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/vr/ - Retro Games


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8080651 No.8080651 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8072198

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:
[YouTube] SO YOU WANT TO PLAY SOME DOOM
[YouTube] SO YOU WANT TO PLAY SOME QUAKE

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.8080653
File: 935 KB, 1024x1024, vr info small +.jpg [View same] [iqdb] [saucenao] [google]
8080653

=== CURRENT RELEASE ===
Hard Fast Faggot Maps
Version 4.0 >>8054781 (Cross-thread)
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/hardfunv4

=== CURRENT PROJECTS ===
VIOLENT RUMBLE
Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest update: >>8059171 (Cross-thread)

VRSKINS 3.9 (delayed)
Submissions closed

=== NEWS ===

[8-25] New KMQ2 test build
https://leray.proboards.com/thread/4108/new-kmq2-test-version-2021

[8-23] Tastyspleen and jehar to interview Philnemba tomorrow
https://twitter.com/tastyspleentv/status/1429935692021477379

[8-23] WRATH is confirmed delayed
https://store.steampowered.com/news/app/1000410/view/2948156118200289059

[8-22] Doom Master Wadazine now has a website
https://wadazine.com/2021/08/our-new-endeavor-the-wadazine-com/

[8-21] Bratwurst: Recooked released
[YouTube] BRATWURST IS BACK AND ANGRIER

[8-20] Quake Speedmap pack 213 is out, themed around low gravity
https://www.celephais.net/board/view_thread.php?id=62087

[8-20] Killer5 makes some MBF21 maps
https://www.doomworld.com/forum/topic/124007-zzul-bases-four-easy-to-very-hard-mbf21-maps/

[8-19] From Doom With Love (dsda-doom fork) has now gone public.
https://www.doomworld.com/forum/topic/123998-from-doom-with-love-experimental-dsda-doom-fork/

[8-19] Quake gets a modern port and update!
https://twitter.com/Wario64/status/1428403921438101515

[8-16] Two new powerslave maps released
https://www.moddb.com/games/powerslave/addons/temple-of-the-fire-and-the-water
https://www.moddb.com/games/powerslave/addons/forgotten-sanctuary

[8-14] Age of Hell Demo released
https://hellforge-studios.itch.io/the-age-of-hell

[8-12] Quake Enhanced Edition TBA
https://xboxera.com/2021/08/12/a-revitalized-edition-of-quake-to-be-announced-at-quakecon-per-the-now-scrubbed-description-of-the-lets-talk-quake-event/

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8080668
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
8080668

About goddamn time, because it's SCREENSHOT SATURDAY. WHAT THE FUCK HAVE YOU BOYS BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S A GOOD TIME TO SHOW US WHAT YOU'VE BEEN WORKING ON.

>> No.8080671

>>8080128
I like the bright coloration on the casings, and I can't have the ejector rod get pushed down, HDest doesn't have a frame for that.

>> No.8080675

wtf map 32 of Eviternity is incredible

>> No.8080697
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8080697

>> No.8080702
File: 64 KB, 721x747, square.png [View same] [iqdb] [saucenao] [google]
8080702

>>8080697

>> No.8080705
File: 304 KB, 1920x1080, vkquake0000.jpg [View same] [iqdb] [saucenao] [google]
8080705

Playing Dissolution of Eternity on vkquake, when this guy spawns he falls out of his lava pool and gets stuck in the floor below lol. Happens to all 4 of them. Maybe it's because it's running at 200 FPS?

>> No.8080709

>>8080705
>Happens to all 4 of them
Actually 3 because the first one is on ground level

>> No.8080720
File: 22 KB, 594x252, true love.png [View same] [iqdb] [saucenao] [google]
8080720

>>8080702

>> No.8080723

When the fuck is UV gonna release Complex Ultra

>> No.8080727
File: 94 KB, 640x480, doom40.png [View same] [iqdb] [saucenao] [google]
8080727

>>8080668
I am populating my map with monsters and items now. But I struggle to deal with the first room because I'm playing it very inconsistent, ranging from finishing with full health to freaking dying.

>> No.8080730

>>8080651
Is there a ranking list of new retro shooters/boomer shooters?

>> No.8080739

>>8080730
Check /v/

>> No.8080776

>>8080730
The full list of good, competent ones is Dusk, Amid Evil, and Wrath.

>> No.8080792
File: 3.47 MB, 384x480, 1627564046599.gif [View same] [iqdb] [saucenao] [google]
8080792

I have zero experience but I want to try making Doom maps. What programs do you guys recommend?

>> No.8080793
File: 2 KB, 240x450, mollp8.png [View same] [iqdb] [saucenao] [google]
8080793

>>8080668
Doing sprites for Molly. Started with doing the Pain state rotations because it's only one frame.

>> No.8080794

>>8080792
Ultimate Doom Builder

>> No.8080803

>>8080792
If you're on windows just download UDB. If not you have eureka. Draw some squares, add some things and an exit switch. There is your first map.

>> No.8080805
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8080805

Talking about Halloween thing we are doing that I wasn't following.

I was playing Hotline Miami and all the chapters are stylized as heavily pixelized VHS tapes, which for Doom can be repurposed as horror movie posters. I wonder if it'd work.

>> No.8080807

>>8080668
No proofs, but i've been carrying on my work on a little mod/game/whatever called "Nigger Mortis." It's a sequel to a mod I made back for Christmas of '20 called "The Quest to Save Sneed Claus." In Nigger Mortis, I basically ripped the plot from that one level of LFD2, where you need to get some cola. But instead of zombies, it's monsters stolen from /pol/.wad and the Moonman Mod.

>> No.8080809

>>8080805
Maybe if making them Doom-themed. Also you played HM2.

>> No.8080810
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8080810

>>8075179
>>8075232
https://quakeone.com/forum/quake-mod-releases/finished-works/283201-vanilla-quake-fixes

>> No.8080812

>>8080807
Proof or fuck off.

>> No.8080814

>>8080809
I played both alternatively, but you know what I meant.

>> No.8080821

>>8080776
>dusk workshop coming summer 2019
>wrath full release coming early 2020
>competent
any day now.
the actual list is Dusk and Overload

>> No.8080823

>>8080730
amid evil, dusk sucks

>> No.8080825

>>8080821
I think Ion Fury deserves it as well, the level design and aesthetic is gorgeous, gameplay decent.

My only minus is shit shelly and ebil guy.

>> No.8080826

>>8080776
>Dusk
>Amid Evil
>competent
LOL

>> No.8080827 [DELETED] 
File: 68 KB, 1351x365, sgsg.jpg [View same] [iqdb] [saucenao] [google]
8080827

Exactly one year ago.

>> No.8080828

i got dusk and played about an hour of it and never turned it on again lmao. idk i just got bored with it and it felt too easy. Not like
>yeah bro that shit was so easy i was playing it blindfolded bro
it just wasn't that hard what i played and it was on the hard difficulty

>> No.8080832

>>8080828
I think the gameplay and ramp up in story and atmosphere is nice.

Also the OST is really nice. Its a nice first attempt. I am very hyped for gloomwood.

I would never think a Thief like game would ever be attempted ever again. Fuck dishonored.

>> No.8080835

>>8080792
https://zdoom.org/downloads

slade, ultimate doom builder

>> No.8080836

>>8080825
>Ion Fury
Ah, I knew i was forgetting one.

>> No.8080841

>>8080832
maybe i should play it a little more desu

>> No.8080842
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8080842

>>8080794
>>8080803
Do I need Slade too?

>> No.8080843

>>8080841
The first episode is kinda meh. It ramps up in the last ones.

>> No.8080849
File: 419 KB, 1920x1080, ss_c40b8e6890de7a19ea06328cd153c62f49cf1a39.1920x1080.jpg [View same] [iqdb] [saucenao] [google]
8080849

>>8080843
>>8080841
Forgot pic

>> No.8080852

>>8080842
yes if you want to add music/graphics/sounds/skies/custom level names

>> No.8080853

>>8080842
Not necessarily. Slade is for working on assets and adding new stuff for example.
So just for making maps with vanilla textures all you need is UDB and doom.wad/doom2.wad.

So tl;dr: No, not yet.

>> No.8080868

>>8080843
ahh that makes sense i guess. warm up for people to play. >>8080849
also thats a cool looking picture

>> No.8080872
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8080872

>>8080853
Nice thanks all you anons!

>> No.8080874

>>8080849
Literally thought this was a Quake screenshot until i remembered the level, ha. He definitely copied that one window texture from Quake.

>> No.8080882

>>8080874
I dont know, I like what they did in dusk, I too hate the low poly models but the level design is nice. Not ultra amazing but nice. Music helps a lot.


And the movement and gun play is good, i love the sword shenanigans and crouch duck slide.

Ion Fury also needed a slide manoeuvre.

>> No.8080908
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8080908

>>8080668
Added several 200/400p widescreen resolution to FDWL and a few other changes the past week.

>> No.8080926
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8080926

>computer area map secret is at the end of the level

>> No.8080934

>>8080926
Just in case you missed any secrets at the end. :)

>> No.8080937

>>8080926
>not speeding through the level to get the computer map first

>> No.8080940

>>8080926
>not spawning right at the end

>> No.8080941

I tried Kingpin: Life of Crime. Terrible mistake. Guns feel like ass and it takes like 15 shots to kill a basic melee grunt with the first pistol you get. Shit sucks.

>> No.8080949

>>8080941
Stick to it, its has a really bad start but from mid to finish its a good game.

>> No.8080952

>>8080941
Play on novice or easy. I'm not joking, the game is beyond broken on anything above these two modes.

>> No.8080958
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8080958

>>8080941
>

>> No.8080959

>>8080952
Or wait indefinitely for the remaster. Which they say will improve the balance.

>> No.8080962

>>8080949
>>8080952
Alright, I'll restart on Easy. I was playing on Medium.

>> No.8080965

>>8080926
>computer area map secret is only opened by buttons found in all the other secret areas

>> No.8080967

>>8080958
What kinda idiot tries to take a pipe that short and fight with it?

>> No.8080971

>>8080926
> put sigil on to see if auto doom can get through it
> to my surprise it figures out the shoot the eye switches immediately
> gets to the end of e5m1 with ease
> before touching the exit door it swings around and starts backtracking
> it finds the automap and dies in the lava

>> No.8080976

>>8080962
I think what happened was, they wanted to make something like system shock or deus ex, and realized its the quake engine. And said fuck it and reverted to shooter.

The beginning is slow and shit, although finding ways to make it more bearable is kinda fun.

Once you get the Tommy Gun the game from mid to finish is a really decent dieselpunk shooter. Cool gore, over the top swearing, its a nice game.

Much more playable to me than many other fps games I still have nostalgia like Requiem or Shogo. Quake engine was used well.

>> No.8080981

>>8080967
me

>> No.8080982

>>8080981
Get a longer pipe, you dagweed.

>> No.8080987
File: 62 KB, 595x516, Centroid.png [View same] [iqdb] [saucenao] [google]
8080987

why do the scorpions on scourge of armagon spaz out left and right at 600 mph

>> No.8080996

>>8080971
I remember seeing early videos of it. Didn't know how advanced it become. Gonna feed it some of my maps.

I guess from bot's point of view, those eyes are just lines it needs to shoot to open doors.

>> No.8081003

>>8080828
cero miedo is like normal in other games
it hurts saying this but you have too much freedom of movement in dusk for it to be balanced, even in tight enclosed areas you can bunnyhop spastically to avoid 80% of the enemies' shots
game's fun because of that freedom but really needed some enemy types that could adapt to fast targets

>> No.8081009
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8081009

>> No.8081028

>>8081009
>putting crap sadly
step up, boys

>> No.8081029
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8081029

>>8080668
I don't have anything visual to show. But rest assured I've been working.
I guess I did make a texture to use to inoperable doors, since an anon was saying it was a pet peev of his, and I sorta agree. Only for Ep4. I'm not going through the old maps to replace textures.
I also finished my box art painting, but I think I posted that already last week...

>> No.8081067

What are some of the notable zdoom maps/megawads that still preserve vanilla gameplay? I recently played Lullaby and I'm curious about getting into more stuff that makes use of advanced port features while still feeling like Doom 2.

>> No.8081074

>>8080868
Yeah when you get to the golden temple level in the sky is when I fell in love

>> No.8081091

>>8081009
>Halloween problem
Yeh where my community project at

>> No.8081114

>>8080730
I enjoyed all of the following but to each their own.
Dusk
Amid Evil
Overload
Ion Fury
Hedon
Project Warlock
>>8080941
The RNG on the guns ruins the game, sometimes it takes one shot others it takes twenty, hoping the remaster fixes that because everything else in the game is good.

>> No.8081127

>>8081009
>shambler anytime

>> No.8081128

best way to play blood nowdays besides fresh supply?

>> No.8081129

what the fuck the ad sharp shooter item does?

>> No.8081135

>>8081128
Theres tons of ways
>NBlood
>BuildGDX
>Raze
I'd say try Raze. Mods like Death Wish with Raze you literally just Drag and Drop the Zip folder on to the Raze EXE and it'll launch the mod.

>> No.8081136

>>8081128
BloodGDX or nBlood.

>>8081129
Shotgun shots are 100% accurate. Works with the SSG and Widowmaker too.

>> No.8081140

>>8081135
Deathwish without its unique OST is heresy so make sure that gets configured in there, too.

>> No.8081157

lava nailgun should've been vanilla quake's default nailgun with its 30% extra damage and separate ammo pool

>> No.8081161

>>8081136
oh

>> No.8081163

>>8081140
it does set it up legit with the drag and drop. I never really messed around with the raze settings before besides like the mouse sensitivity was super high

but it had the same music when i watched others playing it and i was using raze they were using GDX

>> No.8081167

>>8081140
Huh, didn't even know Death Wish had its own soundtrack. I'm due for aother playthrough anyway but I'm waiting for the new re-release with the new episode.

>> No.8081168

>>8081135
Raze is NBlood with a few minor changes so far.

