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/vr/ - Retro Games


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[ERROR] No.8017509 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8011001

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.8017512
File: 706 KB, 1024x1024, 1623444376185.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8017509
=== CURRENT RELEASE ===
Hard Fast Faggot Maps
Version 2.0 >>8003328
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: >>8003105

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

=== NEWS ===
[8-06] .md2 importing tool for Blender
https://twitter.com/JoshuaSkelly/status/1423672434331295748

[8-04] Summer Fun Anon releases a demo
https://www.dropbox.com/s/u7wwd30oawggfm0/Summer_Fun-Demo.zip?dl=1

[8-04] Xim's gzDoom3 for Classic Doom released
https://forum.zdoom.org/viewtopic.php?f=43&t=72960

[8-03] DN3DooM has been updated.
https://forum.zdoom.org/viewtopic.php?f=43&t=67864

[8-01] DBP 38 is out
https://doomer.boards.net/thread/2218/chronicles-ghost-town

[7-30] Vomitoreum released on steam
https://store.steampowered.com/app/1549750/Vomitoreum/

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8017519

>>8017509
Shake it baby!

>> No.8017525
File: 327 KB, 620x465, Screenshot_Doom_20210725_201406.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8017509
So it didn't gain much traction since I posted right around the time the last thread wrapped up, so I'll ask again here: what are some worthwhile cyberpunk-themed WADS. I know about AUGER;ZENITH, and someone mentioned Diabolus Ex, but what else is out there?

>> No.8017557
File: 620 KB, 1650x1100, Blaz frames so far.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

I'm still at this shit, I think this is headed in a good direction

>> No.8017575

Arcane Dimensions good


Quake 1.5 bad

>> No.8017581
File: 33 KB, 136x228, 20d.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8017557

I really like the detail of the sword being sheathed when it's not equipped, I don't know why

>> No.8017587

>>8017575
Quake vanilla good

Arcane Dimensions meh

>> No.8017598

>>8017575
1.5 would have been drastically better if it used FTE over Memeplaces. DP just feels awful regardless of how pretty it looks.

>> No.8017614

>>8017525
There's a project led by 40oz where two mappers were paired up per slot. Ribbiks is one of them. It got a cacoward or nomination or something. Can't remember the name, who can?

>> No.8017617

>>8017614
Mutiny (https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/mutiny))

>> No.8017627

>>8017512
Skulltiverse is now on idgames
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/skulltiverse

>> No.8017629

>>8017627
Shit, already? Felt like hellevator just came out
Gonna blast through this with demonsteele

>> No.8017632

>>8017629
Correction, I am NOT blasting through this with demonsteele because every map completes on entry when I play it with that.

>> No.8017634

>>8017632
Lol. Does it give you all Keys ir something?

>> No.8017650

>>8017634
My guess is it's breaking some voodoo scripting or whatever hackery you used to get these portals to work. It's all good. Vanilla is fine too.

>> No.8017659
File: 1.77 MB, 1920x1080, Screenshot_Doom_20210809_011658.png [View same] [iqdb] [saucenao] [google]
[ERROR]

shiny vaseline doom

>> No.8017663

>>8017659
Materials for vanilla textures? Where?

>> No.8017676

>>8017617
This is one of my favorites.

>> No.8017692
File: 1008 KB, 1920x1080, Screenshot_Doom_20210520_223224.png [View same] [iqdb] [saucenao] [google]
[ERROR]

his final moments

>> No.8017717

>>8017632
>>8017634
>>8017650
Demonsteele gives you a thinner hitbox, yes, to let you maneuver much more in combat. There is a way to fix this though, someone made a patch for Hideous Destructor which detects VooDoo dolls and replaces them or gives them the appropriate hitbox, so that some maps won't break.

>> No.8017718

>>8017650
I guess that would happen if it makes player smaller.

>> No.8017730

>>8017692
why does the toxic waste look like that?

>> No.8017739
File: 36 KB, 350x523, Bad_Post.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8017587
Pic related

>>8017598
Have not played q1.5 yet, but it still looks worth a playthrough. I'll get to it eventually...

>> No.8017743

>>8017416
>searched doom 3 xbox coop
>found a walkthrough recorded on VHS
https://www.youtube.com/watch?v=azzNXPb7GBA
This is comfy as heck

>> No.8017757
File: 147 KB, 690x446, 14984040421240.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

Gimmick idea for a Boom mapset: replace all key sprites with a same sprite (some kind of collectable object, maybe a briefcase or a bomb), require six keys to open exit door on every level, no colored doors on level.

>> No.8017780

>>8017581
Dynamic sprites are cool.

>> No.8017793

I just finished Dusk.
Now I'm not sure if I should start Unreal or Half Life next. After both of those, I will be more or less done with the major 90s fps games. The base games, at least.

>> No.8017796

>>8017793
Actually that isn't true at all. I still need to play Marathon.

>> No.8017801

>>8017796
Oh, don't worry, Marathon ain't major at all.

>> No.8017810

The Master levels for Doom 2 make TNT Evilution's level design look like high art in comparison

>> No.8017858

>>8017659
Specularity too high

>> No.8017879

Been playing Whitemare 2 and noticed damaging floors don't work on Gzdoom for that wad specific wad. Tried it on PrBoom+ and it works fine, any ideas why?

>> No.8017882

>>8017739
Quake vanilla maps just have more interesting and less repetitive encounter design and they're not too long so they're fun to replay. I'm not biased against user-made content, in fact I love user made maps such as Metal Monstrosity and czg03.

>> No.8017883

Any good old hexen wads? Before 2009.

>> No.8017884

>>8017879
Are you playing it with final doomer? If so, thermocoat gives you damage floor protection if you charge it to like 1/3 full or whenever you get subtle piss filter on your screen.

>> No.8017893
File: 873 KB, 1900x1069, Screenshot_Doom_20210809_124447.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8017884
Ahhhh, yes I am. Thanks for clearing that up for me

>> No.8017913

>>8017598
>DP just feels awful
Why?

>> No.8017917
File: 28 KB, 262x262, 1625902834202.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

When is Ashes Afterglow coming out? I've been waiting so long.

>> No.8017928

>>8017893
Also, try reloading your guns.

>> No.8017930

>>8017928
I know they give short descriptions of the weapons but I forgot about the suit because I never use it.

>> No.8017934
File: 499 KB, 1680x1050, niggurzenith.png [View same] [iqdb] [saucenao] [google]
[ERROR]

why are colors in prboom so washed out and brighter in pallete compared to glboom and even crispy doom? Can I fix it?
Also, I can't run Augur Zenith in crispy doom, it says the scrolling linedefs exceed the limit, I thought crispy is limit removing. I am probably retarded so please could someone help?

>> No.8017936

>>8017934
Check your gamma settings.

>> No.8017942

>>8017882
Fair enough. I too love short and sweet maps and interesting concepts - i've played through most of the speed mapping jam packs on quaddicted/func_msgboard and loved a great deal of them. That said, AD absolutely floors me in that they've made (to my mind) large, detailed and beautiful maps while retaining the quake look, feel, and flow. The largeness of the maps doesn't bother me at all since they flow so well, i'd almost consider some of them akin to a shorter ID1 style episode in content, simply not broken up into multiple bsps.
Also, I can't think of any enemy/weapon changes which i dislike (off the top of my head). My main complaint is i want more AD content.

>> No.8017946

>>8017934
>>8017936
ya that gamma looks fucked

>> No.8017965

>>8017934
Press f11.

>> No.8017969

>>8017936
>>8017946
>>8017965
thanks bros, must have pressed it sometime ago in a dark level and forgot
How about that crispy? The readme said they tested it in crispy and the newest version doesnt play the first map for me

>> No.8017974

>>8017692
if you're gonna use a health bar mod use targetspy not the shitty one that comes with the hud addons pack

>> No.8017976

>>8017974
targetspy is the shitty one for me

>> No.8018019

>>8017969
Are you sure you're playing in Crispy? Can always download the latest version. Woof is a nice port too.

>> No.8018035

>>8017509
Has anyone actually played Cybie's colonoscopy?

>> No.8018049

>>8017969
Don't know man, the readme says it won't work with non-Boom ports
Crispy is -cl2, Going Down is -cl9 so idk

>> No.8018056
File: 461 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>> No.8018060

>>8017882
You might enjoy copper mod maps too though.

>> No.8018062

>>8017883
Was there much of Hexen wads before 2010 at all?

>> No.8018063

>>8018035
Yes. It's fun.

>> No.8018069

>>8018056
>blaxploitation dimensions
>secret zoomers

>> No.8018073

>>8017617
Seconding this. Very good wad, that gathered shitload pro mappers into one project.

>> No.8018078

>>8018056
>optional genital pain
lol

>> No.8018084

>>8018056
>mappers obvious revenants
I knew it.

>> No.8018094
File: 122 KB, 400x378, doom wads.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018084

>> No.8018095
File: 178 KB, 572x507, unhappyjaneway.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018060
Not him, but copper doesn't sit right with me. Looking at the feature list i like the sound of it, but i find some of the behavior mods kind of frustrating in practice. For example, the changes to the vore ball sound good in principle, but in practice i find them harder to lose and i spend *more* of the fight doing boring shit to lose them.

>> No.8018123

Oh yes step on me, crusher

>> No.8018124

>>8018056
>anyway doomworld another bullshit boards

>> No.8018148

So, about MBF21 - where it is implemented already, besides DSDA?

>> No.8018163

>>8018148
Woof and GZDoom.

>> No.8018173
File: 21 KB, 100x100, 1626062463376.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018094

>> No.8018178

>>8017659
Is this using PBR? Just increase the roughness/decrease the smoothness on the vines, and it will look awesome.

>> No.8018181
File: 11 KB, 183x208, 1608558406920.png [View same] [iqdb] [saucenao] [google]
[ERROR]

what even is MBF21

>> No.8018182

>>8018181
Google it

>> No.8018187

>>8018181
Married black female 2021

>> No.8018191

>>8018181
Shiny new thing that no one is going to use because GZDoom exists.

>> No.8018192

>>8018181
https://doomwiki.org/wiki/MBF21

>> No.8018193

https://youtu.be/ODTxNmp3VMk

>> No.8018202
File: 44 KB, 640x480, 1473783129017.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018193
Preeeeetty sure this isn't Doom, anon.

>> No.8018205

>>8018182
>>8018191
>>8018192
sounds pretty cool, thanks

>> No.8018217

>>8018181
MBF21 is an upgraded Boom map format which adds a bunch of nice quality of life features and fixes bugs, without breaking demo compat or otherwise moving away from the PRNG.
Together with UMAPINFO and Extended DeHacked, it lets you do a bunch of nice and convenient stuff without having to get into advanced stuff like GzDoom or Eternity.

>>8018191
You think people are gonna start making UDMF levels in droves all of a sudden? GzDoom (and Eternity), can play MBF21 levels, so what happens is that people are gonna play MBF21 levels with GzDoom, just like they always play Boom and Vanilla ones with GzDoom, sometimes with mods, sometimes without.

GzDoom is 98% used for gameplay mods, the mapping scene is miniscule, and unless there's some serious changes to GzDoom, that's how it'll remain.

>> No.8018219

>>8018202
Just report it, this guy has been shilling his podcast all around 4chan and other imageboards.

>> No.8018243

>>8018181
Basically MBF, but not riddled with bugs (ie, you can safely do "all three key doors" again), and a bunch of new features for mapping and dehacked. OPTIONS lump from MBF is also brought back from the grave (PrBoom for some reason never supported that MBF feature). Monsters/things falling off ledges is also now off by default, unlike complevel 9 and 11.

>> No.8018248

I wonder if a dead Archvile can be revived by another one of its kind?

>> No.8018251

>>8018191
Yeah, boom maps definitely stopped getting made the moment GZDoom released their first build in 2005.

>> No.8018259

Why are the OPs always gay innuendos?

>> No.8018260

> giving a shit about what exclusively gzdoomers think
Fortnite and Apex Legends are also the normie picks for shooters, doesn't mean theyre
>>8018251
And then a new era of broken maps and outdated mods was upon us. GZDoom truly was the savior of Doom.

>> No.8018261

>>8018251
All sourceports stopped the moment GZDoom existed and we no exist in a mono-port modding system where everything works perfectly all the time.

