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/vr/ - Retro Games


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8378328 No.8378328 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8358440

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

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.8378329
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8378329

=== 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 ===
PATCHWORK
Phase 2, awaiting new deadline
Info here https://pastebin.com/zkL8pa12

VIOLENT RUMBLE
Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest update: >>8362240
Please use spawnflag 16 for your level exit triggers

=== NEWS ===
[11-30] Zerostorer: Dead Zone released
https://www.youtube.com/watch?v=yY-6j1jdzDU

[11-29] Doom 64 25th Anniversary CP announced
https://www.doomworld.com/forum/topic/126015-doom64-25th-anniversary-community-map-jam/

[11-23] Alkaline 1.1 for Quake released
https://www.quaddicted.com/forum/viewtopic.php?id=989

[11-22] Anon starts a Doom server for oblige maps
http://dailydoommap.org/

[11-21] RTCW: The Victors resurfaces with a trailer
https://www.youtube.com/watch?v=WMSN9ZkY8Mk

[11-21] id1 Quake maps converted to Valve format
https://toolness-media.s3.amazonaws.com/quake/trenchbroom_quake_map_source.zip

[11-19] Organ Grinder is tomorrow
https://twitter.com/tastyspleentv/status/1461838043531390983

[11-19] New TFE release: 0.7 - Core Game Loop completed
https://theforceengine.github.io/2021/11/18/cgl-release.html

[11-16] high-performance OpenGL4 fork of Quakespasm:
https://github.com/andrei-drexler/quakespasm/releases

[11-15] Anon releases 10x10 project
https://www.doomworld.com/forum/topic/125783-the-10x10-project-part-one-boom/

[11-15] https://youtu.be/unE7wt3ZcH0
High resolutions and wide-screen enabled Dark Forces source port bud is live

[11-11] Mayhem Mansion update
https://darsycho.itch.io/mayhem-mansion/devlog/313417/omg-130

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8378332
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8378332

O SHIT WAD UP

>> No.8378345
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8378345

>> No.8378360
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8378360

>> No.8378381
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8378381

Why can't I get through here? It's the very beginning of Map 21 The Unholy Cathedral in Deus Vult II. I can walk through fine in GZDoom but not in PrBoom+.

>> No.8378389

Anyone just cycle through these old games?

By the time you've played a few it's been months the urge to come back and replay the first comes right back around?

Doom 1+2 -> Duke 3D/SW/Blood/IF -> Quake/2 -> Half Life -> Turok 1/2 -> Heretic/Hexen -> etc etc Repeat

I barely play new games anymore I just cycle old games. And by the time you come back around to play other stuff there's new map packs and mods

>> No.8378402

>>8378381
What's your version? The readme says 2.4.8.1 should run, but will have slime trails & HOMs all over the place.
Also, you need complevel 9.

>> No.8378407
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8378407

Kaiser hinted that Powerslave is literally ready to release but Nintendo's certification process is holding it all up.

They're doing a simultaneous multiplatform release.

>> No.8378410
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8378410

>>8378407
Cool art, but the original cover is still much better. Also ask where the fuck ROTT went.

>> No.8378419
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8378419

>>8378389
You're missing out then new games and classics you've never tried.
>>8378410
I'm hoping there is a re-balanced and classic modes in RoTT's remaster or at least let me carry two missile/magic weapons.

>> No.8378478

How the heck do you run Mars 3D?
I got the ISO from here
https://mars3d-game.wixsite.com/index
I mounted the ISO, installed the game, but whenever I try running it, it says I don't have the cd.

>> No.8378501

>>8378389
You ought to play Ion Fury if you haven't already

>> No.8378502

>>8378389
>>8378501
oh no wait I'm blind, well you ought to at least add the Descent games + Overload into that cycle of yours if they aren't already in there

>> No.8378505
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8378505

Updated start map is up. Should correctly trigger the secret level sequence with all runes collected. The runes in each map are displayed above the corresponding teleporters and should disappear after you have collected them - reappearing above the altar in the modifier room. It uses track 69 (the track that one anon made a while back).
Updated Shub's Wager with a rune that spawns right before the exit door after the fight. I may get more creative in a future update, but it works so whatever.
I've also hardcoded into progs a rune spawn in Miasma district pending the author updating it (though please let me know if I'm being retarded and just missed his update). It's in the underwater secret where a hidden shambler pops out of.
Now off to bed...

>> No.8378695

Blood: MIDI or CD audio?

>> No.8378705

>>8378695
I remember liking MIDI versions more because it felt more like atmospheric fitting music while CD version felt like if I opened a random song myself while playing the game but I compared them long time ago

>> No.8378709

>>8378695
MIDI. They’re both pretty moody but some of the CD tracks have corny effects or sounds that take me out, that and you can you can get a midi soundfont that rivals the CD music quality.
The CD’s carnival track is pretty cool for what it’s worth, but it doesn’t work for a level.

>> No.8378731

Does the HFFM party pack work in multiplayer?

>> No.8378740

So uh.. Did doom daily map ever actually work?

>> No.8378752

>>8378695
The CD music is a bit too ambient and doesnt really match the pace of the game IMO. And it doesnt have memorable melodies like the MIDI score.

>> No.8378775
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8378775

Claims, if any, I guess...
Not that upset the project is dead right now. Maybe it can be saved for later if need be.

>> No.8378863

>>8378505
some quick notes for now, will probably re-run the maps later today.
- "reset_items 2" only resets shells, and start map doesn't reset anything (it should). currently it's possible to grab full ammo from the test map and carry it into the actual levels - and there's probably no way to reset this without losing the runes.
- there's some missing geometry on the cliff to the left as we're facing Shubby. probably fixable by snapping to grid.
- RL island is needlessly tricky to get back from, I'd clip it so it's horizontal and predictable.
- Rusty Bucket is the old unlit version
- when you're packing it for release, make sure to only include lowercase pogre.mdl and h_pogre.mdl
- also for packing, should only include the music we're actually using.

>> No.8378887

>>8378389
I play new games as well, but I find myself settling into comfort shit as well. Just recently finished max payne, holds up better than modern control.
I go from weird pc games ( crpgs and shit like starsector) to more gameplay comfortable console games like from platinum. Vanquish and bayo are really fun etc.


In my old shit pc however it gave me reason to play Thief fan missions almost one a loop however. They are so good.

>> No.8378992
File: 528 KB, 748x955, Screenshot 2021-12-01 at 06-09-33 MV5BOWQ4ZjYxZjktNmEyNC00YmVlLWJiOGEtNzdlZTYzOWU2NDE0XkEyXkFqcGdeQXVyMjcyNzc1NTg _V1_ jpg [...].png [View same] [iqdb] [saucenao] [google]
8378992

Honestly, I find myself getting more and more tired and bored of Thief's stages.
I still like the game, and I still want to finish it, but I'm quickly losing the motivation to keep playing. The stages aren't getting any harder or more challenging, they're just getting more tedious. I'm at stage 10 and it feels like the game should be nearing the end, but there's 6 left. I would feel bad about just quitting the game and watching a longplay, but I've gone from finishing two or three stages in a day, to only about half of one.
How do I renew my interest?

>> No.8378995

>>8378389
I only play Doom because even if I played 24/7 for the rest of my life I'd never be able to play every single WAD ever made.

>> No.8378997
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8378997

>> No.8379029

>>8378992
If its not for you its not for you anon. The fuck anon.

>> No.8379043

>>8379029
But I can feel deep down it is for me. I adore the style, I adore the spiritual and esoteric backdrop of a city that's right on the cusp of an industrial revolution. I love Garrett, the atmosphere, music, everything. The gameplay is good too, and I've been a fan of the stealth genre for a long time, but something about TG just feels off.
Like there's no escalation in difficulty or stakes. The levels aren't getting superbly complex, and it feels like the game peaked around the Thieves Guild or Ramirez's Mansion. The levels aren't getting harder, they're just getting more tedious.
It sucks because I want to like the game so bad, but it just isn't clicking as well as T2 did. It feels like the plot's barely started too, but I'm over halfway through the game now.

>> No.8379059

>>8379043
Then go play something else for a few weeks and come back to see if you get a new spark? Stop and jump to T2? Go play some FMs?
Idk anon, I remember disliking the mage tower levels but the underground ones I found pretty cool and the trickster was a pretty cool villain.

>> No.8379103

>>8378997
>quake fun
:)

>> No.8379134

>>8378328
>4CHAN DOSPACK + Win98 games (pre-configured):
>https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA
someone please pre-configure a brutal doom for xp/7 and add it to the games.

>> No.8379143

>>8378695
MIDI if you have or are willing to get a good soundfont
CD otherwise

>> No.8379145
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8379145

>>8378997
oh no

>> No.8379151
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8379151

>>8378402
Thanks, complevel 9 was the solution.

I used to be able to get away with default complevel, until BTSXe2 map 20 made me specifically set it to 2.
Using 2.5.1.4 btw.

>> No.8379158
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8379158

how can i make this better?
what kind of decorations do i need to put in it? what type of monster fits well in there?

>> No.8379161

>>8379134
try using the lzdoom port if gzdoom doesnt work

>> No.8379163
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8379163

>>8378997
BROS?

>> No.8379170

>>8379158
Revenants

>> No.8379176

>>8379158
What type of monster fits well in a flat room with an impassible block in the middle? Hard to say. There needs to be more going on to open up the possibilities. Openings in the walls for snipers, rock walls for cover, climbable rocks for enemies and pickups, etc. Maybe a pool of liquid in the center that goes down like its draining. Maybe raise the ceiling on one side of the room and place enemies on a cliff behind it, so they cant hit you on the other side of the room. Maybe use the old rising enemies trick to make them come out of the liquid when you pass a certain point.

Also, I would say that greenish-brown rocks and green liquid are not the most pleasing color combination. Everything blends together. Maybe black rocks would look good.

>> No.8379191

>>8379043
Its like your opinion man. the later missions like escape from the cathedral and undercover are great. And honestly just a joy to explore.

Make sure you are using that mod that enables the surround sound,eax. Thief without the sound is half the experience.

I am have the same exact opinion of T2, its too much about heists. T1 for me is better with the side tomb raiding missions to mix it up.

>> No.8379193
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8379193

>>8379043
I think the plot in 2 is much weaker than in T1, especially after THAT thing happens in 1.


Still one of my favourite cutscenes in all gaming.

Overall the story in 1 for me is much better.

>> No.8379206

>>8379191
I actually really like the tomb raider stages. The Lost City was a pain though. I just lost a lot of steam for the game I suppose.
Maybe I'll take a break and go play some Slavjank game. I dunno
>>8379193
From the few stages of T2 I played, I could tell the plot and story was much weaker. T1 has a special kind of style and presentation that makes it a much more appealing game than T2, but it's just not designed quite as well.
I usually hate cutscenes too but the ones in Thief 1 and 2 are some of my favorites. Garrett's absolutely one of my favorite videogame characters.

>> No.8379325

>>8379158
Pinkies from monster closets, pain elementals from holes in the wall to give them elevation

>> No.8379470

>>8378389
For me it's Heretic/ Hexen + Expansion/ Descent 1&2 / Quake / Blood/ Thief / Final Doom -> Repeat
I like other entries in their respective series as well but these are the most replayable ones imo.

>> No.8379538

>>8378997
>making gzdoom pack features
No.

>> No.8379542
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8379542

>>8379163
plutonia if he real...

>> No.8379959

>>8379206
I love Lost City. Heres the thing Gold version of it kinda ruins it with extra unnecessary enemies like the mages.

The OG one its just you and a couple of elementals and reinforces teh feeling of being lost and isolation.

In any case after return to the cathedral its a quick run to the end. And the ending is great.

Again if its not your thing its not your thing anon. Thief is a slow game.

>> No.8379980
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8379980

>>8378863
I've just uploaded an adjusted start map, the lit version of RBB, a console background in the gfx folder (pic related), and progs with ammo fix. Thanks.

>> No.8379989

In Doom Builder, about how many units is 1 meter?

>> No.8379991

does anyone have the seinfeld apartment wad

>> No.8379996

What's the most current GUI server browser for Quake 1? (Like QSB for 2 or MonsterBrowser for 3)

>> No.8380002

>>8379989
Nobody knows, because doomguy's proportions make very little sense. He's 32 units wide and 56 units tall, you try and figure it out whenever he's some kind of dwarf or something.

>> No.8380076

>>8378775
pls claim ser me want wad

>> No.8380084

>>8378775
How many there currently are?

>> No.8380107
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8380107

>>8380084
10 claims in total, but only 6 actually mapped out (and some of those 6 were being reworked). I don't think it's going to work out right now unless the rest of the board gets claimed soon. We'll see by the end of this thread.

>> No.8380234
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8380234

>>8380002
Perhaps he is.

>> No.8380265

>>8380234
>Doomguy becomes secret boss in Wolf3d

>> No.8380363

>>8380234
I wonder if there's better versions of this with Doomguy
https://www.youtube.com/watch?v=2Mg6mVF46m0

>> No.8380389

>>8378478
try this
https://www.doomworld.com/forum/topic/126060-mars3d-source-port-of-the-game-%E7%B5%82%E6%A5%B5%E6%88%B0%E5%A3%AB-mars-the-ultimate-fighter/

>> No.8380407

>>8380389
404'd

>> No.8380583

>>8380234
CHONK ALARM

>> No.8380642

>>8380002
>>8380234
What about 64 doom guy?

>> No.8380643
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8380643

>>8380642
No idea.

>> No.8380668
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8380668

>>8378329
VIOLENT RUMBLE RELEASE CANDIDATE UP FOR TESTING:
https://mega.nz/file/uUlUlS6R#3V--PeTNZD-Mq9nbsGd9-Nltq7BgViUgJyZUWr0jPYI

QSS recommended but QS, MarkV and vkQuake should work fine. Hopefully there aren't any major issues and we can release tomorrow.

