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/vr/ - Retro Games


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7947150 No.7947150 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>7940175

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.7947152
File: 706 KB, 1024x1024, vr info small.jpg [View same] [iqdb] [saucenao] [google]
7947152

=== CURRENT RELEASE ===
Hard Fast Faggot Maps
version 1.6: >>7941495
idgames release TBD

=== CURRENT PROJECTS ===
VIOLENT RUMBLE
Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest update: >>7942310

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

=== NEWS ===
[7-12] PsyDoom updated to 0.8.0
https://github.com/BodbDearg/PsyDoom/releases

[7-12] Marathon: Resurrection (UT TC) updated to v2.5
https://www.moddb.com/mods/marathon-resurrection

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

[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/

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.7947156
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7947156

>> No.7947171
File: 616 KB, 1000x800, D2-MAP13-noHUD.png [View same] [iqdb] [saucenao] [google]
7947171

>fun stops

>> No.7947176
File: 36 KB, 326x314, 1588302257368.jpg [View same] [iqdb] [saucenao] [google]
7947176

>>7947171
it's just containment zone with verticality

>> No.7947189
File: 308 KB, 661x716, 1586717346273.png [View same] [iqdb] [saucenao] [google]
7947189

How do I get better at finding secrets?

>> No.7947204

>>7947152
>[7-12] PsyDoom updated to 0.8.0
https://github.com/BodbDearg/PsyDoom/releases

I thought it was the gameplay mod psychic

>> No.7947252
File: 491 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
7947252

>> No.7947261

>>7947171
>filtered

>> No.7947263

>>7947261
Maybe, but I fucking hated the bigger levels in Doom 2

>> No.7947271

>>7947263
Play d2twid. You will learn to respect vanilla Doom 2 style maps. The wad is that good.

>> No.7947274

>>7947204
PsyDoom is the psx doom equivelant of Doom 64 ex.

>> No.7947279

>>7947176
>Peterson
Fail.

>> No.7947285

>>7947279
>CLEAN YOUR MAP!

>> No.7947308
File: 2.69 MB, 480x360, diagonal.webm [View same] [iqdb] [saucenao] [google]
7947308

I "upgraded" the Quake 2 lights to use a more physically based model.
My head has been hurting trying to get it to work with diagonal surfaces, though. Turns out all the vector math I did was for nothing as it uses some unorthodox UV mapping I can't wrap my head around.

>> No.7947312

>>7947279
Why, Peterson is Petersen's lost Norwegian brother. Author and map designer on titles like DØØM and QUÆK.

>> No.7947317

decino's Micro Slaugher Playthrough looks great. I'm gonna have to stop watching them so I don't spoil any more maps. Maybe I can beat them blind.

>> No.7947321

>>7947308
>falloff
inverse distance^2 clamped ?

>> No.7947338

>>7947171
idclev next fucking level. I dont play what I don't like.

>> No.7947348
File: 2.88 MB, 800x600, inversesquare.webm [View same] [iqdb] [saucenao] [google]
7947348

>>7947321
I actually made it non-square in that one to somewhat compensate for gamma-space math.

It's very dark otherwise.

>> No.7947349

The fucking stuttering still happens even with buildgdx. Why

>> No.7947357

>>7947349
Maybe one of the settings you didn't turn off? No Vsync on?

>> No.7947363

>>7947349
Check your (global) Vsync settings.

>> No.7947369

>>7947171
based

>> No.7947371

>>7947348
I know it may be because of how outdated Q2's engine is, but the green light surrounding the BFG shot is not as bright as the light on the viewmodel. You probably already noticed it too but I'm just wondering if it's because of engine limitations or if this is still a WIP?

>> No.7947373

>>7947150

Are there any retro FPS games better than Blood? I didn't expect much from it going in but it fucking blew me away. Easily dethroned Quake III/Doom 2 for me

>> No.7947376

>>7947152
>[7-12] Marathon: Resurrection (UT TC) updated to v2.5
unexpected

>> No.7947382
File: 2.05 MB, 800x600, vector.webm [View same] [iqdb] [saucenao] [google]
7947382

>>7947371
Models use a separate function that I didn't bother with (yet?).

>> No.7947397

>>7947252
>fun feels nice
Thanks for solving that mystery, word cloud.

>> No.7947398

>>7947357
>>7947363
Vsync no vysnc it doesnt change anything. It just randomly starts and stops

>> No.7947404

>>7947398
very odd to say the least. system specs? maybe your ssd/hdd is dying, kek

>> No.7947405

>>7947397
>>7947252

HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HA HAAAAAAAAAAA
>fun feels nice
https://youtu.be/ZxVw7bvMd3s?t=6

>> No.7947407

>>7947404
Just built this thing a year ago and it only happens in nblood ir buildgdx. 2070 super and i7-9700k

>> No.7947419

I think i figured out my stuttering build games issue. It was fullscreen. Using borderless seems to have fixed it

>> No.7947463

>>7946009
>rng tables
Imagine thinking its a completely different game because you have a 0.1% greater chance of getting a certain damage roll.

>> No.7947473

>>7947274
I love how pretty much every console version of Doom can now be played in its entirety on PC natively.

https://youtu.be/2B_D0KB0wp0

>> No.7947475

>>7947473
There's a lot of oddities in this one, most notably how fast the lifts, doors, and projectile speeds are. Kinda reminds me of how gradius 3 SNES with slowdown removed makes everything retarded fast.

>> No.7947476

https://twitter.com/pripyatbeast/status/1415093172691038209
Powerslave EX finally coming back?

>> No.7947478
File: 413 KB, 800x1114, system_shock.jpg [View same] [iqdb] [saucenao] [google]
7947478

>> No.7947486

>>7947478
Is there a convient way to change the soundfont of the enhanced edition on windows 10

>> No.7947492

>>7947476
Based on the saturn version i hope

>> No.7947509

>>7947308
>>7947348
Nice work

>> No.7947514
File: 120 KB, 1440x1080, doom11.png [View same] [iqdb] [saucenao] [google]
7947514

>>7947171
The City episode of Doom 2 is always the worst. I usually skip it entirely.

>> No.7947535

>>7947492
The original EX version was based on the PS1 version but since this will cost money it would be nice if it was all three versions in one package.
>>7947478
Man once you get to the controls SS1 is such an amazing game.

>> No.7947537

livewire when kegan

>> No.7947541

Is Heretic built with staffstart in mind? I'm noticing a lot of weapons and ammo lying around.

>> No.7947545
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7947545

>>7947537
That's a ways off, I haven't even started on Samson, dude.
I'm getting the worst shit done with first before I start on him, so a lot of this stuff has been an absolute slog. I'm also still debating if I want to go back and scale the enemy HP and player weapon damage down to normal levels, all that shit has been massively inflated for years.

>> No.7947571
File: 427 KB, 640x480, Eviternity Title Screen.png [View same] [iqdb] [saucenao] [google]
7947571

I know someone else here was running through Eviternity for the first time, I am too and just wanted to say that I'm on Map 27. Was curious about where they are so far.

Great WAD so far, highly recommend for anyone who hasn't played it.

>> No.7947582
File: 148 KB, 311x416, 80507427.png [View same] [iqdb] [saucenao] [google]
7947582

Can I interest you in a stream, Anon? I've extended Nightbot's playlist a bit, so we'll be getting less repeats than before.

>> No.7947584

>>7947582
sure

>> No.7947589

>>7947582
I was just about to ask. Also, here's something for when you're done with town infection
https://www.doomworld.com/forum/topic/115809-the-blank-canvas-a-short-1-level-wad/

>> No.7947590

>>7947584
Here we fucking goooooo
>https://www.youtube.com/watch?v=6z-kj1duLMA

>>7947589
Sure thing Anon.

>> No.7947597

>>7947582
getting less what?

>> No.7947602

>>7947473
That arranged soundtrack is still phenomenal. It perfectly captures the feel of that era. I wish we could get those guys back together to do every single track of the classic Doom games.

>> No.7947610

>>7947602
Still the best At Doom's Gate rendition.
https://www.youtube.com/watch?v=AjEx292Ph8M

>> No.7947617

>>7947150
How do you recenter your vision in GZDoom?
I want to play without mouselook but I feel like I'm not oriented properly.
On that note, what are your thoughts on playing with Mouselook and without auto-aim?

>> No.7947620

>>7947617
Literally none of it matters unless you plan to record demos.

>> No.7947621

>>7947020
its fine,if the crosshair makes it more fun then its all good,like i prefer freelook,not auto aim (i cant stand autoaim and aim assist,it feels awful) and crosshair too,its fine.
>>7947373
try deathwish,its still blood,but its an amazing set of levels.
first chapter and im already hooked.

>> No.7947624

>>7947621
fuck i meant this guy >>7946997

>> No.7947626

>>7947620
Having your gun pointed slightly too low or too high doesn't impact the autoaim at all?

>> No.7947636

>>7947621
>its an amazing set of levels
It better be. the creator spent 10+ years of his life on the mod.

>> No.7947642

>>7947621
Someone else playing deathwish! Lol im loving it to.

>> No.7947693

>>7947176
No it's not.

>> No.7947694

>>7947617
Its an option in the controls bindings

>> No.7947707

>>7947171
Downtown is overhated.
It's not amazing, and certainly doesn't resemble a city at all. But it's far from being one of the worst Petersen maps that people make it out to be.

>> No.7947718

Downtown isn't that bad if you're playing with a gameplay mod and have jumping etc enabled

>> No.7947720
File: 91 KB, 960x720, fun things are fun.jpg [View same] [iqdb] [saucenao] [google]
7947720

>>7947397

>> No.7947721

>>7947707
I think Factory is much worse.

>> No.7947738

>>7947602
One of the guys doing that music went to jail for diddling, so it'll be a while for that, I think.

>> No.7947739
File: 66 KB, 480x453, themaster.jpg [View same] [iqdb] [saucenao] [google]
7947739

>>7947610
Hot damn that is good.

>> No.7947761

>>7947739
https://youtube.com/watch?v=Nx2k8jrCOUU

>> No.7947764

>>7947610
Is that the Burger Becky port? Guy who ran the thing was a fool, but he and his band sure could shred.

>> No.7947770

OptiDoom or Phoenix Doom?

>> No.7947774

>>7947473
There is no love for the Saturn version so you are wrong.

>> No.7947780

>>7947764
Yeh. It's got a legit good soundtrack adaptation.
Shame it was a botched port, but it's at least functional I guess.

>> No.7947784

>>7947617
>How do you recenter your vision in GZDoom?
Go to Gameplay Options and change Allow Freelook to Off or No

>On that note, what are your thoughts on playing with Mouselook and without auto-aim?
I prefer it - if the game was designed for it. Quake was designed for it. Doom, however, was not designed for it, and it simply looks janky to me when you try to add freelook to Doom. Adventures of Square is a GZDoom mod that was designed for freelook and it feels great with freelook and I play it with freelook, but it's also its own game, just based on the same engine. You can try to play Square with autoaim but you won't hit dick with the rocket launcher because it is affected by gravity.

douk is a weird case in which the game shipped with freelook turned off, so I played it without freelook when it came out. I still remember having to press the PageUp/PageDown keys to shoot jetpack enemies or secret switches. I deep-down inside prefer douk with autoaim for nostalgic reasons, but I play with no autoaim to prove to myself that I'm gud. In my recent playthroughs I beat the levels both in DOS with autoaim and in a modern port with no autoaim. Also the rocket launcher is unironically easier to use with autoaim off for numerous reasons.

>> No.7947785

>>7947774
The Saturn version is just the PS1 version with no colored lights and a fucked up framerate.
You may as well just hack the Saturn statusbar into PsyDoom and call it a day.

>> No.7947787

>>7947785
Someone should make a source port that actually works with a real Saturn.

>> No.7947790

>>7947473
Why did they remove the blue carpet?

>> No.7947791

>>7947590
https://drive.google.com/file/d/0B5yGC4TmeUeSVWotV0o3a3FFVEk/view?resourcekey=0-A6QvZJyWuUmlFzjE0BY1dQ

>> No.7947796

>>7947790
What

>> No.7947806

>>7947721
The thing placements in that level just feels off to me. So many Arachnotrons and Mancubi, but no rocket launcher nor plasma rifle to be found. The SSG requires killing a Mancubus in a side area to grab. The BFG is obtained by the point where you likely would have killed most of them, too. The Yellow and Blue keys are kinda just slapped in, too.
Then it ends with that room full of cacodemons and lifts, which felt like padding.
I think if the level had better thing placements, especially in the main building, and designed a different final area, it could have been decent. map12 from d2twid feels like a much better execution of the concept to me.

>> No.7947809

Amazing
https://youtube.com/watch?v=9a2bOXHzIAw

>> No.7947818

>>7947796
I can understand them removing the technopillars to make the game run better. But why remove the iconic blue carpet at the start of E1M1?

>> No.7947825
File: 34 KB, 320x200, conback.png [View same] [iqdb] [saucenao] [google]
7947825

yo babby
I've looked at that qtest thing. found a version of it with qc sources, trivial to edit.
you said you just want ng, sng, rl and torches - what about ssg spread, 99 ammo limits, scrag fireballs, nail ogres, dropped backpacks?
here's a version to your specs: mediafire.com/file/xjdplkruhb926zi

>> No.7947845

>>7947809
The barrel explosion was very underwhelming. Cool port though.

>> No.7947847

Played through the first 2 and enjoyed the level designs quite a bit. Got stuck on some of it and still think the ending is a bit overkill.

Best part of the game is the flow and mechanics of it all. Not sure if 3 and the new one have this or not because I haven't gotten into those that often.

Used to get in trouble for playing this in school as a kid. Still funny to think about how offensive it was back then (probably still is)

>> No.7947869

>>7947825
You guys are planning on adding qtest stuff? neat

>> No.7947872

>>7947869
nah, that was something the guy requested when he posted vrskins

>> No.7947882

>>7947825
>>7947872
Violent Rumble anon here, what from Qtest was requested? I must have missed it.

>> No.7947885

>>7947882
vrskins anon here, apparently it's something related to that? I'm not sure.

