
>>7880542
>What about those then?
Nevermind, I'm a blind idiot. Sorry.

>> No.7880606

>>7880592
>>7880542 I just tried to name the most recent new genre I know without delving deep into the context of discussion.

>> No.7880620 [DELETED] 
File: 83 KB, 600x800, 614.jpg [View same] [iqdb] [saucenao] [google]
7880620

>>7879246
ANOTHER DOOM THREAD? WELL BRING IT ON SLAYER! BBBBRRRRRRTTTTTTTT! SOME PEOPLE SAY WE'RE IN EL SCHOOL SHOOTERS IN TRAINING THAT OUR OLD GAME IS SHIT BUT WHEN I'M STARING DOWN A ZOMBIE MARINE WITH A DOUBLE BARREL SHOTGUN I KNOW WHERE TO PUT ANOTHER DOOM PLAYERS COCK!!

>> No.7880625
File: 9 KB, 475x258, no wojaks.png [View same] [iqdb] [saucenao] [google]
7880625

>>7880620

>> No.7880628

>>7880625
How did Parias become the smiter of wojaks anyway?

>> No.7880653

>>7880628
I don't know. Probably it was just a natural role for him with that mace and all.

>> No.7880656

>>7880628
He's a cleric. Smiting evil is what he's all about. Just put two and two together.

>> No.7880662
File: 218 KB, 640x360, unnamed.png [View same] [iqdb] [saucenao] [google]
7880662

>>7879249
Decino planning a mass co-op event in FTE
https://www.youtube.com/post/UgztyC-TjlDZJAC0bkZ4AaABCQ

>> No.7880671
File: 2.55 MB, 1236x1661, baratus and amazon.png [View same] [iqdb] [saucenao] [google]
7880671

>>7880628
he's that much of a chad

>> No.7880675
File: 96 KB, 475x258, hexlet.png [View same] [iqdb] [saucenao] [google]
7880675

>>7880628
This image.

>> No.7880680

>>7880187
this one has contributions by Lee Jackson as well

>> No.7880690
File: 618 KB, 5120x2880, Screenshot_Doom_20210620_152534.jpg [View same] [iqdb] [saucenao] [google]
7880690

>Let's open Doom Builder!
>Haven't made a map in ages
>Layout three simple rooms
>Spend over an hour dressing one room
>Scrap project

How do I get out of this rut? Best practices for making a map so I don't get lost in detail?

>> No.7880694

>>7880653
>>7880656
Yeah, this is probably it.
>>7880671
>>7880675
That's cool, he's probably my favourite protagonist of all time so it makes me happy to see him achieving meme status.

>> No.7880697

>>7880690
make the playable map and then detail it

>> No.7880698

>>7880680
You know, 2021 isn't so bad after all. Wouldn't have fucking believed you if you told me a year ago he was gonna do that.

>> No.7880701

>>7880103
I suppose to use for E4 and any Doom 1 pwads without custom music like uhhhhhhhhhh Fava Beans and uhhhhhhhhhhhhhhhhhhhhhhhhhhh

>> No.7880704

>>7880690
That's some really nice fucking detail if it's yours

>> No.7880709

>>7880662
How compatible QSS is with FTE? I was able to play on DarkPlaces server with relative success and might join the event, but too lazy to install yet another port... I mean, both of those are made by one guy. So maybe my question ain't that dumb.
>>7880671
Anon... Even image name says that it's Baratus, not Parias. You mixed Cleric and Fighter.

>> No.7880719

>>7880473
combined arms new update is pretty sick

>> No.7880736
File: 578 KB, 800x600, TNTEvilution.png [View same] [iqdb] [saucenao] [google]
7880736

It's time to admit TNT really isn't that bad, and that's it primarily is a victim of bandwagon.

>> No.7880794

>>7880690
I do the same fucking thing, I’m a huge perfectionist and haven’t been able to finish a single level for any game in all my years. Hard deadlines usually help me pull my shit together at the last minute, but the problem with community projects is that I just keep pulling out of then before I get to that point. It’s the same reason I have not finished a paper for grad school yet, I need to get help

>> No.7880801
File: 65 KB, 1068x601, gigachad.jpg [View same] [iqdb] [saucenao] [google]
7880801

>newest GZDOOM
>Russian Overkill
>HD textures
>Crosshair: on
>Free look: on
>Jumping: on
It's Doom time.

>> No.7880807
File: 250 KB, 446x435, 1612542243749.png [View same] [iqdb] [saucenao] [google]
7880807

>>7880801
>Crosshair: on

>> No.7880813

>>7880690
>Spend over an hour dressing one room
Stop doing that. Lay out your map first. Spend an hour laying out your whole idea. Give yourself a .txt to take notes on gameplay and what you'd like to do with x room. Go back and add gameplay. When you get frustrated with one room, move on to the next. Then work on detailing. Spend at max one calendar week on detailing. After that, simply get it out the door. Great artists aren't great because they slaved and slaved, they're great because they made a LOT of shit.

>> No.7880814

>>7880690
>>7880794
do the layout of the whole level first <- you are struggling because you are not doing this.
Then base encounters
then base texturing
then detailing
then enhance encounters and balance

>> No.7880815

>>7880709
no?
baratus is the fighter and cleric is parias
ohhh fuck
the mace comes from the cleric, no i'm the retard shit

>> No.7880817

>>7880813
Don't listen to me, do this instead >>7880814

>> No.7880818

>>7880736
I'd say most of it's shortcomings are related to the fact that it was made in 1995 more than anything.
It was very ambitious for the time, and pushed the immersive and adventure styles of mapping further than what anything else at the time had really done. I kinda wonder how things would have been like in the 90's community if it released in 1995 like it was originally supposed to instead of becoming part of final doom and hated by many for "selling out".

>> No.7880827

>>7880542
What's on the screenshot?

>> No.7880830
File: 2.84 MB, 1920x1080, Ziggurat 2020-01-18 02-38-30-602.png [View same] [iqdb] [saucenao] [google]
7880830

>>7880542
I loved Ziggurat 1 a lot. A shame I just don't have time to check out the sequel. There was nothing like coming home from work and doing some dungeon crawling and arena fighting for level after level. The art direction was really killer.

>> No.7880839
File: 12 KB, 357x311, domguy_dark_pc_sad.jpg [View same] [iqdb] [saucenao] [google]
7880839

>>7880697
>>7880794
Exactly. I know what I have to do to get stuff done, but I can't bring myself to broaden my view. Working on the small detailed knitty gritty stuff is so much fun... I guess just far sight and discipline will help.
>>7880704
Yeah, it's mine. Thank you!
>>7880813
This is true. Artistic geniuses create a HUGE amount of works. A small fraction of which will end up incredible.
>>7880814
I'll try going by these steps next time I get into the mapping mood, thank you!

>> No.7880842

>>7880807
delet dis

>> No.7880851
File: 10 KB, 225x225, 1540648039287.jpg [View same] [iqdb] [saucenao] [google]
7880851

>>7880801
>>7880807
https://www.youtube.com/watch?v=KT7keEn2XQ8&t=4s

>> No.7880863

>>7880404
Isnt that model completely fucked up in Qtest - even disregarding the missing textures?

>> No.7880865

>>7880130
Yeah. It me.
Thanks. Gotta make an elevator and a switch to raise a bridge and then I can start on a properly laid out area with actual level flow and such. Block it out first and all. No idea how movers work, but I'm sure there's a 5 minute YouTube video on it.

>> No.7880868

>>7880851
I could understand replacing Quake 1 assets with those of a Quake 3 level of detail, but anything beyond that and you REALLY need to redo the level geometry to match. And let's not even get started about that lighting.

>> No.7880870

>>7879249
>[6-13] Quake Alkaline has been released
This really should be getting more attention. It's what AD was for Quake as a whole but totally for the techbase side of things. This is another monumental milestone for Quake mapping. Devkit can't come soon enough.

>> No.7880879 [DELETED] 

>>7880851
>Carmack if his great great great great great great great great greatx17 over grandfather were an Egyptian king.

>> No.7880883

>>7880839
Alternatively get in touch with someone who's gud at layouts and detail their maps for them

>> No.7880893

>>7880794
Are you me? I just missed my deadline for my undergraduate because I've been scrapping all of my progress over and over for the past half year because I was convinced it wasn't good enough even though I had zero feedback on what I wrote. My perfectionism keeps unironically fucking me over, everyone I know keeps encouraging me because apparently I'm an intuitive prodigy or something but doing the most basic tasks gives me horrible stress. I had exactly one semester with perfect grades and I spent that one chainsmoking, edging and binge drinking myself into a nihilistic state of mind. I recently picked up mapping as a way to de-stress myself.

>> No.7880895
File: 1.53 MB, 1920x1080, vkquake0002.png [View same] [iqdb] [saucenao] [google]
7880895

>>7880870

>> No.7880903

>>7880865
>No idea how movers work
just use func_doors for everything. elevator, bridge, switch, platform, button.
look up how target/targetname pairing works. probably the entity tutorial.

>> No.7880909

>>7880883
Would love to!
I should looking for mapping discords and start lurking on doomworld.

If anyone here is down for a chat some time, about general mapping procedure, I'd be grateful too!

>> No.7880916

>>7880542
That looks gay as fuck.

>> No.7880924

Anyone know how to install map packs for Raze? I just finished Blood and Cryptic Passage and I really want to try out Death Wish before Chapter 4 comes out.

>> No.7880928

>>7880924
idk about raze but with buildgdx you choose them from chapter menu, real simple in case you can't figure out how to with raze

>> No.7880949

Does raze even have the correct colours for Blood?

>> No.7880952

>>7880924
Unpack Death Wish into some folder and start Raze with "-file *path to DW folder*" argument.

>> No.7880954

>>7880952
Sláinte

>> No.7880965
File: 1.87 MB, 1920x1080, spasm0004.png [View same] [iqdb] [saucenao] [google]
7880965

>>7880895
I like it how Alkaline took a lot of good stuff from Malice, like enemies and textures. The original TC looked kinda bland because of mostly grey textures, but Bloodshot used them very well in his map.
Also there're scientists from X-Men TC, screaming like HL1 nerds. Great stuff.

>> No.7880975

>>7880965
I love Quake 1 stuff with high tech installations, there are some really nice ones in arcane dimensions.

I can see in them what ID wanted to do with quake but could not, military installations where suddenly you start delving into weird eldritch places.

>> No.7881064

>>7880085
It's a reference to that classic comedy/musical bit where a person dresses half as a man and the other half as a woman, then they keeping moving side-to-side to play the 2 characters.
I don't remember what the bit is called.

>> No.7881075

>>7881064
Its kinda of amazing how new the world is to zoomers.

>> No.7881076

>>7880965
I like the clever reskinning of medieval enemies like the Death Knight into sci-fi counterparts. Axe Grunts are cool too, they're like the normal Knights on roids.

>> No.7881102

>>7881075
you think it zoomers but it feels like it applies to people in their 20's as well
everyone acts like only a few events happened before as if they were born yesterday

>> No.7881105

>>7880230
Unironically just make Doom or Quake levels to practice before even starting on your own game.

>> No.7881108

>>7881076
Ah yes, and their swords make lightsaber sounds. Like, SoA's laser cannon already uses Star Wars blaster sound, so why the hell not throw more into the mix? Very nice indeed.

>> No.7881123

>>7881075
>>7881102
I posted >>7881064 and I am 24, I remember seeing the bit on TV like 10 years ago, but second Anon is right, some people just assume nothing really happened before they where born.

>> No.7881137

>>7880965
Using the X-Men scientists is neat.

>> No.7881242
File: 168 KB, 300x350, Marathon_Infinity_game_box.png [View same] [iqdb] [saucenao] [google]
7881242

this game is kinda creepy at times

>> No.7881262
File: 323 KB, 788x442, toybox2.png [View same] [iqdb] [saucenao] [google]
7881262

I'm playing this mod, and I fucking love it, I might finally make a Quake 1 mod like I've been dreaming of for the past 8 years

How hard is it to mod Quake's guns? I have a rather basic idea of what I'd like to do

>> No.7881273

>>7881242
it's the ghost of steve jobs
he's coming for you

>> No.7881289

There's a distinct lack of chaingunner gifs in those threads of late

>> No.7881330
File: 253 KB, 400x400, Brother.png [View same] [iqdb] [saucenao] [google]
7881330

>>7881262
>How hard is it to mod Quake's guns?
Personally, I kind of interested in how to mod Quake on more broader scale >>7876608 and therefore probably shouldn't give any advice here, but will go from my observations anyway. Overall it seems like working on a mod for Quake isn't as hard as you might've think, but to me that's still mostly "what the hell am I looking at" when I tried to understand what is QuakeC. Just don't be like me and go for it instead of "I know I can't do it/Nobody would care anyway/It's going to be shit/etc."
The best you'll get is most likely from an anon that works railgun for Violent Rumble, obviously. If he wouldn't be around to answer now, you can always wait for his appearance to ask then.

>> No.7881339
File: 108 KB, 1280x720, damn.jpg [View same] [iqdb] [saucenao] [google]
7881339

>Check out HL Beta videos
>Barney uses karate on a headcrab zombie

>> No.7881373

How do people usually play Doom I/II on Linux? Is there a WAD manager or preferred source port to run it?

