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/vr/ - Retro Games


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7911351 No.7911351 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>7901351

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.7911352
File: 2.43 MB, 2160x2160, vr info.jpg [View same] [iqdb] [saucenao] [google]
7911352

=== CURRENT RELEASE ===
Hard Fast Faggot Maps v 1.1
idgames release TBD

1.3 beta: >>7908218
https://files.catbox.moe/jz0l8g.zip

=== CURRENT PROJECT ===
VIOLENT RUMBLE
Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest update: >>7903886

=== NEWS ===
[6-29] New Quake mod and mappack with an aim of balancing the weapons
https://www.celephais.net/board/view_thread.php?id=62065

[6-29] Decay announces Liberosis, releases demo
https://www.doomworld.com/forum/topic/122937-liberosis-wip/

[6-25] Skulltiverse enters public beta (Boom speedmapping)
https://www.doomworld.com/forum/topic/120210/

[6-25] Feature-heavy beta release of vkQuake:
https://github.com/Novum/vkQuake/releases/tag/1.10.0-beta1

[6-25] Woof 6.0.0 update adds MBF21 support
https://www.doomworld.com/forum/post/2339262

[6-22] Sinister 625 for Quake (6 textures, 2 surprises and 5 monster types)
https://www.celephais.net/board/view_thread.php?id=62063

[6-22] Q25-Limits (Quake maps with 1996 limits)
https://www.celephais.net/board/view_thread.php?id=62064

[6-22]Elementalism Teaser Trailer
https://www.youtube.com/watch?v=sUyNX7PSJXQ

[6-22]Quakewulf and Norway were rangebanned from 4chan

[6-22]Copper 1.6 Released
https://twitter.com/itslunaranyo/status/1407232161975996420

[6-22]The Purifier for Quake 1 was released
https://www.quaddicted.com/reviews/purifier.html

[6-22]Quake is 25 Years old!

[6-20] Decino planning a mass co-op event in FTE
https://www.youtube.com/post/UgztyC-TjlDZJAC0bkZ4AaABCQ

[6-20] Ultimate MIDI Pack (full soundtrack replacement for Ultimate Doom) released:
https://www.doomworld.com/forum/topic/120788/

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.7911358

https://youtu.be/-6RzfgjZ6Ho
dex and hdest

>> No.7911371

thank you for the shitwad stream, it's a shame i'll never get to hear the major's voice again

>> No.7911375
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7911375

>>7911371
https://vocaroo.com/11AUZobvvUY1 ASMR Major Reily scolds you for jacking off to futa while off duty
That was a good run, thanks for streaming anon

>> No.7911376 [SPOILER] 
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7911376

>>7910875
So, what are Anon's final thoughts on DTS? It was like getting fucked constantly by the long, hairy dick of boredom. In every waking moment, I did not have a single moment of fun. DTS-T doesn't deserve an essay on why it's bad, because it's not even bad in a way that invokes any kind of emotion in you except extreme apathy. Pic related was the highlight of this entire experience for me, and that says a lot.

Now then, what's next on the list?

>>7911371
ur welcome anon, see you again soon

>> No.7911384

Also, this was in the last thread attempt. This guy really likes 2048 units
https://www.doomworld.com/forum/topic/122385-about-you-list-9-important-doom-wads/?page=6&tab=comments#comment-2341545

>> No.7911415
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7911415

>>7911376

>> No.7911416

https://github.com/id-Software/Quake/blob/bf4ac424ce754894ac8f1dae6a3981954bc9852d/WinQuake/vid_ext.c#L193
>Game palette is crushed down to 6-bit only
What the fuck were they thinking?

>> No.7911421

>>7911376
I'm watching some of the stream since I want to know what to hopefully avoid with my own map I'm currently working on. But some points aren't as obvious to pick out why its so boring.

From the first 10 minutes in, while it looks visually okay, an obvious flaw appears that it is literally like a theme park attraction on a railroad.

>> No.7911438

>>7911421
If you want some of the issues I noticed:
>Very few, if any, of the enemy placements have any kind of thought put into them
>The way he uses archviles is garbage, just dumps them in empty rooms with no cover
>Massive, empty spaces
>A shit ton of backtracking with no new drops or enemies to fight
>He has no consideration how to use space to make encounters more intense
>Namely, he never actually forces a player to enter a room before starting an encounter and doesn't cut off avenues of retreat
>90% of the encounters involve hovering around a chokepoint while clearing out a room
>90% of encounters only use one or two enemy types at a time, it gets boring really fucking fast
>His encounters are predictable as fuck, he re-uses the same tricks multiple times in a row
>A lot of side rooms filled with enemies that have no real reason to exist, it's just there to waste your time (and maybe give you three armour shards)

>> No.7911529 [DELETED] 

Friendly reminder that GZDoom is not real Doom and just a (rough) imitation of the intended vanilla mechanics. If you want a vanilla accurate port with advanced features, consider switching to Eternity. Many popular Doomworld members have already made the transition.

>> No.7911534 [DELETED] 
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>>7911529

>> No.7911537

>>7911529
Give me a quick rundown on why GZDoom isn't Doom

>> No.7911538

>>7911529
Apparently Eternity has issues with certain skies atm.

>> No.7911540

>>7911529
is it bad i still use crispy doom

>> No.7911556

>>7911537
>Movement and collision physics are handled differently.
>Ghost monsters only appear on "approved" maps even on (strict) compat.
>Enemies with volley attacks shoot down at corpses instead of firing straight.
>Red pain effect is reduced. Eating a Cyber rocket blinds you a lot more in vanilla.

>> No.7911560 [DELETED] 

>>7911537
I dont like the devs

>> No.7911568 [DELETED] 
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7911568

>>7911529
>Friendly reminder that GZDoom
many wads use, which are fun to play
>just a (rough) imitation of the intended vanilla mechanics
I can live with that, I dont use gz for "accuracy"
>Many popular Doomworld members
literally dont give a shit what those fart-sniffing trannies do/say

>> No.7911571 [DELETED] 

>>7911529
Pretty sure people who use GZDoom casually aren't the ones who care about vanilla accuracy.

>> No.7911578
File: 102 KB, 216x230, 2021-06-30 07_00_16-DXGL 0.5.5 - Lands of Lore_ Guardians of Destiny in Direct3D mode. - YouTube - C.png [View same] [iqdb] [saucenao] [google]
7911578

I like the pretty lights.

>> No.7911581
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7911581

Indeed, I use and map for Eternity Engine, what gave me away?

>> No.7911585 [DELETED] 

>>7911529
All ports are either made by trannies or mentally challenged people so if you aren't playing in an actual DOS machine it isn't real Doom.

>> No.7911589

>>7911578
based LoL2 poster

>> No.7911591 [DELETED] 

>>7911529
Does EE have cool gameplay mods? If not, don't care.

>> No.7911605 [DELETED] 
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7911605

>>7911591
You're not supposed to play cool mods. You're supposed to ONLY play vanilla just on different maps.

>> No.7911608 [DELETED] 

>>7911591
etinity doesnt even have dehacked support lnraoo

>> No.7911609 [DELETED] 

>>7911605
Your mom aren't supposed to be a prostitute either, yet here we are.

>> No.7911612

>>7911608
wait what?

>> No.7911623

when I see cringe shit I always UNF for the pain

>> No.7911647

>>7911608
Of course it has dehacked. Do you mean Decorate? Anyway, Eternity has it's own scripting/modding language which is more powerful than dehacked. Look at Heartland for some examples of custom weapons and monsters.

>> No.7911652

>>7911556
>Movement and collision physics are handled differently.
It's not true
>Enemies with volley attacks shoot down at corpses instead of firing straight.
The what

>> No.7911660

>>7911591
EE?

>> No.7911679
File: 1.16 MB, 3840x2160, qzone.jpg [View same] [iqdb] [saucenao] [google]
7911679

Decided to try out Q!Zone... holy fuck.

>> No.7911684 [DELETED] 

Is there anything more autistic than "MUH VANILLA EXPERIENCE" fags?
They bitch and moan about GZD and then turn around and play limit-removing complevel 11.
They talk about vanilla and recommend modern sourceports.
Protip: If you're not playing on an original 386 from 30 years ago, you're merely emulating, and nothing can change that.
Now let people like what they like and leave forum drama at the door.

>> No.7911685
File: 332 KB, 1920x1080, E5G6hsVXIAYEiTt.jpg [View same] [iqdb] [saucenao] [google]
7911685

doom eternal skin leak, based off the doom 2 cover doomguy and icon of sin tech
https://twitter.com/bonemeats1/status/1410113253523349507

>> No.7911694
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7911694

>>7911679
Nice death animation... for whatever the fuck this thing is.

>> No.7911735

>>7911685
Bringe.

>> No.7911737

>>7911735
the skull switch is made of metal instead of bone
although it seems like they just used the cultist base aesthetic as reference because it was technically "evil tech"
wonder if the vest also has that giant red circle in the back

>> No.7911745

>>7906247
>>7910581
>>7911148
>>7911152
>>7911183
I would be down with doing a small add-on for HFFM after we've finished its base. How many else would be, and what would we call it?
https://strawpoll.com/g1adku6up

>> No.7911794

i see that this is the only place i can really ask this, so here goes.
>have been playing doom since 1996 on a really old computer
>broke down a few years ago, get new fancy laptop that CANT RUN FUCKING OG DOOM
>last year, after not playing for some period of time, found out about gzdoom, so I played that until now
>it just doesn't feel the same and i dont like it
Does anyone here have any recommendations for other good doom source ports?
I was interested in something like Prboom+ but i tried downloading and playing last week and couldnt wrap my head around how to set it up properly, and what bugged me even more is that it didn't look like anything i watch
(i watch decino and i beleive this is what he uses for his videos)
like how the game only takes up a square on the screen, not the whole thing, and how the hud doesn't extend with it. Thats just one problem out of the 30 fucking problems i have encountered with its setup in the past week.
Tldr; anyone have any prboom+ setup experience?
I fucking swear im getting too old for this.

>> No.7911802

>>7911794
What do you need "set up"? The only thing you might need to worry is ensuring it plays on proper comatibility level which I do by creating shortcuts and simply adding "-complevel 2" to the path.

>> No.7911808

>>7911802
i fucked around with the keybinds for about half an hour, still couldn't get it to work
i just want a decent looking game while actually being playable

>> No.7911826

>>7911794
Have you considered using chocolate doom or crispy doom instead? Those 2 source ports seem to be more of your drift.

>> No.7911832

>>7911826
ill try those, thanks
sorry if im being a smoothebrain fuckhead

>> No.7911839

>>7911685
Thought it was Freedom guy.

>> No.7911840
File: 140 KB, 2560x1602, MarineDoom1Ending.jpg [View same] [iqdb] [saucenao] [google]
7911840

>>7911685
>not redhead

>> No.7911842

>>7911840
as if they give a shit about accuracy

>> No.7911883

>>7911840
I thought he was blonde and that was just the light from the sunset in E4

>> No.7911884

>>7911840
after bj, it seems like another case of ginger erasure
rip keen
to be fair, doom always had inconsistency and "lore" is more of a product to spawn 10 minutes videos on youtube

>> No.7911886

>The youtuber with the series called Pro Doom is inarguably the worst Doom youtuber at actually playing Doom

>> No.7911887

>>7911884
gordon was also shown as ginger in many art but brown in some, same with postal dude

>> No.7911895

>>7911832
If you don't want/can't bother with any source port, just use official "Unity port". It's good enough.

>> No.7911918

>>7911438
Thanks for showing some of the issues present. I probably wouldn't have picked up on them as much as I'd like with my current experience.

I'll try to figure out how to get some of these points down.

>> No.7911928

>>7911652
Except it is true, zdoom's air control makes movement different from vanilla, you always get more floor grip. Zdoom also smoothes out what would be bumpy floor detailing in vanilla. Zdoom completely rewrites the collision code, it's so different that monsters can walk through narrow slanted hallways that would get them stuck in vanilla. This stuff is different even with strict compat, because the underlying code is different.

>> No.7911931

>>7911679
The only thing of any worth this addon boring is making the Shaft work exactly like the uninplemmented Chain-lightlingGun was meant to...

>> No.7911946

>>7911536
there is Panzerchasm
https://www.moddb.com/games/chasm-the-rift/downloads/panzer-chasm-v03

>> No.7911960

Is there anything like Hexen where you play as a magical girl?

>> No.7911961

>>7911960
daggerfall

>> No.7912000

>>7911960
Aetherius

>> No.7912007

>>7911960
Sailor Moon DM

>> No.7912017

>>7911375
Aw. Now I'm sad I missed whatever it was.

>> No.7912071
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7912071

>>7912000

>> No.7912092
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7912092

>> No.7912115
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7912115

>> No.7912117

>>7912092
Wtf, why is sp there? Is it about /sp/?

>> No.7912157

>>7912092
I like how "fuckers" is on the top.

>> No.7912167

>>7912007
FNF?

>> No.7912169

>>7911886
Gman has a Pro Doom series now?

>> No.7912174
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7912174

>>7912092
>>7912157
>annoying filtering fuckers

>> No.7912214

Anyone have one of those "Make a level based on your post number" images

>> No.7912236

>>7912214
No but
>someone gets the post number 6969696
>HFFM is born

>> No.7912239
File: 23 KB, 240x440, billp1.gif [View same] [iqdb] [saucenao] [google]
7912239

Made the rotations for the pain state.
It's still not really good, but that's about the most I can do with my pixel drawing skills.
Now all that's left is shading the 114 sprites.
Then I have to it all over with Molly and probably also Bobby, make monsters and finally make the super soaker sprite. And I still haven't built a single proper level, although Belville starts taking shape.

>> No.7912260
File: 413 KB, 1920x1080, 20210527161401_1.jpg [View same] [iqdb] [saucenao] [google]
7912260

Good god, expansion release when ?

>> No.7912264

>>7912260
I am more interested in those juicy trailers from new blood and sin and kingpin.

Couple of interest stuff there.

>> No.7912273
File: 323 KB, 1920x1080, 20210605144510_1.jpg [View same] [iqdb] [saucenao] [google]
7912273

>>7912264
>new Blood
You mean there's a new Blood game in the works?
Do tell.

>SiN and Kingpin
Those interest me as well don't get me wrong but it's not going to be new content.

>> No.7912285

>>7912273
I mean the new blood game trailers.

youtube.com/watch?v=DWPmXbIxOKY
Fuck I hate that art.

>> No.7912289

youtube.com/watch?v=CBw-CTdfCdU

Speaking of kingpin, yeah I know its more noir not dieselpunk but hey

>> No.7912293

>>7911685
I never saw that vest as metal, but it’s neat they’re doing this. The podium looks cool too. If only all of Eternal looked like this
wonder if they’ll make a skin based off Ultimate’s end screen, or the guy on the PSX cover

>> No.7912301

>>7912285
It's as ugly as their games.

>> No.7912302

>>7912301
I meant that shelly art not the trailers.

>> No.7912307

>>7912260
ion fury was good,but far too repetitive
making it fun to play but a slog to finish cause theres so many levels but not enough variety in my opinion,but the references are nice.
>>7912273
ultrakill,which is basically doom eternal but with even more boomers hooter influence
and a amid evil expansion,which is good cause its the closest we will get to a modern heretic,so more is good.

>> No.7912308
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7912308

>>7912167
What about Friday Night Funkin'?

>> No.7912318

>>7911351
spidertits.

>> No.7912319

>>7912307
I liked the level design all the way although the subway is kinda shit.

Best part is that its a fucking meaty long game, something I did not expect.


It has little draw for me to do another playthrough, I dont care about some inconsequential secret, some are extreme bullshit. Fun to search for a couple hours at least.

>> No.7912320

>>7911745
Harder, faster, faggier maps. Though perhaps that would be the subtitle to HFFM2 rather than an expansion pack.

>> No.7912323

>>7912293
>Guy on the PSX cover
>Podium is made to look like some aztec temple with fog or mist or whatever on the ground
Would be neat.

