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/vr/ - Retro Games


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8558210 No.8558210 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8546682

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://mediafire.com/file/wuniyrhsjjgq4y8
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
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.8558213

=== CURRENT RELEASES ===
VIOLENT RUMBLE
Download it here
https://www.nexusmods.com/quake/mods/7
https://www.moddb.com/mods/violent-rumble

AD MORTEM
Beta thread
https://www.doomworld.com/forum/topic/125461
Current release
https://drive.google.com/file/d/18le6ho89YT_myg8CiUUk2mw1439zPyyJ/view

=== NEWS ===
[01-23] EXODUS for doom released
https://youtu.be/YI6EV7_cv6I

[01-23] GZDoom engine FPS Mala Petaka demo released
https://youtu.be/SHK3Iv71jpY

[01-22] Blood 2 developer disc found
https://twitter.com/benmcoleman/status/1483182402847473665

[01-21] ROTT Remaster delayed to this year, now being published by Apogee
https://www.gamespress.com/en-US/Apogee-Entertainment-Publishing-Rise-of-the-Triad-Remastered-on-PC-Con

[01-18] Microsoft has acquired Activision Blizzard and now owns Heretic and Hexen, among others

[01-17] Laser Justice, a classic shmup inspired mod for Doom
https://forum.zdoom.org/viewtopic.php?f=43&t=74458

[01-15] E[X]tended Mapedit for Blood released
https://twitter.com/BloodHispano/status/1482438772285489164

[01-14] RC1 of PRCP2 has been released
https://www.doomworld.com/forum/topic/119628

[01-13] OCCULA.WAD, new slaughter mapset by bemused and tourniquet
https://www.doomworld.com/forum/topic/126833

[01-12] FutureShock32 back in development
>>8512626

[01-10] Func_msgboard announces a new jam. Theme: AI. Deadline, February 10th
https://www.celephais.net/board/view_thread.php?id=62137

[01-04] Doom It Yourself - looking for mappers (MBF21, color limits)
https://www.doomworld.com/forum/topic/126692

[01-03] Shades of Azure - 12 short, blue maps
https://www.doomworld.com/forum/topic/126633

[01-02] Half-Life ray traced in development by the author of Serious Sam ray traced
https://youtu.be/SsteDE8h6jc

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8558220

Someone should really port some of the guns from the Resistance series into doom. They're very fun and unique guns

>> No.8558296

>>8558210
"DEMONS could be here" he thought, "I've never been in this map before. There could be DEMONS anywhere." The cool wind felt good against his exposed abs. "I HATE DEMONS." he thought. The Imp's Song reverberated the entire map, making it pulsate even as the Berserk pack circulated through his powerful thick veins and washed away his (merited) fear of chaingunners. "With a shotgun, you can frag anywhere you want" he said to himself, out loud.

>> No.8558359
File: 2.55 MB, 500x483, 1633471724263.gif [View same] [iqdb] [saucenao] [google]
8558359

What's a good mega wad to use with la tailor girl?

>> No.8558374

>>8558359
Kama Sutra i guess?

>> No.8558389

Are there any greatest hits mega wads out there, that take a bunch of great single maps and fill some episodes with them? I don't like playing single maps.

>> No.8558413

>>8551640 #
I was legitimately amazed at how much better pistol starting felt when I tried it for Plutonia. Doom, until then, just felt like a bit of a slog and a monotonous shoot gallery once you get all the guns. Running pistol start made me realise just how much effort and design goes into any given map. It makes each map feel like a true journey, with the timings and flows conducted by an artist. Pistol start is truly the only way to play. (reposting to spread the word of God (pistol starting))

>> No.8558419

>>8558389
There was something like that in 1994 - wadpak1a, wadpak2, wadpak3. Not megawads, but episode replacements though.

>> No.8558451

>>8558419
What's the difference?

>> No.8558460

>>8558451
t. John Romero

>> No.8558480

>>8558359
Scythe 2, it was balanced around it

>> No.8558565

>>8558413
Pistol starting is good, but continuous works in its own way as a journey, making it truly feel like a long trek from map to map.
I think actually that truly, episodic division was a pretty important part of this, because it forced your inventory to reset even if playing continuously, so you were never carrying as much as 20+ levels of gears with you.

With episodic division, you can actually balance for continuous play easier, because there's far less shit to keep track of. Trying to balance any kind of gear and monster progression at all for 30+ maps is hopeless, but 10 maps or less, maybe even as little as 5, means you could actually do it.

tl;dr Doom 2 getting rid of the episodic structure was a mistake.

>> No.8558585

>>8558389
Heroes series is this. but keep in mind that those maps are from 1994-1995.
Doomworld Mega Project series is also like that, though most of the maps was made for the projects specifically. They still varied greatly, and it feels like you just playing random maps from /idgames. DWMP 2016 is the best, try it.

>> No.8558772
File: 457 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8558772

>> No.8558786

>>8558210
Im an idiot, whats this a reference to?

>> No.8558801
File: 291 KB, 961x1280, gas.jpg [View same] [iqdb] [saucenao] [google]
8558801

>>8558786
Literature.

>> No.8558825

>>8558772
For the next word cloud: Nigger nigger piccolo dick nigger nigger piccolo dick nigger nigger piccolo dick

>> No.8558828

Any good weapon pack with weapons from Doom Eternal ?

>> No.8558838

>>8558772
>played mod rocket blind lost
Never give icarus explosives

>> No.8558850
File: 36 KB, 630x81, Screenshot 2022-01-25 at 08-02-00 1643121515310 png (PNG Image, 1024 × 1024 pixels) — Scaled (93%).png [View same] [iqdb] [saucenao] [google]
8558850

>>8558772

>> No.8558860

>>8558772
>mancubian champions

>> No.8558861

>>8558828
Play Slayer's Testamens, it's a Quake mod though.

>> No.8558873

>>8558861
* Slayer's Testaments
https://www.youtube.com/watch?v=dJP79aLxRi8

>> No.8558884

>>8558861
Guess that will do. I'm not the biggest fan of Doom Eternal's Map design. But I would be very happy with a wad that got it's influence from Urdak's visual style.

>> No.8558972

>>8558801
This is perfect. lol

>> No.8559003
File: 688 KB, 600x704, wolfey.png [View same] [iqdb] [saucenao] [google]
8559003

>>8558772
faster long fun great quake
duke seems 3d feel hard kill stuff
/vr/ fight around blood weapons
anyway faggot
faggot
faggot
faggot
faggot

>> No.8559031

>>8558772
>Need kill stuff
>Effect deadly lol
>Jaguar starts completely
>Recommend palette fighting
>Regular zombie working textures
>Last true flesh
>Plutonia enemies

>> No.8559038
File: 92 KB, 360x450, Bild_2022-01-25_164923.png [View same] [iqdb] [saucenao] [google]
8559038

>>8559003
GUTEN TACH!
Let's make this a /vr/ fight around Wolfenstein thread instead.

>> No.8559072
File: 103 KB, 1280x720, rtd.jpg [View same] [iqdb] [saucenao] [google]
8559072

>>8559038
Mein Lieben!

>> No.8559283

>>8559072
I just learned that Blades of Agony is done since last year? Gotta give that a second go i guess.

>> No.8559430
File: 2.69 MB, 1280x720, ritual.webm [View same] [iqdb] [saucenao] [google]
8559430

>>8558210

>> No.8559431
File: 261 KB, 800x1145, 191291-heavy-barrel-nes-front-cover.jpg [View same] [iqdb] [saucenao] [google]
8559431

How would you feel about a map balanced around chaingun usage (ie containing no shotguns) for an introductory level?

>> No.8559453

>>8559431
Could be boring in vanilla. Chaingun is a fine weapon but considering the health of Doom's roster killing things turns into just slightly strafing while holding fire for 10+ seconds.

>> No.8559472
File: 113 KB, 1280x720, steelforce.jpg [View same] [iqdb] [saucenao] [google]
8559472

>>8559453
The idea would be hordes of possessed humans, chaingunners, and imps, and probably an early berserk pack or chainsaw for pinkies. The concept being that you're tearing through the level holding down the fire button, cutting them down like a lawnmower.

I don't know, I've always preferred killing huge numbers of weak enemies to taking extended amounts of time to fight stronger ones. I wouldn't mind trying to make the slot4 weapon a bit more exciting/punchy than the base chaingun though.

>> No.8559478

Vanilla chaingun sounds so weak and unsatisfying for mowing through weak enemies though. Now the Doom 64 chaingun on the other hand...

>> No.8559492

>>8559431
Give me a map about firing chaingun and never stopping.

>> No.8559517

>>8559430
What wad?

>> No.8559521

>>8559431
Since playing Fortress of Bullets in TNT Revilution I want chaingun focused maps. I say go 4 it

>> No.8559526

>>8559431
Idea so good I prescribed it twice in my community projects.

>> No.8559637
File: 93 KB, 600x507, 158.png [View same] [iqdb] [saucenao] [google]
8559637

I'm currently going through each individual level in the commercial wads (Ultimate Doom, Doom 2, TNT, Plutona). Each level is done pistol start, Ultra Violence, and with no saving. Although I've been playing Doom for 25 years, I have a new found appreciation for these maps. The design choices and level layouts make a lot more sense when you're not carrying over your weapons and armor from the previous level.

Those additional paths that are seemingly there to pad the level size and waste your time? Their true purpose can be seen when you're out of ammo and running around with fists. That green armor that's probably ignored since you still have blue armor from the last level? Now it's a life saver.

Also recording .lmp files for each level completed, both the successes and bloopers.

>> No.8559710

>>8559637
Good on you anon. Enjoy your new found fun in base Doom.
E4M2 is a bitch tho. Enjoy shotgunning some cacos.

>> No.8559715

The new serious sam expansion came out today. It's pretty cool if you ask me.

>> No.8559723

>>8559715
i'll be sure to buy it when i have a supercomputer and it's on sale for 5 bucks

>> No.8559736

>>8559723
Same here. Would love to play Serious Sam 4, but everything above Sam 3 is to much for my old machine.

>> No.8559737

>>8559430
saw this on twitter but where did you find this higher quality version?

>> No.8559802

>>8559637
i hate when levels are tight on ammo.

>> No.8559826

>>8559802
Plutonia felt good about this on pistol starts, it doesn’t overload you like continuous play and it doesn’t strain you like some of 2’s pistol starts.

>> No.8559876

>>8558389
a2rob's wad, I dont remember what it was called, but it just compiled new maps made for it specifically with maps from previous community projects

>> No.8559883

>>8557289
Serious Sam

>> No.8559884

>>8559876
You're thinking of Donuts

>> No.8559887

>>8558772
>another faggot
Hffm sequel needed

>> No.8559898
File: 504 KB, 769x898, Rocketeer_SS1.png [View same] [iqdb] [saucenao] [google]
8559898

>>8559883
>every enemy should be capable of killing you in a reasonable amount of time, even low health fodder

>> No.8559930

>>8559883
>>8559898
Also the shotguns really don't work well in huge fights.

>> No.8560027
File: 279 KB, 527x480, Bild_2022-01-25_215620.png [View same] [iqdb] [saucenao] [google]
8560027

>>8559883
In the best Sam Game, yes.

>> No.8560031

What for you is the most defining map of Doom II? For me it's suburbs. Not my favorite but it's the first map that comes to mind when I think of Doom II

>> No.8560037

>>8560031
Dead Simple

>> No.8560039

>>8560031
Underhalls or Tenements.

>> No.8560073

>>8560031
Suburbs is a good choice. For me its Refueling Base. Uses the same song tok, “The Demon’s Dead” is peak ‘Doom 2’ for me.

>> No.8560180

>>8560031
Probably Industrial Zone

>> No.8560189

>>8560031
>First map you think of when it comes to Doom II
The Pit. Annoying, gimmicky, unfun, cramped and shitty. Just like the rest of the game.
Doom I had better levels, and it stops being fun in episode 3

>> No.8560194

>>8560189
>and it stops being fun in episode 3
Confirmed for never having played The Ultimate Doom

>> No.8560195

>>8560189
Episode 3 redeems itself with its secret level that makes you think you restarted the whole episode, and then it reveals itself to be a trap.

>> No.8560208

When making conveyor belts for spawning enemies and voodoo doll shenanigans are there any "rules" I should follow to reduce errors from the off chance that linedefs might get skipped?

>> No.8560223

>>8560208
Use redundant teleport lines on/near the end of the conveyor path that reset the things back to where they started in case something goes wrong on the first pass.

>> No.8560247

>>8560223
Yeah I was thinking about that. Also one time I was watching somebody else map and they had made all the teleporter linedefs diagonally on their conveyors. Is that just a quirk of the mapper or does it help in some way?

>> No.8560272

>>8559930
He said:
>every weapon should be useful, for reasons other than having separate ammo pools
I haven't played Serious Sam all that much but if there is some use for the shotgun outside of huge fights then it still fits.

