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

/vr/ - Retro Games


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8297639 No.8297639 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8288834

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.8297643
File: 32 KB, 320x200, 1635713931851.png [View same] [iqdb] [saucenao] [google]
8297643

=== CURRENT RELEASE ===
AD MORTEM
Beta thread
https://www.doomworld.com/forum/topic/125461-ad-mortem-a-mbf21-halloween-themed-megawad-beta/
Current release
https://drive.google.com/file/d/18le6ho89YT_myg8CiUUk2mw1439zPyyJ/view

=== CURRENT PROJECTS ===
VIOLENT RUMBLE
Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest update: >>8268542 >>8268567
Please use spawnflag 16 for your level exit triggers

=== NEWS ===
[11-02] Treasure Tech 1.2 is here!
https://forum.zdoom.org/viewtopic.php?f=43&t=66995

[11-01] Bloom released
https://www.moddb.com/mods/bloom-doomblood-crossover

[11-01] Doom Master Wadazine Issue #15 released
https://drive.google.com/file/d/1pLxhrUPrynJpdWu0MknhTfylr3Sec68-/view

[10-31] Halloween Jam 4 Is Out
https://celephais.net/board/view_thread.php?id=62113

[10-30] Ray Mohawk 2 is out
https://www.doomworld.com/forum/topic/125466-ray-mohawk-2-released-build-31-10-21-come-and-get-it/

[10-30] Ad Mortem formally released

[10-26] Gehena, a limit removing episode for Doom 1
https://www.youtube.com/watch?v=VKx2E1tyvV4

[10-26] IkaDoom released, an Ikaruga styled gameplay mod
https://www.doomworld.com/forum/topic/125392-ikadoom-ikaruga-in-doom/

[10-24] Grezzo Two 2 demo is out
https://www.youtube.com/watch?v=JJ4Lu8pBBx0

[10-23] The Space Pirate has a playable demo now
https://www.bluevertigo.org/thespacepirate

[10-22] Ashes 2063 Episode 2 has been released
https://forum.zdoom.org/viewtopic.php?f=19&t=69612

[10-22] Fractured Worlds now available, Boom-compatible maps
https://www.doomworld.com/forum/topic/125253-fractured-worlds-version-13/

[10-22] GZDoom updated to 4.7.1
https://forum.zdoom.org/viewtopic.php?f=1&t=73631

[10-19] Golden Souls 1 Remastered now available
https://batandy.itch.io/goldensouls


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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8297654
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8297654

>> No.8297664

>>8297504
Depends what you're referring to. You mean the voice (in Spaceball, it was Microsoft Sam), or the software?

>> No.8297669
File: 321 KB, 854x808, around race x.png [View same] [iqdb] [saucenao] [google]
8297669

>> No.8297675

>>8297669
Here : https://www.youtube.com/watch?v=A4mZLS-7Ud8
He'll explain it, but to make it short : they're normal voices but edited in Audacity or something.

>> No.8297679

>>8297639
google drive link still borked.
I think the owner added Rekkr shortly after Steam release, meaning he browses the thread still. fix yo shit m8.

>> No.8297732
File: 1.08 MB, 600x609, 1627792602732.gif [View same] [iqdb] [saucenao] [google]
8297732

I need the image of doomguy all cozied up under a blanket, anyone have it?

>> No.8297740
File: 115 KB, 583x350, sleepy.png [View same] [iqdb] [saucenao] [google]
8297740

>>8297732
only got a caco, sorry

>> No.8297747
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8297747

>>8297643
>[11-02] Treasure Tech 1.2 is here!
I'm currently still dealing with an Undertale/Deltarune brain rot from september, so reading the name of the new Plasma Rifle in Treasure Tech 1.2 kinda made my head spin.

>> No.8297778
File: 632 KB, 3000x1367, Lancia Delta Integrale.jpg [View same] [iqdb] [saucenao] [google]
8297778

>>8297747
The Slot 6 weapons are both based on cars featured in SEGA racing games.

>> No.8297794

>>8297778
I know, but still, "Lancer Deltarune Integral" is stuck in my head right now.

>> No.8297806
File: 82 KB, 933x611, bleh.jpg [View same] [iqdb] [saucenao] [google]
8297806

Recreational Astrocide v4 (sorta fixed the sky in Kex & DP)
https://mega.nz/file/lGwXRaxA#SST-6VjBtTDcDaPDnQA1wf0W4MQSb023349TqfYqmiU
Necrobestial Analbuttsex v2 (mostly QoL stuff)
https://mega.nz/file/4G5DRarZ#o3A5vLw2rbNL9yRMOpU7ynM8etV-RRspXLDOCo9Ymt8

>> No.8297874
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8297874

>>8297679
Oh, so it has. Maybe its time to move to either OneDrive, Dropbox, anonfiles, or 4shared. Maybe also add some torrent magnet links as well...

>> No.8297912

>>8297654
>interesting christmas sourceport
When?

>guess without thinking
Utter state

>> No.8298009
File: 52 KB, 476x479, 1617074792855.jpg [View same] [iqdb] [saucenao] [google]
8298009

>The last part of A den of vice from JPCP

>> No.8298078

>reinstall Quake III
>there are like 20 maps
I remember a lot more of these.
Any big Quake 3 map pack? The SO YOU WANT TO PLAY SOME FUCKING DOOM link only deals with Quake, not Quake 2 or Quake III Arena.

>> No.8298079

i wonder what id's next game is going to be like.
probably going to be a quake reboot and it'll probably at least some of eternal's combat complication but i wonder if they'll stick to their guns on having a difficulty curve or if they'll make it more of a normal autopilot shooter if you play on easy

>> No.8298081

>>8298079
i wanna see them get creative with tech and add shit like non euclidean geometry

>> No.8298107

>>8298079
>but i wonder if they'll stick to their guns on having a difficulty curve or if they'll make it more of a normal autopilot shooter if you play on easy
If it's anything like Eternal, 2016 and all the other Doom's it'll have multiple difficulties to cater to everyone.

>> No.8298126

>>8298107
When I say a "difficulty curve" I mean stuff like marauders and the "combat loop" tied to the low ammo count that difficulty doesn't really have an impact on. Whether you play on Too Young to Die or Nightmare if you don't want to learn what the game does differently you're going to struggle, that's part of why it was more controversial than 2016.

I'm wondering if they'll do more like that where there are nuances you have to learn to have fun or if it'll be more of a "shoot and don't get shot" straightforward kind of shooter.

>> No.8298140

>>8297740
awww, thanks for checking

>> No.8298174
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8298174

>>8297732

>> No.8298184

>>8298174
Huh, I thought it was pixelated. Oh well this will do nicely, thanks!

>> No.8298208
File: 19 KB, 197x189, doomguy blanket pixelated.png [View same] [iqdb] [saucenao] [google]
8298208

>>8298184
>Huh, I thought it was pixelated
here i fixed it for you

>> No.8298215
File: 3.29 MB, 319x215, 1630958408331.gif [View same] [iqdb] [saucenao] [google]
8298215

>>8298208
die

>> No.8298328

>>8298126
>When I say a "difficulty curve" I mean stuff like marauders and the "combat loop" tied to the low ammo count that difficulty doesn't really have an impact on.
I found the “difficulty” that was tied to these to be pretty overblown so I doubt things will change for the next one.

>> No.8298330
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8298330

Holy shit what a fight

>> No.8298337

>>8298330
I don't like slaughter, but I actually was a little bit in awe when the imps LITERALLY came pouring out.

>> No.8298350

>>8298328
People sure complained about them a ton, anyway. We'll see.

>> No.8298353

>>8298215
kinda rude tbqh senpai

>> No.8298354

>>8298079
Trust me, Roundhouse Studios are working on nu-Quake while id Software works on another DOOM game that takes inspiration from 64 and 3 with more "spooky" atmosphere and Maledict as the final boss since he's the kind of "dragon" boss they wanted for TAG2.

>> No.8298357
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8298357

>>8298353

>> No.8298372

>>8298354
if they do take inspiration from 3/64, that better mean more experimental designs not held back by overexplenatory lore
and even then, 64 influence is too easy when it comes to gothic architecture but there was barely anything in eternal that reminded me of inferno
for a series about hell, they almost overlook how the originals made it look like
i can see a mother demon have a weak point on its back, if they recognize there being a fucked up spine on its sprites

>> No.8298383

>>8298350
Complaints are always loud and they can get amplified and misconstrued through things like Twitter. We’re also in a post-Dark Souls world with people being told something is hard and going “oh, YEAH!?” and buying it.

>> No.8298387

>>8298372
>if they do take inspiration from 3/64, that better mean more experimental designs not held back by overexplenatory lore
That would be nice.
Why would something nice happen, though?

>> No.8298396

>>8298354
I just hope that it's reasonably smooth and speedy and has Fun Gameplay Shit going on, whatever they do with it. The last thing I want from an id game after DE is to pick it up and think "yeah i've played this exact game before." It was refreshing for a AAA shooter to do some experimenting even if not everything was perfect.

>> No.8298397

>>8298350
I only realized chainsaw regens during the flying cube DLC bossfight. up to that point I was giving the game much more credit for ammo management than it really deserved. beneath the facade you just have infinite ammo at any point.

>> No.8298424

>>8297654
eternal doomworld replacing dogshit
dos bugs slopes
abandon sprites /vr/
arthurian multithreading
hard found point features ones thought
notice creative mappers

>> No.8298459
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8298459

>>8298184

>> No.8298462
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8298462

>>8297806
Recreational Astrocide v5:
https://mega.nz/file/pW5GQapa#9Zhm2Tku6C8p2rX6nqgKM2a8WySNQKU8AcNOsZq99AA
fucking hell. hopefully that's it with revisions for the foreseeable future. had to be done though.

investigated the Kex HoM: basically you can't mix liquid and non-liquid textures on non-worldspawn bmodels (doors, walls). the basic solution is to split off the portal brush into a separate entity. the problem is that two func_bobs can potentially desync over a long time, but then again it's a start map so this shouldn't be a big problem.
oh and also trigger_void doesn't remove corpses or heads, regardless of the spawnflag.

bored with testing. moving on to impco.

>> No.8298534

Why do retards complain about "grindy" enemies in Heretic and Quake.
Doom is the same, you just got an OP low-tier gun in Doom 2 to compensate.

>> No.8298536
File: 324 KB, 1920x1080, doom17.png [View same] [iqdb] [saucenao] [google]
8298536

On map 5 you can block the cyberdemon and barons teleporter if you press the switches to fast or without killing the other demons.

>> No.8298548

>>8298534
>Why do retards complain about "grindy" enemies in Heretic and Quake.
Memes with a hint of super shotgun worshippers who think it being better than the regular shotgun means it's "entirely OP".

>> No.8298558

>>8298536
Father and Son watching the sky on a peaceful autumn day, absolutely beautiful sight, rare nowadays

>> No.8298559

>>8298534
i mean, heretic also has an inventory system with so many tools and quake has quad damage
to me, heretic's enemies suffer more when they lack more unique attacks outside exceptions like the iron lich

>> No.8298597

>>8298536
The Imps in the Walls? More like The Baron and Cyberdemon in the Skies

>> No.8298650

>>8298536
Interesting. Do demons not telefrag each other?

>> No.8298654
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8298654

>> No.8298685

>>8298548
It's OP against fodder but it's really shit against anything stronger than a hell knight.
And also if you make your average doomworld poster shotgun barons they'll say it's bad design.

>> No.8298703

>>8298685
Using the single-barrel against Barons does tend to be annoying if it's a cramped space and there isn't any infighting action to be had though.

>> No.8298708

>>8298536
Also noticed you can block the pinkies that are supposed to teleport behind you on the around the red door area.
I haven't tested but you can probably block the imp teleporter on the room with the rocket launcher.

>> No.8298714

>>8298685
Funny only time I use the double barrel over the regular shotgun is if they're close enough and have more hp than 3 shells take to put down. The pump shotgun is far more efficient than the double barrel shotgun when it comes to ammo conservation.

>> No.8298717

>>8298685
Shotgunning cacos is as fun today as it was in 1993. E2 is good

>> No.8298718

>>8298708
Well shit, though I think you can't block ALL imps there.
Although I am now wondering how to solve that in Boom. Will they be teleported specifically to the teleport spot or only into the sector with the teleport spot?

>> No.8298737

>>8298534
Its not the same at all. Consider the proportions of enemy usage, and the general frequency of enemies. The most common enemies in Doom 1 and 2 are zombies and imps. They take one shotgun blast (rarely two). The most common enemies in Heretic are knights and gargoyles. Knights take up to FIVE crossbow blasts (most commonly three), and gargoyles usually take two. And gargoyles are used MUCH more frequently than their Doom equivalent (lost souls).

>> No.8298781

>>8298534
Also, it's not really OP. At best you can put a baron down with a double barrel with 5 shots or 10 shells. Sometimes it takes more. zombies and imps don't need two shells to defeat either so it's not wise to use the double barrel all the time unless you enjoy being out of ammo and the single barrel shotgun's spread is a horizontal line. So in certain situations it proves superior to the double barrel even if it's an enemy where the double barrel would be more ammo efficient simply because it doesn't spray it's spread all over the place.

Like say the plasma spider is on a ledge above you. Single barrel shotgun will hit the sliver of spider visible more efficiently than the double barrel. Say it's just under medium range but getting close to do full damage with the double barrel is a problem. The pump shotgun, because of its horizontal spread, will end up using less shells to put the spider down compared to the double barrel. Double barrel is good and SHOULD out damage the regular shotgun but it's not practical to primary depending on the situation.

>> No.8298790
File: 2.95 MB, 956x720, DZlineup.webm [View same] [iqdb] [saucenao] [google]
8298790

If they're lined up appropriately, I can't close the distance, and I want to save bullets for the chaingun I'll whip out the regular shotty. With the constant blobs of multiple enemies it's hard to compare to the super shotgun dealing nearly three times the damage on average.
I usually play with Babel which balances them out nicely.