>> No.8018262

>>8018248
No - look at Decino's Archvile video.
https://www.youtube.com/watch?v=xsVWdMVYJgk

>> No.8018280

>>8018191
Just like in last 10 years, eh? Basically almost all gzdoom level packs are ones, that change gameplay drastically or try to be something else than doom. Stronghold is about defending your base, Unloved is horror wad set in a hub, Golden Souls series is super mario in Doom, Lilith is artsy project that uses zdoom bugs as part of gameplay, while Paradise, Winter's Fury, Hellforged and TPH are all fused with their own gameplay mods. Nobody (except Bridgeburner) does tradional mapping for gzdoom. Don't get me wrong, I would love to see those maps. But reality is different. High-end wads that have trad gameplay are almost always made for boom or limit removing ports. /vr/ project for gzdoom wouldn't be a bad idea though.

>> No.8018281

>>8018062
There were several dozen maps in the 90s

>> No.8018287

>>8018281
Anything good? Besides the official expansion ofc.

>> No.8018292
File: 89 KB, 1366x768, sdkf.png [View same] [iqdb] [saucenao] [google]
[ERROR]

why does this ugly dumb cracker not die to the fire

>> No.8018295

>>8018280
>>8018260
>>8018251
Calm down, I was talking more about modding side of the thing, not mapping.

>> No.8018303

>>8018292
there is a bug in the game where flaming enemies won't die and just keep running, any explosive will fix it

>> No.8018305

>>8018295
I agree, that there won't propably be lot of mods (besides quake weapons that one anon was working on). It's more of a treat for mappers.

>> No.8018312

>>8018305
I can see some Partial Conversion style stuff being done, altered weapons and some of the monsters redone for someone's episode. Basically, the kind of stuff that we still see occasionally, but it's more convenient to do now.

>> No.8018315
File: 2.90 MB, 852x480, javaw 202102.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018303
>any explosive will fix it
This is true

>> No.8018317

Why do I hear static every time I load a file in SLADE?

>> No.8018324

>>8018248
imagine if he could ressurect other archviles and also turn corpses of other monsters into archviles that have same abilities - that would make for an interesting gray goo encounter - though ball busting hard

>> No.8018336

>>8018317
Are you using Bluetooth headphones or speakers?

>> No.8018349

>>8018324
I think this could be possible in mbf21. Interesting encounter if not overdone.

>> No.8018352

Does anyone have that gif/webm of the cultist from Blood firing like a maniac?

>> No.8018356
File: 7 KB, 106x118, 1606011429061.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018352

>> No.8018359

>>8018356
Based, thanks lad.

>> No.8018376

>>8018336
Wired earphones.

>> No.8018380
File: 14 KB, 591x589, fuckyouall.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

If I were a mod, I'd ban any and all source port or mapping format war shitposting, any and all forum drama hurr durr and everyone complaining about archviles.

>> No.8018381

>>8018315
I can't possibly be the only one who thought of that one specific sound
https://www.youtube.com/watch?v=MUL5w91dzbo

>> No.8018385

>>8018380
In fact, we should just forbid discussing anything at all. Maybe allow people to say "doom sure is nice" once in a while, but not too often.

>> No.8018401

doom sure is nice

>> No.8018403

>>8003328
you forgot to include the link for hffm stripped, it is just hffm quiet again.

>> No.8018413

>>8018295
MBF21 is largely aimed towards mappers more so than gameplay modders anyhow.

>> No.8018415

*quicksaves every 5 seconds*
why yes I am good at retro shooters how did you know

>> No.8018418

>>8018415
Get rid of this at your earliest convenience please.

>> No.8018426
File: 160 KB, 930x130, xV2R0CJ.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018415
The way it meant to be played.

>> No.8018441

>>8018376
Well I have no idea then.

>> No.8018445

>>8018415
>>8018426
I save every 5 minutes of in-game time.

>> No.8018457

>>8018415
>wander and get lost for 20 minutes
>die to a bullshit trap
>need to spend the same time getting back to where I was before
There's a reason why nearly every game today has adopted some form of checkpoint system.

>> No.8018462

>>8018317
Sound in Slade is just fucked, for me sometimes it refuses to play anything, sometimes it plays things at full volume regardless of where the slider is. If you're getting static when loading non-sound files that's especially weird, but maybe it's trying to play the files as if they are sounds or some shit. Just mute it in your OS's volume mixer.

>> No.8018468

>>8018095
I just wish the Copper dev would just reduce the Enforcers backpack ammo-drop down to 2cells instead of removing it entirely - its the only thing that upsets me about it...

>> No.8018471
File: 1.09 MB, 1920x1080, Screenshot_Doom_20210520_225336.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8017730
they ordered mountain dew

>> No.8018486

>>8018415
I save every 5 seconds, but I rarely die to anything that isn't environmental hazards.
I'm not going back to the start of a level because of some bullshit platforming.

>> No.8018498
File: 1.92 MB, 1920x1080, Screenshot_Doom_20210809_012800.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018178
you mean get rid of the vaseline?

>> No.8018506
File: 124 KB, 529x568, MDjbq0a.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8017974
>>8017976
>targetspy
it looks pretty bad to me

>> No.8018508

>>8018385
If you can't have a discussion without resorting to the same old tired non-issues, maybe you shouldn't discuss anything at all.

>> No.8018538
File: 1.79 MB, 1920x1080, Screenshot_Doom_20210809_011044.png [View same] [iqdb] [saucenao] [google]
[ERROR]

Last vaseline pic, with a different PBR texture pack for the water. It's pretty cool so I reupload it since i found it in a discord server but couldn't find it anywhere else
https://litter.catbox.moe/1jmtgu.pk3

>> No.8018543

>>8018457
You wouldn't need to wander and get lost the second time because you already know where to go.
>There's a reason why nearly every game today has adopted some form of checkpoint system.
So that you're guaranteed to win.

>> No.8018549

>>8018543
>So that you're guaranteed to win.
What a bullshit argument.
I can put a hundred checkpoints every two minutes of a level, with the last one before the boss. And if you don't beat the boss, you can't beat the level and in consequence also not the game.

>> No.8018561

>>8018543
You're "guaranteed to win" regardless of the existence of checkpoints you moron, they just lessen the tedium of doing a boring part of the level over and over

>> No.8018564
File: 439 KB, 600x488, 1606448711575.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018506
>A ridiculous amount of customization options so that you can make it look pretty much however you want.

"Boy sure looks ugly, better throw one that looks like its from a shitty mobile game up instead!"

>> No.8018565

>>8018561
>boring part
>I already killed one Imp, why should I have to kill any more? It's so boooooring.

>> No.8018578

>>8018565
>one imp is the same as an Eternal Doom-esque map which takes several minutes to traverse and activate switches
Don't forget to buckle your helmet next time you ram your head against the wall while playing, Scooter!

>> No.8018583

>>8018578
Well if you don't think a wad is fun, why are you playing it?

>> No.8018585

>>8018583
They are fun. Especially when you have the option to not have to repeat parts you've already completed.

>> No.8018590

>>8018585
Do you use savestates on emulators too? You come off like the kind of person who does.

>> No.8018616
File: 149 KB, 250x253, john.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018415
I quicksave ~30 times per minute, what are you going to do about it?

>> No.8018628

>>8018590
Save states are a feature put in by a third-party program which the original creators of the game did not intend for. There is quite literally a SAVE GAME option on the pause menu in Doom along with the game manual suggesting the player to save frequently to prevent progress being lost. Total false equivalency.

>> No.8018640
File: 6 KB, 128x128, WOLF7.png [View same] [iqdb] [saucenao] [google]
[ERROR]

Will we ever learn a mystery behind this portrait?

>> No.8018646
File: 2 KB, 216x328, DLCCF8(1).png [View same] [iqdb] [saucenao] [google]
[ERROR]

Who is your favorite DooM wad OC?

>> No.8018653

>>8018646
Arti.

>> No.8018658

>>8018538
>downloaded
>loaded with gzdoom
>everything looks the same

What did I do wrong lads I might be a retard

>> No.8018667
File: 433 KB, 1920x1080, Screenshot_Doom_20210806_162825.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018658
do you have dynamic lights turned on? I think it might work better with an old version of GZDoom since that other PBR texture pack doesn't work with the latest version but this screeenshot was taken with the latest one

>> No.8018679
File: 493 KB, 1920x1080, Screenshot_Doom_20210809_114110.png [View same] [iqdb] [saucenao] [google]
[ERROR]

it's good water

>> No.8018683

>>8017509
the inverse of mt pain is pleasure pit

>> No.8018684

>>8018191
>>8018295
Hehe
https://www.doomworld.com/forum/topic/123800-wip-vesper-mbf21-showcase-mod/

>> No.8018689

>>8018457
That also could've been solved if you remembered to save, especially if you're wandering around for 20 minutes.

>> No.8018694
File: 53 KB, 900x600, cat-computer-bed.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

What is, objectively, the optimatlly amount of weapon bob in GZDoom?

>> No.8018697

>>8018498
Yes.

>> No.8018703

>>8018694
at least 1337, but not more than 9000.

>> No.8018708

>>8018667
Yeah it's on
Still not working, anyway thanks anon

>> No.8018726

>>8018315
>>8018381
Kek

>> No.8018740

>>8018381
Did he say ХУЙ?

>> No.8018776

>>8018694
Weapon bob = enough it's there, but not enough you consciously notice
view bob = 0.00000000000000000000

>> No.8018778

>>8017512
DSDA-Doom has reached v0.20.0 which adds beta support for Hexen.
https://www.doomworld.com/forum/post/2364887

I've also pulled this update into From Doom With Love
https://github.com/CharlesLove/from-doom-with-love/releases/tag/v2021.08.09

>> No.8018782
File: 2.79 MB, 856x480, 2021-07-24 16-04-41.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018694
Viewbob: on
Weapon sway: off

>> No.8018789
File: 2 KB, 162x83, 1628117543588.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018056
>https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/skulltiverse

>> No.8018793
File: 16 KB, 280x159, 1518820909345.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

Weapon and view bobbing at maximum

>> No.8018818

>>8018778
>which adds beta support for Hexen.
y tho

>> No.8018819
File: 268 KB, 546x546, 1606647394665.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018789
Mappers for the project are: Joe-Ilya

>> No.8018821

>>8018778
>Added support for EE's dehacked "Blood color"
Colored blood option is one tiny feature I liked seeing in Crispy/PrBoom, was hoping to see it in DSDA one day. This one will do I guess. Time to make a personal deh patch.

>> No.8018836

>>8018818
What do you stupid fucking idiots think of the Final Doomer weapons for their respective wads?

>> No.8018838

>>8018836
Didn't mean to quote but enjoy your free (You) anon.

>> No.8018856

>>8018821
If you ever do post it somewhere to add it to my personal visual enhancement list

>> No.8018861

>>8018778
How come Eternity still has not Hexen support?

>> No.8018889

>>8018856
Here you go, it's super tiny: https://pastebin.com/Yk1NDgRj

>> No.8018890
File: 391 KB, 1920x1080, doom36.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018778
Did a small update to From Love to fix the extended hud and map names clipping into each other.

>> No.8018893

>>8017810
yeah theres some pretty bad master levels. especially compared to how much we got now.
It is worth a play through imo but its bad levels highly out weigh its good levels.

>> No.8018901

Playthrough video of map13 of HFFM is up (The Leather Club).
https://www.youtube.com/watch?v=WewYRk6VC1o

>> No.8018924

>>8018889
Bitchin'. Going in my autoload folder.

>> No.8018928

>>8018901
>it is shaped like a heart
my faggot ass saw something else

>> No.8018945

>>8017883
Good:
Chuxen
Hub Of Pain

Okay:
Shannara
Hexcity

>> No.8018953

>>8018468
The changes to ammo drops just reek of that kind of mapper autism where they dont want anything left up to chance, every ammo pickup needs to be tightly controlled by the level designer.

>> No.8018967

>>8018498
I really dont understand these mods. They claim to be "realistic", but the only fucking place that looks remotely that shiny is the inside of a wet cave. Its like theyve never actually been outside or seen how light reflects off of surfaces in real life.

>> No.8018990
File: 132 KB, 1150x644, 1628135208833.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018778
>>8018821
>>8018856
>>8018889
NICE

>> No.8018991

>>8017810
Maximum Doom make Master Levels look like a masterpiece.

>> No.8018994

>Doom 3 VR is the BFG Edition
Stop this shit please.
Are the unofficial vr mods better?

>> No.8018997
File: 41 KB, 400x600, 12 frames.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018793

>> No.8019005

>>8018967
>but the only fucking place that looks remotely that shiny is the inside of a wet cave
Exactly! It makes the entire levels look like they're made out of plastic or something.