>> No.7912324

cont. of >>7912307
though a good antidote i found for my issue is to take breaks fro ion fury.
>>7912319
its good but too much of the same stuff for a continuous play-through

>> No.7912328

>>7912092
>mappers actual including tough messages
Doom/Quake mapping as therapy when?

>> No.7912329

>>7912324
That is how I finished the game. Breaks.
Also with mute shelly.


Missed opportunity the game could have been thunder, something went wrong in the creativity department.

>> No.7912334

>>7912239
I like it! Watching him spin it kinda looks like he's doing some kinda slidey dance moves.

>> No.7912336
File: 133 KB, 1920x1080, 2015-10-20_00004.jpg [View same] [iqdb] [saucenao] [google]
7912336

I want Gloomwood so bad.
If it had a map maker fuck I would try to recreate thief missions in it.

>> No.7912339

>>7912328
Check out Unloved and blankcanvas.wad.

>> No.7912341

>>7912323
an aztec temple could be an homage to doom 64's cut levels and either quake doe or hexen 2

>> No.7912345
File: 228 KB, 1360x768, moldy old void Screenshot_Doom_20210630_094307.png [View same] [iqdb] [saucenao] [google]
7912345

Everybody should play the map "Moldy Old Void" by zrrion. It has very cool unique visuals and plays well, but its not well-known because it was only released as part of a Realm667 competition years ago.

>> No.7912348 [DELETED] 
File: 10 KB, 202x184, chuckling blue mspaint man.jpg [View same] [iqdb] [saucenao] [google]
7912348

>>7911529
>Many popular Doomworld members have already made the transition

>> No.7912353

>>7911946
Its not finished though, better to just play on DOSBOX than risk gamebreaking bugs.

>> No.7912357

>>7911685
it looks like shit

>> No.7912359

>>7912341
For that matter, Quake was also originally intended to have an Aztec episode. Thats where Rogue got their textures from for the Aztec level.

>> No.7912369

>>7912329
true
also ion fury is the only boomershooter with reloading that doesnt annoy me,like reloading in prodeus made me want to stop playing cause it just didnt work.

>> No.7912371

>>7912369


Fuck Prodeus its way worse. At least there is some genuine build extravaganza gun feeling in IF.

Prodeus is just trash.

>> No.7912374 [DELETED] 

Why does this board likes Black now?

>> No.7912376

>>7912371
Theres always some people who say "why play retro-style games when you can just play the originals", but most of these new games at least have some unique aspects. Like Dusk's gimmicky crossbow and sword, and the unique level design in later episodes. But Prodeus genuinely appears to be an exact clone of Doom 1993 gameplay with Doom 2016-styled visuals.

>> No.7912382 [DELETED] 

>>7912374
it's always been a popular game, it was one of the first games recommended me when I found about emulation

>> No.7912384

>trailblazer
>colorfull hell
>champions/rainbow monsters
>legendoom lite
>corruption cards
champions is the one mod that is not working
has anyone mixed these and managed to get them all working?
what's your preferred order for these

>> No.7912385

>>7912371
dont worry,id never imply prodeus is better than ion in any way,the only thing it has going for it is the easy built in level editor for my dumb zoomer ass

>> No.7912386
File: 2.90 MB, 480x360, blob.webm [View same] [iqdb] [saucenao] [google]
7912386

Is there any source port that addresses this?

>> No.7912391 [DELETED] 

>>7912382
It's zoomer garbage, alf.
You can't possibly believe HL ruined the genre while defending Black.

>> No.7912395

>>7912371
Prodeus genuinely looks like what NCIS would display as a generic violent video game, even after you turn off all of the post-processing that's on by default. Trash visuals and boring gunplay.

>> No.7912396

>>7912384
apparently, corruption cards is what prevents champions from working

>> No.7912397

>>7912385
>>7912395

Prodeus is fucking terrible. Dusk makes a good effort. Its very moody at points.

Amid Evil has a really unique art style, although I dont really like the gameplay.


IF is a genuine 90s game. At least in gameplay and level design.

>> No.7912404 [DELETED] 

>>7912391
It's a 2006 game, counts as a boomer game in 2021
not alf btw and Black has always been liked, only not known because I don't think it ever got a pc release

>> No.7912406
File: 142 KB, 730x490, WordCloud Messages.png [View same] [iqdb] [saucenao] [google]
7912406

>>7912092
How shit is my humor VR?

>> No.7912408
File: 244 KB, 1280x960, testing.jpg [View same] [iqdb] [saucenao] [google]
7912408

Because I really don't want to do shading right now I started coming up with ways to get a super soaker reference working.
I think if I manage to fix a (or two) 40oz bottles on the scope mount base, I have a pretty solid base to work from.

>> No.7912410

>>7912404
It's not better than HL.

>> No.7912414

>>7912396
wait
turns out rainbow is someone's version for zandronum that has less variants

>> No.7912417

>>7912408
>When the dumb bastards from USK force you change your Flammenwerfer into a family-friendly version...

>> No.7912418

>>7912410
I'll agree with that. Are mods deleting your posts or are you deleting them? Black is technically a retro fps now and idk why it shouldn't be discussed here

>> No.7912419
File: 20 KB, 843x258, file.png [View same] [iqdb] [saucenao] [google]
7912419

>>7911376
Onemandoom actually reviewed DTS-T.
Also picrelated.

>> No.7912421

>>7912406
I can't tell where different phrases are supposed to end, so I'd rate your humor stroke/10

>> No.7912428

>>7912417
>USK
That's SELBSTkontrolle, they do it voluntarily to not lose sales.
If anything it would be the BPJM to ban it, but it's 2021, does even anything get banned for violence anymore? Iirc even TLoU2 is uncensored.
Also, this is a durr rifle with a can lol.

>> No.7912445

Does anybody remember a weird older wad with dehacked monsters, including one thats a small guy with tusks? I thought it was All Hell Is Breaking Loose, but thats completely different.

>> No.7912463
File: 85 KB, 606x335, Bush Goliath cropped draft.jpg [View same] [iqdb] [saucenao] [google]
7912463

I want to start making quake maps, but when I'm faced with unlimited possibilities I get overwhelmed. Can somebody suggest a total rookie friendly mapping challenge/restriction set?

>> No.7912464

>>7911685
he seriously looks nothing like it

the icon of sin looks ok though

>> No.7912485

>>7912463
ssg / nailgun / grenade launcher only weapons
trap them with fiends and/or ogres

>> No.7912487
File: 303 KB, 1215x1255, 1602251769951.jpg [View same] [iqdb] [saucenao] [google]
7912487

>>7912464
Yeah. Even though you can only see the back and side, they even got that wrong.

>> No.7912517
File: 1.63 MB, 1920x1080, classic-doom-eternal-skins-doom-patch-doom-11-update-ps4-xbox-switch.jpg [View same] [iqdb] [saucenao] [google]
7912517

>>7911685
I'm assuming he's got a silver tint because this skin will have the same distribution method the classic skin did, and not because they think that this >>7912487 isn't an obvious dark green

>> No.7912523

Could someone take from here and finish the Gy's work?
by the looks if it its only sound issues at all
https://github.com/Panzerschrek/Chasm-Reverse/releases

>> No.7912558

Sijil 2 coming soon. Uncle John told me today.

>> No.7912639

>>7911685
I really like how they included that tech skull switch. That's one of my favorite textures.

>> No.7912643
File: 348 KB, 1920x1080, 20210603185249_1.jpg [View same] [iqdb] [saucenao] [google]
7912643

>>7912324
I personally played maybe 1-3 levels per session so it stayed pretty good and fresh for me. Today I watched a GmanLives review of IF and I think I mostly agree with some of the stuff he says but it's still a really good game and touches me in a way most of the new retro shooters really don't so I'm hoping even after the expansion Voidpoint will stay in development of fps games like that.

>> No.7912651

>>7912639
like i said, it's not the same because it's smaller and not really a bone skull but it's pretty neat
from the tweets, it seems that the screens are animated and even the lamps spin
they don't seem to be out yet, so i wonder if some things will change, like the haircut

>> No.7912657

>>7912651
Nah, it won't change. They load up the game with skins 3, 4 months in advance and just drip-feed them every month or so.

>> No.7912667

Why do they send Calhoun to Xen without the long jump module?

>> No.7912669

>>7912643
I wanted them to stay in development as well. And that is why it hurts a little extra. I usually thin hes a faggot, but his radar is working. IF lacks in the soul department.

>> No.7912679

>>7912667
They didn't have one.

>> No.7912684

>>7912558
Full 32 level Doom 2 megawad?

>> No.7912695

>>7912397
>Prodeus is fucking terrible
Disagree, but it does have a problem with being overly "juiced". Nothing stands out enough.
Their level creation tools are pretty great though, and the general feel of the game has gotten better over time.

>> No.7912696

>>7912679
Because he can't survive without one

>> No.7912702

>>7911887
Postal dude was a redhead in the in-game art iirc. He was more consistent than the others. Gordon was too that I can recall, up until hl2.
Doomguy has always been all over the place. He looks dirty blond in the mugshot, and in the art he's never even had a consistent hairstyle, let alone color

>> No.7912743

>>7912336
Gloomwood's demo is so good.
>>7912397
I fucking loved Dusk and Amid Evil, out of three I would put Ion Fury last but I loved that one too.
>>7912359
Quake was supposed to have a lot of things, it's still one of the best but one does wonder would it have been better with more or become a mess like Daikatana did.

>> No.7912818

>>7912421
Its of an aquired taste sadly - heres what mattered:
>fuckers community might design boring faggot duke
>turok big guy real kind
>nes wads
>hell fun levels
>cacoward boss bitch
>quake gameplay basically shitty 3d doom
>love fps game
>heretic made monster cabbage things
>archviles + revenants based sp automatically impossible

>> No.7912836

>>7912463
>Can somebody suggest a total rookie friendly mapping challenge/restriction set?
Not a mapper myself (in fact, I would probably get lost/overwhelmed as well), but I think the obvious and right barrier for beginning would be to sticking to the vanilla boundries. Start with the basics, in other words.
Again, that's most likely what I would do if I stop being a bitch and actually try make my mod idea a reality.

>> No.7912847
File: 506 KB, 1920x1080, srb20002.png [View same] [iqdb] [saucenao] [google]
7912847

Those robot bastards are going to pay for shooting up my ride.

>> No.7912862

>>7912847
You can't beat Eggchad

>> No.7912870

>>7912818
A more detailed breakdown for you
Funny
>quake gameplay basically shitty 3d doom
I can see how it would be funny but I didn't laugh
>heretic made monster cabbage things
>cacoward boss bitch
Wordcloud forming semi coherent sentences
>fuckers community might design boring faggot duke
>turok big guy real kind
>nes wads
>hell fun levels
>love fps game
>archviles + revenants based sp automatically impossible

>> No.7912910
File: 984 KB, 1920x1200, 123213123.png [View same] [iqdb] [saucenao] [google]
7912910

I AM THE LIFE

>> No.7912925

>>7912643
I'm with you. There's something about the crunchy sounds of the guns, the enemy deaths, and particularly the explosion. I never not feel elation when the shotgun blows apart an enemy cyborg, and it always tickles me when Shelly says "holy shit" in response to that. I do agree however that there are many flaws, but the gunplay is just sooooo good.

>> No.7912928

How do I trigger switches with derp?

>> No.7913032

>>7912847
*that fat bastard is gonna pay for roboticizing my bride

didn't know srb2 got a build port

>> No.7913040

>>7912167
What ARE we playing for FNF this week anyway?

>> No.7913045

>>7912847
Is that on the mb or is it just an edited picture? Reminds me of the tailsguy addon from 2.1

>> No.7913051

>he didn't play Sonic 1 yet, Carmack's favorite game.
Explain

>> No.7913057

>>7913051
>Carmack's favorite game.
Source?

>> No.7913063

>>7913057
>CARMACK: The quintessential game that has influenced a lot of my game design is Sonic the Hedgehog on Sega Genesis. It's a really simple game: Go fast and be really cool. You don't need 20 little gadgets and gizmos.
https://www.sk-gaming.com/content/8638-John_Carmack_featured_in_Playboy

>> No.7913069
File: 32 KB, 434x393, 9901505_p0.jpg [View same] [iqdb] [saucenao] [google]
7913069

https://www.pixiv.net/en/artworks/9901505
was trying to see marathon stuff in pixiv

>> No.7913084

>>7913063
That's a good philosophy.

>> No.7913089

>>7913063
Carmack didn't end up doing all that much game design once iD Software was formed though, he'd make the engine and then either add a feature if suggested, or not add it if he didn't think it could be added in a good and clean way (he could be convinced).
He did influence course sometimes though, like nixing the Quest project in favor of doing Doom 3, or allegedly vetoing the COD Doom 4 in favor of restarting development.

>> No.7913104

>>7912092
>Knight fucked outside

>> No.7913120

Testing to see if I am rangebanned across all of Norway. I am currently 9 hours by train away from where I live.

>> No.7913123
File: 415 KB, 1076x605, c33333.png [View same] [iqdb] [saucenao] [google]
7913123

>>7913120
Ok, so I am not rangebanned here.

>>7911352
Please update and remove. I can post from my office in Oslo.

>> No.7913125
File: 26 KB, 770x517, cooper.jpg [View same] [iqdb] [saucenao] [google]
7913125

>>7913089
>allegedly vetoing the COD Doom 4 in favor of restarting development.

>> No.7913136
File: 291 KB, 1920x1080, 1624484598625.jpg [View same] [iqdb] [saucenao] [google]
7913136

>>7912643
>>7912925
I think one of the things that GMan pointed out I'm not an eceleb cocksucker btw, checked his vid on a whim was that Ion Fury kinda definitely lacks that ''big / quirky gun'' from the lineup and even though it's nice to get solid playtime with the game's weaponry for sure, I was like ''oh?!'' when I picked up the minigun and got the cheevo for all weapons and there was still two thirds of the game left.
He complained about lack of ammo on Ultra Viscera which imo doesn't hold true especially if you explore a little since ammo pickups are everywhere on UV which was the difficulty I played on as well. Though imo being able to carry more chaingun ammo would've been useful.
More enemies / enemy types / variations and unique bosses would be neat as well but hoping we'll see that in the expansion!

>> No.7913141
File: 7 KB, 200x200, 1624454190388.jpg [View same] [iqdb] [saucenao] [google]
7913141

>>7913120
Yep, he's still kickin' alright...

...please come back anytime soon ;3

>> No.7913142

>>7913136
>He complained about lack of ammo on Ultra Viscer
lol wut I play only on Maximum Fury and the game feels perfect there. Right now on my current playthrough I have 48 disperser grenades and 48 shells at nearly all times. I have 16 bombs, 8 cluster bombs; god this guy sounds like a faggot.

>> No.7913147

>>7913040
I'm the FNF host, I don't really know good DM sets. If anyone has some that are fun or interesting I'd appreciate some recs, bear in mind that we play in Zandronum.

>> No.7913156

>>7913147
How about gw2.wad? Can't go wrong with a classic

>> No.7913160

>>7913141
Just give me the rest of the year to finish this fucking MVP.

>> No.7913168
File: 1.43 MB, 322x432, DotheStrogg.gif [View same] [iqdb] [saucenao] [google]
7913168

>>7913120
>>7913123
YEY!

HE'S BACK!

>> No.7913181

>>7913168
Most people don't notice I am here as I post anonymously and usually reply with stupid images to other posters.

>> No.7913182 [DELETED] 

>>7913168
Careful you will trigger the schizo Black fag.

>> No.7913261

Doom 3 or Doom 3 BFG edition for pc?

>> No.7913263

>>7913261
Doom 3

>> No.7913273

>>7913263
Does it run well on modern pcs or it is it one of those
>yeah it only works if you go to some random mega nz page and download some dudes patch thats never been uploaded to virustotal but its totally legit

>> No.7913274

>>7913261
bfg edition has a lot of downgrades
https://doomwiki.org/wiki/Doom_3:_BFG_Edition#Differences_with_Doom_3
https://www.doomworld.com/forum/topic/113479-list-of-things-removed-in-doom-3-2019/

>> No.7913290

>>7913273
Haven't mesed around with Doom 3 yet, but if it's anything like Quake 4 or Quake 3 or Quake 2, you'll just have to tinker with a few .cfg files to get everything working right.

