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/vr/ - Retro Games


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8635561 No.8635561 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8624097

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.8635562

=== 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 ===
[02-16] Quake 4 in Quake 2 demake released
https://www.dsogaming.com/mods/quake-4-in-quake-2-demake-is-now-available-for-download/

[02-14] La tailor girl updated to 1.8
https://forum.zdoom.org/viewtopic.php?f=43&t=58343

[02-12] Co-op arrows mod for Zandronum
https://zandronum.com/forum/viewtopic.php?f=58&t=10520

[02-10] Powerslave Exhumed trailer dropped
https://youtu.be/PzaWiD-tjMI

[02-09] Doom Shinobi releases February 13th
https://youtu.be/6ec6FHhHDII

[02-09] Underdark Overbright (with Copper) added to the Nightdive Quake port
https://twitter.com/Quake/status/1491464634913763331

[02-07] DBP43: Japanese Valentines is out now
https://doomer.boards.net/thread/2432/japanese-valentines

[02-01] /vr/ Mondo Project announced
>>8584531

[01-30] John W. Galt has passed away
https://twitter.com/E1M1magazine/status/1487866897551044608

[01-30] ModOhFun! 3.4 - Released
https://darsycho.itch.io/modohfun/devlog/340835/modohfun-34-released

[01-29] Doom Delta version 2.4.0b released
https://forum.zdoom.org/viewtopic.php?p=1211719#p1211719

[01-29] GZDoom engine Beyond Sunset demo released
https://metacorp.itch.io/beyond-sunset

[01-28] Powerslave/Exhumed is coming February 10
https://twitter.com/SVKaiser/status/1486906914017583108

[01-26] Romero's doing a post-mortem for Wolfenstein 3D at GDC
https://www.gdconf.com/news/john-romero-presents-wolfenstein-3d-postmortem-gdc-2022

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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8635571

Map32 of Ad Mortem. Final fight is difficult. The map's midi destroys eardrums.
https://www.youtube.com/watch?v=HHJlM0xco_k

>> No.8635573
File: 461 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8635573

>> No.8635574

I'm still running tests on VRTroopers. If you want to help out, feel free to join and break the server.

>> No.8635597
File: 48 KB, 200x200, 1629505840933.png [View same] [iqdb] [saucenao] [google]
8635597

>>8635573
>graf add next working enemy
No.

>> No.8635620

>>8635573
>bad great mod gzdoom
Well, which mod is it talking about then?

>> No.8635707

>>8635571
heh, yeah, my map was pretty shit

>> No.8635710

>>8635574
There ya go

>> No.8635721

>>8635710
It's still up. We may have crashed, but not the server.
So, here's what I learned so far. Samsara vanilla's firestorm has a bug that crashes the server on use. Samsara reincarnation fixes this, however, it's a much more laggier experience overall (And it's also much less refined and far more bloated, but that's beside the point.) This kind of sucks overall.

>> No.8635742

>>8635707
Don't worry, at least you got some experience. My first map was much worse. I'm sure your next submission will be much better.

>> No.8635747

>>8635742
yeah
i'd rather be the lowest point of a pretty decent mapset than the highest point of a shitty one

>> No.8635761

>>8635707
The midi is what drags it down so hard desu. It would've been so much better with something that didn't rape my ears.
Say, have you been working on anything else lately?

>> No.8635786
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8635786

>>8635573

>> No.8635820
File: 469 KB, 1920x1040, MAP09 at 2022.02.16 22-36-52.705 [R3917].jpg [View same] [iqdb] [saucenao] [google]
8635820

>>8635761
>Say, have you been working on anything else lately?
yeah, currently working on a 9-map episode where Doomguy ends up in Japanese Buddhist hell

>> No.8635825
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8635825

>>8635573

>> No.8635847

>>8635820
I had a hunch that was you, heh. Just don't put any earrape toehoe midis in this time around. Best of luck.

>> No.8635863

is there any way to get rid of the movement inertia in quake 1? I'm sick of constantly running into fucking walls when trying to go fast. Inb4 git gud, I've been playing quake since I was 8 and it's my least favorite aspect of the game.

>> No.8635937

>>8635820
Have you watched Jigoku?

>> No.8636010
File: 342 KB, 480x320, Mechanized Infantry.gif [View same] [iqdb] [saucenao] [google]
8636010

Regarding 94 Protons Of /vr/, I want to ask you guys your opinions on two things.
(BTW here's the post about compat, if anyone missed it: >>8633931 )

1. I asked you guys about altering some monster sounds, one of the reasons I asked was because I have those assets already for other projects and it would take very little work to add.
Primarily, I'd like to give the Arachno their D64 walking sound, because it's a lot less loud and grating, along with a less obnoxious plasma sound.

I also considered D64 sounds for the Zombie enemies, because those sound cool, however that hurt sound is also shared with the Imp and Boner, so if that's changed they get the Zombie pain sound, which would be kind of awkward, the Fatso also uses the Zombie active sound, so that's something to think about. I have replacements for those already, so it would take no time away from anything else.
D64 style door and lift sounds could maybe also be cool.


2. A zombie with a plasmagun was suggested at one point, and I thought about it a little, but he wouldn't actually add much over other monsters. Instead, what if, for just one custom normal monster, we added a zombie with a rocket launcher?
Hear me out, he has a fairly long windup that'd be telegraphed strongly, he would only drop a single rocket ammo instead of a launcher, he would have a maximum attack range as to not snipe the player from afar, and at really close ranges (probably melee), he would not shoot a rocket but instead fire two pistol shots.

Also toying with the idea of him producing a small backblast when firing a rocket, which doesn't do much damage (the 94mm launcher using a counter charge), but if another monster was behind him, they might get pissed and they'd start fighting him, because that shit hurt. Unsure of how this behavior would be conveyed to the player though.


I'm not married to either of these, so do tell me what you think about them. Rocket zombies I think would have to be used carefully, if added at all.

>> No.8636034

>>8636010
>Changing arachnotron sounds
unbased
>Changing zombie sounds
no opinion
>Plasma zombie
unbased
>Rocket zombie
based

>> No.8636098
File: 21 KB, 313x400, images (29).jpg [View same] [iqdb] [saucenao] [google]
8636098

>>8636010
>rocket zombie with an infight-bait backblast

>> No.8636115

https://www.doomworld.com/forum/topic/87944-blank-space/

Anybody have tips for pressing both buttons on the last fight of this? I cannot decide who to focus first or what to use my two BFG shots on.

>> No.8636124
File: 403 KB, 999x726, CHAINGUNNERS could be here.jpg [View same] [iqdb] [saucenao] [google]
8636124

>>8633172
HDest E4M3 Naturist
I'm not as powerful (or tall) as >>8633810 but I sure as hell can ride a zerk high all the way home.
https://youtu.be/lj6xrlvB0_4

>> No.8636131

>>8636010
Plasma zombie would be a good intermediate harasser.
I think backblast is overcomplicating things. If I position monster behind another, it will be more likely to shoot the monster in front anyway. Backblast is just weird.

I think smaller fragile flier, like those from Heartland might be good to fill a niche.

>> No.8636146

>>8636124
Based

>> No.8636163

>>8636010
Add Scythe 2's Evil Marines :^)

>> No.8636164

>>8636163
Oh god please no.

>> No.8636212

More tales from the 2p HDest
>Doom 1 over, we Doom 2 now, HMP again
>levels pretty much go skip, skip, skip due to abundant doorbusters
>not refueling base, oh no sir
>stuck getting ventilated again
>armor and supplies dwindle with each respawn
>slow progress just shooting from the starting area, but some asshole zombie ruins it every time because we're both naked
>doesn't help that my friend isn't super advanced yet
>give up for the night
Probably starting from MAP10 with a loadout instead of continuing this, won't try my pal's patience (I could do this all day though). Started appreciating Slayer AKA double barrel AWP in that ordeal, so there's that.
>>8636124
Very cool! Noticed I have some of your videos marked as watched previously, too. Zomfg epic deanon for the win? Who knows. No

>> No.8636234

>>8636010
You can give rocket zombie a jetpack to make them into fragile, flying heavy hitters.

>> No.8636241

>>8635820
Is the final map a sea of endless "sand"?

>> No.8636247

Arch Elementals or Pain Viles?

>> No.8636249

>>8636247
Cybersouls

>> No.8636251

>>8636249
Baron of Guys

>> No.8636258
File: 553 KB, 307x234, thinking.gif [View same] [iqdb] [saucenao] [google]
8636258

>>8636234
That's actually not the worst idea I've ever heard, that would make them really versatile. Maybe also make their jetpacks explode midair when they die, so they can't be raised by Archies?

>> No.8636271

>>8636251
Heavy Weapons Knight

>> No.8636280

>>8636271
>It costs 4000 gold coins to fire this ballista for 12 minutess

>> No.8636281

>>8636258
Maybe. Not sure fliers that explode into infinitely tall explosions would be that great though, but if they just disappear with explody animation, that'd work.

>> No.8636289
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8636289

>>8636271

>> No.8636293

>>8636289
Go to bed kegan

>> No.8636298
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8636298

>>8636293
no

>> No.8636314

>>8636241
nah, it's the Sanzu River since it ends with Doomguy getting the hell out (he woke up in hell after having a bit too much sake while vacationing in Japan with his buddy Lo Wang)

>> No.8636316

how do I turn off NPC buddies speaking in brutal?

>> No.8636327
File: 236 KB, 1600x1200, nudoom_ishygddt.jpg [View same] [iqdb] [saucenao] [google]
8636327

>>8636316
>playing brutal doom in the year of our lord and savior 2022
ishygddt

>> No.8636353

>>8636327
I mostly play it for the recoil

>> No.8636360

>>8636353
HDest and never look back. Tweak it to be less milsimy if you must.

>> No.8636380
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8636380

Here it is, Ad Mortem v4. Probably the most official update you're gonna get. If you are going to play any version I would highly recommend this one. I'm hoping someone can upload this to the doomworld thread and possibly idgames at some point.
Changes include the updates from the last couple threads. I also rebuilt the nodes for map 33 to fix some flat bleeding. The version number is listed in the lower right of the titlepic. Thank you all for your contributions.
Mega:
https://mega.nz/file/erwV0IbC#LE6uNgNAXh8CkxNhZpFxY3cxMWrS6_eaO92ZdotUfho
Mediafire:
https://www.mediafire.com/file/ng9rgx5l77wkofs/AD_MORTEMv4.zip/file

>> No.8636405

>>8636380
Cool, I'll get this for the news post. >>8635562
Just note I'm likely going to remove it to make room for 94 Protons once that starts

>> No.8636412
File: 52 KB, 683x577, rip and tear this gay earth.png [View same] [iqdb] [saucenao] [google]
8636412

Trying to play HDest for the first time and on the page for the bootcamp it says "Remember to load Hideus Destructor before the Bootcamp, it relies on HD stuff!"

...what? What the fuck does that mean? How do I load HDest and then load a .wad? I tried dragging both onto GZDoom.exe but that didn't work, so I assume that's not what they meant, and when I'm running HDest I don't see anything in the menu as far as loading anything else from within the GZDoom client.

>> No.8636418

>>8636412
Oh you certified sweetie, download ZDL and never worry about this again.

>> No.8636419

>>8636412
>I tried dragging both onto GZDoom.exe but that didn't work
The order you click WADs determines the load order, first to last. So you want to click HDest first and then the bootcamp wad before dragging them onto GZDoom.

>> No.8636420

>>8636412
Use a frontend like ZDL or Doom Runner, there is a way to load things in a specific order with drag-and-drop, but you're much better off not loading mods like a caveman.

>> No.8636429

>>8636418
>>8636420
Ok thanks, guess I'll finally download ZDL

>>8636419
I just tried that and it still didn't work, but it shouldn't be a problem cause I'll just go get a loader

>> No.8636453

>>8636115
I can give some advice that'll make it really easy but you may not like it. The last fight of this map is incredibly cheesable. Just hit both switches at once, grab a soulsphere and the bfg then drop down and tank the damage of the hurt floor and pick off all the flying enemies. Once you start to run out of health just teleport back up, grab more health and repeat. If you don't want to cheese it I'd still recommend hitting both switches at once. Also you can get softlocked if you accidentally don't pick up both keys. Otherwise fun map.