>> No.8019016
File: 1.04 MB, 1920x1080, Screenshot_Doom_20210809_013744.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018967
it should be more like this, i dunno why they had to make it extra shiny

>> No.8019017

Did you know?
https://doomwiki.org/wiki/OS/2

>> No.8019027

>>8019016
If it's a satin paint maybe. Most houses use eggshell, so they wouldn't even be that shiny.

>> No.8019030

>>8018997
I kind of wish mario looked that fucking stupid.

>> No.8019032

>>8018890
Why do their wings extend off, but their asses don't?

>> No.8019034
File: 1.23 MB, 1920x1080, Screenshot_Doom_20210809_013554.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8019027
even the door is more shinier

>> No.8019035

>>8019016
Nightmare Reaper is that you?

>> No.8019037

>>8018498
these mods are getting really realistic

>> No.8019040

>>8019034
>>8019034
do-it2.wad?

>> No.8019041
File: 47 KB, 1600x1200, DOOM27.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018991
M A X I M U M

>> No.8019045
File: 163 KB, 480x270, 1618254562399.png [View same] [iqdb] [saucenao] [google]
[ERROR]

What are some good wads or levels that look like semirealistic urban environments and not the weird abstract ones like in 2.

>> No.8019046

>>8019016
Unless that's some kind of plastic wall mat like in a shower or bathroom, that's still way much. Hell, it still would look weird.

>> No.8019047

>>8019017
Looked into this, there's gameplay of it too: https://youtu.be/AGuxzoAwXmM

>> No.8019048

>>8019041
Official id software seal of quality

>> No.8019050

>>8019045
Hellbound.

>> No.8019051

>>8019050
seconding this

>> No.8019052

>>8019050
Ive already played that one.

>> No.8019053

>>8019016
That sorta works for some kind of wall paints, actually.

>> No.8019056

>>8019047
That's not the beta OS/2 port.

>> No.8019067

>powered through and beat Grey Dwarf
I'm honestly offended that was a secret level. It was shit, and for some reason it had the worst, most repetitive track in the wad despite being made by the composer who gave all the other levels complete bangers.
Ugly, bland and boring. Easily the worst level of Ancient Aliens by far. At least the Nectar flow was nice to look at for the most part.

>> No.8019069

>>8019067
>heard about how rough it was from that Blood thread
I’m scared anon

>> No.8019071

>>8019045
The Ultimate Doom 2: https://www.doomworld.com/forum/topic/74280-the-ultimate-doom-ii-doom-ii-levels-reimagined/

>> No.8019074

>>8017512
Xaser posted an MBF21 showcase mod: https://www.doomworld.com/forum/topic/123800-wip-vesper-mbf21-showcase-mod/

>> No.8019082

>>8018890
Using hexen_ws.wad from this forum post. Doesn't seem like dsda supports all the functionality of widescreen assets yet. The wings/horns are an outlier as the full status bar and weapons don't appear to be working.

https://www.doomworld.com/forum/post/2319507

>> No.8019085

>>8019082
meant for
>>8019032

>> No.8019093
File: 62 KB, 800x450, 800px-MasterlvpickUnity.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>it's not really a continuous episode like the previous ports.
Lame

>> No.8019095

>>8019069
Its not hard, if anything its the easiest level in the wad, especially going continuous.
Its just very boring to look at and has annoying music. It'd fit in fine with a generic community wad, but one with the profile of AA doesn't deserve this drek lowering the general quality.
I found the second secret exit and walked through, hopefully map 32 is better, but even if it isn't I'll have map 16 to enjoy soon.

>> No.8019098

>>8019093
It was never intended to be a continuous episode.

>> No.8019103

>>8019074
man, lotta dev stuff got done today

>> No.8019104

>>8019069
I was so bored I save scummed excessively, simply because I didn't want to repeat a second of it if I died.

>> No.8019119
File: 66 KB, 960x720, chunkyq2.png [View same] [iqdb] [saucenao] [google]
[ERROR]

blessed or cursed

>> No.8019124

>>8019119
I know that's not the way to play but since I saw screenshots for PS1 Quake 2 I played it with texture filtering off - just feels better

>> No.8019126

>>8019093
do they come with the descriptions?
like blacksea talking about how you're actually a cybie turned into a doomguy, betrayed by an archvile and shit

>> No.8019128
File: 18 KB, 679x284, anime cultist.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018356
>Yoro shi kuruuu . . .

>> No.8019131

>>8019126
No

>> No.8019138

https://www.youtube.com/watch?v=28MdQJg8xH8

>> No.8019159

feed time
https://www.youtube.com/watch?v=jt2Ry0emqa0

>> No.8019185

>>8019045
Comatose, but you might want to use a GL accelerated port because of the monsters tho

>> No.8019201

>>8019071
Took forever to download then failed at the end :(

>> No.8019221

>download Lost Civilization
>load map01
>shoot
>listen to new sound

End me

>> No.8019245

>>8019045
Hell on Earth Starter Pack

>> No.8019248

>>8019045
Eday

>> No.8019249
File: 263 KB, 582x375, Fix'd.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018997

>> No.8019281

>>8019221
>open wad in SLADE
>delete sounds
Easy.

>> No.8019294

>>8019281
tfw you make a mod thats good but has such annoying sound every person that downloads it personally edits out the sound.

>> No.8019303

>>8019245
>>8019248
it'd be cool if sgt mark4 finished eday for real, also would be cool if he made a vanilla compatible version. where its not necessary to play it brutal doom. but overall it really is the best mapset to go along with brutal doom.

>> No.8019328

Any good tutorials about DEHEXTRA?

>> No.8019331
File: 1.39 MB, 1920x1080, quake02.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

Retroquad testing new Skyboxes with dithering
https://twitter.com/mankrip/status/1424864584125591555
https://www.youtube.com/watch?v=lrJuPdgCk8Y

>>8019119
Panzerchrek's 8 bit software patch is neat, sadly is tied to 3.24.

>> No.8019336
File: 1.01 MB, 1920x1080, Screenshot_Doom_20210806_191910.png [View same] [iqdb] [saucenao] [google]
[ERROR]

why do my friendly monsters disappear during the ghouls forest, i wandered around for the ghouls and the friendly monsters just despawned or something, this heresiarch was my pal and he disappeared

>> No.8019352

can someone give me a good megawad recommendation in the vein of Alien Vendetta or Back to Saturn?

also, does anyone know how to fix the issue with the elevators not working in Going Down when run in Crispy Doom? it may be the doors not opening, can't remember, but either way makes it impossible to progress.

>> No.8019383

>>8019352
Going Down is not supposed to run under Crispy. Crispy is Limit Removing and Going Down is Boom compatible
Try PrBoom+ or Woof, idk
As for wads recommendations like that, I think you'd like Jenesis

>> No.8019405

>>8019352
Speed of Doom is pretty fun and challenging.

>> No.8019505

Anyone have trouble with VirtualMidiSynth being too loud with woof? i have to manually lower the volume in the midi mixer control but something like GZDoom or other games using midi just use the ingame volume control

>> No.8019508

>>8019045
You want Build games, the Doom engine wasn't made for non-abstract things.

>> No.8019521

You lads up for some QCDE? We're at the NL2.AYE.WTF duel server on zandro and it could use some life

>> No.8019529

>>8019383
>>8019405
thanks sirs

>> No.8019536

>>8019508
Unless you map with Eternity.

>> No.8019552

>>8019249
Reminds me of how over-exaggerated and flanderized the visual design is in Eternal compared to classic Doom.

>> No.8019596

>>8019505
Are you using portmidi in your port?

>> No.8019597

>>8017810
Black Tower is more memorable than any TNT map

>> No.8019604

>>8018836
Playing Hellbound wiht Final Doomer and Babel Monsters has one of the most fun Doom experiences I had in a while, would recommend.

>> No.8019635

>>8019596
Dunno, just whatever virtualmidisynth sets up by default

>> No.8019637
File: 58 KB, 576x960, kate middleton.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8017509
Explain why you're all so shit at Doom/FPS/video games.

>> No.8019639

FEARbros we got too cocky.
https://www.doomworld.com/forum/topic/123791-fear-is-a-very-overrated-video-game-trilogy

>> No.8019646

>>8018782
having either off feels so unnatural, i need both

>> No.8019669

>>8019646
I wish I could play with both, but motion sickness is a bitch. Keeping weapon sway is better than a still weapon if one thing has to go.

>> No.8019676
File: 147 KB, 1280x720, external-content.duckduckgo.com.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

I've only played Doom 1 and 2 before, and the other day on a whim I decided to play the steam version Doom 64. It's pretty fun, I beat it last night. Just played the first "Lost Level," and wasn't as into it. Maybe I'm just burnt out, especially after the "fun" levels, but how do you guys feel about the Lost Levels?

Also, how is Doom 3? Does it play like the old Dooms or is it more modern with cutscenes and shit?

>> No.8019686

>>8019676
Doom 3 is a real fine game, but compared to the Doom franchise as a whole it's weird, because it's slow-paced and you have a crappy shotgun and lots of hitscanners, maybe more than in Plutonia
Still, if you can somehow get the non-BFG version, play it
BFG is fine too I guess, I just like the non-BFG one better

>> No.8019710
File: 536 KB, 1366x768, Screenshot_Doom_20210807_180150.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018836
I'm playing through Ancient Aliens with its respective set and am loving it more than my vanilla run.
>Knife
I prefer berserk fists, but its fun using the bow and Za Worldoing demons with it I guess.
>Bow
More useful than a chainsaw, it freezes time for one enemy for a bit and is great against archviles when I remember its a thing.
>Pistol
Overpowered, but I rarely use it. Its got a nice, satisfying sound to it. Kills zombiemen in one hit most of the time.
>Shotgun
In terms of the sound, I like it a lot. It sounds punchier than vanilla, but it seems to do roughly the same damage.
>Super Shotgun
Not a huge fan. Its boring to look at and its not as satisfying to fire as the vanilla, but it seems to fire more pellets and again, does slightly more damage. Not game breaking, it barely does any more damage.
>AK47
I like it. Its a nice chaingun replacement, again, doesn't have any noticable power over the original but being a rusted AK its understandable that its not that powerful.
>Photon Staff
Functionally the same as the rocket launcher, outside of the projectile gaining power over large distances (odd design choice, since most AA maps are small). Love the Stargate look.
>Alien Rainbow Gun Thing
Can't remember what its actually called, the plasma replacement is overpowered. I thought it sucked at first, and the initial few bursts are situational and shitty, but the full power beam just melts anything that isn't a boss. The flavour text mentions its the same gun the cloaked aliens use, which is bullshit because AA would be unfair if their guns did what this can do.
>Illuminator
BFG replacement with meme illuminati symbol when firing, frankly its cheating. This thing feels like it was ripped from Russian Overkill because the beam just deletes everything. The good news is that Skillsaw made sure to include very few BFGs in the wad and they're all in really tough sections near the end of chapters anyway.

So yeah, I like this set.

>> No.8019715

>>8019676
It has a few cutscenes throughout the game, but its not really story-focused or anything. The real problem is the combat itself. The guns lack punch, and the encounters are all in tight flat spaces which gets really repetitive.

>> No.8019734

>>8019676
>how do you guys feel about the Lost Levels?
I've only played through them twice(once on switch, once on PC), but I liked them. They offered as challenge that the regular Doom 64 failed to provide for the most part. It really showed how dickish the N64 incarnations of the Arachnotrons and Pain Elementals can be.

>> No.8019756

>>8019710
BFGs in this mod are overpowered in general. The one in JPCP set can erase a huge smack of cacodemons or gaggle of revenants in one shot. Honestly, they're overpowered in vanilla too, and I hate them from game-design point, they make archviles a non-threat and dissuade you from using the plasmagun (at least FD allows you to divorce BFG from cell ammo).

>> No.8019851

>>8018836
all the weapons are satisfying and standout in their own unique yet simple ways
except the JPCP set, it's gimmicky and feels like it's trying to be a support class for a mod that's singleplayer

>> No.8019870

>>8019710
>Ancient Aliens
Holy moly anon I need the link

>> No.8019886
File: 26 KB, 473x582, 07d.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8019851
JPCP is hands down the best set in the mod. It's not about "support", it's about combining your weapons, mastering your sword and unleashing your inner fedora. Nothing is more satisfying than cutting hell knight down in a single swing and sheathing your katana, smirking to yourself and saying "you're ten thousand years too early to pick a fight with me" under your breath.