>> No.7913297

>>7913274
>>7913290
Alright cool thanks. I can probably figure it out pretty easy if its just a cfg file. probably a youtube video or something.

>> No.7913318

>>7913261
Doom 3, since you can play Phobos (that fanmade expansion campaign). It has higher quality than RoE itself.

>> No.7913364

>>7912307
The only thing Ultrakill has in common with the rest of New Blood's gimmicks is just the shitty PSX-esque graphics. Everything else about the game plays like a completely modern indie game. It doesn't fit into that whole """"Boomer Shooter"""" trope NB tries to market.

>> No.7913386

>>7913364
I think it's more a matter of modern indie FPS games going whole hog back to the 90s style run and gun thing that feels retro in comparison to AAA shooters, essentially the only difference between an indie shooter that's fully boom shoot and could've released in 1997 and one that isn't is graphics and aesthetics.

>> No.7913391
File: 69 KB, 924x525, le updates 7.jpg [View same] [iqdb] [saucenao] [google]
7913391

>>7911352
VIOLENT RUMBLE UPDATE:
>bunch of stuff for 'Hell Scrag' Scrag variant
>deflating spawnflag for Spawns (had to convert to MD3 then back to MDL, but lost my original animation while figuring that out so current one is shitty placeholder)
>'volleyrange' function to randomize volleys (haven't added volley to more monsters yet, next update)
>'skin_death' and 'mdl_death' for monsters
>other less exciting stuff

Here's the deflating Spawn in action. I gave him a new skin, a 1.5x speed modifier, and tentatively named him a Mudskipper: https://files.catbox.moe/kq83s6.mp4

For most of this stuff, I suggest loading up the new map 'testhellscrag'. Volley ranges probably need more testing, and I think I'll add a minimum and maximum setting for next update.

>> No.7913414

What's the best way to play painkiller?

>> No.7913437

>>7913391
it would be funnier if it deflates like a globe flying through the air
I don't know how hard that would be to animate

>> No.7913468

>>7913437
>I don't know how hard that would be to animate
I'm not sure either, honestly. With just importing the MDL into Blender and trying to edit it in such a way that the exporter doesn't implode I'd say impossible, but Blender -> MD3 -> MDL seems much less restrictive. I'll give it another shot for sure.

>> No.7913483

>>7911351
We've updated our survival horror mod, LitDoom to .57b, here are a few previews of some upcoming weapon sprite replacements:

Pistol: https://m.youtube.com/watch?v=3g4RO5WUxZE

Plasma Rifle: https://www.youtube.com/watch?v=HETxUO2ntYk

Links to try out .57b, let us know what you think!


MEGA LINK:
https://mega.nz/file/sfoUka5D#5zRP2l96k ... XCpLBLOgDI
-------
GOOGLE DRIVE LINK:
https://drive.google.com/file/d/1r6yo-H ... sp=sharing

>> No.7913490
File: 111 KB, 500x200, m9_litdoom_pistol.png [View same] [iqdb] [saucenao] [google]
7913490

>>7913483
Couple of pic previews as well.

>> No.7913497
File: 320 KB, 1000x350, pgsheet_showcase.png [View same] [iqdb] [saucenao] [google]
7913497

>>7913490
And the plasma rifle.
LitDoom Discord here: https://discord.gg/sAE7jDT
ModDB: https://www.moddb.com/mods/litdoom-survival-gameplay

>> No.7913498
File: 362 KB, 960x540, Screenshot_Doom_20210701_011654.png [View same] [iqdb] [saucenao] [google]
7913498

Map 06, Fudgepacker Inc. was just as fun the second time around, especially since I managed to find all the secrets.

There's a bug at the exit though, the path which is supposed to let you get back up from the giant draining cistern at the end, and go back into the level, can be accessed from the outside, the button is pressable, and it lets you go into the bottom and get stuck, because the floor hasn't lowered yet. Possibly this could be an issue on GzDoom's side, but even if so, it's an issue to consider as it's a common port.

Beyond that, great map, with great attention to detail all over.

>> No.7913504

>>7913045
It's a fully fledged mod, people don't talk about it because the srb2 playerbase care more about their OC characters then Duke Nukem.
https://youtu.be/9b9wsYq9KeA
There is also a pretty good Metroid mod for it.
https://youtu.be/lJKDkcukdds

>> No.7913508
File: 113 KB, 960x540, Screenshot_Doom_20210701_012302.png [View same] [iqdb] [saucenao] [google]
7913508

>>7913498
The button, which is unveiled after you go into the cistern, but which can still be pressed. Perhaps it should be recessed into the solid wall, or something, but I don't know if it's reachable in that case, possibly a small box is raised next to it to allow you to get to it.

>> No.7913514
File: 223 KB, 400x324, 1421159435370.png [View same] [iqdb] [saucenao] [google]
7913514

>>7913483
>>7913490
>>7913497
Fancy animations you got there

>> No.7913518
File: 268 KB, 400x324, let go of my camera you son of a bitch.png [View same] [iqdb] [saucenao] [google]
7913518

>>7913514

>> No.7913519
File: 549 KB, 960x540, Screenshot_Doom_20210701_021223.png [View same] [iqdb] [saucenao] [google]
7913519

Full Thrust was amazing, here's a bit of slaughter which is simple but fun. Tough as nails, but all very entertaining.

It too, has an issue, however. The exit on the bell-end of the rocket can be pressed from all the way at the base, letting you skip the entire end sequence. Again, this could be an issue with GzDoom, but as it's a common port it's worth considering the bug anyway.

There's a few approaches I can think of, one is to recess the exit door into the bell-end, but that may take away from the aesthetic. The other is to build a small launch 'ramp' next to the cockrocket, basically just a narrow tower which the bridge has to raise to let you get onto, and which gets in your way so you can't reach to press the exit linedef from the sides or bottom.

>> No.7913525

>>7913063
>Carmack might have been inspired to make the faster fps game engine at the time because of Sonic The Hedgehog
Way past cool.

>> No.7913542

>>7913519
>>7913508
hhhhhh
Are the authors of these maps still around?

>> No.7913547

>>7913542
fudge packers inc author is kill, full thrust guy is definitely still around though

>> No.7913560
File: 1.21 MB, 356x200, 58eig6.gif [View same] [iqdb] [saucenao] [google]
7913560

>>7913514
Glad you like em! We've got some great sprite artists and we're slowly replacing anything that feels like BD, visually, code-wise, etc.

>> No.7913570

>>7913364
i used a rocket jump to sequence break a level,feels like a boomershooter to me

>> No.7913610

>>7913547
He's dead? When the fuck did that happen?

>> No.7913623

>>7913610
Not in a literal sense, he just hasn't been posting here and I don't know where else to reach him

>> No.7913626

arcane dimensions is a meme

>> No.7913630

>>7913626
Your mom is a meme.

>> No.7913638

>>7913626
In what sense?

>> No.7913697
File: 168 KB, 1366x765, hmmm.png [View same] [iqdb] [saucenao] [google]
7913697

>> No.7913705
File: 82 KB, 801x632, titlepic.png [View same] [iqdb] [saucenao] [google]
7913705

Okay... I started to play HFFM, I haven't finished it yet and I think I have 5 maps left or something so I would like to share some thoughts on it, I wanna say that I loved the new sprites, textures, etc. kudos to the anons who put their effort making those sprites/graphics and SFX. but honestly I didn't enjoy the difficulty too much and some parts of my playthrough really forces me to save because how fucking brutal some fight segments are.

>Inb4 cuz it's HARD FAST maps
yeah but I was expecting a bit of balancing here or maybe larger maps too? idk, I think some of the problems are the maps are too short and there's not much freedom to move around from enemy ambushes, especially when some enemies are blocking paths, it's a clusterfuck and not pleaseant at all. I think I enjoyed Map02 and Map10 more than the rest desu. Overall, i'll give the wad a 6/10. it's not bad, it has potential and needs more balance. (when I mean "balance", I don't have a word for it but its basically reducing bullshit traps and maybe some enemies a bit)

Also I noticed an issue with the titlepic size I guess, pic related.

>> No.7913731

>>7913626
Yeah, I get what you mean. Too busy and too colorful for my taste. I like Quake the OG way: frugal and macabre.

>> No.7913749

>>7913414
By playing anything else, let your nostalgia for it live in ignorance.

>> No.7913770

>>7913364
>>7913386
I think it's more with them being good games unlike most modern FPS games and the use of retro graphics is also because these are two people teams.

>> No.7913771 [DELETED] 

>>7911556
>>7911556
>Ghost monsters only appear on "approved" maps even on (strict) compat.
Graf is a real autist for this, but you can just throw 3Saster's GhostMonster script in your wad as a workaround: https://forum.zdoom.org/viewtopic.php?f=105&t=71212
>Enemies with volley attacks shoot down at corpses instead of firing straight.
True, there's another Zscript fix for this at the bottom of this thread: https://forum.zdoom.org/viewtopic.php?f=2&t=70589

>> No.7913776
File: 795 KB, 1920x1080, PanzerChasm 2021-06-30 23-31-24.jpg [View same] [iqdb] [saucenao] [google]
7913776

>>7911352
>>7912523
Very old But needs to be spread news
PanzerSchrekCM confirmed that Everyone is free now to continue where he stopped, this means any quake source port dev with free time or even Graf since you are already drooling with the idea
https://www.youtube.com/watch?v=quHPLJB1kNs
also filtered chasm looks better than Quake 1, even software mode textures looks good at higher res.

>> No.7913780
File: 421 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
7913780

>>7913776
sadly the software mode doesnt work with screenshots

>> No.7913784

>>7911556
>Red pain effect is reduced.
This is a change I don't mind actually

>> No.7913789

>>7911556
>Ghost monsters only appear on "approved" maps even on (strict) compat.
Graf is a real autist for this, but you can just throw 3Saster's GhostMonster script in your wad as a workaround: https://forum.zdoom.org/viewtopic.php?f=105&t=71212
>Enemies with volley attacks shoot down at corpses instead of firing straight.
True, there's another Zscript fix for this at the bottom of this thread: https://forum.zdoom.org/viewtopic.php?f=2&t=70589

>> No.7913790

>>7913776
Holy shit a Chasm sourceport.

>> No.7913797

>>7913790
Yes, but it still has some bugs, plus music doesnt work, unless someone picks it up and makes it work with Flac, OGG and Mp3.

>> No.7913865

>>7913705
I did ease up enemy counts and increase health and ammo for lower difficulties on my map. I guess try it out with a mod which makes the game easier?

>> No.7913875

>>7913705
I don't think of the maps as short, because you will not be completing some of them blind.

>> No.7913892

I really love Quake games.
Does that mean I'm a quaker?

>> No.7913963
File: 48 KB, 391x390, 1386567734729.jpg [View same] [iqdb] [saucenao] [google]
7913963

You know what time it is. Give me a shitwad and I'll get a stream going. No terry wads please, I'm looking for stuff that's bad unintentionally.

>> No.7913968

>>7913963
Spooktober community project. It features a myfirstwad.wad secret level by an anon here which is neat which I ended up liking the most out of the entire set which speaks fucking volumes about the wad.

>> No.7913971

>>7913963
>>7913968
forgot link
https://forum.zdoom.org/viewtopic.php?f=42&t=62163
It's not as bad as poopoo coom or DickTitShitTitty but there's a lot to learn from it

>> No.7913976

Is Postal 2 good or just a meme?

>> No.7913979

>>7913968
>>7913971
IT IS TIME.
>https://www.youtube.com/watch?v=tT7TchPBivE

>> No.7913980

>>7913976
Gameplay's kinda ass but there's some genuinely funny social commentary. It is kinda dated though so you might not pick up on it if you're young.

>> No.7914026

>>7913976
Both, the harder to find weapons are a lot of fun, my only major gripe with the game is the Dude moves slow like FPS games then.

>> No.7914031

>>7913976
the gameplay itself is kind of meandering and shallow but the world is surprisingly well designed with interconnected levels and lots of secrets. A fun time when you want to just get trashed and laugh.

>> No.7914070

>>7913705
didn't tarnsman say it was easier than expected?

>> No.7914073

>>7914070
I think that and longer than expected too. He also expected more maps like temple of flesh where you get raped from the start

>> No.7914079

>>7911685
Why couldn’t the entire game have followed these aesthetics instead of the generic scifi mash it ended up with

>> No.7914146
File: 125 KB, 540x425, room.png [View same] [iqdb] [saucenao] [google]
7914146

>>7908371
>>7911195
I replied in the last thread, but it got archived literally two seconds after I posted it.

Vanilla Doom64's enemy placement sucks, that's true, but it's only cause they didn't use their tools to the fullest potential, at least not as often as they could have, especially since it's a little rushed.

Also they made Doom 2 sized maps, but the hitboxes are comically stupid, so you could only fit barons/hell knights in those tight spaces.
When you learn to make Doom64 sized maps, you can make much more interesting encounters with clever use of Mancubi, Arachnotrons, and Pain Elementals as well as barrels, item triggers, arrow traps, fireballs, and other cool macro stuff.
I'm more than sure you guys can come up with a lot of cool stuff, I think it has lots of potential.

Check out Tribulation of Treachery and the Unmaking to see what you can really do with Doom64's tools, there's a lot more to it than you think.

>> No.7914149

>>7914146
anon this guy >>7913979 is playing your map cum join

>> No.7914151

Should I submit a level for RAMP

>> No.7914154

>>7914151
Yes. Can't go wrong with making more maps

>> No.7914182

>>7914070
Isn't he pretty seasoned though

>> No.7914202

>>7913789
Nice to see solutions to those but also a bit sad the engine can't have those fixes by default on (strict). Oh well, other ports exist.

>> No.7914215

>>7913705
I'm pretty sure the maps have lower difficulty settings. Mine did, and I put a lot of work into balancing each. You're playing Ultraviolence on a map pack with Hard in the title, honestly you should have dropped down to HMP.

>> No.7914221

>>7914182
You have to be if you're trying to play an expansion for a thirty year old game that prides itself on difficulty. Its objective was not accessibility

>> No.7914225

>>7913297
Get a sourceport for Doom 3. Pcgaming wiki should have info on it.

>> No.7914239

Okay, time for a roll.
If 9, I'll do the Quake maps.
Else, I'll do nothing.

>> No.7914240
File: 176 KB, 863x500, huhhuhhuh.png [View same] [iqdb] [saucenao] [google]
7914240

>>7914239
HAHAHAH GET FUCKED FAGGOT

>> No.7914241
File: 1.37 MB, 440x404, 1547443460416.gif [View same] [iqdb] [saucenao] [google]
7914241

>>7914239

>> No.7914259

>>7914239
and if I roll 9 then your map has to be for violent rumble

>> No.7914264
File: 142 KB, 192x282, huhgrenade.gif [View same] [iqdb] [saucenao] [google]
7914264

>>7914239
>>7914259
Checked

>> No.7914267

>>7914259
based

>> No.7914276
File: 197 KB, 1291x1287, checkitout.jpg [View same] [iqdb] [saucenao] [google]
7914276

>>7914259
>>7914239
Nice.

>> No.7914278

>>7913780
>>7913776
Chasm is a weird one.
It has graphics very reminiscent of Quake, and supports 3D models obviously, but the map format is even simpler than Doom, and is closer to Wolfenstein/Rise of the Triad - it is strict grid with tiles.

>> No.7914281

>>7914278
They put work into nice looking tiles, but they're tiles all the same. In a way, that actually makes the game extremely ahead of its time, because assembling maps out of tiles is how FPS games are largely done these days. Incidentally, this is also why so many FPS have completely soulless level design.

>> No.7914291

>>7914239
Oh shit, lol.
Good thing I already have the doc files ready, at least.

>>7914259
Just read about it. The Elder God of Randomness compels me, so might as well join in the fun.

>> No.7914317

>>7914281
>that actually makes the game extremely ahead of its time
No it doesen't.
Modern games are made with heavy use of prefabs, not tiles. Difference is, you can place prefabs however you like, change materials, and even then, prefabs are combined with custom level geometry all the time, no different from modern Quake maps you see in AD or Alkaline that VERY often use copypasted prefabs as well, it's just those prefabs are chunks of BSP and not 3D model.