>> No.8560273

>>8560194
Thy Flesh Consumed really made me appreciate Inferno, and its looks. There’s fun fights and levels in e4 but it is very samey, almost bland. My favorite level wasn’t by any of the idsoft guys but the one from Dr. Sleep.

>> No.8560280

>>8560272
Yeah I jumped the gun too soon with that.

>> No.8560302

>>8560247
I have seen this in levels, but I have always wondered if there's any actually practical reason for it.

>> No.8560442
File: 487 KB, 1280x1024, TNT29-noHUD.png [View same] [iqdb] [saucenao] [google]
8560442

Name a harder TNT map for UV Max Pistol Start.
You can't.

>> No.8560452

>>8560442
I remember struggling with the Mill the most.

>> No.8560461

>>8560452
Mill has enough ammo unlike this

>> No.8560529

>>8558359
love to look at big tit and pull me mickey

>> No.8560532
File: 144 KB, 535x800, 46db6cc57004e57a23fc7e8770dd1c44.jpg [View same] [iqdb] [saucenao] [google]
8560532

What should I read before I start making Doom levels? Which mistakes to avoid and so on.

>> No.8560536

>>8560532
https://doomwiki.org/wiki/Editing_tutorials
https://doomwiki.org/wiki/Tips_for_creating_good_WADs

>> No.8560540
File: 160 KB, 974x625, 1597966615716.png [View same] [iqdb] [saucenao] [google]
8560540

>>8560529

>> No.8560564

Why are sonic furries the only ones that can program in a proper internal server browser that just works? Why are other sourceports lacking so hard?

>> No.8560572

>>8560564
I think a lot of that work was already done by Doom Legacy, which really doesn't make any of the ports that lack it look any better.

>> No.8560986
File: 146 KB, 856x1024, 1544741201157.jpg [View same] [iqdb] [saucenao] [google]
8560986

>>8558772
>duke seems 3d

you don't say???

>> No.8561253

>>8560247
This is just conjecture, but I think it's because the monster will take longer to pass the teleporting linedef, so if the teleport destination is blocked the diagonal linedef will get a few more tics to attempt to teleport. Also diagonal linedefs can make it impossible to do linedef skips but I don't think that monsters can move fast enough for those

>> No.8561496
File: 5 KB, 193x52, file.png [View same] [iqdb] [saucenao] [google]
8561496

>>8558772
What are some good kill stuff maps?

>> No.8561509

>>8558772
>based keen

>> No.8561514
File: 41 KB, 800x450, oogaboogaaa.jpg [View same] [iqdb] [saucenao] [google]
8561514

>>8561496
>download wad
>it kill stuff map instead of use stuff map

>> No.8561529

>>8558772
>hate bug
>chaingunners community
>half-life possibly filtered earth
>remember nudoom besides retarded words

>> No.8561538

is it taboo to use ports of doom that fix broken enemies? like the spectres in Map17 tenements?

>> No.8561572

Finished each TNT map on UV Max pistol start.
What do i win?

>> No.8561580

>>8561538
No

>> No.8561607
File: 53 KB, 1539x658, 1622703731332.png [View same] [iqdb] [saucenao] [google]
8561607

Finally made some progress again on my DIY entry. This is the last room so now it's all about balancing monsters and ammo at this point.

>> No.8561612

>>8561607
looks great. DIY seems so cool

do you like the monster sprites?

>> No.8561616

>>8561612
they're okay

>> No.8561629

We're testing a gameplay mod on the FNF/SNS server, you can join us if you want at 51.161.34.159:10666, name is "/vr/ Waiting Room"

>> No.8561646

Why no Nightmare Pacifist category?

>> No.8561649
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8561649

>>8558210
working on my first singleplayer level. any tips for making a good "town" sort of environment? think Doom City in a way.

>> No.8561658

>>8561629
Testing results: It crashes. Server down.

>> No.8561663

>>8561629
>>8561658
What exactly was the gameplay mod anyway?

>> No.8561664

>>8561663
IkaDoom. It was fun while it lasted.

>> No.8561750

>"Speedrun"
https://m.youtube.com/watch?v=SVLUsce3OVE&list=PLTmV4zpWzC8kxd24Zf98n2q-2AjGjTvlJ&index=31

>> No.8561767

https://www.youtube.com/watch?v=d5_BB_QdY-I

>> No.8561807

>>8561649
Look at how thief does it, rather than how towns are logically built.

>> No.8561810
File: 741 KB, 828x610, file.png [View same] [iqdb] [saucenao] [google]
8561810

>>8561807
i'm going for a sort of "desert country town" look

>> No.8561812
File: 446 KB, 499x408, 1481446193612.gif [View same] [iqdb] [saucenao] [google]
8561812

Will people bully me if I post my first map for feedback?

>> No.8561863

>>8558850
A wad for /vr/ projects' leftovers?

>> No.8561881

Does UT2004 work on modern PCs? I see there's a GOG version. Does it still have a multiplayer scene?

>> No.8561893

>>8561881
There was a launch crash under Win10, dunno if it's still a thing. Fix is either to switch to OpenGL or open the .ini file in the system folder and replace the True with False on Reducemouselag=. Win10 doesn't or didn't like its lag reduction method.

>> No.8561914

>>8561881
Installed it last week, seems to work OK, at least in windowed mode
on my machine it cuts some of the image off when in full screen 2560x1440

>> No.8561923

>>8559072
MEIN HYMEN!

>> No.8561937
File: 15 KB, 112x112, spurdothink.png [View same] [iqdb] [saucenao] [google]
8561937

>>8559431

>> No.8561976

>>8558210
Worst art for that game I've ever seen

>> No.8561995

>>8560442
Heck, if playing Last Man Standing multiplayer coop. The Cyberdemons at the start will just rapify you over and over, with no way to avoid it.

>> No.8562001

>>8560532
Test on target ports, it's not enough to just test on GzDoom (but you should do that too, just to see what it's like).
Also, if you ever do a door or barrier which is made up of multiple individual bars/columns, I strongly insist that you merge every single bar/column sector that makes up that door (as long as they have the same starting heights and target heights), because otherwise when playing in vanilla or Boom ports, the door is going to be loud as FUCK.

>> No.8562005
File: 175 KB, 637x743, final doom box.jpg [View same] [iqdb] [saucenao] [google]
8562005

>>8561572
My appreciation.
Now give this a listen:
https://youtu.be/MTBi5mBhw7k

>> No.8562021

>>8561937
I'm making one right now.

>> No.8562031

>>8562021
I should do so too.

>> No.8562036

Help guys I reached M10 in Doom 2 and there is no fucking ammo. I literally have to use the chainsaw against the huge enemies and the game provides zero ammo. WTF do I do except cheat ?

>> No.8562043

>>8562036
Refueling Base is one of the worst stages in Doom II. It doesn't get much better afterwards, but it doesn't get as bad either.

>> No.8562054

>>8562036
Look for secrets, iirk there is a non-marked secret right at the start with SG and some ammo.

>> No.8562065

>>8559637
I've been doing this, Anon. Additionally with fast monsters for the commercial WADs and it has been tons of fun. Might record them and put on Youtube for my own record of beating DOOM wads, but honestly who'd watch that?

>> No.8562070

playing doom with a trackball takes some getting used to god damn I think I might just buy a cheapo mouse for this instead

>> No.8562071
File: 432 KB, 1915x1191, d.jpg [View same] [iqdb] [saucenao] [google]
8562071

I'm retarded. How do I get this secret in map03 of Ad Mortem? Even looking at it in DoomBuilder did not help.

>> No.8562073

is it just me or is brutal doom just a shit version of the good game

>> No.8562089

>>8562071
Hug the wall to your left as the lift goes down, you can see a tiny ledge.
I made it a little more obvious with a brighter flat on the ledge but the project lead's gone AWOL and I don't think he added that update.

>> No.8562097

>>8562089
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
Thank you

>> No.8562119

Are there any Heretic/ Hexen wads using Hexen 2/ Heretic 2 textures apart from Kaiser's hub for Hexen?

>> No.8562127
File: 177 KB, 499x396, 1409135348906.jpg [View same] [iqdb] [saucenao] [google]
8562127

>> No.8562129
File: 175 KB, 1632x960, zdoom_althud_revamp_by_human_groveback-d8k7un8.png [View same] [iqdb] [saucenao] [google]
8562129

>> No.8562132
File: 61 KB, 493x1326, level design.png [View same] [iqdb] [saucenao] [google]
8562132

>> No.8562161

>>8561812
You mean here? I mean yeah probably but everyone is anonymous so who cares

>> No.8562238

>>8561812
yeah, but we'll bully you regardless so you might as well post it

>> No.8562247

>>8562070
Never saw the appeal in trackballs either. Modern ports of Doom, sourceports and official, have pretty nice mouse support and let you play without the mousewalking.

>> No.8562272

Anyone here knows how MF2_FULLVOLSOUNDS from mbf21 works? Im wondering if you could make ambient sounds like in Ad mortem but make them audible in the whole map - a sound of thunder for example

>> No.8562281

>>8562247
Steam controller’s trackpad is really fun, the most fun I’ve had with the game outside of keyboard and mouse. Standard analog stick turning is really boring, it feels worse than playing with keyboard only.

>> No.8562291

>>8561863
It's called 2048 Extra

>> No.8562370

>>8562119
A better question would be; are there any Heretic/ Hexen wads?

>> No.8562395

>>8561812
Beginners have posted maps here for /vr/ community wads and they have improved massively after feedback.

>> No.8562402

>>8561812
post it, people will play it and bully but also find good sides of it and help you improve it, its a win win scenario

>> No.8562452

>>8562247
I use a trackball for work related shit, they're really nice for tab target mmos too

>> No.8562478
File: 13 KB, 440x144, tekgame.png [View same] [iqdb] [saucenao] [google]
8562478

William Shatner's TekWar does have vertical mouse aiming if you're not a YouTuber who runs NOVERT without realizing it, but of course it's hardwired to inverted controls (positive mouse Y coordinate = raised horizon = lowered view).

>> No.8562491

>>8562073
It's not even a version of game, but one of dozens gameplay mods. Not great, not terrible.

>> No.8562503

>>8562073
You need to make maps accommodating BD.
If you run it on vanilla levels, of course it is going to feel shitty.

>> No.8562534

>>8561810
I would still butt the buildings up against each other a bit more than is realistic, leave the main road. But you do you.

>> No.8562548
File: 52 KB, 700x700, C243741A-71D3-4264-A631-C74712AAA77A.jpg [View same] [iqdb] [saucenao] [google]
8562548

>>8562491
>Chernobyl but it’s about a system bricking because of loading BD with too many mods

>> No.8562564

>>8562548
>it was never a reactor meltdown, having BD loaded just spawned a bunch of Revanents that ended up radiating all of Chernobyl

>> No.8562567

>>8558772
>crowd remaster
nuts.wad HD 4k raytraced release confirmed

>> No.8562587
File: 1.83 MB, 640x298, D21C443F-E831-4644-A14A-7CA9C5C943DF.gif [View same] [iqdb] [saucenao] [google]
8562587

>>8562564
>”I-I haven’t reviewed the mod order, we just-“

>> No.8562605

>>8562503
Ironic how the few Mark maps I’ve tried translated very well for Hideous Destructor.

>> No.8562691

>>8562503
How many wads out there are made explicitly to be played with a particular mod?
I'm tired of trying to play wads made mostly for vanilla Doom with mods, hoping that they fit together well.

>> No.8562850

>>8561995
It's been done
https://youtube.com/watch?v=ZM4QsSo-Ru4

>> No.8562851

>>8562036
Git gud
>>8562043
You mean best stages

>> No.8562857
File: 974 KB, 750x600, bone1.gif [View same] [iqdb] [saucenao] [google]
8562857

>>8562548
>CherBoneyl

>> No.8562924

>>8562857
Cyberdemon - Actual progress
This entire gif - memes

>> No.8563024

>>8562548
>3.6 gigabytes of RAM, not great, not terrible.

>> No.8563032

What are some levels that uses immortal monster turrets (Either through hidden arch-vile nearby, or just a big closet that is unfeasible to clean out) well?

>> No.8563038

>>8563032
Ancient Aliens did this a lot, very fun stuff.

>> No.8563103

>>8563032
Plutonia map 27
>b-b-but you can kill the Archvile resurrecting the chaingunner with almost 50 rockets splash damage
Fuck off.

>> No.8563124

>>8563032
The Mucus Flow has an absurd amount of chaingunner towers that you're not supposed to fight directly (there's a secret that thankfully crushes all the reinforcements, however)

>> No.8563163

>>8563103
The Twilight uses a similar trick, but later in the level crushers get activated to kill the viles so it’s not an “immortal” example.
I suppose the ones in Ancient Aliens aren’t “immortal” as well.

