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/vr/ - Retro Games


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File: 111 KB, 1135x851, 1597540191684.jpg [View same] [iqdb] [saucenao] [google]
7940175 No.7940175 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>7934398

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.7940176
File: 706 KB, 1024x1024, vr info small.jpg [View same] [iqdb] [saucenao] [google]
7940176

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

1.4 beta: >>7922531
https://drive.google.com/file/d/1IFWI2-pNHMgRlr9FROacrQbyxs6mK9jI/view?usp=sharing

=== CURRENT PROJECTS ===
VIOLENT RUMBLE
Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest updates: >>7925293 >>7927245

VRSKINS 3.9 UPDATE
Reply to this post with skin submissions
Ends July 18th

=== NEWS ===
[7-09] Panzerchasm for Chasm: The Rift updated
https://www.moddb.com/games/chasm-the-rift/downloads/panzerchasm-03-with-music

[7-09] Cursed Land for Chasm: The Rift - released
https://www.moddb.com/mods/cursed-land

[7-04] Doomworld Mega Project 2021 begins
https://www.doomworld.com/forum/topic/123058-doomworld-mega-project-2021/

[7-03] Sigil 2 confirmed

[7-03] DBP37: AUGER;ZENITH released
https://doomer.boards.net/thread/2176/dbp37-auger-zenith

[7-02] Quake Alkaline devkit released
https://www.celephais.net/board/view_thread.php?id=62066

[7-02] Doom Vanilla Wad Pack updated to revision XI
https://www.doomworld.com/forum/topic/114671/

[6-30] Live Through Doom updated (but the guy fucked up the links)
https://www.moddb.com/mods/litdoom-survival-gameplay

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.7940193

HFFM on idgames when?

>> No.7940194
File: 8 KB, 204x140, revgimp.gif [View same] [iqdb] [saucenao] [google]
7940194

>>7940193
Shut up eggplant

>> No.7940202

>>7940194
Never.

>> No.7940206

>>7940168
i just tried it and it was the most confusing thing ive ever played

>> No.7940217
File: 44 KB, 379x67, Yqy3Ae2.png [View same] [iqdb] [saucenao] [google]
7940217

>> No.7940257

Chasm:the rift have a mouse issue for me
>It spinning around
>Try fix the mouse but it not work

>> No.7940286
File: 390 KB, 1200x1792, NICHOLAS JOIN MY DISCORD.jpg [View same] [iqdb] [saucenao] [google]
7940286

I can't get the music to work with PanzerChasm ahhhhhhhhh

>> No.7940294
File: 29 KB, 247x682, pfhorette.gif [View same] [iqdb] [saucenao] [google]
7940294

Duke couldn't handle this

>> No.7940307

>>7940193
Very soon.

>> No.7940324
File: 74 KB, 800x600, m_800.jpg [View same] [iqdb] [saucenao] [google]
7940324

Just discovered by odd coincidence that Marathon: Resurrection, the Unreal Tournament mod which remakes the entire original Marathon campaign, just received its officially final update, exactly 14 years after the most recent update. I vaguely remember some of the Pfhor having Skaarj AI, and that when you start the mod, the original "Somewhere in the heavens, they are waiting..." opening has appended to it "...and now they're pissed!".

>> No.7940330
File: 481 KB, 1024x768, pfhoryoureyesonly2.jpg [View same] [iqdb] [saucenao] [google]
7940330

>>7940324

>> No.7940337

>>7940075
BD got popular enough with game journos and let's players while HD is still relatively niche as fuck
It's the difference between YandeSim and Space Station 13

>> No.7940370

Any good Wolfenstein wads.

>> No.7940383
File: 2.94 MB, 640x360, Hideous Destructor, Cyberbullying.webm [View same] [iqdb] [saucenao] [google]
7940383

>>7940206
Hideous Destructor isn't one of those things you just pick up and play, it has a manual which you need to read, and then you've gotta set up binds (not all binds are critical, but some are). It's also not for everyone.

https://www.youtube.com/watch?v=jNTX38yJK4o

If you like the idea of Hideous Destructor though, and you're willing to invest the time into learning it, you'll probably love it.

>> No.7940412
File: 665 KB, 891x663, look at this fucking z fighting.png [View same] [iqdb] [saucenao] [google]
7940412

I was wondering how you achieved the effect you did in this map, and I went to look inside of it, and I'm even more confused than before. There's self-referencing sectors I think, but also multiple sectors occupying the same space?

>> No.7940414

>>7940383
not super interested n ARMA in doom as of now but love the trailer,loled at "you are not this guy (doomguy),or this guy (doomslayer),you are at best this guy (shows random uac guy from the moonbase in eternal)"

>> No.7940419

>>7940414
What makes it unique is that A, you still have evil demons from hell who can do bullshit devil magic to you (much worse than in the original game even), and B, you still have Doom level design. Combined with the realistic weapon handling, inventory handling, and wound handling, and it's a mix you don't find anywhere else.

>> No.7940424

>>7940419
You must be fun at parties

>> No.7940426
File: 12 KB, 162x176, disappoint.jpg [View same] [iqdb] [saucenao] [google]
7940426

>>7940419
>fps
>realism
Found the COD kiddie.

>> No.7940427

Wait, why do people not like HDest all of a sudden?

>> No.7940435

>>7940427
Contrarians.

>> No.7940437

>>7940424
>>7940426
There's many different ways to do a first person shooter, there are good realistic ones ones such as SWAT4. Also, Hideous Destructor isn't hyperrealistc either, you can bullshit so much before we even get into ridiculous sci-fi shit like Berzerk, or straight up magic.

>>7940427
Probably some irate faggot samefagging, given the comparison to Call Of Duty of all things, as if COD is even an iota as realistic as claimed, or that its level design isn't the worst kind of linear path crap.

>> No.7940439
File: 2.79 MB, 1024x576, water.webm [View same] [iqdb] [saucenao] [google]
7940439

>> No.7940443

>>7940426
Name a genre that has more potential to be realistic.

Third-person games give you unrealistic tactical advantages. Strategy games give you unrealistic remote communication.

>> No.7940448

>>7940443
Flight sims.
I don't give af about some autist trying to inject "realism" into what is essentially a 28 year old nerd brain fart about DnD campaigns, 80s horror and Metal music.

>> No.7940450

>>7940443
sims
roguelikes
wrestling games
rpgs
second life like games
vr shit
movie games like telltale
adventure games, like the ones where you play a detective solving murders
racing games
rocksmith

>> No.7940509
File: 2.73 MB, 1280x720, multiline.webm [View same] [iqdb] [saucenao] [google]
7940509

>>7940412
I'm surprised someone actually noticed. What you are looking at is 8 textures and two light levels applied to the same wall. A lot of people don't know you can stack multiple lindefs on top of each other to create some strange effects. This is a vanilla compatible trick I stumbled upon while messing around with older editors/nodebuilders. Newer editor don't like it when you do this. Here's a demonstration video using doombuilderx and the zdbsp nodebuilder specifically.

The middle textures will keep the light level of the walls they were dragged from, and with some fiddling you can apply those midtextures to an untextured wall. However, this will very often create sector index problems and visual quirks. The top of that particular wall for instance looks different in prboom+ compared to gzdoom. Floating stacked lines like in the video are easy, but I don't have a good method for making those more advanced kind of walls yet.

>> No.7940523

>>7940509
uh, hope I didn't break anything by building new nodes then

>> No.7940524

>>7940426
How is it anything at all like COD?

>> No.7940530

>>7940509
The fuck is this black magic?!

>> No.7940532
File: 207 KB, 647x439, Discord_yj2YCYNSLl.png [View same] [iqdb] [saucenao] [google]
7940532

>> No.7940630

>>7940257
change dosbox config

>> No.7940667

any mods where enemies with homing projectiles leave trails of some sort?
like the equivalent of fighting against a giant pencil in a drawing software program like paint

>> No.7940669

>>7940667
None that I can think of, but it should be pretty easy to do, make the projectile in question spawn an actor on every moving frame, and that actor has whatever graphics on its frames you want, for however long you want.

>> No.7940674
File: 14 KB, 250x188, 250px-FinalDoom-AmmoBox.jpg [View same] [iqdb] [saucenao] [google]
7940674

Why do you guys think about Final Doom?

>> No.7940676

How do you guys start a level? I've never done one before and I would like to try. I dont have anything particular in mind as far as ideas/gimmicks. I'm just not sure what to do after making a square room. Doesn't help that doom builder feels a little overwhelming as well. Any tips would be appreciated.

>> No.7940682

>>7940509
That's fuckin cool.

>> No.7940695

>>7940676
First you make square room, then you make it less square or connect it to another room.
Usually I start map with a few ideas in mind and improvise trying to bridge them together.

>> No.7940708

>>7940676
Once you learn how textures and linedefs work, you could try to make basic traps like walk-over lines that lower/raise walls. Doors are made a particular way, but you can make a traversable level without any of that fancy stuff. Maybe a simple square room that then has a large window pane you can walk out of into an ourdoor rocky area would be something to try to make.

>> No.7940726

>>7940324
I never heard of this. Is it good? And also does it have coop?

>> No.7940739
File: 826 KB, 1680x1050, 1613585472187.jpg [View same] [iqdb] [saucenao] [google]
7940739

>>7940324
>...when you start the mod, the original "Somewhere in the heavens, they are waiting..." opening has appended to it "...and now they're pissed!"
KEKSIMUS MAXIMUS

>> No.7940746
File: 182 KB, 400x252, romeromonitor.png [View same] [iqdb] [saucenao] [google]
7940746

>>7940676
You really need to analyze what you really like about different levels in the game, how they function and play, how are the combat encounters laid out, how is the exploration, how is the progression, how does it look and feel, etc.

>Doesn't help that doom builder feels a little overwhelming as well
Don't worry too much about that, you'll learn how it works soon enough. As far as First Person Shooter level making software, the Doombuilder family is very intuitive and straightforward.

Here's a few tips.
>Boom format I think is a good middleground, offers a few practical features missing from Vanilla, but without getting as complex and overwhelming as UDMF.

>You can alter grid size for when you want to make finer detail or adjust something carefully.

>You MUST test the maps in ports relevant to their format; if you're doing Limit Removing, you need to test it in something like Crispy Doom or PrBoom+, if you're making a Boom format map, you MUST test it in something like PrBoom+ or DSDA. I map in Boom format, and I do test in GzDoom, but I also test in PrBoom+ to make sure that everything works and looks like it should, this is because GzDoom lets you get away with a bunch of flaws which otherwise breaks the maps in other ports.

>The maps should be beatable without having to use saves, and without having to search for secrets. Implementing different difficulty levels is good, but not critical. Personally I prefer to mostly make the combat as challenging as I can handle without mid-level saves, and then I scale back monster encounters and scale up resources for lower difficulties.

>Ideally you should credit where you get any custom assets from, sprites, textures, music, etc, doesn't have to be absolutely meticulate, but if you got a .midi from say DBP21.wad, then mention that in the credits so that there's at least a trail to follow.

>> No.7940754

I just started going through Scourge of Armagon. Immediately, it feels better than vanilla quake. Filling it with soldier enemies is much nicer than fiends. I don't care for that new grenade launcher, but the laser gun is cool.
Lost Mines is probably the first level with a real sense of scale to it - movement there is a bit janky because of how sloped everything is, but that isn't a big problem. Having the lift at the end of the mine is good design too.

>> No.7940757

So I want to play some fucking Quake, but I know jack shit about the ports. Where do I start?

>> No.7940769

>>7940509
Purpose?

>> No.7940772

>>7940757
Man, if only there were some sort of video, conveniently linked in the OP, titled something relevant, like "so you want to play some fucking quake." That sure would be useful, wouldn't it?

>> No.7940773

>>7940754
Quake minus the supernatural aspect equals shit

>> No.7940779

>>7940772
Yeah... Too bad there's nothing of that kind around here.

>> No.7940782
File: 947 KB, 1062x956, 1571251608949.png [View same] [iqdb] [saucenao] [google]
7940782

>>7940754
>Filling it with soldier enemies is much nicer than fiends.

>> No.7940784
File: 285 KB, 1080x956, Screenshot_20210711_165354.jpg [View same] [iqdb] [saucenao] [google]
7940784

>> No.7940814

>>7940426
>military propaganda franchise
>realism

>> No.7940831

>>7940739
This guy looks familiar, I think I have him as a Quake 2 skin. What is this?

>> No.7940836

>>7940773
This.

>>7940754
Sounds like Quake 2 would probably be better for you.

>> No.7940838

How the fuck does Slade's Remove Unused Texture feature work?

>> No.7940840
File: 85 KB, 368x344, hunter.png [View same] [iqdb] [saucenao] [google]
7940840

>>7940383
>that webm where you turn into picrel with berserk
You know what? I think I'll try out HD.

>> No.7940847

>>7940773
>>7940836
I don't dislike the supernatural aspects at all - the atmosphere is one thing Quake absolutely nails.
A lot of the enemies feel bullet spongy though. You expend more effort/ammo on an individual enemy vs a bunch of soldiers and scorpions.

>> No.7940849

>>7940838
Goddammit Slade why are you retarded, why do you want to remove Switch textures and animated textures just because they're not directly placed in the maps? Why can't you fucking look at the ANIMATED lumps you stupid piece of shit?

>> No.7940851

>>7940847
>nooooooo I can't have to actually fight things, Ii want to faceroll everything with the SSG

>> No.7940853

>>7940754
SoA had Richard Gray as a level designer IIRC, the techbase maps blow stock Quake's out of the water

>> No.7940856

>>7940754
I like the laser because it actually gives you a use for the cells you constantly get from enforcers.

>> No.7940857
File: 2.63 MB, 1280x720, involuntary reflex.webm [View same] [iqdb] [saucenao] [google]
7940857

>>7940840
zerk is a hell of a drug

>> No.7940870

>>7940857
>berserk lets you zip up walls like a monkey
I learn something new every time

>> No.7940873

>>7940840
I made a spray of a pounced hunter scaled to in-game size.
So I'd put it around a corner, people would shoot at it and I'd ounce them. Lotta fun.
I did the same thing in day of defeat with a crouched sniper spray.

>> No.7940875

>>7940773
>doesn't like Alkaline or Rubicon Rumble Pack
Heretic.

>> No.7940890

Ok, fuck it, whatever Slade does in trying to remove unused textures and patches ends up wrecking the texture lumps entirely, this feature is completely worthless, I don't know why it wouldn't fucking look at the ANIMATED lumps, that's such an obvious thing to miss.

If someone else wants to have a go at trimming out excess textures and flats, without breaking anything, they can do that, but I think I'll just go ahead and publish these here now as the final build, even if they're a little bit bloated, then we'll take a look at submitting some of these to iDGames.

>> No.7940891
File: 68 KB, 534x486, file.png [View same] [iqdb] [saucenao] [google]
7940891

>>7940851
Yes

>> No.7940895

>>7940891
This post is so low quality it hurts.