>> No.8298805

>>8298790
I play with a mod that randomizes every ammo pick up. So say you find a clip it may have 10 rounds, 1, or anything in between. Same thing with everything else. A shotgun shell box could have anywhere from 4 to 20 shells in it and the mod I play zombies do not always drop ammo and when they do it falls under the same rules. So you could kill 5 shotgun guys and see no ammo drop but the 5th one drops some shells that may be from 1 to 4. Ammo conservation becomes important and this is where one can see that the double barrel isn't always the best shot. Your example is a perfect situation where the single barrel would prove better than the double barrel.

>> No.8298807

>>8298805
>...but on the 5th
that's supposed to read 6th

>> No.8298824

>>8298805
>Ammo conservation becomes important and this is where one can see that the double barrel isn't always the best shot.
Yeah, it’s immensely rare for me to run into that. I’m actually not even sure if I had the super shotgun in that webm because it was a pistol start - a great way to balance both the shotgun and plasma rifle from being overshadowed by their counterparts.

>> No.8298880

>>8298654
lel

>> No.8298919

I can't bring myself to finish Epic 2, I have 2 maps left and I already don't want to see the title screen ever again

>> No.8298931

>>8298597
The Imps in the Walls? More like a pain in my balls!

>> No.8298945

Slayers Testaments is fucking crazy.

>> No.8298958 [DELETED] 
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8298958

>>8298805
>I play with a mod that randomizes every ammo pick up.

>> No.8298980
File: 208 KB, 1918x1080, aske.jpg [View same] [iqdb] [saucenao] [google]
8298980

why is it when indies try to emulate Quake they make it even lower poly and texture res in some places, and much higher poly/res in others, all clashing at the same time in same image
It was an issue with Dusk, and its the issue with most others.

>> No.8298996

>>8298980
Most lack the talent and are just cashing in on the “low poly FPS” style. It’s not something exclusive to shooters.

>> No.8298997

>>8298980
maybe it's because they don't enforce limitations considering WHEN these classics were made
but in Nash's defense, he made his one in like 10 days for a jam, i believe

>> No.8299006

>>8298980
it's just prioritizing gameplay over visuals, or that's the theory at least. better of two evils compared to 2010 era graphical arms race to the bottom.

>> No.8299024

>>8298980
They're too young to remember that people didn't actually enjoy Quake's artstyle, but put up with it.

>> No.8299028

>>8298997
>but in Nash's defense, he made his one in like 10 days for a jam, i believe
Are you saying >>8298980 is the game in question that got made in ten days? That's not just a great defense but also how low the bar is if someone can make a game mirroring Dusk's presentation in just ten days.

>> No.8299030

>>8299028
>if someone can make
*someone who isn't a talentless hack.

>> No.8299032

>>8299024
so what you're saying is they're free from hype and are making an unbiased judgement

>> No.8299038

>>8299028
>is the game in question that got made in ten days?

nah, anon is confusing it with another game which was elderjam. that game in the screenshot is aske.

>> No.8299049
File: 1.11 MB, 1317x736, elder.png [View same] [iqdb] [saucenao] [google]
8299049

>>8299038
Oops

>> No.8299080

>>8299032
Quake had more pre-release hype than Doom, though. It was insane.

>> No.8299104

Thinking about making a osrs graphic mod for doom. be on the lookout for that, next one to two years.

>> No.8299118

>>8297806
>>8298462
Based.
>basically you can't mix liquid and non-liquid textures on non-worldspawn bmodels (doors, walls). the basic solution is to split off the portal brush into a separate entity.
That's doable enough, but annoying since I wanted them to have random offsets. Maybe I'll try coding some bullshit to compensate.
> trigger_void doesn't remove corpses or heads, regardless of the spawnflag
Well shit... I'll look at it.

>> No.8299143
File: 509 KB, 640x533, 1631445869596.png [View same] [iqdb] [saucenao] [google]
8299143

Guess it's time to try and kick this thing off.
>What is this?
This is the start of a new /vr/ mapping project. How it works is everyone will claim a spot in a grid and design their own tile that will then be stitched together with everyone else's tiles into one big chaotic map.
>What is happening right now?
This is just the sign up and planning phase. I would like to get an approximate headcount of those interested in order to determine how big the grid will be. The plan right now is to have each tile be 1024x1024 units in size. This might change depending on how many people want to join.
If you are interested in joining then reply to this post, you don't need to do any mapping at the moment. We can use this time to decide what texture sets we might want to use. I'm thinking on using OTEX but I'm open to any other suggestions (or just limiting it to vanilla textures).
If you have questions or comments about the rules and anything else then please ask! This time is meant to iron out any wrinkles in the project's plans (yes, I have more plans than just this).

>> No.8299161

>>8299143
I think limiting to vanilla and Doom 1 textures would be fine. We just did a wad with OTEX.

>> No.8299162

>>8299143
There will be two phases for claiming tiles. Tiles will be claimed in a checkerboard pattern, skipping every other tile for the first phase. You will claim a tile, draw out your plans for the tile, then actually map it once it has been approved. Once the first phase is done the second set of previously skipped tiles will be opened up. Repeat the process except with the second set of tiles connecting the previous set. This will ensure the map actually has some flow to it. Once the second phase is done then all that's left is to stitch the whole thing together. I'll go more in depth into the tile guidelines when we're closer to starting the first phase.

>> No.8299163

>>8299143
Are we doing 94 Protons after this?

>> No.8299215

>>8299143
What format and deadlines? I would suggest limit-removing.

>> No.8299225
File: 7 KB, 56x95, 1609011188918.gif [View same] [iqdb] [saucenao] [google]
8299225

>>8299215
Boom for sure, maybe MBF21 if you guys want to. I'd be down for it.
I'm not setting a deadline yet until I see how many people are interested. Will probably let this planning phase go for the rest of the week and decide then. This project shouldn't take too long, I hope.

>> No.8299231

>>8296073
>>8296906
Thread locked! Don't call out important people on their bad logic.

>> No.8299253 [DELETED] 

>>8299225
No. We already had enough Boom projects. Limit-removing or vanilla will be a good change of pace.

>> No.8299267

>>8299231
Those people are important?

>> No.8299275

>>8299231
I don't know why so many people lose their minds over Plutonia. The wad was designed for experienced players and requires some trick knowledge, like the "elevator fishing" trick to get rid of royals waiting at the bottom of elevators, Plutonia is filled to the brim with that stuff. It's funny because the exact same thing happened recently with TAGP2 (Plutonia: Eternal Edition) with people flooding the forums saying it's impossibly hard when in reality it just takes trick knowledge to solve the problems it throws at you. It's basically a noob detector.

>> No.8299302
File: 270 KB, 1280x960, blue_temple.png [View same] [iqdb] [saucenao] [google]
8299302

>>8299143
I am once again laying claim to the blue key square. I have already made a quick rough draft that I posted in the last thread, which you can download here:

https://files.catbox.moe/tczjlx.wad

>> No.8299303

>>8299225
I need this as an HDest skin.

>> No.8299306

>>8299302
I just hope you can properly retexture it if we decide to only use vanilla textures.

>> No.8299309

>>8297664
There's a code to make the voice in Moonbase sound a specific way, almost exactly like the Shock Troopers. The Trooper voice clips have a synthesized sound to them, which leads me to believe that there's a shared source.
Looking up what software Moonbase in particular uses brought me to Fonix DECTalk, but it's about as far as I've gotten. I'll try and track down an install, see if the thing has any presets or modifiers that produce the effect.

>> No.8299310
File: 430 KB, 1920x1080, Desktop Screenshot 2021.11.01 - 20.13.13.02.png [View same] [iqdb] [saucenao] [google]
8299310

I'm back
Guy who hasn't played much vanilla doom continues Ad Mortem
twitch.tv/jaesumgai
Think I was on map 4 or 5

>> No.8299314

>>8299231
Nine Inch Heels can be a bit of a cunt but she's not protected. Try bashing something Dragonfly or Bridgeburner posted or worked on and you'll see the difference.

>> No.8299426

>>8299310
I apologize with how fast that was and how bad it was. My frame of mind was not right tonight. I'll try to return next time earlier, for longer and with hopefully better quality of play. These are amazing maps so far, I'm just bad...

>> No.8299531
File: 301 KB, 1900x1553, tfc-engineer_SSJ058.jpg [View same] [iqdb] [saucenao] [google]
8299531

This might be a weird question but does anyone know all the Team Fortress mods that were created for different games prior to the release of TF2? Off the top of my head there's
>Quake/Quakeworld TF
>Quake 3 TF
>Unreal Fortress
>Enemy Territory TF
>Fortress Forever
I'm not sure if I'm missing any

>> No.8299557

>>8298958
You can literally play original doom on e1m7 holding m1 down the whole way through. It has too much ammo. My mod makes it where I have to think and aim my shots regardless of distance. Double barrel shotty in a situation like this >>8298790 would easily cost 6, 8, or 10 shells and he took care of 7 guys with 5 using the single barrel. So for the sake of ammo conservation, it was superior because the way I play, if you overkill, you waste shells and then when you really need them it sucks. Also, horizontal spread gives it flexibility that the double barrel lacks. The double barrel's massive spread really doesn't do it justice from a distance that the single barrel shotgun can reach. Shell for Shell the pump shotgun is more efficient in certain situations that spring up pretty often. Things on ledges above you are all over the place. You have an arachnotron and want to stay secure from his plasma gun you sit just below the ledge where you hit him with ALL your bullets from the pump shotgun in complete safety versus using the same ammo or more with the double barrel simply because its spread makes it where only a fraction of the damage potential applies. The single barrel shotgun may be less powerful than the double barrel but there are situations where it is not outclassed by it. Especially if ammo conservation against smaller targets is a thing. Doesn't matter what your dps is if you're out of shells because then it's none.

>> No.8299612

>>8297654
together interesting christmas

>> No.8299619

>>8298357
Mad because you peeping. I would be screaming too.

>> No.8299664

>>8299310
>>8299426
watch the pros. learn some strats.

>> No.8299740

>>8298980
They don't understand basic rules of texture and asset density.

>> No.8299754

>>8298980
>indies
Because nobody is paying them to be in front of the computer all day. They have other jobs and/or school. Time is limited.

>> No.8299796

>>8299531
I think Fortress Forever came out after TF2.

>> No.8299824

New DBP is literally called Hell Revealed III. Based or cringe?

>> No.8299825

>>8299824
Based. They should make the next one titled Community Chest 5 just to fuck with people.

>> No.8299828
File: 2.88 MB, 640x360, dz_dsda.webm [View same] [iqdb] [saucenao] [google]
8299828

>>8299557
>So for the sake of ammo conservation, it was superior because the way I play, if you overkill, you waste shells and then when you really need them it sucks
It's not like vanilla Quake, dead bodies aren't stopping your shots. You also get more out of each shell: The regular shotgun is 7 pellets per shell while the super is 10, you can play like a dumbass and wiff with 6 pellets from the super and you still wouldn't be wasting ammo while killing them faster.
If you're at a range disadvantage and you don't want to waste bullets, cells or rockets, those are the few rare situations I'd want to use the regular shotgun.

>> No.8299849

>>8299796
Fortress Forever was September 2007, TF2 was October

>> No.8299908

>>8299531
Team Fortress Classic also predates TF2.

>> No.8299979

>>8299824
Based.
Playing it right now and enjoying my time.

>> No.8299982

>>8299824
NOOOOOOO you can't call it that. Did they even ask those guys who haven't been seen for 20 years???

>> No.8299985

>>8299824
>MAP08: I Never Played Hell Revealed - Lunch Lunch
Based.

>> No.8299987
File: 20 KB, 241x230, 1296376178830.jpg [View same] [iqdb] [saucenao] [google]
8299987

>>8299985
God fucking dammit

>> No.8300004

>>8299849
That is insanely close to each other. Fascinating.

>> No.8300006

>>8300004
IIRC the Fortress Forever team REALLY wanted to get their mod out before the Orange Box's release because they felt TF2 had gone too far astray from what they believed Team Fortress was.

>> No.8300129

>>8299531
Unreal fortress was really fun co-op

>> No.8300198

>>8299985
HE CAN'T KEEP GETTING AWAY WITH IT

>> No.8300216

>>8299314
She did raise good points with how people throw "this is bad/good design” to try to have some authority, usually it sounds fucking cringe and as if it was said by some bald bearded guy in glasses

>> No.8300371

>Try to make an outdoors map
>It still comes out cramped
>I can't properly make aesthetic-looking edges of the map now

>> No.8300374
File: 32 KB, 600x264, unknown.png [View same] [iqdb] [saucenao] [google]
8300374

HEY ANON, NICE TO SEE YOU!

>> No.8300376

>>8299531
unreal fortress evolution

>> No.8300409 [DELETED] 
File: 21 KB, 400x400, images.jpeg.jpg [View same] [iqdb] [saucenao] [google]
8300409

>>8299824
>I sincerely think that this wad should not be called Hell Revealed3. The maps seem to me too modern and too spacious.Actually, do the authors even like the series? I highly doubt it.
>Also, I would have preferredthe sequel to keep the vanilla compatibility and the almostexclusiveuse ofstocktextures.

>> No.8300480

>>8299985
hahaha

>> No.8300545
File: 37 KB, 215x235, 1569509944256.png [View same] [iqdb] [saucenao] [google]
8300545

>>8299985
lmao

>> No.8300549

>>8300371
Sure you can. Cliffs are easy to make - split linedefs into many pieces with the curve tool, keeping angle 0, then use the randomised. Keep randomising until you get a natural looking edge.

Then, around the perimeter, put a higher looking floor that the player can't reach with trees etc.

>> No.8300551

>>8300549
>randomised
You can do that? I've done all of my rocky formations by hand.

>> No.8300561

>>8299824
>>8299825
>>8299982
Wasn't Hell Revealed 2 mostly made by a bunch of dudes who didn't work on Hell Revealed 1, and it was a bunch of years later?
It'd fit.

>> No.8300571

>>8300549
>then use the randomised
Where is that randomized?

>> No.8300727
File: 64 KB, 768x593, duke-nukem-3d-20th-anniversary-edition-world-tour-announced-3-768x593.jpg [View same] [iqdb] [saucenao] [google]
8300727

>>8297654
>protons building ammo forever
Looks like I'm gonna have to pay the good doctor a visit.