>> No.8563164
File: 430 KB, 1000x500, file.png [View same] [iqdb] [saucenao] [google]
8563164

unforgivable

>> No.8563193

Newfag here consulting your Doom guide. What's the difference between megawads and level packs? Just the fact that megawads have more maps?

>> No.8563197

>>8563193
Yes, pretty much.

>> No.8563202

>>8558210
Is there a mod for Doom that makes enemies walk around instead of standing still until they spot you?

>> No.8563212

>>8563193
A megawad by definition has 18 or more levels, but most of them listed in the OP have 32.

>> No.8563229

>>8563193
Megawad generally means 32 levels or more.

>> No.8563246

>Fast forward to 2014, when the original Apogee was sold to Interceptor Entertainment (now known as Slipgate) and moved the headquarters from Texas to Denmark. That is how it was presented to the public, but legally, “Apogee Software Ltd (dba 3D Realms)” was sold to “SDN Invest ApS” – a holding company that itself was owned by another holding company (MDN Holding ApS) who also owns Interceptor/Slipgate. The holding company is owned by the same people that run both 3D Realms and Slipgate, so this is similar to what Scott & George did years ago with “Action Entertainment Inc” (which is still legally in play, btw). Somewhere between the original purchase and now, The “SDN Invest ApS” holding company was shifted to a newer holding company, named “3D Realms Entertainment ApS” – who is also owned by “MDN Holding ApS”.
>To simplify that even further….. “The guys that own Slipgate/Interceptor also own 3D Realms”. That’s the bottom line. ;)
>Also… There was in Apr 2021 a “New Apogee” that I don’t have anything to do with launch. I have a short section about them further down towards the end of this article.
https://joesiegler.blog/2020/11/my-story-of-apogee-3dr/

>...and I came up with 3D Realms. I didn't consider this a great name...
>So, now I'm no longer with the Denmark group, and the people running and managing the new 3D Realms currently have no connection to the past history of Apogee. You won't find their name in any credits for games from the 90's or 2000's, and they had nothing to do with the making or the release of any of those classic hit games.
>This new 3D Realms still claims a connection to the old hits, of course, because those older hits carry a lot of clout. But the reality is that only Apogee can legitimately make the claim that we were involved with all of the hit games from the past.
https://www.apogeeent.com/devblog/apogee-history

Why Scott is such a passive aggressive hypocrite? lol

>> No.8563264

>>8563164
i feel like an actual cartoony aesthetic that includes the bigger eyes and "flat top of the head" would be preferable
and also a limited color setto get that right brown hair color

>> No.8563279

>>8563164
it's preferable to the caveman they turned him into

>> No.8563521

I need some ideas for basic gun magic. Like, what would someone with a pump-action and Wizardry 101 do to make the shotgun hold up?

>> No.8563558

>>8561863
>>8562291
Don't play 2048 Extra, for the love of god.

>> No.8563565

>>8563521
Homing pelettes that pierce multiple targets.

>> No.8563578

>>8562395
Also this. Map 03 of 2048 Units was trash on its first inception, but after being worked over it came out pretty damn good.

>> No.8563592

>>8563521
loading magical crystals into the shells to create a variety of effects when they impact something

>> No.8563598

>>8561812
I will if you won't.

>> No.8563607

>>8563578
I do think one of the extra maps could've been swapped over MAP24

>> No.8563627
File: 2.94 MB, 728x468, zombieman slaughter experience.webm [View same] [iqdb] [saucenao] [google]
8563627

People need to put more zombie slaughter in their maps. Now I realized that.

>> No.8563629

>>8563521
Does anything combo with bullets as well as “frost magic” would? Freeze or slow them then shoot them. Utility spells in general make more sense than damaging dealing ones considering you have an arsenal of guns (I assume) - but the “BFG” would definitely have to be an awesome and cataclysmic spell.

>> No.8563707

>>8563629
That... Yeah, that works. I can fit that into my needlessly elaborate magic system.

>> No.8563737

Are there any wads comparable to No Rest for the Living?

>> No.8563739

>>8563521
Magical riot shield to move behind while shooting. Shadow clones that fire their shotguns alongside you. Portals where you shoot into one and the bullets comes out of the other.

>> No.8563751

>>8563737
Sigil

>> No.8563754

>>8563737
What would this compatibility even entail?

>> No.8563760
File: 81 KB, 510x510, 1641354395036.gif [View same] [iqdb] [saucenao] [google]
8563760

>>8563754
comparability, not compatibility

>> No.8563771

>>8563760
So you want, like, an episode in Doom 2?

>> No.8563787

>>8563771
I'm not that anon, but I think they want small, vanillaesque map packs. So yeah a wad that feels like another episode.

>> No.8563797

>>8563751
Already done it, I beat all official packs.

>>8563754
Well designed maps with elaborate secrets and 10/10 enemy placement (no slaughter BS, just good enemy combos and placement).

>> No.8563813

>>8563739
Not him but fuck those are pretty good.

>> No.8563826

>>8563797
Try Syringe and Arrival

>> No.8563895

>>8563826
Just beat the first map of Syringe and it seems to be just what I'm looking for. Will try Arrival when I'm done with this one. Thanks anon!

>> No.8563951

>>8563032
Map20 from 2048 units of vr

>> No.8563958

>>8563737
UAC Military Nightmare

>> No.8563969
File: 587 KB, 1280x720, 1643229581366.jpg [View same] [iqdb] [saucenao] [google]
8563969

https://www.youtube.com/watch?v=pAtwKex8U3M
what a weird little game

>> No.8564002

>>8562005
Christ, I think "Let's Kill at Will" is still my favorite song in any Doom game. I always look forward to that level just to hear that goddamn song.

>> No.8564078

>>8564002
>my favorite song in any Doom game
ANY? Even 3D?

>> No.8564081
File: 138 KB, 345x284, concerned3guy.png [View same] [iqdb] [saucenao] [google]
8564081

>>8564078
>Even 3D?
What's that mean?

>> No.8564087

>>8564081
Any Doom game that isn't 1 and 2.

>> No.8564089

>>8564081
Doom Noomek 3D

>> No.8564096

>>8564087
And Final Doom, and 64?
Those are all 3D though, but with sprites. Do you mean FULLY 3D?

>> No.8564130

>>8563969
Seen this one before.

Bizarre and unenjoyable, feels like something a benadryl addict would make for a gamejam after coming down from an overdose, basing on a very specific part of the recurring nightmares afterwards. Part of that recurring nightmare was playing a weird and unsatisfying, yet mildly spooky game like this, and that's what they're trying to recreate. He doesn't care that the game isn't actually good, he just needs to make it real.

>> No.8564138

>>8563521
Enchant the stock so it can be used to sling lightning bolts.

>> No.8564139

>>8564096
When we say 3D we mean 3, 2016 and Eternal. The classic ones are 2.5D (BSP, or emulated 3D in a 2D environment).

>> No.8564148

>>8564139
>we
Speak for yourself, please

>> No.8564151

>>8564139
Who's we?
Also those games aren't known for strong music, Doom 3 has one good song (the only song it has), and the later ones have like two or three which are good.

>> No.8564157 [DELETED] 

>>8564148
>>8564151
Boomie boom boom.

>> No.8564167 [DELETED] 

>>8564157
>>>/v/

>> No.8564169

>>8564151
Is that the menu pause music?

>> No.8564183

>>8564148
DOOM I, II and 64 are literally 2D
DOOM 3 was the first game in the game franchise to be rendered in 3D

>> No.8564227

>>8564183
https://youtu.be/ZYGJQqhMN1U

>> No.8564237

>>8564227
>Although the engine renders a 3D space, that space is projected from a two-dimensional floor plan.

giving the illusion of 3d =/= being actual 3d

>> No.8564256

>>8564183
>DOOM I, II and 64 are literally 2D
Literally, actually 2D engines resulting in 3D environments and gameplay. It’s quite cool. Still keep speaking for yourself if you could.

>> No.8564259

>>8564237
There is height, it's 3d retard

>> No.8564281

>>8564259
The DOOM engine has height and width, but no depth
If you bothered to play the original DOS version it wouldn't take long for you to realize why DOOM is a 2D game, it's almost psychedelic how the environment bends around you to give the illusion of depth

>> No.8564282

>>8564183
>>8564237
>>8564281
>ten fucking years of this bait in these threads
I can't even imagine how sad your life must be.

>> No.8564285

>>8564281
>If you bothered to play the original DOS version
Height would still matter, and it would still be three dimensional gameplay. If on the small chance you’re referring to monsters and certain props having infinite height, that does not apply to projectiles and cacos+lost souls have a travel time up walls.

>> No.8564289

>>8564282
He’s really pissed his post got zoinked.

>> No.8564290

>>8564281
I've actually played the DOS version and height still mattered even then, and you're still retarded

>> No.8564294
File: 27 KB, 639x478, _oSCGC.png [View same] [iqdb] [saucenao] [google]
8564294

>>8564285
>look pa, it's 3D!!!

>> No.8564304

>>8564294
>it’s 3D!
This but unironically

>> No.8564305

>>8564081
Damn, that remade Doom 3 guy face sort of looks like Ash from Evil Dead.

>> No.8564306
File: 357 KB, 724x960, 2c4520be8f83b4e29a79f485a55310c4[1].png [View same] [iqdb] [saucenao] [google]
8564306

HEY

If I want to play Wolfenstein in Co-op, what's my best bet?

>> No.8564309
File: 2.60 MB, 534x360, 1584629774642.gif [View same] [iqdb] [saucenao] [google]
8564309

>>8564183

>> No.8564321

>>8564306
The Doom TC in GZDoom/Zandronum. Wolfenstein has no multiplayer framework whatsoever, so that's the best you're going to get.

>> No.8564327

>>8564259
>>8564282
>>8564285
https://en.wikipedia.org/wiki/2.5D

>The specific term "two-and-a-half-D" was used as early as 1994 by Warren Spector in an interview in the North American premiere issue of PC Gamer magazine. At the time, the term was understood to refer specifically to first-person shooters like Wolfenstein 3D and Doom, to distinguish them from System Shock's "true" 3D engine.

>> No.8564332

>>8564321
Got it thanks

>> No.8564346
File: 1.22 MB, 813x811, the armhair man.png [View same] [iqdb] [saucenao] [google]
8564346

>>8564327
>"two-and-a-half-D" engine still results in 3D gameplay
old id was absolutely based, fucking shit

>> No.8564352

>>8558213
https://www.gdconf.com/news/john-romero-presents-wolfenstein-3d-postmortem-gdc-2022
Romero's doing a post-mortem for Wolfenstein 3D at GDC

>> No.8564362

>>8564327
Zoomers will never understand what 2.5D is because they didn't experience the transition era between emulated 3D and true 3D. It's like arguing with pigeons, plus none of them played the DOS version to experience the real nightmare of 2.5D, they're all portfags.

>The Quake engine is the game engine developed by id Software to power their 1996 video game Quake. It featured true 3D real-time rendering and is now licensed under the terms of GNU General Public License v2.0 or later.

>> No.8564370

>>8563164
oh no,they made the classic skin slightly off.
>>8563521
have guns be the main attraction and magic as a supplement and on strict energy limits to avoid it from becoming too OP

>> No.8564392

How's that new version of the OP guide coming along?

>> No.8564395

>>8564346
>fanboy
id made neither the first fake 3d game (Battlezone) nor the first true 3d game (Jumping Flash)

>> No.8564402

>>8564362
>emulated 3D and true 3D

do you think there's an actual 3D space in your computer when you load up a game?
lol
it's all about simplifications and restrictions to allow it to run in real-time. doom just has more restrictions than say, quake, however, you can describe spaces in doom that are not completely describable with only 2D information. For example, in a 2D game, how can you be crushed by something that moves up and down in a 3rd dimension?

>> No.8564406
File: 299 KB, 520x329, 1603588980075.gif [View same] [iqdb] [saucenao] [google]
8564406

>id made neither the first fake 3d game (Battlezone) nor the first true 3d game (Jumping Flash)
No one claimed that in this thread so you must be talking to no one.

>> No.8564415

>>8564281
>The DOOM engine has height and width, but no depth

what does that even mean?
doom calculates the distance from the player to each vertex in the viewport for various purposes, one of which is calculating perspective correct texture coordinates. another is for calculating distance-based lighting.

>> No.8564417
File: 26 KB, 600x263, wizards.gif [View same] [iqdb] [saucenao] [google]
8564417

>>8563521
summon a couple of floating shotguns in a cloud around you, they blast at anyone who dares come too close, friend or foe

>> No.8564457

>>8564402
>you can describe spaces in doom that are not completely describable with only 2D information
The DOOM engine works exactly like 80s engines for the Atari, it uses 100% 2D data to generate a fake 3D environment because the very hardware they were using at the time was incapable of processing 3D-space information.

