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/vr/ - Retro Games


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8086245 No.8086245 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8080651

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct
OP PASTE
http://pastebin.com/TWNE3nZZ

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Thief, Deus Ex)
https://imgur.com/a/wWS8zXz

Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/CGj4gXyCzg0

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Half-Life WON version
https://pastebin.com/4Hva72v7
Doom Shovelware
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
Doom RPG series
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA

== INFO/LINKS ==
OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
https://pastebin.com/5sKRiJzS

>> No.8086247
File: 935 KB, 1024x1024, vr info small +.jpg [View same] [iqdb] [saucenao] [google]
8086247

=== CURRENT RELEASE ===
Hard Fast Faggot Maps
Version 4.0 >>8054781
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

VRSKINS 3.9
Release imminent

/vr/ HALLOWEEN PROJECT
Info here >>8081398

=== 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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8086250
File: 684 KB, 1200x837, VR HALLOWEEN PROJECT.png [View same] [iqdb] [saucenao] [google]
8086250

>>8086247
/vr/ HALLOWEEN PROJECT ANCHOR POST
REPLY TO THIS POST WITH PROJECT RELATED THINGS, MAP CLAIMS, SUBMISSIONS, UPDATES, ETC.
SEE NEWS POST FOR MORE INFO

>> No.8086254
File: 19 KB, 500x500, 1629290037721.jpg [View same] [iqdb] [saucenao] [google]
8086254

I'm retarded so I must ask, with Chocolate Doom editors, can you add shit like costom textures and sprites?

>> No.8086267
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8086267

>> No.8086274

>>8086254
There's no such thing as a chocolate doom editor. If you mean a wad that targets chocolate doom compatibility, then yes. Chocolate doom is a very close facsimile of vanilla Doom.
You can change any and every piece of art in the game for any version. Vanilla and up.

>> No.8086276
File: 1.83 MB, 1366x768, spasm0043.png [View same] [iqdb] [saucenao] [google]
8086276

>Still playing Arcane Dimensions
>Only just found there are a bunch of levels hidden up ladders in the secondary hub too while dicking about
Holy shit, just how much content is in this thing? I'm actively avoiding the bigger scale levels like Forgotten Sepulcha and False God until near the end, but this has already taken me a good week or so to just get half way. I'm not even getting all the secrets, I find over half and call it a day because I can't stop stumbing on things that would help for hard sections once the map is cleared.
I fucking love this mod.

>> No.8086278

>>8086274
Oh I see.
There aren't any videos that talk about costomising textures and sprites on youtube, just introductions to how level editors work.

>> No.8086296

lads I'm trying to remember some shitty doom wad, actually I'm not sure if it was a wad or a shitty clone, all I remember is that you played as a chick and there was an AK with a shitty sprite. help a brother out

>> No.8086297 [DELETED] 
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8086297

>>8085476
KMquake2 mods are something that needs to be spread.
mainly the doom ones on lazarus with inhumanly hard ai.

>>8085721
try again /v/ tourist.

>> No.8086305

This spooky month project will officially be my first doom wad attempt since I was 15.
Wish me luck, I just downloaded the Doom 2 IWAD.

>> No.8086313

>>8086278
Theres a program called Slade, it's the go-to was editing program these days for everything outside of mapping (but it does have a decent map editor too).
That's what you wanna get. Don't edit the doom2.wad, make a new one with replacement assets...
I'm sure there are tutorials out there if you search for Slade tutorial. Maybe not on YouTube.

>> No.8086315 [DELETED] 

Hey retards your schizo is slipping >>8084986

>> No.8086324

>>8086250
Is there a reason why maps can't be bigger than 4000x4000? I just tested it and it's still pretty fucking small, especially if you want to have any outdoors places.

>> No.8086326

>>8086315
Pretty sure he's rangebanned from this place now. Literally nobody talks about Half Life here except for him, and its just for him to continue his lifelong spergout over how its somehow the worst thing to happen to humanity.

>> No.8086331
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8086331

>>8086250
I'm plagiarizing Morbid Autumn and 40oz can't stop me!
Speaking of, we could really use some midtexture props, doc. Midtexture shrubbery/grass like the other anon was saying, but also midtextures for other little props- Things like lanterns, vials, goblets, little spiderwebs, candles, knight's armor, headstones, etc. That stuff goes a long way for these sorts of projects that rely heavily on atmosphere. You can steal a lot of that shit specifically from Morbid Autumn. DBP38 has some props too that would work well for a spooky project.

>> No.8086334

>>8086250
MAP21 guy here. Since we're using Boom/MBF21, is it alright if I throw in a few helper dogs as enemies?

>> No.8086335
File: 55 KB, 547x614, Gimme the news.png [View same] [iqdb] [saucenao] [google]
8086335

>>8086324
To prevent magnum opus syndrome I imagine. Some people join a community project and think they have to make something great that must stand out. It should be 4096 because grid autism btw
>>8086315
No, this is just you bringing attention to your own shitposts

>> No.8086341

>>8086324
>>8086331
Oh wow, I just looked and that's tiny. This map of a cottage literally fits in a 2100x2100 box already. This tiny little garden area would have literally been too big for 2048 units of /vr/

>> No.8086359

>>8086034
You are correct Hideous is UV and B E A U T I F U L is another name for Nightmare. Good luck anon. I would like to hear progress reports from you
>>8086267
quake bros

>> No.8086398

>>8086019
Not even close

>> No.8086404

Ah fuck I forgot this project doesn't allow ZDoom ports. Boom it is then.

>> No.8086413
File: 137 KB, 466x492, caco.png [View same] [iqdb] [saucenao] [google]
8086413

>>8086267
>nigger cute chocolate

>> No.8086414

>>8086297
Sorry, longer here than you. You can't overplay your plebeian roots. Everything "AI upscale" is a good indicator that YOU are in fact lost and a tourist. Good day.

>> No.8086420

>>8086267
>feel marine sucks supports
Oh my.

>> No.8086421

>>8086326
Whoa, is this the weird ESL half-life hateboner guy that would spam /vr/ going back several years? It's been a while since ive seen that dude.

>> No.8086424

>>8086267
>maps need try

>> No.8086440 [DELETED] 

>>8086414
>longer here than you
thanks for exposing that you are a /v/ tourist.

>>8086315
>>8086326
>>8086421
Alf clone probably found a new ISP to evade the rangeban.
he even got exposed at GoG for trying to pull the same shit until the admins there banned him.
and now he moved to put quake 1,2 and unreal in the same list while shilling blood.

also he is from argentina per GoG's account.

>>8086267
>/vr/ fine
Kek, no!

>> No.8086446 [DELETED] 

>>8086440
Not an argument buddy

>> No.8086468 [DELETED] 
File: 94 KB, 886x720, terrydavis-birdideas.jpg [View same] [iqdb] [saucenao] [google]
8086468

>>8086440
>ESL HL schizoposter banned by gog admins
Next level mental illness.

>> No.8086515
File: 118 KB, 321x314, spawn.png [View same] [iqdb] [saucenao] [google]
8086515

*bruh*
*splash* *splash* *splash*

AAAAAAAAAAAAAAAAAAAAAAA NOOOOOOOOOOOOOOO A SPAWN, I CAN'T FIGHT THIS NOOOOOOOOOOOOOOOOOOOOOOOO AAAAAAAAAAAAAAAAAAAAAAAAAAA THE HORROR AAAAAAAAAAAAAAAAAAAAAAAM GOING INSAAAAAAAAANEEEEEEEEEE

>> No.8086539

>>8086305
2048 units was my first real attempt at mapping since I was like 18 or so, I think you'll probably do ok.

>> No.8086545
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8086545

I didn't see the "On Nightmare" bit originally and had to re-route because I thought it was cool there was a level you could get through purely on invisibility rings.

>> No.8086554 [DELETED] 

>australia kun is behind the hate of saturn powerslave and probably larps as alf too
Can we finally dox this faggot?

>> No.8086557

>>8086515
Bro, just use the super shotgun.

>> No.8086563

>>8086539
Quick question, would this map be fine if its ported to chocolate doom?

>> No.8086571

>>8086341
>>8086335
>To prevent magnum opus syndrome

Maybe changing it to "maximum of 4k PLAYABLE are", like it was with 2048. That would enable people to make creeks and mountains without making the playable area too big.

>> No.8086573

>>8086563
Which map, the one you're making for the halloween wad? The halloween wad won't work on chocolate doom but if you're not going to use any advanced boom stuff and choose vanilla compatibility in the map editor then you will have a map that should play fine in chocolate doom, but that's assuming you've kept to other limitations of chocolate doom which there's actually quite a lot of: https://doomwiki.org/wiki/Vanilla_Doom_engine_mapping_reference

>> No.8086579

How the fuck do I play HD in co-op? Is this even possible in the year 2021 of our lord?

>> No.8086583

>>8086324
Prevent unnecessary long ass hallways, confusing key hunting or puzzle switch and time consuming (if the map takes more than 30 minutes to finish it) I saw this in MAP01 from the Halloween 2017 project and I don't like it, I just generally don't like big maps because of that. But I have no problems to remove the map size restriction if you REALLY know how to manage that.

Oh, I forgot to mention that big outdoors decorations and ambushes rooms outside of the map are pretty much okay.

>>8086334
Hmm... there's a reason for that? What if you wait a bit longer when Dehacked anon finish the custom enemies?

>> No.8086584

>>8086359
It's really not much. Relatively smooth sailing until I hit Mt. Erebus, where I am currently taking residence. Cacos and imps from all angles doesn't feel good at all.

>> No.8086590

>>8086583
Well, I was thinking of using them for a trap since they're faster pinkies, but I guess I can wait to see what they get replaced with.

>> No.8086595
File: 5 KB, 228x221, Download.jpg [View same] [iqdb] [saucenao] [google]
8086595

>>8086515
What a bitch to deal with - but how one could possibly make it even worse...

MITOSIS MOTHERFUCKERS! ! !
*slurps and vomits simultaneously*

>> No.8086596
File: 513 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
8086596

>>8086583
Speaking of, here's the new monsters version. It includes a txt that explains the monsters balance. Don't load with the mapping resources, there is some overlap in sprites that messes with some of mine.
Next version I think will be final outside of bug fixes, give me all of your input on the monsters: new sprites/sounds, balance changes, bugs you find, etc. I've tested the monsters a bit and I like where they are right now.
https://www.mediafire.com/file/b7o7qg9rcyn8w6c/halloweenmonstersv3.zip/file

>> No.8086627
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8086627

>don't mind me, just soaking up all your ammo and giving nothing in return

>> No.8086631

What oldschool FPS has the best level design, in your opinion?

>> No.8086639

>>8086596
Holy shit the skeleton looks funny as hell, like one of those anatomy figures. That said, is it intended to die from a single ssg blast? If so, I suggest making the sprite smaller, if that's possible in dehacked. Right now it's just a thoroughly cooked revenant, but with much less HP. Imo it shouldn't be bigger than the player.

Also, is it intentional that the Gargoyle has the Imp burp?

Apart from that I didn't find anything.

Also, will this replace monsters or be additional ones?

>> No.8086640

>>8086631
Define oldschool - idtech1 era? idtech 2 era? idtech 3 era?
idTech 1 - Doom 1 Ep1
idTech 2 - Quake 1 (vanilla)
idTech 3 - Jedi Outcast

>> No.8086648

>>8086596
I ran the test.wad and monster wad in PRBoom+ and GZDoom and I've gotten problems in each. The monsters don't show up at all in the former, and on the latter, none of their projectiles work (except the pumpkin marine).

>> No.8086649

>>8086583
>Oh, I forgot to mention that big outdoors decorations and ambushes rooms outside of the map are pretty much okay.
Cool cool cool.
But just so we're perfectly clear: 4000 Units PLAYABLE area, right? And if I decide to put mount rushmore behind a fence I'm good?

>> No.8086657

>>8086639
Skeleton wasn't my sprite. ZDoom style sprite scaling doesn't exist in dehacked. If someone can find another good skeleton sprite with the appropriate frames I'm down for it. And yes, it's supposed to have low health because it's a low tier monster.
What do you mean by imp burp? Like the imp's pig snort? Because yes that's intentional, it's how the monster was originally. I could replace it with something from heretic/hexen.
>>8086648
Try DSDA-Doom (or Woof, now that I think about it I have yet to test Woof). I don't think GZDoom added MBF21 yet, and I don't think PrBoom+ ever will.

>> No.8086673

>>8086657
>ZDoom style sprite scaling doesn't exist in dehacked.
Shit, I was afraid. Oh well....

>Like the imp's pig snort?
It's a pig snort? To me it always sounded like a burp, which is why I could never take those fucks seriously.

>> No.8086681

Alkaline is just painful. Firstly, why implement jump pads onto levels if they only throw you as far as they feel like each time? They're inconsistent and its poor design.
Secondly, why are you so afraid of the player having any health? I know there's a danger of someone actually enjoying these maps but its a risk you need to take.
God I hate techbases, no idea why I'm bothering to suffer through this.

>> No.8086682

>>8086657
Just tested in Woof!, and the enemies work perfectly. Looks like I'm going to be out of my comfort zone when testing my map hurhur. Swear to god if there's a bonus map with only skeleton enemies...

>> No.8086690
File: 28 KB, 250x250, duke cold one.jpg [View same] [iqdb] [saucenao] [google]
8086690

>>8086631
Duke Nukem 3D

>> No.8086695

>>8086579
You have to learn GzDoom's dogshit multiplayer setup.

>> No.8086698

it is... perfect

>> No.8086701

>>8086595
I have never figured out exactly what these green ones do, and I never want to know, I just instantly rocket them all

>> No.8086704

>>8086673
Forgot to mention, these are new monsters that don't replace any existing ones. To place them refer to their Ednum in the txt, put it in the "Type" field when changing thing properties.
>>8086682
Great, thanks for that. Might still do some testing of my own

>> No.8086706

>>8086695
GZD MP setup is basically the same as Zandy's, you just don't have a frontend for it.

>> No.8086708

>>8086706
>no front end
As if this shit is ok.

>> No.8086713

>>8086695
>>8086706
>>8086708
Does ZDL not work well for this?

>> No.8086717

>>8086579
You have to use GZDoom multiplayer, which is a bit janky but it does work. Everyone playing has to forward port 5029 on their router, the host launches the game with -host (number of players) and +map (starting map name i.e. map01), joining players launch with -join (host's IP address). Host specifies other options as well, here's some recommended ones:
>+skill 3
Sets difficulty level, defaults to 2, which is HMP.
>+teamdamage 0.25
Friendly fire damage factor, 1 is 100%. I play with a lower amount because HD weapons are really deadly, and reducing the base damage won't affect their wounding.
>+net_ticbalance 1
>+net_extratic 1
Netplay stability settings. Ticbalance makes the host's ping worse, but provides a much smoother experience for everyone else. Extratic simply makes the game more stable.
>+fraglimit 106
Limited lives, so you can't just respawn endlessly. Fraglimit less than 100 will end the game when lives hits 0, fraglimit over 100 gives you (fraglimit - 100) lives but only ends the game once every last player has died.
>+hd_pof 1
Power of friendship mode, an alternative to limited lives. Use one or the other, not both. Dead players can be revived without limit, but requires all living players to gather near them. Game ends if everyone dies.

If the game launches but gets stuck on a black screen, someone has to forward their port. If that's not possible, you can use virtual LAN software like Hamachi or Zerotier, but the connection will suffer for it.

