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/vr/ - Retro Games


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File: 1.71 MB, 1200x722, Garg.png [View same] [iqdb] [saucenao] [google]
8152632 No.8152632 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8142584

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.8152635
File: 935 KB, 1024x1024, vr info small +.jpg [View same] [iqdb] [saucenao] [google]
8152635

=== CURRENT RELEASE ===
Hard Fast Faggot Maps
Version 4.0 https://rentry.org/6hwzi
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: >>8112368
Please use spawnflag 16 for your level exit triggers

/vr/ HALLOWEEN PROJECT
Info here >>8147887

VRSKINS 4.0
Taking submissions

=== NEWS ===
[9-15] Thatcher's Techbase announced
https://twitter.com/letshugbro/status/1438110445613760513

[9-13] GOG has added a bunch of Star Trek games to it's catalog
https://www.gog.com/partner/startrek

[9-12] Temporal Tantrum (Test Version 3) is now out
https://youtu.be/VXxCe8zvJXY

[9-09] Serious Sam classic games get the (unofficial) ray tracing treatment
https://github.com/sultim-t/Serious-Engine-RT/releases

[9-09] Doomuniverse opens, a new forum for doom related things
https://doomuniverse.com/

[9-07] 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

[9-05] Quakespasm 0.94 out, fully supporting DotM
http://quakespasm.sourceforge.net/Quakespasm.html#s5

[9-05] Dread demo released
https://youtu.be/ZxhO1ZCOZ-M

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8152641
File: 746 KB, 1200x837, VR HALLOWEEN V2.png [View same] [iqdb] [saucenao] [google]
8152641

/vr/ HALLOWEEN PROJECT ANCHOR
SEE NEWS POST FOR PROJECT DETAILS

>> No.8152670
File: 277 KB, 1600x900, etrn03.png [View same] [iqdb] [saucenao] [google]
8152670

talk about stun locking with this chain gun also the trees look nice too

>> No.8152672

Cum in Hedon.

>> No.8152675

>>8152672
Hedon is a busted old hag.

>> No.8152678

And I would've gotten a HD no death run of MAP15 if it wasn't for that stupid fucking jump to the platform you can't even see without mouselook

>> No.8152691
File: 120 KB, 800x600, scr-e5m9[blood.ini]-0000.png [View same] [iqdb] [saucenao] [google]
8152691

I took this screenshot months ago but I don't remember if I posted it. Blood has an official multiplayer map called Monolith Office or whatever and in one of the rooms they have a poster of Beast with back turned

>> No.8152703

>>8152632
Man, some of the lesser monsters in Half-Life are brilliant works, impeccable designs and marvels of detailed, believable scripting, but the farther you get away from those the less the enemies have of interest. Its big monsters are turbo generic and lack the sheer soul put into the lesser ones.

>> No.8152709

>>8152675
Thats not gonna stop her from getting cummed in.

>> No.8152718 [DELETED] 
File: 104 KB, 1200x1200, E8Xy4vAUYAM8RpX.jpg [View same] [iqdb] [saucenao] [google]
8152718

schizo bingo: crispy, FTE, yamagi, GDX

>> No.8152719

>>8152678
>playing HD without mouselook

>> No.8152731 [DELETED] 

>>8152718
Yamagi is basically only port to play q2 on modern pcs. Also gdx is only finished port, that can play all build games. Tip: when you go baiting, try not to be so obvious.

>> No.8152738 [DELETED] 

>>8152731
>Yamagi is basically only port to play q2 on modern pcs

wrong

>Also gdx is only finished port, that can play all build games

also wrong. just say you won the bingo

>> No.8152745

>>8152678
If you feign death when falling, you won't get stunned when you land (since you're already technically incapped), and can get back up immediately if you survive the fall.

>> No.8152765
File: 45 KB, 639x361, db51b907d5372c42a0de68de4bf34bdc693484356176422bb9315e9cfbba6d55_product_card_v2_mobile_slider_639.jpg [View same] [iqdb] [saucenao] [google]
8152765

How would gaming landscape look without two Johns? It really seems to me that FPS genre as we know it is a complete fluke, there wasn't any other competitor to Wolf3D at the time, and we know that Japan completely foregone the genre in their own market, so it is possible that if not for id, first-person perspective would've been reserved for RPGs and immersive sims.

>> No.8152807

>>8152719
I was. Just stating that it's a fucking stupid design.

>> No.8152813

>>8152807
stupid design to expect you to use mouse look in a mod with mouse look?

>> No.8152821

>>8152813
I just said I was using mouselook you nigger. OG Doom games have none, so it's impossible to see the fucking platform from the place you're supposed to jump to it from

>> No.8152826

>>8152821
what the fuck is your problem then, retard? go play vanilla wads for your OG doom experience

>> No.8153028

Any cool recent examples of impessive enemies in mods?

>> No.8153043

>>8153028
I don't play a lot of stuff that uses custom enemies, but the new Grenadier in Supercharge is pretty cool. Doom's new equivalent of the Ogre from Quake with the same amount of trigger discipline: just hucking explosives like there's no tomorrow.

>> No.8153082

>>8153028
Rocket on legs.

>> No.8153113

>>8152678
Yeup, that there’s my biggest enemy in HD: Big falls in level progression that wouldn’t be a bother in vanilla.
>>8152670
I find this to be fairly balanced concept for the chaingun in general.

>> No.8153118

>>8153028
If we are thinking purely 2021 stuff.

Doom:
Tarnsman's Projectile Hell has these little flying shits with very low hp on 4th episode. They can be taken out with shotgun blast, but if you don't, they start showering you with shitload of fast projectiles.

Quake:
Torrent Of Impurities has devastator (along side many more returning custom monsters). It's stronger grunt type enemy with high hp, rocket laucher and occasional faster blaster firing. Very good addition to beastiary.

I also enjoyed those super nailgun grunts and railgun cyborgs on Alkaline.

>> No.8153129 [SPOILER]  [DELETED] 
File: 2 KB, 100x81, 1632054313832.png [View same] [iqdb] [saucenao] [google]
8153129

>>8152718
>anchor shitpost for easy ignoring
cheers

>> No.8153135 [DELETED] 

>>8153129
oh no

anyway

>> No.8153180
File: 175 KB, 800x971, quake3.jpg [View same] [iqdb] [saucenao] [google]
8153180

>>8152632
Quake 3's active population is now concentrated in the community over at q3retro.com. Head over, join the Discord, and find a server. I personally recommend ffa.q3retro.com:27960 since it gets busy in the evenings. Saturdays are pretty much active all afternoon. Each player's stats are tracked at https://www.q3retro.com/stats/index.php?config=cfg-ffa.php.. The "Game Stats" tab provides a better glimpse of how many people are currently active. I play under the handle FORTNITE. See you there.

>> No.8153205
File: 68 KB, 600x600, they hated him 2.jpg [View same] [iqdb] [saucenao] [google]
8153205

Half Life is better than Halo

>> No.8153234

>>8153205
Is Halo already a retro fps? Well now that I think about it, this general may have posters,that haven't been born when Halo was released. I'm too old for this world.

>> No.8153240

>>8153234
Portal is a retro fps at this point

>> No.8153248

>>8152821
It's almost as if Matt himself has stated that HD isn't designed with actually beating Doom in mind.

>> No.8153253

>>8153248
Doom 1 through HD is fine. Doom 2 has bits like the Crusher and The Pit which don’t mix too well with HD’s fall damage.

>> No.8153294 [DELETED] 
File: 471 KB, 599x1617, romero.png [View same] [iqdb] [saucenao] [google]
8153294

Who is in the wrong here?

>> No.8153310 [DELETED] 

>>8153294
no please don't cancel bromero

>> No.8153315 [DELETED] 

>>8153294
Jesus, who gives a shit. Romero's wrong about all sorts of tangential shit he's involved with. Who isn't.

>> No.8153318
File: 177 KB, 351x485, doomguy e1m2.png [View same] [iqdb] [saucenao] [google]
8153318

>> No.8153325

>>8153318
he was enjoying the imp's song too much and got careless

>> No.8153332
File: 15 KB, 300x168, index.jpg [View same] [iqdb] [saucenao] [google]
8153332

Most bullshit monster replacer mod you have played?

>> No.8153357

>>8153332
just use trailblazer bro
but also legendoom lite, champions and corruption cards

>> No.8153389

>>8153332
Colorful Hell does come up with ways to fuck you over at the worst cases but man the hungry fucks in DRLA's replacer are ruthless. Someone made a webm sometime ago of a pack of those things killing a cyberdemon, there's definitely some other nasty shit but they are the more prominent example.

>> No.8153438

>>8152672
Hedon. Apply directly to the dick.

>> No.8153440

>>8152670
that looks like a starter motor

>> No.8153442
File: 331 KB, 1360x768, doom04.png [View same] [iqdb] [saucenao] [google]
8153442

>>8152641
Things are gonna get comfy.
Does the middle thing as a doghouse? Its not the easiest thing to make with these textures.

>> No.8153445

>>8153442
*does the middle read as a doghouse

>> No.8153453

>>8153442
Who puts a doghouse that close to their tennis court?

>> No.8153478

>>8153453
If you only have half a tennis court you have other problems than a dog.

>>8153442
Pull the "gate" a bit more down or just use BLACKWLL.

>> No.8153480

>>8153453
Its for Air Bud.
Its just a test room.

>> No.8153484
File: 304 KB, 1152x864, doom03.png [View same] [iqdb] [saucenao] [google]
8153484

>>8152641
>tfw finally having concrete ideas for the last room
I think I can deliver a testable map by the end of the week.


Also, asking from last thread: How exactly do the ambient sounds work? Do they constantly loop or just get activated when I get close? Because to me it seems the latter. I am asking because especially with the wind ambience it kinda ruins the immersion when changing "ranges" from one ambience thing to another and the sound is starting anew.

>> No.8153507

>>8153484
I made the ambient sounds and I'm not sure entirely how they work. All of them are set to loop continuously. They seem to sometimes activate when you get close to them and sometimes they are already playing. Not sure if there's anything I can do about it, seems like a limitation of how Doom plays its sounds. One thing to note is that they don't play on map start, so place them away from the player spawn or they will start abruptly after looping silently once.

>> No.8153510

>>8153507
I see. Oh well, gotta live with it, then. Still thanks a lot for adding them, I really like them.

>> No.8153517
File: 1.17 MB, 984x740, quakeworld.png [View same] [iqdb] [saucenao] [google]
8153517

https://www.youtube.com/watch?v=LXw6BkZ-gdY

>> No.8153536

>>8152635
I just downloaded the updated version of HFFM (I had 1.7). Is there a changelog? I wanna know what's been changed.

>> No.8153565

>>8153536
>Is there a changelog?
Not really.

From start to finish, and not going in order or by version or anything, I'll go by what I can remember:
>altered offsets on monsters so they'd match the spritefix ones, originally included the unedited frames with corrected offsets so you would always get the best animations at all times, but idgames REEEEs at including unedited iD assets, so the upload there lacks them, so if that's your .wad, add D2 Spritefix to your load order, PLEASE
>added lovesaw
>a few minor tweaks done to some of the monster sprites, a couple of other sprites added late because someone missed adding them earlier
>added various new sound effects at multiple times during fixing and patching
>put those cool knuckle-less gloves from Ryker's Web onto all the Doomguy hands
>fixed all kinds of bugs, softlocks and broken ambushes, etc, a little bit of polish here and there on a few maps
>Map 07 had two sections cut down/reduced in size and length by the author to better adhere to that Fast part
>tried to remove unused textures and flats, but because fucking Slade is retarded it not only doesn't detect frames in animation sequences for flats and textures as actually being, but also consistently wrecks the Textures lump, I said "Fuck it." so the filesize is a little bit bigger than it has to be (but the bulk of the filesize is the new sprites and sounds for the monsters anyway)

>> No.8153575 [DELETED] 
File: 57 KB, 220x170, h4fl.gif [View same] [iqdb] [saucenao] [google]
8153575

crispy, FTE, yamagi, GDX

>> No.8153612

>>8152678
>>8153113
Matt's been addressing this lately with reworked gravity. It takes some getting used to, but you have a lot more fall tolerance now, enough to get away with most vanilla drops. Even the most extreme fall in any map that I knew of can be safely landed with a jetpack now.
https://streamable.com/hwtczg

>> No.8153630
File: 2.71 MB, 640x358, HD good looking start.webm [View same] [iqdb] [saucenao] [google]
8153630

>>8153612
Your next mission: The start of Ashes 2063 Sterilized!

>> No.8153649 [DELETED] 

vr doom threads are fucking gay

>> No.8153656
File: 258 KB, 200x151, gachi-flip.gif [View same] [iqdb] [saucenao] [google]
8153656

>>8153649
You got that right.

>> No.8153661

>>8153630
There's a patch for that. But you might be able to mitigate the impact damage by rolling, I'll try it later.

>> No.8153671
File: 89 KB, 1203x788, shakeitcybie.png [View same] [iqdb] [saucenao] [google]
8153671

>>8153656
>was thinking of Rekkr
>maybe some Copper Quake
Finishing HFFM it is!

>> No.8153686 [DELETED] 
File: 407 KB, 720x1280, Screenshot_20210919-143206_Chrome.jpg [View same] [iqdb] [saucenao] [google]
8153686

>>8152632
Half Life was never good

>> No.8153718

>>8152641
New dehacked. Has the blood pool/brain fix as well as some new decorations, namely some statues, pots, a crystal ball, a bubbling cauldron (not sure why I didn't think of it earlier) and a meat cleaver. Haven't tested them, they should work though
https://files.catbox.moe/5kdg5r.wad

>> No.8153770 [DELETED] 

>>8153718
Really cool. Love the pots and the cleaver.

>> No.8153783

>>8153718
Really cool. Love the pots and the cleaver.
And thank you for soothing my autism by having the decorations properly sorted now.

>> No.8153806
File: 462 KB, 1439x1080, 210919.png [View same] [iqdb] [saucenao] [google]
8153806

>this map
>this song
You guys are good

>> No.8153812

>>8153806
The author of this map fucking died. Press F to pay respects. It is a very good map though. Look forward to MAP13.

>> No.8153813

>>8153806
What wad?

>> No.8153821

Is there a resource pack made for ultimate doom that adds Doom 2 textures?
Mostly all packs assume Doom2 is the iwad of choice.

>> No.8153838
File: 220 KB, 720x1080, fudgeplant.jpg [View same] [iqdb] [saucenao] [google]
8153838

>>8153812
F, that's terrible news
>>8153813
HFFM

>> No.8153858

OP's image reminds me that the garg AI is broken now

>> No.8153859

>>8153812
>The author of this map fucking died
May he rest in peace. F.
On a related note, I wish there was a safe way to guarantee your unfinished stuff would be released even if you died.