>> No.8380682
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8380682

>>8380668
IT'S HAPPENING

>> No.8380727

Hexen fucking sucks. Finished hub 2, i feel like at least 50% of the game time i was just going around empty levels looking for a fucking switch somewhere

>> No.8380750

>>8380668
quick, rebrand the whole thing to niggur

>> No.8380806

>>8380668
Took a look at it.Tthe start area looks cool. At first I thought it was my map but looking in the editor it seems like an issue with the release. The grenade launcher literally has the rocket launcher fused inside it now(?)
Also could you change the name of "clocktower" to "clock tower". I realized since last update that it's two words.

>> No.8380813

>>8380727
Hexen is an acquired taste.

>> No.8380814

>>8380668
Doesn't appear to work with QS.

>> No.8380818

>>8380806
Actually disregard that thing about the rocket launcher. I guess it always looked like that. I thought I ran into a bug where I'd pick up the wrong weapon somehow, but I can't recreate it...
I'll keep looking for anything substantial for a while.

>> No.8380840

>>8378731
It should, though there's some truecolor .pngs in there (as 'source' graphics for people who want them), which only ports like GzDoom, Zandybam, and Eternity recognize (I think). PrBoom+ and stuff will complain that they're a foreign format.

>> No.8380842

>>8380814
works for me in 93.4, 93.2 and the gl4 fork
are you on linux? does it say anything?

>> No.8380846

>>8380842
meant 94.2, 93.2 and gl4

>> No.8380859

>>8380842
Does it make a difference?

>> No.8380868

>>8380859
linux can have case-sensitivity issues that windows wouldn't

>> No.8380871
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8380871

>>8380234
>>8380643

>> No.8380873

>>8380868
Ah. I'm running it on Linux. I'm pretty sure the case is all correct, though.

>> No.8380874

>>8380668
I'm going play this in Darkplaces and Kex, and then post about it not working.

>> No.8380886
File: 96 KB, 475x258, bonk.png [View same] [iqdb] [saucenao] [google]
8380886

>>8380727
Look better then

>> No.8380907

>>8380873
it can be something like the case of a sound file extension within the pak file.
I see that the UI graphics are uppercase-name lowercase-extension, could be that.
>>8380874
unironically do it. I did test my maps in both, it's a learning experience.

>> No.8380921

>>8380750
I've thought about it.

>>8380806
>Also could you change the name of "clocktower" to "clock tower".
Sure.

>>8380814
Does it just crash with no error?
If you don't mind trying it, can you rename the files in the gfx folder with uppercase extensions?
I don't really know what to consider for linux compatibility.

>>8380874
kek

>> No.8380934

>>8380873
try placing one of these as pak1 in the same folder, see if any of them work
https://mega.nz/file/EC4FXQIC#B6gq9tx7aH6uxmIgSp5YvhBMnYKECC1j8i2fDfrOg3I

>> No.8380998
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8380998

>>8379176
Felt like mapping and made this area in like 20 minutes.

>> No.8381013

>>8380934
I think it crashed my xserver. Which is, less than ideal...

>> No.8381015
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8381015

>>8380002
You can take his Q3 stats as canon and calculate how long an unit is from there

>> No.8381025
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8381025

>>8381013
well I dunno what to tell you

>> No.8381028

After Doom which is the fps with most official ports?
Wolf 3D? Quake? Duke?

>> No.8381032
File: 84 KB, 264x446, guy1.jpg [View same] [iqdb] [saucenao] [google]
8381032

>>8378775
Can someone give me the tl;dr of this patchwork thing? Is the tile a "motif" you map with? I read the readme but I don't follow
I into maps

>> No.8381081
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8381081

Why didn't they call it Wonton Destruction?
Also, what are the basic enemies in this expansion always saying? Is it actually Chinese, or just Chinese-sounding gibberish?

>> No.8381165

>>8380907
>do it.
Well, it sort of works in DarkPlaces. I ran through Clock Tower and that secret hub level I forget the name of. I got stopped by invisible walls a couple of times (the rotating lift in the secret level, and the opening doors in Clock Tower), the rotating bridge in the gear room of Clock Tower wasn't actually solid and I could run on the central axis, and there were a bunch of graphical artifacts in the main chamber of Say It (I think it's too many polys or something, I got the same type of flickering in Dimension of the Machine), but all the alternate enemies seemed to work OK. Haven't tried on KQ yet.

>> No.8381189

>>8379989
The proportions of doom's sprites aren't human (everything is wide and has a massive head), so trying to translate map units into real world measurements isn't really something you can do.

I suspect this is why Hedon uses a different scale to Doom - to assist modeling proportional buildings.

>> No.8381230

>>8381032
I'm not the project lead but it's pretty much: claim a tile, draw a 1024px outline of your tile, label the entrances as green/red, submit a 1024unit map based on that outline.
I guess the outlines are just for the WIP image. Personally I think it's a hassle to draw the map beforehand since you gotta draw it in the editor anyway so I make the outline by exporting an image of the complete map.
>>8378775
You know, I could easily make a third tile but it kind of defeats the point of the project if one guy makes so much of the map. For those unsure if they want to participate remember 1024 units is really small. You can make a tile in an hour or two.

>> No.8381242

>>8381165
KexQuake threw a couple of errors, and refused to launch until I copied the music folder from Id1 to vr, but once I was in it seemed to run fine.

>> No.8381249

>>8381242
Might have spoken too soon, opening the console shots a bunch of alerts from BotEntityManager saying unknown objects have been trying to spawn. Maybe it's because I launched it without any of the special extras turned on, since it was things like the health vial, armour shard, Drole, Gug, Gremlin, Lava Nails, etc.

>> No.8381252

>>8381165
>the rotating lift
well, that one's on DP. can't even open the first door in Scourge of Armagon, apparently. at least in the latest version, the old 2014 version seems to function better. with flickering: try "r_useportalculling 0"
>>8381249
>BotEntityManager saying unknown objects have been trying to spawn
I think it says that on vanilla maps as well with keys. it's for multiplayer bot pathfinding or something.

>> No.8381265

>>8381252
>with flickering: try "r_useportalculling 0"
Doesn't seem to have helped, I think it's just too much for the engine.

>> No.8381358

>>8380389
Excellent, thanks for that, it works
>>8380407
Try this
https://sourceforge.net/projects/mars3d/

>> No.8381448

>>8378992
Not that anon but I have a Thief related question.
I just finished playing Thief Gold, it was super good. I want to transfer my control scheme to T2, which I'm sure is possible because you can save your control scheme at all.
How would I do this? What's the file name for the controls, if any at all? I don't want to have to adapt to a new control scheme since I'm playing the games back-to-back

>> No.8381460

>>8381448
the saved configs are: user.1, user.2 etc. current config is probably user.bnd
I'm not so sure it's going to work though, the controls are not identical between the two (walking/running)

>> No.8381475

I can't decide, Serious Sam: The 2nd Encounter or Terminator: Future Shock.

>> No.8381757

>>8378328
>Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
>https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
>https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
what is this? its in the doom iwad folder
doom_complete.pk3

>> No.8381769

>>8381757
It's a mash-up of all official doom wads for use in gzdoom.

>> No.8381787

>>8378328
does a modern city fighting campaign pk3 or wad exist for doom?

>> No.8381792

>>8381787
Hellbound has that vibe going on to some extent

>> No.8381814

>>8381032
Like that other anon said, you draw an outline of your map in a square that's 1024x1024 pixels (or export an image of your map if that's easier but make sure it's still 1024px) with entrances clearly defined, then you map it out if you haven't already. Once your tile is done it'll get stitched together with all the other tiles at the end (if this project actually get completed).
>>8381230
Yeah, outlines are there for a WIP that everyone else can look at to know what's going on in each tile. Also so it's easier to line up the connections between tiles. I don't know if I'll just put the project on hold for a while or end it. Had a lot of people interested in the beginning but now it has died off. I just hope that if it never gets completed those who made a map can use their tiles for something else so they don't go to waste. A lot of these tiles are pretty well done.

>> No.8381832

>>8379989
32

>> No.8381881

The Heretic 2 download doesn't come with music or movies

>> No.8382567

>>8381475
Serious Sam.

>> No.8382603

>>8378329
New Update for the Bethesda Quake port, one of the big features being a Horde Mode: https://store.steampowered.com/news/app/2310/view/3102414008261877214

>> No.8382605

>>8381081
Their pain sound is "Ah, damn you". And their alert sound is "Ha, doubt he'll get me" (I think).

>> No.8382618

>>8380668
alright, I ran through it on QS 0.93.2, everything seems in order.
https://mega.nz/file/4DhQxa4R#y1bCdK9CR5I1SP6hWI6ek1XK9HiGSgUsR9i71MVESY0
(host_timescale to fast forward)

uc seems even tougher with ammo, or maybe I got worse.
beho had that one lake towards the end that really could use some cleanup, but not sure it's worth the compile time, all in all.
the four switches in the secret map are too symmetrical, and hellscrags could maybe use introduction earlier to establish their health/threat. nothing critical though.
I think miasma anon removed the spooky breathing gug, not sure why. I thought it was a cool tension builder.

>> No.8382627

>>8382603
misspelled czg's name?

>> No.8382867

How common are sprite edits of Heretic or Hexen monsters?
Would be cool if someone made cybernetic versions of those.

>> No.8382879

>>8382867
Pretty common.

>> No.8382892

>>8382618
I haven't touched UC since it was compiled and sent to project lead. The more I see of it, the more I ask myself what I was thinking. I might recompile it with more ammo, and I might turn all the rotten health into normals.
For beho, There were a few moments where the encounters could easily be cheesed by walking out of the area and kiting things (pendulum room, final arena). Some of the secrets were a lot less noticeable than I thought they'd be (stash by switch, armor under bridge). I'll make sure to do something about the dirt mounds around the lake.

As for both, the water areas are really fucking ugly because the water is fullbright, but I don't know what could be done about it besides lightening the whole areas.

>> No.8382897

>>8382603
Neat

>> No.8383001

>>8382892
Also I fixed the throne secret because I'm stupid and forgot to put the touchable spawnflag on the trigger

>> No.8383019
File: 87 KB, 1346x1024, bitmap.png [View same] [iqdb] [saucenao] [google]
8383019

>>8378775
Here's my claim for D2. It's will be my first time making a map but i hope that's fine.

Since D2 is fairly far from the start point i was thinking the encounter should be some revenants + imps and maybe some hell knights on higher dificulties. The high floor is there to make it so that you're forced to do the encounter before you can enter the other tiles (depending on which side you enter.)

This could also be moved to a different tile such as A3 or B4, but the encounter and item you get would have to be different.

>> No.8383027
File: 87 KB, 1346x1024, bitmap.png [View same] [iqdb] [saucenao] [google]
8383027

>>8383019
Small mistake with the coloring of one of the lines, here's the fixed version

>> No.8383037

>>8383027
I appreciate being interested but don't have your hopes too high at the moment because the project isn't going to well. Also we already have dedicated spawns for the plasma and keys so you'll need to put some other goodie to grab on the right side. Other than that looks interesting.

>> No.8383074

is anyone else sad that the doom community is ultimately quite small?

e.g., some of the wads people create are imo real masterpieces, and i wish they got more exposure, or even as with some other games, could lead to a stable income for the creators

>> No.8383079

>>8383037
In that case, maybe the item could be changed to a berserk pack? The encounter could be changed to be berserk friendly, some pinky's some imps. Stuff like that, and maybe a pair revenants/ hell knights to spice it up a bit.
If berserk is also decided than maybe just an optional megasphere, backpack or partial invisibility (some chaingunner snipers could be added for partial invisibility)

>> No.8383085

>>8383079
Berserk would be alright, I'm not limiting how that item is placed (although I probably should but hey people don't punch 24/7 the moment they pick one up).

>> No.8383091

>>8383074
it's big enough for a hundred years old game

>> No.8383095

>>8381814
I'm the C3 anon, I've just been very busy this past week but I might make some updates to it this weekend. I'm kinda proud of it, amateurish as it is.

>> No.8383097

>>8383095
C3 is very fun, glad you enjoyed mapping it.

>> No.8383115

>>8383074
Nope, it's much bigger and well-maintained than most of the games I'm a fan of. Some of them don't even have their source code available and are plagued with issues on modern systems.

>> No.8383116

>>8383095
>>8383097
Wait, I'm retarded, I'm D3

>> No.8383117
File: 11 KB, 183x208, 1618739622166.png [View same] [iqdb] [saucenao] [google]
8383117

>>8383116
Oh
well I'm still glad

>> No.8383145
File: 1.34 MB, 1920x1080, spasm0001.png [View same] [iqdb] [saucenao] [google]
8383145

>>8382892
>I haven't touched UC since it was compiled
might wanna check for multiple personalities m8, I've got 5 versions of UC archived.
regarding water, you could add some "wateralpha" to worldspawn, or you could also compile with lightmapped water (-splitspecial at qbsp). but the shadows are only going to show up in FTE (or the custom QS from some months ago).

>>8380668
I've now tested vr under ubuntu in QS and QSS and it seems to work. don't know what the other anon's problem was. but at least now I know what xserver even is.
along the way I've discovered that newest QSS complains about key icons and displays them corrupted (pic). previous QSS version works fine. both version can't seem to launch startmap from the menu (??), but it works from console. also, way too late, but I don't like the grapple/boot icons, sorry.

>> No.8383170

>>8381787
Extermination Day
Hellfire Awakened
Lainos wads

>> No.8383178

This is December, so what are your favourite releases of 2021?

>> No.8383223
File: 60 KB, 640x480, image_2021-12-02_160947.png [View same] [iqdb] [saucenao] [google]
8383223

I just realized that's supposed to be some dude having a breakdown in the STRAIN title screen and not some weird Darth Vader-like creature

>> No.8383243

>>8382618
>secret map
I'll probably make some adjustments for a future release, but as long as nothing is broken I'll leave it as it is for now.
>>8383145
>newest QSS complains about key icons and displays them corrupted (pic). previous QSS version works fine. both version can't seem to launch startmap from the menu
Weird. Does this happen with any other mod?
>I don't like the grapple/boot icons
Yeah, I'm not proud of them. I'll try to redo them in the future.