>> No.8636485

>>8633387
What the other guy said, Quake is only halfway there. But I did enjoy it and Arcane Dimensions. Could play Copper and addons, I guess. I'm pretty sure I got a ready-to-play package with vanilla, AD and Copper bats from here, can anyone help me out?
>>8634767
I'll try to remember that for next playthroughs, didn't really use them aside from knocking cheetahmen into lava.

>> No.8636509

>>8635863
learn how to redirect your momentum with air strafing and you'll enjoy it.

>> No.8636519
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8636519

>>8636453
I actually started to figure out a non-cheese strat, but I was definitely banging my head against the wall for a while. I press the switches, kill the chaingunners, and use the teleporter to circle back to cover from the affrits. Once I'm in cover I rotate back to the spider demons and use them as cover from the deathballs that are following me cause spiders are fucking fat and made easily docile with chaingun fire. Rinse and repeat while picking off the flying enemies. I don't wanna rely on jumping off for the single segment cause I find there's a chance I teleport into the middle of a horde and get melted, but I end up falling off a bunch anyway.

>> No.8636607

>>8636380
Good job anon!

>> No.8636635

>custom enemy - basically a cyberdemon with a hitscan railgun that deals 999999 damage on direct hits and has a tiny bit of splash damage/weak tracers, but it heavily choreographs its attacks and fires slowly
>always fires at you and doesn't attract aggro
>placed in a coverless arena with a bunch of pinkies and lost souls that you're inclined to keep alive to use as meatshields long enough for a teleporter that telefrags the sniperdemon to open
>constantly have to decide "is killing this enemy going to help me live or end up killing me"
>maybe have to divert the big guy's attention to a smaller group of enemies so he doesn't kill as much of your cover at once
any wad ever done something like this

>> No.8636643

>>8634785
I'll see if I can frankensprogs it, thanks

>> No.8636647

>>8635573
>muh reload

>> No.8636652
File: 1 KB, 205x19, man.png [View same] [iqdb] [saucenao] [google]
8636652

>>8635573
I feel you

>> No.8636676

>>8636234
>>8636258
>that would make them really versatile
I disagree, I imagine a flying rocket zombie would make most encounters more monotonous or messy. They'd be scary and require you to focus on them, so you just kill them and then go back to the rest. Infighting wouldn't be much use since they die instantly. It sounds more like a time waster than a niche that could be used to influence available strategies for the player. At least if limited by the ground their placement would matter.

>> No.8636685
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8636685

>>8635573

>> No.8636728
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8636728

>see Nash saying GZDoom runs at 60 frames on his integrated GPU laptop
>try it on my own laptop since I get frame dips with DSDA
>it's actually better
how.

>> No.8636741

>>8636728
A couple of last updates had performance fixes.

>> No.8636749
File: 7 KB, 114x58, WRKBNCHA1.png [View same] [iqdb] [saucenao] [google]
8636749

>>8635561
Asking again for help
I want to edit the Pain Elemental with WhackEd4 to do the following
>be stationary
>spawn lost souls without changing it's facing direction
Any way to do this? I do not want to use ZDoom

>> No.8636751

>>8636728
I wonder what happens on my pc. I can only play smoothly with prboom+. With anything else (chocolate, crispy, gzdoom, lzdoom) I get quite a few frame drops depending on the map. i5-6600 cpu/r9 270 gpu

>> No.8636810

>>8636728
Contrary to the FUD, GZDoom is actually pretty well optimized for what it is. You just need hardware that's new enough to have OpenGL 4/Vulkan support. It's a feature requirement, not a performance one.

>> No.8636823

>>8636728
LzDoom was basically rolled into GzDoom and it added some stuff for better performance with weak machines, such as GLES. The Vulkan renderer also gives improved performance over OpenGL with SOME hardware.

>> No.8636842
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8636842

Here comes the Baron/Hell Knight replacement

>> No.8636860

>>8636842
Doesnt look like a door

>> No.8636908

>>8636749
Turrets are definitely been done in dehacked. For rotation, I dunno.

>> No.8636925

>>8636728
GZDoom works fine for me until there's any weather effects. The snow maps in Eviternity were unplayable so I switched to DSDA.

>> No.8637001
File: 3 KB, 320x200, TITLEPIC_v1.png [View same] [iqdb] [saucenao] [google]
8637001

Another thing, is there an easy way to disable all transparency/dynamic lighting for actors if the WAD is played in ZDoom. I replaced the Lost Souls and I don't want them to be see-through

>> No.8637186

>>8636676
You may be right. I still think Doom needs more fliers. So maybe jetpack zombies with plasmagun is the answer?

>> No.8637190

Can someone dump Civvie's Chasm video from Patreon?

>> No.8637209

>>8637190
Just use KemonoParty like a normal person.

>> No.8637210

>>8637190
Nightdive must not be writing him checks anymore.

>> No.8637219

>>8637209
I would, but it's not there right now. Last post that was dumped there was for Manhattan Project.
https://kemono.party/patreon/user/11872578
>>8637210
You mean Dave Oshry*?

>> No.8637234

>>8637219
No, I was talking about Powerslave.

>> No.8637240

>>8637234
Yeah, I got what you meant. Just initally read your post wrong like a complete retard.

>> No.8637243

>>8637240
That's okay. Just don't forget your cyanide capsule on the way out.

>> No.8637249
File: 167 KB, 560x620, RingBreak.png [View same] [iqdb] [saucenao] [google]
8637249

>>8637243
I thought you were supposed to take it on the way in.

>> No.8637253

>>8637001
people who play in zdoom ports will have to turn lost soul translucency off, or you could make a separate zdoom port patch that sets render styles and other graphical things off

>> No.8637269
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8637269

>>8635561
anyone know where in SLADE i can find the file to edit ammo max capacity for the brutal doom + 2016 weapons add-on? 3 bfg shots max is lame.

>> No.8637283

>>8637269
disregard me, i figured it out, just had to start a new game, for some reason the changes i made to ammo file wont apply to saved games. who knew?

>> No.8637303
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8637303

Arachnotron replacement

>> No.8637307

>>8636842
What will he throw?

>> No.8637310

>>8637303
Will he sit on top of a technical?

>> No.8637312

>>8637234
It came out like 3 days ago, he'd have to be pretty speedy to get a video out already.

>> No.8637319
File: 74 KB, 560x476, TURRET.gif [View same] [iqdb] [saucenao] [google]
8637319

>>8637307
Much faster/more powerful shots than a normal spider
>>8637310
huh

>> No.8637325

Monster idea: Former cowboy
Midway between shotgunner and chaingunner, shoots 6 accurate shots in rapid succession and then pauses.

>> No.8637337
File: 122 KB, 768x432, iraq-troops-technical.jpg [View same] [iqdb] [saucenao] [google]
8637337

>>8637319
>huh
I mean, how will he move? Arachnotrons are not immobile

>> No.8637341

>>8637337
He will be immobile

>> No.8637353

>>8636749
It seems like the pain elemental attack itself forces the caller to face its target so you can't do that without mbf21/decorate at least. As for being stationary, just set it's speed to 0.

>> No.8637354

>>8637325
Can also throw sticks of TNT

>> No.8637374
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8637374

Why civvie not his own game?

>> No.8637384
File: 573 KB, 424x600, poster-sigil+small.png [View same] [iqdb] [saucenao] [google]
8637384

bros... why is it so hard... why would romero do this...........

>> No.8637394

>>8637384
to make you his bitch

>> No.8637398

>>8637374
He reviews vidya games, but that doesn't mean he has the talent or resources to make his own. It's the same reason why your english teacher analyzes literature but can't write any famous books.

>> No.8637412

>>8637398
Especially when it comes to video games since theres a disconnect that comes with coding and stuff. I could tell you the differences between a good feeling shotgun and a bad feeling shotgun but I got no clue how to actually make one either way.

>> No.8637436

>>8637374
Why?

>> No.8637442

>>8637384
to show he had the skill left in him to batter veterans,even with no DOOM 2 monsters.

>> No.8637446

Is there a wad for the 3DO soundtrack for Doom? Starting another playthrough of Doom the Way Id Did and I thought I could give it an extra twist.

>> No.8637530
File: 121 KB, 378x575, file.png [View same] [iqdb] [saucenao] [google]
8637530

Thinking of just palette swapping for the zombie replacements

>> No.8637569

>>8637190
Okay, he actually released it today. Will watch it tomorrow probably.
https://www.youtube.com/watch?v=5baDD6lydh8
>>8637398
>doesn't mean he has the talent or resources to make his own
>Thought about making a YouTube channel.
>My hardware is shit + that's too much hassle either way.
>Settled for shitty blog with no readers, but "it was more of a hobby for myself anyway".
True.

>> No.8637606
File: 420 KB, 395x305, ezgif-1-3c674b2d22.gif [View same] [iqdb] [saucenao] [google]
8637606

>>8637530

>> No.8637631
File: 77 KB, 866x671, screenshot.png [View same] [iqdb] [saucenao] [google]
8637631

>>8637569
>"why is he using strange aeons music for the intro? weird flex but okay"
>*the rest of the video* "wait a minute"

>"oh"

>> No.8637648

>>8637631
With doom mods, you should assume most things in them like music, sprites, textures, whatever are lifted from other games

>> No.8637696
File: 2.84 MB, 640x480, poly.gif [View same] [iqdb] [saucenao] [google]
8637696

Recently dsda-doom has been adding support for the doom in hexen format which allows for, among other things, polyobjects. Unfortunately relevant wad lumps are not supported yet which kind of limits what you can do with them. You can sort of replace acs scripting with voodoo scripting, but they're still always silent due to the lack of sndseq. There are also some discrepancies with how gzdoom treats them that would further limit their use here. Enemy line of sight checks and archvile attacks pass through them for instance and sliding doors in particular can be permanently stuck slightly open if the player blocks them as soon as they start to close. They are also prone to rendering problems even when using a "polyobject aware" nodebuilder. I'm not sure if this will be adjusted since it may be accurate to how hexen originally handled them and dsda's meant to be an accurate port.
Here's a tiny map I made while experimenting with the features. Dsda-doom Version 24.0 and up complevel21 (the only one that supoprts Doom in Hexen)
https://files.catbox.moe/q6lz48.wad

>> No.8637703

>>8637696
whack

>> No.8637728

>>8637374
His environments used to be done in GZDoom, but iirc they're now all moved over to UE4.
He's shown that knows what he's doing technically when it comes to mapping, but no idea if he's made anything fun.

>> No.8637738

>>8637696
Awesome

>> No.8637745
File: 414 KB, 1176x636, 1644109501197.png [View same] [iqdb] [saucenao] [google]
8637745

>>8599916
What is the text in pic related from?

>> No.8637754

>>8637745
the original meme is about not taking the vaccine

>> No.8637765

>>8637696
Does this also support MBF21 stuff and demos?

>> No.8637774

I put up another stress test server, name is Ma/vr/icks if you want to keep breaking my shit.

I've been receiving complaints from some anons not being able to join the Friday or Sunday games due to time, so how about I establish another event on a different day?

>> No.8637826
File: 1.62 MB, 1856x906, GOODBYEME_Alpha_PV.png [View same] [iqdb] [saucenao] [google]
8637826

Made a lot of progress today, pretty soon I want to ask the people of this thread to help with mapping/texture work and make this a community effort.

>> No.8637830
File: 1.62 MB, 1856x906, GOODBYEME_Alpha_PV.png [View same] [iqdb] [saucenao] [google]
8637830

>>8637826
oops, forgot the POS's

>> No.8637927

>>8637765
The hexen map format only works with dsda-doom on the mbf21 complevel, no other complevel will accept it. It falls into a grey area in terms of what compat it actually is however because the official specs of mbf 21 don't extend to this format and other mbf21 ports like woof will not run it. You can only record a demo with the -baddemo parameter since the format is experimental. Once it's actually done we might get a specific "doom in hexen" complevel, but it's definently not there yet since for the reasons I listed. New mbf map format stuff obviously won't work since the map data is different but it seems that new dehacked stuff does still work, although doombuilder throws ups some errors trying to load it.

