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/vr/ - Retro Games


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File: 1.21 MB, 1218x727, 1617671000026.png [View same] [iqdb] [saucenao] [google]
8198040 No.8198040 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8185903

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.8198041
File: 935 KB, 1024x1024, 1632889638008.jpg [View same] [iqdb] [saucenao] [google]
8198041

=== 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: >>8161598
Please use spawnflag 16 for your level exit triggers

/vr/ HALLOWEEN PROJECT
Info here >>8192410

VRSKINS 4.0
Taking submissions

=== NEWS ===
[10-1] Supplice has a demo on Steam
https://store.steampowered.com/app/1693280/Supplice/

[10-1] Quake 2 weapons for Quake 1
https://www.quaddicted.com/forum/viewtopic.php?pid=5521

[9-27] Atmospheric Extinction released
https://www.doomworld.com/forum/topic/124790-atmospheric-extinction-a-boom-mapset-beta-release/

[9-22] SWWM GZ 1.1.9 Released
https://forum.zdoom.org/viewtopic.php?f=43&t=67687

[9-22] Quake 2 intro remade
https://www.youtube.com/watch?v=5TqxPdLSP-w

[9-22] GZDoom 4.7.0 released
https://forum.zdoom.org/viewtopic.php?f=1&t=73398

[9-22] Colourful Hell updated to 0.98
https://forum.zdoom.org/viewtopic.php?f=43&t=47980&start=870#p1200956

[9-22] Haste, 17 maps by 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/

[9-21] All idtech 1 games are now widescreen supported
https://twitter.com/NashMuhandes/status/1440347815977259013

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8198058

>>8198041
You used the wrong Halloween resources update >>8164670

>> No.8198075
File: 10 KB, 288x288, 1588143404916.jpg [View same] [iqdb] [saucenao] [google]
8198075

>How do you do, fellow casual gamers?

>> No.8198079
File: 594 KB, 1920x1080, dwvox01.png [View same] [iqdb] [saucenao] [google]
8198079

I'm entirely on the fence with these voxels.

>> No.8198084

>>8198079
It totally looks "did this just to do it"

>> No.8198093
File: 490 KB, 1920x1080, dwvox02.png [View same] [iqdb] [saucenao] [google]
8198093

>>8198084
It both doesn't feel right, and does. Maybe I don't think they fit but like looking at them, or they do because it expands on the voxels already present in the game...

>> No.8198104

VIOLENT RUMBLE ANCHOR POST
GET YOUR SUBMISSIONS IN HERE

USE SPAWNFLAG 16 ON LEVEL EXIT TRIGGERS

1 DAY REMAINING

>> No.8198105
File: 47 KB, 219x241, BEAT THE NIGGUR.jpg [View same] [iqdb] [saucenao] [google]
8198105

>>8198104
>forgot attention-grabbing image
FUUUUUUUUUUUUUUUUUUUUUUUU

>> No.8198109

>>8197794
I'm AGGRESSIVELY in favor of this name.

>> No.8198143
File: 350 KB, 1920x1080, dsda-doom_LoDuocKU6D.png [View same] [iqdb] [saucenao] [google]
8198143

I did it bros... Doom 2 and Plutonia pistol start UV 100% killed...
I don't feel like I got any gudder at all!

>> No.8198156

>>8198143
You may not feel it, but you absolutely are. Try out Alien Vendetta on HMP.

>> No.8198170

>>8198058
Thats an old version dumbass

>> No.8198194

Fucking years ago like 1999-2000 I made most of the goldeneye maps in Duke Nukem build.
Wish I still had them.

>> No.8198220

>>8198104
don't worry, I'll be working on my map right up until the deadline and maybe a little after :^) and I'll be done

>> No.8198240
File: 175 KB, 800x971, quake3.jpg [View same] [iqdb] [saucenao] [google]
8198240

Quake 3 still has a very active community at q3retro.com.

Game: https://archive.org/details/Quake_III_Arena_Id_Software_1999

Latest patch:
http://www.quake3world.com/files/updates/quake3-1.32c-win.zip

OSP mod (extract to baseq3 folder in install directory):
https://www.q3retro.com/maps/misc/OSP-Client-Files.zip

Suggested config for graphics, etc. (update q3config in baseq3 folder):
https://steamcommunity.com/sharedfiles/filedetails/?id=243509036

When you're in game, open the console and /connect ffa.q3retro.com:27960. It's busy every day and will be busy the rest of the weekend. Cya.

>> No.8198247

Still at my Shrine II map. Not really sure what to do from here. This would be the perfect time to unleash some archviles in a vanilla Doom map, but that's not really an option here. I guess some close quarters encounters with Shades (shotgunner equivalents) might be fun.

>> No.8198251
File: 194 KB, 1912x1035, shrine ii and shit.png [View same] [iqdb] [saucenao] [google]
8198251

>>8198247
Forgot me screenie aaaaaaa

>> No.8198310

WHERE'S THE HALLOWEEN PROJECT ANCHOR DAMMIT

>> No.8198362
File: 746 KB, 1200x837, VR HALLOWEEN V2.png [View same] [iqdb] [saucenao] [google]
8198362

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

Last resources update:
>>8192410

>> No.8198418

can someone tell me why vertical auto-aim is so wonky? is it a blockmap thing?

i'm half hoping mbf22 can just fix/remove all blockmap shit.

but i guess that's pandora's box, then people will ask for punching to become non-jank, etc.

>> No.8198436

Can a Doom mod give the doomguy the Force?
https://www.youtube.com/watch?v=yc9ji1SiGB4

>> No.8198447

>>8198418
You basically want something like GzDoom if you want better vertical fighting. You can make it somewhat vanilla with some tweaking.

>> No.8198481

Nah no way, it really need a bit more variety but the maps in Ion Fury are pure build porn.

The first city section is pure bliss of detail, the mall section the streets, the skyscraper is amazing, the train level is godly, the mansion level is nice as well.

The secret stadium level is great as well.

It has a couple of sewers and the subway which was a let down, was expecting something like Duke but hey.

The problem is IF is pretty bland even with the enemies. SO when the levle si not amazing to look at, like I expected a subway level with more destruction or some sort of cool gimmick but no.

The game really needed some personality however, something to spice up the levels other than just shoot. I guess the tetris segment is nice.

And now with the bike levels they are kinda fixing that gap of mehness. Needed a bit more self destructs, some puzzles I dont know.

>> No.8198520

>>8198041
https://desuarchive.org/vr/thread/8185903/#8195432

I'm not sure if it's worth mentioning as news but in the last thread Eric did release an unfinished BURL TUMD build.

>> No.8198529

>>8198481
I want to try giving them FEAR soldier voices, but I think if that kind of variety was possible they'd have done it.

>> No.8198534

>>8198436
It's funny; I wouldn't have minded the Glory Kill system at all if it were exclusive to rare/tougher demons (like the Baron and Cybers) as well as bosses as a sort of pop-off, but when it becomes this sort of invuln-frame metagame when you use it against Imps to get easy health and not die it becomes so tedious to look at over and over.
Truly believe that the system has the ability to hit that 'character action' note with Doomguy like Metal Gear Rising without the egregious anime presentation that would be in a Platinum game.

>> No.8198537

>>8198529
That would be cooler than the de2pat0rpy nasal voices they have

>> No.8198546

>>8198534
Plat games are not that bad desu, rela anime slimness is bigger in mmos.

Fuck Vanquish was so fun. A shame both it and Rising had to work with a shit console. Killed the level design.

Doom 2016 and Eternal I simply can not give a fuck, its so boring.

>> No.8198601
File: 222 KB, 419x351, tacodemon.png [View same] [iqdb] [saucenao] [google]
8198601

>>8198104
I'm the one who made rusty bucket bay last thread
Did you download the updated version of my map because I realized in my first post that my zip didnt include the custom music track

>> No.8198603

Been playing Lost Civilization and loving it but hot damn is level 19 a difficulty ramp

>> No.8198656
File: 1.29 MB, 1281x669, Untitled.png [View same] [iqdb] [saucenao] [google]
8198656

I just learned that -complevel Boom and above will light up a dark room when you open a door. This is an excellent gimmick that should be used in Halloween maps

>> No.8198672

>>8198601
yep, got it

>> No.8198681

Total Banger:
https://www.youtube.com/watch?v=JYPwJDp6oW8

>> No.8198706

>>8198447
i don't want better vertical fighting, i just don't want wonky vertical auto-aim.

for example there's one map i'm trying to get a good demo and there's one monster where, to conserve rockets, i always aim to the left of it to get the vertical auto-aim to consistently work. wtf is that?

>> No.8198769
File: 442 KB, 500x375, turn_that_shit_up.gif [View same] [iqdb] [saucenao] [google]
8198769

>>8198681

>> No.8198831

>>8198656
That's a setting set by the individual user. So, go ahead and turn it on and play the maps that way if you really want to run around opening doors and making every single room end up the same lighting value.

>> No.8198839

see you starside

>> No.8198850

>>8198839
Why don't we wait for backup?

>> No.8198857

>>8198040
Why does he have two buttholes tho lmao

>> No.8198895

>>8198857
>he

>> No.8198932

>>8198895
>has

>> No.8198937

>>8198932
>no

>> No.8198947

>>8198937
>style

>> No.8198964
File: 243 KB, 1916x922, shrine ii.png [View same] [iqdb] [saucenao] [google]
8198964

>>8198251
Alright, I think I'll be done with this map soon. Might post a playthrough of it later. I also need to learn how to not make it look so barebones.

>> No.8198982

>>8198418
>then people will ask for punching to become non-jank
And that's a good thing. I am tired of performing mental gymnastics to cope with vanilla bugs.

>> No.8198986

>>8198982
just play gzdoom

>> No.8198993

>>8198982
I assume that full Vanilla accuracy isn't that important to you then.

>> No.8199015

>>8198839
TAKE US UP

>> No.8199052

>>8198982
>>8198986
>>8198993

look i mean some stuff in vanilla like the blockmap bug is just fucking retarded. that is really just a pointer bug, a genuine mistake in the code. fixing that makes the game easier to mentally model for players and less frustrating.

similarly i am not complaining about vertical auto-aim, but about its _jank_, shit like needing to aim off center to make vertical auto-aim kick in, because of the dumb way it's coded.

mbf22 could fix shit like this.

and ... tysoning arachnotrons. i'd love to be able to do it. again it is jank that prevents it.
kraflab is implementing basic zdoom level support in dsda-doom. let's see what happens after that

>> No.8199076

>>8199052
>kraflab is implementing basic zdoom level support in dsda-doom
He's what

>> No.8199115

>>8199076
yup, it's in the dev version on github

not sure his motivation, i'm not on any of the cool people discords

>> No.8199119

>>8199076
>>8199115
see eg
https://github.com/kraflab/dsda-doom/blob/975a99bab8cc102e9719b6f2bf0a361d1d64c72d/prboom2/src/dsda/map_format.c#L134

>> No.8199125

it's possible kraflab is just introducing these names (that are not in prboom) as part of his general cleanups, but let's see. they also had some discussions on DW about acs/etc in mbf22+ so yeah very curious

>> No.8199128
File: 2.11 MB, 1280x720, cm-intro.webm [View same] [iqdb] [saucenao] [google]
8199128

anyone know of any weapon mods that change your guns into mainly hand related attacks? melee combat, magic, whatever

>> No.8199153

>>8199128
Walpurgis (as the Magister)
Combined Arms (as the Tech Monk)

>> No.8199179

>>8199128
You can play Demonsteele mainly with sword in one hand and hammer in other, though you'll have to use ranged at some points. It's like fps DMC. Same with GMOTA and that Knight guy

>> No.8199320

>>8198681
I wonder how Eternal MIDI Pack's going. Would gladly replay the wad with that.

>> No.8199338

>>8198857
One of them is the urethra

>> No.8199342

>>8198418
Just be glad that intercept overflows are fixed in non-vanilla complevels.

>> No.8199343

>>8198857
One asshole wouldn't be enough for the amount of farts they need to fly

>> No.8199352
File: 268 KB, 329x500, bats.png [View same] [iqdb] [saucenao] [google]
8199352

>>8196050

>> No.8199380

>>8198706
>i always aim to the left of it to get the vertical auto-aim to consistently work. wtf is that?

Yeah, that sounds like the blockmap.

There's no fixing it without a total re-write of collision detection. Not gonna happen.

>> No.8199450

>>8199380
i guess you're right, it'd be essentially impossible to get ports to agree and preserve demo compatibility.

ugh.

>> No.8199470

>try supplice
>it has doom 2 heavy gunners on steroids
that's gonna filter steamers hard

>> No.8199475

>>8199470
Streamers play retro fps games?

>> No.8199476

>>8198857
caco pussy

>> No.8199486

>>8199475
steamers, as, people from steam who don't play wads

>> No.8199489

>>8199486
Yeah my bad read that as streamers. In my defense first time seeing someone use use the word steamer

>> No.8199494

>>8199489
me too, I just made it up

>> No.8199502
File: 2.03 MB, 452x457, 1629438636436.gif [View same] [iqdb] [saucenao] [google]
8199502

What is this a reference to?

>> No.8199507

>>8199502
some anime girl gore gif

>> No.8199534

Holy shit nosferatu is perfect for Halloween, it was way ahead of its time. I am sad I didn't play it back then.

>> No.8199543

>>8199502
A guide on how to UV-unwrap a model.

>> No.8199563

>>8198362
Any names ideas for the project?

>> No.8199564
File: 583 KB, 1920x1080, nibble.png [View same] [iqdb] [saucenao] [google]
8199564

I will never not find it annoying that some boomer shooters design their game around auto-aiming when vertical looking is available.