>> No.8383287

>>8383243
>Weird. Does this happen with any other mod?
seems to be a QSS problem, not ours. the menu breaks only if I change the mod from console. if I do it as a launch parameter it works fine. happens with all mods (Unknown command "startmap_sp")

>> No.8383378

>>8383178
I liked Heartland :)

>> No.8383406

where do i download quake remastered at least the latest version with the horde mode? I cannot find anything in OP

>> No.8383415
File: 1.67 MB, 5392x8088, 1612981708203.jpg [View same] [iqdb] [saucenao] [google]
8383415

>>8383406
https://store.steampowered.com/app/2310/QUAKE/

>> No.8383417
File: 308 KB, 500x504, hehe.png [View same] [iqdb] [saucenao] [google]
8383417

>>8383415

>> No.8383439

>>8383074
I think that it's as big as it needs to be. Huge enough that there's lots of different people with lots of different visions creating lots of different content appealing to lots of different people, but not so huge as to get completely bloated.

>> No.8383448

>>8383074
If you think the Doom community is small you should check out the Ion Fury or Turok communities.

Doom is massive bro. There's maps literally every week.

>> No.8383458

>>8378332
kek

>> No.8383473

>>8383074
Adding a money incentive to Doom community would multiply the cancerous elements x10

>> No.8383479

>>8383074
if they want income they should make a actual game instead of mods

>> No.8383502

>>8383074
You think Dooms bad? Some dude wanted Duke 3D to have a bigger community so organised a new mapper project competition to get new mappers into the scene.

0 entrants submitted maps. So he extended the deadline. 1 map got submitted in the end.

>> No.8383545

Atomic Edition or World Tour?

>> No.8383550

>>8383178
Atmospheric Extinction, Ad Mortem, Augur Zenith, Cydonia, Doom 2 In Spain Only, Heartland, Lullaby, Tarnsman's Animu Shit, Uprising

>> No.8383556

>>8383545
atomic if you actually want to enjoy the game world tour if you wanna play the one new expansion

>> No.8383559

>>8383178
Zzul Bases, MSCP, Attack on IO, Haste, Slith, Heartland, Auger;Zenith, Archi-tek

>> No.8383563 [DELETED] 

>>8383502
Duke 3d's community is all coomers anyways.
all the creative people are either working on eduke32 and just to get ion fury supported or have moved on.

>> No.8383574

>>8383563
>Duke 3d's community is all coomers anyways.
What are you talking about? Can you hear yourself? Can you read what you wrote? Where are you right now? Who do you think you are?

>> No.8383579

>>8383178
fractured worlds
+ what other anons said
this has been an insane year

>> No.8383630

https://www.youtube.com/watch?v=07U5eWDiJ-Q

>> No.8383632

Does crouching have any effect on enemy accuracy in Duke 3D?

>> No.8383639 [DELETED] 

>>8383574
yes, Duke3D's community is nothing but coomers uninterested in making content, I am on 4chan /vr/ a site I fucking loathe.

Who are you fuckbag? a king? a god? no you are a 4channer, scum of the earth.

Drink my Precum faggot.

>> No.8383645 [DELETED] 

>>8383639
>I am on 4chan /vr/ a site I fucking loathe
Then leave.

>> No.8383647 [DELETED] 

>>8383639
>site
Imageboard, you moron.

>> No.8383648 [DELETED] 

>>8383645
suck my cock blood

>> No.8383660

>>8383632
As far as I'm aware no

>> No.8383669 [DELETED] 

>>8383639
Fuck off back to Kiwifarms or SA!

>> No.8383676 [DELETED] 

>>8383669
>>8383639
>>8383648

Stop replying to your self krautnigger.

>> No.8383715

>Shareware, Registered and Doom II have the same exe
What did they mean by this?

>> No.8383723

>>8383632
I don't think so, but that gets me wondering does crouching affect duke's accuracy?

>> No.8383738

>>8383417
It just came out like today, be patient.
>>8383074
Unless youre a NEET and constantly playing, here is no possible way you can keep up with all the wads being released.
>could lead to a stable income for the creators
Money poisons everything. Commodifying a hobby is a horrible idea.

>> No.8383768

>>8381814

This is what i have for A1 at the moment. No difficulties, and not that hard since is the player start.

https://files.catbox.moe/11foa0.wad

>> No.8383779

>>8383768
Pretty nice little start. I might add a some stimpacks and more ammo because the first big fight can be a bit draining with such little gear. Other than that it's golden.

>> No.8383816

>>8383632
No, but strafing does sometimes

>> No.8383846
File: 139 KB, 1920x1080, Screenshot (483).png [View same] [iqdb] [saucenao] [google]
8383846

Sunlust is going to give me a fucking heart attack Jesus Christ.

>> No.8383923

>>8383074
>is anyone else sad that the doom community is ultimately quite small?
You're operating under a flawed premise. Look at how many amazing wads came out this year, and reflect on the number of great wads that came out in the 2010s rather than the 2000s. The number is increasing. There is a snowballing effect going on.
>some of the wads people create are imo real masterpieces, and i wish they got more exposure
Name some. Give them the exposure here.
>inb4 valiant sunlust

>could lead to a stable income for the creators
As for players, no one pays for Doom wads considering there's already more free content than you could play in one life-time (or would want to). And as for mappers, all of the classics pwads are already free anyways since people make these maps as works of art and labors of love and they want people to play them, and locking them behind a paywall limits their reach

>> No.8383938

>>8383779
That was exactly my concern, the items. thanks

>> No.8383942

>>8383923
>inb4 revae
He made Rekkr without ever dreaming it'd be as successful as it is, so I don't care that he made Sunken Land for sale on Steam.

Which makes me think, imagine Sunlust 2 being released on Steam, with meticulously balanced difficulty settings so that everyone can enjoy it, for example I feel in some places they removed too many monsters in HMP rather than just adding a single large plasma cell pack or something

>> No.8384048

>>8380668
What do you guys say we give this another day or so of testing? Horde mode just came out for Quake re-release and I've just had the idea to make help screens for the new controls.

Also if anyone has a particularly good demo for autoplaying, I'd like to have it. I'm also looking for feedback on the readme and modifiers (mostly issues).

>> No.8384075

>>8384048
If submitters are redoing their maps to account for feedback, more time wouldn’t hurt. Are you still going with that Moddb/Nexus->Quaddicted plan?

>> No.8384102

>>8384075
>If submitters are redoing their maps to account for feedback, more time wouldn’t hurt.
I didn't see if someone actually was, but true.
>Are you still going with that Moddb/Nexus-Quaddicted plan?
Yes. Nexus is actually good to go right now and just waiting on a file. I don't think Moddb lets you draft a mod page without submitting it, so I haven't really looked at it yet.

>> No.8384392

>>8384048
>I'm also looking for feedback on the readme and modifiers (mostly issues).
Might be worth adding a note about getting it working in KexQuake (IE, you have to copy the music file and click past the errors), since people are going to try it.

>> No.8384395

>>8384392
>the music file
Folder, sorry.

>> No.8384441

>>8383502
That's kind of sad, actually. Poor guy just wanted more Duke.

>> No.8384572

>>8380668
updated version of beho
https://ufile.io/vgrcdl24

>> No.8384654

>>8384048
>Horde mode just came out for Quake re-release
As did the Honey official add-on. Anybody given that a go yet?

>> No.8384681

I wanna play some UT99 or Quake 3 CTF. Any servers with actual people still around?

>> No.8384693

>>8380668
Also, an updated uc, because watching >>8382618 squeeze through the last section with nothing but an axe was concerning. More ammo, more health, and the 2x speed rumbler was removed on account of not being much of a threat and more of a timewaster.

https://ufile.io/xt1ao6g5

>> No.8384880

/vr/, give me an idea for a horde map!

>> No.8384914

>>8384880
An inner city ghetto.

>> No.8384948
File: 26 KB, 540x556, 1612213603215.jpg [View same] [iqdb] [saucenao] [google]
8384948

is there some setting i can flip to fix audio latency when streaming pulseaudio output over the network with gzdoom?
mpv and youtube have no delay, but gzdoom has like 1sec or more

>> No.8384956 [DELETED] 

>>8384914
it's been done https://basedniggapublishing.wordpress.com/nigger-mortis/

>> No.8385026

>>8384880
columbine high school

>> No.8385071

>>8384048
typo in the readme: impulse 288 instead of 228. rhynch is ported over from RemakeQuake.
I had no problems with music files on latest Kex (4831). just dropped our pak in a separate folder and it was good to go.
but it does show two errors before launching, both tied to quake.rc. specifically, Kex can't handle relative paths ("..\id1\autoexec.cfg"). but we don't really need those anymore - they would only have been needed if we'd used autoexec. also Kex doesn't use a "mouse2", it's "mouse_right" instead.
anyway, here's a cleaned-up quake.rc: https://pastebin.com/BVseHFKu
I'll try to update impco so the sky looks better in Kex (once again). DP is SOL though (no way to set the skyfog that I can find).

>> No.8385154

>>8380668
impco v2: https://mega.nz/file/1epFgQRC#TkpyjR_-lndp4_df2ujMkcdO51yT2acg8SQ8emvxxqE
a minor update, even saves and demos should still be compatible

>> No.8385226
File: 2.72 MB, 960x540, kex.webm [View same] [iqdb] [saucenao] [google]
8385226

>>8384048
ok so there is a problem with kex after all. seems like enemies default to volleys, or something. might have something to do with the new model format (and animation timings) but really, no idea. affects all kex versions and all post-volley progs.

>> No.8385623
File: 230 KB, 1920x1080, unknown-7.png [View same] [iqdb] [saucenao] [google]
8385623

Where's all the Xmas wad posts?

>> No.8385729

>>8378328
what are the best mods for Chex Quest? Never played the trilogy, will finish all three as they are and then add mods.

>> No.8385754

>>8385729
DBP42.
I think I saw a couple of weapon mods compatible with it.

>> No.8385865

>>8385226
update on this: the volley modifier was on (scratch4 128). I assumed modifiers were stored in the save file. but since it's a cvar, maybe I toggled it on some earlier version, back when they all used test textures? not sure. but I'm not ruling out that kex/mg1 uses scratch4 for some other purpose.

>> No.8385945

Is there anyone here into q3a defrag ? Any tips to get into it?

>> No.8385949

Which one is better, Quakespams or Quakespasm spiked? It seems that the latter has more features, but also more bugs and worse performance. I want to play through Arcane Dimensions, Alkaline and Violent Rumble

>> No.8385983

>>8383545
Megaton

>> No.8385984

>>8385623
What wad is that?

>> No.8385990

>>8385984
One of the DBPs. Can't remember the number.

>> No.8386010

>>8384572
>>8384693
>>8385071
>>8385154
Based. I'll get this stuff together and throw up another release zip in a little bit.

>>8385226
>>8385865
Well that's weird. It might be safe to just put in the readme that Kex is not recommended and leave it at that.

>>8385949
I've never had issues with spiked. It has always run better for me.
>I want to play through Arcane Dimensions, Alkaline and Violent Rumble
All three of those use QSS-specific features.

>> No.8386020

>>8385949
the main downside to using regular QS is the 72 fps cap (can look stuttery on a 60hz monitor). it's still compatible with basically everything.
I recommend vkQuake over QSS but neither of them are saints when it comes to breaking stuff randomly every other release.

>> No.8386026
File: 424 KB, 1187x775, alk_amb.png [View same] [iqdb] [saucenao] [google]
8386026

>>8386010
>>8386020
What QSS features would I be missing out on?

>> No.8386034

>>8385984
>>8385990
>>8385623
https://www.doomworld.com/idgames/themes/xmas/dbp19xmas2

>> No.8386035

>>8386026
Particles in AD and Alkaline. CSQC huds in all three.
Violent Rumble specifically has indicators for jump boot and grapple charges. The extra weapons and ammo types also won't display correctly otherwise.

>> No.8386040

>>8386026
custom soft particles, that's about it I think. newer vkQuake versions are supposed to support custom HUD and some other CSQC now. I'm still using pre-kex versions of all these ports and waiting for things to calm down.
>>8386010
do you think it's possible the modifier got activated by a lava ball?

>> No.8386062

>>8386040
>do you think it's possible the modifier got activated by a lava ball?
I had that happen before, but I moved the spawners and haven't had an issue since. I'll slap a damage setting on them and set it to 0 to be safe.

>> No.8386079
File: 216 KB, 1775x1000, 7alff0xz1mf71.jpg [View same] [iqdb] [saucenao] [google]
8386079

>Corridor full of beefy enemies that will eventually reach and maul you to death because the exit was blocked
Fun,pic unrelated

>> No.8386083

>>8386035
Particles? As in the AD explosions and smoke/ fog effects? I turned those off. Bummer about the custom HUD though. Alkaline's reskin works fine from what I can see.
>>8386040
I hate everything kex with a passion.

>> No.8386105
File: 899 KB, 1920x1080, vkquake0000.png [View same] [iqdb] [saucenao] [google]
8386105

>>8386083
>explosions and smoke/ fog effects?
and uglier things, pic related.
just checked and apparently vkQ also has particles since a week ago, so for practical purposes it's now ahead of QSS (since vkQ has fancier authentic water).

>> No.8386147

>>8386105
Too bad I don't have a Vulkan-compatible GPU.
Looks like the old QSS release is the way to go for me, at least for now.

>> No.8386207
File: 45 KB, 1200x654, EfTGiWLWAAER5Ag.jpg [View same] [iqdb] [saucenao] [google]
8386207

>> No.8386223
File: 376 KB, 578x414, 2018-08-31__702_.png [View same] [iqdb] [saucenao] [google]
8386223

>>8386207

>> No.8386292
File: 821 KB, 607x609, 1611367191151.gif [View same] [iqdb] [saucenao] [google]
8386292

bros, my doom folder is fucked. its unorganized to the point of frustration. I'm tempted to nuke it but I know there is some "rare" stuff in there except everything is acronyms and strange labels and I don't think it can be salvaged.