>> No.8153868

>>8153858
How so?

>> No.8153876

>>8153859
He's not actually dead, he just disappeared without a trace. Weird shit.

>> No.8153884

>>8153868
It almost never chases me during Power Up and the tunnel chase in Surface Tension.

>> No.8153912

>>8153240
First person puzzler, given you don't really 'shoot' anything in Portal, just portals.

>> No.8153934

>>8153565
Thanks man
>>8153876
The glowies got him

>> No.8153949

>>8153812
Did he really? I hope that's not true.

>> No.8153957

>>8153806
what happened to him he killed himself or some shit?

>> No.8153959 [DELETED] 

best source ports: crispy, FTE, yamagi, GDX

discuss

>> No.8153961

>>8153957
We don't know, he just kinda fell off the face of the earth

>> No.8153979

>>8153959
i used chocolate and crispy but i realized that prboom-plus can look and feel about the same and it supports more wads

>> No.8153983

>>8153979
>but i realized that prboom-plus can look and feel about the same and it supports more wads
Next step is using GZD because you can make it look and feel about the same, too, and it supports even more wads.

>> No.8154004

>>8153912
You shoot the portal gun, you don't have to get over spergy about it, also even as an retro fps not like anyone would discuss it here. It's basically one and half hour tech demo
It is however technically a retro fps and Chell is a retro fps protagonist

>> No.8154018

>>8153979
>infinite height

>> No.8154092
File: 2.93 MB, 640x360, friendly exit.webm [View same] [iqdb] [saucenao] [google]
8154092

Rude but I like it

>> No.8154198

Downloaded Trenchbroom and it can't find gfx\palette.lmp what do I do?

>> No.8154207
File: 83 KB, 1280x669, capture.jpg [View same] [iqdb] [saucenao] [google]
8154207

Does Prodeus have a blood amount slider yet? Those fountains from a single pistol shot or a fist punch make Brutal Doom blush. This and retarded model-to-sprite shader (afaik you can turn that off, right?) are the only two things which make this game a turnoff for me.

>> No.8154220

>>8154092
That WEBM makes me wish there were nashgore, droplets, and Ketchup Quake Applications for QSS, WinQuake,vkQuake, and Qrack.

>> No.8154264

>>8154092
glorious, is quake slaughter starting to happen?

too bad there still isn't a genuine archvile

>> No.8154297

>>8154264
Quake slaughter has been a thing forever brongus.

>> No.8154309

How is Blood 2? Heard mixed opinions about it

>> No.8154319

>>8154264
It's like a slightly more crowded E2M5 ending here. See Soul of Evil: Indian Summer for real Quake slaughter.

>> No.8154323

>>8154297
whenever i look into it, it is not anywhere close to doom slaughter in terms of scale and complexity and strategy, and there's no true arch vile, but i continue to hope

>> No.8154328

>>8154309
It's shit, don't bother.

>> No.8154337

>>8154309
Terrible.

Even shogo is kinda terrible to play and only its charm pulls you along.

>> No.8154343

>>8154337
So I shouldn't bother with Shogo either?

>> No.8154346

>>8154323
Check this one out. The first map in this set is arguably more insane but there's no video of it.
https://www.youtube.com/watch?v=zA4E4irEJFE

>> No.8154348

>>8154343
Pretty much. You can mingle with them for a bit to feel some of the “””charm””” but anything more than a few minutes with both is not worth it.

>> No.8154353

>>8154343
Or you could actually play them and see for yourself.

I fucking love the style of Requiem Avenging angel and its not really fun to play.

>> No.8154359

How many doom wads exceed 32 maps?

>> No.8154375

So I'm collecting all worthy doom/quale/retro shooters worth a damn to play them all, so far got/played
>Doon series
>Wolfenstein 3d
>Quake series
>Blood FS
>Unreal 1
>Duke 3d
>Dusk
>Ion Fury (waiting for the expansion)
>RTCW
>Shadow Warrior classic redux
Missing anything that I should try anons?

>> No.8154382

>>8154375
Blake Stone
Rise of the Traid
Decent 1 & 2
Turok
No One Lives Forever
Half-Life and expansions
SiN
Heretic
Hexen 1 & 2

>> No.8154387

>>8154375
Marathon trilogy.

>> No.8154389

>>8154375
Powerslave (both Build and Saturn, they're very different games with the same theme)
Soldier of Fortune
Star Wars Dark Forces

>> No.8154392
File: 1.99 MB, 1920x1006, pd6432.png [View same] [iqdb] [saucenao] [google]
8154392

>>8154382
>>8154375
If Turok is okay I'd argue Perfect Dark/Goldeneye is as well. They're very fun and transfer over to a mouse and keyboard nicely.

>> No.8154402

>>8154375
Your post and the other replies mentioned everything I've played, except... well, do the old Serious Sam games count? I don't know. I mean, they're mentioned in the OP...

I also put Painkiller in the same category but as a 2004 game I don't know if I'd really call it retro.

>> No.8154406
File: 498 KB, 1280x720, SUNDAY_NIGHT_SHITSHOW_32_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8154406

SUNDAY NIGHT SHITSHOW!!
Tonight we're playing 2048 units of /vr/ with the "I can't believe it's Not Survival!" mod. Basically one life survival mode, but a player gets to respawn after a certain number of monsters are killed.
JOIN WITH ZANDRONUM:
104.128.49.2:10814
104.128.49.2:10814
104.128.49.2:10814

>> No.8154423

>>8154382
>>8154389
>Marathon
>Blake Stone
>Rise of the Traid
>Decent 1 & 2
>Turok
>No One Lives Forever
Noted
>Heretic
>Hexen 1 & 2
Forgot to list them
>Half-Life and expansions
Didn't know it was considered retro, yes I played
>SiN
Waiting for the reloaded version
>>8154389
Is Soldier of Fortune 2 also good?
>>8154392
Can I play them on PC?

>> No.8154440
File: 1.51 MB, 1920x1002, pd6417.png [View same] [iqdb] [saucenao] [google]
8154440

>>8154423
>Can I play them on PC?
Yes, and it's the main reason I recommended them. There's a few minutes of legwork but I'd say it's worth it:
https://www.youtube.com/watch?v=8mL0I__VMec&t=1s
If you just want to skip to PD I wouldn't blame you.

>> No.8154453

>>8154440
Thanks anon

>> No.8154486
File: 489 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8154486

>> No.8154509

>>8154423
>>Marathon
>Noted
Know that you can get all three games easy and emulated using Aleph One
https://alephone.lhowon.org/

>> No.8154512 [DELETED] 

I read a rumor that some company called "Embracer group" owns 3d Realms and Gearbox now, and they're allegedly planning some new Duke game. I didn't really click the links and actually read the articles cause it was gamer rantz or some stupid site i'm not clickin but does any body know if this is true or not?

>> No.8154523 [DELETED] 

>>8154512
Ahh just looked it up myself. this is apparently not true. my bad.

>> No.8154529

>>8154353
Unlike Blood 2 and Shogo, Requiem is a competent, functioning, and finished game.

>> No.8154556 [DELETED] 

CRISPY
FTE
YAMAGI
GDX

>> No.8154571

>>8153630
>>8153661
This seems to have gotten even worse, unfortunately. It's just straight up instant death now, you don't have time for any inputs. I've asked Matt about toning down horizontal impacts since I've noticed it triggering in other situations where it shouldn't, like going through teleporters or crouching mid-air while jumping around with zerk, but until then or if he doesn't do anything about it, use the patch: https://www.mediafire.com/file/o8boc7xbo7s1xsr/AshesMapsSterile_HDestMap01Start.wad/file

>> No.8154591

>>8153234
Half-Life and Halo CE are separated in time by only 3 years.

Halo 2 and Half-Life 2 came out the same year.
As did Episode Two and Halo 3.

>> No.8154617

>>8154309
Solidly irredeemable.

>> No.8154635

>>8152703
I'm mostly disappointed by how much they butchered xen in the source remake.

I'd like to see some high res take on the og aesthethics some day, but zoomers and subzoomers will only remember the remake as usual.

>> No.8154652 [DELETED] 

>>8154423
The party's not over, we're continuing with the extra maps from 2048! join 104.128.49.2:10812 and let's keep going.

>> No.8154658

>>8154406
The party's not over, we're continuing with the extra maps from 2048! join 104.128.49.2:10812 and let's keep going.

>> No.8154661

>>8154652
>we're continuing with the extra maps from 2048!
https://youtu.be/rMekckJqIwQ?t=3

>> No.8154669

>>8154661
Should've played 100 minutes instead desu

>> No.8154709
File: 338 KB, 1920x1080, Screenshot_Doom_20210919_190937.png [View same] [iqdb] [saucenao] [google]
8154709

>>8154406
Thanks for joining as always

>> No.8154765
File: 64 KB, 620x389, malice01.jpg [View same] [iqdb] [saucenao] [google]
8154765

Reasking the same question as last thread, anyone got the Malice devkit /fgd/def?

Ive asked in this thread - https://celephais.net/board/view_thread.php?id=61845

>> No.8154918

They should make a doom wad about dying.

>> No.8154976

Is there a brush in trenchboom I can use to function as an invisible wall?
If someone rocket jumps and tries to hop on the outer edges of my level walls they'll hit the soft boundaries so I want to block them off

>> No.8155002

>>8154976
use clip texture

>> No.8155010

>>8154918
It's called Italo DOOM

>> No.8155170

>>8154976
>>8155002
>needing to use invisible walls
bad design

>> No.8155173

Shidwads? :DDDDD

>> No.8155294

>>8155170
What about Intangible walls?

>> No.8155459

>>8155173
gudwad when?

>> No.8155470

>>8152632
I can't believe Black Mesa does NOT look like this

>> No.8155472

Developer of the Nigger Mortis mod from a few weeks ago. Currently making a more Halloween-themed map taking place at Sneed's Feed and Seed. Planning on releasing it in a few days in a move of crunching shit for the Equinox.

>> No.8155580
File: 286 KB, 1920x1080, Alternate Universe Sneed.jpg [View same] [iqdb] [saucenao] [google]
8155580

>>8155472
>what'll it be fellas? zandronum or skulltag?

>> No.8155586
File: 1.70 MB, 1277x717, Alternate Universe Sneed2.png [View same] [iqdb] [saucenao] [google]
8155586

>>8155580

>> No.8155635

>>8155472
I don't know what half of this means, but if you're making sneed's in doom then the sign better be a poorly palettized screenrip from the show

>> No.8155667

>>8154309
I really doubt you heard mixed opinions about it

>> No.8155731

>>8155667
Some actually shilled it to me

>> No.8155761

>>8155731
What did these people say about it? I want to know what anyone sees in it

>> No.8155840

It's impossible to put into words how much Brutal Doom changes the traditional experience for the better. The original vanilla game will always hold an iconic place in gaming history, but it hasn't aged well, and that's actually an understatement. In comparison to today's high-octane FPS shooters, Doom feels a bit slow and plodding.

Brutal Doom brings rapid-fire action movie intensity to Doom, turning it into a visceral tour de force of blood, guts and mayhem. Weapons are beefier and more destructive, enemies behave differently and utilize new attacks, and Doom 2016-style glory kills are all the rage. Plus, it behaves well with tons of available mods, making it easy to stack.

>> No.8155851
File: 308 KB, 1600x900, doom7.png [View same] [iqdb] [saucenao] [google]
8155851

>>8155840
lmao actually laughed irl

>> No.8155857
File: 80 KB, 256x192, NMSGN02.png [View same] [iqdb] [saucenao] [google]
8155857

>>8155635
uh anon about that

>> No.8155862

>>8155731
it's hard to know about blood 2 and not know it's not even a beta that got released

>> No.8155887
File: 2.72 MB, 2094x3881, dosgames.jpg [View same] [iqdb] [saucenao] [google]
8155887

I found this awesome DOS archive on archive.org

https://archive.org/details/DOSGamesCollection2015

>> No.8155892

>>8155887
People here most likely already have all the FPS there it's not really relevant. Though IIRC the archive.org version of doom 2 is 1.6 instead of 1.9 so you usually want to get them from another source anyway

>> No.8155905
File: 34 KB, 360x450, 1632022570717.jpg [View same] [iqdb] [saucenao] [google]
8155905

>LARGE AND IN CHARGE
Are theyre any DOOM wads about fat people?

>> No.8155906

>>8155851
What wad is this? Looks gorgeous

>> No.8155912

>>8154309
I amused myself with it, but it's not a game of high quality. At least it doesn't have Shogo's crit mechanic (though it also doesn't have Shogo's fun giant robot combat).

The best Lithtech 1 game is Kiss: Psycho Circus: The Nightmare Child, and that ain't exactly high-tier either.

>> No.8155914
File: 182 KB, 800x602, autistic reddit meme.png [View same] [iqdb] [saucenao] [google]
8155914

>>8155905
Doom is about fat people

>> No.8155916
File: 40 KB, 460x614, man becomes too large.jpg [View same] [iqdb] [saucenao] [google]
8155916

>>8155914
I meant one where (You) are the fat fuck.

>> No.8155921

>>8155916
All I know is this BRRRAAAAPPP mod that's not out yet
https://www.youtube.com/watch?v=ptjTukFqxOo

>> No.8155927
File: 55 KB, 1002x797, 1631923510422.jpg [View same] [iqdb] [saucenao] [google]
8155927

>>8155921
>All of that disgusting fucking mayonaise
>Guy is that memeguy from Giantbomb
Now this is the repulsive autismal shit I live for.

>> No.8155931

>>8153812
was it norm

>> No.8155943

>>8155840
>Plus, it behaves well with tons of available mods, making it easy to stack.
many chuckles were had

>> No.8155954

>>8155905
I know someone made a big chungus map, there is probably one for baneposting too. Though I guess for that question Big Chungus map also counts

>> No.8155960

Doom but something's not right makes you appreciate the little touches Romero and Sandy did

>> No.8155969
File: 79 KB, 640x480, 2021-09-20 03-04-05.webm [View same] [iqdb] [saucenao] [google]
8155969

Played through the four-level 1998 PWAD, Phobos
It aged like milk with bad enemy use, confusing level design and the levels in general being way too fucking dark, but it had some very striking visuals for vanilla. Pic was probably the most striking for me despite not being the most impressive; there were large ski lifts made entirely out of midtextures as well, and a radio tower that you used an elevator to get up. It's very, very impressive for the year, shame the experience of going through it sucked

>> No.8155970
File: 89 KB, 1440x1080, DOOM0731.png [View same] [iqdb] [saucenao] [google]
8155970

>>8155969
Lifts

>> No.8155990
File: 292 KB, 1158x1342, Normm.jpg [View same] [iqdb] [saucenao] [google]
8155990

>>8155931
>Norm makes a Wad
>Its gotta bunch of fucking commie gobbledygook for the enemy sprites
>Player sprite has the big stupid fucking turd ferguson cowboy hat
>Icon of sin is swapped out for Budd Dwyer and he kills himself as you enter the map.