>> No.8637945

>>8637826
Ehhh, with all together in direct comparison I think the human enemies, except the dynamite dude, look pretty flat. You should add some shading.
Also, good luck with making this a community effort lol

>> No.8638004

Kegan, what the fuck is the Tech Monk's secret move supposed to be? I'm fucking snort laughing over here.

>> No.8638031

Map16 of Ad Mortem. Very cramped, very difficult.
https://www.youtube.com/watch?v=6CHczlwygWA

>> No.8638037

What's the best/recommended SC-55 soundfont?

>> No.8638046

>>8638031
>I feel like I have played maps by this author before
2048, MAP24

>> No.8638053

>>8637384
Just play on a difficulty level you can actually handle, you moaning bitch, Romero making those levels actually twist your sack on UV is part of what makes it good.

>> No.8638062

>>8638046
Ah, I wasn't wrong then. I can see the resemblance now.

>> No.8638071
File: 646 KB, 500x750, HAYABABDEEEE.gif [View same] [iqdb] [saucenao] [google]
8638071

>>8638004
Raiden's electric dive. Funniest goddamn move in fighting games.

https://www.youtube.com/watch?v=mngTCbp5zqE

>> No.8638085
File: 1.43 MB, 1920x1080, Gzdoom-4-7-1 Screenshot 2022.02.17 - 17.15.19.22.png [View same] [iqdb] [saucenao] [google]
8638085

So MA Put is pretty cool

>> No.8638092

>>8637648
Usually, but sometimes people put in a lot of elbowgrease into a project, or at least part of it, so an episode of maps may be overall typical and common stuff, one of the couple dozen talented musicians in the community made an all original score for the .wad (which will certainly be used again in the future for other works, but still).

>> No.8638165

>>8638062
Little development insight from a friend: The map is essentially a spiritual sequel to the author's spooktober submission, Uncle Reggie's Basement, which was also a secret level. The idea of the map was being set in a dilapidated shithole with a meth lab at the bottom, hence the name candy factory. The ending was intended to be confronting the titular Uncle Reggie, represented by a commander keen (despite the fact there is a keen replacement in the wad made for the map) who used a demonic ritual to send doomguy to hell in a last ditch effort.
The guy's barely online, he's on for like 3 hours a week tops so the map didn't get much polish, but he was insistent on getting it into the set. On one hand I feel bad for the guy, but at the same time, it was kind of doomed from the start if he's offline so damn much. It would've been wiser to cut his losses imo.

>> No.8638168

>>8638071
Incredible. I also like the flute for Past-Linked. I'm looking forward to seeing if I can use that to cheese my way out of a trap or a death exit.

>> No.8638172
File: 563 KB, 1920x1080, Screenshot_Doom_20220217_190655.png [View same] [iqdb] [saucenao] [google]
8638172

>>8638071
Not that anon, but what's this supposed to be? Retirement grease?

>> No.8638176

>>8638172
It's a callback to my old 64kb Blastmaster Mk 1 mod I made back in like, 2017.

>> No.8638185

>>8638176
>Blastmaster was originally a 64kb mod
Ah, that makes sense, was the modular rifle a bunch of TEXTURES fuckery?

>> No.8638197

>>8635573
>post piss man
dare you enter my magical realm?

>> No.8638235

>>8637530
Which country will this take place in, mostly? Iraq? Turkey? Iran? Saudi Arabia? Kuwait? Syria?

>> No.8638237

>>8638037
I use this one
https://www.doomworld.com/forum/topic/118828-updates-in-progress-the-most-accurate-sc-55-soundfont/
It's pretty good for the most part, but the Echo Drops sounds particularly awful in it so I recommend replacing it with the one from another soundfont

>> No.8638251
File: 2.68 MB, 720x360, look at all this stuff.webm [View same] [iqdb] [saucenao] [google]
8638251

>>8638185
It was a big chunky cannon. So the Blastmaster Mk 2 was an improvement in every way. Really I consider this mod a failure in some ways but I learned a lot about working with TEXTURES and making shit work.

That angry rattling clip pickup is still funny

>> No.8638254

>>8638165
Neat. I always liked such development insights.

>> No.8638317

Expansion packs are typically meant to be harder than the base game, right?
Why is every Serious Sam expansion easier?

>> No.8638319

>>8637384
Play on medium mode instead of hard.

>> No.8638324

>>8637394
>>8637442
>>8638053
>>8638319
why did 4 people respond earnestly to my shitpost wtf

>> No.8638327

>>8638324
Sometimes the best way to counteract a shitpost is with an genuine answer. It caught you off guard.

>> No.8638365
File: 972 KB, 1920x1080, Screenshot_Strife_20220217_205627.png [View same] [iqdb] [saucenao] [google]
8638365

With enough effort, you could fully complete Doom Shinobi for Strife and turn it into a third-person ARPG, but melee.

>> No.8638393

>>8638176
>>8638251
ah, the good old days
good times, good times

>> No.8638405
File: 28 KB, 1843x167, where it all started.png [View same] [iqdb] [saucenao] [google]
8638405

>>8638393
I was wrong, by the way. It was 2016.
GMOTA turned 8 years old back last month.

>> No.8638410

>>8638393
Anybody remember /v/oblige? That was fun.

>> No.8638431
File: 559 KB, 1920x1080, Screenshot_Doom_20220217_212555.png [View same] [iqdb] [saucenao] [google]
8638431

>>8638251
Apologies in advance, but like every TEXTURES heavy mod, I had to see what a clusterfuck it was in Freedoom.

>> No.8638432

>>8638324
BTFO with kindness

>> No.8638449

>>8638431
Beautiful.

>> No.8638459
File: 93 KB, 1400x700, RonJomero.jpg [View same] [iqdb] [saucenao] [google]
8638459

>GMOTA? More like GMOTA pile of shit! Does it even come with a signed box copy with an alternative soundtrack by Buckethead for the low price of $6.66? Didn't think so dweeb, now lick my knob or fuck off!

>> No.8638462

>>8638431
built to waste the eldritch abomination in the OP

>> No.8638465

>>8638251
It had some neat features even if it was slow as balls to get through maps with.

>> No.8638493
File: 396 KB, 640x477, 1632346393733.png [View same] [iqdb] [saucenao] [google]
8638493

>>8638459
ITS TIME TO FUCKING STOP!

>> No.8638494

>>8638459
I don't get it. Rekkr at least had name puns. What's the joke here.

>> No.8638513

>>8638459
I would genuinely challenge Romero to a sword fight if he shittalked my work.

>> No.8638550

>>8638513
Watch out, he might pull the Daikatana.

>> No.8638573

I've never heard of Chasm before today but now I really want to play it. Anyone know where I can find the package civvie was talking about?

>> No.8638582

>>8638573
Found it.
https://www.moddb.com/games/chasm-the-rift/downloads/chasm-portable

>> No.8638590

>>8638582
Thanks homie, and thank you to David Szymanski for going to all the work of setting it up.

>> No.8638603

>>8638459
>Coke Zero
>Carmack is known to drink Diet Coke
So this is the reason he got fired...

>> No.8638607

>>8638582
HUDface is kinda looking like Ranger.

>> No.8638616

Chasmchads....I kneel...

>> No.8638624

The fire rate on those shotguns is too high.

>> No.8638738

What's the best way to play blood? I heard Fresh Supply has some issues.

>> No.8638745

>>8638738
The issues aren't that bad now, but it's not perfect. Blood GDX or nBlood are best. I guess Raze isn't bad either? never used it.

>> No.8638752

>>8638738
>>8638745
Seconding that GDX is the best but really it's fine either way.

>> No.8638757

>>8638752
Yeah. From what it sounds like, you can't really go wrong these days. Even Fresh Supply is fine, you probably won't notice anything unless you're a die hard fan... Which if you're playing for the first time you can't be.

>> No.8638842

how do i build panzerchasm (for linux)?
id use the DOSbox version but it fucken sucks and panzer doesn't save with wine for some reason.

>> No.8638901

>>8638738
https://steamcommunity.com/app/1010750/discussions/0/1644292444647662838/
Here's a list of certain differences

>> No.8638923

>>8638757
The thing is that Fresh Supply will never get any better, whereas nblood, buildGDX, and Raze continue to be updated.

>> No.8638985

>>8638745
>>8638752
What are the differences between the ports that make one more preferable than another?

>> No.8639003
File: 137 KB, 1149x691, GDX vs Fresh Supply.jpg [View same] [iqdb] [saucenao] [google]
8639003

>>8638985
The advantage of BloodGDX is that it's closer to the actual game Blood in a few subtle ways, but all the differences that significantly change gameplay have been fixed. That, and it will continue to run on computers for 2587652 years because it's in permanent development. If you don't care about either of those, and frankly most people shouldn't care about either, then Fresh Supply is slightly easier to just download and run.

>> No.8639012
File: 377 KB, 1080x1191, Screenshot_20220218-022115.png [View same] [iqdb] [saucenao] [google]
8639012

Also I found this post from a guy at Nightdive while looking into the Blood source ports. Does this mean Fresh Supply might actually get fixed someday or am I just huffing copium

>> No.8639123
File: 160 KB, 1366x768, doom85.png [View same] [iqdb] [saucenao] [google]
8639123

If you're a fan of Killer5's mapping style (particularly EH or ZB), I could use feedback on this map.
I know, I literally just asked for help on another map two threads ago, I don't want to be an attentionfag (well, sort of, forgive my fagginess), but /vr/ anons are generally the most helpful at offering criticism and I'm nearing completion of this wad
If you want help finding the secret exit, the red skull key can be found by
dropping off the platform of the very first fight onto a skinny ledge a la Dimensions 03

https://drive.google.com/file/d/1Xv93bq9iKeyjFA3yDmZ-HaSsoaukOxo5/view?usp=sharing
BOOM, MAP 07
captcha:NGG4S

>> No.8639158
File: 974 KB, 1920x1080, Screenshot_Doom_20220218_034758.png [View same] [iqdb] [saucenao] [google]
8639158

>>8635562
Samsara Reincarnation, a complete refactor of both original Samsara and the "Extra Heroes" mod into something decently balanced, just had a 1.0 release.

https://forum.zdoom.org/viewtopic.php?f=43&t=74652

New features include 43 different player characters (such as seperating the Hexen classes apart and adding characters like Lo Wang) and a monster mixer that will adapt and spawn monsters based on which characters are being played (so Chex guy will summon Flemoids and such.)

I was on their Discord quite a bit while it was in alpha but since it had a full release I thought I'd mention it here for your news. Made me nostalgic for these threads in their heyday.

>> No.8639160

>>8639158
Hooo boy, it's classic rivalry all over again.

>> No.8639163

>>8639158
The Hacker when?????????????

>> No.8639180

>>8639012
Considering all the other things they're up to, if it does happen I guess it will take a while. Either way you already have NBlood and GDX which are still getting worked on.

>> No.8639195

>>8637384
>sigil
>hard
This propably your first pwad, amirite? Don't try blind saveless runs yet. Practice before trying to be a speedrunner. I would also usually recommend to lower the difficulty, but Sigil's UV isn't that bad. Actually first 2 maps of episode 4 are harder.

>> No.8639220

>>8639158
Oh fuck

>> No.8639231

>>8639158
I miss old mashup Parias, but Baratus has some nice meaty weapons, and Shepard is a great addition, I love all of OF's weapons.

>> No.8639258
File: 748 KB, 1920x1080, Screenshot_Doom_20220218_042623.png [View same] [iqdb] [saucenao] [google]
8639258

>>8639158
Literally unplayable

>> No.8639283

>>8639258
What, you don't balance spare shells on your glasses?

>> No.8639310

>>8639195
>Sigil's UV isn't that bad. Actually first 2 maps of episode 4 are harder.
Uh, what? First 2 maps of episode 4 are easy AF compared to beating all of Sigil on UV.