>> No.8386304

>>8386292
Same, I want to organize it by maps and not maps but I'm too lazy to go through it all.

>> No.8386310

>>8386292
Just run every single one bro,there cant be more than 200 or anything

>> No.8386336

>>8386207
Hey, it only took a year for Time To Kill to come out!

>> No.8386359
File: 139 KB, 1024x942, 1449589284619.jpg [View same] [iqdb] [saucenao] [google]
8386359

>>8386207
this is why I don't bother to finish ep4 on replays

>> No.8386375

Doom is a good game and I want everyone to know it!

>> No.8386395

>PAINA1
kek

>> No.8386512

>>8384048
NEW RELEASE CANDIDATE: https://mega.nz/file/PVkm1YqZ#HGukGL655-oG5gJU1z-rlGTrMJM_edXlubDl5vNq9bo

>updated beho, uc, and impco maps
>updated start with fireball adjustments in the modifier halls and a small lighting tweak
>updated readme
>fixed (seemingly) an issue where quick grapple would not re-equip your previous weapon
>fixed an oddity with gibbed heads

>> No.8386556
File: 19 KB, 400x388, 9c0.jpg [View same] [iqdb] [saucenao] [google]
8386556

gave up duke mapping, gave up doom mapping, gave up quake mapping, gave up turok mapping.

Have never made more than a single room.
Will never make my dream TC or mods (judge dredd)
Have no talent
Have no drive
Have no creativity

>> No.8386561

>>8386556
Play some good maps and get inspiration. Consider what from the original games you liked the most. Draw the outline of the map on paper beforehand. Pick a cohesive aesthetic. Dont get caught up in detailing, wait until the layout is done for that.

>> No.8386582
File: 31 KB, 547x464, Untitled.png [View same] [iqdb] [saucenao] [google]
8386582

>>8386292
>>8386304
> too lazy to go through it all
Sounds like you're already fucked.
Anyway, pic related is a decent way to organize your wads folder.
You create a wads folder in your Doom directory, for example, D:/Doom/Wads/
Then create subdirectories for the different compatability modes. You don't need to number them like I did (1vanilla 2limitremoving 3boom 4mbf etc), I did that when I was a noob.
Unzip your files into here like pic related so that your wads each have their own folder so that you can put your DSDA demos here, or assets you take from the wad like the midis.

Do the same for your launcher. Tag your wads compatibility modes, but in this case I do find it useful to number them (1vanilla 2limitremoving 3boom 4mbf 5ee 6zdoom [gz for short] 7mbf21 etc)

>> No.8386610
File: 36 KB, 854x560, Untitled.png [View same] [iqdb] [saucenao] [google]
8386610

>>8386556
It actually feels kinda good to give up on mapping. You can just spend your time enjoying games instead of in that zone where you are frustrated at your own inability to create. You can still write down any cool ideas you have for maps so you can at least feel good about stockpiling ideas and pretending you'll use 'em someday, which reminds me of this video by Sandy Petersen https://youtu.be/TgmRFuE6aTg
Pic related is a list of ideas I have, but I wrote them in shorthand so you may or may not get it, but whatever, here are some free ideas

>> No.8386617

>>8386610
>caged pain elementals
I don't think this idea actually works since the lost souls will be aborted by the monster-blocking-linedef, I think. Has anyone actually tried this?

>> No.8386618

>>8386610
5.1 is an interesting idea becuase you theoretically could produce infinite lost souls teleporting in with some fuckery.

>> No.8386626

>>8386617
They won't pass through monster-blocking lines outside the bugs, true. you may make cage a set of sectors with gaps just narrow enough for lost souls to pass.

>> No.8386629

>>8386292
One folder for game wads.
Other folder for maps with other folder inside for total conversions or those mods which come with their own maps (like Ashen, Pirate Doom, Doom64).
The third folder for gameplay mods, weapons, monsters.

>> No.8386645

Is Roland VS Sound Canvas still the best midi VSTi plugin for Doom?

>> No.8386705
File: 2 KB, 180x180, ANONF7.png [View same] [iqdb] [saucenao] [google]
8386705

Heads up, we're pushing Friday Night Firefight to 6:00pm EST instead of 5:30, some people wanted it hosted later. We'll also be playing with Zandronum 3.0 and NOT the alpha builds for stability's sake, so make sure you have that installed.

>> No.8386794

>>8386705
Wasn't it originally 6:30? I wonder why it was changed in the first place

>> No.8386795

>>8386610
>15
die

>> No.8386803
File: 2.05 MB, 988x2082, 1638566327848.png [View same] [iqdb] [saucenao] [google]
8386803

Some pretty fun doom OC is being produced on /v/

>> No.8386874
File: 74 KB, 804x822, EiG-imMXsAA4KtK.jpg [View same] [iqdb] [saucenao] [google]
8386874

Playing SiN again after starting it awhile ago and not really getting into it. Any way I should play it outside of just 1.13b? Seems to play ok in 800x600 in 4:3, even with the small hud and screen elements due to not scaling at all. There seems to be a thing where there's a hard line where elements farther away from you are blurrier. Any way to fix this, or is it just part of the game? And is there any anti-aliasing I should try to force on it through Radeon?

>> No.8386879
File: 606 KB, 1920x1080, 20211204003102_1.jpg [View same] [iqdb] [saucenao] [google]
8386879

You can't bunnyhop in Wrath, right? I mean gain speed with it. I'm no expert, but I can't accelerate at all.
This is fair considering you have free speed with blade, I guess. And you can still have a lot of fun with ramp jumping.

>> No.8386883

>>8386874
Also worth noting I'm playing the GOG version of SiN Gold. Is the Steam version updated by Nightdive different, or is the current GOG version also the Nightdive update?

>> No.8386893

>>8386879
I think they tried to limit it to some extent. Then again, strafe jumping always felt weak to me in Dark Places, so idk.
Try doing a melee lunge in the air then start hopping.

>> No.8386905

>>8386803
Is that from the spaghetti mod

>> No.8386920

>>8386883
You mean sin reloaded? Its not out yet, in fact at this point it might be vaporware like more than half of 3d realms line up.
Anyway Elexis chad where are you man?

>> No.8386921
File: 27 KB, 128x128, NB-SGN1.png [View same] [iqdb] [saucenao] [google]
8386921

Guy who posted the Sneed-Claus shit a few threads ago.
Made a few textures for a "nikoburger" I'm adding. Anyone have any suggestions for stores I could put in a mall?

>> No.8386926

Guys I'm getting depressed here.
I don't know shit about coding and I kept trying to follow the instructions to compile Chocolate Descent but I fail each and every time.
Is there any anon here that can compile it for Win32?

>> No.8386938

>>8386921
Greasy Randy's Cheese Pizza

>> No.8386949 [DELETED] 
File: 157 KB, 512x200, 1625340555354.png [View same] [iqdb] [saucenao] [google]
8386949

>>8386938

>> No.8386957

>>8386893
>I think they tried to limit it to some extent
About limiting player in general: while going through the first level (The Undercrofts) I noticed how flat it is. Like Doom without slopes flat. I was afraid this is the way devs decided to limit player's ability to break maps with Quake's physics. Thank god this turned out false for subsequent maps. Come on, let people have fun!
>Then again, strafe jumping always felt weak to me in Dark Places, so idk
Haven't touched DP in a long time, but from what I remember it's true, bhop is here but very meh.
>Try doing a melee lunge in the air then start hopping
Yeah, it's great. And you can charge next lunge while hopping to keep speed. That's why I said it may be fair exchange for inability to accelerate by yourself.

>> No.8386963
File: 20 KB, 198x314, scared2.png [View same] [iqdb] [saucenao] [google]
8386963

>>8386920
Nah just the patched version that Nightdive released. Checked the GOG forums and apparently the GOG version is also the patched version. Found some command prompts for the autoexec that made it a bit better, but the V-Sync thing given by PCGamingWiki doesn't do anything, and that field of view detail cutoff is still there. Gonna try fooling around in the Radeon settings to see what I can do.

>> No.8386965
File: 157 KB, 512x200, 1638571676254.png [View same] [iqdb] [saucenao] [google]
8386965

>>8386938
I'm imagining Randy's greasy face holding a flash drive on a billboard with a tagline like "Swing on by for giga bites of scrumptious CP!"

>> No.8386995
File: 415 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_44_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8386995

FRIDAY NIGHT FIREFIGHT TIME! We're playing on Zandronum 3.0 instead of the alpha versions thanks to a kind anon who offered to host, should run better. We're also doing CTF tonight on ZDAEMON EPIC CTF 2! GET IN HERE AND STEAL SOME FLAGS, FAGGOTS!
32.212.91.10:10666
32.212.91.10:10666
32.212.91.10:10666

>> No.8387126
File: 69 KB, 426x316, 1608457294317.png [View same] [iqdb] [saucenao] [google]
8387126

>>8386938
>>8386965
Y'know honestly, I really don't want to make this anymore. I don't feel like doing it at all. It kinda sucks, because there's a few good ideas I would like to try to do, but not only do I feel as if there's not enough time, but also I ask myself "What's the point?" Is there really a point? I've been trying to reintegrate to the non-chan internet for a while now, and I'm starting to lose steam making things like this.

>> No.8387172

There must be a way to buy Raven Software and the hexen+heretic ip's from activision. https://twitter.com/gameinformer/status/1466913046538895362

What activision did to this company was criminal.
All i want is Hexen 2 and Heretic 2 free from them.

>> No.8387174

>>8380682
>cool stuff FAGGOT
/vr/'s very own gameplay mod?

>> No.8387206

>>8387126
This sounds like the type of burn out that occurs when you dedicate too much time per day to one particular thing. I think if you limit yourself (or challenge yourself) to spend 30-60 minutes on the project a day, even if it is, in the early stages, just spending 30 minutes brainstorming and writing down ideas in a notepad, maybe then you won't get burnt out.
> I feel as if there's not enough time
Ye it does seem a little late to cram a Christmas wad
>What's the point?
Because you need to strike while the iron is hot
>I've been trying to reintegrate to the non-chan internet for a while now, and I'm starting to lose steam making things like this.
wat

>> No.8387221

>>8387206
No, it's likely caused by the opposite. The act of making Doomshit has taken up a tiny amount of my life recently, and I'm starting to wear out.
I guess I should abide by the classic concept of "KISS", as in, "Keep It Simple, Stupid". I already imported some new monsters, added one of my own. The point of the re-release is for an Anniversary Edition; not a whole game. I'll go through the three maps I already made last year, improving on them here and there, and then I'll release it.

>> No.8387243
File: 191 KB, 500x500, pepoclown.png [View same] [iqdb] [saucenao] [google]
8387243

>>8387221
>re-release
Oh I thought this was something you just started working on recently. Jannies deleted the preview you posted a few threads ago, kek

>> No.8387247

>>8387243
Lmao
Anyways, you can download it at
>https://basedniggapublishing.wordpress.com/the-quest-to-save-sneed-claus/

>> No.8387280
File: 96 KB, 400x225, Spidermastermind_sprite.png [View same] [iqdb] [saucenao] [google]
8387280

name ONE map this pathetic hunk of metal and meat isn't completely worthless on, and provide video evidence
name ONE reason it shouldn't deal more damage and have some form of resistance to getting sidetracked shooting things that aren't you

protip: you simply cannot

>> No.8387290

>>8387280
https://youtu.be/a2tR0PzmjuI?t=3760

>> No.8387298 [DELETED] 

>>8387290
which part has the pew pew spider punishment

>> No.8387308

>>8387280
e3m8 on pistol start

>> No.8387316
File: 616 KB, 1242x1226, 4d70a0c7ed60b1f0ddb032a2915fa175e0cf9411d34309e6d72dfd7e944e25ef.png [View same] [iqdb] [saucenao] [google]
8387316

Recommended Quake mods?

>> No.8387373
File: 120 KB, 800x500, 1.31.jpg [View same] [iqdb] [saucenao] [google]
8387373

What do you guys think about WGRealms 2? I personally love it, been playing for a few hours

>> No.8387483

>>8387243
Well, update from a few hours later. I've currently added the Winchester from Realm667, and the Flamethrower from Moonman. I've also imported a good chunk of the GLDefs for Doom and changed them around to increase the visual flair of the game.

>> No.8387493

>>8378328
https://files.catbox.moe/b4vkp0.wad

>> No.8387525
File: 26 KB, 410x308, 1373452157858.jpg [View same] [iqdb] [saucenao] [google]
8387525

Hey lunchlunch, are you around? I've got a total conversion I'm working on and I'd like to talk to you about it.

>> No.8387576

Beho anon, what does shooting the hole behind where you spawn do? Just throw gibs at you?

>> No.8387606

>>8387280
>name ONE map this pathetic hunk of metal and meat isn't completely worthless on,
Foursite
>and provide video evidence
No
>name ONE reason it shouldn't deal more damage
Because that would exemplify what makes it such a shit enemy in the first place
>and have some form of resistance to getting sidetracked shooting things that aren't you
It already has splash damage resistance, the archvile already has all the special snowflake rules regarding infighting, and slapping bandaids on it wouldn’t save it from being a poorly thought concept

>> No.8387610

>>8387280
Just make its collision box smaller so it doesn't get stuck on everything. If Revenants can phase their heads through the ceiling, the Mastermind can have intangible legs.

>> No.8387614

>>8387576
Yeah, it’s just a goofy hidden thing for those who immediately turn around and shoot into the hole out of curiosity.

>> No.8387893

>>8386610
>You can still write down any cool ideas you have for maps so you can at least feel good about stockpiling ideas and pretending you'll use 'em someday
That's exactly what I'm doing... Damn it. And I shall do it again.