If you get an "Out of sync" error during gameplay, somebody isn't loading the same files as everyone else. Make sure everyone follows the same exact file load order as the host and update everything before starting. Save the game before exiting each map to mitigate possible fluke desyncs. When loading a save, everyone has to add -loadgame (save filename) to their launch parameters, and join in the same order they originally connected in.

>>8086713
ZDL is good if you're afraid of CLI.

>> No.8086721

I have a strange problem with DSDA on Win10.

When testing my map from UDB everything works fine.
However, when I execute the exe regularly, the window won't focus anymore if in fullscreen mode. The process is running, the application is running, I can hear the Doom 2 main menu music, but I just can't get it to show up and have to kill the process from task manager. I have no idea what UDB does differently that it works.
I also have problems with PrBoom+ and Crispy in that they work in fullscreen, but seem to be out of focus, so I have to left click first before I can do anything with the keyboard.
I suspect those issues are somehow connected.

>> No.8086729

Yo did Endless make it out ok? What's the status on the WADazine?

>> No.8086734

>>8086717
Thank you very much!

>> No.8086756

>>8086649
>But just so we're perfectly clear: 4000 Units PLAYABLE area, right? And if I decide to put mount rushmore behind a fence I'm good?
Yeah, you're doing good. it has to be 4000 units playable and the rest could be just decorations, rooms for ambushes, well you get the idea.

I think 2048vr did it this way too? I don't remember.

>>8086596
Nice! I'll check it out when i'm home, went to the doctor so i'm phonefagging for now.

>> No.8086760

>>8086247
why does it feel like theres been no news the past month

>> No.8086765

>>8086756
>it has to be 4000 units playable
Very good, thanks for clarifying. Maybe you should update the rules because I think it's not quite clear to everyone.

I would suggest you put all the rules in the google drive sheet anyway, so it's all in one place.

>> No.8086796

>>8086734
Oh right, something I forgot: to set your loadout, either start a singleplayer game, choose one, and then quit and start the multiplayer game, or use the parameter +playerclass "loadout ##" where ## is the slot the loadout is in between 1 and 20.

>> No.8086810

>creates level
>playtests
>level is awful
>create complicated secret that lets you reach the exit without actually playing the level instead of making the level actually fun

>> No.8086816

>>8086796
Just realized intercontinental co-op must be unplayable. Oh well.

>> No.8086827

>>8086690
Based and Dukefilled.

>> No.8086828

>>8086810
please stop describing me

>> No.8086829

>>8086816
The latency can get pretty bad, but I've had playable 3-4 player sessions with an Australian in the group. Luckily the BFG and Thunderbuster don't require particularly precise shooting to fuck shit up.

>> No.8086835

>>8086690
>I ain't afraid of no Quake

>> No.8086842

Rules of the Halloween project is to use the spooktober wad, right?
We allowed to edit and change textures?

>> No.8086843

>>8086267
>play map project

ok

>> No.8086848

>>8086842
>Rules of the Halloween project is to use the spooktober wad, right?
Yes, it's mandatory.
>We allowed to edit and change textures?
No.

>> No.8086854

>>8086848
Oh, fair enough. That's all I wanted to know.

>> No.8086874

>>8086631
Powerslave (DOS)

>> No.8086915

>>8086827
I'd like to be filled by Duke.

>> No.8086916

>>8086848
>We allowed to edit and change textures?
>No
Where does that put me at Map 10 though?

>> No.8086917

A game with classic Lara and Duke married would be cool.

>> No.8086923

>>8086915
Same desu

>> No.8086928

I decided to check out Blade of Agony and it runs like absolute ass. I'm playing it on GZDoom 4.6.1 and my FPS is literally dropping below 20 at times.
Is there something wrong with my settings? Can I do anything about this or is this just a kusowad?

>> No.8086929

>>8086928
Tormentor wads have never been known for their optimization

>> No.8086937

>>8086928
Without knowing your settings and machine I can't say anything about it, but generally GZD will start to shit the bed at resolutions higher than 1440 if zdoom features are present.

>> No.8086938
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8086938

>>8086917
game, porn comic, whatever

>> No.8086941

>>8086937
Not sure what settings I can list, but I have a 9900K and a 2080.
I remember playing Ludicrium and that one Pain Elemental map was entirely unbeatable in GZDoom so I assume there's nothing I can really do about it.

>> No.8086945
File: 2.07 MB, 512x384, 7de154edc383ebf3d5c34c32169573b5b4bb71265758e5853602521777885f85.gif [View same] [iqdb] [saucenao] [google]
8086945

Okay, serious debate here. What episode of Doom is the best? On the front of objective level design, and level design alone, Romero fuckin' aced Knee Deep in the Dead. But I'm curious more about how everyone sees the other episodes.
For me, Episode 2 finds itself taking up a soft spot in my heart. The darker atmosphere, and the portrayals of hellish flesh grafting itself over man's technology is something that illicits a feeling of dread and fear that's comparable to that one level from Dusk where you go in a large grain thresher that was fed with people.

>> No.8086947

>>8086941
Are you using Vulkan renderer? It gives me huge performance boosts with my 2700X/2060 setup.

>> No.8086949

>>8086947
No, OpenGL. Vulkan caused some odd stuttering when I tried it but I'll try it now and see how it affects my FPS.

>> No.8086950
File: 35 KB, 317x265, 1555321480807.jpg [View same] [iqdb] [saucenao] [google]
8086950

Hello, I started getting into FPS games.
I've decided to start with Doom a couple of days ago.
I'm playing the GZdoom thing.
I am on the Inferno episode on the level called House of Pain.
I am having a lot of fun.
Bye!

>> No.8086951

>>8086945
1, 4 and 5 are the only good ones.
Sandy needs to be gassed, garbage level designer.

>> No.8086952
File: 616 KB, 914x860, Painelemental64.png [View same] [iqdb] [saucenao] [google]
8086952

what are your thoughts on the Doom 64 pain elemental

>> No.8086954

>>8086267
>especially retarded
wtf man ;_;

>> No.8086958

>>8086952
Good change because it actually looks unique instead of being a glorified reskin of Kakademon.

>> No.8086959

>>8086950
Good for you and have fun.

>> No.8086961

>>8086947
>>8086949
Right, it actually gave me a good 15 fps in the same spot and more even frame timing.
The stutter seems to be gone too so I'll roll with this for now, no clue why it was fucking up before.

>> No.8086963

>>8086951
he did have a tight schedule, to be fair.

>> No.8086967
File: 233 KB, 1440x1080, DOOM0000.png [View same] [iqdb] [saucenao] [google]
8086967

>>8086945
Yeah, I'm with you here. I can't say 1 because I have played through the shareware version so many times and especially the middle levels are getting kinda annoying.
I also like 2 for that "corruption" kind of feel.

>> No.8086970

>>8086952
I'd beat the shit out of it if irl

>> No.8086973
File: 270 KB, 1440x1080, DOOM0001.png [View same] [iqdb] [saucenao] [google]
8086973

>>8086951
>Sandy needs to be gassed, garbage level designer.
Shut up retard. Based Sandy is the best level designer of all time. You are just jealous because you could never create those subtle kinks in reality as he did.

>> No.8086974

>>8086963
Sandy literally never improved, even when his schedule wasn't "tight".

>> No.8086975

I'm fucking stupid but is there a way to play Alien World Order with eduke32? I only have the Megaton Edition so I'd need to download the new episode.

>> No.8086979
File: 225 KB, 1440x1080, DOOM0002.png [View same] [iqdb] [saucenao] [google]
8086979

>>8086973
I mean look at this. The way he subverts expecations and makes you question the physical dimensions to hit you with some non-euclidean architecture is just *mwah*.

>> No.8086980

>>8086973
Looks like some retard's baby's first 90's wad.
:^)

>> No.8086981
File: 75 KB, 481x682, map making.png [View same] [iqdb] [saucenao] [google]
8086981

Now I am a great level designer look upon my work

>> No.8086983

>>8086981
What is that player start icon? What editor are you using?

>> No.8086985

>>8086983
Slade.

>> No.8086986

>>8086975
Yes, EDuke32 supported Alien World Order for a while now. Just throw the GRPs from Megaton into it as well as Alien World Order one from cursed Randy version and you're good to go.

>> No.8086991
File: 1.02 MB, 1198x919, wip03.png [View same] [iqdb] [saucenao] [google]
8086991

>>8086981
>>8086985
based and slade-pilled

>> No.8086993

>>8086267
>kill weak point faggot

>> No.8086994

>>8086991
I'm actually just testing the waters. Really I want to make a maze-like map for the deadline, hopefully. It's surprisingly easy to use.

>> No.8086996

>>8086991
oops, that version is ancient, I've worked a lot on the right side of the map since that pic. New pics tomorrow. Hope you guys are having fun with your mapping!

>> No.8086997

>>8086975
It does support it but it's janky and requires using Stopgap which is technically a fork of EDuke32 that only works with Cursed Randy Version and requires you to play the Cursed Randy Version through it.
You're better off using BuildGDX where you can just copy the GRP files from Megaton and World Tour and itjustworks.jpg

>> No.8087006

>>8086952
a beauty
my favourite lost souls are the doom 3 ones.
one day i'm going to make a mod that has these guys shoot out doom 3 lost souls. today is sadly not that day

>> No.8087009

>>8086980
>tfw Suburbs was Sandy's myhouse.wad

>> No.8087015

>>8086250
gimme map15, im retarded and tried applying for the spreadsheet editing

>> No.8087029
File: 725 KB, 1920x1055, map03cloud.png [View same] [iqdb] [saucenao] [google]
8087029

>>8086994
The lack of stairbuilding tool is the worst part about editing with Slade. My maps never have pretty curved stairs.

>> No.8087032

I got the gzdoom source port.
What settings for the best and most accurate visuals?

>> No.8087038

>>8087032
wym
if you want accuracy towards Doom being run through DOS, just fucking use Crispy Doom or Chocolate Doom, you nigger.

>> No.8087040

>>8087032
No filters, 320x240, integer scaling, software renderer

>> No.8087041

>>8087029
how do you check what path your archive/map is set on? I think I set mine to Boom but I want to make sure.

>> No.8087051

>>8087041
where it is saved? There should be a box on the homescreen in the bottom left.

>> No.8087061

>>8087029
>clouds
I already love them.
Is there any way in mbf21 to have textures scroll at different speeds?

>> No.8087063

>>8086967
Man looking at interpic of Episode 2 from afar looks like a cacodemon with his eye close that has been thrown a lot of shit on him.

>> No.8087064
File: 8 KB, 434x341, Capture.png [View same] [iqdb] [saucenao] [google]
8087064

>>8087051
Ah nah, I found it, cheers.

>> No.8087067

>>8087038
go have a meltdown somewhere else, retard

>> No.8087068

>>8087032
It depends on the mod. You don't get any accurate visuals in high resolution, just some style that resembles the original.

>> No.8087076
File: 1.45 MB, 1920x1080, map03wipov.png [View same] [iqdb] [saucenao] [google]
8087076

>>8086250
>>8086991
>>8087029
updated overview. Still a lot of work to do.

>> No.8087078

>>8087040
Is this the best way to play it?

>> No.8087080
File: 196 KB, 600x900, REKKR.jpg [View same] [iqdb] [saucenao] [google]
8087080

>>8083140
I will do what I must...
REKKR: Sunken Land's page is up on Steam: wishlist it NOW, anons!
https://twitter.com/RevaeRavus/status/1432441263832195073
https://store.steampowered.com/app/1715690/REKKR_Sunken_Land/

>> No.8087081

>>8087080
Nice.

>> No.8087082

>>8086250
Why no tech tex? It could be a spooky space station - like dead space

>> No.8087085

>>8086816
I've hosted a game with a finnish guy, an egyptian, a SEAfag, and a leaf once. The latency was "playable" we made it through a couple maps. Was pretty enjoyable. I was even connecting through a vpn because I couldn't port forward. We had to pause a couple of times to let the latency stabilize when it went above 300ms.
>>8086584
oh. I actually never played e3 with hdest and totally forgot about this map. Good luck anon. I don't see myself beating it.

>> No.8087090

>>8087078
yeah, disable rendering interpolation and throw away your mouse too

>> No.8087093

>>8087090
>throw away your mouse
Wrong, anon has to play with vertical mouse movement though

>> No.8087101

Is there some kind of setting I can tweak so Obsidian map generator doesn't go full retard with the architecture?
Yeah, it's kinda impressive in a way but also annoying, not to mention using Doom switch textures as play decoration is always such a bullshit move.
I have a huge ass collection of older Oblige versions, is this my only choice?

>> No.8087103

>>8087093
This is just turning off the "always mouselook" option right?

>> No.8087107

>>8086928
Blade Of Agony, as typical for Torm's projects, is very much a victim of "Let's put more detail here." which Torm never restrains, yet also half-asses to the nth degree. You'd think that with how much detail there is, more attention was paid to it, but no, much of it is very sloppy, very quantity over quality, which is why the enemies are double the resolution, yet these high res sprites are crude and ugly as balls because they're rushed manual upscales. Lots and lots of shit like this adds up to not the best performance.

tl;dr attention to detail, but without the actual attention part

>> No.8087109

>>8086952
It rules.

>> No.8087112

playtesting something in another port won't effect its playability on other ports, right?

>> No.8087115

>>8087029
I still do curved stairs manually in GzDb

>> No.8087117

>>8086928
predefined settings --> potato quality

>> No.8087120

>>8087112
It may, if you're making a Boom or Vanilla map, you must test in a Boom or Vanilla port. I map in Boom, but I make sure to test in both PrBoom+ and GzDoom.

>> No.8087129

>>8087080
What's different compared to the original?

>> No.8087157

>>8087129
New episode 4, with new monsters. Widescreen art. 3 new midis. Just a neater package for people who don't want to play around with setting up wads in Doom.

>> No.8087158
File: 2.94 MB, 740x416, 1600984627901.gif [View same] [iqdb] [saucenao] [google]
8087158

>>8086952

>> No.8087165

>>8087120
Any link to boom that can be used on current windows?

>> No.8087168
File: 42 KB, 938x724, 1628720366035.jpg [View same] [iqdb] [saucenao] [google]
8087168

>>8087080
Any changes?

>> No.8087170

>>8087168
Check two posts above yours.

>> No.8087176

>>8086952
>double the lost souls
>double the amount of infighting and inadvertent demon tanking
Pretty fun for the most part

>> No.8087194

Thoughts on Sigil?

>> No.8087201

>>8086250
I don't use spreadsheets. I want to claim map 7. A sprawling maze like map.
I'll make sure it runs on boom before the 29th.

>> No.8087205

>>8087170
My bad, What's the price also you should list the praise it's gotten like your Cacoaward or quotes from youtubers.
>>8087194
It's good with a lot of style and two great OSTs.

>> No.8087207

>>8087194
First good official Doom content since NRFTL

>> No.8087212

>>8087205
I'm not REKKR guy, though from the looks of his twitter post, I think he's gonna charge 5 bucks for it? Honestly I hope he doesn't. 15 or 20 would be better suited for this, at 5 bucks you're gonna have people who look at that price, assume it's shovelware tripe, and move on. Gotta show confidence in your own work or no one else will.
With all that said, fuck marketing and how the system works.

>> No.8087223

>>8087205
5 dollars.
I meant to include the cacoward in the awards section. I just forgot.
>>8087212
I'M SPARTACUS
I mean Revae.

I may end up having it for sale for 5 dollars at launch and maybe 7 after... or whatever it maths out to. But ~5 dollars.