>> No.8639318

>>8639310
You're stupid. I can barely manage the first two stages of episode 4 on UV, but I only started having trouble in Sigil around the last map or so

>> No.8639321

>>8639158
>decently balanced
Grondoval is completely busted. And a LOT of characters have rocket launchers with no self damage.

Also the help screen kinda sucks because of the slow text crawl and how the weapons don't give actual stats like how the original help screens of Samsara did, so you get shit like "This gun does lots of damage!" Which doesn't help. I'm also not keen on the addition of the weird summons some characters get, like Leonard can summon Bubba to whack with his crowbar and instantly end the level.

>> No.8639325

>>8636098
M*A*S*H megawad when?

>> No.8639338

>>8636212
Continued HDest 2man adventures
>fresh loadouts help finally clear Refueling Base
>ride the invul, pop the ghost squad on the cybie, scramble for the exit, get lost
>die by the blue key niche
>friend carefully makes his way to me with my instructions
>cybie is executed by ghost squad so all is fine
""""O"""" of Destruction of Death of Circle
>after a few scrambles manage to get a foothold
>oh yeah this has a cybie in co-op
>end up circumventing most of the map, ride the invul to the end
>it runs out AGAIN and I once again forget that even with cruise control for cool you still have to steer
>friend has to bust me out of invul hubris prison AGAIN
>wait for him to clear the way in one of the exit towers because I lost my shotty in a roll and all I got is a bronto and a half-loaded revolver
>after all is clear teach him to roll as well because why not
Factory
>find out what arachnotrons do (are they krangs or are spider masterminds? I forget)
>speaking of spider mastermind, there is one in co-op
>talks to the bronto, leaves promptly
>navigate to the final door, bust another ghost talisman, easy win
Downtown
>there is a cyberdemon in this map in co-op
To be continued...
Co-op spy is fun because I get to see how my buddy is carrying 18 mags of 4mm split between pockets and backpack. No, I couldn't persuade him to let go of enough of them.

>> No.8639347

>>8639321
>like Leonard can summon Bubba to whack with his crowbar and instantly end the level.
That's fucking hilarious. I'd actually be fine with this if it looked for a secret sector to place him in and had a serverside cvar to disable it without outright banning Leonard.

>> No.8639358

>>8639338
>18 mags of 4mm split between pockets and backpack.
Nothing wrong with that if he's rocking a Vulcanette, they're all virgin mags, and 10 or more of them are backpacked, 4.26 mags are pretty light.

>> No.8639362

>>8639358
That's the thing, all he ever uses is ZM and Liberator.

>> No.8639369

>>8639362
Ouch, maybe some addon weapons down the line could help as a gateway to better taste.
Is he a brass goblin?

>> No.8639373

>>8639369
Is he a what? I don't think he knows how to recast stuff yet.

>> No.8639375

>>8639373
Hopefully he moves on to other weapons before he finds out, that's a deep dark hole to fall into, and can really bog down sessions if left unchecked.

>> No.8639381

>>8639375
I assume you mean someone who hoards brass and spends years looking at the reloader and the liberator going brrr on the floor?

>> No.8639385

>>8639318
That's honestly weird. I wanna make fun of you on you for being bad but it sounds like you're simultaneously worse than me AND better than me. I guess if I was playing E4M1 blind I would have trouble specifically at the red key area, but I don't think anyone has played that level blind for like 20 years now.

Sigil meanwhile has a cyberdemon on like the 3rd level if I'm remembering right, and he's in a position that's hell to shoot at and you barely have enough ammo for him. I have to like plan for that part by infighting and punching the previous two levels just so I have enough ammo to complete the level. I haven't even bothered to complete sigil cause I got bored but it didn't seem like it was gonna get any easier after that.

Compare that to E4M2 which also has a cyberdemon, but you can instantly telefrag him and use the BFG and the ludicrous amount of free cell they give you to fry the like 6 cacodemons that pop out. All while pumped up on blue armor and a soul sphere.

Yeah the only way I could imagine anyone thinking E4M1 or E4M2 are hard is if they are a first time player going in blind, but a first time player would also think all kinds of other stuff is hard so that's not a good metric.

>> No.8639386

>>8637384
I found it more annoying than hard. Defiinitely not a fan.
I wonder if you can beat it with HDest

>> No.8639389

>>8639381
Yeah, for most of us, it's just a phase.

>> No.8639393

>>8639389
I remember when I was a brass goblin. I stopped after I got blasted by grenades from my squad due to lagging behind from the sheer weight of all the 7mil ammo I was hoarding. After the mortar incident I eventually moved back to the Thunderbuster.

Thunderbuster good.

>> No.8639396

>>8639393
Thunderbuster and brass have a funny interaction.

>> No.8639397

>>8639386
In gaming there is good difficulty and there is bad difficulty. Good difficulty requires you to use skill and cunning, and bad difficulty requires you to use patience and luck. Sigil is a little closer to the second as far as popular doom wads go.

>> No.8639405

>>8639393
There was a Hell Knight.

>> No.8639406

>>8639396
Oh yes, I've seen it firsthand. I think you could theoretically lay down some casings and zap them to make a trap of some kind but really just blitzkreiging the area with the Thunderbuster alone is enough.

and thanks to the Peppergrinder addon I have a backup weapon that's well suited for shooting fuckers when the Thunderbuster would either be overkill or too dangerous to use. The Oddball SMG.
Except now instead of being a brass goblin I have a bad habit of compulsively cranking it in front of my squad.

>>8639405
:(

>> No.8639430

In HDest, I used to wonder why you'd need stimpacks when blue pots exist, but after some time with the game I learned the reasons for both.
What I don't know anymore is what the point of the soulsphere is.
What does the megasphere do?

>> No.8639435

>>8639430
Soulspheres are like 8 full bottles of blue potions. and Megaspheres are that + spiritual armor

>> No.8639439

>>8639435
I knew that the soulsphere did, I'm just wondering why you would dump so much blue in your system. Maybe if you enjoy the incap state?

>> No.8639449

>>8639439
It's a good way to treat a lot of burns and purge aggravated damage out of your system. Plus the extra strength for carrying shit is nice.
But the more experienced players I know of usually skip the spheres and opt for a sip of blues every so often and that's it.

>> No.8639454

>>8639449
I suppose I'm an experienced player now because that's what I do.

>> No.8639456

>>8639439
Blues no longer conflict with stims, so you can stim yourself back up from most incaps. Or zerk.

>> No.8639457

>>8639397
good difficulty
>enemies deal lots of damage, and react/attack quickly
>but they're somewhat predictable and you also deal lots of damage
>several enemy types, each with their own method of engagement, which either compliment each other, or when separate serve to change up the pace
>quick reactions on your part are required to not eat shit
bad difficulty
>random enemy damage
>random player damage
>random enemy behaviors
>precognition of the map's layout and secrets are required in order to not eat shit
in short, doom is a terrible game without fastmonsters and maxed damage rolls enabled

>> No.8639460

>>8639456
Wait, what? Since when?
Is there a reason NOT to buttchug blues at every opportunity then?

>> No.8639484

>>8639460
Since the drug rework I'm pretty sure, blues naturally wash out of your system faster now, though. So holding on to a potion is nice in case you need to heal burns or aggro, much less reason to turn down a soulsphere, however.

>> No.8639496

>>8639457
post god machine speedrun

>> No.8639515

>>8639456
>>8639460
They do still conflict, just not in such an absolute manner. Normally, a stim lasts around five minutes, but if you have blues it'll only last around 1:15, and it'll consume 80 blues in the process.

>> No.8639553

I have tried getting into the build engine games before but I keep going back to doom. Thought I would give it another chance today. Plan to start with blood cause its the more praised one. How can I go into it with a more open-minded view?

>> No.8639573
File: 21 KB, 348x333, Geroxe bibox malax.gif [View same] [iqdb] [saucenao] [google]
8639573

>>8639553
The Build engine is a fucking bizarre engine that feels like it's held together with duct tape in chewing gum, death comes swiftly in almost every Build game due to dangerous enemies or map geometry fucking destroying you. If anything moves in a map, be wary around it. Map setpieces have a tendency of blowing up multiple times, so watch out for that.

And some stuff to note about Blood:
It has a different combat flow for one thing, and instead of using hitscan guns as your primary weapon you'll often be hucking dynamite at dudes. Learn to love the dynamite, master it and it will carry you far.
The Tommy gun's altfire does more damage along with spraying bullets in a wide fan. Shooting Cultists with the Tommy gun will often make them look like they're walking in place, it doesn't look like it but you're stunlocking them when you're doing this.
Make sure to crouch and jump a lot when dealing with Cultists, or better yet, just huck dynamite into rooms you haven't entered as precaution, and then laugh when you watch one of the poor bastards get blown up.

Don't ever let Cultists get in the water. Trust me.

>> No.8639587

>>8639553
don't play blood on anything less than well done or it's too easy. if your sourceport allows it, maximize every difficulty setting except enemy health, which you ought to leave at the penultimate setting since 'extra crispy' makes things too tanky.
blood is a borderline tactical shooter and you should treat it as thus. don't listen to anyone else, and don't reply to me if you have a contrary take.

also why does this guy keep baiting out blood discussion in every thread pretending he's new

>> No.8639596
File: 2.33 MB, 640x360, gron.webm [View same] [iqdb] [saucenao] [google]
8639596

>>8639347
Going through the DECORATE and ACS (and desperately trying to understand) It seems like Bubba only spawns if a Strife player uses the reinforcements ability and Bubba gets selected to spawn?

>>8639321
>Grondoval is completely busted.
I don't see it. He deals a lot of damage but his swings are slow as balls, his weapons require too much accuracy, and without armor he can't take a hit without melting into a fleshy pile.

He can steamroll, but that steamroller takes forever to start rolling.

>> No.8639598

>>8639596
Really all you need is the big electrified axe, and then afterwards get the two handed sword, and the only way you'd get killed at that point is if you're totally careless and get swarmed, and unlike Corvus or Parias, he can carry 9 health potions and keep all of them between stages, that's a lot of health on top of his 250 spawn health.
Also his ice halberd doesn't seem to properly change sprites when switching between modes, so that's a pain in the ass.

>> No.8639616

>>8639158
>no serious sam
it's garbage

>> No.8639641

>>8637384
its hard cause you cant even see anything in some levels

>> No.8639662

>>8639553
Start it on Lightly Broiled for the first episode. Bump it to Well Done for the second. If the jump is too hard, consider using the GDX or (iffy) Fresh Supply port for custom difficulty options to bridge the gap.

>> No.8639691

>>8638842
Panzerchasm softlocked me near the end of the game, I wouldnt use it

>> No.8639972

>>8639691
id rather deal with that and have to carefully save in a way to avoid losing as much progress as possible than 85fov (im used to 120-150,with anything below 110 being really bad and anything below 90 being unplayable),really bad resolution and constant dosbox framedrops.
though playing it through wine did not let me save,it was an excellent actual play experience.

>> No.8640010

>>8638923
Yeah, but I'd you like the game nothing prevents you from jumping to another port. If you just want to download it and have it conveniently in your steam library or whatever.... Blah blah blah.
What's controller support like in fresh supply or gdx? I've been streaming games to my couch recently. Blood might be the worst game to do that with, but I'm just curious if fresh supply has anything over the other ports in terms of functionality.

>> No.8640113

What archive is Chasm in? I can't find it, is there a link to the version Civvie used with all the fan patches?

>> No.8640115

>>8640010
theres steam input for blood.so controller support is top notch on steam,though id recommend gyro aiming for the increased accuracy for aiming.
also well done will feel like a first playthrough again,so lightly broiled may be better for that.

>> No.8640129

>>8640113
nvm, it's on moddb under the name "Chasm Portable"

>> No.8640145
File: 578 KB, 1274x682, file.png [View same] [iqdb] [saucenao] [google]
8640145

Mancubus replacement

>> No.8640154

>>8640010
>Blood might be the worst game to do that with
All the build games have very mobile and fast characters, so they translate pretty poorly to controllers. You might want to consider enabling aim assist but then you’re sacrificing lots of control over dynamite tosses.