>> No.8199575

>>8199564
Isn't Powerslave a port from console version? Makes sense why it would be designed around auto aim

>> No.8199586

>>8198362
As someone in the last thread suggested

>Ad Mortem
It's kinda lame, but if nobody likes "Scary Monsters...." (which I still think is cool), I think this one is the best so far. I could certainly live with that.
The 3 Gates one is too awkward, bad for Doom and come on, is really far fetched here, but it would be pretty fitting for a Quake Halloween map set.

As for my own suggestions:

>Slaytanic Funhouse
>Goosebumps: The Megawad of DOOM
>Nocturnal Extinction

>> No.8199591 [DELETED] 

>>8199507
>>8199543
I almost thought it was a 3D printer meme or something..
Link to the gif? (i might regret this)

>> No.8199595

>>8199534
Yeah, it's one of my favorite PC horror games. Have yet to beat it on nightmare difficulty though.

>> No.8199597

>>8199564
Pretty odd thing to be pissy about when surrounded by port options.

>> No.8199608

>>8199575
The PC version of Powerslave/Exhumed is a different game, rather than a port.
But still, some Build games have that "no spread pistol with autoaim" that is annoying with switch shooting (looking at Douk+RR). Powerslave (PC) has those wasps that are near impossible to hit without autoaim on.

>> No.8199610

>>8199597
I know, but using autoaim in anything other than Doom feels like cheating.

>> No.8199618

>>8199610
You can disable it in most ports, so again I’m not sure why you’re pissing about it.

>> No.8199625 [DELETED] 

>>8199618
It's that not using autoaim puts the player in too much of a disadvantage

>> No.8199660

>>8198831
All complevels 9 and above have this option turned on automatically

>> No.8199683

>>8199586
these titles are even more retarded tho

>> No.8199685

>>8199610
When we first played it in '96, autoaim was not an option you could turn off. You could aim up/down with PageUp/PageDown or turning on the mouseaim hotkey, but autoaim was always on. You could turn off autoaim in Blood with the -noaim parameter, not sure if Duke had that.

It's not as easy as you think. You can't shoot at enemies above or below you without using the keyboard, and you can't aim your precious few rockets exactly where you need them to go to maximize damage, not to mention how much harder throwing dynamite or pipe bombs becomes. I still prefer it this way for nostalgia and because build games look janky with freelook, even with hardware rendering

>> No.8199692

>>8199586
BASED 4chan Boner Extravaganza

>> No.8199703

>>8199052
I'm seeing where you're coming from, better hit detection for better melee could probably be implemented while maintaining demo compat, possibly along with a cleaner vertical auto-aim.

I'd be in favor of it.

>> No.8199706

>>8199703
>cleaner vertical auto-aim
wat

>> No.8199708

>>8199489
Have you heard of the Cleveland Steamer

>> No.8199725

Just clocked frozen time, any other doom wads with a distinct cold/barren feel? Extra points if is dungeony

>> No.8199728

Where does the HD assets from Marathon come from?
Where they officially made by Bungie or just popular mods?

>> No.8199739

>>8199595
Fuck its great, great design overall and I love classic horror shit. I still have fondness for nocturne.

A modern remake would be amazing. Or a gzdoom kinda thing.

>> No.8199753

>>8199586
>Spooky Scary Revenants
>Witching Hour
>Dark Dungeons & Haunted Castles
>Cruel Jeering Skulls
>Gothica
>Grim Tales
>Flesh & Blood

>> No.8199759

>>8199586
I kinda like Ad Mortem than any of these actually, it sounds Memento mori-ish to me

>> No.8199764

>>8199759
>it sounds Memento mori-ish to me
Probably because it's both latin

>> No.8199767

>>8199586
Ad Mortem is the best one so far IMO

>> No.8199816

>>8199586
You really think Scary monsters and creepy maps sounds like a good title? you're dead wrong lol

>> No.8199821

>>8199753
Legions Of Ghouls?

>>8199816
Yeah, it really doesn't sound good at all.

>> No.8199840

>>8199816
What's your suggestion, then?

>> No.8199842

>>8199840
209 Bones of /vr/, the rest are cringe

>> No.8199845

>>8199842
I like that one.

>> No.8199846

>>8199842
>209 Bones of /vr/
It was 206 bones, you uneducated faggot, and it's among the worst ones so far.

>> No.8199858

>>8199840
Idk, anything except your shitty generic titles, gosh what's next.. [SOMETHING] of /vr/, [SOMETHING] fun maps..

>> No.8199863

>>8199858
>another zoomer faggot not getting the reference
I mean it's one thing if you call it shit, but if you're calling it shit despite not understanding why it's called that, it's clearly on you.

>> No.8199864

King Boner and the Skellingtons' SUPERBASED Spooktoberfest

>> No.8199865
File: 110 KB, 620x465, sample.2.jpg [View same] [iqdb] [saucenao] [google]
8199865

>black medical kit

>> No.8199867

>>8199864
Get rid of the dumb chanspeak and I'm game

>> No.8199874

>>8199867
big chungus and the WHOLESOME skeltal DOOTober

>> No.8199878

>>8199874
could work if that skeltal is keanu's

>> No.8199879

King Boner and the Skellingtons' Tumultuous Tour of Terror
Spooky Scary Skeltals
Spooky Scary Skellingtons
>>8199874
keked

King Boner and the WHOLESOME skeltal DOOTober
King Boner and the Skellingtons' WHOLESOME skeltal DOOTober

>> No.8199884

>>8199846
What about 207 bones, because boner? Eitherway I think it's a good name.

>> No.8199892

>>8199884
Doesn't make it any better, anything in >>8199879 is better.

>> No.8199894

>>8199863
Yes, we get it, it's a David Bowie thing, not all of us listened much to him. I suggested Skeletons In The Closet, which is an Alice Cooper song, but I didn't get pissy that nobody got it, and I didn't get pissy either that nobody was interested in the title.

Spooky Maps And Scary Monsters is not a good title, it's among the worst suggested.

>> No.8199898

>>8199894
>I suggested Skeletons In The Closet
I didn't even see that. I would have supported it.
Also, I never suggested "Spooky Maps and Scary Monsters", faggot.

>> No.8199908

Skellingtons would be better off named Boneheads

>> No.8199920

eternal doot
doot the way id did
spoopy doom
double spoopy
knee-deep in the bones
skeltal vendetta
spoopy skeltals
memento doot
dootonia
speed of bones
bonelust

>> No.8199925

are we supposed to be coming up with the worst names possible for this project?

>> No.8199926

Spooky Maps and Scary Monsters it is!

>> No.8199928

>>8199863
I don't get the reference and I don't care, it's still a shitty name

>> No.8199935

At this point I am totally fine with naming it "untitled /vr/ halloween project"

>> No.8199938

>>8199928
Suggest a title then of stfu

>> No.8199942
File: 1.10 MB, 1280x893, 1505350635387.png [View same] [iqdb] [saucenao] [google]
8199942

>>8199925
Let's see your better names

>> No.8199950

>>8199938
Bones adventure 2: BATTLE of /vr/ and creppy maps with david bowie references.

>> No.8199953
File: 277 KB, 841x811, 1632524049095.jpg [View same] [iqdb] [saucenao] [google]
8199953

Fuck, I just had a stupid ideia, how about calling it "The Megawad That Shall Not Be Named"?
It got a scary vibe to it, don't you think?

>> No.8199959

>>8199953
I think having a Harry Potter reference in there is probably the worst suggestion of them all.
Just call it Ad Mortem, swallow the DPB allution and be done with it.

>> No.8199961

>>8199953
damn that's cringe bro

>> No.8199962

>>8199586
Ad Mortem is actually pretty good

>> No.8199968

>>8199950
I read this imagining a revenant doing the Sonic dreamcast pose

>> No.8199974

Necronomicoom and combine it with HDoom

>> No.8199975

Todays the day rumble bros

>> No.8199982

>>8199959
I wasn't thinking of Harry Potter but ok.
Also I think Ad Mortem is to serious of a project name for something as goofy as halloween.

>> No.8199991

>>8199959
It's a Lovecraft reference you dipshit.

>> No.8200004

>>8199991
Reference to what?

>> No.8200010
File: 104 KB, 1914x1076, Hastur.jpg [View same] [iqdb] [saucenao] [google]
8200010

>>8200004
The king in yellow

>> No.8200020

>>8199991
>It's a Lovecraft reference you dipshit.
Don't worry, it's still terrible

>> No.8200032

>>8200010
But the Yellow King doesn't really play a role in any of Lovecraft's stories.

>> No.8200040
File: 2.91 MB, 640x360, QuestionablePerspective.webm [View same] [iqdb] [saucenao] [google]
8200040

The third person misadventure continues

>> No.8200042

>>8200010
you know who's really shall not be named? lovecraft's cat xDDDDDD

>> No.8200052

>>8199942
Tricks and Treats.

>> No.8200054

>>8200052
Sandy pls

>> No.8200059

>>8200052
That's honestly pretty good.

>> No.8200062

>>8200052
0/10

>> No.8200070

>>8200059
Sandy pls

>> No.8200075
File: 96 KB, 1280x1024, 24563464563462456.jpg [View same] [iqdb] [saucenao] [google]
8200075

>>8200040
That looks cool. Shame its quake 2.
We need more third person silly action adventure games.

Shit made today like nu tomb raider is so sterile.

>> No.8200084

>>8200052
I think there's a wad with that name already

>> No.8200105

>>8199128
name of wad?

>> No.8200109

>>8200084
FUCK

>> No.8200114

>>8200084
Not that I can see.
>>8200062
Don't pretend that you're not just shitting on every suggestion like a supermassive faggot.

>> No.8200125

>>8200114
it would be a decent name for a map, not an entire wad

>> No.8200149

>>8200075
I was hoping to find something for the first Unreal but nothing's coming up, sadly. There's something for UT 2K4, though.

>> No.8200151

>>8200114
>Don't pretend that you're not just shitting on every suggestion like a supermassive faggot.
I am shitting on every bad suggestion, which this one is, you supramassive faggot.

>> No.8200154

>>8200149
What do you mean?

>> No.8200157

>>8200154
A third person mod. Like Quake 2, I was hoping to find one for the first Unreal but I can only find one for Unreal Tournament 2K4.

>> No.8200167

>>8200157
I dont think you need a mod, there was a option in console to play third person.

It felt exactly like rune with no mantling.

>> No.8200169

>>8200167
That's great news, then. I'll mess with it after this Q2 playthrough.

>> No.8200191

What about a name using the word "grave" or "tomb"

>Open Graves
>Grave Matter
>Tombstone Tango
>Tombs Of Terror

>> No.8200203

>>8200191
Those are all nice map names, but nothing for a megawad.

>> No.8200227

>>8200191
Spooky, scary, agitating skeletons?

>> No.8200245

How about Horrifying (and) Frightening Faggot Maps?

>> No.8200254
File: 23 KB, 180x200, 1460145746063.png [View same] [iqdb] [saucenao] [google]
8200254

>>8200245

>> No.8200262

RIP Romero (1967- 2021)
That would actually scare people

>> No.8200263
File: 36 KB, 480x388, 699321277.jpg [View same] [iqdb] [saucenao] [google]
8200263

>>8200245
>actual homophobia cus the gays are horrifying and frightening

>> No.8200267

Ideas:
"Maps From the Crypt"
Like a play off of Tales from the crypt
"All Hallows of /vr/"
folowing the usual format, or
"Nos/vr/atu"
Or some variation like "the Curse of Nos/vr/atu"

>> No.8200285

>>8198362
+++MAP04 UPDATE+++
https://www.dropbox.com/s/0hj6w27w5hkgyhw/MAP04_vrspooky_v4.wad?dl=0

changelog update v4; map spoilers in spoilers

-crusher room windowsill fixed

Known issues:
-BOOKSLF3 not properly aligned due to 96px width

This should be it, more or less, until the actual testing starts.

As for names, every suggestion so far was at the very least really lame, but I think Ad Mortem is the least bad one yet, though I don't like the proximity to Memento Mori, like we tried to imitate them or something. Maps from the Crypt is ehhhh, but I could live with that, too.
I myself don't really have any better suggestions, only very silly ones like "SupercacoFRAGilisticskellybonerocious".

>> No.8200287

Is there something like quake injector for doom that isn't portadoom?
I need something multiplatform

>> No.8200313

>>8200267
>"Nos/vr/atu"
Kinda like it.

>> No.8200319
File: 141 KB, 1024x943, steamuserimages-a.akamaihd.net.jpg [View same] [iqdb] [saucenao] [google]
8200319

>> No.8200330

>>8200313
But we don't even have anything even resembling something as vampires.

>> No.8200334

>>8200330
Well, maybe we can "nosferaturize" the zombiemen, make them pale/gray skinned, give them red eyes and pointy ears, and fangs?

>> No.8200353

>>8199564
mice were not that common

>> No.8200363
File: 1001 KB, 1920x1080, doom01.png [View same] [iqdb] [saucenao] [google]
8200363

>>8200330
>>8200334
Maybe bring this guy from mayhem 2019?
Might be to late to do that however.

