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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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8105123 No.8105123 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8098360

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.8105124
File: 935 KB, 1024x1024, vr info small +.jpg [View same] [iqdb] [saucenao] [google]
8105124

=== 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

/vr/ HALLOWEEN PROJECT
Info here >>8091348

VRSKINS 4.0
In progress

=== NEWS ===
[9-04] Alkaline Jam released
https://www.celephais.net/board/view_thread.php?id=62095

[9-03] Hedon 2 has been released as an update to the original for those who have it on Steam
https://store.steampowered.com/app/1072150/Hedon_Bloodrite/

[9-02] Dege is restoring the ATI TruForm tesselation renderer for DgVoodoo2
https://www.vogons.org/viewtopic.php?f=59&t=83037

[9-02] DBP39: Carnage Oasis is out
https://doomer.boards.net/thread/2271/carnage-oasis

[9-02] vkquake 1.11.0 released
https://github.com/Novum/vkQuake/releases/tag/1.11.0

[9-01] Crusadoom, a Crusader inspired mod for Doom
https://www.moddb.com/mods/crusadoom

[8-31] FTE now fully supports DotM
https://quakeone.com/forum/quake-talk/quake-central/283211-quake-enhanced-is-out-now?p=283384#post283384

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8105128
File: 746 KB, 1200x837, VR HALLOWEEN V2.png [View same] [iqdb] [saucenao] [google]
8105128

/vr/ HALLOWEEN PROJECT ANCHOR POST. REPLY TO THIS POST WITH ALL PROJECT RELATED THINGS. SEE NEWS POST FOR INFO.

>> No.8105156
File: 745 KB, 640x640, 1623494523003.png [View same] [iqdb] [saucenao] [google]
8105156

>> No.8105168

>>8098476
Hey guys, I've got some sound effects now. Don't open at work, same as before.
>https://www.redgifs.com/watch/cavernousaveragealleycat

I'll probably crank up their volume a little bit, but they're great otherwise.

>> No.8105187

>>8105156
Pretty sure thats from Kings Field. One of the earliest true 3D RPG's, and the first game by From Software.

>> No.8105207

>>8105124
the link to the HFFM's looks like the thread has been deleted or archived. could we get a repost of the catbox moe links for the various different versions?

>> No.8105210

>>8105207
Sure.
https://rentry.org/6hwzi
>>8105124
GET HFFM HERE

>> No.8105216

>>8105210
thanks thats cool.

>> No.8105251
File: 193 KB, 638x825, dna_adcopy.jpg [View same] [iqdb] [saucenao] [google]
8105251

So I found out in the last thread that Duke Advance isn't just watered down version of 3d but a unique game that even has exclusive weapons and enemies, I hope one day someone gives this the Duke 64 to PC treatment.

>> No.8105308

>>8105251
Was that the version with explosive shotgun?

>> No.8105315

physix is chill af and /ourguy/

>> No.8105324

>>8105315
Who is physix?

>> No.8105330
File: 2.78 MB, 480x270, 1617183158711.gif [View same] [iqdb] [saucenao] [google]
8105330

>>8105156

>> No.8105342

>>8105308
That was Duke 64.

>> No.8105350

>>8105324
He's /ourguy/

>> No.8105353

>>8105324
He's a bit of a fuckboy who streams Hideous Destructor sometimes, he's pretty pleasant to listen to and he does well in HD but I don't think this is the place to discuss people like this.

>> No.8105358

>>8105342
Yep which I recommend any Duke 3d fan play eith Rednukem not the console version, 64 acts as a nice remix of 3d with some new stuff.

>> No.8105376
File: 719 KB, 1920x1080, Screenshot_20210725-124120.jpg [View same] [iqdb] [saucenao] [google]
8105376

>Shows up
>Announces Tremor
>Refuses to elaborate further
>Leaves

>> No.8105385

>>8105376
Tremor, of course, is the codename for the main villain Nig-Shubburath.

>> No.8105386

>>8105128
Brown water flats but no brown waterfalls, I'd like to request

>> No.8105406

I just played through the Quake remaster with my brother, how are the original expansion episodes and the new ones they added? Are they more difficult/scummy than the later episodes were?

>> No.8105419

Kex quake update changelog says they only fixed multiplayer instabilities or smth but they actually fixed that stupid bug where you had to load your save twice because the first time you'd just get sent back into main menu.
Wish they'd fix quake not closing in your processes while they're at it

>> No.8105424

>>8105406
the new ones are a fair amount more difficult and have no new content, except DOTM has new textures... the old expansions have new enemies/weapons/items

>> No.8105430

>>8105406
Scourge of Armagon ranges from good to very good, and is mostly very good throughout. It gets progressively worse with the inclusion of the spike mines but is overall of very high quality. Levelord's maps are the stand outs.
Dissolution of Eternity has cool new weapons and a couple good maps, but is mostly crap, with extremely cramped levels and shit enemies.
Dimension of the Past is OK but not very well balanced, it starts too easy and then becomes too hard by the end with no in-between. Still pretty good.
Dimension of the Machine is mostly awesome with great level design, especially the dimension of the blacksmiths which is a real highlight. Dimension of the stonemasons is terrible however.

>> No.8105437

>>8105430
>Scourge of Armagon ranges from good to very good
I didn't like the size of maps. They're twice-trice the size of the original maps and take around 15-30 minutes to finish. I liked the original compact maps more.

>> No.8105443

>>8105437
I really like the massive scope of Scourge but I can understand liking more compact maps. On the other hand with Dissolution you get maps that are *too* compact, the only real exception being Towers Of Wrath.

>> No.8105450

>>8105443
I like that Scourge is more focused as opposed to original episodes that jump around between industrial levels to gothic one to runic ones. Each episode mostly has it's own theme instead.

>> No.8105451

>>8105353
He's actually shown up here a few times too. He really is /ourguy/.

>> No.8105465
File: 86 KB, 778x435, 98y9g.jpg [View same] [iqdb] [saucenao] [google]
8105465

I must douk. What is the best sourceport?

>> No.8105469

>>8105406
Of the original expansions Scourge is def the best, I'm not much a fan of Dissolution, but both are worth playing. Scourge is really good. Idk if I like it more than the original Quake campaign but I could understand why someone would. For some reason I really like the original Quake campaign, something about it is just so cool to me. Even though it's not as detailed as Scourge, I feel it's got "less is more" or something going for it. But yeah, Scourge rocks, not one bad map in the whole thing.

I don't like E5. Really boring, I felt like Machine Games didn't understand what makes Quake good. They seemed to just flood you with shotgun ammo and it seems they thought Quake was all about SSG when it's not at all, SSG ain't primary like Doom, it's more about SNG + Explosives + weapon combos. E5 was mostly a snore.

The brand new episode is really good. Felt like a community map pack release for Arcane Dimensions except it's with vanilla gameplay, I highly recommend it. Glhf.

>> No.8105472

>>8105465
Eduke is your only choice if you actually want to play mods but those mods usually come packaged with the required Eduke version anyway

>> No.8105474

>>8105419
Did they fix being able to look all the way up/down? Did they fix the movement?

>> No.8105475

>>8105472
I just want to play the base game, is eduke the best for that?

>> No.8105478

>>8105475
I'm actually not sure, the last time I played it Eduke didn't support E5 yet but Buildgdx did so I used that. But except for E5 both of them work fine enough

>> No.8105489

>>8105469
>For some reason I really like the original Quake campaign,
Scourge just doesn't feel right without that industrial ambience of the base game.

>> No.8105492

>>8105475
>>8105478
You have to use this to play Episode 5 on EDuke:
https://forums.duke4.net/topic/8966-world-tour-eduke32-compatibility-stopgap/

But overall I'm using EDuke too and I can recommend it, Raze is also a good option, but it has performance issues on my old PC compared to EDuke.

>> No.8105496

>>8105475
yes

>>8105489
feels great to me. I also liked how it links to Quake 2 with the final boss.

>> No.8105506
File: 197 KB, 500x336, 788t.gif [View same] [iqdb] [saucenao] [google]
8105506

>>8105478
>>8105492
>>8105496
thanks, off I go

>> No.8105515

>>8105506
Don't listen to those fags, rednukem is better.

>> No.8105530

>>8105474
Nah

>> No.8105538
File: 159 KB, 256x256, doomguy.png [View same] [iqdb] [saucenao] [google]
8105538

>> No.8105551

Do any of GZDoom's model formats support skeletal animations?

>> No.8105602

https://www.youtube.com/watch?v=_RSNNciWPBY
Gregor Punchatz is recreating the original Mastermind in Unity

>> No.8105615

>>8105602
pretty sure that's unreal

>> No.8105617

>>8105615
What makes you think that? I think it could be source 2

>> No.8105620

Dimension of the past and dimension of the machine are both great expansions. But Machine has the better level design

>> No.8105621

>>8105538
WHEN I WAS

>> No.8105635
File: 396 KB, 907x600, jar.png [View same] [iqdb] [saucenao] [google]
8105635

>>8103597
Could you maybe do these? >>8104053
I think a larger conical necked beaker of some kind with a red content would work well as a medkit.
I suggested large jar filled with a red potion for Berserk, I figure since it heals you up to 100hp, it ought to be at least somewhat similar to regular healing, even if maybe a little different. Maybe it can be a purple potion, maybe it can have a couple of frames of animation, showing it bubbling?

>> No.8105641

>>8104053
>(red cross gfy)

hello? based department?

>> No.8105643

>>8105123
I loved that map, even if I couldn't stop thinking of the "WHAT ARE YOU DOING IN MY SWAMP!?" meme every time I met a lone ogre.
The fishing ogres were neat, too. Its weird and nice seeing monsters chilling out and just doing day to day stuff sometimes.
Sepulcha even has it where killed ogres come back as ghosts to go back to their fishing sometimes.

>> No.8105658

>>8105475
>>8105506
local fags really hate raze but you should try it too, it's great for bread and butter gameplay

>> No.8105659

>>8105615
FUCK, i didn't notice
But he also shows up some Doom64guy models and refers to that one female enemy

>> No.8105663

>>8105424
No new content relative to vanilla? Do they at least use content from the old expansions?

>> No.8105664

>>8105602
>Unreal Engine 5
Will UE5 be the first version of Unreal Engine to have no Unreal at all?

>> No.8105665

>>8105659
he also says 'unreal engine'

>> No.8105698
File: 1.96 MB, 800x450, We purposely trained him wrong, as a joke.webm [View same] [iqdb] [saucenao] [google]
8105698

I don't even like this gun but I still wanted to make something nice for it.

>> No.8105712

>>8105698
why do casings jump into your face?

>> No.8105714

>>8105712
Probably because they're huge with an extra addon I leave on. For everyone else the brass casings will be the normal size and color, I keep forgetting to disable it when I record shit.
I had a friend make it for me when I used to be an obsessive brass goblin so I could find it and collect my casings easier.

>> No.8105819
File: 29 KB, 500x500, 719B375C-696A-4159-AF96-967A2958F68A.jpg [View same] [iqdb] [saucenao] [google]
8105819

>>8105168 I love it <3

>> No.8105836
File: 164 KB, 256x256, quake ranger.png [View same] [iqdb] [saucenao] [google]
8105836

>>8105538

>> No.8105842
File: 205 KB, 1339x1034, pepe headphones.jpg [View same] [iqdb] [saucenao] [google]
8105842

https://www.youtube.com/watch?v=ImWeUwWD2fE

>> No.8105846

>>8105207
Someone should really find a more permanent host for those. Is the version without the additional fixed offset frames up on iDGames yet?

>> No.8105867

>>8105386
What about this shitfall? Doesn't tile great vertically, but if you step the fall every 128 map unit it looks kind of ok. Took it from SID.wad and cleaned it up so it tiles a bit better horizontally, maybe someone could clean up the vertical seam some. The flat is made from Doom's stock lava.

https://files.catbox.moe/6u5cnj.zip

>> No.8105897

>>8105664
They might release an extremely low effort UT, that's what UT4 was

>> No.8105902

>>8105156
Every product needs to be viewed in the context of its time

>> No.8105903
File: 92 KB, 321x400, hehewhatanmess.png [View same] [iqdb] [saucenao] [google]
8105903

>>8105538

>> No.8105908 [DELETED] 

>>8105602
>local Industry Chad shits all over delusional FOSS virgins

Perfect

>> No.8105912
File: 75 KB, 320x240, 320px-Scythe_titlepic.png [View same] [iqdb] [saucenao] [google]
8105912

So I decided to play through a bunch of older (pre-2010) wads and see how they hold up.

Started off with Scythe, which is just great. I can see why this guy gets hyped. Very concise and vanilla vibe maps with interesting layouts, that don't overstay their welcome, like a high quality official episode.

Difficulty wise very forgiving at first, on Ultra Violence I didn't die until like map 10, but once it gets going it's still very satisfying. More wads should give you a "warm up" like this instead of just being balls hard from the word go.

9/10, best kind of wad, still holds up even if it's not as flashy and impressive as today's best. Gameplay wise it's on point, which is what counts.

>> No.8105914
File: 18 KB, 480x480, getapixelofthisguy.png [View same] [iqdb] [saucenao] [google]
8105914

>>8105602
>local Industry Chad shits all over FOSS virgins

Perfect

>> No.8105916

>>8105912
Shitload of mappers were inspried by Erik's style anyway, it's not surprising you find it still holds up when people still copy it

>> No.8105920
File: 201 KB, 372x348, graf zahl reminds.png [View same] [iqdb] [saucenao] [google]
8105920

>>8105698

>> No.8105921

>>8105920
Joke now, you'll miss me when I'm gone.

>> No.8105923

>>8105897
UT4 was an abandoned beta version, like one of those Steam Early Access games that never leaves and just gets the odd forum post saying "when are you updating this?".

>> No.8105927

>>8105923
UT4 was more like a pre-alpha then beta honestly and even before Fortnite popped off they weren't really updating the game, it's clear they weren't planning much with it

>> No.8105931

>>8105927
Going back to the SP side of it and doing Unreal 3 or Unreal HD would probably work for better for them than leaning on the UT side of it. They'd probably just fuck it up, though.

>> No.8105948

>>8105914
Only play Doom2.exe, the Unity port, or any console ports. All other Doom ports are made by Cringe FOSS virgins.

>> No.8105954

>>8105602
id HIRE THIS MAN

>> No.8105973

>>8105489
If this is regarding the background tracks then I agree, I replaced its tracks with the originals.

