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/vr/ - Retro Games


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File: 3.00 MB, 800x450, radical technology.webm [View same] [iqdb] [saucenao] [google]
7991112 No.7991112 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>7981943

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
http://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.7991113
File: 706 KB, 1024x1024, vr info small.jpg [View same] [iqdb] [saucenao] [google]
7991113

=== CURRENT RELEASE ===
Hard Fast Faggot Maps
Version 1.8b >>7987609
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/hardfun

=== CURRENT PROJECTS ===
VIOLENT RUMBLE
Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest update: >>7979407

VRSKINS 3.9 (delayed): >>7967424
Submissions closed, voting TBA

=== NEWS ===
[7-29] Grim Borough released (for chasm: The Rift)
https://www.moddb.com/games/chasm-the-rift/addons/grim-borough-for-chasm-the-rift

[7-29] Anon's MIDI Pack updated to v5
https://www.mediafire.com/file/bcgxwt25qm151xx

[7-27] Tasyspleen TS500 (Q2 FFA), July 31st
https://twitter.com/tastyspleentv/status/1420068100335185921

[7-26] Retroquad 0.6.6 release
https://twitter.com/mankrip/status/1419811121603698688

[7-26] KMQuake 2 test build, feedback wanted
https://leray.proboards.com/thread/4098/new-kmq2-test-version

[7-26] Doomkid Vanilla Wad Pack Revision XII
https://www.doomworld.com/forum/post/2356798

[7-25] DoomWare (like the TF2 plugin) (for Zandronum)
https://www.youtube.com/watch?v=oRiBYVOPxdI

[7-25] GZDoom 4.6.1
https://forum.zdoom.org/viewtopic.php?f=1&t=72879

[7-25] Dread (Amiga 500 Doom Clone) Ep. 8
https://www.youtube.com/watch?v=y9fQw1W22i8

[7-22] Earthless: Prelude on Doom Classic Unity Port
https://www.doomworld.com/forum/topic/120458/

[7-20] Hell Forged Updated to 1.10 beta
https://forum.zdoom.org/viewtopic.php?f=19&t=13397

[7-19] Realms DEEP Map Jam
https://twitter.com/3DRealms/status/1417212652858773504

[7-16] Zone 400, new megawad by Pcorf
https://www.doomworld.com/forum/topic/123296/

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.7991123

>>7991112
What is this even???

>> No.7991124
File: 2.96 MB, 640x480, slaughtershit.webm [View same] [iqdb] [saucenao] [google]
7991124

in case whoever makes the next OP owns an appropriate existing paste, midi guy asked to include his pack somewhere.
if not, nobody minds replacing a paste the thread after?
(tagging news >>7991113)

>> No.7991126

>>7991123
exactly

>> No.7991129

>>7991112
What's the original footage of this webm from?

>> No.7991132
File: 34 KB, 503x633, 1622927098015.jpg [View same] [iqdb] [saucenao] [google]
7991132

I've just thought up of a low-power gameplay style for maps. Check this out:
1. No SSG and BFG. Rockets provided in extremely small quantities. Plasma is either rare or outright secret-only.
2. Emphasis on popcorn enemies - imps and all types of zombies. Pinkies are used sparingly.
3. No cacos, knights, barons. Potentially replaced with more interesting monsters.
4. Lost souls are either out, or have half or even two thirds of their health DeHacked away, to turn them into popcorn melee enemies. If they are gone, so are Pain Elementals.
5. Mancubi, Arachnotrons, Revenants are used for miniboss-style encounters. Archviles are used as boss monsters.

>> No.7991134

>>7991129
Dead Ringers

>> No.7991135

>>7991134
Thank you

>> No.7991139
File: 571 KB, 1920x1080, saeons.png [View same] [iqdb] [saucenao] [google]
7991139

>>7991132
I've played Strange Aeons just recently, it fits your description (though it's obnoxious with minibosses)
I really liked the faster but fragile hitscanners especially.

>> No.7991173
File: 293 KB, 720x1038, vroom.jpg [View same] [iqdb] [saucenao] [google]
7991173

What is the point of MAP07 (Arachnophobia) of Hell Revealed
I'm really confused, is it just a knowledge check of how to circlestrafe? The map just seems really out of place with what came before

>> No.7991179

>>7991173
The guy just wanted a spider-shaped level with spiders in it, leave him alone.

>> No.7991180
File: 363 KB, 1920x850, mar.jpg [View same] [iqdb] [saucenao] [google]
7991180

After struggling with the jank mouse aiming for a while, I finally got used to it and played Marathon so much that now that I got back to games with "normal" mouse aiming, I'm finding THAT weird.

>> No.7991201

Not sure if this qualifies as newsworthy but this might be worth looking at >>7991113

https://store.steampowered.com/app/1549750/Vomitoreum/

>> No.7991202 [SPOILER] 
File: 516 KB, 1920x1080, 1627653387408.jpg [View same] [iqdb] [saucenao] [google]
7991202

I shit my pants here.

>> No.7991203

>>7991112
holy crap... they made cow tools a real thing...

>> No.7991219

>>7991202
Who let this guy out of the wall?

>> No.7991249

>>7991219
doom zero,
I haven't finished it yet

>> No.7991281

>>7991173
Early Hell Revealed is pretty weak overall.

>> No.7991327

Oh hey guys, I thought Mt. Pain27 is dead, but he is not. I wonder who else is not dead.

>> No.7991368

>>7991219
That's the new boss monster in Doom Zero, which appears two times in the wad. Still one of best wads ever made. Play it.

>> No.7991372

>>7991132
First half of Unloved.

>> No.7991397

>>7991368
Got a link to it? The moddb link isn't working for some reason.

>> No.7991403
File: 26 KB, 312x750, 1585111102243.png [View same] [iqdb] [saucenao] [google]
7991403

hiss

>> No.7991430
File: 49 KB, 700x744, 1619471042131.png [View same] [iqdb] [saucenao] [google]
7991430

MARANAX

>> No.7991447

>>7991430
and fear books

>> No.7991450

https://drive.google.com/file/d/1AjriSoew3lFan6Zn-NAE41-p9EsdYh9L/view?usp=sharing
made a mod that redo's the entire doom arsenal to be slightly faster and it's basically overpowered.
essentially brdl dump but it doesn't even use custom textures so it's even lighter.
let me know what you think.

>> No.7991473

>>7991430
What do they say that to me sounds like "yoroshikuuu"? I'm sure it isn't that.

>> No.7991482
File: 7 KB, 106x118, 1608569673101.gif [View same] [iqdb] [saucenao] [google]
7991482

>YOROSHIKU~!!!

>> No.7991581

What's the best path to do Refueling Base pistol-starting?

>> No.7991601
File: 79 KB, 900x1000, 1583709758055.jpg [View same] [iqdb] [saucenao] [google]
7991601

>Hell Revealed MAP09

>> No.7991606

>>7991581
Secrets are effectively required to pistol start that map. Get the secret shotgun and chaingun at the start, and the secret bfg and plasma later. Use the bfg to efficiently kill the pain elementals in the central room later to save ammo.

>> No.7991607

>>7991473
Gero Shay Cruo?

>> No.7991612
File: 206 KB, 867x922, 77dec8f756b71f736c19a6044f3f2491.jpg [View same] [iqdb] [saucenao] [google]
7991612

>No Rest For The Living was over ten years ago

Fuck me, it's scary how time gets behind you. What's your history with Doom Anons? Tell us your story.

Like most of you I've been playing Doom on and off since I was a kid, it's just always been there. Shareware on the old family computer that couldn't even run it properly, then the full game on PS1, then when I was about 13-14 rediscovering the PC version when I read about and discovered the concept of sourceports and community created WADs.

That must have been about 2003. Doom was merely ten years old, but playing it in Doomsday felt like digging up something ancient and resurrecting it. I remember playing The Sky May Be and a bunch of other "infamous" wads because it felt like some kind of digital archaeology. It's funny because now, there are fan-made wads older than the game itself was back then. I've been around, on and off, the whole time, checking out the new releases every so often. Stuff like DTWiDD and KDiZD still feels pretty recent to me, but they're almost as old as the game itself was when I first got into it.

I first found out about Doombuilder in maybe... 2013? I've made a bunch of maps over the years, but I only released a handful and I don't know if they ever got any attention. Those maps are as old as Plutonia was when I started.

It's just... Been so long... Growing older is a strange thing Anons, it fucks with you sometimes.

>> No.7991614

>>7991612
I used to play Doom as a kid and I always wanted to make maps for it, and year or so ago I finally got idea so good I got motivated to learn to map.
I still barely play other people's maps.

>> No.7991643

You will never experience dwango

>> No.7991647

>>7991612
I only had the SNES port of DOOM as a kid (or rather my dad had it, told me I wasn't allowed to play it, and then I'd do it anyway when they weren't around). When /vr/ first got made I saw /DOOM/, remembered the SNES game, followed the "so you wanna play motherfucking DOOM?" guide, played it proper, and then spent several years engrossed in the MM8BDM community which I would take back if I fucking could. I swear it wasn't as bad in 2013 as it is now

>> No.7991650

>>7991612
I started playing Doom proper this January. I remember having the game on SNES and trying it a couple of times but never getting far/being really interested.

>> No.7991661

>>7991112
Just played through DOOM I with a friend using Zandronum. The levels were short and they didn't leave us stuck looking for switches as often as DOOM II did. I'm not sure if it was an intended feature of the game or a bug with the source port, but sometimes the levels would loop by sending us back to a previous one. That was confusing.

>> No.7991663

>>7991612
I didn't have a PC in the house until I was a teenager, so I didn't get to play Doom until I was in high school. I had an idea of what Doom was because I liked SRB2.
I first played the shareware episode on my DS, and bought the Activision port on my 360 because it was cheap and I didn't have many other games for it.

>> No.7991670

>>7991607
That could be it

>> No.7991682
File: 177 KB, 640x480, game marathon.jpg [View same] [iqdb] [saucenao] [google]
7991682

How is Marathon?

>> No.7991686

>>7991124
I'll include it with a planned OP update.

>> No.7991701
File: 35 KB, 460x215, header.jpg [View same] [iqdb] [saucenao] [google]
7991701

Had pic related in my library for a long time, decided to try now because I kept reading on /vr/ about how this was true FPS evolution in late 90s, better than Half-Life. Dunno, it's fine, but no way it beats HL or even Quake 2.
I think the levels scale is twice larger than it should be. Because of that they look empty and are boring to navigate.
There're some fun setpieces here and there though. I like the amount of weird platforming you have to do sometimes to progress.

>> No.7991707

>>7991112
>Mapster32 tends to be akin to the tools in OP WEBM
How, exactly?
Is this also true for Whatever Nblood uses?

>> No.7991723

>>7991682
breddy gud

>> No.7991725

>Watching Enraged Eggplant video on my HFFM submission
>He also goes to fight barons without rocket launcher
Why does everyone do this?

>> No.7991742
File: 16 KB, 800x600, thicc crash doomboy.png [View same] [iqdb] [saucenao] [google]
7991742

Hideous Destructor: Is there anything to be done about lifts that go down from switches that are too far from them for you to run back before the fall becomes dangerous?

>> No.7991743

>>7991682
The thinking man's FPS, the anti-Doom, the game of which Halo is a simplified, shallow version of, was doing what Half Life did long before it was cool.

>> No.7991745

>>7991612
i'm old, i've been playing it since it came out

it's been pretty wild seeing the community evolve. ribbiks and everything since then really bumped thing up again, i still find it hard to believe

>> No.7991746

>>7991742
Stick a derp to them and activate it remotely.
You can bind console commands for this or use zoom+use and the derp controller.

>> No.7991750

>>7991746
*zoom+fire with the derp out

>> No.7991785

>>7991743
Not him but how so? I assume it's "the thinking man's FPS" in terms of its lore which I assume is fairly deep from what little I know of it.

>> No.7991786

>>7991173
It's some pretty poverty stuff.

>> No.7991808

are you guys gonna up load all the versions of hard fun to id games? or just the cut one? what about the one with everything taken out for weapons packs?

>> No.7991813

>>7991808
Uncut will be rejected as a trollwad, the maintainer said this. The others can definitely be uploaded.

>> No.7991814
File: 8 KB, 348x145, starship.jpg [View same] [iqdb] [saucenao] [google]
7991814

>>7991112

So what would it be like if you blended the settings of starship troopers and doom together?

>Earth is invaded by demons that turn the Earth into Hell
>scenes of doomguy's comrades getting killed by demons in various ways gruesomely
>the only one they fear is /you/

https://www.youtube.com/watch?v=KxED1xXR58I

>> No.7991818

>>7991808
Cut is really the only version that both needs to be there and will be allowed. People can pull the sprites and sounds out on their own if they want to, it's literally the most basic usage of Slade.

>> No.7991838

Why is prboom+'s gamma set so high by default?

>> No.7991843
File: 533 KB, 1900x1069, Screenshot_Doom_20210730_211101.png [View same] [iqdb] [saucenao] [google]
7991843

>the guns eject the exact amount of bullets you fired from each gun

It's the little things.

>> No.7991852

>>7991813
why not upload all the non """troll""" versions. personally played through valiant with and without its specialized stuff

>> No.7991856

>>7991838
Only an issue in open gl these days I find.

>> No.7991867

>>7991838

Because who needs atmosphere, when you only play slaughter wads? What you want is 400 revenants and a Madonna midi for the meme.

>> No.7991875

>>7991814

That would just be Warhammer 40,000 and you're some Space Marine had-ass.

>> No.7991890

>>7991112
Jehar is playing some BLOOD
https://www.twitch.tv/tastyspleentv

>> No.7991898

>>7991890
literally who

>> No.7991904

>>7991682
The first Marathon kinda sucks, and Infinity is all over the place. However, I consider Durandal to be the best retro FPS game. My only complaint is that it's a bit too easy as there's a "soft reset" of sorts about two thirds into the game but the action never quite reaches the difficulty it was at previously, meaning that the middle sections are harder than anything afterwards. It's disappointing because the middle is when you start to feel as though things are getting crazy, and then it gets easier.

>> No.7991928

>>7991867
based

>> No.7991965

>>7987609
There is a major bug in map16. The bug did not exist there when Tarnsman played it. The linedef with TAG 1 should have ACTION 38 attached to it, so that the revenant pops up instantly! The current trigger does not work.

>> No.7991968

>>7991867
Reminder that 10,000 Revenants plays a .midi of 'Dont pay the Ferry-man' and its simply awesome:
>www.youtube.com/watch?v=8kNwvIEQsg0

>> No.7991969

What are the most defining gameplay differences between Doom engine games and Build engine games?

>> No.7991973

>>7991969
Build engine has vertical mouselook, jumping, and 3D platforms (DOOM has all these things in modern source ports but I assume you don't count those). Hitscanners are a lot more dangerous in Build games due to most enemies' lack of windup.

>> No.7991974

>>7991969
well basically doom is good and build is shit

>> No.7991975

>>7991969
just a laymen here but i think the differences are
Doom's engine is "more stable" if that makes any sense than build
Like for example turn on Duke 3d idk if this applies to source ports now but turn on no clip walk outside the walls and turn it off lmao
but build has better animated sprites, more enviroment interaction
>blowing up walls
>turning on lights
>etc
theres probably tons and tons of differences but thats all i can think of.

>> No.7991976 [DELETED] 
File: 3.29 MB, 365x498, 1627348526465.gif [View same] [iqdb] [saucenao] [google]
7991976

>>7987609
>>7991965
FUUUUCK someone did fuck with my map. They didn't know what they were doing and they broke that linedef as well as broke the secret.
#1: As stated before, the linedef tagged 1 should have action 38, not a generalized boom linedef
#2: Sectors tagged 11 and 23 should have a floor height of 112 so that you can actually activate the secret trigger

>> No.7991985
File: 89 KB, 1920x1080, image_2021-07-30_162424.png [View same] [iqdb] [saucenao] [google]
7991985

Finally beat it. Basically peek-a-boo the map.