>> No.8300738
File: 9 KB, 640x400, canon.png [View same] [iqdb] [saucenao] [google]
8300738

>>8300727

>> No.8300786
File: 14 KB, 960x600, 9F8AA4C0-BE49-4F04-BD93-251AD79ED979.png [View same] [iqdb] [saucenao] [google]
8300786

>>8300738

>> No.8300790

>>8300727
>>8300738
Duke3d project would be cool

>> No.8300812

I think Arthurian Legends might be the best game of all time.

>> No.8300814
File: 185 KB, 360x450, gremlin.png [View same] [iqdb] [saucenao] [google]
8300814

>update video drivers
>Quakespasm Spiked starts stuttering like shit
>fuck with a bunch of settings
>reinstall it
>nothing
>r_scale 2
>no stutters
>r_scale 1
>wtf it's suddenly fixed now
Fucking gremlins.

>> No.8301024

midi anon can you do ARRIVAL and 1000 Lines 3 CP they have original music for the projects.

>> No.8301238
File: 92 KB, 640x480, doom59.png [View same] [iqdb] [saucenao] [google]
8301238

Lots of height difference in an open map makes me worried I'll never be able to make it look good, with vanilla textures, at least.

>> No.8301259

>>8301238
doesn't look so bad, maybe try to do something about all the red wall

>> No.8301260

>>8300812
Hexen is better.

>> No.8301264
File: 145 KB, 1280x960, Screenshot_Doom_20211104_140715.png [View same] [iqdb] [saucenao] [google]
8301264

>>8299143
>>8299302
https://files.catbox.moe/6ahbrb.wad

Made an update to my submission, it looks way nicer now. Will be making some more modifications soon.

Also, I just realized that sector tags might be an issue. Is there anything we can do to address that?

>>8299306
If we decide to use the textures from vanilla, I could swap out the ones I used for the "green marble" textures from vanilla.

Hell, it even has two giant stone faces, just like mine!

>> No.8301274

>>8301264
Also, ignore that giant linedef to the right of the map, I was just using it to ensure that most of the level fit in a 1024x1024 grid.

>> No.8301280

>>8301264
>Also, I just realized that sector tags might be an issue. Is there anything we can do to address that?
Yes, easiest way to do that is just limit what sector tags each tile can use. Again, this depends on how big the grid will be but an example would be limiting it to 10 tags per tile. So the A1 tile could only use 0-9, A2 uses 10-19, A3 uses 20-29, etc.
People could also claim extra tags ahead of time in their post that's beyond the range for the last tile, but don't go overboard with this.

>> No.8301321

>>8299143
I'd like to participate, but I find OTEX overwhelming. I prefer CC4, it has has lots of lame textures but cover all the necessary bases many times over.

>> No.8301329

>>8301259
Yeah, maybe. They are a leftover from the time I wanted to surround the playable area with walls and cliffs which didn't work out. I can probably replace them with rocky island instead.

>> No.8301342

>>8300812
I am on the second hub and feeling a bit exhausted , then again I am on the legends never die dif.

I like how the secrets are not extra bullshit.

But its a cool game, needs more wenches however. And I think a silly fantasy theme like witchaven would have been better than monthy python. But again minor nitpicks.

>> No.8301381
File: 8 KB, 156x70, 1615278648822.png [View same] [iqdb] [saucenao] [google]
8301381

>>8301321
I think just using vanilla textures might be best at the moment. The simpler this project is the better. If it goes well then we could easily do another round with a custom texture set.

>> No.8301401

>>8299225
Why not Vanilla? Too far out of everyone's comfort zone?

>> No.8301403

>>8299143
sounds like it'd be a fun project

>> No.8301423

>>8301401
Thinking over it, limit removal is probably the best for now. We should keep it simple.

>> No.8301536
File: 592 KB, 1920x1080, doom21.png [View same] [iqdb] [saucenao] [google]
8301536

There is this spot right outside the exit in map 7 where you can get stuck and blow yourself with a rocket on seemly nothing.
Fucked up considering you get a shit ton of rockets right there.

>> No.8301538
File: 955 KB, 1920x1080, doom18.png [View same] [iqdb] [saucenao] [google]
8301538

>>8301536
Opps I mean map 6
Also from another angle

>> No.8301548

>>8299143
>>8299225
>>8301423
In that case I might try to claim a spot as well, I've never made a Doom map before, but limit removing square using vanilla textures sounds like a great way to dip my feet into mapping.
What software would you recommend? I tried using Slade but it seems like it's kinda shit for mapping.
I did make some really basic .wads (titlescreen replacements, or MIDI packs edits) but mapping is a new area for me.

>> No.8301551

>>8301548
Use Ultimate Doom Builder.

>> No.8301562

>>8301548
Seconding UDB.
And yeah, vanilla stuff is pretty nice to get your feet wet.
It's not as overwhelming as UDMF and not as soul-crushingly hacky-workaround-y as Boom.

>> No.8301571
File: 1.22 MB, 1440x1080, PAK0-211104-205403.png [View same] [iqdb] [saucenao] [google]
8301571

I'm playing Quake for the first time. Bros, this game is really spooky.

>> No.8301573
File: 550 KB, 1920x1080, doom22.png [View same] [iqdb] [saucenao] [google]
8301573

On map 7 you can see where the sky box end.
Should be fine if you raise those walls.

>> No.8301597

>>8301562
>and not as soul-crushingly hacky-workaround-y as Boom.
Unless you're doing tricks like VooDoo sequences, what's actually hacky and workaroundy with Boom?

It's still a lot like Vanilla, except there's a number of additional features which are conspicuously absent in Vanilla. I think that as long as he doesn't build any 'scripts' then it won't matter if he can use a couple of generalized functions.

>> No.8301604
File: 89 KB, 640x480, doom60.png [View same] [iqdb] [saucenao] [google]
8301604

Thanks for inspiring me to get rid of the red wall. I feel much better now.

>> No.8301652

>>8300551
>>8300571
Use Ultimate Doom Builder.

>> No.8301663

>>8301652
I do, I just never heard about this function before.
But now I found out where it is.

>> No.8301668
File: 108 KB, 1920x1080, doom25.png [View same] [iqdb] [saucenao] [google]
8301668

>>8301573
Found another on the yellow key card secret, kind of hard to see this one but it's there.

>> No.8301669
File: 43 KB, 640x640, 82 89 63 23 37 52 83.jpg [View same] [iqdb] [saucenao] [google]
8301669

feel like playing brutal doom on tactical mode plus hard realism

Im on chapter 2 right now. yes i do make use of the quicksave and quickload

>> No.8301691

>>8301597
>Unless you're doing tricks like VooDoo sequences, what's actually hacky and workaroundy with Boom?
See, that's exactly the point. Why use Boom at all, then? The thing is that it does *in principle* allow for some advanced stuff vanilla/limit-removing won't, but not in a convenient, quality-of-life way like UDMF does. You can do (limited) voodoo scripting even in Doom 1, as well as voodoo dolls. For anything more complex you need conveyor belts and shit and sure, if you're just putting a bunch of Revs in closets and call it a day, you're perfectly fine with walkover lines, but that would also work in Vanilla. Boom and related are neither fish nor fowl and imo they don't give you enough beyond vanilla to warrant the lack of stuff like the ability to assign more than one tag to anything, the ability to tag things at all, being able to assign functions to things and all texture functionalities of UDMF. Having to have a million dummy sectors and teleport closets.
Or even just simple stuff like having a sector not being lit top to bottom the same way. In vanilla you just accept it. In UDMF you directly set floor, ceiling AND the wall, if you desire to do so. In Boom you need two different linedefs in sectors of the appropriate brightness and if it's a high ceiling with a chandelier or something it will still look goofy. There's certainly more, but that's what I can think of the top of my head right now.
If you don't care for demos, there is literally no reason to do anything in Boom.

>> No.8301693

>>8301668
You're doing god's work anon

>> No.8301694

>>8301536
>There is this spot right outside the exit in map 7 where you can get stuck and blow yourself with a rocket on seemly nothing.
This one is easy and worth fixing I think since it's almost certainly faulty collision typical of certain nodebuilders. Just rebuilding the nodes with zdbsp for instance would seem to fix it. I'm curious what nodebuilder was used originally.
>>8301573
>>8301668
These on the other hand are purely aesthetic. I'm not against them being remedied, but I'm not sure anyone's gonna bother.

>> No.8301704

>>8301691
If I don't care for 3D floors, there's no reason to use UDMF.

>> No.8301715

>>8300790
How we're going to call it? 100 nukes of /vr/?

>> No.8301716

>>8301694
>These on the other hand are purely aesthetic. I'm not against them being remedied, but I'm not sure anyone's gonna bother.
It's not much but fixing these little things help make the wad more "legit".
>>8301573
Instead of raising the wall, you can probably cover it by adding a ocenan.

>> No.8301728

Ad Mortem lead, you here?
Here's a fix for The Imps in the Walls that should at least alleviate some teleport blocking; I also adjusted the Cyberdemon secret a bit and discovered a faulty texture; though I have no idea how THAT happened. And of course it has the fixed bookshelf texture.

https://files.catbox.moe/8puvrz.zip

>> No.8301761

>>8301604
yeah, it looks quite a bit better this way

>> No.8301764

>>8301704
What a narrow and shortsighted opinion.

>> No.8301768

>>8301764
Not as narrow as yours.

>> No.8301772

I don't use UDMF because gzDoom is lagging like it's not running a game from 1994.

>> No.8301796

>A is better than B because it's simpler
>B is better than A because it's more feature-rich
There, you just read every map format discussion. There's no point in discussing further

>> No.8301802

>>8301604
I like it, it reminds me of something, but I just can't tell of what. Keep going, I am thrilled to see the finished map.

>> No.8301832
File: 53 KB, 607x607, 82 54 69 94 24 38 98.jpg [View same] [iqdb] [saucenao] [google]
8301832

made my way to e2m6

the previous maps were difficult because they have environmental hazards and heckin flying skulls

tactical/hard realism btw

plus i barely get any ammo :/

>> No.8301869

minigun shoots so fast in tactical mode

200 bullets are gone in a couple bursts

>> No.8301885
File: 774 KB, 960x960, 1629672972434.png [View same] [iqdb] [saucenao] [google]
8301885

I didn't remember JPCP getting ballbustingly difficult towards the end

>> No.8301891

>>8301885
It doesn't though?

>> No.8301894

>>8298330
>>8298337
I've been away from Doom for a while. What wad?

>> No.8301897

>>8301894
see
>>8297643

>> No.8301938

>>8301894
doom.wad
doom2.was

brutaldoom.pk3
tactical mode + hard realism

>> No.8301954 [DELETED] 
File: 56 KB, 736x736, 48 65 35 68 97 53 39.jpg [View same] [iqdb] [saucenao] [google]
8301954

>cant drinked coffee
>can only take tablets
>can only drink energy drink or tea
uncomfy

>> No.8301956
File: 933 KB, 1030x564, 111.png [View same] [iqdb] [saucenao] [google]
8301956

>>8301548
>>8301551
>>8301562
Well I started working on something...
I kind of want to mix dark library/ green marble themes with a hint of hell and I thought splitting 1024x1024 units into two rooms connected via teleporters might work but it looks kind of shit and it's too cramped.

>> No.8301960
File: 904 KB, 1031x565, 2222.png [View same] [iqdb] [saucenao] [google]
8301960

>>8301956
I also have no idea of what I'm doing I fucked up all of my lines because I don't know how to delete them yet. The pit is filled with lava and 4 cacos hide in it (shameless ripoff of Sigil).

>> No.8301965

>>8301956
Play "Suspended in Dusk" by Espi, it shows what's possible with vanilla textures.
For beginners, try to adjust your architecture to the available textures instead of making a structure and trying to fit the textures somehow.

You can delete lines by selecting them (make sure to be in lindefs mode, L) and pressing Del. Or delete one of the two vertices that form the line.

>> No.8301974

>>8301691
Because Boom format lets you:
>do scrolling flats and even proper conveyors (for non VooDoo purposes)
>transfer sky textures so you can use any sky you want on any map you want, including animated ones
>have as many switches and animated textures and flats as you want, and at whatever speed you want
>scroll textures to the right
>use transfers to do fake deep water which will won't break in GzDoom
>use transfers so you can have a bright floor but dark ceiling, vice versa, as well as other light functions
>have a sector be secret and have an effect at the same time (like a light or damage effect)
>use transparency on midtextures
>let you have far greater control over switch functionality, determining timing and even letting you make shootable switches for anything
That's not getting into even simple as fuck VooDoo actions, which really isn't hard to learn.

>but not in a convenient, quality-of-life way like UDMF does.
I disagree, generalized linedef functions are really straightforward and more flexible than Vanilla. UDMF adds a lot more values to every linedef (not just for functions)

>You can do (limited) voodoo scripting even in Doom 1, as well as voodoo dolls.
Which is clunky as fuck, completely unsubtle (in that you can't hide that something is going on to the player), much harder to set up, and can break in any number of ways because you need to blow up the player to do it.

>For anything more complex you need conveyor belts and shit and sure, if you're just putting a bunch of Revs in closets and call it a day, you're perfectly fine with walkover lines, but that would also work in Vanilla.
Or if I want to use a basic timer to stage things, which is easy and reliable in Boom, but which in Vanilla can easily kill the player if he's too injured when it's started.

>> No.8301978

>>8301691
>Boom and related are neither fish nor fowl and imo they don't give you enough beyond vanilla to warrant the lack of stuff like the ability to assign more than one tag to anything, the ability to tag things at all, being able to assign functions to things and all texture functionalities of UDMF.
Those are certainly convenient features, but I don't think they're that significant.

>Having to have a million dummy sectors and teleport closets.
Basic dummy sector usage isn't that messy, and you can do a lot with not that many.

>In UDMF you directly set floor, ceiling AND the wall, if you desire to do so. In Boom you need two different linedefs in sectors of the appropriate brightness and if it's a high ceiling with a chandelier or something it will still look goofy.
And it's much more to keep track of, most people don't find themselves needing to adjust lighting for every single surface, so what does it matter if there's a tiny bit of fiddling for the few times it feels necessary?