>> No.8105978

>>8105927
They probably make more money licensing their engine off to other companies.

>> No.8105985

>>8105978
They were planning to make money off other's people's work in UT 4 too. Idk if you guys played it or maybe you didn't notice it even if you played it because it was fucking dead, but UT4 had a steam like market system where users were able to summit content like cosmetics and sell them, then the creator and Epic would share the profits. That's one of the reasons why I think it lacked so much content, just create a base game for nothing then let others create for it while you also earn money
It isn't retro so I don't want to discuss more about the game but I was very hyped for it and then got so disappointed with what I got

>> No.8105990

>>8104053
Other designs sound cool but keep the blue/purple health bonus as it is - it is an iconic doom design and fits with the theme anyways

>> No.8105993

>>8105978
No, they don't.
>The document highlighted that Fortnite made $5.4 billion in 2018 and $3.7 billion in 2019, bringing it to a total of $9.1 billion in two years.
>Revenue from Unreal Engine reached $124 million in 2018 and $97 million in 2019.
https://www.gamesindustry.biz/articles/2021-05-04-fortnite-made-usd9bn-in-two-years
>>8105985
>It isn't retro
That is true.
>I was very hyped for it and then got so disappointed with what I got
Not really into Unreal (might get original and Tournament at some point), but the fate of UT4 is just sad. That's one of the many reasons I'm not fond of Epic nowadays, but (again) we're getting at bit off-topicat this point. Let's just stop right here.

>> No.8106008

>>8105664

Yes, Unreal is dead, Epic is just Fortnite and low-rent Chink Steam now.

Its a tragedy honestly, Epic went from one of my favourite old school game companies to straight up one of the worst.

Unreal Tournament was always just kind of a tech-demo for the engine anyway, there would always be these maps designed just to show of some graphical effect or other. But that was cool, and gaming doesn't have cool things like that any more.

>> No.8106028
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8106028

We are definitely in a long plateau of graphical improvement.

Which honestly I dont mind, it would be cool to see things skyrocket in visuals, that was part of the charm in the late 90s.

But the current dark age will be good, most games will return to niche status which is good. While the rest plays gay apex chink whatever.

I think videogames created an already good core audience of people who either play or create games, hence the renaissance in some many genres, even rts, city building, simulation, rpgs etc. And retro fps has strong nucleus as well.

>> No.8106040

>>8106028
The next graphical boom we will get would only happen after AI learns to create high quality assets from a rough base, because effort required to create quality assets is the biggest current hurdle.
Before that games would be improving in the minute details and physical interactions for a while.

>> No.8106043

>>8106040
And create animations as well so mocap can take a hike. Yeah.

>> No.8106045
File: 33 KB, 895x503, facepalm.jpg [View same] [iqdb] [saucenao] [google]
8106045

>>8106008
>the most Unreal got out of its 20th anniversary was Fortnite getting the music that plays in Facing Worlds, and a briefly free copy of Unreal Gold

>> No.8106063

>>8105912
Yeah, give Scythe 2 and Scythe X a try as well, also check out Alien Vendetta for another 2000s megawad which still holds up very well.
Then there's Hell Revealed and Hell Revealed 2, which, uuuh... anyway, check out Hellcore 2.0 and Plutonia 2!

>> No.8106087

>>8105948
bfg edition tho

>> No.8106091

>>8105376
I wonder if the guy is gonna revamp Shubby into an actual threat - along with her unused voiceclips

>> No.8106123

>>8105993
>>8105985
At least the original UT still has content creators.

>> No.8106153

>>8105465
I insist on RedNukem, a fork of EDuke that can also play Redneck. EDuke has a bug where if you take an elevator that also acts as a silent teleporter then the level geometry temporarily disappears the instant you teleport. Easiest example is E2L1. Other than that, both ports are virtually identical, can play OPL emulated MIDIs or the digital music packs http://sc55.duke4.net/games.php (put the zip in a folder called autoload in your rednukem/eduke directory)

>> No.8106163

>>8106153
what about Raze? I heard it uses same Eduke32 base, but somehow runs faster.

>> No.8106168

>>8105475
Eduke is the best.
>support for 5th episode (with stopgap)
>support for all expansions including Duke!Zone2 and Duke!Extreme
>can play pc conversions of PSX Duke and Duke 64
>has addon pack of more than 100 old 90s and early 00s mods patched to work with eduke (legendary stuff like Gate and Aquatic Edition)

>> No.8106175

>>8106063

Why do people always bring up Hell Revealed in conversations about classic high quality wads if the consensus is already that it's shit? It's shit, so just stop recommending it or bringing it up in the same context as the good stuff.

It's like as if people are asking for recs on great classic rock, "hey guys I listened to Dark Side of the Mood by Pink Floyd and really liked it, what should I listen to now?" and you say "Well you should definitely check out Wish You Were Here and Animals, Revolver and the White Album by the Beatles, oh and also Lulu by Lou Reed and Metallica."

>> No.8106181

>>8106168
>I just want to play the base game

>> No.8106197

I would enjoy Quake a lot more if not for the traps or dart guns or whatever you call those holes in the wall that drain my health. I don't want to stop and work on timing I just want to HUH

>> No.8106206
File: 979 B, 54x61, erik hes choice.png [View same] [iqdb] [saucenao] [google]
8106206

>>8105912
Erik spoiled me. Scythe was the first custom megawad I played and it's become the standard to which I measure everything else. For example, you NEVER get lost in Scythe, so I will drop a PWAD without hesitation if I spend five minutes lost in it because I don't have the patience for that bullshit. I couldn't finish AV map01 because the exit is actually an untagged secret that you open by pressing use on a green torch. Sorry, not for me, I don't play games like that.

I definitely draw inspiration from Scythe 1, since I cannot detail for shit, but I still have lots of ideas for gameplay, so I check with Scythe1 to see what is the absolute minimum level of detail I can use while still having a fun and adequate-looking map, map26 for example.

>> No.8106227

>>8106163
Raze seems to be the future for Duke modding, since its GZDoom running Build AFAIK. But Raze is still in alpha, and I see no point in using it right now, other than bugtesting for le chicken man. Only mods I use are the music packs and the playstation sounds, both which work in eduke
> somehow runs faster
The game's from '96. How are you having performance problems with it? Unless you're using the renderer with dynamic lights. EDukes polymer renderer is notoriously inefficient and makes the game unplayable when the frames drop super low like when there are lots of explosions (that mail level in E4 has those exploding switches in the slaughter section and there are sections in the battleship map with lots of barrels)

>> No.8106243

>>8106227
>Raze is still in alpha

first stable version was released back in april

>> No.8106267

>>8106227
IIRC Raze does not have any specific modding capabilities Eduke32 doesen't have already. It's just all eDuke forks for different games under one roof and one interface.

>> No.8106268

>>8105635
I'll get to it anon, i'm just holding off on the sprites while I get vrskins 4.0 sorted out. I'll ask, what should we do for armor? Should I make an attempt at some Gothic styled armor, or should I go full Diablo and make blue potions?

>> No.8106279

>>8106268
I personally think that for armor, we should make it armor. Maybe the basic green armor is just a chainmail or ringmail with some leader pads on it, and a with a green tunic on it (reasonably bright looking, so it stands out like original armor), then mega armor could be like, a platemail cuirass or something, shiny blue and stuff.

Or perhaps we represent armor with medieval style shields, a round shield for green armor, and some sort of kite shield or something with a cool blue heraldry on it for mega armor. With brightmaps/dehacked fake brightmaps, you could have just the blue part itself glow in the dark, so maybe it's like a cool blue dragon's head motif on that shield, which is easily visible in the dark.

>> No.8106317

>>8105128
If people are looking to use assets from the last attempt at a Halloween pack, I still have almost all of them.

>> No.8106326

>>8105912
Scythe is like a glass of lemonade with a dead fly in it. Map30 spoils the whole wad.

>> No.8106337

>>8106317
Let's see them. How much can we salvage from that attempt?

>> No.8106338
File: 290 KB, 521x432, godly plate of the whale.png [View same] [iqdb] [saucenao] [google]
8106338

>>8106279
>platemail megaarmor
Based. If we go this route then we need plasma/bfg replacements. DBP20 and Preacher both use like a magic spell/prayerbook in place of plasma gun, and a magic staff in place of bfg. The word "cells" in the hud will need to be altered. While we're here, might as well use a tommy gun for slot 4!

>>8106326
>There is only one difficulty setting

>> No.8106339

>>8106326
Just scoop it out.

>> No.8106346

>>8106338
>The word "cells" in the hud will need to be altered.
Mana.

>> No.8106352

>>8106268
>i'm just holding off on the sprites while I get vrskins 4.0 sorted out
There is a difference between importance and urgency. Whether vrskins or Halloween sprites are more important is debatable, but the Halloween sprites are clearly more urgent.

>> No.8106367

https://www.youtube.com/watch?v=ZxhO1ZCOZ-M

>> No.8106368
File: 183 KB, 800x782, 1623277014638.jpg [View same] [iqdb] [saucenao] [google]
8106368

Damn it feels good to be mapping again - I had major mapper block with my main project, but I took up one map on spooktober project and now I'm unplugged again - just drawing what comes to my mind. Feels amazing

>> No.8106369
File: 1.07 MB, 1920x1080, map06.png [View same] [iqdb] [saucenao] [google]
8106369

>>8106346
God, that's so good. I was thinking "prayers" or "pray" like in Preacher, but mana is way better. (DBP20 just leaves it as "cells")

>> No.8106374

>>8106338
"Breast plate" for combat armor (middle row, 2nd from left)
For mega armor, any of the three in the middle of the bottom row seem good

>> No.8106381

>>8106338
Don't fuck with the plasma and BFG.

>> No.8106392 [DELETED] 
File: 751 KB, 1000x1000, a6438bcf6b0e7d3907bcfd2988b1bf93.jpg [View same] [iqdb] [saucenao] [google]
8106392

>>8106381
YOU CAN'T STOP ME!

>> No.8106398

>>8106392
Jannies gonna freak

>> No.8106402

>>8105664
unreal was dead the very moment gears of war came out

>> No.8106413

>>8106392
god i wish it was a mod

>> No.8106414

>>8106392
Oh my goodness gracious god oh I'm so mmmph aaaaa

>> No.8106415

Guys, is Halloween /vr/ supposed to be horror like Blood, or medieval?

>> No.8106420
File: 3 KB, 480x48, 1614545372954.png [View same] [iqdb] [saucenao] [google]
8106420

>>8105602
what did he mean by this?

>> No.8106425

>>8106415
I have no idea but I will put computers and techbase switches all over my medieval castles and claim it's homage to Wizardry and M&M.

>> No.8106426

>>8106420
I fuck up

>> No.8106441

>>8106392
>Not female imp
into the trash it goes.

>> No.8106445

>>8106441
how are you supposed to use a female imp as a weapon? make her squirt fire balls or what?

>> No.8106446
File: 3.21 MB, 1440x1080, pretty.png [View same] [iqdb] [saucenao] [google]
8106446

Post pretty screenshots from retro shooters.

>> No.8106475

>>8106317
i have them too but I think they were too ugly, i don't think we need them anymore

>> No.8106492

>>8106446
I don't have any on this pc but Redneck Rampage has its moments where it looks beautiful

>> No.8106506

>>8106446
I would but my Redneck Rampage folder is on other machine.

>> No.8106537

>>8106415
No idea, but today I had a daydream about some Bloodesque elements in my map, so....

>> No.8106542

>>8106338
>>There is only one difficulty setting
Do I really need to explain why balancing your wad so that one of the maps randomly requires you to lower the skill level just to maintain a consistent difficulty curve is retarded?

>> No.8106546
File: 73 KB, 320x200, monglbgnightmare.png [View same] [iqdb] [saucenao] [google]
8106546

>>8106337
It was all thrown together pretty fast, so a lot of them are unrefined. Some candy and costume graphics replacing health and armour, a pumpkin monster replacing the pain elemental, and a chainsaw zombie replacing the SS officer (with .bex files for custom attacks) are probably the most reusable. And I was always fond of this level end graphic.

>> No.8106567

>>8106415
both, just like Quake.

>> No.8106583

I have played system shock2 for 3 hour yesterday it feels kinda nice and im stupid to notice the camera

>> No.8106592
File: 1.08 MB, 1280x960, 1604854505071.png [View same] [iqdb] [saucenao] [google]
8106592

>doomguy SR50'ing away

>> No.8106602

>>8105251
JFC I want to go back…

>> No.8106628

>>8105251
It's on the same engine as Doom II for GBA and a lot of things in it got Doom properties internally.

>> No.8106703 [DELETED] 

>>8105123
Why is the doom community full of cucks and transvestites?
Why is a game with Ares-like masculinity as its driving theme full of these mercurial abominations?

>> No.8106707

>>8105897
They should be able to convert UT4 to UE5 I believe. They should do that, and then release the project to a community team at least. There were people still willing to work on it when they abandoned it.

>> No.8106712

>>8105124
dread demo got released let's fucking go boys

https://www.youtube.com/watch?v=ZxhO1ZCOZ-M

>> No.8106715 [DELETED] 

>>8106703
Why are you such an easily filtered donut?

>> No.8106716
File: 23 KB, 512x500, 1620820890868.jpg [View same] [iqdb] [saucenao] [google]
8106716

I'm just now remembering an ancient memory of watching my mom's friend load up Quake on our computer from DOS for the first time. At the time I was convinced he coded and created the game from thin air from the things he typed in the console.

>> No.8106721

>>8106583
What a coincidence, I just finished System Shock 2 today. Also a tip for the cameras, if you hide and peek out instantly the alarm will start faster than if you just stay in the camera's view, you need to wait for a certain sound before you can go out into the area again so the alarm doesn't start instantly. Remember you can disable the alarm by just using those panels where you can hack the security system.

>> No.8106727 [DELETED] 

>>8106703
Absolute donut brain tier post

>> No.8106728
File: 2.44 MB, 800x450, buzz.webm [View same] [iqdb] [saucenao] [google]
8106728

Huh, that's not quite right...

>> No.8106745

>>8106542
>randomly
It's the final level. I know you're playing continuous with saves, otherwise you wouldn't complain about lowering the difficulty (pistol starting), so watch a walkthrough or something. It's not a bad map just because you can't beat it.

>> No.8106746 [DELETED] 

>>8106703
The real answer is autism.