>> No.7881383

>>7881330
I think in the end it kinda comes down to level design and what you want to do with the ai and models, more intricate animations and scripting.

I wonder if you could make stealth work in quake 1 engine dark places etc.

>> No.7881384
File: 1.75 MB, 512x384, 1595293958485.webm [View same] [iqdb] [saucenao] [google]
7881384

>>7880671

>> No.7881398

>>7881383
Sock made a stealth mod

>> No.7881401 [DELETED] 
File: 114 KB, 697x703, mapisland.png [View same] [iqdb] [saucenao] [google]
7881401

Maybe this time I will complete a map(in a long list of attempts). Often times ambition gets the best of me and the idea sounds a lot better than the implementation I try going for.

>> No.7881425

>>7881373
All the usual ports work. I prefer prboom+.

The terminal is a fine launcher in itself for me.

>> No.7881434
File: 33 KB, 228x232, bad.gif [View same] [iqdb] [saucenao] [google]
7881434

Hm, today I will badly recolor a Strife sprite to make a custom enemy for my overambitious project I'll never finish anyway

>> No.7881458

>>7881434
what kinda project?
never give up, the first draft is always bad

>> No.7881459

>>7881383
>I think in the end it kinda comes down to level design and what you want to do with the ai and models, more intricate animations and scripting.
You're right. I wouldn't want to make anything too complicated not only because, let's face it, that's too much work and I don't want to bother. But also becaue I would prefer to keep things simple... Although, funny enough, I think that reimplementation of Axe Ogre could've become a bit too wild there.
>I wonder if you could make stealth work in quake 1 engine dark places etc.
Not tied to DarkPlaces, but looks pretty interesting. I believe its abandoned though, sadly.
https://www.moddb.com/mods/its

>> No.7881462

>>7881262
>How hard is it to mod Quake's guns?
Modding existing guns? Easy.
Adding a couple new ones? Not too bad.
Adding more than two new ones on existing hotkeys without breaking the vanilla (non-CSQC) HUD? A fucking nightmare.

>> No.7881471
File: 416 KB, 955x843, file.png [View same] [iqdb] [saucenao] [google]
7881471

>>7879246

>> No.7881475

>>7881458
A megawad with 8 color-themed episodes linked through a Crash Bandicoot style hub where you collect power cores in the levels to open each episode's hub. With a few custom monsters for each color episode, a different weapon replacement for each, collectable items rewarded for 100% kills, keys you obtain in later maps letting you open passages and secrets in previous ones, and collectable items for time trials because if I'm thinking up ideas well above my pay grade I might as well go all out

>> No.7881480

>>7881475
doesn't sound bad
i mean, the least you could do is ask for help in some situations

>> No.7881486

Can I dehack together a second variant of lost soul (Without replacing old one) or it's unique?

>> No.7881491
File: 178 KB, 640x1440, soaker.jpg [View same] [iqdb] [saucenao] [google]
7881491

I have a little bit of a problem.
I felt like starting to make the Super Soaker sprites, but I really don't know how to approach it. I made a really quick mockup in MagicaVoxel to see how it could appear ingame.

I realized that since that thing has two tanks on the top, they completely obscure the view on the barrel/muzzle/anything when not holding it unreasonably high, especially considering you're usually hip firing it, Rambo style.
Trying to rotate it so you can see the barrel leads to the gun simply pointing up (top/middle).
When having it high enough so you can see at least a bit of it, but still pointing it towards the enemy you can barely see anything but the tanks (bottom). I at least want to have some kind of indication where the blast is coming from.
HOWEVER, I thought maybe I could even get away with it since you also have the altfire pump mode where I could show basically the whole gun.

Any opinions/advice/ideas?

>> No.7881501

>>7881462
Not him, but...
>Modding existing guns? Easy.
Like, adding alt-attack and shit like that? Cool.
>Adding a couple new ones? Not too bad.
>Adding more than two new ones on existing hotkeys without breaking the vanilla (non-CSQC) HUD? A fucking nightmare.
Does it matter if those would be taken from Mission Packs, but maybe changed up a bit? With each hotkey having two weapons dedicated to it and being reduced from 1-8 to 1-5.
And then... What is possible to do with the Vanilla HUD non-CSQC? Can you edit the guns that's shown there, so they accommodate the keybinds? Hexen 2-like inventory for rotating between Runes?

Today I thought that it would've been neat and awesome to have two versions of a mod: Classic (works pretty much everything and doesn't use any fancy stuff) and Definitive (requires QSS and other similar source ports, but uses some of their enhancement) edition. Even at first I kind of understood that this sounds like a horrific nightmare that shouldn't come to reality, but still. I'm talking out of my ass either way.

>> No.7881502

>>7880827
Ziggurat 2
https://www.youtube.com/watch?v=N0pZh7xKDpc

>> No.7881503

>>7881486
It will work, but there is a small hardcoded detail only the original Lost Soul has, it's the only monster that doesn't fall down during it's death animation. So it could look weird when the original doesn't fall when dying while the variant does unless the death animation does reflect that difference.

>> No.7881507

>>7881491
Can you make the tanks transparent?

>> No.7881512

>>7881507
I could probably, but then I would need to have the water slopping around. I mean, the original tanks were also pretty opaque (in fact, the only water guns I know that have any kind of transparent tanks/bodies are the really cheap ones).

>> No.7881532

>>7881501
>Today I thought that it would've been neat and awesome to have two versions of a mod: Classic (works pretty much everything and doesn't use any fancy stuff) and Definitive (requires QSS and other similar source ports, but uses some of their enhancement) edition. Even at first I kind of understood that this sounds like a horrific nightmare that shouldn't come to reality, but still. I'm talking out of my ass either way.
Arcane Dimensions does that, it has ways to detect what type of engine is being used and activate extra effects if possible.

>> No.7881538

>>7881503
Can I make them instantly explode on death to conceal this fact?

>> No.7881556

>>7881538
The explosion sprite would still fall down though

>> No.7881558

>>7881501
>Does it matter if those would be taken from Mission Packs, but maybe changed up a bit? With each hotkey having two weapons dedicated to it and being reduced from 1-8 to 1-5.
Two weapons per hotkey isn't too bad, you just need to consider whether you want to switch back to the last one used on that key.
>And then... What is possible to do with the Vanilla HUD non-CSQC? Can you edit the guns that's shown there, so they accommodate the keybinds? Hexen 2-like inventory for rotating between Runes?
What you can do depends on whether you want to launch your mod as if it is one of the mission packs (i.e. after '-hipnotic' or '-game hipnotic' depending on the engine). If you launch it with Hipnotic, you get two extra icons (9 and 0) with an alternate for 6. If you launch it with Rogue, you get alternates for 4-8 as well as icons for different ammo. I think you get a couple extra powerup icons with both. You can replace these icons in GFX.wad, but not add new ones. Whichever launch option you go with, you need to match your weapon bitflags with those of that mission pack or else the icons won't appear as intended.

>> No.7881572

>>7881242
>Marathon 1: Durandal is an unreliable narrator
>Marathon Infinity: the game manual is an unreliable narrator
Easily the most /lit/ classic FPS and probably one of the most /lit/ games ever made. All the Borges influence really shines through in Infinity as well.

>> No.7881575

>>7881572
I tried it because of that,Prey from Arkane maybe wanted to be like it. But its a really crappy videogame, shame Halo and Destiny are as macdonalds bland as possible.

>> No.7881589
File: 583 KB, 1001x1001, Aliexpress_Q90.png [View same] [iqdb] [saucenao] [google]
7881589

>>7881491
Maybe just make the tanks smaller or further back?
Alternatively the barrel lenght itself (not muzzle part - its fine mostly) needs to a bit thickened so it would look like its directly under the tanks or something like that - you can base it on those crappy 'fake minigun' waterguns. where only the non-barrel central pipe is an actual squirting nozzle and the rest of IRL barrels are just a non-functional perforated plastic ring surrounding the real sprayer piece itself
>picrel

>> No.7881623

>>7881589
Smaller tanks could probably help a bit with having the barrel peak out the front more, but I think the bigger problem is the girth. The two tanks are just completely covering everything underneath them. I thought about using only one tank, like the SS100 series (the 200 series was basically just a 100 with two tanks above the barrel instead of one), but I feel it would take a bit from the badass factor. Also, I'm a sucker for the 200 series and really don't feel like changing that.
But I don't quite understand what you mean by "so it would look like it's directly under the tanks".

>> No.7881638
File: 960 KB, 1000x750, shittr.png [View same] [iqdb] [saucenao] [google]
7881638

Imagine if noiser (D4V) and Revae (REKKR) made MBF21 wads.

>> No.7881645
File: 1.62 MB, 1366x768, spasm0000.png [View same] [iqdb] [saucenao] [google]
7881645

>>7881532
>Arcane Dimensions does that, it has ways to detect what type of engine is being used and activate extra effects if possible.
Oh yeah... Even though I use QSS, I think I have some of those disabled. Except for custom HUD. Speaking of which, I think having a HUD from Nintendo 64 port could been neat.
>>7881558
>you just need to consider whether you want to switch back to the last one used on that key.
I probably would want it to work that way. That just makes more sense to me... Maybe.
>What you can do depends on whether you want to launch your mod as
Vanilla... I think? At first I thought about borrowing a bunch of stuff from Mission Packs besides weapons and their function, but now I think it might be better to keep it simple. So I'm not sure if I would went now for Power-ups and even enemies from there if I decided "fuck it, I'll try and make it".
Missing melee weapons there isn't a huge deal though (would be nice not to, honestly), but having icons switch like in Mission Packs would be my desire. Probably, as was said before, "a fucking nightmare".
Anyway, good night. I need some sleep now, damn.

>> No.7881652 [DELETED] 

>>7881638
romero would NEVER say that im crying and shaking rn

>> No.7881669

>>7880801
Russian Overkill. I've never actually used that mod. Heard its fun on big slaughter maps.

>> No.7881672

>>7880736
I beat TNT for the first time recently. Same with Plutonia, I'd say TNT is definitely good a little bit harder than Doom 2 but not as hard as Plutonia.

>> No.7881685

>>7881638
Am I the only one who found REKKT rather "meh"?
I mean, from a technical and artistic point of view, it's incredible. But playing it, I didn't really feel it. It's missing something that Doom has, but I can't quite put my finger on it.

>> No.7881689

>>7881672
I love them both. I'm gonna cum uncontrollably when Plutonia 3 and Devilution releases.

>> No.7881692

haven't posted this in a couple threads

Some Good Duke 3d Map sets.

Duke Total Meltdown TC. Adds in the 7 levels of the ps1 exclusive plug and prey also the new enemies

https://www.moddb.com/mods/dntm

Two other good Map sets called
Downtown journey and metropolitan mayhem. Downtown Journey is kinda easy but still fun


https://www.moddb.com/mods/metropolitan-mayhem/downloads/metropolitan-mayhem

https://www.moddb.com/mods/pretomurara/downloads/downtown-journey-11

this last one is called duke hard it was made by the forums.duke4.net forum

https://www.moddb.com/mods/duke-hard/downloads/duke-hard-episode

This is a 3 episode map pack for Duke 3d. Uses textures from Duke Blood and Shadow warrior for the levels.

https://www.moddb.com/mods/alien-invasion/downloads/alien-invasion

Roch series

https://www.moddb.com/games/duke-nukem-3d/addons/roch-series-1-8

These last two have some old EXE files in them. That are not necessary and can be deleted IMO. I'm just saying that cause I have not used them and guessing from these last two mods AGE
It seems they were used in a time before Eduke32 and other ways of playing duke were common
These all work with Eduke32. Have tried Raze but can't get them to work with raze and have never used BuildGDX before.

>> No.7881693
File: 676 KB, 1038x1764, IMG_20210620_224433.png [View same] [iqdb] [saucenao] [google]
7881693

Who's gonna participate?

>> No.7881701

>>7881689
Who's making these maps? Also i don't think i've beaten plutonia 2 and company yet just like fucked around on the first few levels

>> No.7881715
File: 87 KB, 1840x1472, nice maze dude.png [View same] [iqdb] [saucenao] [google]
7881715

Marathon's pretty cool, but I hate the level design so far. Does it get any better? Do the sequels have better maps?

>> No.7881718
File: 225 KB, 1280x960, ss100.jpg [View same] [iqdb] [saucenao] [google]
7881718

>>7881491
Did the smaller version with just one tank. Not sure how to feel about it. At least everything is visible now, but it lacks the oomph the two tanks give, imo.

>> No.7881721

>>7881715
Marathon 1 is the maziest. It gets better in those terms, but it also gets worse. How far are you? The best part of the game is the mid-game. Marathon 2: Durandal is the least mazey and overall the most accessible of the three games. Infinity reintroduces some mazes and if you're lost in Arrival you'll definitely get lost in the first couple levels, but it's the most artistic of the three games and worth playing if you can beat and enjoy the second game.

>> No.7881740

Marathon bros we got too cocky.
https://youtube.com/watch?v=GgChgY69ye8

>> No.7881741

>>7881685
After trying to make my own maps, I appreciate them a lot more. You try to make outdoor sections like this.