>If you don't care for demos, there is literally no reason to do anything in Boom.
What if I DO care for demos? What if I care that my map is playable in more ports? System requirements are higher for GzDoom, so I should use UDMF and limit my audience for a few minute benefits and a whole bunch of fancy features I'm not using? I'm not BridgeBurner69, my maps aren't GzDoom exclusive and you don't need a powerful computer to run them.

>> No.8301985

>>8301965
Suspended In Dusk is so well crafted and gorgeous that I'd be worried that it discourages him. It also uses quite a lot of complex and obscure vanilla tricks which aren't all easy to do with modern editors.

>> No.8302005

>>8301956
>>8301960
You'll get the hang of it, I believe in you.

>> No.8302016
File: 76 KB, 640x416, powersootwoscrn.jpg [View same] [iqdb] [saucenao] [google]
8302016

Making a short series of maps with some personal conducts:
Default Doom II textures, relatively small, confined map sizes (Must be squared. Think something similar to 2048u but way shittier) among a few other rules.
It's mostly just to doodle and practice with textures and to help me not bloat my map layouts so much.

>> No.8302025

>>8301974
>That's not getting into even simple as fuck VooDoo actions, which really isn't hard to learn.
I never said voodoo stuff is hard to learn. It's piss easy to learn, but it's just awkward and roundabout and compared to ACS as flexible as granite.

But you're just confirming what I said. Boom is neither fish nor fowl. It is less bothersome than vanilla, but that's it, so if there were only Vanilla and Boom, then yeah, I would probably prefer Boom too. But I want to make a map like I envisioned it and not having to work around random limitations and that's why I prefer UDMF.


>>8301978
>but I don't think they're that significant.
They're pretty damn significant, though. Multiple tags are extremely useful, being able to tag things saves you one sector per teleport or lets you set up multiple teleports in one sector directly, for example. Not having to adhere to the 64u grid for flats gives you so much more flexibility with architecture, which is also pretty significant. I mean I could also say that the features >>8301974 mentioned aren't that significant, thanks, I'll stick with Vanilla.

>And it's much more to keep track of
How is it much more to keep track of than having a million dummy sectors and connected linedefs? If anything, it's more messy, because you need to tag EVERYTHING and if one tag is wrong and you don't notice right away, have fun finding what's wrong. That said, it was probably a bad example, because in UDMF I would just put a dynamic light there and wouldn't bother with sectors in the first place.

>What if I care that my map is playable in more ports?
By that logic, why don't you map in strict Vanilla? That way your map is universally playable.

>and limit my audience
To what? Boom autists? Come on, everyone on here is an idort anyway and if you don't have all those dumb filters enabled and play a map with a million 3D floors, you can't tell me you have performance problems. Unless you have a toaster, of course.

>> No.8302030

>>8301985
That's why I was focusing on the texture/architecture usage.
I still haven't quite understood how the hanging crate at the start works.

>> No.8302035

>>8302025
>and if you don't have all those dumb filters enabled and play a map with a million 3D floors, you can't tell me you have performance problems. Unless you have a toaster, of course.
My computer might not be top of the line, but it can run games like Dishonored 2 and newest Hitman but can't run gzdoom running simplest wads. Something is clearly wrong with gzdoom.

>> No.8302061

>>8301965
>>8302005
>>8301985
Thank you for encouragement.
My main visual inspirations at the moment are Doom 1 E2, A.L.T (I tried to nick the sector carpet but I forgot there's no yellow carpet texture). and Doom Zero.
I started playing Suspended in Dusk, and 5 minutes in I was already impressed by how gorgeous everything looks.
To be honest I didn't even read any tutorials, I just mashed buttons until I could see something resembling what I wanted to see.

>> No.8302067
File: 17 KB, 74x97, revenant2.gif [View same] [iqdb] [saucenao] [google]
8302067

Congrats on Ad Mortem 3 releasing, anons!

>> No.8302074

what's the best way to start with doom mapping?
what's the most essential knowledge?

>> No.8302076
File: 1.08 MB, 666x850, file.png [View same] [iqdb] [saucenao] [google]
8302076

>>8297654
>thing_hate break

>> No.8302084

>>8302074
play really awful doom maps and write down what you hate about them

>> No.8302097
File: 3.45 MB, 1080x700, archvile1.gif [View same] [iqdb] [saucenao] [google]
8302097

>>8299267
That's what they'd want you to believe.

>> No.8302112

>>8302074
Draw squares
Refine squares
Eventually squares will form a map
Works for me.

>> No.8302138

>>8302025
>Boom autists
Ah, you're that guy. Post maps.

>> No.8302152

Jehar is doing a mapping stream today.
https://twitter.com/Jehar/status/1456406954084126729

>> No.8302160

>>8302074
There was a nice text tutorial on tumblr that I can't seem to find at the moment. Really any guide should do just fine. If you want vanilla compatibility then make sure it's not a UDMF tutorial.

>> No.8302197

what's the differences between ultimate doom builder and doom builder x?

>> No.8302201
File: 35 KB, 600x600, 1300044776986.jpg [View same] [iqdb] [saucenao] [google]
8302201

>>8302160
>tumblr

>> No.8302203

>>8302201
Hey it was a pretty good tutorial with nice pictures, okay? There wasn't anything tumblr about the tutorial itself and was straightforward. At least I thought it was on tumblr, maybe it was just hosted on somebody's site which had a similar layout.

>> No.8302206

>>8302201
Good advice is good advice regardless of where it may be found.

>> No.8302250

Is it possible to have more than 33 maps with UMAPINFO in Boom ports?

>> No.8302258

>>8302250
If they actually support it, then yes.

>> No.8302262

>>8302061
>>8301956
>>8301960
I scrapped that entire concept and built a new room from scratch. This is very, very, early WIP.
I'm thinking of adding a bookcase maze/ ambush on the sides.

>> No.8302265
File: 1.03 MB, 1033x564, 333.png [View same] [iqdb] [saucenao] [google]
8302265

>>8302262
Forgot pic like a retard.

>> No.8302270

>>8301728
Alright thanks, also i'm gonna take a break from this project since i'm kinda busy doing other stuff rn, so i'll be updating it another day.

>>8299143
One thing from experience, if you're gonna put map 'pieces' together into one, make sure to check out the tags, because some linedefs/sectors might share the same number tag from other map's sectors and it can fuck up a lot of things.

I still think limit-removing is suitable for this kind of project tho.

>> No.8302280

>>8302270
I'm going to limit what tags you can use depending on which tile you pick. If you need more then you can claim some more outside of this range.

>> No.8302290

So, answer me gentlemen
how do you even decide what to play and stick with it when your steam library and wad collection are nearly the same in size

>> No.8302312

>>8302265
>>8302262
I have some more ideas so I'm going to note them down here, in case someone could help me figure out how to implement them:
>on the left of the spawn point should be some large windows from which sunlight pours in
>elaborate carpet (going to need to rip some custom textures that look vanilla-ish, if the project lead doesn't ban them)
>linedef somewhere that is going to collapse some bookshelves from which chaingunners appear
>on hard, add extra mancubi on the sides, on medium the barons get replaced by hell knights, on easy the mancubi get removed
>fucking rails on the staircase
>if I want to get extra spicy, move the archvile on the top of the fountain and make the rest of the room a bookcase maze that slowly opens up

>> No.8302323

https://sgt-shivers.tumblr.com/post/83607326403/done-next-up-is-the-attack-and-pain-sprites-but
hey look it's the dark lord

>> No.8302346
File: 700 KB, 1035x562, 444.png [View same] [iqdb] [saucenao] [google]
8302346

>>8302312
>>8302265
>>8302262
ok, last update for tonight, from now on I'll post less frequently (only when I make significant changes).
I need to figure out a way to break the symmetry of the room which is kind of hard given the fact that it's a fucking rectangle.

>> No.8302347

I wish doom had more game.

>> No.8302391

>>8302346
You don't have to use the entirety of the 1024x1024 tile size. Maybe make the corners more rounded or add extrusions to the walls in the form of more bookshelves.

>> No.8302397

>>8299143
I'll put this in the OP but I'm gonna need info on the format and deadline. If we can get the actual grid too with claims and whatnot that would be nice.

>> No.8302405
File: 19 KB, 315x315, 85 47 39 25 54 77 78.jpg [View same] [iqdb] [saucenao] [google]
8302405

>>8302347
>install brutaldoom
>click new game
>select tactical mode
>difficulty: hard realism
>pick first level and progress until you've hit the end and then play sigil. then play doom 2

simple as

>> No.8302419

>>8302397
You don't have to worry about doing that just yet. Still not entirely sure how big it'll be but hopefully more than 12 tiles. 16 would be a nice size.

>> No.8302425

>>8302197
Features I imagine.

>> No.8302430

>>8302290
Doom is the game I keep returning to.

>> No.8302434
File: 395 KB, 300x225, 1618429491046.gif [View same] [iqdb] [saucenao] [google]
8302434

>>8299143
Count me in.

>> No.8302536

>>8302258
And which ports do?

>> No.8302716

play tactical realism doom now

>> No.8302721

>>8302716
Okay but you gotta play Hideous Destructor.

>> No.8302723

>>8302721
hideous destructor bad. brutal tactical realism doom good

>> No.8302754

>>8302197
I haven't done any Doom mapping in a long time, why are there so many Doom Builders?

>> No.8302816

>>8302754
Upgrades and features to source ports, so different builders to match them.

>> No.8302820

>>8302754
Doom community is kind of an example of there is a desire and a will so someone out there creates a way. It's made by the players.

>> No.8302881

>>8302025
>It's this fucking faggot again
>"why not vanilla"
Because I can do so much more with Boom.

>"why not UDMF"
Because I need almost none of its added features, and almost nobody fucking plays UDMF maps.

>Boom autists
Boom maps run in GzDoom, so that means that if I make a map in Boom, people playing in Boom family ports and GzDoom family ports can play my maps. GzDoom users tend to play Vanilla and Boom mapsets about ten times as often as UDMF mapsets. MBF21 is the next step, and GzDoom is already nearing proper support of it and DEHEXTRA.

In all, you can argue that UDMF will be a simpler format for a newbie to learn, but most people will not agree with that.

>> No.8302910

>>8302881
Don't bother with UDMF-tan, anon. Let me remind you that nobody plays his mediocre maps and instead of acknowledging they're just not very good he created a narrative of the evil "boom autists" not playing his maps because they don't want to play his UDMF maps out of fear of trying something new and liking it, with himself being a victim. In short, he's just delusional.

>> No.8302919

>>8302419
Okay, but I would prefer if you would get this all nailed down sooner rather than later.
>>8302536
PRB+ umapinfo fork, DSDA, I think Woof too.

>> No.8302928

Wake me up when they add the Cyberdemon, Spider Mastermind and all of Doom 2 enemies in the 32x version.

>> No.8302930

>>8302910
But I haven't yet reiterated to him how fucking shitty Vanilla VooDoo scripting is!

>> No.8302934

>>8302930
Understandable, carry on then.

>> No.8302956
File: 1.41 MB, 320x240, 1634159440293.gif [View same] [iqdb] [saucenao] [google]
8302956

>>8302919
Understandable, but to be honest, what's the rush? There is of course the risk of people losing interest if it takes too long to get the project started but other than that what else could happen?
I'll hopefully have a better estimate by the end of the day tomorrow and then I can set the deadline. I won't leave this hanging for much longer.

>> No.8302960

>>8299828
What's up with that reload animation?

>> No.8302981

>>8299143
i think i wouldnt mind giving it a try, but I'm no professional.

>> No.8303004
File: 2.65 MB, 1616x1060, file.png [View same] [iqdb] [saucenao] [google]
8303004

>doom reference in another videogame
>its not classic doom
>it's gay ripntearlel doom
>the reference is doublegay2
whey

>> No.8303010

>>8303004
Pretty based honestly
>>8302956
>risk of people losing interest
Yeah that was pretty much my main concern. That, and making room for any other projects (i.e. 94 protons since there's newfound interest in that)

>> No.8303018

>>8303004
If you want people to actually understand the reference it's better to use the new one and zoomers are all fags

>> No.8303021
File: 305 KB, 2000x2000, Why.jpg [View same] [iqdb] [saucenao] [google]
8303021

>>8302347
https://www.moddb.com/mods/brutal-doom/addons/project-brutality
Try this out.

>> No.8303084

>>8303021
It just made doom fatter and heavier...

>> No.8303110

>>8303084
And more fun. There's even a hidden difficulty in the mod called "realism mode" and that makes it play like it's its own game in a way. Definitely makes vanilla doom/doom2 more challenging.

>> No.8303114

>>8302347
It already has shitload of fan content, probably only behind Skyrim and Oblivion what more do you want

>> No.8303123

>>8302138
>Post maps.
https://files.catbox.moe/9d35c9.wad
First foray into Boom and combat-heavy maps. Now post yours.

>> No.8303138

>>8303084
>>8302347
play hideo's distractor

>> No.8303141

>>8302347
get BURL TUMD

>> No.8303163
File: 29 KB, 640x480, 1632906177493.jpg [View same] [iqdb] [saucenao] [google]
8303163

>>8300374

>> No.8303201
File: 755 KB, 1033x566, 5.png [View same] [iqdb] [saucenao] [google]
8303201

The room is kinda shaping up.
I still have to complete the debris of the fallen column and make the bookcase maze, add windows (somehow), add more decoration, enemies, triggers, implement difficulty, rebalance the room (the archvile is such a non issue with the rocket launcher).

>> No.8303202

>>8303201
Forgot to ask, is there a way of aligning midtextures without fucking up the alignment of the lower ones? I want to make the bars smaller.

>> No.8303217

>>8303202
Not really, but you could experiment with upper and lower texture unpegging. You could also place the bars as separate linedefs just a bit away from the edge of the platform

>> No.8303231

>>8303202
>is there a way of aligning midtextures without fucking up the alignment of the lower ones
No, that's only possible in UDMF. Don't try to make too complicated structures right now, also what >>8303217 said, unpegging can help (but also introduce new problems).
I would advise you to not go overboard with detailing at the beginning and rather focus on the general architecture and room layout. Remember you need to be able to properly move around and also have engaging fights.