>> No.8087228
File: 133 KB, 1080x810, f6iXbSp1rulr5no1_1280.jpg [View same] [iqdb] [saucenao] [google]
8087228

>>8087223
I just hope that price doesn't reflect badly on you, because I know you busted your ass on this game.
I'm still buying it regardless, cus you deserve it.

>> No.8087229

Was there a halloween wad project last year? And if so where can I download?

>> No.8087241

>>8087229
There was no Doom project, but people made 500ml of /vr/, maps for Blood. Should be in the OP somewhere.

>> No.8087248

>>8087228
Thanks buddy.

We'll see. I'm shooting for near 5$ on release, and maybe higher after. But not too pricey. I want to be reasonable.

>> No.8087257

>>8087248
I totally agree, finding a reasonable price is important, just don't lowball yourself.

>> No.8087282

>>8087248
I haven't heard of Rekkr before.
I just looked it up and wishlisted it on steam. I really like the setting.
It's called "Sunken Land"
Is there anything before Sunken Land?
I tried searching for some gameplay online and found some mod videos that are a couple years old.

>> No.8087289

>>8087282
Sunken Land is the final episode.
Theres:
Homecoming
Downfall
Otherworld
Sunken Land

It's kinda safe to think of it as somewhere between Doom and Heretic. It's made to be vanilla compatible (but atm I've only tested the new version in chocolate, so... we'll see).
May or may not run on your 486 if you use it to mod the doom exe.

>> No.8087293

>>8087248
I suggest 10$ with a Week 1 -25% discount

>> No.8087302

>>8087165
Read the wiki.
Read the docs for prboom+.
Understand what you are doing.

>> No.8087305

>>8087194
I liked it. But also I like Doom 1 and play in software mode.

>> No.8087307

>>8087289
If I buy the game on steam will the previous episodes also be available, or will I have to download them from somewhere else?
I only just started getting into these types of games a couple days ago so sorry if these are dumb questions.
>>8087305
What about the software mode is different?

>> No.8087314

>>8087293
This. It's a 4 episode campaign, not some little weapon pack. Charge atleast 10 bucks my man. Do a 5 dollar sale for the launch week if you want to give people in the know a little discount.

>> No.8087320

>>8087307
Software lighting makes things less dark.

>> No.8087325

>>8087307
>If I buy the game on steam will the previous episodes also be available, or will I have to download them from somewhere else?
They'll all be included.

>> No.8087328

>>8087325
Ok, thanks and nice work. I will be looking out for it.

>> No.8087336
File: 19 KB, 450x338, 1600167410226.jpg [View same] [iqdb] [saucenao] [google]
8087336

>/vr/ is now not only accepting paid mods but actually encouraging authors of paid mods and even advising them to make them more expensive
What the absolute FUCK

>> No.8087339

>>8087336
You can still download Rekkr for free, its just a new episode and way for people to support the TC.

>> No.8087342

>>8087336
Paying $2.50 for an armor set in Skyrim != Paying $5-10 for a Doom-engine game with entirely original assets.

>> No.8087349

>>8087339
I don't even have Steam, and you seem to be very invested in that thing.

>> No.8087353

What are your favorite speedruns for these games?

>> No.8087357

>>8087342
>Doom-engine game
Doom mod*

>> No.8087360

>>8087357
People paid for Heretic and Hexen.

>> No.8087363

>>8087357
>Runs independent of a Doom IWAD
Doom engine game.

>> No.8087372

>>8087363
>a game without an engine

doom mod

>> No.8087375
File: 738 KB, 640x264, index.gif [View same] [iqdb] [saucenao] [google]
8087375

>>8087360
Those at least had new features, this has nothing new other than levels.
Enemies are Doom demons reskins, guns are Doom weapon reskins.
It's a fucking mod.
Ion Fury had everything new including mechanics and was 20$.
HROT has everything new including brand new engine and is 20$.
Meanwhile you're encouring to pay 15-20$ for modern day H!Zone mission and skinpack.
You people are fucking insane.

If you're reading this author, personally I think you're a huge faggot for actually asking money for mods and enabling paid mods, I'm old enough to remember days when much more impressive mods were made entirely for free and even nowadays never switched to money whoring, myself and my own included.
I think you're being extremely disrespectful to the idea of modding.
Do what you want but the fact you and people here enable it really just make me realise how fucking old I am and how this place is filled with nothing but children nowadays that enable this kind of shit.

>> No.8087390

>>8087375
REKKR is a bizarre case it was always intended it to be a free release (and it is)
You can see people bring up the idea of selling it: https://www.doomworld.com/forum/topic/90862-rekkr-v116/
I get why this it seems like a "slippery slope" to ask for money for a Doom TC, but I think he's doing in the best way possible. If you really hate the idea of paying for it, either don't play it or just play the openly available free version.

>> No.8087393

>>8087390
The free version which he abandoned, which won't receive updates and which will remain forever incomplete without the last episode, yeah go fuck yourself shill.

>> No.8087397

>>8087390
if you really hate the idea of someone shitting on something you like, either don't read it or just close the browser

>> No.8087403

>>8087390
>I get why this it seems like a "slippery slope"
The slope has already been completely slid down.
Just look at other games requiring you to pay some fags patreon for a nude skin in Guilty Gear Strive for one character.
I don't see the problem with paying 5 bucks for an entirely new game with original art and everything at this point.
The damage to the "modding community" has already been done. This is a high-effort project.

>> No.8087420

Final Doom was paid fan mods you fucking retard.

>> No.8087421 [DELETED] 
File: 44 KB, 604x396, 8c4822f0e8a5ca1c0bdca4c49b258e69.jpg [View same] [iqdb] [saucenao] [google]
8087421

>>8087390
>The GZDoom Steam release

wait, this retard thinks he can sell a third party modified property of id software just like that?

>> No.8087424 [DELETED] 

>>8087421
Carmack said it's ok, and he seems like a stand up fella.

>> No.8087426
File: 113 KB, 800x600, Pumpkinhead.png [View same] [iqdb] [saucenao] [google]
8087426

Alright, i'm back.

>>8086916
You told me you wanted to add new textures, which I let you do it just for this occasion. but not edit them because It will mess a lot of things.

>>8086596
I tested them once again, the Super Rev looks pretty good!
Also excuse me for the shitty wall texture, I used the Halloween resources to test them and gothicTX replaces the Fireblu textures. So anyway.

>Skeleton

It looks alright, but when he throws a bone to the player or collides to a wall it makes the punch sfx, Can you replace it or add another collision SFX using some kind of cracking sound or something?

>Pumpkinhead

Apparently the gibbing animation is incomplete, it looks like pic related.
The SFX are incorrect, Actually I wanted that Lost Soul's laugh instead of the Archvile one. (We're talking about the sounds from that shitty plutonia 3 wad) put back the old Alert and Pain SFX from the original zombiemen.

Also, some anon suggested to put Decino's sounds for the death sfx. But can't tell which one exactly.

>Super Rev

Pretty cool enemy, but I think you should make the rocket's explosion more bigger since it's colision is similar to a regular rocket.

>> No.8087429

>>8087421
Not even the first paid GZDoom mod on Steam, amateurs are spamming Steam with them now, case in point:
https://store.steampowered.com/app/1409460/Brutal_Fate/

>> No.8087431

>>8087421
GZDoom is completely legal for commercial use, retard.

>> No.8087432

>>8087421
when they released the doom source code and all that jazz. like 20 years ago.
they said somebody could use the engine/source code etc for any and all uses including commercial.

>> No.8087434

>itt retards who know jack shit about copyright
>>8087420
ultimate doom, final doom, master levels, nerve.wad.

>> No.8087436

>>8087426
Splash radius is dependent on the damage, isn't it?

>> No.8087440

>>8086974
Yeah well Romero was knee deep in the booger sugar while Carmack and the rest of the gang were busy doing everything else so it could have been worse

>> No.8087442

>>8087434
Ultimate Doom was a free patch if you already had the registered shareware release. Don't forget about Maximum Doom, though.

>> No.8087443 [DELETED] 

>>8087424
carmack is employed at what position in id software right now?

>>8087431
proofs?

>>8087432
>like 20 years ago
>they said

that should my line of defense in court?

>> No.8087445

>>8086267
>Slow file likely needs boomer around
>Thanks making working blood
>Broken decorate coming
What did they mean by this?

>> No.8087452
File: 49 KB, 765x215, Screenshot from 2021-08-30 19-19-24.png [View same] [iqdb] [saucenao] [google]
8087452

>>8087443
>proofs?
https://github.com/coelckers/gzdoom/blob/master/LICENSE

>> No.8087454

I don't mind a commercial version of REKKR, I just hope whatever agreement the team had to sign to be an official addon in the unity port doesn't screw them over.

>> No.8087474

>>8087375
Enemies and guns are actually less Doom reskins than in Heretic. They work in different way. Rekkr has the most heavy dehacked work to date. There's actually much more monsters than in Doom 1. I do understand your criticisms, but comparing REKKR to H!Zone? Come on man. I wish Wizardworks had done something on level of REKKR.

>> No.8087484

LunchLunch? More like MunchMunch on deez nuts

>> No.8087485

>>8087393
Free version does have it's own episode 4. Paid just has different one.

>> No.8087487
File: 346 KB, 500x375, 5D9L.gif [View same] [iqdb] [saucenao] [google]
8087487

>>8087421
How new do you have to be to not know every Id engine except idtech5 are open source under the GNU license not to mention REKKR doesn't use Doom monsters or weapons.

>> No.8087490 [DELETED] 

>>8087452
okay, i guess i'll ask le no chicken why zenimax sues me after publishing a paid gzdoom mod on steam

>> No.8087496

>>8087375
Old enough and yet you don't remember Hacx or Chex Quest.

>> No.8087497 [DELETED] 

>>8087487
fuck off, shill

>> No.8087515

>>8087194
Good and fun, nothing revolutionary, but, highly competent and enjoyable. A good example of how the original bestiary isn't quite so limited as people may insist.

>> No.8087517

>>8087496
Chex Quest was free, literally distributed for free on their website after the cereal shit.
Fuck off.

>> No.8087528 [DELETED] 

>>8087490
Name one case when Zenimax has sued a paid mod without Doom textures, sprites, sounds or maps.

>> No.8087536

>>8087517
Chex Quest wasn't free at first. You had to buy the cereal to get it. But dude, why you getting mad over this? I'm just discussing. Nothing against you mate.

>> No.8087540 [DELETED] 

>>8087528
name one case when some retard tried to sell a doom mod on steam

>> No.8087541 [DELETED] 

>>8087536
Congratulations, you can't even read my post with reading comprehension.
Here, let me spoonfeed you nigger monkey:
>after the cereal shit
>after the cereal shit
>after the cereal shit

>> No.8087547

Has there been any news on the ROTT classic remaster?

>> No.8087550

>>8087547
I'm pretty sure it got quitely cancelled, not even needed anymore because there's a good source port now.

>> No.8087552 [DELETED] 

>>8087540
Hedon has been there for years. Supplice next year (which was also presented on Realms Deep). There were others, but I can't remember them.

>> No.8087556

>>8087547
Nope. Been almost a year since the original announcement too. Either we'll get news soon or something funny's going on.

>> No.8087559 [DELETED] 

>>8087541
Dude what? I just said it was free at first aka before the internet shit. Drink a tea or smoke a cig or something, you seem tense.

>> No.8087560

>>8087550
Doesn't seem to be the case, thankfully: https://twitter.com/3DRealms/status/1432286005898383362

Keep in mind there's also console ports planned.

>> No.8087561 [DELETED] 

>>8087559
And I said you can't read, now stop replying or I w will skullfuck you with a pneumatic drill

>> No.8087569 [DELETED] 

>>8087561
>I w wil
Jesus, calm down. you're literally shaking.

>> No.8087571 [DELETED] 
File: 90 KB, 254x190, 1526761340974.png [View same] [iqdb] [saucenao] [google]
8087571

>>8087552
I think you should just stop, anon. This guy is either irrationally angry or trying to get a reaction. Either way, it's not worth replying to.

>> No.8087574 [DELETED] 

>>8087552
Supplice adn selaco looked kinda cool, but then i looked at the protags, wtf are these fags thinking?

>> No.8087576 [DELETED] 

>>8087569
SHUT THE FUCK UP
SHUT UP
SHUT UP
SHUT UP
STOP FUCKING REPLYING TO ME YOU SCHIZO FUCK

>> No.8087582

>>8087436
I guess so.

>> No.8087584 [DELETED] 
File: 48 KB, 600x449, Now what.jpg [View same] [iqdb] [saucenao] [google]
8087584

>>8087490
Just stop talking, you drooling fucking mongoloid.

>> No.8087589
File: 19 KB, 400x400, 37Zf8RSH.jpg [View same] [iqdb] [saucenao] [google]
8087589

>only need to pay $6.66 if you want the box-set and wish to support the creator
>can download sigil.wad for free on /idgames/ and has no difference from the paid product
REKKR? More like SCAMMR!

>> No.8087593

>>8087574
Does it matter that much? They're FPS games, you're not going to be seeing much more than their hands most of the time. Hell, it's GZDoom, you can just replace their sprites and sounds with Doomguy's if it's that big of a deal.

>> No.8087594

>>8087589
Don't forget coming with a brand new full soundtrack also entirely for free and a second soundtrack added as a bonus to the paid 6,66$ version
SCAMMR and other paid GZDoom mods genuinely need to fuck off.

>> No.8087598

>>8087589
>has no difference from the paid product
The paid version has a different soundtrack doesn't it? The Buckethead one. Maybe I'm wrong, I pirated, but I seem to remember that being paid only.

>> No.8087601 [DELETED] 

>>8087552
great, and here's the one. gzdoom is a clusterfuck of multiple licenses, you should look up licenses.zip. using it for commercial use is not just illegal, but also a dick move

>>8087571
>>8087584
told you to fuck off, shill

>> No.8087602

>>8087484
AAAAH IM GOING INSANE, 40OZ SAVE MEEE

>> No.8087605 [DELETED] 

>>8087574
It's just Ion Fury imitation. Actually Supplice has even the same guy making sprites and textures as Ion Fury.

>> No.8087612 [DELETED] 

>>8087601
Why hasn't Zenimax killed Hedon yet?

>> No.8087614

>>8087598
The Buckethead OST is a separate WAD entirely included as thank you bonus for buying it.

>> No.8087616

>>8087593
>Does it matter that much? They're FPS games

Are you kidding me?

>> No.8087621

>>8087616
Not him, but it doesn't matter to me. Why does it matter to you?

>> No.8087625

>>8087612
you think it's because they can't and not because they didn't bother (yet)?

>> No.8087634 [DELETED] 

>>8087621
>Not him

how many shills are in this thread right now?

>> No.8087635 [DELETED] 

>>8087621

Cause both look like shit, and honestly stronk fps female protag is a dificult thing to achieve.

Both of these look gayer than shelly.

>> No.8087637

>>8087625
Yeah, it's because they can't. Microsoft bought Bethesda from Zenimax months ago, acquiring id in the process. You live under a rock or something?

>> No.8087640

>>8087625
Zenimax acts quickly, when it comes to illegal use their stuff. They killed the unofficial doom remaster in first few days. Which was a good thing, because it looked like shit.

>> No.8087641

>>8086515
I love quake, but these guys are fucking awful in most encounter designs.
>trivial when you know they are there
>huge PITA when they surprise you

>> No.8087643 [DELETED] 

>>8087634
What am I shilling actually?

>> No.8087650

rekkr should be a minimum of 10 bucks anyway, reavae can suck my diiiiick

>> No.8087651

>>8087637
I thought Microsoft bought Zenimax itself?