>> No.7881746
File: 1.12 MB, 1920x1080, e1m4.png [View same] [iqdb] [saucenao] [google]
7881746

>>7881741

>> No.7881748

>>7881740
>no mouse aim
>no alt-fire
>no 3D physics
>no 5D space
>no storyline
Nope we still won

>> No.7881752

>>7881740
Does the Mac version of Doom seriously have no music?

>> No.7881754

>>7881752
It has music, for some reason that guy just disabled it

>> No.7881759
File: 1.00 MB, 853x720, blood hud.png [View same] [iqdb] [saucenao] [google]
7881759

How do I change the HUD to look like the top one? I can't find anything online mentioning it. I'm currently playing in Raze but I can switch to standalone nBlood or BloodGDX if it's required

>> No.7881760
File: 84 KB, 1840x1472, cramped hallways.png [View same] [iqdb] [saucenao] [google]
7881760

>>7881721
I'm up to map 4 right now (Defend THIS!). I didn't get lost in arrival, just found the player width corridors to be abhorrent. That issue seems to be present in each map. I'll try out Marathon 2, dual wielding sounds pretty cool.

>> No.7881768

>>7881759
should't it be the - and + inputs?

>> No.7881772

>>7881759
>>7881768
This press the plus and minus keys next to back space.

>> No.7881774

>>7881759
I use the + and - keys on NBlood.

>> No.7881775
File: 65 KB, 332x340, 5.gif [View same] [iqdb] [saucenao] [google]
7881775

>>7881760
Map 5 is one of the best in the game imo and widens things a bit. But it tends to go back and forth a bit. fwiw M1 has dual wielding as well, though only with the pistols (you also get the second pistol in Map 5).

>> No.7881776

>>7881768
>>7881772
>>7881774

Hmm that just makes my screen bigger or smaller. I guess it's just not supported in Raze yet or it is obscured. Off to NBlood. Thanks

>> No.7881786
File: 1.33 MB, 1600x900, BloodRaze.png [View same] [iqdb] [saucenao] [google]
7881786

>>7881776
It is supported. you probably just didn't press + enough times. I just took this screen shit

>> No.7881805

>>7880736
I think it's pretty good, but also imperfect. Most maps are good or decent, but then a bunch, mostly by the end, are mediocre or bad.
Excellent atmosphere however.

>> No.7881806
File: 28 KB, 1200x884, 1200px-Glock_Perfection.svg.png [View same] [iqdb] [saucenao] [google]
7881806

>>7881471
Glock perfection

>> No.7881819

>>7881786
That looks kinda terrible I have to try raze one of these days.

>> No.7881823

How can DOSfags even compete?
https://youtube.com/watch?v=P_aJQWqq6Po

>> No.7881825

Does anyone knows how comes an arachnotron could move off a pillar 32 units tall in gzDoom after being teleported on it?

>> No.7881827
File: 269 KB, 319x498, 1601522438101.png [View same] [iqdb] [saucenao] [google]
7881827

>>7879780
>Getting this mad at my word clouds
Wew lad.

>> No.7881835

>>7881819
I like Raze. Its a pretty good source port. Can't for the life of me figure out how tf to get duke maps to work with it.

But Blood mods, Like 500 ML of VR and Death Wish. Ones without Special launchers and shit. Are literally just drag and drop. Kinda nice and it ran death wish better than Fresh Supply did.

One complaint i have with raze besides not being able to launch duke maps is the sensitivity for the mouse is kinda high starting out but its not bad when adjusted a little bit.

>> No.7881869

>>7881835
Its nice its trying to gather all games under its wing. Dark Engine had its revamp, Doom has had its love, build games need some as well.

I for one was satisfied with ho death wish worked either on gdx and fresh supply. But I always picked supply for the software look.

>> No.7881878

SNS is running late but it should be happening still. That's all.

>> No.7881884
File: 25 KB, 1024x768, SuperSoakEm.jpg [View same] [iqdb] [saucenao] [google]
7881884

Maybe I simply fail at understanding the '2d sprite from 3d model' pevspective shifting shenaningans that the v_Weap graphics are, or just unreasobly demanding a 1:1 remake of this but with two water containers like an autismal, feel free to disregard my ramblings...
>>7881623
IMO it mostly looks like the 2nd water tank is just a spare one - not even connected to the gun itself in all model variants (or is it just a different perspective?) as they are too far apart, especially in 1st pic where the barrel 'underlaps' behind the left water tank; no idea if flattening the model a bit would make the barrel look more centered (once it shifts nearer the tanks by this) - Actually pic nr 2 almost looks as a perfect compromise if thats too much of a hassle...
>>7881718
No idea what the yellow diamond piece is meant to be, but at least now its clearly visible what goes where in that newer model - maybe keep the double tank variant as a character-specific weapon with better damage/ROF?

>> No.7881889

>>7881869
Death wish works pretty decently for me with fresh supply but scenes like the beginning of the game. When you go outside calebs house and then look at it.

For some reason murdered my frame rate but none of the action ever did. Just like those big set pieces would with fresh supply. When i replayed it with raze that did not happen at all.

I just assumed it a fresh supply problem.

>> No.7881905

>>7881754
based, i do the same. twangy corny midis don't fit doom's atmosphere at all imo

>> No.7881906

>>7881503
>>7881538
>>7881556
What about the actor disappearing and then spawning a rocket explosion?

>> No.7881908
File: 16 KB, 512x512, 1624048338438.png [View same] [iqdb] [saucenao] [google]
7881908

what is a high quality monster only mod that keeps the style close to vanilla Doom monster theme but enhances them making them a little bit harder?
no Malefactors
that mod is fucking dog shit

>> No.7881913

>>7881908
Make your own.

>> No.7881915

>>7880952
I tried to do this, but I couldn’t into command lines. Dragging the .zip over the .exe worked for the maps though, but not the music pack. Raze ZDL when?

>> No.7881916

>>7881905
>doom's atmosphere
Non-existent. Doesn't even have ambient sounds. Marathonchads win again.

>> No.7881921

>>7881908
The Babel monsters only mod might be your style. All I remember from it is that Revenants actually use both cannons and their fireballs come out super fast.

>> No.7881923

>>7881913
oh no
NONONONO
you are NOT
gonna trigger me into modding AGAIN
fool me only once faggot

>> No.7881924

Is there any way other than Engoo to get Quake to play MIDI files? I want to mod it but I just want to use tracker music, I don't really want to package full lossless audio files with it

>> No.7881927
File: 884 KB, 280x215, angryauthorityfigure.gif [View same] [iqdb] [saucenao] [google]
7881927

>>7881905

>> No.7881928

>>7881916
>hurr it has to have things called ambient sounds to have atmosphere
literally every game with its own setting has atmosphere

>> No.7881929
File: 339 KB, 510x388, 1402810410226.png [View same] [iqdb] [saucenao] [google]
7881929

>>7881923
I thought it was you. If I could I'd put you in a headlock for crying so much about wanting to be spoonfed specific content that caters to your needs and then lash out at people that help you.
Plus I worked hard on Malefactors.

>> No.7881930
File: 252 KB, 1920x1080, 1622915715792.jpg [View same] [iqdb] [saucenao] [google]
7881930

Ion Fury put so much soul into the level design, I love the atmosphere of pretty much every map.

>> No.7881931

>>7881701
Both projects have good amount of pro mappers from last decade. Devilution has most map submissions Tarnsman, Xaser and Valkiriforce. Plutonia 3 has Joshy and Darkwave at least, and some members from Plutonia 2 team. The whole team hasn't been announced to public.

>> No.7881936
File: 93 KB, 800x600, bloodtommygunalt.jpg [View same] [iqdb] [saucenao] [google]
7881936

Retrochads, I just got done with a full Blood playthrough on Well-Done. I loved the game's style and atmosphere, but not so much how it played. The game gives you the movespeed, weapon switch speed and arsenal to indicate it's an hyper-agressive "rush in" shooter like Duke 3D, but it plays more like a tactical shooter. You need to check every corner and ledge for Cultists, because thet hit you hard. Also I'm not sure how I feel about the "crouch when facing them" advice, it does work but feels like a bug to me. Many enemies deal very poorly with you being crouched (Cheogh and Butchers can't even hit you for example), and I noticed the Cultists seem to enter "roaming" mode far more often if I'm crouched for some reason. If I'm standing up they start shooting and never stop, but if I'm crouched they often start doing all sort of weird "relocations", which makes it considerably easier to deal with them. It doesn't make any sense though, I'm fairly sure this is an exploit. I still abused the shit out of it, because the game was kicking my ass. But it didn't feel that good. Also the vast majority of the enemy roster is dogshit and doesn't pose a real threat to you. I wasn't hit by a Gargoyle ONCE the entire game, they're there just to lower your ammo reserves a bit, or waste a Napalm shot. I like it, but I'm disappointed with it on a game design level, and I'm annoyed so many seem to claim it's one of the best shooters ever made. It's not even the best Build shooter to me.

>> No.7881942

>>7881936
I treat the bugs in Blood as core game mechanics at this point, a lot of these quirks work to make the gameplay more interesting for me.

>> No.7881943
File: 332 KB, 720x450, SNS2O.png [View same] [iqdb] [saucenao] [google]
7881943

>>7879246
THAT TIME AGAIN STUPID NIGGERS
>SUNDAY
NIGHT
>SHITSHOW!!!
:D

This time we're BLASTING through the Doom 2 BETA VERSION that Babby_32 from Youtube.com was lovely enough to set up for us. :)

Seriously though, enjoy your Father's Day and maybe spend some time with your Dad sometime today.

In the meantime though, JOIN US NOW!!! (Zandronum of Coaurse):

104.128.49.2:10802
104.128.49.2:10802
104.128.49.2:10802

See you there!

>> No.7881949

>>7881693
>co-op
yawn, call me when it's time to stomp youtube secondaries in qw

>> No.7881950

>>7881949
I think deathmatch is planned too

>> No.7881956

>>7881943
NEW IP WITH VRSKINS:

104.128.49.2:10760

104.128.49.2:10760

>> No.7881963
File: 668 KB, 1846x826, assss.png [View same] [iqdb] [saucenao] [google]
7881963

Today on constructing a new map nobody will ever play: This nameless piece of shit.

>> No.7881969
File: 162 KB, 1280x960, super.jpg [View same] [iqdb] [saucenao] [google]
7881969

>>7881884
I think most of the problems here arise from the shitty render I put into the picture...
Okay, so here is a picture of the original 200 series for reference. The pickup sprite is almost a 1:1 recreation of the original gun (which is my autismal demand). The "yellow diamond" is another tank.
You can see that both tanks are connected and used "equally".

But maybe I will really have to go with the single tank model, as much as it saddens me. As for keeping the two-tank model - I mean it's functionally identical to the others, just that it has a higher capacity. There was even a 300 series model with a backpack that held like almost 2 gallons which I had also considered for a brief time.

If I had one of those at hand I could take reference photos and work from there, but I have never owned one, so I will have to make do with shitty 3D models.

>> No.7881972
File: 142 KB, 1170x1170, disgust.jpg [View same] [iqdb] [saucenao] [google]
7881972

>>7881943
Anon why

>> No.7881976

>>7881471
>assert dominance

>> No.7881978

>>7881969
Also, for user's reference, check this: https://www.youtube.com/watch?v=neggpM2y3KQ

>> No.7881984

>>7881969
Also also, should have mentioned that the yellow one is the air tank, not a water tank.

>> No.7882009

>>7881929
>Malefactors
not that nig but i like how you use E.Y.E voicelines for the hitscanners makes me feel like i'm fighting against the rebel soldiers from metal slug

>> No.7882013
File: 2 KB, 145x70, qeyes.jpg [View same] [iqdb] [saucenao] [google]
7882013

>want to play Quake co-op with my dad for father's day
>just like we used to over LAN
>we're on opposite sides of the country now
>call him on Skype to get it set up
>takes hours because giga-boomer
>finally get in-game together
>HUH HUH a few times
>disconnects
>dad...?
>he calls my phone
>internet outage in his area
What a cruel world.

>> No.7882015
File: 238 KB, 1439x1073, 1623789251787.jpg [View same] [iqdb] [saucenao] [google]
7882015

The Lambda Complex is real cool.

>> No.7882016

Anyone have a info graphic like thing for quake3?

>> No.7882017

>>7881930

Its also a big game in terms of content and powerful felling weapons.
Shelly is fucking shit and boring however, her lines are trash, also Heskel is a shit as well.

I also dislike how the enemy grunts sound, nasally weird voice.


The highlight is indeed level design. You cant fucking go back to Titanfall, COD era linear trash after regaining this type of interconnectedness.
The shotgun enemies are just fodder although on occasion they snipe a shot.
The little stupid looking head spiders are just annoying alongside the finnicky flying ones, fuck before teh patch the motherfuckers would get stuck in geometry and prevent 100%.
Most enemies are pretty dumb compared to other build games, I think the cultists follow you better than in IF.
The zombies are harmless
The sniper guys only bad if in groups and its kinda easy to dodge the bolts.

The real enemeis in max fury are the flying rocket mechs, Almost invisible when fired and they fucking track.
And the grenade launcher enemies are what stopped most of my levels without saving.
Real issue is the huge splash damage compared to the explosion.