>> No.8106750 [DELETED] 
File: 122 KB, 1080x1174, 1630809006352.jpg [View same] [iqdb] [saucenao] [google]
8106750

>>8106715
>>8106727

>> No.8106763 [DELETED] 

>>8106750
>>>/pol/

>> No.8106774

>>8106546
Thematically, I don't think the old assets will fit. They were centered around a more childish interpretation of Halloween, with candy and pumpkins and bright orange, while this project has a Gothic theme. That interpic will always hold a special place in my heart though.

>> No.8106776

>>8106542
Scythe 1 is a prime example of why I don't like it when Megawads start off with iwad tier difficulty progression (complete with slow gradual introductions of monsters in the early levels) and then much later on suddenly decide to have levels that are harder than even the hardest of Plutonia. Its too massive of a difficulty spike, and is very likely to alienate players who enjoyed the easy going gameplay of the early half.

>> No.8106784

>>8106728
ah yes, Chasm:The Rift mechanics

>> No.8106786

>>8106745
To be fair, Scythe map30 is a massive difficulty spike compared to even the rest of episode 3.

>> No.8106791

>>8106776
scythe is one of the most popular megawads dude, I guess it didn't alienate many players

>> No.8106796

>>8106774
You could still make a candy van themed map where you have to escape from a demon infested rape dungeon or something.

>> No.8106801

>>8106791
I've seen quite a lot of people who say they only like the first two thirds of Scythe 1. Also a subset of people who only like the final third.

>> No.8106819

>>8106791
>what is Run From It

>> No.8106828

>>8106791
>DW retards still circlejerking about the likes of Hell Revealed haven't the faintest sense of taste or standards
imagine my shock

>> No.8106831 [DELETED] 

>>8106746
This. It's a matter of fixation. The same mentality that causes them to fixate on a 30 year old game obsessively is the same that causes them to obsess over anime tiddies and kawaii horseshit til they want to be the girl.
But they do make good doom content, very often. So there's that.
ZDoom, and music most often. Some maps...

>> No.8106843
File: 50 KB, 885x823, scythe dot txt.png [View same] [iqdb] [saucenao] [google]
8106843

>>8106776
Does no one read the accompanying text files anymore? :( It's right there before you download the file on idgames, even.

>> No.8106848

>>8106843
See, this is what I don't get. People will complain about a wad being too hard when difficulty settings are provided. In most cases, it's their own fault if they get filtered.

>> No.8106858
File: 26 KB, 320x200, CREDIT.png [View same] [iqdb] [saucenao] [google]
8106858

>>8105123
DECINO IS PLAYING GOING DOWN
>DECINO IS PLAYING GOING DOWN
DECINO IS PLAYING GOING DOWN
>DECINO IS PLAYING GOING DOWN
https://youtu.be/vB43knQTmss

>> No.8106859

>>8106858
holy shit I hope he plays UACMN next

>> No.8106865

>>8106843
>I suggest most of you out there play the whole thing on skill 4
stop defending this type of amateurish garbage with fucking readme disclaimers

>> No.8106870

>>8106865
>amateurish garbag
Post your maps.

>> No.8106875

>>8106865
he released the mod in 2003, back then only people downloading mods were turbo no lifers

>> No.8106876
File: 30 KB, 618x219, dariocasali5yearsofdoom.png [View same] [iqdb] [saucenao] [google]
8106876

>>8106843
>>8106848
>...I had a lot of mail from people who had never even tried the easy skill setting because they "only play on hard"
This is why, he called it years ago.

>> No.8106880

>>8106858
I had no idea Going Down was made by Cyriak.

Now that I've been told the music makes it fucking obvious lol

>> No.8106882

>>8106843

The only thing that triggers me about this is when faggots talk about "episodes" but there's no episode select function because it's a Doom 2 mapset and they hadn't figured out how to do that yet.

>> No.8106887
File: 136 KB, 256x256, tfq.png [View same] [iqdb] [saucenao] [google]
8106887

>>8106876
Haha, yeah. This interview's always funny to me. People knowingly playing on hard complaining that a game is hard. Guess they just weren't hardcore enough!

>> No.8106893

seriously fuck this level:
>HIP2M2: The Black Cathedral
100 enemies, almost 0 ammo

>> No.8106895
File: 114 KB, 640x480, ykytrk.png [View same] [iqdb] [saucenao] [google]
8106895

Fuck this level. Fuck this level so hard it will never feel worthy again.

>> No.8106906

>>8106887
beats the interview where carmack says that most people that beat the shareware of doom thought they had beaten the whole game

>> No.8106918

Alright knuckleheads. I'm bored this evening, and because I'm pretty much done with the mod, I uploaded the Max Payne Quake hybrid mod I teased the other day here.
Goes as follows:
- shotguns have been made into projectile weapons
- 3 new aliases:
* bullettime - self-explanatory, activates bullettime, slows the game down to 0.25 speed with 0.05 bullet time consumed each frame it is active, and weapons are twice as fast in this mode. Gain back 10 bullet time by killing enemies. Default bind: SHIFT.
* dive - Dive in the air! Also self-explanatory. Default bind: CTRL.
* combo - Activates bullet time and dives in the air simultaneously. After a short period of time, bullet time will automatically disable itself. The player is immune (a.k.a. the player has i-frames) while the bullet time is active. Default bind: MOUSE2.
Have fun. Source is included.
*NOTE*: This is ONLY compatible with FTE due to some extensions other engines don't have. I haven't tested it on QSS or QS or whatever the fuck and don't plan to. Suck it up if you don't like it.
https://
anonfiles dot com
/T9z0VeF8u1/mp_7z

>> No.8106921

I like playing on easy.

>> No.8106957
File: 1.05 MB, 1080x2400, Screenshot_20210905-202200.jpg [View same] [iqdb] [saucenao] [google]
8106957

>Kaiser btfoing the doubters

>> No.8106958
File: 523 KB, 1920x1080, pk.jpg [View same] [iqdb] [saucenao] [google]
8106958

>>8106446

>> No.8106971

>>8106876
>>8106921

The problem, in reality, is that Doom's difficulty system is retarded.

Playing on HNTR or HMP makes maps easier, but due to the change in monster and item placements, it also changes the actual experience. For more casual players this is an acceptable compromise or they won't even actually notice, but to some players it causes the sensation they are "missing out", the idea that they are in fact just playing a different, watered down version of the map.

It's also a pain in the ass from a mapper's perspective. Most mappers build "for" a specific difficulty, and then just make token changes for the other difficulties. In a sensible world the "default" would be HMP with an extra challenging UV, but because the base game is "too easy" on anything but UV, that has in turn lead to UV being considered the "default" with all difficulties below it being easier versions of that baseline. It's a subtle but important difference IMO.

Imagine if the game simply scaled the player's damage taken by difficulty level. We would never be having this conversation. People would adjust the difficulty to their preference and that would be the end of it, because nobody would feel they didn't play the "real" version of the level.

>> No.8106979

>>8106971
The one thing I liked about brutal doom was its lowest custom difficulty was a power fantasy mode. Ultra Violence monster placement, but easy ammo doubling and enemy damage. I'd love to support customized difficulty options on FDWL at some point. Just to let you do whatever you want.

>> No.8106986

Are shamblers covered in fur yes or no
Are shamblers covered in fur yes or no

>> No.8106989

>>8106986
No.

>> No.8106990

>>8106986
yes
no
any more questions

>> No.8106992

>>8106986
Yes

>> No.8107002

>>8106895
No fuck you. You are not worthy.

>> No.8107006

>>8106971
>Imagine if the game simply scaled the player's damage taken by difficulty level.
Have you played any games where this approach turned out good? Jedi Knight 2 or whatever has the enemies dodge lasers like the matrix on hard difficulty (someone post the webm). Blood turns hitscanners into instant death machines. I much prefer the "just add more enemies" approach, and keep the game's rules the same.
>to some players it causes the sensation they are "missing out"
I'm sorry you feel that you are missing out because you cannot complete all video games on the hard difficulty, but that is not anything anyone can help you with except yourself

>> No.8107009

>>8106957
Autists need to stfu. Just play the originals if you don't like the new look.

>> No.8107018

>>8106971
>Imagine if the game simply scaled the player's damage taken by difficulty level. We would never be having this conversation.
I'd imagine we'd still have people complaining.
There's also nothing stopping you as a mapmaker from having all the enemy placements be the same throughout difficulties. ITYTD has the reduced damage, and harder difficulties can have less health/invuln powerups.

>> No.8107020

90% of the best fps games of all time have autoaim.
Why do we even need a Y axis?

Autistic freelook mouse aim is literally not even needed.

>> No.8107035

>>8107020
>Why do we even need a Y axis?
For guns that shoot projectiles. Eduke is best with the option where aim assist only affects your hitscan.

>> No.8107038

>>8106796
Sounds like a HFFM and spooktober crossover

>> No.8107040
File: 103 KB, 980x1471, 1625249565710.jpg [View same] [iqdb] [saucenao] [google]
8107040

>>8107020
>90% of the best fps games of all time have autoaim.

>> No.8107059
File: 187 KB, 1272x686, E-P76ypWUAExIhC.jpg [View same] [iqdb] [saucenao] [google]
8107059

"What the shadow actually looks like in the Saturn version of Powerslave"

>> No.8107067

>>8107006
>Jedi Knight 2 or whatever has the enemies dodge lasers like the matrix on hard difficulty
Not really, it just bumps their HP like 2-3 times, which is the wrong way to do difficulty.

The reason bolts seemingly go through them is due to the combination of several factors
1) Collision detection being too tight - for the sake of saber combat, JK2/JKA collision tightly match the model, so you can have blaster bolt pass between enemies arm and torso, or between enemies legs, which does not happen in games with more generous hitboxes
2) Most blaster projectiles use abundance of special effect to give them their iconic look and glow, while the actual model is very thin, which makes missing the enemy hitbox even easier
3) Blaster fire is inherently inaccurate, the projectiles are slow, and the enemies move around more on higher dificulty to avoid your shots, which makes actually hitting them much harder, and ammount of actually connected hits it takes for them to die is doubled on top of that.

If they didn't do that and kept regular Q3 Engine hitboxes, then you coul've been hitting enemies just by swinging lightsaber around them without visible connection, which would've been awful. So yeah, the gunplay feel was compromised to make lightsaber combat as good as it is.y

Solution may have been to make separate hitboxes for melee and projectiles, but I don't think it is possible at all on the Q3 engine. In fact I don't know any game that uses different hitboxes for different scenarios.

>> No.8107092

>>8105846
i think just HFFM version 4.0 of the "cut/youtube" safe version is on idgames, along with the sprites and stuff in the party pack thing

>> No.8107204

>>8105451
That's nice, still not watching your stupid fucking stream.

>> No.8107263

>>8105123
Fuck, I forgot how tough it can get to complete a level on UV without armor

>> No.8107292

>>8106426
I violently cum
I CUM

>> No.8107296
File: 2.96 MB, 640x360, 2020111418343400-2FF462D2D891756EB34109414AF76788.webm [View same] [iqdb] [saucenao] [google]
8107296

>>8107067

>> No.8107298

>>8107006

>hurr i'm clever by implying you're a salty nooblet who can't play on uv

Well I hope you're proud Anon, you really did me a sick burn there; but that doesn't add anything to the discussion, regardless of if it is or isn't true.

The problem is that as a mapper (and I'm sure you have a lot of experience making maps right, Anon?) those types of player DO make up a segment of your audience, and you have to somehow keep their feelings in mind, even if you don't agree with their sentiments. It is a balancing act knowing you can't please everyone, while trying to maintain as broad of an appeal as possible so people don't start shit-talking you on SpergWorld.

>> No.8107305
File: 265 KB, 1920x1080, wipwiwp03.png [View same] [iqdb] [saucenao] [google]
8107305

>>8105128
what comes out of here?

>> No.8107318

>>8107067
>Collision detection being too tight - for the sake of saber combat, JK2/JKA collision tightly match the model, so you can have blaster bolt pass between enemies arm and torso
Would be easy to fix just by expanding the blaster projectiles hitbox a skosh.
I guess then you run risk of hitting obstacles you're trying to shoot past.

>> No.8107330

>>8107298
>those types of player DO make up a segment of your audience, and you have to somehow keep their feelings in mind, even if you don't agree with their sentiments.
That’s the precise concern that the Casali interview highlights.

>> No.8107332

>>8106592
uuhhh...
mating press the baroness?..

>> No.8107336

>>8107296
Exactly. If the projectile even a teensy bit off the model you don't hit the target, it's much tighter than any other game I know, and then hard difficulty bumps enemy HP on top of that.
And that's why you never use guns ever again after finding the saber. Except maybe tenloss on rare occasion, which hits the target instantly and has decently wide beam.

>> No.8107341
File: 452 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8107341

>> No.8107348

>>8106986
No. But doom imps are.

>> No.8107350

>>8107305
Probably an archie

>> No.8107356

>>8107341
I just noticed that word clouds look like a donut or something.

>> No.8107358
File: 26 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
8107358

TIME FOR SUNDAY NIGHT SHITSHOW #30! Tonight we're playing 3 Heures d'agonie 3 with Eric's BURL TUMD! Connect to 104.128.49.2:10869 with Zandronum and let's get it started!

>> No.8107364

>>8107336
why didnt they just make it that when you equip the lighsaber the hitboxes tighten up?

>> No.8107371
File: 3 KB, 66x56, image_2021-09-05_162827.png [View same] [iqdb] [saucenao] [google]
8107371

>>8107356

>> No.8107373

>>8107341
>add donut weapon
Uh oh

>> No.8107375

>>8107364

>>8107067
>Solution may have been to make separate hitboxes for melee and projectiles, but I don't think it is possible at all on the Q3 engine. In fact I don't know any game that uses different hitboxes for different scenarios.

>> No.8107381
File: 68 KB, 324x543, 3243q6425.png [View same] [iqdb] [saucenao] [google]
8107381

>>8107341
>bad donut

>> No.8107384

>Those ghasts in Dissolution of Eternity

The very opposite of fun.

>> No.8107387

>>8107305
A skull key. Then have monsters spawn in when you grab it.

>> No.8107392

>>8107330

Yes, which is exactly my point.

>> No.8107403

>>8106895
The flooding isn't from water
It's your tears, anon

>> No.8107405

>>8105430
>>8105443
I remember not liking the Rogue Quake 2 expansion either. Are they just shitty level designers?

>> No.8107410
File: 540 KB, 900x1200, 1604667871903.png [View same] [iqdb] [saucenao] [google]
8107410

>>8107332
NO!