>> No.7947891

>>7947825
Thank you so FUCKING much! This is exactly the way I want it except I only just now noticed that there's no smoke trails on grenades, I can't believe I didn't notice until now fuck can you add that back pls? I just wanted this mod to be (mostly) cosmetic, kinda like the alpha weapons for blood and doom included in the bonuses of my skin pack, especially since those things in the original qtest mod, like removing all powerups and making scrags retarded difficult with devastating explosives, removing the thunderbolt and axe, etc etc, this qtest mod is is accurate i'll give it that but adding those aspects to retail quake doesn't make it fun, like removing weapons, the weapons aren't gone because they are supposed to be gone in qtest, it's that those weapons don't even exist yet in the date that qtest was released, y'know what I mean?

>>7947869
>>7947882
no this isn't for violent rumble but it would be cool to add the qtest super nailgun if yall feel like replacing it
also i'm getting fuckin nuclearized by this new captcha

>> No.7947903
File: 210 KB, 837x710, 1526533060466.jpg [View same] [iqdb] [saucenao] [google]
7947903

>>7947582
So Town Infection wavered from being an annoying impossible piece of shit wad to being ridiculously easy in some segments. The final boss was defeated within seconds of entering its arena. I did love that resurrection staff though. That was cool as fuck. Touhou Doom 2015 is more of the same. It's slowly making me retarded like a girl getting raped in a doujin.

Also, we've now been streaming shitwads for a whole month. Time sure does fly, doesn't it? Until next time, niggers.

>> No.7947906

>>7947891
>no smoke trails on grenades
it's a model flag, you can add that in QME

>> No.7947914

>>7947906
how

>> No.7947916

>>7947610
I like this one better
https://www.youtube.com/watch?v=oQs48dvebck

>> No.7947920

>>7947914
the little "piece of paper with hand" icon, top-right
anyway, here's a version with it updated: mediafire.com/file/gnzq0srp7cq09mr

>> No.7947923

>>7947920
*top-left
whatever

>> No.7947929
File: 227 KB, 1835x1133, file.png [View same] [iqdb] [saucenao] [google]
7947929

Is this too obvious?

>> No.7947934

Just played and beat episode 1 of Heretic for the first time ever, though I was playing with Wayfarer's Tome instead of vanilla. It was alright. The map layout and architecture are a lot more impressive than anything in Doom, and I absolutely dig the medieval fantasy theme, but switches/mandatory means to progress are a bit too hidden and unobvious for me to not get lost on pretty much every map for a bit.
WAY too many Gargoyles or whatever the little red demons are as well. I get it's the shareware episode and they couldn't blow their load early with showing the full roster, but mindlessly blasting through hordes of golems and red guys got old after a while.

>> No.7947940

>>7947914
Hi babby upload the FNF/SNS 22 and FNF 23 videos please and thank you okay bye

>> No.7947951

>>7947920
>>7947923
literally perfect, thank you so much, now I can put this mod into a pak#.pak and play it with everything

>>7947940
my internet just got fixed so now i will, it'll take a billion dillion years to upload tho cuz the video filesizes are bigger than my jumbo wiener

>> No.7947956

>>7947617
>On that note, what are your thoughts on playing with Mouselook and without auto-aim?
I play FFA online without mouselook, I love it, and it's a very fun challenge even trying to place against half-decent players with mouse.

>> No.7947967

>>7947929
I think the transition is a bit too quick (i.e. short) and it should probably be rather horizontal instead of vertical.

>> No.7947976
File: 552 KB, 1064x1486, suck my e3 alpha benis.jpg [View same] [iqdb] [saucenao] [google]
7947976

still no alpha hud for doom 3 tho ;;;;;((((((((((( well I made a cool e3 crosshair today at least https://cdn.discordapp.com/attachments/810405089754873906/864758049986314300/zzE3_Crosshair.pk4

>> No.7947981

>>7947976
Hey Babby, it's Mac. Could you post your discord tag next FNF? Unless you don't mind doing it here and getting flooded with dolphin porn.

>> No.7947995

>>7947981
>the guy that insist on using ancient caveman technology being Internet relay chat really just asked this
are you the real macaroni and guffin cheese? I mean ye sure that would be very cool

>> No.7948000
File: 229 KB, 763x706, Yes, it's me.png [View same] [iqdb] [saucenao] [google]
7948000

>>7947995
Yes.

>> No.7948005

Man, .mid the way id did goes pretty well with d2twid. Had to make myself a version in slade that deletes the secret level midis so that the secret commander keen levels keep their music, though, as loading the wad before d2twid has the side effect of map15 not using the new music (d2twid by itself decided to replace running from evil with into sandy's city for that level).

>> No.7948027

Is there a way to do a healing pool like in AD's start map in VR?

>> No.7948031

>>7948027
Literally just trigger_heal which is vanilla.

>> No.7948034
File: 32 KB, 313x310, wfm.jpg [View same] [iqdb] [saucenao] [google]
7948034

>>7948031

>> No.7948040
File: 600 KB, 1280x960, Screenshot_Doom_20140209_184355.png [View same] [iqdb] [saucenao] [google]
7948040

>>7947903
Town Infection? This 'classic'? Yeah that sounds like the right description for it, lol.

>> No.7948046
File: 2 KB, 320x200, minerghost.png [View same] [iqdb] [saucenao] [google]
7948046

So, I'm trying to come up with a ghost.
This one is supposed to be the ghost of a miner, hence the miner's hat.
On the left I have a regular kid's ghost with shroud and chains, on the right that's not the Stay Puft Man, but just a normal dude's ghost (when finished it would be shades of grey/blue and be translucent).
It would try to zap you with its lamp.
Now I don't know what concept I should pursue further.
The shroud ghost, well, looks like a kid's comic ghost and would also be easier to animate.
The ghost dude is supposed to wear some kind miner's habit and would be genuinely creepier. It would also enter its See state by emerging from the ground (the cloth ghost would also not be able fly, he'd just hover over the floor).

Any feedback?

On a related note, does anybody have an idea how to properly depict a flash of lightning or fire emerging from an enemy towards the player?

>> No.7948056

>>7948040
It says a lot about the zdoom mapping scene that kusoge like this is considered classic

>> No.7948064

>>7948056
>>7948040
You mean this piece of shit is considered a ZDoom classic? How the fuck?

>> No.7948103

Also asking again because it was late in the last thread:

I have the following problem in GZD:
Instead of stat screens I have simply intermission text screens.
Those are produced by having an exittext in the respective cluster definition.
The exittext points to the LANGUAGE lump, where color escape sequences work, as proven by having them work for all other strings (be it UI elements, pickup messages or menu items), EXCEPT for that text between the levels.
What is also really peculiar is that the new line break \n escape code DOES work and that the color escape code \cd also seems to be recognized at least partly, because it won't print "\cdTEXTSTUFF HERE", but instead "]dTEXTSTUFF HERE", so the "\c" becomes a "]" for whatever reason. Google doesn't yield anything.

>> No.7948160

>>7947571
I got through it recently running GMOTA with Blaz. Currently doing two saves with the other two. I find Kustam has the easier time most of the time. With Kustam I'm on Map 24 and Doomslayer Map 19. I gotta say I was the most impressed with Map 26 visually. It might be my favorite in a long time in that respect. As a megawad it makes a great impression but it's also one in which the more you play it the more you enjoy it.

>> No.7948195
File: 1.50 MB, 4169x2953, image0-86.jpg [View same] [iqdb] [saucenao] [google]
7948195

>> No.7948201

>>7948195
>Ion Fury expansion is set in the Lost World
Would be absolute kino.
That said, I *really* wish there was any kind of shooter with dinosaurs anymore. Everything we get from Build and Doom engine is either horror themed or generic scifi setting. Hell, even if it WAS horror themed and you had some kind of Dino Crisis setting, that would already be really cool.

>> No.7948215

>>7947916
Booooooo

>> No.7948221

>>7947774
Based on already shitty PS1 port. Also shitty new SFX and new inferior music to make it more "edgy" and "dark". Also this whack ass shit here
https://www.youtube.com/watch?v=013V6sNeDu

>> No.7948229

>>7948195
Tal'Set did it better.

>> No.7948232

>>7948229
I really liked his portrayal in Evolution. The whole reluctant hero thing, then full on war paint before he storms the sleg general's castle.

>> No.7948241
File: 115 KB, 929x816, boo.jpg [View same] [iqdb] [saucenao] [google]
7948241

>>7948046
I like the left one, cool chains. idk what a miner's hat is irl, but it looks alright too. a more modern hard hat with a light would also work.
the one on the right has legs and clothes, not very ghostly.

maybe ghosts should be more like flying pinkies? like a faster melee-focused caco that only zaps you occasionally.

>> No.7948256

>>7948046
Left: epic and cool
Right: shit, no offense.

>> No.7948282

so, let me see right now
>primagen key 1 didn't show up in the main hub thingy, even though i picked it up
>that one blue energy door in the mantids hive, to get the whispers talisman didn't open
>got all 6 keys for the primagen ship but it didn't open because apparently one wasn't detected as collected
i think my version of turok 2 is fucked
got it from the mega

>> No.7948286

>>7948282
is there a way to skip to the final boss in the console or at least spawn the first key from the console?

>> No.7948292
File: 5 KB, 299x168, JohnFreeman.jpg [View same] [iqdb] [saucenao] [google]
7948292

>>7948046
MINER GHOSTS! LEAVE THIS PLACE!!!

>> No.7948297

New high quality Doom rip: https://youtu.be/j6eJVaVhKPc

>> No.7948310

>>7948297
brawl?

>> No.7948313

sandy really hates tim willits doesn't he? lmao

>> No.7948315

>>7948292
The pants were dead.

>> No.7948325

>>7948282
>>7948286
used allinventory or whatever
that boss fight was weird because i couldn't tell if it had rounds tied to health regen or something to do with "when" and "where" do i hit the boss
also rewatched the final cutscenes on yt because i thought the ingame sounds were fucked

>> No.7948327

The Virgin Decino


The Chad Br0leg

>> No.7948332

>>7948241
wait a sec, I recognize that ghost

>> No.7948356
File: 804 KB, 1200x580, miner.png [View same] [iqdb] [saucenao] [google]
7948356

>>7948241
>>7948256

Lmao ok you like ghosts. I actually thought the ghost was maybe too unoriginal. And thank you for complimenting the chains, I thought they looked like ass but couldn't come up with anything better.

Also, remember that these are just concepts. The Stay Puft man on the right is just a quick setup to have a human-like figure.
I have attached a picture.
On the right you have a miner's hat as they were used e.g. in the German Empire. On the left you have one of those really old-tymey miners in his miner's habit. Of course that is a rather ceremonial dress, but I want this dude to be down there for some time, so no modern plastic hardhats with lamps. Also, I grew up in a region that used to live from mining (in fact, my father-in-law was a miner) and I want to pay my respects for this dying (at least in Europe) line of work by using the traditional garb you usually only see old guys wear on holidays. And the foreman usually had a lamp. Of course it's a rather obscure reference for people under 30 in general and americans in particular, but I like the hat and want to keep it.
In the middle is how the ghost dude should *actually* look like. Of course it's another question whether that is actually transferrable to a roughly 50x40 px cartoon style sprite, with the emaciated look and tattered clothes and such.

As for the attack, the flash of lightning was supposed to be a very devious hitscanner and the idea of the lightning is based on the occurrence of mine shaft explosions when methane and air formed a highly combustible mixture, I have no idea what it's called in english. Tunnel gas?

As for melee enemies, I wasn't sure on who, where and what. I mean a ghost with a lamp is predestined for some distance attack and for melee I already have a TP mummy, small kids smeared with chocolate, dogs (pending), ninjas (although they could be throwing throwing stars).
It's something I'll keep in mind. Switching from a distance attack to melee isn't that hard.

>> No.7948376

>>7948282
Is that the remaster or the OG one?
Because the Remaster is hands down superior in every single way.
I played Turok 2 on release on N64.

>> No.7948398 [DELETED] 

>>7947617
bind M "toggle freelook;centerview"

>> No.7948402

https://www.youtube.com/watch?v=GIGJkGfM-ME

>> No.7948406

>>7948376
yeah
i liked a lot of the game but the 3 instances that softblocked me were a bummer considering how solid it is

>> No.7948407

>>7948406
Weird, I played the Remaster on release and had zero (0) problems with it.

>> No.7948412
File: 830 KB, 1820x1468, big tism.jpg [View same] [iqdb] [saucenao] [google]
7948412

>>7947152
Got the layout for Violent Rumble's start map mostly nailed down now now: https://files.catbox.moe/o9g6w2.mp4
>side halls will be used to toggle modifiers via shootable murals
>altar will be where the secret level runes are placed
>slipgate at the start will lead to test maps after you find a way behind it and press a button to power it up
>islands you jump across to select difficulty will fall from the ceiling with an earthquake upon opening the door
>other stuff in the lava will probably just rise out of it
>map teleporters will be arrayed in a circle around shubby
>secret level teleporter will be under shubby's fat ass...
Not the greatest start map ever, but I'd like to think it's at least unique. Any suggestions are appreciated.

>> No.7948413

>>7948407
i assume it's just some overlooked potential way to fuck up a script
like how in hexen, there was a section where i got stuck as the cleric, because of how a particular room counted the timing of the deaths of dark bishops, in a room from the 4th hub

>> No.7948428

>>7948056
First time I've ever heard of it, it has to be something like the Fava Beans situation, where it's completely unremarkable until you realize it was one of the very first decent episodes made by users.

ZDoom classics to me is Zen Dynamics, and that level design was just kind of so-so (being a bunch of Malcolm Sailor's scraps stitched together and with an at the time complex gameplay mod built on it).

>> No.7948445

>>7948412
>Not the greatest start map ever, but I'd like to think it's at least unique. Any suggestions are appreciated.
i think the idea is great(shubby in center of a mapset hub is pure kino) - now all depends on execution
Also, what will those shootable modifiers change? Im guessing difficulty level

>> No.7948449

>>7948356
>Silesian miner hat
Holy shit, summer fun anon are you from Silesia?

>> No.7948487

>>7948445
>Also, what will those shootable modifiers change?