>> No.8156006

>>8155906
Heartland

>> No.8156039

>>8155840
Yeah okay we get it, Mark

>> No.8156050

>>8155887
Gotta say looking at that picture, game art covers were so much cooler looking and full of personality compared to what they come up with nowadays.

>> No.8156072

>>8153205
>slow as fuck
>only two weapons at a time
>less enemy variety
>regenerating health
really not that hard to beat Halo

>> No.8156076 [DELETED] 

crispy, FTE, yamagi, or GDX?

>> No.8156157

>>8155960
>e2m9 door closes on its own
It's absurd how bootlegged this mapset is

>> No.8156184

>>8154486
>remember shotgun
Thanks, nigga, I almost forgot.

>> No.8156189

>>8155731
Did he call himself Llah Ecaj?

>> No.8156190

>>8155840
What journalist did you clip this from?

>> No.8156195

>>8156050
Vidya cover art has been focus tested to death.

>> No.8156197

>>8156157
Slap some random popular characters into it and call it good.

>> No.8156224

>>8155892
patches exist zoomie
and it's better for more older versions to exist as well, since you can always patch up but you can almost never patch down

>> No.8156230 [DELETED] 

crispy, FTE, yamagi, and GDX are janny's favourite source ports, don't talk shit about them please

>> No.8156247

>>8155892
>the archive.org version

what the fuck this means? archive.org has all kinds of versions. at least bother checking before sprouting some retarded bullshit next time

>> No.8156268

i just remembered mbf21 can have floors that insta-kill you even through an invuln

is anyone using this in the halloween project? sounds spooky

>> No.8156298

>>8156268
I figure it's intended so that you can make pitfalls and have the player die right away, rather than him having to wait for potentially 200 hp and armor (and maybe even a radsuit or invuln) to drain.
Nothing stops you from getting creative about it though, maybe gradually reduce the safe spaces in the levels as you progress, using floor transfer actions.

>> No.8156301

>>8155990
icon of sin would obviously be albert fish

>> No.8156304

>>8156268
I have a pitfall in my map

>> No.8156387

>>8156298
One map in Temporal Tantrum has the instakill pits you describe around the edge of the map. Having the playable space shrink as you progress seems like a fun concept, so long as the player is given time to react and get away from the edge before it falls into the pit.

>> No.8156415 [DELETED] 

source ports review:

crispy - good
FTE - meh
yamagi - okay-ish
GDX - so so

>> No.8156421

Tried giving Doom 2 another go, this one pistol starting, no saving, 100% killing UV. Holy shit I'm getting filtered by Traps and Tricks, I'm not good at this at all!

>> No.8156426
File: 267 KB, 1152x864, doom05.png [View same] [iqdb] [saucenao] [google]
8156426

>>8152641
Map 04 is almost finished.
The room I was thinking up longest is now finished and I even got the balancing down right away (mostly).
I also noticed that I already have over 200 monsters in my map. I think I will come out at 250-ish. It's not slaughter though, but it kinda emerged from the map concept.

That said, project lead, I still need an answer from you. At least tell me if you have received my email or not.

>> No.8156428

>>8156421
>Tricks and Traps pistol start
This felt more strict than all the pistol starting I did in Plutonia.

>> No.8156431

>>8156421
Are you using infighting like you're supposed to? The first few times I actually tried doing the baron room myself but after you actually use infighting it's an easy map. Also I personally use the invincibility in that map to deal with pain elementals, idk where the other people use that on

>> No.8156467

>>8156426
>That said, project lead, I still need an answer from you. At least tell me if you have received my email or not.
Oh shit, i'm sorry. I didn't noticed you sent me an e-mail back so I'll check it out again.

>> No.8156697

redpill me on the no chance wad

>> No.8156736

>>8156697
you have no chance

>> No.8156787

>>8156190
https://screenrant.com/doom-best-wads-2021/
Four of the entries in a row are br00tal

>> No.8156806

>>8156787
Jesus christ this is such a bad list. The only three WADs worth the time of day here are Valiant, UAC Ultra, and DTWID - and even then, TWID is okay but not even close to being #1. To add insult to injury, they're recommending Valiant Vaccinated over the normal Valiant just because they're such plebs they can't play a good WAD without throwing in a gameplay mod first

>> No.8156817

>>8156787
>screenrant
What the fuck?

>> No.8156825

>>8156787
>No Hideous Destructor

>> No.8156838 [DELETED] 

What is leftists obsession with the edgy fetishism of Thatcher and Regan?

>> No.8156839

>>8156787
>UAC Ultra is big on challenge, and that means every misstep carries with it the potential for disaster.
It's probably easier than Plutonia

>> No.8156841

>>8155990
>The final bosses eyes are almost entirely black
>They're hypnotic
>You decide to go suicide and kill him
>Turns out the boss died 80 years ago
>You didn't even know he was sick

;__;

>> No.8156843 [DELETED] 

>>8156838
What is rightists obsession with the edgy fetishism of niggers and jews?

>> No.8156848 [DELETED] 

>>8156843
Well that I can understand because I know how bad niggers and Jews are. I don't know what R&T did to make people seethe to this day 30+ years later. I wasn't around then.

>> No.8156858 [DELETED] 

>>8156848
nigger stole your bike or what's your problem?

>> No.8156874

>>8156838
Is this really the place to ask?

>> No.8156882

What was the worst commercially released Build Engine game? Extreme Paintbrawl? Liquidator 3D? Rock'n Shaolin?

>> No.8156886

>>8156882
Tekwar, probably.

>> No.8156896

>>8154343
It's like 3 hours long at worst, it won't hurt to try it. Shogo at least has some creativity and fun elements; Blood 2 is just insulting.

>> No.8156909

>>8156896
I'll preface this by saying blood 2 is undeniably a shit game, but I think what really amplifies the shittiness is the fact i'm supposed to treat it as a sequel to one of the best FPS games ever made and it does not come close to delivering.

>> No.8156914

>>8156909
Duke also got the short end with DNF and is hold hostile by Randy. Shadow Warrior ended up winning in the end, getting a reboot and even 2 sequels to it

>> No.8156916

>>8156806
Depends on what you're looking for I guess. DTWID was a huge success imo, and if you're looking for "more doom" then it's as close to perfect as I think a project could be. D2TWID as well, for better or worse (personally I always liked Doom 2 and it's offbeat maps).
That list is generally trash though, yeah.

>> No.8156921

>>8156909
>one of the best FPS games ever made
>when it has absolute shit tier pushover bosses

>> No.8156931

>>8156916
I dislike DTWID because its size is much bigger than original Doom and doesn't feel like original Doom at all because of that. I can't put the size in numbers but the first map has 7 secrets, as opposed to 3 of original Doom

>> No.8156938

>>8156921
you were playing wrong
their HP scales with difficulty

>> No.8156943

>>8156921
I've played more FPS games with shit bosses than ones with good bosses. Hell, I can only name one FPS with bosses I liked and it's not retro.

>> No.8156950

>>8156943
And I assume it's also an RPG, I haven't seen a good boss in a pure fps

>> No.8156956

>>8156938
That doesn't change anything. They are still pushovers on extra crispy. Just massive bullet sponges with few mechanics.

>> No.8156959

>>8156950
Now that you mention it, kind of. It's doom eternal

>> No.8156961

>>8156938
>their HP scales with difficulty
Doesn't change anything. The difficulty in Blood comes from the stronger, faster, 6 million dollar mooks and not from the bosses.

>> No.8157026
File: 75 KB, 500x788, 1615481671603.jpg [View same] [iqdb] [saucenao] [google]
8157026

>>8156806
>they're recommending Valiant Vaccinated over the normal Valiant to play it with broodle loom

>> No.8157038

Is there really anything wrong with Brutal Doom in a vacuum that isn't drama around it?

>> No.8157045

>>8152641
Are the textures and monsters in separate wads?

Is this the newest monster wad? >>8153718
Is this the newest texture wad? >>8147887

>> No.8157053

>>8157038
People were mostly annoyed by how every newfag came here to talk about it for years and talked about like it was the greatest thing ever

>> No.8157068

>>8157038
Idk why don't you play it and come to your own conclusions? Why do faggots like you come to 4chan with questions like that when you know damn well this is a cesspool filled with shitposters and contrarians? Fucking idk, anon, play it yourself.

>> No.8157073

>>8157053
That, and the "Is this compatible with brutal doom?" posting that would annoy modders to no end. I still think about that metroid thread on zandronum from time to time.

>> No.8157075

>>8157038
It's too edgy.

>> No.8157080

>>8157038
Nope. It’s a harmless mod for the most part. It’s anyone holding it on a game balance or pedestal who are suspect.

>> No.8157081

>>8157073
>>8157053
That's still drama. Do you know what "in a vacuum" means?

>> No.8157087

>>8157081
Hey, I got my answer, it's fine.

>> No.8157092

>>8157038
does anyone have those screenshots and webms of its bugs and glitches?

>> No.8157094

>>8157081
I think the implication is there's nothing really wrong with the mod and people just think the fans are annoying.

>> No.8157096

>>8157080
Actually not really “harmless” in the since that it really skews the game balance, but it’s just a gory powertrip mod is all.

>> No.8157098

>>8157038
>Poor balance
>Poor performance
>Outdone in every way that matters by Project Brutality
That's about it.

>> No.8157127

>>8157098
PB and BD aren't the same thing? Huh.

>> No.8157141

>>8157127
No anon, they're exactly the same thing but Mark just uploaded the file twice under different names because that's what they do in Brazil.

>> No.8157150

I wonder which state Black Mesa was Located in? Arizona, Nevada, Utah, New Mexico?

>> No.8157154

>>8157150
You'd know if you played the game

>> No.8157156

>>8157141
>they're exactly the same thing but uploaded twice
[Citation needed]

>> No.8157176
File: 364 KB, 532x546, img.png [View same] [iqdb] [saucenao] [google]
8157176

>>8157150
ask romero

>> No.8157225

>>8157154
you don't even have to play it much iirc it's said during the train ride at the beginning

>> No.8157271
File: 111 KB, 512x383, nolf.png [View same] [iqdb] [saucenao] [google]
8157271

Does NOLF count as retro FPS?
It was advertised as a stealth game, but actually pulling off a stealth playthrough is nearly impossible without heavy save scumming. There were almost no stealth mechanics.

After a while I just gave up and played it like half-life, hopping around while shooting people in the face. Almost never used the gadgets because why do it when you can shoot people in the face.

>> No.8157279 [DELETED] 

>>8157271
It's shit like all post HL fps.

>> No.8157281

>>8157271
I fucking love cate archer and I want to lick her redacted.

But yeah litech engine is kinda garbage either for shooting or stealth.

It had some cool gadgets however, like the perfume that melts corpses.

In the end its a game more about style. Sadly.

>> No.8157289

>>8157281
Playing early PC attempts at stealth games is always so painful. It's like they're ALMOST there, but not quite.

I remember going back to codename 47 after becoming a fan of the later hitman games, and almost popped a vein trying to actually be stealthy.

>> No.8157297 [DELETED] 

Who cares abou this non retro fps.
Doom still superior.

>> No.8157313
File: 987 KB, 3840x2304, alexandra-jury-cate-archer-costume-concepts.jpg [View same] [iqdb] [saucenao] [google]
8157313

>>8157289
Thief had a really big impact on games, devs always admit this, it pulled it off so well only splinter cell kinda did the same thing. And how TES tried to always include a stealth role.

Also the fame of MG.

But stealth is indeed a cool feature to try to pull off, even other genres tried like that mission in mechwarrior, or even RTSes.

Anyway who cares Cate in a catsuit please.

>> No.8157324 [DELETED] 

>>8157313
So Thief ruined gaming?

>> No.8157346
File: 42 KB, 512x409, unnamed.jpg [View same] [iqdb] [saucenao] [google]
8157346

>>8157313

>> No.8157348

>>8156787
>best wads of 2021
>bunch of doodle broom
>bunch of shit from way before 2021
>listing DTWID as the best when D2TWID is way better, and Revilution is even better than both
S M D H
M
D
H

>> No.8157350

>>8157271
>Does NOLF count as retro FPS?
Is it a linear shooter or more like a 70's Perfect Dark?

>> No.8157356

>>8157324
My dick ruined your asshole.

>> No.8157359

>>8157289
>>8157313
It's a hard thing to pull off well, and unless the game is solely designed around it then it either becomes worthless or very broken (Skyrim stealth archers) but it's always fun to try out regardless

>> No.8157368

>>8157350
Basically a linear sequence of setpieces, with some open-ish maps intended for clumsy attempts at stealth.

>> No.8157380

>>8157359
Whenever you try to implement stealth aspects into your game, you stop making a normal game and delve into simulation territory. Then you have tons of gameplay aspects, AI, etc working together. It starts turning into really crazy shit.


I personally love stealth and try it every single game I can.

Although modern games just turn it into line of sight and quick takedowns. Still fun regardless.

>> No.8157391
File: 150 KB, 525x700, EFDBD346-6731-405B-96EF-F4ACB1EE2799.jpg [View same] [iqdb] [saucenao] [google]
8157391

I know le brutal dum is a meme and that, but when I do play it I turn off almost everything so I just get "better" weapons and that's it.

>> No.8157392

>>8157313
>>8157346
What is wrong with you coomers?
The last thing I think about when playing a video game is pulling my dick out.

>> No.8157393

>>8157045
Dehacked dude has updated, project lead hasn't merged them, so get the latest vr-spooktober.wad from the spreadsheet for the whole package, or load the latest dehacked wad to start working with the new stuff now.

>> No.8157401

>>8157392
Its just Cate Archer anon. In a catsuit. What is the big deal?

>> No.8157431

>>8157038
it's ugly, overdone and has shit balance
you can say that about most gameplay mods though. the hate comes from its terrible fanbase

>> No.8157435
File: 1.03 MB, 564x246, darksayshi.webm [View same] [iqdb] [saucenao] [google]
8157435

>>8157368
What a shame. It looks better at least, save for the stiffer animations.

>> No.8157443

>>8154486
>Modern doomguy community

>> No.8157483 [DELETED] 

top 10 source ports of all time:

1. crispy
2. FTE
3. yamagi
4. GDX

>> No.8157578

>>8157289
that just means you're so coddled you now suck at stealth

https://www.youtube.com/watch?v=0ni8CB8fAhI

play far cry 2 stealthy to brush up your skills

>> No.8157585

>>8157350
>>8157368
the stealth missions in mohaa actually are great, the ww2 aesthetic with old searchlights, silenced walther ppk, and nazis going "achtung" certainly helps.