>> No.7940897

>>7940895
agree
should have posted a kinofabino pic instead

>> No.7940905

>>7940857
Poor Kegan, in the wrong place at the wrong time again.

>> No.7940912

>>7940831
One of the previous works of that one crazy Estonian who did the remake of FinalDoom in Quake2 (the one with BFG turrets in Spider Masterminds bossfight level)

>> No.7940920

>>7940847
what's wrong with supernatural?
wouldn't that make your enemies stronger, thus making it more satisfying that you can kill them?

>> No.7940923
File: 3.22 MB, 2000x2311, 1613137706366.png [View same] [iqdb] [saucenao] [google]
7940923

>>7940176
Alright, ladydykes and gentlefaggots (and everyone else inbetween), this should be the complete and final versions of Hard Fast Faggot Maps!
>cool new sprites which all have perfect offsets
>bunch of new sound effects
>levels tested and fixed for bugs
>difficulty levels implemented

https://files.catbox.moe/2cvptp.zip
>HFFM V1.5 Uncut
The Right Version
Says faggot, has all the new monster sprites and sounds, has the Love Saw, has the dildo in the Caco's butt. iDGames will not accept this upload, this is for the trve fans.

https://files.catbox.moe/1lzt8l.zip
>HFFM V1.5 Cut
The version which protects the feelings of sissies, and the advertisers of Google and Twitch. Doesn't say faggot, has just a normal Caco, and has a normal chainsaw in place of the Love Saw.

https://files.catbox.moe/io4k6i.zip
>HFFM V1.5 Stripped
The completely stripped down version, this one has none of the new monster or item sprites, and near none of the new sounds. This exists for 1, better compatibility with some gameplay mods, and 2, fucking boring people.

https://files.catbox.moe/ffr0gd.zip
>Hard Fast Party Pack!
This is the standalone (gay).wad with all the monster and item sprites, and all the new sound effects. If you want to make other levelsets just a little bit more manly, or maybe make mods like Hideous Destructor what they always ought to have been, then this is for you.
Uses the paletted Love Saw by default, but does include the truecolor .png Love Saw sprites to show it off in all of its glory.

Enjoy, have fun, and be proud of who you are!

>> No.7940930

Aww, the Mars symbols didn't come through in the post :(

>> No.7940934

>>7940695
>>7940708
>>7940746
Thank you for the advice. I'm gonna sit down later today and really crank something out. If I feel it isn't absolute toddler tier trash I may post a tester with what I'm sure will be a few questions. Thanks again for typing that out. Solid advice

>> No.7940937

https://github.com/TheBearProject/UnrealEngine/tree/403fe5ebdd2a4dd755a7e25b856443af1d770854

Is this legit?

>> No.7940945

Man, its interesting looking at 90's megawads, and finding that a few of them wouldn't give the player a single rocket launcher or plasma rifle until somewhere like map07, and they generally promoted shotgun only gameplay for the most part.
Where as modern wads often have rocket launchers and plasma rifles appearing pretty early on, and often even have fights where using a non-shotgun weapon is more viable.

>> No.7940970

poor rattie :(

>> No.7940975

>>7940970
Who?

>> No.7940978

>>7940975
the rat in OP's pic

>> No.7940979

>>7940970
This isn't /twg/

>> No.7941003

>>7940912
I swear that Ive already seen this crappy texurework ages ago, but that Knight monster is something new to me - whats this mod / mapset called?

>> No.7941005

>>7940923
Cool. Soose I'll get around to playing it.

>> No.7941020 [DELETED] 

>>7940448
ok retard

>> No.7941041 [DELETED] 

>>7941020
ok newfag

>> No.7941082
File: 15 KB, 299x299, HUH.jpg [View same] [iqdb] [saucenao] [google]
7941082

I tried getting into vanilla Quake but none of it is clicking for me like Doom does. Movement and weapons feel off (why does the SSG feel so wimpy?).

But I want to play Arcane Dimensions because it looks amazing. Should I just play through vanilla and get the feel for the game and then jump to Arcane? Or just dive in with Arcane?

>> No.7941085

>>7941082
>(why does the SSG feel so wimpy?)
Because the Doom SSG is stupidly overpowered and you've been warped by it.

>> No.7941096

>>7941082
It's not the SUPER shotgun, it's only the DOUBLE shotgun, kapische?

>> No.7941106

>>7941082
Another one filtered

>> No.7941127

>>7940746
GZDoom fucks up voodoo scripts if the trigger is close to the wall at the end of the conveyor belt, while prboom works correctly - you should ideally test in all engines that are popular with people

>> No.7941130

>>7941082
Quake's shotgun is basically like a slightly better version of Doom's pistol, and Quakes double barrel is similar to Doom's regular shotgun.

>> No.7941134

>>7940532
Underrated post

>> No.7941135

>>7941082
Don't main the double shotgun because its not what doom's SSG is - use the grenade and rocket launchers and super nailgun as your main weapons - shotgun for lesser foes

>> No.7941136

>>7941127
I always give plenty of space for the doll to clear the linedef all the way, so that hasn't been a problem for me after the first time.

>> No.7941137

>>7940920
rangerchama, your reading reps...

>> No.7941140

>>7941082
>why does the SSG feel so wimpy?
same dps, half the downtime

>> No.7941146

>>7941136
Usually did too, until I didn't once and all people who played my HFFM map on gzdoom got stuck. Pretty irritating, but you gotta take it into account that different engines may fuck something up, and even if its not your fault you need to clean it up, and do it for free

>> No.7941157

>>7941146
I always make sure to test in GzDoom as well, because the port is popular.

>> No.7941169

>>7941082
the SSG in quake isnt the best weapon in the game 70% of the time,so it isnt going to be as strong

>> No.7941201
File: 1.18 MB, 2560x2646, 1604196085061.jpg [View same] [iqdb] [saucenao] [google]
7941201

Look at those cool emerging daemon-wall textures that have never been implemmented - is there any way to make an 'one-time' only animation sequence in the Quake1 engine even?

>> No.7941217

>>7941201
Where can I find these?

>> No.7941226

>>7941201
Hm... Not easily if you want it to end at a different frame than you started. Animated textures switch between animation states (+012... and +abc...) when used. You could trigger a func_wall with the animation, wait for the amount of frames it lasts, and then trigger it again. Then it will revert to the original frame.

Maybe instead of triggering it again, you could killtarget it, revealing another wall with the desired end frame.

>> No.7941248
File: 51 KB, 600x375, XCZXyMWE1Ji74wwaqAwLKw.jpg [View same] [iqdb] [saucenao] [google]
7941248

>>7941003
Allegedly its a remake (kind of - its more of a revamp honestly) of the infamous Juggernaut for Q2 addon - kind of interesting in places (thanks to Lazarus features & the KMQ2 engine mostly) but of all downloads for it that I ever found since 2012 for it each lacks a crapload of textures and few monster model skins (including the final boss) - also the same bug present in Doom remakes originates from here (no save possible in most maps)

>> No.7941261
File: 78 KB, 1200x674, tfw she asked if you're that ones who made DOOM.jpg [View same] [iqdb] [saucenao] [google]
7941261

Have the classic iD guys ever been seen together in recent years? Is Carmax still friends with Romero, Adrien and Peters? I see them all recollecting over recent years but I was just curious if they're still friends?

>> No.7941276

>>7941226
You mean doing a Doom64 thing where the walls blocking a junction pretend to move towards you when in reality its just a series of identical walls sections droping in a row - each one a bit further in your face - all in an incredibly quick and barely noticable manner?

>> No.7941282
File: 443 KB, 1920x1080, fucked.png [View same] [iqdb] [saucenao] [google]
7941282

>>7940523
>uh, hope I didn't break anything by building new nodes then
You did, a lot. Why exactly did you need to change my map now? If you tell me what was wrong I'll upload a proper fix.

>> No.7941284

>>7941261
Petersen still talks very highly of all the id guys except for one who can't be named.

>> No.7941286

So what's the real date of this port?
https://www.mobygames.com/game/3do/doom
https://doomwiki.org/wiki/3DO
https://tcrf.net/Doom_(3DO)

>> No.7941287
File: 188 KB, 1440x1080, doom03.png [View same] [iqdb] [saucenao] [google]
7941287

>> No.7941291
File: 12 KB, 300x225, 5EDEAB6E-6621-4179-966D-CB2356828A1D.png [View same] [iqdb] [saucenao] [google]
7941291

I dont care if Doom has spoiled me, it feels like garbage.

Also again, should I just go for Arcane Dimensions?

>> No.7941292

>>7941284
Tim Willits appears to be quite the shrub, but what did he really achieve by fucking over Sandy and Adrien?

>> No.7941303

>>7941291
No. Just stop playing.

>> No.7941304
File: 305 KB, 767x813, 1623706198343.png [View same] [iqdb] [saucenao] [google]
7941304

>>7941291
No, Niggur. Quake has the best level design out of of the 90's Id games.

>> No.7941306
File: 21 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
7941306

>>7940175
/doom/ Challenge #3: Geroxe Bibox Malax

Pwad: Preacher
Map 06: Noir
Author: Darch
Category: UV-Speed
Goal: Any% Any time
World Record: None (UV-Max in 9:20)

I didn't have time to prepare a new demo (unless you want more Scythe UV-Fasts), so here is an old demo from my stash.
I tried to remember all the secrets but failed, so my time should be easy to beat: https://files.catbox.moe/j51cif.lmp

Reply to this post with demos, and suggestions for future challenges.

Previos thread's winner:
Scythe Map03 UV-Fast in 1:04 (new world record) >>7937653

>> No.7941308

>>7941304
Quake had great levels, but that's like saying a ruler has the best numbers in the alphabet.

>> No.7941319
File: 1.37 MB, 1102x605, BRO.png [View same] [iqdb] [saucenao] [google]
7941319

attention doomfags
you have just been drafted
the next map/mapset/wad/megawad/whatever you play you must do the following:
If you are a vanillafag/purist, pick a gameplay mod to use
If you are a modfag, play purist (no mouselook, no jump, default HUD, etc)

>> No.7941325

>>7941304
Thats like winning the retard olympics. Doom E1 was their peak in level design.

>> No.7941327

>>7941308
he's right tho

>> No.7941328

>>7941286
download one of the ISOs, open with a 3DO file system browser and examine the build dates of the binaries.

>> No.7941330

>>7941325
t.NPC

>> No.7941331
File: 482 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
7941331

>> No.7941332

>>7941325
>E1
E1 of Quake utterly trounces E1 of Doom in terms of great level layout and encounters, and then the other 3 episodes do the same thing in being better than anything in OG Doom 1/2 by a country mile.

>> No.7941337

>>7941319
I already play a balance of vanilla/modded and I will continue to do so.

>> No.7941341

>>7941282
Gee.. that's another case of someone else who playtest with fucking Gzdoom.

>> No.7941362

>>7941332
Sure ALFo

>> No.7941363

>>7940769
He showed the purpose. To have multiple textures occupying the same space, and to have a single line trigger multiple things at once.

>> No.7941364

>>7941362
The only true superiority base Doom has over Quake is the Chain/Plasma rifle over the Nailguns. The Nailguns are cool, but they don't have the same level of utility and pros/cons that the automatic weapons of Doom have.

>> No.7941368
File: 257 KB, 1097x723, 9C49306F-A812-4647-ADE8-CEED3218D4D4.png [View same] [iqdb] [saucenao] [google]
7941368

>>7941332
>trounces E1
Kek, get the fuck out of here

>> No.7941371

>>7941368
A better boss than the Bruiser Brothers

>> No.7941378

>>7941261
Tom Hall and John Romero always got along, they probably meet regularly. American McGee runs a studio in China, Adrian Carmack runs a hotel in Ireland, and Shawn, I have no fucking idea where Shawn Green is, I have this vague suggestion in the back of my head that he went to Himalaya or something to be a monk, which sounds surreal, and I have absolutely nothing to back that up, just vague associations in the back of my mind.

Kevin Cloud still works at iD, as does Donna Jackson, presumably doing what they always did, Tim Willits 'resigned' for bungling Quake Champions and works somewhere else now, to somewhere else's great horror, and Bobby Prince is a chicken farmer, recovered from stomach cancer a couple years back. John Carmack is still in Texas and still works with VR and computer science stuff. Dave Taylor I think went to work for Microsoft at some point (he was only ever hired temporarily). John Andersen made one official level for Ultimate Doom, then worked on stuff like Doom Builder, not being heard from again for MANY years, then died a couple years back (someone once suggested he was hiding from the feds for some reason, no idea where they get that from).

Paul Steed died, officially from a heart attack, while someone else suggested it a suicide, possibly murder (sounds fanciful, but never underestimate how absurd reality is). Big shame. Todd Hollenshead I think is still actually around, either at iD or at a company which they work with commonly. Jaw Wilbur works at Epic Games these days, draw your own conclusions about him from that, and Mike Wilson is at Devolver these days.

And then Sandy Petersen, he went on to work on a bunch of other videogames after iD, and in recent years have gone back to boardgames and pen & paper games.

>> No.7941379

>>7941371
On UV it at least gives some degree of challenge because of the spectres. Also the sheer spectacle of arena changing is great.

Chthon is just running around a box a few times. Boring.

>> No.7941380

>>7941371
>Doesn't even move
>Throws similarly basic projectiles
>No adds to make killing him more difficult
>Just push 3 switches 3 times lmao
He's not even a boss, he's a level setpiece at best.

>> No.7941383

>>7941363
Looks buggy

>> No.7941384

>>7941282
Well fuck. I don't even recall what it was that I did (maybe difficulty levels?), I guess I better put the old version back.

>> No.7941387

>>7941380
His projectiles track you. And even with that simplification, its still more of a complex boss fight.

>> No.7941390

>>7941371
Sandy Petersen recently talked a bit about the potential Q1 bosses that never were.

>> No.7941392

>>7941383
>All 3 textures render correctly
>All three walkover functions operate correctly
>Looks buggy

>> No.7941394

>>7941378
>I have no fucking idea where Shawn Green is, I have this vague suggestion in the back of my head that he went to Himalaya or something to be a monk, which sounds surreal, and I have absolutely nothing to back that up, just vague associations in the back of my mind.
pretty sure that's the case for some boomer shooter dev, can't remember if it was Shawn or someone else but I swear I've read that somewhere too

>> No.7941396

>>7941392
vanilla compatible?

>> No.7941402

>>7941387
>His projectiles track you.
I never noticed because they never hit me while I'm doing laps around his bathtub.

>> No.7941403

>>7941291
Try out any custom level that requires Tronyn's DrakeMod - the shotguns got their power roughly doubled in those maps

>> No.7941417

>>7941332
The only memorable part of quake e1 was the fiends introduction. Nothing else stands out.

>> No.7941418

>>7941378
Hollenstead is CEO of NERVE Software, he worked on the new ports.

Someone killed Paul Steed.

>> No.7941425
File: 516 KB, 800x652, unreal.png [View same] [iqdb] [saucenao] [google]
7941425

>>7940937
Jesus Christ, it actually works.