The ones I've currently got made are:
>give enemies armor (amount depending on type)
>make enemies move 50% faster
>cut player max health in half
>Doom-like shotguns + small RNG for all damage calculations (want to add diagonal running to this but not sure how)

Planned:
>25% chance to replace regular ammo with DOE ammo
>random enemy variants (i.e. chance of shambler -> rambler)
>ranged enemies firing in increased volleys
>chance for enemies to drop relevant weapons (mostly to get laser rifles from enforcers in maps they don't appear)
>axe starts
>enemies attempt to dodge attacks

>> No.7948498
File: 5 KB, 263x192, Krupniok.jpg [View same] [iqdb] [saucenao] [google]
7948498

>>7948449
>>7948356
Do you like buckwheat groats in your black pudding Horst?

>> No.7948540

Had to use a walkthrough for a Doom 2 map. Embarassing.

>> No.7948550

>>7947934
I agree about the gargoyles. Imagine if every room in Doom E1 had a few lost souls. Thats what it feels like sometimes.

>> No.7948567

>>7948540
for you

>> No.7948572

>>7948412
Will the secret Nightmare skill portal be hidden behind some gimmicky bullshit like its recently commonplace thanks to AD?

>> No.7948590
File: 145 KB, 2048x2048, 1589688268493.png [View same] [iqdb] [saucenao] [google]
7948590

not like this
NO
GODDAMMIT, I HAVE TO FINISH THIS WORK, I'M SO CLOSE
NOT MORE FIRE
I'M GONNA BLAST THIS FIRE EXTINGUISHER INTO YOUR ASSHOLE IF ITS YOU AGAIN YOU BITCH

AAAAAAAAAAAAAAHHHHHHHH
ANIKI, SAVE ME

>> No.7948601

>>7948498
Its called Krupniok here(and Kaszanka in rest of the country) but yes, its one of my favorite foods

>> No.7948602

>>7948572
Nah, nothing tricky. I'm just going to have you shoot down a stalactite to jump across to it.

>> No.7948607

>>7947189
Please respond

>> No.7948618

>>7948607
Look for parts on the map that don't look completed.

>> No.7948619

>>7948412
I know its probably too late to ask, but do you feel that the classic Shotgun/DBS currently being left untouched is a bit lame (and can it be somehow spiced up a little)?
I had recently an idea of giving the Shotties an extra Solid-Slug ammotype that functions almost exactly like the AD 'focused shotguns' (turns them into a quasi-sniper hitscan weapons for a short while) powerup did but less occasional as you could just switch to the alt-ammo on the fly as with PlasmaCells&MultiGrenades.
Alternatively you can always 'borrow' the AutoShotgun from the Neharha mod if thats not a problem

>> No.7948623

>>7948601
>Kaszanka
Siemanko :)

>> No.7948643

>>7948056
>>7948064
>>7948428
Yea. It's not classic. Anon was being sarcastic (I think). I've been on zdoom modding community at 00s, and i've never heard of that wad. Like the other anon mentioned Xaser's Zen Dynamics and stuff like Tormentor's Torment And Torture and ScubaSteve's Action Doom are the zdoom classics. Stuff that got at least runner-up on cacowards or the earlier one's that were mentioned on Ten Years.

>> No.7948669

>>7948619
I did want to add projectile slugs for the regular shotgun and some sort of bouncy, bleed-inducing pellets for the double, but time is getting a bit tight. I did however put in a modifier for more Doom-like shotguns (double damage, half firerate, Doom sound effects) so hopefully those who feel the Quake shotguns are underwhelming will enjoy that.

>> No.7948681

Please, give me general hints on how to speed up 3D map making.

>> No.7948689

>>7948681
Meth

>> No.7948743

>>7947617
It's END or HOME on the keyboard, one of the two.

>> No.7948810
File: 115 KB, 1920x1080, 2280_20210714223115_1.png [View same] [iqdb] [saucenao] [google]
7948810

What's the general opinion on Sigil? Should i play it or is it meh? I just finished playing Ultimate Doom for the first time.

>> No.7948816

>>7948810
play it

>> No.7948835

Today is Aniki's birthday. Happy birthday, big bro.

>> No.7948838

>>7948835
Damn I was just thinking about him and having a goal of a body like that

>> No.7948840

>>7948810
Don't listen to Australians. It's good.

>> No.7948842

>>7948810
Did you enjoy Perfect Hatred and Against Thee WIckedly? Sigil very much picks up where those left off in terms of design, along with The Abandoned Mines and The Living End from Doom 2.

>> No.7948859
File: 28 KB, 500x331, blutwurst.jpg [View same] [iqdb] [saucenao] [google]
7948859

>>7948449
No, I am not from Silesia. In fact, I'm from pretty far away from Silesia.
But I don't quite know where that type of uniform was common except that is seems to go from the right side of the Rhine (has France ever had any kind of considerable mining?) far into the east.

>>7948498
No, I prefer it like god intended, blood and fat and little else.

>> No.7948862

>>7948681
hotkeys

>> No.7948865

>>7948810
sigil is good,really hard on UV,but really good for what it is.

>> No.7948869

>>7948810
It doesn't rewrite the book on Doom or anything, but it's extremely competent, and I think a good example of how level design is one of Romero's greatest talents. He's certainly better than near all AAA level designers today.

>> No.7948890

Can you enable linear filtering in Duke 3D/eduke32? To give it that Duke 64/Doom 64/Quake 64 kino look?

>> No.7948895

>>7948890
>linear filtering
>"""kino""" look

>> No.7949007
File: 373 KB, 1280x720, Switch_DOOM64_03.jpg [View same] [iqdb] [saucenao] [google]
7949007

>>7948895
If you can't handle the SMOOTH kino then that's too bad, buddy. Enjoy your chunky Minecraft pixels.

>> No.7949012

>>7948816
>>7948840
>>7948842
>>7948865
>>7948869
Alright thanks anons, i'll give it a try. I didn't really like thy flesh consumed at all but it's still was enjoyable in the end so what the hell.

>> No.7949020

What's the script to make an enemy rez themselves? I'm trying to make a skeleton/necromancer enemy combo and I want the necromancer to be able to rez skeletons but the skeletons to be able to rez themselves once.

>> No.7949028

>>7949020
Death incarnate does res once. Download it from Torm's repository and see how it's done.

>> No.7949029

>turn off smudge filter
>Doom 64 looks even better than before
Gotta say, this Nightdive port was pretty damn good. Apparently the system reqs are a lot lower than stated, too, not sure why they'd be exaggerated.

>> No.7949032

>>7949007
I'm more okay with linear filtering on 64. The models they used look worse raw.

>> No.7949034

>>7949028
Radical thank you.

>> No.7949035

>>7949029
System requirement are usually whatever the lowest spec machine they have lying around that will run it.

>> No.7949036

>>7948895
Filters are usually shit, but given anon wants to emulate n64, there is nothing wrong it. It's just embrace of nostalgia, and nostalgia is why we all are here.

>> No.7949041

>>7949032
I play Doom 64 without filter and low res to make it feel more like Doom.

>> No.7949046

>>7949036
For like Goldeneye and stuff, sure, but Doom 64 is still Doom, and Duke 64 is still Duke.

>> No.7949049

>>7949046
Doom 64 is literally its own game entirely.
And Duke 64 is arguably its own version too. Its not even the build engine, it's got its own rebuilt 3D renderer. It has an entire new weapon loadout and map changes and exclusive multiplayer maps

>> No.7949061

>>7948895
linear filtering is okay when it's a 64 port.

>> No.7949086

Why I had more fun in Industrial Zone but not Downtown?

>> No.7949142

Is Carmack a serial killer?

>> No.7949161

>>7949142
That cat had it coming

>> No.7949182
File: 250 KB, 1024x768, 1024px-BergparadeMarienbergDez2005.jpg [View same] [iqdb] [saucenao] [google]
7949182

>>7948859
You are a pretty hardcore MoFo for liking to munch on whats basicly a grated bun soaked in pigs blood (and minced liver sometimes) wrapped in its own colon like somekind of a "'vegan'" vampire of sorts - I cannot stomach that thing unless its ~75% barleycorn with some fried sweet onions on the side...
>>7948449
T B H an (almost) full-black miners parade outfit is a pretty comming thing across whole Europe - I too thought the all-black festive clothing is something specific to Silesian miners only

>> No.7949185

>His map isn't perfectly aligned to 64x64 grid.

>> No.7949194

>>7948572
Lol wut the nightmare setting in AD is hidden under a pool of lava you simply fall into.
>>7948412
I'm going to miss "Say it"

>> No.7949197

>>7949142
How could you say such thing about based JC and not post the pic of Jace Hall getting choked videoclip...

>> No.7949205

>>7949142
No, Adrian Romero is.

>> No.7949227
File: 16 KB, 400x500, test.gif [View same] [iqdb] [saucenao] [google]
7949227

>>7949182
>with some fried sweet onions on the side...
Oh yeah, that is great. Fry that shit in a pan with onions, I love it.

That said, I tried my hand at object source lighting.
I am not really sure what else to to with the ghost though, except having it open its mouth and forming some kind of Scream killer face.

Thoughts?

>> No.7949229
File: 481 KB, 500x781, 1611729154142.png [View same] [iqdb] [saucenao] [google]
7949229

These things are fucking bullshit

>> No.7949230

>>7949229
... and that's a good thing!

>> No.7949231

>>7949229
These things are great.

>> No.7949236
File: 400 KB, 1600x900, NewImage.jpg [View same] [iqdb] [saucenao] [google]
7949236

>>7949194
Maybe I just mixed it up with the recent func_ MapJams cryptic bullshit (also the Alkaline mod pulls this gimmick in an even worse way)

>> No.7949237

>>7949229
\ /
O
I
/ \

>> No.7949242

>>7949236
I don't hate it but I don't bother if I can't find nightmare within a minute or two. I remember SMEJ2 did some wonky shit for nightmare as well but nope I just opened the console and was on my way.

>> No.7949243

>>7949182
^pretty common thing^
Motherfuckin Auto-correct...
>Also: captcha = VMKKK

>> No.7949287

>>7949229
archies are amazing enemies

>> No.7949302

>>7949237
>>7949229
That stance was so archetypally horrifying to me. Burning its own image into your vision, both literally and figuratively. It was my first episode of death anxiety.

>> No.7949304
File: 3.45 MB, 1080x700, 1599378038833.gif [View same] [iqdb] [saucenao] [google]
7949304

>>7949302

>> No.7949329

>>7949229
Git gud. Archies are fun. Sunlust map29's carousel wouldn't have been same without archies.

>> No.7949352

does gzdoom have plans on supporting video files?
like, in case a tc gets animated pre rendered cutscenes?

>> No.7949356

>>7949352
probably not, what gave your the idea?

>> No.7949357

>>7949356
it seems like something that could have happened at some point, as a way to integrate cutscenes, specially if they're easier to skip or just for show

>> No.7949359

>>7949229
It's uncanny bullshit, fellow

>> No.7949367

>>7947152
>Hard Fast Faggot Maps
>version 1.6: >>7941495(Cross-thread)
Someone wanna do a really lazy ENDOOM so we can consider this done already?

>> No.7949380

Ok so the build engine stuttering isnt gone but maybe this info can help. Even if i have it set to 60fps lock on either the game itself or externally it sometimes goes up to 61fps.

>> No.7949403
File: 212 KB, 90x90, fatGoblin2.gif [View same] [iqdb] [saucenao] [google]
7949403

>>7948869
>runner-up

>> No.7949410

>>7948201
Not sure how relevant this is to your tastes but I thought I'd share anyways

https://store.steampowered.com/app/1460210/Compound_Fracture/

>> No.7949428
File: 402 KB, 469x498, tx2d7gmxyeq01.png [View same] [iqdb] [saucenao] [google]
7949428

>>7949142
Doubt it, considering he could enslave the human race over a weekend if he wanted to.

>> No.7949432

>>7949403
Quality of runner-ups and cacowards is usually identical. Tnt Revilution and Doom Zero were both runner-ups and one of best megawads ever made.

>> No.7949434

>>7949410
>"I AM not TUROK!!!"

>> No.7949443

>>7949434
Nah this more a"so who was it...barney?" Moment

>> No.7949470

>>7949434
imagine a collection of different shitty turok impressions

>> No.7949471
File: 117 KB, 958x578, hard fast endoom.png [View same] [iqdb] [saucenao] [google]
7949471

How does this ENDOOM look for HFFM?

>> No.7949473

>>7949410
Holy shit, this... could be cool if it ever comes out.
But why does it look like a PS1 game? Is that the new retro-look for games or what?

>> No.7949474

>>7949470
Let me start real quick:

https://voca.ro/1hqWFMtdm6gg

>> No.7949475

>>7949473
Yeah? Its been a huge trend, brother.

>> No.7949479

>>7949475
Sorry, I don't follow trends.

>> No.7949481

>>7949410
Dino Crisis FPS edition now with no colours.

>> No.7949482

Does anyone have a particular custom monster they really enjoy using/seeing?
What are your thoughts on crossover monsters? For example, I want to use Disciples of D'Sparil in a Doom wad.

>> No.7949486

>>7949479
Thats fine but yeah in the indie world of games theres a huge thing where people are trying to make games look ps1 like

>> No.7949490

>>7949470
>>7949474
https://vocaroo.com/1gYHJJCIavZt

>> No.7949491

>>7949486
Glad I don't care about games, gaming or gamers.

>> No.7949495

>>7949482
>What are your thoughts on crossover monsters?
I SAY MARANAX YOU SAY

>> No.7949505

>>7949470
https://voca.ro/1jlTpsJ7bBaL
Quiet mic

>> No.7949506

>>7949471
It looks more legible in a lower resolution but when blown up like that it's noisy as fuck. How does it look when displayed by, say, PrBoom+ or zdoom?

>> No.7949513
File: 13 KB, 640x400, ENDOOMm.png [View same] [iqdb] [saucenao] [google]
7949513

>>7949506
Here's the smaller scale one. I don't think you can make it not look noisy in this format, it's basically a piece of ASCII art emulating a 1993 software prompt.

>> No.7949523

>>7949470
https://voca.ro/1fAVuqeyfO21

>> No.7949526

After playing through the nu-doom games, I have to think Samuel Hayden is at least partially based on Carmack

>> No.7949531

I'm playing Doom 2 for the first time since I started mapping and I am shocked by the sloppy texture work.

>> No.7949532

>>7949471
it looks fine

>> No.7949536

>>7949473
>>7949475
>>7949479
It's a good trend, indie devs cannot match AAA graphics so we not go with style instead and low poly is a style that people like.