The Big Chicken leg mechs are hard but they are used well.

>> No.7882024

>>7881923
There's more than one of us.
Make your own mod, lubelord.

>> No.7882025

epic and leadpilled

>> No.7882046
File: 371 KB, 800x600, 1592163442511.gif [View same] [iqdb] [saucenao] [google]
7882046

We brought in our good friend Sledge to give us the edge we need, but Kegan is off visiting his father like some kind of responsible son on Father's Day. Can you believe it? The show must go on, though.

HD HFFM co-op stream continuing now.
http://96.253.20.85:8080/

>> No.7882108 [DELETED] 
File: 128 KB, 300x226, CNCTDR_Chem_Warrior_ico-300x226.png [View same] [iqdb] [saucenao] [google]
7882108

...There was even a 300 series model with a backpack that held like almost 2 gallons which I had also considered for a brief time...
TFW you really wanna feel like a ChemWarrior/FlameTrooper but dont wanna be tried as a war criminal

>> No.7882110

>>7879942
https://www.doomworld.com/forum/topic/106482-oops-all-techbase-final-release-now-on-idgames/

>> No.7882114

What is the best Q1 sourceport that would allow me to just lazily put all mods/maps ever made since 1997 inside a single folder and run any of them without major issues?

>> No.7882117
File: 367 KB, 1920x1080, 1622917900979.jpg [View same] [iqdb] [saucenao] [google]
7882117

>>7882017
Build game A.I's always been very basic imo. I think it's fine for what it is in the game I guess.

>Shelly is shit
Mmmm... disagree! Though I did a bit tired of the ''Domo Arigato mr roboto!'' line when killing enemies rather quick. A few more variations for the lines maybe? But otherwise her character's serviceable and the VA did a good job. Same with Heskel, he might not be the villain of the year all years but at least there's a feeling that you are chasing an antagonist rather than there not being any plot besides roleplaying putting down a BLM riot.

>> No.7882123
File: 128 KB, 300x226, CNCTDR_Chem_Warrior_ico-300x226.png [View same] [iqdb] [saucenao] [google]
7882123

>>7881969
...There was even a 300 series model with a backpack that held like almost 2 gallons which I had also considered for a brief time...
>TFW you really wanna feel like a ChemWarrior/FlameTrooper but dont wanna be tried as a war criminal and hung

>> No.7882128

>>7882117
I fucking love Shelly, perfect protag IMO

>> No.7882132

>>7882117
>feeling that you are chasing an antagonist rather than there not being any plot besides roleplaying putting down a BLM riot.

Why did you mention a blm riot? They would never do that. There are not even riots in the game.
Serviceable is not enough, drags the rest of the game down., They just focused on other stuff in the game and made her and Heskel boring.

Which is fine I guess you can turn off her lines.

I think a bit more edge and sexy and more Judge Dredd like would be great. Then we could have her be more of a violent unhinged cop specifically to fuck punks or some shit. Now I miss Judge Dredd anon.

>>7882128

She is fucking crap anon. Boring as fuck.

>> No.7882134

>>7882128
she's hot but everything she says is lame

>> No.7882158

>>7882013
At least it's set up now, right?

>> No.7882159

>>7882110
this gradually turns into slaughtermaps iirc

>> No.7882176

>>7882159
What a shock

>> No.7882184

>>7882134
She is okay. Not that hot.

Her new art for the dlc is the hotter she looked. Her look inside the game and that shit main menu are really bad.

>> No.7882189

>>7881943
The party's not over yet, we're gonna play through Favillesco Episode 4! No picture since I'm not the usual host. JOIN US!!!!!

104.128.49.2:10670
104.128.49.2:10670
104.128.49.2:10670

>> No.7882221
File: 46 KB, 619x460, 1616852169490.jpg [View same] [iqdb] [saucenao] [google]
7882221

it's too hot to wear headphones.
are there any mods that somehow visualize sound effects? doors, monster alerts, etc.
i've already got damnums and damage direction overlay

>> No.7882267

if I make a map with a different movement speed in mind, how do I change that for everyone who downloads it? Would I have to release a TC, a batch file? I want to mod it so the player moves slower, and change two of the weapons (axe and shotgun), how do I do this? I'm just seeing lots of mapping resources

>> No.7882323
File: 10 KB, 278x221, caco scared.jpg [View same] [iqdb] [saucenao] [google]
7882323

>>7881471
Actually frightening

>> No.7882334
File: 1.14 MB, 1920x2159, Screenshot_Doom_20210620_195350.png [View same] [iqdb] [saucenao] [google]
7882334

>>7881943
>>7882189
Thanks for showing up to another shitshow. Doom 2 beta maps were pretty cool.

>> No.7882336

>>7882334
Good to see the event went on as usual. Alex sometimes scares me though.

>> No.7882418

>>7880230
First step is not calling it "boomer shooter". It's stupid as fuck.

>> No.7882434

>>7880690
map for vanilla

>> No.7882449

>stopped giving a fuck about games for over 5 years, even though friends and acquaintances kept shilling modern games
>suddenly decide to play Doom and Quake, games I've skipped during my childhood because I didn't know any better
>the joy of vidya is back, even stronger than before

Now I see why the OG FPS are so loved.

>> No.7882462

>>7882418
This. Christ, it's such a gross and artificial marketing term.

>> No.7882538
File: 1.23 MB, 1920x1080, big fuckin lez.png [View same] [iqdb] [saucenao] [google]
7882538

Hey guys, I'm burnt out on Prodoomer for now. I just finished writing up my thoughts on it, if anyone's up for a read. I'll also stream once we decide what shitwad to play next.

>> No.7882541

>>7882538
I think you should take a break from megawads and play something small. What was that gameplay mod that came up in the stream chat? Play that

>> No.7882545

>>7882538
https://www.moddb.com/mods/meridian

>> No.7882547

>>7882541
Aetherius.

>> No.7882551

>>7881471
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH WHAT THE FUUUCK :D

>> No.7882554

>>7882538
Last time I went to Doom looking for WADs to play I just played all the ones that were smaller or had smaller levels and had a fuckin blast

>> No.7882564

>>7882541
>>7882545
>>7882547
I've already downloaded Aetherius, so I guess that's next on the list. I don't think anyone needs me to point out what's wrong with Prodoomer, so I'll just post my final verdict.

Touhou Doom, while it was boring as shit, unfair at many points and dragged on way too long, isn't nearly as fucking frustrating as Prodoomer. In Touhou Doom, at least I knew where to go and what the goal was. In Prodoomer, I kill some enemies, then I wander around with my eyes plastered to my automap, looking for the one switch the author hid somewhere on the other side of the fucking level, which opens a door on the opposite side of the level, before slipping into a pool of lava, getting shot by an archer I can't see, touching a sea mine, getting hit by a homing projectile that can do 180 degree turns around corners and having a suicide bomber dive into my anus, just to make doubly sure I'm dead. The worst part is you only realise how garbage Prodoomer is once you're in too deep.

I crown Prodoomer the new king of the shitwads. Now, on to the next stream.
>https://www.youtube.com/watch?v=mm9wjaObfto

>> No.7882574
File: 176 KB, 520x678, concerned bird.jpg [View same] [iqdb] [saucenao] [google]
7882574

>>7882564
Haha oh boy here we fuckin go

>> No.7882578

>>7879447
Thanks, pal. I found the Laser Rapier and have spent most of the rest of the game pretending I'm Demoknight. Having a bit of a direction issue this time. Game wants me to get up to level 7 to blow up the antenna and don't have any idea how. I've explored everywhere. In what direction do I look?

>> No.7882602

>>7882159
There exist people who intentionally join regular community projects and try to shit them up with slaughtermaps. It's like they get off on that.

>> No.7882610
File: 599 KB, 1272x2187, Screenshot 2021-06-20 at 22-02-29 Aetherius (Video Game) - TV Tropes.png [View same] [iqdb] [saucenao] [google]
7882610

>>7882564
What the absolute fuck is this wall of text?

>> No.7882616

>>7881685
Sorry anon, I'll do better next time.

>> No.7882619

>>7882610
Hyper condensed autism.

>> No.7882624
File: 17 KB, 542x540, 1595238378215.jpg [View same] [iqdb] [saucenao] [google]
7882624

>>7882619
>condensed

>> No.7882628

>>7882610
I recall watching some random Doom stream, this author was in the chat talking about his mod, I asked what it was, and he acted strangely shocked that I hadnt heard of it.

>> No.7882647

>>7882624
You could also call it weaponized. This mod is something alright.

>> No.7882668

So I just finished Blood (at least the 4 main episodes) and I really enjoyed the game, the only low point for me was the 3rd boss, and I can't believe how pathetic the final boss is compared to that one, which I also had to fight again in the boss rush.

>> No.7882681

Is Devastator in douk simply Chaingun version of RPG?

>> No.7882684

>>7880965
It really is something and I'm just amazed at the lack of attention.

>> No.7882694
File: 204 KB, 320x240, file.png [View same] [iqdb] [saucenao] [google]
7882694

>>7882610
Jesus fucking christ this guy...

>> No.7882696

>>7882684
I've got mod fatigue from all the big name, big maps Quake stuff lately and am more looking forward to playing the smaller jams like 625 and Limits.

>> No.7882723

>>7882696
any small quake wads/maps you'd recommend? I just played Toybox today and loved it

>> No.7882736

>>7882696
Anon both of those jams are going to have more maps than Alkaline which has only 9
>>7882723
Quofee

>> No.7882737

>>7879337
How many saves do we all have that are at level 18+ that aren't beaten because of this?

>> No.7882739

>>7879412
Is it fun?

>> No.7882742

>>7882736
Are they? I only know the number of maps for Limits, no one ever tells me nothin'. More importantly, they're small to decently sized maps (I'm assuming) with a variety of authors and themes, not sprawling mod and engine showcases like Alkaline.

>> No.7882748

>>7879412
Old CRPGs are clunky as hell, it's not a shooter, it's an RPG, and with that comes everything you'd imagine, you have to treat it like you're figuring out an old puzzle

But no, you're not missing anything, that's the game, and I do love it personally, mind you

>> No.7882753
File: 13 KB, 540x540, dunce.jpg [View same] [iqdb] [saucenao] [google]
7882753

What's the current goto for Quake modding? Not mapping, modding

>> No.7882757

>>7882753
What do you mean, QuakeC compilers?

>> No.7882760

>>7882748
There's absolutely no RPG elements in SS1

>> No.7882765

>>7882753
Modding doesn't say much, you're gonna have to be more specific than that

>> No.7882779

>>7881685
I felt that way the first time I played it but it really grew on me, and now I adore it.

>> No.7882781

>>7882753
Progs_dump 2.0 in conjunction with QuakeC
https://www.youtube.com/watch?v=gTbkLP3B2FE

>> No.7882782

>>7882616
REKKR is one of my favorites man. Looking forward to the Steam release

>> No.7882785

>>7882760
Okay well, it's certainly not an "action game" in the way Quake is, it was made by the guys who made Ultima Underworld in the style of Ultima Underworld, despite having no RPG elements
>>7882757
>>7882760
>>7882781
I mean, tutorials and stuff, I saw prods_dump, what I want to do is so simple I don't think I'll need it

I want to change two weapons, the axe and the shotgun
I want to use custom textures, but I'm not sure how to make a texture wad
I want to slow the player down
I may want to edit enemies in simple ways

>> No.7882789

>>7882781
>Chthon throwing explosive cows at you
Caught me offguard.

>> No.7882802

>>7880471
cus SOTE in its 3d gameplay, is like a third person Dark Forces, and we already have Dark Forces and Jedi Knight

>> No.7882805

>>7882785
>what I want to do is so simple I don't think I'll need it
>I want to change two weapons, the axe and the shotgun
>I want to use custom textures, but I'm not sure how to make a texture wad
>I want to slow the player down
>I may want to edit enemies in simple ways
Your road is going to be a lot harder without using pd2 as a base no matter how minuscule your changes would be.
https://quakewiki.org/wiki/QuakeC_tutorials
https://www.youtube.com/watch?v=1jvJvcA50SU
https://www.youtube.com/watch?v=S6Eu8Cti9nI

>> No.7882808

>>7882802
But we don't have Dash Rendar, the Outrider, an IG-88 boss fight, or playable wampas.

>> No.7882828

>>7882805
Thanks, I might need a bit of PD2, but all I want to do is have the enemies attack faster and boost their damage, I should be able to do it with simple QuakeC edits

I mainly just want to make some textures and slow the player down, then I can get started mapping

>> No.7882831

>>7882828
Ganbatte, anon-kun!

>> No.7882834

How can I make geometry that you can walk through in Trenchbroom?

>> No.7882835

>>7882834
Nevermind, I found it literally 5 seconds after posting that.

>> No.7882836

>>7882835
H-how'd you do it?

>> No.7882846

hi, I'm new

>> No.7882847

>>7882846
ok

>> No.7882848

>>7882846
Faggot

>> No.7882853

>>7882846
hi

>> No.7882859
File: 243 KB, 100x100, 1620772703821.gif [View same] [iqdb] [saucenao] [google]
7882859

>>7882846
welcome to the party

>> No.7882863
File: 74 KB, 350x447, 1463635864174.jpg [View same] [iqdb] [saucenao] [google]
7882863

>>7882846
Hi new. I'm dad.