I can't get it to load anything else, though.

>> No.7941427

>>7941384
Here use this one while you're at it.
https://files.catbox.moe/dux6uo.wad

I just rebuilt the nodes and it was fixed. I also fixed a hom I forgot about and added a cyberdemon for good measure. I wanted to do those things anyway so this should be the final version.

>> No.7941432

>>7941427
Alright. Why is it 22mb? The uncut version of HFFM itself is just like 8mb.

>> No.7941434
File: 128 KB, 1716x1151, 1621132739493.jpg [View same] [iqdb] [saucenao] [google]
7941434

>>7941417
>The descending rampway of Quad Damage Destruction in Slipgate Complex
>starting Castle of the Damned and being met with the Ogre, as well as the ambush by the Knights
>The Zombies rising from the water in Necropolis as well as being blindsided by the Shambler
>Diving underneath water and waylaid by Great Knights in Grisly Grotto
>The entirety of Ziggurat Vertigo
>Rocket Jumping in Gloom Keep, slaughtering the almost the entire lower castle, and then turning an ambush by Fiends and a Shambler into a one-sided bloodbath
>The multitude of tricks and traps in The Door to Cthon. Running down a spike hallway flanked by Ogres
>Cthon himself rising from the lava and hurling orbs of deadly lava at you, before frying him to death and watching him sink back in
Fuck you

>> No.7941442

>>7941432
Uh. Not sure. The original is 22mb for me. Only map 18 is different so you should just be able to extract that.

>> No.7941445

>>7941442
I'm was being a retard again, ignore me.

>> No.7941452

>>7941378
crazy shit, I wish they'd do some sort of reunion and plan out a 9-lelve DOOM episode like Romero's Sigil just for the hell of it, I know Romero and Peterson would be down.

>> No.7941456

I want to make more maps for my wad, but all my ideas inevitably lead to a building with internal courtyard. What do I do?

>> No.7941457

Is it possible in GZD to make images appear like a palette flash or text?
So if instead of simply printing "YOU ROCK" I want to have a picture with something; or have a ghostly face appear and disappear for a moment when picking up an item.

>> No.7941469

>>7940937
The Unreal v200 source has been floating around for a while now, I guess this absolute madman cleaned it up a bit and made it build with VS2019.
Looks like all the proprietary shit like Galaxy Audio and the SGI GL renderer was taken out as well.

>> No.7941484

Which way should I go about making new/custom monsters using a ZDoom based port?
I see a lot of different options, like ACS scripting, DECORATE, lots of other things, and idk what the best/"proper" method is.
In the past, people have told me to discard ACS scripting for anything other than super basic level stuff.

Are there any good guides on making custom content in ZDoom?

>> No.7941485
File: 2.50 MB, 3810x2160, phobosv14k_WATERMARKED_compressed-min.png [View same] [iqdb] [saucenao] [google]
7941485

Phobos Anomaly render by me

>> No.7941487

>>7941332
I also prefer Quake 1 because I like the fights and scenarios in it better, but I like the puzzles and enemy variety better in DOOM 1 and especially DOOM 2.

>> No.7941489

>>7941456
Come up with a name for a wad themed around buildings with internal courtyards.

>> No.7941495
File: 187 KB, 628x480, Billy_Herrington_Billy_Herrington's_Body_Shop.png [View same] [iqdb] [saucenao] [google]
7941495

>>7940923
>>7940176
Because I'm a retard who broke Map 18, here's the Version 1.6 builds!

https://files.catbox.moe/cb6th6.zip
>HFFM, Uncut, Version 1.6

https://files.catbox.moe/oyhar6.zip
>HFFM, Cut, Version 1.6

https://files.catbox.moe/udk919.zip
>HFFM, Stripped, Version 1.6

https://files.catbox.moe/57s3is.zip
>HFFM, Party Pack, Version 1.6

I have been a naughty boy, and it's pertinent that I am punished.

>> No.7941497

>>7941456
Sewers, road checkpoints, surrounding office buildings, bunker complexes. In my head I'm picturing a prison complex so I'm thinking the kind of stuff I saw in OITNB and Wentworth.

>> No.7941515

>>7941484
Because it depends on what you want to do, there is not "proper" method. If you want backwards compatibility, use Decorate/ACS; if you want to make it Zandronum compatbile, you have to use some rather old version, which is quite a big understaking in and by itself.
If you want to make crazy shit, you would probably bite the bullet and try ZScript, as Decorate/ACS in combination can do some crazy shit too, but for the price of an immensely blown up code.
If you just want to make e.g. a Zombieman that shoots fireballs or have a pistol that shoots rockets, you can safely stick to Decorate; as it's enough for that and it being deprecated doesn't mean it won't work anymore, just that it won't get new features.

>> No.7941554
File: 1.79 MB, 1920x1080, symmetric start.png [View same] [iqdb] [saucenao] [google]
7941554

One of Romero's level design rules is to make the start of the map visually impressive. Here is my attempt to make a cool-looking center of a map. Any texture suggestions?

>> No.7941556
File: 232 KB, 717x864, sexy sandy.png [View same] [iqdb] [saucenao] [google]
7941556

>>7941495

>> No.7941561

>>7941554
Brick is probably fine. considering your star seems to align perfectly with window, you may change the lower texture everywhere to something else.

>> No.7941562

>>7941554
how many suggestions or rules did he come up with, again?
because i feel like there's some that aren't even in that one video by chubzdoomer or something

>> No.7941563

>>7941554
Maybe some fleshy/skin kind of textures to mix with the green brick?

>> No.7941571

>>7940176
>[7-09] Panzerchasm for Chasm: The Rift updated
>https://www.moddb.com/games/chasm-the-rift/downloads/panzerchasm-03-with-music
>[7-09] Cursed Land for Chasm: The Rift - released
>https://www.moddb.com/mods/cursed-land
Fug, that's pretty neat. Didn't think i'd ever see any kind of stuff for Chasm and updates from PanzerSchreck.

>> No.7941572

>>7941554
I would maybe make the walkways some kind of metal. That way it looks like the structure was built into the blood pool that already existed.

>> No.7941582
File: 2.32 MB, 3810x2160, phobosv24k-min.png [View same] [iqdb] [saucenao] [google]
7941582

>>7941485
alt version

>> No.7941595
File: 1.60 MB, 1920x1080, firsttry.png [View same] [iqdb] [saucenao] [google]
7941595

>>7941563
Oh good idea. This is a previous iteration of my map that only had 4 spokes. The corner mancubi are revealed later on. I can try making the mancubi rooms fleshy

>> No.7941626
File: 258 KB, 640x480, 177442-turok-dinosaur-hunter-nintendo-64-screenshot-a-lava-jumping.png [View same] [iqdb] [saucenao] [google]
7941626

Is there a way that makes damage floors like lava and slime randomly spawn flames, puffs and bubbles over their surface? Like seen in Turok for example.

>> No.7941628
File: 308 KB, 1440x1080, doom05.png [View same] [iqdb] [saucenao] [google]
7941628

Thoughts on level names always being on screen on extended mode?

>> No.7941630

What makes a good quake map, to you? A lot of the originals turn into switch hunts. Often I found myself looping round the whole map a couple of times to get to that last stage.
Rarely was that an issue in Doom.

>> No.7941631

>>7941626
I think you need to fuck around in TERRAIN for that, but I recall seeing somewhere some kind of effects for smoke and steam and such, maybe it also had lava bubbles. I think it was on R667.

>> No.7941638
File: 1.10 MB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
7941638

>>7941572
attempt #1

>> No.7941639
File: 1.08 MB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
7941639

>>7941572
attempt #2

>> No.7941645

>>7941554
Looks pretty sweet already.

>> No.7941646

>>7941638
>>7941639
I like second better

>> No.7941657

>>7941639
nice, you're getting there for sure. the sky could use a new texture though

>> No.7941664

>>7941582
Baron on the left looks like he has the coomer arm

>> No.7941693

>>7941664
That is why melee attacks from Barons hurt so much.

>> No.7941694

>>7941082
Shotguns are the og Pistols in Quake, the Grenade Launcher is the Shotgun.

>> No.7941725

>>7940383
>it has a manual which you need to read, and then you've gotta set up binds (not all binds are critical, but some a
It pisses me off how badly gzdoom handles keybindings for custom actions, just why does it do it that way? Why not add hideus.roll.key to the settings, or to a per-mod separate config file with all of its custom settings?
Same thing with saves, swooshing them all together instead of making new folders for each load order. It just ends up being sucky as soon as a mod tries to change things past a certain point and prevents mods from being truly extensive because everything's handled in such ugly ways.

>> No.7941742

>>7941248
Neat reskin. Shame about the lock of downloads. I tried playing some of those Quake II expansions but saves and level transitions seem bugged with the souceports.

>> No.7941771

When's shitshow?

>> No.7941787

Where does modern Deus Ex modding community hang out? I'm a modeller and animator and I want to finish HDTP but I don't know where to look for resources.

>> No.7941809
File: 442 KB, 1440x1080, doom06.png [View same] [iqdb] [saucenao] [google]
7941809

C'mon guys its summer. Where's all the summer wads?

>> No.7941823
File: 1.66 MB, 1920x1080, horizontalspine.png [View same] [iqdb] [saucenao] [google]
7941823

>>7941563

>> No.7941824

>>7941495
based

>> No.7941846

>>7941809
Doom Noomum

>> No.7941878
File: 170 KB, 1242x780, upgradu.png [View same] [iqdb] [saucenao] [google]
7941878

>>7941645
TY. Hopefully it plays well. This is the original level:
https://files.catbox.moe/b88tjv.wad
I realized that five spokes is way cooler than four because Satan, so I'm redoing it. I didn't finish detailing it when I realized my mistake, but the gameplay is complete I think in terms of demonstrating the different monsters

>> No.7941882

>>7941878
aw shit.
It's Boom compatible, and requires extended dehacked. There is one single MBF21 bit, which is the cybruiser is a boss (full sound/rocket immune), but other than that, it's -complevel 9 with extended dehacked but officially -complevel 21

>> No.7941897

>>7940726
It does have coop. I enjoyed playing it a lot back in the day, it has UT controls so naturally it's going to be a bit more responsive/fast than the original game.

>> No.7941961

>>7941554
In each of those pools, place pillars on top of which are evil eyes and impaled humans

>> No.7941970

I want shitshow
I want shitshow
Shitshow, shitshow

>> No.7941972

>>7941378
>Kevin Cloud still works at iD, as does Donna Jackson, presumably doing what they always did
Kevin Cloud is a producer there of some sort, and probably just a general cairn to guide the company a little. Wonder if he still does anything in the art process.

>> No.7941980

>>7941292
High position at Id for many years, but whoopity shit.
I wonder if he became less of a cunt later in life.

>> No.7941984

>>7941897
Nice.
Thanks for letting me know.

>> No.7941990

>>7941469
That's lovely, but it just refuses to load anything I give it no matter what I do.
Trying to load stock maps throws an error, and anything made in Unreal Editor 2 outright crashes.

That cubic map with no lights is all I can get.

>> No.7942034

https://youtu.be/TZp-Gnwm8_8

>> No.7942042

>>7941639
Still watching your mathematical autism with great interest.

>> No.7942050

>>7942034
This is the opposite of progress.

>> No.7942063
File: 36 KB, 480x360, death4.jpg [View same] [iqdb] [saucenao] [google]
7942063

Working through Eviternity at a pace that is painful but still considered forward - On Map11 Wanderer UV - The mission remains clear.

>> No.7942116
File: 2.62 MB, 1184x666, 1612909030712.webm [View same] [iqdb] [saucenao] [google]
7942116

with gzdoom, how do i make it so when i die instead of taking me to my last autosave, it makes me pistol start the level?

>> No.7942119

>>7942116
Make a bind for "map *" and press that when you die instead of use

>> No.7942131
File: 1000 B, 61x128, mscomic_armando.png [View same] [iqdb] [saucenao] [google]
7942131

>>7942119
thx senpai

>> No.7942136
File: 623 KB, 1232x900, perpendicular angles.png [View same] [iqdb] [saucenao] [google]
7942136

>>7942042
Then you'll be pleased to know that I calculated the angles of the stairs so that the angles are exactly perpendicular to the walls, and 64 units wide, hopefully wide enough for an imp to use them (if he needs to). The original stairs looked janky because they were just aligned to the map grid like normal people do

>> No.7942137

>>7942116
You turn off autosaves

>> No.7942143

>>7942137
Even if you do that, if you make a save at any point, gzdoom will always autoload instead of pistol starting, even if it was five maps ago. It's fucked.

>> No.7942146

>>7942063
really like the determination
how hard are the new enemies for you?

>> No.7942151

>>7942136
This is the kind of dark number crunching that if you pull it off perfectly winds up rending open some nth dimension shit - I'm sure the tlc will be noticeable more in the /feel/ when you run around rather than actually understanding that all your surroundings are perfect.

>> No.7942158
File: 149 KB, 640x906, death11.jpg [View same] [iqdb] [saucenao] [google]
7942158

>>7942146
Not too bad - so far the only two I've encountered are the green demon and the Annihilator - The previous map had something like 3 or 4 of them spawn, and I had to use imps as fodder to block most of their offensive - energy cells seem to be the way to go if you've got them to spare.

>> No.7942160

>>7942143
Don't save then kiddo

>> No.7942163
File: 3.18 MB, 1200x1855, blasters of coom.png [View same] [iqdb] [saucenao] [google]
7942163

>> No.7942175
File: 43 KB, 280x350, Incoming-1998-cover.jpg [View same] [iqdb] [saucenao] [google]
7942175

>>7942163

>> No.7942189

>>7940175
anyone have a texture pack that has sand?

>> No.7942193

>>7942158
Aaaand literally my first encounter with the Astral demon - Alright, going to have to die to it a few more times to see how it moves.

>> No.7942204

>>7942158
ah,the annihilator kicked my ass from what i remember

>> No.7942206
File: 1.07 MB, 1920x1080, Screenshot_Doom_20210711_224800.png [View same] [iqdb] [saucenao] [google]
7942206

>>7942204
Daddy no like

>> No.7942217
File: 681 KB, 1920x1080, Screenshot_Doom_20210711_225131.png [View same] [iqdb] [saucenao] [google]
7942217

>>7942204
It is like your asking summoned all these new enemies.

>> No.7942224
File: 46 KB, 225x216, 1588358744635.jpg [View same] [iqdb] [saucenao] [google]
7942224

>>7942151

>> No.7942250
File: 138 KB, 1920x1080, Screenshot_Doom_20210711_230438.png [View same] [iqdb] [saucenao] [google]
7942250

>>7942217
Another one down

>> No.7942254

>>7942158
Annihilators are good for infighting because both of their attacks cause it, so rely on infighting for them most of the time.

Otherwise use rockets, not plasma. Some encounters are a game of peak a boo usually, dodge the rocket and shoot then hit cover (or if you're fast enough just peak and shoot then go back to cover.