It's quite literally like this >>8564294 , it looks three-dimensional but it's in fact a two-dimensional space that emulates a three-dimensional environment, and the opposite can also be achieved like for example with GUILTY GEAR Xrd, a fully 3D game designed to emulate a two-dimensional space. Does that make it a 2D game? No, because it's fully rendered in 3D.

>how can you be crushed by something that moves up and down in a 3rd dimension?
There is no third dimension in DOOM because there is no depth. That's the main reason why the DOS version of the game looks surreal, because it has no depth, and that's also why NO FAKE 3D GAME ALLOWS YOU TO LOOK UP OR DOWN, because that completely destroys the illusion, because like any illusion you need a very specific point of view in order for the illusion to work, that doesn't happen with true 3D like Quake because those are actual three-dimensional environments, not illusions. When you play the sourceports you're rendering the game in OpenGL and that's why so many people today think that's 3D when it looks NOTHING like the original engine.

>> No.8564464

>>8563969
Hey, I had this one on a demo disc.
It was included on there to promote the Net Yaroze, a hobbyist PS1 devkit, and was made on it by some amateur dev I think. The Net Yaroze was a failed product IIRC, very few units sold and games that haven't been officially released by Sony could only be played on the devkit.

>> No.8564467

>>8564457
>no fake 3d game allows you to look up or down
Except for Heretic, Hexen, Duke 3D, Shadow Warrior, Blood, Dark Forces, etc. Fucking retard.

>> No.8564473
File: 2.09 MB, 1600x2280, 163004293981.png [View same] [iqdb] [saucenao] [google]
8564473

>>8564467
Beat me to it
>>"but you're not REALLY looking down!!"

>> No.8564482

can't believe people are still falling for this stale "doom is not 3d" bait

>> No.8564489

>>8564457
>2D data to generate a fake 3D environment because the very hardware they were using at the time was incapable of processing 3D-space information
Yet that same hardware was somehow able to run Quake! Shut the fuck retard, you have no clue what you're talking about

>> No.8564491

>>8564457
Unfathomably based. There's a world of difference between idTech 1 and 2 and if you think otherwise, you're downplaying the advancement of the tech at the time.

>> No.8564527

>>8564489
I know you love Doom but you have to face facts

>> No.8564547

>>8564467
>>8564473
COLUMN-BASED rendering is not true 3D, period. What those engines did to give you the Y-axis (or "mouse look") was mitigate the distortion as much as possible, something that isn't required at all in true 3D games like Quake, where the game is rendered seamlessly in a 3D environment without jury rigging the camera (and moving vertex around) to give you a convincing enough illusion of 3D. The term 2.5D exists for a reason and only people who didn't grow up in the transition era would reject that terminology because you don't understand the HUGE technological gap between 2.5D and true 3D. When true 3D came out people were losing their minds thinking humanity had finally reached the technological singularity.

>>8564489
And this is how I know you didn't grow up in the DOS era. Trying to run Quake in a DOS machine is like trying to read a CD-ROM using a floppy disk drive.

>> No.8564562

>>8564327
System Shock is not true 3D

>> No.8564597

>>8564547
>only people who didn't grow up in the transition era would reject that terminology
Agree with you except for this. I know a guy who vehemently considered doom 3d due to the z axis position of objects and the player. So I know some people argued about it in the 90s because I was arguing about it.

>> No.8564604
File: 95 KB, 720x720, 720X720-20200506-191029.jpg [View same] [iqdb] [saucenao] [google]
8564604

>>8564402
>do you think there's an actual 3D space in your computer when you load up a game?
Yes, there is an actual 3D space in my computer when I load a 3D game, in fact, that 3D data is so accurate it can be ported into reality. Good luck trying to port a 2.5D space into reality using only 2D data (as was done with the Doom engine).

>> No.8564607

>>8564562
In what way?

>> No.8564623

>>8564607
Uses sprites

>> No.8564626

>>8564623
It’s also tile based and awkward. At least it has slopes?

>> No.8564643
File: 42 KB, 288x186, telea.png [View same] [iqdb] [saucenao] [google]
8564643

ad mortem doesn't seem to work, whenever i fire a gun, no sound plays, no ammo gets used, and enemies suffer no damage; there are also no environmental effects like bullet hiles or blood from enemies.
does anyone know a fix to this

>> No.8564648

>>8564643
Use a compatible sourceport.

>> No.8564652

>>8564648
FUCK, i read the txt file to see what source port to use, and downloaded and used all the ones that arent compatable. God damn i'm retarded

>> No.8564767 [DELETED] 
File: 31 KB, 630x420, Jason-Paul_cover.jpg [View same] [iqdb] [saucenao] [google]
8564767

>>8564415
>what does that even mean?
https://www.youtube.com/watch?v=zb6Eo1D6VW8&t=141s

2:20

When people like me say DOOM is a 2D game we're speaking from a computer's standpoint to make that claim, while the people claiming that DOOM is a 3D game are simply using their sense of sight - "it looks 3D-ish therefore it's 3D".

So yes, from a human's perspective DOOM could considered a 3D game, but from a computer's perspective it is not, and that's why humans use computers to make proper measurements of anything, because our brain can be very easily deceived into making wrong conclusions based on what we see.

Saying that DOOM is a 3D game is like saying that the guy to the left on pic related is a real giant because that's what we see.

>> No.8564772
File: 31 KB, 630x420, Jason-Paul_cover.jpg [View same] [iqdb] [saucenao] [google]
8564772

>>8564415
>what does that even mean?
https://www.youtube.com/watch?v=zb6Eo1D6VW8&t=141s

2:20

When people like me say DOOM is a 2D game we're speaking from a computer's standpoint to make that claim, while the people claiming that DOOM is a 3D game are simply using their sense of sight - "it looks 3D-ish therefore it's 3D".

So yes, from a human's perspective DOOM could considered a 3D game, but from a computer's perspective it is not, and that's why humans use computers to make proper measurements of anything, because our brain can be very easily deceived into making wrong conclusions based on what we see.

Saying that DOOM is a 3D game is like saying that the guy to the right on pic related is a real giant because that's what we see.

>> No.8564775

Is Compet-N still relevant?
What does the N stands for?

>> No.8564785

>>8564772
Alright you broke out the big guns by linking some YouTube faggots video. Take my (you) and I advise the rest of the thread to stop giving this guy attention.

>> No.8564786

>>8564775
Neo, a la Crash Bandicoot

>> No.8564789
File: 3.46 MB, 480x345, 1558381127251.gif [View same] [iqdb] [saucenao] [google]
8564789

>>8553050
Good question. WHERE ARE YOU ANON?
AAAAAAAAAA

>> No.8564821

>>8563627
>zombie slaughter
Just because theres a lot of zombies teleporting in, doesn't mean its slaughter.

>> No.8564850
File: 665 KB, 500x1005, 1643101862891.png [View same] [iqdb] [saucenao] [google]
8564850

>>8564785

>> No.8564859

>>8560031
Suburbs is an underrated map, honestly.
Anyway, for me, it would be Monster Condo.

>> No.8564901

>>8564775
The N stands for No, as in the answer to your first question.
All of the peeps submit their demos to the Doom Speed Demo Archive now, and they keep track of the records. You can also submit demos for wads or categories that no one submitted demos for, known as table-filling

>> No.8564943

>>8563578
Roundabout Cliffside?
That's actually the one map that came to my mind when I wrote that. I played the first version and gave feedback too, it was just a flat square. Good thing the guy did not give up and was mature about the criticism.
I do miss the Barge In level not being the first of the wad though. So much personality.

>> No.8564959
File: 2 KB, 127x57, faggot chaingunners.png [View same] [iqdb] [saucenao] [google]
8564959

>>8558772

>> No.8564973
File: 2 KB, 55x61, CPOSF2.png [View same] [iqdb] [saucenao] [google]
8564973

>>8564959
CMON COLLEGE BOY

>> No.8564980
File: 21 KB, 500x281, Arachnotron-Doom-video-game-upscale-Hidfan.jpg [View same] [iqdb] [saucenao] [google]
8564980

Why is he so irrelevant, bros?

>> No.8564982

>>8564980
Play Hideous Destructor. You will learn to fear and respect the brain.

>> No.8564994

>>8564362
>Zoomers will never understand what 2.5D is because
Everybody nowadays uses 2.5D to mean 2D gameplay in a 3D environment like Duke Manhattan Project. Technically any FPS that doesn't allow you to jump or get blasted into the air can be said to be 2.5D by the modern definition.

>> No.8564995

>>8560031
For me, MAP01. That opening shot is what sticks in my head more than anything. There's been more times that I've started DOOM II than finished DOOM II so I've seen MAP01 a lot.

>> No.8565016

Above all, I hate faggots who think 3D = polygons and polygons = 3D.

>> No.8565041

>>8564901
>No required to use the original exes anymore
Source Port fags won then.

>> No.8565092

Duke Nukem 2.5D

>> No.8565104
File: 9 KB, 199x181, 80e.png [View same] [iqdb] [saucenao] [google]
8565104

>wake up from a really fucking freaky nightmare
>instantly realize why
>mfw I fell asleep with music on and spotify started shuffling the Quake 1 soundtrack
t-thanks Trent

>> No.8565126

>>8564457
> it uses 100% 2D data

Doom sectors describe a 3D extrusion of a 2 dimension polygon. You can't define 3D extrusions with 2D data.


>>8564772
>When people like me say DOOM is a 2D game we're speaking from a computer's standpoint to make that claim, while the people claiming that DOOM is a 3D game are simply using their sense of sight - "it looks 3D-ish therefore it's 3D".

>So yes, from a human's perspective DOOM could considered a 3D game, but from a computer's perspective it is not, and that's why humans use computers to make proper measurements of anything, because our brain can be very easily deceived into making wrong conclusions based on what we see.

It does collision detection checks on the x, y, and z axis. So it's not all about sight. Also, I'm a developer working on my own similar engine so I'm not just going by what I see, I know how doom and similar engines actually work, rather than guessing like you.

>> No.8565127

>>8565104
I fall asleep to Aubrey Hodges and rarely have nightmares. I rarely dream at all any more, I used to dream every night, I don't know what happened.

>> No.8565370
File: 21 KB, 256x512, 1629361459482.jpg [View same] [iqdb] [saucenao] [google]
8565370

>>8561881
Works perfectly fine for me. I can find a few other people in a server sometimes. Everyone please play UT2004 it's good and I love the weapons and movement.

>> No.8565393

>>8558359
Doom Vacation.

>> No.8565394
File: 78 KB, 192x192, Death_Knight.gif [View same] [iqdb] [saucenao] [google]
8565394

>>8559038
TOD IST MEIN LEBEN!
("Todd is my life" in German... probably?)

>> No.8565398

>>8565370
>>8561881
>>8561914
Only real issue is dealing with the mod files but there's ways around that.

>> No.8565408

>>8563627
What's the best way to teleport a mass amount of enemies in like this through a trigger?

>> No.8565435
File: 556 KB, 1920x1040, closet.png [View same] [iqdb] [saucenao] [google]
8565435

>>8565408
Just put them in a closet that only slightly wider than they are with teleport line close to the end pointing at the player space with just barely enough space to put the middle point of the monster across the line. They will be drawn towards it. I heard tilted teleport line helps but can't confirm. To further expedite the process you can make door where ceiling is just slightly less than 56 units above floor, or floor that is only slightly over 24 units elevated so they'd cross over quickly.

Alternatively, you can make a very wide closet with every monster standing shoulder to shoulder, just make sure nobody can fit behind teleport line, again (So big monsters would need a separate closet)

>> No.8565461 [DELETED] 
File: 94 KB, 646x420, supplice.png [View same] [iqdb] [saucenao] [google]
8565461

Cool, didn't know a woman was behind the map design of BTSX

>> No.8565468
File: 639 KB, 600x600, 19-Cyanure.png [View same] [iqdb] [saucenao] [google]
8565468

>>8564078
Yea I played em all. If I'm randomly humming a doom song at work, it's more than likely Let's Kill at Will or Donna to the Rescue

>> No.8565481

>>8565435
I'm slightly confused, what actually pulls them towards the teleport line from a completely different area on command (IE when the player crosses a linedef trigger)?

>> No.8565485

>>8565481
You can join the sector they're in with one the player goes through, so they become the same sector and the sound wakes them up.

>> No.8565504 [DELETED] 

>>8565461
>woman

>> No.8565509 [DELETED] 
File: 90 KB, 618x618, 9ab.png [View same] [iqdb] [saucenao] [google]
8565509

>>8565461

>> No.8565547 [DELETED] 

>>8565461

>> No.8565561 [DELETED] 
File: 5 KB, 102x102, essel.jpg [View same] [iqdb] [saucenao] [google]
8565561

>>8565461
This is a disgusting troon, anon, don't believe those lies.