>> No.8157596

>>8157585
Stealth was being experimented and all over the place late 90s early 00s
Commandos was great.

Stealth kinda died off. Its all line of sight and disgusting UI wallhacks now.


I kinda liked the stealth in evil within 2 however.

>> No.8157602 [DELETED] 
File: 359 KB, 1152x864, doom06.png [View same] [iqdb] [saucenao] [google]
8157602

>>8152641
https://www.dropbox.com/s/hkw6omi7szlv803/MAP04_vrspooky.wad?dl=0


Map Name: The Imps in the Walls
Author: ASO3000
Playtime: ~25 min
MIDI: The Call of Ktulu by Metallica
Wad file name: MAP04_vrspooky.wad


Map04 is basically finished right now. Now it's up to you to tell me how it sucks. Please note that I am not very good at Doom, so UV is currently balanced around me being able to only just beat it. But since this is a "Normal" tier map, I don't that's it's too bad. I also implemented the other difficulties, though especially easy might be TOO easy. Tell me what you think.
Some slimetrails at weird vertex nodes can occur, though I think I got them all.
There is also an issue in the library with a piece crown moulding over a lift I have no idea how to get rid of.
And I don't have used the most recent Dehacked update, so you can use the latest "regular" resource wad.
Spoiler ONLY IF YOU HAVE PLAYED THE MAP AND ARE NOT ABLE TO FINISH IT:
You have to be at full health for some reason for the exit to properly work, if somebody has an idea why, I'm all ears.

>> No.8157630

>>8157578
>never play AAA games because I hate forced cutscenes and spending $80 for half of my playtime being exposition
>never start sucking
8)

>> No.8157649

is there a way to make skies not stretch horizontally in zdoom?

>> No.8157650 [DELETED] 

>>8152632
Literally not a single thing HL introduced, barring, possibly, the skeletal animation, was in any way a definite improvement over what the genre already had in one form or another. And yet all the retarded shit it pulls off becomes the genre, the industry, standard overnight. Yes, I am INCREDIBLY salty, and I consider HL to be the worst thing to ever happen with FPS genre. There were tons of FPS games worse than it - but it is a bad FPS with by FAR the most overarching influence ever.Literally not a single thing HL introduced, barring, possibly, the skeletal animation, was in any way a definite improvement over what the genre already had in one form or another. And yet all the retarded shit it pulls off becomes the genre, the industry, standard overnight. Yes, I am INCREDIBLY salty, and I consider HL to be the worst thing to ever happen with FPS genre. There were tons of FPS games worse than it - but it is a bad FPS with by FAR the most overarching influence ever.
This old /vr/ consensus.

>> No.8157653
File: 312 KB, 1280x1440, fuck.png [View same] [iqdb] [saucenao] [google]
8157653

>>8157649

>> No.8157667

>>8157649
>>8157653
Is your sky texture the right size? That might be the issue.

>> No.8157670

>>8153718
In order to use this, I need to:
1) delete DEHACKED lump from vr-spooktober
2) load vrspooktober + this file?

>> No.8157673

>>8157667
no it stretches because it's how skies look and work in original doom, I didn't make it lol

>> No.8157676
File: 359 KB, 1152x864, doom06.png [View same] [iqdb] [saucenao] [google]
8157676

>>8152641
https://www.dropbox.com/s/hkw6omi7szlv803/MAP04_vrspooky.wad?dl=0


Map Name: The Imps in the Walls
Author: ASO3000
Playtime: ~25 min
MIDI: The Call of Ktulu by Metallica
Wad file name: MAP04_vrspooky.wad


Map04 is basically finished right now. Now it's up to you to tell me how it sucks. Please note that I am not very good at Doom, so UV is currently balanced around me being able to only just beat it. But since this is a "Normal" tier map, I don't that's it's too bad. I also implemented the other difficulties, though especially easy might be TOO easy. Tell me what you think. Please note that this map is no nonstop monster slaying one, but I tried to make it atmospheric map that invites slow exploration and finding secrets.
Some slimetrails at weird vertex nodes can occur, though I think I got them all.
There is also an issue in the library with a piece crown moulding over a lift I have no idea how to get rid of.
And I don't have used the most recent Dehacked update, so you can use the latest "regular" resource wad.
Spoiler ONLY IF YOU HAVE PLAYED THE MAP AND ARE NOT ABLE TO FINISH IT:
You have to be at full health for some reason for the exit to properly work, if somebody has an idea why, I'm all ears.

>> No.8157682

>>8157670
Yeah, that should do it, I don't think anything else between them conflicts in this version.

>> No.8157758

>>8157676
I got soft-locked in the room that crushes you. When you use a crushing ceiling, use a crusher. Don't use the one's that stop 8 map units above the floor because you end up alive and stuck in the floor.

I envy your ability to create environments. With that said, your level is utterly devoid of combat, and progression is very unclear. Here is my demo: https://litter.catbox.moe/kex9jc.lmp
MBF21, only resources loaded are this file: >>8147887

>> No.8157879

>>8151942
Demo: https://litter.catbox.moe/c0hyuz.lmp
The map has a lot of potential. I think I like it the most so far because of the branching paths. I like the balance: I thought it was too easy until suddenly I ran out of health and ammo and had to berserk stuff. I actually like that balance, though I already know people will complain. Perhaps the problem is, the berserk is in one of the branches, so some players will miss it. If you place the berserk at the start, it will be very clear to the player that they should punch out pinkies when they can to save ammo. If you do that you get plenty of ammo.
Sadly, I got lost at the end, couldn't find the red key, and gave up.

I think you made a mistake with the use of the skellington enemy. He is most useful before the player gets the SSG, so using skellingtons to ambsh the player at the SSG is underwhelming because it one-shots them. The proverbial seven revenants would be a better ambush.

I'll record another demo for the next version, but you need to indicate to the player how to progress to the red key.

>> No.8157913

>>8157758
>When you use a crushing ceiling, use a crusher.
I used a crushing ceiling, it's even supposed to go down to the floor. I still don't understand why a ceiling that's compressing you to less than your height doesn't apply damage until you're dead. Well, dead or locked doesn't really matter in the end, does it? I didn't want to use a regular crusher because then the reference wouldn't work anymore.
Can you tell me where you had problems with the progression? Because the map is pretty linear, actually. There are just some points where you need to look around a bit :^)
And thanks for the compliment, I usually don't do a lot of detailing, so this time I tried to do more.

That said, I seem to be too retarded to play the demo. I loaded the resource wad with the map and your demo and it seems to desync right when reaching the first enemies ( -iwad doom2.wad -file vr-spooktober.wad MAP04_vrspooky.wad -complevel 21 -playdemo kex9jc.lmp). DSDA 0.21.2.

>>8157879
lol I was already writing a reply to you because you complained about the red key until I noticed it wasn't about my map. I should really go to sleep.

>> No.8157946

>>8157913
>dead or locked doesn't really matter in the end, does it?
There is a difference between a soft-lock and a death. That's why I immediately stopped recording to complain about it. I had to stop recording anyway because you can't simply die and restart like normal
>Can you tell me where you had problems with the progression?
I had trouble finding out how to lower the bars at the start (switch is on opposite side of map). You can't look down so I fell off that ledge to my death a few times thinking it was stairs (add a string of health bonuses as an arrow, and change that angle perhaps).
>desync
I use this as my resource >>8147887. I'm on 0.20.1 but I don't think that matters

>> No.8157998

>>8157946
>I had trouble finding out how to lower the bars at the start
I actually wanted for the player to have to look around a little bit and thought the imp chucking fireballs at you would lead you there eventually, since anything else, such as a trail of bonuses would be too obvious from the starting spot imo.
Which ledge do you mean? The one behind the bars? Because you can see that even from infront of the bars.

>> No.8158035

>>8157879
I truthffully don't understand how you missed the red key. There's only one accessible door upstairs before it, which has a very obvious button that raises bars that look exactly like ones you pass to reach the bedroom. You can even see the red key from the very beginning of the map. That entire segment of the map is color-coded red as well.
As for using Skellingtons for the yellow key ambush, I didn't want anything too tough to take down, just more dangerous pinkies. Spectres and pinkies will appear there in lower difficulties.

>> No.8158067
File: 329 KB, 1242x1061, file.png [View same] [iqdb] [saucenao] [google]
8158067

https://bellard.org/textsynth/
AI writes about duke nukem

>> No.8158098

>>8158035
Easy fix: put ambushing revenants in the red key room. Make them pop up out of the ground once you enter the switch room so that way they are guaranteed to make the alert sound only once you went to the switch room.

It's just an awkward angle because it looked like an empty room

>> No.8158119

>>8158098
I thought the loud sound of pillars rising would be enough of a cue, but I'll think of something.

>> No.8158135

Are there any other Quake maps that are like Foundation for Corruption?

>> No.8158151
File: 80 KB, 614x565, 1515816070229.jpg [View same] [iqdb] [saucenao] [google]
8158151

>>8158067
>"Suck it down and drink my Nuke Juice, you alien bastard!"

>> No.8158153

>>8158119
That loud sound doesn't exist in a vacuum; there is an obvious ambush occurring at the same time so the player is distracted.

>> No.8158159

Wanna see some crazy shit?
Tesselated hexen 2https://www.youtube.com/watch?v=LEkg0QGTsxg

>> No.8158162

>>8158067
>Duke is a vengeful revenant that came back to make the alien bastards pay for PULPING him and his friends
Metal

>> No.8158173

>>8158067
Is Nuke Juice Duke's semen?

>> No.8158176
File: 706 KB, 960x540, Untitled.png [View same] [iqdb] [saucenao] [google]
8158176

>>8158119
Place the key on a pedestal, like pic related. That way, you can see it when you look through the bars, and you can still see it from outside as well.

>> No.8158207
File: 809 KB, 1138x640, prboomsky.webm [View same] [iqdb] [saucenao] [google]
8158207

Is this normal behavior for the sky in prboom plus? It looks really weird, specially compared to gzdoom, not sure if it's a bug. Sorry for the shitty webm.

>> No.8158215
File: 99 KB, 741x865, file.png [View same] [iqdb] [saucenao] [google]
8158215

>>8158067
Repercussions of Evil 2

>> No.8158225

>>8158067
>In the end, though, it's the silliness, the simplicity, and the endearing art style that make this a game that doesn't need to exist.
this was a blindside, robots these days are getting funny

>> No.8158360

I was playing Going Down in GZDoom just now and it seems that a level was supposed to force a pistol start, but GZDoom didn't do that.
A Doomworld thread from last year suggests GZDoom doesn't support this. Anyone know if that's still the case?

>> No.8158372

Get to level six in heartland
>1500 enemies on the level.
Yes thats totally reasonable.

>> No.8158407

>>8158207

that sky behavior you don't want is the way I want it in zdoom because I posted >>8157653 >>8157649

your sky looks like that because you are playing from glboom.exe instead of prboom.exe

>> No.8158410

>>8158225
Yeah, I actually soft chuckled at that. Game itself kinda sounds cool, plot wise. In a sort of "stupid fun" way.

>> No.8158428

Has there been an MBF21 mapset yet?

>> No.8158435

do you have to specify complevels or is it detected automatically?

>> No.8158439

>>8158035
>I truthffully don't understand how you missed the red key
Things that are obvious to you are not obvious to the player. If someone gets lost in your map, it's your fault every single time

>> No.8158441
File: 117 KB, 400x378, fab.png [View same] [iqdb] [saucenao] [google]
8158441

Do you think it's fair to say that the Revenant closet in The Spirit World is the most famous trap in all of commercially released Doom levels?

>> No.8158452

>>8158428
Zzul Base - Killer5
Attack on IO - Bri
Temporal Tantrum - several /vr/ mappers
All of these WADs are great, though to be transparent, I'm involved in TT

>> No.8158458

>>8158441
I don't think it's any more famous than the hitscan spitroast on The Pit, or the original monster closet in Toxin Refinery.

>> No.8158460

>>8158435
I only set it if its specifically in the text file. if not i do nothing and just leave it on default, personally.

>> No.8158465

>>8158360
Which level? The only forced pistol starts are map01, and the level after The Mouth (21 iirc) because the mouth has a death exit, which should still work as intended

>> No.8158470

>>8158435
>>8158460
also yeah if its in the text file and it specifies a complevel. Then yeah you need to it.
You could write a batch file i guess
or if you use zdl
just write it in the bottom in the command line parameters section

>> No.8158476

Is Raze any good for an just a general all purpose build sourceport? I happened to stumbled upon it and it seems better than BuildGDX

>> No.8158480

>>8158458
>the original monster closet in Toxin Refinery
This

>> No.8158483

>>8158476
Idk the specific differences between BuildGDX and Raze cause I've never used BuildGDX. Cause it asked me to install Java and i'm not doing that.
Raze is good though. Played through Blood, Duke 3d and Shadow Warrior with it, Blood Mods are literally just drag and drop.
Death Wish.
Just drag and drop the zip folder right onto the EXE.
Same with the 500 milliliters of /vr/. Just drag and drop

>> No.8158496

>>8158483
Only thing that makes me cautious is the fact it uses GZDoom in the backend but maybe that's why it feels better to me than EDuke or BuildGDX since I'm more of a Doom guy to begin with.

>> No.8158507

>>8158465
Yeah, it was the one after The Mouth where you get the short text interlude with the demon saying they took all your stuff. I looked up death exits (how new?) and I understand the difference now from what the forum thread was asking.

I tried the end of that map again just now and this time it worked, so I wonder what bugged it the first time.

>> No.8158509

>>8158496
I have used Eduke and noticed one difference between Eduke and Raze. In Eduke , Dukes pistol is super accurate. like you can snipe motherfuckers across the map with it lmao

You can't do that in Raze. The menu is basically GZDoom's menu and it'll auto detect if you have the games . For some reason tho it wouldn't detect the SSI Files of Duke it out in DC CD. It wouldn't even run it drag and drop. I think it was looking for the Megaton GRP's or something idk.

But yeah its basically GZDoom's menu with alot of similar options. Its good.

>> No.8158513

Textures aren't loading in Trenchbroom but I'm not getting any errors and the manual doesn't help, what should I do? Models load and have textures.

>> No.8158549

>>8158509
My only complaint is I have to drop the specific GRP or .INI over to the exe to get the textures to load correctly. The crazy thing is the movement feels right to me compared to EDuke or whatever.

>> No.8158596
File: 645 KB, 960x540, doom02.png [View same] [iqdb] [saucenao] [google]
8158596

>>8152641

https://www.dropbox.com/s/7uoyvbl9vskj8if/Map11vrspooky.wad?dl=0

Map Name: Darkwood
Author: A2Rob
Playtime: 10-12 minutes
Midi: "Inhabitants" by Brayden Hart
Wad File Name: Map11vrspooky.wad

>> No.8158597

What fps game do you wish had map editors?