>> No.8081169
File: 209 KB, 360x450, mantid.png [View same] [iqdb] [saucenao] [google]
8081169

Just beat Turok 2. It was a definite downgrade from the first game but it still was an enjoyable experience. Despite what everyone says, Lair of the Blind Ones wasn't that bad; each sublevel had some interesting landmarks, and finding all the hidden trinkets is fine as long as you're diligent about filling in your automap. In contrast, Mantid Hive, and to a lesser extent Primagen's Lightship, were pretty awful: copy-pasted corridors filled with really annoying enemies that evoked the worst parts of Halo 1.

What are some other retro/new shooters or mods that capture the feeling of the Turok games? Games with light platforming, lots of exploration and maybe a little nonlinearity.

>> No.8081180

>>8080705
Had the same thing happen to me when I was playing DoE with Quakespasm Spiked. Must be some jankiness in the original expansion scripting that modern source ports aren't emulating properly

>> No.8081182

>>8081167
In the meantime, I see Eviction has a new level. It's Nblood/Raze exclusive so I'll miss me my GDX sliders.

>> No.8081195
File: 178 KB, 949x949, Doom_Fever-Disk.jpg [View same] [iqdb] [saucenao] [google]
8081195

found a cool cd for you guys 8)

>> No.8081205

>>8081169
unreal

>> No.8081212

>>8081195
>Doom v1.5
Thought they were only betas from ftp servers.

>> No.8081220

>>8080651
I wonder if Doom 3 was rushed sometime during development?

>> No.8081227
File: 583 KB, 1024x768, nmsc01.png [View same] [iqdb] [saucenao] [google]
8081227

>>8080812
Fuck you, didn't want to post the trailer but here you go.
>https://www.youtube.com/watch?v=gtoWw593OzE

>> No.8081236

>>8081180
Works well in regular QS, doesn't with spiked and vk for some reason

>> No.8081237

>>8081227
SHHIIIIIIEEEEEEEEEET

>> No.8081243

>>8081168
only downside to raze imo is it basically won't launch any Duke levels or GRP's with significant Con editing. I'm not sure the extent but it seemed like the con file couldn't really be edited at all as raze
>wouldn't know what to launch
as they put it. So making EDuke32 still a importance if one wants to play anything unofficial duke but other than that raze is pretty good

>> No.8081245

Popped my boomer shooter cherry by playing Ultimate Doom over the past few days. The first 2 episodes are mostly pretty fun even with some rough parts, Inferno is an anti-climactic mess that feels like a bunch of cobbled together outtake levels. I didn't like Thy Flesh Consumed much either, it felt like they ran out of ideas with Doom 1's toolkit so they just tried making it more dickish to compensate, but there are a few fun sequences scattered here and there. I'll probably do Sigil tomorrow.

>> No.8081264

>>8081245
Don't know if you read ahead or this is your actual opinion, but you hit the nail on the head. Now you have to make posts like "Sandy Petersen sucks" and if you think TFC is dickish, just wait until you play modern PWADs (including Sigil).

>> No.8081265

When building maps, do you feel that every room needs to serve a purpose? Do you ever just add optional side rooms just for the sake of having more shit to kill?

>> No.8081274

>>8081265
>Do you ever just add optional side rooms just for the sake of having more shit to kill?
No, I'd rather add more shit to kill to the rooms that have purpose.

>> No.8081284

>>8081264
Which levels did Sandy Petersen do? I know Romero himself did most of episode 1 but besides that I wasn't keeping up with the level designers much as I went through it

>> No.8081289

Guys how tf do i add custom "things" in UDB? I want to add a greek statue sprite to decorate a room, but idk how to do it and google is not helping

>> No.8081291

>>8081284
Remember the one shaped like a hand in Ep3? And the one inside a sea of lava with the eye cancer textures? That's Sandy.

>> No.8081292

>>8081265
>Do you ever just add optional side rooms just for the sake of having more shit to kill?
I hate it when wads do this. If I have go through ten side rooms looking for the one key or switch you hid somewhere, your wad is garbage.

>> No.8081296

Which has the better mod support. Chocolate or prboom?

>> No.8081297

>>8081289
>and google is not helping
Your google-fu is really weak.

Does you sprite have a DECORATE or ZScript definition? If not, read this:

https://www.realm667.com/index.php/en/tutorials-mainmenu-138/92-decorate/1337-easy-beginning-doom-editing-37722110

>> No.8081302

>>8081296
What do you mean by "better"?
Choc supports vanilla compatible mods, PrBoom supports up to MBF21 mods.
If you're talking about gameplay mods, just use ZDoom.

>> No.8081303

>>8081289
You have to code those things in. What code you use to make custom things depends on what format your map is.
>https://zdoom.org/wiki/DECORATE
>https://zdoom.org/wiki/ZScript

DECORATE and ZScript is for ZDoom format maps. I don't know much about Dehacked monsters, but some of the Anons here can tell you about that.

>> No.8081305

>>8081296
gzdoom

>> No.8081307

>>8081305
Anon, you misunderstand, he still wants to play doom.

>> No.8081312

>>8081307
Not everybody has room for a 386 and CRT at home, so most people have to make do with sourceports.

>> No.8081321

>>8081307
is that a joke? where's the funny part?

>> No.8081326

>>8081291
The hand one didn't stick in my craw that much besides how many lost souls there were. Whoever came up with those shitty teleporter puzzles is the one on my shitlist.

>> No.8081340
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8081340

I don't know what made me think they added ctf to the quake remaster

>> No.8081368

>>8081274
>>8081292
Cool, thanks for your input.
Followup question: How do you go about making longer, non-linear maps that don't feel furstrating to play? Super general question, I know, but any tips are appreciated.

>> No.8081373
File: 909 KB, 3607x1962, q map.jpg [View same] [iqdb] [saucenao] [google]
8081373

>>8080668
Working on a Violent Rumble map. Free donut if you can figure out the inspiration.

>> No.8081381
File: 1.43 MB, 1366x768, spasm0029.png [View same] [iqdb] [saucenao] [google]
8081381

This was really cool. Not sure what the point of finding all the runes and blowing up the sword was though, it did nothing other than spawn some more monsters. For that level of effort it was a lousy pay off, even the actual runes in the other levels need less effort to find.

>> No.8081392

I tried making a Doom map. I am too brainlet.

>> No.8081395

>>8081392
same bro...

>> No.8081398
File: 684 KB, 1200x837, VR HALLOWEEN PROJECT.png [View same] [iqdb] [saucenao] [google]
8081398

Ok fags, Finally... Hopefully I'm not missing anything.
All the project's info. and rules are in pic related.

------/VR/ HALLOWEEN PROJECT---------
>Map list sheet (REPLY THIS POST TO CLAIM YOUR MAP):
docs.google.com/
spreadsheets/d/1kbnUMRqY6FsUNKRmzpt-QHbXBSXZO44hkubhj6U-qYA
>/vr/ Halloween resources:
drive.google.com/file/d/1AqOj1C2Io32DMcGBolsjTvB8mI-1OPbL/view?usp=sharing

IMPORTANT NOTE: The resources are definitely not finished yet, some assets like skies and sprites are still WIP so keep in mind i'll keep on updating it as time passes by.

Also, fuck this spam filter shit.

>> No.8081415

>>8081398
I guess I'll take Map 10, but it's gonna be a while until I can do anything at all, if you're fine with waiting a few weeks (at least) for my first submission and those textures I wanted to do.

>> No.8081421

>>8081296
Chocolate probably has the most limited mod support of any source port. Prboom should support all vanilla, limit-removing, and boom-compatible wads, while Chocolate only supports vanilla-compatible wads.

>> No.8081424

>>8081415
Ok, just take your time. You'll have two months to complete your map anyways tho.

>> No.8081431

>>8081373
CTF-Face?

>> No.8081438

>>8081398
to map or not to map, that is the question...

>> No.8081439

>>8081431
>CTF-Face
Nope, something irl.

>> No.8081440

>>8081368
Each branch should make the player feel like they're progressing towards something. If you just add pointless side areas and call your map non-linear, I will slap you.

If you want one of my favourite examples of a non-linear map, you should play HFFM's Leather Club (map 13).

>> No.8081513

>using Quakespasm 0.93.2 on Linux Mint
>screen tearing on 60 Hz monitor because vsync is off and game runs at 72 fps by default
>enable vertical sync and apply settings
>"Warning: vertical sync not supported (SDL_GL_GetSwapInterval failed)"
>despite warning, frame rate is now locked at 60 fps and screen tearing is gone — it's literally perfect
>but it thinks vsync is not supported so it saves `vid_vsync "0"` to the config file, and the game is tearing again when I restart it
what the fuck?
>try using `host_maxfps` to lock frame rate at 60
>no matter what number I set (60, 61, 62, 63...) it always wants to be at 59 or 61
>the only way to get 60 fps is to enable the vsync which, despite working, claims to be broken and disables itself when I close the game
what the fuck.

I guess I'll just re-enable vsync and ignore the warning every single time I play. Great.

>> No.8081519

Someone added vulkan ray tracing into Serious Sam TFE and just released it https://www.youtube.com/watch?v=mFUwx8zLKfE&t

>> No.8081528

i always thought the runes you get at the end of each quake episode give you a permanent bonus for the rest of the campaign but i cant find this info anywhere

am i retarded?

>> No.8081530

>>8081528
You're tripping. You don't get anything.

>> No.8081531
File: 148 KB, 1189x327, file.png [View same] [iqdb] [saucenao] [google]
8081531

Is this supposed to be the number of players online in matchmaking? I've never seen it go above 10.

>> No.8081536

>>8081398
Some bush objects and/or hedge textures would be real handy for outdoor maps. ZIMMER1 only goes so far.

>> No.8081542

>>8081519
looked alright until the super intense bloom effect on sams shoulders

>> No.8081564

>>8081373
Looks vaguely Italian

>> No.8081569

>>8081373
>>8081564
Eastern Europe, small country, mountain top.

>> No.8081574

>>8081569
>>8081564

leading tower of pizza,

>> No.8081586

>>8081528
Dissolution of Eternity has an undocumented feature where picking up runes in deathmatch grants you various bonuses until you die, you could be thinking of that
Otherwise no, they don't do anything except sit in your HUD until the game decides to glitch and deletes them

>> No.8081598

>>8081530
>>8081586
aight guess i'm retarded

it's a neat idea though. you could strategize which episodes to complete first on nightmare if you wanted extra ammo capacity, or max health, or something

>> No.8081606

>>8081598
I can't remember if DoE was open sourced, but implementing the ability into the base game probably couldn't be too hard

>> No.8081617

>>8081606
Yeah the QC source is out there. The rune buffs are in Violent Rumble.

>> No.8081626

>>8081513
>only way to get 60 fps is to enable the vsync which, despite working, claims to be broken and disables itself when I close th
try vkquake

>> No.8081650

>>8081169
Debatable. T2 is great in local coop multiplayer.

>> No.8081663

>>8081626
Thanks, I'll try it. I'm not sure if my GPU has great Vulkan support though. It's pretty old. Although I do know it supports Vulkan at least somewhat. Radeon HD 7950

>> No.8081672

>>8081663
vulkan works in any graphics core next gpu, they start with the 7xxx series

>> No.8081686

violent rumble anon, how hard is to move enemies from one mod to the other for someone that never touched quakec?

>> No.8081692
File: 306 KB, 734x525, 24B4AE53-2674-4AA7-9EC5-082FEF87A63F.png [View same] [iqdb] [saucenao] [google]
8081692

>>8081398
>if it doesn't reach at least 20 playable maps this project will be cancelled.

>> No.8081698

>>8081692
lol really? Dude is basically guaranteed to get Mandela Doom E4 quality maps. Should have been a dozen minimum

>> No.8081702
File: 18 KB, 224x224, 1615633968963.jpg [View same] [iqdb] [saucenao] [google]
8081702

I thought Ter Shibboleth had vised maps

>> No.8081713
File: 137 KB, 1200x668, 1614167539591.jpg [View same] [iqdb] [saucenao] [google]
8081713

>>8081698
>Doom E4 quality maps

>> No.8081715

>>8081692
Better be quick anon or this project will be the 2017 project all over again.

>> No.8081725

>>8081672
All right, I'm dumb. Thanks.

For the record, RE: >>8081513
I ended up mapping a key to
>exec vsync.cfg
where "vsync.cfg" contains
>vid_sync "1"
>vid_restart
so at least I can just enable vsync with a key after starting the game instead of going through the menu.

>> No.8081727

https://www.youtube.com/watch?v=xmv7d7M7M1I

>> No.8081734

>>8081702
They are far too large for vis to handle. Using FTE will give you better performance.

>> No.8081739
File: 45 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
8081739

how do i open .lmp files?

i want to extract the mugshot gib sprite from Doom but I suspect it's only in smooth doom.

I looked in the smoothdoom pk3 and under "SPRITES" theres a fuck load of .lmp files which by googling only gives me suggestion that they are textfiles. But why would they be under "SPRITES"

>> No.8081747

>>8081698
>Dude is basically guaranteed to get Mandela Doom E4 quality maps
Are you implying that 2 months isn't enough time to make just one map?

>> No.8081757

>>8081686
Not him, but I ported a couple to the project. It depends on what the mod is like and how well-documented it is. AD is kinda challenging/tedious because the whole codebase is quite different from vanilla Quake, so theres a lot of extra stuff besides just the monster that you have to copy over or recreate.

>> No.8081775

>>8081739
the mugshot gib sprite isn't in the base game, it's in smooth doom
.lmp files are graphic lumps that are read by the engine, and you'll need SLADE or something similar to look at them

>> No.8081778

>>8081398
I like the cleaned-up punch sprite. The original is really pretty rough.

COL6A0 is strange because its the icy statue from Hexen, but it's recolored so it doesnt look like ice anymore. Why not just use the non-icy version?

Also, the OTEX textures are all fucked up because you copied the patches, but not the texture definitions.

>> No.8081786

>>8081686
Like >>8081757 said, it heavily depends on the mod. Getting Floyd from Rubicon 2 was pretty easy because that mod is mostly vanilla at its core (no massive, autistic re-writes of AI code). Getting the Axeman from Drake was a pain though, and it's still not quite right.