>> No.8388079

>>8387525
Try messaging him on Doomworld or something

>> No.8388112

>>8387280
Excluding her from infighting would solve most of the problems.
I also placed her in front of 2 arch-viles on a field full of corpses to a good effect.

>> No.8388119
File: 2.44 MB, 1920x1080, fullautoyay.webm [View same] [iqdb] [saucenao] [google]
8388119

>>8378328

>> No.8388202
File: 752 KB, 1280x1440, resurge09.png [View same] [iqdb] [saucenao] [google]
8388202

>>8387280
Resurgence map 9 (and similar setups) is the first that comes to mind when I think of "example of spider used well".

There is a path that goes around the platform and has openings it can shoot through, so you have to take cover while also dealing with the enemies up close. Other enemies are sprinkled in the central area in a way that they sometimes infight with the spider but don't overpower it, so you can't just ignore it, but due to scarce ammo/weapons aren't in a position to quickly kill it yourself either.

>> No.8388365

Recommend me wad with supercharge mod. Except mapwich 2.

>> No.8388449

>>8387280
>name ONE reason it shouldn't deal more damage and have some form of resistance to getting sidetracked shooting things that aren't you
because hitscan bosses dont deserve to be good lolololololololololol

>> No.8388486

dude how the FUCK do I get Half Life WON to run? The archive download has bin and cue files but I dont know if I need a specific program to run the damn thing. Can you all help me?

>> No.8388539

>>8379163
https://youtu.be/B7glHduIee8

>> No.8388545

>>8386556
>judge dredd mod
Someone else is already working on one
https://forum.zdoom.org/viewtopic.php?f=19&t=72460

>> No.8388612

>>8387525
Oh hey, yeah, you can shoot me a message on Doomworld or Doomer Boards. Or Discord if you need (Lunch#9091)

>> No.8388615

>>8386556
>Dredd TC
Hey, don't quit that, that shit looked cool!

>> No.8388616

>>8387373
that looks cool

>> No.8388663

Arch-viles sit in a tall tower and try to zap you while you have to tyson your way from cover to cover below.
Does this sound like a terrible idea?

>> No.8388675
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
8388675

GOOD MORNING MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK AGAIN! SCREENSHOT SATURDAY!
WHAT THE HELL HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S A GOOD TIME TO POST YOUR SHIT.

OR MAYBE LATER ON, IT'S COLD AND REALLY EARLY IN THE MORNING. I'M NOT YOUR DAD.

>> No.8388691
File: 90 KB, 640x480, doom34.png [View same] [iqdb] [saucenao] [google]
8388691

>>8388675
Making E1M8 for Ultimate Doom community project. Want to make short horror buildup in ruined techbase before fighting barons, stuggling with details.

>> No.8388712
File: 324 KB, 1366x768, doom81.png [View same] [iqdb] [saucenao] [google]
8388712

>>8388675

>> No.8388743

>>8388663
Sounds like a more annoying AA MAP04.

>> No.8388745

>>8388712
How very triangular

>> No.8388751

>>8388663
Sounds potentially good. Mind there should be enough time to move from cover to cover, give people a bit of margin in case they fumble.

>> No.8388802

rott for germany when, nightdive? Do you hate money?

>> No.8388837

>>8388691
make it pitch black with few light sources in the way to the boss arena, use textures to make/convey broken, torn and destroyed walls to guide the player to the barons arena, replace the pinkies with specters if you can, they would work well in this dark build up.
if you need small details how about adding a leak of blood/water/toxin from the surface?
also dead marines with monster corpses surrounding them, lost souls inside broken holes in the wall or make them caged as if they were the souls of the dead marines nearby, last one is tiny broken holes in the walls with blood running from them.
i am but a novice maps builder but hope this helps, btw nice work with the second picture.

>> No.8388901

>>8388486
daemon tools

>> No.8388984
File: 914 KB, 1855x830, assssssssssssss.png [View same] [iqdb] [saucenao] [google]
8388984

I'm working on a new map after several months, but there's no real progress. I played several megawads and I just can't come up with anything cool or interesting. I just chose a random Texture set as usual and started building but everything I create ends up generic anyway.

>> No.8388993

>>8388984
>>8388675
oh yeah i forgot that's a thing in here

>> No.8389002

>>8388984
Try to think of a gimmick for a big climax of the map and build towards it.

>> No.8389010

>>8388984
I don't think you should get too caught up on trying to perfect looks until you've properly ideated layouts, encounters and other fundamentals. Try to build most of the broad foundational stuff before starting to fine-tune and pretty it up.

t. someone who doesn't know shit about making maps

>> No.8389050

>>8388984
Just tweak it and iteratively make something you enjoy playing. It looks cool already

scratching your own itch is the best mapping strategy

>> No.8389089
File: 500 KB, 1600x1900, before and after.jpg [View same] [iqdb] [saucenao] [google]
8389089

Do you sketch your maps before making them? I'm curious at some comparison of sketch vs final map.

>> No.8389139

Recommend wad to play with Complex Doom.

>> No.8389148

>>8378410
>>8378407
Shy isn't the Powerslave guy getting the same recognition as Calbee, Chinadad, and Douk (Nouk)?

>> No.8389149

>>8389148
>Chinadad

You mean Gook Nukem

>> No.8389162

>>8389139
UAC Military Nightmare

>> No.8389181
File: 2.10 MB, 1058x1143, pysur.png [View same] [iqdb] [saucenao] [google]
8389181

>>8389149
>Gook Nukem
>Edgy Nukem
>Native Nukem
>Scientist Nukem
>Marine Nukem
>Soldier Nukem
>Space Nukem
Did I miss any Nukems?

>> No.8389194

>>8389148
I mean why should he? He is barely a character.

I say remake in build powerslave but now its a throwback to the mummy movie (1999) and ahve a wisecracking pixelated Brendan Fraser, and nice pixel art of the booba love interest archeologist girl interest in see through lingerie.

>> No.8389202

>>8389181
UNATCO agent one

>> No.8389206

>>8388663
No, sounds good. It reminds me of the usual arch-vile + pinkies; it's a common combo because it's really, really good.

>> No.8389207
File: 83 KB, 372x415, awoox3.png [View same] [iqdb] [saucenao] [google]
8389207

>>8389202
>Agent Nukem

>> No.8389209

>>8389202
Jesus Christ Nukem

>> No.8389221

>>8389089
I love your sketch, just wanted to say.
It is full of soul.

>> No.8389274

>>8387280
DBP20 map06

>> No.8389276

You will never understand or experience DWANGO

>> No.8389360

>>8389089
No I should try it as thats often where the best maps come from but mine are usually started with a "wouldn't it be cool" idea and it goes on from there.

>> No.8389367
File: 964 KB, 788x872, Hehehe, what a rotten way to die..png [View same] [iqdb] [saucenao] [google]
8389367

>>8389181
>>8389202
>>8389207
>>8389209

>> No.8389376

>>8389360
What I posted is the only way I actually wasn't just winging it from a mental image and needed to figure out relative position of things. But still buildings had to move to different positions in the final version.

>> No.8389389

>>8389367
That's just Serious Sam in a trench coat

>>8389181
>Coom Nukem

>> No.8389392
File: 2.75 MB, 1280x1440, B2-413513948.png [View same] [iqdb] [saucenao] [google]
8389392

>>8388675
Here's the 4 new enemies added for Sneed Claus Anniversary, and the 2 new ones.

>> No.8389407

>>8389089
Painters sketch their paintings beforehand. I dunno if skillsaw or ribbiks sketch their maps tho desu senpai

>> No.8389439

>>8389089
I drafted up a sketch for a map I was gonna make, first time I did that, but I haven't really gotten around to making it a reality. The concept is still fresh in my head though.

>> No.8389510

>>8383074
it's pretty good as is
>i wish they got more exposure, or even as with some other games, could lead to a stable income for the creators
making money off this kind of stuff doesn't go well and really changes the whole feel of a community

>> No.8389514

>>8388901
I dont know what the fuck that is. Link to them please?

>> No.8389547

>>8389392
Egh. What is this, /pol/.wad?

>> No.8389579

>>8389547
It's the quest to save sneed claus
and akshully the monsters are stolen from Moonman because of Decorate

>> No.8389583

>>8389547
i lol'd

>> No.8389605

>>8389579
Classy.

>> No.8389634
File: 2.08 MB, 480x360, 66354254231474.webm [View same] [iqdb] [saucenao] [google]
8389634

>>8389605

>> No.8389638

>>8389634
Whatever gets you off, man.

>> No.8389650
File: 22 KB, 400x300, 1502721550814.gif [View same] [iqdb] [saucenao] [google]
8389650

>>8389634

>> No.8389657

>>8389650
He's 53, so that doesn't apply here.

>> No.8389669

>>8389650
It ain't the greatest looking project in any sense, but he is putting some creative energy into something, and vaguely it comes across as a spiritual sequel to the classic /pol/.wad (from back when the place was more fun).
Maybe he'll find that making stuff is really enjoyable and then try out making something more serious for Doom.

>> No.8389673

>>8389669
I think you're being overly optimistic anon. But sure.

>> No.8389674

>>8389392
Amazing

>> No.8389686

>>8388984
Make the different rooms different heights. That L-shaped hallway could be a staircase going up or down to the pinky room. Remember to make your ceilings different heights too, every room should have different floor/ceiling heights.

>> No.8389746

>>8389673
I try to be optimistic. Let's see if something worthwhile comes out of it.

>> No.8389756

>>8389669
You're really applying some broad strokes if you think pasting unfunny ancient /pol/ cartoons into Doom is using "creative energy"

>> No.8389765

>>8389756
Hey man, I play TF2 every now and then and as such I deeply understand when enough is enough for stupid shit.
I may or may not have/be currently/will work on projects that are much more tame and much more focused on being a Doom mod as opposed to an unfunny shitpost, and there aren't a million people like me shitting up the thread. The moment 5 people start to LARP as me, then you can complain. But until then, shut up retard, it's ez to avoid it.

>> No.8390009
File: 420 KB, 504x676, John Romero is gonna make you his customer.png [View same] [iqdb] [saucenao] [google]
8390009

>>8386375
Thanks, John.

>> No.8390013
File: 472 KB, 1920x1080, GoingDownMap9.png [View same] [iqdb] [saucenao] [google]
8390013

>So brainlet that i am getting filtered by easy maps
I have no idea how to open the door and i have humped/shot every bookcase/wall

>> No.8390016
File: 1.32 MB, 1920x1080, vkQuake 2021-12-05 10-53-07-270.png [View same] [iqdb] [saucenao] [google]
8390016

I started playing Rubicon 2. Freaking love those robot guys, they're so cute.

>> No.8390019
File: 962 KB, 2048x1536, 1585820723405.png [View same] [iqdb] [saucenao] [google]
8390019

>> No.8390030
File: 576 KB, 1080x1080, Icantbeep.jpg [View same] [iqdb] [saucenao] [google]
8390030

>>8390016
Wish there were more unique techbase enemies for Quake like that. The name didn't age well though...

>> No.8390031

Man, I really hope Quake Christmas Jam 2021 won't be a huge mess like Halloween Jam 4.

>> No.8390048
File: 14 KB, 960x596, Runicob.png [View same] [iqdb] [saucenao] [google]
8390048

>>8390016

>> No.8390057

>>8390030
Dont be mean to him...

>> No.8390059

>>8390013
press the buttons you dip.

>> No.8390063
File: 728 KB, 1920x1080, vkQuake 2021-12-05 11-13-26-623.png [View same] [iqdb] [saucenao] [google]
8390063

>>8390030
Oh...

>> No.8390067

>>8390059
What buttons? thats just decoration

>> No.8390070

>>8390067
take a lap around the map, forrest.

>> No.8390075

>>8386512
I think I'm gonna go ahead and put out a last call for issues. I'm just wrapping up a few things that don't really require testing (help menu, lava nail box mdl texture fix, auto-play demo).

>> No.8390103

>>8390063
I CANT BEEP

>> No.8390104
File: 1.22 MB, 150x150, 1628151971240.gif [View same] [iqdb] [saucenao] [google]
8390104

>>8390030
>>8390063

>> No.8390107 [DELETED] 
File: 170 KB, 1422x1626, sotrue.jpg [View same] [iqdb] [saucenao] [google]
8390107

>>8390063
>>8390103
>>8390104

>> No.8390109

>>8390107
see >>8389650

>> No.8390112
File: 9 KB, 475x258, no wojaks.png [View same] [iqdb] [saucenao] [google]
8390112

I should redraw this at some point
Captcha: G4SSY

>> No.8390113

>>8390109
You should be in bed by now Breaxtynn. You shouldn't be calling others underage when a common name is enough to make you start peeing yourself from laughter.

>> No.8390114

>>8390070
Nothing,i even watched a speedrun of the level and it opens the door like nothing,i believe it may be a modding issue

>> No.8390116
File: 211 KB, 763x800, no fun allowed.jpg [View same] [iqdb] [saucenao] [google]
8390116

>>8390113
clearly it was the name that made me laugh, and not the image someone spent way too much time making for the amusement of others

>> No.8390119

>>8383502
the tools sucks 2bh
but I never touched something more cancerous than the goldeneye editor, it's like you are about to brake reality with every click

>> No.8390139
File: 410 KB, 768x768, 1584610583224.png [View same] [iqdb] [saucenao] [google]
8390139

Hey midi anon, are you around? I might be able to fit your midi pack in the OP now that there's some space freed up.

>> No.8390149

Reminder that the tome of power is a woman

>> No.8390167

>>8389634
I really wish these projects would be more technically impressive. Like, if you're going to make /pol/.wad 2 why not make the enemies actually creative instead of just reskins? You would actually get players if the gameplay was unique.