>> No.7949540

>>7949536
I will never understand why game companies are constantly chasing muh graphics and muh story when 90% of the reason people fucking play games is the gameplay

>> No.7949542

Finally finished Plutonia. It thoroughly kicked my ass, but I feel like I'm much more skilled now than I was going into it. Should I play Master Levels next, or go straight into mods?

>> No.7949552

>>7949523
At least you could have done the proper german version. For those who don't know: The german Turok sounds like an 18 year old boy.
Captcha: KXTHX

>> No.7949554

>>7949513
Yeah, it's much cleaner in this resolution. Good shit anon.

>> No.7949556

>>7949540
muh story can be great, but the presentation is dogshit in modern games. Go somewhere, solve easy puzzle, do a stealth combat section or hack n slash, context button boss, cutscene, repeat.
You see that mountain? It's fucking gay.

>> No.7949558

>>7949542
Opinions are mixed on Master Levels, I think they're mostly dry. Go try out some mapset which looks cool, make sure to look and see what kind of difficulty it offers, some will go super hard on UV, harder than Plutonia, and then be a lot calmer on HMP.

Alien Vendetta is such a campaign, plain nuts on UV, but more on Plutonia's UV's level when on HMP.

>> No.7949563

>>7949556
I've just really started to despise story driven games. Games should be fun, if I wanted to engage in a deep story or whatever I'd pick up a book.

>> No.7949579

>>7949556
>You see that mountain? It's fucking gay.
Lmao

>> No.7949591
File: 3.22 MB, 2000x2311, 1613137706366.png [View same] [iqdb] [saucenao] [google]
7949591

I can't really think of much else to do with HFFM for now. I want to lead a small level expansion pack for it, but I think I also want to wait with that for a little while.
I'm about to pass out from stress and lack of sleep, so I'll have to figure out the iDgames approach tomorrow, remember that they at the least don't even want the uncut version.

For now, here's the Version 1.7 builds.

https://files.catbox.moe/hc12c2.zip
>Uncut 1.7

https://files.catbox.moe/ptx28a.zip
>Cut 1.7 (no Love Saw, doesn't say Faggot, normal Caco), safe for YouTube and Twitch's advertisers.

https://files.catbox.moe/h8ep0g.zip
>Stripped 1.7
The levels without the new sprites and sounds, in case you want to run it with some mod and there's some kind of compatibility issues or something, or in case you're fucking boring.

https://files.catbox.moe/lzyhnr.zip
>Party Pack! 1.7
The cool new monster skins by Captain_Mozzarella, as well as the new sounds and the cool gloved hands like out of Ryker's Web. Has the truecolor .png version of the Love Saw, as well as the truecolor .png source file for the ENDOOM screen, along with the truecolor .png files for the sky textures.
Use this to spice up all kinds of .wads, use it with Hideous Destructor.

Rest In Peace, Aniki, we all miss you dearly.
https://www.youtube.com/watch?v=NdqbI0_0GsM

>> No.7949596

>>7949591
Ah, thank you sir!

>> No.7949601

>>7949591
https://files.catbox.moe/ag5ctf.webm
At last.
Now, when does the Halloween project start? You might have time to do the short expansion epsiode depending on when that starts

>> No.7949607

>>7949601
I'm almost toying with the idea of saving it for next year, due to my own time scheduling, and to let it breathe a bit.

Since we already have great sound and graphics done, the bunch of us who wants to make a bit more can focus on the maps themselves that time.
I guess we'll see, but I've grown quite fond of this project.

>> No.7949610 [DELETED] 

>>7949142
>turned into a twitter woketard
He could probably pull it off.

>> No.7949613
File: 28 KB, 600x422, 1626231777014.jpg [View same] [iqdb] [saucenao] [google]
7949613

>Get to the Ice Grotto in Heretic
>There's sliding ice physics now
>Also a river of lava literally TOUCHING a glacier
Oh shit

>> No.7949620

>>7949607
Alright, I get it. I'm sure we won't forget a project like this for a while so I can totally wait for next year. Now go get some well deserved sleep.

>> No.7949623
File: 426 KB, 640x360, 2021-07-14 16-05-29.webm [View same] [iqdb] [saucenao] [google]
7949623

Kinda having fun with some of these GZdoom effects. Doin glows.

Not sure if things like this should be default enabled on a "modern" or a "modern+" preset.
Modern+ is all texture filtered and has AO etc... Bloom. Kinda a joke setting, but some people like to play like that.

Brightmaps are nice imo, but I'm not sure about glows. They're still fun to play with though.

>> No.7949624

>>7949620
I didn't say it was definite now, so don't feel too stricken yet.

>> No.7949627

>>7949624
Did I come off that way? I was just saying I can wait for next year if you wanna do that.
go to bed anon lol

>> No.7949650

>>7947150
anyone play with a trackpad on a laptop? worth?

>> No.7949654

>>7949650
Bothersome at best IMO. I'd even suggest a gamepad over that.

>> No.7949660

Replayed Duke episode 1.

Every level is so fucking good, bros. Masterful design. I fucking love Death Row. Like, the shit they come up with in this game is just really unique stuff. You have to get picked up by a fucking conveyor belt crane grab.

>> No.7949679

What do you think about this guy?
https://www.youtube.com/watch?v=TrVlc6r7oBI
Btw this port was released in Japan too apparently.

>> No.7949681

Do you want to see me suffer through the worst Icarus level (map28, the only difficult level)? Do you like pain elementals? Do you hate ammo?
https://www.youtube.com/watch?v=GJVIqE_LmlY

>> No.7949684
File: 103 KB, 850x457, C07D5156-4D9D-42D9-8F0B-FB1C3437E747.jpg [View same] [iqdb] [saucenao] [google]
7949684

Been playing the Japanese Community Project Recently. Nanka is god

>> No.7949694

>>7949542
Mods. The master levels range from good at best to some of the worst commercial released Doom material that wasn’t shat out onto those 4000+ level discs. Mephisto’s Mausoleum is genuinely Habitat levels of awful

>> No.7949696

>>7949694
It's not for casuals

>> No.7949702

>>7949696
It’s not even hard, bar maybe Black Tower. It’s just fucking bland, inoffensive and cryptic 99% of the time

>> No.7949704

>>7949681
When are you doing HFFM?

>> No.7949705

>>7949704
When it's on idgames, so I can properly link it in the description.

>> No.7949726

>>7949679
Made cool music but an actual pedo.

>> No.7949729

>>7949696
It's a tough level, but I just really dislike the progression and flow.

>> No.7949734
File: 475 KB, 500x366, Archvile sees DOOMguy.gif [View same] [iqdb] [saucenao] [google]
7949734

>>7949229

>> No.7949736

>>7947150
I quit playing Blood around the later half of E3, around M5. I felt like that entire episode was just much worse and intolerable than the first two parts, though I don't really know why. Any "Bloodians" that can agree with me that maybe E3 is a little long on the tooth? Or maybe that I just suck?

>> No.7949742
File: 40 KB, 256x256, 3DO_headexplode.gif [View same] [iqdb] [saucenao] [google]
7949742

Even more gory than the PS1 one

>> No.7949753

>>7949742
>it's canon that doom guy is standing in a black room

>> No.7949758

>>7949753
Standing? As far as I can tell he's just a floating head.

>> No.7949762
File: 1 KB, 112x26, obv.png [View same] [iqdb] [saucenao] [google]
7949762

>>7949471
reeeeeaaaaally fucking gay

>> No.7949770

>>7949591
>use it with Hideous Destructor.
Here's a couple of patches specifically for it. I'll do more thorough work later with string replacements and a player skin and such, but this works for now.

https://files.catbox.moe/k1f5am.pk3
This applies the sprite edits to HD's zombie aiming frames, so the hats don't come off.

https://files.catbox.moe/klw43m.pk3
For use with Yholl's uniquesounds mod. Restores the sound replacements in most cases. I'll see about expanding this later so more enemies can have gachi lines without defeating the point of the mod.

>> No.7949775

>>7947252
>unrealistic windows
Any doom wads with breakable windows?

>> No.7949781
File: 566 KB, 1920x1080, douk.png [View same] [iqdb] [saucenao] [google]
7949781

>>7949660
E1 is actually the weakest for me. The big vast canyon settings in the levels after E1L2 look barren, especially compared to say E3 or E4. E2 is my favorite but I know I'm in the minority on that. Maybe the levels flow better because they didn't have to try to recreate buildings and streets, they could just focus more on level design in a made up space base. Maybe I just like the setting and things like this window reveal in pic related blew me away as a kid and I still have nostalgia for how new and exciting this was.

>> No.7949783
File: 21 KB, 100x100, 1626062463376.gif [View same] [iqdb] [saucenao] [google]
7949783

>>7949229
DON'T VILE
OPEN INSIDE

>> No.7949784
File: 2 KB, 80x42, vr.png [View same] [iqdb] [saucenao] [google]
7949784

>>7947252

>> No.7949790
File: 137 KB, 800x600, spookygreen.png [View same] [iqdb] [saucenao] [google]
7949790

>>7949601
>Now, when does the Halloween project start?
I'm pretty sure we'll start the project when some of my spooky assets are finished, just give me like 2-3 weeks more.

For now i'm testing some new palettes too, I like this green palette more than the older one. I'm also thinking to work with purple palettes but I have to replace the blue ones. what do you anons think?

>> No.7949794
File: 3 KB, 184x27, face rocket boom.png [View same] [iqdb] [saucenao] [google]
7949794

>>7947252

>> No.7949814

>>7949790
A nice broad orange range in the palette would be cool. Also some more traditional Halloween style decor like jack-o-lanterns/skeletons/cobwebs.

>> No.7949826

>>7949790
We already did Gothic TX in the project before HFFM, maybe some different textures.

>> No.7949841

>>7949826
didn't HFFM used gothic assets too?

>> No.7949843

>>7949841
HFFM used textures from fuckin everything. I don't see why this project can't either.

>> No.7949854
File: 293 KB, 3840x2160, niggur.jpg [View same] [iqdb] [saucenao] [google]
7949854

When's this masterpiece's turn?

>> No.7949861

>>7949775
DBP37: AUGER;ZENITH is full of them

>> No.7949869

>>7949854
Sometime after August.
I'm actually pretty sad I lost those brush models.

>> No.7949893

How do I get gud? I'm getting filtered by HFFM of all things on ultra violence. what usually kills me is failing to weave through large groups of enemies, i just cant calculate all the projectiles AND dodge the revenant rockets AND focus on shooting enemies AND make sure i dont blow myself up with rockets AND etc etc

>> No.7949901

>>7949736
Most people agree E3 is the low point of the first game, E4 is much better.

>> No.7949902

>>7949893
Circle strafe idiot
(My captcha had an 88 in it, so Hitler approves this message)

>> No.7949908

Just beat episode 2 of Heretic. It was much more difficult, and the addition of a lot of new enemies solved the main grievances I had with E1. I didn't enjoy the general aesthetics of this episode nearly as much as I did E1, but the general map design seemed overall the same and or better in some cases, either that or I'm just getting used to the wandering.
The triple Maulotaurs at the end was a MUCH better boss than the Cyberdemon or Spider Mastermind ever were, and their area denial flame wall is really nice way to keep you on your toes, especially when dealing with multiple of them. Not sure I enjoyed just how tanky they individually, however, but that's a minor gripe.

>> No.7949935

>>7949908
Oh, I do have one more gripe I want to add. Having all your low to mid-tier melee enemies be varying shades of brown was just a bad move. It doesn't make them hard to tell them apart from each other, they all have distinct silhouettes, but it certainly makes them less visually interesting or memorable individually.

>> No.7949953

>>7949893
Shut up, watch this, and learn

https://www.youtube.com/watch?v=HJcf0aOwmiA

>> No.7949958

>>7949814
These are good suggestions!
>>7949826
>>7949843
This.
We'll use (not all of them but some) GothicTX and Otex textures for this project, at least for now... Some textures will be made by my own too.

>> No.7949961
File: 1.40 MB, 1600x900, doom02.png [View same] [iqdb] [saucenao] [google]
7949961

Is there anyway to get the alt hud in prboom+ to show all ammo types, preferably without the stupid bar?

I want to switch to it from gzdoom for the accurate gameplay, but this is kind of a deal breaker for me.

>> No.7949986

The quick discussion about qtest upthread made me go find it online and see how many different things I remember there being. Hearing Quake's sounds in high quality is very jarring.

>> No.7950067
File: 342 KB, 1080x1080, 1619540446722.jpg [View same] [iqdb] [saucenao] [google]
7950067

i think gmota's enemies that was based on hit scanners and the imp should be buffed and lord blaz healing move should be scaled the fug down.

>> No.7950080

>>7950067
Now when you say "enemies based on hit scanners" are you talking about the former humans in general, or the knightmare variants?
I'm not sure if I'd want to scale back Blaz's sword healing, often just charging headfirst into enemies and hacking away your health is in a constant state of flux, often dipping lower than half.

>> No.7950085

>>7950080
I mean former humans in general also i think blaz just heals too much especially with berserk you don't have to worry about health at all with blaz. with the other characters at least there is a cool down period so you can't spam that shit.

>> No.7950093
File: 84 KB, 640x360, hey_Kustam_man_do_the_thing_with_the_knife.png [View same] [iqdb] [saucenao] [google]
7950093

>>7950085
Yeah I've already nerfed the berserk ring's effect on Blaz's sword stuff. I might try scaling the heal factor down then.
As for the former humans, I don't want to give them hitscan attacks, nor do I want to make them too aggressive or strong, as that treads on the toes of the imp. Speeding up their projectiles might help though. I know the chaingunner tier enemies need some work, I was noticing they're not doing the rapid fire thing enough for my liking, especially the knightmare versions.

I'm really considering scaling back enemy HP and fucking with the damage values of everyone's attacks, it's probably make everything a little more balanced overall, it's just not going to be fun.

>> No.7950105

>>7949961
https://www.doomworld.com/forum/post/1562186

>> No.7950108
File: 19 KB, 75x75, 1598335901899.gif [View same] [iqdb] [saucenao] [google]
7950108

>>7950093
>Speeding up their projectiles might help though
I feel like this might be a decent compromise.