With tiles - you are forced to place them on a strict grid, which severely limits level variation, which is what happened with Wolf, ROTT and Chasm.

Soulless level design has nothing to do with the technology used, and everything to do with general lack of creativity and vision permeating the AAA industry.

>> No.7914327

>>7914182
Most people playing and making wads are seasoned veterans.

>> No.7914380
File: 18 KB, 248x248, Frustration_(large).jpg [View same] [iqdb] [saucenao] [google]
7914380

>>7913979
So, most of the maps were pretty shit, but I'd say Rachael's maps were memorably shitty. That last one with the chainsaw though, that was some good shit. a bit rough, but it had a nice sense of flow to it and pretty good atmosphere. There were new pickups, new enemies to fight and it kept me on my toes by being stingy with health and ammo drops. I'd say it was the best level so far.

Also, I will murder Uncle Reggie some day. See you lot later.

>> No.7914398
File: 422 KB, 1920x1080, 1623705570713.jpg [View same] [iqdb] [saucenao] [google]
7914398

>> No.7914449

>>7913749
Is it really that bad? I remember having great fun with it. Inventive weapons, at least.

>> No.7914451
File: 676 KB, 1920x1080, 1625010772417.png [View same] [iqdb] [saucenao] [google]
7914451

>>7910349
way too late on this, but I wasn't on my computer for a while. In order to get that pants you need to keep the archville alive and archville jump, because I tried to think of the faggiest way to hide secrets in the map

>> No.7914454

>>7914451
Good lord that is one ugly hud

>> No.7914456

https://twitter.com/NightdiveStudio/status/1409203678859337730

System Shock 2 enhanced is still in development


This model doesn't look half bad

>> No.7914463 [DELETED] 

>>7914451
>gzdoom
>fucking CROSSHAIR
not retro, zoomie tranny. you have to go back.

>> No.7914473 [DELETED] 

>>7914463
There is nothing wrong with gzdoom, if you just turn your settings right. Lzdoom is better choice though. Hating the port is a meme.

>tranny
Maybe you should go back too. Rest of us don't have the obsession to trannies. We can actually go months without thinking a single tranny. Shocking, is it?

>> No.7914509 [DELETED] 

>>7914463
>>7914454
it's not even my picture lol

>> No.7914513 [DELETED] 

>>7914509
That's still an ugly hud. Looks like glossy paint.

>> No.7914545
File: 411 KB, 1280x960, moldyoldvoid01.png [View same] [iqdb] [saucenao] [google]
7914545

>>7912345
Thanks for the mention, the screenshots at https://onemandoom.blogspot.com/2016/03/mouldy-old-void-moldyoldvoidpk3.html look quite good. I was going to try it with LitDoom.
Unfortunately realm667 is no more, and it hasn't been uploaded to idgames yet.
Feel free to post a link!

>> No.7914547

>>7914545
>Unfortunately realm667 is no more
u wot? I just visited it yesterday

>> No.7914580

>>7914146
ill give it a chance
now ive learned that DOOM64EX supports linux on github,even though on the site they say that they dont yet,so thats a pleasant surprise already.

>> No.7914582

So, between streams, I've been compiling notes on map design.
>I'd say what makes an encounter fun is how intense it is. Shooting demons is only fun if you're in danger. You get intense encounters by forcing the player out of their comfort zone. If they can just hover around a room's choke point and safely clear it out, then they will.
>Also, you have to consider where the player will retreat to. If they're getting overwhelmed in a particular location, their first instinct is to run somewhere safe. This is why doors are important in DOOM's map design. They delay players when they're retreating. Same with lifts and elevators. One way trips are a more extreme version of this. Not only do you cut off potential areas to retreat to, but you also cut them off from pickups/powerups.
>Also, while it's important not to give the player too much room to work with, you also shouldn't hem them into tiny spaces where there's not enough room to dodge or evade enemies. It's all about getting that balance right.
>If a player can't flee a room, the next thing they'll do is look for a place to take cover inside the room. This is especially important when using enemies like chaingunners, archviles and arachnotrons. Cover should never make a player feel too safe, however.
>Keep in mind cover isn't just walls or props. You can also use enemies as cover against other enemies.
>The other important thing to consider is angles and elevation. At any given point in a room, where can a player be attacked from? This also ties in with how you place cover in a room. Elevation also allows you to increase the pressure on a player, as a particular threat on a higher elevation will be able to fire over other enemies and still reach the player, rather than trying to fire through the enemies in front of them.

Anything anyone would like to add to this?

>> No.7914606

Quake 1 maps should utilise jump pads more

>> No.7914610

>>7914259
And if "I" roll a 9 im going to lose my virginity in 2021 with a beautiful woman

>> No.7914624

>>7914610
>0
lmao you almost had it anon

>> No.7914628

>>7913391
Just got unbanned so I couldnt ask this when the PlasmaRail update was posted last thread:
Can the white muzzleflash cone be touched-up a little by shading the blast to a more obvious gradient colours? It currently looks like a giant pure-white icicle to me

>> No.7914643
File: 59 KB, 744x929, railflash.jpg [View same] [iqdb] [saucenao] [google]
7914643

>>7914628
I can fiddle with it a bit, but there's not too much I can do when there are only 3 blue fullbrights in Quake's palette.

>> No.7914645

So when are we getting Community Is Falling 4, depicting how Doomworld was taken over by moral guardians and trannies?

>> No.7914687
File: 61 KB, 340x427, 1596878164518.jpg [View same] [iqdb] [saucenao] [google]
7914687

>>7914239
>>7914259

>> No.7914697

>>7914645
It would be fun idea, but i feel too much butthurt on your post. It's not like any good wad has gotten banned on dw. Just overblown non-gameplay political zdoom trash and collection of amateur maps. As for cacowards, the team picked the wads as well as the teams before it. Surely they missed Akeldama, but there's good wads every year that get ignored, even on Ten Years of Doom. Out of cacowards team Dew sure is a fucking idiot, but he's not even trans, but eastern european raging slav guy.

>> No.7914758 [DELETED] 

>>7914151
why the FUCK would you ever submit a map to a Furfag project

>> No.7914770

>>7914645
This, we fucking need this. I wish I was able to script, but I'm only good at vanilla mapping, otherwise I would have started a prototype already.

>> No.7914791
File: 3 KB, 400x500, CLWNA1.png [View same] [iqdb] [saucenao] [google]
7914791

Started working on the first enemy:

The Clown's Head. It's based on those water gun games you can find on fairs.
It is supposed to work similar to the Caco, flying through the air, spitting water at you.
For the death animation I am thinking of having the hat blow off or something (I don't want the whole head to explode).
I think the maw region is pretty good already, but I am not quite satisfied with the eyes and the hat.

>> No.7914849

>>7914645
So literally just /pol/.wad 2?

>> No.7914854

>>7914582
These are great observations.

>you also shouldn't hem them into tiny spaces where there's not enough room to dodge or evade enemies
Sometimes it's actually good to make an uncomfortably tight encounter. TNT's Heck has you wander through a thin maze, at one dead end you find your key, and then Milo lets loose an Arch-Vile on you. That's an INTENSE encounter, you have the space needed to block his line of sight to not die, but you're forced to deal with him in an absolute fucking hurry because he WILL sear you and/or raise the monsters you just worked so hard on killing, and you can't run from him.

>Cover should never make a player feel too safe, however.
Agree. Either it's a thin spot that can only be used briefly, or it's a spot where the player will get trapped/cornered if they stay too long.
Cover can also be something as simple as an enemy shooting from above or below not being able to get a bead on you due to the floor or ceiling of the space you're in being in the way, so the enemy is a hazard to you if you stray from certain areas.

>> No.7914870
File: 52 KB, 627x76, wtf.png [View same] [iqdb] [saucenao] [google]
7914870

>>7912910
man that female face will never look not off
i like the one drpyspy did better

>> No.7914873
File: 11 KB, 232x293, 1511061685773.jpg [View same] [iqdb] [saucenao] [google]
7914873

>>7914854
Also some great observations, Anon. I'll add these to my notes.

>> No.7914874
File: 78 KB, 888x499, shitty duke 'meme'.jpg [View same] [iqdb] [saucenao] [google]
7914874

Man, haven't posted here in a while.
Anyways, any news on anything Duke Nukem? Any at all?

>> No.7914881
File: 9 KB, 300x499, Staffweapon.jpg [View same] [iqdb] [saucenao] [google]
7914881

>>7914643
>>7914628
Maybe making the flash-cone spin around the barrel (so that the flat texture piece warps somewhat giving the illusion of motion) while its rapidly growing and shrinking during the firing animation (in a semi-random counter/clockwise direction) is a possible way around the limited color palette issue (BTW are those the same colors as the DoE plasma BFG projectile by any chance?)

>>7913391
Another dumb yet original idea I had due to VR utilizing both addons content is this brainfart:
-An optional upgrade for Guardian minibosses to have them shoot bouncy LaserCannon blasts from their staves an adittion to regular shots
-And just to make both SJW and /pol/ retards seethe together, how about trying to make an extra African/Zulu style skin variant for the Guardian miniboss?
One could even go full Wakanda/Stargate and make its laser-staff look like a metallic snake

>> No.7914892
File: 298 KB, 648x396, Hvyw_head.png [View same] [iqdb] [saucenao] [google]
7914892

>>7914881
The easiest and fastest way would be to modify the Aztec variant a little and try doing a headswap of sorts, which would also provide the relevant skintones for the body - the unused Sargeant from Half-Life beta seems like a fitting candidate for it

>> No.7914893

been playing with doom64 EX and the fov is broken,any work-around that isnt making my fov super low.

>> No.7914903

I'm currently playing Painslayer + VDP-MonsterRandomizer + Nashgore. This shit is better than the original painkiller.

>> No.7914919

New Doom II playthrough:

https://youtu.be/qaUmVpuLTPo

>> No.7914931

>>7914874
Of course not. Why would there be any?

>> No.7914968

>>7914070
He uses Gzdoom and saves every fucking second

>> No.7914997

https://youtu.be/yPHoDq66GWM

>> No.7915006
File: 84 KB, 320x240, TR HUD Sketch.png [View same] [iqdb] [saucenao] [google]
7915006

How much can you customize HUD in Quake for your mod, similarly to Mission Packs. Something like what's on this picture that I edited through Paint 3D. I'm talking about something that could be supported by WinQuake or maybe even DOS version, not just the likes of QuakeSpasm-Spiked and others.
My curiosity about Quake modding doesn't leave me. I have only an idea, no skill of any kind. Help.

>> No.7915039

>>7914892
>>7914881
Stargate Tau'ri boss would be kino

>> No.7915056
File: 35 KB, 400x500, clownshead.gif [View same] [iqdb] [saucenao] [google]
7915056

The concept for the Clown's Head is done.
Basically it's not even a head, but just some kind of balloon creature wearing a mask.
And I'm doing that not just because I'm lazy and don't want to draw a whole head, but also because I think the concept is cool and adds a bit to the mystery.
That way I can also have a nice death animation by having the creature blow up and have the mask just fall down.

>> No.7915112

>>7915006
basically, you can't customize it at all, mission pack hud is built into the executable.
most you can do is replace the graphics, and pick from vanilla/rogue/hipnotic layouts

>> No.7915128

>>7915112
So custom layout in this case is not an option... Damn. I expected that though. Thank you for the answer.

>> No.7915151
File: 591 KB, 1852x835, whatever.jpg [View same] [iqdb] [saucenao] [google]
7915151

Working on a thing. Whatever.

>> No.7915182
File: 95 KB, 315x400, 1609845701945.jpg [View same] [iqdb] [saucenao] [google]
7915182

>>7915151
lookin' good

>> No.7915204

>>7912092
>need duke hffm
When?

>> No.7915265

>>7915056
The living balloon behind it makes it even creepier. Ew.

>> No.7915338

Gentleman
https://quake.bethesda.net/en/news/2WsLdFFKtoQRmjvrKUebWA

More Scourge goodies

>> No.7915352
File: 1.12 MB, 1280x720, file.png [View same] [iqdb] [saucenao] [google]
7915352

>>7915338
I didn't expect the laser gun.

>> No.7915361 [DELETED] 

>>7914758
Because I literally don't give a shit about if someone's a furry or not, it has zero effect on my life

>> No.7915365

>>7915352
GL skin means that Q2 and Q3A are next
Same goes to Rogue ETF Rifle and Phalanx

>> No.7915367 [DELETED] 

>>7915361
Then, thou has lost an eighth!

>> No.7915371
File: 142 KB, 640x480, doom247.png [View same] [iqdb] [saucenao] [google]
7915371

I am making a map too and this area is completely fucked up.

I'm tempted to just scrap it and do something else.

>> No.7915378

>>7915365
I don't know if they'll do the Q2 GL. Its animations would be really wonky as a burst weapon.

>> No.7915386

Quake Champions still exists? wow

>> No.7915401 [DELETED] 

>>7915367
You should try not giving a shit about how people decide to live their personal lives. It's liberating not being compelled to scream about trannies every time you remember they exist.

>> No.7915409

>>7915371
Show Doombuilder visual view from the side or something. Maybe this area is salvageable.

>> No.7915416
File: 652 KB, 1920x1040, the area.png [View same] [iqdb] [saucenao] [google]
7915416

>>7915409
It's not that it's a particularly bad area. It's just one of those things that looked good in my head, but when put to practice, they aren't any good.

>> No.7915424
File: 523 KB, 1920x1080, Blood_0000.png [View same] [iqdb] [saucenao] [google]
7915424

Anyone know why Raze looks like this when I have multisample set to less than 4x?

>> No.7915428

>>7914968
If difficulty comes only from not beign able to save, it's just bad design.

>> No.7915431
File: 2.96 MB, 1920x1080, q2_0001.jpg [View same] [iqdb] [saucenao] [google]
7915431

>>7915378
The Grenade is a Cluster shell, same goes to Q3A and 4.
i would laugh if they go for the LOX route with the Double Grenade reload since the GL In Q2 is pump action

>> No.7915436

>>7915424
Not happening anymore when I did toggle testnewrenderer in console, so I'll just stick with it.

>> No.7915439

I broke myself. I played Bastion Of Chaos. Now I can't enjoy difficult encounters anymore. I feel burned out.

>> No.7915440

>>7915416
Looks fine to me anon

>> No.7915451

>>7915386
>>7915338
What's up with Quake Champions getting these frequent updates?

>> No.7915453

>>7915352
The railgun and the grenade launcher are ace, but the laser cannon looks nigh unrecognizable, the only similar part is the tribarrel

>> No.7915456
File: 259 KB, 1862x839, assss.jpg [View same] [iqdb] [saucenao] [google]
7915456

>>7915416
Draw a new sector along the STARTAN texture wall, pull that line down for a new ceiling. Add to that ceiling a new texture that fits the coloration of this area. This way you have a mix of that STARTAN texture and a new one and you might be able to experiment with new texture ideas. Always make sure that the STARTAN-type textures end correctly on the sides (like next to the windows, it just looks much nicer that way), if they don't, seperate them and push them. Add some more height variation with those rocks, put a dead tree or other decoration somewhere, change the color of the wall inside the computer area to something different to make it stand out more. Maybe that helps.

>> No.7915469

>>7914791
>>7915056
I am having some serious HappyTimeCircus.wad vibes from this thing...

>> No.7915504
File: 1.71 MB, 1024x768, clownshead.webm [View same] [iqdb] [saucenao] [google]
7915504

>>7915469
Huh, didn't know about that. Will play it right away.
Because just having a completely still mask hovering in front of you was a little bit boring, I decided to add something for the attack and pain states.
Also, if you look closely you can see that the balloon thing also has a pain animation, though I will probably have to emphasize that a bit more.
So far it's still just a reskinned Caco, so I apologize for the death state, I haven't made that yet, although the concept stands.

>> No.7915541 [DELETED] 

>>7915401
I would agree except that trannies are pushing their mental illness on children.
Don't give a fuck about furries though.