>> No.8200367

>>8200267
One more pun, a bit more relevant:
"Cada/vr/ous"

>> No.8200372
File: 881 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
8200372

>>8200285
Great job anon. The final room could use pain elementals so that the player has to fight at least something, otherwise he can just run to all the switches and let everything infight. Also, two spiderdemons in there could be a cool final encounter. I still think the red key room should remove the spectre and hellknight and warp two satyrs from behind, and add just a smidge of gargoyles to the library encounter.
Add buttresses to the courtyard area with the King Boners, and spice up the lighting in there. In fact, go across the entire map, and darken some of the rooms, perhaps adding a candelabra as well, like pic related has kind of stale lighting

>> No.8200376

>>8200262
he died in 1998

>> No.8200380
File: 753 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
8200380

>>8200372
Maybe some flickering lights from the candelabras

>> No.8200382

>>8199608
>switch shooting
console niggers shouldn't talk here

>> No.8200383

>>8199470
Was having major trouble with these fucks until I realized you have to wait til they stop revving their chaingun to avoid being blasted

>> No.8200390
File: 823 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
8200390

>>8200380
Darken the room and have light come from the windows

>> No.8200396

>>8200262
>>8200376
"John is Dead", kind of like the Beatles with 'Paul is dead'.

>> No.8200409
File: 703 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
8200409

>>8200390
This room's lighting also feels stale but I dunno how to improve it

>> No.8200421

>>8200372
What gamma are you on? I like the lighting level as is on software/gamma 0. And especially the study with its fucking intricate ceiling would be a horror to re-lighten, plus those "living" rooms are intentionally rather evenly lit. But I really don't want to do more lighting stuff desu. I already made the library darker and added flickering candelabras and it sucked ass. Dynamic lights would be so cool to have here.

>>8200390
There is light coming in here, but as you might have noticed, light is coming from some unnatural kinda northeastern direction here, so naturally all not-eastern facing windows will not get actual lighting. It's very subtle and easier to see in GL mode, just like the red corridor.


Frankly, I feel a bit burnt out right now. I will take note of your suggestions that I haven't already discarded earlier and see what I can implement later.

>> No.8200431
File: 902 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
8200431

>>8200409
And finally, this is the room I was trying to make my way to, it should be darker

>> No.8200528

>>8200267
those names are pretty bad.. don't even try so hard to fit the /vr/ acronym in every title

>> No.8200573

>>8199920
not a single comment on my names... i tried so hard...

>> No.8200579

>>8200573
And you got so far, but in the end it doesn't even matter
plus they all sucked ass

>> No.8200580

>>8200573
i got an idea.. Rekkr? more like Spokkr: Fully totally creepy maps of /VR/™ and spooky deathmatch levels with david bowie™ references

>> No.8200586

>>8200579
dootonia and speed of bones are borderline genius, don't be jealous

>> No.8200593

>>8200191
Cool names for maps, not for a megawad

>> No.8200618

Just call it "I Hate Spooks" and be done with it.

>> No.8200623

If we doing music names how about thriller?

>> No.8200627
File: 84 KB, 1200x1555, 1200px-MaxStirner1.svg.png [View same] [iqdb] [saucenao] [google]
8200627

>>8200618
Fuck off

>> No.8200717

>>8200627
Dread Sectors
Hallowed Out
Booooooooo mcompatible (forget what comp level you guys chose)

>> No.8200718
File: 134 KB, 375x261, lmao.png [View same] [iqdb] [saucenao] [google]
8200718

>This whole thread
I'm considering making a tombstone texture or some shit with all those terrible names.

''R.I.P - Prayers for these project names that will never be''

Jokes asides, In the end I guess I'll choose Ad Mortem title for the project, since all those names just sounds like pure shitposting.

>> No.8200725

>>8200718
Ad Mortem works.

>I'm considering making a tombstone texture or some shit with all those terrible names.
Do it. Anyone have a graveyard in their level to put them in?

>> No.8200740

>>8200718
>>8200725
ad mortem sounds like some hardcore slaughter wad

>> No.8200747

>>8200740
Good, we'll defy expectations by not making it a full slaughter set.

>> No.8200751
File: 598 KB, 1920x1080, Douk.jpg [View same] [iqdb] [saucenao] [google]
8200751

Down on your knees and bark like a dog!

>> No.8200754

>>8200740
shoulda made a better suggestion

>> No.8200757

>>8200754
what's wrong with bonelust?

>> No.8200759

>>8200757
It's shit

>> No.8200765

>>8200759
you're shit

>> No.8200774

>>8198362
Ok faggots, I've had enough.
Project's name is gonna be:

"Ad Mortem": a /vr/y spooky halloween project.

Case closed.

>> No.8200779
File: 519 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8200779

>> No.8200785

>>8200774
https://www.youtube.com/watch?v=70PfIw5LHt0

>> No.8200789

>>8200785
>learn about Dugin yesterday
>on /vr/ of all boards someone is posting a Dugin video
I am now convinced I am being watched

>> No.8200795

>>8200725
Catacombover has tombstones right at the start

>> No.8200804

>>8200785
your mom is cringe

>> No.8200807

Recommendations for wads primarily balanced around using the shotgun (not ssg) or chaingun? Sometimes, those are more fun than rockets or a bfg.

>> No.8200835
File: 363 KB, 1280x720, SUNDAY_NIGHT_SHITSHOW_34_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8200835

SUNDAY NIGHT SHITSHOW BITCHES!
Tonight we're playing through Alien Vendetta. Three life survival, so three strikes and you're out! Also featuring the updated vrskins, come see the new skins available.
Join with Zandronum:
104.128.49.2:10717
104.128.49.2:10717
104.128.49.2:10717

>> No.8200842

>>8200718
Fair enough, Ad mortem is actually good than any of these retarded names

>> No.8200847

>>8200718
This works, even if it's a little boring.

>> No.8200851

>>8200807
Shotgun symphony

>> No.8200865

>>8199586
>Slaytanic Funhouse
>Goosebumps: The Megawad of DOOM
>Nocturnal Extinction
terrible suggestions

>> No.8200870

>>8200804
your mom's blowjob skills are cringe

>> No.8200873

>>8200870
you're my mom

>> No.8200878

>>8200865
Where are yours? It's over, btw.

>> No.8200882

>>8200873
i'm your dad you never had

>> No.8200889

>>8200882
because he's a massive faggot

>> No.8200891

>>8200889
sounds like your family is a funny bunch

>> No.8200904

>>8200718
I still stand by The Megawad That Shall Not Be Named.

>> No.8200905

>>8198104
>1 DAY REMAINING
I'll probably need another day to balance my encounters - how do I submit my map anyway?

>> No.8200908

>>8200904
It's still a shit title that makes everybody think of Harry Potter first, no matter how much you claim it's a Lovecraft reference.

>> No.8200913

>>8200718
>I'm considering making a tombstone texture or some shit with all those terrible names.
If you don't do it then I will

>> No.8200918

>>8200908
then maybe avada keda/vr/a?

>> No.8200919
File: 414 KB, 1920x1080, Screenshot_Doom_20211003_114637_01.png [View same] [iqdb] [saucenao] [google]
8200919

>>8200835
server crashed

>> No.8200928

>>8200905
>I'll probably need another day to balance my encounters
That'll be fine, as I'm working to the last minute myself anyway.
>how do I submit my map anyway?
Either upload somewhere and link it here, or send it to ViolentRumble@protonmail.com. Make sure to include a text file indicating how you want to be credited + any important details about your map (compiling info, custom asset use, etc.).

>> No.8200929

>>8200835
server fuckin' fuckfarted and died

>> No.8200953

>>8200919
>>8200929
Here's another starting on map08, if this one crashes I'm done for tonight
104.128.49.2:10743
104.128.49.2:10743

>> No.8200961

>>8200779
>hardest boner

>> No.8200967

>>8200961
The word cloud of wisdom has blessed us with the project title once again

>> No.8200968

>>8198014
Honestly, IF doesn't do enough with its Cyberpunk aesthetic. The weapons aren't special, they're the same as every other retro FPS... A pistol, a shotgun, a grenade launcher that re-uses the shotgun sprites, a full auto, a bigger machine gun, a crossbow of which is only saved by its alt-fire, and I guess the bombs are cool and unique, the clusterpuck is almost useless. The level design is alright, but nothing special. The hitscanners (I know they're not actually) are used too often, and several other cool enemies aren't used enough and are easily forgettable.

>> No.8200982

>>8200968
Nah the enemies are fine if a bit hard dot see sometimes. The only thing I dislike is how they sound.

Bosses are also meh. But there is a start for each enemy.

The level design is amazing, its the character design and feel of progression that is fucked. Both main character ramble boring stupid form beginning to the end. Its very soulless.

>> No.8200983

>>8199128
Holy shit lol

>> No.8200985

>>8200961
>>8200967
>/vr/'s Hardest Boner
Yeah, just use this

>> No.8200996
File: 144 KB, 498x450, h5s.jpg [View same] [iqdb] [saucenao] [google]
8200996

>>8200779
>play gzdoom

>> No.8201013

>>8200985
Good name! I will for the tombstone texture.

>> No.8201015

>>8200985
>>8200967
I feel that /vr/'s hardest boner doesn't really work as a head title, but I think it'd work as a subtitle
>Ad Mortem : /vr/'s Hardest Boners

>> No.8201038

>>8200105
https://archive.org/details/ColumbineDOOM2

>> No.8201047

>>8201015
that would fit perfectly for HFFM than this project imo

>> No.8201050

>>8198964
>https://youtu.be/1WX763ORszQ
Not happy with the encounter right at the end, since that weird horse thing is essentially a cyberdemon with half the health. The trajectory of its projectiles mean there's no way to avoid taking damage without getting off the bridge.

>> No.8201065

>>8201015
unlimited boner works: /vr/'s hardest

>> No.8201070

>>8200267
>Maps From the Crypt
Not bad

>> No.8201072

>>8200807
Mordeth

>> No.8201115

>>8200725
I've got a little graveyard ambush thing in MAP14, I'm down for it
It'd give more variety than just the Blood headstone texture over and over

>> No.8201131

>>8200982
I completely forgot to mention Shelly because she's so dull I even forgot the game had a talking protagonist.

>> No.8201147
File: 1.40 MB, 1536x864, d3difbros.png [View same] [iqdb] [saucenao] [google]
8201147

>>8200968
>Honestly, IF doesn't do enough with its Cyberpunk aesthetic
As a mirror to Duke's setting and style, it's doing it's job while being more detailed and fantastical. After a certain point it becomes a preference between aylmaos or cyborgs.

>> No.8201169

>>8201147
IF maps are all ultra detailed but they needed better thematic glue between them.

Which is what I think they will do in the expansion if it ever comes. If any other these retro inspired shit ever come out. there like hundreds now.

>> No.8201175

>>8201169
>IF maps are all ultra detailed but they needed better thematic glue between them.
The problem I have is that they're all huge. Take Blood, Duke or Shadow Warrior. You can finish a level in 5 minutes. That just isn't possible in Ion Fury unless you already know where everything is.

>> No.8201182

>>8201175
I liked them being huge. Thats not the issue with IF.

>> No.8201197
File: 2.42 MB, 1920x1080, bldstuf.png [View same] [iqdb] [saucenao] [google]
8201197

>>8201169
>IF maps are all ultra detailed but they needed better thematic glue between them.
That's fine too, it's "comic book sci-fi" like Transmet and TMNT and less Bladerunner (no opinion on Judge Dredd I may change that soon). What it's lacking is what Blood and SW are missing as well: An episode segue as nutty as Duke going to space.

>> No.8201214

>>8201182
>Thats not the issue with IF.
You're right. That is only one of many problems with the game as a whole.

>> No.8201226
File: 1 KB, 100x28, hardest boner.png [View same] [iqdb] [saucenao] [google]
8201226

>>8201015
Follow the advice of the word cloud. Just "Hardest Boner"

>> No.8201241

>>8198362
this is probably a stupid question, but since we're using DSDA-Doom (and I'm sure other MBF21-supporting sourceports also support this), when I get around to adding custom music to my map, I can just import an MP3 instead of needing an actual MIDI lump, right?

>> No.8201274
File: 484 KB, 1920x1080, Screenshot_Doom_20211003_202957.png [View same] [iqdb] [saucenao] [google]
8201274

>>8200835
Thanks for joining as always, this was a good one.

>> No.8201280

>>8201241
No. Midi only

>> No.8201331
File: 32 KB, 610x480, bueno.jpg [View same] [iqdb] [saucenao] [google]
8201331

>>8201274

I'm impressed with how fast we lined up for that photo

>> No.8201480

>>8201280
ah well
doesn't really matter too much because I already have a MIDI in mind just in case

>> No.8201495

How can I find original MIDI compositions? Searching for it just pulls up results for packs of loops that musicians can purchase.

>> No.8201581

>>8198041
vrskins 4.0 is out so you can take it out of the news post >>8200835

>> No.8201693

>>8201495
search doomworld, borrow from wads with music you like (if they say you can)

>> No.8201761

>>8201581
4.1 coming soon since mac fucking sucks at testing to see if the stuff he makes even works so I'll be fixing it in the meantime

>> No.8201768
File: 1.60 MB, 3840x2160, swage.jpg [View same] [iqdb] [saucenao] [google]
8201768

>>8198104
Welp, I guess at this point just get your maps in when you can. I'm gonna hit the hay early and see where we're at in the morning.

My own map, (shubswager.bsp) is up for testing on the mega folder. Newest progs.dat and a couple news sounds (sounds/arena) are needed.

>> No.8201891

need some nice Hexen map suggestions for Wrath of Chronos, itching to play but sick of retail, dont like deathkings and XUMP im kinda over

>> No.8201894

>>8198104
Here's my convoluted map. Title is "Clocktower". Tested primarily with quakespasm since its the target port.
https://mega.nz/file/Kihk1Kia#1bF1eSTLNrbi2_uPdaMMoFnuU6YyzjfYwC8RkV-D1LE

>> No.8201914

>>8201891
Cyrgoth series

>> No.8201978
File: 1.32 MB, 1920x1080, ct.png [View same] [iqdb] [saucenao] [google]
8201978

>>8201894
Forgot screenshot. It's a bit of a shame how little attention this project got considering all the interesting stuff the mod added. I guess doom will always be the primary focus for this general. Still, if there's ever another quake project, I'll contribute another map.