>> No.7991996
File: 39 KB, 599x555, 1509374614715.jpg [View same] [iqdb] [saucenao] [google]
7991996

>>7991965
FUUUCK I MEANT ACTION 19
Also disregard any deleted post you might see regarding incorrect sector height, I forgot that a trigger later on sets the correct height.
None of this would have happened if you didn't FUCK WITH MY MAP

Anyway, since I'm here, I did upload a version of my map that fixes the buggy death exit but it never made it into the final version, I guess because I uploaded to litterbox and there was no lead at the time and the link expired, so here is a permanent link
I sawed the demons (and they were pretty hott) v2.03 (I added an extra box of rockets to make the suicide exit retard-proof just in case)
https://files.catbox.moe/x8amkz.wad

Use this version, or just manually change the linedefs yourself and keep the buggy death exit as is.

>> No.7991998
File: 425 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_26_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
7991998

FRIDAY NIGHT FIREFIGHT MOTHERFUCKERS! TODAY WE'RE GOING BACK TO YE OLDEN TIMES & GETTING LOST IN ETERNAL DEATHMATCH! connect 104.128.49.2:10700 ZANDRONUM AND LET'S FRAG.

>> No.7992057

>>7991998
FYI I'm gonna start leaving servers up overnight so that European users can join. If you other players to join try making a new post here.

>> No.7992060
File: 504 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
7992060

>> No.7992072
File: 351 KB, 396x438, cool dog.png [View same] [iqdb] [saucenao] [google]
7992072

>>7992060
>cool
>great
>better
>fun

>> No.7992083
File: 2 KB, 147x28, be.png [View same] [iqdb] [saucenao] [google]
7992083

>>7992060
Map19 would Disa-fuckin-gree

>> No.7992108
File: 740 B, 97x27, superuncut.png [View same] [iqdb] [saucenao] [google]
7992108

>>7992060
What would HFFM look like if it had a super uncut version?

>> No.7992109

>>7992083
never played it whats wrong with map 19????????

>> No.7992118

>>7992108
Offensive for the sake of being offensive

>> No.7992134

Why doesnt the QuakespasmSpiked port autoplay any demos at startup?

>> No.7992152

>>7991661
Why would you have your first time with Doom 1 and Doom 2 be on Zandronum anon

No, it was not intentional that levels loop.

Anyway, hope you get to enjoying PWADs! Ancient Aliens is a great place to start.

>> No.7992162

>>7992109
It is a slog of a map that is very unfun to play. If you're going to subject your player to a long map, at the very least you better make sure it's fucking fun. And it's not.

It's by far the weakest of the set and I would recommend you skip it entirely if you ever play Eviternity.

>> No.7992168
File: 906 KB, 500x372, 1620700687541.gif [View same] [iqdb] [saucenao] [google]
7992168

>>7991403

>> No.7992170

>>7992109
Agonizingly long, really linear, and the encounters are really forgettable for the most part.

>> No.7992171

>>7992162
ahh good to know that sounds like it sucks. I'll keep it in mind. that sounds like it sucks
>i can't wait for this to be over
kinda levels

>> No.7992174

>>7992170
that kinda reminds me a little bit of the wad hellbound for some reason that description you gave.
Like that shit looks amazing but the levels are just huge and kinda forgettable. that had some cool concepts with the levels though

>> No.7992176

>>7991985
Try to 100% next time

>> No.7992178

>>7992108
huge foreskins

>> No.7992202

>>7992178
rip and tear the skin

>> No.7992214

>>7992176
Someday. I'm just trying to get to the end without dying.

>> No.7992247

>>7991969
Build engine enemies can have much more complex AI than Doom's enemies. They can also walk in a straight line towards you.

>> No.7992252

>>7992083
>>7992109
>>7992162
>>7992170
I enjoyed it. It never felt too confusing or self-repeating. Gameplay was good. It was made by same guy who made Infraworld Hatehammer. Very huge map too, but fun.

>> No.7992256

>>7991612
>born 92' just a week away from Wolfenstein 3D
>the first FPS I'm exposed to growing up is Terminator : Future Shock, then Goldeneye 007 and Quake 2
>pretty cool games, I enjoy them even though I suck at them, they're different from the other computer games and the games I have on the NES and Game Boy (no SNES)
>one day, when I'm like 6 or 7, walk in on my brother and his pal playing a new game I haven't seen
>my brother is fighting a skeleton creature in armor
>he kills it by shooting it with a double barreled shotgun, which is then reloaded
>I'm greatly impressed by the skeleton warrior (because I was already into Diablo, which was one of the coolest fucking things to me)
>also the shotgun, and the chaingun
>I'm kind of shooed out of the room because he thinks the game is too violent for me (probably true)
>some time after manage to negotiate getting to play the game
>but only if it's run with Simpson's Doom
>I accept this, because even though I was way too young and way too bad at English to really get a lot out of The Simpson's at that age, I still though it was really fucking funny, and I greatly enjoyed all the soundbytes
>also it made the game a lot less scary (but it still kinda was scary, that texture with the insane faces unnerved me a lot)
>still played with cheats because I was a kid who sucked at games

This was like my introduction to Doom. There's so much more but I would be going on for too many posts.
It wasn't the version of Simpson's Doom that's popular either, it was an earlier version with MS-Paint sprites.

>> No.7992268
File: 351 KB, 1920x1080, Screenshot_Doom_20210730_131346.png [View same] [iqdb] [saucenao] [google]
7992268

There was a shitload of sonic skins on the deathmatch server today.

>> No.7992282

>>7991808
Cut is up, and it will be updated, I'll also upload the Stripped version. Not sure about the Party Pack, I guess it can go in the XXX section.

I actually needed to fix another bug I missed, which nobody else has reported on. Can anyone else think of any kind of bug or glitch which needs to be addressed? Even if you think someone may have mentioned it, consider bringing it up, and I can check it off.

>> No.7992283

>>7992282
Oh, hey dude, how you holding up?

>> No.7992298

>>7992283
Not as rough as I thought it would be. I'll update the idGames release to the definite definite version, I hope.

>> No.7992314

>>7992282
Oh, also, the one thing to update is in Map 16, so it shouldn't desync any demo for any other map.

>> No.7992318

Playthrough video of map03 of HFFM is up (Piss Easy). I was very sleepy when recording the level, so my play was sloppy.
https://www.youtube.com/watch?v=fIUCbzM2RSM&pp=sAQA
>>7991725
I think people try to explore the starting room fully before going into other areas, and the rocket launcher area feel separate when you approach it.

>> No.7992327

>>7992318
This map reminds me, let's pour one out for Big Piss Base which never saw the light of day

>> No.7992339

>>7992318
what's that about sequel maps

>> No.7992343

>>7991173
I played it and it actually made me feel a little better about myself knowing I can at least make a better map than map07 of Hell Revealed

>> No.7992349

>>7991612
I breezed through doom 64 when it came out and now I grab de control and say HOW

>> No.7992351

>>7992349
>de
I'll never recover

>> No.7992353

>>7992318
Your voiceover was rather quiet in this one.

>> No.7992354

>>7991612
>zoomer who got into retro games via the influx of XBLA ports
>loved playing doom on there more than most of the full-price trash that came out on 360
>end up playing the game again through >gzdoom on my craptop shortly after, dicked around with bad pwads for a little bit for fun
>kind of forgot about the series till nuDoom marketing pushed the game back into the spotlight again
>go back and play the originals + Final Doom on PRBoom after wanting to try a more faithful rendition
>end up loving the tension from not being a save-scumming bitch like i used to be, as well as having more of an appreciation of the enemy roster
>binged the new 64 remaster and PsyDoom (PSX PC port), beat Scythe on UV with pistol starts, and occasionally pick at the more renowned pwads even though I still suck and get filtered by the latter half of wads like Valiant & Eviternity
Vidya might be in a severe drought of innovation right now but the sheer amount of content and creativity put into custom Doom creations keeps me more than entertained.

>> No.7992356

>>7992108
a sadomasochist suit real life)addon

>> No.7992373

>>7992339
The author was talking about planning to make Shit Hard and Shit Harder in the near future.
>>7992353
I guess that's my sleepiness.

>> No.7992378

>>7992373
that's right, Shit Hard and Shit Hard 2: Shit Harder. I'll make them for... I dunno, whatever project I feel like mapping for

>> No.7992387

>>7992373
Oh dude, fuck yes! Good to hear some people onboard who have plans. I have a concept sketched up for a map for part 2.

>> No.7992395

>>7992378
You could always do them for that suggested expansion pack to HFFM.

>> No.7992418

>>7992395
I think an expansion to fill out the remaining 16 slots would be cool.
Does Boom support Doom 2 episodes? Because I think that would be a nice way to split them up as well.

>> No.7992420
File: 384 KB, 1440x1080, doom15.png [View same] [iqdb] [saucenao] [google]
7992420

>>7992418
umapinfo does.

>> No.7992427

>>7992420
what wad is this?

>> No.7992430

>>7992420
Well there we go.
I think any expansion should wait a while, though.

>> No.7992435

>>7992427
Eviternity. You need a umapinfo patch though.
https://www.doomworld.com/forum/topic/122892-umapinfo-appreciation-thread/?tab=comments#comment-2340153

>> No.7992473

>>7992418
Making it an Episode 2 addon I think could work, and UMAPINFO can do that. I'm thinking I'll make my map a hellish one. I have a subtitle/tagline in mind ": Harder. Faster. Gayer." (imagine it in Don LaFontaine's voice), but I don't have an idea for a main title.
I'm not so sure we can get as many as 16 more maps out of HFFM (I expect less than 10), but I guess we'll see how many people are still interested when the time comes. Maybe the Captain will show up again and replace my mediocre sound efforts, lol.

Anyway, it's still some ways off, I don't want to get in the way of Violent Rumble, in case some contributors are busy there, and I think that planned Halloween pack would be a good change of pace for a while.

>> No.7992489
File: 132 KB, 1920x1080, Screenshot_Doom_20210730_213918.png [View same] [iqdb] [saucenao] [google]
7992489

>>7992083
>>7992109
>>7992162
It is done.

>> No.7992491

>>7992489
how was it?

>> No.7992505

anyone using the flatpak for gzdoom or the like and know how to get fucking any wad to work with it besides the default iwad it goes with? i'm pissed cause i spend 700 centuries trying to get all the directories setup in ssgl and it just isn't working in any way whatsoever. loading any pwads or even another iwad just results in being booted into default doom 2

>> No.7992514

>>7992491
Gruelling - several times where I just got completely turned around and had no sense of where to go next - the time that I was making headway was met with absurd hitscan placement - I'm talking little pillbox on the ceiling and floor alternating in some room, in the dark, just for funsies - Not a fan at all

>> No.7992516

>>7992505
Load the .zip of the FLAC like any other mod and GZDoom will automatically only play the FLAC files when the IWAD or PWAD requests a Doom 2 midi

>> No.7992519

>>7992505
nvm just figured it out myself. just had to put all the wads i wanted to use in the same directory as my gzdoom cfg. it wasn't working otherwise cause of somethingsomething flatpak permissions
>>7992516
uhhh thanks for the help but this isn't pertinent at all

>> No.7992523

>>7992519
lol i thought you meant flacpak

>> No.7992540

uhh anyone know why the vulkan renderer in gzdoom is blurring textures even though linear filtering is off? do i have to change a different setting for that in vulkan?

>> No.7992550
File: 299 KB, 620x465, Screenshot_Doom_20131108_065740[1].png [View same] [iqdb] [saucenao] [google]
7992550

A dickhead genie curses you to live inside of a WAD of your choosing. Which do you pick? Which particular level do you hang out in? Easy pick for me.

>> No.7992551

>>7992550
That one where you pet dogs and water flowers.

>> No.7992561

>>7992550
The Leather Club in HFFM.

>> No.7992563

>>7992550
HDoom of course.

>> No.7992568

Why no Duke95?

>> No.7992569

>>7992561
good one, i'd do the dance club level in 2048

>> No.7992571

I got burned out on Doom. Haven't touched it for a month. Good think is that now I have time for all Quake and Heretic level packs released last decade (and few from this one too).

>> No.7992584

Someone posted a Doom skill level check list a few threads back, would anyone mind posting it again? I'm still garbage and want to see what challenges I can do to git gud.

>> No.7992606
File: 26 KB, 747x731, PIA02862.jpg [View same] [iqdb] [saucenao] [google]
7992606

>>7992584
I remember this post because I made fun of him
https://desuarchive.org/vr/thread/7954134/#7959251
There's also this
https://www.doomworld.com/forum/topic/107015-wad-progression-for-skill-improvement/
Start with pistol-starting Base Ganymede I suppose. Maybe try to beat the maps without dying

>> No.7992607

>>7992568
What?

>> No.7992613

>>7992607
Why no Duke95?

>> No.7992626

Why does everyone seem to go for the pistol start meme?

I think episodes is a better format, the only reason pistolstart is so ubiquitous is because every wad these days is surfing over 20,000 cyberdemons by map 4 and it's basically the same goddamn strategy every single map.

Is pistolstart treating the symptoms rather than the cause?

>> No.7992632

>>7992613
Because what the fuck does it need that for?

>> No.7992636

>>7992626
I am a noob working my way through the games for the first time and I've been using key saves, feels like a good progression to me that way. I'll probably start playing pistol start though as I get better.

>> No.7992639

>>7992626
just i think its a different challenge you know, i did it with duke 3d and it really does add something too the game also it really requires knowing each level well

Cause most of the time you'll be able to coast by with shit you got from the last levels. But i do agree it is a bit a meme but its a good challenge

i never ran into cyber demon spam but revenant spam is annoying lmao, cyber demons are easy to me cause they're so laboring and slow

>> No.7992659

>>7992435
why does eviternity load up so weird in lz doom? tried it for the first time also the umap info adds this snow background?
>>7992282
nice awesome

>> No.7992703

>>7992584
scythe 1 (first 27 maps or so) is a good place to start (pistolstart, uvmax). also valiant and eviternity (still pistolstart uvmax)

from there, many places to branch out.

>> No.7992710
File: 24 KB, 250x351, erikalm.jpg [View same] [iqdb] [saucenao] [google]
7992710

>>7992703
>he couldn't run from it

>> No.7992753

>>7992563
>never get to see all the demon women cause creator is now a slave to lamiaboy cock

>> No.7992759

>>7991998
There's some people playing on the server right now if you eurbros want to go for some frags. Just saying.

>> No.7992762

>>7992710
I just mean the difficulty spikes badly at the end (especially map 30) and it's okay to struggle

it's also why i didn't list scythe 2, which becomes brutal after map 20 or so

>> No.7992813

>>7992550
hellbound cause you could just chill in doomguy's apartment at the beginning. i feel like the level design is generally enough like real life that you wouldn't go crazy

>> No.7992817

>>7992813
Can generally keep going back as well, as Hellbound is presented as a continuous adventure where the next map starts where the last one as well. At least you could keep going back for the first episode.

I figure if you're hungry, pinky ought to taste sort of like wild hog.

>> No.7992835

>>7992817

They are two dimensional though, you'd have nothing to sink your teeth into. Every time you try get some on your plate your realise they are infinitely empty on the Z-axis, existing only between one point and another as a spectral image.

>> No.7992872

>>7992083
Everybody complains about map 19 but for me the real stinker was the one where the only thing that happens is a timed lockin slaughter fight in blood.

>> No.7992881

>>7992835
this is like saying you can't eat a three dimensional being cause you'd be eating time too

>> No.7992889
File: 32 KB, 361x288, zrp.jpg [View same] [iqdb] [saucenao] [google]
7992889

>>7992881

A four dimensional being would similarly struggle to eat a three dimensional one, we'd slip through their fingers like the temporal lost souls we are, cascading helplessly in a singular causal direction.

>> No.7992926

>>7992626
Pistol starting is popular because speedrunners do it when running individual maps. Mappers want speedrunners to run their maps since it creates a buzz and adds exposure, so they emphasize balancing from pistol start. The average Joe wants to feel hardcore so he copies what he sees speedrunners doing on Twitch.

>> No.7992932

>>7992626
When making the map, you pretty much have to pistol-start. So it's almost inevitable that map would be built for that.