>> No.8107414

>>8107341
>id post enough love
id post love for you too, word cloud

>> No.8107416

>I just loved grabbing an invulnerability powerup and wading through hoardes of monsters with the BFG, never knowing if I'd make it to the other side before the powerup ran out!.

>> No.8107423
File: 33 KB, 530x391, link1.jpg [View same] [iqdb] [saucenao] [google]
8107423

>>8107341
>inside faggot

>> No.8107428

>>8107392
Yeup, and sometimes you can't please everyone. Some of those "only hard" guys may have a point with some encounters, but you'd have to keep in mind the non-"only hard" players who enjoy harder difficulties on a replay.

>> No.8107434
File: 2 KB, 114x23, cloud.png [View same] [iqdb] [saucenao] [google]
8107434

>>8107341
Word cloud confirmed for newfag

>> No.8107441

>>8107434
What's your logic there? Cus if it's calling Wojak "Feels guy", that's technically correct, as he known as Feels guy first.

>> No.8107450

>>8107441
>as he known as Feels guy first.
Nope, it was wojak first; he didn't come from 4chong.

>> No.8107453

>>8107341
thats right gzdoom is the best source port

>> No.8107457

>>8106887
Well, by playing on a harder difficulty it does eventually become easier and doom 1 and 2 on UV is easy.

>> No.8107490

>>8105124
Quakespasm 0.94 out, fully supporting DotM
http://quakespasm.sourceforge.net/Quakespasm.html#s5

>> No.8107550

any body know how to do the Completions for W: in GZDoom??

I was no clipping to out of bounds areas to find the secrets. and mistakenly typed or pressed some kind of button with W
and it said
>Completions for W
and then listed every single command option possible for W. Anybody know what i did???

>> No.8107560

What is the Kackiest Kacky of doom maps?

>> No.8107562

>>8107550
Tab completion. You partially type a command and then hit Tab to auto-complete the rest, or list possible completions if there's multiple.

>> No.8107568

Do you guys ever play Doom deathmatch? Does anyone play it anymore?

I've never tried it myself but would be kind of interested. I doubt a new player would get stomped like in something along the lines of Quake Arena.

>> No.8107579

>>8107568
>Do you guys ever play Doom deathmatch?
No. Never. Especially not every Friday.

>> No.8107583

>>8107457
Bad news for everyone who wanted Plutonia to be as easy as Doom 2 on UV, good news for people who wanted more of a challenge. At least the people who wanted an easier time had the option of lowering the difficulty, people who wanted a harder time could only gimp themselves.

>> No.8107598

>>8107579
How would I go about joining?

>> No.8107607

>>8107598
First, you wait for Friday, 5:30 PM EST, then you open up doomseeker and search for Friday Night Firefight. Congratulations, you are now playing with anonymous (and friends)

>> No.8107610
File: 387 KB, 1920x1080, Screenshot_Doom_20210905_184338.png [View same] [iqdb] [saucenao] [google]
8107610

>>8107358
Good game

>> No.8107612

>>8107358
IF YOU'RE HUNGRY FOR MORE, WE'VE GOT A SAMSARAHOLD SERVER UP AND RUNNING AT 104.128.49.2:10869! Search for Sunday Night Shitshow 30.5 and get defending!

>> No.8107616

>>8106958
Painkiller gets many shit but my God it had gorgeous architecture.

>> No.8107619

>>8107568
>I doubt a new player would get stomped like in something along the lines of Quake Arena.
It’ll be fun experiencing what the monsters have to deal with and being on the receiving end of an SSG blast, for once.

>> No.8107629

>>8107616

I don't see why people wouldn't like Painkiller, whole game is basically the logical extension of the slaughter map gameplay style.

It's like Serious Sam but less silly (only therefore even more silly in an ironic way.)

>> No.8107631

>>8107629
Monsters pose very little threat. You get all these whacky weapons and the monsters don't really call for a need for any of them. At least with Sam the hoardes of monsters want to kill you and put some effort into it.

>> No.8107641

>>8107629
Serious Sam has an enemy roster. Once you're past being wowed by the grand architecture, Painkiller doesn't have much else going for it. It's a game made by artists more than designers.

>> No.8107647

>>8107629
It had good weapons and a great death match scene.

>> No.8107650

>>8107562
oh cool thanks. i didn't even know one could do that

>> No.8107661

>>8107059
:*>

>> No.8107672

>>8107629
I liked it, it had a really nice halloween vibe and it was right smack in the start of the dark ages of console shit.

Its just okay.

>> No.8107739

>>8107629
all these clever weapons, yet no reason to ever use them aside from occasionally feeling like it
all these varied enemy designs, yet they do so little

>> No.8107752

>>8107583
Plutonia was easy and I first played it with fast monsters on. The version of doom I play is a mod I made myself and it does make it much harder and even then it's gotten easy. Though I will never do what WoW did and be like, "you failed the gimmick, instant death regardless of your character's power" because I also itemized everything, added new items to it along with monsters, and the mod randomizes what stuff spawns but in a light way. So like if you see the hardest version of an imp, you'll probably have seen like 50 regular ones. Health potions and armor shards are great for misc items with a low chance of spawning because there's so many so eventually you're bound to find a rare item and if you start a new game, it ain't gonna be there again. The only thing that unbalances my mod are maps where the author saw fit to put 5000 shells into a map or a million cells. And it only unbalances it strictly because instead of weapon switching to conserve ammo/for the situation, you can just bullet spray. It's still difficult regardless but being able to come back and gather all those supplies does weaken the difficulty of the mod. Playing through doom 1 and doom 2, you can't die if you want to be successful and ammo conservation is required to be able to win because a box of shells now has anywhere from 4 to 20 shells and if rng is against you, you will be playing the conservative game. If it favors you, it'll still be hard but again maps with like 10k bullets unbalance it more than finding 4 clip boxes with 50 rounds in it because the rng isn't always going to be the minimum. I disabled infighting but the monsters can still hurt each other and often times they dodge a projectile or two. In old doom a monster attacks and then wanders around, in my mod they don't stop attacking, vanilla monsters have different moves, and there is a chance for them to wander but their walking frames are 1 to 2 ticks each so this makes it where even a baron will dodge your rocket.

>> No.8107754

>>8107752
I neglected to mention it's also a persistent rpg mod. though it is bare bones and will always remain that way because it's for me personally lol.

>> No.8107802

>>8106175
I think it was to be snarky, because HR is famous and got awards and stuff, even though it's actually kind of bad and people only seem to like it for the nostalgia.

>> No.8107809

>>8107629
Serious Sam has a pretty much perfect weapon and enemy roster, and they can create a lot of different fun fights with different combinations thereof.
Painkiller does not.

>> No.8107812

>>8106546
That interpic is the stuff of nightmares, Mongler has never looked so uncanny.

>> No.8107818

>>8106796
Go for it.

>> No.8107824

>>8106828
Except the Hell Revealed series is mostly bad, while the Scythe series is objectively very good.

>> No.8107835

>>8106971
Awful post, awful opinions.

>> No.8107841

Alright Quakespasm now supports DOTM
How the fuck do I get DOTM out of nuQuake

>> No.8107843

>>8107612

This was fun. Same time next weeks bois.

>> No.8107848

>>8107841
There's a folder called 'mg1' in your kexQuake directory, copypaste that to where Quakespasm is installed.

>> No.8107851

>>8106971
Horrible idea. When games change enemy behavior or enemy/weapon damage by difficulty, you get used to different sets of strategies for each difficulty. Its like practicing a different game. Whereas, if those things are consistent, you always have the same strategies, but with more chaotic fights to test your reflexes more. Games like Doom had it right from the beginning.

If you feel you're "missing out" on the true experience because there was a handful fewer revenants, thats your problem. The point of the game is to have fun.

>> No.8107853

>>8107848
Thanks anon!!

>> No.8107856

>>8105551
you can animate with skeletal animation, then convert your model with noesis into md3 which will convert skeletal animation to vertex

>> No.8107889

>>8107853
I gotchu.
I don't know if the new Quakespasm version has the new models working, if they're the old ones put this into your 'mg1' folder and rename it to 'pak1'.
https://drive.google.com/file/d/1nDLfarkq9unj6V_sdypUblMewcdl1mrQ/view

>> No.8107910

>>8105931
this is probably their best bet, especially considering the singleplayer fps market is really abandoned at this point at AAA levels, nudoom has been the only real notable entries

>> No.8107946

Does Violent Rumble have a planned release date?

>> No.8107952

>>8107946
No, but it will likely be 2-3 weeks after the submission deadline depending on how smoothly testing goes.

>> No.8107969

>>8107952
When's the deadline?

>> No.8107976

>>8107969
October 3rd.

>> No.8108035

>>8107976
Thanks for the info. Now I know when to wait for the release. Getting hyped for it!

>> No.8108091

>>8107824
>objectively very good
>parabolic difficulty curve
>scythe 2 is 1/3 slaughtershit
people really got psyopped into believing this shit was good by a gold star and a degenerate community of failed imitators

>> No.8108142

https://www.youtube.com/watch?v=F0eLa3TgrI8

>> No.8108148

>>8108091

What are some good wads according to your tastes?

>> No.8108153

>>8108091
Taste is always subjective. I enjoyed Scythe 2's "slaughter shit" maps. Absolutely fun and hard, but never felt grindy. Loved the aesthetic too. I have to admit that those very few slaughter maps on Scythe 1 were bit too grindy and not very hard. Still it has fair share of more vanillaish gameplay. Great wad nonetheless.

But claiming Speed Of Doom, Eviternity or Skillsaw's wads to be failed imitators seems like an edgy bait. Maybe you just prefer more vanilla gameplay. Luckily there's lot of that too in previous few years example Deathless, Doom Zero, Shotgun Symphony, Three Is A Crowd, Syringe, Doom 2 In Spain Only and the upcoming Earthless. Focus on the positives. There's lot stuff for everyobe's taste.

>> No.8108224

>>8107910
Yet, I prefer the older gameplay. Nudoom did a really good job with synchronizing samples of music together to make a dynamic sound track though. That's the best thing about it imo. But the combat is easy and original doom wasn't a perpetual arena. You could actually revisit rooms prior to use as cover or to put distance between you and the enemy. Arena settings were rare.

>> No.8108243

>>8108224
Actually, I take that back. Nudoom does have good combat. It's objectively better but I have played a lot of fps and that's why my I feel like it's not as good as it could have been. Especially with the way some guns work.

>> No.8108259

The Reckoning is better than Ground Zero and I'm sick of everyone pretending otherwise.

>> No.8108271

>>8108142
>statusbar is just the HEV texturesheet stretched out
soul

>> No.8108272

Not to sound like a complete dumbass but how do I use the halloween project's custom monsters

>> No.8108287

>>8108259
I can't remember which is which, which is fitting for being expansions to a game that blended together itself

>> No.8108312

>>8108259
Wait, Ground Zero is the one with the turrets right? I don't think your opinion is exactly unpopular.

>> No.8108313

>>8108142
I have this on my Dreamcast...
There's a better one out there called Paranoia. It's p good.

>> No.8108317
File: 17 KB, 778x483, file.png [View same] [iqdb] [saucenao] [google]
8108317

>>8105128
Left to right: Health bonus, stimpack, medikit
How's it looking, anons?

>> No.8108318

>>8108272
Place a thing and then change its type to on of the numbers listed at the bottom of the project spreadsheet
>>8091348

>> No.8108319

>>8108317
why is the middle one a fleshlight

>> No.8108323

>>8108317
mmm kool-aid

>> No.8108325
File: 7 KB, 370x185, file.png [View same] [iqdb] [saucenao] [google]
8108325

>>8108319
I was going for something like pic related but I've been thinking of filling the gap. Shouldn't be much of a problem.
>>8108323
What DOES health potion taste like, I wonder?

>> No.8108335
File: 27 KB, 306x438, calpol.jpg [View same] [iqdb] [saucenao] [google]
8108335

>>8108325

>What DOES health potion taste like

Delicious, but you're not allowed to drink more of it :(

>> No.8108337

>>8108317
I love them

Id adore the jug if it had a handle on it like a milk jug

>> No.8108339

>>8108317
>>8108337
Or a little ring handle like a moonshine bottle.

>> No.8108354
File: 14 KB, 340x375, Olde-english[1].jpg [View same] [iqdb] [saucenao] [google]
8108354

>>8108317
The medikit looks kinda fat, looks like a 40 more than a potion. Maybe add a big lip to the top. The gold ribbon on the stim looks a little indistinct, I can't really tell what I'm looking at.

>> No.8108361

Idk how i've never noticed this before but if you turn on lights and brightmaps in gzdoom. Then set the sector lighting to dark. Its a pretty kino experience in all honesty.
>>8108335
thats like cough syrup that stuff is always kinda gross imo.

>> No.8108384
File: 29 KB, 500x375, max.jpg [View same] [iqdb] [saucenao] [google]
8108384

>>8108361
Anyone else think painkiller(to ease the pain) make more sense then medkits.

>> No.8108390

>>8108384
idk i've never really thought about before. now that i think about it. I kinda like the idea of health stations like in half life.
but that also had med kits

>> No.8108393

>>8108390
Half Life heath stations are too slow for me.

>> No.8108412

>>8108393
but one could do like a bottle of pain meds into doom, you know the doomer boards 21 replaces all the stimpacks with plates of food from wolfenstein
and one could extract that sound it makes in max payne one when max payne picks up the pills and add that into doom. idk what kinda work that would entail though.
ripping that sound from max payne then designing some kind of pills to replace the med kits along with the pill bottle noise

>> No.8108415
File: 67 KB, 778x483, itried.jpg [View same] [iqdb] [saucenao] [google]
8108415

>>8108317
maybe something cleaner would work on the middle one... im bad but something like this?

>> No.8108432
File: 217 KB, 1143x609, virgin human vs chad half orc.png [View same] [iqdb] [saucenao] [google]
8108432

>play hedon bloodrite
>finish the level where the chick blows herself up with the seed of corruption
>completely satisfied with that and eager for ep 3
>suddenly its not over and act 2 starts up
>it was only half of ep 2 and there still is more to go
good feel. hedon is fun.