>> No.7942272

What are some cool/fun weapons or weapon ideas? I'm trying to make my own retro FPS but all I've got are the bread and butter (melee, pistol, shotgun, full auto, rocket launcher) and I'm struggling to come up with anything cool.

>> No.7942275

>>7942272
The trick is to take those established tropes and put your own interesting spin on them, if you're gonna go off the beaten path you'll need to make sure it's relevant in your game, which means level and enemy design need to be taken into consideration there.

>> No.7942280
File: 1.26 MB, 1070x524, Thundergun Express.png [View same] [iqdb] [saucenao] [google]
7942280

>>7942272
Doom at its core has always been built around denying or creating space. I wonder if a gun that creates space without killing would fit in with Doom.

Imagine a thundergun that pushes away low and mid tier enemies that uses cell ammo. That'd be interesting to build around as a map designer.

>> No.7942282

>>7942272
Flamethrower. Semi-Auto Rifle that's not a shotgun, a good sword.

>> No.7942291

>>7942250
I don't know why, but I got really obsessed with trying to get this level down. I don't think very highly of it in the context of most of the other maps, but the way you explore it made me replay it numerous times.

I must've 5 hours just on that map, partly because of practicing it and it being a genuine difficulty spike at points.

>> No.7942297

>>7942250
pff,though you playing made me want to play the episode and its been really cozy.
also the green one is the last one before....ah,you'll figure it out soon enough

>> No.7942298

>>7942272
>https://www.youtube.com/watch?v=tf-xxGkkWPs
You should watch this. It'll give you some great pointers on weapon design.

>> No.7942309

>>7942280
Weird how COD Zombies always went crazy with special guns like that like it was an old school FPS but it still has the boring movement style of modern boots on ground military shooters

>> No.7942310
File: 3.02 MB, 1800x1862, quakecut.jpg [View same] [iqdb] [saucenao] [google]
7942310

>>7940176
Small Violent Rumble update:
>added commando model for grunts (progs/commando.mdl)
>added proper muzzle flashes to laser rifle / plasma rail
>laser rifle now emits light while charging
>charging the laser rifle now takes up to 3 cells (seemed a little too ammo-efficient)
>multi-grenades now split from direct impact (was simpler than I thought, apologies for autism)

The multi-grenade is now much more effective, being able to instantly kill an ogre with a direct hit while flinging a couple extra bomblets towards nearby enemies. I'll let you guys play around with that and figure out whether it needs adjustment or if map balancing of ammo/enemy counts is sufficient. Now back to the start map for now...

Fun fact: Quakespasm turns off weapon model interpolation on the firing frame via the muzzle flash, so the laser rifle and rail should feel punchier now.

>> No.7942327

>>7942309
I used to play alot of zombies and then got into Doom. I can't go back to it now because of how slow you move, its really jarring.

>> No.7942336

>>7942309
Didn't a lot of people who worked on Return to Castle Wolfenstein go on to make Call of Duty? Might be them trying to reach back to their roots within the zoomer shooter framework set by Activision.

>> No.7942345

>>7942336
Actually I downloaded Blade of Agony yesterday but I'm pretty unfamiliar with Wolfenstein. Should I play Return and then Blade?

>> No.7942403

>>7940175
https://www.moddb.com/mods/quake-4-in-quake-2/news/4-maps-100-ready

>> No.7942428
File: 176 KB, 1200x808, WHERE IS SUNDAY NIGHT SHITSHOW.jpg [View same] [iqdb] [saucenao] [google]
7942428

CAM ON SHITSHOW
HOST SOME FACKING GAMES

>> No.7942440
File: 348 KB, 1280x960, Fiend Quake.jpg [View same] [iqdb] [saucenao] [google]
7942440

I keep on getting hit by these even as I'm dodging, are the hitboxes a little wonky or just a case of git gud?

>> No.7942450

>>7942440
it's too high res, so it's texture is clipping out of it's bounding box. use default textures.
the collision box is probably just a little bigger than you expect

>> No.7942458

Any mods for Quake 2 that JUST add muzzle flash to the weapons? I'm already rocking the hi-rez texture pack for the guns, and I'd love to have something to complete it.

>> No.7942470 [DELETED] 

Which is better, Original SFX or D64 SFX?

>> No.7942481
File: 2 KB, 127x23, ss.png [View same] [iqdb] [saucenao] [google]
7942481

>>7941331
ITT:

>> No.7942482

>>7942470
D64's chaingun gives me a headache.

>> No.7942483

>>7942481
based, CSfags win again

>> No.7942486

>>7940175
Today I just started learning Ultimate Doombuilder.
I will make Heretic and Hexen maps.
Wish me luck.

>> No.7942492

>>7942486
Good luck. Remember not to get discouraged and to ask for feedback.

>> No.7942493

>>7942492
Thank you, I will.
Does anyone here make Hexen/Heretic maps that have any pointers? Something obvious I might miss that's unique to those games. Sage wisdom or something gay like that.

>> No.7942494

>>7942428
It's late for most people here, there probably isn't going to be a SNS until next Sunday.

>> No.7942498

How's Sin and Kingpin? Either of those any good?

>> No.7942502

>>7942493
I've got some notes on level design.
>https://pastebin.com/vpg74zJ0

While not directly related to Heretic/Hexen, I think this will still be helpful.

>> No.7942503

>>7942483
Shitter

>> No.7942515

>>7942494
I know, i'm just poking at the host because it's fun

>> No.7942521
File: 21 KB, 250x229, unnamed.jpg [View same] [iqdb] [saucenao] [google]
7942521

Play my port

>> No.7942525

>>7940176
[7-12] DBK debuts with Dungeon Synths
https://www.doomworld.com/forum/topic/123189-dbk01-dungeon-synths/

>> No.7942537
File: 1.74 MB, 300x290, 1596550666315.gif [View same] [iqdb] [saucenao] [google]
7942537

>>7942525
>Digital Bards Krew

>> No.7942558

Does the Unity port fix the secret mistakes in Doom 2 maps 15 and 27?

>> No.7942565
File: 2 KB, 92x30, based vr.jpg [View same] [iqdb] [saucenao] [google]
7942565

>MAYhem
>dbp
>dbk
>no vrp
/vr/ Project 01 when?

>> No.7942568
File: 314 KB, 997x665, coming to cn this fall.png [View same] [iqdb] [saucenao] [google]
7942568

>>7942493
Since the different classes in Hexen have totally different weapons, its good to flag some items and monsters accordingly for balance. Like since the Mage starts with the ranged wand, add some Afrits that appear only for him. And because the Cleric's flechette is so much better than the other two classes, consider subtracting some for him.

Heretic and Hexen have visual language for different types of teleporters. In Hexen, the red portals are for inter-level travel, the red floor pads are for intra-level travel, and the blue floor pads are just teleport destinations. And in Heretic, red sparkles are for intra-level travel, and blue for ending the level.

After learning the basics of editing, you should learn ACS scripting for Hexen. Its how the game accomplished effects like breakable glass, earthquakes, projectile traps, ,puzzles etc. etc. ZDoom Wiki is very helpful.

For both games, dont forget to add inventory items and balance for them. Some people tend to forget about their existence, but they can add a lot of depth to the gameplay.

>> No.7942571

Is there any lazy way to limit how many enemies another enemy can spawn? I know the Pain Elemental has a hardcoded limit.

>> No.7942573

>>7942565
I don't think we have the man power or motivation to have consistent mapping projects.

>> No.7942575

>>7941742
Let me guess - function pointers have moved?
Knightmare's 'Ultimate Q2 patch 3.24' solves that problem for the most part

>> No.7942576

>>7942345
You might as well not even touch BoA, and stick with RTCW

>> No.7942591

>>7942571
Nevermind, worked out a solution with A_GiveInventory and A_TakeInventory.

>> No.7942604

>>7941457
>have a ghostly face appear and disappear for a moment
By any chance did you happen to work for Capstone in the past?

Seriously though, if I were to do that I'd make it a HUD element that's hidden by default until you pick up that item, then have a listener that I set up remove that item after a delay.

>> No.7942609

>>7942310
I played thru the 'Grunts evasion test map' on Nightmare - the enemies keep aggro'ing eachother - instead of focusing on me, making it way too easy to win the fight (is there an option for monsters to ignore friendly fire?)

>> No.7942614

>>7942525
>swimming: required
gross

>> No.7942649

>>7942576
Is BoA bad?

>> No.7942654

>>7942649
Its terrible and problematic if you are a fun-hating leftard

>> No.7942658

>>7942654
Even before the controversy, I thought BoA was boring.

>> No.7942659

>>7942558
What secret mistake in map27?

>> No.7942678

Huh. Map28 of Eviternity was a lot easier than I was expecting.

>> No.7942719

>>7940324
>>7940176
This is newsworthy

>> No.7942759
File: 2.87 MB, 480x360, gachi tea [sound=https%3A%2F%2Ffiles.catbox.moe%2Fdsh1ui.mp3].webm [View same] [iqdb] [saucenao] [google]
7942759

>>7941495
Without further interruption, let's celebrate and suck some dick.
Now when do we play this in co-op?

>> No.7942761

>>7942575
playing rogue using q2pro it says 'game does not support enhanced savegames'. Probaly need to use a different port I guess?

>> No.7942778

>>7941628
It's a waste of space while playing, but could be useful for recording speedruns & demos.

>> No.7942783
File: 19 KB, 352x550, nmge2f9pc5941.jpg [View same] [iqdb] [saucenao] [google]
7942783

>>7942440
>"HD" models

>> No.7942795
File: 1.47 MB, 2560x1080, 1504964955524.png [View same] [iqdb] [saucenao] [google]
7942795

>>7942783

>> No.7942819

>>7942609
Also horror to ask - are those custom 'flying sqiud' monsters a brand new entity
, or do they come from some other mod/mapset?

>> No.7942820

>>7942819
*forgot to ask*
Fucking retarded spellcheck is retarded

>> No.7942829

>>7942604
>make it a HUD element that's hidden by default
huh, that's not a bad idea. Thanks.

>> No.7942830
File: 596 KB, 1706x960, Screenshot_SummerFun_20210712_112941.png [View same] [iqdb] [saucenao] [google]
7942830

>>7941809
Working on it....

>> No.7942836

>>7942280
>I wonder if a gun that creates space without killing would fit in with Doom.
Kek, I actually made a weapon like that.
It was part of a joke weapon pack; it was a leaf blower based on the chainsaw. It pushes away enemies AND their projectiles, so while you're not able to kill the Cyberdemon with it, it will also not be able to kill you.
The downside is that the push effect can still push lighter enemies into walls and kill them.

>> No.7942841

>>7942795
Jesus Christ how horrifying

>> No.7942851

>>7942440
>Kino glowing red eyes replaced with a fugly pig snout for no reason.. .
JUST
U
S
T

>> No.7942853
File: 1.14 MB, 1920x1080, 3.jpg [View same] [iqdb] [saucenao] [google]
7942853

>>7942841

>> No.7942876

>>7942280
Pushback ability on dedicated button would work well, as a separate gun it won't be very effective.

>> No.7942882

>>7942853
3D renditions of Doom enemies always looked silly to me.
Also nothing against people spending a lot of time on HD textures, even if it feels a bit fruitless(I contributed to the DN3D HD pack over the years and by the time it was halfway finished I already felt it needed an overhaul. Not to mention the differences in style due to the many contributors).
What has really grown on me is however is adding things like low res normal/specularity/emissive/displacement maps to existing textures.

>> No.7942943
File: 2 KB, 460x200, megasquirter.png [View same] [iqdb] [saucenao] [google]
7942943

>when you're too dumb to properly work with perspective and covering stuff so you construct everything from the ground up even if it won't be visible in the finished sprite anymore
Sometimes I wish I had at least a modicum of talent.

>> No.7942946

>>7941392
damn, so you can put multiple triggers in the same line this way? Why has nobody told me about this trick? Does this work in Boom compatible ports?

>> No.7942953 [DELETED] 

>>7941495
The most insulting thing about the hffm debacle is how stupid you idiots think we are. I was reading your bullshit plans for months, of course I let the other mods know about your silly little plans. You'd be perfectly okay with a gachi homage wad if it wasn't so clearly obvious that was just a thin veil for memeing around the f-word. That's how it started, so that's how it ends, don't bother underestimating everyone else's intelligence.

Also have fun releasing your n-word teasing quake project on black history month, I bet that's going to be a) coincidence, b) perfectly respectable homage to MLKjr as well. Just get rid of the slurs, you fucking morons.
-d

>> No.7942969

>>7941809
Where I live, it is winter.

>> No.7942984

>>7942609
Ah, guess I forgot to update it since adding infight flags and putting them on those guys. Should be harder now.

>>7942819
Those are from Quoth. Another anon was nice enough to take the time to add them after I autism-posted about not understanding how they worked.

>> No.7943014

>>7942984
I dont remember those to be frank actually - also theres no info about them in the old Qoth bestiary website, are they something of a later addition perhaps?
I dont like the way their air-lunge attack has a big enough reach-out to be always undodgable T B H

>> No.7943020

>>7942819
>>7943014
Rhynch (melee jellyfish) is from RemakeQuake. their range is hacky, I guess to compensate for Quake's collision system, but I left it as it was.
they're easily stunned, so that's the main tactic (alternate between targets to keep multiple of them at bay). it isn't a flying Fiend if that's what you expected.

>> No.7943041

Is there a way in decorate to make weapons not autoswitch on pickup if there is already A STRONGER WEAPON in use?
Like when I run around with a rocket launcher I don't want to auto-pickup a shotgun.
I only know about the weapon.no_auto_switch flag, but that prevents autoswitch to that weapon completely.

>> No.7943043

>>7941809
I'm gonna play whitemare, just to fuck with you.

>> No.7943045
File: 268 KB, 2000x2667, cb6bb277-08a5-4312-bfc5-9ddead385571_1.6256e91822098f7cee8a6ad1866ee08b (1).jpg [View same] [iqdb] [saucenao] [google]
7943045

>>7940176
Massive 0.8.0 update to Psydoom
https://github.com/BodbDearg/PsyDoom/releases

>> No.7943051
File: 2.25 MB, 1280x720, multiline2.webm [View same] [iqdb] [saucenao] [google]
7943051

>>7942946
Right, Let me clarify some things about this trick. It is vanilla/boom compatible. You have to use the ZDBSP (0 reject) nodebuilder. It is buggy during construction but once it's there the user shouldn't notice anything. You shouldn't overlap midtextures like in the demo since different ports tend to render it differently. You can overlap triggers like this as long as they don't touch any sector edges. There are some exceptions to all these guidelines.
Here's an example of how to make a basic multiline with ultimate/gzdoom builder. make sure the lines are all of the same sector by joining them with ctrl+j. Then just ctrl+x the vertices. You can download the demo wad here:
https://files.catbox.moe/xaf1r3.wad

It's Vanilla compatible, but you should try running it with a few ports to see the rendering differences.