>> No.7992934
File: 60 KB, 528x704, co1xzm.jpg [View same] [iqdb] [saucenao] [google]
7992934

Why does every Wolf game after 3d insist on having stealth, nobody cares about the Apple 2 game just give me a fucking minigun.

>> No.7992948
File: 21 KB, 348x333, geroxe bibox malax.gif [View same] [iqdb] [saucenao] [google]
7992948

>>7991430
>>7991482
Playing Blood has completely changed my opinion on powerful hitscan enemies. Blood's arsenal makes it fun as fuck to fight cultists, because it gives you a variety of different ways to kill them without entering line of sight.
>Light dynamite fuse, throw it into room and wait
>Throw dynamite with detonator, bait them and detonate when they cross over
>Proximity dynamite
>Shotgun lets you peak around corners and take them out with one shot
>Lots of explosives in general which let you damage them around corners

You just need to give the player the right tools to deal with the problem. Life essence drops also cushion how punishing cultists are.

>> No.7992982

>>7992932
Why did id scrap shotgun starts in Quake?

>> No.7993003

>>7992282
>I actually needed to fix another bug I missed, which nobody else has reported on
Was that the lowering wall after the cavern section not actually letting you drop out of the room and preventing you from beating the map in Full Thrust?

>> No.7993037

>>7993003
Uh, no. Now I'll have to go investigate that.

>> No.7993039

>>7992932

I never thought about that actually, but then every level I make is self-contained so it's naturally going to be pistol start. I always try make the level funnel you toward progressively difficult encounters. It just sometimes annoys me to see streamers/youtubers/etc complain that like, map 6 doesn't give you enough ammo or give you a super shotgun or something like that.

It's an overlooked aspect of balancing that you could make a series of levels get gradually lower in resources, relying on players finding secrets and stocking up in the earlier levels. Obviously it's subjective, but that's what playing Doom felt like to me back in the day. You'd hold on to your plasma in case you didn't find any in the next level, keep some rockets in reserve in case you needed them, that kinda thing.

Playing today as a more skilled player, the vanilla wads are almost comically easy, but it feels like community wads these days have really hit a ceiling too. It's like the loudness wars thing with audio compression, once you hit a certain point you start losing the dynamics. The gameplay has pushed as far as it can with the Plutonia/Scythe/Hell Revealed etc style, there needs to be a survival and tension revival movement.

>> No.7993045

Balancing specifically for continuous only (you'd really have to exclude pistol starting for it to make sense), seems like it would be more difficult, though I wonder if by using UMAPINFO to divide a .wad into short minisodes (3 to 4 maps at a time) could make that a lot easier to do.

>> No.7993075

>>7991743
Halo has a quite different and mostly better gameplay though, especially due to the enemy design

>> No.7993079

>>7993075
I can't stand the walking speed in Halo, it drives me crazy.

>> No.7993081

>>7993079
It's just the fov isn't it?

>> No.7993084

I get the feeling from watching Sandy Petersen's video blogs on youtube that nobody liked him. Guy seems like he has some kind of victim complex on top of a huge ego.

>> No.7993096

>>7992626
I like playing that way because maps being balanced that way means you can start any map at any point without worrying you cannot beat it. And no worry about saves and continuity so it makes Doom especially good for short playthroughs.

>> No.7993098

>>7991743
"Thinking" = reading massive lore dumps on a computer screen and then getting back to wandering ugly literal mazes with ugly unsatisfying weapons and solving boring switch puzzles.
>>7993084
Not really.

>> No.7993102

>>7992268
In honor of Chris Chan the absolute motherfucker.

>> No.7993104

>>7993098
That's why Marathon is good, because you actually have to work to play it. It's not garbage like Doom that you can easily start up, get hang of, and then abandon in an hour. Plus, such a skill gap makes the game less likely to get atrocious ADHD-ridden teens as newbies.

>> No.7993110
File: 749 KB, 1366x768, 934342432.png [View same] [iqdb] [saucenao] [google]
7993110

>https://basedniggapublishing.wordpress.com/nigger-mortis
hows it looking anons? I got b& from moddb.
>>7991707
because mapster32 is confusing as shit. nonexistant GUI for any commands, doing basic things in Mapster32 (And BUILD by extension) requires you to have the wiki to learn the keys to do certain things. You know what the difference between a "lotag" and a "hitag" is?

>> No.7993148

>>7991682
Bad.

>> No.7993172

>>7993084
The impression I get from his own stories, and stories by others, is that he got along reasonably with most people.
Looking at someone like Tim Wallets, instead you'll start seeing quite a lot of indication that he's a self serving prick who loves stabbing his peers in the back.

>> No.7993220

>>7993104
>work
>can't easily start up
>hard to get the hang of
>can't put it down after an hour
>not engaging
why not just get a second job if this is what you want in a game, at least that would pay.

>> No.7993225

>>7992948
Does LE still drop even from gibbed enemies in Blood1? Cant remember ATM

>> No.7993226

>>7993102
NOW ENTERING:
Alabama.BSP

>> No.7993232

>>7993104
>>7991743
Theres a secret gun in Marathon that shoots Windows98 CD's
Watever you meant to say abuot it being an intelligent game just became irrelevant ;^p

>> No.7993237

>>7993084
>Huge Ego
He made AoE2 (among other things) afterall you know

>> No.7993242

Is Redneck Rampage worth playing at all?

>> No.7993260
File: 2.04 MB, 1600x900, 1605237586749.png [View same] [iqdb] [saucenao] [google]
7993260

What are the differences between OpenGLES 2.0 and OpenGL 3.3?

>> No.7993287

>>7993084
t. TW

>> No.7993291

>>7993242
Just download it and try it yourself, downloading buildgdx + rr would probably take less than 5 minutes with modern internet. I personally like some parts of it but it certainly isn't an overall good game like Duke

>> No.7993351

>>7992626
Because pistol starting is an actual thing you can do in the vanilla game. It happens when you use the warp command, idclev cheat, or die and restart instead of loading a save.
It's also generally easier to balance around pistol starts, as you can largely focus on just the currently being made map at hand, where as continuous only balance requires taking into account various other factors, such as other maps in the set and their order, which slots introduce what weapons, and a lot of pre-planning and coordination overall to get it right.

>> No.7993363

>>7992626
aside from balance and author's intent, pistol starting also frees the player from hoarding ammo.
you know your rockets and plasma aren't going to carry over, so you tend towards more dynamic combat.

>> No.7993434
File: 2.94 MB, 640x360, unkillable marine.webm [View same] [iqdb] [saucenao] [google]
7993434

how

>> No.7993443

>>7993084
Tim wallet and liar romero wrote this post

>> No.7993449

>>7993434
shoot legs

>> No.7993462
File: 457 KB, 1920x1080, doom01.png [View same] [iqdb] [saucenao] [google]
7993462

Thanks to everyone for helping with that first arena encounter few threads ago. I now finished the map for the most part. There are still some areas I think could use more work regarding the environment and details (though I consciously wanted to refrain from overdetailing).
I just noticed while playtesting that I am already too much in my strategy to properly judge how the map *actually* plays, so I would like you guys to have a try and tell me what you like and what sucks. What I have especially problems with is ammo distribution.
Please note that this is not supposed to be a "modern wad difficult" map (in fact I made it just hard enough that it's hard for ME without saying "what a fucking bullshit encounter was that"), the fact that you're fully stocked right at the start (and that there's health handed out like candy) should tell you this should be more of a powerful run'n'gun than actually having to strategize, though there are some parts that can help you save a lot of ammo if you approach them in a certain way, which also might need some knowledge of the map, hence I need the opinion of someone going in blind. It's still pretty linear, so there shouldn't be much confusion about progression.
It would also be cool if you could record with how much ammo you finished it, since this is just the first of a map pack that's supposed to be played continuous.

Boom format, tested in latest PrBoom+
https://www.dropbox.com/s/3cq338gfqil8iw7/arenatest.wad?dl=0

>> No.7993494

>>7993462
The yellow key door only opens once. You can get softlocked if you back out of it.

>> No.7993502

>>7993462
I finished it. Didn't take note of how much ammo I had exactly, but it was more than enough without bothering with secrets. Nothing was empty at the end.

>> No.7993521

>>7993104
you gotta be baiting to be this contrarian

>> No.7993543

>>7993434
blue armor, punch through his fucking head if you don't have a liberator or thunderbuster
legs and face are also weak points, but it's much more reliable to bypass armor with a more effective weapon than to bruteforce it

>> No.7993586

Is there way to play Nehahra on modern source port?

I tried the very old modified Darkplaces it came with, but I can't see cutscenes. Just black screen. Also I miss Always mouselook option.

>> No.7993591

>>7991612
I was born in 2000. At 6 months old my dad, who owned a hardware store, built a PC for me. Somehow, over the next few years, I got a bunch of old and new games installed on my computer, including:
>Heretic
>Hexen
>Descent 1&2
Neither I nor my parents remember how I got these ones.
>Age of Mythology + The Titans (my dad pirated it for sure)
>A bunch of educational kids games (these came with magazines so we bought them)
I always loved Heretic and playing Hexen as the Cleric. I knew some basic English and saw he had "balanced" stats + that mace looked epic. I thought the Fighter was gay as fuck and the Mage looked evil. I couldn't play it alone because even though I never got past Shadow Wood, I saw that demo where the Cleric gets fucked by Stalkers and those triggered a primordial-soup tier fear in me. So I kept bothering my mom to play with me, I was controlling arrow keys, run key and the attack button, and she had to use the inventory. We never got past Shadow Wood because I managed to save over our only save, while trying to load, as we were falling into a pit after failing to platform our way to opening the Wastelands.
Years later, I didn't have a PC anymore, CDs and floppies were lost, I'd forgot what Descent was called, but I still remembered all the other games, so I hop onto The Pirate Bay from my dad's PC and search for all of them to get some of that nostalgia (I was around 11-12?). I ended up getting a pack containing a bunch of WADs, official and otherwise + ZDoom (I remember doom3.wad and Action Doom 2 both being there). Then, after playing Heretic and Hexen, I started playing both Doom games. I distinctly remember playing Action Doom 2 and grooving to the music while my dad was watching Spaghetti Westerns in the same room.
Some time later (13-14) I found out about a wad that was basically CoD WaW zombies, and I came back to Doom and I never stopped playing Doom engine games ever since.

>> No.7993595

>pcsx2 requires a legal copy of a bios from the ps2, even though i don't have one

>> No.7993598

>>7993595
>requires a legal copy
lmao
Also, this is not /emugen/

>> No.7993601

>>7993242
Its better than TekWar is that sayings worth anything

>> No.7993604

>>7993494
Oh fucking hell really? I put not one, but TWO triggers behind the door to make it close right after you pass and I thought I had put them far enough from the door for the player to not be able to make it through the door before it's closing.
Does it have to with the sector still moving while the trigger is being called? If so, is there any way to override it? Because backing out and the door closing is exactly what should NOT happen.

>>7993502
Good, that's intended. Can you at least remember what you used most, or what you would say could have used more or even less ammo pickups?

>> No.7993615

>>7993604
Instead of the ceiling lowering, just have a door close (fast) effect.
>Can you at least remember what you used most
Rockets and SSG most. I tried to save cells just in case I had to fight something big. Didn't use the BFG much aside from the Cyberdemons, Archviles, and the Mastermind.

>> No.7993620

>>7993598
wrong thread, fuck
but also, what happened to that system shock doom guy?

>> No.7993623

>>7991612
I'm most definitely younger than most people there, but I remember downloading Doom 2 and playing it on ZDoom when I was a kid. I don't even remember what made me want to check the game out, it might have been videos of some mods like Simpsons Doom or some other mod that had Mario stuff in it. I remember I was even able to do some basic stuff in Decorate. Nowadays I've finally fully completed the game vanilla and I'm playing through all the fanmade stuff and making maps.

>> No.7993632

>>7993242
I like it. It's buggy as hell, but when you get used to that it's pretty fun.
The keys are a design issue. There's a mod out there to make them bigger and colored.
Someone really ought to fix the bugs.

>> No.7993636

>>7993039
doom 1 wads are generally more like that. i think this phenomena is actually generally doom 2's fault because the ssg changed the weapons balance so much and generally encouraged just kinda going berserk and getting as much damage in as possible. also made the other weapons seem less helpful so there's less desire for the player to switch from it so of course ammo preservation was disincentivized cause it moreso became a matter of always having all the shotgun shells you need. whether or not you had a good stock of everything else didn't matter much

>> No.7993637

>>7991612
Despite being a literal 30+ year old boomer, I didn't really get into Doom until the mid 10s (that was before Nu-Doom, which I played the demo of and didn't like it).
Don't even know what took me so long. I grew up on the N64 playing Turok, Goldeneye and Perfect Dark, then switched to PC during the time of Q3 and from then on played basically every shooter I could get my hands on until CoD4 (which I bought on release day), but afterwards my interest in FPS began to dwindle.

I think I was on the lookout for something comfy and "slow" I could play on my laptop with keyboard only, so I checked out older stuff, among which was Doom. Then I discovered there was a huge mapping scene AND a huge modding scene and from then on I was hooked. In fact, I think I have spent more time making mods ever since than actually playing any wads.

>> No.7993645

>>7991612
never played doom as a kid cause i was a pussy with a lot of fundamentalism beat into me so i thought playing it would make me go to hell or something. i wasn't aware of what it was actually like and so assumed it was like a scary horror game i wouldn't enjoy anyway. didn't help that doom 3 was the most recent, significant one at that point which wasn't my thing at all. then in like the late 2000s in my early teens i somehow stumbled into like a skulltag gameplay video and simultaneously realized how dumb i was to be scared of it and how batshit productive the community was. i think all the custom content were what made it click for me. if we were still just stuck with the vanilla games and nothing else i feel like i still wouldn't really care about it

>> No.7993681

>>7991612
I played Quake when I was about 5 or so, shortly after it came out.
Nothing for a while, then I played fps games as they came out, starting with half life 2.
Shadow Warrior 2 and Doom 2016 renewed my interest in the genre, and I went through their originals around that time.
Then this year I went through doom, doom 2, doom 64, all the major build engine games, and quake. Thanks to doom eternal bringing me back again.

>> No.7993703
File: 37 KB, 591x382, 1141507016002.jpg [View same] [iqdb] [saucenao] [google]
7993703

>>7991612
A mildly entertaining moment for me was in either 95 or 96 i saw doom being played on a shared PC at an after school activity centre (PCYC). I distinctly remembering thinking it seemed so old and quaint, while I was playing later games such as descent and duke3d (and maybe q1 by then).
Fuck me i guess, doom remains more popular than every game I played after that.

>> No.7993717
File: 15 KB, 210x260, huh.png [View same] [iqdb] [saucenao] [google]
7993717

>>7993591
>At 6 months old my dad, who owned a hardware store, built a PC for me
Why would someone build a PC for an infant.

>> No.7993738
File: 45 KB, 752x664, Wolf3DOfficer.png [View same] [iqdb] [saucenao] [google]
7993738

>I need a good MIDI for my map
freemidi.org

>> No.7993742
File: 73 KB, 604x604, 15355714364350.jpg [View same] [iqdb] [saucenao] [google]
7993742

>>7993738
>not midi.ru
ngmi

>> No.7993756
File: 578 KB, 256x253, venom.gif [View same] [iqdb] [saucenao] [google]
7993756

>>7993742
>Not vgmusic.com
You even trying?

>> No.7993823

>>7991219
Me. I did.

>> No.7993836
File: 2.14 MB, 1400x2432, Athena Quake Champions.png [View same] [iqdb] [saucenao] [google]
7993836

>>7991112
>>7991113
TS 500 is starting in a few minutes
https://www.twitch.tv/tastyspleentv

plus free Quake 2 Multiplayer
http://q2s.tastyspleen.net/

>>7993703
he isnt doing wrong, he got the dhalsim move right

>> No.7993867

>>7993836
I wish Q1 had 64 player maps for DM
Q3A can go up to 64+ if i remember due to TA giant maps

also any sauce on those mods?