>> No.8087652
File: 375 KB, 613x453, good.png [View same] [iqdb] [saucenao] [google]
8087652

>>8086250
>In 2 days 18 maps are already claimed.
I wanna see a lot of dedication and effort in your maps, Good luck anons.

>>8087082
Tech bases are boring imo.

If you wanna make some tech/gothic mix type of map, or some disgusting looking tech map with a lot of flesh textures on it that fits the halloween theme, I would accept it.

>> No.8087654
File: 41 KB, 299x479, 2021-08-31 030901.png [View same] [iqdb] [saucenao] [google]
8087654

>>8087637
>Microsoft bought Bethesda from Zenimax

are you sure about it?

>> No.8087658
File: 32 KB, 700x700, smirky.jpg [View same] [iqdb] [saucenao] [google]
8087658

>>8086717
>Everyone playing has to forward port 5029
lmao gzdoom multiplayer using peer 2 peer?

>> No.8087660

>>8087650
Wasn't it 5, or did i miss something?

>> No.8087667 [DELETED] 

>>8087660

>> No.8087670

>>8087660
yea, he is just aiming too low.

>> No.8087673

>>8087660
It'll be ~5 on release. Max release discount you can do on steam is 40%, and prices are done by dollar (1.99,2.99,3.99 etc).
So like... 8 bucks? 9? At most.
Anyway. Not expensive.

>> No.8087675
File: 450 KB, 811x811, Are-you-fucking-kidding.png [View same] [iqdb] [saucenao] [google]
8087675

>>8086250
>4000 map unit limit
>yOu CaN mAkE bIg MaPs iF yOu WaNt

>> No.8087678

>>8087675
I mean, if it's good it will probably get accepted anyway

>> No.8087683
File: 145 KB, 300x375, lWRYE4l.gif [View same] [iqdb] [saucenao] [google]
8087683

>>8086938

>> No.8087684

>>8086250
What even defines slaughter? Is there a specific enemy density or count that defines a map as slaughter?

>> No.8087689

>>8087658
It's basically the same networking model that the original game used, just with some fixes and quality of life updates. Some people can get away with not forwarding ports, but it's fickle.

>> No.8087693

Doomguy's hairy arms.

>> No.8087697
File: 3.64 MB, 2560x1440, file.png [View same] [iqdb] [saucenao] [google]
8087697

What the absolute FUCK am I meant to do here?

>> No.8087706

>>8087697
>rocket launcher erection

>> No.8087708

>>8087684
There literally isn't but the project is only supposed to be Plutonia/Sigil hard at its hardest so you're meant to make babby maps for babbies

>> No.8087710

>>8087684
Slaughter has became a too wide term. Classification is problematic, because some guys even see BTSX and Plutonia as slaughter.

>> No.8087714

>>8086596
Good stuff. I'm surprised no one said anything about the gargoyle fireballs, though. I think spawning two fireballs at a time looks janky

>> No.8087715

>>8087697
1. Turn off filtering.
2. Go fast.

>> No.8087716

>>8087637
>>8087654
Microsoft bought the entire Zenimax, not just Bethesda.

>> No.8087717

>>8087697
I want stroke that rocket launcher.

>> No.8087725

>>8087717
I want to stroke your .hand. anon.

>> No.8087730
File: 221 KB, 642x951, Doom_map_e3m2.png [View same] [iqdb] [saucenao] [google]
8087730

Bravo Sandy...

>> No.8087731

>>8087725
Aww

>> No.8087732

>>8087730
kino

>> No.8087734

>>8087336
I think $5 or $10 for an expansion to an otherwise free game that the dude has worked his ass off to make for years isn't that bad.

Consider that there's games with huge teams and million dollar budgets and advertising campaigns, with comparatively vapid level design and gameplay loops, going for like 12 times that price, and that those devs have the privilege of calling you a homophobic transracist or something if you say their game is aggressively mediocre, or point out that the game is used by the People's Republic Of China to spy on you. Modern games could stand to be more like the former than the latter.

If you don't feel like paying, pirating what's literally a .wad file really isn't hard.

>> No.8087738

>>8087675
i can't see what's the problem, you can still make a good map with that size anyway. see 2048 units of /vr/ or other wads that actually are even smaller than 4000 units.

>> No.8087741

>>8087375
I'd say it has far more effort put into it than Ion Fury.

>> No.8087750

>>8087634
I'm amused by the idea of Revae hiring a bunch of people to advertise Rekkr for small group of anons at /vr/.

>> No.8087752

>>8087675
Just fold and rearrange it a little and it'll fit 4096x4096. Besides, it wasn't that hard of a rule, if you really think you can make good level larger than that, just fucking do it and shove it in his face.

My impression is that it was more to temper people so they don't bite off more than they can chew before October 29. Can you bite it off, can you chew it? Then do it.

>> No.8087753

>>8087730
>90's
>"ahaha LOOK it's a hand! neat!!"

>2020's
>"ummmmmmmmmm yeahhhhhh no, the gameflow feel and ludonarrative dissonance is completely off, not really up to today standards, 0/10 MQQ (map quality quotient) won't play at all"

what the FUCK happened

>> No.8087754

>>8087753
There are actual standards for level design now

>> No.8087756

>>8087697
What the fuck have you done to your rocket launcher? It looks like an erection.

>> No.8087759
File: 1.91 MB, 916x1560, 1603151449788.png [View same] [iqdb] [saucenao] [google]
8087759

>>8087730

>> No.8087762
File: 16 KB, 302x302, 1604871182339.jpg [View same] [iqdb] [saucenao] [google]
8087762

Truly ahead of its time...

>> No.8087769

>>8087675
retarded example, MAP29 probably would be less than 4000 units without the pointless lava floor space.

>> No.8087770
File: 6 KB, 343x111, .png [View same] [iqdb] [saucenao] [google]
8087770

>>8087750
He would never, guy can't even shill his own server properly. I gotta do that shit myself just to play with /vr/ man (and it doesn't work cause everyone waits for FNF/SNS anyway).

>> No.8087771

>>8087634
Oh yes, the legion of Jewish shills founded by (((Revae's))) vast Rothschild fortune, they were all promised a cut from the massive sales REKKR is sure to see, netting them a handy $0.027 annually (before taxes), sure to give them a powerful incentive to do his every bidding.

I'll be surprised if he makes $1000 off of this game in his entire lifetime, which is quite a poor ratio if you consider how long he worked on the thing.

>> No.8087773

>>8087730
>>8087759
unironically love sandy's shit
pls no bully

>> No.8087783

>>8087771
I'll start working on another game after, regardless, and hopefully that will do well. And another after. Etc.
Anyway, don't touch my gold.

>> No.8087786

>>8086250
I'll be taking MAP13 thank you very much

>> No.8087795

>>8087783
Can reveal the theme of next game and is it still on vanilla doom engine? Rekkr 2 or something very different?

>> No.8087798

>>8087783
I want to adventure into your lair and steal from your horde of old grimy dimes and quarters you've picked up on the streets and in the subway.

>> No.8087801

>>8086631
heretic would be one of my favorites if it had more than 4 textures and didnt use lost souls like goombas

>> No.8087804

>>8087741
>I'd say it has far more effort put into it than Ion Fury.
(You)

>> No.8087812

>>8087770
It's unreal coop and doom 3 dm today.
If anyone wants to play dm later that's be cool.

>> No.8087818

>>8087725
you SICK FUCK

>> No.8087820

>>8087750
If you have the audience, milk them dry. BTW, now it's $10 + $35 to compensate for paid shills.

>> No.8087826

>>8087730
I just finished this level today. It's not that bad.

>> No.8087830

>>8087426
I've made these changes. Haven't decided on a death sound for the pumpkin marine, I think using decino's sounds is a bad idea though. Yeah the sprite was based off of him but it's supposed to be an original enemy. For now it's just the zombieman's original sound.
Also for the super rev rocket, it currently has the same explosion as a regular rocket but MBF21 actually CAN change the explosion radius independently of damage. I could even reduce the damage a bit to make it more fair, it's pretty brutal right now.
>>8087714
What would you suggest? Would it look better if the second fireball came out just a bit later, like a couple of frames? I want him to have a distinct attack from the imp, hence the 2 fireballs.

Any more monster suggestions reply to this post. I'll make a new version tomorrow and that'll be it outside of more bug fixes. Then you can start playing with them for your map if you haven't already.

>> No.8087838

>>8087708
>implying that's a bad thing
i don't want to deal a shit filled room with revenants and archviles spam, I would literally stop playing it

>> No.8087840 [DELETED] 

hey everyone I'm a fresh DOOMer girl and I want to ask you all a question? what are good mods after you've played the whole game? I've heard that REKKR was chosen #1 DOOM mod not so long ago, can anyone play with me on steam to explain all the details?

>> No.8087841

>>8086631
I want to say DN3D for how well it melds detailed realistic locales with abstract and fantastical bullshit environments which otherwise would never make sense IRL.
There's a realistic restroom where you can take a piss in a flushable toilet (which you can also break to drink water from it), but also the level is a sci-fi moonbase with non-linear progression and exploration, crawling with mean space monsters.

>>8087804
One man working his ass off for the love of it and making a nice Doom clone, or a studio with funding making a middling and empty imitation of DN3D, with an enemy roster completely lacking in imagination?

>> No.8087850

>>8087830
>What would you suggest?
Just a single fireball. It's just a little monster to add more variety to the early-game.

If you insist on having it throw two fireballs, then mirror the attack frames and have it throw a one-two combo like the satyr, and then you can add your angled attacks. I think having it spawn two fireballs simultaneously looks bad, only the mancubus can do that

One fancy idea that I got from Eviternity is, add Chase frames with 1 duration to make the enemy charge at you. If you do do this, don't add the Chase frames before the attack because this will bug the monster with -fast monsters, instead have the monster attack then add the Chase states then another attack to end the attack cycle; if what I'm saying makes no sense, look at Eviternity's Astral Cacodemon's attack cycle

>> No.8087868

>>8087490
He'll probably tell you
>"Yeah, that'll happen if you include the Doom2.wad in your game and use textures and sprites ripped from Quake and Blood, shoulda made your own levels, graphics, sound, and music, etc, like the Rekkr guy and the Hedon guy. Also, [NO.] to whatever engine feature you wanted to suggest."

>> No.8087871

>>8087708
>the project is only supposed to be Plutonia/Sigil hard at its hardest so you're meant to make babby maps for babbies
Big room, enemies and ammo spam =/= ""Hard""

>> No.8087874

Whats the best sourceport for Quake 2?

>> No.8087875

>>8087795
Not Doom. Probably Unreal or Unity. Maybe Godot.
Alternate timeline Sci-fi first person game with an emphasis on interactivity. If all goes well.

>> No.8087881

>>8086267
>absolute terrible shareware mappers

>> No.8087882 [DELETED] 

>>8087589
>REKKR? More like NIGGR!

>> No.8087885 [DELETED] 
File: 35 KB, 560x577, 1569521137534.jpg [View same] [iqdb] [saucenao] [google]
8087885

>>8087840
You're glowing from a mile away.

>> No.8087887

>>8087593
Someone should make Doomguy patches for those games when they're out.

>> No.8087893 [DELETED] 
File: 72 KB, 1280x720, 1621628686363.jpg [View same] [iqdb] [saucenao] [google]
8087893

>>8087882
>mfw SIGIL has the based BUCKETHEAD soundtrack and SATAN and REKKR has fart horns and faggy viking shit

>> No.8087896

Just me or is the volume for Quake 1 remaster ost kinda low?

>> No.8087902

>>8087893
Jimmy soundtrack is better.

>> No.8087903

>>8087871
What do you think is a better challenge?

>> No.8087908 [DELETED] 

>>8087902
I'd rather dunk my head in a toilet full of shit than listen to anything made by a brit

>> No.8087917 [DELETED] 

Today I realized some of the KEKKR shitposts are probably unironic.

>> No.8087920

Hedon?

>> No.8087921

>>8087871
And there's plenty of much much harder mapsets than Plutonia that aren't really slaughter at all. Meanwhile Plutonia has slaughter maps of its own.

>> No.8087923 [DELETED] 
File: 86 KB, 941x1080, E-E5ci3WEAEwMH0.jpg [View same] [iqdb] [saucenao] [google]
8087923

>>8087917
It's actually all just me
Sometimes I disagree with myself for fun

>> No.8087929
File: 50 KB, 536x602, 1580342592632.jpg [View same] [iqdb] [saucenao] [google]
8087929

>>8087920
Where's the dick, Zan?

WHERE IS IT

>> No.8087936

>>8087929
Is Hedon good?

>> No.8087938

>>8087936
I'd rate it about average. Just don't pay too much attention to the sprite animations.

>> No.8087951 [DELETED] 
File: 38 KB, 540x540, 1627517091429.jpg [View same] [iqdb] [saucenao] [google]
8087951

>>8087917
>>8087923
Mine was in ironic greentext but apparently it's enough to get deleted. I actually like both REKKR and Sigil I just think it's funny.

>> No.8087954

>>8087938
The sprites are the worst part visually, but I quite like the textures though. Gameplay is fine, story is meh (I actually don't remember a lot about it), but the atmosphere is decent. Maps range from weak to decent, they never really jump out, layout wise.
Haven't played the new release though, just the first.

>> No.8087956
File: 82 KB, 640x640, 1567790108773.jpg [View same] [iqdb] [saucenao] [google]
8087956

Where do people rate Doom 64 in the grand scheme of the series?

>> No.8087959

>>8087875
so fallout but not flanderized to hell?

>> No.8087961

>>8087875
You're considering Godot too, huh?

>> No.8087965 [DELETED] 

>>8087951
I thought the posts were funny. You did a good job schizoposter

>> No.8087971

>>8087875
>Alternate timeline Sci-fi
Sort of an alternate earth timeline?

>> No.8087974

>>8086296
Bumping for this

>> No.8087986

>>8087959
>>8087971
It would branch off from ours in the 60s. Not at all like fallout, no rpg elements. More like something between unreal and... Something else. But with a twist that I can only hope people like, but I'm making it either way
>>8087961
Yeah, I'm going to look into it anyway. I don't really know a lot about it but it looks interesting. Depends on some factors. I might just fall back on UE4 since it's what I'm most famous with atm. But I'm not writing anything off atm

>> No.8087989

>>8087896
Same here

>> No.8087991
File: 4 KB, 180x103, rpdga0.png [View same] [iqdb] [saucenao] [google]
8087991

>>8086296
>>8087974
ww-diaz? It's not exactly shitty, and it's not exactly an AK, but I can see how it would be misremembered as such.

>> No.8087992

>>8087956
Doom 64 is what would happen if sandy peterson was the gameplay lead.

>> No.8087993

>>8087986
Ok, good luck with it.

>> No.8088008

>>8087956
Played it first time last fall, 7.7/10 wish there was more (the new episode was more, but I want more more). I'll make it one of my traditions for the time of year (so another playthrough is due soon). Love the dark atmosphere, makes me more easily settle into and appreciate the coming cold wetness, the dark evenings, the orange leaves whirling in the wind. Until miserable winter ruins it all.

I'll always consider it a 'gaiden' entry though, I never cared for how the new games tries to tie into the old ones, or try to tie all of them together.

>> No.8088009
File: 1.04 MB, 1600x900, BackSaturn.png [View same] [iqdb] [saucenao] [google]
8088009

>> No.8088014

>>8087830
>Haven't decided on a death sound for the pumpkin marine, I think using decino's sounds is a bad idea though.
Hmm, I think the same actually... just put the original zombiemen death sound.