>> No.8303242

>>8303004
Isn't that the plot of Doom 2? A muscular man in green armour storms hell and blows up the Devil's brain.

>> No.8303345
File: 869 KB, 1057x800, 1595168013184 he who kills.png [View same] [iqdb] [saucenao] [google]
8303345

>>8298078
>>8298078
>>8298078
>>8298078

>> No.8303346

>>8303242
No, it's you return to earth to find it has been under attack while you were on you vengeance party back on mars' moon. So find the remaining survivors, help them escape, and then stop the invasion by killing the head of a giant monster. It's just another monster like anything else. Remember the spider mastermind in original doom? Yea, there was more than one and the same thing is going on here.

>> No.8303413

>>8303004
What with that Bioshock-like UI?

>> No.8303417

>>8303413
General setting is sudo-30's of a steam-punky post "not really WW1" distopian world. So it draws inspiration from similar sources.

Or its just the case of chinks being chinks again.
The game is one of 2 chink game titles I consider worthy of attention, and the other won't be out for another 2 years (Black Myth: Wukong). FIST is a fairly pleasant, if standard metroidvania

>> No.8303453

Hey anon do you khow how to get auto jump in quake because my reaction is slow

>> No.8303518

does slade support zscript?

>> No.8303574

>>8303518
You mean if it has syntax highlighting? Because yes, it does.

>> No.8303579

>>8303518
Slade is literally THE Doom mod creation tool, of course it does.

>> No.8303582

>>8303579
tbf you basically only need slade to set sprite offsets, everything else can be done perfectly well without it

>> No.8303742
File: 40 KB, 640x360, the_crimson_deed.jpg [View same] [iqdb] [saucenao] [google]
8303742

Has anyone ever played The Crimson Deed?

>> No.8303778

Is DSDA Doom good for REKKR?
Both OG and Sunken Lands?

>> No.8303802
File: 1.64 MB, 320x180, ChaosLich for ants.webm [View same] [iqdb] [saucenao] [google]
8303802

>>8298534
Heretic's roster is centered around being "fended off" with your weapons. They're spongy, and get knocked back a good bit by most weapons. It's not for everyone, and part of why I made them batshit insane for Heretical Doom and the vanilla+ mode. Next version (when I eventually get around to it) is going to have a lot of options for tuning beef/speed due to frequent requests.

>> No.8303845

>>8303802
I already know that, I played Heretic before Doom.
It was fun shooting at enemies and see them get pushed back before getting their bodies melt or disintegrate. But it's still not "grindy".

>> No.8303856

>>8303845
>>8303802
Heretic's enemies are somewhere inbetween various Doom's enemies, there are no monsters that are as fast to kill as the zombies but there are also no bullet sponges with the exception of the Minotaur, but even then I'd say the Minotaur is more interesting to fight than a Cyberdemon.

>> No.8303887

https://www.youtube.com/watch?v=SSOicIMfo7Q
It's up.

>> No.8303901

>>8303845
They call it grindy because kills generally take more work than they do in doom, especially for the lower end of the roster. That said, even Werebeasts and the like have less health than Barons, so >>8303856 is correct in that they're kinda "in the middle."

I feel the complaint purely comes from people being annoyed that the fodder enemies take too long to kill. A Doom Imp has 60 health, a Mummy has 80 (100 if its a nitro) for example, while a werebeast has 220 vs even a Revenant's 300. Its just people being babies about grunts wasting ammo.

>> No.8303912

>>8303887
Sandy's parents still being alive is a crazy thought.

>> No.8304032
File: 212 KB, 2509x844, wtfisUIdesign.jpg [View same] [iqdb] [saucenao] [google]
8304032

Small Violent Rumble Update:

>fixed trigger_voids not removing bodies and gibs (very ghetto implementation, probably needs testing on different engines or at the very least the triggers to be extra thick)
>you can now quick grapple regardless of current weapon cooldown
>fixed statue knight gibbed heads not using the proper skin
>added HUD icons for grapple and jump boots (pic related, gfx/jb and gfx/gp folders)

>> No.8304153

>>8297654
>End texture support
Finally, fuck textures.

>> No.8304179

>>8299314
NIH is really oddly aggressive/hostile to anyone they disagree with, the mods would crucify people outside the clique for acting like she does.

>> No.8304224

just discovered that in doom builder, if you tag a wall that goes down as a door, it doesn't work
because that's a lift, does go up
a huge fuck up but at least i realized it on my own

>> No.8304235

Is anybody here familiar with the Thing_Hate function?

It seems like with type 3 hate, the hatee has priority as a target even if I (the player) wake up the hater instead and the hatee gets into his view after that, unless I hurt the hater. I need to do more testing and I hope I'm wrong, but if someone could confirm or disprove that, it would help.

>> No.8304260

>>8303742
Yeah. Cool demo. Its ded though.

>> No.8304445

Where can I find and play Master Levels of Doom II? Is it even a wad? I remember playing it on my psx back in childhood and I want to try it out again now.

>> No.8304470

>>8304445
It's apparently a compilation of WADs for each individual level, according to Doom Wiki.
You can also play the PSX versions of the maps with PsyDoom and a Final Doom ROM; it's a reverse-engineered port with modern amenities and runs much better than a PSX emulator.

>> No.8304483

>>8300374
haha, awesome. if there was a pk3 for that I would play it all the time.

>> No.8304491

>>8304470
>PsyDoom and a Final Doom ROM
I think I'd rather just boot up my psx again, I never emulated anything, but my copy is in russian. Couldn't I just buy the steam release, extract the level files, and refund it? Or is the idea retarded

>> No.8304517

>>8304491
>Or is the idea retarded
It is, but probably not for the reason you think.
They're in the MEGA in the OP.

>> No.8304523

>>8304491
>russian
Pretty sure that's a pirate copy

>> No.8304530

>>8304523
No shit, I have tons of them from the bazaar where they were selling all the shit like that years ago.

>> No.8304568

>>8304445
>Is it even a wad?
There's a single compiled WAD around.

>> No.8304635

>>8303856
>>8303901
Yes, the Ophidian is the only one that has too much health in my opinion, but it makes sense having them as Palace Guards, esentially.

>> No.8304646

>Set out to make a city map
>It's just windows textures in illogical places.

>> No.8304684
File: 412 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_40_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8304684

FRIDAY NIGHT FIREFIGHT TIME! TONIGHT WE'RE FRAGGING ON SCOOT'S DM, A ZANDRONUM MAPSET FROM LAST YEAR. JOIN THE CARNAGE WITH ZANDRONUM, IP 104.128.49.2:10799 .

>> No.8304706
File: 164 KB, 597x829, 1631510869279.gif [View same] [iqdb] [saucenao] [google]
8304706

>>8303010
I'm going to do 16 total tiles as of now (unless a flood of replies appear after this post) and have the first deadline be the 13th for claiming and designing the first phase of tiles. Will be busy tonight so tomorrow I'll open up the grid and let people start claiming.

>> No.8304719

>>8304646
Watch old german silent movies and go abstract

>> No.8304730

>>8297639
>http://vrdoom.booru.org/?page=post&s=list

Why are there no screenshots on the booru, I want to go through and look at really nice doom WAD screens...

>> No.8304828 [DELETED] 

Doom 64 CE requires the iwad from the Steam release, is there a link to it anywhere?

>> No.8304842

>brutaldoom.pk3
>tactical mode
>realism hard difficulty
play it. play it now

>> No.8304895
File: 121 KB, 457x506, brooldrool.png [View same] [iqdb] [saucenao] [google]
8304895

>>8304842
>brutaldoom.pk3
This is a Hideous Destructor household.

>> No.8304910

>>8304684
Where the fuck do I get beta weapons?

>> No.8304923
File: 13 KB, 250x250, 69 28 52 43 53 37 93.jpg [View same] [iqdb] [saucenao] [google]
8304923

>>8304895
*audible disgust*

>> No.8304996

>>8297643
https://www.doomworld.com/forum/topic/125392-ikadoom-ikaruga-in-doom/
IkaDoom - Ikaruga In Doom

>> No.8305024

There's a missing enemy somewhere in Imps In The Walls. I've looked everywhere for him, he's not in the map. I IDCLIP'd to the out of bounds monster closets, he's not there. I checked the map in the editor, couldn't find anything. 258/259 enemies. Did something break?

>> No.8305039

>>8305024
iddt

>> No.8305051

Has anyone tried Doom 64 CE? I keep getting "VM execution aborted: divide by zero" in console when reaching low health.

>> No.8305118

>>8305024
Oof no idea. Is it in Ad Mortem or the single map? The latest version has some teleport closet fixes. >>8301728

Have you found the open grave outdoors?
Killed any Gargoyle there that's not the one waiting for you in the passage?

>> No.8305136

>>8305118
>>8305024
Also, did you find all secrets? There might still be an Imp in a wall somewhere.
I'll have to go bed now, I'll check back tomorrow.
If you find out in the meantime, let me know, I'll look into it.

>> No.8305161
File: 131 KB, 640x480, doom62.png [View same] [iqdb] [saucenao] [google]
8305161

In times like this I wonder if I should move away from vanilla texturing. But 14 maps in, sunk cost got its claws in me.

>> No.8305210

>>8304684
that was the most empty fnf yet, where the fuck all you niggas at?

>> No.8305227
File: 25 KB, 808x627, aaaaa.png [View same] [iqdb] [saucenao] [google]
8305227

>>8305210
Couldn't join.

>> No.8305236

i blame the whole tspg and beta update shitass fuckery confusing people

>> No.8305251

>>8305210
armaing
sorry

>> No.8305253

>>8305236
yea i hate how those devs have done jack shit to announce that's it's even being updated at all

>>8305227
nigga u click on a server and it downloads the wads for u

>> No.8305264

>>8305161
Looks decent for vanilla textures. Mind that Going Down is like 99.9% stock textures, and still it looks gorgeous, so it's all in how you use them.

>> No.8305275

>>8305264
Stock doom textures are mostly good for indoors.

>> No.8305321
File: 74 KB, 320x240, w.png [View same] [iqdb] [saucenao] [google]
8305321

What's yoyr favorite Doom II megawad of all time, for me it's Ancient Aliens

>> No.8305348

Redpill me on retro fps multiplayer. Is there anything good there? I think quake arena style is not worth the time but maybe people are playing some fun mods?

>> No.8305380

>>8305321
Probably tv1998 simply because I played it the most but if I had to choose based on what I have played recently, The Ultimate Doom 2
https://www.doomworld.com/forum/topic/74280-the-ultimate-doom-ii-doom-ii-levels-reimagined/
It's very well designed.

>> No.8305428

>>8305024
It might be the gargoyle that only spam if you step on the grave outside the mansion.
Go check it out.

>> No.8305472

>>8305161
Really a depends on the mapper I think
I feel with a good texture set I get more unique ideas
but one from another game or something that doesn't mesh well can really leave me stumped

>> No.8305495

Tarns is streaming ad mortem again
https://www.twitch.tv/tarnsmandw

>> No.8305558

>>8305428
>>8305024
>>8305118
Oh, it has to be the open grave. I did check it out but I must have still had IDCLIP on from when I investigated out of bounds. Thanks anons

>> No.8305598

Hey, is the dude who recorded the shotgun reload sound sequence for me still here? I need to request a thing.

>> No.8305623

>>8305598
What do you need?

>> No.8305629

>>8305623
Record the audio for the reload sequence (without the bang noise) as I put into the altfire here:
https://files.catbox.moe/7oqcuh.wad

I noticed some cutoff when people streamed Ad Mortem, and I wonder if separating the bang from the clickety clacks would reduce that.

>> No.8305639

>>8303901
Most complaints about sponginess comes from people not using items (and losing them anyway since you can't carry more than 1 between levels)

>> No.8305643

>>8305629
Try this: https://vocaroo.com/15sArOAvyv0R
I'll try integrating any changes you make tomorrow, I've been meaning to take a stab at correcting that reload sound.

>> No.8305647

>>8305643
That probably works, though could you plain upload it to Catbox? Vocaroo compresses uploaded audio.

>> No.8305652

>>8305647
I was afraid of that. Here you go.
https://files.catbox.moe/3h1i10.ogg

>> No.8305656

>>8305652
thx

>> No.8305794

>>8305495
man i hate this faggot's voice

>> No.8305816

>>8305639
I get both sides of that. The vanilla items are somewhat mixed quality and can sometimes be a bit ambiguous. Its crazy how many people still don't know how the shadow sphere works, probably because of assuming its useless like the blursphere. But the morph ovum and the tome of power specifically are massive dynamic shifting items, definitely. I both love and hate the 1 item carry over thing because it forces you to use items instead of hoarding them and never touching em, but I also hate how sometimes you need to basically force yourself to use them when they barely do anything on some maps because of it.

>> No.8305907

>>8297639
anybody got a Non-ultimate copy of Doom? The google drive link in the op won't let me through

>> No.8305931

>>8305907
Get an ultimate copy and then use this.
https://www.doomworld.com/idgames/utils/exe_edit/downgrd

>> No.8305934

>>8305931
that makes things much easier, already have a copy of ultimate so this will work

>> No.8306083
File: 460 KB, 1366x768, 1617696358143.png [View same] [iqdb] [saucenao] [google]
8306083

>>8305210
Working :(

>> No.8306098
File: 79 KB, 1000x779, 8306183.jpg [View same] [iqdb] [saucenao] [google]
8306098

>>8306083
>Pinkie biting the hand that feeds
I see pinkie wants an extra dose of lead.

>> No.8306136
File: 834 KB, 1839x1065, file.png [View same] [iqdb] [saucenao] [google]
8306136

based

>> No.8306302
File: 237 KB, 768x749, file.png [View same] [iqdb] [saucenao] [google]
8306302

all hail the gorecross

>> No.8306310

>>8306302
Squish!