>> No.7993885

>>7993586
qss might support it

>> No.7993960
File: 109 KB, 1284x1728, 1458744592317.jpg [View same] [iqdb] [saucenao] [google]
7993960

has anyone ever played doom with a flight stick

>> No.7994019

>>7993081
I don't think so, all I know is Master Chief is so fucking slow in every Halo game I played and before anyone says well it's a console FPS it has to be slow I say bullshit, Turok and Timesplitters protagonists moved at a good pace.

>> No.7994042

>>7993960
Romero?

>> No.7994046

>>7993260
Performance and/or graphical features, depending on whether performance differs on your system or not and whether you care about those features or not. Supposedly GLES is better suited for mobile GPUs or just old ones, and what it's missing is pretty much postprocess effects and fancier dynamic light types.

On my laptop the difference is massive: for example in the opening scene of Downtown regular GZDoom runs at 45 fps while GLES renderer pushes 190 fps.

>> No.7994070

Here is a real example of something I posted seen as crude humor (this is only for educational purposes, this joke is wrong and should not have been posted here or even went through my head. I’m sorry that I thought this was once funny)

Quote
I bought a dog on craigslist, and he was delicious.

Not funny, not nice, and not appropriate for a thread about selling DOOM Merch.

>> No.7994083

>>7993717
Probably just thought "computers are the future, so I'll have this ready for them while I have the wherewithal to build it"
Maybe not realizing that computers were going to advance as quickly as they did.

>> No.7994093

>>7994070
?

>> No.7994095

>>7994070
that's more of either a duke or shadow warrior joke

>> No.7994113

>>7994095
That's definitely a shadow warrior joke.

>> No.7994114
File: 97 KB, 526x847, death7.jpg [View same] [iqdb] [saucenao] [google]
7994114

>>7992872
I haven't hit whatever your describing yet - but god damn am I not looking forward to it.

>> No.7994121

>>7993836
DBThanatos is there representing /vr/
All it needs now is Decino

>> No.7994134
File: 736 KB, 1440x900, 1627559255420.png [View same] [iqdb] [saucenao] [google]
7994134

What do you gays think of sigil and Romero's e1 maps? Haven't played in years and getting back into it with sigil.

>> No.7994143

>>7994134
What desktop is that?

>> No.7994152

>>7994134
Sigil is an interesting experience, but a little too grindy. SSG is a genius invention that unfortunately in not in Doom I

>> No.7994183

>>7994143
riced bullshit

>> No.7994208

>>7994152
Yeah I've only played the original e1 and doom2 before, so I don't have much to compare against. I found sigil Very visually striking, but his e1 maps felt way overdone.
I downloaded tnt and tnt reloaded and a couple other well-known wads but haven't played them yet.
Recommendations for that classic doom type map are appreciated.
>>7994143
Fvwm

>> No.7994213
File: 1.10 MB, 1723x965, file.png [View same] [iqdb] [saucenao] [google]
7994213

post your favorite texture

>> No.7994216
File: 8 KB, 64x128, MODWALL1.png [View same] [iqdb] [saucenao] [google]
7994216

>>7994213
Unironically, best texture ever.

>> No.7994217

If anyone wants to join the fuckest at Q2 with any 3.20 client
23.227.170.222:27999

>>7994213
Hexen ice textures and frost ruins

>> No.7994229

gzdoom's vulkan renderer honestly is pretty impressive. i'm getting almost 60 fps on hellbound map29 on my gpu-less i5-6500 desktop even with shit like dynamic lights on. meanwhile ogl is borderline unplayable still

>> No.7994237
File: 19 KB, 256x128, SKINTEK2.png [View same] [iqdb] [saucenao] [google]
7994237

>>7994213
SKINTEK2

>> No.7994257

>>7994208
doom the way id did. Is pretty good when it comes to old style mapping if you look it up on id games. select title
then type in DTWID
It also has DTWID Lost Episodes which is 6 entire episodes for doom 1 along with the original DTIWD which has 4 episodes. so thats ten new episodes for Doom.

also theres Doom 2 the Way id did. Which i haven't played through yet but its 32 levels in doom 2' style

>> No.7994258

>>7994134
Romero's E1 maps are the best and his replacement maps are also good.

>> No.7994263

Im going to do it! Im going to fucking make a Turok map just you watch!!!!
>Sees how long and time consuming it will be to make
Im going to back out! Im going to fucking back out of making a Turok map just you watch!!!

>> No.7994265

>>7994263
keep me posted i'll play it

>> No.7994270
File: 387 KB, 800x600, marbletx.png [View same] [iqdb] [saucenao] [google]
7994270

>>7994213
Marble.

>> No.7994274

>>7993636
Whats a good list of doom 1 wads, i got DTIWD, DTIWD LE and Unalign?
I'd love to play more doom 1 wads desu

>> No.7994278

>>7993738
>>7993742
>>7993756

>not downloading guitar pro tabs of obscure metal songs and exporting them as midi

>not being a metalfag guitar nerd and recording your own

Get on my level

>> No.7994283

>>7994257
Thx bro I'll find em.
>>7994258
Agreed pretty much. doom2 has some good ones, though, too.
did romero do any of e2-e4?

>> No.7994317
File: 66 KB, 600x600, R-368659-1316493226.jpeg.jpg [View same] [iqdb] [saucenao] [google]
7994317

>>7994278
>not downloading guitar pro tabs of obscure metal songs and exporting them as midi
Every time I've seen that done, it sounds like shit. Prove it works by doing Hans Siste Vinter by Darkthrone

>> No.7994324

>>7994283
>did romero do any of e2-e4?
Some of E4

>> No.7994328

>>7994324
That first map in e4, if I'm remembering correctly, is stupidly hard

>> No.7994334

>>7994328
That was American Mcgee who made that one. i think romero made map 2 in episode 4 and i think he did it in like an hour or something lol

>> No.7994336
File: 3 KB, 64x128, RW28_1.png [View same] [iqdb] [saucenao] [google]
7994336

>>7994213
I know it's basic but I just love the colors and that sort of rotting-urban feel

>> No.7994338

>>7994317
Don't know if you know of this:

https://www.youtube.com/watch?v=gOU7ZcYgV1I

The Transsylvanian Hunger version on this is pretty good imo, but I can't find it on youtube

>> No.7994351

>>7993434
This must be how NGSW proponents think that Lv.IV armor works against 5.56mm NATO.

>> No.7994353

>>7993960
bitch ive played it with a 2600 controller

>> No.7994358
File: 177 KB, 650x900, logitech.jpg [View same] [iqdb] [saucenao] [google]
7994358

>>7993960

>> No.7994364
File: 12 KB, 336x434, 1407096117142.jpg [View same] [iqdb] [saucenao] [google]
7994364

>>7994358
>no weapon select
th-thanks john

>> No.7994375

>>7993226
LULZ :)

>> No.7994378

>>7994283
>>7994324
>>7994328
>>7994334
E4M2 and E4M6

>> No.7994382

>>7994283
He did E4M2 and E4M6, E2 and E3 were done by Sandy and Tom Hall

>> No.7994442

Playthrough video of map04 of HFFM is up - Code Suppression. I love this level so much. It's hard and fast. However, it is straight.
>oh no, plutonia is so mean for placing a single chaingunner behind your starting point
https://www.youtube.com/watch?v=4QdG2f4TX80&pp=sAQA

>> No.7994492

>>7994442
I didn't know blasting the barrels was avoidable, I just assumed that you were 100% destined for the Arch-Vile + Chaingunner gangbang at the start and had to handle that.

>> No.7994521

>>7994336
I can't imagine this texture being using anywhere but a restroom.

>> No.7994526

>>7994521
It's very Silent Hill-esque to me, would fit for hospitals, laboratories, and sewers as well

>> No.7994530

>>7994526
it kinda reminds me of the aesthetic of the walten files or something. like bright and colorful but also weirdly grimey and oversaturated, almost to the point of being horrific

>> No.7994531

>>7994521
It'd be a dank ass fucking restroom, it looks worn and filthy. A subway station or industrial facility would make more sense.

>> No.7994534

>>7994336
Yeh! Fucking love the urban decay look of those white/green concrete textures.

>> No.7994536

>>7994213
I always try to sneak FLAT14 into my maps
It makes me happy

>> No.7994539
File: 142 KB, 820x627, 1578095538904.jpg [View same] [iqdb] [saucenao] [google]
7994539

>>7994442
The revenant pain sound cracks me up. Good job, Anonymous Project Lead, and Sprite Anon

>> No.7994541
File: 106 KB, 768x576, sp_face1.png [View same] [iqdb] [saucenao] [google]
7994541

>>7994213
Nobody fucking posted this yet? For shame.

>> No.7994546

>>7994541
based and PAIN DIMENSIONpilled

>> No.7994553
File: 157 KB, 660x660, 1588896858017.gif [View same] [iqdb] [saucenao] [google]
7994553

>>7994213
There is only one correct choice

>> No.7994559

No saturday night screenshots yet? Are you dead, dude?

>> No.7994583

>>7994559
Post in his place

>> No.7994587

>>7994553
This but unironically.

>> No.7994590
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
7994590

>>7994559
AH FUCK I COMPLETELY FORGOT ABOUT WHAT DAY OF THE WEEK IT IS.
IT'S SCREENSHOT SATURDAY MOTHERFUCKERS, HOPEFULLY YOU GUYS CAN BRING SOMETHING TO THE TABLE TO HELP COMPENSATE FOR MY DUMB ASS. MAPS, MODS, SPRITES? NOW'S THE TIME TO POST THEM

>> No.7994610

Why do I have to install Java in order to run quaddicted's quake injector holy shit man. Gross.

>> No.7994636

>>7994317

All you have to do is put in a couple extra steps of effort by opening them up in a midi editor and adjusting the sound banks and levels etc.

Black metal in general is difficult to get right in a quantized, sequenced format like midi though, because black metal (early first/second wave stuff at least) is very... Loose, shall we say. It's almost more like satanic frostbitten punk than it is traditional heavy metal if you step back and look at it.

Works a lot better with something tight like 80s thrash or 90s death metal. I've got a sick set of midis for Beneath the Remains for example.

>> No.7994637
File: 2.25 MB, 1704x960, lightning.webm [View same] [iqdb] [saucenao] [google]
7994637

>>7994590
Did almost fuckall this week because of certain health issues and couldn't finish the super soaker sprites, so I did something lighter and made a ball lightning tracer projectile that's spiraling towards the enemy.
It will be the Miner Ghost's attack.

>> No.7994643

>>7994637
>ghostball
https://www.youtube.com/watch?v=ess9bRJ0bPw

>> No.7994659
File: 1.62 MB, 800x450, A few more DoomSlayer tweaks.webm [View same] [iqdb] [saucenao] [google]
7994659

>>7994590
I finished up with Kustam's changes and now I'm doing a few tweaks for Doomslayer, nothing major just touching up a few animations and letting you do shit like shoot the pistol when you have Sunder equipped. The saw now also gives you 10 pistol shits when you hit dudes. I'll be adding some nice stuff like sound and visual cues when Sunder's recharged and when the Berserk Rune is recharged too. A few more of his projectiles will be getting more feedback stuff too, like hitsparks and sounds.

I also nerfed the dagger's range, and Sunder takes a little longer to recharge now.

>> No.7994660

Really considering just firing up Scythe 1 or 2 and calling it a day - Eviternity is hell - it just seems to be a practice in frustration at this point - Maps feel like surface level environments not even trying to excuse the raw amount of enemies crammed in

>> No.7994662
File: 38 KB, 600x404, 1607582335192.jpg [View same] [iqdb] [saucenao] [google]
7994662

>>7994636
>I've got a sick set of midis for Beneath the Remains for example
pls share. this is what that album sounds like, for any other anons reading https://youtu.be/ysmRIgM9sko

have some 90's progressive metal in return
https://youtu.be/oXKjb6Y0smU

>> No.7994687
File: 17 KB, 320x200, INTERPIC.png [View same] [iqdb] [saucenao] [google]
7994687

>>7994660
Death Anon? Play Scythe 1. Blast through episode one (maps1-10). If it feels too easy and/or if you like the maps enough, try to pistol start them.
Episode 2 (maps 11-20) will be a step up in difficulty, and episode 3 is a dramatic step up, even harder than Eviternity, but the maps are a fraction of the size. If you decide to tackle 'em, do it on easy or medium difficulty before trying Scythe 1 Episode 3 on Ultra-Violence difficulty.

Oh also I encourage you to play Scythe 1/2 in Crispy Doom. Add PerK's Hi-Res SFX mod if you want. I generally play with that on at the very least these days, since it never conflicts with anything. You can also add Doom Sprite Fix, Smoothed Doom, Vanilla Doom Smooth Weapons, or Black Ops (same thing but black gloves and right-handed). Just some suggestions. Only add one sprite mod and one gun mod, as if you load two gun mods for example they will conflict and bug the game. And don't add them to Scythe 2 since it has custom things already.

>> No.7994703

The fuck. I've got a texture that I used in my map, but now I'm merging everything in slade, I can't find the fucking texture in the original WAD it came from, it's just straight up missing.

What the fuck? I can't have USED a texture that doesn't exist...

>> No.7994705
File: 1.20 MB, 1676x934, gif.gif.gif [View same] [iqdb] [saucenao] [google]
7994705

>>7994553
>>7994587
Fireblu is my favourite texture in all of Classic Doom. It represents the breakdown of reality in game and is the only texture to warp our reality (through video compression).

F̴̰̘̰͊͛̆i̷̯̳̠͋ŗ̷̫̜͂̈́̆e̴̮͖͛̓b̷͍̘͆ḽ̵̖͛̑u̴̹̐̿͋ ̴̖͗̀̊i̶̞̺̻͊̏s̴̢͍̹͌̽ ̷̝̮͎̇̉t̸̡͚̆͠h̵̤͛ẹ̴͈̑͋̀ ̴̦̍g̷͎̺͑r̵̗͓̘̂̐̕e̸̤͍̿͝ą̸̜͕̽̾͠t̷͇̺̘͗e̶̘̤͙̎̕s̵͉̬̆́͜ṭ̴̒̓͒ ̷̡͚̃ṭ̵̤̗̏ê̷̯̙x̸̪̳̄̇ͅt̶̖͛u̸̱̦̻͝ŗ̴̪̏̈́͛ë̴̡̯ ̵͓̃͘ȍ̷̪͘f̸̫̗͎͆̋̂ ̴͠a̶͙͚͗͐̂l̸͓̱̓̊ļ̷̓̏͝ ̶͔̤̭͑t̵̡̯̎̔ǐ̵̗͆̓m̶̺͒̕͠è̷͇͖̹.̷̟̘͝

>> No.7994713
File: 2 KB, 101x140, smug.png [View same] [iqdb] [saucenao] [google]
7994713

>>7994541
I can't unsee their smug faces.

>> No.7994716
File: 32 KB, 738x123, sandyposter01b.png [View same] [iqdb] [saucenao] [google]
7994716

>>7994705
>It represents the breakdown of reality in game
That sounds like Sandy. Did Sandy come up with fireblu? Don't fuckin' tell me Sandy came up with fireblu, too.

>> No.7994720
File: 2 KB, 121x28, great vr wads.png [View same] [iqdb] [saucenao] [google]
7994720

>>7994442

>> No.7994723

Can I ask a question for you guys?
Is the sound of the chaingun broken in every Doom source port except GZDoom and Eternity? Or is there something wrong with my machine?
I'll try to explain what I mean, if you keep shooting the chaingun in the original DOS version the sound is supposed to be repeated smoothly, but for every port that I've tried the audio seems to "break", sometimes you can hear two bullets firing at once, sometimes there is no audio.
It happens to even Chocolate Doom for me.

>> No.7994726

>>7994716
I can't remember where I heard this but I believe it was initially caused by the end result of two corrupt rock textures.
Probably from either Romero's Twitter or Civvie, can't remember.

>> No.7994727
File: 422 KB, 1920x1080, blue1..png [View same] [iqdb] [saucenao] [google]
7994727

Doom screens make great wallpapers. Also, lets play guess the WAD. Bonus points for the map number

>> No.7994747
File: 56 KB, 1280x400, VICTORW2.gif [View same] [iqdb] [saucenao] [google]
7994747

>>7994590
not much visually. just more widescreen stuff.
I just doubled the width of all but the pfub graphics just in case someone has an extra widescreen monitor or whatever.