>> No.8158604

Need tips for the last level of Scythe, I know I could look up a video but where is the fun in that,

>> No.8158686

>>8158604
You can finish the map with just the yellow key.

>> No.8158753

>>8158513
Are you sure you added a texture wad correctly? right hand side under "face" where it says "texture collections"?

>>8158596
I liked this map a lot. It looked good and had a lot of creative encounters. It makes me realize I wish the rocket with legs had a walking sound.

>>8158604
Assuming you want uvmax, and you're against watching demos, I would heavily suggest practicing with saves. That map will punish you greatly if you don't know the roughly best order to do things so you'll want to understand the whole layout before you attempt beating it. Infighting is very useful but the map is also designed to prevent that somewhat. The best strategies are not very intuitive. The first time I did it took me days of practice and my final time was over 40 min. good luck

>> No.8158756

>>8158597
Lands of Lore 2

>> No.8158772
File: 1.70 MB, 1600x1200, gun.png [View same] [iqdb] [saucenao] [google]
[ERROR]

this gun is too fucking big

>> No.8158783

>>8158756
Man, I keep meaning to play LoL 1/2.
They run under ScummVM from what I gather... So I should be able to play them on just about anything.

>> No.8158834
File: 1.97 MB, 285x205, 1609065934394.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8157176
>beautiful Anglo friend

>> No.8158909

>>8158597
Powerslave (console version)
Amid Evil

>> No.8158964

>>8158783
You must be thinking of Legend of Kyrandia. The first Lands of Lore is an Eye of the Beholder dungeon crawler, while the second is more action-adventure oriented with a roughly Build-level engine.

>> No.8158991

Has there been any word on the RoTT Classic remaster?

>> No.8159050
File: 38 KB, 924x703, file.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8152641
From left to right: Health Bonus, Stimpack, Medikit (old), Berserk, Medikit (new)

>> No.8159057
File: 36 KB, 885x709, file.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8152641
From left to right: Health Bonus, Stimpack, Medikit (old), Berserk, Medikit (new)

>> No.8159063

>>8157676
WallsDemo.lmp
https://drive.google.com/file/d/1VWiOq-XdxU5lG2LjSlTQprI8yd3yIWpE/view?usp=sharing
Very good map overall. Adventurous locale with good visuals, and the combat is also clever. I don't know what that other guy's problem with the combat was, there's over 200 monsters, and every one of them is placed with purpose. The verticality to the rooms that adds to the atmosphere of actually being in a castle also is well used for the monster placements.
I got softlocked in the SSG room. The crusher is stupid. Especially stupid that you let the door close on the player.
The library room is very clever. It needs more ammo though. The player goes in with very little and there's not a whole lot in the library. A player that has an unlucky encounter with the archvile right before like I did once and wastes literally all of their ammo before even coming into the library is screwed. There's no reason to be stingy there, the rest of the map isn't stingy and dying just because you literally can't shoot anything is a dumb way to die. If it's intended to be ammo starvation, you need to give the player a free berserk or chainsaw so they actually have a way to conserve ammo. I got sick of dying here for this dumb reason so I DNF the demo and just played the rest with saves. Even if it is intended to be ammo starvation, it was annoying enough I began just trying to cheese the map by running past as many enemies as I could to save ammo, which isn't fun for me, and isn't the intended way of playing.
The ending is confusing. Was I supposed to chainsaw a voodoo doll to exit? Because that's what I did.

>> No.8159069

>>8158596
DarkwoodDemo.lmp
https://drive.google.com/file/d/15ND3s0t1Jm7hb6ok_6I3yqaeTnZxXQns/view?usp=sharing
DNF, died to the second wave of skellies at the exit. There wasn't anything to signify there would be a second wave, and I didn't hear a door or teleport noise when it happened, so before I could even get my rocket launcher out to start thinning the crowd, they were on top of me and it was too late to use it.
Otherwise, the map was a masterpiece. Beautiful alien world with a lot of character and varied environments. Progression is strange but intuitive. Combat is clever and difficult, but fair. Scary use of the rocket enemy. Damn good stuff, man.

>> No.8159075

>>8159063
Forgot to spoiler sorry

>> No.8159091

>>8158597
Bioshock actually

>> No.8159114

>>8153517
the mmm is strong.

>> No.8159119

>>8158439
>If someone gets lost in your map, it's your fault every single time
*cue that one half life commentary in the cave*

>> No.8159127
File: 224 KB, 1280x1024, gVJrXBAp9S_ha4R47d4nx79IWpz1nl4g86F5Jnna0a8.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8159119

>> No.8159140

>>8159127
Wouldn't you notice something was wrong if you came back to where you started like twice? Where the fuck did they dig up their playtesters?

>> No.8159146

>>8158439
>If someone gets lost in your map, it's your fault every single time
You have to expect a certain level of competency from your players, but I get where you're coming from. It's better to give the player the most obvious hints you can.

>> No.8159152

>>8159127
>Greg Coomer
Poor man.

>> No.8159158

>>8157073
I can't believe you're still mad about that. That was me trolling you dipshits years back

>> No.8159168

>>8159158
That's very cool Anonymous

>> No.8159227 [DELETED] 

>>8158596
[spoilerThe small onslaught at the start was nice. just with the shotgun to the wall and having all kinds of mooks and the caco and the manc did make me think "oh fuck" in the first moment
Blue key trap was ok, a bit predictable and with stuff opening up from all sides they're bound to infight (unless that was intended)
Speaking of opening up, I really liked that. It reminded me a bit of Ancient Aliens.
Only then I found the plasma gun secret. Though I should have noticed right away, because it's marked as secret area in the automap even before you find it.
At the "bridge" segment I managed to jump from the rocket launcher over a pillar straight to the exit, no idea if that's intended, but it would potentially save me like at least half of the level.
The gargoyles in that area were really annoying because they were constantly too high to see and I got blasted by fireballs out of nowhere.
The archvile in the valley wasn't too much of a threat, maybe have it come out earlier when there's still monsters around.
The red skull switch is not marked as such (only on the map).
Cliff cave reminds a bit of Doom hell.
Rocket on legs encounter wasn't as nerve wrecking as I would have expected, I just bailed out to the back because there was nothing stopping me. Then I picked them off from a ledge.
Second rocket on legs did get me good though.
I liked that you could see the Supercharge from outside, made finding the path to it a bit easier.
Path to the yellow key had me looking a bit; it was a bit of a leap of faith.
The Cyberdemon kicked my ass, especially when trying to run around in circles getting him to gib the mooks - and trying to raise the platform was a very risky matter. I am not a good enough Doom player to see this as only challenging and not unfair, so of course take my take with a grain of salt.[/spoiler]

I also got constant stutters. Sometimes happened on my own map, but in this map, all the time. No idea why, but it killed me a few times.

>> No.8159231

>>8158596
The small onslaught at the start was nice. just with the shotgun to the wall and having all kinds of mooks and the caco and the manc did make me think "oh fuck" in the first moment
Blue key trap was ok, a bit predictable and with stuff opening up from all sides they're bound to infight (unless that was intended)
Speaking of opening up, I really liked that. It reminded me a bit of Ancient Aliens.
Only then I found the plasma gun secret. Though I should have noticed right away, because it's marked as secret area in the automap even before you find it.
At the "bridge" segment I managed to jump from the rocket launcher over a pillar straight to the exit, no idea if that's intended, but it would potentially save me like at least half of the level.
The gargoyles in that area were really annoying because they were constantly too high to see and I got blasted by fireballs out of nowhere.
The archvile in the valley wasn't too much of a threat, maybe have it come out earlier when there's still monsters around.
The red skull switch is not marked as such (only on the map).
Cliff cave reminds a bit of Doom hell.
Rocket on legs encounter wasn't as nerve wrecking as I would have expected, I just bailed out to the back because there was nothing stopping me. Then I picked them off from a ledge.
Second rocket on legs did get me good though.
I liked that you could see the Supercharge from outside, made finding the path to it a bit easier.
Path to the yellow key had me looking a bit; it was a bit of a leap of faith.
The Cyberdemon kicked my ass, especially when trying to run around in circles getting him to gib the mooks - and trying to raise the platform was a very risky matter. I am not a good enough Doom player to see this as only challenging and not unfair, so of course take my take with a grain of salt.


I also got constant stutters. Sometimes happened on my own map, but in this map, all the time. No idea why, but it killed me a few times.

>> No.8159232
File: 2.36 MB, 638x528, crusher_compressed.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

got crushers kinda working

>> No.8159242

>>8159063
Thanks a lot. This is my first "serious" map, I am glad it worked out. But....
AAAA SPOILER THAT SHIT!But yes, that was the intended way to go. How did you like the idea? I hoped it wouldn't be TOO confusing with having three dolls in this specific setup with a chainsaw in front of it. There is also a small message on the automap.
Ok yeah got it, crusher bad. I already changed it to a crusher-crusher, so it should kill you right away. I also placed a few gibbed dudes in the room to signal some kind of danger. And make the door a fast door. I wish I could have some kind of sound playing before the crusher starts, like some heavy gears moving or so. KKKRRRKKK-CRUNCHHHH---OHSHITOHFUCKAAHHHIMBEINGCRUSHED

But shit I thought I had the library room stocked up enough - in fact, the first time I tested it, I was out of ammo about halfway through and then placed more of everything until I could finish with a bit to spare. I figured though since I am not a particularly good player, other people will be better at conserving ammo and such. Well, maybe I'm not THAT bad. But I gotcha, there will be more ammo in the library. Maybe I just forgot to set the appropriate difficulty flags. I once entered an empty room that was supposed to be full of monsters when I realized they still had the difficulty settings of another thing which meant they wouldn't appear on this setting lol.

Also, what was it with you jumping in and out of the castle like Homer in Australia? Something wrong there?

>> No.8159245

Was playing throuth the Cyrgoth - Hexen hub by Seidolon. It works fine with Wrath of Cronos mod. On the second map now and quite like the layout, it is somewhat in between OG Hexen and Heretic. And pure meelee fighter with most points in strength plays nicely, at least on these first maps. There is something from the later stages from Diablo in chasing flying dudes who are clearly kiting you.

>> No.8159258
File: 372 KB, 1280x720, Screenshot_Strife_20210921_110750.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>> No.8159273
File: 22 KB, 334x434, 2021-09-21 123244.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8158549
>My only complaint is I have to drop the specific GRP or .INI over to the exe to get the textures to load correctly

or you can just store GRP files in the raze folder? idk

>> No.8159349

>>8158509
That's just auto-aiming

>> No.8159351
File: 160 KB, 622x500, BREW.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8158909
>Powerslave (console version)

>> No.8159365

>>8154375
Currently playing Wolfenstein 3D and i fucking love it. it's so much fun and a few times harder than i thought it would be.

>> No.8159374

>>8159242
I fucked up, sorry, I was copy pasting my notes over from a Notepad document and forgot to type the spoiler tags throughout.
Yeah I think it works, I figured it out. I thought of maybe a solution to the 100% clear condition that I saw you mention. When you pick up the chainsaw, have a voodoo doll pick up four medikits and ten health bonuses. That guarantees the player has 110% health if not more. The extra 10% health is to allow the player visualize the moment with the chainsaw briefly before the map ends.
Oh, I was trying to show you that the teleport destination puts you a few steps into the room already instead of at the doorway, which breaks the illusion.

>> No.8159382

>>8159374
Thanks for the idea, that's a good one.

Yeah the problem with the doorway is the room available in that pillar, though I think the illusion is broken anyway since you're teleported from the back of the mansion straight into the main hall, but I didn't want to add a cavern/tunnel section since the level is already long enough as it is.

>> No.8159410

>>8157585
>Doesn't mention the glorious music of Michael Giacchino

>> No.8159415

>>8159382
>>8159374
I tried your suggestion, works like a charm. Thanks.

>> No.8159420

>>8158753
Naw, I'm playing on Hurt me plenty, still trying to get good as people say, honestly the level is beating me hard and clearing out two areas only to be hit by a Cyberdemon through a small window really makes you wanna play a nice puzzle game.

>> No.8159437

>>8158597
>>8158909
>Amid Evil
This, holy fuck.

>> No.8159441
File: 314 KB, 1000x1000, hexen cleric.png [View same] [iqdb] [saucenao] [google]
[ERROR]

Hey anons, got any Hexen map/wad recommendations?

>> No.8159468

>>8159441
I enjoyed Centromere (unfinished, though), HeroQuest for Hexen, and the Cyrgoth series. Riverwood Village I think was OK too. Wolfen I think I broke a script on somehow, I got stuck dead in that one but it was decent up to that point.

>> No.8159517

Is there a way to change the default monitor in voidsw?

>> No.8159568

>>8159420
The first time I tried to play through scythe I wasn't nearly good enough to beat the final level without the skip. It wasn't until I had gained much skill that I eventually came back to it and beat it completely like a year later. I don't think I would have gotten anywhere if I didn't learn from other maps in the mean time.
I really don't know why people keep recommending scythe to beginners. The steep dificulty spike at the end makes it seems like some kind of cruel inside joke.

>> No.8159579

>>8159568
beginners don't play on UV thinking they are hot shit

>> No.8159597

>>8159232
It gives off a C64 color palette vibe by the looks of it.

>> No.8159612

>>8159232
Weird how the texture gets squished instead of scrolling.

>> No.8159613

>>8159232
Even without any fixes to the texture squishing, you could use this for doors with solid color door tracks.

>> No.8159682

>>8159597
Yeah, artist has done a lot of c64 stuff

>> No.8159697
File: 426 KB, 857x672, Baratus.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8159468
Sweet, thanks. I'll check those out. I've played the Cyrgoth ones before, good stuff.

>> No.8159702 [DELETED] 

>>8159597
Yeah, artist has done a lot of c64 stuff

>> No.8159762

>>8158964
https://wiki.scummvm.org/index.php/Lands_of_Lore

>> No.8159768

>>8159057
Berserk should have a more distinct silhouette or bottle cap or something.
Also might be worth making the stimpack slightly bigger to better differentiate it from the bonus from a distance.

>> No.8159782

>>8158604
If you're hell-bent on beating it without using a walkthrough, then start on skill 2. Skill 2 on this map is easy enough that I was able to beat it blindly without using saves but it took some tries. This will help you get a feel for where you need to go, which is important because you might end up trapping yourself and running out of ammo on UV.

DSDA-Doom has since come out, and it has a rewind feature, which makes cracking hard maps like this much easier

>> No.8159796

>>8159612
>>8159613
not hard to fix, it was just late when i got it working. fixing it now

>> No.8159837
File: 841 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8158596
Is this map a mess of missing textures for anyone else? I'm using this as the resources >>8147887. Specifically the stairs and tower in the center have lots of missing textures

>> No.8159864

>>8159837
Works on my machine. You using software mode? correct complevel?