>> No.8390180

>>8390149
Welp, time to get a paper cut in an undesirable area

>> No.8390181
File: 68 KB, 481x418, hup.jpg [View same] [iqdb] [saucenao] [google]
8390181

>>8384681
q3 retro my dude, the FFA is constantly active though
ctf.q3retro.com:27960
ffa.q3retro.com:27960

>> No.8390221

>>8390139
Yeah I'm here, haven't looked at it since whenever the last version was. I'd need a better permanent-ish host for it (maybe google drive?), and I'd want to give it some clean up and fulfill a few requests. I'm okay with you putting v5 up there for now or waiting until I can update it, maybe in a day or two.

>> No.8390307

Okay now for some reason Ultimate Doom Builder is not inheriting the class "randomspawner", as if it just doens't know shit. The fuck is going on in trannyland where they shit out garbage programs that can't do fuck all right?

>> No.8390321
File: 1.20 MB, 1920x1080, Screenshot_Doom_20211127_005752.png [View same] [iqdb] [saucenao] [google]
8390321

i got a new rig & instantly thiought, " now i can play large ass maps" so i played l1 complex for 30 minutes & thought, what the fuck?

>> No.8390359
File: 465 KB, 1520x825, Screenshot_Doom_20211204_221031.png [View same] [iqdb] [saucenao] [google]
8390359

>>8390114
bro, you're actually retarded.

>> No.8390568
File: 2.72 MB, 1920x1080, unknown.png [View same] [iqdb] [saucenao] [google]
8390568

guys... come on in the retro ffa server, the waters fine

>> No.8390724
File: 40 KB, 450x320, quakemobile.jpg [View same] [iqdb] [saucenao] [google]
8390724

>>8378329
VIOLENT RUMBLE VERSION 1.00 NOW RELEASED

https://www.nexusmods.com/quake/mods/7
https://www.moddb.com/mods/violent-rumble

>> No.8390725
File: 326 KB, 903x713, 1490626466922.png [View same] [iqdb] [saucenao] [google]
8390725

>>8390724
Now the real party starts

>> No.8390728

>>8390724
Er, apparently the Moddb file has to be authenticated...

>> No.8390729

>>8390724
HUH?

>> No.8390758
File: 1.98 MB, 316x240, 1634499498283.gif [View same] [iqdb] [saucenao] [google]
8390758

>>8390724

>> No.8390763

>>8390724
Mamma mia!

>> No.8390772
File: 86 KB, 749x770, 1637730250541.jpg [View same] [iqdb] [saucenao] [google]
8390772

>>8390724
CONGRATULATIONS NIGGURS, YOU DID IT

>> No.8390805
File: 73 KB, 800x600, 0000004465.1920x1080.jpg [View same] [iqdb] [saucenao] [google]
8390805

>>8378328
>>8377998
>>8377413
Found a good version of Ghost Recon Gold, which as the "Gold" tag implies it has both expansions included (unlike GOG's release). Got it through a torrent with like no seeders, it's the DODI repack.

I have now uploaded it to the mega in the OP (the second one listed for /vr/ shooters, the one that ends in cUA)

For a direct link, this works too: https://mega.nz/folder/j09V2KYD#xNU1t3EGouf0i4MGtb248A

>> No.8390971

Should I use mouse look in build engine games? Or should I stick with not looking up and down.

>> No.8390973
File: 20 KB, 549x438, 1624906137326.png [View same] [iqdb] [saucenao] [google]
8390973

I'm becoming extremely addicted to Quake DM

>> No.8390981

>>8390973
Would you say you're becoming Quaddicted?

>> No.8390984
File: 128 KB, 600x1000, thumb1.jpg [View same] [iqdb] [saucenao] [google]
8390984

>>8390724
HUUUH
missed the last call, but there are still a couple issues, some of them new.
you've included your config (possibly to ensure scratch4 resets?), but now it's going to only show the middle quarter of the screen to anyone without a 4k screen. if you have to include anything, include a renamed QS default.cfg. but I would rather risk the modifier thing than overwrite people's settings and bindings.
the demo doesn't play in qs or vk, even though both support 999. possibly csqc screws it up. here's a (shorter) equivelant in 666: https://mega.nz/file/8HgRgAYC#XY_eOQmBRzJURusoPxt1BswTkhI2mR_vrRiRI_tJaE4
make sure to replace the demo in the pak, as it takes priority. you can also remove vis/prt/texinfo files from beho/uc updates, though they don't affect anything.
finally, still the issue with SB_key1 and SB_key2. QSS just warns about them, but latest vkQ straight up crashes. I don't even think we're changing those pics, but might have to make substitutes and rewire csqc even if it's the ports' fuckup.
finally finally, you've added a note about 72fps to readme and mod pages - doesn't apply to vkQuake, it has had physics fixed for a couple years now.

>> No.8391030 [DELETED] 

I hope Samuel 'Cocksucker' Villarreal unironically dies of covid and throat cancer at the same time.
There isnt a bigger faggot in the entire industry of boomer shooter videogames.

>> No.8391034
File: 2.24 MB, 2560x1440, gzdoom_2021_12_04_20_10_03_060.jpg [View same] [iqdb] [saucenao] [google]
8391034

>>8388675
Im having a blast with his wad.

>> No.8391064

>>8390321
What gun mod is that

>> No.8391120
File: 2.11 MB, 2560x1440, gzdoom_2021_12_05_11_05_23_836.jpg [View same] [iqdb] [saucenao] [google]
8391120

this map pack is awesome

>> No.8391127

>>8390984
>you've included your config
FUCK
Not intentional.
>the demo doesn't play in qs or vk
Forgot that could be an issue...
>still the issue with SB_key1 and SB_key2. QSS just warns about them, but latest vkQ straight up crashes. I don't even think we're changing those pics,
I just fixed it by replacing the gfx.wad with Hipnotic's (which I had done before but I guess it got fucked at some point) but now I have an issue where the start map replacement textures give an error about not being valid pcx. Converting to TGA gives an error saying it needs to be type 2 or 10...
>doesn't apply to vkQuake, it has had physics fixed for a couple years now
Guess I'm out of date.
Looks like I should have waited. Thanks.

>> No.8391147

>>8391127
>Converting to TGA gives an error saying it needs to be type 2 or 10...
possibly has to do with compression, try saving without any.
not sure why changing the wad would affect external textures though.
I won't be able to check things myself for some hours.

>> No.8391157

>>8390971
Whatever you prefer. If you can't decide, just flip a coin or something.

>> No.8391171

>>8390971
If you watch the start-up demos in all the Build games, they use autoaim and no free-look, just like Doom. But the games are much easier if you can free-look for things like aiming rockets or pipebombs or tnt. Just don't be a bitch and combine free-look with autoaim. I'd say play with no free look and autoaim at first so that you can get the experience, then change to no autoaim once the no freelook starts bothering you

>> No.8391172
File: 2.67 MB, 2560x1440, gzdoom_2021_12_05_11_07_56_545.jpg [View same] [iqdb] [saucenao] [google]
8391172

I cant find anywhere a sequel to Zaero Episode 1
I guess Episode 2 and 3 were never released?
what other megawads would you recommend me with the same style?
I already played Dimensions of the Boomed.
I dont know what else to play.
Im looking for a good campaign progression driven megawad with some kind of a basic 'plot' that feels like a progression, bonus points for custom textures as well.

>> No.8391174

>>8391147
>possibly has to do with compression, try saving without any.
After fucking about with GIMP to no avail, I tried Wally and it worked fine. Apparently they need to be 24 bit instead of 8.
>not sure why changing the wad would affect external textures though.
I don't think they're connected. You couldn't even get to the start map too see the texture error before.

>> No.8391250

>>8391172
If by the "same style" you mean Quake textures, then try Mayhem 2016. But be warned: later maps are VERY challenging.

>> No.8391257

>>8391174
Okay, fixed version up. I'm fucking off to bed.

>> No.8391267

>>8391250
Nvm, I'm stupid.
For a plot-based wads there is A.L.T., Doom Zero and Three's a Crowd It's still very basic, though.

>> No.8391305

Is there going to be the download for the Citadel in the Mega folder in the OP?

>> No.8391369
File: 337 KB, 500x500, 1561618301290.png [View same] [iqdb] [saucenao] [google]
8391369

do you 100% WADS on your first playthrough?

>> No.8391370

>>8390724
Congratulations anons! Gotta play this when I get a free evening

>> No.8391393

>>8391369
I'm awful when it comes to finding secrets, so no.
Also I'm never going to do another Pistol Start UV Max after I'm done with Sunlust. I'm going to enjoy Ancient Aliens with all the save scumming in the world after going through that shit.

>> No.8391438

>>8390359
Reminder that when someone complains about your map being "unintuitive" or having" unclear progression" it might as well be that guy >>8390114

>> No.8391487

>>8391369
I'm awful at the base quake game episodes so no
episode 2 still filters me pretty hard

>> No.8391534

>>8391393
Sunlust and AA are in completely different difficulty tiers. You won't have problems with AA.

>> No.8391583

>>8391393
AA is going to feel like a walk in the park after Sunlust, anon. Enjoy the power trip though, AA is great and possibly my favorite wad.

>> No.8391731
File: 1.77 MB, 960x1080, honeyoldandnew.png [View same] [iqdb] [saucenao] [google]
8391731

I assumed KexQuake's Honey was going to be exactly the same. Let's see how it runs on QSS.

>> No.8391754

Thoughts on HeXen and Heretic on Steam? Just got gifted these games.

>> No.8391793
File: 274 KB, 652x878, 1629152535197.png [View same] [iqdb] [saucenao] [google]
8391793

>>8391731
>bright skies in quake

>> No.8391824
File: 1.28 MB, 960x1080, ogontopkexonbot.png [View same] [iqdb] [saucenao] [google]
8391824

>>8391793
Seems the new one is a bit brighter overall, and this is just on QSS with the same configs.

>> No.8391909

>>8391754
Take the .wads and throw them into a source port. They're great games but not through dosbox or whatever the fuck the official release uses

>> No.8391930

>>8391369
I don't 100% them on my 8th playthrough. I don't get any more satisfaction from wall humping or hunting down the last clip behind a pillar.
I don't rush through though.

>> No.8392191
File: 475 KB, 750x723, 1617839621106.jpg [View same] [iqdb] [saucenao] [google]
8392191

What are the best actually retro retro shooters? I've played the obvious ones like Doom, Duke, Shadow Warrior, Quake, Blood but I am itching for more.
What are your favorite ones?
What are some good ones that were made 'recently'?
Thanks in advance!

>> No.8392204

>>8391909
>They're great games but not through dosbox or whatever the fuck the official release uses
Never regreted playing both DOOM, Heretic & Hexen through DOSBox for the first time. It was comfy.
Took them from MyAbandonware at the time. Now have them on Steam. (^:

>> No.8392206

>>8392191
The obvious ones are the best ones
The only modern "retro" shooters worth playing are Dusk and Amid Evil

>> No.8392207

>>8392206
What would be some hidden gems then? I've played both Dusk and Amid Evil

>> No.8392218

>>8392191
Play Descent 2

>> No.8392223

>>8391909
>source port
Uh the only source port I have is HL1. Do I need something specific? I also have Unreal Gold on Steam but I don't think that's a source game.

>> No.8392227

>>8392191
Heretic, Hexen, Postal 2, Deus Ex I'd say you're missing from that list

>> No.8392285

>>8392223
Gzdoom is all you need.

>> No.8392296 [DELETED] 
File: 2.82 MB, 1920x1080, gettingthe8ball.png [View same] [iqdb] [saucenao] [google]
8392296

>>8392191
Unreal is alright. The best "new retro" shooters are Ion Fury, Overload, and Dusk. After that are a bunch that are okay but often pale compared to decent Quake and Doom mods.

>> No.8392304
File: 2.95 MB, 1920x1080, gotthe8ball.png [View same] [iqdb] [saucenao] [google]
8392304

>>8392191
Unreal is alright. The best "new retro" shooters are Ion Fury, Overload, and Dusk. After that are a bunch that are okay but often pale compared to decent Quake and Doom mods.

>> No.8392316

>Final Doom PSX with mouse
>still has that retarded vertical movement of the DOS version
They never learn

>> No.8392375

Been years since I played some Thief. Any cool new FMs since 2020?

>> No.8392390

>>8378329
Lee Jackson is now taking music commissions: https://www.doomworld.com/forum/topic/126128-musical-commissions-open-for-your-wads-and-more/

>> No.8392427
File: 487 KB, 1920x1080, 658890_screenshots_20211005021544_2.jpg [View same] [iqdb] [saucenao] [google]
8392427

>>8392191
>What are some good ones that were made 'recently'?
Arthurian Legends is a new one I have seen nobody talk about, and I really enjoyed it.

>> No.8392439

Anyone have a guide for setting up Hexen 2 with a source port? I'm amazed no one's made a solid infographic or video over it yet.

As someone who grew up playing Heretic and Hexen, I've never been able to give it a chance.

>> No.8392456

>>8392427
This game is on my wishlist but because I thought it was a dungeon crawling RPG, not a boomer shooter lmao
Gonna buy it during the next sale then, thanks mate

>> No.8392464

>>8392439
I'm still looking for Heretic II.

>> No.8392474

>>8392439
>Grab Hexen II and a source port of choice (I recommend UQE Hexen II or Hammer of Thyrion)
>Extract the zip for the source port into the same folder as Hexen II
>Use the .exe that comes with the source port

>> No.8392480

>>8392464
You can find it in the OP.

>> No.8392495
File: 35 KB, 400x300, Doxylamine Moon Overdose.jpg [View same] [iqdb] [saucenao] [google]
8392495

>>8390112
Honestly I think the original is extremely funny for how the head is just deformed comically into the brainlet wojak, implying that brainlet wojak is a drooling retard because Cleric thwacked him good with his mace once.

>>8390321
What makes you go WTF? The majestic expanse and moody exploration of Lainos's maps? They are quite something. Someone should make some kind of compat patch for GzDoom gameplay mods though, which replaces all the decorative actors he uses for grass, because they cause a lot of problems with stuff such as Hideous Destructor, a gameplay mod for which these levels would be absolutely kino for.