>> No.8081802

>>8081757
>>8081786
I just want to change the ad centurion for the rubicon one, I don't like them shooting plasma

>> No.8081805

>>8080653
Damnit, just realized I screwed up this post a bit. Next OP please remove the (Cross-thread)s and restore the YouTube link for Bratwurst: Recooked.

>> No.8081815

>>8081802
Then you need to find their attack function. Look for it 'self.th_missile' in their spawn function. It probably leads to an animation where the attack is called on one of the frames.

>> No.8081821
File: 15 KB, 264x264, sprite.jpg [View same] [iqdb] [saucenao] [google]
8081821

>>8081775
Thanks.

I got to the sprite. But why is it all black and white like this?

>> No.8081824

>>8081821
you must have the wrong palette loaded

>> No.8081827

>>8081824
How load pallet

>> No.8081828

>>8081821
Set the palette.

>> No.8081831
File: 14 KB, 580x388, 1609154499301.png [View same] [iqdb] [saucenao] [google]
8081831

>>8081815
I'll take a look

>> No.8081845

Console shitter here
Now im Macbook shitter
Currently playing Valiant
Outside some fights feeling a little too bullshit due to my boomer reflexes, its been an absolute blast.

Questionsor clarifications:
When an arachnotron's brain detaches from the body, whats the %HP regarding the original arachno, (Around 30ish? from some eye math)
And what are the odds of it happening? 50/50?

The semi-auto pistol and Vulcan cannon are exactly the same as Vanilla pistol and chaingun in damage and its just the Rate of fire thats increased?

>> No.8081846

can I play mods with the quake remaster?

>> No.8081848
File: 4 KB, 264x36, Screenshot from 2021-08-28 23-31-51.png [View same] [iqdb] [saucenao] [google]
8081848

>>8081828
this fucker up top
you're looking at doom graphics, so set it to doom

>> No.8081865
File: 105 KB, 960x960, 1625077764410.jpg [View same] [iqdb] [saucenao] [google]
8081865

Looking for a Win95/DOS Doom sourceport that supports mp3/ogg or CD music. Does this exist?

MBF plays a mean game of sigil, but no buckethead.

>> No.8081873

>>8081381
what level is that?

>> No.8081874

>>8081778
>COL6A0 is strange because its the icy statue from Hexen, but it's recolored so it doesnt look like ice anymore. Why not just use the non-icy version?
Just a sprite of reference, i'm not gonna use that sprite after changing it.
>the OTEX textures are all fucked up because you copied the patches, but not the texture definitions.
What textures in specific? I'm pretty sure I tested all of them and I don't have any problems. and.. not really? I copy/pasted the graphics then I added them to the Texture1 file as usual.

>> No.8081875

>>8081513
Locking the rendering at any frame rate, whether lower or higher, or exactly the same, doesn't cause tearing to disappear.

Vsync is probably affected by your video driver or desktop compositor stuff, or there is some corner case that SDL doesn't handle.

>> No.8081883

>>8081846
if it's compatible with the original .exes then it should be compatible with the remaster, unless they did some shit under the hood

>> No.8081884

>>8081873
ad_grendel

>> No.8081887
File: 115 KB, 972x355, 2021-08-28 20_48_44-SLADE.png [View same] [iqdb] [saucenao] [google]
8081887

>>8081874
>I'm pretty sure I tested all of them and I don't have any problems. and.. not really?
It seems that, like the original Doom graphics, the patches are combined in the texture definition to create the full intended graphic. Cmon, just look at this. These arent supposed to be textures by themselves.

>> No.8081891

>>8081884
oh its part of arcane dimensions ok thanks

>> No.8081893
File: 14 KB, 242x270, Capture.jpg [View same] [iqdb] [saucenao] [google]
8081893

>>8081848
Thanks. Now how the fuck do i export these to pngs

>> No.8081894

>>8080458
>it doesn't fail at creating eerie atmosphere, the sole purpose it was written for
Compared to his stuff for Doom, and Trents stuff for Quake. it does fail, actually.

>> No.8081895

>>8081865
idk you can try like really old source ports out and see what they have. I mean i'm sure theres a 1998 version of zdoom floating around somewhere

>> No.8081898

>>8081893
right click on the lump -> graphics -> export as PNG

>> No.8081902
File: 128 KB, 1200x1902, 1200px-Sam_Harris_2016_(cropped)2.jpg [View same] [iqdb] [saucenao] [google]
8081902

>>8081898
Thank you so kindly

>> No.8081903
File: 44 KB, 1111x601, what.png [View same] [iqdb] [saucenao] [google]
8081903

>>8081887
?

What version of slade are you using btw?

>> No.8081906

>>8081895
>>8081865
https://zdoom.org/files/old/

idk if this will help you but the download link to the
>July 27th 1998
version of Zdoom is available

>> No.8081910

I've been spending a lot of time thinking about Quake 1 weapons for some reason, especially the relationship the shotgun and nailgun have with their upgraded counterparts (namely how they're useless once you get it). Or even how the Thunderbolt is basically a Super Super Nailgun in function. What changes can be done to make the normal nailgun more useful, or what would an ideal replacement weapon have? I've also thought about the presence of a railgun equivalent for Q1.

>> No.8081916

>>8081910
The starting shotgun has a purpose still for pinging weaker enemies at a distance. Only the regular nailgun is without a purpose.
Does Q1's LG have a range limit? That was enough to differentiate it from the plasma in Q3A.

>> No.8081919

>>8081916
>Does Q1's LG have a range limit?
Yeah.

>> No.8081921

>>8081919
Is it as short as 3's? In replaying the episodes, it feels like I can ping stuff at pretty much any distance I want.

>> No.8081932
File: 37 KB, 480x360, 1605441749019.jpg [View same] [iqdb] [saucenao] [google]
8081932

>using custom weapons addon for brutal doom
>none of the custom guns or ammo will spawn in maps, only the regular brutal doom line-up

how do I fix this? I want to have fun, damn it

>> No.8081938

>>8081921
I'm not sure, but it's not very long. Most of the maps in base Q1 (and DoE) don't have long sightlines so the weapon is very useful. Not so much in newer releases or even in some of SoA's biggest maps.

>> No.8081942

>>8081916
>The starting shotgun has a purpose still for pinging weaker enemies at a distance.
Yeah I noticed that I used it for that purpose, even in AD where it's not hitscan no more. But yeah, the LG does have a range, but old maps are rarely big enough for that to be an issue.

>> No.8081945
File: 73 KB, 320x354, dead doomguy.gif [View same] [iqdb] [saucenao] [google]
8081945

>>8081902
>>8081898
>>8081893
>>8081848
>>8081828
thanks guys have a new gif

>> No.8081948

>>8081887
Oh, nevermind. I know what you're saying.

>> No.8081951
File: 97 KB, 1086x404, 2021-08-28 21_13_02-SLADE.png [View same] [iqdb] [saucenao] [google]
8081951

>>8081903
Im using the regular version of Slade, just with the "tiled" option checked which shows what it would look like tiled on a surface in-game.
Heres what it looks like in OTex, with the patches properly assembled. You could copy the texture definitions from OTEX, or you could select the textures you want, right-click, and export them as a single patch.

>> No.8081957

>>8081910
Could make the super nailgun wildly inaccurate so if you want to snipe, you switch to the regular nailgun.

>> No.8081958

The absolute madman
https://youtube.com/watch?v=gkpb5u-aRPY&list=PLcZithGR1z9DvVb-DTG_aiDmR3yvISlGz&index=1

>> No.8081959
File: 84 KB, 500x615, rznifibg9d861.jpg [View same] [iqdb] [saucenao] [google]
8081959

A meme i made

>> No.8081965

>>8081945
3DO port?

>> No.8081972
File: 657 KB, 1920x1017, Screenshot_Doom_20210829_140714.png [View same] [iqdb] [saucenao] [google]
8081972

In my latest batch of retarded ideas, I came up with this. It's a crown that will attach itself to the nearest enemy it detects on spawn. The crown reduces damage they take by half and increases their damage by 50%, but if you kill it, you get a powerup.

Slightly inspired by how you could capture elite skills from dead bosses in Guild Wars 1.

>> No.8081975
File: 343 KB, 320x354, dead doomguy2.gif [View same] [iqdb] [saucenao] [google]
8081975

>>8081945
added a reverse

>> No.8081979

>>8081965
ps1 i think . Smoothdoom must have got it from there. Man how the fuck did they get those files

>> No.8081982

>>8081979
Both versions have the exploding head.

>> No.8081985

>>8081865
Back in the days, one would just put the music CD into the tray and press the play button to make the drive produce analog audio that would be mixed on the sound card from a dedicated internal CD audio input completely independently of anything that happens in the rest of the system. The buttons on more recent model on that picture might only work with headphones, though.

Zdoom should run on 98 and ME. There even was some talk about old GZDoom builds. Windows 95 is the problem here, you might need to apply OSR and patches, use KernelEx or copy some libraries manually. Check which old versions of other ports might play streamed music, too.

>> No.8081990

>>8081398
>>if it doesn't reach at least 20 playable maps this project will be cancelled
Dude, even HFFM didn't have 20 maps, come on man. Especially when you're asking people to make easy ass levels instead of what they want. Plutonia difficulty at the absolute hardest and only the last ten maps? Nigga its 2021, git gud.

>> No.8081991

>>8081951
Had no idea about that, thanks.

>> No.8081995

>>8081957
The staggered firing of the regular nailgun always throws me off for sniping. And besides, the base shotgun feels better for that than nailgun. Maybe I'm just overthinking it all, and id always just meant for you to never use regular shotgun and nailgun once you got their bigger brother.

>> No.8081998

>>8081440
>If you want one of my favourite examples of a non-linear map, you should play HFFM's Leather Club (map 13)
Terrible example. Try Miasma or Mutabor. Very nonlinear. Top tier quality.

>> No.8082017

>>8081910
I think the nailgun issue isn't so much that the regular one is too weak, but that the super version is so much better 99% of the time. I think Quake 2 was actually on the right track with the minigun's risky ammo consumption and spread compared to the SMG, but the SMG was too weak and had too much spread in comparison. Keeping the regular nailgun like it is and making the super nailgun function about the same as Q2's minigun seems like it would be about right.

Copper comes close to this, but the lack of a wind-up and wind-down leaves only a range consideration.

>> No.8082020

>>8081998
>Miasma
such a cool concept befouled by MASSIVE ENEMY SPAM

>> No.8082028
File: 70 KB, 1024x576, UAC.jpg [View same] [iqdb] [saucenao] [google]
8082028

You can't hide the truth.

>> No.8082032

>>8081910
Copper does a good job of making the nailgun the long range threat dropper and the snailgun a closer range death machine, even if most maps, made for Copper or otherwise, don't utilize large spaces in a way that would make the snailgun useless in the situation.
It also upgrades the thunderbolt by having the beam arc through enemies, essentially making it's killing power absolute and giving skilled players a way to maximize kills per cell

>> No.8082043

>>8081985
Prboom and at least some versions of Prboom+ (pre-SDL2, I guess) should work, too.

>> No.8082045

>>8081398
>That babying difficulty progression
You need to understand that most people playing pwads at this point aren't playing doom for the very first time, and will probably be yawning their way through the early levels like that.

>if it doesn't reach at least 20 playable maps this project will be cancelled
That is way too high amount to be a realistic minimum. Some projects only end up getting like 10-15 levels, despite wanting to be full 32, but thats still enough to be a mapset.

>> No.8082047

>>8082020
>well-placed, puzzle-oriented combat a la Ribbiks is spam
You're retarded. Every single enemy placement is justified.

>> No.8082048

>>8081009
>jesus found dead

>> No.8082049

>>8081995
Quake had a very troubled development, so it's possible that whatever polish they wanted to give the arsenal just never came to fruition.
Ironically, the Super Nailgun changes that >>8082032 Copper adds is almost identical to the way it functioned in QTest, by firing 2 nails in a big spread pattern.

>> No.8082052

>>8080793
cute and funny?

>> No.8082056

>>8082047
Maybe im just noob :( but when like 15 revenants pop up with 6-10 barons and 12 demons and 2 archviles and I have 5 rockets it's just kind of weak

>> No.8082058

>>8081531
It's how many players it's attempting to fill a match with, often glitches out.

>> No.8082061

>>8082056
kill the two archvilles make everyone else infight or get more ammo before the trap arises

>> No.8082069

>>8082061
>get more ammo before the trap arises
Great balance on an open world map closing the door behind you without any ammo and a massive quantity of demons

>> No.8082073

>>8082069
Miasma's item placement isn't overly generous, but it isn't overly restrictive either. And because it's so open, you do have every opportunity to run around grabbing more ammo.
Try playing HMP next time. Don't take that as a dig, mappers take the care and time to balance all the difficulties and spend hours playtesting different difficulties to ensure every skill level of player can play.

>> No.8082074

>>8081340
They did. Dissolution of Eternity has CTF mode.

>> No.8082081

>>8082045
>>8081990

Alright crybaby faggots, I changed that so check out the excel sheet now, Happy? Are you going to map for it like now?

>> No.8082089

>>8082074
You can't play it though. You can only play deathmatch on the CTF map.

>> No.8082090

>>8081398
>>8082081
gimme map03

>> No.8082092

>>8081932
did you check the load order ? sometimes you gotta load that stuff in a specific order

Try loading in the custom weapons first. then do it second??
idk I remember a while ago i was playing some brutal doom stuff and it had a specific zdl load order

>> No.8082096

>>8082089
You can get to it through console commands, but the process is quite scuffed as Nightdive has issues with getting team based modes working.

>> No.8082106

>>8081398
>>8082081
I am, thank you. I'll request MAP22 because I don't think I can edit the sheet myself

>> No.8082123
File: 105 KB, 828x782, E3EqXAeXwAAAAyh.jpg [View same] [iqdb] [saucenao] [google]
8082123

>>8082092
I tried loading the custom weapons mod first, then brutal doon second, but it brings up an error.

it works fine if I load brutal doom first though, I don't know what's up with that

>> No.8082156

>>8082106
Uh, you literally can't... the only thing you have to do is to claim your slot and that's it. You can share your author name and all that stuff when you start to submit your map.