>> No.8159882 [DELETED] 
File: 2.36 MB, 638x528, pegged_walls_compressed.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

squished walls fixed

>> No.8159883

>>8159837
it works pretty fine to me. check out if the resources file name is correct and updated. I believe there's ''vr-spooktober'' and ''vr_spooktober'' files for some reason

>> No.8159891
File: 631 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8159568
Most people just quit the wad at map30 and play something else. I remember being frustrated by it as I quit, but I certainly didn't feel like I was missing out. I thought it was bullshit - but I still wouldn't change it. It serves as a reminder about just how much you have to learn. And it feels great coming back to it years later and beating it. Quite the validation.

>>8159883
> there's ''vr-spooktober'' and ''vr_spooktober''
FUUUUUUCK that solved it

>>8157913
I figured out why the demo desyncs. I'll record another one

>> No.8159895

>>8159057
Can you make the new medikit a bit more bulbous? It looks almost like less than the stim pak.
Also, for the berserk, maybe have it differently colored? Like some bright orange or bright pink-ish red to make it look like it was glowing, or maybe even some dark-ish purple. Right now it looks like all the other health potions.

>> No.8159904

>>8159891
>I figured out why the demo desyncs. I'll record another one
Cool, looking forward to it. What was it?
Also, in case you missed it, I fixed the crusher. Won't upload the new version yet, though. I want to wait for some more feedback to not roll out updates every day.

>> No.8159906
File: 2.59 MB, 638x512, pegged_walls_compressed.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

posted wrong vid
squished walls really fixed

>> No.8159909

>>8159904
>What was it?
I didn't realize vr-spooktober and vr_spooktober were two distinct files; I thought my new download overwrote my old download, and I was still launching the game using _ instead of -

>> No.8159913

>>8159906
what engine is this, you writing your own engine?

>> No.8159915

>>8158207
What this anon >>8158407 told you is only half true. Yes, there's a bug with GLBoom skies looking weird like that. Often times it is easily solvable by just making gl_skymode be 3 instead of 1. There's other times where you need to fuck with Boom sky transfers or some shit like that.

By the way, get DSDA Doom for testing, it's the most actively developed fork of PRBoom+ these days.

>> No.8159918

>>8159909
>I didn't realize vr-spooktober and vr_spooktober were two distinct files
lolwut, I thought it was still vr_spooktober, checked my files and it's vr-spooktober everywhere. What the fuck.

>> No.8159946

>>8159913
from scratch, on sega genesis

>> No.8159956

>>8159909
>>8159918
"vr_spooktober" is basically an old version of the resources, just remove it. I made the mistake to put "_" there without noticing it.

>> No.8160019
File: 132 KB, 760x758, Screenshot_20210921_195944.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8158067
100% Kino

>> No.8160062

>>8160019
Man, full life consequences.

My heart still ran, she was still with me. Life was alright.

>> No.8160070

>>8159351
its never been released to the public though, i dont think even kaiser has it

>> No.8160075

>>8159441
Shadows Of Cronos, Viscerus, Tower Of Chaos, XUMP

>> No.8160076

The atmosphere and music of surface tension make me think of Earthquakes.

>> No.8160103

does anyone play multiplayer here? I just downloaded doomseeker and I'm looking for /vr/'s server but I can't find it.

>> No.8160106

>>8160103
>/vr/'s server
You mean on the ones in the pastebin? Those are long dead. We host TSPG ones every friday and sunday at 5:30 EST.

>> No.8160120

>>8160106
oh ok I'll wait for it.
Someone should update that pastebin.

>> No.8160138

Is there a good Metroid themed wad?

>> No.8160143
File: 466 KB, 1920x1080, Allied Headquarters - Wolfenstein_ Blade of Agony 21.09.2021 15_21_51.png [View same] [iqdb] [saucenao] [google]
[ERROR]

this asshole

>> No.8160148

mod idea: you can paint a wall texture with the drawing of a passage and trick enemies into hitting the wall like willie coyote

>> No.8160168
File: 119 KB, 640x480, 1606092723669.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8160106
>join random server
>see this
are the TSPG ones more normal? I literally just finished vanilla doom 1 and 2 and just wanted to try the same but multiplayer.

Not download 20 different wads and play some weird clusterfuck

>> No.8160171

>>8160168
>Not download 20 different wads and play some weird clusterfuck
Sorry bud, but you're like 20 years late for that.
That said, be the change you want to see.
Open up a vanilla server and post it here.

>> No.8160175

>>8160168
Our servers are more normal. We play vanilla deathmatch/CTF on fridays and usually lightly modded co-op/survival on sundays. TSPG is a service that we use to host servers, anyone can use it. Yes, even you.

>> No.8160182

>>8159612
Texture squishing may look appropriate with certain textures, maybe it's worth keeping as an optional feature?

>>8159057
I think that you should:
>not draw the empty space in tbe bottles as transparent
>the glass that touches the liquid should be colored like the liquid
>you should put some empty space in the bottles to make them more obvious as bottles
>berserk should be a darker wine-red to make it a little more distinct from the other potions

>> No.8160184

>>8160168
sven co-op has some packs you can pre-download so you don't have to deal with downloading while connecting, there are probably some for doom

>> No.8160193

>>8160168
>>8160175
Our servers on Friday/Sunday run some meme player skins, but you can just disable skins if you're a bitch.

>> No.8160204

>>8160193
Yeah, I got so used to those I kinda forgot they were a thing. Type cl_skins 0 in console if you hate fun.

>> No.8160213

>>8152641
Co-op support?

>> No.8160216

>>8159349
no no i swear i had it off. play a quick level with Eduke with auto aim off and shoot an enemy with the pistol. you really can shoot em from far away

>> No.8160252

>>8160168
Looks like some kind of mix between a terrywad and an honestly shoddy wad to me.

>> No.8160263

>>8160182
It's easy to squish textures instead of scroll

>> No.8160336

please pay $5.99 for the DLC that allows you to disable player skins online

>> No.8160343

>>8159946
you running that emu at an authentic speed or is it getting help?

>> No.8160354

Anybody here have any tips on how to make decent, themed levels, loosely based on real world locales? Like Duke Nukem 3D-style maps. I'm finding it insanely difficult.

>> No.8160374

>>8160354
well think about what kind of spaces are in the location you want, then try to translate those into a playable area in the engine, pen and paper sketches can help. the rest is set dressing like proper textures and such.

>> No.8160379

>>8160354
look up how blade of agony made their maps? seems like the most real world looking project to date

>> No.8160381

>>8160354
In idtech or Build? Because it you insist on mapping in Doom/Boom format, you'll have a bad time because of a lack of support for portals and 3D floors and any kind of slopes.
In UDMF it gets a bit easier.
Though the most important thing is the textures. Fitting textures can go a long way. Though stuff like Going Down show how you can make something at least remotely real-world feeling even with vanilla textures, but there's not way around having proper real life textures.

>> No.8160463

>>8152716

There were genuine Quake 2 sound effects. I didn't even notice the textures at first.

>> No.8160470

I know it's not /vr/, but I want to play Quake 4.
I still have the disc, but I haven't had a disc drive in years
I don't want to pay $15 on steam for it, to be frank
rarbg doesn't have a torrent for it, i wonder where I can find a copy..

>> No.8160502

>>8160470
1337x

>> No.8160516

>>8157676
OK Here is demo v2: https://litter.catbox.moe/ythjvv.lmp
Like the other anon mentioned, you always run out of ammo in the library section. Did you not playtest your map yourself? Perhaps you tested with secrets only.

You're way better at creating convincing environments than I am, so I cannot criticize that. But the map's entirely too easy. Do you even play Doom? I'm not gonna write out a long list of possible encounters that should be added, because last time I did that it got rebuffed, so I'll just belittle your skills instead in hopes that you will make the map tougher for people who actually play the game

>> No.8160518

>>8160470
why is quake 4, a 16 year old game, not /vr/ to your mind?

>> No.8160523

>>8160516
he said earlier he balanced ultraviolence after his own skills, maybe he should consider bumping that down a level, and balancing hurt me plenty around his own skill instead

>> No.8160524

>>8160516
Fair warning, demo is 40 minutes long, so set your increase/decrease game speed hotkeys

>> No.8160525

>>8160470
just buy a $15 usb disc drive instead

>> No.8160528

>>8160470
https://archive.org/details/Quake4WorldEnFrEsIt

>> No.8160536

>>8160354
Try to keep it simple and somewhat abstract beneath the hood. Like Duke 3D's maps only ever cover a couple city blocks and a couple main themed buildings, theyre not massive sprawls.

>> No.8160539
File: 1.02 MB, 466x535, 1632229260124.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8160518
sorry- I just thought if it was released after 2000, it wasn't technically considered /vr/, is that an old rule that doesn't apply any more? idk, I don't come to /vr/ very often
>>8160525
a good option that I didn't think of
>>8160528
wow, thank you
you are very good people

>> No.8160650

first time playing blood (nblood)

do you guys prefer the midi audio, or the CD tracks?

>> No.8160656

>>8160516
>I'm not gonna write out a long list of possible encounters that should be added, because last time I did that it got rebuffed
Dude, there's a difference between saying "Hey this encounter didn't work for X reason, here's a possible way to make it better" and "bro it would be sick if you added twelve super skeletons and nine thousand revenants and fundamentally change the dynamic of every single fight"
I even implemented like four of your dozen ideas, so you weren't "rebuffed", get over yourself

>> No.8160661

>>8160516
>Like the other anon mentioned, you always run out of ammo in the library section. Did you not playtest your map yourself? Perhaps you tested with secrets only.
Yes yes I know, I added more ammo in the library, and a bunch of other stuff. Though I don't know what your problem is, you made it, didn't you? :^)
That said, yes I playtested the map and yes, I finished it with intentionally ignoring ALL secrets, so I assumed people finding the not so well-hidden secrets would have an easier time. Maybe you're not as good as you think you are? Also, since we're doing continuous I wanted to consider that a little bit, so in the actual mapset you would definitely have more ammo right at the start. Though I'm amazed you actually found anything with how you were zipping through the level. Maybe I should belittle your navigational skills.
And shit, you actually got the plasma gun the unintented way, but I didn't want to move the pillars further away. You might have noticed they lower in the end anyway, so you can easily grab the plasma gun there.

>Do you even play Doom?
hurr durr. But sorry chief, I won't make the map harder. I am not one of those people who can't finish their own maps. Remember this one is in the Normal block. But if you want I can make a version of the map just for you where I just add three revenants to each room.
Also, what happened when you were surprised by the Archie in the crypta? You took an awful lot of time to restart.

I am actually amazed blasting the doll with the rocket launcher worked. The intended way is the chainsaw, that's why I placed it there - the other anon got it. But it's cool to see this works too.

But you got me intrigued - why don't you tell me how to improve the, in your opinion, four easiest encounters?

>> No.8160665

>>8160650
I prefer MIDI. The CD versions are almost different songs entirely, and theyre much more ambient. The rhythms and melodies of the MIDI are more memorable and match the fast-paced gameplay more.

>> No.8160751

>>8160661
Oh and I forgot to mention that shooting the evil eye was the correct thing to do and hadn't you just continued firing for no reason you would even have heard the wall open. But yeah, maybe I should make it clearer that something does indeed happen.

>> No.8160791
File: 263 KB, 1280x800, soontoberedcliffs.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8152641
Finally done with Map08. I wanted to add more to the map but I got hit hard with mappers block so I finished up what was ready. I do want to get this more detailed (adding cool stuff to the skyline like more hills/mountains, adding windows to the otherwise indescript castle walls, etc) but playtesting is probably more important since I'm worried about if this fits difficulty-wise with the Map08 slot.
Completed without secrets, although it busted my balls a little especially with the blue key area.

https://files.catbox.moe/ufqrzl.wad
Mapname: Caco's Keep
Playtime: 10-15 minutes
MIDI: "Hang Castle" by Sonic Team
Wad Filename: Map08_vrspooky_v1.wad

>> No.8160792
File: 8 KB, 128x128, 1609907276587.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8158215
>it's an actual demon speaking through the ai

>> No.8160820
File: 6 KB, 237x159, never forget.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8160650
I like the midi more. The CD tracks are generally a better quality but also use corny audio samples that always gut the mood, like a kid singing "ring around the rosie". You're better off just looking for a better soundfont if you want CD quality.

>> No.8160847

>>8160820
Who made the CD music for Blood anyway? And was it part of the original release or was it part of an expansion pack of some kind?

>> No.8160865

>>8160847
According to the wiki, Daniel Bernstein and Guy Whitmore. They haven't done much else I'm too familiar with besides some other stuff with Monolith around then.
I think the OST was always there, it was all the tracks after 1 on the install disc. Same thing that Quake 1 and 2 and Half Life did.

>> No.8160879

>>8160343
gens runs a little faster than real hardware, but not by much. this is basically how fast it runs on a real genesis

>> No.8160985

>>8160791
Played through this about 3 times. Kept fucking up the demo recording, so I'm not even going to bother.
Just a couple of thoughts:
I know the map is called Caco's Keep, but there's just way too many in that opening area. It feels like they're only there to make the player waste the abundance of shells. If you get too many unlucky rolls, you're fucked.
I suggest not allowing the Cacodemons to spawn until after the SSG is picked up. It's a little too hectic trying to platform to it when you're getting surrounded by Cacos and Spectres(if you go the wrong way in the beginning).
Weapon progression is a bit backwards. You give the player a free plasma gun so early, but wait until the map is nearly over for a chaingun. The chaingun ends up being useless because you have so many rockets and cells by that point. The plasma seems like it would be better off in the backpack secret, because it's rather hard to find.
The above points combined lead to the difficulty curve of the map taking a steep drop once you get the red key. My only death after that point was being surprised by the Spectres at the bottom of the big staircase, and that only happened once.
The map doesn't really live up to its namesake except for the first and final areas. And the final area is more of a shooting gallery than a legitimate challenge.

>> No.8160996

>>8160879
that's cool as fuck anon

>> No.8161030
File: 109 KB, 640x563, 738509107398.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8152641
MAP21 faggot here. I don't know how to type this without pissing you all off, but I'm gonna have to drop out of the project. College started back up again for me and it ain't holding back on fucking up my free time, that and I've never mapped before. Just wanted to get this out there before it was too late and questions start coming up. Here's what I was going to do:

>Frankenstein's castle-esque map
>would start out pretty calm from the path outside to the main foyer where you needed all 3 skull keys to access a laboratory
>since it was chapter 3, difficulty would be hard
>would involve traps where you'd be dropped into a room full of revenants and maybe walking rockets while going for a megasphere
>the actual laboratory itself wouldn't be the end of it, though
>exit is locked behind a blue-keycard door and can only be accessed by using a portal
>you're taken back to MAP01 of 300minvr.wad, cleared out, dilapidated, and fractured in the void
>no enemies at all in this area until you grab the blue keycard, then they start pouring in a la Eviternity MAP29
>get out, return to reality, and leave the castle.