>> No.7943052

Any other tacticool mods out there that aren't HD?

>> No.7943057
File: 143 KB, 640x480, lighttransfer.gif [View same] [iqdb] [saucenao] [google]
7943057

>>7943051
And here's 8 dynamic light levels applied to the same wall. Fully vanilla compatible.

>> No.7943083

>>7943057
God... imagine dbp project now with those techniques!

Sure it's gonna be fucked in gzdoom, but this is quite an amazing feature.

>> No.7943086

>>7943083
>Sure it's gonna be fucked in gzdoom
Good.

>> No.7943090

>>7942272
A shotgun with a fixed horizontal spread. It's secondary turns it sideways for fixed vertical spread.

>> No.7943095
File: 849 KB, 1920x1080, softvhard.png [View same] [iqdb] [saucenao] [google]
7943095

>>7943083
>>7943086
Only the directly overlapping midtextures get fucked by hardware renderers. Everything else works in gzdoom/glboom.

>> No.7943120

>>7943095
what if there are 2 Midtextures overlap to each other? will the prior stay or the latter override it?

>> No.7943123

Has anyone ported Quake 2 64 to PC like Duke 64 was, Quake 2 on the 64 was an original game with unique levels and it's level design is more in line with Quake, it's quite interesting to be honest but it's held back by the N64's lack of power.

>> No.7943132

>>7943120
It can literally change every time you run the map. Check the demo wad!

>> No.7943142

What do you think about a steam version of doom/doom 2? I just found out they released an update last year.

>> No.7943145

>>7943142
Why pay for an open-source game?

>> No.7943146

>>7943142
It's the same as the console version, so it's fine I guess. Not worth paying for unless you absolutely need a vanilla engine with splitscreen.

>> No.7943160

>>7943142
split screen is good,but other than that,its just worse than other options on PC,on console,its by far the best version available without jailbreaks,but its pretty lacking by source port standards

>> No.7943178

Are there any retro FPS that have decent puzzles that are more interesting than Duke 3D's "flip these switches until you hear the beep"?

>> No.7943183

>>7943132
that honestly sounds like a nice feature for people who plays in gzdoom with the hardware renderer, seeing that it can randomize, you can make decoration change everytime you play the map.

>> No.7943186

>>7943178
Well there's Hexen's "Flip those switches and there isn't even a beep".

>> No.7943196

>>7943090
Lmao

>> No.7943205

>>7943145
the game isn't what's open-source, dummy.

>> No.7943213

>>7943123
Early WIP since last X-mas (search for Q2project64 at ModDb)

>> No.7943217

>>7943160
>on console,its by far the best version available without jailbreaks
I'd argue that it's still the best even with a hacked console. The only other options on the Switch are Chocolate and a really bad port of GZDoom.

>> No.7943226

>>7943205
It might as well be since Timmy Wallets got exposed as a shitty knockoff of Randy Dickford (something that until recently I never had thought of being remotely possible)

>> No.7943227

>>7943142
It's a good port, but you can get all the same benefits by just getting the .wads for free and playing them with the Crispy Doom sourceport.

They're the same as the new console ports, except if all you have to play on is a console, then it's a good way to play.

>> No.7943228

>>7943178
System Shock.

>> No.7943248

>>7943142
It's alright, but I'd just use dsda-doom to play the wads you rip from it for splitscreen functionality. I find mouse and joystick controls lacking in the most recent port. Lagging behind the 360 and ps3 controls or even Doom 64's recent port. People refute that they feel normal for joysticks, but they're wrong. The joystick to acceleration ratio is all fucked up.

>> No.7943254
File: 276 KB, 1568x764, Dzone_fake_screenshots.jpg [View same] [iqdb] [saucenao] [google]
7943254

>>7942853
Doomsday looks like the fake screenshots they put on D!Zone CDs to get around copyright

>> No.7943259

>>7943254
Doomday assets look better. At least the textures. Not the models.

>> No.7943263

>>7943259
Same general energy

>> No.7943267

>>7942795
>>7942853
>>7942440
>>7943254
soul

>> No.7943274

>>7943263
If you say so. The renderings on that Doom CD however are from an offline renderer without featured like PBR materials or HDRI, while Doomsday (2) has all these features.

In a way the renderings proximate almost the look of the early 3D accelerated games.

>> No.7943281

>>7943274
You're saying all these technical words like a fucking nerd and I'm telling you how it makes me feel in my heart

>> No.7943292

>>7943281
Well I'm a fucking nerd. I can't help myself. I love computer graphics in general. 2D and 3D. Old and new. All just part of the job.

>> No.7943294

>>7943274
Carmack
>>7943281
Romero

>> No.7943306

Zoomer here, why is there such huge spike in difficulty from ultra-violence to nightmare? I'm skating through maps on uv while nightmare had me sweating like a pig.

>> No.7943309

>>7943294
Duality of Id - perfectly balanced those two output the best game of all time - Doom
However, when one conquers the other you get shit - either Daikatana or Doom 3 (no offense, two good games, but they dont measure up to OG Doom)

>> No.7943315

>>7943306
fast monsters/projectiles
monster respawning

>> No.7943316

>>7943306
Nightmare is a meme difficulty. Why even bother?

>> No.7943323

>>7942565
i dunno, you fags always come up with shitty ideas and projects leads are bunch of faggots that always end up vanishing from the project for whatever reason.

>> No.7943363

>>7943306
Nightmare! difficulty was added in an update, as a joking response to people complaining that the game wasn't hard enough on Ultra-Violence.
Monsters respawn every 30 seconds on Nightmare!, an it also has even faster Fast Monsters. It does give you double ammo from pickups though.

>> No.7943384
File: 240 KB, 1149x861, mystery niggas.png [View same] [iqdb] [saucenao] [google]
7943384

What is this gun in Duke Nukem Attrition? It's not one of the ones you can choose at the start of the run, either.

>> No.7943387

>>7942946
iirc the one thing you can't do is use a teleport linedef this way or it starts becoming inconsistent

>> No.7943390

>>7943123
There's Mission 64.

>> No.7943407

>>7943020
All they are missing is either a visible knockback from being struck by your Axe that also has a chance to interrupt their attack frames or just maybe a secondary attack of sorts that makes them stationary for a while (like spinning and flailing their tentacles around);
If someones willing to expand on their concept - it feels to me like they were planned to be a sort of 'Blood ChokingHand/Duke3D face-hugger' kind of enemy for Quake - dunno if using the ax to get them off your head seem like too much effort to make it work properly but nonetheles on paper it sounds incredibly awesome T B H

>> No.7943409

>>7943384
>Duke Nukem WoA
long time no see
btw what's the latest version of that mod? 2.0?

>> No.7943429

>>7942272
There is a Doom mod that was a flamethrower strapped to a shotgun, that was fun to use.
Also a strong revolver, these kind of games rarely have a revolver

>> No.7943430

>>7943267
lost soul

>> No.7943447

>>7941319
k

>> No.7943508

>>7943363
>Monsters respawn every 30 seconds on Nightmare!
Actually I'm pretty sure monsters respawn at random, with a minimum of 12 seconds since they died before they have a chance of respawning.

>> No.7943524

>>7943387
I guess so.
Then again, you can make a random teleporter this way - either WR linedefs for some chaos or you could make a main room with three W1 teleporters that transport you to three different sections you need to pass - effectively all players would play the same set of rooms, just in a shuffled order each time

>> No.7943540
File: 1.72 MB, 800x450, 128.webm [View same] [iqdb] [saucenao] [google]
7943540

>>7940439
alright anon, I'm back.
I've added the cvars, and it also now respects r_lightmap and r_fullbright: https://www.mediafire.com/file/eb6uk0oad1dhloi/

there was still one last problem map (xj19_chedap from Xmas'19 would crash when firing near the water), but it seems like with the new cvar checks it's fixed.
another curious thing: using the regular texture coordinates and dividing them by 128 would apparently fix an issue with noncontiguous textures (sourceforge.net/p/quakespasm/bugs/48). that's kinda neat, I've left it in.

you never posted the 120% sources, right? I kinda want to integrate those as well. also, that wasn't you asking how to fork in the last thread, was it?

>> No.7943557

>>7943407
Feel free to disregard my blogpost - I was salty that the NightGaunts still lack their promised 'pickup the Player and drop him off letal heights' due to apparently being too flamewar-inducing or something (Rhynch feeling obviously incomplete must have trigger me into sperging out)

>> No.7943560

>>7943306
There is a half-step, Fast Monsters UV. Just run UV with fast monsters parameters, the monsters will be harder but won't respawn.

>> No.7943568

>>7943178
Deus Ex has interesting puzzles baked into level design. Just remember to NOT pick Computers skill, because Computers let you bypass most of them. Without Computers, you often have to figure out complex puzzles to proceed (first visit to Versalife, for example). Some other puzzles might be bypassed by using Electronics or Lockpicks, so don't over invest in them either.

Similarly, aug Microfibral Muscles will increase your capacity for puzzle solving by giving you access to hidden passages and secrets.

>> No.7943574

>>7941787
Deus Ex Community HQ discord. You can find a link via google on DX wiki.

>> No.7943584

>>7943213
>>7943390
>>7943123
http://www.moddb.com/games/quake-2/addons/mission-64

>> No.7943594

>>7943557
I like gaunts as snipers and rhynch as "stay the fuck away" enemy.
but in any case it's not really worth it trying to add animaitons to rhynch specifically, tentacles would be a pain in the ass.

>> No.7943603
File: 17 KB, 300x195, KS-23M.jpg [View same] [iqdb] [saucenao] [google]
7943603

>>7942272
This big bad sluggy boi - allegedly designed to supress any unruly gulag prisoners with its (un)suprizingly lethal 23mm rubber rounds

>> No.7943607
File: 2.49 MB, 3440x1440, fte-20210712183529-0.png [View same] [iqdb] [saucenao] [google]
7943607

I just finished the remaining maps in Scourge of Armagon. All in all, it was much better designed than Quake. Both aeshetically, and from a gameplay perspective.
My favourites were near the end of episode 3 - Limbo and The Gauntlet. Both pretty straightforward corridor shooting with some arenas thrown in. No backtracking and wandering around hunting for switches.

>> No.7943616

Is hard difficulty worth bothering in Half-Life and it's addons/mods?

>> No.7943621

>>7943616
ytes

>> No.7943632

>>7943603
where did that z in surprisingly come from

>> No.7943635

>>7943557
>I was salty that the NightGaunts still lack their promised 'pickup the Player and drop him off letal heights'
are these monsters based on Lovecraft's fiction? I remember there being a monster like that(possibly called gaunts, but I read those in polish) - looking kinda like a giant bat and being able to pick you up and fly

>> No.7943646

>>7942272
Some kind of railgun
Plasma rifle style thing with homing balls
Something that ricochets off of walls (or look at the revolver in ultrakill, where shooting the coin you toss homes in on targets)
The translocator from unreal tournament (for a more modern example: boomerang X)
A gun that pulls enemies towards you
A gun that shoots gravity balls that suck enemies towards them
A gun that shoots launch pads that throw enemies (or you) into the air

>> No.7943652

>>7942272
I like guns with unusual firing patterns. Some ideas:
>penetrating projectiles that fire projectiles in an arcing trajectory that deviates at random angle and always intersect with what you are pointing at, and penetrates monsters.
>BFG that marks monsters that are in your sight while you hold trigger, and distributes damage between them.

>> No.7943657

>>7943621
What makes me ask this is the fact that hard in HL doesn't change enemy composition like Doom/Quake but rather just increases their health. Sounds cheap and unfun. Is it not that bad in practice?

>> No.7943660

>>7943635
Yeah, nightgaunts are pretty directly ripped from Lovecraft. They're most relevant in "The Dream Quest of Unknown Kadath." They are described as black and rubbery with no facial features, prehensile paws, and they tickle you into submission. They serve Ghouls as steeds by picking them up and flying them around, and defend the carving of the face of the gods on Mount Ngranek by picking up climbers and either dropping them or carrying them away to the Vale of Pnath, where they will be devoured by bholes.

>> No.7943664

>>7943657
Nah some shit about enemies change, the only one I remember is ninjas actually use cloaking on hard

>> No.7943679 [DELETED] 

HOLY BASED
https://www.doomworld.com/forum/topic/123205-half-life-was-never-good/

>> No.7943687

>>7943660
damn, that's sick, I thing Droles and Gugs are also ripped from him, gugs are definately in Dream Quest of Kadath
Out of all his stories I guess Kadath is the most chill one and fantasy, kinda like a vacation from his cosmic horror stories, while still having that weird mythos feel

>> No.7943690 [DELETED] 

>>7943679
based alf
can anyone stop him?

>> No.7943694 [DELETED] 

>>7943679
>https://www.doomworld.com/forum/topic/123205-half-life-was-never-good/
>"Alfonso"
Punishment for doomworld fags for interfering with HFFM - they fucked with us and now they caught our STD(or cancer, either one suits alf)

>> No.7943705

>>7943687
I'm a Lovecraft autist, so I can ramble about these things for hours. Yeah, Gugs are also in Kadath. They live underground, having been banished from the sight of the gods for some unnamed sin long ago. I love that little bit of their story.

>> No.7943723

>>7943603
Soviet garbage

>> No.7943750
File: 120 KB, 640x480, c.png [View same] [iqdb] [saucenao] [google]
7943750

on the off chance that Chasm mappers are lurking, my run of Cursed Land: https://mega.nz/file/UepGBA4D#MMN7kGPH2lg-YH8w1WRUmFoOl-fNvFoYVLzyl3sVjnk
I first started on hard, but changed my mind after the jesters sliced me up in seconds with almost undodgeable sawblades. normal difficulty seems too easy for the most part though, so idk.
framerate was a bit choppy, but playable (dosbox 480p)

>> No.7943767

>>7943750
Love the textures on both maps and enemies

>> No.7943775

>>7940294
mfw no big titty pfhor gf

>> No.7943776

>>7943057
it looks cool in vanilla I guess but in boom format is kinda pointless.. you have the animated lump for that.

>> No.7943782

>>7940370
the only good wolfenstein mod i can think of at the top of my head is Wolf3D Demolition

>> No.7943805
File: 1.23 MB, 1280x1024, shot000.png [View same] [iqdb] [saucenao] [google]
7943805

is there a reason why this one energy door doesn't up in turok 2?
from someone else's footage, they shot down a force field but i swear it didn't do anything here

>> No.7943816
File: 290 KB, 1920x1080, 20210707192445_1.jpg [View same] [iqdb] [saucenao] [google]
7943816

After beating Ion Fury twice now, I am asking if there's any good Ion Fury custom maps / content ?

I'm not expecting a ton of stuff to be there because the fanbase is probably intimidated by the Voidpoint level design.