>scaling back enemy HP and fucking with the damage values of everyone's attacks
sounds like it is gonna be a grind

>> No.7950130
File: 19 KB, 274x228, 2312121412.jpg [View same] [iqdb] [saucenao] [google]
7950130

>>7950108
Seeing as there's like 26 monsters, that's already pretty bad, though thankfully I can base like 80% of those off vanilla HP values. The real shit comes with the heroes.
For Blaz alone there's like 46 melee attacks, 17 Blazter attacks, and 26 subweapon attacks, all of which are massively inflated due to the inflated enemy HP.

Thankfully Blaz is probably the worst one about this, seeing as Doomslayer has a smaller lineup of attacks despite having more weapons, same goes for Kustam

>> No.7950143

The 3DO version has the Spectre and partial invisibility.
Jaguar bros we got too cocky.

>> No.7950159

>>7950105
So which one of those undocumented keywords is for the multi-ammo display that isn't used in any of the built in huds?

>> No.7950172

>>7949935
>>7949908
Episode 2 is like the least visually appealing. They could have included more details in the form of hellish architecture or geological formations.

3 is a lot nicer looking, and the levels are a bit more...well, not as expansive as 2 in most cases.

>> No.7950176

>>7949790
I'm way on board with swapping blue to purple. Purple would be great with that green

>> No.7950178

>>7949953
I always appreciated the Hokuto No Ken music in this classic.

>> No.7950179

>>7949893
>HFFM of all things
You say that like it's easy. It was made with the objective of being difficult.

>> No.7950190

Hope you like quacks
https://downloads.khinsider.com/game-soundtracks/album/doom-atari-jaguar

>> No.7950231
File: 24 KB, 640x480, E1M5_omega_room.png [View same] [iqdb] [saucenao] [google]
7950231

i don't want to go in.

>> No.7950241
File: 100 KB, 468x468, 1621466490876.png [View same] [iqdb] [saucenao] [google]
7950241

Here's an idea for you - make a comprehensive list of Doom-related projects made by /vr/.

>> No.7950243

>>7950231
Just get the liteamp secret immediately to the left of the entrance, if you're a bitch.

>> No.7950273

>>7949775
Heartland

>> No.7950275

>>7949736
Blood is sort of overrated in general. It really needed a Doom II style expansion to its enemy roster.

>> No.7950283
File: 743 KB, 1920x1080, map03.png [View same] [iqdb] [saucenao] [google]
7950283

Friendly reminder to play Micro-Slaughter Project. I figured out how to beat map03 without watching decino and it feels great

>> No.7950284

>>7949781
>The big vast canyon settings in the levels after E1L2 look barren
Well, the second half of E1 basically is set in a desert.

>> No.7950304

>>7949775
Hacx has breakable windows that fire the broken glass at you as a projectile when you shot them.

>> No.7950308

>>7950283
I figured it out AFTER i watched decino. How do you like me now, bitch?

>> No.7950314
File: 43 KB, 615x593, donkey_kong_looking_good.jpg [View same] [iqdb] [saucenao] [google]
7950314

>>7949623
May I suggest shitty food puns?
>Vanilla
How it looks in DOS Doom (including 320x240 as the rendering resolution).
>Vanilla Crispy
Brightmaps and 640x480 rendering resolution
>Vanilla Deluxe
Native resolution and everything GZDoom-specific you'd added to your mod
>Sour Cream
MODERN GRAFIX.

>> No.7950327

>>7950308
Read the comments in that video:
>I chose this map, by Danlex to be the third map to introduce another classic example of a slaughter-encounter: a fight that at first feels completely overwhelming and chaotic, but with perseverance a reliable strategy becomes apparent.
The shit just seemed totally impossible to the point that I changed to HMP first then came back in UV, but HMP doesn't really tell you how to deal with the archvile swarm since its heavily nerfed so I had to figure it out and it just feels bad ass to figure it out by yourself

>> No.7950360

>>7949762
perfect!

>> No.7950389

>>7949542
Master Levels are a mixed bag, and id software's overall motivation behind it was to release an official alternative to the map compilation CDs from companies like WizardWorks.

John Anderson made the most consistently decent maps in the pack, IMO, though Vesperas does have that infamous required secret that needs you to walk on an invisible ledge against a wall, which would understandably annoy some.
Jim Flynn maps can be really confusing (especially Manor), but they are actually pretty solid if you appreciate that style of map.
Sverre Andre Kvernmo is an interesting case, where I think BlackTower is the best map in the pack, where as Mephisto is one of the worst. His other maps are decent, with Teeth probably being the hardest map in the entire pack.
Tom Mustaine's sole map is okay, but he made far better maps in TNT, Memento Mori, and Perdition's Gate.
Tim Willits has one good map (attack), which I actually think is better than his E4 maps. Canyon is mediocre.
Christen Klie is the most consistently bad mapper in the pack. Not a single map of his is worth playing, outside of historical interest.

>> No.7950397

>>7950327
Yeah, in the case of slaughter maps, lowering the skill level isn't always going to help you figure out the strategy. Sometimes it'll even make it less obvious.

>> No.7950468

>>7949770
This is great! Thank you for going through the effort to do this!

>> No.7950469

>>7949790
Oooh, I really like that green!

>> No.7950476

>>7949826
>>7949843
Yeah, we can just throw in some gothic textures as a basis, but then people are free to just add what they need.

>> No.7950478

>>7949893
>I'm getting filtered by HFFM of all things on ultra violence.
It's designed to be hard, that's the name of the game. You can bump it down to HMP or HNTR, and it's still going to be pretty hard on those.

>> No.7950487

>>7950176
Do we then turn the remaining tiny range of purple into a tiny range of blue?

>> No.7950492

And there goes episode 3 of Heretic. Definitely my favorite episode and with probably the best maps and my second favorite aesthetic. Wasn't too big of a fan of Ophidians as an enemy, but they meshed well with the rest of the cast. Also didn't enjoy the overabundance of secrets in a lot of the maps. D'Sparil was a pretty climactic final boss(even if he was easy) and The Chasm was a good penultimate level.
I feel like if I had played this as a kid and especially before Doom, I would have loved it A LOT more, but it just doesn't beat out the nostalgia that I have for the ol' demon bullet grinder. Still a pretty good game. Think I'll come back to the last two episodes later on after I've played Hexen, which was the entire reason I even played Heretic because my autism wouldn't allow me to play a sequel when I have the first game right there. Gonna again do it non-vanilla, but this time with Wrath of Cronos as my mod, since that looks absolutely sick as hell.
Gotta say, though, the sprite effects for a lot of the magic attacks and projectiles made knowing when to dodge really hard sometimes since you couldn't see their attack through your own a lot, still fun though.

>>7950172
Three had the best balance of maps that felt big but weren't confusing/a chore to navigate.

>> No.7950532

>>7950283
>>7950308
there are so many good community projects right now, not just microslaughter.

i was playing through skulltiverse, it's great. i liked the predecessor HELLEVATOR even more.

great times for doom. maybe thanks to decino, maybe he brought lots of new blood to mapping, who knows.

>> No.7950543

>>7950532
I think there's been a lot of different factors, though Decino has probably brought interest by some.

>> No.7950556

>>7950532
Unironically Doom Eternal probably brought a lot of new eyes to it as well

>> No.7950576 [DELETED] 
File: 163 KB, 1193x852, 1623549953476.png [View same] [iqdb] [saucenao] [google]
7950576

Wait a fucking second, "Marisa"? Are they talking about our Manrisa?

>> No.7950582 [DELETED] 

>>7950576
you're still a fag mark

>> No.7950589 [DELETED] 

>>7950582
Nah, Mark IS a fag, disregard his post. But is he threatening tormentor or what?

>> No.7950604

I think its kinda funny that D2TWID actually feels more polished and well thought out compared to actual Doom 2.

>> No.7950605
File: 7 KB, 620x132, file.png [View same] [iqdb] [saucenao] [google]
7950605

This is all I have installed right now.
What am I missing?

>> No.7950627

>>7950604
It's made like 20 years later with lots of hindsight and by a bunch of guys with no deadline, as opposed to the actual Doom 2 which was still pretty new ground, and hurriedly worked on by just a few mappers, one who had to do most of the lifting by far.
I think Doom 2 is pretty good, if a bit rough, and even if the new monsters were a far greater tool set for Final Doom and for fans to create with.

D2TWID is however a very good mapset, it definitely captures the feel of Doom 2, but with higher quality, it has one of my favorite Dead Simple clones.

>> No.7950632

>>7950605
HUH

>> No.7950639
File: 1.41 MB, 1920x1080, dm4jam_draqu.png [View same] [iqdb] [saucenao] [google]
7950639

>>7950605
if you're just starting out, I'd drop Quoffee and put RRP last in queue.
you're missing UDOB, Rubicon2, Contract Revoked, Travail, WarpSpasm, DM4Jam.

>> No.7950641

Good wads to pair with GMOTA?

>> No.7950642

>>7950641
Preacher

>> No.7950661

How the FUCK do you use the Cleric's shield in Wrath of Cronos. The dang Hunter's knife can block shit easier than that thing.

>> No.7950692

>>7948623
Cześć ;)

>> No.7950693 [SPOILER] 
File: 354 KB, 2603x1393, 1626350130434.png [View same] [iqdb] [saucenao] [google]
7950693

>>7949243
Looks like your shitpost got sponsored by the Triple K Mafia

>> No.7950695

>>7950605
>Quoth 2.2 [PROPER]
???
>Death's Dominion
Muh Niggur :)

>> No.7950716

>>7950695
>Quoth 2.2 [PROPER]
Something else installed that, I think.

>> No.7950729

>>7949901
>>7950275
OK, glad to know I'm not the only one who feels this way. Maybe some day I'll return to E3M5 and give myself all the weapons I had up until that point and resume my playthrough, and only then will I see if E4 is actually more tolerable.

>> No.7950730

>>7950729
I would like to add that Blood is pretty fun, by the way. Guns feel meaty and movement is slippery, but very fun to control. That being said I didn't feel like it blew my mind, it's just a pretty good game, s'all.

>> No.7950738

>map07 of a wad
>Its a dead simple clone
Fuck off. This was old in 1995, let alone 2 decades later

>> No.7950747

>>7950478
Well I know that, but i want to play on the hardest difficulty. I can brute force most levels after 10 or so restarts but i just wanna know if thats normal for hard maps? Like do good doom players still die when playing maps they've never seen or should i be striving to walk into a new map and 1cc it?

>> No.7950757

Am i expected to balance maps around the player being able to bring weapons from the last map in, or should i just balance each one around pistol start?

>> No.7950760

>>7950757
It's generally both easier and better to design for pistol starts.

>> No.7950761

>>7950738
Dead Simple clones were more common in the 00's, than in the 90's.

>> No.7950765

>>7950757
Ideally you should balance for pistol start, just because that's way easier to do and playtest, also some people will actually pistol start every level, or pistol start if they died.

There is however nothing wrong with accounting for progressive play to a degree, for instance the Rocket Launcher in Doom 2's Map 01 is almost certainly placed there to reward players for exploring, because there's only the two rockets you get for it, and there's no enemy or situation in Map 01 or even Map 02 which really calls for a rocket.

I like to give the player some health at the exit, just so he doesn't roll into the next level all beat up.

>> No.7950773

Playing through SoA and I just want to say how smooth the level transitions are, the levels feel connected which is something I could not say for the main game also feels like SoA takes a lot more advantage of tricks and traps which the Quake engine could deliver.

>> No.7950776

>>7950605
>no Operation Urth-Majik
>no Altar of Storms
>no Seal of Neharha with the extra episode
Come on laddie ;^\

>> No.7950778
File: 27 KB, 1369x784, Capture.png [View same] [iqdb] [saucenao] [google]
7950778

Where do I even start

>> No.7950782

>>7950765
>or even Map 02 which really calls for a rocket
The shotgunners in the red key room, and the imps that come out when you grab it both come to mind

>> No.7950783

>>7950738
dead simple clones are good

>> No.7950784

>>7950773
I wonder if the SoA rotating brushes were such a cool feature that it made iDsoft consider into a decision to implement its functionality into the Q2 engine by default...

>> No.7950793

>>7950782
I suppose you could use them there, or maybe use one to set off the barrels in that flooded basement part.

>> No.7950804

>>7950778
BOX

>> No.7950884

Why is detailing ceilings so hard

>> No.7950886

>>7950884
>Put some huge ass hole in the ceiling
WOOOOW

>> No.7950887

This is gonna sound like a dumbass question, but bear with me: I have never struggled with Doom, Doom 2, Quake, Hexen, Heretic, and other games around that period, but why do I struggle so painfully with Duke? I never seem to have any ammo, and I die so quickly

>> No.7950892

>>7950887
Because 3DRealms level designers are fucking hacks.

>> No.7950919

>>7950757
>>7950765
One thing to help make continuous not get too easy from pistol start balance, is to not be too generous with ammo. I'm not saying that you should be super tight on ammo, either. Just try to not let the player leave the level with (nearly) full ammo, especially rockets or cells. Backpacks should generally be kept in secrets, or for when the map absolutely needs it, too, as doubling the maximum ammo capacity in itself can easily throw off continuous balance if not handled with care. Some mapsets even mostly avoid placing the backpack until the later on in the set.

>> No.7950924

>>7950887
Maybe you dont know the best ammo management techniques because you have less experience than with those games.

>> No.7950936

>>7950641
Disjunction

>> No.7950942

>>7950887
Find the secrets.
Until I started looking for them, I was always short on ammo.
Also make use of all your weapons instead of just sticking with the shotgun - you get a ton of rockets and pipe bombs, so don't bother saving them.

>> No.7950947

That Doom skill progression thing has been pretty fun so far. Pistol starting and removing save scumming really forces you to explore the levels and find secrets.

>> No.7950953

>>7950283
I loved this wad. Nice bite-sized Sunder and Sunlust scenarios.

>> No.7950965

>>7950887
Classic Build Engine with it's copious hitscanners and gratuitious explosions

>> No.7950991

>>7950965
It's great! Machineguns rattling, shotguns booming, repeated explosions thundering!

>> No.7951002

>>7950947
Majority of the weapons are hitscanners and Duke goes down fairly easily. It’s the same with Blood and Shadow Warrior, they both have low ammo and high damage output, though Shadow Warrior is probably the easiest out of the three

>> No.7951008

>>7951002
Duke is easier than SW wtf, I legit don't understand how are you people finding Duke hard. Imo Doom 2's last few map is harder than anything in Duke

>> No.7951010

>>7951002
Wang's hitscanners are fucking merciless though.