>> No.8161038

Is there any hope that Zandronum 4.0 could come out sometime next year? It'll have been 5 years since the last stable version (3.0) and 10 years since 1.0 came out. I feel like that'd be an appropriate time to release an update.

>> No.8161057

>>8160985
Thanks for the thoughts. re: the cacos, I did think there may have been too many but I personally enjoyed the rhythm of SSGing everyone in the first area. But I'll definately tone it a bit down, maybe replace a few of them with gargoyles, and have them be a teleporter squad instead of just waitng to gank you so people don't get fucked for going the wrong way. For the final area, I actually found it challenging since the caco's can easily overwhelm you if you're not crowd controlling right. I think taking your suggestion of moving the plasma gun to a secret would be the right choice here.
And I replaced a few monsters with cacos in the other areas of the map. I'll continue working on this tommorow, thanks for the feedback!

>> No.8161059

>>8161030
That's a real shame to hear. Did you get anything at all started on the map?

>> No.8161065
File: 24 KB, 510x277, words.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8160791
The character limit prevents me from posting my full thoughts I'm just posting a screenshot of it instead. Additionally, here's a demo of my mostly blind playthrough. Recorded using "vr-spooktober.wad".
https://files.catbox.moe/tp8uk7.lmp

>> No.8161070

>>8161057
I think spawning more in that area when you make the return trip would be cool. Gargoyles are also a lot of fun, and really spammable because they're so easy to kill.
>For the final area, I actually found it challenging since the caco's can easily overwhelm you if you're not crowd controlling right.
You hear the Cacos hiss as soon as you kill the Spectre, and you have so many rockets and cells to deal with them easily. It might be scarier if the player had no plasma.
>And I replaced a few monsters with cacos in the other areas of the map.
Swapping out some of the Hell Knights for a pair of Cacos wouldn't be too bad. It's only 2 extra shells to kill them.

>> No.8161103
File: 487 KB, 565x604, 1584065814802.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>watching doomtubers do purist uvmax pistol start no save runs of doom 2
>scoff, thinking it should be easy peasy with my decade and a half of experience
>boot up the game and decide to get it out of the way, just so i can say i've done it
>getting completely reamed in maps 7, 8 and 9, each taking well over an hour of trial and error to beat
>know it's only going to get worse
>mfw
i've come face to face with my own mortality and now i realize i'm not even a quarter of the doom player i thought i was

mods and savescumming have rendered me weak and impotent

>> No.8161109

>>8161103
Practice makes perfect.

>> No.8161138

How big should a quake map be? Douk? Doom?
I seem to remember the vast majority taking under 10 minutes to complete.

>> No.8161145

>>8161103
If this is important to you, just keep going at it, a guy like Decino didn't just decide one day that he would do UV-Max runs, he practiced the game a long time to get good, and he's even very upfront about how many attempts difficult maps still take him, one of the hardest maps in Sunlust taking him 58 attempts to do single segment.

>> No.8161150

>>8161138
I tend to aim for 10-15 minutes for a first time playthrough regardless of the game, but that's just me. Not a huge fan of 25+ minute grinds unless there's some sort of a fun gimmick or cool visuals to keep it constantly fresh.

>> No.8161168

>>8161059
no

>> No.8161214

>>8152635
All idtech 1 games are now widescreen supported
https://twitter.com/NashMuhandes/status/1440347815977259013

>> No.8161227

>>8161214
That reminds me. The Unity port hasn't got any maps in a little while.

>> No.8161240

>>8161103
>just so i can say i've done it

nobody cares really

>> No.8161257

>>8152632
I really hate this

>> No.8161360

What are some non violent FPS I can play with my kids

>> No.8161367

>>8161360
That Nerf UT clone.

>> No.8161397
File: 1022 KB, 1920x1080, Screenshot_Doom_20210921_190439.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>> No.8161424

>>8161360
chex quest

>> No.8161446

>>8160879
is this going to end up on hardware? if that's even possible

>> No.8161453

>>8160143
>and most of all, fuck jannies

>> No.8161486

>>8160791
Is it a coincidence that you used the exact same song as 2048 units of /vr/'s map08?

>> No.8161502
File: 45 KB, 1600x1200, DOOM00.png [View same] [iqdb] [saucenao] [google]
[ERROR]

I am having a really weird issue with Chocolate Doom.
I am making a tiny map for Ultimate Doom and everything worked fine until I started texturing. Now I get these weird artifacts and a crash to desktop without any kind of error message when entering a certain sector.
Does anybody have any idea what could be going on here?

>> No.8161514

>>8161502
https://doomwiki.org/wiki/Tutti-frutti_effect

>> No.8161539

>>8161514
Interesting, thanks. I discovered the textures were still aligned in a weird way. Reset them and now no artifacts anymore, though I still don't understand why that happened, as the STEP5 texture is 16px high, and those steps are, too.

That said, it's still crashing at the same spot.

>> No.8161550
File: 486 KB, 2560x1440, archy.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

Someone actually made this and thought "yeah, this is good design."

>> No.8161553

>>8161550
But anon, all you need to git is gud. Don't you want to be a hardcore speedrunner Ubermensh?

>> No.8161595

>>8161103
what the hell is uvmax?

>> No.8161598
File: 74 KB, 1010x549, nobodyreadsthis.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8152635
VIOLENT RUMBLE UPDATE - LONEY START MAP LOOKING FOR HOT SUBMISSIONS IN YOUR AREA EDITION:

>updated, 99% complete start map is here
>finally remembered to add anon's music track (track 10)
>fixed (hopefully) zombie standup issue
>pic related for rest of update notes

start map overview: https://www.youtube.com/watch?v=Kd1He0rOS4I

If you have time to test out the start map, I could use some feedback on things:
>performance in different engines / with different hardware
>whether the triggers work consistently
>spacing of difficulty select platforms
>whether I need to slap down some clipping brushes in places
>general aesthetics

Modifier wall textures are placeholders and I know the test map teleporter at the start needs some work (label, lights off and sparking until activated, etc.). Other than that, it's pretty much ready to receive level exits to your submissions.
You have 11 days.

>> No.8161624

>>8161595
100% kills 100% secrets on ultra-violence

>> No.8161631

How do you get past the "square room" phase in mapmaking? What do you do to spice your rooms up?

>> No.8161642

>>8161539
>That said, it's still crashing at the same spot.
i cant see it in your screenshot because chocolate doom crashes before it shows up, but i'm pretty this happens when midtextures have weird sizes.

>> No.8161649

>>8161631
Make shapes that aren't squares.

>> No.8161651

>>8161649
Cool, thanks. Will try it.

>> No.8161652

>>8161631
Layers and depth

>> No.8161680

>>8161651
Good luck. I believe in you.

>> No.8161689
File: 71 KB, 715x751, map.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8161642
What do you mean by "weird sizes"? I got rid of the tutti-frutti effect on the steps, that's done. The crash happens in another part of the map and there is nothing weird going on, rendering-wise.
I took a picture. The room is almost completely symmetric. On the left and right lane there are blinking lights. I can travel through the left corridor to the switch and back and it works. Only when I look to the right, the game crashes. There are the same textures everywhere, apart from those small segments in the left and upper corridor, but deleting them didn't change anything.
Raising the roof from the currently 96 height to 128, crash persists. Getting rid of the sector effect, crash. It doesn't matter what I do, it just crashes at the very same spot.
And the thing is that it didn't happen until I started texturing, but it really shouldn't matter if I have a 64x128 ICKWALL1 or STARTAN1, should it? And flats are always the same size anyway.
I found a thread on DW where someone also had a crash without anything else and apparently it was vertices on one-sided linedefs, but the only ones in this area are the ones where I put a different wall, and as mentioned, deleting them doesn't help.
I am really at a loss. This isn't the first hard vanilla map I have made, but I have never encountered this problem before.
I'll go to bed now, I am too tired to think about it anymore.

>> No.8161696

>>8155459
Never, because anon is only allowed to play the finest of shitkino.
Problem is, what's the guy's schedule? Seems random to me

>> No.8161717

>>8155173
I'm jonesing for some shitkino

>> No.8161719

>Covid lockdown happens
>Decide might as well devote all my time to making DOOM maps
>life starts up again
>still spend all my time making DOOM maps and have zero passion for anything else
>gaypost about it on 4chan

>> No.8161721

>>8159946
godspeed, anon

>> No.8161726
File: 72 KB, 1200x900, 1606728405432.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8160143
the weak should fear the strong

>> No.8161730

>>8161227
and you will like it

>> No.8161738
File: 578 KB, 1994x1440, 1565194587265.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8161696
>Problem is, what's the guy's schedule? Seems random to me
You would be right, I just do it whenever I feel like it. Come on boys, it's time for Ruba shitkino.
>https://youtu.be/VrFVpXYjEh0

>> No.8161739

>>8161689
try f4 to find corrupted stuff

>> No.8161745

>>8161680
It's surprisingly useful advice.

>> No.8161840

>>8159057
The blue potions are fine as-is, I think.

>> No.8161890

>>8161689
post map

>> No.8161952
File: 57 KB, 916x910, 1504578315328.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>bolt right up at 2 am with a sudden surge of inspiration
>felt as if god himself has touched me
>start mapping like a man possessed
>chug a whole pot of tar-black coffee in the process
>hours pass
>check the time
>it's already 7 am
>mfw
gues who's calling in sick today

>> No.8161970

>>8161952
show us whatchu got so far

>> No.8162052

>>8161952
sounds kickass, show us a screenie

>> No.8162098
File: 35 KB, 460x570, 1629929326422.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8161738
Why does Ruba hate Commander Keen so much? What was the Keen Thailand incident? These questions will never be answered thankfully.

>> No.8162142
File: 50 KB, 583x381, 1420957436923.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>Spend almost eight hours working on a single room
>Realize the player will only spend 20 seconds in it

>> No.8162160

>>8161227
They've slowed things down after Rekkr got added.
Used to be every 1-2 months, now its more like every 3-4 months. I imagine something will be added next month.

>> No.8162221
File: 80 KB, 650x480, 1536233526045.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

Got banned for 2 days for asking a question about Margret Thatcher.

What kind of retarded nigger fucking janny faggot mods are you? Stupid fucking cunts.

No, it wasn't off topic. The latest news item is a new mod about a demonic Thatcher raising hell. I asked a simple question about why the fuck do leftists fetishize hating her so much.

Retarded janny. You do it for free you braindead Jew.

>> No.8162234

>>8162160
they're probably dealing with death threats from romero after they added rekkr

>> No.8162248

Tranny janny mods

>> No.8162250

>>8162248
Sorry kid, maybe doomerboards or kiwifarms would be more your speed. Let me lend you a hand.
https://doomer.boards.net/
https://kiwifarms
.net/threads/doomworld.28307/

>> No.8162256

>>8159768
I could give it a different color, like a deep red as suggested by >>8159895 or black like the original sprite. It shouldn't be too hard thanks to Slade.
>>8159895
I could do that, or we could use the health bonus sprites as the stimpack since some anons suggested keeping the health bonus as it is. Depends on what the project lead wants.
>>8160182
>not draw the empty space in tbe bottles as transparent
Well, what else should I do?
>the glass that touches the liquid should be colored like the liquid
I'll try that, I like the idea.
>you should put some empty space in the bottles to make them more obvious as bottles
Also worth trying. I can see how these sprites can be misinterpreted as something else.

>> No.8162267

What's the best Quake episode? 2?

>> No.8162291

Fuck you tranny janny. Fucking dipshit.

Lrn 2 mod f4g LOL

>> No.8162302

>>8161739
Did that already, found nothing but the usual missing/unused texture stuff.

>>8161890
https://litter.catbox.moe/f34g0v.wad
There you go. It's far from finished and it's not even supposed to be a "real" map. I just tried to cobble up something as quickly as possible while staying under 66 sectors. As you can see, there are still STARTAN in a few rooms because that's the point I ran into the issue.
Tested on Choc 3.0.1

>> No.8162316

>>8161486
Just woke up, but yes. It's a good castle song with mutliple easy-to-find midi versions, though. If you don't like it, I can always change it.

>> No.8162364
File: 51 KB, 1600x1200, DOOM00.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8162302
Alright, I solved the problem.
Turns out the culprit was a middle texture I use to mask the monster closet alert line.
That texture - and only that texture - needs to be one of the STAR* textures, apparently. I tried several others and all made the game crash, just not STARTAN or STARG. I have no idea why, but at least I can now finish that shit. Man this was only supposed to be a tiny palate-cleansing quickshot.

>> No.8162369

>>8152635
Haste. 17 short maps made by slaughter map veterans such as Insane_Gazebo, Ribbiks and Scotty.
https://www.doomworld.com/forum/topic/124700-haste-%E2%80%93-17-short-challenging-boom-maps-from-difficult-to-slaughter/

>> No.8162431

>https://www.youtube.com/watch?v=XBlA6tM0cVQ
Which one of you is responsible for this?

Is it really such a big deal to not be able to reach somewhere high up and out of the way?

>> No.8162437

>>8160820
Oh hey my drawings of cab again.
why the filename?

>> No.8162439

>>8162369
I bet they just exclude Zzul maps because of his transphobia.

>> No.8162446

>>8162431
No prize for you, Rocketman.

>> No.8162472

>>8162439
I don't even know who that is. He is not listed as project mapper.

>> No.8162539

>>8161030
Well, even if you can't make that map now, you should sketch down the rough layout you had in mind and then write down your bulletpoints, because that sounds like a map that's worth making.

>>8162256
>>not draw the empty space in tbe bottles as transparent
>Well, what else should I do?
Make it opaque, bottles like these are small and curved enough that you wouldn't see through them very well, so making it white like the 'borders' of the glass might look better.

>> No.8162542

>>8161952
Excellent, show us a picture.

>> No.8162573
File: 1.21 MB, 1218x727, 1617671000026.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>> No.8162582

>>8162573
I always think of Skyroads when I see this

>> No.8162605

>>8162573
I should filter this image. I really hate it.

>> No.8162670

>>8162267
First one is at least most polished. All episodes were actually supposed to have bosses and they even made them, but they were removed from the final product.

>> No.8162704

>>8162670
The first and fourth episodes may be my favorites. The second is still fun and the third really helps negate that ‘quak is borwnn’ meme but the first and fourth remained the most memorable - mostly for the better, too.

>> No.8162745
File: 15 KB, 254x198, calebs_cock.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

Besides Death Wish, what is your favourite Blood map pack/mod? The new Fleshed Out mod is really cool imo.