>> No.8306324

Well, since the v4 update of Ad Mortem still hasn't been released yet I figure I can just keep updating my maps. A few texture and lighting issues that were bugging me. They're slots 28 and 30 (13 and 15 in the final wad). And In case you missed it, there's an important update to the zmapinfo and map 15 now has a deathmatch arena.
https://files.catbox.moe/s9mnxf.zip

I think this project came together pretty well ultimately, even if the initial release was rushed. I'll participate in whatever the next project is.

>> No.8306327
File: 344 KB, 100x100, 8306333.gif [View same] [iqdb] [saucenao] [google]
8306327

>>8306302
Checks out.

>> No.8306331
File: 21 KB, 100x100, not-suspicious.gif [View same] [iqdb] [saucenao] [google]
8306331

>>8306327
In hindsight, I should've edited the top left corners out of these.

>> No.8306335
File: 43 KB, 100x100, on-second-thoughts.gif [View same] [iqdb] [saucenao] [google]
8306335

>>8306331

>> No.8306338
File: 76 KB, 540x718, 4966.jpg [View same] [iqdb] [saucenao] [google]
8306338

>>8306327
That's nuts.
>>8306335
Nuts too.

>> No.8306352
File: 259 KB, 500x300, .gif [View same] [iqdb] [saucenao] [google]
8306352

>>8306331

>> No.8306410

>>8305321
Hard to say, Scythe 2, A.L.T. or Speed of Doom.

>> No.8306501
File: 240 KB, 804x603, well shit.png [View same] [iqdb] [saucenao] [google]
8306501

New mapper anon here.
The map runs fine, the layout is ok if a little bland, though I need to move the columns/ candelabra a little bit (you can only exit through your left at the first column which is fine if I want to do a bookcase maze I guess).
I still need to figure out how tags work/ how skies work, how to prevent the midtextures from doing...this (another sector?) and how to make the sector brightness only show up on the floor + a bunch of other shit.
But my map is so sloppy I might just keep the idea and start over.
I've got so, so many linedefs that I'm unsure of what they do and I'm afraid of changing them.
That's what you get for watching 0 tutorials I guess. I really like mapping though I am kind of lacking motivation to work on it atm.

>> No.8306505

>>8306501
>how to prevent the midtextures from doing...this
Change the light level on either side. Can even be by 1.

>> No.8306512

>>8306501
>how tags work
The line that has an action to it will apply said action to sectors with matching tags. The only exception is if action is labelled as "D1" or "DR" which will apply effect to sector on its back side instead. There's a tiny notch showing where the front of the line is, and selecting or pointing at it and pressing F will turn it around.

>how skies work
If you put F_SKY1 as the flat on the sector's ceiling, the game will draw sky above it. That's pretty much it.

>prevent the midtextures from doing...this
You need different sides of it to be a little difference. Changing brightness by 1 won't be visible, but will achieve the result.

>> No.8306543

>>8306501
Not the other poster but please do release what you create here. I like to see new maps from noobies.

>> No.8306559

>>8306501
What the other anon said, post your map here. And keep going. And if you don't want to watch tutorials, you can also read them.

>> No.8306561

>>8306501
Making the ceiling have a different light level than the floor can be done in Boom and later map formats, although there's a vanilla trick to make a sector's ceiling look as if it has the same light level as the surrounding ceiling. You need to raise the darker ceiling higher than the other ones and remove the upper textures there.

>> No.8306569
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
8306569

GOOD MORNING MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK AGAIN. SCREENSHOT SATURDAY. WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S A GOOD TIME TO SHOW US WHAT YOU'VE BEEN BUSY WITH.

>> No.8306574
File: 48 KB, 462x354, Laser fire with scaling.gif [View same] [iqdb] [saucenao] [google]
8306574

>>8306569
I needed a break from GMOTA work. So I'm back on my bullshit with some more NES themed guns. Got a little something planned for Gaiden.
Don't expect new guns for all of the slots. I'm palette swapping the Sophia Blaster and Spread Gun.

>> No.8306576
File: 70 KB, 237x234, Lance Spreadgun.gif [View same] [iqdb] [saucenao] [google]
8306576

>>8306574
The Spread Gun looks good in blue, by the way.

>> No.8306578

>>8306501
>I really like mapping though I am kind of lacking motivation to work on it atm.
As mentioned before, start small. Just make a few rooms, connect them, make them not look like boring squares. Try and figure out how to make combat engaging.
Don't try to have an intricate concept or hundreds of monsters.

>> No.8306590
File: 2.90 MB, 364x270, 2021-11-06 15-16-26.webm [View same] [iqdb] [saucenao] [google]
8306590

>>8306569
So you saw me complaining about how madly my city map is doing, I figured out I'll post what I have. There's an entire area upstairs and another in the end that has nothing at all for now.

>> No.8306596

>>8306578
>>8306501
Small addendum: This is a map for The Ultimate Doom I made with just 66 sectors (joining allowed). It is not really good because it's really, really minimal and I just slapped it together as quickly as possible, but it shows how you can work with architecture and textures despite being rather limited.
Also take note of how encounters play out, as especially combat in the main hallway (the one with the staircase) is really bad.
https://litter.catbox.moe/o55170.wad

>> No.8306612
File: 204 KB, 1860x835, SS.jpg [View same] [iqdb] [saucenao] [google]
8306612

>>8306569

>> No.8306615

>>8302347
>literally more wads and mods than an entire life of playing

>> No.8306617

>>8306615
Literally is. And this is ONLY counting the popular places like idgames, zdoom forums, doomworld forums, moddb, etc.

there's also a lot of content out there NOT hosted at those sites. Like google drives, dropboxes, personal websites, and more.

>> No.8306630

>>8306335
wut

>> No.8306679
File: 23 KB, 640x480, Plutonia_2_title.png [View same] [iqdb] [saucenao] [google]
8306679

>>8305321
Absolute classic, Gusta's maps are so fun to play

>> No.8306686

>>8306679
Not the anon you responded to but I will be checking that out, today.

>> No.8306710

Does anybody know if you can change pages on Ashes2063 journal in afterglow?

>> No.8306728

Alright so, I'm in need of some mapping help.
I know how to change stage titles and songs, I've got the MAPINFO lump set up the way I want it and everything.
It's obvious that changing the CWILV graphics from Doom 2 so that the level titles are also on the intermission screens will also change them for the base game.
How do I avoid that? I'm using ZDoom, Doom in Doom Format. I'm using entirely vanilla graphics, sounds, etc. except for the level titles. I want to keep my vanilla Doom 2 intact, and also for the level titles to work for people who download the WAD.
Would I just have to create an entirely new IWAD for that?

>> No.8306734

>>8306728
Forgot to mention.
I'm using Doombuilder 2 for the actual levels, and Slade 3 for the MAPINFO stuff.
Not sure if it's important but it could be

>> No.8306754

I'm amazed at how easy fighter is in Hexen. For all the crap people give it, I'm amazed that they somehow made melee feel good in the doom engine.

>> No.8306758

>>8306754
The trick was just making the melee hit like a fucking freight train and give the attacks a half decent range.
That and the simple three hit combo thing on the fists is nice.

>> No.8306763

>>8306754
At what part of the game are you?

>> No.8306769

>>8306763
Just cleared the first hub.
I was expecting flame imps to be horrible to fight by how much civvie bitched about them but the real horror was every time wendigos showed up.

>> No.8306773

>>8306728
>>8306734
NOt sure what you mean. You have your MAPINFO in the map .wad, right? And now you want to prevent the additional stuff in that wad to be loaded when playing regular Doom 2, but still having that wad loaded or what?

>> No.8306787

>>8306773
Let me try to explain better, step by step for myself.

The titles of stages in the intermission screen are actual graphics, CWILV files. Doom 2 directly uses those graphics when presenting the intermission screen, rather than text with a specific font.

I want my .WAD to have custom level titles in the intermission screens. Since custom WADS don't have all the game textures, sounds, and code in them, they also don't have the intermission graphics. Those are drawn from the IWAD.
If I were to change the graphics of the Doom 2 IWAD, it's not hard to figure out that the changes made to the graphics would also apply to Doom 2, because both my WAD and Doom 2 read from the same source.
I don't want that to be the case. As such, how am I supposed to make sure the CWILV files that I make custom copies of are only read by my WAD, and how do I make sure that when others download the WAD, they also get the CWILV files?

My first assumption would be to just stick them in the WAD file with Slade 3, but I don't know and want to be sure.

>> No.8306794

>>8306754
Cleric is the best class though.
The mace has style.
The Serpent staff is the best second weapon.
The flaming gloves are basically a railgun.
The wraithverge is the best weapon of all time.
Also, you're a fucking battle pope.

>> No.8306802

>>8306754
Yeah it’s pretty great. Raven were immensely talented, and they might still be but they exclusively work on CoD now.

>> No.8306815

>>8306787
Okay so it does work like that.
Nevermind then, I got it

>> No.8306841

>>8306802
It's astounding how good Soldier of Fortune is compared to everything else that came out between Quake and FEAR. Real unsung heroes of the industry.

>> No.8306857

>>8306754
Its all about satisfying sprites of attacking and dying animations.

I really wish 2d modern games like fallen aces and Ion Fury had more than one animation fort dying except the explosion gibs flying.

I know its a lot of work for sprites but hey.

>> No.8306863

>>8306787
>My first assumption would be to just stick them in the WAD file with Slade 3, but I don't know and want to be sure.
Yes, that is how modding generally works.
Any wad that is loaded after the iwad is basically a patch (in the sense of "game update") that overrides whatever is in the iwad.
So if you were to put custom intermission screens in you wad, when the wad is loaded they would be shown instead of the regular Doom 2 intermission screens.
On a side note, NEVER NEVER EVER EVER change anything in the iwad. You can take from there, but you don't add anything. It can fuck everything up big time.
That is what wads are for. In the simplest way you'd just make a wad archive and put a single file (like CWILV) in there and load that and it would replace the original file.

>> No.8306868

>>8306857
Curiously ashes has some nice death sprites for all enemies its pretty nice.

Is it worth it to have ambient occlusion on in gzdoom it kinda looks nice some places but i think it makes some areas dip here and there.

>> No.8306873

>>8306863
Okay thanks anon. This has been a big learning experience and I understand how Doom works more now

>> No.8306883

>>8306857
Not Doom related but DCSS removed food from it recently, which means when you explode an enemy using inner flame or petrify + shatter or whatever you don't see chunks flying everywhere. It makes the spells feel way less powerful than how they used to be. People underestimate how effects like that can add to feeling powerful

>> No.8306891

Anybody got that Mancubus typing THICCER in a 4chan post image? Cant find it on booru

>> No.8306897
File: 70 KB, 509x767, 1548683538779.png [View same] [iqdb] [saucenao] [google]
8306897

>>8306891

>> No.8306902

post your map-making tunes

https://youtu.be/loSj5Iy1OOs?list=PLSrdxVyYs5aWkhmmhOYxfP2Rivgkku7Pz

>> No.8306908

>>8306873
No problem. Don't hesitate to ask people around here, most of us are willing to help out newbies.
You should also read up on how the wad format and the lumps work. Doomwiki and ZDoom wiki have very good articles on that.

>> No.8306910
File: 1.46 MB, 230x256, new Quake ogre.webm [View same] [iqdb] [saucenao] [google]
8306910

>>8306857
>I know its a lot of work for sprites...
Yeup. That kind of variety didn't start taking off until 3D for shooters got popular, then you could have things like painstate variety as well. You should look into getting things modified for yourself.

>> No.8306936

>>8306897
Thanks anon!

>> No.8306941

>>8297639
what should i look at for DM map design
also whats a good reference point for good looking doom maps?

>> No.8306946

>>8306754
>I'm amazed at how easy fighter is in Hexen
I actually wanted to start my second playthrough as a Fighter, but went for another Cleric run instead for no particular reason (just really like Cleric)... Although I went for Paladin in Hexen 2, so I guess it's not all that bad.
>>8306794
>The mace has style.
Everyone will think that I'm crazy, but I really love using the Mace every now and then. Perhaps it is the weakest weapon in the game, but there's just something to that rythm of combat that really speaks to me... Maybe that's just my slight tolerance to grinding: I had (and probably still do) problems with savescumming with reloading and I played WoW for quite some time.

>> No.8306948

>>8306902
https://www.youtube.com/watch?v=us9wkIfBvK0
https://www.youtube.com/watch?v=2DuePlxXfAM
Speaking of, does anybody have any good jazz fusion/j-fusion midis? I've been thinking of making some doom maps with music like that, a casiopea themed wad or something like that

>> No.8306949

>>8306569
no spoilers

>> No.8306958
File: 133 KB, 1235x615, backonmybullshit.jpg [View same] [iqdb] [saucenao] [google]
8306958

>>8306590
Nice use of vanilla textures, you seem to be managing to get a good and convincing city map without custom ones
>>8306569
Pic related, I was supposed to take a break from doom mapping but my addiction got a hold of me and now I'm starting a new jungle one, hoping to keep it short atleast

>> No.8306961

>>8306948
Checkout some of zan zan zawa veia's stuff, like the midi used in Finely Crafted Fetish Film map01.

>> No.8306982

>>8306754
I agree with you on that. It's why I'm going to recreate those weapons in my doom mod so I can stealth around smashing people with silence instead of using a silenced pistol or using a bayonet. Stealth killing a large portion of maps makes for good ammo collection.

>> No.8306992

>>8306946
Cleric and Paladin are my favourites too.
Might be because they have the coolest armour.

>> No.8307020

How much did people get paid to say Half-Life was the first unbroken first-person narrative with seamless level transitions when Unreal did that six months prior? (barring the ending, which was in third-person)

>> No.8307032
File: 152 KB, 437x708, d36d914606840d6aa5e029f32e895e45f596d300.png [View same] [iqdb] [saucenao] [google]
8307032

>>8306961
thanks mate, sounds good

>> No.8307042

>>8307020
I don't think anyone claimed it was the first. Just that it's set pieces and pacing made it a fresh experience.
I like Unreal better. But HL is okay.

>> No.8307119

>>8307020
I wasn't there.