>> No.8082163

>>8082123
That's because the custom weapons are most likely relying on shit from Brutal Doom, so loading the custom weapons first breaks shit because it's trying to look for resources that don't exist.
As for your problem with them not spawning correctly, it might be a version mismatch, or maybe whoever made the custom weapons didn't actually make them spawn in because they're a fucking idiot.

>> No.8082165

>>8081265
side rooms should have a purpose imo, simply revealing a secret is also acceptable - a room with a window showing you a powerup for example.
>>8081972
i like this

>> No.8082180

>>8081972
post wad with this on 1 percent of random enemies

>> No.8082193
File: 428 KB, 828x824, 1628544712742.jpg [View same] [iqdb] [saucenao] [google]
8082193

>>8082163
I think it's probably the mod itself that doesn't spawn in the weapons properly, like you said. Sucks, but oh well.

The mod I was using adds the weapons from VietDoom (M16, M14, 1911, AK-47, PPSH, Flamethrower, etc.) to Doom 2 and I wanted to do a playthrough of the vanilla maps with it.

>> No.8082198
File: 161 KB, 640x471, 11856763.jpg [View same] [iqdb] [saucenao] [google]
8082198

>>8081398
Claiming the MAP12 slot

>> No.8082201

>>8081398

Mate if the deadline was NEXT halloween you might get 20 maps.

A well crafted map takes time, I guess six weeks is plenty of all the unemployed neet faggots around here but people wth lives need longer than that.

>> No.8082202

>>8081398
>We'll potentially have a decent Halloween wad this year
Nice. I actually somewhat enjoyed Spooktober but most of the maps were terrible, this has potential to be an improvement.

>> No.8082203

>>8081398
Another Important note: Don't use OTEX textures yet because I made the mistake thinking some of them were just step textures or some shit, big fucking time.. Anyway, I'll probably get them fixed in the next update.

>> No.8082216

>>8081398
give mappo 9

>> No.8082237

Okay here's a niche recommendation request.

What are some good wads that have both short-medium bitesize levels, and are "casual" enough to be played keyboard only? I'm working graveyard shifts, so I want something I can just flip open the laptop kill ten minutes at a time on, without getting too invested or having to concentrate too hard.

I have been playing through 1024 tonight and it almost fits the bill, but goddamn the mappers just loved that "hurr i'll teleport a chaingunner behind you" type shit, which is annoying at the best of times, but without a mouse it's just beyond aggravating.

>> No.8082242

>>8082237
2048 units of /vr/

hellevator

stuff2.wad

dmnsns.wad (just kidding)

>> No.8082247

>>8082237
Scythe 1

>> No.8082248

>>8082237
pc_cp2

>> No.8082315
File: 900 KB, 1600x900, doom.png [View same] [iqdb] [saucenao] [google]
8082315

comfy

>> No.8082348

>>8082315
One of my favorite btsx1 maps.

>> No.8082358

>>8082315
BTSX1 aesthetic is pure kino

>> No.8082382

>>8080172
Thanks, I'll deliberately avoid blues to see more of the Hideous world now.

>> No.8082429

>>8081227
NOOOOO! NOT MY WHOLESOME BOOMER SHOOTERINO!! YOU ARE RACIST AND TRANSPHOBIC!!!1
holy shit anon, that's impressive, i love that janky cigarette smoking animation - really gives a Postal charm to it, you should add a pissing button

>> No.8082440

>>8081398
any planned replacers/aditional monsters? i see some kind of flying demon in the ressources but that's about it.

oh, and i'll take map2, it might be shit, but i'll try.

>> No.8082454

>>8080987
This has been asked 3 or 4 times in the last fortnight, once by me. Apparently it's 'as intended' behavior to make them dodge projectiles. They should have animated it better, it's far too janky.

>> No.8082457

>>8081227
>age restricted, sign in required
upload somewhere without the cancer

>> No.8082465

>>8081398
I'll take MAP06

>> No.8082467
File: 47 KB, 500x500, PepoThink.jpg [View same] [iqdb] [saucenao] [google]
8082467

Does anyone know if i can plug an xbox one controller to GZDoom (MacOS) and play that way?

>> No.8082469

What is the best Doom Hi-Res texture pack?

>> No.8082471

>>8082469
there isn't one

>> No.8082474
File: 741 KB, 934x695, bridj.png [View same] [iqdb] [saucenao] [google]
8082474

>>8080668

I made a 3D bridge and I feel like a fucking wizard god damn.

>> No.8082476

>>8082237
anything is casual enough if you just lower the difficulty

>> No.8082494

>>8082429
Yes.
Also thank you anon, thats my hand.

>> No.8082502
File: 136 KB, 848x848, pepeguy_grunt_01.png [View same] [iqdb] [saucenao] [google]
8082502

>>8081606
>>8081617
Ive seen comments like this for various mods - it makes me wonder if decompilers like fteqcc aren't good enough, or if people are just really careful re intellectual property? I tested decompiling a recent progs.dat and apart from a few obvious errors on array declarations, it seems to have mostly worked.

>> No.8082503

>>8081725
>I ended up mapping a key to
Can't you stick those commands in your autoexec.cfg ?

>> No.8082515

>>8082237
Glaive and Glaive 2, both are about 9-10 maps if I remember right, the first is pretty easy, comparable to original Doom in difficulty. The second one is harder but still should be beatable.

>> No.8082520
File: 1.52 MB, 800x450, spuber shtgnu.webm [View same] [iqdb] [saucenao] [google]
8082520

Well that's the shotguns down. Next up is the ZM, which is going to fucking suck, seeing as there's like 8 variants for the pickup sprites and the rotations when you cook it off and throw it.

>> No.8082557

>>8081169
Its a real huge shame the last two levels suck so much dick because the texture packs for them are so cool. They definitely deserve two better maps other than corridor simulators. The neon alien walls and stuff are so cool

>> No.8082562
File: 2.70 MB, 800x450, Gee Bill two shotguns.webm [View same] [iqdb] [saucenao] [google]
8082562

>>8082520
Have a short webm with the two shotguns side by side.
Fuck that filesize limit.

>> No.8082569

New tech analysis coming in hot

https://www.youtube.com/watch?v=kRC7hGDrNsM

>> No.8082571

>>8081959
1. that's not a meme, but a macro
2. it's shit

>> No.8082572
File: 356 KB, 1920x1040, yay.png [View same] [iqdb] [saucenao] [google]
8082572

Is it shit? Yes. But I finally started learning UDM today it's a lot easier than I thought.

>> No.8082573

>>8081972
Now you just have to make it so the crown transforms enemies into their cute female version.

>> No.8082574
File: 205 KB, 1046x1032, 1619818698319.jpg [View same] [iqdb] [saucenao] [google]
8082574

>>8081398
Fuck it, give me map08.

>> No.8082576

>>8080705
>Maybe it's because it's running at 200 FPS
Dafuq youd need so many?

>> No.8082584

>>8080697
>thick eylashes
OH NOES!
You know what this means...
>HINT: (|) x2

>> No.8082587

>>8082074
>>8081340
do you even play these modes?

>> No.8082592

>>8082474
>not subdividing every 1 unit

>> No.8082596

>>8081373
>>8081569
Is it a wonder in AoE2?

>> No.8082612

>>8081373
is it a statue base?

>> No.8082624

>>8082571
Didn't 'image macro' become 'meme' 15 years ago?

>> No.8082626

>>8082624
Yeah, about the same way "should have" became "should of" - being an 89IQ retard.

>> No.8082628

>>8081398
Right now it seems that MAP02 isn't taken yet, so I'd like to claim it.

>> No.8082629

>>8082571
every funny pic is a meme now, gramps

>> No.8082631

>>8082557
That's the great thing about shitty retro games with good graphics - you can rip the assets or just download em from realm667 and then use in your wads - that reminds me, I should finish my kingpin textured quake1 map, maybe I could even repurpose it for Violent Rumble

>> No.8082635
File: 69 KB, 340x372, cool_bird.jpg [View same] [iqdb] [saucenao] [google]
8082635

>quake community produces some good content, maybe i'll get involved
>see https://www.celephais.net/board/view_thread.php?id=16069&start=577
I hope these faggots keep producing good quake content but it wouldn't surprise me if the community implodes.

>> No.8082638

>>8082635
That board is full of angry boomers who hate every mapper that hasn't been mapping for 20 years like them, they most likely also hate their wife and kids and obviously they hate themselves.

tl;dr they hate everyone, it's a good idea to ignore any kind of forum drama altogether

>> No.8082642

>>8082635
>https://www.celephais.net/board/view_thread.php?id=16069&start=577


What the fuck are they even going on about, do these guys need to take their meds or something

>> No.8082643

>>8082638
>it's a good idea to ignore any kind of forum drama altogether
yep, grown 40-something men participating in stupid shit flinging is an instant boner killer.

>> No.8082647

>>8082635
>>8082638
>>8082643

Are we sure this isn't just "bantz"?

You'd think me and my m8s were mortal enemies the way we go on sometimes, I'm not sure if this is to be taken all that seriously.

>> No.8082653

>>8082647
It's 2021, it's safer to assume people are legit retarded than assuming a troll or something like that.
Also, have you ever submitted a map there? Look up the comments on HUH and remember it was a newbie mapper project.

>> No.8082664

>>8082647
Perhaps some of it is banter, but i recognize some of the posters' names as people banned from various discords/quaddicted/etc, so i'd believe some of it is real animosity.

>> No.8082667

I've been wanting to make a new map for awhile but I've been burntout on ideas, any advice to get me back on track?

>> No.8082672

>>8082667
recreate skyrim in doom

>> No.8082684

>>8082569
Do the source ports fix this? Is it fixable at all?

>> No.8082690

>>8082573
If only you knew, Anon.

>> No.8082695

>>8082587
I would if I could. Right now I'm just spending my time with bots at The Edge. It's a lot of fun.
>>8082667
>any advice to get me back on track?
Uh-h-h... Maybe think of what kind of map you don't want to make and start from there? Like, maybe you would think "Oh, I hate this thing, I would've done that instead" or that sort of thing.

>> No.8082696

>>8081698
Spooky tag 0 maps when?

>> No.8082731 [DELETED] 

the fuck is LE?

>> No.8082834

>>8082667
1000 arch viles

>> No.8082835

>>8082667
design it around fastmonsters and include rapidly teleporting mancubi that hunt the player

>> No.8082849

>>8082628
It's already taken >>8082440
how about MAP04?

>> No.8082853

>>8082849
Ah shit, yeah, I'll take 4, no problem.
"The Imps in the Walls"

>> No.8082865

>>8082684
They could fix the collision detection code but i have no idea what compatibility that would break.

>> No.8082871

>>8081398
Taking MAP19

>> No.8082883
File: 290 KB, 1600x900, external-content.duckduckgo.com.jpg [View same] [iqdb] [saucenao] [google]
8082883

What are some total conversion wads that are really colorful?

>> No.8082884

>"upgrade" to Quakespasm spiked
>The gibbing has lost all its chunky charm
Why? Gibbing stuff is boring in spiked. I on't even notice the supposedly fancy new lighting.

>> No.8082885

>>8082883
I'd say Woolball and Golden Souls series

>> No.8082892

>>8082884
Oh, it also deletes all the remains and blood in seconds after. That's fucking terrible, I'm going back to regular Quakespasm.

>> No.8082894

>>8082892
> deletes all the remains and blood in seconds after
Why would they do this?

>> No.8082896

>>8081398
Also, why restrict against using techbase textures, would a spooky techbase level or some kind of gothic-techbase mix be rejected?

>> No.8082905

>>8082894
No idea, but I'm seeing zero reason to use spiked over standard. The lighting isn't massively improved and its fucked over the best part of Quake. I can't believe people recommend using this over the original quakespam.

>> No.8082908

>>8082884
>>8082894
Ive only used QS-Spiked a little and didnt realize - i wouldn't have expected changes like this. One of the main reasons to use it is for screen refresh rates > 72 Hz

>> No.8082910

>>8082884
>>8082892
pretty sure this is a console command
well, everything is a console command

>> No.8082914

>>8081398
Gimme MAP23

>> No.8082917

>>8082908
It also likes to force its shitty new hud on you and won't remember the one it set between saves.

>> No.8082920

That's why I'm glad there's chocolate doom. Sourceports that go off the rails are great, but it's important to be able to have a reference for intended behavior. Quake needs this bad. It seems like everyone has a different idea of what quake even is.

>> No.8082927

I've actually noticed spiked does add some pretty little weather and particle effects to some places and its neat, but I don't think its worth the weird shit it does in other places. Others might disagree though.

>> No.8082928

>>8082908
I've moved to vkquake as it supports supersampling

>> No.8082935
File: 554 KB, 480x480, Uoohhh!.gif [View same] [iqdb] [saucenao] [google]
8082935

>>8082052
In other words...
Cunny!

>> No.8082936

>>8082917
>>8082905
Could lodge issues for these on github, they sound like bugs.

>> No.8082945

>>8081398
Claiming Map11

>> No.8082951
File: 227 KB, 499x636, 1610229655872.png [View same] [iqdb] [saucenao] [google]
8082951

>>8082935

>> No.8082952

>>8082896
I wouldn't reject it ofc but i'll probably suggest you to change some stuff and that's it. I might consider a gothic-tech mix better, like a spooky fortress lab or something but It really depends how you make it.

A fully tech base in the other hand it's a big no.

>> No.8082971
File: 860 KB, 250x250, laughing a good kek.gif [View same] [iqdb] [saucenao] [google]
8082971

>>8081227

>> No.8082974

>>8081265
I like additional sections that were made for pistol starters, that can be skipped if you are playing continuous, for example, a trapped combat armor near the start, or some imps guarding a shotgun

>> No.8082975

>>8081289
Assuming you already created your thing in WhackEd4, open your map editor, place any thing, and change the thing ID to the ID of the custom thing

>> No.8082979

>>8081227
Cacoward winner?