>> No.8565569

>>8565485
Ah, but I want them to come through after the player activates a switch or something. I suppose I could block them off in the monster closet with bars (so the sound propagates) beforehand? Is that the easiest way?

>> No.8565572

>>8565569
Yes, you just put a door in their way to teleport. Simplest way is to put teleport line in the front of the door. If you really in a rush you might put the teleport line in front of the door instead, but it's rarely worth it.

>> No.8565623

>>8564772
https://www.youtube.com/watch?v=CLRvPJppwsM

>> No.8565658

Is it ok to not like the first Quake? 3D is nice, but the textures are not as cool like in DOOM, the gamevplay is slower.

>> No.8565669
File: 1.11 MB, 1440x1165, >quake is too brown.png [View same] [iqdb] [saucenao] [google]
8565669

>>8565658
>Is it ok to not like the first Quake?
No. Unacceptable.

>> No.8565803

>>8564943
I think the final level order was for the better, because then it ended up right next to Shipwreck Grotto, and then both of those levels got that extremely cozy E2 blue night sky

>> No.8565804

>>8565658
There's a lot of subjectivity, of course. What difficulty did you play on, and did know that rockets and grenades do half damage on Shamblers, thus you should save other ordnance for them?

>> No.8565863

where are the hexen 2 maps?

>> No.8565878 [DELETED] 
File: 34 KB, 544x562, 1641302808739.jpg [View same] [iqdb] [saucenao] [google]
8565878

>prboom hasn't been updated since 2008

>> No.8565885

>>8565878
Because it was replaced with PrBoom+, which resumed updating like two years ago and has lots of nice new features and fixes?

>> No.8565898

Should I worry about 'optimizing' maps? IE, combining all possible sectors to the fewest number? Is performance really a concern outside absolute uberWADs?

>> No.8565901

>>8565898
Not really, and I'm not sure giant sectors would actually help.

>> No.8565912

>>8565898
Unless you're using a bloated port like GZDoom, performance shouldn't be an issue.

>> No.8565914
File: 96 KB, 950x714, 1549257555008.jpg [View same] [iqdb] [saucenao] [google]
8565914

>>8564980
I'm using them for something creative in my chaingun/chainsaw only map. I'm hoping it doesn't confuse/irritate players.
>>8565912
Well, I have been using GZDoom to test at least. Can I change the map format once started in UDB? Don't think i've used anything too 'fancy'.

>> No.8565935

Prboom plus and crispy doom updated around the same time last year. Do they have any dev team overlap?

>> No.8565954

>>8565898
I think that just basic stuff like merging some sectors (as long as it doesn't cramp the map's style, so to say), is worth doing.
I target Boom style ports, but since the maps will frequently be played in GzDoom (including by myself), I can at least do slight optimizing, even if it typically won't amount to all that much. I like to do a lot of detail, mind.

>> No.8566108

So is there an agreed upon proper order to play the Master Levels in or were they all meant to be pistol started? I know what answer the die-hard pistol starters will give, but I was wondering if there was any order that's considered "canon" or something like that.

I just jumped into it with the XBox slot order that has Black Tower as the second level and it really felt like an ultimate or penultimate level to me.

>> No.8566153

>>8566108
All meant for pistol starting.

>> No.8566241

>>8564980
Arachnotron, my beloved

>> No.8566276

>>8564980
How are arachnotrons irrelevant? They are pretty great.

>> No.8566282

>>8565912
Even on GZdoom it's usually not an issue unless you're running some combination of a huge map, demanding (bloated) mods like PB, and a toaster PC

>> No.8566285

>>8565658
You don’t have to like anything, though saying “the gameplay is slower” is a strange claim.

>> No.8566296

>>8562691
Not gonna lie, I was playing with an idea of making "normal" looking maps for Terrorists! mod.

>> No.8566406

>>8566296
I'm thinking about making a couple maps for Combined Arms but I've already got a different project I'm working on

>> No.8566423

>>8565898
At times, you could turn some pillars into actual 'solid wall' rather than a floor sector raised to the roof, ergo delete the sector making up the pillar and then texturing the resulting sidedefs.
In general, this is worth doing with walls and pillars which don't need to have floors inside them for any functional or aesthetic reasons.

>> No.8566435

>>8566406
>>8566296
I might mess around and make some HD levels themed around modern spooky/cult shit. Dead Air and Preacher have some enemies that would fit but I’m not sure how they’d feel about me using them.

>> No.8566447

>>8565898
Merging sectors is pointless becuse the nodebuilder will cut them up into smaller convex sectors anyway.

>> No.8566449

>>8565935
Could be coincidence, but the devs post on the same forums and regularly speak with each other to exchange ideas.

>> No.8566454

>>8566447
There's other reasons to merge them, like making bar doors not be loud as fuck in some ports.

>> No.8566458

>>8566454
I mean yeah, merging them for convenience for the purpose of sector actions and sound propagation is fair game. I was addressing anon's point strictly in terms of rendering optimization.

>> No.8566460

>>8566435
>>8566423
>>8566296
the main question is how do you enforce the use of the mod? I guess you could try to make it vanilla compatible but it means you can't take advantage of things like Arti's wall kicks or HD's class system in the main path with that.

>> No.8566464

>>8564623
Ur dumb.

>> No.8566494

>>8566108
They're not called the Master Levels for nothing honey

>> No.8566514

>>8566460
Design the base map around vanilla, then add bonus stuff that can only be accessed with the target mods. For HD, for instance, you could hide supplies or alternate paths behind unopenable doors that could be kicked or blown open, unreachable heights with a pre-placed ladder or jetpack, or extremely small gaps that you could crawl under with incap. For Terrorists, you might have shootable switches placed outside default hitscan range (2048 vanilla, iirc 8192 in gzdoom) that you could shoot with the sniper rifle, and frequently provide the player with partial invisibility (upgrade ladies) even if it wouldn't be useful in vanilla.

>> No.8566546
File: 6 KB, 112x112, 464-4648508_doom-quake-champions.jpg [View same] [iqdb] [saucenao] [google]
8566546

why does doomtwid suck so bad?
Why does dtwid2 suck worse than doom 2? I actually preferred the original first stages up to 5 and stage 9.

>> No.8566553

>>8566460
>>8566514
If that were the case then it would be best done with items that do not count for the item count, becuase if not they would kind of kill the point of being vanilla compatible.

If that isn't an option, you can always try, stuff like Mods that have mapping support, stuff like:
Guncaster, Metadoom and others.

>> No.8566564

>>8566553
>If that isn't an option, you can always try, stuff like Mods that have mapping support, stuff like:
do those 2 mods have dedicated maps?

>> No.8566569

>>8566460
>the main question is how do you enforce the use of the mod?
It’s not too different from a readme or disclaimer for a port-specific wad, it seems.

>> No.8566571

>>8566564
Guncaster has a map that shows you all the pickups you can grab in maps.
Metadoom stuff is shown in kinsie DoomTest.

>> No.8566578

>>8566553
HD provides unique DoomEdNums for basically everything in the game, even things that don't appear normally like pre-made tripwire traps and hostile IEDs. You'll need to blank out the missing actor sprite for GZDoom, and it won't be truly vanilla compatible (crashes if the map contains an invalid DoomEdNum), but it'll work fine in Crispy.

>> No.8566620

>>8566546
Why do you have bad taste?

>> No.8566653

>>8566546
The first one is pretty weak and iterative but D2TWID is phenomenal, if an acquired taste. Map33 brings D2TWID down early if you don't ignore it. It's patterned after the shitty bonus maps that were first incorporated into the Xbox ports (which were just maps that the creators of the port had made in 1994). It might not be as low quality as those maps, but it's a real miserable slog of a map right at the beginning.

>> No.8566667
File: 478 KB, 1200x1600, astolfo dick sucken.jpg [View same] [iqdb] [saucenao] [google]
8566667

Name's Dick Suckem

>> No.8566671

>>8566667
>almost 66666
fuck

>> No.8566694
File: 68 KB, 1022x731, 1552201984759.jpg [View same] [iqdb] [saucenao] [google]
8566694

>>8563826
>Syringe
>first map is perfect
>second map is already slaughtershit, and with timer

>> No.8566695

>>8564305
its a mix of Mark ruffalo with whatever the crap it is

>> No.8566731
File: 860 B, 112x91, COL2A0.png [View same] [iqdb] [saucenao] [google]
8566731

>>8566694
Show me on the doll where the slaughtermaps touched you.

>> No.8566778

>>8566731
Worst part isn't even the slaughter, it's the timer. Really not into blind speedruns, I just want to kill demons in peace.

>> No.8566901

>>8566653
I don't mind the map33 in from the Xbox port, as a gimmick, but what sucks is where they placed the entrance to it. It's in an area that a new player could wallhump accidentally, and skip a big chunk of a map only to plop down into a dumb 1994 user wad. It should've been better hidden at the end of a map.

>> No.8566931

>>8566671
Dubs are disabled on /vr/, newfag.

>> No.8566948

>>8566931
i never cared enough about repeating digits to learn that

>> No.8567026

>>8566108
>So is there an agreed upon proper order to play the Master Levels in
In the slot they were originally designed for. Most of them are designed for slot 1, but a number of them go elsewhere.

>> No.8567050

>>8566108
why would you want to play the Master Levels

>> No.8567110

>>8567050
uh... because I'm kinda getting tired of playing Doom II's stock levels, I would think that would be obvious.

Also played a bit of Hell To Pay today, it was pretty fun and I liked the mines level but it was also kinda easy.

>> No.8567132

>>8567110
Have you made your way through No Rest For The Living yet? If not I’d queue it up after the Master Levels.

>> No.8567146

>>8567132
No I have not, thank you for the rec.

>> No.8567150

>>8567146
No problem, shit’s great, have fun.

>> No.8567170

Damn, Blake Stone is Wolfenstein 3D, but fun.
I just started playing it and I really like it.
Very hard game though, or at least I'm not used to it.

>> No.8567192

>>8567110
consider playing literally any wad other than the Master Levels
Plutonia would be a better test of your skill than ML, ML is mostly shitty gimmick maps

>> No.8567331

>>8567192
I’m going to be suffering through them soon as well, 64 got me in the mood for some console Doom nonsense and the first half of PSX Final Doom are the Master Levels.

>> No.8567381

>>8567110
I'd recommend avoiding Master Levels. It's an amateur set at best, and a frustrating total waste of time at worst. I say skip it and Final Doom and play Scythe. I recommend that as babby's fist pwad. It's a good starting point since it's still stock Doom 2 textures but new levels, it's got a classic Doom style since it's from 2003, the levels are mostly short combat scenarios so they help a noob improve, and most of all it's super comfy. The difficulty quickly ramps up throughout the wad and it's divided into episodes. You'll wanna turn down the difficulty for e3 as it has a notorious difficulty spike

>> No.8567416

>>8567381
Don't listen to this idiot anon

>> No.8567427

>>8567381
I was using Scythe to test a mod. I hadn’t played it in forever, and a few maps in I stopped and restarted it to play it vanilla. Very nice, fun and cozy, I agree.

>> No.8567432
File: 752 KB, 1858x1057, Screenshot_Doom_20220120_134118.png [View same] [iqdb] [saucenao] [google]
8567432

Play Disjunction

>> No.8567443

>>8567432
I hope all that green is modvomit and not the levelpack itself.

>> No.8567451
File: 843 KB, 1858x1057, Screenshot_Doom_20220127_224020.png [View same] [iqdb] [saucenao] [google]
8567451

>>8567443
It's a mod, I was playing through it on Brutal Doom Arthur's Edition.

The mapset itself is 11 pretty damn large maps with some really lovely architecture.

Map04 is a waterlogged temple

>> No.8567473

>>8567451
>>It's a mod
Phew.
>pic
Now we’re cooking, looks great.

>> No.8567485

>>8566694
There is not a single slaughter map or even a slaughter battle in Syringe. It's basically dtwid spin-off. And what timer, lava with env suits? How are you even running out of them. That map isn't even anywhere near hard. Just lower the difficulty, if you can't beat a wad that's basically on level of original Doom 2. Playing on UV and complaining about difficulty and amount of monsters, while lacking skill to beat even a basic map and not wanting to fight lot of monsters, is nothing else but retarded. Never go full retard, anon. Play on HMP and be a cool guy.

>> No.8567505

>>8566948
Cared about what digits?

>> No.8567509

>>8567416
The Master Levels being considered anything but isn't an unusual opinion, Kvernmo himself would probably tell you his work there isn't of the particularly strong kind.

>> No.8567592

>>8564604
2D data like the height of sectors?

>> No.8567670

>>8564402
>>8564457
>>8564604
>>8567592
https://youtu.be/ZYGJQqhMN1U

>> No.8567714

Some retarded nigger say Castle Wolfenstein is better than Wolfenstein 3D.
Contrarianism is hilarious.