>> No.8201984

>>8201891
That works with every Doom and Heretic wad also IIRC, does it not?

>> No.8201997

>>8201984
Yeah but I want the specifically Hexen gameplay and monsters, hubs, puzzles, dark gothic, etc

>> No.8202031

Mapmakers
Do you think it's normal to hate your own maps?

>> No.8202034

>>8202031
Yes. Some of my maps I'm proud of, but some of them I think are just bad, and I wish I wouldn't have wasted my time with them.

>> No.8202057

>>8202031
I'd say so
one thing you have to keep in mind is that a map that's terrible from the perspective of a mapper might be amazing from the perspective of a player, like with most forms of art
even if you think a map sucks, someone's gonna enjoy it at least once

>> No.8202065

When are we (you) creating a general retro fps wiki?

>> No.8202092

>>8202031
No. I dislike very few of my maps. I probably enjoy playing my own maps more than even the best megawads just because I made them. I playtest them for hours and always have a blast.

>> No.8202095

>>8202031
I like all of my Doom maps, but it's not abnormal to look at your past work critically.

>> No.8202107
File: 8 KB, 250x233, 1505967904770s.jpg [View same] [iqdb] [saucenao] [google]
8202107

>>8202065
What would we put on it that isn't already covered by other similar wikis?

>> No.8202110
File: 1.37 MB, 440x404, 1622345264033.gif [View same] [iqdb] [saucenao] [google]
8202110

>>8198681

>> No.8202117 [DELETED] 

>>8199591
artist is vvindowsme on pixiv

>> No.8202279

>>8201978
I would have contributed, if could actually map for Quake, but Doom is easier. That being said Violent Rumble is looking like most interesting thing /vr/ has ever done. Definitely will be playing it.

>> No.8202365
File: 1.11 MB, 902x1200, cacowitch.png [View same] [iqdb] [saucenao] [google]
8202365

>> No.8202372

>Played Corruption Cards,
>gave me the choice of a random monster being a nuke, first time I see it
>lol ok, take it
>Keep playing map until i get into a tiny room with two hell knights, at this point i forgot about the whole nuke thing
>when i killed the second hell knight, he suddenly turns into a color-shifting, red and white glowing, twisting version of itself that screamed loudly
>actually get jumpscared, clench my butthole and run the fuck outta there at sanic speed

>> No.8202378

>>8202365
Hey, that gives me an idea that the Computer Area Map for Halloween could be a Crystal Ball

>> No.8202408

>>8202279
>but Doom is easier
With Trenchboom existing certainly not. Real 3D gives you just so many more ways to actually realize your ideas. And the scripting in Quake isn't worse than Boom. Just try it, it's easy.

>> No.8202476

>>8201978
I wanted to contribute but I got completely burned out by the Q25 crunch and haven't felt awake enough to even open TB in months. Looking forward to playing the pack regardless.

>> No.8202482
File: 28 KB, 320x512, 1630402174443.jpg [View same] [iqdb] [saucenao] [google]
8202482

balls deep in the dead

>> No.8202489

>>8202482
that would be based but op gonna chicken out

>> No.8202587

>>8202482
Lol. I vote for this.

>> No.8202613

>>8202482
>>8202489
>>8202587
Ultimate Coom

>> No.8202615

Vote's over, retards

>> No.8202632

>>8200191
Boomer Burial4pmh

>> No.8202652

>>8202031
IIRC, Skillsaw dislikes his BTSX map "A Proud And Booming Industry" because he made that map before he even started most of Vanguard, and thus hadn't quite found his own style yet.

>> No.8202665

>>8198040
>doom
more like dumb kek

>> No.8202668

>>8202665
holy based

>> No.8202675

>>8202665
S-shut up!

>> No.8202679
File: 469 KB, 914x784, bony mcfuckface.png [View same] [iqdb] [saucenao] [google]
8202679

>>8202665
I don't get it.

>> No.8202687

>>8202378
We're already using a crystal ball as a decoration

>> No.8202708
File: 300 KB, 1015x664, chillin.jpg [View same] [iqdb] [saucenao] [google]
8202708

>>8198104
Okay so I missed the deadline, but my map is almost finished. I'll keep working on it today, and I'll still try to race you and submit it before you release the project, if that's okay.

>> No.8202718

>>8202482
Sneed creepy maps of /vr/ lol

>> No.8202721

>>8202482
gonna steal this for my tc, thanks

>> No.8202939
File: 146 KB, 820x1113, doomslayerowie.jpg [View same] [iqdb] [saucenao] [google]
8202939

>>8202665

>> No.8202946

>>8201050
>>8198964
Based, keep it up. Shrine II has neat weapons but the damage always left me disappointed, hopefully you can make it work, excited for this.
>learn how to not make it look so barebones
Take notes from actual Shrine II map decorations. Also, square rooms, yada yada.

>> No.8203095
File: 1.26 MB, 540x540, 1628315422242.gif [View same] [iqdb] [saucenao] [google]
8203095

>>8198075
I do not care for Decino. There. I said it.

>> No.8203107

>>8203095
I care about Decino and he rekindled my passion for vanilla-ish Doom. There, I replied with it.

>> No.8203130

>>8202665
tnt: obliterally me

>> No.8203136

>>8198362
I want to try making MAP05 in a few days, if that's OK.

>> No.8203159

>>8203095
I like his informational vids, I learned lots of shit there I wouldn't have known otherwise. Not really a fan of his gameplay vids because different tastes

>> No.8203171

>>8203136
Sure, go ahead.

>> No.8203174

OPs pic isn't animated and now my day is ruined

>> No.8203260

>>8201894
>>8201978
Thanks for the submission. I definitely didn't expect as much turnout as a Doom project, but I was certainly hoping for a bit more. I suppose I'm not very good at hyping up these sorts of things, and the precarity of the mod in the first couple months probably didn't help. Maybe next time.

>>8202708
I don't think I'll be releasing much of anything with a mere 3 maps, so go ahead. Unless some submissions start flooding in (and I'd really like to have at least 7), the release will be indefinite. I'll try to shit out some additional maps if I have to, but I find that prospect a bit less than ideal.

>> No.8203273

>>8203260
Sorry anon. Life just crept up on me all at once.

>> No.8203302

>>8203260
oh fug,
you only got 3 map submissions?
Do I have to kick into overdrive to do another?

>> No.8203317

>>8203273
It's good man, shit happens.
>>8203302
Unless I've missed a post - two submissions from others + my own map (not counting the start map). I wouldn't compel you to make another map, but I'd certainly take it.

>> No.8203328

>>8203260
I'm a little surprised, HUH had plenty of submissions

>> No.8203405

Kinda depressing to see the small turnout for VR and 500ml. 500ml felt more like "500ml of anon" than a board project, and VR is looking to be the same. Shit sucks man.
>>8203328
Guess we just don't have as many quakefags as we used to.

>> No.8203414
File: 25 KB, 399x411, 1608678897892.gif [View same] [iqdb] [saucenao] [google]
8203414

>>8199728
They came from the XBL Arcade version that was made years ago. Someone just ripped them and put them into Aleph One iirc.

>> No.8203446
File: 1016 KB, 1566x802, Capture.png [View same] [iqdb] [saucenao] [google]
8203446

>>8203260
anon my MAP
MY MAP
it'll be don by today I swer

but really, if you're putting release on hold due to lack of submissions, I'll try and make something else, but with my marginally improved skills, and within a reasonable timeframe not 2 and a half months

>> No.8203483

>>8203405
>>8203328
not taking part in projects, but /vr/ feels like it had an exodus recently, i guess around when trolling and janitoring peaked

oh well. 2048 units was fucking amazing

>> No.8203496

>>8199728
>>8203414
Only the base monster roster and M2 textures are official. They were created by Freeverse. Additional monster sprites for the VacBob and critters found in Infinity are fan made, along with the textures in Infinity.

>> No.8203498

>>8203317
>>8203328
I am sorry, I contributed to HUH and would have contributed to this, but I didn't understand furst what was even going on with the resources and then didn't have any time anymore. If you're actually putting publishing off indefinitely, I will try to make a map hopefully in the near future.

But I agree, this thread seems to have lost a lot of people actually doing something and instead gained a new bunch of fuckheads caring more about (instigating) drama than actually making something.

>> No.8203510
File: 11 KB, 300x168, 80B50A70-438D-4A4C-81A1-61340C037E70.jpg [View same] [iqdb] [saucenao] [google]
8203510

>>8199563
I got one:
A /vr/y spooky Halloween: Mutilated Mike Myers Chronicles

>> No.8203520

>>8199563
Spooky Monsters and Scary Maps

>> No.8203525

>>8198362
New Dehacked update. Reverted rocket with legs change, nerfed King Boner damage from 120 to 100, added floor spawning gargoyle, made decorations 16 units tall for consistency with vanilla, and caught a couple of bugs. Any more suggestions or bug fixes please tell me and I can make a more substantial update for next resource version.
https://pastebin.com/LpZEhFw9

>> No.8203530

>>8203525
Is there anyway to lower the threshold of skellingtons gibbing? Even when Im blasting them away with rocket spam they very rarely do that bone animation, I guess the only way is to BFG kill them, which kinda sucks - they should shatter from rockets

>> No.8203546

>>8203530
As far as I know, only by lowering their health, which would mess with the balance of people's maps. I wish it worked that way as well, it's funny. I personally put a BFG section in my map with a fuck ton of skeletons so the player will get to see it at least once.

>> No.8203552

>>8203530
>>8203546
I think in Decorate you can set gib health or something, but not in Dehacked.

>> No.8203562

>>8203552
Shame. A good feature request for MBF22 or whatever is coming next.

>> No.8203579

>>8203562
Or just use Decorate

>> No.8203590 [DELETED] 

GZDOOM TRANNIES SNEEEEEEEEDDDDDDDDD NIGGRRERE4E TRANNY JANNIES SNWED SNEEDDDZDSN3EEEEEEDSNIGGERRRR

>> No.8203595

>>8203562
Yeah, that bone animation is really funny, gives this project a charm. Can't wait for the release

>> No.8203603 [DELETED] 

>>8203595
Seething gzdoom tranny. No, crosshairs are not retro. No ,jumping is not retro. No, using a mouse is not retrSSSSNNNNNNNNNNNNNNNNEEEEEEEEDCOPE. cope.CO9E cope. Cope.

>> No.8203605

>>8203520
why you're still obssesed with that stupid shitty name? just stop

>> No.8203606

>>8203530
Can you set negative explosive resistance?

>> No.8203615

>>8203606
Explosion resistance in MBF21 is a flag, it's either on or off. No setting it so that monsters take extra explosive damage.

>> No.8203620

>>8203605
It's a name that's instantly recognizable from a great artist. Cope with your randumb names and bad /vr/ puns.

>> No.8203629

ziggy stardust and the maps from mars

>> No.8203631

>>8203620
don't worry your shitty terrible name will appear in a tombstone texture i think, so you can stop coping over it

>> No.8203641

Had I known how much my suggestion would trigger some autist retard and make him so assmad he can't let go even after the vote is over, I would have never made that suggestion in the first place. I apologize.
Then again, I am thinking about maling a mapset and naming it and every map after Bowie records just to trigger him some more.

>> No.8203652

>>8203641
You’d think it would be okay after “Hard Fast FAGGOT Maps” and all their custom sprites.

>> No.8203670

https://github.com/id-Software/Quake-2/blob/372afde46e7defc9dd2d719a1732b8ace1fa096e/3.17_Changes.txt#L136

I can't believe something a 1997 game merely noted in a patch log is now a big deal in this day and age.

>> No.8203730

>>8198075
GREETINGS EVERYONE

>> No.8203742 [DELETED] 

Did they finish squid game? I thought it was 9 episodes long, but now they're talking about other stuff to watch.

>> No.8203784

>>8203631
So is it confirmed that somebody's doing that? Haven't paid much attention to this project

>> No.8203801

>>8203784
I think PL himself said he'd do it. Or at least do something like "terrible names we didn't use"

>> No.8203802

>>8203801
Fucking based vaeros then. He's got my support

>> No.8203825

What is even the point of the Wadazine? It's dumb, boring and has an irritatingly heterogeneous makeup.
Does anyone actually enjoy those horribly written "articles"?

>> No.8203898

>>8203825
If they're writing about a project I was a part of, then yes. Otherwise no.

>> No.8204026
File: 373 KB, 1920x1080, plaza.jpg [View same] [iqdb] [saucenao] [google]
8204026

>>8198104
>>8203260
I still think we should get it out the door within less than indefinite amount of time, otherwise we will all gradually forget about it and it'll just be wasted effort.
Anyway, you can treat this as a draft of my map, Escape from the Miasma District. It's pretty much done, but I don't trust myself with playtesting and balancing it since I need a blind playthrough to judge the difficulty.
https://files.catbox.moe/mxuv7n.zip

>> No.8204052
File: 229 KB, 2040x1158, file.png [View same] [iqdb] [saucenao] [google]
8204052

>> No.8204204

>>8203483
Almost all Doom and Quake forums seem much more dead now as they were half a year ago. Might be because at then we got shitloads of new quality level packs, which attracted people to stay. Now nothing worthwile for few months.

>> No.8204224

>>8203483
Nigga acting like HFFM and Ad Mortem never even happened

>> No.8204268

Is there a very large collection of quake maps? I mean the actual .map files though - not the compiled maps.