>> No.8640161

>>8640154
it should be fine with gyro aim,if the controller supports it,trying it in BLOOD and in lightly broiled,it was doing great,though well-done was quite hard,but the first levels of blood are some of the most brutal due to lack of weapons.

>> No.8640173

>>8640161
>it should be fine with gyro aim
It’ll be better. Ultimately, just like going “keyboard only”, unlimited quicksaves and the “take your time” approach of singleplayer will be his best friends here.

>> No.8640179
File: 150 KB, 740x360, TRUCK.gif [View same] [iqdb] [saucenao] [google]
8640179

>>8640145

>> No.8640191

>>8640179
>>8640145
Very nice

>> No.8640203

>>8639573
Played the first map. The trajectory of the dynamite definetly takes some time getting used to, it is quite satisfying though when you land a good throw.
>>8639662
I'm fresh starting each level so I guess I will keep it on for now. Thanks for the tip bout GDX.

>> No.8640207

>>8640203
>Thanks for the tip bout GDX.
Ya. It’s my preferred port until Chicken updates the Raze sourceport with its difficulty customization.

>> No.8640212

>>8639587
i have a contrary take

>> No.8640220

>>8640173
comparing gyro aim to keyboard is pretty silly,gyro is far closer to mouse than any other aiming system.

>> No.8640232

>>8640220
I can aim better with gyro than mouse

>> No.8640234

Who's this ESL who's overusing commas to compensate for his gyro aim shilling?

>> No.8640235

>>8640220
The point is both ‘controller with gyro’ and ‘keyboard only’ are both subpar to playing with a mouse and keyboard. Keyboard control was brought up because its possible with saving and taking your time, much like any other less-than-ideal input.

>> No.8640252
File: 288 KB, 665x630, TRUCKEXPLODE.gif [View same] [iqdb] [saucenao] [google]
8640252

>>8640179

>> No.8640253

>>8640235
I like controller with gyro more than any other input method

>> No.8640279

>>8640253
cool, i enjoy keyboard only more than anything else, fun and classy

>> No.8640291

why is duke nukem so lenient with health pickups
i'm pretty sure you can intentionally get hit by every non-environmental damage source at least once and still come out alright, at least up to a certain point

>> No.8640293
File: 393 KB, 1075x1473, FL5J65cakAAHKHV.jpg [View same] [iqdb] [saucenao] [google]
8640293

>> No.8640325

>>8640279
unironically based and Catacomb 3-D-pilled

>> No.8640417

>>8640207
I wonder how much input Graf actually had in Raze?

>> No.8640423

>>8638745
>>8638752
>>8638901
I got GDX working.
Holy fuck this is hard.

>> No.8640539

Progress so far
https://streamable.com/si822j

>> No.8640557

>>8640235
its a pretty small difference in comparison,its more like a relatively small adjustment period,then its mostly the same.
but i get what you mean.

>> No.8640604
File: 78 KB, 1080x388, Screenshot_20220218-122459~2.png [View same] [iqdb] [saucenao] [google]
8640604

Sandychads vindicated.

>> No.8640665
File: 21 KB, 128x128, WutRanger.png [View same] [iqdb] [saucenao] [google]
8640665

With all this controller talk, I got curious: what FPS you think do work with gamepad? Besides console titles, of course. I feel like Wolfenstein 3D would seem fine.

Should I look into getting Xbox 360 gamepad for PC as third world country pooranon?

>> No.8640687

>>8640665
>what FPS you think do work with gamepad?
Any of them post 2006. That’s when they really started to design encounters around them.
You could even start with Doom 3.

>> No.8640728

>>8640665
depends on the controller,cause my recommendation on a controller being close to keyboard and mouse is reliant on the controller having a gyroscope inside it for aiming (so no joystick aiming,just for casual turns).
with gyro,any shooter should be fine with some practice (even stuff like quake),with no gyro,then most modern-style shooters tend to be designed around them,and shooters with exploitable autoaim/aim assist (if you don't mind the shame of using it).
>Should I look into getting Xbox 360 gamepad for PC as third world country pooranon?
it can be fine for non-shooters,but if you intend to play shooters,getting a controller with a gyroscope would be alot better (like a dualshock4 or switch controller)

>> No.8640730
File: 282 KB, 544x754, file.png [View same] [iqdb] [saucenao] [google]
8640730

>>8640539
Heavy weps replacement

>> No.8640742

>>8640665
Most of them are fine, since you can use steaminput to get working well. Games like quake or unreal (games from the era between doom-esque autoaim and consolized games) might be tricky, but not insurmountable.

>> No.8640746

>>8640665
As someone who STRONGLY prefers kb+m and feels like cripple with a pad, Doom worked fine for me on a controller. I think if game doesn't require looking up/down then it's good to go.

>> No.8640763

>>8640687
How about Quake 1 and Quake 2's Respective Console ports? How about Half-Life 1's PS2 port?

>> No.8640864

>>8640763
I can’t speak for HL2 on PS2 but Q1 and 2’s console ports have some chunky framerate above all else. Perfectly playable for the novelty but the PC versions with controller support would be better. For Quake 1 there’s even that 64 addon but you have to go through Bethshit.

>> No.8640952

>>8640665
Wolf 3D is pretty good, Doom engine games also play mostly well since you have vertical autoaim helping you out. Duke is slower than the other Build games and you can use vertical autoaim too, so it's also a decent choice.

>> No.8640953

>>8640730
So what are you using to code this up? Dec/ACS for zandy or ZScript?

>> No.8640973

>>8640665
Doom is comfy on a gamepad but it can kinda feel like a bottleneck on some PWADs for the same reason that KB only would. MAP28 in Scythe comes to mind as one that wouldn't work well even though it's a gimmick map.

>> No.8640989

>>8640953
No coding needed, I'm just replacing assets/using DEH

>> No.8641006

>>8640973
Finding some of the secrets in Sigil was a total pain with a controller.

>> No.8641014

>>8640423
That's what's fun about it, try to be creative with how you use your weapons in different situations.

>> No.8641015

>>8640665
I've been playing older games with a gamepad for many years as I've always been a laptop gamer.

Doom works good and Gzdoom actually has a "quick 180 turn" move you can map to any button which I found helpful. Weapon selection can be a bit clunky though.

Most source ports for classic FPS have good controller mapping options. Old games without source ports not so much. Half Life Source (if you can stand to play it instead of the original) has native 360 controller support.

>> No.8641016

>>8640604
Is this from the AMA?

>> No.8641017

>>8641015
Weapon selection in GZDoom probably isn't that bad, because you could easily write up a quick mod to layer the weapon binds. Then just switch using the d-pad.

>> No.8641020

SS1 - dude just run backwards
SS2 - dude just run backwards and spam grenades
SS3 - dude just run backwards and take cover sometimes
SS4 - dude just run forwards

>> No.8641026

>>8641020
I liked Sam 2's grenades, but it would have been nice if there was more context to them.

>> No.8641030

>>8641017
Smarter than what I came up with. I just assigned my favourites to the D pad and then next/PREV weapon to the bumpers.

>> No.8641036

>>8641030
It's what the Xbox port of Doom 2 did.
Shotguns were on Up
Chaingun and Pistol on Right
Rocket and Melee on Down.
Plasma and BFG on Left.
The Unity port kind of has a layout like that, but it doesn't double up any of the slots so you have to manually scroll to the BFG and fists.

>> No.8641105

>>8641030
X for chaingun
B for shotguns
A for melee
Right grip for plasma
LB for rockets
RB for BFG
Up pad for pistol
Left pad for Unmakyr
Behold my awkward but works-for-me Steam controller bindings

>> No.8641123

>>8640252
nice i was hoping you'd get a technical in there

>> No.8641132

>>8640179
>>8640252
Is this going to drive away from the player while firing at them? That was doable in dehacked if I remember right.

>> No.8641139
File: 80 KB, 271x330, 1634810655456.png [View same] [iqdb] [saucenao] [google]
8641139

>>8641020
yes

>> No.8641162
File: 390 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_54_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8641162

FRIDAY NIGHT FIREFIGHT TIME! Tonight we're fragging on The Ultimate TWANGO. Connect with Zandronum and let's get this shit started!
51.161.34.159:10666

>> No.8641178

>Wolfenstein 3d theme is actually anthem of NSDAP Horst Wessel Lied.
Imagine this today.

>> No.8641312

>>8640665
Wolfenstein 3D and Doom work excellently. Rise Of The Triad seems like it ought to, but I've never tried.
Duke Nukem 3D and Quake work alright.

>> No.8641321
File: 80 KB, 1080x370, Screenshot_20220218-122208~2.png [View same] [iqdb] [saucenao] [google]
8641321

>>8641016
Afaik It was just an impromptu @everyone he threw out today.
Also Jimmy might be conscripted to do music for Sigil 2.

>> No.8641329

>>8636010
Do not change the default arachnotron walking sound - unless you want to replace every sound and sprite in the game, meaning:
if you change the walking sound of the arachnotron without changing its sprite, you're using original assets but with different sounds, which is bad. So use a new arachnotron sprite with the new sound, even if its that over-used one from Ancient Aliens. AND because you changed one monster sprite/sound, now you have to change them all. Except maybe the cybie and spidermama. Anyway, the point is, go all the way with the idea, or not at all. Stock sprites clash with new sounds, and replacing a select few monsters but keeping most of them DoomII is also lame

>> No.8641332

>>8641321
Thanks Revae.
You dork.

>> No.8641334

>>8636010
>I also considered D64 sounds for the Zombie enemies, because those sound cool, however that hurt sound is also shared with the Imp and Boner, so if that's changed they get the Zombie pain sound, which would be kind of awkward
You can use extended dehacked to create new sounds, numbered 500+, so it'd be ActivationSound = 500 or something, I haven't looked at dehacked in months

>> No.8641339

>>8641332
Np. You nerd.

>> No.8641340

>>8640539
>the death sound isn't allahu akbar

>> No.8641343

>>8640604
>hating the best Doom 2 map
wtf is Romero's problem, just jealousy?

>> No.8641380

>>8637186
>I still think Doom needs more fliers
Gargs from Ad Mortem. Flying manucubi might be cool, like the volcubus sprites from Realm667. Mothership.wad uses a flying skull box kind of like the spawn cubes but they're enemies and attack with straight and chasing revenant missiles.

>> No.8641387
File: 710 KB, 640x855, cx47efmkj7i81.png [View same] [iqdb] [saucenao] [google]
8641387

>>8637186
Astral cacodemon from Eviternity, although now that we have MBF21 it can have its own unique fireball instead of it firing conflicting mancubus and caco fireballs - although the differing speeds of its projectiles do make it harder to dodge. Should it infight with regular cacos or no?

>> No.8641402

>>8636271
Zombie Mastermind & Spiderman

>> No.8641403

>>8641387
>pic
>when the doomguy is sus!!!

>> No.8641409
File: 2.49 MB, 1920x1080, FUCK.webm [View same] [iqdb] [saucenao] [google]
8641409

>>8635561
Oh god, oh fuck.

>> No.8641420

>>8641409
Holy shit you actually did it.

>> No.8641459

>>8641020
Why are people generally happier with Siberian Mayhem than SS4, when it's literally the same exact thing, but with easier encounter design, more pointless open space, almost completely sidelined enemy types, and a direct downgrade to your assault rifle? It doesn't even run better.

Is it a shilling campaign, do certain content creators™ hold that much sway over public opinion, or have we finally collectively admitted that SS4 offers absolute peak gameplay?

>> No.8641537

>>8641162
Server killed. Looks like it wasn't that good of a set.
Any suggestions for SNS?

>> No.8641547

>>8641537
swan fox

>> No.8641549
File: 120 KB, 500x375, 1617435656758.png [View same] [iqdb] [saucenao] [google]
8641549

>>8641409

>> No.8641553

>>8641409
This looks sick as hell, is it some sort of mod for HDest that you put the OP pinky in?