>> No.8019894

>>8019886
The Hellbound set is pretty fucking insane if you enable "advanced mode" on the c4.

>> No.8019905

>>8019894
Hellbound is pretty straightforward in its OPness, basically a Trailblazer-lite, better suited for more slaughtery wads. Great set nonetheless.

>> No.8019917
File: 21 KB, 348x333, geroxe bibox malax.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>Play Fresh Supply
>Laggy, frames keep dipping, loads slowly, keeps freezing
>Play One Whole Unit with source port
>Runs like a breeze, no lag, no frame drops
Why does Fresh Supply run like complete shit?

>> No.8019924
File: 2.85 MB, 800x600, 1606004012138.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018997

>> No.8019930

>>8019917
I think it has something to do with the Kex Engine and low-end pcs
I had to play Doom 64 rerelease in like a real low res to get stable framerates

>> No.8020103

I can't help but notice that the cacodemons in Babel will sometimes expel some sort of particle effect from their behinds.

>> No.8020105

>>8020103
pixel brap

>> No.8020109

>>8017796
You need to play all three and ignore this Doombabby >>8017801

>> No.8020114

>>8020109
Lmaoing at your life Mara-fag

>> No.8020125

>>8019924
Feels like this needs to be set to some kind of happy calypso Sonic song, beat set to those motions

>> No.8020226
File: 29 KB, 640x295, 1559374338537.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

I feel like I'm missing something about Hell Revealed
I don't understand it
Why are some maps so... not difficult
Like not that they're ordinary DOOM maps, but like, they give you a regular shotgun, pit you against 70 hell barons in either a room where they're all easily circlestrafed or you can use cover to pick them off one-by-one (with linedefs preventing them from going into the other room), and like 15 boxes of shotgun ammo so you don't have to worry about running out. Then you spend the next ten minutes shotgunning all 70 hell barons, and... that's the entire encounter. Maybe after you go off to other rooms and get a key or something you have to backtrack and there are another 15 barons or something like that, but I feel like a lot of Hell Revealed is just monsters in normal rooms.
With a handful of notable exceptions that DO match my expectations for how Hell Revealed is talked about, I honestly, truly feel like I had a harder time with Plutonia.

I'm only at MAP20 though, I know people hype up MAP26 so there are going to be at least a couple more of those exceptions, but thus far I have to wonder if I'm actually missing something. Been playing all these maps pistol start, to note

>> No.8020239

>>8020226
Also when I say "normal rooms" I mean the architecture of the rooms don't give way to interesting encounters. It's shit like hallways, squares and circle arenas. MAP13 is a big exception and what I consider to be hostile architecture, difficult passageways where the more you go in the harder it is to get out without fighting your way out, but there's also something worth pushing that far instead of playing it safe, like a major weapon being denied from you until you get to that part of the map. Running headlong into chaingunner hell with revenants firing from the ledge above, it being theoretically possible to fight the revenants without alerting the chaingunners if not for the fact that the chaingunner area has the plasma gun, is the kind of sadistic traplike design I expected more of
Some maps in HR just give you a bunch of shit really early so you're equipped for whatever they give and can chip away at the horde without much issue. MAP19 was the worst about this, ALL of it was hallways and they gave you every weapon at the start of the map. Enemy encounters are also strangely homogeneous sometimes, like when it's JUST barons or JUST revenants; maybe the idea is to prevent in-fighting but it makes them much more linear, reduces decision-making on who to target, and just makes them take longer.

>> No.8020242

Also when I say "normal rooms" I mean the architecture of the rooms don't give way to interesting encounters. It's shit like hallways, squares and circle arenas.

MAP13 is a big exception and what I consider to be hostile architecture, difficult passageways where the more you go in the harder it is to get out without fighting your way out, but there's also something worth pushing that far instead of playing it safe, like a major weapon being denied from you until you get to that part of the map. Running headlong into chaingunner hell with revenants firing from the ledge above, it being theoretically possible to fight the revenants without alerting the chaingunners if not for the fact that the chaingunner area has the plasma gun, is the kind of sadistic traplike design I expected more of

Some maps in HR just give you a bunch of shit really early so you're equipped for whatever they give and can chip away at the horde without much issue. MAP19 was the worst about this, ALL of it was hallways and they gave you every weapon at the start of the map.

Enemy encounters are also strangely homogeneous sometimes, like when it's JUST barons or JUST revenants; maybe the idea is to prevent in-fighting but it makes them much more linear, reduces decision-making on who to target, and just makes them take longer.

>> No.8020252

>>8020226
>>8020242
HR isn't the pinnacle of design, it's just kids messing around in the editor in the mid 90s. Of course Plutonia is better and more professional. And since then we've had decades to refine gameplay, so naturally most of HR doesn't hold up.

>> No.8020264

>>8020252
I expect that to a degree given its age, but I feel like there are significantly better amateur wads from the era, like Requiem and STRAIN, which aren't discussed nearly as often. It's HR's notoreity combined with how it compares with other '96 and '97 wads that makes me feel so confused

>> No.8020278
File: 681 KB, 1272x766, file.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018564
And all of that customisation look like shit because the author decided to go symbols-only
I want something small and semi-transparent
targetspy can't do that.

>> No.8020281

>>8019294
I just played through it with DAKKA

>> No.8020308

>>8018248
The video that another anon linked also explains it but Archviles can't resurrect monsters without a Raise state. If you want to let Archviles resurrect each other you could add them one in ZDoom with Decorate, that also applies to other monsters which can't be resurrected like Cyberdemons or Spider Masterminds.

>> No.8020338
File: 426 KB, 1242x1035, 497F1954-2FB9-49BE-9426-A462DB8B0FF0.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

Hey guy I bought 3 game on steam

>> No.8020342

>>8020252
Yep. This is especially true when you look at a lot of the wads that DID cite HR as an influence, but still manage to hold up, like Alien Vendetta, Scythe, or Kama Sutra, also generally were influenced by Plutonia.

>> No.8020343
File: 937 KB, 304x171, chainsawclick.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8019676
I thought the Lost Levels were great fun, all the more Doom 64 for me!

For Doom 3, it's different, it's closer to Half-Life in many aspects, though adding some occasional cutscenes (which aren't long). I think that it is a decent game which has some strengths, but it's also quite flawed, and I can see why some people won't like it. I would suggest to use something like a Flashlight mod, and to not play on easiest, that way it can focus more on being a shooter, instead of on the halfbaked horror. Maybe also put on some heavy metal and grunge in the background while you play, because outside of the main menu theme (which is sick as fuck), there's no music.

I love the chainsaw in Doom 3, it's powerful as shit, if you move quick you can can fight almost any enemy in the game with just the saw, and it makes it a more exciting experience.

>> No.8020380

Sunlust is the pinnacle of design. It makes me hardcore for liking it too.

>> No.8020386

>>8020343
I like Doom 3 once it gets going but the opening hour is so slow and dull.

>> No.8020387

>>8020380
This, but unironically.

>> No.8020453

>>8020380
lol been reading that thread. Kinda hilarious when the person who hates sunlust tells a speedrunner (who did a d2all UV-Max of Sunlust at that) that he doesn't know what he's talking about when it comes to encounter design in Sunlust.

>> No.8020458

Anyone else waste time thinking about, "What if ____ mod was released as the base game in the 90's? Man that would be soooo cool. People would be blown away."

>> No.8020463

>>8019045
Batman Doom

>> No.8020465
File: 672 KB, 1650x1100, Blaz frames so far.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

I'm having fun with this, and I'm nearly done!

>> No.8020472

>>8019331
>Skyboxes with dithering
Looks pretty cool. Something about the imperfections of the dithering make it seem to fit in the retro quake style, rather than looking gaudy and faux-retro.

>> No.8020473

>>8019734
You should play the Fun Levels if you haven't, they ride your ass pretty hard in ways the regular ones never do.

>> No.8020475

>>8020465
So... Blaz gonna swap hands when mirrored?

>> No.8020479

>>8020465
So... Blaz gonna swap hands when viewed from the right?

>> No.8020481
File: 13 KB, 455x415, Comparing swords.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8020479
I'm afraid so. That kinda shit bothers me, but I'm not about to go that far into the deep end for player sprites that only a small handful of people will see. If this was a third person game, I'd go nuts.
Really I'm going overboard as is, but this was a bit of an exercise to see if I could pull off some extra details for animations, as well as update his sword attack frames. Because the old frames were kinda bad. These sprites have been like this since 2014.

>> No.8020485

>>8020481
If I were you, I'd just slap it together with a 3D model and a lowres filter

>> No.8020487

>>8020485
I can't model.

>> No.8020513

>>8020487
Me neither :P

>> No.8020529
File: 22 KB, 232x278, 749.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

CRUO STRATAGANA MALAXOS

>> No.8020556
File: 536 KB, 1900x1069, Screenshot_Doom_20210810_114003.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8018836
My favorite has gotta be the TNT set cause the combat shotgun replacement is pure bliss to use, and the SSG replacement is really fun. Also a big fan of the tornado battery from the Alien Vendetta set.

I'm playing through Whitemare 2 atm and have grown pretty attached to the weapon set as well. The only one I wasn't really a fan of was JPCP but the katana is based cause it lets you cut through projectiles.

>> No.8020557

>>8020463
this is underrated imo I really like it

>> No.8020572

>>8020529
MARINATE
PHALLUS

>> No.8020609

>>8020572
I'd be right happy to!

>> No.8020638
File: 964 KB, 600x844, ES72SQOWoAAfXpE.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8020529

>> No.8020687

I want to complain about Guncaster Vindicated. First off, I love Guncaster and Vindicated, I've played them so much recently I've forgotten what vanilla Doom is like. AND I love what Vindicated did with the Bruiser Brothers, it makes them actually challenging and intimidating, it always has taken me a few tries at least to kill them.

But now I'm playing the most recent version of Vindicated. In the past I would have complained that the pentagram arena was way to small for fighting the Bruiser Brothers, it was a valid complaint then, but now, with the changes to the AI and how little equipment I have to fight with, they are next to impossible. The arena is just way too fucking small for what the Bruiser Brothers can do, and every spike of the pentagram is a death trap, I can't dodge anything, I don't think I've lasted more than ten seconds. In previous versions this was a problem that I was able to deal with, now it is game breaking.

But there's an easy fix. Vindicated already has completely changed the Tower of Babel level to suit the revamped Cyberdemon, now changes are needed for Phobos Anomaly. I'd say just lower the walls when the Bruiser Brothers are ACTIVATED, and add some sectors outside the pentagram to be steps so the player can use all of that huge space as the arena to fight and my complaints would vanish.

>> No.8020719

https://www.youtube.com/results?search_query=Czequisite
Look, ma, I hacked YouTube! No results!

By this I mean that dance hall area in Czequisite Corpse
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/czcorpse
kills me on UV, as I have no TAS reflexes. At the same time, I don't want to change difficulty. Is it possible to kill them all fast enough at all?

>> No.8020734

>>8020687
Ultimate Doom Builder is a thing.
Do it yourself.

>> No.8020775

>>8018315
>"Mommy look a shooting star!"

>> No.8020802

>>8019331
People set the resolution to FullHD4K8KGTSuperDouble300Hz, then jump through hoops to make 50 polygons and 64×64 textures look nice, inventing ways to bring back clamped spatial and color resolution to match the original assets. Just render it at resolution expected at the time of its release, and it will look nice.

>> No.8020813

Doom 2 Redux fucking sucks.

>> No.8020824

>>8020719
Hell, there's barely enough time to clear the area with invulnerability ON before arch-vile compartment opens. How is it meant to be played?

Anyway, what happens next killed my interest. Meh.

The area made by jaeden was delightfully packed, though.

>> No.8020835
File: 1.21 MB, 1900x1069, Screenshot_Doom_20210810_142920.png [View same] [iqdb] [saucenao] [google]
[ERROR]

Finished Whitemare 2. They're ok wads but I found both of them to be pretty forgettable. Love the final doomer flamethrower though.

>> No.8020845
File: 138 KB, 1024x819, 5_alt.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8020835
Play A.L.T. if you haven't. Russian off-the-wall arthouse megawad.