>> No.7994748

>>7994747
Man, I love your art.

>> No.7994750
File: 85 KB, 640x480, baron_N64_2.jpg [View same] [iqdb] [saucenao] [google]
7994750

HOLY SHIT ANONS ITS HERE

>> No.7994753

>>7994748
I haven't had a good chance to do much of it recently. I'm looking forward to whatever my next project is an developing some sort of style for it.

>> No.7994757
File: 116 KB, 640x200, INTERPICW.png [View same] [iqdb] [saucenao] [google]
7994757

>>7994748
Oh. Also, thanks.
have a widescreen ep4 interpic.

>> No.7994798

>>7994134
I assume you're talking about his replacement maps. They're good, but they really stick out compared to the other maps in the episode. Especially the floor arrows and the incredibly intense baron brother fight.

>> No.7994806

>>7994798
is romero really making another episode like sigil or is that rumor?

>> No.7994820
File: 356 KB, 1435x919, file.png [View same] [iqdb] [saucenao] [google]
7994820

ANONS PLEASE I AM BEGGING YOU FOR THE BEST WOLFENSTIEN THEMED WADS

>> No.7994841

>>7994274
Megawads: No End In Sight, Deathless, Base Ganymede Complete

Episodes: UDtWiD, Nihility, Alpha Accident, Draft-Excluder, Absolutely Killed, Shotgun Symphony, Double Impact, Return Hadron 1-3

>> No.7994842

>>7994351
Fuck that's funny

>> No.7994853

>>7994820
RUMOR MORE LIKE COOMUR

>> No.7994856

>>7994841
thanks bro thats really cool. also whats udtwid ? Just a fourth episode for the original dtwid wad? but uhh im gonna go download em all and put em in my folder for shit to play down the road.

Seriously cool man

>> No.7994860

>>7994806
He is making Doom 2 megawad and Quake episode after that. He confirmed this at Bridgeburner interview.

>> No.7994873

Are there any server lobby's for gzdoom?
I know you can't set up a client server deal, where the master list shows running servers, bit is there any reason there couldn't be a graphical interface to link with other players and set up game options etc? Or a PUG options where it automatically connects players to each other based on selected gametype.
I imagine demand for such a thing is low. Just curious.

>> No.7994874

>>7994856
Yea, that's the fourth episode. And it's really good. Very challenging, and in a good way. It's kind of like Sigil gameplay-vice, but even better. Underrated wad.

>> No.7994881

>>7994723
Probably the much higher amount of sound channels in GZDoom.

>> No.7994887

>>7994873
Most GUI launchers have multiplayer setting sections. You're still going to have to input IP addresses manually but it can help if you don't care to memorize all the important options.

>> No.7994891

>>7994860
oh okay thats really cool. quake is cool too, thats awesome hes going back and doin this stuff basically for free.
>>7994874
cool cool that sounds good, at first when i played the dtwid maps i thought they sucked and forgot its suppose to be an alternate rehash what if scenario and not a balls to the wall heres 20 revenants and two archvilles on the first level wads lmao with some well played shotgunners and chaingunners
I like the series in general.

>> No.7994896

>>7994887
That pretty much what I'm looking for. Thabks. Only i don't see why you could have master list of broadcast ips. Put a kill timer on them so people don't broadcast their game and have it remain on the board forever. Or have the exe automatically send a "delete listing" signal when the game is closed.
Anyway. Just thinking out loud now.

>> No.7994908

>>7994891
No End In Sight is basically DtWiD spin-off. Maps like in original, but difficulty turned into maximum. End of 3rd episode and 4th are hardest stuff ever made for Doom 1, and it's not even slaughter. Evil as fuck wad. I wouldn't advice to start with it. It burned me out, I hated the whole wad, but still it was so good, that I want to play it again some day. Every Doom player should experience it.

>> No.7994915

>>7991430
should I play blood on well done for my third playthrough

>> No.7994917

>>7994908
Honestly it'll probably be a while before i play it anyways. i try and stay focused on one cause i just end up switching wads if i'm getting filtered instead of beating whatever section i'm on
>well i guess i'll just play this other one
happens all the time. ive had to stop myself from doing this
but thats awesome its pretty hard, right now i'm on episode 3 of DTWID LE episode 3. for some reason i've decided to play through that before the original DTWID

>> No.7994939

>>7994915
if you already it on lightly broiled why not you know

>> No.7994957

Is there an OBLIGE equivalent for Hexen? I thought OBLIGE worked for Hexen, but apparently not.

>> No.7994998
File: 294 KB, 1920x1015, file.png [View same] [iqdb] [saucenao] [google]
7994998

Wow, that was a really great map! I've finally got around to playing Alien Vendetta, and it's quite a blast.

>> No.7995007

Just finished Doom 64 for the first time (didn't do the "Fun" levels or the new levels from the rerelease though). I like the aesthetic and some of the levels were pretty challenging to navigate, but I found it much easier than the other Dooms I've played, maybe because I'm getting better as I go. I played Plutonia before this and nothing held a candle to that game. Now I've played Ultimate Doom, Doom II, Final Doom, and Doom 64. Where should I go from here? Is Doom 3 even worth it, or should I jump straight to 2016?

>> No.7995014

>>7995007
>Where should I go from here?
UAC Military Nightmare

>> No.7995020

>>7995007
Doom 64 was balanced for an N64 controller, but it also lost the more challenging Doom 2 enemies. Of course it's going to be a lot easier on a mouse.
Play the new levels for 64, they're harder.

>> No.7995078
File: 133 KB, 1920x1080, Screenshot_Doom_20210731_220229.png [View same] [iqdb] [saucenao] [google]
7995078

>>7994687
Yes, Death Anon - and I will persevere - I want to be able to say "the first thing outside of Vanilla Doom I played was Eviternity, and I beat it" - I have to keep going

>> No.7995082
File: 18 KB, 320x224, unnamed (2).png [View same] [iqdb] [saucenao] [google]
7995082

Is this game fun?

>> No.7995085

>>7995082
It needs to be remade on Doom someday, its a good wolfenstein clone on MD

>> No.7995095

>>7995007
Master Levels

>> No.7995097
File: 76 KB, 890x890, 1596955336831.jpg [View same] [iqdb] [saucenao] [google]
7995097

>>7995078
>I want to be able to say I beat it
>continuous play with saves

>> No.7995102

>>7995097
yes autismo, that is how normal people play video games

>> No.7995103

>>7995078
>5 hours
get the fuck out of here

>> No.7995107

>>7995097
>>7995103
I've been posting screenshots of each level beaten since like Map14 - Not sure what twisted your panties so hard this time around

>> No.7995109

>>7995103
all the level times are his first time completions and the total includes map19 and the big secret one

>> No.7995115

Tastyspleen 500 was neat.
Though its sad that Quads the TS admin died recently.

>> No.7995118
File: 911 KB, 1500x1261, 1500px-AV_MAP20_map.png [View same] [iqdb] [saucenao] [google]
7995118

>>7994998
Based

>> No.7995129

>>7995115
http://forum.tastyspleen.net/quake/index.php?topic=23227.0

besides him, who from the 90's community is still alive and active for both doom, build games and quake?
i can only think of terminx, though he had some health issues of late.

>> No.7995159
File: 241 KB, 1400x1400, duke-nukem-3d-art_1440.0.0.jpg [View same] [iqdb] [saucenao] [google]
7995159

IT'S TIME TO SHIT(WAD)

Who's up for more Hell Revealed 2? Today's stream might be a little shorter than usual, just a head's up.

>> No.7995161

>>7995159
Weren't you planning to play 2048 units after HFFM?

>> No.7995163
File: 493 KB, 1317x913, Cosycastle.jpg [View same] [iqdb] [saucenao] [google]
7995163

I started a cosy castle map last weekend, and it's just about finished. Penny for your thoughts, Anon?

https://www.mediafire.com/file/f1v4kv7psxzr3dg/Project_1.wad/file

The first full map I've made in several years, so I was feeling a little rusty at first. Currently balanced for UV as the first map of a 3-4 level long mini-episode, but I haven't adjusted for other difficulty levels yet, so please let me know how it feels. My intention is fairly linear with a couple of branching paths and challenging moments, but if you're paying attention there's an efficient answer for everything in the level.

Thank you kindly :3

>> No.7995170

>>7995161
I was planning to finish Hell Revealed 2 first, but we could do 2048 units instead if you want.

>> No.7995174

>>7995170
I'm fine with any option tbhdesufam.

>> No.7995178

>>7995170
Finish HR2 first. It would be better to have a long stream to enjoy a wad.

>> No.7995183

>>7995174
>>7995178
Righto, Hell Revealed 2 it is then.
>https://youtu.be/sCzamoTio3E

>> No.7995250

>>7995163
What compat? Vanilla, boom, Zdoom?

>> No.7995256
File: 458 KB, 960x540, SIGIL_Romero_work_in-body.png [View same] [iqdb] [saucenao] [google]
7995256

>>7995163
>Currently balanced for UV as the first map of a 3-4 level long mini-episode
make map01 last

>> No.7995293

>>7995250

Zdoom. I didn't put any fancy modern shit in, it's still classic doom style, but it's just easier to work with.

>> No.7995331

>>7995020
>Play the new levels for 64, they're harder.
Thank you for recommending that. I had a fucking blast with The Lost Levels. They felt perfectly balanced and expertly laid out, seriously some of the best levels I've played in an official Doom release. Now I'm done with Doom 64, although I was running Steam in offline mode for much of it so my achievements are fucked up, but oh well. I think I might jump to Quake now, I'm getting kind of burned out on the Doom engine.

>> No.7995343

VRanon, do you mind a map that requires protocol 999? I could split my idea into two maps if need.

>> No.7995401

>>7994660
Scythe 2's final episode is harder than anything in Eviternity.

>> No.7995418
File: 320 KB, 1500x1486, 1571397320040.png [View same] [iqdb] [saucenao] [google]
7995418

>Try and make a map
>Be too clever about it
>vis starts having a freakout
>Try and fix the obvious shit
>vis continues to have a freakout
>Okay let's see what the pts file says
>Enter the first coordinates of the freakout
>Trenchbroom zooms into a fucking entity
>This is the second map that has fallen into vis hell where the pts file wants me to delete every single non-worldspawn entity on the map
vis is the antichrist. Prove me wrong. Protip: you can't.

>> No.7995420

>>7995418
It doesn't want you to delete the entity you dip. The entity is in the way of the leak. Protip: Only worldspawn can seal maps, so don't use a func_wall or something.

>> No.7995424
File: 332 KB, 2560x1440, smug.png [View same] [iqdb] [saucenao] [google]
7995424

>>7994713

>> No.7995436
File: 441 KB, 512x512, 1579576328637.png [View same] [iqdb] [saucenao] [google]
7995436

>>7995420
It didn't occur to me to start by looking at the bottom of the pts file to see where the leak terminates. That doesn't help me understand why the geometry that was fine yesterday before I moved shit could be reinstated and leak today.

>> No.7995457

>>7995424
Map?

>> No.7995458

Best Duke version?

>> No.7995471

>>7995457
Doom 2 In Spain Only map32

>> No.7995472
File: 18 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
7995472

>>7995183
To think we're only at the half way point with Hell Revealed 2. That's going to be a couple more streams, I think.

2048 is pretty nice though. Love me that super shotgun. Can't wait to see what else it has in store for me.

>> No.7995514

>born in '89
>uncle had a DOS machine back in the 90s and he lived with us
>let me play all the old id games plus shit like Corridor 7, old Duke Nukem, Descent
>moved out in the late 90s
>I moved on to duke 3d and mostly console games
>around the time of Doom 3 I grab the Doom Collector's Edition and get back into it for a while
>fall off again
>get back into Doom in the mid 2010s
>finally start playing pwads
>been playing it semi-consistently ever since
>thinking about making youtube videos that nobody will watch

that same uncle now makes goofy looking 3d pictures and thinks the covid vaccine is the mark of the beast. not sure if based or retarded but I should ask him if he ever plays Doom anymore

>> No.7995548

>>7995514
>not sure if based or retarded
Could be both.

>> No.7995681
File: 16 KB, 999x89, file.png [View same] [iqdb] [saucenao] [google]
7995681

Describe the last shit you took with a doom map name. Pwads are okay.

>> No.7995684

The month of August has begun. Now I start work on my map for Violent Rumble

>> No.7995690
File: 12 KB, 781x131, Screenshot 2021-08-01 at 04-45-57 E3M4 House of Pain (Doom).png [View same] [iqdb] [saucenao] [google]
7995690

>>7995681

>> No.7995694
File: 30 KB, 1456x137, screenshot.png [View same] [iqdb] [saucenao] [google]
7995694

>>7995681

>> No.7995695

>>7995681
O of Destruction

>> No.7995714

>>7995681
Dead Simple

>> No.7995754
File: 2 KB, 783x31, fats domino.png [View same] [iqdb] [saucenao] [google]
7995754

>>7995681

>> No.7995779

>>7994083
At that time, someone who owns a PC hardware store would have seen the rapid advancements in PC hardware of the last 10+ years.

>>7993960
Back in the day i use to encounter people playing FPS games with all sorts of whacky control schemes. This is before vertical aiming was standard, and before WASD-strafing was the norm. I remember multiple people with bespoke controls involving using the mouse to move - one guy use to hold mouse1 for +forward , and another guy use to have the mouse movement axis bound to strafe left/right and walk forward/backwards.
Using joysticks was even more common than this.

>> No.7995798

>>7995779
>and another guy use to have the mouse movement axis bound to strafe left/right and walk forward/backwards
Wasn't that a default setting with mouse enabled for Doom?

>> No.7995801
File: 11 KB, 653x37, odyssey.png [View same] [iqdb] [saucenao] [google]
7995801

>>7995681

>> No.7995817

>>7995681
baron's den

>> No.7995851

>>7995681
Run From It

>> No.7995856

>>7995681
Hell Beneath

>> No.7995859

>>7995681
Mucus flow

>> No.7995860

>>7994726
That'd be interesting if true. FIREBLU is definitely made from a rock texture though, you can find its basis in the beta stuff.

>> No.7995863
File: 144 KB, 1000x625, kKFDSJq.jpg [View same] [iqdb] [saucenao] [google]
7995863

https://www.youtube.com/watch?v=WPRwwPRyaBM
Man, this looks dope. Why did so many ambitious D3 projects have to die?

>> No.7995871

>>7995681
MAP32: Grosse

>> No.7995878

>>7995754
>e1m25
Tell me more.

>> No.7995880

>>7995878
Not him, but It's the endmap from BTSX E1

>> No.7995891

>>7995880
I know THAT.
>e1
implies that both levelsets were bunched together into a single .pk3 and I'm interested in that.

>> No.7995892
File: 1.89 MB, 640x360, 1609751465209.gif [View same] [iqdb] [saucenao] [google]
7995892

Multiplayerfag here, I downloaded the vquake pack that anon has been posting.
Is there a source port that can give me similar options in the menus to Nquake for singleplayer? I just want to fiddle with options without configs. I've done it too many times in other games to be arsed about it.

>> No.7995893

>>7995714
underrated

>> No.7995902

>>7995891
Why would it imply that? They just chose that naming convention

>> No.7995903
File: 100 KB, 805x540, 1624334369764.gif [View same] [iqdb] [saucenao] [google]
7995903

So is Zandronum still the only decent port for Doom multiplayer stuff? Is it even possible to do multiplayer with GZDoom?

>> No.7995904

>>7995903
There's still people playing the more vanilla port. Zandronum is like 99% gzdoom anyway unless something has changed recently.

>> No.7995909

>>7993110
added to the queue

>> No.7995912
File: 11 KB, 1076x195, Screenshot_Doom_20210801_145344.png [View same] [iqdb] [saucenao] [google]
7995912

>>7995902
Did they? Because it not the case for me.