>> No.7951018

>>7951010
Thankfully SW loads you to the brink with rockets and grenades so you can make short work of them

>> No.7951020

>>7951018
Sure, and Blood gives you loads of dynamite, but the cultists can still turn you to Swiss cheese if you aren't careful.

>> No.7951042

Blood doesn’t fuck around. It separates the children from the men. If you aren’t prepared to pitchfork motherfuckers to death with 1% health then don’t even bother. I’m sure the first boss has like 50,000 HP on Well Done. It’ll rip your fucking nuts off

>> No.7951045

>>7951042
iirc the first boss has the highest hp though, the rest aren't that hard, e2 is also significantly easier than e1

>> No.7951048

>>7951045
Funny cause the final boss is piss easy. Is it like a tradition for Build games to run you into the dirt but have laughably easy last boss fights?

>> No.7951053

>>7951048
It's a tradition for fps games to have shitty boss fights. Though I'll actually praise Blood here, if you put it on max difficulty you fight two bosses. That makes it challenging and fun imo

>> No.7951082

Why does it always have to show up that one retard who doesn't read the rules from some community project? it fucking bothers me.

>> No.7951098

How do you disable the aim assist in bloodgdx. The option doesnt do anything

>> No.7951102
File: 30 KB, 256x224, file.png [View same] [iqdb] [saucenao] [google]
7951102

>>7951053
I wouldn't say it's tradition, but more like nobody knows how to make a good boss. I'm not saying it's impossible to make a good FPS boss, I could be wrong, but the vast majority have been designed like shit.

>> No.7951116

>>7951098
Nvm i had classic mode on like a dummy

>> No.7951120
File: 582 KB, 500x704, 1598128431141.png [View same] [iqdb] [saucenao] [google]
7951120

>>7950965
And that's a good thing

>> No.7951142
File: 296 KB, 1920x1080, doom14.png [View same] [iqdb] [saucenao] [google]
7951142

I don't find Barrel O' Fun to be very fun.

>> No.7951151

>>7951142
That’s because it’s not! In fact, it’s terrible!

>> No.7951165

>>7947150
Is there some way to increase bfg damage in classic doom? I heard that some players kill cyberdemon with a single shot

>> No.7951170

>>7951165
it's literally RNG, they just got lucky with their damage rolls

>> No.7951171

>>7951165
Treat it like the shotgun, it's tracers spread out so if you fire it straight into the cyberdemon's rectum it'll only take like two shots max as all tracers are set to hit a single target.

>> No.7951172

>>7951151
Barrels O' Fun lives up to its name in my opinion, it's one of the better late Doom 2 maps.

>> No.7951184
File: 2.93 MB, 1280x720, dodging bullets.webm [View same] [iqdb] [saucenao] [google]
7951184

>>7950965
You can just dance around the hitscans in Douk though.

>> No.7951247

>>7951142
>dying in the easier half of the level.

>> No.7951254

>>7951142
Play the PS1 version

>> No.7951258

>>7951254
I'm actually considering going back through the 3d0 and ps1 versions after this.

>> No.7951262

>>7951258
>3DO
Based
https://www.youtube.com/watch?v=FuudN21snf0

>> No.7951274

>>7951262
I'd be playing them through phoenixdoom(3do) and psydoom(ps1).

>>7947473

>> No.7951278

If you could whittle down Doom 2 into a 9 episode run, what levels would you pick? If that’s too little make it two episodes

E1: Evil Unleashed

M1: Entryway
M2: Underhalls
M3: The Waste Tunnels
M4: The Crusher
M5: Dead Simple
M6: Tricks and Traps
M7: Re-Fueling Base
M8: O of Destruction
M9: The Citadel (Secret Level)

E2: To Hell and Back

M1: The Inmost Dens
M2: Industrial Zone
M3: Suburbs
M4: The Catacombs
M5: The Chasm
M6: Monster Condo
M7: The Spirit World
M8: The Living End
M9: Gotcha! (Secret Level)

>> No.7951286

>>7951274
You gotta experience the original framerate

>> No.7951324

Is there something in the style of Minor Sprite Fixing Project, but for Quake? Something that just fixes up models with bad symmetry or UV misalignments.

>> No.7951337

>>7951324
I think the closest equivalent to what you want might be the Arcane Dimensions model overhauls. Weapon models like the Shotgun don't have that hideous back anymore and instead it's just a straight line as it should be, and some textures and models got touched up like the painfully boring Grenade Launcher.

>> No.7951340

>>7951278

I'd lay it out as normal, but with a few cuts and flips.

E1: Station Under Siege

M1: Entryway
M2: Underhalls
M3: The Gantlet
M4: The Waste Tunnels
M5: Dead Simple
M6: The Pit
M7: Refueling Base
M8: O' of Destruction
M9: Trick and Traps

E2: City On Fire (There is a tenth map much like the xbox ports)
M1: The Factory
M2: Downtown
M3: The Inmost Dens
M4: Industrial Zone
M5: Suburbs
M6: The Courtyard
M7: The Citadel
M8: Gotcha!
M9: Wolfenstein
M10: Grosse

E3: Return to Hell
M1: Nirvana (Petersen)
M2: The Catacombs (McGee)
M3: The Chasm (Petersen)
M4: Bloodfalls (Green)
M5: The Abandoned Mines (Romero)
M6: Monster Condo (Petersen)
M7: The Living End (Romero)
M8: Icon of Sin (Petersen)
M9: Barrels o' Fun

>>7951286
I'll run prime95 in the background.

>> No.7951362

>>7951324
what the other anon said, except the standalone version precedes AD and is called "guns of okayishness"

>> No.7951370

>>7951362
>>7951324
He's right. The models seen in AD are actually lifted from https://quakeone.com/forum/quake-mod-releases/finished-works/12736-new-faithful-weapon-rework-by-dwere-da-werecat
They look pretty damn good if I say so myself.

>> No.7951372

>>7951370
Also, both of you fucking ruined vanilla Quake weapon models for me. I had never noticed how off-center the textures are. Shame on you.

>> No.7951389
File: 17 KB, 800x600, gdiAGT.jpg [View same] [iqdb] [saucenao] [google]
7951389

>>7950778
Good question fren, Id like to make a level thats roughly based on >PicRel but I got no Idea how to get around the limited playable space issue without making the stucture itself absurdly enormous - is hiding some area under the buildings foundation an obvious solution perhaps?

>> No.7951402

>>7951337
>>7951362
>>7951370
I feared as much. The AD weapons are nice but stray a bit too much from the originals, and there's nothing on the monster/item side of things that doesn't radically overhaul their designs. Those debug models are the sort of thing I was after though.

>> No.7951523

Epic2 is really rubbing it in that I fucking suck at fighting Cybers in enclosed spaces

>> No.7951536
File: 137 KB, 466x492, 1525987401275.png [View same] [iqdb] [saucenao] [google]
7951536

I'm 13 maps into Alien Vendetta, is the entirety of it just going to be slogging through corridors crammed full of imps and what not?

>> No.7951538

>>7951536
No

>> No.7951541

>>7951536
Yes.
>t.played Alien Vendetta months ago and doesn't remember any of it

>> No.7951545
File: 222 KB, 419x351, 1565907656928.png [View same] [iqdb] [saucenao] [google]
7951545

>>7951538
Prove it!!!

>> No.7951550
File: 411 KB, 1920x1080, Screenshot_Doom_20210715_084639.png [View same] [iqdb] [saucenao] [google]
7951550

>>7951545

>> No.7951590

Pretty cool that there's now an alternative midi pack for all the major doom releases.

WADs that were missing unique tracks:
> Master Levels Midi Pack
https://www.doomworld.com/forum/topic/118804-master-levels-for-doom-ii-25th-anniversary-midi-pack/
> No Rest for the Living Midi Pack
https://www.doomworld.com/forum/topic/119301-no-rest-for-the-living-community-midi-pack-released/
> Plutonia Midi Pack
https://www.doomworld.com/forum/topic/63561-plutonia-midi-pack-project-idgames-link-available/

Alternate audio tracks for more variety:
> Ultimate Doom Midi Pack (Great for DtWiD + UDtWiD)
https://www.doomworld.com/forum/topic/120788-released-ultimate-midi-pack-a-community-music-replacement-for-the-original-doom/
> Mid the Way iD Did 2 (Great for DtWiD2)
https://www.doomworld.com/forum/topic/117225-mid-the-way-id-did-doom-2-soundtrack-replacement-released/
> TNT Midi Pack
https://www.doomworld.com/forum/topic/121711-tnt-evilution-midi-pack-v10-released/

>> No.7951598

>>7949304
>metal slug 3.gif

>> No.7951602

>>7951598
kek

>> No.7951604

>>7951590
>D2 got two midis
Which one is better?

>> No.7951642
File: 48 KB, 1920x1080, Screenshot_Doom_20210715_223639.png [View same] [iqdb] [saucenao] [google]
7951642

Why would you ape THAT fucking map?

>> No.7951656
File: 50 KB, 1343x290, dhdh.jpg [View same] [iqdb] [saucenao] [google]
7951656

Could it be true?

>> No.7951664

>>7950605
Arcanum and Ter_Shib_Drake

>> No.7951702

>>7951656
No, the development cycle was just fucking retarded and one programmer was scammed into having to put everything together himself. He was told that the port was mostly done, it just needed some finishing work. This was a lie, exactly zero work had been done on anything at all, just a few crude mockup screenshots, so one dude had to do all the work in making something which could technically be considered a running port, so that he and everyone else involved didn't get sued for breach of contract.

He had 10 weeks to do this, and would probably have been doomed if Carmack hadn't express mailed him a copy of the Jaguar source code as an emergency solution, as he recognized what an absolute bullshit situation the guy had been roped into.
There's no magical good build of 3DO out there, it was just a contractual obligation port.

>> No.7951746
File: 2.34 MB, 3440x1440, fte-20210715211030-0.png [View same] [iqdb] [saucenao] [google]
7951746

This quaking effect is awful.

>> No.7951757

Is deathwish supposed to be really easy? Im playing on well done. On e2m11 so far and no real challange

>> No.7951759

>>7951757
Better bump up to Extra Crispy.

>> No.7951767

turok mod where every sound is replace with a different "i am turok" impression but the actual "i am turok" sound is something else entirely
or all sounds at once

>> No.7951770

>>7951767
>spoiler
do that

>> No.7951771

>>7951746
I like it, but it's obnoxious on the Gug monster from Quoth.

>> No.7951802

>>7951642
>THAT fucking map?
Which fucking map?

>> No.7951803
File: 1.05 MB, 3440x1440, fte-20210715215227-0.png [View same] [iqdb] [saucenao] [google]
7951803

These things took so many shots, I thought they were just environmental hazards. It took going to the end of the level before I realised they could even be killed.

>> No.7951807
File: 138 KB, 317x206, booty.png [View same] [iqdb] [saucenao] [google]
7951807

Doom 3 arch-vile butt

>> No.7951812
File: 13 KB, 200x280, BurgerBecky.jpg [View same] [iqdb] [saucenao] [google]
7951812

>>7951702
I swear that this topic got called up literally a dozen times since last Febuary, and inevitably someone will get butthurt from the fact the lead dev of that port was an autictic trannie who made their workplace desk-drawer into a burger storage compartment to not waste precious time on developing the 3DO port almost form scratch - partialy basing it on the PCdemo data and the sourcecode from AtariJaguar of all things at hand...
Also the studios CEO-dude (who also had re-recorded the original DoomMidis with his friends Christian Metal garage band into proper cover songs) got recently jailed for groping kiddies at school...

>> No.7951817

>>7951803
Dont waste your LavaNails on those fuckers (IIRC it only causes 1dmg against them) pretty please ;(

>> No.7951820

Having played neither, for some reason I thought Rise of the Triad and Shadow Warrior were the same game.
I thought Lo Wang was Japanese and naturally his enemy was the eternal chinaman.

>> No.7951824

>>7947252
>castle ass

>> No.7951825

>>7951812
On the contrary, i want everyone to experience 3DO Doom.

>> No.7951838

Does anyone know the name of that quake map that's in a grass rocky place, with a broken marble gazebo in the starting area? It's from the last year or two I think

>> No.7951849

>>7951807
>An un-can-ny fellow

>> No.7951873
File: 411 KB, 1275x1755, 1609727414367.jpg [View same] [iqdb] [saucenao] [google]
7951873

DOOM II IS COMING

>> No.7951880

>>7949613
heretic is based.

>> No.7951885

>>7951802
Tnt one, that has maze with killometer long hallways.

>> No.7951890

>>7951885
Map 07?

>> No.7951891

>>7951890
I don't actually remember, but probably.

>> No.7951894

>>7951873
>M2 (Panasonic)
………?

>> No.7951895 [DELETED] 

>https://www.youtube.com/watch?v=-oR4iWhTWDU
There's a new quake clone, and it looks like shit desu

>> No.7951901

>>7951873
Hype

>> No.7951918 [DELETED] 
File: 11 KB, 225x225, images.jpg [View same] [iqdb] [saucenao] [google]
7951918

>>7951895
>Aske
Will the gmae soundtrack be provided by Burzum?

>> No.7951925 [DELETED] 

>>7951895
I looks very amateur, the art direction looks so plain and soulless.

>> No.7951974 [DELETED] 

>>7951895
>>7951925
Looks like shit, just like any other indie retro FPS game. Unsurprised.

>> No.7951982
File: 139 KB, 1920x1080, Screenshot_Doom_20210715_183048.png [View same] [iqdb] [saucenao] [google]
7951982

Trekking my way through Eviternity - probably the toughest level so far - encountered like two imps? Everything else was on absolute monster mode

>> No.7951991

Can someone explain Doom fonts to me?
Or at least point me to a proper tutorial?
I just don't get all the font formats and bigfont, smallfont and all that other shit.
Also, what are good Doom font generators? I tried Doomcrap and UDFC and both were kinda shit; Doomcrap has really shitty output and UDFC just exports every single character as picture, but doesn't also generate a fontdef or whatever it is called and fuck doing that by hand.