>> No.7915584

>>7915469
>>7915504
Alright, I just played the wad. iddqd'd through though because I'm an old fart who doesn't see shit.
Holy shit, this was.... something. The balloon enemies were fun, but extremely annoying with how there were literally thousands of them, the flying wig skulls were cool and the large balloon boss gave me Yoshi's Island vibes.
Pennywise fight was really annoying though.

>> No.7915586 [DELETED] 

>>7915541
There is 1000 things wrong in world, yet you are fixated into single one like it's personal issue. Closet-tranny perhaps? Normal guy wouldn't think shit like that for everyday and even stain retro fps thread with it. Retro fps is a good thing. Thing we all love and have fun with. It's good escapism, but yet you think that "nooo you can't escape and have fun, we must think children." No, fuck that. Just play Doom and Quake (or any other fps of your choice.) Fuck the real world. Heil 90s pc gaming.

>> No.7915591 [DELETED] 

>>7915541
have sex

>> No.7915594

>>7915451
Maybe something changed with Microsoft taking charge, that's my only guess.

>> No.7915605 [DELETED] 

>>7915586
Adding on to that, nobody was even talking about trannies until he brought it up. Wasn't the conversation about furries? Better yet, before it was about furries, wasn't it about making a map for RAMP, something actually fucking doom related?
I like these generals a lot and most of you faggots are alright people, but some of you are just that - Faggots.

>> No.7915610 [DELETED] 

>>7915541
How are Esselfortium and Arlene actually pushing lgbt stuff to children? You seem schizo.

>> No.7915615 [DELETED] 

>>7915605
I read only your post and not the whole conversation. Disregard that, I suck cocks.

>> No.7915724

Holy Crap Lois

https://www.youtube.com/watch?v=8o7AUsMsxv0

>> No.7915725

>>7915594
Didn't it started before the initial announcement of Microsoft taking the lead?

>> No.7915735
File: 148 KB, 1024x768, Screenshot_Doom_20210701_212932.png [View same] [iqdb] [saucenao] [google]
7915735

>>7915504
Gave that bitch some brightmaps. Bitches love brightmaps.

>> No.7915767

>>7914874
https://www.moddb.com/mods/god-of-war

No news but if you wanna play a cool fan episode. Heres this episode. Its called god of war.
It was released in 2001, it has a good amount of levels and 2 new weapons and few new enemies.
It replaces the freeze thrower with a flame thrower and uses a sprite from Life's a beach and replaces the expander with a weapon called the force gun
Its pretty good. All you have to do to play it is extract the folder to your eduke32 folder and run it from the eduke menu.

>> No.7915819

>>7915724
this is what happens when writers run out of ideas

>> No.7915848
File: 2 KB, 608x26, 2021-07-01 13_10_43-Window.png [View same] [iqdb] [saucenao] [google]
7915848

>looking through wads folder
>find 15 mb wad named "scat" with no text file
im scared

>> No.7915849

>>7915056
I think the balloon should be made bigger. It looks kinda odd at its current size.

>> No.7915856

>>7915848
Play it.

>> No.7915861

Does anyone have the manuals for Doom 1 and 2 for GBA?

>> No.7915864

>>7914968
No he doesn't, and no he doesn't.

>>7915428
Fortunately, HFFM doesn't need the use of saves to be beaten.

>> No.7915876
File: 4 KB, 400x500, Lbig.png [View same] [iqdb] [saucenao] [google]
7915876

>>7915849
Odd in what way? I didn't want to make it so big is would peek out from behind the mask in its regular form since the balloon blows up when it's dying (since you actually kill it by filling the balloon until it bursts).
Maybe if I found a way to convey better that it was "sucking" onto the mask, kinda like a leech or a snail's/clam's foot.
I tried that by having there be a kind of "lip" right at the cardboard/pressboard cutout.

>> No.7915882

>>7915848
maybe its about john scatman or that one game james rolf played called "scat"

>> No.7915935
File: 1.44 MB, 960x720, warlords-3.png [View same] [iqdb] [saucenao] [google]
7915935

out of curiosity but what's your current goto game that ISN'T an FPS? pic related.

>> No.7915940
File: 295 KB, 1024x768, FUCK WIZARDS.png [View same] [iqdb] [saucenao] [google]
7915940

>>7915935
Nox

>> No.7915945

Anybody got link to Blade of Agony? They've deleted download links because some people got offended

>> No.7915946

>>7915940
>Nox
FUCKING BROFIST! Glad it's still getting love.
I always liked it more than D2

>> No.7915953

>>7915935
Legend Of Zelda : Oracle Of Seasons

>> No.7915954
File: 167 KB, 640x480, Game.exe Screenshot 2020.11.30 - 16.46.52.24.png [View same] [iqdb] [saucenao] [google]
7915954

>>7915946
It always felt like I was the only one who knew about this game but yeah it is so good. I did enjoy D2 a lot though so I can't say that I liked it more than D2 but it's definitely up there. I loved both.

>> No.7915990

>>7915954
>It always felt like I was the only one who knew about this game
There's dozens of us. Dozens!
No, but seriously, back when it came out I thought it looked cool and the magazine I was reading overemphasized a bit the conjurer's conjuration stuff and I thought that was the coolest thing ever.
Sadly as a 13 year old I sucked at games and I think I kinda gave up when reaching the oger village because I had already taken like a hundred runs from and to the highwaymen camp until I had managed to kill them all and I don't even know how I managed to defeat the magician dude below the catacombs. I think I cheated there.
As an adult I replayed it and didn't find it so hard anymore and actually managed to beat it fair and square.
It's a good game and really underrated.

>> No.7915991

>>7914881
>BTW are those the same colors as the DoE plasma BFG projectile by any chance?
Yes, and the same colors as lightning.
>An optional upgrade for Guardian minibosses to have them shoot bouncy LaserCannon blasts from their staves an adittion to regular shots
Was actually planning on giving them the DOE plasma attack, so I can add that option as well.
>how about trying to make an extra African/Zulu style skin variant for the Guardian miniboss?
I'm not opposed to it, but I'm also not very good at character texturing. If there's time and nobody else does it then I'll give it a shot.

>> No.7915997

>>7915935
I've been getting into classic Resident Evil lately

>> No.7916010

>>7915935
Rome Total War. played a Western Roman empire in Barbarian invasion hard/hard. Shit was kinda brutal, first few turns are very very key to pulling it off desu
But was able to reconquer the entire empire, smashed all the German factions, stopped the hordes and smashed the Sassasinids

>> No.7916014

>>7915935
Sonic Riders

>> No.7916031

>>7915990
I remember when I played it aeons ago I also cheated but playing it again recently last year as Conjurer, it was really fun and I did also beat it fair and square, though some quicksaving/loading.

>> No.7916043

>>7915940
Good shit, I should replay it sometimes. Preferably in English.

>> No.7916053
File: 153 KB, 808x1149, 595e0a270b5d8dba5b09d92aba0f8aa4.jpg [View same] [iqdb] [saucenao] [google]
7916053

>TFW you're currently older than Caleb(before death),JC Denton and Joshua Fireseed

>> No.7916103

>>7916031
>though some quicksaving/loading
Yeah, but there's no shame in that with all those instadeath-rays that come from across the screen with a thousand mofos running around.
But it's a shame there is NO r34 of Hecubah around.

Also, fun fact: Did you know the main dude was voiced by Sean William Scott?

>> No.7916112

>>7916031
>Conjurer
I remember finding out some kind of thing where you could put spells inside some kind of creature and it kamikazed itself and released them. That was interesting.

>> No.7916119

>>7916112
That's the conjurer's "trap". You get them automatically when you reach the Fields of Valor.
It works like the Magician's trap, but it follows you and automatically approaches enemies.
It was fun filling it with poison gas and meteors and having a bunch of them run around.
It was also cool that eventually you could conjure creatures out of thin air. The golems were really hard hitters, but they were also extremely slow and died rather quickly; the AI in this game, neither for friend or foe, was particularly good.

>> No.7916205
File: 252 KB, 1920x1080, 1622915715792.jpg [View same] [iqdb] [saucenao] [google]
7916205

>>7915935
Red Dead Redemption 1 / Demon's Souls on the ps3 and Metal Gear Rising on the pc.

Currently in a big fps mood though so been playing the other games a lot less.

>> No.7916224

>>7915861
pls respond :(

>> No.7916226

>>7915469
Thanks for the recommendation, I like that Sky May Be avant-garde shit

>> No.7916229
File: 573 KB, 1920x1080, capt0000.png [View same] [iqdb] [saucenao] [google]
7916229

>>7916205
Have some new pictures m8

>> No.7916235
File: 1005 KB, 1920x1080, capt0001.png [View same] [iqdb] [saucenao] [google]
7916235

>>7916229

>> No.7916240
File: 341 KB, 1920x1080, capt0002.png [View same] [iqdb] [saucenao] [google]
7916240

>>7916235

>> No.7916264

>>7915935
Don't really play much games nowadays, not even FPS. That's just due to some IRL issues, long story.
However, when I think about it... For me right now, that would be Tom Clancy's Splinter Cell: Chaos Theory + maybe Terraria and/or Minecraft Bedrock Edition.
It's great to have variety though. I've played A LOT of FPS games for the last year or so, it's kind of surprising and funny.

...Alright, to be fair, I somehow ended up playing a bit of Quake today. So that's something. I need some sleep.

>> No.7916320

>>7913391
>tfw I completely broke the rocket launcher
Welp, guess I better push out an update today...

>> No.7916341
File: 217 KB, 1920x1080, 1624484683056.jpg [View same] [iqdb] [saucenao] [google]
7916341

>>7916229
I'll get some new screenshots when I get back on my pc sure. Been having a blast with IF and other games as well.

For some reason Ion Fury is one of the games that really tickles the ''I would really love to work / live here'' sense where I see environments that are furnished / decorated so well that I feel like it'd be awesome to work in said environments or in some cases live there.

>> No.7916404

My favorite stock Doom aesthetic is tan medieval bricks with dark metal trims.

>> No.7916419

>>7915861
I do.. but why?

>> No.7916490

>>7915935
Does Ace Combat count if I'm playing in cockpit mode? It's first person and there's shooting.

>> No.7916496

>>7912928
Look at door/switch open console and type deep 555 to attach.
Then type derp 556 when you are ready to open/activate

>> No.7916573

>>7915352
Wasn't there an anon who decided to make that laser into an actual Q1 weapon?

>> No.7916610

>>7915935
sekiro

>> No.7916696

I have shit I need to do later today, so why don't we do an earlier stream? Spooktober ain't gonna finish itself.

>> No.7916706

I'm looking for more fun, puzzle-y type wads like unalign.wad and killed.wad. What made these wads stand out for me was the smart use of 'gimmicks' that are actually fun, and surprisingly good combat encounters to break up the pacing, but I'll take anything if it's at least got a good gun switch puzzle.

>> No.7916726
File: 356 KB, 630x480, Billy_Herrington_Playing_with_Fire_2.png [View same] [iqdb] [saucenao] [google]
7916726

>>7911745
>>7912320
Seems five people are interested in making another map, four aren't. I'll just go ahead and make a small map and it don't matter if there'll be an addon to include it or not.

I'll remind you guys that we still need a fix for Fudge Packer Inc. and for Full Thrust. If Mozzarella ain't around to fix the softlock on the former, I can do it instead, it should be pretty simple.

>> No.7916791

>>7915151
https://www.youtube.com/watch?v=viaTT859Yk0

>> No.7916797
File: 60 KB, 550x366, 1595343094622.jpg [View same] [iqdb] [saucenao] [google]
7916797

>>7915940
god DAMN

>> No.7916816

>>7916696
mite b cool

>> No.7916830
File: 19 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
7916830

>>7916706
I've never played those wads, but Ribbiks makes gimmicky puzzle wads. Try out Wormwood EU. There's a ton of weird and goofy shit on Ribbiks' website, most of it is way too hard for me, i.e. https://youtu.be/dnlSYxG0TLc

NoYe is way further along the puzzle spectrum if that's really what you want, but it looks even harder https://youtu.be/34YWhpc3W14

>> No.7916831

>>7916816
righto mate
>https://www.youtube.com/watch?v=DepeP26sEAM

>> No.7916884

Are there image guides like those in the OP, but for CRPGs like Baldur's Gate, Fallout, Neverwinter Nights, etc.?

>> No.7916927
File: 50 KB, 730x408, le updates 8.jpg [View same] [iqdb] [saucenao] [google]
7916927

>>7911352
(another) VIOLENT RUMBLE UPDATE:
>fixed broken rocket launcher (don't ask)
>new min and max settings for volleys for skewing shot numbers (applies after range RNG)
>setting for idle monsters to autistically roam the map: https://files.catbox.moe/o8fbur.mp4
>'evasiveness' value for monsters that gives them a chance to attempt to dodge attacks
>'retreat_threshold' value for monsters that makes them stop pursuing you and back up when their health is below it

Combining a decent evasiveness value with berserk, a speed modifier, and volley settings can make a good pseudo-bot to act as a boss fight: https://files.catbox.moe/vse2rd.mp4

Video from new map 'testevasive'. Beat it on nightmare and I'll give you a HUH.

>> No.7916940

Is there a mod that adds Mario 64's sound effects to Quake? I just realized the similitudes with them.

>> No.7916945

can someone update the thief image in the OP? tafferpatcher is no longer supported, using T2fix is a superior choice

>> No.7916991 [DELETED] 

Why are people like this?
https://www.vice.com/en/article/pkdvxb/the-hidden-destructive-legacy-of-duke-nukem

>> No.7917014

>>7916927
Damn that's pretty fucking rad. Hot damn.

>> No.7917037

New sandy post
https://twitter.com/SandyofCthulhu/status/1410659599280226307

>> No.7917039 [DELETED] 
File: 330 KB, 413x402, 1624694290491.png [View same] [iqdb] [saucenao] [google]
7917039

>>7916991
Why did I read this and no one who plays Duke shoots the babes for fucks sake because that summons fucking Octobrains and most agree that being able to save them 64 was a great addition and Duke isn't satire and it was never trying to be satire.

>> No.7917063
File: 11 KB, 321x339, 0FnuQL3.png [View same] [iqdb] [saucenao] [google]
7917063

My newest discovery: apparently barrels in hdest blow up if you jump on them from more than 3 meters height

>> No.7917081 [DELETED] 

>>7917039
I kill the babes but only for 100% kills

>> No.7917090

>>7917037
>"Despite Lady Dimitriescu's butt being fake-y in polygon count, the principle is still correct."
Unironically what does he mean by this? I'm definitely missing something here.

>> No.7917097

>>7917090
There was a meme going around that said something like "Dimimdimitmitmitititicititty's butt has more polygons in it than all of RE1"

>> No.7917142

>>7917081
>if you don't kill them you don't get 100%
lame

>> No.7917268

>>7911794
i'm really happy with dsda-doom

the next version seems like it'll have preliminary hexen support as well

it seems all main ports are getting mbf21 support, so good things are coming our way i think

good time to be a classic doomer, pretty crazy; so many good wads, so many nice source port features.

>> No.7917271

>>7916706
>>7916830
yeah ribbiks good for puzzles.

try:

- magnolia map 1

- stardate 20x7, many maps in first half (map 2 is a favorite of mine. not quite puzzles but have fun getting lost)

- frog & toad (burj khalifa isn't really a puzzle but...)

difficulties are implemented; if you struggle, just save scum or lower difficulty, nothing wrong with that. i typically save scum on a first playthrough of a ribbiks wad.