>> No.8108445
File: 142 KB, 820x627, 1578095538904.jpg [View same] [iqdb] [saucenao] [google]
8108445

>>8108317
I like it
>>8108415
I actually do like the new one more
>>8108354
I disagree, I think the medkit should be a big ol' fat oversized potion bottle

>> No.8108457

>>8107629
if there's a mod that rebalances every enemy in painkiller to hit like a fucking truck (within reason for their tiers) i'd gladly play all of its games
as-is i don't see the point in effortlessly kiting 400 enemies around an arena by bunnyhopping and taking only 5 damage when i catch a sword to the face

>> No.8108478

decino is doing stardate 20x7

jesus fucking christ

just imagine giving commentary on map 5, 100 times in a row, dying in the ending fight for most of them.

brutal.

best fucking wad though

>> No.8108485
File: 65 KB, 640x295, 1624690714746.jpg [View same] [iqdb] [saucenao] [google]
8108485

>>8108478
>decino
Leave youtuber garbage outside thanks.

>> No.8108491
File: 2.70 MB, 640x511, perspective_correct_texture.webm [View same] [iqdb] [saucenao] [google]
8108491

still got fixed point precision bugs, but texture mapping is perspective correct now (texels are smaller further off in the distance).

>> No.8108497

>>8108317
no offense but.. why not just use the heretic ones, just paint the liquids into red and the sprite work is even better

>> No.8108505

>>8106843
>>8106848
My problem isn't that the harder maps are too hard for me. I've beaten all of Scythe 1 E3 on UV and had a blast, and it's my personal favourite part of the megawad.
My problem is more that it feels like two completely different styles of wads stitched together. Usually when I see map01 only have zombiemen and imps, I'm going to think "oh this wad is going to be iwad/twid style difficulty", and when it lives up to that expectation for the vast majority of the megawad, it only makes the hell revealed inspired maps in E3 feel like a non-sequitur more than anything.
I prefer it when megawads that are going to be harder than the iwads cut the bullshit and don't bother with the iwad style monster introductions. Maybe even employ a peaks and valleys style of difficulty curve so that a really hard map can appear as early as map05 or 06, and a breather map can appear as late as map27.

>> No.8108512

>>8108497
I can respect anon wanting to do his own thing. Anyone can recolor pre-existing doom/heretic/hexen sprites, but to take the extra time to draw unique sprites is so much better.
Even if the art isn't 100% perfect, it's still unique stuff tailor made for the project, and that's fucking rad.

>> No.8108519

>>8108485
fair enough.

>> No.8108532
File: 131 KB, 1046x859, 71BnNAPOWAL._SL1046_.jpg [View same] [iqdb] [saucenao] [google]
8108532

>>8108317

>> No.8108535

>>8108491
good shit

>> No.8108539

>>8108491
Nice. Seems to have taken a 3-4 fps hit, even without the translucency bits. Is that something you think you can iron out or was it expected?

>> No.8108542

>>8108478
Is it really harder than No Chance? I'm gonna watch the uvmax record for it on the DSDA yt archive. I'm at the start and holy shit, using a turret cyberdemon at the end of a U-shaped hallway to block your ass from retreating or to potentially cause infighting, God, it's so clever

>> No.8108543

>>8106828
Actually, I think most of DW agree that Hell Revealed is largely old hat at this point.

>> No.8108545

>>8108478
there is literally nothing more autistic than playing all of the easy parts you've comprehensively mastered just to get back to the one part you need to practice
past a certain point (like 4 times) just stop being a faggot and save

>> No.8108548
File: 45 KB, 702x461, file.png [View same] [iqdb] [saucenao] [google]
8108548

>>8108354
It does look a little funny, I'll have to experiment with more variations. I'll make >>8108337 >>8108339 as well on account of these ideas being adorable alone.
>>8108415
I kind of like it, but since these are static items, it doesn't make sense for the ribbon to be flowing like that. Perhaps I should take more notes from Diablo's potion sprites.
>>8108497
I think unique sprites would give the project some identity. Of course, the project lead doesn't have to use these sprites, he can use the Heretic ones if he wants to, and I won't take any offense. If nothing else, this has been a fun creative exercise for me.
>>8108445
>big ol' fat oversized potion bottle
Wait until you see what I did with the berserk pack

>> No.8108550

>>8108361

Nah bro, that stuff is specifically for kids and it tastes insane. It's indescribable, but if the colour pink had a taste, that's it.

>> No.8108554

>>8108545
i enjoy posting demos for my favorite maps on dsda, it completely changes the gameplay experience IMO. I also like the skill bump i've gotten from it, it feels much more natural to play whole wads without saves, continuously. it feels like being part of a story and less of an RNG slot machine.

>>8108542
I haven't played no chance since I don't like the aesthetic and general vibe. I think sd20x7 is extremely nasty, especially that stupid end fight in map 5 (it wasn't even fully ribbiks, idea, zzul got mad it wasn't hard enough and made suggestions, you can still see the original ending in the map).

map 9 though, the whole vibe and the music, is just one wild experience, it's hard to use any other word for it.

map 7 has my favorite music and is a great showing of how nasty ribbiks can make a wad with a low monster count. it's a very good demonstration of how much gameplay can very with small changes in monster choices.

the midis for maps 2, 7, and 9 or something else

>> No.8108559

>>8108539
well it has to do a division and multiplication per column of each drawn wall now.

I can reduce the cost by doing those divs/mults every few columns, which will reduce the quality a little, but probably not in a noticeable way.

>> No.8108560

>>8108545

>be a musician
>learning a hard song
>play from the beginning
>if you make a mistake, you start over from the beginning
>every single time you fuck up
>song is twelve minutes long

It at least makes sense in this context because a musician is, sooner or later, expected to perform a song fully without mistakes. But you'd never go about the LEARNING process in that manner, it would be a complete waste of time.

There are some types of videogame autist I will never understand, but I hope they are having fun their way I guess.

>> No.8108565

>>8108545
>>8108560
oh i missed that you were talking abuot when learning

yeah sure, i practice a map with saves and dsda-doom's rewind feature

but when starting out, i play blind, and easier wads i play full saveless.

>> No.8108574
File: 456 KB, 1920x1080, gd 06.png [View same] [iqdb] [saucenao] [google]
8108574

>>8108545
>>8108560
Decino practices the maps until he is confident enough to start recording attempts.
>>8108565
DSDA's rewind feature is super overpowered. I love it. Get hit by a 45 damage shotgun blast? Rewind. You don't know what the fuck is going on? Rewind until before before the fight starts. I'm not gonna blast through Ribbiks maps just yet, but I did have fun playing Sunlust 24 with it (I've seen decino and coincident play it and I had to play it even though I haven't played the other maps).

I don't exclusively use the rewind, though. Today I beat Going Down map06 saveless, finally.
https://doomshack.org/uploads/06%20uvmax%206-47_Based%20Autist%20Doom%20Fork_gd.lmp
cl11

>> No.8108580
File: 41 KB, 657x527, 1485915545190.jpg [View same] [iqdb] [saucenao] [google]
8108580

>>8108574
cl 9 sorry

>> No.8108587

>>8108574
i didn't check your demo but good job

usually i play a map with rewind on a first playthrough. if i really like a map and especially if it is underappreciated in dsda, i decide to do a demo, and start practicing with saves (to get continuous practice on individual fights). i think this is a standard approach, e.g., it's how daerik does it on twitch streams, and many streamers learn from daerik's example.

i really like demos to keep me honest and experience the level as a story. i'm starting to get into d2alls and will just do some baby ones. i'm not good at doom but find this story element really appeals to me (it's not about skill, it's about continuous play...)

>> No.8108589

>>8108574
yeah that's okay, i default to cl9 and cl11 is bullshit anyway

and soon mbf21 and higher will be default for many ports, or rather their option lump feature, and we won't need to worry about complevel command lines any more. will be glorious

>> No.8108592

Decino, isn't that the guy that finished Sunlust on nightmare a while back?

>> No.8108605

>>8108592
Pretty sure he played that on UV. Don't think some levels are even humanly possible on nightmare.

>> No.8108608

>>8108587
>i'm starting to get into d2alls and will just do some baby ones
Scythe E1 UV-Fast and E2 UV-Max aren't d2alls but some good baby episode runs
>how daerik does it on twitch streams
Maybe I'd benefit from watching a little bit of streams as the only content I watch are chadcino or demos from dsda

>> No.8108615

>>8108605
i've heard of maps that're impossible or nigh impossible without 680 stars aligning on nightmare, but are there any maps that are similarly bullshit on uv-fast?

>> No.8108624

>>8108615
the cathedral in god machine is probably impossible on uv-fast?

>>8108608
yeah streams are nice since you see even ridiculous players like daerik try and fail, and you see their process. e.g., when daerik dies, he goes back to the demo and continues from the point he died, and studies the condition that led to his death. it's really cool.

>> No.8108626
File: 2.64 MB, 1920x1080, across space and time.png [View same] [iqdb] [saucenao] [google]
8108626

Progress!
it might look a bit familiar...

>> No.8108638
File: 2 KB, 130x120, quad face.png [View same] [iqdb] [saucenao] [google]
8108638

>>8108626
lmao dont mind the geforce overlay, I somehow didnt even notice that

>> No.8108646

>>8108624
oh wow, coincidentally he has been streaming going down d2all attempts

>> No.8108648

>>8107298
>while trying to maintain as broad of an appeal as possible so people don't start shit-talking you on SpergWorld
What are you even talking about? This is only relevant to commercial games where your goal is to maximize sales. Plenty of mappers have made a name for themselves and received Cacowards, which is as broad appeal as it gets in the Doom community, for making hard and niche maps that are alienating on UV.

>> No.8108657

>>8108646
he already succeeded lol. but you can look at past videos.

one interesting thing is that since he's obsessed with speed, he kept breaking maps with linedef skips, so a lot of his practice and attempts included level editor and trying to figure out how to not break linedef skips lol.

daerik is maybe the most logical/rational in his approach to producing demos.

one person who's still quite logical but also just has infinite talent is ancalagon. his streams are just fucked up, he is currently beating all the nosp2 records (and doing demos for maps that never had them before) and it only takes him a few attempts for each. pretty wild.

>> No.8108664

>>8108657
Did you ever see that Karl Jobst video on "the greatest Doom speedrunner of all time"? It was pretty much him gushing about Zero Master. I like Karl's Doom content but that video was pretty cringe. Zero may have some of the most impressive records, but the greatest runner also needs to factor in influence over the life of the game, and there are people who have produced tons of demos like vile or ancalagon or 4shockblast

>> No.8108671
File: 1.04 MB, 1920x1080, unknown.png [View same] [iqdb] [saucenao] [google]
8108671

Kinda new to Doom modding but I'm really having a lot of fun with EoA.

>> No.8108681

>>8108664
no, i never watch his videos. i tried once and didn't like the vibe. from someone like daerik i learn a lot about how to play well, since as i said he's very logical, and will verbally go through how to change his strategy on a map, how to trade off between being consistent and being fast, etc. I've probably learned more from daerik streams than from any other doom resource lately, desu.

>> No.8108686

>>8108317
One needs to be purple, to make use of the palette but also to make, say, the bonuses stand out

>> No.8108696

>>8108681
>being fast
I just watched him do map27 or 28 (Hard Cover) and I got fucking anxious. That shit was intense.

>> No.8108712

>>8108317
The right one looks like a plastic jug or something.

>> No.8108719

>>8108325
I was thinking the medkit would look more like the right bottle here, only larger than the stimpak.

>> No.8108746

>>8108696
yeah he goes too fast for me now to enjoy it. imo he goes sort of faster than he can reasonably control things, meaning he takes aviodable damage and misses shots. i think he is just trying to get his times down. his older videos he is a little slower but extremely precise. personally i play slower but try to be very precise. i can understand and respect what he's doing, especially since people were annoying when nevanos got a lower sunlust d2all time.

anyway i learn a lot from his streams, though indeed the actual attempts make me anxious.

>> No.8108756

>>8108746
>especially since people were annoying when nevanos got a lower sunlust d2all time
What do you mean? Someone may have beat the time but we all know he watched daerik play first; daerik didn't have anyone to study.

>> No.8108762

Why is No Reason popular? He's bad at mapping. Most of his maps are completely flat, with no verticality, and every room is a box or rectangle. There is some combat geometry, like 200 barons on one side of a room and 400 demons on the other, but that's as far as it goes. Are his maps hard? Yes. Are they well-made? No.

>> No.8108773

>>8108762
list of things that matter in order
1. hard
2. fast
3. good

>> No.8108791

>>8108664
I kinda agree. Legitimately I'm very impressed by ZM, he's a real talent and one of the best, but there's a whole bunch of other dudes (which Karl cover regularly in Doom videos), which deserve at least as much, if not more of a spotlight.
I don't think he even gave much time to ZM's Plutonia NM rounds, which is his most famous stuff, particularly since it took a while for someone else to finally achieve one of their own, he used to be the only guy in the world with that distinction, and it's just kind of glossed over.

>> No.8108797

>>8108696
The anxiety is how you know you're watching a pro at work, you feel they ain't gonna make it, then they do.

>> No.8108802

>>8107562
oh my god i had no idea you could do this shit

>> No.8108817

>>8108756
people kept shitposting about it and it seemed to upset him. he has very high standards for his own play and seems to get burnt out now and then lately. it happened with his dimensions attempts.

>> No.8108819

>>8108762
>>8108773
nosp2 is EXTREMELY fun. it's really great to just pick it up and blast through some maps.

i think those maps deserve even _more_ credit and attention than they get. i still fire up random nosp2 maps and play through them, despite having played through the whole wad.

>> No.8108842

>>8108548
>I kind of like it, but since these are static items, it doesn't make sense for the ribbon to be flowing like that.

I just see it as heavier, stiffer, twine rather than ribbon in the wind..

>> No.8108853

>>8108384
I thought max payne used painkiller to show that the healing was only temporary and max was basically on a suicide mission that was destroying himself both mentally and physically

>> No.8108863

>>8108626
is that the motherfucking rusty bucket in quake
https://www.youtube.com/watch?v=PByIP2MLWP0

>> No.8108873

https://www.youtube.com/watch?v=7fe4jtxhOlY
https://www.youtube.com/watch?v=hUxTu_-Qm80
https://www.youtube.com/watch?v=5poZLzrbGac

Why isn't there a Depth Dwellers TC on the Wolfenstein engine?

>> No.8108878

>>8108863
Why hasn't someone made a Banjo mod for Doom

>> No.8108881

>>8108878
I've seen a few Banjo levels in Sonic Robo Blast 2, if you're willing to count that
A friend of mine even made Mumbo's Mountain as a map. It was extremely laggy because he made an unnecessarily detailed Conga out of floating sectors
I wish I still had it

>> No.8108896

>>8108863
I'm glad someone recognized it. Its my entry for Violent Rumble
I still gotta start putting in some progs stuff like climables but its coming along, even though it was a bit of a pain getting it to fit in the standard level boundaries.