>> No.7951994

>>7951991
I just use this site. God forbid it ever goes down.
c.eev. ee/doom-text-generator/

>> No.7952000
File: 384 KB, 1440x1080, doom15.png [View same] [iqdb] [saucenao] [google]
7952000

>>7951982
Found a umapinfo lump that adds back the chapter select.

>> No.7952003

>>7950747
Maps can be definately trial and error. Most if not all people will die at some point on their first playthrough of a level. And intentionally difficult mapsets like HFFM or Plutonia throw dirty tricks and sneaky traps at you sometimes where you just can't survive the first time you encounter them unless you're god tier.
Don't worry about it

>> No.7952012

>>7951994
Thanks, but that's actually not what I asked about.

>> No.7952015

>>7952012
You asked for a good font generator loser.

>> No.7952025

>>7952015
Yes, and this is not a font generator, but a text generator. YOU ABSOLUTE FUCKING RETARD

>> No.7952048

Wrath of Cronos is so fucking based, holy shit

>> No.7952049

>Watch Civie on youtube. See all the neat old games
>Watch Zero Master play Doom next.
Man there really is something special about all that camel grunting and bitcrushed music.

>> No.7952056

>>7952048
What class are you playing?

>> No.7952067

>>7951894
The M2 was a proposed second model of the 3DO which would have more memory or another processor or something along those lines. Doom had a secret button code to let you play the game in fullscreen, because someone had begged Burger Bill to put it in just because the Model 2 was going to be so much faster.

The Model 2 3DO never happens (it may not even have had a prototype), and I'm not sure how much it would have helped Doom, considering the port in question was a hurried and crude contractual obligation, it may have been so poorly optimized that the stronger (at the time) hardware wouldn't have changed anything.

>> No.7952087

>>7952056
Fighter, I'm having a lot more fun with him than Mage or Cleric.

>> No.7952090

>>7952087
Yeah, he seemed pretty fun. Mage seems a bit one-note with little variation and Cleric's m2 doesn't seem to work half the time. For me, it's Necromancer.

>> No.7952097

A crappy paranormal send in your videos show was on when I was eating supper and it got me thinking.
Are there any ID ghost stories? You'd think in the middle of satanic panic that the guys making a game where you exclusively kill demons and fuck up hell's designs would have been the target of at least a shelf falling down.

>> No.7952142 [DELETED] 

>>7951895
You can tell the author wants to take after Quake a lot, but he doesn't quite get what makes Quake tick, a lot of this stuff is pretty superficial.

You've got the brick walls and purple sky, you've got monsters which look kind of unnatural, and the spooky ambient music, but it kind of stops there. The level design is very plain, uninteresting, and samey, in spite of looking at Quake, the design feels almost like Wolfenstein 3D, if Wolf3D made little effort to put out landmarks and to differentiate regions and major rooms from each other. They aren't all identical here, but they look samey enough that it'll affect navigation (I kept losing track of where I was just looking at the video).

This is shown off like it's an almost finished game, but to me it looks like an alpha build where you've only just gotten a bunch of basics done with some proof of concept stuff. I would push release forward a lot and revamp the game, because it's really just too plain.

>>7951974
Yeah, it looks just underbaked. In theory I should be thrilled that people want to make games inspired by great classics like Quake and Doom, but a lot of these people really just don't understand what those games were like, often only superficially, and sometimes not even that. I have yet to be interested or excited by any of these "boomer shooter" (HURK) revival games, they just don't look fun or engaging. I don't know why Civvie likes some of them, the ones with procedural level generation are the worst.

>> No.7952150 [DELETED] 

>>7951895
If I were to suggest improvements to Aske, it'd be these things:
>make rooms much more distinct, make sections/areas of the level differ from each other via texture usage and architectural style, color selection, etc, add some occasional standout or unique features as landmarks to make the place look better and be easier to navigate, the maps look like they're made quickly from prefabs and that's bad
>in fact put more effort into detailing the environments, Quake wasn't exactly looking like Arcane Dimensions on launch, but it would use stuff like pillars, bridges, crates, elevators, sloping walls, torch and light inlets, stepped up/down floor surfaces between rooms, etc.

>combat looks pretty undercooked, the little dudes with the knives are only ever faced in modest numbers and it's easy to just run backwards and baiting and switching them, there's not a whole lot of thought in encounter design, try trapping or ambushing the player sometimes, force them to do something different, if the door shuts behind them as knifeguys come rushing from the left and right, now the player has to think and act quick
>I'd suggest making the knifeguys taller, paler, and giving them a more guttural and grotesque voice, also when they flinch from damage they should have like a 60% chance to make a tiny hop forward, to disincentivize the player from taking them on in a straight line
>shooty guys should be able to fire while walking, maybe at half speed or something, but they look the player can deal with them way too comfortably
>do encounters like having guys shoot at the player from above (pillars, ceiling windows, etc) while being chased by knifeguys
>have more monster types, make them do different things, add a flying shooting enemy that tries to circle the player as it gets closer, add a strong and slow brute enemy that tries to melee you, and which you can only really hurt by shooting in the back, etc

>> No.7952218

>>7951010
Eh, they have very low reaction time, but they hit for much less per shot than Cultists or Pig Cops.

>> No.7952223

>>7951324
Chillo's authentic model pack
Just put them in id1/models and theyll always be loaded unless a mod also replaces the relevant models

>> No.7952227 [DELETED] 

>>7952150
>>7952142
It looks browner than Hrot, and that has 256 different shades of brown.

>> No.7952319 [DELETED] 

>>7951974
cum

>> No.7952345 [DELETED] 

>>7951895
Check out the Skybox in another video, lmao.
"Dev" couldn't even bother to change it enough.

>> No.7952360 [DELETED] 

Where the FUCK is Wrath good golly gosh

>> No.7952365 [DELETED] 

>>7952360
Wrath what?

>> No.7952368 [DELETED] 

>>7952365
https://www.youtube.com/watch?v=cmbhVdQJ4Cc

>> No.7952381 [DELETED] 

>>7952360
Delayed to October

>> No.7952384 [DELETED] 

>>7952381
AAAAAAAAAAAAA

>> No.7952401
File: 2.68 MB, 640x360, ascended.webm [View same] [iqdb] [saucenao] [google]
7952401

What emotion describes this?

>> No.7952420

>>7951757
The difficulty of the vanilla campaign stems from cheap hitscanner placement that requires either savescumming or memorizing enemy positions in many cases. Death Wish is less difficult in that it's more fair.

>> No.7952441

>>7952401
When they finally look up at the sky near the end: Sonder

>> No.7952447

>>7952401
Desolation.

>> No.7952457

>>7952401
confusion.
i spent like 20 minutes fucking around on that rooftop because the elevator wouldn't trigger.

>> No.7952461

Is it just me or is map06 of Micro-Slaughter a piece of shit?

>> No.7952469

Brutal doom for vanilla doom dosbox
>I fucking hate this captcha it suck
https://www.moddb.com/mods/boiled-doom-brutal-doom-for-doschocolate/downloads/boiled-doom-alpha-early-access-version

>> No.7952489 [DELETED] 
File: 520 KB, 920x920, E8A335D9-5918-4CB4-9C29-D13ADF031778.jpg [View same] [iqdb] [saucenao] [google]
7952489

Going through pic related on Hard, its been pretty easy though. Only thing that gave me some trouble was the second boss.

Is Evil difficulty that much different? Does that challenge pickup much later on with Hard?

>> No.7952495
File: 129 KB, 1920x1080, Screenshot_Doom_20210715_221903.png [View same] [iqdb] [saucenao] [google]
7952495

Another one down - difficulty spike for sure - ready for the struggle from here out.

>> No.7952504

>>7952495
I hated those Astral Cacos towards the end, that was bullshit.

That whole map was exhausting.

>> No.7952510
File: 36 KB, 480x360, death4.jpg [View same] [iqdb] [saucenao] [google]
7952510

>>7952504
Agreed - I've been lulled into a false sense of security by having the three keys - "Oh the level is over soon" - wrong

>> No.7952579

>>7949591
You want me to crosspost this to doomer boards? I'm sure they'd enjoy the thing.

>> No.7952589

>>7952401
Wonder. It's a damn shame some of the weapons prevented Unreal from being a classic. Maybe that Unreal mod by the guy who did GMDX has potential. I should play it sometime.

>> No.7952601

>>7952589
>codexfag
yikes no thanks

>> No.7952605

>>7952601
Say what?

>> No.7952632

>>7952605
the dev is a rpgcodex poster

>> No.7952636
File: 46 KB, 500x504, 1610670864651.png [View same] [iqdb] [saucenao] [google]
7952636

>>7952632

>> No.7952659

>>7949591
Don't kill me but what if we made a sequel of sorts with a less inflammatory name? Not proposing we change the name of HFFM, but just for us to come up with something else for another gachi wad

>> No.7952682

More 3DO kino
https://groups.google.com/g/rec.games.video.3do/c/gYZzvG2scUo#e7188020946ffd39

>> No.7952736

>>7949007
Why the fuck is the saturation so high? It looks like mister doom is in the circle of high blood pressure.

>> No.7952737

>>7949142
Only if you give him more thermite.

>> No.7952749
File: 14 KB, 480x360, Rollingrockontherollnrocker.jpg [View same] [iqdb] [saucenao] [google]
7952749

>>7951746
>Game called Quake
>The quakes are bad
WHAT WAS CARMACK THINKING!?

>> No.7952752

>>7952749
bet he thought SNES Doom was better than 32X Doom

>> No.7952754

>>7952752
I dont remember. Its been a while since I watched his 3d0 video.

>> No.7952757

Is Black Plague the intended highest difficulty in Heretic or is it a meme like Doom's Nightmare, where Ultra Violence is the "real" high difficulty everyone plays on.
I'm getting absolutely manhandled by Disciples here.

>> No.7952760

>>7952749
AVGN's thoughts on Doom are interesting. I don't think he particularly "likes" any of the console ports, they tend to have something the others don't if they're not outright awful.

>> No.7952761
File: 28 KB, 427x426, Doomdissapoint.jpg [View same] [iqdb] [saucenao] [google]
7952761

Can someone reccomend good looking city wads.
I just want some nice urban carnage.

>> No.7952782

>>7952760
except saturn doom

>> No.7952787

>>7952757
In Blackplague there are 50% ammo pick-ups, but every monster and their projectiles are 300% faster. I just played and beat the first three episodes of Heretic the other day and you better fucking believe I played it on the UV equivalent instead of Blackplague.

>> No.7952791

>>7952761
planisphere 2

>> No.7952801

>>7952787
Actually, I don't remember where the fuck I got 300% from, but they do in fact have what's essentially Doom's fast monster attribute attached to them, which as you already know massively increases their speed.

>> No.7952802 [DELETED] 
File: 228 KB, 516x546, dyatlov.webm [View same] [iqdb] [saucenao] [google]
7952802

Just played Doom 2 for the first time. Uninstalled when I got to Map 8. How did they fuck it up so badly? The music sounds like it's from Wolfenstein and the levels make me want to fucking vomit.

>> No.7952805 [DELETED] 

7952802
(You)

>> No.7952806 [DELETED] 

>>7952802
I love Doom II. Just fun levels where the designers were more familiar with the tics of the engine and could make more interesting levels mechanically. Plutonia hones this idea even further with a greater emphasis on combat setpieces.

>> No.7952808 [DELETED] 

>implying tricks and traps isn't based

>> No.7952810 [DELETED] 

>>7952806
Seems it's just gimmicky. I like the levels where you run around and explore, not where you're stuck in a room with 500 enemies so you can't even move or for some ungodly reason you're staring at them fighting each-other.

>> No.7952813 [DELETED] 

>>7952806
Is there a Doom II styled Quake episode? Emphasis on map trickery than pretty design and brushes?

>> No.7952816 [DELETED] 
File: 21 KB, 250x229, unnamed.jpg [View same] [iqdb] [saucenao] [google]
7952816

New weapons, new levels, the BEST Doom yet.

>> No.7952820 [DELETED] 

Doom 2 filters zoomies >>7952810

>> No.7952824 [DELETED] 

>>7952806
DOOM2 doesnt even have a level that cracks 300 enemies,only fan stuff has 500 or more enemies in a level.

>> No.7952825 [DELETED] 

>>7952810
What is the big fucking deal about declaring something a gimmick or a legitimate mechanic anyway? What is the definitive difference?

>> No.7952827 [DELETED] 

>>7952810
To each their own. As a last hail mary for Doom II, try D2WID, Doom 2 The Way id Did, which is held up as objectively better than DII in almost every way.
>>7952824
That's not really here nor there, I wasn't commenting on enemy numbers.

>> No.7952829 [DELETED] 

>>7952824
He lying because he can't handle kino.

>> No.7952831 [DELETED] 

>>7952820
Seems it's made for fucking zoomers. The levels are just a gigantic amount of enemies in an empty square or jumpscare-style trial and error traps for le ebin youtube reaction videos. No strategy, consistency, atmosphere, or style.

>> No.7952835 [DELETED] 

>>7952831
Awful bait alf.

>> No.7952836 [DELETED] 

>>7952825
It's simple, anon. A gimmick is a mechanic I don't like and a legitimate mechanic is one that I do like.
>>7952831
Sounds like plutonia would be more your speed. Zoomer is a shit buzzword

>> No.7952839 [DELETED] 

>>7952827
sorry >>7952824 was meant for>>7952810

>> No.7952842 [DELETED] 

It's not the first time you whined over doom 2.
Drop it off shitposter.
You are already exposed yourself.

>> No.7952845 [DELETED] 

>>7952824
The point is that small rooms that are filled to 80-90% capacity with imps or spider demons or whatever is just boring. You don't even have to aim or try, you just strafe and fire into a blob.

>> No.7952851 [DELETED] 

Dabbing on Doom 2 haters

>> No.7952854

Whoa whoa we were just talking about Doom II goddamn not everything is a blatant shitpost. You even deleted the D2WID recommendation.
https://www.doomworld.com/idgames/levels/doom2/megawads/d2twid

>> No.7952859

>>7952854
Deleting was cringe but the original poster wasn't arguing in good faith anyway.

>> No.7952860

>You aren't allowed to dislike Doom 2
Even though I think it sucks, that's pretty based. I'll stick to Blood.