>> No.7917285

>>7916419
want to see the different control configurations

>> No.7917291

>>7917271
i'm retarded

should have also said magnolia map 2 for puzzles

>> No.7917323
File: 425 KB, 800x800, marathon 68230900_p0.jpg [View same] [iqdb] [saucenao] [google]
7917323

>>7913069
Damn that's kawaii

>> No.7917392
File: 1.09 MB, 511x393, 1518570945667.gif [View same] [iqdb] [saucenao] [google]
7917392

>>7916831
How does one sum up the Spooktober experience? The short is it's shit. The grand majority of the people who partook in this map project love showing off was ZDoom can do, but they fail to grasp the fundamentals of what makes Doom fun to play.
>Tons of pointless side rooms with tiny pickups
>Darkness, darkness everywhere
>Scavenger hunts for keys and switches on levels where the doors you can and can't open look exactly the same
>They frequently show off the features of ZDoom, but never find a way to make it fun
>Tons of stupid gimmicks (like wrapping up imps in straitjackets)
>Some maps are so fucking awful or pointless that you could completely remove them and improve the overall experience
>Backtracking, backtracking everywhere
>Wide, empty spaces

Mind you, there were some surprisingly okay entries, but they weren't nearly good enough to make up for the huge amounts of shit you had to wade through. Overall, Anon feels pretty dead inside right now.

Next on the list is Meridian. I'm expecting more of the same. See you fags then.

>> No.7917394
File: 139 KB, 680x681, zdoom mapping.png [View same] [iqdb] [saucenao] [google]
7917394

>>7917392
Thanks for streaming anon. I'm learning a lot about level design myself just from watching.

>> No.7917404

>>7917392
Marisa is definitely a mapper that can create great atmosphere but either doesnt know or doesnt care how to make fun, engaging gameplay.

I recall enjoying the mansion level at least.

>> No.7917428

>>7917392
One day, WE should make our own Spooky Halloween .wad
Just like maybe 10 Boom or MBF21 levels, with maybe some costumes on some of the monsters.

>> No.7917431

>>7917428
We should. I'm still salty over what happened with /vr/y spooky and I want to see a resurgence and would happily map for it.

>> No.7917443

>>7914547
most forumpages that contain links, and the links themselves give Error 401 now.
I did find the link but cant post it because of the damn spam filter
Look up the name on russian 4pda forum for Doom (Delta) Touch. They post wads with working links there.

>> No.7917448

Hey guys, I'm the guy who posted that hentai crossbow the other day. I've been writing up design notes and figured I should share it with you lot.

Had to use a google doc because Pastebin are dickheads and won't let me put lewd stuff in there. Pls forgive.
>https://docs.google.com/document/d/1tkxTPsPyBX5nr41IhDEzf_bAi83wM17w2qtGotv81Zk/edit#

>> No.7917479

>>7917431
I remember that one. Never really took off, and it's a shame.

>> No.7917502
File: 778 KB, 1604x629, file.png [View same] [iqdb] [saucenao] [google]
7917502

>>7915940
>>7915946
>>7915954
Too bad it's an adventure game and not a real RPG. Progression is linear, everything is predetermined, you can't really affect any aspect of character progression other than buying/not buying spellbooks.

But other than that, its a really good game. And it still has some modding community, even if it is focused on multiplayer.

But here's another shambling corpse held together by modders: Ricochet Infinity. A really good arkanoid clone from 2007
"Infinity" in the name referred to the level editor and a hosting service that allows downloading and rating the levels and level sets from the game itself.
The company who made it was bought by amazon and shut down, but fans managed to make a modded dlls for the game that redirect it to fan-created file server that hosts user content to this day, so this download-levels-from-game feature still works after downloading a fanpatch.

>> No.7917527
File: 98 KB, 1200x675, mechwarrior_5_mercenaries_screens.0.jpg [View same] [iqdb] [saucenao] [google]
7917527

>>7915935
Currently, Mech 5. It's not a first-person shooter, it's a first-person simulation. Of giant walking weapon platforms. Totally different.

>> No.7917530

>>7917394
How dare you.

>> No.7917596

>map01 has a cyberdemon and/or arch-vile
I love it when megawads do this.

>> No.7917674

>>7917596
Now I want to make a megawad where you start off with everything and end with just your bare fists.

>> No.7917707

>>7917527
Did they fixed the stupid AntiAliasing that worked by just smearing everything?
What about enemy spawns and difficulty spikes in defensive missions?

>> No.7917710

>>7917674
>final map is a tyson map
That would be interesting, actually.

>> No.7917716

>>7915424
Not the answer to your question, but BuildGDX has a similar problem caused by applying AA as well. Going off memory it was caused by updating Nvidia drivers.

>> No.7917731
File: 2.88 MB, 1280x720, 1603574741256.webm [View same] [iqdb] [saucenao] [google]
7917731

>>7917674

>> No.7917763

>>7917674
That's an interesting idea.

>> No.7917787
File: 21 KB, 1000x1000, flame_conc.png [View same] [iqdb] [saucenao] [google]
7917787

I've been recently replaying a bit of Blood and thanks to IF guy also IF and I realized I could make a fire-related enemy out of the choking hand/baby head spider enemies AND combine that with a monster spawner.

So basically what we have is a regular campfire, right? And sometimes (if you throw in wet wood or, say, an aerosol can) something gets expelled from the fire. In this case it would be the Flame Snail (name pending).
Basically it's a small fire asshole that crawls across the floor towards you in order to singe your shoes. Of course it will be a quick little fucker, though I'm not sure now to properly generate the flame trail without having it spawn a thousand trail stuffs.

What do you think?

>> No.7917813
File: 23 KB, 312x175, agony.jpg [View same] [iqdb] [saucenao] [google]
7917813

>listen to Quad Machine
>fuck yes
>realize there's a great .midi recreation of it
>fuck yes x2
>wanna use it for a map
>but the map I'm making already has a great .midi which suits its theme beyond anything else
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHH

>> No.7917824

>>7917813
Make two maps

>> No.7917835

>>7917787
Salamander
Looks cute and just wants to play with you
Her touch burn you though
And leaves fire trails

>> No.7917837
File: 728 KB, 960x776, exhausted.png [View same] [iqdb] [saucenao] [google]
7917837

>>7917824
I'll take that into consideration.

>> No.7917839

>>7917835
And then I have to blast it with highly pressurized water or throw water bombs at it?
Anon, that's mean.
I put it on my list

>> No.7917843
File: 135 KB, 640x480, doom248.png [View same] [iqdb] [saucenao] [google]
7917843

I finally figured out what to do about the questionably shaped lava area I posted before. I can add some overhanging rock.

>> No.7917858
File: 40 KB, 473x555, NOTSPAMDAMMIT.png [View same] [iqdb] [saucenao] [google]
7917858

>>7917443
>4pda
That *IS* one zealous spam filter.

>> No.7917862

>>7917858
I couldnt paste the link even after replacing "." with (dot) and playing all sorts of games with the link, and even tried to re-host it, but that didn't help. wtf lmao, do we now need a list of approved filehosts to link to shit

>> No.7917863

>>7917858
I still don't understand. Realm667 is accessible for me by the regular realm667.com url and as far as I can see, everything's there.
Also, you could always try replacing a dot with a space like "pageadress com".

>> No.7918028

>start new map
>instantly die due to shotgun zombie behind me
>impossible to see this coming
>idfa to get all my guns back
Is this acceptable?

>> No.7918046

>>7918028
No one's judging you. Except me.

>> No.7918082

>>7911352
New revision of Vanilla Doom wad pack is out.
https://www.doomworld.com/forum/topic/114671/

>> No.7918086
File: 81 KB, 1200x673, miku_sabbath_by_utsu_p_d7kdx16.jpg [View same] [iqdb] [saucenao] [google]
7918086

>>7917502
>Ricochet Infinity
Just tried it, thanks Anon.
I got mine from myabandonware.com, installed crack and applied the .DLL and fixes from https://www.ricochetuniverse.com/reviver and I was golden.
Very easy, comfy game I can play with my son.

>> No.7918114

>>7918028
>not pistol starting

>> No.7918123

>turok 2
the death marches theme is quite cinematic
now if only the water wasn't toxic

>> No.7918126

>>7918086
>>7917502
I have some vague memories of this game (and the addons/sequels) being one of the earliest posterboys for the
>muh Million dowloads to One purchase - piracy ratio
drama that almost everyone bitched about trying to justify DRM...
Kino gameplay tho

>> No.7918134

>>7917863
The repository is all there and can be downloaded
However many projects and contests posted on forums are no longer there, and trying to get them by the previously existing links gives you error 401

>>7918126
No idea about the drama, but played the game from the first one (2001).
There are ports of the levels from all previous installments into the "infinity" version, provided by developers themselves before they shut down.

>> No.7918140

>>7918134
>However many projects and contests posted on forums are no longer there, and trying to get them by the previously existing links gives you error 401
Ah, I see.

>> No.7918146

>>7918028
Most maps are meant for pistol starting due to inherent challenges of balancing for continuous.

>> No.7918207

I wonder if some Quake mod ever buffed or changed the Gremlins from Scourge to make better use of their gun stealing ability

>> No.7918216
File: 2.27 MB, 640x480, plop.webm [View same] [iqdb] [saucenao] [google]
7918216

Started making the death animation.
Basically you see the balloon blow up, burst, and then the "mask", with the shredded remains of the creature, falls down on the floor and topples faceforward.
Is that being conveyed?
It's not about the frame duration or anything right now, just about getting the frame sequence down.

>> No.7918240

>>7917843
That looks much better

>> No.7918243

>>7918216
Looks more like a blood splatter

>> No.7918245

How important is setting up the complevel with PrBoom?

>> No.7918251 [DELETED] 
File: 112 KB, 1280x720, cvhexen.jpg [View same] [iqdb] [saucenao] [google]
7918251

Alright, Civvie just released a Hexen video.
https://www.youtube.com/watch?v=hbjLThCN_yE

>> No.7918256

>>7918245
some megawads DEPEND on it.

>> No.7918260 [DELETED] 

>>7918251
oh great more opinions from a moron.

>> No.7918289 [DELETED] 

>>7918251
>>7918260
>moron
So does he say it's better than Heretic? Only a moron would think that, lol

>> No.7918290

>>7917863
Realm667 *is* up, I just assumed it was gone forever because of Tormentor's post in February stating he was packing it in.

The Bestiary is currently closed for submissions, he is looking for someone to take over for that part.

>> No.7918307 [DELETED] 

come on civvie you could at least try Deathkings

I beat Deathkings and I hated the main Hexen campaign

>> No.7918317

>>7916927
Forgot to actually ask this like almost a month ago - will the SoA ProxLauncher in the VR mod gonna accept MultiRockets?

>> No.7918353

>>7918245
It doesn't matter most of the time. The compatibility levels mainly exist for the sake of demo recording and speed running. There is a tiny minority of levels that use old bugs as parts of gimmicks, so bugfixes will break the level, but I can't think of any off the top of my head, so don't worry about it.

One thing to keep in mind is that MBF introduced a change to monster-infighting behavior. You can turn it off, but it's on by default. As a result, if you are playing on -complevel 11 (MBF) or -complevel 17 (PrBoom+ default), then you have the "wrong" infighting. You toggle it in the compatibility options menu, it's a very strangely worded option, just remember the words PURSUIT and YES, you want 'monsters don't give up persuit' to 'yes.' -Complevel 21 (DSDA-Doom default) fixes this by having PURSUIT set to YES by default. If you want to record demos for MBF megawads then remember to change pursuit back to no, as well as using cl11

>> No.7918356

>>7913414
>>7914449
Play Painslayer for Doom.

>> No.7918358 [DELETED] 

>>7918289
No, but I dont like Civvie very much for his politics.
(as he is fairly left) and yeah Hexen is shit but I think he overdoes how bad a game is or its difficultly but he is at least watchable.

that being said I do like Civvie more then I like Gmanlives who is a shill and compares everything to doom eternal and how dare the devs not dare to copy that amazing game, even if its a game 10 years before doom eternal how could they not have seen into the future about doom eternal?

>> No.7918362

>>7918251
>>7918289
>>7918353
What the hell, Hexen is considered bad? I always loved it. It's like melee Metroid. Yes. I'd get lost a lot, but I get lost on some Doom levels too, so it's probably not the game's fault.

>> No.7918371

>zDaemon broke my voodoo script by not allowing decorations to open and close doors.
Just why would anyone do such a thing?

>> No.7918372

>>7918362
It is due to the nature of its puzzles (which is meh for me) but my gripe is that the level design doesnt really fit what class you play and the class system imho is very shallow and RPG-lite system may have helped it, like what they did for Hexen II.

>> No.7918385

>>7918362
>What the hell, Hexen is considered bad? I always loved it.
Eh-h-h... It doesn't bother me what some say about Hexen. I just enjoy it because its an awesome game.

>> No.7918389

>>7918372
>what they did for Hexen II.

what they did was increasing a little of max hp/mana a bit each level plus couple of passive skills with varying degrees of usefulness. the RPG system is as barebones as it can get and some stats don't affect your character at all they're just there for show

>> No.7918390 [DELETED] 

>>7918362
civvie said it's bad so everyone now hates hexen I'm sorry

>> No.7918393

>>7918389
oh I didnt know it was that shallow I thought it was more, its been a while since I played Hexen II, should see if there is an updated port and give it a play again sometime.

>> No.7918420

Hexen is not designed for fast monsters.

And if you want to play Hexen do not use a janky broken Russian source port then constantly bitch about shit that it breaks.

>> No.7918421 [DELETED] 

>>7918358
I honestly don't give a shit about his politics.
The issue is that some of his videos fall flat.
His Wolfenstein 3D video with that guy Gianni was unbearable.

About Gmanlives being a shill for Doom Eternal,it's nothing new. DE fans can't stop sucking that game's dick. If you say just a miniscule flaw about it they'll take it personal.
They can't stand that their precious "Rip and Tear" le "too angry to die" simulator is flawed.

>> No.7918426 [DELETED] 

>>7918362
Haven't watched the cripple's video yet but I generally disliked how it played for the Centaurs and the switch hunts could at least be a bit nicer. The aesthetic is absolutely spot on but it just feels like it's just an asshair's length of being good.

>> No.7918442 [DELETED] 

>>7918426
>cripple
What? Civvie's a cripple?

>> No.7918460

>>7918353
>If you want to record demos for MBF megawads then remember to change pursuit back to no, as well as using cl11
IIRC, when recording a complevel 11 demo in PrBoom, it automatically uses the defaults anyway, so changing the setting manually makes no difference. This is made even worse when you realise that the OPTIONS lump that MBF21 brought in was an actual original MBF feature that for whatever reason wasn't supported in PrBoom for decades, making complevel 11 not actually true to MBF. To avoid causing problems with pre-existing cl 11 wads designed for prboom, they were kinda forced to keep it this way, and treat it as a cl 21 only thing.

>> No.7918467 [DELETED] 
File: 281 KB, 2828x1260, 1609629682588.png [View same] [iqdb] [saucenao] [google]
7918467

>>7918442
>actually being this new
Also fuck you for having me to find and post this pic

>> No.7918483
File: 12 KB, 721x792, Balloon pop.png [View same] [iqdb] [saucenao] [google]
7918483

>>7918216
I agree with >>7918243
I think the way the balloon rips into eight(?) equal pieces looks too much like a typical blood spurt from a bullet impact. If you watch balloons pop in slow motion they seem to tear in a single line and essentially split in half. I'd suggest having the balloon break in a curve about 2/3rds of the way down the balloon and having the sprite "retract" from the break. Shitty MS paint drawing attached to hopefully make clearer what I mean. The black line is where the balloon breaks and the yellow arrows are the direction of retraction.

>> No.7918513 [DELETED] 

>>7918467
Is there any good reason to believe he's a cripple or is that just a 4chan meme? I've never seen anything even hinting at it.

>> No.7918515

>>7918460
I tested it out, and even if you use -complevel 11 -record X, it will still remember YOUR preference for the PURSUIT flag. You'd think it would revert all flags to their defaults for the specified complevel but it doesn't, at least in this case.

>> No.7918525 [DELETED] 

>>7918513
His old Tweets before he became "relevant"

>> No.7918535

Are the doomer board projects any good?

>> No.7918596 [DELETED] 
File: 210 KB, 928x1200, C6YbvwgXMAA28Cn.jpg [View same] [iqdb] [saucenao] [google]
7918596

>>7918483
>If you watch balloons pop in slow motion they seem to tear in a single line and essentially split in half.
Yeah I did that, but *real* rubber balloons will just have a hole and essentially instantly deflate, which looks kinda boring.
Which is why I tried to emulate pic related.
But you're right, it looks way too symmetrical.
Welp, back to the drawing program.