>> No.7943818 [DELETED] 

Alf strikes again: https://www.doomworld.com/forum/topic/123205-half-life-was-never-good/

>> No.7943831

>>7943816
Short answer: no
Long answer: the official expansion is on its way

>> No.7943836

>>7943816
Theres a handful of cool maps out there.

https://gamebanana.com/games/7473

>> No.7943841

>>7943836
Those are amateurish

>> No.7943865

>>7943805
good thing i knew about the console menu, cause i had to noclip

>> No.7943872
File: 292 KB, 1920x1080, 20210703170637_1.jpg [View same] [iqdb] [saucenao] [google]
7943872

>>7942272
Think about the ROLES you want your shooter to have. The thematic of your shooter doesn't matter, you need to think about what roles your game's weapons will fulfill.

From your lineup I'd recommend having some kind of landmines / deployable turret and some superdestructive weapon be it flamethrower, cannon, grenade launcher or some kind of a plasma / beam weapon. Think about the games you've played and enjoyed, surely something should come into mind.

>> No.7943874

>mfw pull request for QSS to add filtering/interpolation toggles to the video options menu hasn't been merged in 2 weeks

>> No.7943932

Any Doom Mods/games with a class system or progression system for guns and shit besides Hexen? I'm really in the mood for some RPG elements or some shit.

>> No.7943934

>>7943052
Please respond

>> No.7943937

>>7943932
Wrath of Cronos with the Doom compatibility patch would be right up your alley. You could also look into DRLA and LegenDoom

>> No.7943954

>>7943937
Wrath of Cronos and DRLA look great, thanks anon!

>> No.7943967

>>7943750
Chasm has some pretty nice texture work to it.

>>7943723
Nah, those things work great, if it's one thing they never cut corners with it was guns.

>> No.7943969

>>7943805
>>7943872
i also had the level 6 keys but the game acted like i didn't had at least one, so i noclipped there too

>> No.7943976

>>7943723
>made from scrapped autocannon barrels
>is a rifled shotgun because of this
>23mm Brenneke slug can punch a hole thru anything at average shotty range
Crude as dry buttfucking, but it works tho
>>7943632
I blame it on autocorrect being retarded and saving the incorrect spelling

>> No.7943978

>>7942272
Have you ever seen a dream where you're playing some game that doesn't exist or otherwise used some bizarre dream weapon? Those are good ones if you can remember.

>> No.7943995
File: 265 KB, 1024x512, d26kyzy-9b019c9e-e93f-4624-8ea1-6faf16187aca.jpg [View same] [iqdb] [saucenao] [google]
7943995

>>7942272
a Tentabarrel shotgun model similar to Serious sam 2, but when you altfire it loads and charges 1 barrel at a time, when it charges 10 barrels the resulting fire can clear massive hordes in a single blast, but it charges slowly about 10 seconds

>> No.7944015
File: 325 KB, 800x400, Bioraptor-Pitch-Black.png [View same] [iqdb] [saucenao] [google]
7944015

>>7943660
>>7943635
>>7943594
I took a good look of them in VR testing room and just now realized their head structure is obviously supposed to reference the shape of BioRaptors from the 1st Riddick film series installment "Pitch Black" - they even make the same noises...
(BTW whats the screengrab key/command in QuakeSpasm?)

>> No.7944025
File: 139 KB, 1087x635, f24.jpg [View same] [iqdb] [saucenao] [google]
7944025

>>7944015
>whats the screengrab key/command in QuakeSpasm?
F12

>> No.7944069
File: 152 KB, 540x300, hd_pos.png [View same] [iqdb] [saucenao] [google]
7944069

>>7943052
I don't think there's anything else out there that's sim-like, so I'll give you gun wank instead.
Immoral Conduct, Call of DOOM, Juvenile Power Fantasy, Trailblazer, Operation Body Count TC, and that one mod that has CoD-style rank ups.
There are mods for Hideous Distractor as well but I'm not familiar with them.

>> No.7944071

>>7942568
So is this why we don't see very many Hexen maps?
It's just out and out more complicated than Doom?

>> No.7944074

>>7943841
It's all there is though. Build mapping isn't popular.

Noir is a fantastic concept.

>> No.7944095

>>7943978
Not him, but yeah i remember those. Sometimes the imaginary games have felt so fun and good in dream, that i've felt very disappointed after waking up.

>> No.7944134

>>7944025
Vangers is the last game I would expect to see in this thread

>> No.7944167
File: 198 KB, 1449x791, where is it.png [View same] [iqdb] [saucenao] [google]
7944167

Can someone help a brainlet understand how to find the moonlit sky from Preacher map06? I can't even find a patch or texture with a moon in it, save the titlepic :(

>> No.7944168

>>7943540
Interesting. Is this division something GLQuake did? Is it related to the new waterer method used by QS?
And what exactly caused the map to crash?

Anyway, I did not post anything about a fork.

>> No.7944182

>>7944167
Open the map and check if it's a sky texture at all?

>> No.7944192

>>7944182
nvm just looked myself. According to MAPINFO it's sky1.

>> No.7944209

>>7944025
>f24
The fugg?

>> No.7944214

>>7941495
>billy making van darkholme's noises
lol

>> No.7944220

>>7944192
>>7944167
Oh, and the texture you're looking for is "MYSKY7"

>> No.7944224

>>7944214
It's a sloppy mix. FUCK, I JUST REALIZED WE DON'T HAVE AN ENDOOM

>> No.7944234

>>7944224
Does that mean it's 1.7 time?
Do you want me to replace the remaining item sprites while i'm still here, too? Because I could.

>> No.7944240
File: 814 KB, 1920x1080, spasm0000.png [View same] [iqdb] [saucenao] [google]
7944240

>>7944168
not the division - rather, GLQuake ignores the coordinates before the division.
the "+ fa->texinfo->vecs[0][3];" - is that just the offset or something? (can you tell I'm clueless?)
>And what exactly caused the map to crash?
not sure but the lightmap shows up black instead of 50% gray, so I guess it missed some size check and got initialized partially, or something.

>> No.7944251

>>7944220
fuuug i was zoomed in too far to see it. ty
>>7944192
the mapinfo said all skies are sky1

>> No.7944253

I actually prefer the re-recorded voice lines in Duke 3D world tour

>> No.7944256

What do you guys think about non midi music in wads?

>> No.7944272
File: 1.15 MB, 1920x1080, spasm0000.png [View same] [iqdb] [saucenao] [google]
7944272

>>7944168
actually, now that I'm looking at this, shib1's lightmap would get a random color, so there are probably bad pointer things going on. again though, that's before I'd redone the checks.
other maps with large surfaces that I had found before: xj2020_bal, ctsj_artistical, jokejam_artistical

>> No.7944282

>>7944256
If it's consistent (ie, not going back and forth between midi and non-midi), and doesn't sound compressed to all hell, I don't mind
One of my biggest gripes with Bloody Steel for example was that the non-midi music sounded really low quality and distorted.

>> No.7944304

>>7944234
Actually, sure. If you can come up with maybe some suitable sounds for the Mancubus, Pain Elemental, or Arachntoron, maybe that could be nice too, though I'm not sure what else could be done there.

>> No.7944315

>>7944304
You must be mistaking me for Captain Mozzarella. I'm no sound engineer but I can try.

>> No.7944319

>>7944240
I'm pretty sure the texinfo vecs are the parameters specified by mappers, so yes. They are a bit counter-intuitive, but they are described by the Quake BSP documentation.
>>7944272
Is that just with the lightmap display on? Lacking lightmaps completely, they probably need to be handled specially.

>> No.7944334

>>7944315
Okay, can you send me the audio sources you used for the new sounds? Admittedly i'm not very familiar with Gachimuchi.

>> No.7944341

>>7944319
>Lacking lightmaps completely, they probably need to be handled specially.
right, I guess this may not be indicative of anything. still, that's my best guess, game trying to update a lightmap that points to some random part of memory.
both shots are made with just your files and DRAWTILED replaced with DRAWSKY in R_DrawTextureChains_White. the version with cvars should just draw 100% white.

>> No.7944371

>Duke Nukem Attrition ups your difficulty level setting when you play enough maps
>some of the maps are buggy pieces of shit that need cheats to finish
>"no cheats on highest difficulty" extends to fucking EDuke32 console commands
WHY WOULD YOU MAKE YOUR SOURCEPORT DO THAT YOU FUCKING DONKEY

EDuke32 more like EUpyourfuckingass32, what a shitload of fuck

>> No.7944407
File: 127 KB, 1005x413, 1397000.jpg [View same] [iqdb] [saucenao] [google]
7944407

>>7944209
Behold!

>> No.7944430

>>7944371
Isn't this true for lots of games including doom engine. Highest difficulty disables cheats.

>> No.7944431
File: 445 KB, 1920x1080, duke0001.png [View same] [iqdb] [saucenao] [google]
7944431

So, what gameplay mechanic would you give the babes in Duke Nukem 3d? I don't like that there's no incentive to not shoot them or to avoid getting them killed in an encounter.

>> No.7944437

>>7944431
When you interact they get on their knees and your health comes back like drinking water

>> No.7944464

>>7944407
it's beautiful

>>7940175
>decided to upgrade GZDoom
>cannot preoceed because zmusic.dll was not found

fucking graf

>> No.7944465

Could we get away with changing the key colors in HFFM or would that fuck with the maps? If we could then green and purple are a must

>> No.7944480

>>7944256
Good if its ambient/industrial music that couldnt really be represented well in MIDI form.
Annoying if its EPIC metal or orchestral stuff.

>> No.7944540

>>7944256
If it's nonlyrical I'm cool with it. That being said, I never play with the buckethead sigil soundtrack. It's amazing, but I don't find it fits in with all the other music.

>> No.7944548

>>7944465
Why do you faggots keep suggesting last minute changes to a project that ended months ago?
And why am I suspicious that you faggots don't even have maps in the project?

>> No.7944553

>>7944548
Because "FUCK WE DON'T HAVE AN ENDOOM" gave me the impression 1.7 was happening so may as well get these changes in *before* the update happens and we decide to it for 1.8 or whatever

>> No.7944556

>>7944465
bad idea but if you're going for that, you have to change some of the key-related door textures too.

>> No.7944561

>>7944224
I don't feel like searching for gay porn so I didn't touch the sounds. I also couldn't think of anything funny for the Light-Amp Visor so just take the Computer Area Map sprites.
https://cdn.discordapp.com/attachments/727328864489046110/864300782152974356/Computer.zip
Now can somebody get an ENDOOM in and we can consider it done?

>> No.7944567 [DELETED] 

>>7944553
What's the point, nobody's gonna play this wad anyway, just let it die.

>> No.7944572
File: 1.32 MB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
7944572

How to make this little outdoor section look better?

>> No.7944578
File: 20 KB, 403x403, 1418127410215.jpg [View same] [iqdb] [saucenao] [google]
7944578

>>7944567
I played HFFM and I loved it.

>> No.7944582

Anyone here play Wrath of Cronos? What do you usually use for the Skill keybinds? I'm having a hard time finding the right one to make them easy to use without interrupting combat much.

>> No.7944587

>>7944572
It needs some trees or torches or impaled marines or something. Right now it looks empty and barren.

>> No.7944647

>>7944572
Add columns and buttresses to the castle, its too flat.
Also expand the playable space our there. Its too cramped

>> No.7944668 [DELETED] 

>>7944578
So what? still not popular outside of /vr/ lol
You fags are so delusional.

>> No.7944675

>>7944668
Ok, and?

>> No.7944692

>>7944668
I don't really know why you're trying to start shit, but I don't think its popularity matters. No one here entered HFFM so they could get accolades for it. It was a passion project which turned out great. If Doom World or the ZDoom Forums or wherever doesn't want it, what difference does it make to us?

>> No.7944710

Is there seriously no way to turn the cheats back on in EDuke after they've been disabled by skill level? I tried the "skill" and "restartmap" console commands but it doesn't do shit.

>> No.7944781
File: 35 KB, 1760x1856, 1625258350010.png [View same] [iqdb] [saucenao] [google]
7944781

Alright, I think it's time for some more Straydog. Who's with me?

Also, Nightbot is fixed, so you can request any songs you want now.

>> No.7944785

>>7944781
Let's go

>> No.7944789

>>7944785
just what i wanted to hear
>https://www.youtube.com/watch?v=jY8y2jVRUOs

>> No.7944841 [DELETED] 

>>7944675
>Ok, and?
Let it die. this project ended months ago and it's already a failure. Save your motivations for the next /vr/ project or some shit that actually fucking worth it.

>> No.7944843

>>7944841
What if I'm having fun

>> No.7944848

>>7944841
>failure
by what measure? The project was finished, people here enjoy it and a bunch of anons came together to make some good shit. I don't think anyone here expected or aimed to appeal to sensitive types.

>> No.7944851

>>7944841
>already a failure
How?

>> No.7945015

Any mods equivalent to Wrath of Cronos, but for Heretic? I know there's a patch for it to work for Heretic, but I'd prefer something with classes/rpg elements unique to Heretic instead of just implementing Hexen stuff into it.

>> No.7945032
File: 143 KB, 822x650, 1611141337934.png [View same] [iqdb] [saucenao] [google]
7945032

I just tried downloading Quakespasm (64 bit windows version) and I'm getting this when I run the .exe or the SD12 .exe. Any ideas?

>> No.7945048

>>7945015
Doesn't WoC add other classes that aren't taken from Hexen? I remember it does but I'm not sure if that was an addon or the mod itself, just play them

>> No.7945051

>>7945048
It add three, Hunter, Assassin, and Necromancer, all taken or inspired from Hexen 2.

>> No.7945056

>>7940754
One of my favorite aspects of Arcane Dimensions and other big mods is all the soldier variants they add. They're satisfying to fight, especially the more dangerous ones.

>> No.7945058

Has Violent Rumble been updated in the last five days? Newspost shows older posts.

>> No.7945064

>>7940754
Scourge and Dissolution both are a great time one after the other. They easily rival the original Quake. Quake was in desperate, desperate need of soldier variants, and mods have come a loooong way. Check out Alkaline mod when you get a chance.
https://www.quaddicted.com/reviews/alkaline.html
It's the new biggest mod after Arcane Dimensions, but based entirely around tech, base, and human enemies for Quake, with tons of new human baddies.

>> No.7945067

>>7945058
Yes. When in doubt, check UPDATES.txt in the Mega folder.

>> No.7945069

>>7945067
Roger wilco.

>> No.7945110

The 3DO port was good.

>> No.7945174 [DELETED] 

Your schizo is shitting on Quake and Duke right now.
Do sonething.

>> No.7945179 [DELETED] 

>>7945174
?

>> No.7945183 [DELETED] 

>>7945179
>>7944615
>>7944978

>> No.7945191

>>7944071
I mean, technically you could just make a totally Doom-like mapset with no hub or scripted sequences.

Most people probably figure that they might as well just use Heretic to do that. Because, IMO, Heretic has a significantly better bestiary. But I still like Hexen mapping for making cool puzzles and effects.