>> No.8204273

>>8204224
People who complain the most should just try to contribute more to community projects
I salute VRanon on all the work he's done, I'd take up learning Q1 mapping but I've been tied down by my own projects and by spooktober and HFFM. Who knows, maybe someday. I try not to complain about the community here but to support the projects

>> No.8204280

>>8204224
HFFM didn't even hit 32 maps.

>> No.8204289

midi anon can you do "ARRIVAL" pls

>> No.8204304

>>8203483
>>8204280
>Exodus
People worked a while on HFFM, and are now working on Ad Mortem, I'd wager that people simply picked one over the other. Unless there was a deadline of significance to Violent Rumble, I don't see why people can't just make more maps for a while, nothing else is up for a while after Halloween.

How many people are making maps for AM? We're almost at 30 claimed slots, aren't we?

>> No.8204308

>>8204304
i think the only slots that aren't taken is map 29 and the secret maps.

>> No.8204335

>>8204308
I think there are more unclaimed ones, 20, 29, 30 and 31. Would be nice if someone took those up but even if nobody steps up we can just use umapinfo and mbf21 to connect the gaps

>> No.8204337

>>8204308
Map20, 29, 30, 31 to be exact.

>> No.8204347

>>8204335
>if nobody steps up we can just use umapinfo and mbf21 to connect the gaps

You're right, but I need someone else mapping for map30 (an Icon of Sin map) and map31 (a secret map that uses the Pumpkinhead marine) these slots are important.

>> No.8204528
File: 61 KB, 300x243, m f w.png [View same] [iqdb] [saucenao] [google]
8204528

Alright, what are some Doom mods, aside from the ones in the infographic? Anything.

>> No.8204573

>>8203446
Alright, so that will be another one. Thanks.
Might want to give it a wait to see if others get their maps in, but I wouldn't say no to an extra one.
>>8203498
>this thread seems to have lost a lot of people actually doing something and instead gained a new bunch of fuckheads caring more about (instigating) drama than actually making something.
I'm inclined to believe it's mostly my shitty organizing, but yeah there has been a lot more autism going around recently.
>>8204026
Thanks, anon. I'll give it a whirl as soon as I can. That brings us up to 6 when counting the anons who say they're almost done.
>I still think we should get it out the door within less than indefinite amount of time, otherwise we will all gradually forget about it and it'll just be wasted effort.
I suppose I could put it out on Nexus and/or Moddb while we wait on maps for a Quaddicted release. That's close enough to the original plan anyway.

>> No.8204673

>>8204528
sorry, mods machine broke.

>> No.8204824

>>8204673
Well, is it as broken as most Mcdonald's Ice Cream machines?

>> No.8204834
File: 107 KB, 359x302, itsperfect.png [View same] [iqdb] [saucenao] [google]
8204834

>>8204673
wtf bros doom is over...

In seriousness, what are your favourite mods? Something (You) personally enjoy, open question. The more niche, the better, but anything goes.

>> No.8204836
File: 222 KB, 1277x954, 10.jpg [View same] [iqdb] [saucenao] [google]
8204836

>>8198362
Updated Map10. Replaced the secret switch texture to provide some feedback. Reworked the purple key pit fight to employ shootable eye switches to prevent softlocks and deploy enemies in waves. Replaced some monsters with new ones (gargoyles, super revenant, satyr, skeleton). Added a deathmatch arena.

Map Name: Pumpkin Delight
Author: EnragedEggplant
PAR: 3:30
Midi: Robbie Williams - Supreme

https://www.mediafire.com/file/dow7q7gmx7m43wq/MAP10_vrspooky_v2.wad/file

>> No.8204857
File: 46 KB, 550x598, 163325594030.png [View same] [iqdb] [saucenao] [google]
8204857

>>8204834
Babel. Ideal "Doom+".

>> No.8204868

>>8204573
I think you could do like a 3 day emergency extension to let all the stragglers finish their maps.
Honestly I wanted to focus creativity on my map and turn it in at the start of October so I could start focusing on other things. But if push comes to shove I'll sit down and try to overdrive crank out another one.

>> No.8204880

>>8204836
>Added a deathmatch arena.
Fucking BASED

>> No.8204895

>>8204834
DAKKA, and Hideous Destructor

>> No.8204915

>>8204834
Hideous Destructor, Corruption Cards, NTMAI, Moonman Doom

>> No.8204939

Are there any good wads (besides Hell Revealed 2) that remake, remix or riff on Hell Revealed? I'd really like to see what a more modern interpretation of that wad's levels would look like.

>> No.8204985
File: 2.05 MB, 1920x1080, Diablo 3d Screenshot 2021.10.04 - 21.49.22.12.png [View same] [iqdb] [saucenao] [google]
8204985

3spooky5me

>> No.8204986
File: 38 KB, 500x500, 1545803792559.jpg [View same] [iqdb] [saucenao] [google]
8204986

>>8204939
>Hell Revealed 2
>Good

>> No.8204991

>>8204986
Can you just answer my question

>> No.8205067

>>8198104
If I want my map to use a music track, do I just put "music/track##.ogg" in sounds like I would a custom model? It doesn't seem to be working.

>> No.8205075

>>8205067
You need to put it in the music folder, then add it to tracklist.cfg in the main VR folder. The number you assign to it there is what you use in the 'sounds' field in your map's worldspawn. I recommend using 31.

>> No.8205087

>>8204834
Treasure Tech, Combined Arms, Walpurgis, La Tailor Girl, Bratwurst, and as several others have replied, Hideous Destructor.

>> No.8205095

>>8204026
Really nice looking and well thought out map. I thought the difficulty was reasonable playing it on hard and nightmare, except the gug secret which seems disproportionately risky for how hard it is to find and what it actually gives you. You could probably up the difficulty elsewhere if you wanted. Add droles maybe, I don't really care for nightgaunts. I also have kind of a hard time navigating due to all the shortcuts to previous areas.

>>8201768
I also tried running the shubswager with the latest progs, but it's giving me some texture errors. Testing with quakespasm.

>> No.8205158

>>8203546
It seems you can create a custom gib threshold in mbf21 with a little effort. You can put a "JumpIfHealthBelow" as part of their normal death sequence which redirects them to their gibbing sequence if their health is below some negative value. You could even have multiple gibbing sequences for different negative health values using this method.
Which reminds me, a while ago someone was expressing their disappointment over mbf21's lack of custom combo attacks. I felt the same way until I realized you can achieve the same effect by putting a zero duration distance check that attempts to jump to a melee attack immediately before their projectile attack. Probably not necessary for this project, but at least it's possible.

>> No.8205168

>>8204939
This month's DBP is literally Hell Revealed 3

>> No.8205241

There is literally no reason to use the pain elemental.
https://youtube.com/watch?v=_0JSCDBnXRo&feature=emb_title

>> No.8205245

Btw Doom 2 birthday was on September 30 and none of you cared.

>> No.8205247

>>8205245
doom 2 a shit

>> No.8205250

>>8205247
Fag

>> No.8205251

>>8205250
fug u

>> No.8205254

>>8205251
You are gonna discuss Doom 2 right now and you are gonna like it

>> No.8205258

>>8205241
This was already known, but you can't save or load when recording demos for run submissions.

>> No.8205263

What are some good weapons wads i can use with other wads. For example I really enjoy using the Wolfenstein X weapons mod with other mods.

>> No.8205270

>>8205258
Well a lot people were acting like it was the only way when the Zero Master video came out.

>> No.8205290

How do I make homing projectiles not home into the corner/ledges when target is right behind a corner, on the ledge (in GZDoom)

>> No.8205291

>>8205263
Weapon wads are a meme unless they come with their specific maps to play them.

>> No.8205294

>>8205291
I like the ones that make the pistol non-shit

>> No.8205320

>>8205290
No idea what you mean, but you can set the maximum turn angle and how aggressively the projectile homes in on something right in the function.

>> No.8205334

>>8205258
Unity chads won

>> No.8205349

>>8205334
It works in vanilla, too.

>> No.8205356

>>8205291
some mods just have shitty weapons and its better to have them replaced

>> No.8205365
File: 1.02 MB, 1260x730, file.png [View same] [iqdb] [saucenao] [google]
8205365

>>8205320
If the target is on the ledge above you, or you shoot from a cliff and enemy is below that cliff, then in most cases the homing projectile will home in a way that makes it fly into the edge and not hit the monster.
If a monster is behind a corner, then projectile will take turn before the corner, and hit the wall instead of a monster.

Turn angle and aggressivness only work if you are right near the ledge/corner since what that does is delay the moment projectile sets on its course. If you shoot from even a bit further away, projectile sets it course and impacts the edge/corner anyway.

>> No.8205384

>>8205168
Cool, what's it called?

>> No.8205476

>>8200740
DM maps actually
https://www.wad-archive.com/wad/The-Ad-Mortem-DM-Series-for-Doom2

>> No.8205491

>>8205476
Well SHIT. I was fully prepared to settle for that title.

>> No.8205501

i like doom haha whee

>> No.8205545

>>8205291
Most of them are more fun than vanilla doom weapons

>> No.8205553

>>8205365
Oh, I see. Well I think there is no "good" way around that since that bevavior is engine-side, afaik.
What you could do is call the homing function at a greater interval, so it will fly straight/"unguided" for longer, or have it spawn with a few frames of unguided flight before homing sets in and then loop that state.

>> No.8205558

>>8205384

Hell Revealed 3

>> No.8205559
File: 44 KB, 379x67, Yqy3Ae2.png [View same] [iqdb] [saucenao] [google]
8205559

>>8204834
LegenDoom, Colorfull Hell, Champions, DRL

>> No.8205563 [DELETED] 

>>8205476
>>8205491
I think after 25 years it's okay if we use that title, too.
However, I just saw on Doomworld someone made a map pack called "Ante Mortem".
Turns out trying to be clever with latin titles is rather common.

Thus I suggest "Ex Inferis". As far as I can see there is no wad with that name and only plebs will say Event Horizon is bad.

Also, I dreamt about a pirate themed Doom project called "/vrrrrrr/"

>> No.8205587

How do you turn off auto save on copper? There's a pause and my movement gets bugged everytime it auto saves

>> No.8205606 [DELETED] 

>>8205563
can you just stop with these tryhard latin names altogether?

>> No.8205621 [DELETED] 

>>8205606
Can you just make a better suggestion?
inb4 you're the butthurt "spooky maps" troll

>> No.8205628 [DELETED] 

>>8205621
i already made several suggestions
inb4 you're the butthurt YOUR NAMES ARE SHIT retard

>> No.8205632 [DELETED] 

>>8205628
Oh so you're just butthurt none of those got any attention, got it.

>> No.8205645 [DELETED] 

>>8205632
you asked me to make better suggestions, i told you i did, then you say i'm butthurt. you ok?

>> No.8205661 [DELETED] 

>>8205645
>you asked me to make better suggestions
Yeah, and you didn't. I don't see how anyone is in the wrong here except (You).

>> No.8205665 [DELETED] 

>>8205661
not sure how it makes me butthurt though

>> No.8205668 [DELETED] 

>>8205665
It's ok anon, sometimes we don't quite understand our feelings, especially autists and other mentally disabled people.

>> No.8205671 [DELETED] 

>>8205158
Damn, there's still hope

>> No.8205674 [DELETED] 

>>8205668
funny coming from someone not realizing latin names sounds like unadulterated cringe made up by a14 yo kid for his halloween themed school project

>> No.8205681 [DELETED] 

>>8205674
There's an awful lot of implications here, friend. And an alarming lack of reading comprehension.
But now I'm even more intrigued what you have suggested, because of all the choices provided, Ad Mortem has so far been the least cringy one. I bet you feel too embarrassed to tell us what you suggested (if you actually did) and now try to shit on everything else.
But go ahead, prove me wrong.

>> No.8205683 [DELETED] 

>>8205681
it's okay, anon, some people just don't find your names super duper cool as you do, no need to be so upset

>> No.8205696 [DELETED] 

Make sure you get the last word in, guys, you wouldn't want to let the other person out-temper-tantrum you

>> No.8205703 [DELETED] 

>>8205683
Still don't see anything coming from you, but I got a new one:

"ES CINAEDVS"

>>8205696
Fushta!

>> No.8205707 [DELETED] 

>>8205703
this isn't a competition who comes up with a better name. i just asked you to stop with latin based names and you threw a tantrum. why are you so upset though? you seriously thought you came up with the best name possible?

>> No.8205715
File: 1.76 MB, 680x502, 1585752938729.gif [View same] [iqdb] [saucenao] [google]
8205715

>> No.8205717 [DELETED] 

>>8205707
>and you threw a tantrum
Anon, not anybody who calls you out on being a smug idiot throws a tantrum. Also, you really, really should improve your reading comprehension, because
>you seriously thought you came up with the best name possible?
was really never implied anywhere in any way whatsoever, so stop projecting and tell us what great names came from you.

>> No.8205735 [DELETED] 

why delete everything including the post 'stop with latin names'? this was legitimate criticism

>> No.8205736 [DELETED] 

yeah, just delete everything when you lose an argument. pathetic

>> No.8205742 [DELETED] 

>he really thinks I'd delete my posts when I have been winning the "argument"
You're even dumber than I thought. Now go ahead janny, and do what you must.

>> No.8205745

>>8205095
>the gug secret which seems disproportionately risky for how hard it is to find and what it actually gives you
I actually had much different plans for that secret; now that it's pretty much confirmed that there's still time to update maps, I'll probably implement my original vision of it which I think was more interesting.