>> No.8020858
File: 5 KB, 195x203, jjr.png [View same] [iqdb] [saucenao] [google]
[ERROR]

Thanks for the recommendation, I'll get around to it at some point

>> No.8020863
File: 625 KB, 800x859, ls.png [View same] [iqdb] [saucenao] [google]
[ERROR]

Skulltiverse maps01-08
https://mega.nz/file/dOIQDLrL#0jJPt298Lj4eoOfvj-WRqnz4TV3Ru5Qv7MzIY4egX54
>>8017627

>> No.8020895

>>8020802
I think you missed the point of this guys engine, which i came blame you for as he doesn't have good summary.

>> No.8020902

>>8020835
Well, it was speedmapped, to some extent.

Scribble Sacrament somewhere, too, it has better version of Doxylamine Moon that the standalone.

>> No.8020924

Hey I just got the eternity engine and read somewhere. I gotta get the official build and extract a dev build into it for it be updated. Is this true ???
Also what's a comfy way to set up the eternity engine mouse so it feels like zdoom mouse ????

>> No.8020952

>>8020895
I did not mean this engine specifically, I just find it funny that making old stuff look good naturally results in artificial downgrading of modern graphical subsystem.

>> No.8020963

>>8019249
Nice, but fuck you for making me now want a Mario mod/hack for the old-school Lemmings which will never happen...

>> No.8020970

>>8020338
nice, enjoy them!

>> No.8020996

>>8017598
Why does Wrath: Aeon of Ruin use the DP engine then?

>> No.8021024
File: 2.67 MB, 1920x1080, spasm0004.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8020802
R scale is garbage on quakespasm
Q1 monsters doesn't support external texture loading on said ports, instead they enforce chillo's remodels
They never bothered fixing Q1 filtering beyond GLquake garbage, which works ONLY when you throw a 3dfx scanline and crt royale filter on top of it to smooth the edges and color

>> No.8021057

>>8020996
Issues with selling it.

>> No.8021063

>>8021057
Don't they all have the same license?

They have had to make their fork of darkplaces open source anyways.
https://github.com/KillPixelGames/wrath-darkplaces

>> No.8021102

>>8019870
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/aaliens
Here, anon. Enjoy!

>> No.8021119

>>8021024
How do I scanline my quek

>> No.8021148

>>8021119
grab reshade and use the crt pack on github along with the royale port

>> No.8021153

>>8020734
I just want the creator to be aware. It seems like a significant oversight to me.

>> No.8021169

>>8017509
What are some good practices vs hitscanners such as the pig cops in Duke Nukem? I always seem to trade with them, one shot hits me before I hit back (though usually only the first time I see them, afterwards I can dodge mostly okay. The Doom chaingunners/shotgunners are worse after I see them)

>> No.8021173

>>8021169
If you're talking about fighting them, immediately leave the room or hide behind cover in situations of ambush (especially if it's behind you). Then, slowly wittle down their forces by going in and out of cover to fire at them. They generally have a moment before they activate to shoot you so that's when you fire.

For mapping, if you're going to ambush a player with hitscan, try to only do it from either the left or right side if they aren't in a position where they can move towards the player (on pillars). Having to do the same repetitive action for cleaning out enemies twice isn't very engaging.

>> No.8021209
File: 2.93 MB, 1280x720, dodging bullets, mostly.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8021169
You can dodge their shots entirely by strafing at full speed. Unlike Doom enemies, you can't meaningfully stunlock Duke hitscanners unless you're close enough to kick them.

>> No.8021210

Was duke nukem built with freelook in mind or was that added later?

>> No.8021232

>>8021210
From what I recall playing Duke as a kid, there was optional freelook, but it was inverted with no option to change it. Still, after messing long enough with settings I somehow managed to achieve non-inverted mouselook, but the end result was pretty horrible.

>> No.8021267

>>8020487
I can't, and I wouldn't at this point if I were you. You're already close to done. No point.
Gotta know when to call it "good enough"

>> No.8021269

>>8020278
I thought you were taking the piss until I looked really carefully, how they fuck is that supposed to help give you any information in the middle of a fight?

>> No.8021271

>>8021210
It played fine with keyboard-only controls, IIRC it was default arrow keys + alt-to-strafe.

>> No.8021273

>>8021267
I can*
My phone assumed can't for some reason. I must've hit the suggested word by accident. Sad.

>> No.8021290

>>8021267
That's how I see it. Like I said to that other guy earlier, I'm not gonna go completely apeshit with these player sprites, there's no need to do so.
I got my work cut out for me when I get to Samson though.

>> No.8021314

What is the best way to play Unreal?

>> No.8021316

>>8021314
Unreal Gold (GOG)

>> No.8021317

>>8021314
Mouse and keyboard, make sure to shoot the badmans and dodge the shit they send your way. Also make sure to grab every dispersion pistol upgrade as it turns into a fucking cannon by the end.

>> No.8021323
File: 228 KB, 492x720, “it’s just one of those things.” It’s a time in, you know, looking at the way things are being handled and the way that you are, and where you’re at, and what you kind of want to deal with, and do. And I found myself going,.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8021314
I've legitimately never beaten Unreal. I've started on either 2 or 3 different occasions, and each time I just end up stopping at some point.

>> No.8021368

Why does mouselook and movement in prboom-plus feel so different? I grew up on ZDoom. Crispy, as well as Chocolate (mostly) feel completely natural once I turn off mouse acceleration. But even with mouse acceleration off in prboom-plus, it still just doesn't feel right. Is it just something psychological?

>> No.8021370

>>8021368
Zdoom is the only one that feels good with vsync on. Everything else feels really good if you disable vsync. If you have a dedicated gpu, you should get tearing in opengl borderless fullscreen or pretty much any software mode configuration.

>> No.8021373

>>8021370
* shouldn't get
It's the reason I made a 'smart vsync' option in from doom with love.

>> No.8021397

>>8021370
>>8021373
I'll look into this. Thanks anon.

>> No.8021410

Noclip released a Greatest Hits episode about Thief:
https://www.youtube.com/watch?v=8ZmcbShMFNY

>> No.8021431

>>8021316
Just that? Any patches or sourceports?

>> No.8021464
File: 49 KB, 600x633, 0b03809192ee29bf7770eb50f617047f1f01a960ef66bc232dcca7bb41cb94c8.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>berserk pack in HFFM is "horse viagra"
>not a reference to "fisting is three hundred bucks"
You had one job and you still screwed the pooch.

>> No.8021469

>>8021464
Sorry anon, I wasn't familiar with Gachimuchi when I made the item sprites.
If you're curious, it was a reference to this.
https://www.youtube.com/watch?v=wAqyWpBo9OU

>> No.8021471
File: 207 KB, 397x292, 2018483254_64Extreme06p6.png [View same] [iqdb] [saucenao] [google]
[ERROR]

rip

>> No.8021475

>>8021368
PrBoom has the same default Doom mouse as DOS/Chocolate/Crispy/etc., assuming you're on 2.6 and not 2.5.1.4

>> No.8021507

>>8021471
>laying the Doom series to rest
Nah, you have to kill Romero to do that. And G-d have mercy on us all if he dies of natural causes.

>> No.8021516

>>8021471
>They thought that Doom would never come back officially after DOOM64.
Oh, if only they knew what would come in the form of DOOM3.

>> No.8021518

>>8021471
Looking at Eternal I wish it did.

I dont care the game is competent it looks gross.

>> No.8021523

>>8021518
>looks are more important than functionality, consistency and gameplay

>> No.8021525

>>8021523
I dont care. The game looks fucking stupid.

>> No.8021536

>>8021368
>>8021370
>>8021475
PrBoom+'s mouse will not behave properly in Windows 10, it gets a weird and jittery input with delay. Sometimes, this can be fixed by turning off mouse smoothing in Windows.

>> No.8021543

>>8021464
I like horse viagra better, because I like the idea of taking some ridiculous shit like that and getting a dangerous powerboner that makes you punch (and hump) like a truck.

>> No.8021549

>>8021523
I mean... you have to look at a game while you play it, and the gameplay isn't so exceedingly good that it can make up for how much of a joke the art design is.

>> No.8021563

>>8021370
Hey this helped out immensely with the eternity engine thanks bro

>> No.8021564

>>8019870
Don't let the name fool you
That one was me first wad, I downloaded it because haha aliens
It's pretty tough for a newbie, I ended up hating it until like last year where my lazy arse got good and beat it
Once you get the hang of it it's a real good time tho

>> No.8021567

>>8021549
Sure, DOOM:Eternal's art design can indeed be off-putting for a number of people in many areas from what I've seen of it. Understandable. Gunplay is still largely better than DOOM3. I feel that Doom 2016 is ultimately better in terms of lore, presentation, and a couple of the wepons.

>> No.8021568

>>8021549
The gameplay is perfectly fine I guess even with rainbow skittle ammo.

But fuck its so dumb. I appreciate going away from brown military era shooter but sometimes you over correct.

>> No.8021570

Lets put it this way about Eternal just to finish.

If Eternal was the Darksiders Strife spin off I would have loved it.

>> No.8021572

>>8021568
>rainbow skittle ammo
Yeah, Doom:Eternal really didn't need to be so damn overly colored in certain parts.

>> No.8021585

How does Gzdoom not have a 'pistol start' option yet in 2021?

>> No.8021602

>>8021536
This is fixed in 2.6

>> No.8021605

>>8021585
IDCLEV## or disable autosave at the start of every level, delete your the autosave of the level you want to pistol start, and die

>> No.8021609

>>8021605
Thanks but I know about these work arounds. I just think it's odd that a straightforward toggle hasn't been implemented yet.

>> No.8021623

>>8021609
>work arounds
IDCLEV or dying is how you pistol start in the normal game. I think it's odd that you think it's odd.

>> No.8021679

>>8021585
Why are you using gzdoom on 2021. At least use LZDoom

>> No.8021684

>>8021602
I hear otherwise from some anons.

>> No.8021687

>>8018778
Looks like DSDA-Doom removed the 32-bit renderer, and renamed 8-bit renderer to simply "software".

>> No.8021692

>>8021679
Only autists care about what sourceport you use, it's all the same game.

>> No.8021695

>>8021687
There was really no use case for 32 bit renderer. Also it ran like ass. I hope they remove opengl next.

>> No.8021706

anybody know of any eternity engine wads besides heartland???

>> No.8021719
File: 531 KB, 1912x1017, 7lI9QZv.png [View same] [iqdb] [saucenao] [google]
[ERROR]

I really want to like Bulleteye because I like the concept and it's clear they put in a lot of work, but man am I not gelling with the enemies.
The zombieman replacement is way too slippery and damaging to replace a cannon fodder enemy that is used to restrict your movements and plink away at your health with potshots, and the shotgunners throwing up shield after shield after shield is triggering my Hexen ptsd hard.

>> No.8021743

>>8021706
i only know mothership

>> No.8021745

>>8021706
the hypothetical /vr/ eternity mapping project that might or might not exist in the future

>> No.8021751

>>8021719
Hard agree anon, I've been following it for a while and I really miss when it didn't have any custom enemies, the shotgunners especially.

>> No.8021757

>>8021743
cool i'll check it out
>>8021745
honestly i hope more content comes out for the source port. cause playing through heartland and skillsaw describes this as basically a "tech demo"
i think says alot about what it can potentially do.

>> No.8021772
File: 20 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8021757
https://eternity.youfailit.net/wiki/List_of_maps_and_mods_made_for_Eternity
I think Mothership.wad is must-play tier, along with Heartland. In Search is another one I can confirm is good. Cubic Worlds is a WIP by stewboy but I haven't played it yet

>> No.8021790

>>8021772
very cool i didn't even know that existed desu. thanks

>> No.8021820

>>8019045
dead.wire, auger;zenith, hellbound

>> No.8021834

Been playing Good Morning Phobos
Wonder why it didn't win a Cacoward, it checks all the boxes
-Lots of revenants
-Lots of chaingunners
-Lots of Archviles
-

>> No.8021835

>>8021772
I played Mother ship the other day and it sucks. Huge open areas with little cover, lots of circle strafing, items aren't balanced well, bad monster placement, room over room utilized poorly, somehow makes AA textures look ugly

>> No.8021836

>>8021834
It didn't use OTEX.

>> No.8021838
File: 1.73 MB, 512x321, old gif.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

i remember a video with this gif, that had some tech music playing and then had skeletons i think

>> No.8021841

>>8021838
yo wtf it syncs up with the song i'm listening to

>> No.8021864

>>8021772
Just played through mothership and thought it was pretty good. Final fight was tough with those nasty archviles but I still thoroughly enjoyed it.