>> No.8567739

>>8566108
Do you own the Xbox port?

>> No.8567805

>>8567381
Scythe is extremely boring for the first like 20 maps, Scythe 2 did this much better

>> No.8567828

>>8565863
Do you mean literally where are the maps stored in the game's files, or where can you find custom maps?
For the former, they're in the game's pak files, which can be opened with a Quake pak editor.
For the latter, check this list. https://ettingrinder.youfailit.net/hexen2-addons.html

>> No.8567836

>>8566901
You are not supposed to play them.

>> No.8567837

>>8565898
If you want to improve performance, block sight with 1-sided walls (raised floors will not stop rendering, even if they block sight). If youre using ZDoom, minimize the amount of monsters thinking at once by making some dormant or spawned in mid-game.

>> No.8567857

>>8558210
Doom original still holds up to most modern FPS even though it is turbo primitive. You have weapons that actually do damage because you have crowds of enemies charging you. You have a high variety of monsters that each have their own character and behavior. No other game has quite lived up to it.

>> No.8567859

>>8567857
>even though it is turbo primitive
It's really not.

>> No.8567914

>>8567859
I'd like to see a version that includes building and environment damage, allowing the rocket launcher, plasma gun and BFG to massively wreck the area/collapse buildings on enemies without making everything flat like a wooden city burned by a nuclear bomb (which is why Hiroshima and Nagasaki were flat, they were vastly majority wood framed at the time.) The game can still use a few cheats to keep things light hearted in the depths of Hell. Such as the plasma gun doesn't melt down, harm the player by catching the air around him on fire. The BFG doesn't do all that and also blow up the player if he's not in cover. I'd also like to see bullets penetrate multiple targets, especially the kind of bullets you would probably have in a chain gun. Even the pistol should do major damage if you can get a good head or body shot on a lesser creature. As usual, the challenge should be the vast number of creatures, not how tough they are. A few bullet sponge enemies are ok but not the entire field of them. One of the very best things about Doom was you could mow down whole crowds. If I haven't slain a crowd with the chain gun I just don't feel right. The plasma feels like a gravy train and the BFG feels like cheating unless playing on Ultraviolence.

>> No.8567927

>>8567914
Hideous Destructor

>> No.8567940

>>8567914
Yeah seconding what that other guy said: Hideous Destructor.
You can pretty much do everything you described there, with the exception of the BFG destroying shit.

>> No.8567941

>>8567739
um, I did at some point, I forget if I finished it back then or not so that's kinda why I wanted to play it again. Honestly I'm having more fun with Hell To Pay now tho.

>> No.8568030
File: 19 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
8568030

Has anyone tried implementing those bouncy walls from Wormwood EU? Maybe we can use 'em in 94 Protons

>> No.8568051

>>8567805
If you've played a bunch then sure, but if you're brand new then it's very novel and way better than TNT or Master Levels. I wouldn't recommend someone brand new try Plutonia unless on HMP

>> No.8568146

>>8567914
>I'd like to see a version that includes building and environment damage, allowing the rocket launcher, plasma gun and BFG to massively wreck the area/collapse buildings on enemies without making everything flat like a wooden city burned by a nuclear bomb
I think what you're picturing in your head is something such as Red Faction's Geomod physics (perhaps even more advanced than that), which were TECHNOLOGY!!1! as fuck at the time, but wasn't all that well integrated to gameplay, and was occasionally cucked by level design because the devs realized "Oh fuck, the player can just shit all over our encounter design with this! BLOCK IT!"

>The game can still use a few cheats to keep things light hearted in the depths of Hell. Such as the plasma gun doesn't melt down, harm the player by catching the air around him on fire. The BFG doesn't do all that and also blow up the player if he's not in cover. I'd also like to see bullets penetrate multiple targets, especially the kind of bullets you would probably have in a chain gun. Even the pistol should do major damage if you can get a good head or body shot on a lesser creature. As usual, the challenge should be the vast number of creatures, not how tough they are. A few bullet sponge enemies are ok but not the entire field of them. One of the very best things about Doom was you could mow down whole crowds. If I haven't slain a crowd with the chain gun I just don't feel right.
https://www.youtube.com/watch?v=jNTX38yJK4o

Echoing the other guys, I'll say check out Hideous Destructor. It's not exactly what you're imagining here, but it's somewhat close, being a fairly realistic (yet still potentially rather fast paced) tactical shooter with Roguelike elements and some inventory and wound micromanaging. Being configurable, you can adjust values to ignore things like weight restrictions and what not, to make it a little less realistic.

>> No.8568161

https://www.youtube.com/watch?v=xaGM_NCx1Nw

>> No.8568201

I'm playing Blood using NBlood, and whenever I die and reload the level I lose all my weapons, is there any way to fix this?

>> No.8568203

>>8568201
That's supposed to happen. Save at the start of every level to counteract it.

>> No.8568207

>>8568203
I wondered if that was the case, thanks

>> No.8568208

>>8568201
>fix
That's how these old FPS games work. Learn to save at the start of every level.

>> No.8568224
File: 2.94 MB, 854x480, dynamite shenanigans.webm [View same] [iqdb] [saucenao] [google]
8568224

>>8568207
It should be a comfortable adjustment.

>> No.8568241

>>8567432
I liked this wad until it got all Skillsaw-y with multiple Cyberdemons and a million Revenants everywhere.

>> No.8568260

>>8568201
Which difficulty are you playing? I'd recommend Lightly Broiled for a first playthrough. On Well Done, cultists can shoot the instant they see you so it requires level memorization. IMO Lightly Broiled with pitchfork starts and no saves is easier than Well Done
>>8568241
Skillsaw is relatively tame. His goal is trying to be as fun as possible, not as difficult as possible, so he gives you lots of health and rockets. Lots and lots of rockets!

>> No.8568304
File: 193 KB, 250x250, 1641828459997.gif [View same] [iqdb] [saucenao] [google]
8568304

>>8568201
sure, don't die

>> No.8568328
File: 1.07 MB, 1920x1080, Zandronum Screenshot 2022.01.27 - 19.26.07.16.png [View same] [iqdb] [saucenao] [google]
8568328

I love this level so much but I can't ever actually find the wad or file for it if it's standalone. Anyone know about devils tower?

>> No.8568331

>>8568241
>He thinks skillsaw makes difficult WADs instead of the easily accessible maps he actually makes

>> No.8568340

>>8568328
Oh nevermind I found it now. Dark Tartarus 35
Man what a level this is

>> No.8568361

>>8564547
>COLUMN

column-based rendering is just an optimization

you can draw the same worlds in a way that allows for looking up or down.
if you think the lack of the ability to look up or down makes a game not 3D, when you can go up or down anyway, well i'm not really sure how to respond to that, because it makes no sense

>> No.8568374

>>8568361
He's been baiting these threads for TEN FUCKING YEARS, stop replying for fuck's sake. Nobody seriously believes these things except for absolute autists who you shouldn't engage with anyway.

>> No.8568395

Will RotT ever get a proper revival?

>> No.8568428

>>8565394
Fuck that guy and fuck the level he's in.

>> No.8568498
File: 234 KB, 540x534, 1590501660111.png [View same] [iqdb] [saucenao] [google]
8568498

For you source port fanatics: Are BloodGDX or NBlood (or Raze) or Fresh Supply already perfected or should I go with DOS?

Also are dsda-doom and woof better than prboom+?

>> No.8568548

>>8568498
dsda-doom is just prboom+ with even more stuff. Woof is more comparable to crispy, but offers Boom compatibility.

>> No.8568716
File: 57 KB, 1200x680, golfing.jpg [View same] [iqdb] [saucenao] [google]
8568716

Play Osiris TC, it's pretty cool.

>> No.8568804

>>8568498
Blood GDX was pretty much perfect last I tried it.

What port is best for multiplayer? I never did Blood MP.

>> No.8568814

Do you use the id anthology versions of Final Doom or just the patch?
Unity iwads? PSN iwads? GZDoom automatic fixes?
Also which engine version your source port emulate: the one with the teleporting bug and crash after third demo ends or bugfixed?
Just curious.

>> No.8568857

Alright, big brained question here. Are flying enemies affected by conveyor belts?

>> No.8568869

>>8568857
I'd say yes

>> No.8568882

>>8568857
Here's how it works (assuming you mean boom conveyor belts). Normally they don't push flying objects even if they're touching the ground, but if you apply deep water to the conveyor belts and the flying thing is at least slightly under the water then they will. This includes projectiles which is how those bouncy walls work. In a way it kind of makes since because I assume it's supposed to emulate a water current, but I'd never figure it out on accident.

>> No.8568890

>>8568814
Uh, whichever. You can do Map 31 with a straferunning leap if necessary.

>>8568882
I never fucking knew that. So if I do a normal monster teleport box but tag it as underwater, it will ACTUALLY work and it will ACTUALLY shove my Cacos and Meatballs into the map for me and they'll do their alert sound and all?

I have to remember that.

>> No.8568893

>>8568882
Doom is weird, thanks. Redid the room anyways so that walls reveal the flying enemies instead.

>> No.8568954
File: 2 KB, 316x296, ouch_m.png [View same] [iqdb] [saucenao] [google]
8568954

>>8568882
THIS CHANGES EVERYTHING

>> No.8569059

>>8568395
No. nu-Apogee will ruin the Rise of the Triad. Expect something on The Ancient Gods (or Shadowlands expansion for fricking WoW; I know that its too cruel for Eternal's DLC to compare it with that, but still) level, if not worse.
>“It’s been an arcadey IP this whole time, and we want to treat it more seriously forward by developing the backstory and focusing on the characters,” Miller said. “We’re still going to have humor, but like Max Payne, you can have both.”
https://www.pcinvasion.com/apogee-scott-miller-indie-game-publishing/

>> No.8569060

>>8567714
I mean, original Castle Wolfenstein has merit of being the first stealth game ever made. Still, it sucks.

>> No.8569065

>>8569059
Oh boy, is it going to be nu-Wolfenstein all over again.

>> No.8569212

>>8567836
what

>> No.8569220

Playing plutonia for the first time in a while and there's a lot of fuck you chaingunner traps, or is it just me?

>> No.8569229

>>8569220
It will be slow and tender introduction to the modding scene because some people have skewed standards about difficulty.

>> No.8569260

>>8569220
Plutonia chaingunners have literally been a meme since it came out.

>> No.8569279

>>8568498
DOS Blood has an important bug you should know about. If you save the game, the monster damage gets inverted, so easy monsters get max damage and extra crispy monsters get minimum damage (but their reaction time and health stays consistent for the difficulty).
Fresh Supply got abandoned by the dev so use NBlood or BloodGDX, they are identical save some stuff in the options menus.

DSDA-Doom is a fork of PrBoom+. They're the same but DSDA-Doom has some extra options like rewind and also can run MBF21 maps.

Woof is basically MBF ported to Windows. It's made by the same guy who made Crispy Doom, so some people call it Crispy MBF, but it actually lacks all the cool QoL options that makes Crispy so good, so someone made a fork of Woof called Nugget Doom that contains the Crispy QoL features. I haven't tried it but I will now just to see exactly what they added

>> No.8569352

>>8569229
>Some people have skewed standards about difficulty
Understatement of the century

>> No.8569375
File: 76 KB, 540x654, 96B7E9F3-54CA-4FFF-837B-017D0EACBC9D.jpg [View same] [iqdb] [saucenao] [google]
8569375

hail to the king baby

>> No.8569406
File: 204 KB, 1000x903, 0fc4c7f33b251b42e3e3ffb0ff212cabed1474a725f7c1fcb87376fe78a1465a.jpg [View same] [iqdb] [saucenao] [google]
8569406

Are there any community mappacks/megawads with the levels made by new/newer mappers? I want to compare mine to other newbies.

>> No.8569408

>>8569279
I'm aware that Crispy Doom has at least one hidden option (integer scaling), so I did some poking around the Nugget Doom .cfg file and I found some hidden options, namely colored blood, mirrored corpses, and colored armor numbers based on what armor you have. No Doom-64-style recoil like Crispy Doom, though, sadly

>> No.8569412

>>8569406
UAC Military Nightmare

>> No.8569428

>>8569406
RAMP was released less than a year ago but I think it's UDMF format

>> No.8569434

>>8569406
Joy of Mapping

>> No.8569435

>>8569406
Nova: The Birth
Oops All Techbase

>> No.8569442

>>8569428
What's wrong with UDMF for the record?

>> No.8569452

>>8569442
Other than being exclusive to GZdoom? No clue. Most mappers just tend to stick with limit-removing or Boom

>> No.8569489

>>8569435
>Nova: The Birth
Exactly what I was looking for, thanks.