>> No.7945207 [DELETED] 

>>7945183
Looks like the jannies already did

>> No.7945216

>>7944789
Fun times. Can't wait to see what levels of shit we'll be reaching in the rest of the wad

>> No.7945218
File: 34 KB, 474x244, 0046_03.gif [View same] [iqdb] [saucenao] [google]
7945218

>>7944789
Alright, Straydog came and went pretty fast. Not much else to say about that one. Town Infection, however:
>An introduction which is literally a sea of poo
>Hitscanners
>HITSCANNERS
>MORE HITSCANNERS
>HITSCANNERS EVERYWHERE
>IF THERE IS A CORNER, IT HAS A HITSCANNER IN IT
>Every room is completely flat
>Some segments don't give you nearly enough ammo
>Because of fog effects, you couldn't even see what was shooting you most of the time
>Wide, open areas with hitscanners that have pinpoint accuracy
>Another one of those wads that loves using ZDoom features, but completely fails to understand the basics of doom level design
>Assets pulled at complete random from other games

Nightbot definitely made the stream more fun. We've introduced several people to JustinRPG, which is never a bad thing. Until next time, faggots.

>> No.7945221

>>7945218
>We've introduced several people to JustinRPG
That was something I could have lived without. Good stream regardless.

>> No.7945232

>>7945218
also that one beach level where the ending was broken

>> No.7945236

>>7945067
Hey did you never add variants to grunts/enforcers like nailguns and such?

>> No.7945238
File: 750 KB, 1024x576, up.webm [View same] [iqdb] [saucenao] [google]
7945238

>>7944437

>> No.7945242

>>7942719
Link: http://resurrection.bungie.org/

>> No.7945243

>>7945236
Nothing formalized yet, but they could already fire nailguns from PD2 and with the volley function I added they can shoot more than one at a time. Might end up nerfing their damage per shot though, since it seems like it was balanced for the single shots they were doing (which seems ass-backwards to me but whatever).

>> No.7945272
File: 32 KB, 600x453, 8de.jpg [View same] [iqdb] [saucenao] [google]
7945272

God damn The Lost Mine in SoA is a fucking masterpiece of level design, going deeper into the mine and finally getting to the actual monsters is just so good, bravo Levellord.

>> No.7945315

>>7944464
>cannot preoceed because zmusic.dll was not found
lolwut, just download the zip, it contains everything you need, what the fuck are you doing? Don't get me wrong, I like to complain about the chicken as much as everyone else, but this one's on you.

>> No.7945325
File: 818 KB, 602x928, 1607589526672.png [View same] [iqdb] [saucenao] [google]
7945325

>>7945272
I need to replay the base campaign levels of Doom and Quake and learn who made what level. Apparently Duke too

>> No.7945329

>>7944407
>Cross arrangement arrow keys & Home as centre
>24 function keys
BUT WHY?

>> No.7945332

>>7945325
Wait, does she say kids these days are too dumb to connect their phone to the wife i box or is it something like "kid doesn't know the password so they need to ask mommy do connect them"?

>> No.7945334

>>7944407
>>7945329
You kids ain't seen shit yet
https://www.youtube.com/watch?v=h-afH5yqFho

>> No.7945335

>>7943976
>dry buttsex
Lel, enjoy your GRIDS (I agree with the rest tho)

>> No.7945340

I’m a console babby who has practically zero experience with PC FPS. I want to buckle down and play Doom for the first time. Which difficulty should I be playing it on?

>> No.7945342

>>7945340
Ultra-Violence for the doom 1 & 2. For custom wads, HMP is usually the "normal mode"

>> No.7945345

>>7945340
Ultra violence, except for nightmare Doom isn't a hard game

>> No.7945346

>>7945342
>>7945345
Thanks guys.

>> No.7945360

Holy fuck how comfy/nice the Pistol-shotty is in the new Reliquiary mod (Widowmaker is still OP and awesome) - shame that its so incomplete ATM

>> No.7945370

>>7944251
kek, yeah, I opened the map and it does indeed have sky1.
But since I am not all too familiar with the Boom format and know jackshit about how sky works anywhere, I have no idea how it's actually implemented.

>> No.7945373

>>7945332
its funny cause he looks like a chomo

>> No.7945374

>>7945329
Does Windows still even have support for F13-24? I would imagine that they could be good for extra keybinds in games or some shit with a keyboard with custom macro support.

>> No.7945375

Is there something equivalent to the Cacowards for Quake?

>>7945064
>Alkaline
I'll have to give this a go.

>> No.7945379

>>7945374
Yes. I use a keyboard with QMK firmware, so I have changed the layout totally. I use Alt+F24 as a keybinding for toggling mute in discord.

>> No.7945384

>>7945375
there was a failed attempt at it around 2018 I think
but really there's no need - just sort by user rating or popularity on quaddicted. going through everything rated 4-5 will likely take less time than going through just "10 years of Doom".

>> No.7945451
File: 205 KB, 1339x1034, pepe headphones.jpg [View same] [iqdb] [saucenao] [google]
7945451

https://www.youtube.com/watch?v=DN_J-PNUPjk

>> No.7945462
File: 5 KB, 194x259, tenor.jpg [View same] [iqdb] [saucenao] [google]
7945462

>>7941556
>flame-print suspenders
PURR-FEKT! ! !

>> No.7945481

Wand starting Heretic is some bullshit and a half

>> No.7945486

>>7941284
I'm a supreme noob in the world of doom but even I could tell who the delightful sandy was talking about
https://www.youtube.com/watch?v=7vQDxSPBkr0
never forget this gopher-faced cunt and his weaselling ways

>> No.7945490

Do resources on the use of dummy inventories exist? Like "best practice" stuff and how to be most efficient with it?
Kustam-san, can you share your wisdom?

>> No.7945494

>>7945486
>M-M-MUH ECONOMY
>TRUST US, TRUST ME, I CARE MORE THAN YOU, I UNDERSTAND I REALLY DO
>B-B-BUT MUH ECONOMY OF THE GAME GUYS, WE CANT HAVE MODS YOU KNOW?
>BECAUSE WE WANT YOU TO FUCKING GIVE US MONEY FOR PLAYER MODELS
rewatching this fires me up to this fucking day what a naked showing of how detached rich-boy management types think

>> No.7945498

>>7945481
I didn't 'get' Heretic until wand starting E4 and E5, then the RPG elements start to shine through. That E4M6 start is brutal, though.

>> No.7945501
File: 57 KB, 789x669, Dummy items.png [View same] [iqdb] [saucenao] [google]
7945501

>>7945490
Generally I just make simple dummy items for things I need to keep track of for an extended period of time on weapons. If it's for something short-lived, I use powerups as they serve as built-in timers without a need for ACS stuff, seeing as once the powerup dies, it's removed from your inventory, super useful. Of course you can also use these powerups to check crap inside of an ACS script, so it's flexible.

Then for projectiles or monsters, I try to use uservars as they're cleaner and self contained. Though sometimes I still use dummy items out of force of habit.

>> No.7945508
File: 80 KB, 400x392, sampin_drirj.png [View same] [iqdb] [saucenao] [google]
7945508

>>7945501
Another thing to keep in mind for powerups is that other actors can receive them too, like projectiles and monsters. Finally the duration can either be in tics, OR in seconds if you put a - before the number.

So you could do 20 for 20 tics, or -20 for 20 seconds.

Have an unrelated pic of Samson taste-testing the haste potion.
The all syrup squishy scene in the Simpsons is fucking hilarious

>> No.7945525

>>7945501
Holy shit, that's really useful. It never occurred to me to use powerups in such a way.

>> No.7945532 [DELETED] 
File: 345 KB, 620x640, 1522489833151.png [View same] [iqdb] [saucenao] [google]
7945532

>>7945501
Can someone explain to a brainlet what Scavs are and how to use them?

>> No.7945538
File: 48 KB, 554x568, cuckford.jpg [View same] [iqdb] [saucenao] [google]
7945538

>>7945451
>the cursed Randy Bobandy Bitchfart version
yuck

>> No.7945570

>>7944431
I'm not sure about the Caribbean expansion but usually killing them spawns some aliens that try to kill you.

>> No.7945602

>>7945325
For Quake each episode was (mostly) handled by one map designer but there quite a few exceptions like all of the secret levels except E3M7
E1: Tim Willits
E2: John Romero
E3: American McGee
E4: Sandy Peterson

>> No.7945628

>>7944315
>>7944334
I guess I could try myself, though I got some soundpacks by just Googling for gachi soundpacks.

>>7944561
I could give an ENDOOM a try. For the visors, maybe like a peeping tom's binoculars? Actually, did anyone even place them in their map?

>> No.7945629

>>7944578
Great to hear.

>> No.7945636

Got super in doom wads early this year but got burnt out. Decided to come back to something vanilla to ease me back in. With that being said, should Doom The Way ID Did be played with pistol starts only?

>> No.7945638

>>7944841
Just for that, I'm going to make two maps for the expansion pack.

>> No.7945653

>>7945340
UV is usually the standard for DOOM and its wads
and its for me the most well balanced difficulty in my opinion

>> No.7945667

Any mapset that isn't impossible to pistol start or doesn't directly discourage it through Hexen/Strife level transitions should be pistol started

>> No.7945668

>>7945498
I'm not even on Shadow of the Serpent Riders yet, Episode 2 is just kicking my ass raw.
Gave a peek to E4M6 though and AHAHAHOOOO FUCK ME

>> No.7945669
File: 111 KB, 792x1025, 1625792897692.png [View same] [iqdb] [saucenao] [google]
7945669

>>7945340
Do whatever difficulty you want, but contrary to popular opinion I think Hurt Me Plenty is when Doom really starts feeling like Doom. Ultra Violence is just the cherry on top.
>>7945636
Yes, most wads are made possible to be pistol started.

>> No.7945670

>>7945667
meant to reply to
>>7945636

>> No.7945672

>>7945669
>Scythe 2 over Hell Revealed and Speed of Doom
lolwhat

>> No.7945684

>>7945370
There's a line action to change sky over tagged sectors.

>> No.7945715

>>7945669
Wheres eviternity

>> No.7945723

>>7945451
damn I love Egypt levels

>> No.7945762

>>7945067
I tried adding a CSQC HUD to Violent Rumble, but the sheer number of warnings literally hid what definitions clashed with qsextensions.qc. Why the FUCK did you never fix those 350 compiler warnings?

>> No.7945763

>>7943607
Try out the Death's Dominion fan map pack made by dudes responsible for the kino Q2 Oblivion mod/addon

>> No.7945808

I didn't really know what to do with these new community ultimate doom and TNT midipacks that Lee Jackson contributed to, but I figured out that they're perfect for loading alongside dtwid and d2twid, which I always felt like deserved their own OSTs. Ant Farm Melee in particular is a banger.
https://www.youtube.com/watch?v=9Rd3uM7OwOw

>> No.7945830
File: 459 KB, 1704x960, Screenshot_SummerFun_20210713_162416.png [View same] [iqdb] [saucenao] [google]
7945830

Trying to make reed, but it's all fuck.
It's really not as easy as "scale down pictures bro", but for the most part it's less work than doing everything by hand.

>> No.7945905

>>7941556
yum

>> No.7945907

Why do people look down on brutal doom so much?

>> No.7945910

>>7945653
I would more say that UV tends to be the baseline and then difficulty gets scaled down from there.

>> No.7945913

>>7945907
probably because it spawned the "does this work with brutal doom?" mentality

>> No.7945915

>>7945907
They don't. They look down on brutal doom players that won't shut the fuck up about how it's the only way to play doom. Same for gzdoom players who are basically playing a weird bastardization of Doom.

>> No.7945930

>>7945907
got too much praise and controversy for what is essentially a fanmade work
not many people actually pointed out the actual problems and bugs but it's too late at this point

>> No.7945936

>>7945915
Haha but HDest is totally different right haha

>> No.7945938

turok's talisman abilities are kinda weird
>you can walk on this hazardous floor
>you can swim on this hazardous liquid
>you can watch this animation of turok jumping slowly for a few seconds, without player input
>same as above but for wind going up, even though the primagen ship reuses the floatable air mechanic with fans from the first game
>you can "see" passages that you couldn't walk on before

>> No.7945943

>>7945936
except bd was extremely popular among normies, youtubers and game journos, a lot of media around doom always brought up brutal doom when mentioning doom by default
people treated it like it was official
hd is still niche as fuck and even the few players are aware of how different it is from vanilla doom

>> No.7945958

>>7945943
https://www.youtube.com/watch?v=YUU7_BthBWM
Even Romero mentioned Brutal Doom a few times, this is one of the interviews I remember him talking about it
Starts about in 1:08:48, got the stamp from the comments lol

>> No.7945969

>>7945715
not sure it was made at the time of the list,id put it in between ancient aliens and valiant,just for flavor.
>>7945907
probably an over-correction to the people who say insist its better than normal doom and wont shut-up about it.
>>7945910
thats fair,the only wad i know of that treats UV as "hard mode" is sigil as far as i know.

>> No.7945983

>>7945915
what does gzdoom do to take itself away from DOOMto be considered a bastardised version?

>> No.7945989

>>7941306
>Layouts are open and non linear, and start spots are randomized.
>start spots are randomized.

The map itself is good but this seems like an especially bad wad for speed running. Here's UV-Pacifist in 60 seconds
https://files.catbox.moe/fm7sci.lmp

>> No.7945995

>>7945983
The fact that it isn't demo compatible with the original game demos tells you everything you need to know.

>> No.7945998

>>7945995
I don't get it

>> No.7946005

>>7945998
It used to be called Graf's Fuck and Suck

>> No.7946008
File: 455 KB, 1701x956, Screenshot_Doom_20210713_112908.png [View same] [iqdb] [saucenao] [google]
7946008

lol

>> No.7946009

>>7945998
rng tables are completely different, it controls differently, enemies and physics are different. There's no reason to use gzdoom other than tc mods. Prboom+ um is now the defacto standard for classic dooming.

>> No.7946012

>>7946008
I just want it to be over

>> No.7946014

>>7946009
thank you, I'll give it a try

>> No.7946019

>>7946009
To add to this. Dsda-doom doesn't suffer from micro stutters like prboom+ um does but is basically functionally equivalent.

>> No.7946026
File: 2.88 MB, 800x600, inversesquare.webm [View same] [iqdb] [saucenao] [google]
7946026

I made the dynamic lights in Quake 2 physically based.

>> No.7946030

>>7946019
>Dsda-doom doesn't suffer from micro stutters
Yes it does
Yes it fucking does

>> No.7946036

>>7946009
>rng tables are completely different
This has no practical effect on how it plays unless you're autistic/care about demos
>it controls differently
Yes it's much more smooth and satisfying.
>enemies and physics are different
Good, fuck blockmap bullshit

>> No.7946051

>>7945995
retarded take. prboom can't fix the stupid ssg reload bug, or forced out of ammo weapon switching, or generalized crushers because it'll break demo compatability, does fixing those make it no longer doom?? no, muh demo compat is just autism.