>> No.7918609
File: 968 KB, 1920x1080, Ares Compound.png [View same] [iqdb] [saucenao] [google]
7918609

>>7918535
Yes. Start with DBP20, it's my favorite so far.

Remember they're community projects so some maps and some wads are better than others. If you keep playing you will find the occasional very good map, like map03 of DBP01 is very good and I replay it often trying to beat it faster and faster with 100% kills/secrets in hopes of submitting a decent demo for it some day

>> No.7918610
File: 210 KB, 928x1200, C6YbvwgXMAA28Cn.jpg [View same] [iqdb] [saucenao] [google]
7918610

>>7918483
>If you watch balloons pop in slow motion they seem to tear in a single line and essentially split in half.
Not the ones I found. I tried emulating pic related and also for example this here https://www.youtube.com/watch?v=4KSTEOTqWq8
You see they all kinda rip in a star pattern.
But you're right, it looks way too symmetrical and I also just notice that it's not water balloons, maybe they rip differently?
Welp, back to the drawing program.

>> No.7918618

>>7918610
The videos I was looking at were water balloons, but that wasn't deliberate. They were just the first things to show up on youtube.

>> No.7918624

>>7918609
which are some noteworthy dbp maps/wads in your opinion besides the one you mentioned. I want to narrow down instead of playing through the whole 30 wads.

>> No.7918631

>>7918618
Yup, I found a super slomo one. Water balloons burst exactly like you described, while the air ones burst differently. Should have expected that.
Although now I am wondering if they pop differently when bursting from the inside, instead of getting poked or sliced.

>> No.7918642

>>7918216
First thing I thought of when I saw a balloon enemy death is to spawn an actor behind the mask that appears to detach from it and then fly around as if it's deflating. Here's an excerpt of BURL TUMD's caco death deflate that flies around wildly, an anon posted it when I asked for help with the effect. Deflating might be easier to convey than popping but it might not be what you're after for this enemy.
https://pastebin.com/jTkm8ExJ

>> No.7918650

>>7918609
Different anon here. Are some of them compatible with gameplay mods? I feel like DBP21 with WildWeasel's nazis mod would be pretty interesting.

>> No.7918653

>>7918642
>Deflating might be easier to convey than popping but it might not be what you're after for this enemy.
kek I thought popping would be easier than deflating, but then again I didn't think of having the creature detach and fly around. Thanks.

>> No.7918675

>>7918535
Most of them are decent and fun to play with the exception of joe-ilya's maps.

>> No.7918683

>>7918317
I'm not even sure how that would work. Shoot multiple prox grenades at once? Shoot a prox grenade that explodes into mini-grenades?

>> No.7918701

is it ok to buy Hexen 2 off steam? is the gog version better? are both shit?

>> No.7918703

>>7918624
>I want to narrow down instead of playing through the whole 30 wads
I haven't played them all either, dude. You gotta skip or savecum maps you don't like to get to maps that can become your favorites. I just told you my favorites. Start with DBP20 since those maps are at least decent, most are good. DBP01 starts off strong with 40oz's short maps, map03 like I said before is very good, but the later maps lose quality as they get bigger and longer because of the short development time. DBP24 is fun; the first map, map02 has cryptic progression but the levels after are good.

>> No.7918705

>>7918650
yea all the maps are simple doom 2 format so you can use gzdoom mods

>> No.7918716

>>7918535
Yes. They aren't all winners, but they all have pretty fun themes.

>> No.7918734

>>7918701
both are exactly the same but the music is more fixed on the gog version.

>> No.7918737

>>7918515
How exactly were you testing this? IIRC, it will always show your own preferences in the doom compatibility menu.

>> No.7918749 [DELETED] 

>>7918442
No. That dude keeps repeating that with no evidence at all. Civvie has said that he can outrun early 2000s fps protags despite being overweight and smoking a pack of cigarettes a day, fwiw.
Ask him for a single piece of evidence, he'll say it was scrubbed off his Twitter or some shit.

Maybe he is a cripple, but there's no proofs.

>> No.7918754

>>7918737
Start Valiant -complevel 11 in PrBoom, change pursuit to yes, exit. Start Valiant map01 while recording, get the shotgunner to shoot the pinky. If the pinky keeps attacking you, its normal MBF. If he turns around right away, pursuit is yes and it's not the standard MBF. MBF infighting is based around line-of-sight so don't break LOS with the pinky while testing or he will turn around to attack the shotgunner regardless. You can also open the menu while recording and see pursuit is set to yes

>> No.7918763

>>7918393
Theres a mod called Shadows Of Chaos that makes stats affect gameplay and lets you choose which ones to upgrade.

>> No.7918807

>>7918754
So wait, why was the MBF infighting being default an issue at all if people can just disable it and still record demos fine?

>> No.7918819

>>7918763
I will check it out.

>> No.7918840

>rivel of souls
>get to ride a dino with cannons
>that music
>shootable switches
it's like i really am turok

>> No.7918841

>>7918807
Actually thinking about it, I'm dumb. The problem is that because pursuit is default off, not everyone will have it on. And without options lump support (which is prboom's fault more so than MBF itself), it effectively meant that mappers couldn't design maps around infighting for the complevel due to the inability to force pursuit on, and inconsistencies among player settings.

>> No.7918851

>>7918840
>The enemy scared running away animation
So based. Shame Turok 2 completely fucking falls apart from like level 4 onwards.

>> No.7918905

>>7918851
i only had trouble with the first level because of one set of ladders i didn't climb but i'm having fun
i do think that some enemy deaths last too long you accidently waste ammo shooting them
same thing with the first game

>> No.7918906

>>7912743
>Gloomwood

youtube.com/watch?v=2WY720RJrPY

It looks unbelievably amazing, I wish they had gotten Stephen Russel to partner with Weyte.

But maybe russel does not work anymore.

Fuck I hope the levels are gigantic and it has an editor.

>> No.7918910 [DELETED] 

I see /v/ is silly posting again

>> No.7918924

>>7918851
I didn't find the second half that bad. I think for me, the mantis hive was the worst level. I kinda liked the lightship.

>> No.7918946

>>7918924
Imagine the mantids hive texture set but in a level the size and open as port of Adia.

The texture sets for matids and the last sci-fi level are completely wasted on shitty hallway simulators.

>> No.7918949 [DELETED] 

>>7918910
Cripl11 discord has created the shitty thread there for it.
its tiresome.

>>7918362
Hexen IS GREAT, and it has some of the best kino mods to follow it too, along with the best magic arsenal in vidya.
Most of doomsday's development was tied to Hexen's visuals

>> No.7918954
File: 130 KB, 344x342, 1604703223644.png [View same] [iqdb] [saucenao] [google]
7918954

How do I disable mouse movement in Eternity?

>> No.7918983

>>7911352
Alkaline devkit released
https://www.celephais.net/board/view_thread.php?id=62066

>> No.7918984

>>7918954
There's settings for it.

>> No.7918993
File: 35 KB, 1760x1856, 1559491199243.png [View same] [iqdb] [saucenao] [google]
7918993

WER ARE U WRN DOM SORCE CODE RELESE :-DDDD

BETESDA OH FUG :-DD

>> No.7919081 [DELETED] 

>>7918993
Jannies are newfags

>> No.7919101 [DELETED] 

Is Mt.Pain27 ded?

>> No.7919103 [DELETED] 

>>7919101
Nope the shitty level still exists.

>> No.7919105 [DELETED] 

>>7919101
He posted a community for Final Doom's anniversary, so probably just on hiatus

>> No.7919106

Is FNF still happening tonight?

>> No.7919112

>>7919106
Yes. It'll start in ~10 mins.

>> No.7919121
File: 28 KB, 640x480, RTS_ProxLauncher.jpg [View same] [iqdb] [saucenao] [google]
7919121

>>7918683
Actually if its possible and worth the effort - the MultiProx could just act lixe a mix of Prox and MGL for the most part (shoots a fat MultiProx bomb that fragmentates into 4-5 regular Prox bombs with a 1 second rearming delay) BUT unlike the normal GL/Prox weapons projectiles - the multi variant ones are NOT subject to the common 'hitting shootable brushes or model entities detonates launched grenades' rule which most FPS grenades tend to work by (mostly as a balancing/skill factor - and to make easier to survive any instance of triggering a set multiProx trap by yourself)
^The only other FPS I know of that actually did this is Kingpin, and pretty much everyone hates the GL in that game
*Alternatively - just turn it into a ROTT-style Drunken Missile Launcher with multi-projectile effect ala MRL - but instead of dissapearing after 5 secs, the drunk-minirockets would veer off in random direction and become affected by gravity so theyll ineviatbly crash somewhere else than intended
^reasoning behind this stems from the fact DrakeMod has already recycled the Prox weapon model for their Sidewinder semi-homing RocketLauncher replacement/alternative
If QUMP2 will ever become a thing, maybe theres a small chance to give this brainfart a shot?

>> No.7919125
File: 406 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_22_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
7919125

THIS FRIDAY'S FIREFIGHT IS FREE AS IN FREEDOM! WE'RE FRAGGING FAST IN FREEDM, FUCKERS! ZANDRONUM, 104.128.49.2:10809 , LET'S DO THIS SHIT.

>> No.7919126

>>7911352
I only got vanilla Quake1 ATM (bandwith is too shit to download the addons) - will the VR mod work with this out of the .zip?

>> No.7919128 [SPOILER] 
File: 237 KB, 986x397, 1625261484060.png [View same] [iqdb] [saucenao] [google]
7919128

If any anon is up to play a version of Wow.wad that is slightly subtle, here you go.
https://www.doomshack.org/uploads/rude.wad
Do keep in mind, this map has no exit, just like Wow.wad

>> No.7919145

>>7919126
Yes, all the mission pack stuff is included. Kinda pointless right now unless you're going to map for it.

>>7919121
That might be doable. I got a lot more stuff to do though, but we'll see.

>> No.7919154
File: 35 KB, 734x194, Untitled-3.png [View same] [iqdb] [saucenao] [google]
7919154

What version of FreeDM are you running off? I keep getting this error

>> No.7919169

>>7917787
That'd be a great idea. Need a way to kill the spawner itself though.
What would this be for? Summer fun project?

>> No.7919174

Quake 2 is good.

>> No.7919187

>>7919154
I'm getting it too.
>>7919125
Throw us a bone here anon

>> No.7919190

>>7919169
Thanks. The spawner itself is killable, it's just a campfire after all.
So I'm either thinking of placing them near a hose or just giving it a shitton of health so you can't just throw a water balloon or two onto it and be done with it.
And yeah, it's for the Summer Fun.

>> No.7919191

>>7919154
Sorry, just got back. Whichever one TSPG uses, it doesn't say. Try deleting FreeDM from your wad folder and letting Doomseeker install it

>> No.7919201

>>7919191
Okay weird, it isn't in my zandro wads folder so I assume it's using the iwad from my iwads folder instead. Get the latest version from Freedoom's website in that case

>> No.7919204
File: 24 KB, 400x400, 1623723895407.jpg [View same] [iqdb] [saucenao] [google]
7919204

>>7919125
i downloaded zandronum, but how to i connect to a specific address like this

>> No.7919208

>>7919204
launch with "-connect <ip>" parameter or search for "Friday" in doomseeker

>> No.7919215

>>7918624
Tomorrow DBP37 releases and it might be the best DBP released.
>>7918675
Not sure why he insists on knocking out maps in just a couple hours and why more people don't call him out for it.
The thing is he's capable of making good maps. His map in Stroggman's Tundra is great, I actually thought it was a 40oz speedmap while playing it. He just doesn't try most of the time, he calls it finished before anybody else would consider releasing it for playtesting.

>> No.7919226

>>7919125
IF YOU'RE HAVING TROUBLE CONNECTING: the version is definitely 0.12.1, download here and place wherever Zandro finds your iwads: https://github.com/freedoom/freedoom/releases/download/v0.12.1/freedm-0.12.1.zip

>> No.7919234

>>7919215
My first exposure to him was for Boss Battle Bonanza speedmapping and his map was OK. He had a great idea at least.

>> No.7919247
File: 185 KB, 800x1007, 441364-fault-line-for-quake-ii-windows-front-cover.jpg [View same] [iqdb] [saucenao] [google]
7919247

>>7919174
Could have been alot better tho - if only Bryan Hook wasnt cucked by Timmy Wallets into lobotomizing the monster AI
>BTW are any of those 'fanmade mod/maps compilation' CDs worth pursuing now that 90% Q2 content hosting sites are either dead or in life support (mostly by also hosting Q1 stuff too)?

>> No.7919259

>>7919174
Why does assault rifle (Or whatever they call it) cause me to look at the ceiling though?

>> No.7919301

>>7919121
you notice how the 3dfx scanlines are noticeable in this,

>>7919247
check the OP, in fact i dont even remember if i added duke archives with it too, it has tons of old planetquake stuff
though nothing from tenfourmaps :( or how to contact Oblivion Devs

>> No.7919313
File: 236 KB, 1920x1080, Screenshot_Doom_20210702_193723.png [View same] [iqdb] [saucenao] [google]
7919313

show me your zdl

>> No.7919316
File: 233 KB, 1437x1077, 1623791133901.jpg [View same] [iqdb] [saucenao] [google]
7919316

>>7919259
Experimentation with recoil implementation. Which may be hit or miss but I kinda liked it since the weapon was powerful if you knew how to control it.
The machinegun had instant firing but recoil and the gatling gun had no muzzle climb but it had to wind up.

>> No.7919324
File: 4 KB, 131x110, yep.png [View same] [iqdb] [saucenao] [google]
7919324

>>7919313

>> No.7919338
File: 148 KB, 358x300, icon_of_grin.png [View same] [iqdb] [saucenao] [google]
7919338

>> No.7919375
File: 1.00 MB, 1920x1080, dumblauncher.png [View same] [iqdb] [saucenao] [google]
7919375

>>7919313

>> No.7919382

>>7919259
Even better question - why doesnt the damn minigun do the same or worse???

>> No.7919383

I'm pretty new to Boom mapping:
Is there a way of making a floor raise or lower after killing monsters? Or at least having the trigger somewhere that you can't just run over a line or up to a switch before having at least killed *something*?

>> No.7919404
File: 6 KB, 205x365, BOSSC1.png [View same] [iqdb] [saucenao] [google]
7919404

>>7919383
>Is there a way of making a floor raise or lower after killing monsters?
You can use dehacked and give a monster a KeenDeath state so it will open all doors tagged 666 when all the things of the same type die. I imagine it's more suitable for a boss-tier monster.
>Or at least having the trigger somewhere that you can't just run over a line or up to a switch before having at least killed *something*?
Block it with a baron

>> No.7919431

>>7919382
Because then nobody would use it. As I posted earlier it needs the spin to activate so you either suck up the recoil or suffer the spin.

>> No.7919445

>>7919404
Ok, so no way of doing that "normally". Well, have to think of something else, then.

>Block it with a baron
You cheeky cunt

>> No.7919458
File: 1.42 MB, 2000x1558, Tyrannus.png [View same] [iqdb] [saucenao] [google]
7919458

>> No.7919484

>>7919445
Yea remember that Pacifist speedrunning is a thing, and your map can sometimes be broken in funny ways by it
https://youtu.be/JXT2-4FKXcQ
You can use shootable switches to lock the player into the start to force him to shoot and alert stuff to make sure your teleport ambushes still work for example

Doom 64 let's you make triggers that work after specific monsters are killed, so that's a possibility

>> No.7919510
File: 32 KB, 492x403, Jason_Voorhees_002[1].jpg [View same] [iqdb] [saucenao] [google]
7919510

Here's the shit for next Sunday Night Shitshow.
https://www.mediafire.com/file/eid61hk8x4p7h10/SNS_stuff.zip/file
From SNS stuff\SNS Playstation + Xbox Doom\No rest for the living + xbox maps.zip, load Xbox SSG sounds.wad, SEWERSXB.wad and Sigil.wad (download seperately). Then we'll reset the server and play Preacher.wad.