>> No.7995915
File: 123 KB, 640x480, doom15.png [View same] [iqdb] [saucenao] [google]
7995915

>>7994590
Started a new map. It was meant to be inspired by Refueling Base, but there's not much resemblance.

>> No.7995917

>>7995082
Kinda. It's impressively ambitious and pays a lot of attention to detail.

>> No.7995921
File: 10 KB, 397x144, ss.png [View same] [iqdb] [saucenao] [google]
7995921

>>7995681

>> No.7995923

>>7995681
Entryway

>> No.7995927

>>7995891
>>7995912
It's the original wad, its dehacked simply uses those prefixes in the level names. I think it's just zdoom that automatically strips them off and replaces with MAPxx.

>> No.7995935

>>7995681
Where Hate Runs Red

>> No.7995942
File: 65 KB, 1068x601, gigachad.jpg [View same] [iqdb] [saucenao] [google]
7995942

>pistol start
>IDKFA
It's Doom time.

>> No.7995945

>>7995904
>Zandronum is like 99% gzdoom from years ago anyway
ftfy

>> No.7995952

>>7995912
ZDoom-based ports force automap names to use MAPxx, instead of "LEVEL X" or whatever else a pwad uses before a ":" in dehacked strings.

>> No.7995953

>>7995904
Zandybam still hasn't caught up with Decorate, which was finished as a format years and years ago.

>> No.7995956
File: 14 KB, 128x128, disaster area.png [View same] [iqdb] [saucenao] [google]
7995956

>>7995681
Mount Pain

>> No.7995959

>>7995945
>>7995953
Is Zandro even still developed? I haven't heard much of anything about it in recent years.

>> No.7995962

>>7994217
>You can copy-paste IP adresses in Q2 v3.23/24
>You cannot do this in YamagiQ2
FUCKING HELL

>> No.7995973

Anyone know any good custom Quake maps/episodes that work in co-op (i.e. doesn't become incompletable if players die and respawn)?

>> No.7996001

>>7994998
i still think st.peter's gate aka deus vult is better

>> No.7996020

>>7996001
Yeah, my only gripe with Misri Halek is that the mountain ascent part with the narrow-ass caves is pretty repetitive.

>> No.7996030

Anyone managed to get reshade working with vkquake?

>> No.7996047
File: 28 KB, 500x500, a625187680424a0d6838270cfcb5c3d3b90a9e48r1-500-500v2_hq.jpg [View same] [iqdb] [saucenao] [google]
7996047

>>7995163

>that midi

spooky skelly tunnels got me spooked
trollface.jpg SSG trap


Fun map. You obviously know what you're doing.

Your mancubus trap is bugged, check your linedefs.

>> No.7996051

>>7995973
I think UDOB, SMEJ, SMEJ2 and WarpSpasm are all made with explicit co-op support. I also think Unforgiven and Masque of Red Death would be good picks.

>> No.7996075
File: 2.22 MB, 512x384, 1620310144740.gif [View same] [iqdb] [saucenao] [google]
7996075

>>7994541

>> No.7996120

Hey VR-anon, kindly reptoring that 'evasivetest' map now crashes upon spawning Ogres at start of 'Round2', the exact moment they get aggro'd by the player

>> No.7996162
File: 7 KB, 128x128, ZZWOLF4.png [View same] [iqdb] [saucenao] [google]
7996162

>>7994213

>> No.7996165

>>7996162
based.

>> No.7996167

Does anyone know how to run Orb of Dilaaria with ecwolf or is that not possible?

>> No.7996186

Is it normal to get absolutely assblasted and filtered by E1M3 on Nightmare or am I just gay and suck at Doom

>> No.7996193

>>7995163
neat map anon, i liked the styling and pacing but found the combat to be rather weak unfortunately
most of your encounters are static head-on encounters: enter a room, imps approach me, hold mouse1, room clear. you arent creating situations that cause me to think on the fly or plan my movement. the SSG room is an example of what i'd prefer to see more of. you caught me off guard with both traps and created situations that were fun to solve - if not for the berserk i mightve taken a beating on that lowering floor. as for the difficulty id say its on the easy side but it is map01 so not much of an issue there.

other than that its fine, cool midi, solid texturing, reasonable secrets. keep going.

>> No.7996196

>>7996186
You are playing on a meme difficulty, what are you expecting?

>> No.7996206

>>7996186
It's way easier if you bring the chaingun and armor from e1m2. Do the whole episode continuous on nightmare difficulty with no saves or deaths

>> No.7996225
File: 21 KB, 526x326, mandrill_ass_project.png [View same] [iqdb] [saucenao] [google]
7996225

>>7995681
without lube

>> No.7996229

>>7996206
But I want pistol start for the massive epeen

>> No.7996260

>playing on a tiny ass desk, on my grandfather old ass thinkpad at 800x600
it doesn't get any comfier than this, bros

>> No.7996304
File: 367 KB, 600x338, file.png [View same] [iqdb] [saucenao] [google]
7996304

If I could program, I would make my own arcade-Doom source port.
>Give bonus points based on difficulty, par time, end-level percentages
>Remove respawning monsters in Nightmare, have to pistol start every level
>Remove save/load game feature
>Add life system
>Add global high score server
>Main menu demos play from your top 3 best runs

>> No.7996307

>>7996304
That would be fun.

>> No.7996318

>>7996304
How would one tackle the controls?
Should you use an arcade stick, some kind of trackball setup like Arcade Quake, or something different?

>> No.7996323
File: 15 KB, 82x111, Haji_Test_Larger.gif [View same] [iqdb] [saucenao] [google]
7996323

>>7996318
>Have one of those minimalist keyboards embedded on the machine and a mouse
Could work.
Main platform would still be on PC though

>> No.7996334

>>7996304
remove random damage and monster hitscans too

>> No.7996352
File: 343 KB, 1366x768, doom03.jpg [View same] [iqdb] [saucenao] [google]
7996352

Trying to pistol start my way through the Japanese Community Project and map 10 showed me what a shitter I am
>get wrecked repeatedly by the huge revenant wave in that one room until I worked out I could funnel them through that raising platform
>then the section with the teleporting wave of pinkies and barons fucked me over
>the final section with the archvile zapping you out of a tiny hole in the floor with the arachnotrons and revenants was just dickery
Guess I'm going to let myself save every now and then outside of fights.

>> No.7996382
File: 226 KB, 800x800, dghmm.png [View same] [iqdb] [saucenao] [google]
7996382

If you're supposed to pistol start every map, why do they always put health packs in the exit room?

>> No.7996383
File: 18 KB, 679x284, anime cultist.jpg [View same] [iqdb] [saucenao] [google]
7996383

>Yoro shi kuruuu . . .

>> No.7996387

>>7996318

Arcade stick (the clicky fighting game microswitch type) for movement, trackball for turning, buttons next to it you tap with your thumb to fire, use, and cycle weapons.

That's all you'd need, leave the gameplay exactly as it is so the player just has to feed another coin in to instantly resurrect. It wouldn't be an arcade game otherwise.

>> No.7996396

>>7996382
Consideration for the majority of players who don't pistol start.
I say that as someone who pistol starts. Its not a common way to play and even id knew it, the levels are only balanced for pistol start because it was the penalty for dying.

>> No.7996410

>>7996382
Just because the iwads are balanced so pistol starts are doable, doesn't mean pistol starting is the intended way to play.
Some pwads do recommend pistol starts for an optimal experience, but otherwise will still allow continuous too. Only wads I can think of that absolutely force pistol start every level are the Team Rocket speedmap megawads.

>> No.7996413

>>7996382
It's not that you're "supposed" to pistol start, it's that every map was tested that way so you couldn't softlock yourself by saving with 1% health and dying over and over.
It's more challenging to play that way, and many people find that more fun than keeping their SSG until the very end of Doom 2.

>> No.7996414

The problem with not pistol starting is that most players will just super shotgun their way through a wad.
I have friends who just think Doom is shotgunning everything because of course most players are going to do that when the ssg is so powerful and continuous play gives you one immediately.

>> No.7996425

>One week later and I finally find out why I couldn't screenshot in PRBoom+
It turns out I was using the most recent beta build and not the "official" release. For some reason that version won't do screenshots.

>> No.7996429

>>7996414
I like to think that's why the chaingunners got memed as hard as they have, as I've found the SSG is not ideal in responding to them. It's a funny to compare it to Quake being "bullet spongy" because of this weird idea that the super shotty should be stronger than the grenade launcher.

>> No.7996434

>>7996414
I really wish normal shotgun was the default or even the two would be separate keys. SSG and shotgun serve completely different functions in the way I play where shotgun is more of a long range weapon.
>>7996304
>Main menu demos play from your top 3 best runs
I've got some plans for my fork of dsda-doom to eventually add something akin to trackmania with automatic ghost recording and racing someday.

>> No.7996436

The animated textures in the HFFM party pack are broken and don't animate.
They work in the full wad.

>> No.7996442

>>7996414
The funny thing about the SSG being too powerful, is that this is only really true if the level design relies too much on weaker monsters, and spoonfeeds you shells (often thanks to shotgunners being everywhere).
Wads that make heavier use of Doom 2's tougher monsters, and aren't afraid to be mean with their usage, will show you just how much the slow firerate of the SSG can be detrimental to your survival compared to the Rocket Launcher and Plasma.

>> No.7996446

>>7996442
SSG is probably the best dueling weapon there is, though you would need rockets/plasma for crowd control

>> No.7996447

>>7994610
You don't, you fucking stupid imbecile. https://github.com/hrehfeld/QuakeInjector/releases/download/alpha04-gradle/QuakeInjector.exe-alpha04-18-gb18b214.zip

>> No.7996452
File: 11 KB, 1000x700, newghost.png [View same] [iqdb] [saucenao] [google]
7996452

>putting the ghost sprite in the game to see how it works out with its attack
>realize the ghost is much too small
Making the ghost the same size as the kids was a mistake. Glad I hadn't done any rotations whatsoever, just started out with deciding which details to add etc. I mean I could also use the scale properties in the actor definitions, but that would just blow up the pixels and I don't like that.

Sadly I now ran into the issue of not knowing how to make the chains. In the smaller sprite it was just single pixels and you had to imagine the rest, but imo that's too small now for the larger sprite, but I find that making actual chain links also looks weird.
Also, I have to think about what to do with the face because just using the old face looks like the stay puft man.

Opinions?

>> No.7996457

Isn't there a key for selecting Blaster in Scourge Of Armagon? I've tried every number key from 1 to 0, but I can't select it. Instead I have to use mousewheel, which slows the selection bit too much.

Absolutely fun weapon nonetheless.

>> No.7996471

>>7996414

Thing is that's a problem with the SSG and its availability, along with the general design trend of modern maps, not the concept of continuous play vs pistol start. And yet, if you make maps without it, or you restrict it until late on in the wad to allow more variety in encounters, players complain that they don't have it. So I guess pistol starting is the only happy medium.

I dunno, just seems to me like most maps nowadays are hard enough that you're never realistically going to beat them first try, pistol start or not; so it's just kind of a weird meme to intentionally go from pistol start. You'd effectively get the same result by just turning auto-saves off and playing with pistol start as the death penalty, as intended.

>> No.7996478

>>7996442

Yeah, but that in turn leads to the meme level monster selection in most of today's better wads. I mean, I played AA recently and it was a blast, but then entire way through it's just:

>Oh boy, a switch
>I wonder if skeletons will come out
>*pushes switch*
>skeletons come out
>sometimes an archvile too

It's a self fulfilling prophecy. Mappers need to be more willing to withhold the SSG so that weaker monsters CAN be used, otherwise it just gets repetitive.

>> No.7996480

>>7996478
Don't forget chaingunners. That yellow key trap in Sinkhole Showdown fucked me up good.

>> No.7996489

>>7996478
>skeletons come out
>sometimes an archvile too
Is this encounter an example of something you'd want to use the super shotty on? It sounds ideal for some rocket launching.

>> No.7996492

Just beat Q1.
What now? Mission packs or Episode 5?

>> No.7996494

>>7996382
Where do the guns go?

>> No.7996496
File: 1.30 MB, 1000x667, 1622087840814.png [View same] [iqdb] [saucenao] [google]
7996496

>>7996318
there's arcade kbm games

>> No.7996502

>>7996446
If it weren't for blockmap berserk fist would be superior

>> No.7996504

Speaking of Ancient Aliens, what's the best source port to use for it
Prboom will give you the most authentic experience, but gzdoom will allow for all the fun little effects the mappers added in

Also, call me crazy but I swear gzoom feels more responsive than prboom. There's a certain small yet noticable sluggishness with prboom+'s movement that I don't get while using gzdoom.

>> No.7996508
File: 2.55 MB, 320x224, gradius2.webm [View same] [iqdb] [saucenao] [google]
7996508

>>7996304
How would the life system work? If you died, would you have to pistol start the level? Pic somewhat related

>> No.7996509

>>7996186
i think romero himself said e1m3 was the hardest map on nightmare since you have to keep coming back to that first donut hallway where 50 shotgunners are

>> No.7996517

>>7996489

>It sounds ideal for some rocket launching

At point blank range? No. There's a few nice moments early on where the best solution is punching them out, and after that the trick is usually to find some distance or a corner to peek round (to avoid the arch vile) and rocket everything to death.

But that's the point- It forces you to use something other than the SSG, but it comes at the expense of every key and switch in the entire wad being predictable boner cupboards.

>> No.7996518

>>7996504
It was made for zdoom, so GZ

>> No.7996527

>>7996504

GZDoom is just the best sourceport overall desu. You can tweak the options so it's near enough vanilla in all but name, and after that it just has the widest compatibility and stability so I don't see why you wouldn't make it your primary port.

PrBoom is useful if you wanna do demos, speedruns, etc that rely on autistic compatibility, but that's the only real reason.

Other ports are just for novelty/authenticity.

>> No.7996528
File: 2.29 MB, 202x360, 1602889933425.webm [View same] [iqdb] [saucenao] [google]
7996528

>>7996492
pls respond before I finish my lunch

>> No.7996529
File: 1.44 MB, 1920x1080, doomfo.png [View same] [iqdb] [saucenao] [google]
7996529

>>7996517
I generally prefer the rocket launcher anytime it's a large combination of enemies to be honest. Sounds more like Ancient Aliens uses too many archviles and revenants in the later levels? I still need to finish it but it's felt pretty balanced so far.

>> No.7996531

>>7996528
Episode 5

>> No.7996532

>>7996528
Go in release order

>> No.7996540
File: 548 KB, 1920x1080, image_2021-08-01_125517.png [View same] [iqdb] [saucenao] [google]
7996540

>>7996504
The sounds do add a lot, but unfortunately they were done in a way only supported by zdoom based ports.

I've been doing a couple of tweaks to From Doom With Love which is a prboom+/dsda-doom fork to selectively disable v-sync in situations where screen tear isn't an issue in the first place if you want to check it out. I haven't tested OpenGL extensively, but it's made a hell of a difference in software mode.

https://github.com/CharlesLove/from-doom-with-love/releases/latest

>> No.7996552
File: 1.93 MB, 270x480, 1609182002072.webm [View same] [iqdb] [saucenao] [google]
7996552

>>7996531
>>7996532
Well which is it?

>> No.7996556

>>7996492
Will you also take on the Impel's AoP mission-pack as well?

>> No.7996557

>>7996496
What game is this?

>> No.7996559

I dunno, I found AA was much more than just revenant/arch-vile spam, myself.

>> No.7996564

>>7996559
meant for >>7996478

>> No.7996568

>>7996529

AA is just the most recent example I played that comes to mind, pretty much all modern megawads do it. It's just a distinct design sensibility that seems to have solidified since the Doom community's whole renaissance around like... 2012-ish? The quality of work is really high these days, but it does follow a trend.

I distinctly remembered there being a sort of disappointment when Sigil came out that it was Doom 1 only, but personally I found it refreshing, since at least it meant it'd be a little different to other contemporary stuff.

>> No.7996574

>>7996557
Counter Strike Neo
https://youtu.be/s11Goui2pNw
>>7996556
I'm not sure, probably not. Is it any good?

>> No.7996580

>>7996492
SoA aka the best offical Quake 1 gets.