>> No.8082981

>>8082883
Adventure of Square

>> No.8082984

>>8081845
Arachnotron 500 hp, arachnorb 120 hp, 50% chance of spawning

>The semi-auto pistol and Vulcan cannon are exactly the same as Vanilla pistol and chaingun in damage and its just the Rate of fire thats increased?
Yes. Your pistol/shotgun/chaingun/enemy rifle/enemy shotgun/enemy chaingun does 5-15 damage

>> No.8082994
File: 176 KB, 289x344, Final_Doom_Coverart.png [View same] [iqdb] [saucenao] [google]
8082994

I played Doom 1, 2, and 64. Should I bother playing Final Doom or just skip straight to the WADs?

>> No.8082998

>>8082596
nope
>>8082612
There's a statue of an animal over the entrance of the real thing.

>> No.8083003
File: 27 KB, 382x261, Ragewarsbox.jpg [View same] [iqdb] [saucenao] [google]
8083003

Hey I loved Turok 1 and 2. How are 3 and Rage Wars and Evolution?

>> No.8083004

>>8082994
Definitely play Final Doom.

>> No.8083006

>>8082994
Sure, it's harder but I'd say Plutonia is essential and TNT is as good as Doom 2, although some of the maps suck.

>> No.8083007
File: 214 KB, 680x680, doomguy cringe.jpg [View same] [iqdb] [saucenao] [google]
8083007

>>8082935

>> No.8083009

>>8082994
Up to you. Final Doom is better than Doom 2, but you may find yourself burning out of essentially more Doom 2. I'd treat them as fan wads and just pepper them into other fanmade wads. Go try out the Doomer Board Projects.

>> No.8083016

>>8082994
If you play Final Doom right after D2 it will probably bore you imo, play Heretic or something else first then return

>> No.8083038

>>8081398
godspeed and i just hope this project doesn't turn into a shit filled mapset with revenants, cyberdemons and archviles spam like the other one

>> No.8083047

>>8082935
Loli addon for Hdoom when

>> No.8083053

Revae's Mockingbird Softworks has a website now and the Steam page for REKKR: Sunken Land should be up soon!
https://twitter.com/RevaeRavus/status/1432010626386124801
http://mockingbirdsoftworks.com/

>> No.8083054

>>8081227
I'll probably play it.
Honestly my favorite times with Doom are the off-beat wads. People making shit for their own amusement.

>> No.8083067

>>8083053
Thanks for shilling for me, anon.
I spent all god damn night trying to figure out why my virtual hosts weren't working in my apache webserver and now I'm tired.
Turned out it was a misplaced file. I should've just went to sleep earlier, since I apparently wasn't going to notice until morning anyway.

But it's up. And that's one less thing off my to-do list and one more on my to-maintain list.

>> No.8083070

Please quote the news post with news. It's really easy to miss news posts otherwise.

>> No.8083079

>>8080987
Scourpions of Armagon

>> No.8083085

>>8083067
Based. I'll buy your game because it's good.

>> No.8083087
File: 111 KB, 1000x1000, x3po.png [View same] [iqdb] [saucenao] [google]
8083087

>>8081227
>the flying A. Wyatt Mann-jewheads

>> No.8083093

>>8080987
The monster sidesteps but due to a coding oversight this doesn't work very well in narrow places.

>> No.8083095

Internet friend Decino loved my youtube commont guys ;_;

>> No.8083098

>>8081227
Those sprites are from the Moonman mod, aren't they?
They are so shit, my inner autist wants to redo them completely. But then again it's a shitty joke wad.

>> No.8083110

>>8081227
"A masterpiece..."
- Dew (DoomWorld)

>> No.8083115

>>8082684
It's fixed in complevel 9 and above on PrBoom/Woof, and ofc GZDoom fixes it unconditionally.

>> No.8083123

How is Descent 3 compared to 1 & 2? I beat 1 but just dropped 2 at 20/24 levels because I got sick of every level being a huge bland labyrinth. Also, fuck the teleporting bullet-sponge bosses that can delete over 100 shields in a second.

Any other good unknown 6DOF games? I like Forsaken for its level objectives and style but the gameplay isn't as good as Descent, and I'm going to wait for a sale to pick up Overload.

>> No.8083124
File: 1.75 MB, 560x420, nyarcuiedo.webm [View same] [iqdb] [saucenao] [google]
8083124

Kulturukenukem 3D
Kurukenukem 3D
Ukulturukenukem 3D
Kuke Nukem 3D
Ruke Nukem 3D
Ukulturukekukerukenukem 3D

>> No.8083126
File: 639 KB, 1283x966, wip03ing.png [View same] [iqdb] [saucenao] [google]
8083126

>>8080668
>>8081398
early work on map03.wmv

>> No.8083140

>>8083067
>Thanks for shilling for me, anon.
No problem. Trying to keep up occasionally ever since Clovr became a thing. For now, that's pretty much the only way I can contribute to the community, but I have some ideas I hope I would be able to fully realize.

>> No.8083143
File: 51 KB, 351x355, spooked.jpg [View same] [iqdb] [saucenao] [google]
8083143

>>8083126
>spooked

>> No.8083148

>>8083126
Looking good so far.

>> No.8083149

>>8083126
moody
>.wmv

>> No.8083150

>>8083126
I don't know about anyone else, but I think those ammo icons are tacky.

>> No.8083153

>>8083124
Someone in the United States has a stroke every 40 seconds. Every 4 minutes, someone dies of stroke. Every year, more than 795,000 people in the United States have a stroke.
Do the right thing; consult your doctor today for a stroke screening.

>> No.8083160

>>8082984
Enemy hitscans are 3*1d5, not exactly the same as the player's 5*1d3.

>> No.8083171

Can I link the death of an enemy (like cyberdemon) as the end of the map? Or do I absolutely need an exit switch?

>> No.8083179

>>8081692
>cancelled
Over my dead body, we'll work up to 20 maps even if it'll be overtime.

>> No.8083180

>>8083171
It's only coded to do that in E2M8 when all Cyberdemons die or E3M8 and E4M8 when the Spiderdemons are dead. You could work around that with Dehacked by making an alternate version of the monster that when dying uses the Romero head death action, you could also use the Keen death action to make a wall or door open to reveal an exit switch when the enemies die.

>> No.8083182

>>8083171

ZDoom can do that kind a thing very easily with a script.

Boom etc can do it, but it takes a little bit more hackiness, because it essentially just repurposes the game's built in code for levels like Mt Erebus. Icon of Sin, etc..

>> No.8083183
File: 1 KB, 93x23, revae faggot.png [View same] [iqdb] [saucenao] [google]
8083183

>>8083053

>> No.8083192 [SPOILER] 
File: 960 KB, 1000x750, 1630256892130.png [View same] [iqdb] [saucenao] [google]
8083192

>>8083053
>Mockingbird? More like NECKINGBEARD

>> No.8083193

>>8081957
Please do not do this, that just makes the weapon grossly unsatisfying.

>> No.8083194

>>8083126
Looks good so far.

Also, I need suggestions/Ideas for the project's name and the title screen, so I can work with them from now on.

>> No.8083198

>>8083194
Easy Slow Heterosexual Maps

>> No.8083205

>>8083194
/vr/y Spooky Halloween

>> No.8083208

>>8083194
On the Jews and Their Lies

>> No.8083210

>>8082028
That FormGen sucks?

>>8082201
I'm an unemployed neet and I'm too laid out to get started. I'll just work past the deadline if needed though.

>> No.8083216

>>8083192
wtf romero would never say this im literally crying and shaking rn

>> No.8083219

>>8083123
How the fuck do you even play these games? You have like 3 lives and 0 continues. Do you have to simply not die at all per level and save scum at the start of the next level? Dying once you might as well quit.

>> No.8083220

>>8083003
>3
Rushed, unfinished, different team. All the talent of 1+2 is gone. So it plays completely different. Tries to ape Half Life. Pretty fucking shit.

>Rage Wars
Complete shovelware ass

>Evolution
Aaaaaaassssssss. Ever awful modern fps trope. Like 2 weapon limits.

>> No.8083225

>>8082237
>playing without mouse
You're doing this to yourself. Get a basic bitch wireless mouse to take with you.

>> No.8083227

>>8083194
Big Rigs 2

>> No.8083229
File: 139 KB, 606x365, Riki Nukem.png [View same] [iqdb] [saucenao] [google]
8083229

>>8083124
Damn, I'm looking round

>> No.8083231

>>8081227
1, please consider not just lifting all the weapons from the 667 archive, it's kind of boring
2, for subversion's sake, make the player character black too, so that nobody can complain that he says nigger, basically like a roided out Uncle Ruckus

>> No.8083235

>>8082467
Probably, there's likely even drivers you can get for that if OSX doesn't support it natively.

>> No.8083239

>>8083219
Extra lives are fairly frequent, and you can start a new game from the latest level you reached. Not that you should, because the game is a total ballbuster. Saving at the start of each level isn't savescumming, it's just common sense. You can get away with dying though because you drop all your stuff and can retrieve it. All you really lose are any hostages you'd picked up.

>> No.8083241

>>8083003
Rage Wars was multiplayer only, single player is Quake 3 tier, as in MP maps with score X frags against bots
Turok 3 is okay, the other faggot saying it's bad is lying, it's definitely worse than 1 and 2 but it's still an ok shooter.
Evolution and Turok 5 are uhhhh, "ok" I guess.
The 2005 King Kong game is actually a better Turok than Evolution and 5.

>> No.8083257

>>8082684
GzDoom calculates it much faster and finer by default, which is why that port lets you punch and saw monsters with huge hitboxes, something that's pretty difficult to do with the original hit detection.

I wish MBF22 implemented tighter hit detection like that.

>> No.8083260

>>8083085
Thanks, anon. You're a peach.

>> No.8083263

I was switching ISPs, but i'm back now. vrskins 3.9 is coming before the new thread is made.

>> No.8083265

>>8082896
I figure he really wants a rugged Gothic theme.

>> No.8083272
File: 100 KB, 468x468, 1621466490876.png [View same] [iqdb] [saucenao] [google]
8083272

>>8082935
There's no good Doom lolis though, short of Evil Eye Chan. We need an Imp-Tan loli and a Crash loli.

>> No.8083280

>>8082994
Give em a roll. Opinions are mixed on TNT but I think it's worth giving it a go.

>> No.8083281

>>8083257
The reason you can't punch big monsters in Doom, but you can in GZDoom, is because in Doom you have to punch the monsters cross-section (you need to punch inside of it) but GZDoom fixes this and you only need to hit the actual hitbox. Also blockmap bug is fixed in GZDoom

>> No.8083295

>>8083272
Could a Vore/Shalrath loli be made without being completely nightmarish and gross? Instead of the fucky skin/fur she just has a white gothic dress and pantyhose, instead of being eyeless she has a bobcut covering her eyes, instead of a massive mouth, she just has a wide mouth with sharp teeth. No third leg, maybe she walks with a little cane.

>> No.8083302

>>8083038
What other one?

>> No.8083309

>>8081067
Bridgeburner's wads use gzdoom just for aesthetics. No new monsters, weapons or scripts. Tarnsman's Projectile Hell plays like a Skillsaw wad. It uses zdoom just for weapons and new monsters, but map design is 100% boom compatible. Elementalism will be released end of this year. It's basically the next Eviternity, but on the gzdoom.

>> No.8083313

>>8083171
UMAPINFO lets you do it.

>> No.8083325

>>8083302
hard spam faggot maps, i didn't enjoy it very much DESU

>> No.8083328

>>8083231
>>8081227
>Colonel Stinkmeaner as main character dropping "what's goood nigga?" after kills
Please consider this option anon

>> No.8083329

>>8082457
>>8081227
>Sign in with Peronal ID or CreditCard number
I wish the Holocaust was real because of shit like this...

>> No.8083337

>>8081284
Most of E2 and E3, most of Doom 2. He's pretty good on the gameplay for the most part, but they stretch him kind of thin by Doom 2.
Sandy made just about half of all the iD Software Doom and Doom 2 levels, so it's kind of cool that most of them are good or decent. I'll say that I'm biased though, most people hate Chasm, while I love that level, however I hate Factory, which I'm not alone in.

>> No.8083341

>>8083329
Make a throwaway gmail account.

>> No.8083342

>>8083272
ENOUGH

>> No.8083349

>>8082457
>>8083329
https://www.yewtu.be/watch?v=gtoWw593OzE

>> No.8083358
File: 305 KB, 1280x800, map08skyline.png [View same] [iqdb] [saucenao] [google]
8083358

>>8080668
>>8081398
>>8082574
Here's some early work on Map08, I was really inspired for some reason. Guess I'm just in the halloween mood.
>>8083126
I really love the new skybox. The dark purple really works well with the generally grey and orange textures. It looks great in a map like this with a low ceiling.
Also, any tips on making custom midis sound good? The one I chose for my map is just hot garbage on OPL3, I had to switch to portmidi for it to sound like it's supposed to. Or is it just that OPL3 sucks ass?

>> No.8083387

>>8083194
/Vampire's Rodeo/

>> No.8083408
File: 107 KB, 400x452, 1577671243073.gif [View same] [iqdb] [saucenao] [google]
8083408

>>8083342
Anon, my suggestion was just FPS inspired cute little girls, not L-Doom. Not yet, anyway.

>> No.8083410
File: 411 KB, 36x37, tiny.gif [View same] [iqdb] [saucenao] [google]
8083410

>>8080926
Where would it be appropriate to place a Map Computer in a level? All the other pickups I can understand where, but not this thing.

>> No.8083412

>>8083205
yes
>>8083358
cool, anon! Those blossom trees are perfect, I thought about Including them in my map03 but they were a little too big for the walkway.

>> No.8083420
File: 794 KB, 1313x673, unnamed.png [View same] [iqdb] [saucenao] [google]
8083420

>>8083358
Phew, someone is making a castle already. Guess I don't need to participate after all.

>> No.8083432

>>8083194
gra/vr/d

>> No.8083449

Anyones got a Ranger image macro with a "Crack open an Old One" caption that is simmilar to the 'Beat the Niggur' one visualy?

>> No.8083452

>>8083309
Age of Hell has custom stuff. I don't think he's made that himself tho.