>> No.8641558

>map makes you go through a long and tedious segment with just the shotgun
>it isn't hard at all and can be done without taking any damage whatsoever
>immediately after you get a super shotgun
why not just give me the ssg before you gargantuan ass

>> No.8641576

>>8641409
How'd you get your game to look like that? I want your modlist.

>> No.8641591

>>8641576
The weapon and item skin pack is in the description of this video: >>8636124
It's a bit out of date but it should still be fine if you stick to releases rather than latest main, outside of a couple of items from Ugly as Sin.

>> No.8641702

Map08 of Ad Mortem. A very weird level.
https://www.youtube.com/watch?v=gjXsJBt-i7U

>> No.8641715
File: 809 KB, 778x778, 1m mid-uni high-con.png [View same] [iqdb] [saucenao] [google]
8641715

>>8641409
Looking Glass dickerer here, loved this. Currently in the middle of training some Lands of Lore pictures but I'll try and generate and process neural-Pinky's attack and death animations today or tomorrow for a complete sprite sheet.

>> No.8641721

>>8641715
me on the bottom left

>> No.8641731

>>8641715
R1C4 looks like he hates the Antichrist.

>> No.8641784

>>8641715
Nice, I'll add them to >>8641409 and release it when you do.

>> No.8641796

>>8641715
Me in the middle, second row
>tfw you keep finding bugs

>> No.8641968

>>8638842
nevermind,figured out how to save,just had to do it from the console.

>> No.8642031

completed Go 2 It on UV from a pistol start

>> No.8642050

>>8642031
did you record a demo of it on the right compatibility? otherwise it didn't happen

>> No.8642098
File: 593 KB, 1038x561, plutonium case.png [View same] [iqdb] [saucenao] [google]
8642098

>>8641329
>Do not change the default arachnotron walking sound - unless you want to replace every sound and sprite in the game
I don't really follow your logic here. Dozens of megawads do stuff like that, replacing the standard plasma sound alone, because it makes the unmodified Plasma or Arachno less grating on the ears, isn't that unusual, throwing in some other PSX sounds isn't that odd either.

I don't see anyone complain about stuff like that in Valiant, Epic 2, Deus Vult II, etc.

>Stock sprites clash with new sounds
That really depends on the choice of sounds.

>and replacing a select few monsters but keeping most of them DoomII is also lame
We're not *replacing* any monsters at all. We're adding ONE new one to use as the Final Boss, and then there was the question of *potentially* adding another new one, a zombie with a rocket launcher, because he could possibly fill a new niche, and probably be funny, if used right.

>>8641334
We should be fine with that, yeah.

>>8636131
>I think backblast is overcomplicating things
Probably true, it's a thing which seemed really fun at the moment, but which also seems like it, again, would be difficult to telegraph and not necessarily that useful as a gameplay mechanic.

>small weak fliers
Potentially interesting.

>>8636163
Absolutely fucking not.

>>8636234
Interesting idea, but I think they would also very easily become obnoxious without freelook, being able to bombard you from basically straight above. It'd be like being blocked and bitten by a Caco except 10x worse.

>> No.8642250

what ultimate doom episode is considered the better one?

>> No.8642276

>>8642098
If you just want to replace the earrape plasma and arachnotron sounds, then go ahead, that's pretty common because everyone agrees they're annoying. Anything else seems like needless tinkering, and personally, I find mods that do that to be grating and disorienting in practice.

I know you want the set to primarily be short and sweet maps, but would you be fine with the penultimate map being a city like in Plutonia 1 & 2? I have an idea of making a collaborative effort between some other anons for a finale map

>> No.8642283

>>8642276
>I have an idea of making a collaborative effort between some other anons for a finale map
Not that anon, but the city block project as the penultimate map would be awesome.

>> No.8642286

>>8642250
The first episode is almost universally loved.
For me it's the only episode I was able to enjoy before I went to Doom 2, quitting that 20 levels in, and then going to beat Plutonia.

>> No.8642359
File: 21 KB, 270x125, 1645161182363.png [View same] [iqdb] [saucenao] [google]
8642359

*Schlop schlop schlop schlop schlop schlop*

>> No.8642385

very important please answer
https://www.strawpoll.me/45968199

>> No.8642432

>>8642385
I said "own game" purely on the grounds that Doom II does not require Doom or Ultimate Doom in order to be played.
I am well aware that this could also mean that Evilution and Plutonia are also their own games, which is a harder thing to justify.

>> No.8642491

>>8642276
>>8642283
>but would you be fine with the penultimate map being a city like in Plutonia 1 & 2
For sure, Odyssey Of Noises is a legitimately epic level and I'm really hoping for a bit of urban maps. I've even gathered and cooked up a few suitable textures for it, given the stated interest I can gather a few more. Putting in something like that one highway in Scythe for added detail would be one of many neat things one could do.

In fact, I think it would be really cool if the second to last map in each episode was a little bigger, just for the variety, and for the fact that Plutonia isn't solely short and small maps.

>multi anon collab
That's an interesting idea, but it also seems like it could be difficult, if multiple people are to work on a single level, they should probably be in pretty close communication and plan it out together, because otherwise that could get extremely messy.

>> No.8642513

>>8642491
>they should probably be in pretty close communication
Don't worry, I'm already in close contact with some of the mapping anons here. I'm not going to reveal anyone's names just yet, don't want to get too ahead of myself here, not before the project has even started.

>> No.8642537
File: 16 KB, 660x330, Screenshot 2022-02-19 at 02-32-14 is doom 2 its own game or an expansion pack to doom.png [View same] [iqdb] [saucenao] [google]
8642537

>>8642385
Can't see the results. Use a better polling site.

>> No.8642642
File: 576 KB, 1080x1080, I can't beep.jpg [View same] [iqdb] [saucenao] [google]
8642642

>>8640687
>You could even start with Doom 3.
I actually remember my dad playing it on original Xbox, so maybe it is a good idea.
>>8640728
>it can be fine for non-shooters
I intended to it mostly for platformers and such, but wouldn't mind experimenting a bit for the hell of it. At first I wanted get the Series one, but here it costs around ~$100 due to shortage. That's just ridiculous and can't save up that much, sadly. So 360 seems like a good retro option, even with D-pad kind of concerns me.
>>8640742
>>8640746
>>8640952
That's how I'm feeling too. Wolf3D specifically feels like the one that could work well with controller due to its overall simplicity.
>>8640973
>it can kinda feel like a bottleneck on some PWADs
Of course it would. More depends on specific PWAD. Not that I really played much of them, but it's easy to understand.
>>8641015
>I've been playing older games with a gamepad for many years as I've always been a laptop gamer.
That's actually where I am at right now, except the gamepad part. lol
>Half Life Source
Would rather play either original or better game like Ricochet.
>>8641312
Alright, I see. Thank you all for replies, anons. I guess I'll look more into the options and grab the controller if there's a reasonable offer.

>> No.8642665
File: 3.11 MB, 2560x1600, aftershock.jpg [View same] [iqdb] [saucenao] [google]
8642665

Is it ever coming out?

>> No.8642676

>>8642250
The first episode is the only one I find to be mostly good all the way through. The rest all have their own special flavors of being kinda ass

>> No.8642694

Idea: boobytrap a 4-shell pickup with a lost soul that warps in afterwards, in a previous room or put the destination on the pickup itself

>> No.8642723

>>8642694
This but with a revenant, and the player has no SSG yet.

>> No.8642738

>>8642723
I wanted a lost soul so that the kill is optional / doesn't count towards the counter for UV-Max. I forgot to mention this but the simple idea is you have to expend some of the shells. If I wanted to boobytrap an item with a revenant, I'd boobytrap a berserk like Ancient Aliens map02 or a medkit like HFFM map16

>> No.8642748

>>8642738
Specifically, the revenant arrives after you grab the berserk, but the revenant pops up out of the ground before you get to the medkit as a scare

>> No.8642751
File: 358 KB, 1920x1080, vlcsnap-2022-02-19-10h11m30s637.png [View same] [iqdb] [saucenao] [google]
8642751

>>8641409
This is what nightmares are made of

>> No.8642773

>>8641715
>>8641784
Forgot that Pinky has 8 attack angles despite having only 5 walk angles. I assume just mirroring the relevant sprites will work well enough at least for this dude, but let me know if that doesn't. Can't get a side-back or back attack animation to look different from walking so far, so here's just the front, side-front, and side attacks right now.

>> No.8642775
File: 184 KB, 248x248, looking glass pinky front front-side and side attack cycle 4x.gif [View same] [iqdb] [saucenao] [google]
8642775

>>8642773
Forgot upload too

>> No.8642778
File: 354 KB, 1920x1080, vlcsnap-2022-02-19-10h13m44s575.png [View same] [iqdb] [saucenao] [google]
8642778

>>8642751
>tfw your sleep paralysis demon wakes up

>> No.8642780

>>8639321
>And a LOT of characters have rocket launchers with no self damage.
The best way to make a rocket launcher, especially if it needs more than two hits to kill anything.

>> No.8642819

>>8641702
Thanks for playing it
I will watch it later
Sorry, it's not my best.

>> No.8642837

>>8642665
Yes. Just be patient. lol

>> No.8642867

>>8642359
Raaaaaaooowa Rawoo

>> No.8642876
File: 55 KB, 1440x1080, DOOM0737.png [View same] [iqdb] [saucenao] [google]
8642876

Man, 1998 must NOT have been a good year for DOOM wads if "Earth" by Roger Ritenour is on the Top 10 list for that year. Granted I've only played the first map so far, maybe it picks up, but this is an awful first impression. It LOOKS pretty in some spots, I like the beginning and end shots of the level with this really nice skybox, but that's all I can say, most of the level is dark and cramped tunnels with too many enemies and not enough ammo for all of them

>> No.8642916

>>8642876
Earth.wad was considered groundbreaking for its clever use of visual effects.

>> No.8642921
File: 36 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
8642921

>>8642876
Are you playing classic comfy wads? What are your favorites you found so far? I'm working on Rebirth.wad. It's pretty comfy so far though you might want DOom Sprite Fix or Smoothed.wad since it has some janky sprite replacements like a headless zombieman. My favorite's Scythe and I'm gonna do Scythe2, Doom 2 Reloaded, Doom 2 In Spain Only, and Zone 400 next

>> No.8642932

Is the current popularity of retro shooters a direct reaction against the state of modern shooters because they are all overly complicated clusterfucks?

>> No.8642941

>>8642916
Yeah, I know I'm not really the target since I've seen other people do crazier stuff even in vanilla because we've had like 30 years to figure out every trick. In part BECAUSE of wads like this paving the way, even.
I think Phobos by the same author was more visually impressive, but it was also made after Earth so I can't judge too harshly
>>8642921
Every couple months I go back to trying to play through every wad in Doomworld's Top 100 list from 2003. I've played some legit great wads so far, Requiem and STRAIN are two wads with some levels that hold up excellently, but a lot of the wads whose primary appeal is visuals tend to feel less than comfy for me. I just hope none of the remaining wads on this list are as bad as Eternal DOOM

Recently played a super comfy wad called Cyberdreams because of this list. It was a puzzle wad where Doomguy had to evade Cyberdemons and figure out how to use the level layout to kill them and exit the level, without any weapons.

>> No.8642943

>>8642932
Partially. It's a rejection of modern FPS trends, but nu-Doom popularized the idea.
Notice how Cawadooty and Battlefield are basically dead. Halo Infinite had big fanfare but it was a microtransaction cashfarm and so people abandoned that really quick too. AAA shooters have been doing terribly recently

>> No.8642948

>>8642941
I forgot to mention that Jimmy released a MIDI pack for Rebirth.wad which is how I heard of it in the first place

>> No.8642950

what's it like running build engine games through a zdoom-based sourceport like raze

>> No.8642953

>>8641329
You have OCD my friend

>> No.8642961

>>8642932
>because they are all overly complicated clusterfucks?
The only complicated mechanics you'll find in modern FPSs are stapled-on RPG mechanics.