>> No.8021878
File: 111 KB, 800x600, E3m1_start.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8020338
Very nice, Anon. Hope you enjoy them

>>8021572
Original Doom was overly colorful and vivid as well

>> No.8021905

Play and read The Lost Episodes of Doom.

>> No.8021906

>>8017512
Action Doom 2: Urban Brawl Reloaded released
https://www.doomworld.com/forum/topic/123821-action-doom-2-urban-brawl-reloaded/

>> No.8021910

>>8021906
Oh shit, some servers are up right now. What do you anons say we get a co-op game going right now?

>> No.8021916

>>8021878
It's moreso that Eternal still carries the "very 2010's overdetailed chittin demons and modern tech aesthetic" that 2016 had (consider the literal trends behind it) and mixed it with misguided colorfullness and sillyness, so it's both "whacky" and cynical
Classic Doom also had designs representing its trends but also a production of a B-movie, hence the low tech background with the blue carpet floors and rusty shotguns
The biggest problem with "getting" Doom is that it's a small franchise with a smaller setting that was already overexplored and analyzed by some nerds focusing too much on wall textures and shit
One thing is making Doomguy quote the meme comic but the actual autismo in the fanbase isn't really represented, even with the "we're adding lore to the franchise" which just screams "pop culture status quo", if anything

>> No.8021960
File: 3 KB, 156x70, 1575844352.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8021878
Maybe it's just because I like them so much, but I'm starting to believe the cacos are responsible for a lot of that color: Nearly maxed out reds and blues, even when laying around as a corpse. Then that little green eye tops it all off like an olive.

>> No.8021962

>>8021916
>"we're adding lore to the franchise"
I think that's the part of nuDoom that bothers me the most. Any amount of story that's more than just a few paragraphs of text explaining how demons are bad and Dewmguy is awesome is too much story. Everything they try to add to the formula just dilutes what's already there. The nuDooms are great games, but my biggest problem with them, is that they're called Doom.

>> No.8021963

>>8021960
They also have some of the only purple in the game.

>> No.8021982
File: 16 KB, 255x352, 1624369568346.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8021962
>forgetting about Doom3, its lore, and that of the ROE expansion

>> No.8021994

>>8021706
Tarnsman's Projectile Hell was made for both EE and ZDoom.

Later this year Murdoch is releasing Eternity version of Caverns Of Darkness.

>> No.8021995

>>8021757
Skillsaw at least has planned to make more Eternity wads.

>> No.8022000

>>8018056
>Hate big man mode

>> No.8022001

>>8021906
>No Village People fight in the gay bar.
Pass.

>> No.8022005

>>8021982
Doom 3 definitely took the series in a bad direction, but I think it's safe to say it presented a much more competent story and fitting tone than nu-Doom.

>> No.8022008

>>8021962
I like the story because it takes itself pretty seriously, despite being utterly ridiculous.

>> No.8022014

>>8019924
https://www.youtube.com/watch?v=jqeHGY7so2g

>> No.8022021

>>8021994
Alright awesome. I'll check it out and keep checking on caverns of darkness.
>>8021995
I wouldn't be surprised, he makes good stuff. even if now his wads can be described as
>skillsaw style

>> No.8022026

>>8022005
I disagree that adding lore is inherently bad for Doom and Wolfenstein. Quake 1 has lore in not only the text messages after getting each of the 4 runes, but also in its manual and its expansions. ditto for Quake 2 and Quake 4. Usually, the lore itself is not the problem, its how its presented and treated.

>> No.8022028

>>8021835
Lack of cover doesnt matter unless theres hitscanners.

>> No.8022029

>>8021916
>>8021962

Naw, the lore stuff was alright. Like, whoever wrote that stuff actually seemed to GET it at least. It was kinda tongue in cheek.

It reminded me of how narrative is presented in the good old editions of 40K ( I'm talking like 3rd-4th ed, versus the bad new editions of 40k)- It was there, but you kinda had to put the pieces together yourself, if you just played the gampaign and didn't read any of the codex stuff you could ignore most of it.

The only part I actively dislike about nu-Doom is the music (it's gay nu-metal garbage, end of story), but most of all just the rabid screeching newfag fanbase. I can't stand the way these pricks are constantly circle-jerking about how much nu-Doom is the best game ever, obviously overcompensating for the fact they're newfags.

2016 was better than Eternal, anyway.

>> No.8022057

Playthrough video of map14 of HFFM is up (Somewhat Possible). LunchLunch has ripped my a new one with this map, so I had to include the outtakes as well.
https://www.youtube.com/watch?v=vH4mtLkX8VY

>> No.8022058

>>8022029
Well its not like Eternal had competition from limp dicked stuff like Rage 2 or whatever modern bilge is around.

Thing is its a problem with modern games lacking personality. Eternal silly style maybe would fit a sword and sorcery Hexen game.

>> No.8022065

>>8021695
32-bit also had the problem of making spectres harder to see
>>8021706
Cubic Worlds by Stewboy

>> No.8022106

>>8021719
>subweapon
Oh boy, this is old. I miss that needle thing.

>> No.8022150

>>8018901
>all those face rockets
It looks like you are brute-forcing your way through and hoping for good luck lol
>>8022057
Only one more map before my map!

>> No.8022151

Started episode 2 of Ancient Aliens and the new enemies were a nice surprise and damn this music is good.
>>8022005
>but I think it's safe to say it presented a much more competent
You mean Evil Scientist is evil so get the magic cube to win, that was the story of Doom 3.
>fitting tone than nu-Doom.
Oh bullshit, I'll take 2016 or Eternal's styles over Doom 3's falling to be a horror game style.

>> No.8022171

>>8021835
>Huge open areas with little cover
The only place that qualifies as a huge open area to me is the central hub. Perhaps it is a little barren but the cyberdemon catwalk fight in the center makes up for it
> lots of circle strafing
Only in that one in-fighting pit. You can't blindly strafe the cybies as they can pin you against the wall, and the rest of the map isn't like that as there are revenants or hitscanners or archies or level geometry to stop endless circle-strafing
>items aren't balanced well, bad monster placement
Too broad for me to say anything about except I disagree
>room over room utilized poorly
This is the point that baffles me the most. The entire structure is a two-story room-over-room space base. Two complete floors at least
>somehow makes AA textures look ugly
I thought the map was gorgeous. It's even more impressive after having tried to map

>> No.8022189

He's more than a man
He's....
DOOM...

>> No.8022196
File: 290 KB, 1920x1080, Screenshot_Strife_20210622_001641.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>> No.8022202
File: 724 KB, 1920x1080, Screenshot_Strife_20210622_002344.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>> No.8022208

>>8022196
What mod?

>> No.8022215

>>8022208
ai director, mimmicks the way l4d spawns monsters and randomly places enemies where it can including some into crowds

>> No.8022242
File: 426 KB, 1920x1080, tt14.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8013758
For context Temporal Tantrum is an mbf megawad being made by some people who post here sometimes. I would recommend it. Last thread I said I was going to give some more comprehensive feedback, but It's too big to fit in a post so I'm just linking a text file of my thoughts along with demos (complevel 11) for each map. Some of the demos are really meandering because I'd forget where to go, where secrets were, etc.\
https://files.catbox.moe/2omypd.zip

>> No.8022263

i just played doom for the first time in 25 years and forgot how funny it is that the final area in the first campaign is just a giant pentagram where 2 buff demon twins rush you

>> No.8022280
File: 117 KB, 1920x1041, aa31.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>expect a terrible nightmare of a secret level
>get a giant ship dungeon instead
I had fun but I can see why people wouldn't like that. I was given the impression it was going to be terrible but I even liked the song. Let's see how 32 is.

>> No.8022301
File: 891 KB, 1910x1064, file.png [View same] [iqdb] [saucenao] [google]
[ERROR]

resurrecting an old map I was working on for the /vr/ map pack!

>> No.8022378

>>8022242
will eggplant ever recover?

>> No.8022381

>>8022151

I mean back in 2004 Doom 3 was pretty legit scary. Mainly because you couldn't see shit, but still. It's easy to see why they went in a horror direction and at the time, it made perfect sense to the average player.

People always forget that back in the day even the hokey bright colours and shit in the original Doom were considered scary. People weren't used to playing games from a first person perspective so immersion was off the charts for '93-'94 standards, the grunting of demons and shit would actually put you on edge.

In fact, now that I think about it, right up until military shooters took over in the late 2000s onwards, FPS games were almost considered horror games by default. It was just that strong of a genre convention. Dark corridors, jump scare moments, zombies, demons and aliens etc as enemies... Even when it wasn't outright spooky scary like Silent Hill or whatever, it was meant to provoke a fight or flight response.

They're not scary now because we've moved so far in graphics and design, so it's hard to take seriously, but the way I remember playing these games at the time, they definitely got me spooked.

>> No.8022387

>>8022242
Thanks so much anon, feedback and demos are beyond helpful, we appreciate you taking the time to do this. I'm busy at the moment but later tonight I'll check out the zipfile.
Our current plan is to release the next demo on the first of September, with at least four new maps and refinement for previous maps.

>> No.8022501

>>8017512
Crispy Doom 5.10.2 is released on Aug 10, 2021. It is a minor release introducing basic accessibility features and accumulated fixes since the previous release.

New Features and Improvements

— Smooth automap rotation and srolling have been implemented (by @JNechaevsky).
— Autoload directories for PWADs are now supported (thanks @OpenRift412 for the suggestion and @rfomin for the prior implementation in Woof!).
— Basic accessibility features have been added and can be toggled in the Accessibility menu of the setup tool: Flickering Sector Lighting, Weapon Flash Lighting, Weapon Flash Sprite, Palette Changes, Invulnerability Colormap

Bug Fixes

— In NRFTL the TITLEPIC is only replaced with the INTERPIC if the former is from the IWAD (thanks @OpenRift412).
— Overlaid automap remainings are now cleared from the demo loop (by @JNechaevsky).
— Adjusting of the BLOCKMAP boundaries to match the Vanilla algorithm has been reverted. Although this was done in the Vanilla algorithm, it doesn't match what's done in the algorithms used by MBF and Boom - and thus PrBoom+ which uses the latter. This fixes sync for one demo reported by galileo31dos01 on 5L1C.wad MAP01.
— The Compatibility menu has been removed from the setup tool, it is obsolete for all games now.
— The translucency table is now always calculated at gamma level 0, fixing potentially incorrect entries (by @JNechaevsky).
— The episode menu is now rendered with the HUD font if the graphics are both from an IWAD and if the patch width for "Hell on Earth" is longer than "No Rest for the Living" (thanks thanks @hackneyed-one).
— Automap rotation variables are now properly initialized, preventing line shaking (by @JNechaevsky).

Crispy Heretic

— The -demoext parameter (even though enabled by default) only applies to demos loaded on the command line.

Crispy Hexen

— Hexen: Restore pointers to mobj_t with garbage identity as NULL pointers (by @Dasperal).

>> No.8022515

>>8022501
Sorry im a Chocolate chad.

>> No.8022526

>kaizo chaingunner

>> No.8022530

Hacx 2.0 when

>> No.8022536 [SPOILER] 
File: 10 KB, 292x173, 1628654106523.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8022381
>They're not scary now because we've moved so far in graphics and design, so it's hard to take seriously, but the way I remember playing these games at the time, they definitely got me spooked.
*soils your pants in your path*

>> No.8022574
File: 192 KB, 1920x1080, fffffffffff.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8022536

Yeah Stalker is probably the sole reason I've never been scared of another game since. But let's not get our threads all cross-contaminated.

>> No.8022681

I've beaten Doom and Doom 2 on UV but have never touched a custom WAD. What should I start with?

>> No.8022683

>>8022681
Sigil

>> No.8022691

>>8022381
This anon knows what's up.

>> No.8022698

>>8022574
What mod is this?

>> No.8022729

>>8022681
Try back to saturn x on hmp. orst hellbound on uv.

>> No.8022739
File: 674 KB, 1920x1080, Screenshot_Doom_20210810_192352.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>> No.8022747

>>8022681
Have you played No Rest for the Living? It's an official episode for Doom 2.

>> No.8022750

>>8022681
Betray and Sewers.
Truly masterpieces.

>> No.8022770
File: 1.22 MB, 1920x1080, Screenshot_Doom_20210810_192641.png [View same] [iqdb] [saucenao] [google]
[ERROR]

more vaseline

>> No.8022794

>>8022681
The Plutonia Experiment. It's one of the two campaigns from FINAL DOOM, the officially licensed expansion for DOOM II. It's hugely influential, and will bridge the gap between DOOM II and modern wads as far as difficulty goes.YYVM0

>> No.8022864
File: 108 KB, 494x743, wat.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

So I have two maps and I wanna merge them into one wad with slade.