>> No.7882872

>>7882846
Lurk moar.

>> No.7882879
File: 37 KB, 1280x960, Screenshot from 2021-06-21 00-46-30.png [View same] [iqdb] [saucenao] [google]
7882879

>>7882578
So you've jettisoned the grove? The elevator that takes you from 6 to 7 is at the ass-end of the level, where you found the jettison enable master control switch (that sent you on the wild goose chase through maintenance) and fought Diego.

>> No.7882886
File: 192 KB, 300x343, 1512360749817.png [View same] [iqdb] [saucenao] [google]
7882886

>>7882564
My thoughts on Aetherius:
>I don't know what I was playing, what was happening or what the story was. How can I rate something I can't comprehend?

>> No.7882893

>>7882836
Changed it to a detail_illusionary func.
I don't know if this is the right way, or if it will break anything, but it seemed to work... So...

>> No.7882916

>>7882893
That's literally the entire point of func_illusionary.

>> No.7882917

>>7882828
You dont need to mod to use new textures, theyre stored in the map file based on what .wads you used

>> No.7882931

>>7882916
I didn't look it up, I took a stab in the dark, but the name made sense enough.

>> No.7882964

>>7882931
Anyway, here's my map so far. https://www.mediafire.com/file/idytwymrcv6f70n/test.bsp/file

Got done with my test area more or less (minus polish things like invisible walls to keep you from grenade jumping into the sky) and moving onto actually making a map with some thought put into it soon hopefully. The test area will just be a little intro area and the map will be a castle sort of thing. Bridge goes nowhere atm...
There will be more stuff to shoot, and you'll enter in through a crack in the wall...
Just putting it out there as I go in case I get sidetracked before I finish it.

>> No.7882973

>>7882336
Only scary thing here is your mom bruh. Her insides are really something out of Arcane Dimensions. o_O

>> No.7882976

>>7881908
Babel monsters. I dunno why you've been so averse to trying Babel.

>> No.7882980

>>7882973
Haha based

>> No.7883000
File: 1.58 MB, 1920x1080, spasm0142.gif [View same] [iqdb] [saucenao] [google]
7883000

>>7882964
Darn, anon, that's pretty slick for a test area. I'm no mapper but small bit of advice, the bright white fog doesn't work super well in most Quake maps that have especially open areas or a lot of sky visible. The latter can be rectified- somewhat- with the r_skyfog cvar, but I don't remember if that can be set in worldspawn and it's a kludge anyway because dense enough fog means you can't see the sky anyway. Depending on how the rest of the map ends up, you might want to consider toning down the fog somewhat and giving it a bit of tint as well.

>> No.7883076

>>7883000
Oh whoops. It's not supposed to have fog. I was testing in software, which doesn't render fog. That's a remnant from testing that.

>> No.7883083

>>7883076
>>7883000
Should add: I do plan on adding more subtle fog. I just meant to disable it at the moment.

>> No.7883124

>>7882879
>Fought Diego
honestly I slew that mutant so quickly that that detail flew right over my head. Thought it was just a new enemy type that there would be more of

>> No.7883169
File: 100 KB, 245x315, 1620405273150.jpg [View same] [iqdb] [saucenao] [google]
7883169

>>7882846

>> No.7883194
File: 136 KB, 561x577, file.png [View same] [iqdb] [saucenao] [google]
7883194

Are there any Z-script wizards lurking around?
Is it possible to add Item, Ammo and CountedItem detector to ZRadar? (https://gitlab.com/accensi/zradar))
I tried fidding with the code myself but all I got were script errors lol. This is way above my understanding and googling didnt help as documentation is sparce.

Another idea I've always liked is a "detector" instead of a radar, kinda something like Destiny 2 has - picrelated is a mockup - would it be harder or easier to implement than ZRadar? Which would require more processing power? (ZRadar eats like 13-15% of the fps)

>> No.7883203

>>7882221
>he doesn't watercool his headphones
ngmi

>> No.7883204

>>7882846
the absolute madman

>> No.7883210

>>7883194
So what exactly does this? Show people in Multiplayer or what?
As far as I can see there is only one code block where the stuff is actually detected, it starts at

// [Ace] This is where enemies are updated.
if (RadarMode[consoleplayer] > Mode_Disabled && ArrayRefreshTics++ >= RefRate)

So the way I see it you have to replace whatever it is that is detected here with items, ammo and such.

>> No.7883212

>>7882221
Get earbuds my dude

>> No.7883217

>>7882114
QS-spiked probably as its the freshest jest one ATM

>> No.7883221

>>7883210
no its

BlockThingsIterator it = BlockThingsIterator.Create(players[consoleplayer].mo, RadarDistance.GetInt());
while (it.Next())
{
BlipType Type = ClassifyActor(it.Thing);
if (Type == -1 || it.Thing == players[consoleplayer].mo || it.Thing.Health <= 0 || players[consoleplayer].mo.Distance2D(it.Thing) - it.Thing.Radius + it.Thing.vel.length() > RadarDistance.GetInt()) continue;

if (RadarMode[consoleplayer] == 1 && players[consoleplayer].mo.CheckSight(it.Thing) || RadarMode[consoleplayer] == 2 && (it.Thing.vel.length() > 0 || it.Thing.target || it.Thing.master && it.Thing.master && it.Thing.master is "PlayerPawn") || RadarMode[consoleplayer] == 3 || Type >= Blip_Player)
{
let Blip = new("RadarBlip");
Blip.Type = Type;
Blip.TargetPos = it.Thing.pos;
Blip.PlayerPos = players[consoleplayer].mo.pos;
Blip.PlayerAngle = players[consoleplayer].mo.Angle;

RadarBlips.Push(Blip);
}
}

That is to draw stuff and this


private BlipType ClassifyActor(Actor a) const
{
if (a.GetClassName() == 'BFGNecroShard') return Blip_FragShard;
if (a is "PlayerPawn") return Blip_Player;
if (a.bISMONSTER) return a.bFRIENDLY ? Blip_Friendly : (a.GetSpawnHealth() >= 1000 ? Blip_PowerfulHostile : Blip_Hostile);

return -1;
}

is to identify stuff. Trying to add "item" and "countitem" to that and other lists involved (there are few) results in errors

>> No.7883224

>>7882616
>>7882619
>creativity is ''autism''
Now the mod itself may or may not be ultra autistic but honestly good on the creator for trying to create something of their own ya know?

>> No.7883226

>>7883224
No, anon. You don't understand. I'm not saying creativity is autism. I'm saying Aethrius is the work of an autist. It IS great that he made something. But I'm still gonna call an autistic mess that should be studied and feared. Look at his other project for christ's sake >>7882694

>> No.7883229

>>7883226
That's fair.

>> No.7883230

Any way to make a Quake map with a big sector of trigger_hurt occupying a corridor/room that kills you near instantly unless the Player has either carrying a Biosuit or PoP when entering it to simulate a "lethal due to poison gas spill/ radiation hazard/ airless outer space" type of segments?

>> No.7883234

The movement in Quake 2 is so good, has anyone made any real/Q1 style levels for it.

>> No.7883240

>>7883230
In the vanilla progs or in a mod? Most mods have expanded trigger_hurt support but you can rig up something 90% good enough in vanilla if need be.

>> No.7883250

>>7883221
Anon, that is exactly what is inside of the block I posted. Also, I can't find any "RadarDistance", is that from your own code, or an older version?

>Trying to add "item" and "countitem" to that and other lists involved (there are few) results in errors
Because that's not how they are adressed in ZScript. It should be something like
if(a is "Ammo")
or something, because you need to check for the class.

Also, I saw they have a discord, why not ask there? Since Marisa left, ZScript competence has gone downhill on this board.

>> No.7883259

looking for wads that have a Tomb Raider-ish vibe, any reccs?

>> No.7883262

>>7883259
Epic / Epic 2

>> No.7883263

>>7883250
That discord has like 1 message in a few weeks.
Last message on Zradar channel (that isnt mine) was from 3 months ago

also I think Im starting to figure it out

>> No.7883269

>>7883234
There's some impressive single levels out there that I can't remember anymore, but I've never played a multi level pack that was any good. I think the bestiary is too hard to work with, both of the expansion packs really tried to change up how they worked.
If you want some good Quake 2 though play deathmatch on q2dm1, that's the best movement showcase there is.

>> No.7883286
File: 12 KB, 272x268, Screenshot 2021-06-21 103532.png [View same] [iqdb] [saucenao] [google]
7883286

what do I have to grab on Hard Doom zdoom page to have only the monsters and not the weapons so I can use it as a normal monster mod and use something else for weapons/player mod?
I would go and ask on their discord server but the link on the zdoom foum page gives me 'Invalid invite'
https://forum.zdoom.org/viewtopic.php?t=45145

>> No.7883292

>>7883263
>Last message on Zradar channel (that isnt mine) was from 3 months ago
well fugg :---DDDD

Sorry I can't help you more, I also always have to delve deep into the code of anything trying to understand it.

>> No.7883293

>>7881908
minor doom tweaks but it changes weapons too

>> No.7883297

>>7883292
I think I started figuring it out a bit, but I must experiment more

>> No.7883361

>>7880362
Very cool dude, exactly what I was looking for!

>> No.7883369 [DELETED] 

>>7880362
>https://x0.at/e8V-.pk3
Cool update, btw it's not necessary to check for the ForceYBillboarding flag, it already takes precedence over the XY flag

>> No.7883371

>>7883240
IIRC Q2 allowed you to setup the trigger_hurt flags in such way by default, no idea if Q1 requires some extra progs.qc from mods to do the same honestly - another dumb idea I had was to have the SoA Wetsuit double as a vacuum-suit for a hypothetical spacewalk setpiece if needed

>> No.7883373

>>7880362
Cool update, btw it's not necessary to check for the ForceYBillboarding flag, it already takes precedence over the XY flag

>> No.7883378
File: 134 KB, 640x480, Q2_PaxImperia.jpg [View same] [iqdb] [saucenao] [google]
7883378

>>7883269
>>7883234
If you mean the 'hectic monster horde/wave battles in vaguely techno-gothic enviroments' sort of gameplay, theres always the old Pax Imperia or that one russians Remake of Doom2 for Quake2 - be advised those mods are hard as fuck if you play on hard and goddamn insane in nightmare skill without cheats though

>> No.7883383
File: 11 KB, 300x168, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
7883383

>>7883378
...also one thing to note - all Quake2 mods done by A.Soldier of Light have this weird bug that any manual saves cause KnightmareQ2 to crash, so you need to rely on the 'entering level' autosave and restart whole map if you die anywhere...

>> No.7883384

>>7882610
M eyes are just fucking glossing over as I read this. He wrote this himself, didn't he?
If he has made an all new game, shouldn't he start with talking about the setting and story in short, then go over how the game plays?

All this shit he's written is on the technical side and an awful pitch for a gameplay experience, it tells me nothing at all about the game unless I know what the fuck all those things he's talking about are, which I don't. I already hate him.

>> No.7883385
File: 587 KB, 1010x812, file.png [View same] [iqdb] [saucenao] [google]
7883385

>>7883297
>>7883292
Figured it out and tweaked to my liking.
Can share if anyone wants

>> No.7883387

>>7882694
https://www.youtube.com/watch?v=lMTZn97VGfI

>> No.7883390

>>7883194
I know jack shit about programming, oop or how zscript works, but the parts where its made to look for Actors and Things to assign to blip types, you'll probably have to add some method which can grab the ID for items and ammo and add new cases.

Such as under Information:
private BlipType ClassifyActor(Actor a) const { }

in UI:
DrawBlip { }

under enum:
blip type

>> No.7883392

>>7883385
Nice, what was it?

>> No.7883393

>>7883292
>>7883385
There's no idle chatter like in most places, but the server and mods are still alive.
>t. owner
As for the request, I'll look into it. Probably won't work with mods like Hideous Destructor where most of the items don't inherit from Health or BasicArmorBonus and such (although ammo and weapons still inherit from Ammo and Weapon), but it'd work with most others so I guess it's worth a try. The bad news is that I'll need to add options to disable that behaviour, and since I'll end up using FlagOption for those, the min GZDoom version would be bumped to 4.5.0. Yeah...

>> No.7883394

>>7882694
>the absolute clash of aesthetics and design
>the complete lack of stylistic consistency
What is this fucking mush I'm looking at? It's like a Chinese bootlegger's feverdream.

>>7882886
You need to stream this bullshit for us.

>> No.7883398

>>7883394
>>7882694
NGL, Im having some serious Pooh Adventures from this screenshot alone...

>> No.7883401

>>7882564
Does anyone wants to see me to try and 100% PRODOOMER, using all the tools I can have at my disposal?

Like this radar i made specifically for 100% it (which is why I added CountItems detection) >>7883385
With x2 (or maybe even x3) exp (because the game allows you to set it in the options, and im not keen on grinding same levels multiple times to get max level, which is required without the multiplier)
and medium difficulty (skill 2). Because on Skill 3 enemies gain fast projectiles, deal more damage, and attack 50% more oten. I'm not THAT much of a masochist.