>> No.8642986

>>8642665
No. Neither is Wrath or RoTT.

>> No.8642994

>>8642250
I like E2 best by far.

>> No.8643010
File: 928 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
8643010

>>8642941
Oh, fuck, all that shit's from like 1997. Not sure if I can do this, pic related

>> No.8643014

>>8642537
darn, i thought this site was the preferred one
hmm
https://strawpoll.com/z4rxg77vg

>> No.8643030

>>8642876
1998 has just horrible picks on Ten Years (besides Cyberdreams). It had some good stuff too.
>Insertion
Level pack by Memento Mori and Requiem mappers
>Parallel Dimension
Doom 1 episode with use of Boom features
>Demonized
2 long boom maps

But yea 1998-2001 were basically most dead years. Most original mappers were moving to newer games and there weren't lot notable releases.

>> No.8643037
File: 592 KB, 1920x1080, image_2022-02-19_063835.png [View same] [iqdb] [saucenao] [google]
8643037

>>8643030
The earliest wad I've played and enjoyed so far outside is Rebirth from 2001, pic related. It has larger levels than Scythe and some custom textures, but Scythe is WAY better for speedrunning due to it being all about gameplay

>> No.8643045

>>8642986
What happened to Wrath?

>> No.8643050

>>8642941
Cyberdreams sound like a nice change of pace. Thanks for putting it out there.

>> No.8643063

>>8643045
people didn't want to dish out 25 shekels for quake, and instead pirated the game, thus no money went to development and we gave up
blame the publisher

>> No.8643079
File: 325 KB, 440x325, HEAVY2.gif [View same] [iqdb] [saucenao] [google]
8643079

>> No.8643081
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
8643081

ALRIGHT BOYS, IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY. WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S THE TIME TO POST THAT SHIT.

>> No.8643091
File: 575 KB, 1920x1080, Screenshot_Doom_20220219_081440.png [View same] [iqdb] [saucenao] [google]
8643091

>>8643081
I gave the turretman the Wilhelm scream

>> No.8643094

>>8642932
>current popularity of retro shooters
Has died down a lot I think, and I don’t know how much traction the trend gained outside of PC sans a few console releases. At the least and for what it’s worth, the new Dooms certainly made a splash for people to take a quick break from Apex and Destiny.

>> No.8643096
File: 10 KB, 180x216, weak idle.gif [View same] [iqdb] [saucenao] [google]
8643096

>>8643081
I haven't worked much on this but have the idle for the weak flames. I need to finish up the throwing animation for the weak fire, and then do the animations for the green flames.
I gotta stop taking small projects and making them big.

>> No.8643098
File: 178 KB, 600x480, earth01a.png [View same] [iqdb] [saucenao] [google]
8643098

>>8642876
It's purely because it was inventive with its visuals (and consider the vanilla .exe, the tools and resources available, and the knowledge base at the time), the gameplay really is pretty trash. Quoting the OneManDoom review:
>Earth is one of those vanilla Doom II mapsets that remains a technical marvel for its creative use of animated textures. One of the first things you’ll see is the shoreline, with waves crashing against the rocks, splashing over the rugged edges. It’s a prominent motif and perhaps the single best feature the WAD has to offer.
I think that really says it all.

Better stuff from 1998 includes:
>Cyberdreams
>Mars War
>The Darkening
>run buddy
>Twilight Warrior

>> No.8643104

>>8642950
raze only uses gzdoom's backend for video/audio/input, the games are run using various other implementations like nblood and eduke. so it's basically the same as using those ports, except you have gzdoom's big dick configuration options.

>> No.8643114
File: 19 KB, 128x128, 3.png [View same] [iqdb] [saucenao] [google]
8643114

Opinions on Nugget Doom? It's basically Woof! with additional stuff including the option to disable infinitely tall monsters.
https://www.doomworld.com/vb/thread/125256

>> No.8643150

>>8643114
Dwars said that the dev said that his goal was to bring Crispy Doom's QoL options to Woof but I don't see the ones I want, namely Doom 64 recoil and brightmaps. It has the Crispy Doom HUD which is a must, and colored blood and mirrored corpses hidden in the .cfg, so it's automatically an upgrade to Woof, but I don't use Woof anyways. I would enjoy the low resolution and software-only if it came with the Crispy options, but without the Crispy options, Woof is just a piece of crap step down from DSDA from the players' perspective

>> No.8643159

>>8643150
oh yeah, crispy removed the recoil feature, i don't know why though.

>> No.8643167

>>8643159
It did? I havent updated so I dunno. Also I should mention that Crispy is my fav port, so a Crispy Boom/MBF would be right up my alley, but the way things are Dsda-doom is what i use for boom and beyond

>> No.8643169

>>8643159
it was probably removed cause it warps the sky box; without stretching the skybox u can see the black edges when u shoot

>> No.8643170
File: 6 KB, 894x185, file.png [View same] [iqdb] [saucenao] [google]
8643170

>>8643167
>>8643169

>> No.8643174

>>8643170
https://github.com/fabiangreffrath/crispy-doom/releases/tag/crispy-doom-5.11
From this version.

>> No.8643271

>>8643063
the sad reality

>> No.8643298

>>8643271
>>8643063
you say that, yet i keep seeing the biweekly updates from them, so if anything the team is slow on working on it.

>> No.8643306

>>8643298
if 3DR ever let their titles go on sale for 50% off instead of 15% off, there would be more funds coming in from people on the fence about buying it, and thus more toward production

>> No.8643325
File: 298 KB, 1000x984, 1645284268053.png [View same] [iqdb] [saucenao] [google]
8643325

how did small dev teams 20+ years ago write an entire engine and subsequently an entire game on that engine in the span of 6-12 months, while small dev teams today sit around twiddling their thumbs unable to figure out how to use it adequately enough to make more than a demo over the course of 4 years
give me a real answer and not a corporate pr bullshit "muh antiquated tech so hard to use uwu" answer

>> No.8643347
File: 130 KB, 1280x720, Always bet on Duke.jpg [View same] [iqdb] [saucenao] [google]
8643347

>> No.8643348

>>8643325
You used to need talent. Nowadays everyone can use a premade engine. There was also lots of competition to be the first to discover new tech.

>> No.8643351

>>8643325
Mismanagement, lack of skill and experience.
Carmack and Romero were making games since early 80s.

>> No.8643362

>>8643351
This right here. If you already have the knowledge and experience, it's a lot easier to get things off the ground. Hell, you could salvage an old engine into a better one, or use old assets or have a faster time finding an artist. Not to mention those 6-12 months could sometimes be spent burning the team into the ground with crunch.
It's just more obvious to see how many companies fail compared to back then.

>> No.8643386

>>8643362
There were a lot of games in development hell back then like Turok, Shadow Warrior, Duke Nukem Forever.
Plenty of games never saw release.

>> No.8643387
File: 685 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
8643387

>>8643081
Working on my map still

>> No.8643391

>>8643386
>Turok
I meant Prey.

>> No.8643404
File: 332 KB, 1022x657, Untitled (2).png [View same] [iqdb] [saucenao] [google]
8643404

>>8643387
>>8643081
And I tried to make sector ATVs

>> No.8643412
File: 1.17 MB, 1500x1671, doomguy and hariet.jpg [View same] [iqdb] [saucenao] [google]
8643412

>>8643079
will your mod have any wolfenstein or keen replacements?

>> No.8643426
File: 37 KB, 148x168, HajiTstF2.png [View same] [iqdb] [saucenao] [google]
8643426

>>8643412
SS replacement is meant to be used as the main enemy, no ideas for Keen yet. Will likely have levels where you have to destroy "buildings" to complete it

>> No.8643427

>>8643091
>I gave the turretman the Wilhelm scream
kek excellent

I have a question though: Are the animations done or are you still working on them? In that one link you posted, everyone was walking like they're MC Hammer.
Also, please get lost of those lone pixel on your weapon sprite, or at least do some anti aliasing.

>> No.8643430

>>8643404
Succeeded. That's exactly what they look like.

>> No.8643436
File: 82 KB, 355x415, BEHEADER.gif [View same] [iqdb] [saucenao] [google]
8643436

>>8643427
I like the goofiness of my animations, I want people to know I'm an amateur

>> No.8643445
File: 533 KB, 1920x1080, odamexshit.png [View same] [iqdb] [saucenao] [google]
8643445

>>8643081
Making an epsiode of Odamex horde mode maps. I have 4 semi-complete, might make some more.

>> No.8643446

>>8643351
Standards have shifted as well. There are people that knock out game jams these days that could be considered viable products 30 years ago.
Doom took over a year to make, every commander keen game was a month. A lot of indie devs are doing it as a side gig too.
Project management is a big part of it tho.

>> No.8643452

>>8643436
If you have a projectile to spare that you're not going to use you could have a a bunch of helicopters fly past the player with a "fwoopfwoopfwoop" noise. For visual flair.

>> No.8643456

>>8643298
The biweekly updates are a fucking joke, though. They barely give you any information on what's going on and instead do cockteasing shit like "created enemy concept art" then proceed not to show said art to the public.

>> No.8643457

I need to get back into mapping. How do I make a good city map with optional areas... in hell?

>> No.8643460
File: 259 KB, 589x817, file.png [View same] [iqdb] [saucenao] [google]
8643460

>>8643298
Here is what the typical biweekly update looks like.
And sometimes they don't even meet the deadline on these.

>> No.8643465
File: 60 KB, 546x640, ab67706c0000bebb9a080fca13728dd4ab68c36e.jpg [View same] [iqdb] [saucenao] [google]
8643465

>>8643460
Their publisher is Russian 1C which says a lot.

>> No.8643468

>>8643452
Or even jets I guess.

>> No.8643472

>>8643465
Could have been worse.
{spoiler]Akella was way worse[/spoiler]

>> No.8643489
File: 53 KB, 500x659, Cyberdemon-Doom-video-game-upscale-Hidfan.jpg [View same] [iqdb] [saucenao] [google]
8643489

>made hundreds of cyberdemons my bitch
>still feel slight fear every time one looms by
What is this power?

>> No.8643506

>>8643489
20-160 impact plus 128 splash

>> No.8643602
File: 311 KB, 713x768, file.png [View same] [iqdb] [saucenao] [google]
8643602

Our hero

>> No.8643612

My questionable monster ideas for protons:
> A lost soul variant that explodes when it dies. Now you have to think twice before shooting at it when it's charging
> Evil wizard that flies and shoots small homing projectiles in bursts
> Final boss: A beefed up arch-vile that shoots spawn cubes while in pain state

>> No.8643642

>>8643468
Hey
Here's a thought.
You could probably make a jet fly overhead and firebomb an area using the Romero head death explosions.

Kinda sounds fun.

>> No.8643690
File: 392 KB, 1366x768, doom03.png [View same] [iqdb] [saucenao] [google]
8643690

>>8643081
sector dick lala lee

>> No.8643706
File: 9 KB, 480x360, 1506863527161.jpg [View same] [iqdb] [saucenao] [google]
8643706

>>8635561
Don't know where else to ask this and I've never modded before, but how would I go about making a simple player skin for Doom? Is there some kind of template or something anywhere I can download?

>> No.8643718

Quake 1 Quake 2 but with Xenomorphs and Space Jockeys.

>> No.8643728

>>8639158
It would be nice to have in-menu tooltips/a text file describing what the menu options do. Some are straightforward while others are vague.

>> No.8643834
File: 98 KB, 500x500, I_am_a_man.png [View same] [iqdb] [saucenao] [google]
8643834

>> No.8643854

>>8635562
The Zaero hi res tileset pack to complement the existing one is out https://www.moddb.com/mods/zaero/addons/zaero-for-quake-2-hi-res-texture-replacement-pack
and it looks good as the original pack covering Vanilla, Xatrix and Rogue.

>>8643718
There was a Q2 Aliens WIP to update the old Q1 aliens mod but it never came out, also AVP 2000 was this idea expanded since the guys got hired to do the game.
The weapons still exists, as the skins for it which also featured a predator.