When I copy the data from the second one into the first one (which is also where all the extra textures etc are) it somehow decides the map marker is invalid and won't recognise the map.

Am I doing something wrong? I was under the impression you just copy stuff in.

>> No.8022874

>>8022864

Nevermind, figured it out. Didn't notice it hadn't copied the endmap tag.

>> No.8022906

Anyone knows what happened to idgames right now?

>> No.8022928

>>8022906
You mean gamers.org server? Its nameservers seem to be down.

>> No.8022946

>>8021962
>>8022029
"Doom Lore" feels like a misguided attempt for validation, e.g. "it's like other franchises so it's better", even tho it's a reboot with its own identity and fans either built a more fitting universe in mods or realized the staying power comes from a lack of stable story
It's like people memeing how hardcore Doom is because of journos pissed at Marauders, when Dark Souls fans actually hated memes around its difficulty
Same for the "Doomguy is the best character", it's people looking for criteria for their series they don't realize don't mean much
Going back to art style, i think a guy who says "NuDoom looks like DarkSiders" actually payed more attention to the aesthetic than people who think Eternal "erased 2016's grit" when it still shares certain art elements
They focus on colors and superficial elements (like bringing back classic designs) but forget the actual proportions and details that define the aesthetic
It seems like a result of "Doom is supposed to be silly" so nobody wants to analyze the differences without looking like a picky autist, but if you're the kind of person that things the PS5 remake of Demon Souls ruined the aesthetic of the original, might as well admit you'd made fun of the Marauder if it was in a different game and call it "Blizzard"
>>8022151
3's style seemed like it had more "experimentation" as opposed to 2016 trying to form a "system"
2016 seems like a result of seeing demons as sci-fi species with a bit of magic, when even 3 gave the Revenant transparent skin and had a TV mouthed demon
I think if 3 never existed, most would think of OG Doom having an edge over Eternal and talk about the Archvile being a tube mouthed HR Giger monster and SKINTEK
Either way, i feel like Japanese games have an edge over Western games because besides lower change of outrage, they get crazier with seeing demons as magical creatures and shit, so Western demon designs feel more "cynical" no matter who weeb i sound

>> No.8022952

Doom Wiki is offline, too. Are they moving to a different state, as announced? But they are on DreamHost, is it just a front proxy? https://ipinfo.io/208.113.166.175

>> No.8022956

>>8022952
Given that redirect from xacheron.com to doomwiki.org works, the front server is online.

>> No.8022959

>>8022952
wonder if it's about the TOS change
https://twitter.com/doomwiki/status/1425120320189616137
>One serious challenge to running an independent wiki is that nearly 100% of development is centered almost blindly on the needs of Wikipedia or other WM projects. For example
>""The CodeMirror extension provides syntax highlighting in MediaWiki's wikitext editor... It supports the 2010 WikiEditor toolbar as well as the VisualEditor toolbar."
This excludes (unnecessarily!) wikis that use the classic default MediaWiki editor.
>I'm currently working on my own way to embed that library with the classic editor and it seems to work just fine, but I gotta think, what a waste of my time it is when the extension developers could just add that support themselves at almost zero extra cost added.

>> No.8022967

https://forum.zdoom.org/viewtopic.php?f=19&t=73013
Hell Forged episode 2 being worked on

>> No.8022969

>>8022956
Wait, I trusted that page blindly without checking the current address. It's on a different server, 76.8.18.8.

And I was starting to wonder about the tech behind TLS balancing and proxying.

>> No.8023001

>>8021916
the "reep an teer hurr durr" is the largest Doom fanbase now, sadly

>> No.8023004

>>8022698

Anomaly and a fuck ton of add-ons. Head over to /vg/, Stalker General will hook you up, if they're not busy being meme-lord retards.

>> No.8023020
File: 3.91 MB, 4800x900, dfgfgurt.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8022301
thanks to you guys I finally downloaded trenchbroom and started mapping along with the dumptruck tutorials. this shit is so comfy and I've just been autistically playing with lights and shadows for like two days now while I learn.

>> No.8023029

>>8019331
>Retroquad supports Q2
I hope its not gonna end up like UQE with no support for any custom mods/maps data - Quake2 is incredibly lackluster regarding its out-ouf-the-box vanilla contents for the most part (T B H being rushed for a holliday-release tends to make that shit happen)

>> No.8023035

Any place to download a complete Q1 Nehahra mod package (the mod itself with an embedded compatible source-port and also the extra episodes) that isnt dead yet?

>> No.8023037

what was that game that started as a doom mod but turned into its own game where you play as a futa succubus?

>> No.8023043

>>8022681
Alien Vendetta

>> No.8023059

>>8022946
>3's style seemed like it had more "experimentation" as opposed to 2016 trying to form a "system"
What the fuck are you talking about?

>> No.8023060

>>8021906
>>8022001
No gaybar is a serious minus, but new Urban Brawl music by Ralphis has me extremely interested, the original tracks were digital gold, and I'm glad for more.

>> No.8023069

>>8023059
some of 3' design felt like they were trying be weird, specially for a horror game
2016 have a more general theme of chittin and grabshells, even losts have bits of dark boney armor and flesh
one goes havier into the lore and "biodiversity" with how they describe how demons work
3 still had some alien-ish designs like the imps but stuff like the Bruiser, Vagary and Cherubs were essentially attempts at certain "concepts", for better or worse

>> No.8023070

>>8023060
desu I liked the old bar fight theme better

>> No.8023079

>>8023070
Haven't played it yet, is the gaybar taken out entirely or what?

>> No.8023080

>>8023037
I'd also like to know. For research purposes.

>> No.8023093

>>8023043
He should play The Plutonia Experiment on Ultra-Violence first, then he should play Alien Vendetta on Hurt Me Plenty.

>> No.8023114
File: 1.29 MB, 480x270, coolzone.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8021572
>>8021568
I think the "colorful" criticism is a red herring. There is something i dislike about new-doom's looks, especially eternal, but i think it's actually the blur/business/visual adhd rather than other aspects of the art style.

>>8021916
>Eternal still carries the "very 2010's overdetailed chittin demons and modern tech aesthetic"
I kind of feel you here, something about the visuals are "noisy" in detail.

>>8021960
Connoisseur-anon

>> No.8023118

>>8021719
>>8021751
Thirded. I don't understand this obsession in modern mods of giving low tier enemies dodge rolls and shields and charged attacks. They're cannon fodder, they're meant to distract you from actually dangerous enemies and be a threat only on pistol start.
It works in nuDoom because it has a hardcap on how many enemies are active at a time so they have to make every single monster count, but olDoom wads have a completely different approach to monster use.
As Hexen's Slaughtaurs demonstrated, giving the ubiquitous trash mobs abilities that make them not straightforward to kill or require the player to keep constant attention doesn't make them more "engaging", it kills the momentum.

>> No.8023121

>>8022681
No Rest for the Living, Sigil, Plutonia, D2TWiD(1 isn't as good), 2048 Units of /vr/.

>> No.8023126

>>8022681
If you're looking for more vanilla/vanilla-styled gameplay then the official add-ons everyone's recommended are a good choice, as well as DTWID/2.

If you're interesting in the modding scene and what it's capable of I'd recommend Pirate DOOM, Eviternity, and Ancient Aliens.

>> No.8023147

>>8023121
>(1 isn't as good)
I've always heard the opposite, that 1 is a masterpiece and 2 was a wet fart.

>> No.8023152

>>8023121
>1 isn't as good

Opposite day?

>> No.8023157

>ancient aliens HMP
>most maps are generally pretty good about still being challenging, just more forgiving than UV.
>map28 is so nerfed on HMP I legitimatelly thought I accidentally loaded it on HNTR
Damn what happened here? More than a third of the monster count was reduced, and they give you the BFG and Plasma right from the beginning, effectively trivializing the hot start.

>> No.8023160

>>8023147
>>8023152
Not him, but I far prefer D2TWID, myself. Most maps actually have somewhat of an idenity, where as DTWID felt like everything blurred together.

>> No.8023198

I want to replay Blood, what is the best option between nBlood or Raze?

>> No.8023203

>>8020863
Haven't had a chance to watch it, but thanks.
There was a bug in ZMAPINFO that I had to do a re-upload, will hopefully updates once idgames proper wakes up.

>> No.8023220

You guys were shitposting last week and gave me the inspiration for a really awesome map. It's gonna be a secret level in the project I'm working on, but I'm gonna be a bro and let you play it first, Anon.

https://www.mediafire.com/file/3tb6f3njga0xque/bonercupboards.wad/file

Don't worry though, I'll make sure I remember my roots when I win my cacoward and become a Big Name Mapper <3

UDMF

>> No.8023227

>>8022770
>pooxels
Vasyan777 is not pleased. Install models this instant, or else.

>> No.8023230

>>8023037
>>8023080
Hedon, but it's Demon/Orc hybrid, not succubus.

>> No.8023231

>>8023220
I have a bad feeling about this. Before I boot it up I'd like to post some guesses:
>This will be bland, otex-textured room with 1000 revenants
>This will be a very vanilla map that is somehow uses all UDMF functional
>This will be both at once

>> No.8023243

>>8023231
You hit the nail on the head here, anon. It's just a big maze with monster closets full of Archviles and Revenants. Nothing particularly interesting about the visuals, and it's all very flat.

>> No.8023251

>>8023243

Made me chuckle at least, I like it when a shitpost wad baits you into thinking it might not be a shitpost.

>> No.8023267

https://www.youtube.com/watch?v=tI-FkTGfpws

At this point just admit you don't like doom and play something else

>> No.8023276

>>8023267

I don't get why they go to the trouble of making really detailed realistic weapon sprites with ironsights and everything, but then leave them centred so it looks really goofy.

So much of this stuff is really technically impressive, I just wish the people doing it had more taste.

>> No.8023283

>>8023267
I think it's fine, not for me but fine,,, that being said what they did to 64M1 is a fucking disagrace.

>> No.8023289

>>8023230
Zan also isn't a futa in the game universe of Hedon. Lame as fuck. At least I'll be picking up the slack.

>> No.8023290

>>8023267
The level design is still there you know

>> No.8023302

>>8023289
Or is she?

>> No.8023304
File: 132 KB, 736x736, 1388217508145.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8023267
>and play something else
Hideous Destructor?

>> No.8023335
File: 15 KB, 661x132, 1625250488119.png [View same] [iqdb] [saucenao] [google]
[ERROR]

are the doom1/2 wads that are included in doom bfg edition good wads? It would be pretty neat to have them on demand from steam and bfg edition is 5 dollars right now

https://store.steampowered.com/app/208200/Doom_3_BFG_Edition/

>> No.8023342

>>8023335
You can patch them to the standard 1.9 versions if you want.
https://github.com/Doom-Utils/iwad-patches

>> No.8023351

>>8023276
>I don't get why they go to the trouble of making really detailed realistic weapon sprites with ironsights and everything, but then leave them centred so it looks really goofy.
I don't see the problem with that part. I think that centered weapons suit Doom better 9 times out of 10.

>> No.8023379
File: 34 KB, 679x679, 51wTBxkkS9L._AC_SX679_.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8022681
>>8022683
Not him but like last year I got a Doom fix and beat all of 1 and was a quarter of the way through II before I got burned out and figured I didn't want to beat it. But before that I had tried Demons of Problematique which was 100% up my alley. Oh, and Zombies EEE full conversion.

While I'm at it, should I go back and play Thy Flesh Consumed? I was too much of a pussy at the time.

>> No.8023381

>>8023276
Having them be centered while also having an aim-down-sight option for some of them is what strikes me as silly.

>> No.8023394

>>8023379
TFC is tough for the first couple of maps, but eases out.

>> No.8023404

>>8023251
you might want to try terry wads then

>> No.8023407

>>8023394
I'll probably do it eventually, but I had it in mind to finish Doom II first, but that's when I ran out of steam. Maybe the real question is if Doom II is worth finishing? Lol.

>> No.8023413

>>8023407
Doom 2's level quality wavers in places, so I can see getting fatigued. Map 12 is usually where the fun comes to an abrupt halt for me, because it's a dull map.

>> No.8023427

>>8023413
I forget even what map I left off on. It wasn't very far.
I also have Doom 64 in VR for some insane reason, lol. And Doom 3 ain't that bad but I don't know if I wanna go through the whole game hiding and reading notes. I'm known for amassing a pile of unfinished games.