Should I just post per-level vids, or do you want to watch another bout of sufferning live?

>>7883393
Thanks, I already did all I wanted from it myself :P.
Can you make an enemy detector instead of radar though? Kinda like what Destiny 2 does looking somewhat like pic in this post >>7883194 ?
Is such thing possible at all?

>> No.7883405

>>7883401
>>7883393
What that detector does is light up a sector wih red if theres an enemy in that direction in certain range.
IMO it is much easier to eyeball the threat direction with a config like that and does not feel as "cheaty"

>> No.7883406

>>7883401
If you really want to play that unholy piece of shit, I won't stop you. I'll watch it live or via uploads. Do it in whatever way suits you best.

>> No.7883407

>>7880870
I played Dancing in the Golden Sun the other day and it's beautiful. 10/10. Fantastic music too.

>> No.7883417

>>7883401
>Can you make an enemy detector instead of radar though?
For this mod it'd be completely out of scope imo. In general I wanna say it's totally possible. I'm not 100% opposed to the concept, but it'd probably render the "display anything besides enemies" portion useless so that's already kinda ehhhh.

>ZRadar eats like 13-15% of the fps
Interesting. What are your refresh rate and distance options set to? I've never profiled the performance extensively and haven't found any FPS drains myself, but I can look into that as well while I'm at it. No promises.

>> No.7883421

>>7882694
I can't find it anymore, but didn't the creator make an insane 200 part let's play about this? I just remember him sounded exactly how you think he would.

>> No.7883431

>>7883421
nvm this has to be it, I just remember him sperging about stats for hours instead of mumbling angrily about teamspeak:
https://www.youtube.com/watch?v=gZ7KA1kDKf4

>> No.7883435

Whats a good mapset that doesn't devolve into challenging gameplay later on?

>> No.7883436
File: 9 KB, 104x180, walk.gif [View same] [iqdb] [saucenao] [google]
7883436

Decided I don't like the original walking cycle for the player avatar, so I started overhauling it.
I think the walking looks decent now.
Please note that the head and arm movements are still of old and are being overhauled, too and that's why it looks extremely weird. The leg movements themselves are serviceable.

>> No.7883437

>>7883431
I am so fucking confused.

>> No.7883445

>>7883417
3000 range
Refresh rate does not make a difference
What did made a difference was downscaling allthe blip images then fixing TEXTURES lump accordingly. IMO 15 pixels more than enough for that gave me some boost

Doom 2 start, 3000 range
Without anything: 650-680 fps
With the mod: 550-585 fps
With the downscaled blips - 570-620 fps
With all items displayed - and downscaled blips - 500-520 fps

My guess is that amount of blips-on-screen eats up on the frame rendering, so the more blips you have the more it drops.

>> No.7883458
File: 1.64 MB, 1280x752, file.png [View same] [iqdb] [saucenao] [google]
7883458

If you haven't tried GLES GZDoom yet, go ahead and try it. It uses Beloko's rendered from Doom Touch and is about 30-50% faster than GZDoom is otherwise.
This section on GLES gives me 63fps while regular 4.6 gives 45, big difference in playability on fuckhuge maps it seems.

>> No.7883462

>>7883445
>I presume the FPS goes down as a result of the VM time going up (haven't actually tested it, might be talking out my ass right now). Gonna profile it once I'm done implementing the initial request. Will likely scale down the image sources and avoid using TEXTURES altogether for the blips themselves. Thanks for crunching the numbers; I'll keep those in mind later.

>> No.7883475

>>7883000
>fog on Blade Runner 2049

>> No.7883486
File: 876 KB, 750x589, asfasdasfasdasda.png [View same] [iqdb] [saucenao] [google]
7883486

>>7883431
Jesus, this is some classical DeviantArt style high level autism.

>> No.7883493

>>7883394
>>7882694
NGL, Im having some serious Pooh Adventures vibes from that titlescreen alone...

>> No.7883512

remember when someone managed to make a roomba be able to make doom maps?
imagine a bigger scale of that were your gps could scan places and recreating buildings with doom sectors like google maps

>> No.7883514
File: 504 KB, 1280x720, Q10_2007v2.jpg [View same] [iqdb] [saucenao] [google]
7883514

>>7883383
...special mention to Milous Q2 content as usual - although his stuff is a bit hit&miss aesthetics-wise some of his setpieces are very cool just from the use of custom made music tracks by the maps author himself - always play on hard skill tho as some secrets are blocked off in easier difficulty, including the secret maps even in some of his levelpacks

>> No.7883517

>>7883514
And thats pretty much it really - theres also the quazi-annual very nice mapping projects done by QuakeUlf but those utilize only vanilla Q2 content which gets bland as fuck real fast to be honest

>> No.7883520

>>7883385
>>7883462
btw heres a link to mfied version of ZRadar if anynone wants it https://x0.at/X0Zw.pk3

>> No.7883521

Am I wrong for thinking Ancient Aliens is the greatest megawad ever made

>> No.7883534

>>7883521
I don't like some of the maps but sure, it's great

>> No.7883539

>>7883521
It's definitely among my favourites. Only map I outright disliked was map23

>> No.7883545
File: 400 KB, 1273x752, file.png [View same] [iqdb] [saucenao] [google]
7883545

Guess what.
Prodoomer has unlockable character bios and "previously in Prodoomer" terminal with script of events for each level

>> No.7883547
File: 470 KB, 1273x752, file.png [View same] [iqdb] [saucenao] [google]
7883547

>>7883545
you can't make this shit up

>> No.7883550

>>7883486
>Not shown here: Paula from Mother2 of all things playable
>Also featuring: Bubsy the motherfucking bobcat
Smells like assburgers in here...

>> No.7883565
File: 126 KB, 480x360, 480px-Sunlust_title.png [View same] [iqdb] [saucenao] [google]
7883565

>>7883521
>blocks your way

>> No.7883575

>>7883486
>>7883550
>Bubsy being playable but no Sonic the autismal manchildrens posterboi
Is this for better or worse though?

>> No.7883617

>>7883565
Sunlust's back half does hit me in an incredible way with its scale and scope, but it doesn't have the amazing sense of wonder that AA does, plus AA's more original soundtrack is incredible

>> No.7883621

>>7880085
It's a reference to this:
https://www.youtube.com/watch?v=uwiQTGEuqHM

>> No.7883651
File: 143 KB, 1024x768, people_2_christmas_tree_ball_front_transparent_700.jpg [View same] [iqdb] [saucenao] [google]
7883651

Is tracker music dead? There are still new midis being made.

>> No.7883679

>>7882964
nice job so far, anon
I noticed you didn't use a global sun, so just fyi: it's a thing, you don't have to hand-place every light

>> No.7883701

>>7883651
It's much easier to dick around in Sekaiju/FL Studio/some other MIDI creator for 5 seconds to make a listenable MIDI than it is to learn to use a tracker, I feel.

>> No.7883708

>>7882886
Now i unironically wish to see you play SWWM once Marisa finishes the mod, because it's entire lore is very much on the WORDS WORDS WORDS department, but at least it is merciful enough to allow you to ignore it if you don't care.

>> No.7883710

>>7883708
SWWM is at least fun and the robot is cute.

>> No.7883725

>>7882917
But how do I make a new .wad? I downloaded Wally and I can't figure this out, it just allows me to make a single texture into a wad, I want to make a wad of a bunch of textures

>> No.7883754

>>7883679
I used a sunlight. Don't know nothing about no global sun, but I'll look into it.
The lights around the rocks are more for highlights or a sorta rim light though.

>> No.7883780

>>7883754
I just meant the worldspawn/compile sunlight.
the shadows seem to point in different directions is all.

>> No.7883782

>>7883521
I like it but I feel it's overrated. I believe Scythe 2 is the greatest megawad of all time. Ever since I started the first level and Temple of Love started playing I fell in love with it.

>> No.7883801

>>7883725
use TexMex

>> No.7883812

>>7883725
Oh THAT'S what you wanted? Jesus christ dude use your fucking words. Download TexMex like anon said >>7883801. Get all your textures, make sure they're the proper format, and then save the whole thing as a wad.
https://www.youtube.com/watch?v=vJzhafLwqjk

>> No.7883813

>>7883801
Thank you, I found dumptruck's video too

Once I change the player movement and get some textures I should be able to make a basic test map to show you guys my plan

>> No.7883823

>>7883780
>I just meant the worldspawn/compile sunlight
Yeah I'm just using a point light with a sun setting which just seems to remove the falloff. So the shadows are shooting away from there instead of directionally. Now that i know there's a better way I'll do that. The other lights don't have enough reach to cast appreciable shadows I don't believe, cept maybe one.

Can I tell certain lights to not cast shadows?

>> No.7883832

>>7883823
>Can I tell certain lights to not cast shadows?
_lightmap_scale 0 or something.

>> No.7883839
File: 10 KB, 160x180, walk.gif [View same] [iqdb] [saucenao] [google]
7883839

>>7883436
Okay I think I can't, or better, don't want to do better. With proper shading an all that this might look decent and it's not like it's all too obvious during gameplay.

>> No.7883847
File: 1.01 MB, 1920x1080, q2_0001.jpg [View same] [iqdb] [saucenao] [google]
7883847

Zaero has so many texture mismatch issues that would trigger James May OCD into learning how to map and fix this.

Not even Dissolution and Ground Zero has these issues.

>> No.7883848

>>7881884
>maybe keep the double tank variant as a character-specific weapon with better damage/ROF?
Seems like a no-brainer since every char has partialy unique loadouts planned as stated in earlier thread
BTW - can the sponge be thrown like a knife/grenade a'la Soldier of Fortune's throwing knives?

>> No.7883859

Been playing with that Alkaline. I have always wanted Quake II enemies in Quake 1 to spice up the sci-fi aspect, and this is EXACTLY what I wanted without actually using QII enemies holy shit.

>> No.7883874

>>7883859
Someone is already working on that but for Q2 and on the same vein as the older mods like Orchard and the Episode 1 and hipnotic remakes
https://leray.proboards.com/thread/4092/new-quake-2-mod-return?page=1&scrollTo=30322
https://www.moddb.com/mods/the-return

>> No.7883882

>>7883823
I think you need to target your sun to turn it from an omnidirectional light to a parallel one. I use the worldspawn method myself.

>Can I tell certain lights to not cast shadows?
like, shine right through world geo? not sure you can, never had the need.
you can make brush entities not cast shadows, including func_groups. this might solve your issue, depending on what you want.

lightmap scale never worked for me (when I tried to give an area a more dense resolution), and I don't think it would solve anything here.

>> No.7883886
File: 252 KB, 1920x1080, medieval_08.jpg [View same] [iqdb] [saucenao] [google]
7883886

>>7883874
I find it interesting how Q1 monster textures and assets looks better and less blurry in modern Q2 source ports

Also how the lightning is better, bonus for the ETF rifle fitting so well in it

>> No.7883887

>>7883874
Here's to that ever coming out. Sounds sick.

>> No.7883896

>>7883848
>Seems like a no-brainer since every char has partialy unique loadouts planned as stated in earlier thread
No, I wasn't being clear - it's only the starting loadout. Everyone gets a sponge and a different weapon. Especially the girl, who is small and weak, needs a stronger weapon to survive the initial carnage, but generally all weapons are available to all classes.


And frankly, I have actually thought about making the sponge throwable. I will keep it in the back of my head, but I mean, it's just a sponge, so it won't do a lot of damage. Maybe if you need to deliver that very last drop in a pinch. I'll see, but it's not a priority right now.

>> No.7883904
File: 66 KB, 800x404, 308561_md-Chaos-Space-Marines-Dreadnought-Out-Of-Production-Rogue-Trader-Space-Crusade1.jpg [View same] [iqdb] [saucenao] [google]
7883904

>>7883514
Wtf those are Warhammer Space Crusade Dreadnoughts

>> No.7883913

>>7883823
>>7883882
Right, _sun = 1, then make your "sun" light entity target an info_null.

>> No.7883920
File: 392 KB, 1920x1080, shamblers_hall.jpg [View same] [iqdb] [saucenao] [google]
7883920

if Anything i would like to see a port of Quoth for Q2 with some extra goodies like PS1 monsters, AD creatures and Oblivion assets.

the only thing that bugs me in this screenshot is how knightmare hasn't added MSAA yet for KMQ2, using inspector to force it every single time is ass

>> No.7883929

>>7883920
It's a great shame QII never got its "AD" moment.

>> No.7883937

>>7883929
You can make Q1 stuff in Q2 due to canon shenanigans of Strogg messing with the Elder Gods like Armagon and the Makron being their champion

if anything
Q1 Monsters are Servants of Shub-Niggurath, with Spawn serving Tsathoggua per Sandy's comments.
Q2/IV and ETQW Strogg serves Nyarlathotep.

>> No.7883957

>>7883937
That's not really what I mean. I mean a huge mappack to show off new features of a new standard of mapping to revitalize the community along with new monsters. Maybe someday.