>> No.8205765 [DELETED] 

guys, i have a new name for the wad. EX MORTIS, it's a heckin' reference to evil dead

>> No.8205772 [DELETED] 

where do i make a suggestion for the halloween wad name?

>> No.8205783

honestly, i think latin names are more fit for lovecraft themed game, like quake. they are not bad per se, just wrong game

>> No.8205790

>>8199920
>>8200573

they're pretty cute anon

>> No.8205824

>>8205783
I don't think Lovecraft used that much Latin in his works; he'd rather use English words that were already considered old-fashioned in his times, such as
>cyclopean
>eldritch
>gibbous
>nigger
>tenebrous
the works.

>> No.8205854 [DELETED] 

>>8205824
off topic, not /vr/

>> No.8205892 [DELETED] 

>>8205854
Not him, but I would allow (civil) slightly related off-topic at this point. These generals are silent as ever, which is really horrible thing to happen. At this point I'm not even sure do these generals exist from 2 years from now on. Heavy off-topic banning few months ago led into radical minimizing off this community. If this happens again, I'm worried that does this community survive. Even Violent Rumble got only 3 map submissions. So slight off-topic, that spontaneously spouts out from discussion should be allowed. It keeps this place alive, in the times of silence. People shouldn't need to fear to discuss.

(This isn't criticism of moderation policy, but just a friendly suggestion. Nobody wants /vr/ to die.)

>> No.8205916
File: 354 KB, 600x600, layers.png [View same] [iqdb] [saucenao] [google]
8205916

>>8205892
How many people in this general have any sort of experience working with Quake's mapping tools?
I know with Doom's toolset it's pretty damn easy to just dive right in, but I have no idea if Quake mapping is as approachable.

>> No.8205923

>>8205916
Its very approachable, trenchbroom is great.

In fact I would give a testicle for Thief to have such a editor. Fuck dromed.

>> No.8205930

let's just map for blood 2 instaed

>> No.8205936

>>8205916
Trenchbroom is extremely easy to pick up and start working in. It's a bit harder to master all of its tools but in my experience that just comes organically while mapping - you want to have something fancy looking in your map, you look up a tutorial (probably done by dumptruck_ds), and you implement that in your map.
Most editors *wish* to be like Trenchbroom.

>> No.8205939

>>8205916
HUH got much more submissions. (I think QUMP was /vr/ project too, but I'm not sure since at time I was keeping pause from gaming (and thus also from discussion)). Might also be that those projects were more inviting since, they were "advertised" as newcomer projects. People might have though Violent Rumble as too much since it had lot of new monsters and weapons. They might have thought that their skills are not enough for making a map for it. But I'm also basing opinions on much slower posting pace of what it used to be, so reason might be the smaller amount of anons as mentioned on previous posts.

>> No.8205963

>>8205916
>>8205936
I have something to add, since your image shows a bunch of other editing software.
There is a decent plugin for Blender for importing/exporting Quake models, I think (though I'm not sure) it'll also convert your textures to the Quake palette for you.
I use Wally for texture wads, it's a bit confusing but it's easy to learn if you just want to import and paletize textures.
I use CLI for ericw tools since most settings can be just set through worldspawn keys in Trenchbroom, and the ericw tools flags and options are extremely well documented. I'm pretty sure that the compiling GUI can only make that easier.
I haven't had any experience with QuakeC and progs modding, I think you can ask the Violent Rumble anon what that's like.
Thought what I've described above is maybe used by like 5% of community modders, most people just stick to Trenchbroom and mapping.

>> No.8206001

>>8201768
sorry anon, I like to map for quake but pic related, I started it in fucking january, I'm like adding one brush a day, having a 3 years old daughter doesn't help either, it consumes all my free time
I don't know, I like what you have done with the project, I don't want it to go to waste but I just accepted I cannot commit to any project for the time being
btw, if someone wants to test this shit I'll gladly share what I have done until now (it's using ad181 currently)
>Uploading files from your IP range has been blocked due to abuse. [More Info]
wtf
it's the goldeneye map

>> No.8206006 [DELETED] 
File: 22 KB, 180x180, 9a7.jpg [View same] [iqdb] [saucenao] [google]
8206006

>>8205892
meta, off topic, discussing moderation, and this post is still up

>> No.8206017 [DELETED] 

>>8206006
your post is also meta and offtopic you rules-lawyering ebin trole
you can suck on my greasy cock once you finish sucking on your own

>> No.8206030 [DELETED] 

>>8205892
it's really hard to understand the difference between 'unrelated off topic' and 'slightly related off topic' because your posts are still up but mine get deleted. so yeah, the thread is dying for a good reason

LEGAL NOTICE: this isn't criticism of moderation policy

>> No.8206032 [DELETED] 

>>8206030
What were you posting about?

>> No.8206035 [DELETED] 

>>8206032
sorry, not engaging in the further off topic discussion

>> No.8206037 [DELETED] 

>>8206035
I understand.

>> No.8206043

>>8205095
>I also tried running the shubswager with the latest progs, but it's giving me some texture errors. Testing with quakespasm.
Ah, shit... I made some last minute changes and didn't test outside QSS. New map and progs are up now, as well as updated sound effects (forgot to make them mono - sounds/arena). Seems to work in QS now.

>>8205963
>I haven't had any experience with QuakeC and progs modding, I think you can ask the Violent Rumble anon what that's like.
I had effectively zero programming experience before starting the project, so I'd say it's pretty easy. Going through a fuckton of errors about the mission pack stuff that I knew how should work probably helped.

>>8206001
Perfectly understandable, anon.

>> No.8206047 [DELETED] 

>>8206030
Because you were clearly baiting with a smug reaction image, calling him out instead of just reporting his post
I have no sympathy for you

>> No.8206057 [DELETED] 

>>8206047
reporting? i'm no bitch

>> No.8206058

>>8206043
By the way, I've noticed that ogre marksmen are broken in the current version of the progs. Quakespasm just up and dies when they try to choose their attack. Probably their decision making process between melee and ranged is borked, at least that's the difference between them and regular ogres and thus a likely culprit.

>> No.8206068 [DELETED] 

I'm gonna get banned for this, but since this general is ending I have to say this.

I think it was ironic, that we used to say that dw's moderation policy would kill dw. Yet it was /vr/'s even more strict moderation, that has turned this place almost dead, while dw has not suffered as big loss of members as /vr/. I' m not defending dw, but the fact is that only troll posts, baits and aggressive behaviour should be deleted, nothing else. Occasional off-topic doesn't kill /vr/, but too strict moderation does. It's worse when sometimes even talk about mappers and doom/quake community events/happenings is deemed as off-topic, so it' s very easy to get accidental ban. Sometimes discussions would last few hours, and you comment on it, and suddenly get a week long off-topic ban, while the start of discussion still stays here ban-baiting more anons. Of course this does not happen anymore because people are afraid to discuss. Moderation was saving this place first, but it went too far. Please, moderator, think which one is better? Saving this place by allowing civil discussion or having complete control and letting this die? You can ban us all who comment on this, but since we are so low on members, is it smart thing to do?

>> No.8206073

>want to get a minor Q2 mod working with the expansions and maybe other custom maps
>all these hurdles, “also hope you know C somewhat!”
…..I guess my work is cut out for me.

>> No.8206078

>>8206073
which is playing another game?

>> No.8206085

I want to play some Q3A with frens, it looks as if Quake3e is the best source port, but what do I use for a server?
Are all servers compatible with all source ports? And does everyone who plays have to use the same source port?

>> No.8206101

>>8206085
Server has been occasional posted on these threads.

>> No.8206104

>>8206085
Found it
>>8198240

>> No.8206128

>>8206101
Thanks but I meant I want to run my own dedicated server, did the official server source code ever get updated in the way the client source did?

>> No.8206137

>>8206128
I know ioquake3 is bundled with a dedicated server binary alongside client. I've only ever used the client for hosting LAN parties but the post is solid, I can recommend it.

>> No.8206140

>>8206128
>>8206137
>but the post is solid
*the port is solid. As in, ioquake3 is a decent port, works on modern operating systems and gets the job done.

>> No.8206148

>>8205916
Trenchbroom is probably the most user-friendly 3D level editor there is.
However, unlike UDB where you have an all-in-one package and just press
button to test, you have to have an external compiler and all that for
Quake stuff, which also takes some time to properly set up, especially
with lighting stuff and such, trying out what modes you want to use and
so on.

I contributed to HUH because I wanted to try it out, but I didn't really
see much of VR or what it was supposed to be, what was going on with the
resources and such and then was in the middle of the Doom halloween
project and really didn't want to learn Quake mapping again despite
generally making better 3D maps than 2D maps (which is probably why I
prefer mapping in UDMF).

Also, I am not that much of a Quake fan. When Trenchbroom gets proper
support for Q3 or ET or something like that, I probably will abandon
("traditional") Doom mapping altogether anyway, since my Doom maps
generally suck.

>> No.8206158

>>8206058
I had fixed the bad built-in function error and it seems to still be working for me. What error are you getting from them?

>> No.8206159 [DELETED] 
File: 631 KB, 1280x720, smash.png [View same] [iqdb] [saucenao] [google]
8206159

He's in, they did note he's sometimes called Doomguy too

>> No.8206168 [DELETED] 

>>8206159
One last farewell present. Thank you, Sakurai.

>> No.8206172 [DELETED] 

>>8206159
Wow, that's fucking disappointing.

>> No.8206173 [DELETED] 

>>8206159
Just a note he's a Mii Fighter costume but eh it's far more than people really expected

>> No.8206179 [DELETED] 

>>8206159
Oh no
A great modding scene is safe from filthy and smelly pedos
What a loss

>> No.8206180 [DELETED] 

>>8206179
It'll only get them interested in nuDoom, don't worry.

>> No.8206190 [DELETED] 

>>8206179
There isn't any difference between doomworld and smash community

>> No.8206194 [DELETED] 

>>8206159
Smash died since they just pandering to EVO e-celeb retards.

>> No.8206205 [DELETED] 

>>8206159
I wish they never gave him the Master Chief armor

>> No.8206210 [DELETED] 

>>8206190
i dont recall any rape stories around doom fans
we do have nudoom reddiots and boomer sa goons but so far, nothing criminal
>inb4 columbine

>> No.8206214 [DELETED] 

>>8206159
>doom slaya
cringe

>> No.8206217 [DELETED] 

>>8206210
>i dont recall any rape stories around doom fans
That is because Smash actually has tournaments irl people go to

>> No.8206223 [DELETED] 

Hey off-topic complainer, they're asking for you

>> No.8206236 [DELETED] 

>>8206159
Rekkr guy for Smash when?

>> No.8206238 [DELETED] 
File: 179 KB, 1280x1280, Ev73RqNUcAUnDgR.jpg [View same] [iqdb] [saucenao] [google]
8206238

>>8206159
Somewhat sad it's not OG Doomguy. Disappointed the last Smash fighter is Sora from those Kingdom Hearts games.

>> No.8206265 [DELETED] 

>>8206159
I'm just glad he's here.

>> No.8206283

>>8205158
I'll look at that, for whatever reason I assumed that you couldn't set a negative value for JumpIfHealthBelow. As for the second part, I tried that combo attack method and it wasn't exactly like vanilla. You could enter and leave the melee range before the melee started and the enemy wouldn't throw a fireball like the imps/nobles/cacos do, instead they would whiff a melee attack. Since those combo attacks are functionally identical to a projectile, just with a different sound (and maybe different damage value?) I decided to leave them out since I couldn't make them exaclty like vanilla.

>> No.8206292

>>8205158
>You can put a "JumpIfHealthBelow" as part of their normal death sequence which redirects them to their gibbing sequence if their health is below some negative value.
Could you do SSG gibs with this too?

>> No.8206302 [DELETED] 
File: 15 KB, 576x576, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
8206302

>>8206159
クリンジ

>> No.8206305

So the guy from Doom Eternal is the same guy from Doom 2, right? so the first and last 2 games have the same protagonist, right? Is it the same guy in the 3 or at least like an alternate universe version of him? Or is it a completely different guy? alternate universe or otherwise? and what about doom 64? where does that fit in?

>> No.8206307

>>8206305
Before Doom 3 they didn't give a shit about story, I wouldn't think much on it

>> No.8206310

>>8206305
doom 1 2 64 2016 and eternal is supposed to be the same doomguy

3 is basically a reboot

>> No.8206313

>>8206305
Everything but 3 is the same guy.
I don't know for sure about the RPG games.

>> No.8206315

>>8206305
>>8206310
also doom 64 is literally just doom 3, doomguy walks into hell after the first two invasions and decides to stay put to make sure they don't get up to anything

>> No.8206316

>>8206307
yeah, the story was basically marine kills aleins and doesn't afraid of anything but there was still a marine, who was he. and obviously they wouldn't have known back 30 years ago they'd still be making games with him it.

>> No.8206318

>>8206305
if you want a timeline here:
DOOM Episodes 1 to 4 > Doom 2 > Final doom (whatever order) > Doom 64 (and lost episode) > Doom 16 and Doom eternal.

Doom 3 acts as a reboot, Doom rpg are unknown but take it as uncannon and play it anyway.
Additionally if you really want to try also Doom unnoficial episode 5 sigil, and No rest for the living for doom 2.

>> No.8206319

>>8206313
I think it's his brother

>> No.8206326

>>8206305
D64 is not a sequel

>> No.8206327

>>8206318
To add to that, if you want also try and play Wolfenstein RPG as it goes prior the events of Doom and wolf3d if you want to know more about the wolfenstein history.