>> No.7946059
File: 409 KB, 1055x543, impressive very nice.png [View same] [iqdb] [saucenao] [google]
7946059

>>7946026

>> No.7946063

>>7946012
>some people sent 'fan mails' to him for the maps
I laughed my ass off to that bullshit...

>> No.7946064

>>7946036
>>7946051
Cool. Just remember your favorite game is gzdoom not actual doom.

>> No.7946069

>>7945907
Salty modmakers who are upset they aren't on the limelight.

>> No.7946070

Play Plutonia map03 in PrBoom and then play it in ZDoom and you'll quickly realize why ZDoom is the best source port.

>> No.7946078 [DELETED] 
File: 97 KB, 574x574, 20210707_181911.jpg [View same] [iqdb] [saucenao] [google]
7946078

> brags about playing on Ultra Violence
> in gzdoom
Cringe.

>> No.7946080

>>7946009
>it controls differently
It has better mouse movement than prboom+, that's for fucking sure.

>> No.7946083

>>7946064
friendly reminder that your favorite game is not just about demo autismo and speedrunning.

>> No.7946084

>>7946080
Yeah. Old prboom+, the recent updates have been pretty good. Also, LZDoom is better than gzdoom as well.

>> No.7946090

>>7946084
>Yeah. Old prboom+, the recent updates have been pretty good
?
I have the latest version and still the same.

>> No.7946119

>>7946090
Link?

>> No.7946127

Are there more than four people in the entire world who care that EDuke32 can't play the original Duke demos? No, this demo compat shit is just a form of contagious neuroticism that happened to infect the Doom community by its proximity to useless speedfags. Free yourselves from this demon you've let set up residence in your mind and play a port where the mouse doesn't feel like shit.

>> No.7946129 [DELETED] 

>>7946127
cope

>> No.7946140

>>7946119
https://github.com/coelckers/prboom-plus/releases

>> No.7946151

>>7945334
How does Youtube even allow videos that long?

>> No.7946175

>>7944015
Yeah that was pretty much confirmed ages ago - first time playing with Quoth content enabled?

>> No.7946179

>>7940175
Anyone familiar with a good, somewhat recent tutorial on how to make custom monsters in doom?

>> No.7946189

>>7945995
>MUH DEMOS
literally the dumbest take on why you don't like GZD.
If demos were so important, you'd see at least one or two in every thread.

>> No.7946193

>>7946064
If you don't play on original DOS on an original 386, your favorite game isn't Doom either, retard.
Captcha: Jawas

>> No.7946197

Today I will remind them.

https://youtu.be/7SE7BIPe3Qs

>> No.7946204

>>7946193
>Muh slippery slope

>> No.7946214
File: 6 KB, 250x74, 250px-Jackhammer_draw.jpg [View same] [iqdb] [saucenao] [google]
7946214

>>7942272
>>7943090
>>7943603
>>7943995
You know what cool shotty would be actually SoulKino yet stll somewhat realistic? Having the everyones favourite near-future movie/vidya prop of late 1990's & eatly 2000's Pancor Jackhammer shotgun that actually works as envisioned:
-can toggle between SemiAuto, 3-shot Burst and FullAuto modes
-the reserve ammo mags can be deployed as a Claymore-style anti-personel landmine if needed

>> No.7946216

>>7946204
There is no slippery slope. GZD is as much or as little Doom as PrBoom+, Eternity, Crispy, Choc, Woof and any other source port.

>> No.7946219

>>7945360
Have you managed to find the secret PooBurger?

>> No.7946226

>>7946216
GZDoom is a compatibility minefield with itself much less everything else. Graff tells zdoom modders to shove it when wads no longer work because he's changed something randomly.

>> No.7946252

>>7946226
Graff can pound sand this retard sandwich thinks trilinear filtering should be the default and retards that do wad showcases don't bother changing it

>> No.7946275

>>7946219
The what???

>> No.7946278
File: 809 KB, 1920x1080, Screenshot_20210713-181318.jpg [View same] [iqdb] [saucenao] [google]
7946278

>seethes about Tim Willits

>> No.7946315

>>7946216
Being compatible is synonymous with being mechanically identical. There is no difference aside from the presentation of the game. Non-compatible ports categorically play differently. This is a gross false equivalence.

>> No.7946317

>>7946278
He didn't even seethe. Just said he was a bit of a snake to other people, not him.

>> No.7946337

>>7946129
you're under arrest

>> No.7946389

Thoughts on Shrine?
I just started it. Love the look and atmosphere of it, levels feel like legit natural outdoor spaces. Sound design needs work, guns need more feedback, but overall I'm having fun so far.

>> No.7946395

>>7946315
>Being compatible is synonymous with being mechanically identical.
No. Just no. Compatable means it will fit in the input port and will output the same shit as the original. How it achieves this is irrelevant to the input device. All it cares about is that the data received matches what it expects.

>> No.7946403

>>7946315
You're trying to make the OEM vs generic argument and I dont think you realize it.

>> No.7946405

Every other port plays doom better than gzdoom. I'm not sure why anyone is defending that horse shit port.

>> No.7946417

How the FUCK do I change the HUD for DoomRl Arsenal into one that isn't shit. I saw mentions of a hud wad specifically for it but couldn't find shit.

>> No.7946418

>>7946405
>why yes, I am too retarded to learn even Decorate, how could you tell?

>> No.7946458

>>7946418
t. zdoom mapper

>> No.7946460

Is nblood still the best? Cant stand this random stuttering that it keeps doing

>> No.7946464

>>7946405
>t. never played EDGE, vavoom, doom legacy, unity port on launch, zdoomgl, doom95
if only you knew how bad things really could be

>> No.7946472

>>7946460
I just use BuildGDX for all my shit. Runs on my toaster.

>> No.7946475

>>7946464
Leave him, he's clearly an underage newfag trying to fit in.
It's probably the same person hating on HD recently.

>> No.7946490

>>7946472
Its not even a hardware thing. It just starts happening. Game runs at 60 but it starta stuttering like mad until you alt tab. Gonna check out buildgdx tho.

>> No.7946493

>>7946026
Hurrah...but at the end of the day you're still playing Q2.

>> No.7946551

>>7946214
https://blood-wiki.org/index.php?title=Combat_Shotgun

>> No.7946558 [DELETED] 

>>7946026
>>7944431
>>7943872
>>7943805
>>7942853
>>7942795
>crosshair
>mouselook
>disgusting sourceport graphics
Please. Never. Post. Again.

>> No.7946578

>>7945936
Yes.

>> No.7946590

>>7946051
PrBoom+ or DSDA fixed generalized crushers already, I'm pretty sure.

>> No.7946602

>>7946012
The ride never ends anon.

>> No.7946616

>>7946009
>>7945995
Those are minute things to many users and worth sacrificing for greater moddability. There's no need for an "Us Vs. Them" mentality when there's always been plenty of room for both, and you should stop being autistic about it.

I play Crispy Doom and GzDoom on the regular, and I think that people can make informed decisions about what port they want to use based on what they want. Likewise for people who think .demos are an unimportant feature, to you it may be, but it's obviously an important enough feature that many people want it.

>>7946063
What the hell did I miss?

>> No.7946623

>>7946189
There's people who post in this thread who record .demos, they just aren't posted here very often due to a lack of interest by most posters.

>> No.7946626

>>7946590
prboom+ um and dsda are definitely worth watching.

>> No.7946628

>>7946623
>due to a lack of interest by most posters.
Just shows that the source port war autists are not interested in the source ports, only in instigating dissent.

>> No.7946637

>>7946628
Yes, they should be playing the game and making content that they like, which is what this general is good at.

>> No.7946643

>>7946637
I gotta say, I really like the direction this general has been turning since 2020. Lots of new content being produced and servers being hosted with no end in sight.

>> No.7946648

What's a good gore mod that adds a bit of flair to the blood and viscera but doesn't cause fountains of it to burst out like Nashgore?

>> No.7946653
File: 936 KB, 800x450, pretty much the only good HUD variant.webm [View same] [iqdb] [saucenao] [google]
7946653

>>7946417
Check webm related, if you're using a newer version of GZDoom it's fairly easy. Just make sure to switch to the fullscreen HUD then head to that option in the video, there's no real confirmation on what you did until you exit the menu entirely.

>> No.7946654

>>7946648
You can adjust ketchup and bolognese

>> No.7946656
File: 684 KB, 1600x900, nashgore options.png [View same] [iqdb] [saucenao] [google]
7946656

>>7946648
You realize Nashgore has an options menu, right?

>> No.7946670

Can anybody tell me what's the matter with GZD's cluster intermission text? Color escape codes work in all strings defined in LANGUAGE, if it's the menu, UI elements, messages, whatever, just NOT in the intermission text.

>> No.7946672

>>7946653
Thanks, anon, appreciate it. Who thought that base hud was even acceptable in the first place, though?

>> No.7946682

>>7946672
Possibly Yholl. The important thing is we have a good HUD to use. Though the Duke 3D statusbar is kinda cool, it's also cramped as fuck.

>> No.7946709

>>7946682
Speaking of cluttered huds, who thought the top weapon bar in samsara was a good idea? I know you can turn it off but it's a pretty shit default

>> No.7946710

>>7946197
GZDoom added a compat option to disable the vertical monster thrust from rocket explosions back in like 4.1.

>> No.7946723

Playing Doom like God intended.
https://youtube.com/watch?v=7Zl663bol0E

>> No.7946727

Recommend me some wads to play while waiting out a storm.

>> No.7946734
File: 263 KB, 1397x907, Snakeman.jpg [View same] [iqdb] [saucenao] [google]
7946734

>>7946175
Yeah, I never touched any of the Q1 mods untill recently t b h - never even beaten the official addons too as there was too many sourceports to choose from so I just didnt bother with it at all...
I kinda hate it how infinetly better as an overall experience Q1 is compared to its supposedly technologicaly superior sequel ever have been (lel no muzzleflash) - not to mention how literally dead the Q2 modding community is compared to first ones ATM...

>> No.7946741

>>7946551
I love how this shotgun and the AssaultRifle both render the Bug-sprayer obsolete as their usage of BDB canisters is infinetely more satisfying and they have more range compared to both BugSpray fire modes

>> No.7946747

>>7946723
But this isnt the TempleOS port of Doom - please observe...
https://www.youtube.com/watch?v=LuFtXdFkJEA

>> No.7946757

>>7946727
https://www.doomworld.com/forum/topic/62496-winters-fury/

>> No.7946765

Is true that the Jaguar port had unique lighting?

>> No.7946770

>>7946670
Intermission texts might not support escape codes, but they do have a TextColor property
https://zdoom.org/wiki/MAPINFO/Intermission_definition#TextScreen_properties

>> No.7946776

>>7946765
No, but the Jaguar did color differently from most systems.

>> No.7946795

>>7946770
Ah shit I forgot that those "Intermission" intermissions exist (although I still don't really understand how they work)...
I should have specified: I use the "exittext" property in the cluster definition (because just for a few lines of text I really don't need to have more work than writing a few lines of text), and it takes the text from the LANGUAGE lump, which definitely supports escape codes (as evidenced by them working in all other instances).
Setting the text directly in the cluster definition also doesn't work, and that is what is confusing me. What is so completely different about the cluster text compared to all the others?

>> No.7946828

Is anyone making the new thread yet?

>> No.7946837

>>7946828
this is the last one

>> No.7946861
File: 4 KB, 86x85, original looks better.png [View same] [iqdb] [saucenao] [google]
7946861

>>7946051
>prboom can't fix the stupid ssg reload bug
The reload bug is not inherent in PrBoom - it was fixed a very long time ago. The reload bug was accidentally created and put into the Boom engine, and was inherited by MBF. It was fixed, but the reason you still see it today is because WADs are designed for Boom (cl9) or MBF (cl11) in which the bug exists, but no one ever made wads for PrBoom+ 2.5.1.4 (cl17) or whatever complevel fixed the bug.

You can still play and enjoy the game in complevel 17 (PrBoom+ 2.5.1.4) or complevel 21 (DSDA-Doom 0.19.7). It will still have the comfy bugfixes. People just use the complevels for demo recording so that there is one standard for everyone to make it easier for all

Like >>7946616 said, "us vs them" in terms of Doom ports is dumb.

>>7946080
FWIW, DOS Doom / Chocolate Doom / Crispy Doom / PrBoom+ all have the exact same mouse behavior on my Windows PC, and it's GZDoom that has the different mouse behavior

>>7945989
TY fren. I tried. Here is ~8 minutes >>7941306 https://files.catbox.moe/ryr86d.lmp

>> No.7946880

>Back in 1994, a small company called Bungie Software released this masterpiece, which literally trounced id Software's DOOM in terms of playability, graphics, interactivity and, most of all, storyline.
I played some of Marathon, not all of it, and for graphics, and playability... it most certainly did not...
But the mod looks cool.

>> No.7946889
File: 61 KB, 500x199, Autism_Speaks_Rebrand[1].png [View same] [iqdb] [saucenao] [google]
7946889

>>7940176
Fixed my Nostalgia Critic skin for vrskins3.9. No more mixels because I resized the face to half size. Face isn't as nice but for a Doom style sprite I think it's fine, and better than the mismatch.
https://www.mediafire.com/file/2wbgnonpee3fzhk/critic2.pk3/file

>> No.7946935

>>7946861
It's great that MBF21 fixes stuff like broken linedef functions and other bugs. I'm extremely excited towards the levelsets people are gonna make with this new complevel, and the UMAPINFO stuff.

>> No.7946936

Can anyone tell me why my keybindings aren't saving in GZDoom. I'm getting annoyed fighting this program.

>> No.7946997

>playing Plutonia with vertical aim enabled, autoaim off
>dying fucking constantly
>turn the crosshair on
>suddenly stomping everything
This feels like cheating, but I guess since you were never meant to aim up and down and it's difficult to judge your vertical to aim, it might be acceptable?

>> No.7947020

>>7946936
GZD might not have write permissions if you extracted it to a folder like Program Files. Are your visual settings saved?

>> No.7947046

>>7946997
>This feels like cheating
It is cheating.

>> No.7947056

>>7947046
Which part? Autoaim off honestly feels more difficult than autoaim on.

>> No.7947057

>>7946997
Nah, it's not cheating; in fact a lot of levels even block you from progress with a stupid little block which is incredibly unrealistic, so I also turned jumping on. Makes it feel more like Quake which is pog.

>> No.7947078

>>7947020
Yeah, I figured that out just now. I appreciate the answer though.

>> No.7947106

>>7946837
It's been real lads

>> No.7947107

>>7947056
Autoaim on is more difficult. Yes, hitscan becomes easier with autoaim, but rockets are WAY harder with autoaim on: you can't lead, you can't aim alto maximize splash, you can't aim at the center of a group, and so on.

Doom and Quake have centered weapons and a surplus of ammo so you don't need crosshairs. I play quake with freelook and no crosshairs but I'm not saying it's the only way, my point is the immersion is greater without crosshairs and the fun is greater but ultimately it's just a suggestion

>> No.7947153

NEW THREAD
>>7947150
>>7947150
>>7947150