Ohh, about the Super Rev I want to clarify that I was refering the rocket's explosion sprite, not the ''explosion collision'' itself, I think the explosion sprite is kinda smaller for a heavy radious like that, it would be good if the explosion sprite was bigger.

>> No.8088015

>>8088008
Where does 64 fit into the canon?

>> No.8088019

>>8087992
I'd say that's an exaggeration, but I also see your angle, there's a strong focus on dark ambience and mean traps. I think he'd be disappointed with the archie missing, but also like the new monsters.

Has he checked out Doom 64 much? I think he'd like it.

>> No.8088029
File: 2.87 MB, 638x508, optimized_animated_fireblu_compressed.webm [View same] [iqdb] [saucenao] [google]
8088029

still using fireblu because it turns out loading any random texture and converting it to a 5-color palette gives pretty terrible results.

textures are fully optimized by executing fully unrolled self-modifying jump tables out of cartridge SRAM (512kB, so it's kinda cheating), still debugging the bottom clipping, but it should be fixed soon.

>> No.8088034

>>8088015
nu-iD would say it bridges the gap between the original games and the new ones.

Personally, I think it's so aesthetically and stylistically distinct that it doesn't fit with either, and it's more like its very own "alternate reality" Doom.

>> No.8088048

>>8086245
Quake mega folder doesn't have the user maps

>> No.8088071

>thief general is dead
Fuck.

>> No.8088130

>>8087956
i loved it on first playthrough but on subsequent playthroughs the reduced monster roster leaves me wanting. also i like the ost and it fits but it kinda lulls me to sleep after a while. a nice fast tempo track can really liven up a Doom session

>> No.8088146

>>8088015
if we're going by the stupid eternal lore, it's the last time doomguy is in the original universe
he just stays in hell at the end and doesn't come out until doom 2016

>> No.8088152

>>8088071
It's still up here. >>8060606

>> No.8088158

>>8088014
Ah okay. I made it the regular explosion sprite and it looks good. I have nerfed the damage though. It only does splash dmg, up to a max of 120. Basically it has a base dmg of 15 instead of the regular rev's 10. I think Doom calculates splash damage differently though because it never rolls low (which is fine, this guy should be dangerous). It's a guaranteed one-shot if you're at 100 health with no armour, anything more is bullshit IMO.
>>8087850
>Just a single fireball.
Fair enough, I was having issues with the sounds stacking and sounding bad with multiple projectiles anyway. As for the charging, it was pretty janky when I tried it. A_Chase just behaves a little too strangely outside out the See state for me. Maybe I'll request a generic A_SkullAttack if more MBF21 feature requests open up soon.

>> No.8088171

What's the current best source port for ROTT?

>> No.8088176

>>8088015
>doom 64
>story
lol

>> No.8088208

>>8088171
I use RoTTEXPR which seems to work pretty well for me. Looks better than WinRoTTGL and doesn't crash all the time for me like Iculus did. Has a few extra features like mouse look if you're into that.
That being said, there is an issue of being able to see through walls if you crash into them in the air using higher screen resolutions, so you will need to fuck with the focal width in the menu to fix that. If another anon knows of a better port, I'd like to know as well.

>> No.8088221
File: 68 KB, 391x169, 1607853196391.png [View same] [iqdb] [saucenao] [google]
8088221

>>8087080
wow!

>> No.8088238

>>8088171
https://github.com/LTCHIPS/rottexpr
This is the best one right now, the older ones are just shittier versions of this

>> No.8088242

>>8088146
I guess they added
>lore
to doom cause people like talking about that kinda stuff.
but i guess doom always kinda "had" a story.
Just carmack put it
>story in a game is like a porno, yeah its there but we want the action
lmao

>> No.8088247

>>8088158
>As for the charging, it was pretty janky when I tried it
It was worth a shot. I tried creating charging monsters a la Astral Cacodemon, but like I said it is bugged in fast monsters because the attack state calls the chase function which calls the attack state so it freezes, especially in nightmare. I was hoping a solution would be to make it shoot at least one fireball first before the charge so it at least attacks in fast monsters

>> No.8088258
File: 659 B, 69x32, rekkr lol.png [View same] [iqdb] [saucenao] [google]
8088258

>>8087080
>Game contains pixely blood and gore, and squishy meat sounds.

>> No.8088261

>>8088242
doom having a barebones story was part of the charm. i don't know what they were smoking when they came up with all this new shit

>> No.8088267

>>8088261
What is the official story, anyway? I think I just kind of inferred it: UAC accidentally a hell portal on Phobos and demons invaded

>> No.8088307

>>8088267
>UAC accidentally a hell portal on Phobos and demons invaded
That is the story, Doomguy is the last survivor

>> No.8088324

>>8088029
That's cool and all, but you need a better texture, that's absolutely nightmareish.
>5-color palette
Give palette.

>> No.8088332
File: 29 KB, 1876x250, crosshair.png [View same] [iqdb] [saucenao] [google]
8088332

Are you looking at what you're shooting, /vr/?

>> No.8088351

>>8088267
The story is essentially that along with some totally not ripped off from The Running Man exposition as to why doomguy is on Mars

>> No.8088364
File: 770 KB, 1600x900, doom3.png [View same] [iqdb] [saucenao] [google]
8088364

>> No.8088365

>>8088364
Assuming you just beat it, good job!

>> No.8088380

>>8088365
its actually the first time i beat it without
>brutal doom
I was into that for a little bit
lmao. but man that wad has good midis start to finish and it looks good even if it is 24 tech bases or whatever. i found the two secret levels also.
now i should play the second one, really like back to saturn x

>> No.8088404

>>8088380
Just be aware that BTSX E2 takes being E2 seriously, so it will be harder than E1.
I imagine E3 will be even harder on average, too, once that ever releases.

>> No.8088413

>>8088404
i played through the first level a while back. Its definitely harder. The first encounter is basically
>punch out these revenants and pinkies
lol. Good way to start off the level. at least the area they give you to do that is pretty large and open

>> No.8088418
File: 229 KB, 768x768, file.png [View same] [iqdb] [saucenao] [google]
8088418

>> No.8088436

>>8088071
You could always talk Thief here.

>> No.8088440
File: 2 KB, 256x16, palette_scaled.png [View same] [iqdb] [saucenao] [google]
8088440

>>8088324
I think it's nightmareishness is part of the charm :^)
But yes.

Feel free to tweak the palette, it was picked basically at random. It just needs 5 base hues with 3 brightness/saturation levels.
The first color, on the left, is transparent and can't be used (unless it's a transparent texture).

You could try mixing the colors with dithering. Textures are 64x64 pixels, but drawn in a strange way, in 4x2 chunks.

>> No.8088484
File: 2 KB, 64x64, brick1.png [View same] [iqdb] [saucenao] [google]
8088484

>>8088440
pretty simple brick texture.

>> No.8088489
File: 2 KB, 64x64, brick2.png [View same] [iqdb] [saucenao] [google]
8088489

>>8088440
in red

>> No.8088491
File: 782 KB, 1920x1080, Screenshot_Doom_20210831_004939.png [View same] [iqdb] [saucenao] [google]
8088491

I found "happybirthdayvr" in my mess of a doom folder. Pic related. We've come a long way.

>> No.8088494

>>8088484
I'll give it a shot, but it takes up all 5 base hues just for grays. I'm thinking I might have to give up the lighting levels for good textures

>> No.8088497

>>8088494
Ohhh I see. I fucked up. Lemme give it another go.
You could also limit the color palette to 2 colors and an accent.
Gimmi a minute.

It does definitely limit your colors in darker areas.

>> No.8088502

>>8088491
I made this :-D
Rip and tear.

>> No.8088504

>>8088494
>>8088497
I guess what I was thinking was, that you could use the darker colors in lighter areas, and they would only reduce to darkness so far... So in lighter areas you'd have more detail, but darker areas you'd lose it.

>> No.8088507

>>8088504
yeah, if any of the texture's base colors (in the middle light level) are at max darkness, they don't get any darker in dark areas.

That seems to work pretty well.

>> No.8088509

>>8087207
it was the first official doom content since nrftl

>> No.8088513

>>8088507
can i see a screenshot? kinda curious

>> No.8088523

>>8088513
I don't have anything on hand, but a pixel can only go as dark as the darkest brightness of that hue.

The lighting level just adds 5 the the palette index to darken, or subtracts 5 to lighten, making sure not to go out of the range 0-15.

>> No.8088528

>>8088509
>official
lmao

>> No.8088534

Finished all of HFFM Uncut with Hideous Destructor tonight on stream, it was a lot of fun. Thanks for making it, guys!

>> No.8088537

for me, it's Flemish Doom servers.

>> No.8088543
File: 1 KB, 64x68, diffpal1.png [View same] [iqdb] [saucenao] [google]
8088543

>>8088523
Here's a different sorta idea, that only uses the 5 brightest colors... palette at the top.
But it just limits it to a bright and a dark per color, except the pink which would be an accent color (for things that should stay lit in the dark, buttons or lights or whatever)

>> No.8088563

>>8088543
Cool, although, I should have mentioned that the base texture is currently the medium one. I have a tool that generates a brightened and darkened version (too expensive to do at runtime).

Maybe I should make the bright texture the base, and only darken it?

>> No.8088579

>>8088563
That's how doom does it. Makes the brightest end the base and darkens it.
It's easier (for me anyway) to think about it that way, since you can just go "this is the brightest this can be". So you don't have to worry about how it will translate visually to brighter and darker levels. It gives you a solid baseline at one end.

>> No.8088583

>>8088579
ok, that makes sense

>> No.8088602
File: 2.46 MB, 639x512, better_tex.webm [View same] [iqdb] [saucenao] [google]
8088602

>>8088543
wtf this looks so good

>> No.8088625
File: 365 KB, 1920x1017, Screenshot_Shrine II_20210830_095830.png [View same] [iqdb] [saucenao] [google]
8088625

What do we think of Shrine II? I quite like it. The weapons are fun and I dig the atmosphere. The level design does feel a bit lacking though.

>> No.8088632

Metal Slug mod when

>> No.8088669

>>8088632
Treasure Tech is getting Metal Slug's rifle as an alt weapon, does that count for anything?
https://youtu.be/S41XdiGUZeE?t=26

>> No.8088671

>>8088632
Iron Snail

>> No.8088707

>>8088632
Action Doom

>> No.8088764
File: 275 KB, 640x1050, cacodurp.png [View same] [iqdb] [saucenao] [google]
8088764

As seen on >>8062279.

>> No.8088817
File: 2.94 MB, 960x540, DIY done wrong.webm [View same] [iqdb] [saucenao] [google]
8088817

Don't try this at home. Use a stepladder.

>> No.8088823

>>8088208
>>8088238
How do I run this? Am I just retarded or am I missing something? I downloaded the Windows binaries zip. Tossed that in a folder with the required ROTT files and I get nothing

>> No.8088826
File: 606 KB, 592x601, file.png [View same] [iqdb] [saucenao] [google]
8088826

>>8088817
Dayum kegan is PACKIN it.
Also, based use of the HFFM party pack.

>> No.8088835

>>8088602
Well congratulations, this new texture just revealed that your entire texture mapping is completely fucked.

>> No.8088847

>>8088835
actually the vertical texture mapping is totally fine

it's the horizontal part that doesn't work correctly, and i didn't expect it to since i haven't really worked on it yet.

>> No.8088854

>>8088625
This is how I feel about Shrine and Shrine 2 too. The aesthetic is cool and Shrine 2 has some interesting enemies, but the level design kinda sucks. In both games levels seem to get progressively more lackluster.

>> No.8088859

>>8088826
It gets bigger when I rev it.

>> No.8088860

>>8088854
I feel like some enemies are just a pain in the ass to deal with too. Those flying angel things eat about six primary shotgun blasts before going down and only the adjudicator is any good for dealing with Branded. Makes me wish that the mortar or grenades could gib the Branded and prevent them from coming back.

>> No.8088863 [DELETED] 

>leave thread
>come back ten hours later
>some sperg had a meltdown over REKKR and might or might not be the guy with a GZD hateboner who doesn't even know how licences work
Where is the janny when you *actually* need him?

>> No.8088867

>>8088854
I liked the earlier levels. The last section of the game has way too many mini-bosses and generally spongey enemies.

>> No.8088935

does anyone here know about submitting demos to DSDA?

I have two exits of a map and want one to appear in dsda, but was thinking of including the other in the zip to show an alternative technique. (It's a ribbiks map where i could either time some crazy jump, or line up a crazy sr50; i did both but in separate demo files.) What's the appropriate way to do this?

>> No.8088995

FUCK ARCHVILES
FUCK REVENANTS
FUCK VORES
AND MOST IMPORTANTLY, FUCK SPAAAAAAWNS

>> No.8089001

>>8088995
spawns are just lost souls, except every weapon is a rocket launcher

>> No.8089003

>>8088995
I don't want to fuck any of those, except maybe spawns if they can morph into qt goo girl.

>> No.8089009

Proposal - survival horror vanilla wad where you are not given any weapons at all and you need to evade enemies and find the exit.

>> No.8089010

>>8086631
I thought Duke 3D was repetitive as shit, but the level design is something else
Quake is so fucking kino

>> No.8089015

>>8086952
Unique, but a bit silly.

>> No.8089017

>>8086950
Nice, check out Doom 64 after finishing classic Doom, it's kino

>> No.8089024

>>8089009
this is just a pacifist run, an entire speedrunning category

for a whole map of this with 5k monsters, see map 3 of feckyoo by gggmork

>> No.8089030

>>8089003
I actually think vores are kinda hot
>GAYH4

>> No.8089031

>>8088995
vores?

>> No.8089036

>>8089030
Admit it, you just got aroused by the name, you sick fuck.

>> No.8089046

>>8089036
I didn't know their name when I played it
Not into vore, either

>> No.8089051
File: 26 KB, 249x249, pep.jpg [View same] [iqdb] [saucenao] [google]
8089051

>pomu not playing doom on ultra-violence

>> No.8089053

>>8089051
i play magnolia on hurt me plenty

>> No.8089092 [DELETED] 

>doom thread
>full of easily offended fags

ironic

>> No.8089127

>>8088364
What is this?

>> No.8089132

>>8089127

Doom 3

>> No.8089145

>punch the invul sphere in HDest
>an archvile popped out
>now I have a roaming pissed off martian on my Mt. Erebus
AAAAAHHHHHH

>> No.8089149

>>8089127
it's from btsx episode 1

>>8089132
lol

>> No.8089192

>>8087641
>trivial when you know they are there
that's pretty much any quake enemy, except vores and shamblers i guess without proper cover.

>> No.8089221
File: 2.91 MB, 1280x720, 1.webm [View same] [iqdb] [saucenao] [google]
8089221

how did they do it?

>> No.8089224

When is the new Quake thing coming to GoG?

>> No.8089251

>>8088817
What are you doing, drilling a hole for a light fixture? A stepladder mod for HD would be very funny, yet also useful, like you have a chance to find one lying around, like the bulk is unreal, so trying to bring it all around is awful, but if you remember where you found one, maybe it'll come in handy if you go and get it.

>> No.8089268

>>8089009
Lasting Light
You can load it with anything, someone here recorded some fun footage of it a few years back with H-Doom.

>> No.8089276
File: 490 KB, 1440x1080, DOOM0004.png [View same] [iqdb] [saucenao] [google]
8089276

Just finished Suspended in Dusk.
HMP because keyboard only. The Archies in the last level really kicked my ass because they move so fast.