>> No.8108901

>>8108896
I'm happy to see it; this is a bit off-topic, but banjo's one of my favorite games. You should have seen me lose my shit when he got in smash

>> No.8108904

>>8108762
>Most of his maps are completely flat, with no verticality, and every room is a box or rectangle
Sounds like Tom Hall.

>> No.8108915
File: 29 KB, 591x389, thisbutnotphotoshop.jpg [View same] [iqdb] [saucenao] [google]
8108915

>>8108881
What I mean take the weapons from the Banjo Tooie FPS sections /multiplayer mode, make them not terrible and put them in Doom.

>> No.8108916

>>8105920
screw you lazy kraut

>> No.8108921

>>8108762
He fills a specific niche, I suppose - over the top macro slaughter. There are very few people who specialize in that, most of the usual names of that scene have a different approach.

>> No.8108953

>>8108901
I was excited when that happened to.
To get back on topic, I'm trying to figure out how to portray sheet metal, which is used alot in the actual level.
The easiest method would have just been to take the textures from BK and import them but that would have been the smart move, and I'm allergic to those so I instead decided to try to just do everything with vanilla quake textures.

>> No.8108964

>>8108915
>make them not terrible
thats the hardest part anon

>> No.8108968

>>8108762
>Most of his maps are completely flat, with no verticality, and every room is a box or rectangle.
Sounds like you're hung up over visuals, more so than the actual gameplay.

>> No.8109040

>>8108968
I actually like the aesthetic, it's clean. But there's only so many ways to make an open square room lacking pillars or ledges or pits and make it interesting.
>>8108819
I will admit I enjoyed some of these, particularly the one where you mow down thousands of zombiemen

>> No.8109046

Did vkquake fuck with the viewmodels what the fuck?

>> No.8109064

>>8108873
Because nobody likes Depth Dwellers and don't want to waste time out of their lives on something like that?

>> No.8109067
File: 1.23 MB, 1368x800, file.png [View same] [iqdb] [saucenao] [google]
8109067

mood

>> No.8109073

>>8108142
Game got fast pretty fast.

>> No.8109079

>>8108626
HMS Texture Tiling

>> No.8109090

>>8106008
>tfw no finished Jazz Jackrabbit 3D ever

>> No.8109113

>>8108259
Fuck Beta Gladiators.

>>8108432
>stands out a mile away, even in her universe of fantasy creatures
A bit less with the Hellions now.

>> No.8109171

>>8109046
elaborate further

>> No.8109223
File: 137 KB, 128x128, 1611011449460.gif [View same] [iqdb] [saucenao] [google]
8109223

>>8109090

>> No.8109346

>>8106008
>low-rent Chink Steam
I don't understand why Epic haven't put their whole back catalogue on EGS. Jazz is on GoG, all the previous Unreal games are on Steam, why leave that money on the ground?

>> No.8109373

>>8108968
>It's all about the gameplay bro!
has always been a meme. PWADs which stand the test of time tend to have strong visual aesthetics. Nobody would give a shit about Sunder or Deus Vult if the authors didn't pour dozens of hours into the architecture. This is why every successful macro slaughter mapset tends to look great, compared to the shit you get in your average Slaughterfest CP. No Reason is just the latest meme mapper being fellated by autistic speedrunners on twitch.

>> No.8109436

>>8109373
Funny thing is, I thought the visuals in Death In Excess and Cosmogenesis were pretty fine.

>> No.8109461

>>8109346
Makes me think Sweeney never actually ran EGS, and the Epic name is just a front for marketability in the west.

>> No.8109480
File: 70 KB, 840x840, десант из эпик стора.png [View same] [iqdb] [saucenao] [google]
8109480

>>8109461
>Sweeney never actually ran EGS
Nah it's all that Russian bastard Gavyonkin.

>> No.8109495

>>8109373
why do you have such a problem with people liking something.

personally i expect to play random parts of nosp2 for a long time. there are so many clever fights in there.

people play doom for different reasons, and there are many active mappers and players right now.

my captcha was RRRAT just for you

>> No.8109502

What are some good story driven mods/wads? Having some context to your blasting action is nice sometimes.

>> No.8109504

>>8109502
DBPs

>> No.8109508

>>8109502
stardate 20x7

>> No.8109515

>>8109346
>why leave that money on the ground?
did you miss the whole EA thing a month or so ago? they delisted UUW and Syndicate from GOG because apparently they didn't think anyone gave enough of a shit.
they later went back on it, but still it kinda shows that they consider the money from those to not be worth the legal upkeep (but possibly worth the press attention).

>> No.8109524

>>8109504
>>8109508
Thanks, Doombros. I've played a couple DBPs and they were great, I'll check out Stardate 20x7 first though.

>> No.8109535

>>8109524
it may not be apparent at first, but the story is basically that you slowly get deeper and deeper into an alien wilderness; by the end you're fully in the alien stronghold and there's only one way out ...

>> No.8109592

I try machine game episode in quake but it just crashed quakespasm spiked and error thing keep spamming in console

>> No.8109598
File: 129 KB, 1920x1080, image_2021-09-06_075421.png [View same] [iqdb] [saucenao] [google]
8109598

https://www.doomworld.com/forum/topic/120934-softfx-or-bigger-and-badder-software-lighting-fx/

>> No.8109606

>>8109598
that reminds me, i wish someone would get this lighting stuff working in opengl.

it should be easy now and i hope some are considering it. recently, dsda-doom and prboom received patches to change how the spectre transparency is done, it now looks closer to the software renderer version.

>> No.8109608
File: 84 KB, 1920x1080, image_2021-09-06_075850.png [View same] [iqdb] [saucenao] [google]
8109608

>>8109598

>> No.8109610

>>8109608
The other one looks good, but this one is tacky.

>> No.8109612
File: 201 KB, 1920x1080, doom87.png [View same] [iqdb] [saucenao] [google]
8109612

>>8109608

>> No.8109616

>>8109592
1) update to vkQ 1.11.0 or QS 0.94.1
2) throw Spiked into trash

>> No.8109617

>>8109608
i see doom's finally catching up to quake

>> No.8109621
File: 32 KB, 555x509, 443.jpg [View same] [iqdb] [saucenao] [google]
8109621

i need a list of all secrets for doom 1 or ultimate doom

t.currently episode 1 UV and cant help but feel somewhat incomplete when I miss secrets that could help me down the line

>> No.8109623

>>8108626
Will it vis? Usually there's an issue with running vis on maps with large open spaces

>> No.8109624

>>8109373
Deus Vult, Combat Shock, Valiant, and Sunlust are the fun kind of slaughter, which is why those are viewed with fondness, they look great, but they're also great to play.
People will continue to remember those, but shit by BridgeBuner and Arlene will be forgotten as pale imitations which didn't get it.

Aesthetics are definitely an important point though, there's no arguing that, but it's only ONE of the points. Crucified Dream has by far the most gorgeous looking deatmatch maps you'll ever see in your life, the aesthetic quality in those levels are through the goddamn roof, it's awe inspiring.
However, Crucified Dreams is never played by anyone, because as nice as it looks, they're not actually very fun to play, the detail means nothing because they don't flow well.

>> No.8109630

>>8109624
i revisit hell revealed all the time

are you triggered

>> No.8109632

>>8108317
They should all be variations of Dan Akroyd's crystal skull vodka

>> No.8109637

>>8109621
doomwiki nigga

>> No.8109638

>>8109621
Doom 1 isn't hard enough that you'd need all those secrets.
Also,
>what is doomwiki.org

>> No.8109645

>>8109637
>>8109638
however i found a more simple looking website http://classicdoom.com/doommaps.htm

this is my first time on a pc in a while
im also playing brutal doom

>> No.8109647

>>8109624
Valiant isn't even slaughter, outside of map31.

>> No.8109661

which quake should i buy for running mods on?

>> No.8109670

>>8109645
>im also playing brutal doom
Yeah, I could tell you had shit taste when you posted wojack.

>> No.8109672

If your map is inspired by Plutonia instead of Doom 1/2 it's a slaughter map
simple as

>> No.8109674

>>8109672
>If your map is inspired by Plutonia instead of Doom 1/2 it's a slaughter map
I made a Dead Simple clone with just like ten times the amount of monsters. What now?

>> No.8109676

>>8109674
That's a Plutonia inspired map, doom 2 inspired map wouldn't have that many enemies

>> No.8109681

>>8109676
Impeccable logic

>> No.8109682

ok i guess we are witnessing the return of the "anything i do not like is slaughter" troll. i'm never sure this guy ever plays doom

he certainly spends lots of energy disliking half (or more) of the community

>> No.8109684

>>8109046
Is the viewmodel staying the same regardless of FOV? It’s not vkquake but the new Quakespasm had me run into this as well.

>> No.8109693

>>8109682
This sentiment seemed to be growing the past few threads, since what constitutes as “slaughter” varies. I’ve also seen some occasional “SSG is OP” thoughts.
My headcanon is I like to they’re the same dude, and he’s just labeling anything as “S-SLAUGHTERSHIT” if it can’t be safely SSG’d the whole way through.

>> No.8109713
File: 38 KB, 470x308, 1615349082856.png [View same] [iqdb] [saucenao] [google]
8109713

>>8109647
I distinctly recall multiple large scale encounters where I employed herding tactics to take them on. Actually, I might be confusing Valiant for Vanguard in my head, that was another Skillsaw mapset, and I'm pretty sure THAT had a lot of slaughter in it.

It was quite a long while ago since I played those, my bad.

>>8109682
HOW THE FUCK AM I CALLING IT SLAUGHTER AND BAD WHEN I CALLED IT GOOD? I said Combat Shock was good AND slaught-

>>8109672
>>8109676
Oh, you were talking about THIS fuckstick. My bad, I'm gonna go drink some water and calm down.

>> No.8109715

>>8109693
there's even a ribbiks map titled "anything i do not like is slaughter"

it's just weird because personally i understand that people like different types of gameplay, and also that even within slaughter there are many varieties (in this thread we already have nosp2 (no_reason) and sunlust mentioned, which are very different), and this is all okay, it can co-exist, it does not damage the community, actually it makes it stronger because they both on their own attract more people.

e.g., i personally never play with mods, and i don't even have zdoom installed any more. but i am okay with it that there is a big community for it, that kegan exists, that bridgeburner exists, etc.

>> No.8109718

>>8109630
No, I also have guilty pleasures.

>>8109632
I think it would be too much if they were all skull bottles, but maybe it would be cool if like, Blursphere or Invulnerabilitysphere was like a skull shaped bottle with some colorful whirling content.

>> No.8109728

Doom 2 maps with 100+ monsters
5, 6, 8, 9, 10, 12, 13, 15, 16, 17, 18, 19, 21, 23, 24, 25, 27, 28, 29, 31

Plutonia maps with 100+ monsters
9, 15, 16, 19, 22, 23, 25, 26, 28, 29, 32

>> No.8109747

>>8109715
The problem with slaughtershit is that it isn't ghettoized away to some filthy corner of DW for people to ignore. Ever since Scythe, you'll be playing a relatively good wad like Epic2 and all of a sudden a garbage slaughter episode appears out of nowhere because DW autists turned this stupid genre into a benchmark. Every other cacoward winner is guilty of this and it's awful.

>> No.8109748

>>8109713
Vanguard was definitely a bit more slaughtery in its later levels. It was made when Skillsaw was gushing over Speed of Doom.
Valiant (And Ancient Aliens too) do have some slaughter influence here and there, but they're use of hordes is a lot smaller in scale and less demanding than true slaughter. I remember seeing them described as "slaughter-lite" at one point.

>> No.8109754

>>8109747
oh so it is you haha

i'm sorry you don't like playing doom

just play a wad until you stop liking it and then play another. there are so many good wads right now

>> No.8109760

>>8109748
There is Cyberwar 7734 in Valiant, but you'd have to be a real special boy to categorize a megawad as slaughter because of a single secret map. I guess people do that with Plutonia and Go2It too, though.

>> No.8109778

>>8109754
>slaughtershit is doom
yeah, and rocket arena is quake

>> No.8109785

>>8109747
Maybe you should simply stop sucking at Doom.

>> No.8109791 [DELETED] 

>>8109785
>H-h-harder makes it b-better!!
I suggest purging the autism from your body now before you find yourself downing estradiol

>> No.8109793

>>8105836
>its Galena
the Ai has based tastes

>> No.8109797

>>8105538
it even got the green armor what the fuck

>> No.8109801

>>8109748
>but they're use of hordes is a lot smaller in scale and less demanding than true slaughter. I remember seeing them described as "slaughter-lite" at one point.
I don't think it has to be like God Machine tier on every map to count as slaughter, Cyberden and Go 2 It are pretty slaughter to me, and they're really nothing compared to like 80% of something like Sunlust (not that the rest of Plutonia qualifies as slaughter in any way, just so we're clear).
Something like Epic 2 I wouldn't call a thoroughbred slaughterwad or anything, but it's got it's fair share of the stuff.

>8109791
Salty scrub lashes out due to lack of skill and ability, many such cases. Sad!

>> No.8109803

>>8109747
I remember enjoying the build up to the third episode and also enjoyed playing it. It's been awhile though so maybe I need to give it another go.

>> No.8109806

>>8109747
Epic 2 doesn't even have that large amounts of monsters, that it could really qualify as slaughter. It's not Sunder tier hardcore gameplay. It's quite close 90s map set in terms of higher amount of monsters.

Consider following:
If not single wad in last 20 years has been good to you, you might not like Doom. Any slightly longer or harder battle feels like a slg do you, because you do actually love the gameplay. Maybe your liking to this game is just purely fueled by nostalgia. So maybe you just torturing yourself with custom content.

Your second choice is to lower the difficulty all the way to Hey Not Too Rough. It literally decreases the monsters, and you hate larger amounts of monsters. Stop acting that you are hardcore player. Even casuals don't have hard time with Epic 2. Just play on easy, stop torturing yourself.

>> No.8109807

>>8109515
That EA stunt was marketing.
There are low level rumors of they wanting a Ultima game and Syndicate.
They still have the documentation and all builds of UO2, and they want a better syndicate game after the crap the previous one was.