>> No.8206330

>>8206318
>>8206326
I already played them all I'm just looking for clarification. So the team TNT wads are the same Doomguy? So is Sigil(I'd assume this one he is)?

>>8206326
ok, but is it the same guy?

>> No.8206334

>>8205158
>>8206283
Seems my assumption was correct, you can't put a negative value, it has to be a positive integer.

>> No.8206338

>>8206326
It is. Final DOOM isn't.

>> No.8206345

>>8206305
Remember what Carmack said said and don't look too deep into things.

"Story in a game is like story in a porn movie... Its not that important"

>> No.8206346

If you're trying to make sense of Doom story, how do you make sense of Doom maps like Tricks and Traps or Barrels of Fun? There are alien bases that are actually like that? It clearly was designed with only gameplay in mind

>> No.8206348

>>8206330
>ok, but is it the same guy?
Sure.
>>8206326
Gameplay wise you could fit it inbetween 1 and 2. The new sprites and tone elevate it a lot, since it’s missing the rest of Doom2’s cast.

>> No.8206353

>>8206346
Hell fucking up with reality

>> No.8206361

>>8206338
Why not?

>> No.8206369 [DELETED] 

>>8206179
>modding scene
>without filthy and smelly pedos
such a thing is not possible

>> No.8206370

Master levels is a sequel

>> No.8206371

>>8206345
why would I care what Carmack has to say about story or narrative?

>>8206346
have you ever visited an alien base without a teleporter?

>>8206348
you don't sound "sure"

>> No.8206372

>>8206073
Q1's progs.dat isn't much better. In Q2's case it's just portability that is extra fucked.
Forget about combining mods in Quake games in general.

>> No.8206373

Remember ALL Doom wads are canon

ALL OF THEM

Yes even that one you're thinking of right now

Yes that one is canon

>> No.8206375

>>8206370
so the cyberdemon was once a doomguy because of an asshole archive?
i guess we should consider that black throne from bloodsea keep iconic

>> No.8206378

HDoom is a prequel. Basically Doomguy fucked all their women so the incel demons invaded Earth for that

>> No.8206380

>>8206373
but they're not all the same doomguy

>> No.8206381

>>8206370
Unpopular opinion: Master Levels is also quite fun and great expansion.

>> No.8206385

>>8206373
So Doomguy had sex with male imp? But why?

>> No.8206387

>>8206371
Because he's smarter and more successful than you. Probably more handsome too kek

>> No.8206395

>>8206361
because it's obviously not the Final Doom game

>> No.8206401

>>8206385
to assert dominance probably

>> No.8206404

>>8206395
But exists and it's published by Id Software

>> No.8206408

>>8206373
>tfw Hideous Destructor is canon

Makes me feel warm and fuzzy inside.

>> No.8206412

>>8206373
Ad mortem is a sequel after Doom 2.

>> No.8206415

>>8206401
Based

>> No.8206417

>>8206371
Too bad.

>> No.8206418
File: 80 KB, 1280x720, wewlad.jpg [View same] [iqdb] [saucenao] [google]
8206418

If new Dooms are canon Skyrim takes place in the same universe btw

>> No.8206421

>>8206373
Only Romero maps are canon. He is the only person who understands how to use the Doom assets.

>> No.8206425

>>8206421
Idiot.

>> No.8206426

>>8206421
Funny enough IIRC Sandy wrote all episode end texts, so basically all actual story is from him

>> No.8206428

>>8206418
>t. brainlet who doesn't understand easter eggs

>> No.8206435

>>8206418
What are you talking about, that's REKKRguy

>> No.8206440

>>8206418
Or a Skyrim fan went to hell.

>> No.8206445

>>8206373
What was the source for this?

>> No.8206446

>>8206435
Hmm, I can kinda see that

>> No.8206450

>>8206283
>>8206334
>it has to be a positive integer.
The documentation states that it should be an int, not a uint, thus negative values are valid. Here's a demo map "easygib.wad" that gives the skellingtons a gib threshold of -1. With this you can consistently gib them with rockets or cells and rarely gib them with the supershotgun. Tested with dsda, woof, and gzdoom.
> You could enter and leave the melee range before the melee started and the enemy wouldn't throw a fireball
That's why I specified you need a check with zero duration immediately before the action of shooting, this ensures the player can't backup and bait them in time. I included a demo map "21imp.wad" that has a crude nightmare imp with a combo attack using this method. As far as I can tell they are unwhiffable.
https://files.catbox.moe/d3t03r.zip

>> No.8206451

>>8206445
second hand info
like a lot of things about doom

>> No.8206452

>>8206373
>DoomGuy is internally suffering in pure agony and rage over the loss of his family and Daisy while having to put up with this shit at some point
>https://www.youtube.com/watch?v=CuB_qzwMSds


This took me longer than I'd like to admit to find

>> No.8206474 [DELETED] 

>>8206159
doom eternal armor is fucking retarded

>> No.8206485

>>8206378
didn't he get sent to Mars for raping women while he was in the earth marines?

>> No.8206491
File: 1.41 MB, 1920x1080, spasm0000.png [View same] [iqdb] [saucenao] [google]
8206491

>>8198104
here's a map: https://mega.nz/file/VSJFjI4a#IHZu6y49Ka9jrKu0iPIQAPuh_62TiwfCa-Ha3PrJWR0
I'm the idiot who promised to deliver two, the other one (40k) is still at least a weekend away though. sorry for keeping quiet, skipped a couple threads in an attempt to avoid distractions.
the one I'm sending now can be played with two sets of entities (id1/vr), in case anyone wants to try both.

>> No.8206497

>>8206450
So the first one was a limitation with DecoHack and not DeHackEd itself. I'll tell the creator and hopefully it will be fixed, for now I'll have to set a value by hand. I'll see about adding a melee to the Gargoyle and Satyr with your method but consider it low priority for now.

>> No.8206506

>have an easier time with blood in software mode
wtf

>> No.8206509

>>8206506
Maybe it works better so you get higher fps and react easier

>> No.8206518
File: 119 KB, 1280x720, FDC1ED9C-C822-4AB1-9D16-43E67733D98D.jpg [View same] [iqdb] [saucenao] [google]
8206518

So....doomguy in super smash Bros
https://youtu.be/EjclOHpXUlw

>> No.8206524

>>8206518
the mods are hyper anal and already deleted a 15-post discussion about it because briefly touching on a retro character appearing in a game as big as smash is simply unacceptable

probably some stupid technicality like "bro it's doom SLAYA not doomguy" as though they're not literally the same

>> No.8206527

>>8206518
Well, at least it's better than nothing. Sakurai acknowledging Doom running on everything was nice.

>> No.8206534

>>8206527
i like he acknowledged him as doomslayer and doomguy

>> No.8206545

>>8206534
this

>> No.8206549

>>8206518 I thought it was a joke about doom slayer in super smash Bro and now it get real

>> No.8206562

>>8206524
Even the other character in the image was a retro character lel

>> No.8206568

>>8206524
Doom 4 and Smash Ultimate are retro?

>> No.8206580

>>8206568
>probably some stupid technicality like "bro it's doom SLAYA not doomguy" as though they're not literally the same

>> No.8206583

>>8206524
I'd have gotten it if it became a discussion about Smash but it actually didn't and was mainly about how it's nice to see Doom, even if not the version we like, get some recognition followed by a talk about Doom lore. Ah well.

>> No.8206590

>>8206583
There is a board for multiplayer games >>>/vm/. But I'm not seeing a thread there for Smash weirdly enough, I thought it would fit there

>> No.8206594

>>8206491
>that readme file
What kinds of tech wizardry did you use and for what effects?
Also, love the textures set.

>> No.8206605

>>8206580
>probably
so you don't actually know

>> No.8206608

doom already has the crossover it needed and it's samsara

>> No.8206613
File: 32 KB, 638x478, DukeNukem3d-DoomedSpaceMarine.png [View same] [iqdb] [saucenao] [google]
8206613

>>8206608

>> No.8206616
File: 95 KB, 1080x1244, 1603803071069.jpg [View same] [iqdb] [saucenao] [google]
8206616

>>8206534
Yeah, you said it.
I've been wanting him in since March 2018, back before doomposting shat up /v/ and when the newer games weren't associated with mouthbreathing fanboys. Seeing him as a Mii costume kinda hurt, but at least he's in to some capacity.

>> No.8206637

>>8206346
doomguy fell asleep and had nightmares

>> No.8206641

>>8206637
The Chasm is based on one of Sandy's nightmares so I guess that makes sense

>> No.8206710

anyone got a copy of blade of agony 3.0? apparently they removed a bunch of shit from the latest version due to some kind of shitstorm from holocaust denying sjws or something

>> No.8206712

>>8206450
Good work, I was the one complaining about rockets not gibbing skellies. Big thanks to you and main custom things anon - I feel this will be a good wad

>> No.8206852

>>8206712
Open question before I implement this, do you like the skeletons gibbing consistently with rockets or want the gib to be rarer? I could use a lower threshold to make it happen less frequently. I would personally prefer if it was just an infrequent funny thing, but I think more people would prefer if it happened very frequently, like with every rocket.
It's a low health enemy, so I could see rocket based encounters being less frequent with them in favour of shotgun/chaingun encounters. I personally put in a BFG slaughter type encounter with them and I'm concerned that it would generate a fuck-ton of sprites. Might not be a problem though.

>> No.8206857

>>8206852
I'd want them to not gib constantly, but more often than now. Godspeed good man.

That said, when will we see new maps? There really hasn't been posted anything new outside the same handful of maps we have seen the last weeks. Deadline is in one and a half weeks. I WANT TO SEE STUFF REEEEE

>> No.8206862

>>8204280
>HFFM didn't even hit 32 maps.
there's a lot of reasons for that, probably it was too controversial, some people don't understand the gachi meme or no one was interested to make hard maps at all.

>> No.8206868

>>8206857
October 14

>> No.8206883
File: 177 KB, 1280x960, Screenshot_Doom_20211005_193941.png [View same] [iqdb] [saucenao] [google]
8206883

>>8198362
I don't know if it's already too late, but I found a skeleton with a sword on r667 that could replace the Demon. That way we could also have a better distinction between Demon and Spectre.
pls no bully

>> No.8206898

>>8206883
There's too many skeleton enemies in the project already.

>> No.8206902

>>8206852
maybe something like 50% of the time you rocket em? Or lower, but like >>8206857 said - more often than now
>>8206857
Map15 here, still got last segment of map to make, but don't worry, I'll make it before 14 october, and then there's still until 31.10 to test it and polish it

>> No.8206910

>>8206898
What's the matter, too spooky for you?

>> No.8206918

>>8206910
Yeah. that's why It's enough.

>> No.8206938
File: 260 KB, 955x634, spooked.jpg [View same] [iqdb] [saucenao] [google]
8206938

>>8206910
Yeah, it's really getting way too spooky already.

>> No.8207000

>>8198362
Another DeHackEd update, but don't consider it ready to add to the resources yet. The skeletons now have a chance to gib from rockets, roughly 50/50. The Gargoyle and Satyr now have melee combo attacks, which was kind of tricky in DecoHack and wouldn't have even been possible when the project started. They have a very small chance of whiffing and I'm not sure why.
https://pastebin.com/AmP8Et2u

Here's the relevant chunk of DecoHack code if it's any clue as to why they can whiff, this is from the gargoyle (hopefully it's formatted okay when I post):
Missile:
SP01 D 6 A_FaceTarget
SP01 E 4 Bright A_FaceTarget
SP01 E 0 A_JumpIfTargetCloser("ComboAttack", 65.0)
SP01 F 4 Bright A_MonsterProjectile(MTF_EXTRA05, 0, 0, 0, -8.0)
Goto See
ComboAttack:
SP01 F 0 A_MonsterMeleeAttack(3, 8, sound "claw")
Goto See

>> No.8207021

>>8207000
Don't Jump and Attack functions have to have at least 1 frame to work properly?

>> No.8207035

Is there an essential Q3 map pack or list of essential mods out there?

>> No.8207038

>>8207021
The anon who posted his nightmare imp demo had it working fine with a 0 duration check. It seems I forgot to add a duration to the melee attack itself, forgetting that I had skipped over the projectile and would need to make up that time. I'll try that and test it in a bit

>> No.8207041

>>8207000
Does Dehacked not have an actual Combo Attack like Decorate? The one that's either melee or missile depending on the distance, essentially saving a few frames.

>> No.8207051

>>8207041
Nope, not yet at least.

>> No.8207083

>>8198362
Quick DeHackEd update, found the problem. Consider this one ready to add to the main resources, unless another request comes in before then.
https://pastebin.com/gWbskYY3

>> No.8207095

>>8207083
And what was the problem? Also, will this fuck with balance?

>> No.8207107

>>8207000
>>8207083
As far as I can tell, the default range for melee attacks in vanilla (and probably mbf21) is 60 map units, not 64. Since you're checking at a distance of less than 65 there's still a small area where the distance check passes but the melee attack fails, causing a whiff.

>> No.8207130

>>8207095
The problem was the monster melee combo attacks not working perfectly. The only balance changes since last version should be found here: >>8203525. "Reverted rocket with legs change" means that I brought back the old behaviour where they explode immediately instead of with a wind-up, since people preferred that behaviour.

>>8207107
I'm not sure this is the case. MBF21 spec doesn't mention a default melee range, but in DSDHacked it's 64.0. I think monsters check a range of 64 but the attack itself is 60, at least from what I can tell from the Melee Range article on the Doom Wiki. I'll look into it, at the very least I could set a melee range of 64 manually.