>> No.8023490

>>8022280
I'll be honest that kind of creeped me out as a kid.

>> No.8023506

Other than some dumb sprite changes, am I missing out on anything by playing Doom64EX as opposed to the official PC port.

>> No.8023508

>>8023506
64EX's fov settings were buggy last I tried, but the last time I tried was before the official port released. EX also keeps your demon keys if you die or pistol start.
I don't know if the new levels are available else where, but they're good.

>> No.8023535
File: 974 KB, 750x600, 1606833793630.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>> No.8023576

For some reason I misremembered and thought Human BBQ was from Plutonia. Its a pretty damn good map. People really shouldnt wholly write off TNT just because its not as great as Plutonia.

>> No.8023578

>>8023029
I didnt said Q2 support, i said that there is a neat patch for 3.24 from the guy who made Panczerchasm that adds some neat software modes, its on Q2cafe.

>> No.8023581

>>8023576
The first handful of maps in TNT are good, but it falls off hard in the latter half.

>> No.8023589

>>8019045
TNT Evilution

>> No.8023605
File: 709 KB, 1366x768, Screenshot_Doom_20210811_164548.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8023157
I'm playing on UV, and thanks to the secret levels being shit (less so far map 32) I'm feeling the fatigue already on map 17.
The levels look beautiful (with the exception of map 31, a level as easy as it is bland) but there's only so many revenant rushes a man can take in a single session.

>> No.8023606 [SPOILER] 
File: 429 KB, 5020x1912, 1628697152053.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8023576
TNT has a mixed reputation, and it always has, because it really is a pretty mixed product. I think it has lots of good and great maps, and I love it a lot, it's one of my favorites and it inspires my mapping, but it has its weak and shitty parts too.
I'd say that ~70% of the megawad ranges from alright to excellent, with at least 50% of the entire megawad being memorable in a positive way.

>> No.8023608

How are you supposed to beat TNT map31 legit?

>> No.8023624

>>8023535
Entire stage - our timeline
Cyberdemon - actual devs
Revenant - the society

>> No.8023643

>>8023608
You apply the patch, or you do a sick straferun to get on top of the throne.

>> No.8023662
File: 1.73 MB, 1280x720, running start.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8023535

>> No.8023685

>>8023490
>I'll be honest that kind of creeped me out as a kid.
An Ancient Aliens map?

>> No.8023697

retroquad dev's new pool
https://twitter.com/mankrip/status/1424594615416524801
give him some feedback

>> No.8023698

>>8023697
wish I could get my own pool

>> No.8023701

>>8023698
>>8023697
>Poll

>> No.8023721

>>8023035
Well, if you don't know which files inside and outside of PAKs are responsible for what in mods, and how multiple patched/recompiled/third-party clients can use the same data, Nehahra is not a good place to start. However, it is quite educational to figure everything out, find original individual zip files in quaddicted's attic full of cobweb and dust, then guess how the whole thing works and which files are needed.

The easiest choice is to get the repacked version from
https://www.quaddicted.com/reviews/nehahra.html
then just place PAK0.PAK and PAK1.PAK to id1 subdirectory as usual. It already has music fix, progs.dat fix, latest custom engine release with magnificent HUD (nehahra.exe), another release without it (nehexe.exe), another old version that originally came with the machinima (nehmovie.exe), DarkPlaces from 2000 with Nehahra support (DPNehahra.exe), and latest, much more recent (2007) build of NehQuakeBJP (glquake.exe). It's still good old GLQuake, so you need to change the default settings, write autoexec.cfg:

gl_texturemode GL_NEAREST_MIPMAP_LINEAR
gl_texquality 2
+mlook

and start the game as "glquake -bpp 32 -width 800 -height 600". Also, disable the screen saver or keep mouse/keyboard active. Read the readmes and
https://www.quakewiki.net/archives/nehahra/xarchive.html
for further information.

The official add-on is elek_neh_episode4.zip, you only need to copy maps subdirectory into nehahra, the music is already there. Some other maps are available:
https://www.quaddicted.com/reviews/?filtered=nehahra
If you need the once infamous machinima, unpack the contents (into the proper locations) and overwrite the existing placeholder pak0.pak with provided file:
https://www.moddb.com/mods/nehahra/downloads/seal-of-nehahra
Main menu gets the option to play it, chapter by chapter.

>> No.8023727
File: 53 KB, 442x702, 1628700906570.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8017509
Can we use this for the next thread for no better reason then it'll piss someone off?

>> No.8023728

>>8023721
If those ports don't work well — or at all — on your system, and/or you want to use a different port, the first link also has great recent comments on those that work. Also check discussions like
https://quakeone.com/forum/quake-help/quake-clients/6507-nehahra-w-darkplaces
In general, if there is support, it should be as simple as installing port the usual way and running the binary with "-nehahra" or "-game nehahra" using those files. The problem is that you need to go through all of its stand-out features and modifications and disable those that extend or alter the game assuming that it works as in original Quake. For example, Nehahra relies on original enemy models, and won't work with replacements. Changes in entities, particles, texturing or lighting might also break something.

>> No.8023731

>>8023727
But surely "I'm still saving/playing consecutively" is more annoying to people here? Pistol starting is generally accepted as the most complete way to play a megawad, after all and I say this as someone who rarely bothers doing it

>> No.8023735

>>8023606
>image
I write little text file reviews of the wads I play too.
Its kind of fun, I was tempted to do a youtube channel about it but mtpain27 beat me to the punch and frankly he's better at the game than I am anyway.

>> No.8023746

>>8022280
I even hated the music, but I was using the mod that replaces the music with cover versions. Its funny, the only map that drops the ball imo also got the song where the musician covering the music also dropped the ball.

>> No.8023756

>>8023114
English is not my main so yes maybe colorful is just an approximation.

I think its something more ambiguous like the modern tone of the game. For all the faults of DOom3 it wanted to capture a certain tone.

Maybe dark system shock with HELL.

>> No.8023757
File: 1.61 MB, 1920x1080, AAoof.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8023746
16's song annoyed me a lot more. I was actually getting a bit tired of the wad with this level.
Then I got into the UFO, and the rest of the level happened. I fucked up here, though.

>> No.8023772
File: 109 KB, 1366x768, Screenshot_Doom_20210811_164442.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8023757
The hurt floor fight killed me too, but then I noticed the large number of suits around the sides and it actually gives you slightly more than you need to survive.
Loved the FTL jumps between planets though, I wasn't expecting it and the detail of it floored me.

>> No.8023853
File: 753 KB, 1920x1080, AAsecretbitches.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8023772
>The hurt floor fight killed me too, but then I noticed the large number of suits around the sides and it actually gives you slightly more than you need to survive.
The 'oof' was getting low before I could refresh it with one, and there's a horde of enemies around that corner.

>> No.8023862

>>8023728
>>8023721
Does not downloading the machinima or removing/replacing it make the mod fail to start? Is it possible to skip the SoN movie in any of the compatible sourceposts?

>> No.8023865

>>8023578
Guess I read the posts content in the wrong order - the pic had threw me off because of that probably

>> No.8023872

>>8021314
Without ever touching the expansion pack and its sequel...
Yes, you read that correctly - Unreal2 is actually a sequel to the R2NP addon instead of the base game itself

>> No.8023884

any of you guys played the Doom 2 Reloaded Wad?

>> No.8023886

>>8023884
I've played about half of it. Don't much care for a lot of its aesthetics, nor much of the exploration and combat. It's been quite a while though.

>> No.8023901

>>8023886
i beat with BD like a year ago, was going through a BD period. Replaying it now vanilla. its not the best buts its okay imo
Did not like the secret levels of this wad last time i played it, just absolutely not fun lmao. and i found all the secrets. just didn't like it

>> No.8023909

>>8023901
PS:
but overally i did have fun with doom 2 reloaded

>> No.8023912
File: 999 KB, 1920x1080, Screenshot_Doom_20210812_043855.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8019071
Thanks for the tip, I am having a blast with this one. It takes its cues from the original maps but these go on for longer.

Besides Ultimate DooM ][, honte2 remastered and maps of chaos, are there any other 'reimagined' DooM ][ map packs?

>> No.8023927

>>8023608
Use the TNT31 wad, Id Anthology wad, wad from the PSN version, Unity port or just a source port that fixes the problems like GZDoom.
You can also strafe run to the throne and activate the switch from there.

>> No.8023941

>>8023853
Speaking of Illuminati Revealed, where the actual FUCK am I meant to be going? Its beautiful but I can't find the way forward anywhere, just dead ends saying I need keys. All the while infinite monsters are getting shat out by the Illuminati pyramid.

>> No.8023951
File: 10 KB, 288x288, 1588143404916.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>"mini-project"
>maps are over an hour long

>> No.8023958

>>8023951
>376 monsters
>15 secrets
lmao

>> No.8023965

>>8023335
Why do you want censored iwads?
Do you want to play that secret level Betray?

>> No.8023967

>>8022946
oh good lord if the nips got a hold of doom. the franchise would just become a massive caco plushie gacha machine

>> No.8023971

>>8023267
project brutality 2 is good, i still go back to it. the modern versions just have way too much bloat when it was already pushing it

>> No.8023975

>>8023342
they took down the file to patch doom 2 from that. lmao its just got doom 1 bfg to ultimate doom.

>> No.8023979

>>8022681
Btsx is quite good intro for modern wads. It's not too hard, but offers more challenge than vanilla Doom 2.

And like others said Sigil, No Rest For The Living and Plutonia. Best official (and semi-official) expansions.

>> No.8023984

>>8023975
oh i found it, how does one patch it anyways? just out of curiosity purposes

>> No.8023994

I have all the doom wads even the bfg patched versions, but i got the legit original ones a while back off of some Russian website.
It was weird to lmao. it had all the games on it no tricks, no weird ads, no fifteen
>DOWNLOAD HERE
buttons
it was just the games.
Then i bought BFG also for whatever reason

>> No.8024004

>>8023994
ok

>> No.8024005

>>8023941
Oh, I see it, there's a walkway on the cliffs that's easy to miss.
Neat level, you just have to run like a madman to the UFO because the Illuminati HQ is just too powerful to fight story-wise.

>> No.8024007

>>8024004
thanks for reading my blog.

>> No.8024021

>BFG Edition
Stop

>> No.8024028

Are there any texture packs with vegetation, particularly stuff like ivy and vines midtextures?

>> No.8024035

>>8023220

>open ended keycard hunt
>every different variation of skelly closet
>archviles
>retarded "final battle"

I kek'd, but that wasn't as bad as it could (should?) have been, actually. Maybe too subtle honestly, your average player won't notice the mapping cliches you're aping and they'll think it's just an average bland map instead of an intentionally dumb one.

If I were you I'd polish it up and make it into an actually good level that uses the gimmick, rather than an outright joke map. It's too obvious you're not actually a shit mapper and couldn't resist making it reasonably balanced instead of just 5000 revenants, so you might as well finish the job.

>> No.8024051
File: 646 KB, 1366x768, Screenshot_Doom_20210811_202851.png [View same] [iqdb] [saucenao] [google]
[ERROR]

Pretty level. A pain in the ass, too. I can't imagine how annoying some sections would be without the Final Doomer BFG.

>> No.8024063

>>8017509
Blood feels odd visually in comparison to Doom/Duke, like the controls are swinging around too fast. I've cut the sensitivity down but is that a common issue?

>> No.8024086
File: 1.03 MB, 746x955, Heavy_Metal_FAKK_2.png [View same] [iqdb] [saucenao] [google]
[ERROR]

Fuck off fags, Unreal 2 has Aida so its playable. Also the levels are not that bad.
Also I want a modern day Fakk2 with tit and butt physics, clothes ripping off, and stellar combat and music. Is that too much to ask?

>> No.8024119
File: 1.05 MB, 520x795, 2021.05.27-06.18-boundingintocomics-60afe2684b64c.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8024086
Sorry, but we're living in current year and female protagonists must have masculine physique, small or non-existent breasts, square jaws and undercuts. Skimpy outfits are a big no-no.

>> No.8024159

>>8024119
I know this trend will go away at some point, but I hope it does so soon.
I'm still baffled how such a hateful and angry ideology can not only take over this hard, but also have its supporters say they're obviously the good guys with a straight face.

>> No.8024169

You know you want it.
https://archive.org/details/2020_03_22_DOOM