>> No.8569590

>>8558213
Powerslave Exhumed is coming February 10
https://twitter.com/SVKaiser/status/1486906914017583108

>> No.8569624

>>8559930
the Serious Sam shotguns don't work at all. The regular shotgun is too weak and the double barrel has horrible accuracy, which leads to such inconsistent damage that you can't even reliably kill a werebull (or whatever they're called).

>> No.8569647

>>8568304
Ironic shitposting is still shitposting.

>> No.8569656

Trying out Epic 2 with Project Babel. I think the balance changes are what a lot of WADs really need. I wasn't joking when I said that I would never be able to play vanilla Doom again

>> No.8569684

>>8569624
Both shotguns’ spread is consistent so you’re just shooting kleers and bulls too soon. I was experiencing the same thing until halfway through TFE.
>>8569352
>if it doesn’t have fights with hundreds of revenants - it’s shit
>if I can’t use nothing but the super shotty - it’s shit
The balance through multiple difficulties can help. Even though there’s people like this:
>if I’m not playing it on UV - it’s shit
And even the other difficulties could be poorly balanced.

>> No.8569706

>>8569065
I don't expect to get a promising start. Not sure if you can count the remake as The New Order, but I'm fairly certain there wouldn't be The Old Blood equivalent: just straight to The New Colossus & Youngblood levels.
>>8569279
>Fresh Supply got abandoned by the dev
By the publisher*. Nightdive would've fixed the rest of issues if not for the nu-Atari.

>> No.8569717

>>8569624
The regular shotgun is great at taking out beheaded and the double barrel is king at clearing kleer in close quarters. I rarely use it to take out werebulls because it takes two shots and that's way too slow.

>> No.8569758

>>8569279
>Woof is basically MBF ported to Windows
hasn't basically all modern DOOM sourceports been cross platform since the beginning,with the only exception i know of is Zdaemon (due to replacing all its open code and making it closed years ago,so you can't build it for linux,but even then WINE was an option).

>> No.8569807

Alright, I have my DIY map ready for testing. How do I change the music for my map in MBF21?

>> No.8569836
File: 2.92 MB, 728x472, revenant broke.webm [View same] [iqdb] [saucenao] [google]
8569836

I didn't know revenants could fail to punch another monster.

>> No.8569838

>>8569706
>>8569065
I don’t get this considering Wolfenstein interest slipped in the last few years. I’m looking at 2013 ROTT gameplay here and it seems very bland, is there actually an audience for this??

>> No.8569891

>>8569838
I guess nostalgia?
I admit that Triad never hooked me. It was essentially Wolf3D with "height" and I grew bored of it.

>> No.8569906

>>8569838
Grognards

>> No.8569924
File: 477 KB, 1000x750, boneflight.jpg [View same] [iqdb] [saucenao] [google]
8569924

>>8569059
>Rise Of The Triad
>treat it more seriously
Is Scott Miller fucking HIGH? Get Joe Siegler back on!

>> No.8569949

>>8569065
It may be worse, because Wolfenstein has actually taken itself seriously at times before, and did so extremely well with RTCW. If ROTT ever took itself seriously at any point, it was maybe sometime during development, but if that's the case, it was never seen by anyone, and remembered by nobody who was there. Every story I hear about the game's development makes it sound like they were goofing around and having lots of fun when making it.

>> No.8569957

>>8569406
DUMP series comes to mind. Otherwise, I think that 2048 Units Of /vr/ and Hard Fast Faggot Maps contains quite a lot of newbie shit, some quite decent and even very good newbie shit, in fact.

>> No.8569962
File: 51 KB, 357x287, clueless.png [View same] [iqdb] [saucenao] [google]
8569962

>>8562001
>Also, if you ever do a door or barrier which is made up of multiple individual bars/columns, I strongly insist that you merge every single bar/column sector that makes up that door (as long as they have the same starting heights and target heights), because otherwise when playing in vanilla or Boom ports, the door is going to be loud as FUCK.
Holy shit, not only I did this in all my maps so far and was wondering how to not make them so fucking loud - I also saw the trick you mention when inspecting other people's maps and was like "he joined those sectors? I wonder what for..."
Thanks for the tip

>> No.8569981

>>8568954
>>8568890
Uhhh, you could do that before with wind
The only advantage I see is that wind is always constant once you set it afaik, and conveyor belts have all those "push/accelerate according to sector height" gimmicks which allows you to change the effect midgame. But for unalerted caco closets wind is enough I think

>> No.8569997

>>8569220
Theres literally a level that starts you with your back to an active chaingunner.

>> No.8570001

>>8569220
also more revenants than imps

>> No.8570109

>>8569981
It seems that neither kind of wind pushes things in boom\complevel 9 but "wind by push/pull thing in sector" does work on flying enemies in mbf/complevel 11, which I didn't know. That means if your trying to push cacos in boom that's still your only option. Wind also never effect projectiles.
In most circumstances you don't need either to teleport cacos unless you really need them to be dormant. I could see you doing the same thing in vanilla with barrels but these methods very often cause broken teleport closets.

>> No.8570404

Bet you can't UV Max map 15
https://www.youtube.com/watch?v=LKq3-4CZdgM

>> No.8570413

>>8562129
Thanks, I hate it.

>> No.8570747

>>8562129
>bullets remaining in CLIP
>bullets remaining in SHOTGUN CLIP
>CLIP CLIP CLIP
I’m in pain and need to wash this down with some HD.

>> No.8570932

1-4 Play Plutonia
5-9 Play a TC
0 Delete my doom folder and exclusively play Serious Sam until the end of times.

>> No.8570938

>>8570001
Imps: 09+07+02+07+00+01+00+12+99+10+00+16+06+04+02+02+24+30+42+08+13+15+30+02+16+26+00+31+22+00+00+00 = 436
Revs: 05+06+08+05+09+17+09+19+15+10+00+09+05+09+11+27+00+04+16+13+07+12+36+09+10+22+11+19+20+02+28+49 = 422
This is how many of each appear on each map on UV single-player, while Revenants appear in more maps than Imps, the fact that map09 has 99 Imps pushes them just over the edge on the total, even though a good number of these will get crushed.
So while it's not technically true that there are more Revenants than Imps, it is accurate to say that the player fights more Revenants than Imps throughout Plutonia.

>> No.8570961

>>8569838
>I’m looking at 2013 ROTT gameplay here and it seems very bland, is there actually an audience for this??
From what I understand, it's about "it's so jank that its good" + its historical status as a game that kicked off the retro FPS trend. My lack of interest goes from the fact that its a remake, and a janky one. Would rather play the original... or a re-release.
>>8569924
>Is Scott Miller fucking HIGH?
Probably. I guess he's seething from the fact that his company was saved by "kids" to a point where he seemingly ditched them and acts like as if 3D Realms has nothing to do with Apogee while those are the same fricking companies.

>> No.8570998

>>8570932
1-4 only pistol start on death
5-9 pistol start always
0 you go play Serious Sam anyways
>>8570938
>So while it's not technically true that there are more Revenants than Imps, it is accurate to say that the player fights more Revenants than Imps throughout Plutonia.
That’s UV specifically right? I’m curious how the other difficulties compare. I only know that launcher trap in 01 switches out the revenants on lower difficulties.

>> No.8571010

>>8570961
>From what I understand, it's about "it's so jank that its good" + its historical status as a game that kicked off the retro FPS trend.
I attributed that more to 2013 Shadow Warrior. Maybe it was one or the other.
The original works fine for me through dosbox so maybe I’ll give it another try. Or I’ll get bored of it again and just play Return of the Triad.

>> No.8571012

Whats the go-to BLOOD port in 2022?

>> No.8571014
File: 252 KB, 864x1000, 39C4C607-115E-4176-9AF9-88AF894C15C9.jpg [View same] [iqdb] [saucenao] [google]
8571014

>>8558210
hey….

>> No.8571017

>>8570998
>That’s UV specifically right?
Correct, UV single-player.
TNT technically has more Chaingunners than Plutonia, but it also has some stupidly large maps and doesn't use Archviles to resurrect them as aggressively.

>> No.8571019

>>8571014
Yeah but the Doom one is extra shitty because he’s not leaning on anything or putting his shotgun into anything.
>>8571012
Nblood/Raze (same thing), GDX for custom difficulties and if you tolerate java.

>> No.8571031

>>8571017
My worst chaingunner experiences came from TNT. Onslaught may have that one gaylord at the start but fuck that room in Metal.

>> No.8571063

>>8571031
lol just use the partial invisibility

>> No.8571070

>>8569836
>Even in death, I still fail

>> No.8571104

>>8569375
Half man.
Half ass.
ALLLLLLLLL DEAD.

>> No.8571170

does serious sam have any good sourceports?
and if not,whats the best version to play on steam?

>> No.8571182

>>8571170
The source code was only just recently made available. The classic version works just fine in modern operating systems.

>> No.8571185

>>8571182
ok,just wanted to know,though thats really cool they released it.

>> No.8571206

>>8571019
So, should he be leaning against a Pinkie while shoving his super shotgun up its asshole, about to pull the trigger?

>> No.8571213

>>8564294
ARE YOU FRUSTRATED?

>> No.8571236
File: 403 KB, 999x726, 1643101862891_fixed.jpg [View same] [iqdb] [saucenao] [google]
8571236

>>8571019
>>8571206
I mean...
It's not the best edit, but you get the idea.

>> No.8571241

>>8571236
Don't put that in there.

>> No.8571248

>>8571241
Let me tell *you* something, demonio. You pull any of your crazy shit with us, you flash a piece out on the closet, I'll take it away from you, and stick it up your ass and pull the fucking trigger 'til it goes "click."

>> No.8571249

>>8571236
That’s better than every idea I had, fucking amazing.

>> No.8571261

>>8571236
"With a BFG you can gib anything."

>> No.8571301

>>8571236
>The hot wind felt good against his bare belly

>> No.8571316
File: 731 KB, 1137x680, output.webm [View same] [iqdb] [saucenao] [google]
8571316

>>8571261
kaboom

>> No.8571324

>>8571316
Oh my god, is she okay?

>> No.8571331

>>8571170
About the only "source port" for Sam Classic is Revolutions, which lets you play both campaigns from the same game.

>> No.8571334

>>8571316
Yeah I think she just ate a bad batch of worms earlier.

>> No.8571351
File: 742 KB, 1920x1080, Screenshot_Doom_20220128_124559.png [View same] [iqdb] [saucenao] [google]
8571351

>>8571324
it's all good, it's just a voodoo doll

>> No.8571363

>>8571104
Babes, bullets, bombs!
ass

>> No.8571382

>>8571363
There's only two ways this can end, and in both of them, you live.

>> No.8571391
File: 386 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_51_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8571391

FRIDAY NIGHT FIREFIGHT TIME!
Tonight we're fragging on Super Mario Bros Deathmatch and the recently discovered Casali maps. Get in here and let's get some frags going!
51.161.34.159:10666

>> No.8571452
File: 1.22 MB, 150x150, 1633686555919.gif [View same] [iqdb] [saucenao] [google]
8571452

>>8571236

>> No.8571503

>>8571363
DAMN, I hate THIS JOB

>> No.8571504

>>8571031
Like TNT a lot, but Metal is one of those maps I which actually makes me seethe, it's NOT a fun level to play.
Stronghold is fantastic fun though, some of my favorite Chaingunner usage.

>> No.8571539

>>8571236
This keeps getting better.

>> No.8571549

>>8571236
Now someone stick the copypasta underneath that image or something. Maybe rewrite it slightly to reflect the caco.

>> No.8571585

>>8564281
what you're talking about is how Doom render the screen, you silly idiot, not how the engine runs. The pixels aren't volumetric, they're columns. This was done purely for optimisation reasons. The engine itself can run 3D and "depth" just fine.

>> No.8571737
File: 601 KB, 800x600, 43221.png [View same] [iqdb] [saucenao] [google]
8571737

Can you run the new 64 levels through EX?

>> No.8571960

>>8571017
TNT - 601 Chaingunners
PLUT - 704 Chaingunners (The most used monster in Plutonia)

TNT does not have more chaingunners that Plutonia. It does have an astonishing 1041 fucking shotgunners though.

>> No.8572002

>>8571960
I'll be honest, after rerunning the numbers, I don't know why I even thought that, or what info it could have possibly been conflated with in my head.

>> No.8572016
File: 1.07 MB, 232x180, 1542180300.gif [View same] [iqdb] [saucenao] [google]
8572016

>>8571960
>PLUT - 704 Chaingunners (The most used monster in Plutonia)
And yet none of the chaingunners have fucked me as much as that shotgunner death trap in Impossible Mission.

>> No.8572029

>>8571960
Now show me the multiplayer numbers

>> No.8572057
File: 489 KB, 498x499, 8F6DE6E1-073C-475E-90B5-5242F24B9BD9.png [View same] [iqdb] [saucenao] [google]
8572057

I finished Serious Sam TFE and TSE today. Amazing games. How do the other games in the series compare? Any other game recs?