>> No.8083461

>>8083412
the autumn trees are really cute. They're so perfectly spammable too. They are pretty damn huge though. I think the dead trees look great in your map03 though!
>>8083420
>implying we don't need 20 castle maps

>> No.8083467

>>8083420
Make a spooky mansion instead.

>> No.8083471

>>8081227
You're going to get a channel strike for this. I got one for uploading Moon Man Doom mod footage

>> No.8083473

>>8082028
That part was implied to be time travel.

>> No.8083506

>>8082503
>Can't you stick those commands in your autoexec.cfg ?
I tried and it didn't work, presumably just because of the order in which things are executed or something.

>> No.8083524

>>8081398
When you say don't use the OTEX textures... do you mean ANY of them, or just the step textures that you mentioned?

>> No.8083528

>>8083473
iD also didn't approve of it and told them to cut that shit the fuck out.

>> No.8083534

>>8083325
Sounds like you weren't hard or fast enough. I'll make my map tough just for you.

>> No.8083537

>>8083408
GzDoom needs better multiplayer support for that anyway.

>> No.8083543

>>8083410
Put it in your most obvious secret. You want players finding it early, it's useless if it's the last thing they get after they've finished the rest of the map. If you want to make it more useful, write some notes in linedefs in the void so the player gets intel beyond what they could see by themselves.

>> No.8083549
File: 707 KB, 1366x768, dimensions.png [View same] [iqdb] [saucenao] [google]
8083549

Is it a problem that the dimensions on these two textures are 64x56 and 64x72?

>> No.8083554
File: 4 KB, 329x334, firm.png [View same] [iqdb] [saucenao] [google]
8083554

>>8081398
i want to fuck that flying imp, and put him in my map, too.

>> No.8083561

>>8083420
>Phew, someone is making a castle already.
Man I had already planned a castle before the first person even posted their screenshot, and I will not deviate from that concept I have planned.

>> No.8083576

>>8083561
I have a feeling this is going to be 19 castles and 1 spooky mansion (if we're lucky).

>> No.8083578

>>8081398
Hey Halloween Dude, have you ever thought about adding SKELETONS and BONES as decoration? Like we don't need a billion bloody messes or hanging corpses, but we need skeletons, piles of bones, skulls. I'd find that rather humerus and if you decline I would need to pick a bone with you.

>> No.8083590

>>8083576
I'm gonna go with an abstract kind of hell for map 19, so at least there's that for variation

>> No.8083596

>>8083578
I agree with this, it'd really tickle my funnybone.

>> No.8083602

i've never mapped before but i was thinking about something.
Would it be possible to make like a
>Blood
Style court yard level in doom ??????

You know that one with the hedgerows ???
Its got a
>super secret
on the level i can't remember the name

>> No.8083606

>>8083602
>court yard
Ez pz. As long as whatever you're trying to do doesn't requires RoR or portals, you're set.

>> No.8083609

>>8083358
>Also, any tips on making custom midis sound good?
I made a thread on DoomWorld asking what soundfont Jimmy uses, and Doomkid responded with RLNDGM, so I use that from now on.
Basically, using soundfonts on midis they weren't meant for is like using gameplay mods on maps they weren't made for. Sometimes it's great but sometimes it's janky. RLNDGM mimics the Windows default instrument levels but sounds better so you get to enjoy your upgraded midi player without changing the instrument balance of the midi. For example try BTSX midis with/without RLNDGM and I think you will agree RLNDGM sounds better even though it's not a >1gb hi-def soundfont.
There are occasional exceptions, for example, Going Down was designed with PrBoom 2.5.1.4's default midi setup (Fluidsynth + timgbwhatever soundfont) and always sounds better that way, so you need to copy/paste that soundfont into the directory of your new version of PrBoom 2.6 or DSDA-Doom
>TL;DR
Use RLNDGM soundfont

>> No.8083625

>>8083576
>>8083578
map03 starts in pit of blood with no castle or mansion-like structures, and I'm willing to adapt the ending to whatever map04 anon would like.

>> No.8083626
File: 126 KB, 1200x630, 5ae31600d436e_cc05d652819ec6d98e001597eedc5fb4.jpg [View same] [iqdb] [saucenao] [google]
8083626

Parody of this image where it's Doomguy laying down and the other side is the status bar

>> No.8083629

>>8083625
>and I'm willing to adapt the ending to whatever map04 anon would like.
If you like, you can make it end either at the outskirts of a derelict village or a foggy forest, if that's not too much asked for. MAP04 will definitely end at some kind of chasm or cave.

>> No.8083630
File: 458 KB, 1920x1080, doom13.png [View same] [iqdb] [saucenao] [google]
8083630

>>8080668
Don't have any idea what map slot I want, but I'm making a spooky manor anyway.

>> No.8083634

>>8083461
>implying we don't need 20 castle maps
lmao the cancellation note it was just a joke, I did it so that there would be more anon to map before the deadline, you don't have to worry about it too much anymore.

Anyway, if anyone feel uninspired I would suggest some map ideas.
>A forest map
>A cave map
>A ruined fortress map
>A mansion map
>A spooky city map
>A typical doom hellish/marble map
Remember, no techbase textures.

>> No.8083651

>>8083630
That picture reminds me, can we maybe get some tombstone top midetxtures? Just so you don't have to make a million sectors per piece.

>> No.8083657

>>8083651
Yeah, those and some shrubbery would be the best additions.

>> No.8083672

>>8083629
my map has a few teleport-pads, so I was thinking about ending it that way. It sounds like that could fit quite well with your plans already? Teleporting into a strange village or forest after escaping the blood pit would be cool I think. Perhaps a large pentagram on the ground at your start? If that doesn't work I can lead into some kind of forest.

>> No.8083679

>>8083672
>Perhaps a large pentagram on the ground at your start? If that doesn't work I can lead into some kind of forest.
Nah, it's ok. Teleport start can work with me, though the forest would rather be a backdrop that a playable area.

>> No.8083680
File: 166 KB, 267x199, 1349256414851.gif [View same] [iqdb] [saucenao] [google]
8083680

>get to Tower of Babel in Hideous Destructor
>oh boy oh man how ever will I fell the great Cyberdemon
>fucking dies to a single HEAT rocket
Is this a feature?

>> No.8083685

I made my first full map today. It's not very good but I would still like to share it. Where do you guys upload?

>> No.8083689

>>8083680
Yeah, HEAT rounds and Bronto bolts are built specifically to annihilate bosses.

>> No.8083694

>>8083630
I think there's a single tombstone texture there called BGRAVE01

>> No.8083696

>>8083679
alright, cool. Good luck!
>>8083685
MEGA is acceptable

>> No.8083716

>>8083657
>Yeah, those and some shrubbery would be the best additions
definitely missing some additional shrubbery. A hedge maze could be a cool theme for a map.

>> No.8083724

>>8083194
20 unoriginal castle maps of /VR/

>> No.8083725

>>8083680
Be grateful for that, you'd need a lot of space and green weight if you're planning on doing an extended fight with a Cyberdemon, those HEAT rockets are fast.
Same thing with the Mastermind, her chaingun is chambered in 7mil so a quick BRRT will put your ass down.

>> No.8083727

>>8083724
Post your maps

>> No.8083735

Oh god I have the worst idea for Halloween map. I'll go and try it anyway.

>> No.8083736

>>8083735
What is it?

>> No.8083783

>>8083736
Ripping off one of my own maps and giving it a Halloween coat of paint. I decided not to.

>> No.8083792

>>8083578
That would be cool. since i'm too retarded to use DEHEXTRA and I have other stuff to work for the project, I want to contact with Smite of Disrespect to ask him if he can make the new monsters for us, unless anyone here knows about how to use DEHEXTRA and make them for me, I would really appreciate it.

>> No.8083807

>>8083792
I could make them if you tell me exactly what you want and give me all the sprites and sounds and shit they need. I also have my own map to do but fairly vanilla style enemies shouldn't be too hard. How many are we talking?

>> No.8083817

>>8083792
>>8083807
Just to clarify, what I >>8083578 meant was not skeleton enemies, but just replacing some of the decorations with bones, so apart from replacing sprites there shouldn't be much to do there.
I could even try to make bone piles or something, though they would probably look like ass.

>> No.8083823 [DELETED] 

I'm exhausted. I've spent the last few evenings on working on the dynamic shadow system for my sprites and I made hardy any progress.

>> No.8083825

>>8083823
Wait, what game/engine?

>> No.8083826

I'm exhausted. Spent the last few evenings on working on the dynamic shadow system for my sprites and I made hardy any progress.

>> No.8083838

>>8083825
Sorry, posted double.
Custom.

>> No.8083857

>>8083807
At least 2 or 3. I had planned to make an Flying Gargoyle and some tough enemy (It could be a Satyr or something). the third one is a Evil marine a la Scythe 2 just for the MAP31 slot but for that I need some sprites of a Marine with a Pumpkin in the head. That's why I wanted to tried out DEHEXTRA instead of regular Dehacked.

>> No.8083861

>>8081398
Gimme MAP21. Expect a Mad Scientist's castle with a funky twist at the end.

Stupid question, but is it possible for a map in that format to have multiple skyboxes? Never mapped before.

>> No.8083874

>>8083857
>I need some sprites of a Marine with a Pumpkin in the head
I remember somebody making that exact sprite as a skin for decino, can anybody find it?

>> No.8083881

>>8083857
It's not Halloween themed, but I would consider the Anon skin from vrskins as a player sprite replacement.

>> No.8083882

>>8083861
Yes, it's actually pretty simple to use multiple skyboxes. Basically you set the texture you want to use as the sky as the upper texture on a linedef, and give it that linedef the sky transfer action (don't remember the action number exactly), it will replace the sky in the sector with the same tag as the linedef's tag. It might sound confusing if you don't know the mapping terms yet but I'm sure you'll figure it out.

>> No.8083908

>>8083882
I'll figure it out thanks.
Only thing I'm willing to spoil for that twist is that I hope your memory serves you well...

>> No.8083912

>>8083219
The Descent games are pretty lenient in giving out extra lives, since they work on a score-based system. When you die, you drop all your weapons and stuff and respawn at the beginning of the maze with full shields and energy. Since shield pickups are pretty scarce, a good strategy is to sometimes kill yourself in a safe location so you can respawn and get back to your stuff without any headache.

The problem with Descent's implementation is that your starting arsenal is so shit that if you die in a dangerous area, like a boss room, you might not be able to clear the way back to your stuff, getting caught in a long loop of death, losing 5 or more lives just to be able to get your Helix cannon back so you can waste those robots. As such, you'll probably end up savescumming anyway to avoid this nightmare. I think if you respawned with your highest level lasers instead of Lvl 1 each time, it would be much more balanced.

In general, I think extra lives in boomer shooters are actually a good idea if done well. Knowing you can respawn if you die discourages save scumming and encourages exploration to find more lives. I think Turok did it well, and Doom Eternal's implementation of lives was flawed but a step in the right direction.

>> No.8083924

Wow I just realized the 4000x4000 maximum size isn't really large.

>> No.8083946
File: 63 KB, 600x600, RWL1A2D8.png [View same] [iqdb] [saucenao] [google]
8083946

>>8083874
borogk link is in description https://youtu.be/Mpcxe81k5BQ
>>8083807
I'm not project lead but here is a wad with the custom monsters, specifically the gargoyle and the satyr.
https://files.catbox.moe/e174nf.zip
Monstertest03 is the assets, and demomap is just a map to test the stuff in inside of the editor. Sprites and sounds are from Realm667, except the gargoyle sprites which are from Heretic. I think the gargoyle sounds need to be changed since you can't hear its death sound and they are copyrighted I think. I think project lead only wants the gargoyle and the satyr. I'm not sure if Project Lead Anon wants the one that spawns on the ceiling or floor.

Also, if you could, please add the rocket with legs as another custom monster - it's in the same WAD as the decino pumpkinhead player sprites which I linked at the very top of this post. I'd love to put one in the secret area of my map

>> No.8083949

>>8083946
>except the gargoyle sprites
I meant to say sounds. I copy/pasted them directly out of the IWAD but it sounds way too quiet to hear, especially the death

>> No.8083953
File: 398 KB, 1280x720, SUNDAY_NIGHT_SHITSHOW_29_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8083953

SUNDAY NIGHT SHITSHOW TIME BABY! Today we're playing through an unfinished ZDaemon classic, COOPBUILDLM. Join 104.128.49.2:10695 with Zandronum and let's start the slaughter!

>> No.8083986

>>8083194
Oops! All Castles

>> No.8083991

I've been playing around with the Doom 2 Unity port since I was board and I gotta say I like how the movement feels.

>> No.8084003
File: 1 KB, 97x28, SBONA0.png [View same] [iqdb] [saucenao] [google]
8084003

If we're lifting stuff from R667, I found a pile of bones. Would have to be pallette adjusted, but I think it can safely replace one of the Bloody Messes or one of the Pools of Blood.

>> No.8084004

>>8083953
do I need to download anything?

>> No.8084006

>>8083716
Morbid Autumn has several, along with other assets that could be useful

>> No.8084018

>>8084003
I'd like to keep the pools of blood. Can't we add decorations with Dehextra? Also those are probably a bit large in scale.

>> No.8084020

>>8084004
zandronum and the doom2.wad probably.

>> No.8084032

>>8083549
LunchLunch, is that you?

>> No.8084058

>>8083549
As long as width is a power of 2, should be fine. Vanilla would have some vertical tiling issues.

>> No.8084074

>>8083309
Thanks for the recs, I'll make sure to check them out.

>> No.8084075

Whoever made the sounds for the Phantasm in Blood deserves a special spot in hell.

>> No.8084078
File: 553 KB, 169x338, 1629910716317.gif [View same] [iqdb] [saucenao] [google]
8084078

/v/tard / old /arena/fag here.
After replaying OG Quake on the new remaster, I'm kinda hyped on playing mods.
What kind of mods are you guys recommending aside of Arcane Dimensions?
Also, because I kinda missed the hype, what do you think of improved models in QUake remaster? I honestly love how they improved models from year '96 into '98.