>> No.7883963
File: 727 KB, 280x290, bad.gif [View same] [iqdb] [saucenao] [google]
7883963

I'm never giving anyone shit for recoloring sprites this was a shitload of work

>> No.7883965

>>7883963
it's beautiful work anon, such a shame no one will ever use it

>> No.7883968

>>7883965
I fully intend to, just as soon as I figure out how to make a monster and have them do stuff in zscript
And then do the mountain of other work I for some reason think is in any way feasible

>> No.7883970

>>7883968
>as soon as I figure out how to make a monster and have them do stuff in zscript
Just copy whatever comes closest from gzdoom.pk3 or the ZDoom wiki page and modify as needed.
I have migrated to ZScript some time ago for all my stuff, so if it's just simple monster stuff without anything special like tracking the player's dick length, I can help you.

>> No.7883973
File: 75 KB, 706x699, colorremap.png [View same] [iqdb] [saucenao] [google]
7883973

>>7883963
>this was a shitload of work
It's as hard as you make it.
I know this doesn't work for everything, but it can still be a good starting point to lighten the load.

>> No.7883974

>>7883832
Thx

>> No.7883980

>>7883973
Yeah, that wouldn't work because a lot of the colors I wanted to be red were shared with the parts of the suit I wanted to be black, so I had to select them by hand for each frame in photoshop

>>7883970
The biggest modification I can think of is that I want them to be a hitscan attacker that takes aim for a moment, plays a "taking aim" sound, and then fires three shots with perfect accuracy, as a kind of cross between a hitscanner and an archvile.

>> No.7883981

>>7883913
Okay. That makes some sense too.
>>7883882
>lightmap scale never worked for me (when I tried to give an area a more dense resolution), and I don't think it would solve anything here.
Oh.
Well I'll try to figure it out late. Really I just want some of those rocks and pillars to catch extra highlights without casting extra shadows. I'll try to figgur it out.

>> No.7883983

>>7883124
That's understandable. I usually pop berserk and reflex to deal with that room, so when Diego pops up he just gets oneshotted by the laser rapier like everything else.

>> No.7883989

>>7883980
>The biggest modification I can think of is that I want them to be a hitscan attacker that takes aim for a moment, plays a "taking aim" sound, and then fires three shots with perfect accuracy, as a kind of cross between a hitscanner and an archvile.
That's not hard to do. In fact, you could probably steal the codebase from an Archie and have it attack with the Zombieman's attack. Or if it's an automatic, with the Chaingunner's attack.

>> No.7884095

>>7883963
All monster work is hard work, the rotations add a lot to that.

>> No.7884131

>>7884095
I started to realize that a long time ago when the main character never switches weapons.

>> No.7884146

>>7884131
Yep. Unless you have an easily poseable model to hold other models, that shit ain't worth the effort.

>> No.7884154

>>7884146
I love pixel art, especially that very fragile Saturn and PC era of 2d pixel art and 3d like pc fps and symphony of the night.

But its hard work it seems.

I love 2D pixels especially when used for small objects or terrain or mixed with low poly 3d models. Its quaint somehow.
Like panzer dragoon stuff.

>> No.7884156

>>7881373
>How do people usually play Doom I/II on Linux?
I can only speak for myself, but I use GZDoom on Linux Mint, installed from the DRDTeam repo.

wget -O- https://debian.drdteam.org/drdteam.gpg | sudo apt-key add -
sudo apt-add-repository 'deb https://debian.drdteam.org/ stable multiverse'
sudo apt-get update
sudo apt install gzdoom

I also have Chocolate Doom installed, although I rarely use it. When I packaged up and installed the data files for Doom, Doom II, Heretic, Hexen, etc. using GameDataPackager, it installed Chocolate Doom as an automatic dependency, even though I had already installed GZDoom. I don't mind having Chocolate Doom installed as well, so I just let it be.

I don't know about WAD managers. If I have a WAD or some combination of WADs which I want to play frequently, I just make a menu shortcut for it.

>> No.7884171

>>7880870
It's meh

>> No.7884175

>>7882739
well, I just finished it, and it was alright, I guess. The issues persisted to the end of the game, to the point where the only way I could stop myself from getting bodied later on was pulling out my minigun and stunlocking an enemy to death in the brief instant before it could hitscan me since they just had so much health otherwise. The game would have been a lot better as just a straight up shooter instead of having all the inventory management crap that on the whole mattered very little but slowed down the pace significantly. I just want the enemies to drop clips and walk over them to pick them up, but instead I have to turn off free aim mode, get close to the body, double click the body, move the cursor to the item window, double click the clips to pick them up, then turn free aim back on. Combine that with infinitely respawning enemies and I feel like half my playtime was spent just checking bodies, cabinets, boxes, and all other manner of containers. Not to mention those atrocious cyberspace sections. Just those alone might be enough to keep my away from playing the game again. But let me tell you, those times I rocketed down a hallway and oneshot trios of hitscan robots with my laser sword before they even knew what was happening? Those kinda made it worth it

>> No.7884231
File: 12 KB, 1089x177, Untitled.png [View same] [iqdb] [saucenao] [google]
7884231

>>7884131
I know that feel

>> No.7884250

>>7883390
Zscript sucks

>> No.7884262

>>7881936
Blood is the most overrated entry-level shooter from the 90's, praised by those who never leaved the top of the iceberg... it's really not that good

>> No.7884263

>>7883896
What I was trying to convey earlier is:
-Wet sponge alt-fire throw = poorfags version of water-bombs for anyone who lacks them
-Alt-fire is unavailable if you only got 1 sponge remaining
-You need to re-dampen the sponge after throwing them at the water tap (optional if its too tedious to carry an unusable item)

>> No.7884264

>>7882782
Thanks. Fwiw I am adding some small quality of life improvements like increased firing rate almost across the board.
The wide range of opinions I get about rekkr lead me to believe that it's a "you can't please everyone all the time" thing. I've only see maybe two particularly harsh opinions about it so that's nice.

>> No.7884273

>>7881936
Gargoyles small and big are to be dispatched by the voodoo doll does more damage to them.

I dont know I love its play style. Its fast and slow with the dynamite, napalm is overpowered but fuck it. I think it plays really well. Better than most early 3d.

>> No.7884279

>>7884131
>>7884146
>>7884231
The big brain play is to have them walk looking unarmed, then just have unique player attack frames for each weapon, drastically cutting down on frames needed. Though I guess if you're doing a deathmatch thing you'll have to find way to tell what the opponent is carrying, you could always do some cheeky bullshit like have an icon float over the player's head that they can't see, but everyone else can. That's how MM8BDM does it.

>> No.7884280

I also think Blood is the coolest of all 3 build trio. Duke has some great maps but its to meh at points, Blood feels like it hit the exact spot of horror and Halloween.

Caleb just carries it and I wish he had more lines.

>> No.7884285

>>7884279
It was also used to cut down on game memory right?

With enough money and art willpower it would not be an issue today. Which makes me wonder why did not do it for Ion Fury.

Including different outfits. The game has a surprising number of mirrors.

>> No.7884287

Playing Wolfenstein now, which should I play next, Hexen, Heretic or Redneck Rampage

>> No.7884290

>>7884263
Yeah, alt-fire throw is what I would do, too.
But here, everyone only gets one sponge and you would have to pick it up after throwing, like the beach ball (which only exists once per spawn anyway).
And I really did think about doing something with having to dampen the sponge, but I think that would make it rather unusable. I mean right now it's just the melee weapon, although having the sponge do more damage (i.e. make things wetter) depending on how soaked it is is not a bad idea. I put it on my "ideas" list.

As for the poorfag waterbomb version, that is not a problem, as everyone has water bombs - dry ones, that is. Only Billy starts with a bunch of filled balloons, everyone else needs to fill some up before they can use them.
You generally have infinite rubber bags, so in theory you can do nothing but throw water balloons, but it takes three whole seconds (time pending, balancing not finished) to fill one up and you can only carry five at a time.

>> No.7884294

>>7884175
>have to turn freeaim off
>then turn freeaim back on
That wasn't a feature of the game until decades later, it wasn't so clunky when you didn't have two control schemes that you had to keep switching between.

>> No.7884295

>>7884287
Heretic. than Hexen, than Redneck.

>> No.7884297

>>7884287
I recommend Heretic

>> No.7884304

>>7884279
If I ever get the desire to power through the rest of the sprites, I'll certainly go the Marathon route of splitting the player at the torso

>> No.7884307

>>7884294
If that's the case, then I suppose the original had you change camera angle by mapping it to even more keys, which I imagine would have been even more awkward

>> No.7884313
File: 182 KB, 1920x1080, s2%20(8).jpg [View same] [iqdb] [saucenao] [google]
7884313

>>7884175
That is why I love SS2 so much. Not only Its the swan song of LGS, it retains the intricate level design now with super comfy dark engine textures. FUCK i love the texture work in SS2. Also the inventory sprites are peak.

And everything falls together with the Thief level sound design, its not really a shooting game but weapons feel meaty, everything sounds amazing, Prey really wanted the same soundscape but its not the same.

>> No.7884316

>>7884304
That comes with its own bugbears because then you need to tell the engine to keep up with you and make it turn correctly, which will be done most likely with a_warp fuckery.
If memory serves right, the Space Pirate was going to have something like this for the bad guys at one point but it was such a fucking nightmare of code and insane shit that it pretty much made Marty crash and burn, it took him awhile to recover from that one.
Scroton, the guy who made that setup, was a genius but he was also fucking bonkers.

>> No.7884328

>>7884307
Less so than you'd think. You can shoot anything you can see, so you only occasionally have to adjust your vertical angle to hit enemies way above or below you. Grenade throwing is really flexible, too. You can throw grenades around corners in ways even tactical shooters won't let you.

>> No.7884331
File: 29 KB, 477x477, lookfaggotitsyou.jpg [View same] [iqdb] [saucenao] [google]
7884331

>>7879780

>> No.7884332

>>7884313
Yeah, funny you mention the textures, I kept thinking to myself "gee this game sure would be a really atmospheric horror game if there wasn't industrial grunge blaring in my ears the whole time." I hear people are actually complaining about them changing this for the remake and I don't know what's wrong with them. The dark, moody environments where you can get killed at a moment's notice just clash so badly with the soundtrack. Between that and some of the enemy designs, it felt like the game got its life as an off-brand Doom or something before they decided to go for something more original part way through

>> No.7884340

>>7884290
Okay this sounds of a way less convoluted solution as otherwise the faucet dependency would force players to camp at any nearby watersource instead of blasting eachother while searching for better gear...
What about the possible power-ups? Will they be reskined standard Doom ones only?

>> No.7884343
File: 12 KB, 275x334, grij92.png [View same] [iqdb] [saucenao] [google]
7884343

>>7884316
Oh no, I'm aware that trying to implement it in-game without making the player a spinning top would be a nightmare, I'm talking about doing the splitting during spriting then combining them. I'm an idiot and my setup was inefficient.

>> No.7884371

>>7884340
Well, it depends on what you understand about "convoluted".
>water faucets and taps *are* the main means of resupplying, there will be no ammo pickups. I mean, you still get a pretty good mileage out of your starting gear and everyone starts with enough supplies to gain at least one frag without picking anything up. As mentioned, refilling and such is still subject to balancing, but before I haven't even made a single proper level there will be no testing anyway.
>Also, refilling is slower than consumption, so camping at a refill spot will not serve you well in the long run.
>However, there are spots with a faucet with a garden hose that serves as a turret. High damage, high rof, infinite ammo, but well, you're immobile
>No powerups planned, the only item I have right now is a cardboard box serving as armor (since until the cardboard is soaked, you won't be). Maybe I could place empty cardboard sixpack holders or something as +1 pickups.
>However, should refilling on taps prove to be too slow, I had the idea of having water bottles as usable items. You pick them up and can use them at a later point to quickly get a bit water back in the tank. Of course this would also take a second or so until you're ready to fire.

That said, I don't use anything from Doom, this is a standalone TC with 100% original assets made by me.

>> No.7884427

>>7884287
Heretic, then Hexen
Literally skip Redneck Rampage

>> No.7884456
File: 873 KB, 1920x1080, gzdoom 2021-06-21 21-17-48-83.png [View same] [iqdb] [saucenao] [google]
7884456

HOW THE FUCK DO YOU GET THAT STUPID MOTHER FUCKING FAGGOT RED KEY IN THIS SHIT MAP
I FUCKING HATE THIS FUCKING SHIT SO MUCH I WANT FUCKING COMBAT
NOT
FUCKING
PUZZLES

>> No.7884495

>>7881908
Legion of Bones.
https://forum.zdoom.org/viewtopic.php?t=65583

>> No.7884496

you can find a lot of old Q2 and Q1 lost stuff at file planet by pure luck
https://www.fileplanet.com/archive/p-39083/Tef-Dbl-V-Monumental-Misery

https://www.fileplanet.com/archive/p-2861/Quake-2-Die-Hard-Single-Player-Mission-Pack

>> No.7884497

>>7884371
I wass seriously worried that there would be some 'Problem Child' inspired Berserk/Quad replacement power-up that pretty much allowed you to load the water-guns with "'lemonade"' for some gruesome instakills...
>literal wet cardboard armour
Kekked aloud :)

>> No.7884523

>>7881908
Babel Monsters, Nobody Told Me About id monsters only, Smooth Doom monster only and not really much vanilla but you can try Project Brutality monsters only too.