Other than that I was really impressed how Espi managed to build such a believable techbase. I especially liked the midtex railings and that crate hanging from a crane was extremely cool (and I still haven't found out how you do that exactly despite inspecting the map in UDB). It just looks great overall.

Also the way everything was connected through these numerous little windows and you pass one and think "oh yeah so THAT's where I came from", although sometimes I found it a bit unfair putting a shotgun guy or chaingunner in like half of all windows, some of which couldn't even be seen without vertical mouselook, so sometimes I ate a few bullets without even knowing where exactly they came from. But I liked the rather sparse use of higher tier enemies, hell, until the third level I didn't even have a SSG, but with that claustrophobic architecture even the regular low tier mooks can be dangerous, especially if you are in a tight hallway with suddenly a bunch of demons in front of you and teleporting in behind you without a chance to escape.

However, in those situations I also noticed a thing that Doom mappers don't seem to do that you see in 3D mappers, which is "rounding" edges. I can't count the times I got hit really badly because I got stuck in the geometry because of some 8 unit recession my dude just fit right in. Just put an impassable linedef there. It doesn't detract from gameplay or blocks any important things, but it prevent players getting frustrated because they have to move from unnecessary obstacle to unnecessary obstacle.
Also, because of the inherent complexity of the maps I sometimes had problems with the progression and where to go next.
Overall it was pretty cool though. When I have a mouse again I will try again on UV.

>> No.8089279
File: 715 KB, 1929x1085, Screenshot_Doom_20210831_155026.png [View same] [iqdb] [saucenao] [google]
8089279

owo what's this

>> No.8089295

>>8086247
FTE now fully supports DotM
https://quakeone.com/forum/quake-talk/quake-central/283211-quake-enhanced-is-out-now?p=283384#post283384

>> No.8089315

>>8089279
uwu de dawk magic is a pawthway to many abiwiwties some considew to be unnawtuwaw.
Don't kill yourself with it. It doesn't like the heavenly force

>> No.8089324

I've been away for a minute. Is the new Quake remaster worth it or am I still better with another sourceport?

>> No.8089362

>>8089324
Got it for like a dollar myself, at that price I'd say it's worth it.
Otherwise won't even bother.

>> No.8089403

>>8089324
I got it for 3 bucks. I think it's worth that much. Up to you if you're willing to pay 10 bucks for the console versions.

>> No.8089407
File: 385 KB, 1929x1085, Screenshot_Doom_20210831_164308.png [View same] [iqdb] [saucenao] [google]
8089407

And that's Doom's E3 on skill 3, HDest. Plenty of saves, but I did exercise as much restraint as I could. Spider Mastermind, again, fell to a single HEAT rocket and literally didn't see it coming with my blursphere on. I actually survived the burning of the blues I had remaining in me a few maps earlier!
Do I dare attempt E4...

>> No.8089426

>>8088509
I was talking Doom franchise as a whole. There has been no good official Doom releases since NRTFL, ZOOM and ZOOM 2 babies can die in hellfire.

>> No.8089429

>>8088823
Did you download the SDL? The fucking github page tells you what you need.

>> No.8089435

>>8089295
Absolutely based, thanks. Time to play the new episode.

>> No.8089439

>>8089324
It's as inaccurate as Fresh Supply because it's not running on idTech and Kaiser is a faggot, they completely fucked up movement for starters which is a big deal.
The new episode is pretty good however, but blatantly """inspired""" (more like ripping off) by Arcane Dimensions.
FTE (arguably the best Quack source port) got updated to support according to >>8089295 so I say you should play it through that rather than the inaccurate KEX Engine garbage.

tl;dr
the content is good but the engine isn't, use a source port, right now only FTE supports it

>> No.8089440

to those that played dotm, is it any good? i disliked dopa for the most part, i found it too repetitive.

>> No.8089441
File: 990 KB, 1328x908, file.png [View same] [iqdb] [saucenao] [google]
8089441

how do i fix font scaling in fte

>> No.8089453

>>8089441
r_font_linear 0

>> No.8089459

>>8089440
Yes, it's basically their own take on Arcane Dimensions but restricted solely to Quake assets, so naturally not as good as AD and not as varied.
But it's not a traditional episode, rather you have a hub world from which you enter different-themed levels, each one a seemingly completely different world/biome which is really cool.
Honestly it's the best thing to come out of this "remaster". I put it in quotations because the engine itself is a pile of feces since Kaiser as usual prefers to resort to hacks and loose approximations rather than being faithful, just like with Fresh Supply.

>> No.8089465

>>8089439
This is the exact autistic response I was looking for. I seen it wasn't using idTech so I was immediately alarmed. Atleast it was free I guess.

>> No.8089467

>>8089453
already set to 1 :/

>> No.8089470

>>8089467
set it to zero, dummy

>> No.8089472

>>8089470
did nothing until a vid_restart (and set to 0)
thanks anon

>> No.8089473

>>8089459
thank you
i guess i would have seen your previous post if i refreshed before posting myself

>> No.8089476

>>8089465
>>8089473
You're welcome, I'm an angry autist

>> No.8089479

So, what is the hardest Doom 1 wad? Sigil? I think it's at least the highest ranked Doom 1 wad on that skill progression checklist.

>> No.8089482

>>8089479
is this a joke post

>> No.8089484

>>8089276
> (and I still haven't found out how you do that exactly despite inspecting the map in UDB)
Because Espi was a one armed mad genius who knew mapping tricks most hardcore vanilla mappers still are in the dark about. Likely modern node builders aren't set up to make some of this stuff without unintentionally breaking it when you build nodes, requiring some manual alterations to create.

SID is like an artpiece designed to make mappers coom, and not just in aesthetics and tricks, it's an exquisite slow crawl mapset that's tense and exciting. GzDoom regrettably breaks a few of the visuals (like that crane), and it kind of puzzles me that there isn't a solution for it implemented internally. BTSX1 uses one of the same fake 3D bridge tricks, and GzDoom, incapable of replicating that, solves it by just detecting the level and creating a GzDoom style real 3D bridge in its place, seamlessly avoiding any issues. SID is such a legendary mapset that I really think it deserves the same attention.

I don't have enough words in a 4chan post, or enough of a vocabulary, to adequately splooge about how brilliant every single detail is about SID. I only hope I can one day make as good looking and well flowing maps as these, even if I never learn all the clever vanilla tricks.

>> No.8089496

>>8089324
It's not accurate yet. It's nowhere near as bad as Unity Doom on launch, but there's stuff they need to fix. Probably they will, because they made a pretty big deal about it all, but until then I'm not spending a penny.

>> No.8089498

>>8089407
E4 will bust your balls, try to carry a blursphere into E4M3.

>> No.8089503

>>8089479
No End In Sight is probably harder.

>> No.8089508

>>8089479
Return to Hadron.

>> No.8089521

>>8087336
>''dude who gives a fuck about your art skills and all the effort you put in that mod, make it free lmao''
it's okay poorfag. you can still play the free version tho

>> No.8089543

>>8087708
There's more ways to make a map harder than just make it a slaughter, You know that right?

>> No.8089550

>>8087956
Plutonia > Doom 1 > Doom 64 > Doom 2 >>>>>> Brushing your teeth with a dremel using a 40 grit sanding drum > TNT > Master Levels

>> No.8089556

>>8088602
Cool. I just woke up. It doesn't look bad, other than the horizontal thing you knew about.
Pleased as punch.

>> No.8089570

>>8089550
>Doom 1
Episodes 3 and 4 suck, episodes 1 and 2 are too easy by modern standards. So it did not age well. Doom 2 new enemies alone make it a better experience.

>> No.8089580
File: 18 KB, 904x94, voodoodollfalleffect.png [View same] [iqdb] [saucenao] [google]
8089580

this is some fat fucking lie, just tried it and the player's view doesnt change at all when the doll falls from heights

>> No.8089581

>>8087684
>What even defines slaughter?

>1000+ enemies
>takes more than 30 minutes to beat it

That's why I don't allow slaughtermaps.

>> No.8089586

>>8089570
Episode 1 and 2 are pretty hard on nightmare

>> No.8089593

Hey...
Do you think HDest and HDoom gonna play nice?

>> No.8089601

>>8089593
I don't know but I'm intrigued now.

>> No.8089602

>>8089593
They work best with brutal doom i find

>> No.8089604

>>8089602
I've seen the webm yeah
>>8089601
Imagine all the tactical sex

>> No.8089614

>>8087684
My personal definition is if you kill 90% of the monsters with in fighting, rockets, or bfg, then its slaughtershit.

>> No.8089617

>>8089604
Like, putting on a condom, pouring antiseptic down your urethra afterwards, that kind of thing?

>> No.8089619

>>8086952
uglier compared to his cute meatball counterpart.

>> No.8089620

>>8089581
>>1000+ enemies
>>takes more than 30 minutes to beat it
So I take it you don't consider Micro Slaughter a slaughterwad?

>> No.8089637

>>8089580
I noticed that too. I wonder if that was a symptom in some port that they assumed was vanilla as well.

>> No.8089648

>>8089521
You can shilll your shitty mod all you want, I will still put up a pirate copy as soon as it's out and there's not a thing you can do to stop me.

>> No.8089657

>>8089580
Where is this?

>> No.8089659

>>8087684
Slaughter is basically maps with high monster usage on a per fight basis, with emphasis on using Rockets and Cells. Infighting is often encouraged too.

>>8087710
>because some guys even see BTSX and Plutonia as slaughter.
Hell, some people seem to think the simple act of using Revenants and Arch-viles often counts as slaughter.

>> No.8089660

>>8089479
It's either No End In Sight or Return To Hadron. Their gameplay is very different though. Return To Hadron trilogy is like Sunlust for Doom 1, while NEIS is full oldschool but in the most dick way possible. Both are very good and fun.

>> No.8089681

>>8089657
https://doomwiki.org/wiki/Voodoo_doll
https://doom.fandom.com/wiki/Voodoo_doll
Just noticed that it is a straight copy from doomwiki.org, so it probably originated there

>> No.8089683

>>8089681
Actually doomwiki is the copy, but it's actually maintained. Glad they left the .fandom shit behind.

>> No.8089735

>>8089683
Fandom is complete garbage and should be eradicated.

>> No.8089745

>>8089683
>>8089735
not a fan of fandom either. Too bad about there being no voodoo screenshake, I really wanted to make an earthquake effect in my boom map

>> No.8089746

>>8088625
Considering it was made by two kids, id say its pretty good

>> No.8089756

>>8087336
imagine thinking in-crowd internet elitism will actually do a single productive thing for the Doom community

>> No.8089774

What is BTSX?

>> No.8089775 [DELETED] 

>>8089756
Imagine being an underage defending paid mods.
Oh wait, you don't need to imagine that.

>> No.8089802

>>8089774
back to saturn x

>> No.8089805 [DELETED] 

>>8089775
>Im underage
topkek

>defending paid total conversions is bad somehow

no, you're just retarded anon. if you want people to respect people who make content for Doom, demand reward for the work done on the projects. That's how independent game devs make money for practically every project. Do you think everything made with the Unreal engine, but not made by Epic Games, should be completely free too?

>> No.8089813
File: 130 KB, 344x342, 1629349694845.png [View same] [iqdb] [saucenao] [google]
8089813

>>8086245
I'm clinically retarded. Where is all the ammo in Doom 2? I keep running out constantly.
Am I supposed to hump the walls and look for secrets constantly?

>> No.8089823

>>8089813
Doom secrets aren't that hard to find, just pay attention to the audio and look for things that stand out and you'll probably find more than half of them

>> No.8089830 [DELETED] 

>>8089805
Keep defending paid mods, horse armor, always online, GoyPass and other anticonsumer practices, you're the perfect consoomer, last (You) out of pity.

>> No.8089839 [DELETED] 

>>8089775
Usually underage guys have more troubles buying games since the lack of money. I don't get why adult with job would make a big deal with this. You either pay 5 dollars to support Revae's work or just pirate it since it's just a wad file.

>> No.8089840

>since Quake 2 mods for id Tech games run as dynamic library instead of arbitrary format like QuakeC
I guess it's a more convenient way for developers to connect straight to game's main core. Plus you're way less restricted since you can do whatever the fuck you want in C.
But damn this hurts portability. If you want to play some mod somewhere else than Windows then pray that dev has compiled it for OS you want or at least released source code.

>> No.8089843 [DELETED] 

>>8088863
it's just alf shitposting

>> No.8089848

>>8089830
Rekkr is not made by big company, but a one anon. It's not always online or cosmetic dlc. It's a wad file with 9 extra maps. At least form actual arguments.

>> No.8089849 [DELETED] 

>>8089805

I bet you pay for OnlyThots too, faggot

>> No.8089854 [DELETED] 

>>8089849
I'll start supporting Onlyfans, when they start making good Doom wads.

>> No.8089856 [DELETED] 

>he's STILL samefagging and marketing his paid mod that has literally nothing of value in it because it's just a texture/spriteswap of Doom textures, weapons and monsters
lol

>> No.8089857

>>8089774
kpop band, named after some mcdonalds foodstuff

>> No.8089868

Hedon: Apply directly to forehed

>> No.8089870 [DELETED] 

>>8089775
>defending paid mods
I bought Duke it out in D.C. back in 90s. Haven't regretted it. I will always pay for good content for 90s shooters, but I can't see myself paying for modern era shooters such as CoD or what the kids even play these days.

>> No.8089871
File: 1.79 MB, 1540x2470, 2017354_aryf_comic-comm-mynx-and-hunter.png [View same] [iqdb] [saucenao] [google]
8089871

I was on the internet and I found this.

>> No.8089881

Techbase is the most boring Doom aesthetic.

>> No.8089887
File: 199 KB, 1200x873, Evi-zRpVEAcfswy.jpg [View same] [iqdb] [saucenao] [google]
8089887

>>8089871
And I found this.

>> No.8089891
File: 512 B, 64x64, wallpapr.png [View same] [iqdb] [saucenao] [google]
8089891

>>8088602
also gave this a go.
I think unless you go full sci-fi it would be wise to have some fleshy color, a greyish metal color and a red for blood.

>> No.8089893

>>8089881
Techbase is techbased

>> No.8089895

>>8089887
gross

>> No.8089918

>>8089891
One issue I've realized with my texture mapper is that due to optimizations, every feature in the texture needs to be at least 2 pixels wide,or at least high constrast jumps should be on 2-pixel boundaries, otherwise it causes bad looking artifacts.

I'm going to see if I can resolve this without hurting performance.

>> No.8089925 [DELETED] 

>>8089775
>Imagine being an underage defending paid mods.
>self-projecting this hard

Supporting artists is literally not the same thing as defending paid mods. Can't you see the difference or just you're a dumbass retard?

>> No.8089930

>>8089881
Facts

>> No.8089945

Holy shit, Thy Flesh Consumed with keyboard only is really kicking my ass. Got out of E4M1 without any ammo whatsoever; glad I could pick up the shotgun right at the start of the next map.
This is really an incredible leap in difficulty over E1-3, but so far I am liking it more than E3.

>> No.8089952

>>8089221
mg port has dynamic shadows

>> No.8089969 [DELETED] 

>>8089775
It's literally a full game on idtech 1 engine, you retard.

>> No.8089972

>>8087336
commies get the bullet

>> No.8089974

>>8089887
>>8089871
Where are these characters from?