>> No.8084089

>>8084078
are you looking for mods or just map packs? as for mods alkaline is the recent one

>> No.8084109

>>8084089
desu, map packs with potential additions in enemy roster/weapons would be preffered.

>> No.8084132

>>8083912
I think my main problem is I'm playing a console port of the source ports. Which can't access the keyboard. So when I game over I can't type a number to start at whatever my last level was. I have to start from level 1.

I've played the first 3-4 levels so many times I fucking hate them so much. I'll have to look into making PC save states at higher levels or something

>> No.8084143
File: 88 KB, 1024x768, kmquake2_042.jpg [View same] [iqdb] [saucenao] [google]
8084143

Im gonna stop shilling this mod for now, as the next sections levels tend to drop into single-digit FPS - unless Id play most of them a in crap 800x600 resolution and spaghettify everything onscreen...

>> No.8084190
File: 583 KB, 1920x1080, Screenshot_Doom_20210829_185337.png [View same] [iqdb] [saucenao] [google]
8084190

>>8083953
Thanks for joining boys, it was fun.

>> No.8084193

>>8080987
Why the fuck is it a scorpion too

>> No.8084232

>>8083680
>Is this a feature?
It’s severely understated how awesome the arsenal is in HD, and is a big part of what makes it work.

>> No.8084270

>>8083634
what about a techbase but with halloween decorations everywhere?

>> No.8084271

>>8083576
Can never have too many castles.

>> No.8084282 [DELETED] 

>>8080967
wh*te p***le

>> No.8084283
File: 672 KB, 1920x1080, doom02.png [View same] [iqdb] [saucenao] [google]
8084283

>>8083857
Well I'm working on the pumpkin-head marine right now, it WOULD work fine but for some reason in my test map they don't even fire a shot.
All they do is walk towards me. No good for testing. Is something wrong with my Ultimate Doom Builder install?

>> No.8084306

>>8083651
Just plain doing a full set for tombstones would be worth it.
>about 48 units tall
>some tops rounded, others pointed, maybe one is a cross
>gibberish low res text on front
>sides of the stone and insides of the tip is a real dark gray static that kind of blends together in the dark, so it's not immediately visible even from a distance that it's a midtexture on the top

>> No.8084314 [DELETED] 

>>8084282
You want a piece of me, boy

>> No.8084316

>>8084283
False alarm. I think zennode was being a fussy bitch with my map only being one square sector. I added a few and we're good.

>> No.8084321

>>8083549
Width MUST be power of two; 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, etc, but height can be whatever.

>> No.8084327
File: 84 KB, 640x1060, 5rkhfudl85s31.jpg [View same] [iqdb] [saucenao] [google]
8084327

>>8080967
Doesn't matter much if that's the only thing you can get hold of. A lead pipe or a bolt like pic related will crack ribs and cause lacerations with the first swing...granted you are not completely noodle-armed.

>> No.8084331

>>8084327
That makes sense because it's thicker and has a big weight on one end, you take a thin little pipe like the one in that video and you'd be better off using it as a thrusting weapon to break some ribs.

>> No.8084345
File: 272 KB, 850x850, Lead_pipe.png [View same] [iqdb] [saucenao] [google]
8084345

>>8084331
It's a short piece of lead pipe. Heave enough. Most people are out if you clobber them over the head with that. The enemies in Kingpin are way too spongy.

>> No.8084348
File: 136 KB, 500x422, the inner machinations of my mind are an enigma.jpg [View same] [iqdb] [saucenao] [google]
8084348

>>8084345
Yeah, again, that one you posted makes sense as a beating implement, but the little dinkster in the video here >>8080958 would make for a very poor melee weapon. It's so short and thin.
Don't mind me this is just my melee autism flaring up. I'm done complaining about this.

>> No.8084358

>>8084345
>>8084348

I would've chained one or two cinder blocks to my right forearm. The more sensible solution.

>> No.8084361

>>8084358
You have the right idea.

>> No.8084375

>>8084348
I dunno, the one in the video is maybe an inch and a quarter in diameter. Assuming it's a normal galvanized steel pipe that makes it fairly hefty. Maybe 7 inches of length from the thumb. It's right on the cusp. I wouldn't want to be hit with it anyway.
Either way, the artists should've made it appear more satisfying/useful.

>> No.8084386

A few threads back some of you guys helped me figure out how to load the SNES Doom music into a WAD, I figured I'd upload it for everyone else as thanks, in case anyone else also likes that particular soundtrack:

https://files.catbox.moe/8o01jw.rar

>> No.8084395

Is Hedon worth $10? I played the demo and mostly enjoyed it, and am thinking about picking it up before the price increase tomorrow.

>> No.8084406

>Kingpin
Completely passed me by.
Anything remarkable about it? Other than the controversy surrounding it when it was new? I remember how people complained about ads in magazines.

>> No.8084430

>>8083349
Thanks, but that's failing apparently
>The media could not be loaded

>> No.8084445

>>8084386
Can you get the levels in there too? And fuck up the ai and state pacing a bit. And make all the enemies only have one rotation.
Thanks.
Oh, and no floor/ceiling textures.

>> No.8084489

Is there a way to play Alien Trilogy PC these days or am I just better off emulating the console versions?

>> No.8084506
File: 598 KB, 1280x1024, hovertorch.png [View same] [iqdb] [saucenao] [google]
8084506

These torches were made for self-referencing sectors.

>> No.8084507

>>8084489
The later probably. Remapping controls for the DOS version is easy enough, but playing the PS1 version in high res is simply nice.

>> No.8084543
File: 448 KB, 1920x1080, doom03.png [View same] [iqdb] [saucenao] [google]
8084543

>>8083857
I've finished the monsters: the gargoyle, satyr, pumpkin marine, and the rocket with legs that anon suggested. They need testing and balancing and I'm leaving balance up to project lead, I basically just copied the monsters as they were from their sources. The Satyr in particular is wimpy. Included is a resource wad, MBF21 dehacked patch, and a test map which includes viles to test the raise states. To place monsters in your map use DoomEd numbers 1000-1003 (the type field under thing selection).
https://www.mediafire.com/file/ugbl85zht0ljyrs/vrhalloween.zip/file

>> No.8084558

Alright. Which of you madlads keeps spamming doomworld with Terry wad questions?

>> No.8084567

playing through doom 2 atm and im really not enjoying most of these maps.

>> No.8084572
File: 367 KB, 640x480, 1629214141205.png [View same] [iqdb] [saucenao] [google]
8084572

>>8084489
You're way better off emulating the PSX version on DuckStation, bonus point is that you can play the Alien 4 game afterwards which has modern aiming controls AND native mouse support. And unlike the movie it's based on, it's actually a pretty good FPS.

>> No.8084574

>>8084567
Super Shotgun and Icon of Sin are the only good things to come out of Doom II.

>> No.8084579

>>8084567
That's intended. Just remember that the city is better than the entirety of Doom 1 because doom 1 doesn't have the super shotgun.

>> No.8084584

>>8084143
What mod is this? I have trouble believing a Quake 2 mod would perform like shit on modern hardware.

>> No.8084590

>>8084567
Doom II starts out weak, but the last 2/3 of it are solid.

>> No.8084596

>>8084567
Doom II starts out weak, but the last 2/3 of it are weak.

>> No.8084605

>>8084075
Why? I think they're really _____________________________________________________________________________________________________________________ AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.8084608

how does one set up co op monsters in pr boom/dsda doom? whats the command line set up?
I know in lzdoom its in the console after select difficulity
>map map01 coop

>> No.8084614

>>8084608
-solonet

>> No.8084615

>>8084489
>>8084507
>>8084572
agreed ps1 duckstation

>> No.8084620

>>8084614
good lookin out.

>> No.8084621

>>8084543
The rocket with legs seems like it would be a really funny bullshit monster to surprise the player with. Make sure they explode like rockets and that they can set each other off in chain reactions.

>> No.8084623

>>8083054
>https://basedniggapublishing.wordpress.com/nigger-mortis
here's the link fren. I've made a version where it's prepackaged with GZDoom & Freedom for the sake of convenience.
>>8083098
I said from the jump, they're ripped directly from the Moonman mod. I've made some edits, the next map - taking place at Sneed's Feed and Seed - will have pallet-swapped zombie niggers. Some other edits are existing too. The Spider-Mastermind replacement - the Giganigga from the prequel to Nigger Mortis, Sneed Claus - is now recolored, and has a smaller version with the regular palette. The Shotgunguy Replacement, TallJamal, has a version called SuperJamal, which replaces the Cyberdemon.
>>8083231 >>8083328
Do it yourself. It's open source, if you have the Decorate knowledge to fuck with classes, be my guest.
>>8083329 >>8083471
Fine then, I'll upload it to a QFag site where shit rarely gets removed.
>https://www.bitchute.com/video/kyk8NolnPOnD/

>> No.8084629

>>8084567
First 5 or so levels are just kind of ok, but then the next 6 levels are great. Map 12 sucks really hard, but there are good maps afterwards.

>> No.8084634

>>8084567
Doom 2 is honestly not a very good game, it's a glorified mission pack. To me it was just Doom's equivalent of Wolf3D's Spear of Destiny expansion, aka worse levels, reskinned but still functionally identical assets, a tiny bit of actual new content (that isn't meh quality levels) and all of that generally doesn't deserve the "2" in the name.
To me Doom 2 was always just a mission pack and Doom 64 was the actual Doom 2.

>> No.8084653

>>8084567
Pleb taste

>> No.8084668

>>8084543
That's some pretty gross mixeling. I would suggest stealing the higher resolution rocket sprites from the doom neural upscale pack

>> No.8084689

>>8084668
Wasn't my sprite. I've already started fixing it though, expect a better sprite next update.

>> No.8084704
File: 55 KB, 900x900, Cyb.png [View same] [iqdb] [saucenao] [google]
8084704

Do we shit the wads tonight?

>> No.8084712

>>8084574
for me it's the mancubus

>> No.8084730

>>8084668
That's really great! that just what I wanted. That rocket with legs it's also a good addition.

One suggestion tho, It would be too much trouble if you can add some fast custom projectiles especially for the Gargoyle and the Satyr? I think increasing the Satyr's health to be an equivalent of a HK and make the Gargoyle a bit more faster would be great too.

>> No.8084741

>>8084730
fuck, meant to >>8084543

but forgot to response, with the neural upscale sprite will look worse imo.

>> No.8084742
File: 2.97 MB, 640x508, fireblu_comp.webm [View same] [iqdb] [saucenao] [google]
8084742

optimized the texture mapping quite a bit

then added everybody's favorite texture

>> No.8084743

how does one change the gamma/brightness in prboom/dsda doom? i feel like this is a brainlet question but when you're changing the "sector light" from shaders, boom, gzdoom, fog, etc/
the screen is either so bright its stupid or totally dark. wtf also why would a slider like this be so hidden. like i got version 19.8 or whatever of dsda doom. there was no crazy set up. just took like a minute looks fine great lets play

now with the 21.3 its either
>sorry bro thats all we got. turn down your bright ness??
lmao
goodthing i still got the 19 version. ehh you know its not even like i need it. the change logs all just added more hexen support, took out the jump option and labeled it
>fake archville jump
for some reason idk? but if you select this and hold the space bar you can float across the level lmao
yes i play with jump, no i'm not doing your platforming in your wad sorry

>> No.8084771

>>8084743
https://www.virustotal.com/gui/file/32eaac0cf4d94daec66ca91a168ddf44d1c29b10b2eb48319211dad603d474ae/relations

it gets even better
it contacts shitloads of ips and shit
glad i ran that. see this is why you don't trust people on the internet

they add telemetry to their program
>don't worry bro.
>we're only doom bros right
>we'd never spy on you

>> No.8084778

>>8084730
Glad you like what I have. New projectiles are easy with MBF21, no problem. Do you want them to have new sprites? Because if you don't have any in mind I could just find some projectile sprites on my own. I'll make those balance changes and test on my own. I don't like how the original rockets with legs moved so slow and have so much health, they should be one shot and they're dead kamikazes.
Also, I've already made the new sprites with neural upscale. It was pretty tedious so you're gonna use them and you're gonna damn well like them.

>> No.8084810
File: 6 KB, 207x285, 1603652450383.png [View same] [iqdb] [saucenao] [google]
8084810

>>8084704

>> No.8084814
File: 336 KB, 388x512, cyberse.gif [View same] [iqdb] [saucenao] [google]
8084814

>>8084810
Here's your medikit bro

>> No.8084816

>>8084814
kek

>> No.8084825

>>8084742
I feel like using FIREBLU doesn't do you much favors in determining the quality of the texture mapping.

>> No.8084835

>>8084825
sure but it was easy to convert it because it only uses a couple colors

>> No.8084843
File: 485 KB, 1920x1080, doom06.png [View same] [iqdb] [saucenao] [google]
8084843

>>8084778
New download for monsters before I go to bed, if you'd like to test the new monsters use this one. New projectile sprites and some changes. Also project lead, you'll have to remove the gargoyle sprites from your resources because they conflict with mine.
https://www.mediafire.com/file/trw5atcq929y923/dehackedvrspooky.zip/file

>> No.8084852

>>8084743
>>8084771
calm down

>> No.8084886

>>8084852
i just get paranoid is all
>telemetry
>what do you need that for bro
i mean i guess its better than asking people to post their crash's to doom world. still a little shitty though. idk
i just get paranoid about stuff like that. still don't even like using eduke32 because of it

>> No.8084892

>>8084886
i'm just assuming they added telemetry for crashes but uhh idk

>> No.8084897
File: 21 KB, 471x480, 1417864955964.jpg [View same] [iqdb] [saucenao] [google]
8084897

>>8084704
Hey, sorry. I'm here. I was just hanging out my laundry. We're gonna tackle one of the final bosses of shitwads, Plutonia 3.
>https://youtu.be/mBZEiOPIdFA

I expect a complete shitshow, but that's what we're all here for.

>> No.8084961
File: 15 KB, 480x360, shatner.jpg [View same] [iqdb] [saucenao] [google]
8084961

Tekwar megawad when?
>>8084892
But why.