>> No.7919525

>>7913508
Might just need the compat_useblocking = 1 flag in MAPINFO

>> No.7919530

Is Blood: Fresh Supply acceptable to engine autists, or do I need to dig up an older version of the game?

>> No.7919534

>>7919530
Blood Fresh supply is not acceptable to engine autists. Use NBlood, or BuildGDX. FS is just fine for the layman, however.

>> No.7919565

>>7919530
Its worse than BuildGDX and NBlood in practically every way, and it costs money. Theres no reason to use it.

>> No.7919581

>>7919247
That dude looks like he's seen some shit

>> No.7919604 [DELETED] 

Is Hexen really as bad as civvie11 makes it out to be?

>> No.7919607

>>7919604
it's more of an acquired taste

>> No.7919617
File: 360 KB, 1450x2048, 1568088344357.jpg [View same] [iqdb] [saucenao] [google]
7919617

>>7919510
>>7919125
hey uhhh sorry guys i just need a teeny tiny bit more time because after this FNF, things related to my internet is severely hindering my ability to do stuff, I promise vrskins3.9 will be officially announced RIGHT AFTER the next SNS, in the mean time for those of you that want to add skins to vrskins3.9 use this extra time to polish up ur skins to the best they can be! (also if someone could make a Bury Pink skin that would be great)

>> No.7919669 [DELETED] 

>>7919604
Pretty much
He gave himself unnecessary pain playing on skill 5, but it's kind of a grab bag of shit and only getting four weapons per class gets old fast

>> No.7919695

>>7919604
I want to say no but I never got past the second hub so how much could I really like it if I found it too tedious to play again? It's on the cusp of being good but has some obvious issues. Then again, no, it's pretty awesome. Just know that enemies are tanky, and progression is obtuse. Though by the end of the first hub you sort of understand the logic of it. Someone here once said something about how it's hard to convey to the player exactly the logic of the progression but it all starts to make an intuitive sort of sense. You're never totally lost, you always have an idea of what area you're supposed to be in. Really I should have let myself use more saves, I was just getting annoyed about dying to some platforming mishaps in the second hub. You know what, Hexen is based, I'm gonna load my save up tonight.

>> No.7919734
File: 932 KB, 1280x720, 1600419290896.jpg [View same] [iqdb] [saucenao] [google]
7919734

>>7914874
>wanting a new Duke Nukem with Gearbox in control

>> No.7919758
File: 43 KB, 750x749, caco.jpg [View same] [iqdb] [saucenao] [google]
7919758

Can someone make a wad where, if you can jump down onto a cacodemon, you can grab its horn like a horses reign and fly it around for a while

>> No.7919768

>>7919604
Are mods just deleting every post that mentions civvie? Come on dude, its not drama or offtopic to discuss this, people are trying to discuss the game.

Anyways, no. You just need to be in a different mindset than you normally have for Doom. And dont play on the hardest skill as the weakest class like he did.

>> No.7919785
File: 26 KB, 433x380, 1414978253315.jpg [View same] [iqdb] [saucenao] [google]
7919785

>>7919758
You could set it up so it has a bump special which causes you to morph on touch, but I don't know how you would set it up so it would detect if you jumped on top of it.

Maybe you could have a second entity which sticks to the top of its head which has a bump special instead?

>> No.7919819

>>7919785
i duno but it sure would be a cool mod

I just had the idea playing a map with a lot of vertical and thought, this would be revolutionary

>> No.7919871

>>7919128
Took me a few tries but it's not that bad since you can use an overlay automap on modern ports. Wow

>> No.7919902
File: 2.36 MB, 960x540, i can see up into his exhaust pipe.webm [View same] [iqdb] [saucenao] [google]
7919902

>>7919758
Back when Sgt. Mark was experimenting with a bunch of different vehicles, like motorbikes and tanks, on a suggestion he made a rideable Caco.
No idea if he still has the stuff for that.

>> No.7919905 [DELETED] 

>>7919902
Didn't Kura draw the rideable caco before her previous breakdown?

>> No.7919934
File: 98 KB, 679x820, Guardian.PNG.png [View same] [iqdb] [saucenao] [google]
7919934

Violent Rumble anon here... Does anyone know for certain if the Guardian in DOE teleports *himself* in addition to spawning lesser clones? I'm trying to figure out if I broke something or if the terminology in QC is just misleading.

Guardian plasma and bouncy laser options coming soon.

>> No.7919982
File: 43 KB, 264x263, smug fishman.png [View same] [iqdb] [saucenao] [google]
7919982

>> No.7920005

>>7919915
She just had a bit of a mental breakdown. There isn't much else to learn.

>> No.7920006

>>7919734
Well, what If they got Levellord and Allen Blum to make another episode.
>>7919902
You know Mark seems to have real talent, god wonders why he's wasting it on Vietdoom or whatever the fuck it's called.

>> No.7920026
File: 55 KB, 1600x1200, not so smug now.png [View same] [iqdb] [saucenao] [google]
7920026

>>7919982

>> No.7920027

>>7920006
speaking on that how big a pile of shit is the raze source port
>doesn't recognize other Duke 3d GRP files
>Can't load mods what so ever for Duke 3d
>Doesn't recognize SSI files from the actual expansion pack discs for Duke it out in dc and Lifes a beach
I mean theee only fuckin thing its got going for it is it can play world tour out of the box and it cant even do that right

>> No.7920039

>>7920027
It can't even load vanilla user duke 3d maps that have no new assets at all

>> No.7920082

>>7917392
Are you ready for the next stream anon, or did you catch E. Coli from playing with too much shit?

>> No.7920083

>>7920082
Not today, sorry Anon. Got some work related shit I need to sort out. I'm down for tomorrow though.

>> No.7920086

>>7920083
Okay, take care buddy

>> No.7920107
File: 78 KB, 125x165, 1528515875192.gif [View same] [iqdb] [saucenao] [google]
7920107

>>7920086
You too, Anon.

>> No.7920178

SiN Reloaded is coming along nicely, it seems.
https://twitter.com/pripyatbeast/status/1411082784047734788

>> No.7920243

>>7912345
How do I get the yellow key from the morgue with the Arachnotrons?
i have blue and red keys and murdered everything in sight except a distant roof top NE with Imps and a Knight that has a spike fence that blocks their shots.
There's a blood wall in the morgue but no clue how to lower it.

>> No.7920259

>>7912345
>>7912345
Since nobody bothered to post it, here's a link i grabbed from an archive of the forum post:
http://www.mediafire.com/file/5pc5tqsovqfwghn/MoldyOldVoid.PK3/file

>> No.7920291

>>7918420
It isn't that it is a jank source port, these "puzzles" are just scouring levels to find one or many switches to let you progress. They aren't always more in the open like other FPS games and it is tiring when you come off of any other retro FPS game. You may have the tolerance for it, but most people don't.

I'd rather play Heretic.

>> No.7920292

>>7919695
Hexen is interesting, but it needs better level design, and better puzzles. More interesting level scripting and such.
If you made the puzzles logical, and not switch hunting, but not too complicated, you'de gave something. Less backtracking on the levels and more opening up new areas that interact with old areas. Raising and lowering water levels or solving a puzzle to collapse a cliff to provide a bridge. Work the puzzles into the level design.
As is it's just potential. I don't think any Hexen mod has done it "right" imo. They're all either simply pleasant (which is fine, but still falling short) or overbaked.

>> No.7920296
File: 183 KB, 800x1166, turok booty hunter #6.jpg [View same] [iqdb] [saucenao] [google]
7920296

>>7919458
Nice

>> No.7920312

I like level design that is balanced with medkits and green armor, and soul spheres and mega armors are secrets instead of required to survive.

>> No.7920316

>>7920178
>can't even open the maps
Jesus.

>> No.7920326

>>7919617
Does anyone have a tutorial for how to actually make the skins?

>> No.7920374

>>7920326
Take your player sprites, rename PLAY to something unique, assign the rotations. Make a SKININFO lump and put the skin's title and spriteset. If you have custom sounds, assign them according to the stock player sounds. Don't forget to put your sprites between S_START and S_END markers.

>> No.7920378

>>7914874
Randy still sitting on Duke i.p.

>> No.7920389

>>7920316
I don't think that's the problem they have, come on. Stephen mostly talks about lighting stuff there, so I assume they either have no idea how to fix whatever problem they got or the person who usually dealt with that can't do the job due to Covid or something like that.

>> No.7920391

>>7920378
>Sue a man who's using his Duke money to pay for his wife's chemo
>Since he can't fight it in court, Randy essentially steals the entire Duke Nukem IP
>Then he makes World Tour and scrubs Megaton edition
>Now he just sits on the IP and won't do anything with it
I wish Battleborn killed Gearbox. Or that a rat would crawl up Randy's asshole and chew a hole in his intestines.

>> No.7920497

>>7919902
There's also a ridable bike in Ashes, and it's made in Decorate afaik

>> No.7920539
File: 1.77 MB, 800x450, hyperbursts are cool.webm [View same] [iqdb] [saucenao] [google]
7920539

I realized it was a bit of a problem that people could get the machine gun subweapon and just hold that fucker down to shoot as long as their ammo held out, so I did a quick adjustment to make it more fun to use.
I think I'm gonna make this thing kick upwards more at the end, I might give the charge shot some vertical kick too.

>> No.7920543

>>7920539
that looks sick, keep up the good work term!

>> No.7920546
File: 24 KB, 288x252, 1498016629903.jpg [View same] [iqdb] [saucenao] [google]
7920546

>>7920543
Listen here you little shit.

>> No.7920550

>>7920391
>>Sue a man who's using his Duke money to pay for his wife's chemo
Wait, what?

>> No.7920620
File: 18 KB, 340x299, spoop.png [View same] [iqdb] [saucenao] [google]
7920620

>>7919313

>> No.7920627

>>7919313
[doom.Autoload]
>Path=C:/Spel/Doom/gzdoom-bin-3-1-0a-x64/steve_flashlight_2018.02.12.pk7
>Path=C:/Spel/Doom/gzdoom-bin-3-1-0a-x64/TiltPlusPlusv1.5.pk3
>Path=C:/Spel/Doom/gzdoom-bin-3-1-0a-x64/SBrightmaps.pk3
>Path=C:/Spel/Doom/gzdoom-bin-3-1-0a-x64/gzd_brightmaps141.pk3
>Path=C:/Spel/Doom/gzdoom-bin-3-1-0a-x64/DOOMTESTB.wad
>Path=C:/Spel/Doom/gzdoom-bin-3-1-0a-x64/PunkSuicide.wad
>Path=C:/Spel/Doom/gzdoom-bin-3-1-0a-x64/mXhairs_2.1.pk3
>Path=C:/Spel/Doom/gzdoom-bin-3-1-0a-x64/precise-crosshair-v1.4.1.pk3

[doom.id.Autoload]
>Path=C:/Spel/Doom/gzdoom-bin-3-1-0a-x64/D1SPFX18.wad
>Path=C:/Spel/Doom/gzdoom-bin-3-1-0a-x64/D1DEHFIX.DEH
>Path=C:/Spel/Doom/gzdoom-bin-3-1-0a-x64/SBrightmaps.pk3
>Path=C:/Spel/Doom/gzdoom-bin-3-1-0a-x64/gzd_brightmaps141.pk3

[doom.id.doom2.Autoload]
>Path=C:/Spel/Doom/gzdoom-bin-3-1-0a-x64/D2SPFX18.wad
>Path=C:/Spel/Doom/gzdoom-bin-3-1-0a-x64/D2DEHFIX.DEH
>Path=C:/Spel/Doom/gzdoom-bin-3-1-0a-x64/SBrightmaps.pk3
>Path=C:/Spel/Doom/gzdoom-bin-3-1-0a-x64/gzd_brightmaps141.pk3

etc, etc

>> No.7920668

>>7920539
That is really, really cool.

>> No.7920672

>>7919313
>pistolstart.pk3
Just map "map *" to del or something my dude

>> No.7920691

>>7920672
Why have a quit menu item. Just unplug your pc my dude.

>> No.7920732

>>7920672
I wish more ports would do what Crispy, Woof, and PrBoom+ UM do, by having -pistolstart as a parameter.

>> No.7920843

>>7920732
Every port should have it as a toggle at the difficulty level menu, along with a toggle for fast monsters and multiplayer spawns, so that you can just choose what you feel like on the fly.
Maybe I play continuous usually, but today I wanna pistol start? Work on it, Graf et al

>> No.7920920
File: 2.67 MB, 1280x960, burstpopdeflate.webm [View same] [iqdb] [saucenao] [google]
7920920

Heeded anon's advice (and stole his code) and made the balloon creature deflate and detach from the mask.
This leads to the creature floating around until it hits the ground and also to the mask falling down and, upon hitting the ground, toppling over.

>> No.7920924

>>7920920
I also have to add, it's not finished yet, I still need something for when it detaches/explodes because as you can see right now it's just the balloon blowing up and then instantly vanishing.

>> No.7920925

>>7920920
maybe make the clown mask tilt a little in the hair and then finish the rest of the animation when it falls down.

>> No.7920928

>>7920925
I had that at first, but it looked dumb.

>> No.7920948

How do you make raw input work with Half Life mods?
Rinput seems to work but I don't want to have to run a separate program every time I start a game.

>> No.7921068

>>7920550
Seconding this - WtF???
This honestly sounds beyond sub-human dickery if thats actually true

>> No.7921114

>>7919934
Main problem regarding the Guardian enemy/boss monsters is, theryre actually ~4 seperate entites witb the same model just with different HP values - boss type Guardians can indeed summon lesser variants, if I read their QuakeWiki entries correctly - check it out yourself:
http://quake.fandom.com/wiki/Quake%27s_Guardian

>> No.7921181
File: 2.91 MB, 482x358, avernum.webm [View same] [iqdb] [saucenao] [google]
7921181

Nobody posted screenshot saturday, so here's the map progression I finished and now will populate.

>> No.7921184

>>7921181
Looks great. Although imo the yellow key section is too short. It feels cheap get a key just to immediately get another key.

>> No.7921189

>>7920550
>>7921068
Prior to 3D Realms selling the Duke rights to Randi, Hendricks266 (dev of eDuke32), got legal agreement with them allowing him to port and publish a Duke Nukem edition that would have all the expansions ans well as games previously unreleased on PC, like Land of The Babes, Time to Kill and Zero Hour.
Randi decided he does not have to honor the 3D Realms agreements on the IP (he actually has to but this has to be settled in court), and threatens legal action against Hendricks through mails and twitter.
Since Hendricks does not have money to go to court, he had to withdraw and the porting projects were scrapped under threats of further legal action.

>> No.7921198

>>7921189
To be fair though you're treading on thin ice by making illegal copies of a game owned by someone else for profit, no matter what the money is going into. Should have used his talent on a more stable job like freelancing.

>> No.7921202

>>7921184
>It feels cheap get a key just to immediately get another key.
*laughs in E2M9*

>> No.7921206

>>7920378
>Randy still shitting on Duke i.p.
ftfy

>> No.7921208
File: 462 KB, 455x561, Fake+teetho+love+that+guy+btw+_ba87dca3c98ba3c60ea1a1cd611a0f58.png [View same] [iqdb] [saucenao] [google]
7921208

>be spider "mastermind"
>stand beneath a crusher

>> No.7921228

>>7921198
The thing is, he is completely in his right from a legal standpoint, he just has to fight a legal battle to enforce it, and Randi thanks to his money can easily drag it out to the point where Hendricks won't be able to sustain the battle.

>> No.7921253

NEW THREAD
>>7921245
>>7921245
>>7921245

>> No.7921261

>>7921198
>>7921189
Its mostly the anti-fanbase part about
>being this much of an uber-Jew regarding a 25yrs old videogame...
is what gets me the most about this - without EDuke the community support of the game itself would have been as dead as Blood was prior to the GDX sourceport/engine recreation.

^also keep in mind that probably noone would even give a toss about DNF without the reminder how great the previous game was - ad espacially after it was got known how ginormous fuckup it happened to be by all possible means...

>> No.7921614

>>7921189
>there's actually people who think that Randy shouldn't be executed with a belt sander