>> No.8089976

>>8089945
>keyboard only
Are you one of those people that think Doom wasn't meant to be played with a mouse or are you just intentionally handicapping yourself for the fun of it

>> No.8089980 [DELETED] 

>>8089775
i'd rather see people pay for a full game like rekkr than seeing people give Bitchfork duke ransom money or Bethesda's paid mods (on a platform that assured us "big dlc-sized mods helped by beth" and ended up being 99% horse armor)

>> No.8089984

>>8089974
>Q3
>HD

>> No.8089986

>>8089984
I'm a zoomer, I have no idea what that means grandpa

>> No.8089987

>>8089620
So you're asking to make a Micro slaughter map? I might allow that.

>> No.8089989

>>8089974
The anime one is apparently personifications of guns from a Doom mod. The one with two girls is Mynx and Hunter from Quake 3 Arena.

>> No.8089991

>>8089986
Sounds like a case of not my problem. I prescribe lurk moar.

>> No.8089992 [DELETED] 

>>8089980
Yeah lmao I remember checking Skyrim and FO4 mods like a year ago, it was all just weapons and shit. They will probably try it with Doom/Quake franchise too at some point

>> No.8089997 [DELETED] 
File: 197 KB, 680x278, 1621971895280.gif [View same] [iqdb] [saucenao] [google]
8089997

Sneed WAD

>> No.8090000

>>8089976
Neither, I am just on my laptop and can't use a mouse atm.

>> No.8090001 [DELETED] 

>>8089992
i'm not so sure, apparently they got sued to oblivion (lol) because of some bonus that was supposed to include "all dlc for free" didn't include workshop items and these are downloadable content, plus the next skyrim rererererelease will have all said workshop items and even unreleased stuff.

anyway, to get back on a more retro subject, maybe we should make sprites from the fo3 wild dog model to replace the old ass wolfenstein one we have for the halloween thing.

>> No.8090019

>>8090001
>the old ass wolfenstein one
They redrawn it from scratch for GZDoom long ago, IIRC. Just so they could include it by default.

>> No.8090028
File: 2.72 MB, 854x480, 1616727341888.webm [View same] [iqdb] [saucenao] [google]
8090028

is it possible to replicate this kind of super basic shader in quakespasm?, abusing triggers or something?
can you even change .bsp textures on demand?

>> No.8090032

>>8086245
Whats the best source port for Quake 2??

>> No.8090037

Is Quake 4 considered retro?
Just finished, really fun game, has a lot of bullshit, but last boss is easy as fuck lol

>> No.8090038

>>8090001
Just recolor it. Make it into a black hound with red eyes.

>> No.8090043

>>8089550
TNT isn't that bad at all, I'd say it's on the same level as Doom 1 and 2. But I agree on Plutonia being the best.

>> No.8090051

>>8090028
i'm not sure exactly what you're asking for here, the fisheye effect?

>> No.8090053

>>8090032
Yamagi

>> No.8090054

Imagine paying for Heretic, Hexen and Strife, they're literally just Doom reskins lmao.

>> No.8090060

>>8086276
youre gonna love Forgotten Sepulcher or. its a fun level. not as good as The City of Zendar, The Necromancer’s Keep, or Foggy Bogbottom imo, but still fantastic.
Tears of the False God is a super, super impressive map. like 10/10 for graphics alone.

>> No.8090062

>>8090028
>>8090051
the glass window
I was thinking if you could put a lot of triggers in the room and change the glass texture (it should be distorted beforehand) so it seems the reflection moves as you change positions

>> No.8090063

>>8089570
It's not modern standards because by the standards of most people Doom on Ultra Violence is a hard game but since a lot of people here have been playing Doom and Doom wads for years it's not hard for us.

>> No.8090064

>>8090019
oh, i didn't know that, nice.

>> No.8090065

>>8090054
pirated all

>> No.8090069

>>8090043
>TNT isn't that bad at all
MAP20 through 27 are pure misery and leave a horrible taste in the mouth. If you took those maps out, then I would grant you that they're on a similar level to Doom1/2

>> No.8090073

>>8090043
>same level as Doom 1 and 2
youve never played it if you think that.

>> No.8090092

>>8089918
it's probably more correct to say that the textures are 32x64

>> No.8090093

>>8090073
>>8090069
I'd agree there are levels that are among the worst official Doom levels, although I like some of the most hated ones like Administration Center, Baron's Den or Mount Pain. But other than those it's really solid with standout unique levels like Wormhole or Pharaoh.

>> No.8090094

>>8090062
you could trigger entire brushes moving in and out to place with different textures but you would need a gorillion triggers, brushes and textures and seeing that this isn't applied in ad or alkaline I think it's not worth it

>> No.8090104

>>8090028
What is this anyway, some kind of GoldenEye remake?

>> No.8090106

>>8089887
>fanart based on weapons from a doom mod
how obscure

>> No.8090107

>>8090053
Thanks based anon! I love you

>> No.8090118

>>8090092
Could you just make then 32x64, or is there still some benefit to 64x64?

>> No.8090127

>>8090118
not sure, it's hard to wrap my head around how it all works right now. i think im going to take a break for a bit

>> No.8090132
File: 93 KB, 575x855, PecWnPfoVWs.jpg [View same] [iqdb] [saucenao] [google]
8090132

>>8090106
It's nothing, I've also found fanart based on textures and decorations from Vanilla doom, but I didn't saved it.

>> No.8090143

>tfw saved a few moments before zerk winds down in HDest and I die without recourse
Fucking E4 man

>> No.8090145

The music in Dimension of the past is... something else. And the maps are nothing special, I'm somewhat disappointed

>> No.8090158

>>8090143
Always be careful with the zerk. Make sure you treat burns/bleeding before comedown. Or at the very least, have a little sippy of blues. A stim during comedown can also help if there's no other alternative.

>> No.8090162

>>8090158
I'm at the stage where the stim doesn't do anything, so yeah, map restart for me.

>> No.8090165

>>8090162
Failing that, you can also take a second dose of zerk if you have it. Obviously that will fuck you up further in the long term, but it is a trick you can use to stabilize or at least make it to the exit.

>> No.8090173

>>8090104
It's an N64 emulator that's been modified to use Keyboard + Mouse controls in GoldenEye and Perfect Dark.
https://www.youtube.com/watch?v=rxWkLdgdcPA&t=81s

>> No.8090175

>>8090165
I'm not that far into the map and I'm pretty low on resources after E4M2. Blues wouldn't save me anyway since I'm on that blur.

>> No.8090179

>>8090175
>Blur-chad
based
I hope you know how to level it efficiently, makes it even more fun

>> No.8090184

>>8090179
I have no idea what I'm doing lol.
I hate you.
Error

>> No.8090185

>>8090184
Understandable
Are you at the point where you can't take it off anymore?

>> No.8090190

>>8090185
Not yet, no. I just use it for invisibility, but things just burn and die from it sometimes. Heard some wailing in the distance and then the monster closet opens to reveal four dead Barons. Shit's brutal. Motherfuckers cooked in their bitch ass cubicle.

>> No.8090197

>>8090093
pharaoh is cool

>> No.8090201

>>8090028
definitely not in quakespasm... probably possible in fte and darkplaces, i think they have actual shader support

>> No.8090213

>>8090190
As long as you can still drop it, you can still juggle blues and blur, just be careful.

>> No.8090230

>>8090201
Can confirm you can easily do something like this in DP.

>> No.8090232

To all the map makers ITT

Do you draw a rough draft of the map somewhere before starting?

Do you add enemies only after you've completed the map?

>> No.8090241

Why does Duke get so little love compared to Doom/Quake? Is it due to Mapster being Mapster?

>> No.8090245

>>8090232
Yeah the general layout is finished before firing up the editor.
Then I kinda go from room to room.

>> No.8090251

I have a few questions:
What is the go-to editor for build engine games?
Is there a tool to convert from build engine to quake maps, and vice-versa? I know there are sector shenanigans going on that might make this impossible.

>> No.8090257

>>8090251
>Is there a tool to convert from build engine to quake maps, and vice-versa?
No.

>> No.8090259

>>8090241
Doom has better monster arsenal
Nobody cares about Quake except for Q3 and that was for its multiplayer

>> No.8090260

>>8090232
I just come up with ideas in my head then fill in the rest as I go. I usually complete rooms one by one until I think it's done. This means texture work and placing items/enemies before moving on to the next room.
Please do not map like this.

>> No.8090268

>>8090245
>>8090260
Not the same guy, but a further question: how do you keep rooms from feeling.. samey?

>> No.8090271

>>8090268
It helps not making every room a rectangle.
And using different textures.
Look up John Romero's design principles, if you follow them you will at least not make a shit map.

>> No.8090273

>>8090032
vkquake2

>> No.8090275

>>8090271
>Romero's design principles
https://www.youtube.com/watch?v=ptHurafdCoQ
This?

>> No.8090282

>>8090275
Yes.
The most important in my eyes are probably:
>changing height when changing floor texture
>using border textures between different walls and doors
>making use of contrast between light/dark and cramped/open
>making recognizable landmarks

>> No.8090286

>>8089251
we were chainsawing the door to make sure it doesn't shut behind us when we trigger some trap inside.

>> No.8090295

>>8090241
Yes. Practically anything you can do in Doom Builder takes at least 5-10 times as much time in Mapster.

>> No.8090297

>>8087080
>REKKR: Assault on Romero's Castle.

>> No.8090303

>>8090275
i thought he had more, or was it an anon mentioning hints/principles in a post?
something like "if a map is too big, cut a part of it and use it on another map" or, let the player see/hear/recognize what changes a switch made
i recall also "the player must see a locked door before its key"

>> No.8090306
File: 274 KB, 659x768, i.png [View same] [iqdb] [saucenao] [google]
8090306

>>8086247
VRanon, the knight's kneeling animation hovers above the ground. Moving him down 8 units makes it look right, but then he gets stuck

>> No.8090312

>>8090303
Might be some later talk where he went into more detail or something, but it was eight design rules originally.

>> No.8090323 [DELETED] 

what's up with the local power tripping jannie deleting any criticism of that paid doom mod?

can we have a normal general where we can talk about games too and not just mapping advices?

>> No.8090330 [DELETED] 

>>8090323
>can we have a normal general where we can talk about games too
There's always a boomer shooter general on /v/, you will find more likeminded people there.

>> No.8090331

>>8090303
that was a pastebin created by the guy who does youtube streams of shit zdoom wads

>> No.8090336

you dont absolutely need to change floor height when changing flats if youre using custom textures like carpets, or making an alternating pattern

>> No.8090345 [DELETED] 

>>8090330
i could offer you to join some mapping forum too if you want actual help, but here we are in this thread

>> No.8090350

>>8090257
https://forums.duke4.net/topic/8819-build-to-quake/

Someone has made something that works to some extent. I'll have to give it a go.

>> No.8090352

>>8090268
I know it seems obvious, but make every room distinct. If every room is 256 units high and is furnished with crates, it will seem the same.
Take a look at E1M1 and see how each room uses differing textures, shapes, and heights to make literally every room and hallway distinct in visuals. The trick is doing that without making the map seem themeless.

>> No.8090362

>>8090350
But this is for Quake 2, not Quake 1.
Interesting nonetheless

>> No.8090372 [DELETED] 

>>8090345
Imagine that, a general with a focus on a type of game where level design is one of the most important aspects of all (and the reason games of its kind largely is much better than many of its descendants which tend to treat level design as an afterthought at best), has its posters taking a strong interest in analyzing and even designing their own levels for such games.

>> No.8090380 [DELETED] 

>>8090372
ok, but why talking about such games is not allowed?

>> No.8090383 [DELETED] 

>>8090380
When it erupts into someone having a chimp out over something that's not even true and calling everyone shills, then it's no longer about the games and more about semantics and one autist's personal crusade.

>> No.8090390 [DELETED] 
File: 87 KB, 1097x812, file.png [View same] [iqdb] [saucenao] [google]
8090390

>>8090380
When your discussion starts looking like this, don't be surprised when it gets deleted.

>> No.8090396 [DELETED] 

Guys: Remember to not reply and instead report. A single report won't do anything.

>> No.8090416 [DELETED] 

>>8090383
deleting posts just because it 'isn't true' sounds more like censorship than anything else. if you feel like fact checking, go and be a fact checker, not a report button abuser

>>8090390
judging by the amount of replies he got with his low effort posts, it's kinda obvious who is really at fault here

>> No.8090417

The anon who made REKKR posts here right? I was lounging and playing Doom on Switch the other day and noticed that mod is included in the game. What is even the process of getting included in that? There's so few mods, kind of interesting how an anon here is one of the few.

>> No.8090423 [DELETED] 

>>8090396
this isn't reddit, report button isn't your downvote button either

>> No.8090427

>>8090053
Not really, its just the next best thing available ATM - the ambient sound effects playback is fucked up, I would elaborate further by copypasting what Ive wrote about this about a month ago, but the Warosu site wont let me in at all for some reason - and Desuarchive's searchbar shat the bed again...

>> No.8090438

>>8087157
Is it still vanilla-compatible?

>> No.8090443

>>8090416
Did you just came from /v/. Baits have always been deleted here. Without moderation this general almost died, when ps2-generation was allowed on /vr/. Even this thread was flooded with zoomers, and became place of wojak spam for few weeks.

>> No.8090449

>>8090362
From readme:
>This command-line tool is designed to convert static geometry from popular 2.5D
first person shooters from the nineties (some 20 games over 3 different engines)
to Radiant maps (Quake or Quake II format).

>> No.8090452

>>8090417
It has to vanilla compatible or limit removing. There's few guys on Doomworld that work for Bethesda and choose new mods every now and then. It might be stopping now tho, because Quake is also getting curated mods.

>> No.8090453

>>8090417
They basically have one dedicated guy who occasionally gets to curate suitable .wads, and which they could add with little legal overhead or without having to overhaul the engine (they have done a couple of tweaks to accommodate some sets).

>must work in vanilla .exe (optionally limit removing vanilla)
>all authors involved must be available for contact (if they're missing or even dead, tough luck)
>must not contain any third party copyrighted assets (like textures or sprites from other games, like Duke Nukem 3D), sometimes substitution is done to replace such assets
>must not be based on some other IP (like a TC based on a movie or something)

REKKR ticked all of those boxes and looked good, all original levels, all original assets, all original IP, and the one guy who made it agreed to the terms.
I don't know what the exact terms are, actually, but maybe the guy could tell us about them.

>> No.8090461
File: 53 KB, 640x400, SHITTR mustnt be.png [View same] [iqdb] [saucenao] [google]
8090461

>> No.8090470

>>8090453
did you have to set up some sort of legal entity to sign stuff or "guarantee" that assets are yours, or is the dedicated guy responsible for vetting things?

>> No.8090481

>>8090232
No drafting. I have an idea for a room, create it, start putting placeholder enemies/decorations down(some of which remain till the end), and then expand from there - playtesting constantly with particular attention on movement and what "feels good". You gotta play the game to get the ideas.

>> No.8090504

>>8090453
>and the one guy who made it agreed to the terms
There were other people that worked on it, but they're all pretty available in the community

>> No.8090569

Is there something special that quake does for stairs? What height does a brush need to be before you just collide with it instead of walking up it?

>> No.8090571

>>8090232
I have an idea in my head, and then I start drawing rooms and it's all wrong.

>> No.8090578

>>8089580
I checked it out in chocolate and crispy doom and It actually does work. It seems that most advanced ports including prboom+ have removed the effect however, which seems completely pointless and for the worse.

>> No.8090581

>>8089580
Someone probably thought that zdoom earthquake effect that hurt player on some map was made with voodoo dolls.