If anything, a Syndicate game on the lines of Hitman which you pick missions is perfect.

>> No.8109814
File: 3 KB, 302x105, captcha.png [View same] [iqdb] [saucenao] [google]
8109814

>>8108548
>since these are static items
I just got an idea - give the potions a bobbing-up-and-down animation, akin to how power-ups "float" in Adventures of Square. It would take a lot of time an autism to get the offsets just right. If you don't want to, perhaps once you post the sprites I can take a crack at it

>> No.8109817

>>8109806
If you're going to accuse others of not playing Doom, maybe you should have actually played Epic 2 at some point so you could not embarrass yourself with the claim that it doesn't turn into slaughter 25 maps in.

>> No.8109821

>>8109817
Not Sunder-tier. AA tier at maximum.

>> No.8109828

>>8109801
Go 2 It is definitely slaughter. I don't think many people would deny that. Even with only 200 monsters, the map is densely packed, with liberal use of Cyberdemons (The only iwad map to have double digit numbers of them).
I disagree on calling Cyberden slaughter, though. Pretty much all of the Cyberdemons are fought 1v1, and the stuff inbetween the cybers are also pretty standard plutonia gameplay. Sure, theres a horde of Revenants at the very end that could be seen as slaughtery by itself, but beyond that, the level is mostly non-slaughter gameplay.

>> No.8109830

>>8109821
>It's not slaughter if you aren't holding down the BFG trigger literally the whole map

>> No.8109848

>>8109830
If you don't need bfg or infighting it hardly qualifies as slaughter.

>> No.8109849

Sigil but for Heretic
Do it Romero

>> No.8109851

>>8109830
> Scotch® tape for the trigger DLC incoming

>> No.8109857

>>8109848
How much one needs one or the other is where it gets messy.

>> No.8109858
File: 2.18 MB, 1920x1080, fte-20210906021324-0.png [View same] [iqdb] [saucenao] [google]
8109858

for those asking about Quake 2 truform

>> No.8109864

>>8109848
I guess half of World Orifice is not slaughter.

>> No.8109869

>>8109830
i'm slaughter

>> No.8109871

>>8109858
Upscale filters for the third dimension.

>> No.8109872
File: 2.48 MB, 1920x1080, fte-20210906020646-0.png [View same] [iqdb] [saucenao] [google]
8109872

>zoomer doesnt know old tech
/v/ needs to go

>> No.8109890
File: 2.35 MB, 1920x1080, fte-20210906020814-0.png [View same] [iqdb] [saucenao] [google]
8109890

>>8109872
its interesting to say at most, its unfinished as fuck on fteqw using dgvoodoo2 d3d9 + the qindie opengl wrapper into direct3d, they simply ported from Q3A with no tweaks, though that can be said to Q3A too which i'll post later.

>> No.8109897

>>8109502
check out the horror maps those usually have some story behind them

>> No.8109924

>>8109502
https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/unloved

This one is really good and I recommend it to anyone who hasn't played it yet but you do need gzdoom

>> No.8109925
File: 2.01 MB, 1920x1080, fte-20210906065731-0.png [View same] [iqdb] [saucenao] [google]
8109925

Here is your widow boss

>> No.8109931
File: 2.10 MB, 1920x1080, fte-20210906070034-0.png [View same] [iqdb] [saucenao] [google]
8109931

>>8109925
interesting to say at least, the tessellation level is fucked as it was quickly put to demonstrate, but with some code improvements on the level and maybe finally ditching vertex to bones and a few model tweaks with some extra poly, it may be pefect.

also i don't have hexen 2 to test here and FTEQW can't even run Q1 and Q2 demons at my end.

>> No.8109935

>>8109924
Also, the guy who made this mod also ended up making a game on steam called unloved.

>> No.8109963

so i'm a fucking idiot and massively late to the party, is there still a way to get DoomRPG+DoomRLA and shit together and working? DoomRPG seems to be a corpse and the DoomRLA thread makes no mention of it

>> No.8109969
File: 1.54 MB, 1920x1080, fte-20210906071336-0.png [View same] [iqdb] [saucenao] [google]
8109969

Those maidens...

>> No.8109975
File: 1.61 MB, 1920x1080, fte-20210906071354-0.png [View same] [iqdb] [saucenao] [google]
8109975

>>8109969
also its interesting how the textures kinda aligns well with this, but still its limited to the mesh itself being two sided as Q1 itself

>> No.8109982
File: 1.66 MB, 1920x1080, fte-20210906071402-0.png [View same] [iqdb] [saucenao] [google]
8109982

>>8109975
last one, also all weapons are fucked, unlike quake 3

>> No.8110062

>>8109632
>>8109718
A skull potion might work as the berserk pack
It indicates it's still a health potion and also that people are going to start fucking dying once you drink it

>> No.8110142
File: 2.80 MB, 1920x1080, fte-20210906082811-0.png [View same] [iqdb] [saucenao] [google]
8110142

And now here is Q3A truform
https://imgur.com/a/TcV1qcC

there some before and after in it, and how some models doesnt work with it
too many ssmooth round tits and asses galore for girls as god wanted it

>> No.8110168
File: 42 KB, 863x694, Untitled.png [View same] [iqdb] [saucenao] [google]
8110168

Since when did UDB do this? The custom monsters show up with their sprites under User-defined things. Bretty cool.

>> No.8110180

>>8110168
One of the last updates. I got two of them over the last few days and it definitely wasn't before.

>> No.8110181
File: 156 KB, 680x678, 1463566546475.png [View same] [iqdb] [saucenao] [google]
8110181

>>8110142
>pics

>> No.8110191
File: 231 KB, 443x530, saber happy.png [View same] [iqdb] [saucenao] [google]
8110191

>>8110168
I guess that's why it's called Ultimate. Man, this new software with the new specs and features, UMAPINFO, extended dehacked, MBF21, it just makes me smile thinking about all the possibilities.

>> No.8110195
File: 518 KB, 500x715, 1616851085582.gif [View same] [iqdb] [saucenao] [google]
8110195

>>8106957
DO TUROK 3 YOU PENIS SOMMELIER

>> No.8110197

One of the key characteristics in every late 90's fps was that you'd met a mysterious antagonist at the end of level one or two who says they know you and you'll meet again later in the game, and they turn out to be a former friend, family membor or colleague or something.

This was in Shogo, Soldier of Fortune and Half-Life, any other examples?

>> No.8110203

>>8105123
I fucking hate how Q3A plays compared to Q1's deathmatch. It's like Q3A tries to be a more objective based shooter, with the fact that your success is derived from map control, and the control of powerups and weapon pickups, but Q3A's gunplay doesn't fit right with it. There's no concessions being made within the guns to account for this, it's just the same as Quake 1, which just doesn't feel right. Quake 1 on the other hand is a blast thanks to it's near 1:1 correlation between mechanical skill and performance.

>> No.8110204

>>8106986
shamblers are for hugs

>> No.8110208

>>8110168
They don't show up for me. Is it because I don't have the MBF21 config?

>> No.8110213

>>8110208
Are you not making your map in MBF21? Have you updated to the latest version? As I said in >>8110180, it wasn't there in the second-to-last version.

>> No.8110215

>>8107341
>question doomguy
well, was it worth it, doomguy?

>> No.8110218

>>8110168
>$TITLE
>$CATEGORY

>> No.8110247
File: 352 KB, 1440x1080, req.jpg [View same] [iqdb] [saucenao] [google]
8110247

>>8110197
>mysterious antagonist...they turn out to be a former friend, family membor or colleague
>Half-Life
huh?

anyway, I guess Requiem sorta fits: antagonists start throwing monologues at you from level 0, and eventually there's a reveal (with some top-tier VA: https://vocaroo.com/102toUxmkaHS))

>> No.8110293

I can't find it right now, but what HP does the King Boner have?

>> No.8110295

>>8105902
Those skeletons looked exactly the same back then as they do now. Its just marketing hype.
Likewise, Quake always looked a bit dull and was always about the cool levels and gameplay. The improvement 3d brought was more in how the levels could be made than how they looked.

>> No.8110298

>>8110295
>Those skeletons looked exactly the same back then as they do now
Hence context

>> No.8110329

>>8110293
Double the Revenant.

>> No.8110386

>>8110168
i didn't know about these updates

this is brilliant and so is "king boner the stiff"

>> No.8110390

>>8110329
Thanks

>> No.8110405
File: 399 KB, 420x420, 1623197279529.png [View same] [iqdb] [saucenao] [google]
8110405

>can't beat Run From It (Scythe 1)
>feels like if I so much as faintly rub up against a wall I lose time and can't make it
>look up some videos to see what I'm doing wrong
>every video has lads with 200% health
>the only one that isn't was a UV-Max which somehow doesn't trigger the revenant bridge to collapse???
this fucking close to skipping this shit

>> No.8110407

>>8110405
You pretty much have to learn how to SR50. I didn't like that map either.

>> No.8110425

Just heard that Rekkr might be getting a big box release. Suck on that, Sigil!

>> No.8110449

When the fuck is btsx 3 coming out

>> No.8110450

>>8110449
2033

>> No.8110467

>>8110450
God damn it

>> No.8110468

>>8110405
just play on easy

>> No.8110469

Just played through Quake on Nightmare on the new remastered version. I actually died quite a lot due to the 50 health limit. Is it harder than the original Nightmare difficulty or am I just bad?

>> No.8110471

>>8110449
When it's finished

>> No.8110473

>>8110469
Maybe a little bit? Just because the monsters will move around more. Regular nightmare has enemies simply attacking twice as fast.

>> No.8110474

>>8110405
>>8110407
yeah just find an easy way to sr50

like many people, i use mouse movement for it.

dsda doom has a "command display" option, it helps you debug whether you're really doing sr50 or not.

>> No.8110486
File: 59 KB, 640x640, stress.jpg [View same] [iqdb] [saucenao] [google]
8110486

>Just reached Abbadon's Void on UV

>> No.8110559
File: 475 KB, 788x555, i may die.png [View same] [iqdb] [saucenao] [google]
8110559

I started playing Doom 2 on Ultra-Violence on anons recommendation after finishing Doom 1 (and Sigil) on Hurt me Plenty.
Doom 2 is pretty hard like this, but still manageable for someone new like me.
However, I just met the Archvile enemy for the first time in '0' of Destruction, I think the mission is called.
What's the strategy for taking down Archviles safely?

Also, Pain Elementals are a HUGE pain (heh) in my ass.
Lost Souls are so tanky considering how many there are in comparison to the much sparser number of them in the first game.
Are they just like that or is there some trick I'm missing?

>> No.8110568

>>8110559
>Archviles
Get behind something when they do their devil magicks, it's line-of-sight based. Bodyblock them from getting to corpses you're not okay with them reviving, since they have no melee attack.
>Pain Elementals
Get up in their business, they can't spawn lost souls if you're in the way, and they also have no melee attack.

>> No.8110570

Is talking about the "new wave" of retro shooters allowed here?
I've seen some posts on some of the games in here, but not that many.
Is it that games made on Dooms engine is allowed, but stuff like Dusk for example which is made in Unity I think is not allowed?

>> No.8110571
File: 1.68 MB, 1920x1080, ZHZt1jv.png [View same] [iqdb] [saucenao] [google]
8110571

>>8110142
god bless paul steed in heaven for making these models truform friendly

>> No.8110578
File: 44 KB, 300x300, Your friend.gif [View same] [iqdb] [saucenao] [google]
8110578

>>8110568
Thanks, I'll give strategies a go and hope I'll be able to deal with Pain Elementals easier, the little fuckers

>> No.8110587

Does a powerup with the following properties exist?

>Makes your punch one-shot everything
>But constantly drains health
>For every killed enemy you get a tenth of their HP back
>If you don't find enough or strong enough enemies in time you will die

>> No.8110606

>>8110559
Adding to what >>8110568 said, the super shotgun has the best chance of stunning an Archvile. So if you have enough time to get back into cover, give him a douible-barreled buckshot hug.

>> No.8110608
File: 3.54 MB, 1080x700, 1588987876964.gif [View same] [iqdb] [saucenao] [google]
8110608

>>8110559
>I just met the Archvile enemy for the first time
https://youtu.be/xsVWdMVYJgk
https://youtu.be/HJcf0aOwmiA

>> No.8110613 [DELETED] 

>>8110486
Nobody cares noob, go have sex already.

>> No.8110616 [DELETED] 
File: 857 KB, 707x721, sunny.png [View same] [iqdb] [saucenao] [google]
8110616

>tfw /vr/oom will never stop being bad at Doom
Lmao

>> No.8110629

>>8110606
Even with SSG stunning an Archvile chance is very low, you shouldn't be relying on that. Also I personally find chainsaw is more reliable but I wouldn't recommend that either

>> No.8110641
File: 33 KB, 661x623, 1625338725070.png [View same] [iqdb] [saucenao] [google]
8110641

>>8110613
>He cared enough to reply
I already have had the sex.
But I'm here for DOOM, not to COOM.

>> No.8110662

>>8110608

>pro doom monster strats

This video is a classic and absolutely patrician, we should have it in the OP.

>> No.8110665

>>8110641
This should really show the imp exploding into a mist, or his head flying off or something. There aren't many feelings more satisfying in Doom than punching an imp into literal pulp.

>> No.8110668

>>8110486
Is there anything different about it on UN? I remember it being a hard level when I played it.

>> No.8110673

https://soundideas.sourceaudio.com/#!details?id=7615388

SOVL

>> No.8110698

Wow, I finally managed to get the big sector layout and key progression down.
Now all I have to do is make rooms here.

>> No.8110703

>>8110449
Half of the maps are still undone (it's gonna be 32 map megawad). I wouldn't expect it this decade.

>> No.8110726

>>8110425
Easy, now. I'm just looking into how much printing the boxes alone might cost. It very well may be well out of my price range of "cheap".

>> No.8110731

>Ctrl+F "donut"
>3 results
I thought he had more. Or are the donut posts getting deleted? Because the slaughter shitposting is still there.

>> No.8110734

>>8110731
more donutposts last thread I think

>> No.8110740
File: 2.46 MB, 1536x1024, file.png [View same] [iqdb] [saucenao] [google]
8110740

>>8110731
Some of the donut posts got deleted because they were replying to /pol/tards and dramafags, those donuts.

>> No.8110742

>>8110629
pretty sure chainsaw stuns on enemies other than Pinkies/Imps/Zombies only works on GZDoom.