>> No.8307164

I just discovered that the Caco's Keep main menu demo desyncs in Woof. No idea if it's an issue on Woof's side or because it's an older demo.

>> No.8307167

>>8307042
It also felt more 'grounded' and 'realistic' compared to the other majors shooters, Unreal and the Quakes. The slower start before Unforeseen Consequences added to that.

>> No.8307175

>>8307020
How much did people get paid to say Unreal was anything but a tech demo?

>> No.8307183

>>8307175
How much did people get paid to say Quake was anything but a tech demo with fad multiplayer?

>> No.8307197

>>8305321
I love Lost Civilization just because the maps and the music are so comfy. I could live there.

>> No.8307217
File: 3.27 MB, 2160x1080, valiant.png [View same] [iqdb] [saucenao] [google]
8307217

>>8305321
I'm a huge Valiant fan.

>> No.8307237

>>8306754
Melee weapons in Hexen have a minor lock-on function that shifts the player's view towards the closest target, which makes consistently hitting moving enemies not a crapshoot

>> No.8307240 [SPOILER] 
File: 123 KB, 354x419, 1636221366443.png [View same] [iqdb] [saucenao] [google]
8307240

>> No.8307249

Speaking of Hexen, does anybody here use Hexen-plus in DOSBox? I am unable to uncrack the bindable inventory so now "Q" is both look down and Quartz Flask and it's driving me nuts.

>> No.8307252

So, guys, what are your thoughts on MBF21 so far?

>> No.8307259
File: 2.85 MB, 640x360, locking on.webm [View same] [iqdb] [saucenao] [google]
8307259

>>8307237
I thought that was just a general idTech1 engine perk.

>> No.8307353

Someone's streaming ad mortem

>> No.8307363

>>8307353
Hi stxvile, thanks for playing our wad

>> No.8307369

>>8307249
Is there any reason to use dosbox when chocolate hexen++ exists?

>> No.8307392

>>8307369
>chocolate hexen++
Where?

>> No.8307413

>>8307392
https://doomwiki.org/wiki/Sprinkled_Doom
It's bundled with sprinkled doom / chocolatedoom++. All it does is raise static limits but it's still better than normal choco.

>> No.8307419

>>8307413
I didn't know about this.
However, I'm the guy on 32-bit Windows 10 so I still can't use it.
I might as well learn to code and make my own port at this point.

>> No.8307425

>>8307419
Doesn't Russian hexen support 32bit? It's a good port. Or are you against if because it's not truly demo accurate?

>> No.8307431

>>8307425
Well that, and also the last time I tried it, the game broke in Hub 2 (Wastelands spikes).

>> No.8307440

>>8307431
>the last time I tried it, the game broke in Hub 2 (Wastelands spikes).
Hey me too. They fixed that in the latest update. I personally value the high resoluton/ uncapped framerate enough to prefer it in spite of the jank.

>> No.8307447
File: 2.89 MB, 732x540, caco park.webm [View same] [iqdb] [saucenao] [google]
8307447

Let's go to the park and feed some cacos.

>> No.8307454

>>8307440
Yeah, I don't use uncapped framerate.
Higher resolution is nice, but removed limits are more important.
There's also crispy Hexen but I don't know shit about coding and nobody is going to compile it for me.

>> No.8307479
File: 352 KB, 2863x2115, 1624825860300.png [View same] [iqdb] [saucenao] [google]
8307479

It's patchwork time! Make sure you read the rules first before claiming a tile.
>RULES: https://pastebin.com/zkL8pa12
>Deadline for first phase: November 13
>Second phase: November 20
>Finished project: (Hopefully) November 27

This is the first phase, so you can only claim tiles that have Doomguy's face on them (that are unclaimed). As a reminder we're using limit removing vanilla Doom 2. When these tiles are claimed and outlines for them are done (or close to being done) I'll open up the next set of tiles. Please claim tiles before the deadline of each phase. Mapping needs to be finished before the last deadline.
If you have any questions or comments on the rules then please let me know. I'll update the grid periodically to show the current claims and outlines.

>> No.8307539 [DELETED] 

install brutal doom
select tactical mode
select realism hard difficulty
enjoy

>> No.8307553

>>8307479
Hi, its blue key anon here.

Does my map submission count as a sketch, or does it have to be an actual drawing?

>> No.8307560

>>8307479
Maybe you should make an example draft drawing, I was frankly a bit put off by the wall of text in the pastebin.
I am not claiming a map, but I think it would be easier for everyone if there was something to orient oneself on.

>> No.8307568
File: 38 KB, 593x656, 1242623753566755647836.jpg [View same] [iqdb] [saucenao] [google]
8307568

>join ZDoom discunt for support
>everyone in there is extremely mentally ill
DARKNESS
IMPRISONING ME
ALL THAT I SEE
ABSOLUTE HORROR

>> No.8307570

>>8306794
Cleric has definitely the hardest start though, but I like the balance of the class in general. The intro and most of the first hub will be hard until you get the Serpent Staff, and then eventually you get Wraithverge which just melts everything. The potions are really fun to use, especially when you figure out you can push them with Disc, and it's part of what makes this first part of a Cleric run fun since you have to experiment with the items because the Mace is too weak. I wish Hexen pushed the player to fight enemies with the items more often,

>> No.8307575

>>8307447
these birds seem pretty hostile

>> No.8307578
File: 1.21 MB, 1370x704, file.png [View same] [iqdb] [saucenao] [google]
8307578

>>8307568
>>everyone in there is extremely mentally ill

>> No.8307579

>>8307578
No. Even worse than here.

>> No.8307609

>>8307419
>I might as well learn to code and make my own port at this point.
I feel like it would be easier to just get a 64-bit computer.

>> No.8307624

>>8307568
the major doom communities have all been packed with freaks and degenerates for decades, discord just gave them a platform to encourage their visibility (and allowed smaller groups of sensible people to split off away from aforementioned freaks, increasing their prominence even further)
just stick strictly to business, get the help you need and don't interact beyond that

>> No.8307625

>>8307579
discord is basically the new old youtube
(i'd say 4chan as well but i was not aware of 4chan back in the day)

>> No.8307637
File: 10 KB, 1024x1024, 1614209151613.png [View same] [iqdb] [saucenao] [google]
8307637

>>8307553
I would like an actual drawing please
>>8307560
Yeah, sorry about that. Here you go. Black lines are complete borders and impassible walls. Grey lines just mean a change in height for the floor's sector but are still passable. Red lines are doors that act as entrances/connectors to neighboring tiles. The green line is an open floor connecting to the next tile. Finally, the blue lines are either doors or lifts inside the map.

>> No.8307639

>>8307625
Discord reminds me of Xat
>>8307240
Imagine a third eye from behind

>> No.8307645

>>8307624
You think I don't already know that? Why do you think I'm here? I'm here because I'm trying to do my best to cope with the severe mental illness I find myself embroiled within.

>> No.8307646

>>8307568
>>8307624
Don't use discord at all, it's HIV+ spyware. Use irc if you absolutely need to chat

>> No.8307662

>>8307609
Nah, I'm supporting both myself and my girlfriend on one paycheck and shit's kinda fucked.

>> No.8307668

>>8307217
Octabrains buffed up after suffering defeat from Duke.

>> No.8307687

>>8307479
Can I take B1?
Another question, since the only weapons marked on the map are the SS and Rocket Launcher, can my section have any other weapon in it?

Working on the rough draft right now

>> No.8307691

>>8307479
On what exactly am I supposed to draw an outline?

>> No.8307694

>>8307687
Yes, you can place other weapons like shotguns and chainguns wherever you want. Just don't place a plasma/BFG as those will probably break the map's balance.
>>8307691
MS Paint, GIMP, Paintdotnet, whatever image editing program you want to use.

>> No.8307702

>>8307694
I dunno, doom maps can be pretty complex. Would having people draw it in paint be the smartest idea?
Wouldn't producing an image of their section be better?

>> No.8307704

>>8307694
>Just don't place a plasma/BFG as those will probably break the map's balance.
Does this mean there won't be any weapon more powerful than Rockets?

>>8307479
I'd like to have C2 in this case, I think I have a decent idea for rocket introduction section. I'll draft it tomorrow.
There is no rules on aesthetic, right?

>> No.8307721

>>8307702
You're just drawing a rough draft so that others have a decent idea on how your tile will look and where to connect their tiles. It's not going to be the final design for it and you don't have to follow your drawing down to a T. Just make sure it's in 1024x1024 so that it matches units in the editor.
>>8307704
>Does this mean there won't be any weapon more powerful than Rockets?
Correct. At least for now. I might allow one of the tiles closer to the exit to have a secret with a plasma/BFG in it.
>There is no rules on aesthetic, right?
Correct again, go crazy!

>> No.8307736

It has now been 25 days since Doom Speed Demons Archive was updated

>> No.8307848

>>8307479
So, dumb question, but why do we need those draft drawings at all? Wouldn't it be enough to just mark the connections?

>> No.8307872
File: 23 KB, 1024x1024, the plan.png [View same] [iqdb] [saucenao] [google]
8307872

>>8307479
So here's what I want to do about C2. Accessible from all ends with an arena pit in the middle where you can grab a rocket launcher.

>> No.8307874

>>8307164
Last time I checked woof still wasn't demo compatible, check in dsda to see if it's okay.

>> No.8307884

>>8307848
You are right, what's important is where the connectors are and what height they're at.
The idea behind the drawings themselves is so that I can see what you have in mind and approve of accordingly. It's just for added security so I make sure people don't make joke entries and waste time taking up claimed slots. With a rough draft of your map I can tell how it'll flow and actually see that you're committed (somewhat) to the project.
>>8307872
First, I'm assuming all the yellow lines are supposed to be gray lines? Second: what does the walkway connecting the doors look like? I need you to draw the borders the doors are touching as well.

>> No.8307892

>>8307884
How detailed do you need this thing, exactly?
I was just going to describe the general progression, with individual details being easier to adjust by playtesting on the spot.

I was going to make the walkway flat and place all four doors at 0 to 128 height.

>> No.8307897

Probably a brainlet question, but does anyone know why a Quake map would only display one scrolling sky texture across the whole map when different ones are used in different places? They aren't touching at all, so that isn't the issue.

>> No.8307902
File: 41 KB, 1024x1024, 1610174525198.png [View same] [iqdb] [saucenao] [google]
8307902

>>8307892
What you have is fine except for the walkway you've describe. I'd like you to draw how you're going to have the outer border that's touching the doors. Will it look something like this?

>> No.8307906

>>8307897
You mean like, the parallax?
It's a cool effect, come on

>> No.8307914

>>8307902
Yeah, that's what I imagined. Would sacrifice 32 units of my segment or so to make walls and doors.

>> No.8307915

>>8307914
Thanks, looks like you're good to go then.

>> No.8307925

>>8307906
What...?
I'm talking about one scrolling sky texture overrating all the other ones used on the map. I'm not using a custom skybox.

>> No.8307929

>>8307925
>overrating
overriding...

>> No.8307965

>>8306769
the game does some changes on some maps depending on your class. you fight less flying crap overall as the fighter.
but things are still going to get harder later without the ranged homing weapons the other classes have.

>> No.8307972
File: 140 KB, 112x112, 1621717677097.gif [View same] [iqdb] [saucenao] [google]
8307972

>spent 2 hours trying to make a single empty room in Turok
>It doesn't even work properly

>> No.8307986

>>8306769
I wouldn't worry when Civvie bitches about something. He's not very good at games.

>> No.8307997
File: 16 KB, 745x723, Screenshot (286).png [View same] [iqdb] [saucenao] [google]
8307997

>>8307694
Got your outline.
Room is already finished actually, just some smaller details and it'll be done. I traced this image.

>> No.8308005

>>8307997
Looks good, next time could you post it in 1024x1024 whenever you get the floor heights set?

>> No.8308012
File: 52 KB, 1024x1024, b3_rough_draft.png [View same] [iqdb] [saucenao] [google]
8308012

>>8307479
outline for B3
apologies for my terrible drawing, but I can't draw to save my life (everything will be properly straightened and aligned in the actual tile)

>> No.8308018

>>8307479
Another question: Do you have any particular opinion on the sky and its placement on the map?

>> No.8308029

>>8308005
Do you mean to post a picture of the actual section? It's within a proper 1024 grid, with the entrances on the border.

>> No.8308035

>>8305321
Going Down. JPCP is a close second

>> No.8308053

>>8308012
Very interesting. Hope you can straighten it up.
>>8308029
The image you posted is 745x723. I mean post a picture of your drawing in a 1024x1024 image with the doors touching the borders of it. Looks great otherwise.

>> No.8308062
File: 109 KB, 1024x1024, Screenshot (286).png [View same] [iqdb] [saucenao] [google]
8308062

>>8308053
Oh, okay. Here you go. Floors were fixed too

>> No.8308068

>>8308062
Many thanks!

>> No.8308094

>>8306902
https://www.youtube.com/watch?v=nu9tFdLsNPI

>> No.8308101

>>8308068
If this project is just gonna be all one stage, I think you should change the music from the standard Running From Evil song.
Change it to one a lot more fitting and cool. Or hell, even a custom song would be better.

>> No.8308109
File: 158 KB, 336x292, 1622780717812.gif [View same] [iqdb] [saucenao] [google]
8308109

/vr/os, Sunlust keeps kicking my ass. I made it to map 20, but I just can't keep going through all these Slaughtermaps. Some anon told me to try another way to beat it if it gets too hard, but that doesn't help when the ends and the beginnings are just Cyberdemons/Masterminds + a shit load of mobs.

>> No.8308116
File: 478 KB, 1920x1200, Screenshot (2).png [View same] [iqdb] [saucenao] [google]
8308116

>>8308053
to give you an idea, this is what the basic prototype of the map looks like (as in, the actual alignment of everything when it's not my shitty shaky hands drawing it)

>> No.8308120
File: 19 KB, 75x75, 1610584447603.gif [View same] [iqdb] [saucenao] [google]
8308120

>>8308116
Looks good. Putting this out here to anyone but you can trace over your map in the editor for the drawing if you want in case you don't know how to image edit.