>> No.8392509

>>8392480
No, Just Hexen.

>> No.8392554

>>8390112
>Parias learns about Cock and Ball Torture.jpg

>> No.8392574

>>8391120
Why dont you say what it is then? We arent mind-readers.

>> No.8392587

Anybody that has the /vr/ skinpack? The link in the pastebin is dead.

>> No.8392594

>>8391731
Looks like they also replaced the Heretic 2 window textures with Quake versions.

>> No.8392618
File: 114 KB, 594x695, 1609288833220.jpg [View same] [iqdb] [saucenao] [google]
8392618

Help, retard here. I don't understand Blood. Why the fuck can the Cultists hit me within two miliseconds after first seeing me?
Can I use the shotgun now that I got it in E1M2? The pitchfork is boring, the flare gun is ass.
I got what I assume is a random drop shotgun during E1M1 but I didn't save the game at all because it was my first attempt, didn't think I'd die during the first mission...

>> No.8392620

>>8392191
The most underrated sprite FPS is Powerslave (DOS/PC version).

>> No.8392624

>>8392618
Are you playing on Well Done? Drop it down to Lightly Broiled for your first playthrough.
>Can I use the shotgun now that I got it in E1M2?
Nobody's stopping you. But ammo is pretty scarce for the first few levels.

>> No.8392635
File: 243 KB, 1366x768, capt0000.png [View same] [iqdb] [saucenao] [google]
8392635

>>8392191
>I am itching for more.
Wolfenstein 3D with Spear of Destiny and Return to Castle Wolfenstein + Soldier of Fortune? Wanna play those eventually, so that would be my suggestion.
>What are your favorite ones?
Probably Quake, but I would also highlight Heretic/Hexen series.This series is just awesome, but I still need to finish Hexen 2 and try out Heretic 2... Also Deathkings... and not give up on Heretic's E4M1...
>What are some good ones that were made 'recently'?
Ion Fury. Wrath is great, but wouldn't recommend it until that one gets full release: it's a time of game that should've stayed away from Early Access. Same with GRAVEN to a certain degree, but I like them both.
There's also HROT: its in Early Access too, but it fits better the format. Also go play REKKR: either buy Sunken Land or play OG version. DO IT NOW!
Besides that... I'm excited for Wizordum and will try out demo whenever it comes out. Project Warlock is kind of curious. Same for Arkos, although I'm not a fan of the filter it uses or whatever that is.That's about it, I think.

>> No.8392637

>>8392624
I dropped it down to Lightly Broiled after getting my ass handed to me...
>ammo is pretty scarce for the first few levels
That's what I was worried about. So my best strategy is to peak out, hit a cultist with a flare and repeat until I've got a good influx of ammo?

>> No.8392645

>>8392427
The demo was a lot of fun. Haven't bought it yet tho.

>> No.8392646

>>8392618
If you're playing in Well Done then change difficulty, it's a bit too hard
Use the shotgun all you want man, but the Flare Gun is amazing, you gotta learn how to use it, I think the most useful feature is its Area of Effect fire thing you shoot with alt fire

>> No.8392657

>>8392474
How's the MP in UQE? Hammer of Thyrion has some issues with my router setup, so only HexenWorld works (no coop). The original quake netcode hates me.

>> No.8392660

>>8392635
REKKR is pretty boring.

>> No.8392667

>>8392646
>I think the most useful feature is its Area of Effect fire thing you shoot with alt fire
True, but that takes 8 ammo, which isnt really feasible in the early levels.

>> No.8392675

>>8392660
Not that anon but I really hope it isn't, I bought it for my friend for his birthday and I really want it to be awesome. Haven't played it yet myself, but I want it to be good for him.

>> No.8392683

>>8392635
I will never forgive Ion Fury for almost nailing it, but being so god damn mediocre in the end.

Don't give a single shit about the upcoming dlc.

If the passion is not there just don't make videogames.

>> No.8392686

>>8392675
It starts out slow. You could always just give it a whirl and see if you like it.

>> No.8392747

>>8392509
Check the DOS pack + Win98 games MEGA link.

>> No.8392754

>>8392587
Got this one from Oct 8th
https://www.mediafire.com/file/1r0bq0stpwf981g

>> No.8392768

>>8392754
>https://www.mediafire.com/file/1r0bq0stpwf981g
Thanks /vr/o

>> No.8392786
File: 2.80 MB, 960x540, Blood 2021.12.05 - 22.00.12.02.webm [View same] [iqdb] [saucenao] [google]
8392786

Retard from earlier again. Am I playing this game correctly? I quicksave every five meters, I charge in, I get shot by everyone, memorize their locations and then I redo it.
Ignore my pisspoor aiming in this demonstration, first time I tried using this weapon. Why does everything in this game hit as hard as the freaking Cyberdemon from Doom?
Also, as far as I can understand it, you can't dodge projectiles? The cultists either have perfect aim or, well, they weren't shooting you but a zombie or a slave. I don't get it. I like the speed, the art direction, the retarded voice lines by Caleb but I don't understand the main gameplay loop....

>> No.8392797

>>8392786
You are playing like scoliotic old man, you should be running, crouching to make them miss and jumping a whole lot more.

>> No.8392810

>>8392637
Use your TNT, you get loads of it, no need to hoard it

>> No.8392835

>>8392786
Stop running right into big rooms without cover.

>> No.8392849

>>8392797
Didn't think that crouching and jumping would make them miss, alright.

>>8392835
I don't understand

>> No.8392853

>>8392849
You dont understand why being in the open while fighting hitscanners is a bad idea? When possible, peek out of cover when fighting cultists instead of running into the open.

>> No.8392856

>>8392853
But that's boring

>> No.8392873
File: 2.95 MB, 742x574, blood_alittlebitcloser.webm [View same] [iqdb] [saucenao] [google]
8392873

>>8392786
>Am I playing this game correctly?
You're a bit slow, and going back and forth like that makes it easier for them to hit you. They have an exploitable turn speed.
>Why does everything in this game hit as hard as the freaking Cyberdemon from Doom?
That should only be happening if you run into some tossed dynamite. This is Fresh Supply, right?

>> No.8392878

>>8392873
>into some tossed dynamite
*or playing on harder difficulties with their increased damage and hitchance.

>> No.8392931

>enemies keeps reviving themself until killed by an explosion

What kind of fool actually enjoys this?

>> No.8392943
File: 44 KB, 721x125, quake_pdf15.png [View same] [iqdb] [saucenao] [google]
8392943

People who like explosions, like ranger

>> No.8392981

>>8392849
The game is a mix of jumping in guns akimbo, crouch and jump, and staying back scouting rooms, and filling them with explosives, hence why you get so many.

Dont worry Caleb does not care about collateral damage to those harmless civilians.

Also some weapons are better for some enemies, like the doll for gargoyles. In any case Blood gets solved once you have enough napalm ammo. Dont even touched the secondary just shoot some napalm and thats it.

>> No.8393083

>>8390724
Conclusion:
Not as good as the Doom Halloween project, not as dogshit as HUH. Rusty Bucket Bay easily wins hands down and it is primarily because of nostalgia. IDC. WAAAAAAAY too many nu-Doom like arena sections where you walk into a room and fight wave after wave. It's not hard, it's boring. Arcane Dimensions pulled it off well. This does not. Many cheap, unfun enemy placements (the first example that comes to mind was the mega health in the dark room with fiends), .cfg files are fucky and changing them fucked with my game by crashing.

All in all: 7/10. Will play a level on occasion if I'm waiting for a community server to go up and WILL be quick saving. IDGAF. Cheap bullshit is bullshit. Either way, congrats. it was refreshing to play something that isn't another shitty map jam by the usual troons

>> No.8393086

>>8393083
>(the first example that comes to mind was the mega health in the dark room with fiends)
On the Clockwork map**

>> No.8393108
File: 2.67 MB, 1696x953, file.png [View same] [iqdb] [saucenao] [google]
8393108

Gone are the days of TSPG. We're moving up, lads.

>> No.8393137
File: 581 KB, 1280x720, SUNDAY_NIGHT_SHITSHOW_43_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8393137

SUNDAY NIGHT SHITSHOW FAGGOTS! Tonight we're playing Hell Revealed with 3 life survival. Once again we're playing on Zandronum 3.0. Come kick some ass!
32.212.91.10:10666
32.212.91.10:10666
32.212.91.10:10666

>> No.8393138

>>8393083
>cfg files are fucky and changing them fucked with my game by crashing.
The config being in the first upload was a mistake. You can delete it.
Thanks for the review.

>> No.8393152

>>8393137
aww yeah lets go

>> No.8393234
File: 2.79 MB, 1920x1080, nut.png [View same] [iqdb] [saucenao] [google]
8393234

This wad is NUTS!

>> No.8393237

>>8392786
dive around with crouchjumps like you're Max Payne to throw off the shitscanners

>> No.8393310

>>8393137
OH NO

>> No.8393415

Anyone here know/remember "cyber dreams"? It was really wild for me when it came out, but I quit the doom community shortly thereafter and never knew if it had any impact.

>> No.8393420

We all know about brutal doom, smoothdoom, metadoom, colored hell, etc
What are some lesser known mods you wish more people knew about?

>> No.8393428

>>8393415
It was the first custom wad I ever played, which is a bit weird when I think about it. I don't know if it had too much impact on anything, but I always thought it was one of the best puzzle/gimmick wads the community's ever produced

>> No.8393436
File: 941 KB, 350x200, 2f0[1].gif [View same] [iqdb] [saucenao] [google]
8393436

>>8393137
RIP shitshow, you lived gay and died hard

>> No.8393439

Post mortem sucks so much ass it kills the server

>> No.8393450

As it turns out the SNS server is the host's desktop PC instead of a dedicated machine which is lol

>> No.8393454

>>8393137
Put up a quick tspg server if you'd like to continue, called " [TSPG] Sunday Night Shitshow #43: Dead and loving it". No survival, let's finish this shit
104.128.49.2:10778
104.128.49.2:10778
104.128.49.2:10778

>> No.8393456

>>8393454
oh yeah, it's zandronum alpha as a result. Get that shit

>> No.8393461

>>8393420
LTG

>> No.8393462

>>8393454
>>8393456
Don't worry, the old server isn't shitting the bed again.

>> No.8393465

>>8393428
Yeah

When I played it, I was really shocked, thinking "I'm not supposed to use weapons?". I wonder if it was actually very influential in some way on all the puzzle gameplay that came much later.

>> No.8393468

>>8393462
Oh okay. Ignore me

>> No.8393541
File: 536 KB, 1920x1080, Zandronum Screenshot 2021.12.05 - 19.05.49.42.png [View same] [iqdb] [saucenao] [google]
8393541

>>8393137

>> No.8393548
File: 534 KB, 1920x1080, Screenshot_Doom_20211205_200847.png [View same] [iqdb] [saucenao] [google]
8393548

>>8393137
Thanks for joining and sticking around.

>> No.8393559
File: 240 KB, 1920x1080, Zandronum Screenshot 2021.12.05 - 19.07.02.38.png [View same] [iqdb] [saucenao] [google]
8393559

>>8393548
Good fucking stuff. It's absolute kino that the last level name is Hell Revealed. I thought it was back then and I still think it is now.

>> No.8393560

>>8393548
It was fun, wehn's sunlust?

>> No.8393574
File: 818 KB, 1920x1080, Screenshot_Doom_20211205_170841.png [View same] [iqdb] [saucenao] [google]
8393574

>>8393548
deadass niggas stop shooting at the camera

>> No.8393618

>>8393420
Dead Marine, it's by the guy who did Smooth Doom. It makes everything feel extra chunky and I like its tacky HUD.

>> No.8393669

>>8393548
As promised I wrote a fanfiction of punchman raping macguffin for no reason. NSFW https://rentry.org/k8upx

>> No.8393673
File: 51 KB, 500x517, 1471956129464.png [View same] [iqdb] [saucenao] [google]
8393673

>>8393669

>> No.8393679

>>8393673
Hi kegan. How's the vic viper rifle going? Gradius is my shit and i'm really happy it's getting repped in your mod.

>> No.8393690
File: 133 KB, 1080x810, f6iXbSp1rulr5no1_1280.jpg [View same] [iqdb] [saucenao] [google]
8393690

>>8393679
I got the basic animations in for the primary fire. I'm probably going to recycle some sounds I made for Kustam's Sentinel Arms heavy cannon for the firing sound seeing as that uses a lot of Contra/Konami game sound effects.
Been dragging my feet as of late, I was in a shitty depressive slump for like two months, starting to bounce back.

I should stop using knight-based reaction images but I can't help myself.

>> No.8393738

>>8393415
Cyberdreams must have been an eternity ago, like that came out when I was a kid. I think it got a sequel, and there was also the tangentially similar Arch-Vile Jump.

>> No.8393780
File: 1.37 MB, 1920x1080, sggoesvrrr.png [View same] [iqdb] [saucenao] [google]
8393780

>>8393086
That was nowhere near as cheap or unfun as I was expecting. but having to vore the zombies at the start? holy shit.

>> No.8393784

>>8393780
That's an extremely unfortunate sentence.

>> No.8393798
File: 140 KB, 375x361, shamb_ohgod.png [View same] [iqdb] [saucenao] [google]
8393798

>>8393784

>> No.8393825

>>8393780
This makes me think of a Heretic or Hexen game if made on Idtech 2 or 3...

>> No.8393891
File: 162 KB, 1920x1080, 2021-12-06-04:15:56.png [View same] [iqdb] [saucenao] [google]
8393891

So who's the guy that maintains the /vr/ skin pack? I ported over Treasure Guy from Treasure Tech and i think it might be fun to have him be in the /vr/ skin pack (as long as people actually want him in ofc). He has his voice lines, crouching sprites and taunts (37 in total).

>> No.8393893

>>8390016
Are those supposed to be the robots from Super Metroid ?

>> No.8393894

>>8393891
Currently, I believe babby 32x or orange bomb maintain it. I can tell him right now.