>> No.7996584

>>7996457
>Isn't there a key for selecting Blaster in Scourge Of Armagon?
You mean "Laser Cannon"? Yes, it should be 9. However, for whatever reason you can end up with both new weapons missing their appropriate keybinds. I encountered that myself and don't really know what is the cause of it: either some source port shenanigans (I use QuakeSpasm-Spiked) or odd issue with Steam version of it since I play Quake through that.
In order to fix that, just go to the config file in your Scourge of Armagon folder (a.k.a., Hipnotic) and add this in:
>bind "9" "impulse 225"
>bind "0" "impulse 226"

>> No.7996621
File: 61 KB, 512x128, gore2.jpg [View same] [iqdb] [saucenao] [google]
7996621

>>7996528
>PolishWheelOfFortune.gif
>>7994213
The 'blood pool thats just dirty water unlike Stroyent' texture from the Quake2 Oblivion mod's final cliffhanger level - this was before I had a chance to try out SS2 and get enamoured by its 'The Body Of The Many' penultimate area...

>> No.7996635

>>7996552
If going by release order, then its Scourge of Armagon.
You might as well start with Dimension of the Past since its just a bit more of vanilla goodness as an kind-of-official Episode 5 and just get it out of the way before diving into the Mission Packs with new weapons and stuff... or do the opposite as DOPA is more modern (in a way) and that bit of solid vanilla content can be a breath of fresh air.
If you think that my answer is shit and doesn't help you much, then... Well, tough shit. Flip a coin.

...oh yeah, make sure to dig up Methods of Destruction soundtrack and use it for Episode 5.

>> No.7996639
File: 105 KB, 500x375, 1625938146595.jpg [View same] [iqdb] [saucenao] [google]
7996639

>>7996635
exactly the kind of answer I need.
thank you for soothing my autism anon

>> No.7996647

>>7996568
>I distinctly remembered there being a sort of disappointment when Sigil came out that it was Doom 1 only
That was mainly Gmanlives being a dumbass.

>> No.7996648

>>7996574
Its okay-ish, especially if you get the 2019 fan-patch that finally remodels the Thunderbolt-totting Enforcers - so they wont get to catch you off-guard no more (sadly it pales in comparison to SoA, just like DoE but slightly more)

>> No.7996660

>>7996568
I'd argue the increase in revenants/arch-vile usage in pwads, is more to do with the community realizing that they are more versatile and interesting monsters than the Hell Nobles, rather than because its trendy.

>> No.7996663

>>7996660
>open skeleton closet
>run in circles until it's over
Very interesting indeed

>> No.7996665

>>7991612
I played Doom for the first time last year. Was quickly hooked. It is easy to understand why this game was a sensation when it was released.
So far I have completed Ultimate Doom, Doom 2 and Final Doom, all on UV. I have only now started playing custom WADs. Started off with Ancient Aliens, which I am currently playing. I would like to ask, where should I go next? What custom WADs are considered classics/must play?

>> No.7996669

>>7996663
>run in circle until it's over
You can apply this to literally any encounter in any wad, including iwads. regardless of skeletons being used, if you really wanted to.

>> No.7996674

>>7996669
So you're admitting that Revenants are not any more interesting or versatile than other monsters?

>> No.7996678
File: 85 KB, 500x500, 1457560091067.jpg [View same] [iqdb] [saucenao] [google]
7996678

SSG is not overpowered.

>> No.7996686

>>7996674
I'm pointing out that "running around in circles" is so much of an oversimplification, that its hardly specific enough to be a complaint worth listening to.

>> No.7996694

>>7996686
So what else are you doing in a cramped room full of Revenants?

>> No.7996695

>>7996663
>The arena makes it awkward to run in circles
>Running in circles puts you in the crossfire of other demons
>Imps pinkies or nobles block your path to run so relying on infighting, focused pressure, and enemy spacing is important
Yeah I can't think of any wads that use revenants these ways

>> No.7996697

Hello, brainlet here, I'm playing the DOSbox version of Doom 2 on Steam and I've noticed that the mouse sensitivity is extremely sensitive to the point where all I have to do is move my mouse forward and he goes flying forward. Is there a fix for this?

>> No.7996701
File: 4 KB, 86x85, original looks better.png [View same] [iqdb] [saucenao] [google]
7996701

>>7996527
>Other ports are just for novelty/authenticity.
Crispy is my fav since it has options no other port has, like the transparent hud and vertical recoil (like Doom64) as well as the large number of QoL options. I know GZDoom and PRBoom have advanced HUD but I mean Crispy Doom actually makes the grey part of your default HUD transparent so you just see the numbers and Doomguy's face and have a much bigger screen
> I don't see why you wouldn't make it your primary port
> I don't see why you don't like what I like

>> No.7996708

>>7996492
Mission pack 1, mission pack 2, episode 5 and then you get into usermade content which is the best part.

>> No.7996716

>>7996584
Thank you kind anon.

>> No.7996718

>>7996697
>all I have to do is move my mouse forward and he goes flying forward
That's not mouse sensitivity. In the original Doom, you move forward by moving your mouse up, as well as pressing the arrow keys. You can disable mouse movement by launching novert in DOSbox before launching Doom. Search for "doom novert.com"

>> No.7996719

>>7996694
Not allowing the Revenants create a giant homing fireball through mindlessly circling like an idiot.

>> No.7996726

>>7996719
kek'd. I think I died to one of those after picking up a megasphere before

>> No.7996738

>>7996718
Ahhhh thank you

>> No.7996742

>>7996669
>>7996674
>>7996686
>>7996694
>>7996695

It's funny because you all think you're arguing for or against the point, but you're only agreeing with the premise the first anon stated: Modern doom wads are extremely reliant on revenants in closets. He didn't say it was bad, he said they were high quality and fun, they make them interesting and it is overall an enjoyable experience.

But the fact remains: 9/10 times every time, pushing a switch or collecting a key releases skeletons, and it gets predictable. Which is, in turn, symptomatic of giving the SSG too early/reliably and mappers need to learn to restrain it.

>> No.7996754

>>7996742
Why does it seem like this is making the SSG seem stronger than it is?

>> No.7996759

>>7995078
Gay.

>> No.7996770
File: 11 KB, 72x56, ross_walkfire_die.gif [View same] [iqdb] [saucenao] [google]
7996770

>>7996508
Just have the player respawn at the start without restarting the level

>> No.7996774

>>7996701
colored blood and lightmaps looks so good

>> No.7996779
File: 199 KB, 3440x1440, q2_0000.jpg [View same] [iqdb] [saucenao] [google]
7996779

I restarted q2 using yamagi quake instead of the rtx version. And with music this time, too.
It definitely feels better than before.

But why does the yamagi in-game config have such a limited set of options? You can't rebind weapons without going into the cfg.

>> No.7996787

>>7995863
I love Shambler's Castle. It's pretty damn neat, except for the Painkiller music

>> No.7996791

>>7996779
can't see shit.

>> No.7996813

Another reason revenants are well-liked is that they're a low hp, high threat target. Same reason why Doom 64 lost souls are so much better than Doom lost souls.

>> No.7996815

>>7996742
>mappers need to learn to restrain it.
Eh, while I agree that mappers shouldn't always give the player the SSG so easily, I'm also pretty sure modern mappers already aren't relying solely on the SSG for justifying their use of tougher monsters. Plenty of maps in AA and other modern megawads where Rockets and Cells are more viable for the encounters than the SSG.

>> No.7996819

>>7996639
>>7996716
No problem, lads.
>soothing my autism
Perhaps soon I will soothe mine.

>> No.7996871
File: 918 KB, 1920x1080, quakespasm-sdl12 2021-08-01 22-41-39-23.png [View same] [iqdb] [saucenao] [google]
7996871

t-thanks

>> No.7996895

>>7992420
>Chapter 1
> Chapter 11
> Chapter 111
> Chapter 1V

>> No.7996897

>>7996047

You are evidently a man of culture. The thing with those mancubi is puzzling me though, it lowers the floor when you collect the key, but then for some reason it lowers it again when you hit the switch to open the door, and I can't tell why for the life of me.

>>7996193

Thanks dude. Yeah, since it's the first map I wanted a pretty classic Doom feel, not a trap every corner you turn. I will try adjust it to make a couple of those underground rooms a little more dynamic though.

>> No.7996908
File: 555 KB, 1704x960, Screenshot_SummerFun_20210801_213649.png [View same] [iqdb] [saucenao] [google]
7996908

I think the bigger sprite looks fine, size-wise, and I am starting to like the new chain. I think with the proper lighting it will look fine - which will actually be a challenge as I have to make it OSL. For three different flames I need three different kinds of lighting. At least the ghost has no legs or anything, so any animation will be limited to its facial region and the lamp.

Now I have run into a coding problem, though:
One of the ghosts' gimmick is that they can't enter bright sectors and I am considering whether to make their projectiles die in the light or not. I think it could lead to a bit more tactical play, because you might be safe in a light sector, but would of course be confined there and could never advance. It could also be used to have e.g. some rather safe route during daylight with lots of light spots and then during night you're fair game for the rape squad.

Now what I don't know is how to make that work. I can't just make the bright sectors blocking because a)I might want to use other monsters that shouldn't be blocked and b) since I am shooting projectiles, too, I can't make projectile blocking lines,
so I would need the projectile to somehow recognize the bright sectors. I was already looking for a ZScript function that could help me there, like detect light level or something, but I couldn't find anything.
Then I thought maybe I could have those projectiles detect the tag of the sector they're in and die, but I also didn't find a function for that.
I could probably do something with ACS, but I would prefer having it built into the projectile for better flexibility.

>> No.7996979

>>7991113
DBP 38 is out
https://doomer.boards.net/thread/2218/chronicles-ghost-town

>> No.7996990
File: 124 KB, 286x110, HELIBB2.png [View same] [iqdb] [saucenao] [google]
7996990

Would someone that wants sprite making practice please try making a 10 frame explosion animation from this?

>> No.7997000

>>7996815
>>7996742

The ongoing debate here kinda shows two things. First is that the SSG is perhaps a little strong, but secondly Doom just lacks adequate monster variety.

The overused monsters like Arch-Viles and Revenants are overused because they're amongst the only ones with really interesting mechanics, frankly. They're the only ones that are challenging and fun on their own, regardless of environment; whereas all the other monsters require careful placement and combination with other monsters to be really engaging, otherwise they are easily dealt with.

Anyone have any good, unorthodox favourite combinations?

>> No.7997002

>>7996990
>that wants sprite making practice
lmao is your day job some kind of HR position?

>> No.7997004

>>7995953
Hopefully, the Zandy team will figure their shit out before Graf has a huge ragequit and deletes the Zdoom forums.

>> No.7997015

>>7996979
The titlepic is a png rather than a graphics lump. Easy to fix in slade though.

>> No.7997019

>>7997015
WOOOOOOOOOOW
Looks cool regardless though. I see some anons in the credits among other faces new to DBP. Good stuff.

>> No.7997027
File: 247 KB, 1024x717, XXX_33.jpg [View same] [iqdb] [saucenao] [google]
7997027

>>7996779
YQ2 still has no 1600x900 resolution support unlike v3.24 - therefore it can go fuck itself...
Also when trying out the old Milous map-packs that use multiple Target_Speaker's to play ambient music, I found out the way it handles them is competely fucked up T B H - somehow instead of looping the soundclip playback continiously when moving between the triggers if the chosen sound file is identical, the YQ2 port constantly restarts from the start each Target_Speaker's sound file in addition to stacking them on top of eachother at any point of the soundeffect triggers intersecting (the resulting cacophony is mind-numbing sometimes), no idea if someone gets what Im saying at all - try it out yourself with eiter 666 or XXX, since the rest runs on KMQ2

>> No.7997038
File: 13 KB, 270x193, 1623845844123.jpg [View same] [iqdb] [saucenao] [google]
7997038

I fucked something up adding textures to my wad which is causing prboom+ to crash with a signal 11 error, but I don't know how to troubleshoot what I did wrong.

What I've checked:

- wall textures and flats are in their proper format and enclosed between the appropriate markers

What else do I check?

>> No.7997053
File: 413 KB, 928x453, GOODBYEME_Alpha_PV.png [View same] [iqdb] [saucenao] [google]
7997053

Coming along nicely so far

>> No.7997057
File: 143 KB, 360x333, wooga.png [View same] [iqdb] [saucenao] [google]
7997057

>>7991742

>> No.7997063
File: 1 KB, 24x47, SUITA0.png [View same] [iqdb] [saucenao] [google]
7997063

What gameplay mods do you guys want to see for SNS tonight? Monster mods most likely won't work. I'm thinking of Samsara.

>> No.7997068

>>7997053
Your dudes remind me of something, I just can't remember what. Maybe some non-descript made-up videogame people in shows and film play? There's something about the lanky proportions. The choppers are really cute though. For extra details you could give the rocket copter a three-tubed rocket compartment.

>> No.7997072

>>7996979
>TFW there's Doomer boards, Quaddicted, even Unreal Tournament '99 forums, but no Build Engine boards project.

>> No.7997074
File: 655 KB, 3440x1440, q2_0002.jpg [View same] [iqdb] [saucenao] [google]
7997074

I know I'm not very far in, but I'm actually appreciating the level design. Nicely set out to loop you back around to the start, so the power cores can be taken to the other level.

>> No.7997086
File: 659 KB, 1366x768, Screenshot_Doom_20210801_212526.png [View same] [iqdb] [saucenao] [google]
7997086

>>7996480
Funnily enough, I was just playing that level and I survived it first time. I normally suck dick at Doom but through panicking and sprinting with a chaingun into an alcove I managed to live. I'm honestly surprised at myself.

>> No.7997092

>>7997072
That's because when people finish a build engine gaming session they don't want to play anymore.

>> No.7997096

>>7997074
It gets stale and repetitive soon enough.

>> No.7997106

>>7997096
stale and what?

>> No.7997110

>>7991742
more

>> No.7997112

>>7997096
>stale
>repetitive
These are not the kinds of words that scare anyone in these threads.

>> No.7997123

>>7996979
Wish i could keep up with all these fuckin DBP's.

>> No.7997126

>>7997038
are you using pnames/texture1/2 properly?

>> No.7997129
File: 330 KB, 1280x720, file.png [View same] [iqdb] [saucenao] [google]
7997129

IT'S THAT TIME OF WEEK AGAIN, LET'S GET THE SHITSHOW STARTED WITH SOME EVITERNITY! JOIN 104.128.49.2:10876 THROUGH ZANDRONUM AND LET'S KICK SOME ASS!

>> No.7997137

>>7997000
I might see someone considering the super shotty to be a “little strong” when compares to the shotgun or sometimes even the chaingun, but not with the others. I also don’t see what archviles and revenants have to do with that?

>> No.7997140
File: 16 KB, 300x200, MSA_Masknell.jpg [View same] [iqdb] [saucenao] [google]
7997140

>>7997053
Very nice looking MetalSlug-inspired chopper models you got yourself there, dear ISIS-anon

>> No.7997143

is there a way around the size limit of a quake map?
Like how if you move too far in one direction you teleport backwards out of bounds?
my map is big but its big for a purpose

>> No.7997147

>>7997112
I can’t tell if every time I try Q2 it’s because it’s right after binging some Q1 or I’m just never in the mood for it,because it’s not been very fulfilling or fun on recent revisits. This is even with some ports, timescales, the works.

>> No.7997148
File: 23 KB, 600x399, 2l-Image-2.jpg [View same] [iqdb] [saucenao] [google]
7997148

>>7997140
Here's the image I used for reference

>> No.7997152

>>7997147
>I can’t tell if every time I try Q2 it’s because it’s right after binging some Q1
This is what it was for me. I kept trying Q2 right after I binged/re-binged through a bunch of boomer shooters and by the time I got to Q2 I'd already be worn out. I started Q2 this time before replaying Doom1/2/Q1/etc and am enjoying it a lot more this time.

>> No.7997153
File: 109 KB, 500x690, 1625404567201.png [View same] [iqdb] [saucenao] [google]
7997153

>>7997148
>ISIS using US equipment
Nice touch. I hope Revenant replacements will be armed with Stingers?