>> No.8207135

>>8207130
> at least from what I can tell from the Melee Range article on the Doom Wiki
meant Melee attack, I was referring to this one: https://doomwiki.org/wiki/Melee_attack

>> No.8207136
File: 364 KB, 1600x900, outofsight.png [View same] [iqdb] [saucenao] [google]
8207136

Huh, I just realized I forgot to upload my third version of caco's keep. Whoops. And just in case I already uploaded it, I made some more changes so this is the real definitive version of Map08 as long as there aren't any horrific glaring oversights or bugs in this thing. Feedback has been positive (for the most part) after the second update, and I took the time to try and fix some of the remaining criticisms of the map.

https://files.catbox.moe/l6nudc.wad
MAP08 UPDATE
Mapname: Caco's Keep
Playtime: 10-15 minutes
Midi: Still Hang Castle
Wad filename: MAP08_vrspooky_v3

>tried to add more detail to the level's artitechture (most noticable in the last room)
>raised the caco's in the backpack room so they're more deadly and you won't have to wait around for them
>you're no longer trapped in the last room with the cacos, they're trapped in there with you
>added deathmatch player starts and weapons for the 3, maybe four madmen who want to play deathmatch on this wad for some reason
>some other misc gameplay changes, I might've forgotten something idk

>> No.8207138

>>8207136
>>8198362
whoops forgot to anchor

>> No.8207157

>>8198104
So did you get a some more last minute submissions VRanon? Or are we still short?

>> No.8207171

>>8207130
reading time
>returns false if the calculated distance from the center of the attacker to the closest edge of the target is greater than or equal to 44 map units...a player (with radius 16) and melee attacks can occur only when the calculated distance is less than 60 map units.
You can demonstrate this by setting the satyrs speed to 0, then placing a player start so that it is exactly 60 map units away from the center of a satyr. The satyr will continuously whiff like this using the current dehacked. I wouldn't recommend altering the melee distance itself since that would make it behave unlike every other combo attack. Just change the range of the check to be less than 60 like my imp demo.

>> No.8207203

>>8198362
Alright, sorry for so many updates so quickly. This version of the DeHackEd should have a perfect monster melee combo attack, I made the change this anon >>8207171 suggested. Thanks for the help anon.
https://pastebin.com/SF0iLjRN

>> No.8207236

>>8207035
threewave ctf has a lot of quality CTF maps. you can also run it in the form of a mod, which iirc doesnt make changes to the gameplay but adds a ton of presentation stuff like taunts and flag carrier lighting that gives the game much more soul.

>> No.8207292
File: 2.91 MB, 640x480, TheEternalStruggle.webm [View same] [iqdb] [saucenao] [google]
8207292

>>8206043
I finally played shubswager, it looks nice but its kinda broken in multiple places. You can softlock at the cute "choose you're fighter" sequence by choosing an empty slot. That's not especially likely to happen I suppose. The real problem is that the player can be instantly killed at random if they stand too close to the zombie audience during the fight, I think a trigger hurt is encroaching on the playable area. I don't know how you could miss that in playtesting honestly.

>> No.8207329

It's clunky af trying to run a dedi server. I didn't realize things were so bad in the old days, it's hard to just make it rotate through a simple list of maps.

>> No.8207338

>>8206387
das wacho mom said to yo crack ass daddy after i gave her the hot beef injection

>> No.8207341

>>8203405
500ml didnt have many submissions because the Build editor sucks dick and takes 10x as long as Doom Builder. Not because of a lack of creative people here.
t. 500ml mapper

>> No.8207359

>>8206898
>>8206883
sprite looks ugly too
maybe the pinky could be something a little spookier like the blind pinky from r667

>> No.8207365
File: 607 KB, 1920x1080, 500mlofun.png [View same] [iqdb] [saucenao] [google]
8207365

>>8207341
Thank you for your service.

>> No.8207428
File: 528 KB, 1366x768, 0.png [View same] [iqdb] [saucenao] [google]
8207428

>finally get my map to a place where I'm mostly satisfied with how it plays
>touch up whatever oddities I find, get ready to call it finished
>remember I have to light the thing
>remember I hate lighting
AAAAAAAAAAAAA

>> No.8207473

I did the same thing so I just deleted all my light sources so the game auto lights up everything.
No cool shadows, but no fucking with lights at least and taking 400-500 seconds to vis my level every time.

>> No.8207483

>>8207428
Delay 5, light 100, and wait 0.5-0.75 is your friend for giving areas ambient lighting.

>> No.8207492

>>8207473
Vis is for generating a BSP tree for visibility. It sounds like you just didn't run light and ended up with a fullbright level
>>8207483
Also this, I think I barely ever use lights with wait above 0.6 anymore

>> No.8207503

>>8207492
>Vis is for generating a BSP tree for visibility
no, the build is for generating the bsp tree
vis precalculates what other nodes in the tree are visible from any given node, the "potentially viewable set" makes visibility culling a simple lookup operation

>> No.8207661

>>8204347
Just do a Scythe 2 and make a deathmatch map for MAP31, then put pumpkinheads in the other player spawns.

>> No.8207684
File: 898 KB, 1366x768, 01.png [View same] [iqdb] [saucenao] [google]
8207684

>>8207483
this is perfect

>> No.8207697

>>8206710
https://www.mediafire.com/file/jiumjevgepv96og/boa_c3.zip/file

>> No.8207762

>>8206491
Extremely based, thank you. Really looking forward to that warhammer map too.
>>8207157
They're starting to roll in. Looks like we should be good to go within a week or two.
>>8207292
Admittedly it was pretty rushed. I'll try to fix these issues and have it updated by tomorrow.
I'm curious as to what engine you're using though... Shub's platform doesn't seem to be acting as a func_bob in your webm.

>> No.8207793
File: 712 KB, 607x585, file.png [View same] [iqdb] [saucenao] [google]
8207793

Are we shitting the wads tonight, based ausfag?

>> No.8207867

>>8207762
>I'm curious as to what engine you're using though... Shub's platform doesn't seem to be acting as a func_bob in your webm.
Just normal quakespasm, I think the latest version. It seems to get stuck after a little while, not sure why. It seems to work fine in qss and mark v.

>> No.8207961
File: 17 KB, 400x400, 1632887412374.jpg [View same] [iqdb] [saucenao] [google]
8207961

>>8207793
Today's as good a day as any. We've got more PsychoPhobia to play.
>https://youtu.be/2-JfI-mSx0c

>> No.8208098

>>8204335
>>8204337
Has anyone used the super revenant before MAP20? If not, we could easily put together an E3M8 style map and use dehacked to make the 666 trigger activate when all super revenants are dead.

>> No.8208103

>>8208098
There's one in Map10.

>> No.8208121

>>8208103
Well shit. Maybe a lot of super revenants then?

Alternatively, with the new dehacked you can have MAP07 functionality in any map. So we could have two Dead Simples - an easy one and a hard one.

>> No.8208204

>>8198040
This thread not only has great dumps of Doom mods. It has gigabytes of other video games made towork on the modern PC. Not only that it includes a dump of a lot DOSgames as well.

Are there any other threads or generals on /vr/ that dump gold like this? The only one I coudl think of is the DOS general which has dumps of games and the flash archive generals that has terrabytes of flash games

>> No.8208231

>>8208204
>Are there any other threads or generals on /vr/ that dump gold like this?
There are few generals on 4chan like this thread.

>> No.8208253
File: 1.05 MB, 1565x803, map.png [View same] [iqdb] [saucenao] [google]
8208253

>>8198104
https://ufile.io/ezks74ty
Under Construction ((the name of the map)(but also probably what it is))
leave any feedback on if it's too hard, too easy, too shit, or if there are any oddities

>> No.8208267

>>8208253
Thanks, anon. I'll play it when I get a chance, but I think you forgot your music track. Also the two sounds you included are already in id1.

>> No.8208270

>>8208184
Aren't you selling yourself a bit short?

>> No.8208281

>>8208270
stop replying to imaginary posts

>> No.8208283

>>8208267
I thought the worldspawn property would just pull from the player's install, and the sounds are there because I'm stupid and couldn't figure out how to play them from the pak, I'll figure this out

>> No.8208285

>>8208281
Make a map faggot lol

>> No.8208295

>>8208283
>I thought the worldspawn property would just pull from the player's install
They do, but you only need to add something to the tracklist if you're adding a new track. I assumed you meant to add a new one since you included tracklist.cfg.
>couldn't figure out how to play them from the pak
player/death1.wav and weapons/guncock.wav should work
Treat pak directories like they start where the pak file exists. Sounds also don't need 'sound/' in front.

>> No.8208317

VRAnon were you the HUH coordinator as well or did you participate in HUH at all?

>> No.8208323

>>8208317
No, I wasn't really around for HUH.

>> No.8208324

>>8207961
https://www.youtube.com/watch?v=QoO0EO9Kh14

>> No.8208327

>>8208295
I deleted the sounds but I still don't know what's up with the music. I have track12 in the music directory, the sounds property is 31, and then the tracklist is 31 = music/track12.ogg";

>> No.8208331
File: 626 KB, 640x653, file.png [View same] [iqdb] [saucenao] [google]
8208331

>>8208324
Only 20 or so maps to go

>> No.8208336

Hideous Destructor's newest updates are kinda wack. Floaty gravity. No more lunge. I'm scared bros. I want to trust that Matt will see it through but I'm nervous.

>> No.8208340

>>8208336
He seems pretty convinced that this is the way to go. Maybe a gravity mod can be done?

>> No.8208350

>>8208336
I can work with the low gravity but the new lunge is dogshit.

>> No.8208356

>>8208327
Ah, my apologies anon. I had meant at one point to rename the mission pack music files but instead only renamed them in the tracklist. I've uploaded a new tracklist.cfg to the mega. That should work with sounds set to 12.

>> No.8208357

>>8208340
I doubt it. It's very closely tied to everything else. The mod of the mod would have to be so all-encompassing to the point where it might as well be a fork.

>>8208350
It feels so bad. I had only noticed until now that it's gone just how much I used it. And I can't get over how floaty everything feels. Not just the general movement, even just riding an elevator down or dropping stuff on the ground.

>> No.8208365

>>8208357
I've adjusted to the floatiness because I gotta admit, I like the new verticality and comfort with taking falls, you can even do wall jumps.

>> No.8208369

>>8208336
Maybe Matt can be convinced that he struck gold with the older formula, even accidentally. IIRC he said that the way it worked in the past was a mistake and he doesn't feel like there's any reason to go back to it, but clearly nobody likes this.

>> No.8208372

>>8207762
So, you want me to kick into overdrive and do a second map? Making a level from another game was fun but I think I could shift back to a regular quake level again.
I love quake and and seeing the initial low turnout honestly bugged me.

>> No.8208374

>>8208369
I don't think he can be convinced, he's doubled down, tripled down, and even quadrupled down that this is the way he wants to go. That's what makes me nervous

>> No.8208381

>>8208365
It may be easier and more comfortable in that regard, but is that *really* how you want to be feeling in HD? More comfortable and like height is no longer threatening? I just hate the feeling of being submerged in water

>> No.8208385

>>8208381
I'm fine with that, the monsters give me the tension I want. Dreading the most minor of platforming challenges isn't fun.

>> No.8208391

>>8208372
If you're willing to, sure. We need to take a couple weeks for testing and finishing touches anyway, so there's time.

>> No.8208415

>>8208336
The gravity is a bit weird, specifically when watching thrown objects slowly float to the ground, but if it means that any fall of sizeable height no longer equals certain death, I might come around to it. It's probably done to make being in space feel more like being in space. The severe lunge nerf makes no sense though. Maybe he thinks running+jumping would be better, but why even keep lunge in if it's now useless?

>> No.8208417

>>8208415
>It's probably done to make being in space feel more like being in space
I don't think so, because the change was sparked because he wanted 9.8 m/s^2 (earth gravity) to be implemented in the first place

So if he wanted earth gravity and instead got "feel like being in space" i would call that not good

>> No.8208496

Page: 10

>> No.8208497

>>8208496
Do something about it

>> No.8208504

>>8208369
>>8208374
>>8208415
Maybe someone should start a fork, call it "Heavy Destructor" or something. I've seen enough people dislike the gravity rework that this seems likely.

>> No.8208619

Does anyone have the latest version of HDOOM. The original creator removed it from his tumblr. hes become a whiny bitch

>> No.8208625

>>8208619
he removed them from tumblr years ago when they banned porn and has been on newgrounds for a while now

>> No.8208635
File: 40 KB, 480x360, boring wad.jpg [View same] [iqdb] [saucenao] [google]
8208635

>spend 24 years working on a star trek mod
>its a short, boring, easy game

What was he thinking

>> No.8208637

>>8208635
>24 years
No fucking way, I refuse to believe that

>> No.8208679
File: 2.88 MB, 1280x720, bing bing wahoo.webm [View same] [iqdb] [saucenao] [google]
8208679

>>8208336
Check the latest commit, he pulled through again. Have to relearn all new timings and input combinations but we got some real good mobility options out of this.

>> No.8208827

>>8208679
Wow, people weren't kidding, that looks floaty as hell. Is there supposed to be almost no viewbob at all?

>> No.8208831

>>8208827
Viewbob is player customizable, a lot of HD players minimize it or turn it off. Either way I doubt much of that is regular movement.

>> No.8208842

this is the end, good bye, anons

>> No.8208846

Does anyone have a server config with sane defaults for Q3A?

>> No.8208852

>>8208098
Map 4 has several.

>> No.8208869

>>8208864
>>8208864
>>8208864

>> No.8208934

>>8208204
>Are there any other threads or generals on /vr/ that dump gold like this?
besides tits and race-baiting probably not, this is the only place i bother to visit on 4chan anymore