>> No.8162756

>>8152641
Hey Dehacked guy, is there a special reason the brown pile of bones is solid? It has a tiny box, so I can run into the pile and then get stuck without knowing what's going on. I suggest to either make the box correspond to the sprite size or just make it nonblocking like the other bones.

Project lead, any idea when we can expect the next resource update?

>> No.8162801

>>8154486
>tested ponytail gun

>> No.8162816
File: 1.41 MB, 1920x1080, frenchandmeatyvillage.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8162745
Eviction is great, and then there's the lovely 500ml of /vr/. French Meat 1 and 2 are also good, just be wary of how zaney 2 is compared to 1.
Fleshed Out was fun but needs pitchfork starts methinks.

>> No.8162936

>>8156301
That guy was a real jerk.

>> No.8162994
File: 477 KB, 1920x1080, doom18.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8152641
https://drive.google.com/file/d/1l_clp1OgcLUIQNnOakxtb2q8PWXp21gC/edit
Map Name: Catacombover
Author: Sitri
Playtime: ~6 min
MIDI: At The Graves by King Diamond
Wad file name: MAP16_vrspooky.wad

Making a proper post because, barring any glaring issues, this map is done.
Difficulties have been implemented, the map is actually in the MAP16 slot now, and I added UMAPINFO for the sky and level name. Also did some aesthetic work to the underground section and responded to some of the feedback from the earlier versions.

>> No.8163029

>>8162431
I had similar complaints for Duke's World Tour episode. Levels felt like a bunch of well decorated corridors, disappointing compared to incredibly nonlinear maps of original.
Quake's DOTM is unlike that though, fantastic mapset.

>> No.8163105

>me discussing stuff about doom
>YOU'RE WRONG DUDE, SHUT THE FUCK UP AND LEAVE
DW is always like this?

>> No.8163121

>>8163105
DW is full of faggots but I feel like you're leaving out some important details here

>> No.8163138

>>8163105
just posting my reasons why I think D64 is not a direct sequel from D2, it's not a big deal actually.

>> No.8163146

>>8163138
meant to >>8163121

>> No.8163157

>>8163138
I feel the same way. How did'ya phrase it, and who flipped their autistic lid at you?

>> No.8163158

>>8163138
tell me why you think that i'm interested

>> No.8163159

I suffer from serious brain fog or something since my jab. I can't concentrate in my project at all and all I want to do is sleep.

>> No.8163162

>>8163159
What jab did you get? Mom's been badgering me about getting one because I'm fat and thus at risk.

>> No.8163163

Nobody cares about your Doomworld forum drama, we're all on /doom/ for a reason. Post rad shit instead of lame shit.

>> No.8163171

>>8163162
Biontech or whatever it's called

>> No.8163174

>>8163105
just like this thread when discussing source ports

>> No.8163198

>>8162994
1/2
>hurr durr comment too long
FUCK YOU CHINKMOOT GIVE ME AT LEAST 5000 CHARACTERS
At the chaingun hut I can shoot the skellingtons from outside. Is that intended?
You're still pretty stingy with health in the underground.
I think you should make the megasphere not hidden. Have the player see it right away and then only later realize "oh, so THAT'S how I get that thing!", because otherwise it's just a rock that's marked as a secret on the automap. That said, I only found four secrets (the bookshelf in the house, the rock before the chaingun hut and the one behind the fake wall in the bridge room that I also only noticed because of the automap).
The Archie in the house was rather easy to cheese, as you can send a few rocket towards him even before the meat shields reach you, as was the King Boner before the exit. Wasn't the Archie in the red key passage room before? Because that gave me the shits.
The Pain Elemental in the house is also still pretty easy to bully. I suggest having him come out with the other dudes you fight when entering the house, that way you can't concentrate completely on him and actually have him spawn a few Lost Souls.

>> No.8163202
File: 126 KB, 1152x864, doom00.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8162994
>>8163198
I also think it's a bit too easy though (on UV) - I am Map04 anon, so I won't tell you to add over 9000 Revs or anything, but a little bit more pressure from enemies would be nice. For example, the yellow gate room is still extremely empty. Maybe a Manc could give you a bit of grief there before jumping into the pit. I liked how you employed the Gargoyles though (anywhere). In fact, I really like the Gargoyles PERIOD. They're fragile, but hit really hard and in swarms can bring you down faster than almost any bigger enemy. Also, your underground/mining thing looks gorgeous. The bare stone walls with the wooden support structures, *mwah*. Progression was always clear and despite the map being so compact, I got a comfy exploration feel. Also, how stuff is interconnected with seeing other parts of the level through windows, love it.
Also, remember to make one adjacent sector a tad (even just one unit) darker or brighter to prevent larger textures bleeding through the floor, see pic related.

>> No.8163210
File: 357 KB, 712x613, 1609897934545.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8162670
>TFW still waiting for a successful Quake 2 restoration project

>> No.8163228

>>8162756
Basically that's how I found it originally on R667. I guess the logic is that the middle is too high to step over but the sides are low enough since it's higher in the centre. I could remove the tag very easily.

>>8152641
Very small fix for the decorations DeHackEd, the big brown bone pile is no longer solid.
https://pastebin.com/h429X90x

Unrelated, but here's the DecoHack source code I wrote for the project. Could be useful to study if you want to make your own extended/MBF21 project. Some things like decorations are probably easier to do in WhackEd but the monsters might be worth looking at.
https://pastebin.com/zJKNV4T8

>> No.8163249

>>8163202
Gargoyles are really fun enemies to spam because they die so quickly.
>Wasn't the Archie in the red key passage room before? Because that gave me the shits.
Yeah. I wanted the Archvile to be a punishment for grabbing the soulsphere, since that area is optional anyway. I thought about having the pillar open up behind the player to reveal the Archvile. Maybe I'll make another pass on it.
As for King Boner, I didn't want him to be a major threat, just a little surprise to kill the player if he trips up.
>I suggest having him come out with the other dudes you fight when entering the house
I'll try it out for when the player tries to grab the shotgun.

>> No.8163253

>>8163138
It literally is a direct sequel. Final Doom takes place after Doom 2 also and that fact gets people angry for some reason

>> No.8163268

>>8163253
>TNT is made by a couple of guys who aren't iD Software
>Plutonia is made by a couple of guys who aren't iD Software
>Doom 64 is made by a couple of guys who aren't iD Software
>Doom 4 is made by a MUCH later iD Software who have none of the same lead talent involved at all, many weren't even born by the time the original Doom was made
Just not seeing it m8.

>> No.8163271

>>8163228
>I guess the logic is that the middle is too high to step over but the sides are low enough since it's higher in the centre.
Alright, I see. Yeah I mean that logic is sound, but it's still annoying, since you can still walk through the pile and then suddenly get blocked.
But thanks for making it nonblocking.

>> No.8163273

>>8163253
>>8163268
sequels can be made by different people
this is why canon was invented for fiction, to distinguish sherlock holmes copycat sequels from doyle's original books.

>> No.8163275

>>8163253
>It literally is a direct sequel
>Final Doom takes place after Doom 2 also and that fact gets people angry for some reason
That seems contradictory, shouldn't Final Doom be happening before 64?

>> No.8163278

>>8163249
>Yeah. I wanted the Archvile to be a punishment for grabbing the soulsphere, since that area is optional anyway.
Now that you're mentioning it.... In that case I would put the trigger line closer to the soulsphere, because right now everything opens pretty soon after entering that area (I came from the two-color door, not through the red key passage).

>> No.8163279

>>8163268
It doesn't matter the developers, they are all direct sequels in gameplay and in a narrative sense. Final Doom and Doom 64's story section in the manual both make it clear it takes places after the first 2. Something isn't disqualified as a sequel because it didn't have the same exact crew who made the first ones

>> No.8163282

>>8163279
>Something isn't disqualified as a sequel because it didn't have the same exact crew who made the first ones
Agreed
I assumed the difference was between it happening 'sometime after Doom 2' and 'directly after Doom 2'.

>> No.8163289

>>8163268
retard

>> No.8163301

>>8163157
A mod and some others.

>>8163158
>Visually different from the originals, new graphics made from scratch
>It was made by a different company.
>Used to be a console port exclusive.
>Cut enemies (No archies, Masterminds, Chaingunners)
>Doom "64-2" or ''Absolution'' were planned but cancelled.

It kinda fails to be a sequel. for me it's just a different interpretation of Doom with the intention to show the capabilities of the Nintendo 64 console but that's it. it's like some kind of Reboot or just an ''Enhanced'' version of the Original games.

Now it's ''canon'' thanks to the re-release ports and Zoom Eternal's retarded lore connection but whatever, it doesn't matter. I was just sharing some of my thoughts anyway wew

>> No.8163312

>>8163278
That's a better idea. Having it appear from the pillar won't work if you go from the blue side anyway.

>> No.8163323

>>8163301
It was always canon. Your points don't disqualify games from being sequels. Looking different and having a different enemy roster doesn't fail to be a sequel. Contra 3 is different in alot of aspects from the first 2 but noone doubts its truly a sequel

>> No.8163331

>>8163301
i think romero said himself that he wouldn't make another doom after 2
i wish people thought 64 shouldn't be forgotten because of its accessibility in terms of ports and shit, not because of lore

>> No.8163334

>>8163301
>Cut enemies (No archies, Masterminds, Chaingunners)
This, in addition to the revenants makes a bit of sense: They're a big nightmare for keyboard/gamepad players, especially those two fast ones.

>> No.8163349

>All this talk about "Doom lore"
>Nobody brings up the manuals stating that Hell built its own cybernetic demons and the "Hell tech" aesthetic in the original games
>Later games ignore this, 2016 retcons it with UAC inventions and a simpler Hell aesthetic, then Eternal TAG retcons it again with Immora which just makes Hell's most important place a realm with its own civilization, throwing away any potential for abstract evil
I'm not joking when i say modders and mappers of classic Doom were more invested in the setting than current id and their target audience for the lore

>> No.8163357

>>8163349
I'm pretty sure the new games are in an alternate universe that doomguy from the old games walked into

>> No.8163358

>>8163279
>Something isn't disqualified as a sequel because it didn't have the same exact crew who made the first ones
It doesn't have to be a suitable sequel just because it's set after something either, many pwads take place after Doom 2 but they're not canon either.
As far as I'm concerned, Final Doom is where classic Doom ends officially, and after that it's all fan works. Doom 64 is like a gaiden entry, a REALLY good one, but a gaiden entry anyway, and Doom 4 being some sort of weird fanwork of Doom 64.

>>8163289
Boohoo.

>>8163349
This also. nuDoom lore is cringemageddon, therefore it doesn't get to be canon with the classic games. Doom Eternal should have just kept shit vague like in Doom 4.

>> No.8163371

>>8163358
Theres no logical reason to disqualify 64 in the canon. Its literally a sequel. https://doomwiki.org/wiki/Doom_64
I think those guys on Doomworld said you were wrong because you were. There is no logical reasoning.

>> No.8163386

>>8163357
>I'm pretty sure the new games are in an alternate universe that doomguy from the old games walked into
I thought it was implied that the place he's at in the end of 64 is where those other Doomguys found him, those Sentinels?
>>8163371
>Theres no logical reason to disqualify 64 in the canon.
I can at least see where he's coming from, even as someone that considers 64 to have realized that 'space horror' tone they were aiming for.

>> No.8163398

>>8163334
The enemies weren't cut because they thought they would be too hard for console players, they roided the fuck out of the Pain Elemental and Lost Souls to get a nightmarish monster that's real trouble, and they did that to compensate for not being able to have the strongest enemy in Doom 2.

It was more hardware limitations, Midway didn't want to spring for producing a cartridge with a larger capacity (and monsters like the Spidermind and Archie take up a lot of space), but there's also the issues of how many kinds of sprites and textures you could have loaded into the game per level. The Playstation port had similar limitations, which is why you see reduced variety in monsters in some levels, and there was also technical reasons as to why the Archie wasn't straightforward to implement there either.

Stuff like the Nightmare Imp in Doom 64 was done because it was a way to add another monster to the game to fill another role, but he already uses existing assets, just with another palette, so you get two monster types for the memory/space of one. For the Revenant, they could still fit in his projectiles and use them for traps, for the Barons and Knights, they don't have separate sprites anymore, instead being visually differentiated by their palette.

>> No.8163416

>>8163386
Its kinda vague but that sentinel stuff might have been centuries or eons after 64 with some dimensional shift at some point in between

>> No.8163418

>autists arguing about 'canon' and 'official doom', when the official statement is 'the story is not that important'

>> No.8163440

>>8163402
a lot of care into lore nowadays is recent because of current trends and nerd culture
this is how you get youtube channels making theory videos about kid cartoons and media getting prequels and content it never needed, like the cancelled die hard prequel
at least hollywood remakes were honest, when they just presented a lame version of a story
lore expansion implies "adding" to a preexisting story and giving the illusion of depth
it's not even just the milking aspect
but the idea of "investment" when a lot of new lore either has dumb ideas or just makes the setting feel bloated and uninteresting
some media managed to have staying power out of public reinterpretation and discussions alone, specially doom with mods, fanart and discussion of "what is doom"
>>8163418
that was a quote john carmack changed his mind a bit and nobody would treat it like a rule if not for dykg
it's from an interview, so he never needed to say that, when the actual presentation in the games and manuals should already tell you "oh yeah, the story is kinda silly"
still, the way to look at doom's setting is less "doesn't matter, ignore now" and more "it's weirdly presented but it can leave to the imagination sometimes" and that's 50% of its impact and fanbase

>> No.8163453

>>8163275
1-2-Final-64 is what I meant

>> No.8163454

>>8163418
I think that's why I dislike a lot of the nuDoom lore stuff. The classic games established a bunch of things, but were generally vague about story, and there was close to zero character. Doomguy is just some anonymous heroic warrior you're put in the shoes of, and beyond that you just play the game, maybe stopping to ponder the environments or events a bit, let your imagination fill in the blanks as needed.

>> No.8163465

>>8152632
The "Arcane Dimensions and other maps" link in the Quake Trilogy pastebin is down

>> No.8163483
File: 2.94 MB, 640x360, Squeezing by.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8163398
>they roided the fuck out of the Pain Elemental and Lost Souls to get a nightmarish monster that's real trouble
The bridge in the first episode and that ceiling where they all spawn together are the only times they got tricky. They're otherwise just as much a giant and friendly infight machine with double the lost souls to tank for you. While fun, it doesn't make up for shit and the revenant, chaingunner, and archvile are still sorely missed. I hate hearing this, "the pain elemental and shadow imp make up for it!", they don't.

>> No.8163521

>>8152635
Colourful Hell updated to 0.98
https://forum.zdoom.org/viewtopic.php?f=43&t=47980&start=870#p1200956

>> No.8163536

>>8163159
Welcome to the rest of your life now goy