>> No.8393898

>>8393891
give it to me

>> No.8393904
File: 485 KB, 1920x1080, Screenshot_Doom_20211206_042951.png [View same] [iqdb] [saucenao] [google]
8393904

>>8393898
https://files.catbox.moe/53stz0.wad
Here you go, this is my first time making something like this so i might've missed some obvious/important stuff. I just basically copied what the other skins were doing in the skinpack.

>> No.8393912

>>8393904
looks baller but missing death and gib frames, other than that it's perfect

>> No.8393921

>>8393912
Ah whoops, my B. I thought i copied everything. Let's call this v0.1 for now then, i'll look into it further another time.

>> No.8393929
File: 5 KB, 142x126, 2021-12-06-04:44:50.png [View same] [iqdb] [saucenao] [google]
8393929

>>8393921
Nvm i just took another look, turns out that just doesn't have gibbing animations. He does have this simple animation where he falls over (no blood). I think this gets used in treasure tech for both gibbing and dying.

>> No.8393934

>>8393921
don't worry, you didn't completely botch vrskins 3.9 and 4.0 into an unplayable mess like macguffin so it's ok

>> No.8393953

>>8393929
i'll fix that

>> No.8393970

>>8393825
So, like Hexen 2? Heretic 2?

>> No.8393986
File: 165 KB, 1920x1080, Screenshot_Doom_20211206_051150.png [View same] [iqdb] [saucenao] [google]
8393986

>>8393953
I just extended the death animation, it should cover the entire length of it now. I also just copied the death animation over to the gibbing animation. Idk if that was the fix you had in mind, if it is then hopefully i saved you some trouble.

https://files.catbox.moe/5fgg9c.wad

Gonna head off now, thanks for the help!

>> No.8393987

>>8392474
Thanks, runs well. Now, the music?

>> No.8393990

>>8381015
Finally, an intelligent post. Good job anon

>> No.8393991

>>8393986
mmm yes good

>> No.8393996
File: 1.56 MB, 1920x1080, 15936829626.png [View same] [iqdb] [saucenao] [google]
8393996

>>8393970
>>8393825
And why not Quake?

>> No.8394010

>>8392667
Yes. The idea is to fire at a cultist twice with the flares quickly, then back off and let them catch on fire.

>> No.8394029

>>8393137
Oh, of course I'm not around for slaughtershit.

>> No.8394090

>>8392747
Thank you.

>> No.8394107

>>8393548
https://www.youtube.com/watch?v=R2mQiFI6sS0

almost forgot about this, this is the unironic minecraft highschool shooting I mentioned during the shitshow

>> No.8394109

>>8381015
>ranger 6'5"
>doom 6'
>doomguy clearly taller
Is it like this in-game too, or is this just an issue with scaled art?

>> No.8394110

https://www.youtube.com/watch?v=tBl-lc_TB5g

>> No.8394123
File: 196 KB, 215x508, file.png [View same] [iqdb] [saucenao] [google]
8394123

>>8394109
Doomguy has a shameful secret
>>8394107
You can stop namefagging now, especially if you're gonna make posts like this.

>> No.8394128

>>8394123
Unf. shut the fuck up I forgot the name was still on

>> No.8394134

>>8394110
>GVMERS
get real

>> No.8394149

>>8392786
Play the game on Lightly Broiled and you can run around like normal fps's without instantly dying to cultists. Do pitchfork start saveless if you think you're missing out by lowering the difficulty. Saveless pitchfork starts on LB are easier than Well Done IMO

>> No.8394156
File: 122 KB, 400x378, Let's look in this closet.png [View same] [iqdb] [saucenao] [google]
8394156

So, we've discussed 94 Protons Of /vr/, and I've got some ideas for it:

>Before we get started, everyone who is interested in contributing a map sits down and plays through Plutonia as to refresh our memories, we'll give ourselves a week or so to do that.
>Plutonia as iwad (obviously), we'll gather some of the useful new textures and flats from PL2 and PRCP, and add a couple of our own which fits the aesthetic.
>Given the style of the original Plutonia, we should focus on maps which aren't that big in size, and which can be finished quickly, sticking to a rough 2048x2048 space isn't mandatory, but it's a helpful guideline.
>However, there were also a couple of longer maps in Plutonia, so we can have a few.

>Using either MBF21 or Limit Removing as our target, we can use UMAPINFO and divide up the maps up into episodes, say 5 to 10 maps per episode (we don't need to put together 32 if we don't have the steam for it), with some vague goal aesthetics for each episode.
>We can also have secret exits and maps at our leisure, so we'll have one secret level per episode, maybe two, depending on how many people are interested (perhaps these could be the longer and more drawn out maps, maybe someone wants to make a classic slaughtermap like Go 2 It).
>Every level but E1M1, E2M1, and E3M1 starts with the classic Plutonia warp pad.
>Every level but the last of an episode ends with the same warp pad.
>Optionally we spruce up the warp pad and give it special textures to make it look more nifty.
>Balanced for UV, but we do reduce intensity and give more resources for lower skills
>Potentially each level always starts and ends with a medkit near the warp pad on Easy skill levels, to assist newbies playing progressively, downgrading to stimpaks on Medium, and no such extra help at all on Hard
I think also we can be more permissive with timeframe. I feel that spring 2022 could be a nice time to start it.

Thoughts?

>> No.8394161

>>8394156
>>Before we get started, everyone who is interested in contributing a map sits down and plays through Plutonia as to refresh our memories, we'll give ourselves a week or so to do that.
Can I do it with HND?

>> No.8394167

>>8394161
HND?

>> No.8394175

>>8394167
Tall Midday Nomad

>> No.8394183

>>8394175
I'm not understanding you.

>> No.8394201

>>8394183
He means High Noon Drifter.

>> No.8394246

>>8393461
do you kill enemies by banning them?

>> No.8394248
File: 91 KB, 640x480, shamb.gif [View same] [iqdb] [saucenao] [google]
8394248

>>8394246

>> No.8394250

>>8394156
>Balanced for UV, but we do reduce intensity and give more resources for lower skills
I think we should follow the same design process Dario did for his maps. Design around HMP, and make UV hard enough until it's a challenge for himself. Of course, everyone has a different metric, but I think it would help us nail similar results.

>> No.8394297

>>8394250
>I think we should follow the same design process Dario did for his maps. Design around HMP, and make UV hard enough until it's a challenge for himself
I already do this by making UV hard for myself.

>> No.8394381

>>8393420
Bullet-eye before it started turning into looter-shooter.

>> No.8394384

>>8394381
That mod desperately needs to find its identity and then it needs to be streamlined to hell and back.

>> No.8394386

>>8394161
>>8394201
Oh. I guess.

>> No.8394403

>>8394381
>>8394384
Someone posted a webm of it a thread or two ago and it seemed like a completely different mod than what I downloaded. Good thing I keep backups.

>> No.8394421

>>8393420
Solace Dreams

>> No.8394430

>>8394156
I'm down but why wait until spring?
>>8394297
Yeah, same. Let's not create some weird balancing thing where we make UV so hard it's barely possible for ourselves. At that point you can't tell if your deaths were your own fault or if you've created an unfair fight.

>> No.8394442

>>8387247
>sees a happy merchant on the tv
yeah im sold

>> No.8394462

>>8394430
>but why wait until spring?
Because I need to get some shit in order in my life, mainly. But maybe spring is late.

Another idea I want to feel for is staging the entire thing, ergo we do it one episode at a time, spending like a month or two on each. Is this something you guys think could work?

>> No.8394493

post doom and quake memes

>> No.8394520
File: 127 KB, 636x480, 1590640992684.png [View same] [iqdb] [saucenao] [google]
8394520

>>8394493

>> No.8394523

>>8394520
Good meme, I approve.

>> No.8394549
File: 76 KB, 640x889, 38bbb4735f983079cf6ce3487d9e15cf.jpg [View same] [iqdb] [saucenao] [google]
8394549

Anybody got an installer for "Space Bunnies Must Die"? I hate fuckin' with ISOs.

>> No.8394571

>>8378329
TFE version 0.8 - Cutscenes and In-Game UI Release
https://www.doomworld.com/forum/topic/114497-the-force-engine-jedi-engine-portreplacement/?do=findComment&comment=2423760

>> No.8394720
File: 1.37 MB, 1920x1080, Screenshot (218).png [View same] [iqdb] [saucenao] [google]
8394720

downloaded violent rumble 1.00.2 from moddb
using it with qss latest dev build (nov 14)

what's happening to my hud?

>> No.8394756

>>8394720
Well that shouldn't be happening... I even just upgraded to the same QSS version and still don't have that issue.
Are you on Linux? Have you tried launching the mod directly via bat file or shortcut?

>> No.8394762

>>8394756
I usually convert large pak files to pk3 archives (by extracting them with pakexplorer and zipping them with 7zip) in order to save some space
in doing so, something might have been corrupted..
the issue is not present when using the original pak archive

>> No.8394769

>>8394720
I'm more interested in the flames being upside-down. what the fuck?

>> No.8394779

>>8394762
Strange. Glad you figured it out.

>>8394769
Well that's cursed.

>> No.8394834
File: 2.85 MB, 480x358, 2021-12-06 16-17-18.webm [View same] [iqdb] [saucenao] [google]
8394834

E1M8 mapping is doing well. Now I just need to put in monsters and corpses.

>> No.8394882

>>8394462
No. We'd have to cut off potential mappers after the ten slots are claimed, then only four of those maps are gonna be submitted anyways.

>> No.8394915

>>8394882
>We'd have to cut off potential mappers after the ten slots are claimed
We wouldn't actually have to stick to any kind of hard number, is the thing, E1 could be 8 maps, E2 could be 5, E3 could be 6 maps. We could also have maps as secret maps, optionally if one episode gets more maps than the others, the episode could be divided up into two (short) paths or something, so maybe there's a progression of E2M1, E2M2A + E2M3A, as well as E2M2B + E2M3B, both paths converging on E2M4, and it depends on which exit you took in E2M1.

We really have lots of possibilities.

>> No.8394924

>>8390724
>released
>I didn't get around to do some tiny fixes on my map
There's gonna be hotfixes, right?

>> No.8394991
File: 2.73 MB, 853x480, rbb_litwat.webm [View same] [iqdb] [saucenao] [google]
8394991

QuakeSpasm got updated to 0.94.3 for horde mode compat: https://sourceforge.net/projects/quakespasm/
and here are some updated builds of custom QS with lightmapped water and fixed physics: https://mega.nz/file/0WphSYIT#LDeKr8225Y3AN3fALMiU9cNIfpX1YT_-ubPs5XVkm8M

>> No.8395024

>>8394834
Wouldn't rockets trivialize a fight against Barons?

>> No.8395036

>>8395024
The map is not supposed to be very hard to begin with, but also there's mobility issues and escort. Right now there's cacos flying in, but I will also experiment with mix of other monsters.
Terrain also adds a challenge being a ring of safety in a nukage pit. And there's a large number of barons.

>> No.8395073

>>8378328
>4CHAN DOSPACK + Win98 games (pre-configured):
>https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA
ion fury v2 is out, must be updated in the collection

>> No.8395158

>>8392786
honestly anon you just play like shit

>> No.8395347

>>8394991
I wish mainstream QS would implement lit water. Such a subtle but nice-looking effect.

>> No.8395446

Force Engine 0.8 release

>SOFTWARE renderer
>High resolutions available
>Wide screen
>Fully playable from start to finish
>0.8 includes all cutscenes and working PDA

0.9 will work on the music and 1.0 will be bug fixes and little tidying up. But 0.8 seems to be perfect for playing the game.

It's finally here bros.

>> No.8395513

>>8393420
babel, though sadly the creator up and vanished and had terminal autism so he refused to post it anywhere but here
still a good mod though

>> No.8395520

>>8395446
Can you choose the difficulty?
>>8395513
It's my favorite

>> No.8395532

>>8394991
>QuakeSpasm got updated to 0.94.3 for horde mode compat
Very unexpected and amazing. Kexport runs and feels awkward to use despite me having no issues with things like Eternal or other Quakeports.

>> No.8395654

>>8394991
And doesn't seem to be able to change fov from 90.
No idea why.

>> No.8395668

>>8393780
You can nab the RL on the start map, has just enough ammo for the zombies after rocket jumping to the nightmare skill gate.
>>8394779
The axe start impulse 35 doesn't seem to work, running QS 0.93.2 dunno why, is QSS only?

>> No.8395683

>>8395654
idk, works for me. both with fov_adapt and without.

>> No.8395708

How the hell do you beat E1M3 in Duke Nukem 3D? I'm getting my shit kicked in by the space boars with shotguns, I can't outkick them fast enough

>> No.8395792

>>8395708
You only need to kill one to get your pistol in the little side room. And if you're lucky maybe even a shotgun drop from the first pigcop.

Then just peek and shoot and hide behind cover again before you get shot. Peek and shoot

>> No.8395858

>No new thread
Do I have to do everything myself here?

>> No.8395869
File: 145 KB, 300x375, 1600369044471.gif [View same] [iqdb] [saucenao] [google]
8395869

>>8393780
>>8395668
>You can nab the RL on the start map
Ooooh

>> No.8395870

>>8394991
I pasted my gamedirs over and ran my VR submissions. The water looks leagues better.

>> No.8395879

>>8395513
Didn't he host the mod on neocities or something?

>> No.8395890

>>8395879
Yeup.
https://babel-mod.neocities.org/
I assumed it at least had a Doomworld/ZDoom thread, didn't realize it was just through here.

>> No.8395913

NEW THREAD
>>8395904
>>8395904
>>8395904

>> No.8396000

>>8395890
considering the guy has stated multiple times that he doesn't want to interact with them, I'm not surprised

>> No.8396031

>>8396000
That's fair, especially with the shitshows both have had as of late.

>> No.8396034

>>8396031
they've been all shitshow for about as long as I've cared about doom, have they gotten worse recently? I haven't really been paying attention