>> No.8308125

>>8308120
Yeah, like what >>8307997
Literally said he did

>> No.8308203

>>8307897
one sky per map

>> No.8308212

>>8297643
https://www.doomworld.com/forum/topic/125606-the-unmaking-remade-for-the-official-doom-64-pc-port-plus-7-new-maps/
The UnMaking can be played on the official D64 port

>> No.8308234

>>8307568
This is true of a lot of people on discord though even in other games.

>> No.8308236
File: 12 KB, 1024x1024, blue_key.png [View same] [iqdb] [saucenao] [google]
8308236

>>8307479
>>8307637
Here's my drawing for the blue key room.

>> No.8308274

>>8307249
For me, it's...
>>8307425
>Or are you against if because it's not truly demo accurate?
...wait, what?
>>8307431
>Wastelands spikes
That was a fun one. I managed to "skip" it by going to the Wastelands at the end since bug actually started to occur after your second entrance to specific map. It would've caused worse issue with Castle, but thankfully some guys (including me) reported the issue and it got fixed.

>> No.8308317

>>8308236
Very nice, thanks.

>> No.8308348

>>8308203
Ah, I think I've once again been spoiled by FTE. Thanks.

>> No.8308359

>>8307986
He's reasonably good at some games. But in the games he's bad at it's glaring.

>> No.8308418
File: 18 KB, 128x127, 1634941446262.png [View same] [iqdb] [saucenao] [google]
8308418

>>8306679
So much fun to play. I'm not upset he never made a map again, just glad I got to play what I got to play.

>> No.8308463

>>8308274
The russian series of ports make no attempt to maintain demo compatibility. This is what distinguishes them from crispy and probably why they are more feature rich otherwise. Even the startup demos desync in russian hexen.

>> No.8308495

>>8308463
>Even the startup demos desync in russian hexen.
How the hell I didn't even notice that... Embarrasing. Not that big on an issue, I guess, but still.

>> No.8308780
File: 485 KB, 620x620, DOOM Pantera.png [View same] [iqdb] [saucenao] [google]
8308780

Any good wads centered around urban areas or places? Like an airport or a mall or an office or some shit like that?

>> No.8308791

>>8308780
Going Down?

>> No.8308794

>>8308780
Hellbound

>> No.8308795

>>8308791
>>8308794
Ive already played both of those but thanks regardless.

>> No.8308802

>>8308780
Ray Mohawk 2

>> No.8308821

>>8308802
Thanks.

>> No.8308823
File: 126 KB, 640x480, comatose01.png [View same] [iqdb] [saucenao] [google]
8308823

>>8308780
Comatose and Dawn of Reality. I know these because they are some of the biggest maps made for Doom 2 so get ready for performance issues
There was one more, the guy made LA or NYC as much as he could but I can't remember its name rn

>> No.8308873
File: 479 KB, 858x538, file.png [View same] [iqdb] [saucenao] [google]
8308873

how do i make Doom maps look pretty without being another techbase & being playable in Odamex?
also what do (you) consider fun and essential for
Deathmatch? i want to make what i am working on as fun as possible.

>> No.8308884
File: 175 KB, 699x702, 1583162785587.jpg [View same] [iqdb] [saucenao] [google]
8308884

>>8308873
>No keystone
REEEEEEEEE!!!!

>> No.8308887

>>8308884
it's not my map, just a placeholder image (i don't want to give spoilers on what i am working on until it's more complete)

>> No.8308903

>>8306679
For me, it's Map17

>> No.8308907 [DELETED] 

>>8308873
Make it vanilla compatible

>> No.8308934
File: 461 KB, 1920x1080, Screenshot_Hedon_20211107_172403.png [View same] [iqdb] [saucenao] [google]
8308934

I think big dick orc lady's game is pretty cool.

>> No.8309034

>>8308934
>included pit hair and bush on lewd posters
>not on the actual character sprites
The author will forever be a coward and a fool in my book.

>> No.8309042

>>8309034
never played it, do you actually see your character's sprite in it?

>> No.8309050

>>8309042
In mirrors and the ending cutscenes.

>> No.8309068

>>8308934
Fuckin' hate this stupid coomerbait game

>> No.8309070

>>8309068
What's wrong with it?

>> No.8309072

>>8309070
It doesn't cater to his fetish

>> No.8309085

>>8309070
Same shit as Dusk. It's a mediocre game but everybody sucks its dick so much that it's like it's got an ego. It's got mediocre level design, boring weapons, and is "le boomer shooter" WHILE being a "le big hot ladies" kind of game.
It looks like ASS too. At least Dusk had style and visual flare

>> No.8309160

Hey, can DehExtra scale down the size of actors visually?

>> No.8309223
File: 843 KB, 1922x1440, 1545501249951.jpg [View same] [iqdb] [saucenao] [google]
8309223

>> No.8309226

>>8309223
DELETE THIS

>> No.8309231

>>8308934
she only has a dick if you believe, anon

>> No.8309240

>>8308780
Running Late 2

>> No.8309254

HAs anyone got or have a link to the OFFICIAL nightdive version of the DOOM64.WAD?

It has to be the official one not the ex version or a modfied version.

>> No.8309275

>>8309223
Qoom

>> No.8309282

how can I disable the level time in the top left corner of the intermission screen in DSDA?

>> No.8309286
File: 28 KB, 437x431, 1558798436646.jpg [View same] [iqdb] [saucenao] [google]
8309286

>>8309254
Im trying to do this.
https://www.doomworld.com/forum/topic/125606-the-unmaking-remade-for-the-official-doom-64-pc-port-plus-7-new-maps/

I cant get the patcher to work at all.

>> No.8309312

You know what's cringe? The NoSp series.

>> No.8309315

>>8309312
What's wrong with NoSp?

>> No.8309330

Goddamn, Descent is so much fun.
Playing through Descent 1 on Ace, map04.
I heard there's a hitscan enemy later on that everyone hates but the game has been pretty ok about difficulty so far. Also I don't know how anyone can get lost in this game. It's mostly tunnels and you have the world's best automap.

>> No.8309338

>>8309330
descent drillers + duke drones + quake spawns = the perfect roster

>> No.8309349

>>8309312
No, what's really cringe is cringe.wad

>> No.8309356

>>8309085
>At least Dusk had style and visual flare
It’s a pretty ugly one. Amid Evil was much better about it, though that’s pretty mild in the shooting department as well. What strung me along for both was the music.

>> No.8309371

>>8309349
How will Mark Klem ever recover?

>> No.8309393

where can I find the uncensored blade of agony?

>> No.8309394

I found this doom64 source port build in zdoom https://www.doomworld.com/forum/topic/125567-zdoom64-a-last-hurrah-for-classic-zdoom-29pre/

>> No.8309406
File: 32 KB, 1920x1080, Screenshot (457).png [View same] [iqdb] [saucenao] [google]
8309406

Jesus Christ I can already feel the suffering I'm about to get into.

>> No.8309419

>>8309371
With his sick as fuck music, that's where his real talent lies.

>> No.8309426

>>8309419
Can't argue with that, his music rocks.

>> No.8309438

>>8309356
The issue with Amid Evil is that it's hard to look at for me.
It's also not a good game, but it's not horrible to look at unless you're playing it. Too many tiny details on the textures

>> No.8309442

>>8309438
>The issue with Amid Evil is that it's hard to look at for me.
Not for me, a bit of tinkering through nvidia and I have it looking how I’d like. I wish Dusk was as high quality. I’d rather all these New Blood shooter devs were all pooled into making one solid shooter as opposed to being spread out.

>> No.8309459

>>8309442
can you actually force mipmaps on? last I checked steam threads all devolved into artistic vision bullshit with no solutions.

>> No.8309470

Amid Evil aesthetic would make an amazing immersive sim or tes type game.

It has a nice mix of surrealism.

>> No.8309474

>>8309223
>Bethesda Softworks are proud to annouce DOOM: Reforged!

>> No.8309476

>>8309470
Then I’d lose out on my Heretic-Quake gameplay.

>> No.8309506

>>8309356
Dusk looks much better than Amid Evil. Low poly rules.

>> No.8309529
File: 1.68 MB, 1920x1080, 159045920961.png [View same] [iqdb] [saucenao] [google]
8309529

>>8309506
I agree but not when it lacks effort and talent. Duskdev has neither compared to what Adrian, Kevin, and Paul did for Quake. AE also isn't "high poly".

>> No.8309579
File: 80 KB, 640x480, 1627762694969.png [View same] [iqdb] [saucenao] [google]
8309579

>>8309330
Descent 1 stops being a fun blast em up in level 6 and from then on turns into an anxiety simulator where turning a corner and opening a door without pre-cautions equates into death

>> No.8309581

>>8309506
Amid Evil is fine its just very bare.

Dusk for one of the first new wave retro fps, has some very nice references, nice evil guy dialogue and atmosphere. Even when replaying I find some of the level design of dusk a bit meh.

>> No.8309587
File: 420 KB, 3840x2160, muh secret.jpg [View same] [iqdb] [saucenao] [google]
8309587

>start making a memey secret level
>end up rebuilding the finale to Scourge of Armagon
What the fuck is wrong with me?

>> No.8309630
File: 18 KB, 552x243, cg_m2-1.jpg [View same] [iqdb] [saucenao] [google]
8309630

I've finally made that Rocket Launcher for Ad Mortem. Check it out, I'd like some opinions.
https://files.catbox.moe/70mog1.wad

>> No.8309638

>>8309160
No. Neither can MBF21.

>> No.8309709

>>8307972
"Make Turok maps" poster, help this man before its too late!

>> No.8309713

>>8308780
Hellfire Awakened

>> No.8309718

>>8309506
Amid Evil is low-poly but with actually competent modelers. IMO the textures and models themselves in Dusk are solid, but the animations are so fucking awkward and amateurish.

>> No.8309725
File: 2.92 MB, 768x432, 1624375249420.webm [View same] [iqdb] [saucenao] [google]
8309725

>> No.8309727

>>8309725
Is this supposed to showcase shitty combat design?

>> No.8309749

>>8309725
Post more I need them for the daily shitposting threads about Doom Eternal on /v/.

>> No.8309779
File: 2.91 MB, 768x432, 1619566055921.webm [View same] [iqdb] [saucenao] [google]
8309779

>>8309749

>> No.8309786
File: 2.92 MB, 768x432, 1612583784526.webm [View same] [iqdb] [saucenao] [google]
8309786

>>8309779

>> No.8309787

>>8309779
Anon stop, you have a rocket launcher

>> No.8309789

>>8309779
>gzdoom
You disgust me

>> No.8309791

>>8309789
mad? cry about it

>> No.8309810

>>8309725
Some normal gameplay from a very cautious player.

>> No.8309827
File: 885 KB, 6000x4230, 1611620160288.png [View same] [iqdb] [saucenao] [google]
8309827

Here's what we got so far. If you're going to claim a tile now then make sure to repost your claim in the next thread in case I miss it.
Also yes this is image huge so you can see it in all its glory.

>> No.8309849

Idea; Anytime i make a room, i always had thin extra sectors/linedefs for the sake of windows, caged enemies, secrets, switches and more so i don't have to think of this later on.
Also, are there any types of Doom mods or TC's that add extra key types besides skull and keycards?
Like, if you're making something with different themes and worlds, so you make these special items that fit the worlds.

>> No.8309852

Why does the music in Crispy Doom sound so bad? Have I been spoiled by the default sound-fonts on GZDoom?

>> No.8309854

>>8309852
I'm talking about Ultimate Doom here, not any particular wad. About 40 seconds into E1M1 I just hear a 'DING DING DING DING DING' in the backgorund track, I have no idea if thats normal

>> No.8309857

>>8309854
>he doesn't know about the secret E1M1 train

>> No.8309862

>>8309852
https://www.youtube.com/watch?v=m_NyyVU_ymo Turns out it is normal, but jesus it sounds way worse than default GZDoom

>> No.8309869

>>8309852
Yeah, Crispy has a rather poor soundfont. You should be able to replace it, but not sure how exactly it is done.
With PrBoom+ I just copy soundfont from previous version to the folder.

>> No.8309874

>>8309725
I like Plutonia 2 :)

>> No.8309886
File: 13 KB, 641x435, file.png [View same] [iqdb] [saucenao] [google]
8309886

Figured out the Crispy Doom sound problem, had it set to SoundBlaster instead of Midi

>> No.8309904
File: 119 KB, 1280x960, Screenshot_Doom_20211107_190609.png [View same] [iqdb] [saucenao] [google]
8309904

>>8309630
It's beautiful. The only thing that annoys me is that the sight leaf is not centered. I understand that we can't have a shouldered rocket launcher, but how about we have this one just tucked under the armpit? Or is that not possible because the rocket needs to be spawned centered?
Also, it might just be my impression, but the single rocket is a bit tall, isn't it? Maybe you could shorten the warhead a bit in that case.

>> No.8309937
File: 229 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
8309937

Trying to play Jump Maze on GZDoom, but there are missing textures.

Also I genuinely cannot for the life of me make the jump on the right in this image, it's at the start of the tutorial level, I don't know if its me being retarded or if there's another issue

>> No.8309968

>>8309852
>>8309854
>>8309862
>>8309869
>>8309886
Way to go you retards, you found out something really basic that you would've known if you took 5 minutes to read the fucking readme.

>> No.8309974
File: 49 KB, 303x235, kp.png [View same] [iqdb] [saucenao] [google]
8309974

>>8309968
live and learn

>> No.8309975

Making new thread
>>8309968
Also you're a nigger

>> No.8310001

NEW THREAD
>>8309997
>>8309997
>>8309997

>> No.8310108

>>8309968
Look at this faggot reading Readmes lol

>> No.8310130
File: 600 KB, 586x530, 1608457294325.png [View same] [iqdb] [saucenao] [google]
8310130

>>8308934
>clear trannyshit
faggit

>> No.8310373

>>8309725
shitty player, shitty port, shitty smooth mod

>> No.8310379 [DELETED] 

>>8309886
fuck off OPL is based

>> No.8310950

>>8306679
Still the fucking Casali faggot is not playing it a 100% or with speed monsters as Decino did, what a faggot.