>> No.8110743

>>8110559
>>8110662
https://www.youtube.com/watch?v=_0KBAZkPFmI
Don't forget this one

>> No.8110747
File: 31 KB, 832x660, BTSX release date.png [View same] [iqdb] [saucenao] [google]
8110747

>>8110449

Any time between last June and December 2034, according to my calculations.

>> No.8110750

>>8110740
Now I'm hungry for donuts.

>> No.8110760

>>8110750
I'd like to have a donut now, too.
Just on the weekend I came across smarties covered ones.

>> No.8110773

>>8110570
TECHNICALLY the latter isn't allowed, but nobody's going to lynch you if you bring them up or anything.

>> No.8110781
File: 35 KB, 317x265, 1555321480807.jpg [View same] [iqdb] [saucenao] [google]
8110781

>>8110743
This is cool. I had no idea it was this strange.
Neat.
>>8110750
My mom bought me two donuts today.

>> No.8110782

>>8110587
maybe in doom eternal or some other yoba shit for zoomers

>> No.8110797

>>8110781
Platinum, abandon wow, embrace tes and ff, embrace tesg waifus

>>8110587
team arena had a similar idea
Also does anyone has James, Janet and Callisto bots for Vanilla Q3A?
Firefox nuked my favorites and i lost the polish quake 3 site with a shitload of skins and bots

>> No.8110806

>>8110405
Set the strafe button to Right Click, and when you can, hold right click and move your mouse in the direction you're strafing to add an additional strafe command on top which boosts speed but also locks in your direction

>> No.8110808
File: 192 KB, 661x623, 1592682803861.jpg [View same] [iqdb] [saucenao] [google]
8110808

>>8110665
it's based on a template

>> No.8110879

Holy shit Plutonia is fucking fun.

>> No.8111010
File: 467 KB, 661x623, 1630962201364.png [View same] [iqdb] [saucenao] [google]
8111010

>>8110808
I can't draw boots, but you get the idea

>> No.8111013

So here is a tidbit of mystery folr Q3A truform tesselation on fteqw
For some reason, a few models doesn't trigger tesselation, or a few spots triggers it while the rest of the model doesn't. i noticed that with crash default model and even other ones like lo wang and team arena bots.

It would be possible to anyone here to check this out? maybe its a trigger on the md3 model that doesn't permit use of it

>> No.8111014
File: 100 KB, 283x700, balls of steel.png [View same] [iqdb] [saucenao] [google]
8111014

>>8111010
lol

>> No.8111034

>>8110740
Man, I need to get some donuts tomorrow, and get started on my map, man.

>> No.8111038
File: 1.15 MB, 1563x821, talikek.png [View same] [iqdb] [saucenao] [google]
8111038

>>8111010

>> No.8111046

Been playing "Doom: The Way We Remember It" and in E3M5 I cannot for the life of me find the floor plate that trigger the door to get the blue key
Am I just a retard?

>> No.8111049

>>8111046
Wasn't that mapset an ill conceived broken mess?

>> No.8111053

Do some people here still play Hideous Destructor? I want to know if the leaning actually works like it should now, because last time I tried HD people here told me it was not
Also are the HD devs trannies onionss or something? I might not bother after all if they are.

>> No.8111056

>>8111049
Yes, but I checked other forums and found no one else having the same issue
Up to this point I've not been hung up

>> No.8111063

>>8111053
Don't bother with leaning other than to power crawl if you're incapped.

>> No.8111095
File: 24 KB, 250x351, erikalm.jpg [View same] [iqdb] [saucenao] [google]
8111095

>>8110405
>mfw

>> No.8111109

>>8111095
His smug aura mocks me.

>> No.8111131
File: 13 KB, 311x343, pat2.jpg [View same] [iqdb] [saucenao] [google]
8111131

>>8107341
kill ass fun hell

>> No.8111143
File: 390 KB, 800x1316, bully.jpg [View same] [iqdb] [saucenao] [google]
8111143

>>8111034
dont youll get fat

>> No.8111187

>>8110559
In time youll learn to identify based on the sound effect when you have to hide and when you can come out of cover and blast him. The window of danger is actually very short.

>> No.8111219

>>8109623
It can vis so far, though it does take a minute.
I need to make some more brushes into func_details

>> No.8111448

Guys why aren't you posting

I wanna know stuff about Doom

>> No.8111464

>>8111448
What do you want to know m8?

>> No.8111468
File: 578 KB, 225x173, RashDigitalBarbet-max-1mb.gif [View same] [iqdb] [saucenao] [google]
8111468

>>8111010
He hops around on his 3rd leg while doing this

>> No.8111501

>>8111013
Can you post screens? Depending on where it doesn't work it might be intentional, but it might just be fucking up somehow.

>> No.8111517

>>8111468
you know
he's got balls of steel
probably really big bouncy ones

>> No.8111528

>>8111501
here >>8110142

>> No.8111575
File: 104 KB, 480x1256, cachedImage.jpg [View same] [iqdb] [saucenao] [google]
8111575

>>8111468

>> No.8111587

>>8111575
realism is overrated

>> No.8111615

Does anyone have a grp of alien world order that they’ve managed to successfully convert with nightfright’s tool? If so will you share it?

>> No.8111685

>>8111528
Not sure what the issue is, sorry. I figured it would've been selective with what's affected, so hard surfaces would retain their edges, but it just seems to be inconsistent.

>> No.8111691
File: 56 KB, 787x179, ZOMG THEY STOLE MY HUDZ.png [View same] [iqdb] [saucenao] [google]
8111691

Whats the command/setting/keybind to show the top half of the hud with all the weapons and rune count?
I can't find it anywhere in the settings.
I'm using Quakespasm.

>> No.8111707

>>8111685
https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/engine/client/renderer.c#l368

if you want to check it out by yourself, there is also the truform client made by raven but it isn't working here, maybe there is fixed, since the videos on yt shows crash's default model with the effects on

>> No.8111710

Playing quake in bed with split joycon while cuddling my wife is mad comfy.

>> No.8111732

>>8111710
tfw no shambler wife

>> No.8111837

>>8111468
I heard the theory that he uses a shopping cart as support. You know, the one he uses to lug around all those guns and ammo.

>> No.8111849

>>8111691
- =

>> No.8111859

>>8111849
Thanks

>> No.8111860

reelism is underrated

>> No.8111876

can we get the next op with one of the tessellated ati truform butts?

>> No.8111879

>>8111876
English, please.

>> No.8111882

>>8111879
see >>8110142 imgur link, and chose the best butt for the next op.

>> No.8111936
File: 106 KB, 484x461, Untitled.png [View same] [iqdb] [saucenao] [google]
8111936

>>8105128
The satyr is currently impossible to chainsaw to death due to its low pain chance. I think its pain chance should be increased from 40 to 200 to match that of the imps.

>> No.8111940

>>8110142
Could this be applied to Elite Force 1/2?

>> No.8111983

anybody know how to turn on a FPS counter in the Doom 64 Steam edition?
I swear this steam edition is a total pile of shit, it doesn't let you change anything. idk why the fuck i bought it Doom 64 EX is better.

>> No.8111987

>>8111983
Also literally any other source port beside Kaiser's on the planet support for Doom64.WAD when?

>> No.8111996

>>8111936
Having a unique resistance seems like a good thing. You cant reliably chainsaw mancubi in (non-ZDoom) Doom either.

>> No.8112034
File: 742 KB, 600x900, 2fc8b744533b6f33ec20f19a80a5d2d2.png [View same] [iqdb] [saucenao] [google]
8112034

Is anyone here able to play Gore: special edition without a cd key? and if so can you upload a copy somewhere because even though this game is free, I cannot bypass the cd key prompt

>> No.8112073

Whats the best way of balancing UV, HMP and HNTR?

>> No.8112083
File: 10 KB, 312x100, WAPTT.jpg [View same] [iqdb] [saucenao] [google]
8112083

>>8112073
Only balance the game for UV and then patronizingly distribute invuln spheres and megaspheres everywhere for the lower difficulties.

>> No.8112089

>>8111143
Too late for that. I'll start working it off when I've healed enough to lift again.

>>8111468
I always figured he was walking on his hands when doing this.

>> No.8112091

What's a good megawad from the last 10 years that plays closer to Memento Mori than Plutonia?

>> No.8112101

The latest version of QSS has an extra options menu for easy access to things like filtering, interpolation, r_scale and r_particles. It's all stuff I already had configured, but it's a nice thing to point newbies towards. Also seems to have options for toggling new and old models on the fly like Kexquake, but I haven't bothered figuring out exactly how it works.

>> No.8112104

Thoughts on multiplayer only areas?

>> No.8112108

>>8112104
are you thinking of putting them in all your maps in your megawad?

>> No.8112128
File: 94 KB, 960x720, 1482878976416.jpg [View same] [iqdb] [saucenao] [google]
8112128

I got that handless sprite pack finished up, and I was given a fucking God-tier name for it. Any of you Hideous Destructor players might enjoy this.

https://combine-kegan.itch.io/separated-arms

I'm going to get back to work on GMOTA now.

>> No.8112132

>>8112091
Reverie?

>> No.8112150

>>8110742
cacos stun on crispy doom

>> No.8112151

How do you change the player's max health depending on skill level in ZDoom? Skill Definitions on zdoomwiki doesn't seem to have an option for this listed.
friendlyhealth only affects friendly monsters, not the player.

>> No.8112153
File: 228 KB, 450x675, image0.png [View same] [iqdb] [saucenao] [google]
8112153

>>8112034
ok I just discovered in GoreSEchangelist.txt it says >"-The game will now automatically obtain a free standard key and launch the game if the player does not have a key in their registry. This removes the need for players to visit a website to obtain a free key."

>> No.8112156

>>8112128
Looks awesome, Kegan.

>> No.8112174

>>8112073
>best
That is subjective, but at the very least, easy should be beatable in a saveless secretless run by the author himself

>> No.8112175

>>8112104
Depends
Deathmatch only areas are perfectly fine, as you're not really mising out on anything (outside of maybe items percentage if stuff wasnt tagged as MP only).
Coop only areas on the other hand can be a bit messy. In some extreme cases, a map might even require workarounds so that Single Player is even doable. I'd even argue that Memento Mori 1 trying to do so many coop areas is part of why it feels less polished than TNT.

>> No.8112180

>>8112156
Thanks man, I needed to get this outta my system, so now people got a nice weapon reskin pack and I can get my ass back on GMOTA dev.

>> No.8112185

>>8112151
>friendly monsters
what?

>> No.8112190

>>8112185
Monsters that are your ally, and attack enemy monsters instead of you. Some gameplay mods and zdoom maps have this.

>> No.8112191

>>8112128
Nice, I like that the pistol is just barely low enough that it hides the fact there's no actual reload animation.
It bugs me when reskin packs put two hands on the pistol (or other weapons) and you can still see them both when you're supposed to be reloading off-screen.

>> No.8112207

Bet you can't list 5 doom ports right now.

>> No.8112210

doom 95
zdoom
odamex
zandronum
...
fuck
...
shit!
...
god damnit

>> No.8112215
File: 10 KB, 212x156, 890yhsdv.jpg [View same] [iqdb] [saucenao] [google]
8112215

FUCK THESE THINGS

>> No.8112241
File: 44 KB, 560x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
8112241

>>8105124
This is old news but
[9-01] Zero Master claimed every Plutonia UV-Max record for himself
https://youtu.be/oYVlPv5s8Uc

>> No.8112271

>>8109623
>>8111219
>Outside "box" 1 vis leaf, everything within it func_detail
>Inside room(s) boxed off with proper brushes, everything inside func_detail.
Should vis in a second, right?

>> No.8112276

>>8112207
Its too easy with all the prboom+ derivatives recently.

>> No.8112285

>>8112276
Speaking of, why does nu-prboom run like shit sometimes?

>> No.8112294

>>8112175
That secret map in MM1 that was split into two identical copies where player 1 needed their friends to open up the secret exit for them was pretty cool, if you can actually get a friend to do it with. A coop raid on zandronum will probably just bruteforce the map in a few minutes and not even bother.

>> No.8112323

>>8109807
that reminds me, have you heard of/tried Satellite Reign? I hear its basically a modern Syndicate

>> No.8112335
File: 2 KB, 145x70, qeyes.jpg [View same] [iqdb] [saucenao] [google]
8112335

Getting awfully close to the end of this baguette here lads...

>> No.8112345

Man, why are girls such girls? Watched this girl stream Doom 2, and in that one fucking Sandy city level she just stood there whimpering in the corner instead of approaching the guys and shooting them. I mean, you have saves, what are you afraid of?

>> No.8112348
File: 1.17 MB, 640x480, r6.png [View same] [iqdb] [saucenao] [google]
8112348

>>8105124

Rainbow Six mod that combines all classic R6 games into one - https://www.moddb.com/mods/rainbow-six-black-ops-20/downloads/rainbow-six-black-ops-20-release

Original Rainbow Six titles, including an exclusive Korean-only game, are reproduced into the latest Black Thorn v2.61 game engine:
- Rainbow Six (1998)
- Rainbow Six: Eagle Watch (1999)
- Rainbow Six: Rogue Spear (1999)
- Rainbow Six: Urban Operations (2000)
- Rainbow Six: Covert Ops Essentials (2000)
- Rainbow Six: Black Thorn (2001)
- Rainbow Six: Take Down – Missions in Korea (2001)

Play all Rainbow Six titles in a campaign spanning 56 missions, with operators unlocked and removed according to the lore.

>> No.8112351

Can't you damn Euros do anything yourselves? I'll make the new thread

>> No.8112362

NEW THREAD
>>8112357
>>8112357
>>8112357

>> No.8112363

>>8112351
Chill man, I just got out of bed.

>> No.8112369
File: 348 KB, 832x1025, 1629405706332.png [View same] [iqdb] [saucenao] [google]
8112369

>>8112363
It's just some banter, anon. See you next thread.

>> No.8112854

>>8112073

Build the level so it seems about right to you in HMP.

Make UV extra hard by adding extra archies, changing some knights to barons, shotgunners to chaingunners, etc. Make HNTR easier by adding in extra health and ammo. Try not to change the overall monster count by any more than +/- 5%.

You can only balance for UV if you're a top level player. If you're an average Doomer like me, be honest about your own skill level and make UV just a little harder than you can comfortably finish yourself, so that the no-lifer autists have something to sink their teeth into.

The great thing is that even if you make something which is outright bullshit this way, the Doom community loves outright bullshit.

>> No.8113048

>>8112215
What game?