>> No.8572076

>>8572057
Serious Sam 2 either clicks or doesn't. There's a mod called Overhaul that adds the Classic enemies back into the game but it might crash once or twice. I prefer the first version of the mod since it doesn't fuck with the final level's theme, which is my favorite level in the series so I am a bit biased. It's a very obscure and recent mod so a lot of people don't know about this.
Serious Sam 3 has Enhanced which everyone recommends.
Serious Sam 4 has basically the perfect enemies with the perfect weapons but the skill tree, and how enemies and the weapons are actually used can leave a lot to be desired. There's a mod that's basically the equivalence to Enhanced but I don't think its finished yet. Last I played it, it was about half way done. Totally makes the game so much better. Can't recall the name.

>> No.8572086

>>8572057
>>8572076
Oh yeah and the recent Siberian Mayhem is alright. It started off really strong, gets a bit muddy in level 2, level 3 is horrible to hell, and the rest is your standard stuff with some cool shit here and there.

>> No.8572171

>>8571391
Server killed, thanks for joining

>> No.8572337

test

>> No.8572341

Hey guys.

So basically I'm trying to remove the texture replacements from brutal doom while retaining the map enhancement system, as the textures are quite frankly terrible and they even overwrite any textures added from other pk3s or wads like D3 or D64 retexture wads (the bdoom textures also replace default textures when map enhancements are disabled too).

I've deleted the actual textures from the pk3, and I have edited both the CVARS.txt and DYNAMICLEV.txt to remove the "replacetexture" scripts en masse but even thats not done anything other than make the surfaces show missing textures.

Anyone know of any typical def files that usually include texture replacement entries or anything like that?

>> No.8572343

>>8572337
you failed

>> No.8572346

>>8572343
ranged banned on /pol/ thought I may be here too lel

>> No.8572350

>>8572346
Post doom

>> No.8572352
File: 773 KB, 1920x1080, Screenshot (692).png [View same] [iqdb] [saucenao] [google]
8572352

>>8572341
>>8572350
having issues atm with sarge's spaghetti code

>> No.8572357
File: 27 KB, 370x436, 1556085861529.png [View same] [iqdb] [saucenao] [google]
8572357

>>8572352
All I can say is good luck.

>> No.8572358

I don't get it.
Why don't speedrunners use the fixed versions of tnt from id anthology/unity or psn iwad instead?
Are they retarded?
Instead of using an official patch wad they could kill two birds with one stone.
Or a source port that fixes this shit.
Same with the teleporter bug.

>> No.8572360

>>8572352
>trying to make sense out of and modifying that shit in a way that doesn't break it
Have fun with that.

>> No.8572363

>>8572360
I've done it before
totally removed the map enhancement system from the wad and had absolutely no issues. but I want it now, just without the textures so its a bit more tricky lel

>> No.8572419

>>8571012
BloodGDX or NBlood
someone please make a blood infograph, I'm tired of seeing the same question for blood every other post

>> No.8572467

>>8572076
The updates they did for Serious Sam 2 raised that game up by like 3 points, much more palatable now

>> No.8572474

>>8572419
Having infographs for Thief and Deus Ex before Blood seems backwards to me for a retro FPS thread, especially considering we get like 50 people each thread asking how they should play Blood

>> No.8572576

>>8572341
try deleting ANIMDEFS and animfsa, and make sure you've recompiled ACS after editing CVARS and DYNAMICLEV.
can't guarantee that will be enough, my goal was nuking the enhancement system altogether, and it was years ago.

>> No.8572587

>>8572576
yeah honestly I've given up and just nuked the enhancement system again
there's a decent bdv21 enhancements only wad out there that I used to use but I can't find it. only one I can find rn is a poundshop version that doesn't even include bd barrels for some reason

>> No.8572592

actually, fuck it
easy workaround
just have two BD files, one with enhancements, one without
ez pz

>> No.8572608
File: 2.11 MB, 627x704, 1642849744664.gif [View same] [iqdb] [saucenao] [google]
8572608

>>8572057
2 can be skipped if the style puts you off
3 is alright but has a very slow start
4 is amazing but if you don't have a great system then be prepared to run it on low settings
Siberian Mayhem is just more 4, which I think is a good thing because I enjoyed 4

>> No.8572616

>>8572057
2 is extremely goofy and REALLY fucking long. Some of the cutscenes are absurd but it's really charming. Gameplay is pretty solid.
I fucking hate 3, movement feels all fucked up, all of the fun guns are hidden, hitscanners are common, dark indoor areas with monkeys that jump around and you're inexplicably slower for reasons. One of the new enemy types: Some kinda flying witch has an Archvile style attack where she locks up your aim and slowly lifts you into the air. Fucking horrendous.

I can't say anything about 4, I have not played it. The perk system letting you do shit like dual wield almost any weapon seems fun, but I hear tell you need a strong PC to run it.

>> No.8572690

>>8571010
>I attributed that more to 2013 Shadow Warrior. Maybe it was one or the other.
Likely both, but I'm giving more credit to RotT since technically its both Slipgate's (before they took over original Apogee from high Scott) & New Blood's origin story.

>> No.8572886

VR anon, you probably figured it from the silence but that third map isn’t coming to fruition, everything just got in the way

>> No.8572894

>>8572341
Simple option : take the textures from Doom/Doom2.wad and overwrite the BD textures with the textures they're supposed to be overwriting.

>> No.8572903

>>8572057
2 is the hardest in the series on serious, but not in a good way, more in a failure of basic game design way. enemy audio cues and attack choreography are subpar, and the second you get used to it, all of the enemies are switched out for new ones. if you don't use the newfangled sprint/akimbo features, be sure to bind grenades to mouse2 and spam them like a mad cunt at everything, otherwise you're gonna have a bad time.
3 is good but runs like absolute shit unless you're using the fusion version (which has lots of cool features and enemy balance changes)
4 is generally great but runs like absolute shit no matter what, and you have to abstain from using gadgets for a challenge

>> No.8572910
File: 324 KB, 1200x630, goingdown.png [View same] [iqdb] [saucenao] [google]
8572910

What the fuck is with the music in going down? I feel like half the difficulty is just having to listen to this free form jazz midi shit.

>> No.8572913

>>8572910
Cyriak is a mad cunt.

>> No.8572926

>>8572910
>>8572913
It would be more of a surprise if it weren't all over the place when it's the megawad he designed.
https://www.youtube.com/watch?v=FavUpD_IjVY

>> No.8572936

>>8572910
sounds cool dumbass
still waiting for a passenger of shit megawad
maybe scumhead could do it

>> No.8572938
File: 2.91 MB, 1280x720, remove baron.webm [View same] [iqdb] [saucenao] [google]
8572938

>>8571261

>> No.8572952
File: 39 KB, 321x263, bfg.jpg [View same] [iqdb] [saucenao] [google]
8572952

>>8572938
Hideous Destructor really does make you feel pic related.

>> No.8572980

>>8571236
"It's afraid.."

>> No.8573010

>>8558213
GZDOOM engine FPS Beyond Sunset demo released and it's really fucking good.

https://metacorp.itch.io/beyond-sunset

>> No.8573246
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
8573246

ALRIGHT MOTHERFUCKERS IT'S THAT TIME OF THE WEEK AGAIN. SCREENSHOT SATURDAY. WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S A GOOD TIME TO SHOW US WHAT YOU'VE BEEN UP TO
I missed posting this last week due to being sick, my bad.

>> No.8573261
File: 185 KB, 1065x1220, Screenshot 2022-01-29 141931.png [View same] [iqdb] [saucenao] [google]
8573261

is there any way to add to my mod a keybinding that selects the pistol without using scripts?
I tried looking into PB code under KEYCONF file but it uses scripts which I dont want to use in my mod
all I want is add a keybind to pull out the pistol

>> No.8573264

>>8573261
2

>> No.8573269

>>8573264
what?

>> No.8573273

>>8573269
Press it.

>> No.8573280

>>8573273
I want to bind it to one of my side mouse buttons you fucking inbred mentally handicapped shit eating cocksucker faggot

>> No.8573283

>>8573280
Deal with it, faggot. I don't care.

>> No.8573284
File: 1.06 MB, 1280x800, 1618169559244.png [View same] [iqdb] [saucenao] [google]
8573284

>>8573246
Im not working on anything, but if anyone wants maps to be tested quote this post with a link, I'll send feedback with a demo.
Disclaimer: I am bad at Doom and I'll be playing on PrBoom+.

>> No.8573320
File: 822 KB, 1366x768, doom112.png [View same] [iqdb] [saucenao] [google]
8573320

>>8573246
First full-scale slaughter fight I've made (1400 enemies in this arena)
>>8573284
I take it you don't want to test my slaughtermap

>> No.8573327

>>8573320
I can't guarantee I'll finish it, but I'll give it a fair shot.

>> No.8573389

>>8573327
Okay, there's not currently a way to retrieve the yellow skull key and no exit. So if you end up making it to this part, just imagine the map ends right after the slaughterfest.
https://file.io/DbNhuQ0rGUrQ
MAP06 slot

>> No.8573392

>>8573389
Link's dead

>> No.8573406

>>8573392
https://doomshack.org/uploads/PlayMAP06.wad

>> No.8573556

>>8573406
Well after 40 minutes of dying in the first room, I can confirm that I am very bad at slaughter. But, I overall enjoyed the little of what I played. The encounter was nicely paced and I managed to get past it after a few tries, I like how you allowed the player to take it slow or fast with the switches. Big fan of the turret cyberdemon in a cramped space even though I couldn't get past him, I managed to pass once but the archvile behind him cooked me.

Good going anon, I'll probably get back to it later, I'm itching to see what's after that room. Sadly the replay I took crashes when I try to replay it, I'm not too experienced with demo captures.

>> No.8573590

>>8558213
Doom Delta version 2.4.0b released
https://forum.zdoom.org/viewtopic.php?p=1211719#p1211719

>> No.8573650
File: 26 KB, 640x480, doom88.png [View same] [iqdb] [saucenao] [google]
8573650

>>8573246
I did a bit of map for DIY, progression is there, just need some doodads.

>> No.8573774

Any torrents for Serious Sam: Next Encounter, GameCube version? It takes forever to download the game regularly, tried several ROM sites.

>> No.8573780

>>8573774
archive.org

>> No.8573796

>>8572608
>>8572076
>>8572903
Everything I've heard about Serious Sam 4 on launch:
>buggy and unoptimized
>they scammed us with this legion system thing that promised the world but is only in the intro level and means nothing
>shitty skill tree system where basic stuff is locked away
>shitty level design with huge open empty areas
>shitty pacing with more boring than fun enemy encounters
>some more powerful weapons are given only in the last few missions, poor weapon balance overall
>game overall feels like it was rushed despite the long dev time
But now I'm seeing you guys praising it and I'm seeing the steam reviews are mostly positive, so what changed? Is it really worth it now?

>> No.8573807

>>8573246
I want to share something of the progress on my first map but I'm concerned that's a bad idea.

>> No.8573827

NEW THREAD
>>8573823
>>8573823
>>8573823

>> No.8573831

>>8573780
>>8573774
Or you COULD go into the undernet/Deep Web and find it somewhere in that digital underbelly.

>> No.8573843

>>8573796
It still runs like shit.

>> No.8573871

>>8573796
I'm not praising 4, it's why I'm recommending a mod that's going to take some time for it to finish because everything you said is basically true. The mod can't possibly fix all my gripes but its the best I can get without me diving into modding.
It's a game with all the right parts but none of the parts are used to their full potential at the right time. The game is so long that the canon/Laser upgrade could have been the final weapon/upgrade during Breakfast at France, which is at the middle of the game. The game could have been the revolution that Sam games needs but restricting the upgrades to the skill tree instead being natural upgrades (like picking up a second rifle instead of just being gifted one at the skill tree) would have done a lot to balance out the game. Overall the base Sam 4 game is built on the idea that you aren't going to use the tree, but the moment you do it basically breaks the game. I'm not asking the game to be a Sunlust ball-buster but the game really went in a casual route.

>> No.8574021

>>8561767
HEY
I went to try this and I get a crash/error when I launch it after about 20-30 seconds while it says it is compiling scripts.

main (28922, 21) : No matching signatures to 'bloodPlayer::KillMessage(const kStr)'

^ is the exact pop up when it crashes to desktop. I downloaded EC from the moddb page. I installed it to my Blood - Fresh Supply folder. I copied the BEC_1.0 folder to the main Blood - FS folder, and ran the install_BEC.bat like the readme said. I'm using Blood - FS 1.8.4. the GOG version.

Am I missing something obvious? Obviously the unmodded BloodFS works fine. Is it a W10 thing?