>> No.7884530

>>7884496
Did actually both of those around January - my Diehard Q2 screengrabbing crapflood is in the archives.
I was going to do the same with Monumental Misery around Febuary, but my laptop shat the bed up untill late April, yet I still havent found the opportunity to reinstall Q2 once again for now...
Should i post it in the next screenshot saturday?

>> No.7884543

>>7884530
Screenshot Saturday is mostly for Projects
Friday or Sunday would be better for "PLAYAN" screenshots.

>> No.7884545

>>7884497
>for some gruesome instakills...
Well, I had some ideas, like pee instead of water, having some kind of electricity source (that doesn't play well with water, you know...), having someone actually punch someone so they bail out like "abloobloo I don't wanna play anymore" and such stuff, but I decided to keep it friendly and fun.
The only thing I might do is add a secret adult level set at a wet t-shirt contest or feminist rally or something.

Though I just had another idea. How about this:

>DUAL WIELDING

>> No.7884549

>>7884287
Heretic, skip RR maybe check the Sunstorm expansion and then Hexen give a shot, it's a switch hunt but it's a fun one, also if you want more Wolf3d style action check out Blake Stone and Rise of the Triad.

>> No.7884564
File: 1 KB, 250x140, StoneImp.png [View same] [iqdb] [saucenao] [google]
7884564

haha!

>> No.7884573

I'm having an issue with Cryptic Passage on NBlood, when I finish CP04, it skips to the credits and then goes to the main menu, is there a way to solve this?

>> No.7884574

>>7882748
>>7879412
It's a 90s dungeon crawler. Always be prepared for them.

>> No.7884585

Lol
https://youtube.com/watch?v=BKL0H4UGHLE

>> No.7884589

why does vanilla essence make my i/o wait spike?

>> No.7884590
File: 68 KB, 324x543, 3243q6425.png [View same] [iqdb] [saucenao] [google]
7884590

>>7884564

>> No.7884598

>>7884573
Try using a more updated version at https://lerppu.net/wannabethesis/ or https://lerppu.net/wannabethesis/nblood/latest/ if you grabbed the super out of date github precompiled one.

>> No.7884607

>>7884598
I'll try the latest one, but according to the date on the exe I'm currently using version 12204.

>> No.7884612

Next thread is Quake anniversary.

>> No.7884616

>>7884607
Okay so that didn't work, there's probably something fucky going on with the cryptic passage files that come with FS.

>> No.7884617

>>7884495
Final Doomer + Legion of Bones is pure kino

>> No.7884639
File: 43 KB, 703x572, 1471486083163.png [View same] [iqdb] [saucenao] [google]
7884639

>>7884612
I say edit this pic and add Bitterman and Corvus behind doomguy with the 25th

>> No.7884647

is Duke Zone 2 good bros? I know duke zone 1 is like a bunch of random maps but is duke zone 2 a decent little map pack?

>> No.7884708

I received news that the IP range where Quakewulf lives at norway got rangebanned out of nowhere.

>> No.7884720

Okay so I'm having a really weird problem with a custom player class in GZD.
Whenever I die - that is, when I respawn, I get an error "tried to render from a NULL actor".
I found out that the problem seems to be that there is no "persistent" corpse, but that the avatar vanishes, i.e. the Death state ends with something like
PLAY YXZ 5;
Stop;

This seems to cause the error, because when I add just a TNT1 A -1 it works.

The weird thing is, I only encountered this problem rather recently, and I am absolutely sure it worked before, though I am not sure whether I had fucked around with death states or not.

Anybody got an explanation for that? On Respawn the player should be removed from the map anyway, right? So why would it need a persistent corpse?

>> No.7884725

is there a list of retro fps guns that are alien?
like marathon or turok?

>> No.7884732

>>7884708
Dammit gookmoot

>> No.7884742

>>7882016
It's pretty straight forward, just get a good executable (sourceport). The Win98 link in OP got you covered.

>> No.7884749

>>7884616
if you got steam , you could verify the files. maybe something got corrupted on your pc

>> No.7884759

>>7883701
Speak for yourself. I've always had the opposite problem.

>> No.7884760

I played the first 9 DOOM2 maps today. I kind of really dig the heavy emphasis on a lot of shotgunners, zombiemen, chaingunners and imps, makes it feel like a huge slaughter and creates a lot of infighting.
Kinda got lost in The Pit though, too small brain how to escape the room with the rising pillars that keeps teleporting you to the top of the room so I noclip'd out.

>> No.7884836

>>7881715
hoo boy
that maze in the first level is really bad, but marathon 1 is just kind of a confusing game in general.

>> No.7884842

>>7884836
>>7881715
https://www.lhowon.org/level/marathon
Author comments for the maps help to understand what happened a bit

>> No.7884851

>>7883651
no. check out modarchive. a lot of new good shit every week.

>> No.7884859

>>7884456
shoot it until it dies

>> No.7884912
File: 422 KB, 1920x1080, 1623705570713.jpg [View same] [iqdb] [saucenao] [google]
7884912

What is this device on the right?

>> No.7884918

How would I go about making a really simple dual wield power up?
Like, I don't need any fancy HD reload whatsoever bullshit, just something that, like e.g. in Blood, gives me a second gun for X amount of time.
My current approach is to simply have a new weapon that consists of two instead of one and which I want to automatically remove after a certain time.
However, I don't quite know how to go about that, since calling something like "A_TakeInventory" from inside the weapon's states doesn't work, obviously.
I also thought about letting something run inside the Tick virtual function, but I don't know how to tell it to only start counting after pickup/when inside the player's inventory. Also I don't know how to actually remove the item when I got there.
Certainly somebody has done something similar in the past, right?

>> No.7884919

>>7884912
Seismograph?

>> No.7884924

>>7884919
Looks more like one of those stock index tickers.

>> No.7884928

>>7884912
saw something like that in history class but can't remember what it was called

>> No.7884930

>>7884928
Richter scale?

>> No.7884934

>>7884912
A printer

>> No.7884935

>>7884919
>>7884924
Given that this room looks way more science-y, I'm gonna say seismograph

It measures tectonic shifts by having the shifts move the stylus, you can tell how big of a quake is coming by how much the stylus moves

On another note, how mad would people be if I released a Quake TC as a full download? That is, the whole engine and the game, stripped of all the id content, of course

I want the game to have wireframe rendering and I don't want to use CSQC just for that, so I think it'd be easier to just release it with an engine, does this kind of thing piss the community off?

>> No.7884945

>>7884935
I don't think it's a seismograph because of those bars. That's why I was going with stock stuff.
I mean it's certainly not like the devs were taking care of furnishing a science-y room exactly like one would be furnished.

>> No.7884946

>>7884912
an ecg machine
could be anything, anon

>> No.7884949

>>7884945
The bars are readings, the line is drawn over them to provide a visual

>> No.7884950

>>7884918
>https://zdoom.org/wiki/Classes:PowerWeaponLevel2
Is this what you're looking for?

>> No.7884964

>>7884949
>The bars are readings, the line is drawn over them to provide a visual
Yeah, but not on a seismograph. A seismograph looks completely different. It might not be a stock index machine, but it's certainly no seismograph.

>> No.7884971

>>7884950
Hm, maybe. Do I understand correctly that with this, I can set a certain weapon as a powerup? So that means I would set dualwield as sister.weapon to normal and have it activate via powerup?

>> No.7884973

>>7884935
Nah, several mods and TCs in the past needed their own engines. Nehahra still breaks most everything but its own build. Hell, much more recently, Arcane Dimensions needed its own engine variant until the changes were rolled into mainline Quakespasm.

>> No.7884978

>>7884971
Yeah, but I think the way the powerup works is that it'll make all applicable weapons turn into their powered up version. I don't know if that's what you want.

>> No.7884981

>>7884647
No, it's more of the same.

>> No.7884985

>>7884978
Hm well shit, no, that doesn't work, I want it to be on a per-class base. Thanks anyway.

>> No.7884997

>>7884647
It has some weird bugs, mediocre map design, but maps themselves are thematically creative and there is some kind of fun playing them. I played it as a kid, so for me it's essential expansion, because of the nostalgia.

>> No.7885004

>>7884708
Who's Quakewulf?

>> No.7885008

>>7884997
got it and beat the first map. talk about cheap lmao. dark ass hallway with radioactive liquid filled with protector drones.

i just wasnt ready for it lmao surprisingly easy to find. went to archive boom.

>>7884981
yeah but its at least episodes. only beat the first map but idk i'll probably just play through it one time and never again

>> No.7885017

>>7884985
Okay, I got it working at least for removal on ammo depletion - I had a check for ammo at the start of the ready state and it seems to work.
At least I can live with that until I figure out how to make it timed.

>> No.7885021

>>7884332
>it felt like the game got its life as an off-brand Doom or something before they decided to go for something more original part way through
Not that far from the truth - SS2 started development as an original RPG and was turned into a System Shock sequel fairly late in. That's why there's lame number-go-up RPG mechanics and implants instead of gear-based progression and drugs.

>> No.7885030
File: 111 KB, 640x822, ujd5mba2zps31.jpg [View same] [iqdb] [saucenao] [google]
7885030

Squad...recon... complete...

>> No.7885031

>>7885021
I consider Thief and System Shock to be two of the most perfect games ever made

EVERYTHING that you love about RPGs, the design, the setting, the general goal, EXCEPT, stats and RPG mechanics, they're both such beautiful designs of how perfect RPGs, especially dungeon crawlers could be if they weren't actual RPGs

Dishonored's rune shit ruins it for me for exactly this reason

>> No.7885035

>>7885031
Dont go hyperbole anon, both are pretty amazing but they have their faults.

But I appreciate you hate for dishonored. Its not bad, but everything arkane makes is gay as fuck.

I like Prey but I am still mad we never got another Dark messiah.

>> No.7885043

>>7885035
"I consider" being the two key words there, Ultima Underworld and Arx both have stats but they make them so secondary to puzzle-solving that they often feel more like adventure games

And yes, I like Prey but it's annoying to be locked out of things bc you don't have the stats for it yet

It's a shame that people don't do more with the Arx engine, maybe after I finish this Quake mod I'll look more at it...

>> No.7885248
File: 9 KB, 181x132, X6M4xph.png [View same] [iqdb] [saucenao] [google]
7885248

The fact that Slayer's Testaments has models of Eternal stuff makes me surprised they weren't used for sprites for Doom, even if just as reference
Also
https://forum.zdoom.org/viewtopic.php?f=37&t=70131&start=30#p1192481
Craneo is doing a few others unless he drops them

>> No.7885256

>>7884639
That's one Clone High looking ass BJ.

>> No.7885261
File: 327 KB, 1216x602, temp3.jpg [View same] [iqdb] [saucenao] [google]
7885261

What does this orange line mean? Am I out of room?

>> No.7885270

>>7879940
>You disagreed with the orthodoxy thus it's bait

>> No.7885282

>>7885261
8k x 8k default bounds, check map settings tab.
you can try fitting stuff in by moving the existing part to the opposite side, or if you're planning a huge map just go with bsp2.

>> No.7885294

I just started Chocolate Doom. I'm a total noob to the series, but is this how E1M1 sounded back in 1993? In the setup it says OPL and I just want to make sure I'm doing it right.

>> No.7885318

>>7885294
I guess I'm more familiar with the Roland version of the OST

>> No.7885319

>>7885294
Yamaha OPL chips are what most people heard Doom's music on originally, since they were standard on the most common sound cards of the era. If you're going for authenticity, you can certainly be doing a hell of a lot worse, happy Dooming!

>> No.7885324

>>7885294
It's how it sounded if you just had a basic OPL2 card, which was the case for most people. Dedicated MIDI devices were expensive, so you'd only have something like the SC-55 if you were a composer yourself or had the money to burn.

>> No.7885325

>>7885294
Prince made all of Doom's music with the Roland SC-55, so setting up a soundfont for it is preferred, but most people used OPL back in the day

>> No.7885406

Just wondering, can you add more states/frames for a weapon animation in WhackEd4? I'm using DehExtra

>> No.7885451

>>7885282
>you can try fitting stuff in by moving the existing part to the opposite side
That's what I ended up doing. Thanks.

>> No.7885464

>>7884720
Something being run from the actor when there's a corpse state? And if by render, I'd assume the game is trying to draw something that is dependent on that actor.
Maybe it's a death animation that is interrupted and deleted before it can complete? No idea.

>> No.7885496

>>7885406
Yes, use the entries above 1000

>> No.7885517
File: 563 KB, 1920x1080, gzdoom 2021-06-21 19-08-52-82.png [View same] [iqdb] [saucenao] [google]
7885517

Hard Doom is hard

>> No.7885694

can someone potentially bake a new breaD?

>> No.7885696

>>7885694
neber

>> No.7885707

>>7885694
After I'm done eating. Gonna make it Quake related since 25th

>> No.7885709

>>7884171
I cannot disagree more. Quake has always lacked in techbase material, and now its got the mother of all TB mods to make maps for.

>> No.7885731

Whoops, I already did it. NEW THREAD
>>7885726
>>7885726
>>7885726

>> No.7886010

>>7885004
Last dude who still cares about decent Q2 mapping experience thats left

>> No.7886015

>>7884543
OK will do that instead then :)