>> No.7997159

>>7997152
>detox from the better shooters before playing Q2
I suppose, but I’m more curious about what’s wrong with it specifically.

>> No.7997161

>>7997126

Elaborate

>> No.7997170

>>7997027
they want to be 3.20 purists

>> No.7997173

>>7997152
The last game I finished was Amid Evil, and before that Blood (and before that, every other major game released prior). So I'll let you know if I get sick of it.

>> No.7997182
File: 194 KB, 1019x764, file.png [View same] [iqdb] [saucenao] [google]
7997182

>>7997153
That is a great idea, thank you. Now I just need to figure out how to deal with the other imp-like projectiles

>> No.7997185

I just tried the demo for gloomwood and god damn that was cool.
Is thief at all like that? Because if so maybe its time I finally played thief for real

>> No.7997197

>>7997182
>Now I just need to figure out how to deal with the other imp-like projectiles
Make them faster and some types of grenades. Or, for maximum lulz, just make them stones or something and the imps into palestinian kids.

>> No.7997198

>>7997053
How true indeed. ISIS was funded not only by Saudi Arabia and the UAE, but also under the table by many in the national governments of Turkey, Germany, France, Israel, Canada, USA, and Malaysia, among others.

>> No.7997225

>>7997161
Theyre necessary to use custom textures in vanilla.
https://doomwiki.org/wiki/TEXTURE1_and_TEXTURE2

>> No.7997234
File: 78 KB, 621x550, abyssmageshrieking.jpg [View same] [iqdb] [saucenao] [google]
7997234

>Get to map26 Dark Dome on Alien Vendetta on my pistol start run.
my poor asshole is being ripped asunder.

>> No.7997242

>>7997129
WE HAD TO START A NEW SEVER BECUASE I'M A DUMBASS. NEW IP: 104.128.49.2:10768

>> No.7997296

>>7997072
I guess the Eduke Forums would be the closest thing to that. Thats probably the best site to find Duke3d levels and shit. But thats just one game.

>> No.7997307

>>7997170
Screwing up the sound propagation behaviour from the original Q2 engine with forced sfx loop restarts =\= keeping it pure
It wouldnt even suprize me if noone was autistic enough about Q2 to complain about this to the port devs before

>> No.7997312

>>7997225

I know this. I'm asking how to figure out if I fucked up something while setting them up.

As far as I can tell, everything shows up in PNAMES and TEXTURE1 as it should, and all the textures show up fine in doom builder, but playtesting now causes prboom+ to crash with a signal 11 error.

>> No.7997313

>>7997182
Make them throw infinite shoes at you...
(I dont have the V.A.T.S. Bush dodging .gif on hand ATM)

>> No.7997319

>>7997092
t.afraid of polymer.

>> No.7997321
File: 36 KB, 650x150, pe.jpg [View same] [iqdb] [saucenao] [google]
7997321

>>7993462
https://mega.nz/file/gS5GRIaJ#__7vWQDOEnFH1syamG2DemBmaWqft1LDicYvWCl5yE0
>>7993110
https://mega.nz/file/4X502SAS#PhEOyQHNzn0nuEPzXgR7rNk7eXh3HKIXBsHNSnIAraE
>>7995163
https://mega.nz/file/YbpUlChJ#BU7o3x6hveLmCkjRkKAIX1YHb526t1jDu0sxIRRx258

>> No.7997338

>>7997019
Issue with .png is that Vanilla and ports like PrBoom+ won't recognize them and crash as a result.

>> No.7997340

>>7997106
The level design is the exact same for the entirety of the game. There's nothing new or impressive

>> No.7997379

>>7997338
Thanks for the update but I already knew that shit

>> No.7997403

>>7997143
map tab -> map properties -> use custom bounds
Pretty sure that's all you need to do, unless you have enough polygons and entities to require BSP2 as well.

>> No.7997421

>>7997321
>https://mega.nz/file/YbpUlChJ#BU7o3x6hveLmCkjRkKAIX1YHb526t1jDu0sxIRRx258

Thanks Anon, perfect. I wouldn't have noticed the cave texture bug otherwise.

And yeah, last area is only there to give the player a few stress-free enemies to blast as a reward, before the difficulty ramps up in subsequent maps :)

>> No.7997471
File: 93 KB, 640x480, turok-dinosaur-hunter-blue-portal-pistol-map.jpg [View same] [iqdb] [saucenao] [google]
7997471

Would anyone be interested in contributing to a potential Turok Blue Portal (the little single room obstacle courses) map jam?

Make a portal main hub, populate it with X number of blue portals and have a bunch of small arenas/obstacle course platforming areas by different people.

It would be much much easier than asking people to map entire Turok maps as that is a large undertaking. You would only need to contribute small platforming segments.

>> No.7997472

I'm stuck in a room with a glowing symbol on the ground in Maskim Xul and I can see the yellow crystal on the other side of a barrier, how do I get out?

>> No.7997480

Playthrough video of map05 of HFFM is up. Faggot Single Finish? More like Eggplant Never Finish.
https://www.youtube.com/watch?v=S5tGzHqhID8

>> No.7997490
File: 1.10 MB, 1360x768, scr-Monastery-0000.png [View same] [iqdb] [saucenao] [google]
7997490

Shadow Warrior: Deadly Kiss? Freely available and running in BuildGDX? Its more likely than you think.

>> No.7997515
File: 682 KB, 926x694, knock.gif [View same] [iqdb] [saucenao] [google]
7997515

>>7997480
>"Attempt number fifteen."

>> No.7997530

Man, I'm enjoying the fuck out of Heretic so far. The level designs are great.

>> No.7997543

>>7997480
>fails the archvile jump two times in a row
bros...

>> No.7997546

Friendly reminder that continuous play is how the game is meant to be played. It's just like in an arcade game where you can keep your upgrades going into the next stage until you lose a life. Pistol starting was only used in playtesting/QA to make sure players who suck can still finish any level even if they die and lose all the weapons that they are supposed to have at that point.

>> No.7997549

>>7997472
Please help

>> No.7997554

>>7997546
>players who suck can still finish any level
exactly, players who suck could pistolstart everything back when they played at 15fps on kb-only. how much do you have to suck to not pistolstart today?

>> No.7997569
File: 952 KB, 1920x1080, Screenshot_Doom_20210801_205737.png [View same] [iqdb] [saucenao] [google]
7997569

>>7997129
Great run of Peepeeturdshitty boys. Those last couple maps were intense.

>> No.7997579

>>7997569
at first I didn't think we would be able to salvage the wad after it started confusing the shit out of everyone. gg

>> No.7997590

>>7997584
Eh, HFFM is still not on its final version yet (somehow), so let's not throw glass dildos in glass houses.

>> No.7997631 [DELETED] 
File: 37 KB, 761x229, AUGUST.png [View same] [iqdb] [saucenao] [google]
7997631

>discussing the management of the main doom source port is off-topic in a thread all about doom's source ports

Funny how we can make fun of Graf all day long and nobody gives a damn, but the second you mention the alphabet people it's ban time.

>> No.7997636

>>7997631
That's not a source port, that's a discord server.

>> No.7997638

>>7997480
Are you recording bloopers?

>> No.7997643

>>7997638
I do, but there was nothing interesting for map05. Just me getting splattered by the first hallway cyberdemon before I get to the door. I'm sure that there's going to be a lot more interesting bloopers in the later maps.

>> No.7997657

>>7997546
People know this, they just like the challenge of pistol starting and using all the resources the mapper gave to complete a level.
I prefer continuous but sometimes I feel bad entering a level with 80 shells and a BFG.

>> No.7997697

I just quicksaved on doom 2 map01

>> No.7997707

>>7997697
sorry, but you have to do a saveless uv run of dimensions map 3 in order to post here

>> No.7997712

>>7997697
Can never be too careful, anon

>> No.7997715
File: 6 KB, 512x512, 161197541.png [View same] [iqdb] [saucenao] [google]
7997715

>>7997707
>but you have to do a saveless uv run of dimensions map 3 in order to post here
jesus, they aren't fucking around with these new captchas

>> No.7997720
File: 256 KB, 500x375, (disgusted HUH).png [View same] [iqdb] [saucenao] [google]
7997720

>>7997707
>not doing a Nightmare! 100% saveless run of wow.wad
Fucking zoomers

>> No.7997741
File: 161 KB, 1440x1080, Screenshot_Doom_20210802_032143.png [View same] [iqdb] [saucenao] [google]
7997741

Jesus this map sucked.

>> No.7997774
File: 2.11 MB, 640x480, Entryway - DOOM 2_ Hell on Earth 2_08_2021 12_24_47 PM.webm [View same] [iqdb] [saucenao] [google]
7997774

Made another enemy. Flying ranged attacker which leaves behind damaging globs floating in the air. Not too mechanically different from a cacodemon right now, so I'm waiting for my brain to give me some ideas to differentiate it more.

>> No.7997781

Is Prboom+'s SDL audio just generally fucked or is it just my machine?

>> No.7997784

>>7997546
Maps were designed with pistol start, but game was created with continuous in mind unless you die. It just means pistol start is a fun and ultimately doable challenge.

>> No.7997790

>>7997784
where are the proofs

>> No.7997791

>>7997781
I do portmidi and an external midi program.

>> No.7997805

>>7997791
I'm trying to use the built in MP3/FLAC support for the SC-55 music packs. The music pack works but the sound effects play way too fast when using SDL.

>> No.7997810

>>7997805
Just download the ogg pack and throw the ogg files into Slade to make a custom WAD.

>> No.7997817

idk if you guys have played DTWID LE but is Shcoels Decsent or whateveR? Suppose to be this confusing, boring and i cant wait for it to be over the entire time?

>> No.7997824

>>7997810
That's probably easiest solution. I just already had the FLAC files since I've been using them with Chocolate Doom.

>> No.7997832

>>7997549
Haven't played it, but whenever I get stuck, I watch some speedrun to the said part from Youtube.

>> No.7997848

>>7997824
I was in the exact same boat, moved from Chocolate to prboom+ and that was the best solution I found.

>> No.7997851

>>7997774
Perhaps a cranked up Lost Soul? Not too much more HP, but fast and leaving behind that puddle - would give something different to work with at least.

>> No.7997852

>playing Heretic
>find all keys in the level
>proceed to run around like an idiot for several minutes trying to figure out where the fuck to go or what switch I missed
Is this a common issue with this game, or am I just retarded?

>> No.7997864
File: 30 KB, 444x343, 1566641159022.png [View same] [iqdb] [saucenao] [google]
7997864

>>7997851
That sounds pretty good. I feel obligated to have some kind of flying enemy that shoots projectiles, but as it stands, I can't think of anything that wouldn't just be a reskinned cacodemon.

>> No.7997868

>>7997852

Heretic and Hexen both have some real bullshit key/switch/hidden door type bullshit, that's why I could never get along with them myself. Hexen in particular. They were created with more of a nod toward the RPG/adventure genre in mind.

Naturally Romero loves them, if he had his way that's what Quake would have been like. We were lucky.

>> No.7997904

>>7997741
i don't remember that precise one but i remember some bad joshy maps in AA

AA has some creative maps, but it also has some really jarring ones that are a combination of not good and not fitting the theme, and desu i always found the textures and monster replacements a bit weird and only half-finished

i guess i wouldn't care so much except people call it best wad ever quite consistently, and even amongst skillsaw's wads i don't think it's best (i prefer valiant, and even found vanguard funner)

>> No.7997909

>>7997868
Heretic is nowhere near on Hexen's level when it comes to poor conveyance and unclear progression.

>> No.7997914

>>7995343
VRanon pls

>> No.7997935

>>7997774
kinda fucked up the way you shoot him in the back when he's just minding his own business m8...

>> No.7997937

>>7997935
He's a fucking dickhead and he still owes me money from that last time we went to KFC

>> No.7997987

>>7997904

It's the first big open stereotypical "slaughter" map, with billions of basic soldiers and a mastermind at the end.

Really very little about it was fun, just holding mouse 1 for a while and then wandering around through the dead bodies trying to figure out where the fuck you were supposed to go. The fights that were supposed to be fun were just bullshit, like the two archviles with literally zero vertical cover in the area.

I'm convinced some mappers just say "fuck it, there's nothing Doomers can't handle", and while that may be true, it doesn't mean it's enjoyable.

>> No.7998018

>>7997987
ok yeah i remember, that map sucks. it also has some dumb underground tunnel with a cyber

no, that doesn't sound like "nothing doomers can't handle", it just sounds like mappers who don't actually think through combat at all. increasingly i've realized there are a lot like this. i mean i'm okay with it but i tend to not play or at least replay those wads.

>> No.7998047

How do I get the secret in Jawbreaker? I'm too stupid.

>> No.7998090

Why do people pretend that Chaingunners, Revenants and Arch-viles are the only tough monsters frequently used?
I see plenty of Hell Knights, Cacodemons, Pain Elementals, Mancubi, Arachnotrons, and Cyberdemons in modern maps, too. Then also some custom monsters in stuff like Valiant and Eviternity that are frequently used, too.
If anything, it's primarily Barons of Hell and Spiderdemons that I rarely see.

>> No.7998096

>>7998047
there's a button hidden on the other side of the button in the second building, shoot it and then rush over to the right side of that large office building, and squeeze into the alley (it's actually slightly wider than it looks, so you can slide through it)

>> No.7998104

>>7998090
It's a shit meme forced by shitters with a surface level understanding of doom. The kind of people who never made a map or finished plutonia.

>> No.7998107

>>7998096
Thank you. That's very well hidden.

>> No.7998108

>>7998090
Some people really underrate Pain Elementals, but those things can be absolute nightmares if employed right.

>> No.7998124
File: 2.12 MB, 1280x720, 2021-08-01 22-00-41.webm [View same] [iqdb] [saucenao] [google]
7998124

made a little batch file to run mp games in gzdoom.
doesn't have all the options yet, but I'm just playing around.
obviously if you were going to use this to run arbitrary mods with it would need more options. but yeh.

the black segment is obs hiccupping

>> No.7998131

>>7998124
REKKR, MORE LIKE SHITTR

>> No.7998139

baking

>> No.7998169

NEW THREAD
>>7998165
>>7998165
>>7998165
Didn't see any VR updates

>> No.7998176

>>7998090

Those are the typical trap enemy, which is for a reason, they are the ones that are good at it.

Each monster has a specific utility, from a map building perspective, and those are the ones you use to create instant tension and pressure. So naturally, if you play a lot of wads, you'll notice those monsters are always used in a certain context.

The other ones are used, but not as memorably, because they're not usually immediate hazards, they're the secondary threats.

>>7998104

Ehh. It's historically significant for being the biggest influence on everything after it, but I wouldn't blame anyone for not putting in the effort to finish it.

Basically everything made pre-Doombuilder feels kinda shitty by today's standards.

>> No.7998185

>>7997774
The Ruloi in Lands of Lore are like this. The difference is that their AI is more avoidant, you can't actually see the projectile (it's just a pillar that erupts from the ground and does damage once fully erected), and they only maintain a couple pillars at a given time, waiting for them to expire before spawning new ones. Annoying as fuck but they have their purpose.

>> No.7998215

>>7998176
>The other ones are used, but not as memorably, because they're not usually immediate hazards, they're the secondary threats.
I dunno, Flying Monster clouds can be pretty memorable and immediately dangerous.

>> No.7998294

>>7997774
Just steal the Cleric's Fletchette toxin cloud graphics from Hexen for the residue effect and youre golden

>> No.7998339

>>7997868
>Naturally Romero loves them
Well duh, he worked on them. My theory is that he fucked up with his original vision of Quake is because he blown his load at Raven already.

>> No.7998406

>>7997569
How do I stop the text from taking up half my screen like yours?

>> No.7998527

>>7995343
>>7997914
Sorry, didn't see your post. I don't really mind, but other anons might yell at you. Also the secret level and/or the levels that unlock it will be down to a vote, so keep that in mind.

>>7998169
>Didn't see any VR updates
That will change today...

>> No.7998829

>>7998406
Should be HUD options -> draw coop info, change it to No