>> No.7952869
File: 33 KB, 550x550, tfw happiness.jpg [View same] [iqdb] [saucenao] [google]
7952869

>tfw I'm 20 and I have been coming to these /vr/ threads and posting since I was 16
it's been a fun ride anons

>> No.7952876

There is nothing wrong with Doom II.

>> No.7952898

>>7952791
Thanks.

>> No.7952906
File: 49 KB, 720x666, 1618132393956.jpg [View same] [iqdb] [saucenao] [google]
7952906

>>7952869
>Misread that as coming here for 16 years and imagined a fucking 4 year old shitposting about doom.

>> No.7952908

>>7952869
You have to be 21 or older to post here.

>> No.7952913

>>7952869
If you like Doom 2 then you are a based zoomie.

>> No.7952924

>>7952913
well thx anon. I like Ultimate Doom more than Doom 2 in a lot of ways, but the first 12 maps of Doom 2 are very good, aside from Refueling Base. Refueling base sucks ass and it should have been replaced or edited by someone more creative. Too bad Sandy was too busy making all the other maps practically, kek

>> No.7952929

>>7952906
lol, when I was 3 I was playing flash games on disney's website, I literally learned to ctrl+alt+delete and hop on firefox, then get into the bookmarks, and go to disney and play videogames before I could get to the bathroom without shitting myself on the way there. my generation is wild.

>> No.7952932

>>7952908
>You will immediately cease and not continue to access the site if you are under the age of 18
nice bait

>> No.7952951

Just beat DOPA. Was pretty good. Felt right at home with the rest of the original four episodes, right down to the first two levels being filled with soldiers and dogs and then gone for the rest of the episode.

>> No.7952981

>>7952924
I like refueling base :)

>> No.7952995

>>7951165
I dunno if single shot is possible without modifications, but two shot definitely is.

>> No.7953002

>>7951807
stupid sexy aliens

>> No.7953014

>>7951165
Pretty sure it's impossible to kill a Cyber with a single BFG, but you definitely can against a Spider Mastermind.

>> No.7953036

>>7952951
I'll play that next, after DoE.

>> No.7953043

>>7952951
That the episode by Machine Games right?

>> No.7953046

>>7953043
Yeah, the unofficial fifth episode they made for the 20th anniversary.

>> No.7953050

>>7952632
...and?
At least hes not a Redditor

>> No.7953062

>>7952761
Hellbound

>> No.7953084

>>7950605
Raven Keep - pack of most epic castle maps created for Quake. Yes, even more epic than AD. Has shitloads of new monsters, weapons, and bosses.

Dwell & Torrent Of Impurities - two episodes with very good atmospheric design and gameplay. Also lot of new monsters.

Xmas Jam 2018 and 2019 - hub of many maps based on AD. Some of them are AD quality, while shorter.

Also seconding Ter Shibboleth, it has some of most unique maps in Quake like one set in Old West, one in buddhist temple on Himalaya, one in Paris, and one on scandinavian village during winter night.

>> No.7953102

>>7953084
Is the 2020 xmas jam no good?

>> No.7953109

>>7952761
I thought the city maps from Hell on Earth starter pack looked pretty good.

>> No.7953113
File: 1.88 MB, 800x450, Man fuck 4chans filesize limit.webm [View same] [iqdb] [saucenao] [google]
7953113

Been working on revamping the flamers a little, you'll start with these by default, and I've made them slower alternating shotgun blasts instead of the constant stream it used to be, should mean it's less of a brainless stunlocking tool. They also animate now too, so that's nice.

>> No.7953116

Is there a way to make going up and down a staircase in Marathon not feel like going down a water slide?

>> No.7953121

>>7953113
Looks pretty cool man. Are those smoke puffs when firing the flamers?

>> No.7953124

>>7953121
Nah the smoke puffs are coming from Kustam himself when he's overheated. I thought about having some smoke fly out when you shoot the flamers but I don't wanna go apeshit with the particles

>> No.7953125

Who's your favorite /vr/ mapper? For me it's lunchlunch and a2rob.

>> No.7953127

>>7953125
Definitely A2Rob.

>> No.7953135

>>7953102
I found it much more mediocre than 2 previous ones.

>> No.7953136

Where did all the Aske shitposts had gone to?
Is talking about Wrath and Dusk also verboten?

>> No.7953138

>>7953136
Seems like bit too much, if we can't talk about new retro fps's that use 90s engines. Most of us do play them too. One month and we have Realms Deep, which shows us all the new retro fps's by 3d realms. Even Supplice and Age Of Hell get shown there. Both which started as Doom megawads, and grew into stand-alone games on Doom engine. Would be fun (and expected) to discuss about them here.

>> No.7953140

>>7947152
>Reply to this post with skin submissions

http://www.mediafire.com/download/fyxybbkw293v2r9/cammy.zip

I made this Street Fighter 4 Cammy Skin back in 2016. It can already be found on the Zandronum forums, but I figure few are aware it exists, so why not?

>> No.7953161

>>7953140
Got it. Do you have any credits for this one? They're not required, but I would prefer to credit most of these skins.

>> No.7953181
File: 33 KB, 268x163, cum cannon.png [View same] [iqdb] [saucenao] [google]
7953181

https://zandronum.com/forum/viewtopic.php?t=5858 does anybody have this skin? seems like is has disappeared into the void and the download is broken.

>> No.7953182

What's supposed to be the 'true' difficulty for Marathon? I put it on Total Carnage but the first level alone is an absolute shitfest

>> No.7953183

>>7953161
Diode

>> No.7953184

>>7952932
>>7952908
Like that has actually ever stopped anyone underaged from accessing any adult website
>t. have been fapping to crazy fetish porn at Mother-less,com since I was 15 or even younger (31yo now)
^it was back when they still hosted the fabled DophinPorn clips on their site...
>>7951825
Besides the awesome rockin OST and the port itself being a literal hackjob of a programming abomination hastily churned out in a week (that only works thanks to the power of one trannies autism), what does this bring to the table compared to the PC original version?

>> No.7953185

>>7953181
You might have a better chance asking at zandronum or zdoom.

>> No.7953189 [DELETED] 
File: 22 KB, 400x300, 0D8BA26C-F002-4D44-8B7E-9A8A6D2EFA98.jpg [View same] [iqdb] [saucenao] [google]
7953189

if you shave his mustache off will he die?

>> No.7953209

>>7953125
Anonymous

>> No.7953221

>>7953209
I hate that guy

>> No.7953228

>>7952469
Huh. Wonder how much it retains from normal BD?

>> No.7953234

>>7951389
I just now found out that unlike Q2 the fall-damage is non-scalable and is always -5hp without armour regardless of height travelled; therefore is making a series of passable trigger_hurt stacked evey x units of height a good way of simulating the fall-damage incrementally increasing by falling distance?

>> No.7953239

>>7950778
Download Oblige and just fine-tune any decent map it shits out that somehow fancies you the most - then try making one yourself from the ground up maybe...

>> No.7953242

>>7953125
Yeah Lunchlunch got his signature style of using SS in a good way
I guess I liked all mappers of 2048 so singling out people is pointless

>> No.7953257

>>7950639
What's wrong with Quoffee?

>> No.7953259

>>7952469
That looks interesting, but I doubt this mod is going to go very far with vanilla restrictions.

>> No.7953269

>>7953257
I see no reason to start with speedmaps, unless your goal is to burn out as quickly as possible.
and in general I think speedmapping is mappers being disrespectful towards both their own ideas and their players' time.

>> No.7953274

>>7953269
>in general I think speedmapping is mappers being disrespectful towards both their own ideas and their players' time.
Well you're wrong but that's okay I guess

>> No.7953279
File: 1.64 MB, 1200x897, file.png [View same] [iqdb] [saucenao] [google]
7953279

>> No.7953281

>>7953259
After Rekkr I don't know what to expect anymore.

>> No.7953290

>>7952469
>mod
>girly access
what did this world come to

>> No.7953370

>>7952469 Boiled doom gameplay
https://youtu.be/IMgN0-ckZQo

>> No.7953390

>>7953370
I like it better than regular Brutal Doom.

>> No.7953392

>>7953390
Same. It actually still plays like Doom and not GZDoom.

>> No.7953410

>>7953370
I don't care for the weapon and sound replacements, but putting Doom 2 enemies into Doom 1 is interesting enough for me to gut all the stuff I don't like and give it a try.

>> No.7953419
File: 182 KB, 1440x1080, doom17.png [View same] [iqdb] [saucenao] [google]
7953419

>>7953370
Can confirm it works with dsda-doom and probably prboom+ as well.

>> No.7953442

>>7953419 It also works with crispy/chocolate doom

>> No.7953481

>>7952469
>https://www.moddb.com/mods/boiled-doom-brutal-doom-for-doschocolate/downloads/boiled-doom-alpha-early-access-version

Will this run on my 486?

>> No.7953484

>>7953481
almost certainly

>> No.7953498

>>7953269
I like playing speed maps - even the ancient ones from the 00s on Quaddicted - because you can get a unique experience quickly. And you can just skip a map if its bad.

>> No.7953516
File: 47 KB, 1440x1080, doom18.png [View same] [iqdb] [saucenao] [google]
7953516

Pistol starting and no save scumming this map is a goddamn nightmare

>> No.7953540

>>7953516
Learn where the secrets are

>> No.7953545

https://www.youtube.com/watch?v=V74eiGAbvDk

>> No.7953548

>>7953540
aye aye captain

>> No.7953570

>Hideous Destructor Vs. Corruption Cards
Madness

>> No.7953624

I dont like bloods soundtrack and i play it without any music

>> No.7953673

Guys I need this GIF with huge mountain and tiny shooting chaingunner far far away

>> No.7953679
File: 2.74 MB, 2997x2000, 1464854149231.gif [View same] [iqdb] [saucenao] [google]
7953679

>>7953673

>> No.7953680

>>7953679
Make it flash red.

>> No.7953681

>>7953679
Thank you frend

>> No.7953682

>>7953680
Then it would be too obvious.

>> No.7953684

>>7953624
Which one? I think Blood had two soundtracks. one midi and one cd?

>> No.7953709

>>7948840
>Don't listen to Australians
I just watched his review after finishing sigil yesterday. What did he say wrong exactly? I mean he's overly negative i guess, but his criticism of unnecessarily crammed and dark maps that have fuck all ammo and force you to use shotgun against multiple barons just to increase difficulty is legit. He did shit the bed by acting like using doom 1 assets for the unofficial E5 for doom 1 is somehow a bad thing though but overall i can't say that he went full retard with it.

>> No.7953714

>>7953709
That's the bit that I didn't like the most. Supershotgun babies complaining about Doom1 wads not having a super shotgun is dumb.

>> No.7953721

>>7953125
Brxyz, Black Crest was beyond phenomenal.
Also whoever made Heart Attack in HFFM.

>> No.7953728

>>7953714
I'm complaining about Doom1 wads not having full enemy roster

>> No.7953731

>>7952659
I want to do an expansion/sequel of some sort, I'm thinking maybe the title could be "Harder, Faster, Gayer" but if the wordcloud comes up with something really good, we could use that.
I think probably I'll start it next year, because people are currently busy with other things, Violent Rumble for one, and then people wanna do some maps for Halloween, so maybe they wanna rest their mapping muscles some for that.

Anyway, I guess I'll try submitting the Cut and Stripped versions to iDGames. Wish me luck.

>> No.7953740

>>7953728
Get gud scrub.

>> No.7953748

>>7952579
Wait until I've tried to send it to iDGames.

>> No.7953750

>>7953709
>fuck all ammo and force you to use shotgun against multiple barons just to increase difficulty is legit
Learn to save rockets for Barons. I almost never had to shotgun Barons in Sigil.

>> No.7953770
File: 2 KB, 60x60, ANONE8.png [View same] [iqdb] [saucenao] [google]
7953770

HEAD'S UP: tonight's Friday Night Firefight is going to be on a strife wad. Make sure you grab a Strife1 iwad from to OP and set your binds and HUD in zandro beforehand. I'll repost this next thread to get the word out.

>> No.7953771

>That is not an acceptable file name
What the fuck does this mean?

>> No.7953773

>>7953684
Either. They arent bad they just dont fit the intense action imo.

>> No.7953781

How do you guys like to save in Blood? After firefights or before them because you cant stand getting hit. Or do you only save at beginning of a level?

>> No.7953790

https://www.youtube.com/watch?v=QfwoTuoJln8
He's doing it again

>> No.7953791

>>7953750
The first couple you meet before you even get the rocket launcher though.

>> No.7953851

>>7953791
You do get a chaingun and berserk, though. You aren't forced to use the shotgun.

>> No.7953864

Alright, there goes, let's see what they say. I won't bother uploading the stripped version yet, because I don't know if they'll even accept the cut version.

>> No.7953885

>>7953791
Hence almost.
Also, you only really have to completely shotgun/chaingun the first baron in M2. Second Baron in M2 and first Baron in M3 can easily get weakened through infighting, and the second M3 Baron literally appears near the rocket launcher.

>> No.7953928

>>7953781
I play Doom saveless, but playing Blood saveless doesn't seem worth it because cultists. And the maps aren't designed for pitchfork starts

>> No.7953960
File: 43 KB, 620x441, 1609499086207.png [View same] [iqdb] [saucenao] [google]
7953960

>>7952469
fucking kek

>> No.7953973

>>7953781
>Or do you only save at beginning of a level?
This unless it's a huge custom level or some such. If it's a new level I'll likely try it on LB or tinker with GDX difficulty settings.

>> No.7953984

bake a new thread someone

>> No.7954005

>>7953984
be the change u want to b

>> No.7954029

>>7953062
Already played that one.
>>7953109
No...

>> No.7954078

>>7953984
this is the end

>> No.7954103

>>7953984
I'll do it but I might fuck one thing up

>> No.7954121

>>7954103
Make it 3DO related

>> No.7954124

>>7952469
I need to figure out how people do brightmaps in vanilla.

>> No.7954130

>>7954124
with colormaps

>> No.7954137
File: 3.16 MB, 348x384, 1482693435189.gif [View same] [iqdb] [saucenao] [google]
7954137

>>7954078

>> No.7954140

You're all gonna hate me for this

NEW THREAD
>>7954134
>>7954134
>>7954134

>> No.7954762

>>7952906
Would explain the quality of posts desu