>> No.8084968

>>8084961
idk i'd have to ask that kreflab dude or whatever. why he added that in

>> No.8084971

>>8084843
Thanks for your contribution and speedy work.

I think the role of the satyr is a low-hp hellknight, something that you can fell with a regular shotgun easily but still more dangerous than an imp, something to spice up the early game more. That's why I gave it 150 hp. The final values are not up to me but I just wanted to give my input as with 600hp it becomes redundant and competes with other mid-tiers for utility. As for the fireball sprites, it can maybe use the gargoyle fireballs since it fires a volley of two, or it perhaps can have its own. The baron of hell fireball in the custom monster test wad might be suitable

>> No.8084973

>>8084971
Could you make the Satyr throw 2 fireballs at a time? One from each hand. To differentiate it from the Imp variants.

>> No.8084978

>>8084973
It already does

>> No.8084992

>>8084771
What

>> No.8084997

>>8082242
>>8082247
>>8082248
>>8082515

Thanks Anons, I'll give these a look.

>>8082476

Sure but that also makes them shitty and boring. There's a difference between forgiving design and just lower monster counts.

>>8083225

Eh. I have one, it's just extra stuff to carry and I prefer the portability.

>> No.8085006

>>8084348
he is not having his ass handed by something much bigger either

>> No.8085018

>>8081398
I'll take MAP24 if that's cool
I'm feeling a big library vibe, dunno if that'll hold

>> No.8085026

>>8084971
Sure. Ultimately I'll do what project lead says but I also think it would be a waste to have new enemies that don't fill new roles. I'll play with the satyr a bit from the perspective of it being a stronger imp and not a hell knight replacement. The recoloured baron ball sprite was a quick job to push a new update quick, I'll find a better sprite tomorrow. I also want to differentiate the Garg a bit more, right now it's just a flying imp. Maybe a spread of 3 fireballs?
I think project lead wants a new tough monster, like baron tier. Maybe a super-mancubus? That would bring the new monster count to 5, and I don't really want to go much higher than that or it would be overkill. We'd have two new low tiers (Garg, Satyr), two joke-ish monsters (rocket, pumpkin marine), and a mini-boss (my proposed super mancubus). That sounds good to me, I'd like to get these done quick so that mappers can play with them and I can work on my map.

>> No.8085027

>>8080697
I'd smooch one of you handsome fellas here ngl

>> No.8085035
File: 38 KB, 600x537, why would you draw that.jpg [View same] [iqdb] [saucenao] [google]
8085035

>>8084814

>> No.8085039

>>8085026
Yea with 600hp it's just another hellknight. Also, please give the satyr the same movement speed as a revenant: 10 speed, 2 chase duration. I tried to open halloween.deh in WhackEd4 to see its stats but it crashes :( Anyway thanks for taking this on
>super mancubus
Like the Valiant one? I want that in the project also

>> No.8085108

>>8080697
>>8080720
>>8085027
isn't the spider mastermind female

>> No.8085109
File: 7 KB, 140x100, 1507860951724.gif [View same] [iqdb] [saucenao] [google]
8085109

New bread will be made on page 10 because I said so.

>> No.8085112

>>8085109
not on my watch

>> No.8085173
File: 1.19 MB, 4096x2304, 97D4EA15369AF4835073FA809A948895B708D962.jpg [View same] [iqdb] [saucenao] [google]
8085173

>>8085026
The 600HP should be a cyber/super Revenant to fit in with the Halloween theme. Make its projectiles deal splash damage, but otherwise act normally.

>> No.8085236

It seems like the thread slows down when it reaches bump limit. Personally I dont really want to post in this period because its more likely my post will be forgotten/missed when people migrate to the next thread.

>> No.8085240

There should be a new law. If you're going to make a modern retro indie boomer shooter, you must release it via shareware. That will sort the wheat from the chaff.

There are seriously so fucking many of these, I can't even tell them apart. 90% of them are never going to make it past early access, you can just see it- much like the crappy shareware games of the 90s, they blow their load in the first couple hours, and after that they have nothing to offer. The difference is that now, we're paying up front for early access and never even get the disappointing second two thirds. The developer is just going to take the money and run.

Of all the markets most jaded by the "early access" concept, surely it is the people they are attempting to sell these boomer shooters to? But that's the problem isn't it. They're not selling boomer shooters to boomers to cash in on our nostalgia, they're selling them to faggot hipster zoomers who want to prove they're hardcore by not playing CoD and FortNite.

>> No.8085267

>>8085026
Current monster list:
1 decino
2 projectile with legs
3 gargoyle
4 mayhem2019 skeleton
5 satyr
6 super revenant

With the addition of the mayhem2019 skeleton to take on the role of low-tier enemy, the satyr's new role needs to be clearly defined.

I think the skeleton should have 150 hp so that he's felled with three shotgun shots instead of two

Project Lead wants the laugh sound effect from Plutonia 3 to be the pumpkinhead's alert sound. Its other sounds can come from decino.wad - DSPLPAIN and DSPLDETH, or whatever you like

>> No.8085296

>>8084843
>>8085026

Alright, after our conversation in the stream we agreed there will be more custom enemies for the set.

>Skeleton (low tier enemy, throws bones, uses PSX revenant sounds)
>Super Revenant
>Flying gargoyle. (Maybe he can throw more fireballs than one)
>Satyr. (600 to 150 hp)
>Pumpkinhead. (MAP31 exclusive enemy)
>Rocket w/ legs.

Adding to that I'm going to re-work the Pumpkinhead sprites, I think they look too simpler.

>> No.8085331
File: 77 KB, 392x360, anything is possible, anon.jpg [View same] [iqdb] [saucenao] [google]
8085331

>>8084897
This wad is definitive proof the Russians are colluding with the demons.

>> No.8085345

>>8084771
meds, now.

>> No.8085346
File: 29 KB, 377x227, skelesprites.png [View same] [iqdb] [saucenao] [google]
8085346

>>8085267
>>8085296

>castle/vr/ania
>Not just four palette swapped revenants

I swear to god is nobody else ever going to make this joke in a wad or do I have to do it myself.

>> No.8085391

>>8084608
>>8084614
Theres also -coop_spawns in DSDA. Big difference is that you can't respawn like in -solonet, so it behaves just like single player, just with multiplayer items on.

>> No.8085397

>>8085236
That's probably the case with everyone else.
We just need something controversial to kick off the last bit of posts.
Like uh... Elite force holomatch > Quake 3
Is that good enough?

>> No.8085417

>>8085296
how about making the vanilla humanoid enemies less millitary-ish (just the sprites)? i think cultists and rednecks might be a better fit for the spooky theme.

>> No.8085439

>>8084897
I wonder what will happen to this Plutonia 3 when the more competent Plutonia 3 comes out.

>> No.8085447

>>8085397
>Elite force holomatch > Quake 3
It really is though. Shit was fucking lit.
The second one had better deathmatch music though.
https://www.youtube.com/watch?v=2UhT-J-tMiw

>> No.8085467

>>8083341
I already have one - no fucking way Ill give them anything else besides the DoB and PhoneNumber

>> No.8085476
File: 115 KB, 1600x900, kmquake2_051.jpg [View same] [iqdb] [saucenao] [google]
8085476

>>8084584
Its an 9yo netbook from Lenovo though - Alkaline too tended to stutter on the bigger maps, but not like this much...
>Yes those are semi-transparent platforms in front of solid ones, and yes the lag makes it impossible to jump across them...
DL link here:
>www.playground.ru/quake_2/file/quake_2_legend_of_medallions_circle_of_god_v1_0-1026465

>> No.8085487

is it just me or is bethesda quake's physics fucked up? running speed seems way too fast and the air acceleration seems off
also is there any way to disable the fade out/in upon level transitions

>> No.8085570

>>8084270
Holy shit we now have an alternate story of how Doom 1 happened.

>Phobos Base
>Halloween
>people are decorating, one guy is too much into it and writes down some demonic symbols for extra clout
>accidentally summons hell

>> No.8085582

>>8085240
Release them as shareware? You mean I should burn a bunch of CDs and distribute them to shops?
That's way too complicated, also costly.
I'd just put it up for download.

>> No.8085614

>>8082584
>2021
>not liking lesbian daemons
Are you a muslim or just gay?

>> No.8085615

>>8085417
>>8085296
The Zombie sprites from Preacher would fit nicely.

>> No.8085662

no point continuing to work on maps until these monsters are implemented, how long is it going to take?

>> No.8085664
File: 7 KB, 106x118, 1630288887611.gif [View same] [iqdb] [saucenao] [google]
8085664

>> No.8085678

>>8084395
I'm a fan, I find the storytelling and map design right up my alley and the Iron Division are pointed squarely at my fetish zone. Also the first time going into Map 06 was a trip, don't spoil it for yourself. Definitely worth a tenner, especially since it gets you the second episode free.

>> No.8085712
File: 949 KB, 301x300, 1465040012609.gif [View same] [iqdb] [saucenao] [google]
8085712

>>8084897
Is this the fucking russian sounds I remember from bootleg doom1.wad? Where the fuck did you find it?

>> No.8085721
File: 180 KB, 675x720, trig.jpg [View same] [iqdb] [saucenao] [google]
8085721

>>8084668
>neural upscale pack
cringe

>> No.8085726

>>8084572
FuckStation is a shit emulator, don't use
He's also talking about Trilogy, not that broken jankfest Resurection

>> No.8085752

>>8085726
lol

>> No.8085761

>>8084742
A simple 3-4 color brick texture, maybe?

>> No.8085779

>>8084814
easy rocket target

>> No.8085784
File: 12 KB, 125x120, 1630057986186.png [View same] [iqdb] [saucenao] [google]
8085784

I always enjoyed Doom 2 considerably more than 1, it's the first one I played though so kinda biased take.

>> No.8085803
File: 43 KB, 379x411, 1622671070017.png [View same] [iqdb] [saucenao] [google]
8085803

>>8085784
Also enjoyed the city levels A LOT because back then it blew my fucking mind walking and interacting like that around something resembling a city in a videogame, DN3D later on provoked a constant raging boner on me because of this.
Always found The Chasm interesting as well.
Not trying to be a contrarian here btw, just my feels.

>> No.8085958

About to start Inferno in HD with the Security Guard loadout, wish me luck!
I'll be using saves every now and then though

>> No.8086019

>>8085726
And you're a moron that can't read, 100% american or other anglo muttoid.

>> No.8086021
File: 382 KB, 2048x1152, index.jpg [View same] [iqdb] [saucenao] [google]
8086021

Why did nobody ever make a single player themed mod/campaign for Quake 3? Game just begs for a true single player campaign.

>> No.8086029

>>8085784
That’s me with TNT when I was young, loved the music.

>> No.8086031

>>8085958
What set of levels and what difficulty?

>> No.8086034

>>8086031
It's just Doom 1's E3 and I'm going Hideous. Beautiful sounds like a Nightmare tier meme difficulty so I never tried it.

>> No.8086039

>>8086021
All of the enemies would need to be made from scratch.

>> No.8086068

>>8086039
Wut? Q3 has a wider monster arsenal than most

>> No.8086084
File: 270 KB, 1440x1080, DOOM0001.png [View same] [iqdb] [saucenao] [google]
8086084

>tfw playing some noob retard's 90's wad

>> No.8086086
File: 225 KB, 1440x1080, DOOM0002.png [View same] [iqdb] [saucenao] [google]
8086086

>>8086084
I mean like... really dude?

>> No.8086107

>>8086039
You never played Quake 3.
The only thing that could possibly need to be made is bosses.

>> No.8086114

>>8085108
So is the Cyber-daemonette

>> No.8086176

>>8085447
I only played a bit of holomatch, but it was a lot of fun when I did.
It's free now, just the holomatch. I couldn't get a server working for some reason. May try again. But there are other servers running, and are even populated time to time. Sometimes just bots tho

>> No.8086182

>>8082584
the cyberdemon does have a hole in his crotch in the doom 2 cover
cuntboy demon

>> No.8086227

BAKING BREAD

>> No.8086251

>>8086227
>Jessie, we need to make doom wads.

>> No.8086253

NEW THREAD
>>8086245
>>8086245
>>8086245
I fit both running projects in pretty crudely. Hopefully we can find a better way of doing this.
ALSO I FELL ASLEEP BEFORE I COULD FINISH VRSKINS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA FUCK

>> No.8086306

>>8086021
Quake 3 Revolution is sort of this but it's all bot matches just with a stat system.

>> No.8086314

>>8086306
Then it's not "sort of this".
I'm talking proper Q1/Q2/Q4 style campaign.
Modders could do what id did with ZOOM 1 and take the MP arena maps and stitch them into levels and expand by adding bits and pieces between to link them.

>> No.8086329

>>8086034
It’s pretty fun pairing loadouts with difficulties for HD. Starting naked can be challenging but not too hideous on the second or third difficulties, and then there’s rougher starts with shitloads of monsters you can greet through a vulcannete loadout.

>> No.8086484

>>8085784
>>8085803
I personally enjoy all the levels that are hated. I have 0 idea why, but all the mid-game Doom 2 levels, especially the hell levels, and The Shores of Hell. I enjoy how the levels need to portray a cosmic sense of suffering and agony as seen in hell, but are limited to 128x128 pixels and 256 colours.

>> No.8086528
File: 261 KB, 460x215, file.png [View same] [iqdb] [saucenao] [google]
8086528

>>8086021

>> No.8086562

>>8086528
Not Quake 3, not retro, not even idtech engine, fuck off shill

>> No.8086576

>>8086562
>why does X not exist
>>you could try Y, it's kinda like X
>has a meltdown

>> No.8086580

>>8086576
Not retro faggot, shut the fuck up bitch.

>> No.8086587

>why does X not exist
>>you could try Y, it's kinda like X
>has a meltdown

>> No.8086601

>>8086587
Because that's not what the question was you illiterate newfag.
>hey anons why is it hard to find a Toyota AE86 in good condition that doesn't have like 500% pricemarkup
>DUDE YOU SHOULD JUST BUY AN AUDI A6
This is how dumb you are.

>> No.8086602

>>8086601
>why does X not exist
>>you could try Y, it's kinda like X
>has a meltdown