>>8090028
Nehahra beta (old version) had something like this on windows right in the starting room, latter releases changed it to more standard skybox. Doesn't look good when the player is close.

>> No.8090582

>>8088602
>>8089918
I dunno. It looks like it's hitting every pixel on the texture. I don't pretend to know exactly how this works, but it's not removing detail. Is it just rendering them 2x1 in the screen space? Because then you still get the detail out of the textures, so keeping them 64x64 is still beneficial anyway.

>> No.8090609

>>8089580
Maybe it depends on the port?

>> No.8090620

>>8090569
>24

>> No.8090636

What is the hex color for quake's default lighting?

>> No.8090640

didn't quake have some vertical but subtle weapon bobbing when you move?
is that present in the new port?

>> No.8090645
File: 22 KB, 642x512, stretch.png [View same] [iqdb] [saucenao] [google]
8090645

>>8090582
the way it works is it draws 2x1 texels at once.

This is ok with how it currently works, because texels are mapped 1:1 with screen pixels in the horizontal direction.

Once you start stretching the texture based on size of the wall and/or distance, it becomes an issue because individual texels are supposed to get stretched, except my texture mapper will stretch 2x1 sets of texels.

So this is the result you get. Ignore the stuff on the left, i'm only talking about the repeated patterns.

If I use 32x64 textures stretched to 64x64 (so halved horizontal resolution), this issue goes away, but it gets noticeably blockier.

>> No.8090670

>>8090645
Ahhh. I see.
It might be better to do the 32x64 thing anyway then, despite blockiness, if you can't work around it another way.
Or wait and see how it looks when you get horizontal mapping working properly, then decide. It may be a lot less noticeable.

>> No.8090682

>>8090670
Yeah, I don't think fixing the horizontal mapping issues can solve the repeating artifacts. Going for 1x1 texture mapping would, but it would be about twice as slow to draw pixels, and would require other changes to the rendering pipeline that I don't want to make (it would massively slow down the whole engine, desu).

>> No.8090693

>>8086250
just wondering when the custom monsters will be finished?

>> No.8090696

>>8090640
It's there as an option, it was 'off' by default last I tried it.

>> No.8090701
File: 145 KB, 1186x578, Let's look in this closet.png [View same] [iqdb] [saucenao] [google]
8090701

>>8090693
Good question. I would like a final, definitive version of the custom monsters to be released before I put them in a map.

>> No.8090713

>>8090569
I think you need to consult any basic mapping manual.

In games derived from Quake engine mappers regularly use invisible clip brushes to simulate how natural player movement should feel instead of letting you feel each bump with strict collision calculation.

https://quakewiki.org/wiki/Textures

Valve wiki has a lot of info on HL era map making, some of the techniques are valid for Quake, too (some were retrofitted into its editing tools and ports).
https://developer.valvesoftware.com/wiki/WiseClip
https://developer.valvesoftware.com/wiki/Tool_textures
https://tf2maps.net/threads/article-stairs-and-your-map.8827/

>> No.8090716
File: 236 KB, 1440x1080, DOOM0005.png [View same] [iqdb] [saucenao] [google]
8090716

Finished The Ultimate Doom.

With how evil the first three maps were, the final was was even more anticlimactic than the one in E3.

Now, Back to Basics.

>> No.8090725
File: 9 KB, 64x64, diffpal2.png [View same] [iqdb] [saucenao] [google]
8090725

>>8090682
Well. 32x64 might do fine then.
Although you can't avoid it looking stretched I suppose.

>> No.8090727

>>8089593
>try to enter eager imp
>slip on stair step
>penile fracture
>imp wanders off to find pleasure elsewhere
Does HD still have the slipping mechanic?

>> No.8090737

>>8090713
>In games derived from Quake engine mappers regularly use invisible clip brushes to simulate how natural player movement should feel instead of letting you feel each bump with strict collision calculation.
This is true for everything except Quake, where ramps cause Ranger to slide down. Don't do it.

>> No.8090740

>>8090737
>where ramps cause Ranger to slide down.
That's why you only do half ramps, so you won't slide down the whole stairwell.

>> No.8090742

>>8090073
You must be new if you've never seen differing opinions on TNT before, it's been divisive ever since it was released.

>> No.8090782
File: 413 KB, 1929x1085, Screenshot_Doom_20210901_014002.png [View same] [iqdb] [saucenao] [google]
8090782

And that's E4 with HDest. Wasn't the most pleasant experience towards the end, fucking up my save on Sever the Wicked and having to restart with only the starting loadout was something.

>> No.8090804
File: 2.43 MB, 1125x1399, momentsbeforedisaster.png [View same] [iqdb] [saucenao] [google]
8090804

>>8090782
>>8090782
>two Ultimate Doom finishes within the hour
Cool

>> No.8090807

>>8090804
fuck, meant to hit up >>8090716 as well instead of two (you)s

>> No.8090813

>>8090807
No biggie, but you can also delete posts

>> No.8090827
File: 44 KB, 1300x696, 1537576471161.png [View same] [iqdb] [saucenao] [google]
8090827

>>8090813
It's easier to just post again, though I probably would if it was a fresh thread and not one on it's way out.

>> No.8090836

>>8090827
Ah shit I didn't even notice we're already on autosage.

>> No.8090837

>>8090804
>two (You)s in one
I feel power growing inside me

>> No.8090851

>>8089479
Crusades

>> No.8090861

>>8090232
>do a rough draft before starting
You know, I have actually never done this, but I think that I'm going to try that out this time.

>> No.8090867

>>8090620
>>8090569
I meant > as "greater than 24", not a greentext.

>> No.8090873
File: 2 KB, 56x72, SP07G1.png [View same] [iqdb] [saucenao] [google]
8090873

I've finished the halloween monsters. Some balance tweaks and overall polish since last version, and I think I caught all the bugs. Try them out and get a feel for how you'd use them in your map.
https://www.mediafire.com/file/5dma0zyn7gtdsvz/halloweenmonstersFINAL.zip/file

>> No.8090880

>>8090581
gonna check

>> No.8090889
File: 21 KB, 99x91, 1627981345868.png [View same] [iqdb] [saucenao] [google]
8090889

>>8090636
FFFFFF?

>> No.8090891
File: 8 KB, 238x279, 1608724261299.jpg [View same] [iqdb] [saucenao] [google]
8090891

>>8088602
>60 fps
wtf

>> No.8090893
File: 1.21 MB, 2932x2415, 1627234003176.jpg [View same] [iqdb] [saucenao] [google]
8090893

>>8090569

>> No.8090901

>>8090636
...what is that supposed to mean? Regular Quake doesnt have colored lighting, its just white lightmaps applied to textures, resulting in a shade from the colormap.

>> No.8090906

>>8090893
This doesnt apply to Quake, as >>8090737 said. "Chaotic neutral" is the best practice for Quake.

>> No.8090907

>>8090891
It's refresh rate. It's running at 16

>> No.8090913

>>8090873
I don't know if it's me, but are the monsters way faster than in the last version?
Also, the skeleton has an insane rof on his bone, is that intended? Almost feels like a more mobile arachnotron that way.
But I like that he's been bumped up a tier.

>> No.8090940

>>8090913
No, they're the same speed. The rocket on legs is actually slower. The skeleton behaves like a revenant, they actually have a flag that makes them attack more frequently. You can bait out his melee attack just like you can with a rev, if he's close enough to you he won't fire and will just go for a punch. I also removed the gravity effect from his bone to make him more versatile, they no longer become useless past a certain range.

>> No.8090943
File: 1 KB, 113x22, wow revenants.png [View same] [iqdb] [saucenao] [google]
8090943

>>8090873
Should King Boner teh Stiff be splash immune so that he can't kill himself? If so, should he also have a full volume alert/death?

>> No.8090950

>>8090901
>its just white lightmaps applied to textures
Oh, I thought it had some kind of yellow tinge to it. Which was why I was asking.

>> No.8090954

>>8090940
Hm, must be on my side then.
I liked the arch bone, though. Fits the monster, since it was lifted from the Castlevania TC and with a no-gravity bone it's just a weaker kind of revenant.

>> No.8090961

>>8090943
On second thought, forget about it. It's actually kind of amusing trying to get him to kill himself

>> No.8090962
File: 58 KB, 1288x240, jhd.jpg [View same] [iqdb] [saucenao] [google]
8090962

>> No.8090976

>>8090943
He is immune to his own splash but not yours. One of the neat features of MBF21. Is it not working on your end?
>>8090954
I liked the arch bone as well, but I think this is for the better. A bit of playtesting showed that he was pretty pathetic at certain ranges, anything past where his bone could go he couldn't do anything, but if you got close to him he would just chase you and not throw bones. Mappers can use him as a sniper or a melee enemy if they choose, and I imagine they'll be used pretty frequently just because they're funny looking.

>> No.8090979
File: 64 KB, 1057x930, Untitled.png [View same] [iqdb] [saucenao] [google]
8090979

>>8090976
How did you do that? I am looking at pic related

>> No.8090980

>>8090976
>A bit of playtesting showed that he was pretty pathetic at certain ranges, anything past where his bone could go he couldn't do anything
Shame, I would have liked using him as some "small room revenant" type.
Although now we have three different types of revenants, I am not sure how I feel about this.

>> No.8090993

any good blood maps/eps released lately or on the horizon? been hankering for something but i assume DW is still a long time away...

>> No.8090994

>>8086627
Not every enemy has to drop ammo. Would kinda defeat the point. Not like Quake doesn't have ammo to spare anyway.

>> No.8091017
File: 35 KB, 872x587, Untitled.png [View same] [iqdb] [saucenao] [google]
8091017

>>8090979
Pic related. I also put each monster in their own projectile group to prevent them from infighting with themselves.

>> No.8091036

>>8090994
It’s fun choosing how to juggle your ammo against them. If I’m looking to save nails, a couple explosives and some shells and they’re dead quickly.
Quake’s instant switching really satisfies my ammo saving autism, especially when I find out things like a double barreled shot followed up with a single barreled is enough to kill knights and enforcers.

>> No.8091050

Not retro, but what do you guys think about The Citadel?

>> No.8091060

>>8091050
It's weird and okay, nothing amazing and not as bad as I was expecting.

>> No.8091067

>>8091050
Not a fan to be honest. A lot of the guns are samey, the movement feels worse than vanilla Doom (especially the jumping), the environments are samey and the author doesn't have the balls to admit it's a vehicle for his guro fetish.

>> No.8091068

>>8090306
I'll probably have to adjust those frames in Blender and put up a new knight.mdl. I guess it makes sense why that animation went unused.

>> No.8091079

>>8090873
I tested this in Woof, and now the monsters suddenly don't show up?

>> No.8091094

>>8091079
Did you load the .deh file?

>> No.8091110

>>8091094
oh yeah, forgot they don't show up when clicking "add" in ZDL.

>> No.8091138

>>8091017
TY. I see inside the dehacked file, it says the Skellington has MBF21 Bits = 320. How does that correspond to this pic >>8090979

>> No.8091147

>>8091138
HigherMProb+Longmelee+Boss

>> No.8091160

>>8091147
It doesn't have the boss flag or highermprob, it has longmelee and rangehalf. Don't know why it says 320, I made it in decohack, I don't manually edit dehacked patches. It seems to be working the way I intended, though.

>> No.8091176

>>8090873
Perfect. tested in DSDA and Woof and I didn't find any bugs atm. so I guess this should be final version of the custom monsters. at least for me I don't see the Super Rev killing himself with the explosion tho.

I'll add them to the halloween resources and update the link in the Excel sheet so mappers can download from there or the next post. I'm gonna make another announcement changing some rules of the project since some anons wanted more space for their maps.

>> No.8091181

>>8091050
Sandy ludo.

>> No.8091182
File: 4 KB, 175x252, harm.png [View same] [iqdb] [saucenao] [google]
8091182

>>8091160
I somehow missed that the flag reference was in hexadecimal, and also assumed he was talking about the Super Revenant, which that combo of properties would make more sense for. My bad.

>> No.8091183

>>8091176
Great. Have the textures been fixed? A lot of them were just patches and not full textures.

>> No.8091189

>>8091183
Not yet, I haven't time for that because of work.
Expect another third update in this week or the weekend. I'll be updating some sprites and add some new textures as well.

>> No.8091198

>>8091189
I think we could use the flags/banners from OTEX.

>> No.8091234

We shitting the wads tonite?

>> No.8091252

>>8090037
Technically, yes, but it doesn't really come up in here. I don't even know if it has a modding community at all.

>> No.8091254

>>8088602
What're you planning to do with this specifically anon? IE what kinda game do you wanna make with it?

>> No.8091298

>>8089543
You know that if "Plutonia/Sigil" is the hardest you're allowed to go, you're not really making hard maps, right?

>> No.8091306

>>8091298
As I said i'm gonna change the rules in the next post so you can stop bitching about it.

>> No.8091307

>>8086250
Gimme 16

>> No.8091318

So I got into Duke again. Can you recommend me some post-2010 eduke level packs. I've played Duke Forever mod and Alien Armageddon. Anything else with many new weapons and monsters?

>> No.8091321

>>8091306
I hope you plan on making that post because I'm one page away from making the next OP.

>> No.8091325

>>8091318
Duke Hard is bretty famous. I tried it and kept getting lost though

>> No.8091327

>>8091318
metropolitan mayhem

>> No.8091348
File: 746 KB, 1200x837, VR HALLOWEEN V2.png [View same] [iqdb] [saucenao] [google]
8091348

---- /VR/ HALLOWEEN PROJECT UPDATE ----

>RULES CHANGES
-Maps any sizes are allowed. (4000 units no longer required)
-Slaughter maps allowed (''Very Hard'' Category only)

>MAP LIST SHEET (REPLY THIS POST TO CLAIM YOUR MAP, note: remove the space)
docs.google.com/
spreadsheets/d/1kbnUMRqY6FsUNKRmzpt-QHbXBSXZO44hkubhj6U-qYA/edit#gid=0

>Halloween Resources V2 (CUSTOM MONSTERS IMPLEMENTED)
https://drive.google.com/file/d/1wzcet6Q_N-xLPrGnx9NaC4_9sUvx60fa/view?usp=sharing

>> No.8091436

Pls new thread

>> No.8091441

>>8091436
Working on it. You'll have to wait a little though.

>> No.8091442

>>8091441
Some dipstick already beat you to it.

>> No.8091446

>>8091442
That dipstick would be me. I messed up the title and deleted it.

>> No.8091447

>>8091442
no it got deleted i was in the thread refreshed and it 404d

>> No.8091449

>>8091446
Good job, you donut.

>> No.8091459

NEW THREAD, SOUND EDITION
>>8091448
>>8091448
>>8091448

>>8091449
Fug u kegan

>> No.8091461
File: 136 KB, 500x422, the inner machinations of my mind are an enigma.jpg [View same] [iqdb] [saucenao] [google]
8091461

>>8091459
How the fuck.

>> No.8091467

>>8091461
I'm psychic.

>> No.8091503 [DELETED] 

>>8087421
reporting my post won't make you anything less retarded, stop being a nigger

>> No.8091516

>>8089581
>>8089659
>>8087684
IMO slaughter basically means you have to use crowd control tactics, knowledge of enemy AI (including infighting, how they path, etc.), good monster priority, and knowledge of the BFG

>> No.8091608

>>8090891
60 is the rate at which the emulator is running
the game itself is running at ~15-25 depending on what's on-screen

>> No.8091841

>>8091298
Oh my god just shut the fuck up already you humongous faggot