>> No.8643876
File: 256 KB, 640x480, 1645236853765.png [View same] [iqdb] [saucenao] [google]
8643876

This is a strange mix.

>> No.8643889

>>8643876
oh god what the fuck are you doing

>> No.8643905

when do you think they'll add turok to samsara resurrection

>> No.8643917

>>8643889
Taking a bubble-headed weirdo on a journey to clap Nyarlathotep and Cthulhu cheeks with an incredibly ill-fitting soundtrack.

>> No.8643936

>>8643030
I'll check those out, especially Insertion since I thought Requiem was pretty good. Thanks anon
Thinking about how many picks are here primarily for graphics I guess I need to put myself in the time period when these wads were competing with Quake and even HL1/Unreal by this point. Getting the "most" out of the engine probably mattered a lot more back then so people were more forgiving about map layout

>> No.8643969
File: 60 KB, 275x315, PLAYER.gif [View same] [iqdb] [saucenao] [google]
8643969

Every enemy has been replaced except for the Imp and Cacodemon, of which I have no idea on how to replace. Any anons have ideas? Also I'm having trouble making my sounds louder without them peaking after conversion to the Doom format

>> No.8643972
File: 60 KB, 275x315, PLAYER.gif [View same] [iqdb] [saucenao] [google]
8643972

>>8643969
oops layers in wrong order

>> No.8643991

>>8643969
>Also I'm having trouble making my sounds louder without them peaking after conversion to the Doom format
What do you mean?

For Imp I suggest a teenager throwing stones or something, or maybe just a regular grenade throwing enemy.
For Cacodemon I also have no idea, since helicopters are already in use.

>> No.8644009

>>8643991
If I add too much gain to a sound, it starts clicking after being converted to the Doom sound format

>> No.8644013

>>8643150
But I like Woof...

>> No.8644016

>>8644009
I see. What program are you using for your sounds? You should check for clipping before you export/convert your sounds.

>> No.8644071

>>8643969
>Any anons have ideas?
Flying Carpet Terrorist

>> No.8644081
File: 626 B, 61x48, file.png [View same] [iqdb] [saucenao] [google]
8644081

>>8644071
Thank you anon this will be considered

>> No.8644112

>>8635561
Hey OP, I checked out the sticky and am still wondering the following:
What are some good Heretic and Hexen mods?
Are there any weapon focused mods, ex: Like emphasis on swords, etc?

I ask because I like the Doom aesthetic and that era of games a ton like Daggerfall, but wanted something cohesive with mods.

Not sure if I'm being a bit rambly though, curious to see what you got.

Thanks for the thread though, always makes me laugh with that tagline, "SO YOU WANNA PLAY SOME FUCKIN DOOM" lol

For reference, I think I messed around with 'ZDoom' on Windows XP in high school though its been a long long time.

>> No.8644119

>>8644112
For me, It's Walpurgis.
https://forum.zdoom.org/viewtopic.php?f=43&t=67025

>> No.8644180

>>8644119
Damn that looks awesome, thanks Anon.

>> No.8644194

what are some good doom wads for someone that doesn't like doom?

>> No.8644207

>>8644194
Not a Doom pwad, but have you tried Hexen?
I like the puzzle/exploration approach more when I get burned out on Doom.

>> No.8644241
File: 16 KB, 348x348, png-clipart-the-ultimate-doom-doomguy-gif-video-games-doomguy-face-game-face-thumbnail.png [View same] [iqdb] [saucenao] [google]
8644241

so it's the same guy in every game, right? how does that work?

>> No.8644243

finally updated gzdoom to 471
what are the freshiest gameplay stuff i could get besides samsara re and corruption cards?

>> No.8644245

>>8643602
He looks like one of the Sneed's Feed and Seed Employees but with a green hat.

>> No.8644254

>>8644194
Quake.

>> No.8644256

>>8644241
Doom 3's protagonist is not the same guy.

>> No.8644265

>>8644194
Ashes Afterglow.

>> No.8644267

>>8644194
Half-Life

>> No.8644273

>>8644243
Treasure Tech.

>> No.8644302

>>8644207
>Not a Doom pwad, but have you tried Hexen?
Yes.
>I like the puzzle/exploration approach more when I get burned out on Doom.
Ok.

>>8644254
>>8644267
>Quake.
>Half-Life
Doom WADs

>>8644265
Ok

>> No.8644359

>>8643876
What Doom mod is this?

>> No.8644368

>>8643706
look inside vrskins

>> No.8644373

>>8643706
I'll grab a template for ya, sit tight buddy

>> No.8644379

>>8643969
camels that spit pipe bombs

>> No.8644380

>>8643706
https://cdn.discordapp.com/attachments/727328864489046110/828111704550014996/REKKRGUY.wad
Alright, here's a very basic Rekkr skin I made for vrskins 3.8. It contains sprite and sound replacements in Doom format, so you just have to overwrite those with whatever you want.

>> No.8644383

>>8643170
Oh, false alarm. That's not the Doom-64-style recoil that I meant. Doom 64 shakes the screen when you shoot and I use that option in Crispy Doom because it greatly increases video game weapon feedback, or "weapon-feel." THAT is recoil thrust, which pushes you back when you fire, which no one uses.

>> No.8644407

>>8644359
That's Combined_Arms with the Past-Linked weapon set, and Strange Aeons. With a jukebox I put together.

>> No.8644421

>>8643436
That's so incredibly based and pure.

>> No.8644431

>>8643489
He's big, fast, resilient, and his attacks hit real hard. His first use in E2M8 wasn't particularly imaginative or threatening, but he really has a lot of potential where you can bust the player's balls with him.

>> No.8644551

Map09 of Ad Mortem. Do not watch if you cannot tolerate extreme retardation and/or sequence breaking.
https://www.youtube.com/watch?v=BmKtASx7fBw

>> No.8644562

Who are your top 3 Doom mappers at the moment?
Mine are Nicolas Monti, Eternal and NaturalTvventy.

>> No.8644567

>>8644379
Genius, that will be the Imp

>> No.8644595

>>8644562
Nirvana is becoming one of my new fav mappers. This is guy is Ribbiks- level genius.

>> No.8644619
File: 232 KB, 457x1384, eyes on you.png [View same] [iqdb] [saucenao] [google]
8644619

>>8643917
I feel sorry for the Old Ones.

>> No.8644623 [DELETED] 

>>8643876
Looks like the first level ofXGD4S Chasm The piss.

>> No.8644628

>>8644619
>pic
I guess that's what I get for getting drunk and offhandedly calling him a "tall drink of water."

>> No.8644680

>>8644562
LunchLunch, Brxyz, A2Rob

>> No.8644693

>>8644562
Killer5, Insane Gazebo, bemused

>> No.8644696

>>8644562
LunchLunch, A2Rob, Eternal

>> No.8644708

>>8644562
Skillsaw, Ribbiks and Jimmy

>> No.8644730

Trying to replay SS4 with mods to see if I can make its difficulty feel "right". Currently have one that reinstates cut enemy behaviors/attacks, and another that disables dual wields and gives enemies SS3's 2.5x damage modifier.

Up to map 4 right now. It feels decently hard so far without gadgets. Should I try adding this too, https://steamcommunity.com/sharedfiles/filedetails/?id=2439290060 or does all that sound like too much? Some of the listed changes just sound dumb to me, but others are intriguing.
Will it mess up my save if I add or remove mods mid-campaign?

>> No.8644731

>>8644567
Have you ever seen these before? Just wondering what you think
https://www.youtube.com/watch?v=8hDir_C4Zk0
https://www.youtube.com/watch?v=059x6472iX8

context:
https://www.youtube.com/watch?v=skeO3Qe7wmI
https://www.youtube.com/watch?v=1_8DY_PONkM
https://www.youtube.com/watch?v=qep9MAFWNMM

and then there's this hilarious thing:
https://www.youtube.com/watch?v=6LvcOGUKRK8

>> No.8644747

>>8644619
Oh they're gonna get it. The boomerang alone is going to make Nyarlathotep a breeze. Though I guess I don't have to kill him directly the first time, but I'm still gonna.

>> No.8644753 [DELETED] 
File: 358 KB, 599x506, 1629252441478.png [View same] [iqdb] [saucenao] [google]
8644753

>>8644731
This was amusing years ago, but now perhaps it'd be more fitting to play as the Talichads liberating their country from the ZOGbots and globohomo footsoldiers

>> No.8644839

>>8644753
>famous last tweets

>> No.8644865
File: 15 KB, 307x462, 1637D7F4-9626-4C2F-9DA5-E718337C1BC7.jpg [View same] [iqdb] [saucenao] [google]
8644865

>>8644839
What happened?

>> No.8644991

>>8639338
More 2player Doom II HDest adventures blogposting

Downtown
>get fucked by the coop exclusive cybies left and right
>eventually combat roll our way to the arrow building
>a few blunders later, get to the ammo secret with cacos, proceed to rain fire from up there, eventually killing everything
>use the chainsaw to carve our way straight to the exit
The Inmost Dens
>spent way too much time fucking around
>first time facing archvile, holy shit this is bad
>forget where the exit is, find it by accident
Industrial Zone
>ANOTHER coop exclusive cybie
>lucky ghost squad from previous map, get stunlocked, friend finishes him
>go straight to the exit following the left wall, using radsuit+ladder
>halfway through decide fuck it, pop a zerk, open the caco invul, go back to secret exit
Wolfensten&Grosse
>nothing special, load up in Grosse
Suburbs
>holy shit
>holy fuck
>shit
>beset by constantly respawning&teleporting in imp army+pissed off martian
>a few? dozen attempts in vain
>fuck it, zerk carry
>hippity hoppity to the invul, punch the shit out of the exit imps, swooce right past the red key pillar
Tenemets
>friend has to go
>ANOTHER FUCKING COOP CYBIE AAAHHHHH
To be continued...

>> No.8645069
File: 460 KB, 1280x720, Thinking.webm [View same] [iqdb] [saucenao] [google]
8645069

Can anyone give me a QRD about why this board thinks PrBoom+ is shit now? I've been away from Doom in general for a couple of years.

>> No.8645074

>>8645069
Compared to the alternatives it has
>weird input lag for some people
>more bugs
>less features

>> No.8645093
File: 750 KB, 951x873, Untitled.png [View same] [iqdb] [saucenao] [google]
8645093

>>8643081
Dicking around with 5 way symmetry.

>> No.8645096

>>8645069
I'm pretty sure it's because DSDA is straight up superior.
>>8645074
Also makes a strong point, PRBOOM has shitty demo options compared to DSDA and I keep getting graphical glitches on PRBOOM. Only reason why I haven't switch to DSDA is because I can't be fucked to configure it to my liking.

>> No.8645128

>>8645069
The mouse feels like garbage.

>> No.8645167
File: 476 KB, 1000x710, powerslave_posterb.jpg [View same] [iqdb] [saucenao] [google]
8645167

Playing PowerSlave Exhumed on hard with the CRT filter has been super comfy. I 'member when this got announced and people in this thread were dooming about it using the downgraded PSX maps, but we got the Saturn geometry and more. Good job, Kaiser.

>> No.8645237
File: 2.79 MB, 476x480, 1637879237945.gif [View same] [iqdb] [saucenao] [google]
8645237

>almost half of Boom's main devs are literally dead
https://doomwiki.org/wiki/Jim_Flynn
https://doomwiki.org/wiki/Ty_Halderman
Bros, time flies too quickly and humans are too fragile.

>> No.8645243

>>8645237
Their memories live on. Hell Final Doomer has a Halderman tribute.

>> No.8645248

>>8645069
use the eternity engine.

>> No.8645264
File: 35 KB, 700x700, OLD.jpg [View same] [iqdb] [saucenao] [google]
8645264

>>8645243
Wait, it's actually more than half.
https://doomwiki.org/wiki/Rand_Phares
>Rand passed away on May 22, 2021, after a battle with cancer. He was honored with a memorial sidebar in the 2021 Cacowards.

>> No.8645286

>>8644562
Cannonball, Chris Hansen, AD_79.

>> No.8645298

>>8643347
HFFM Duke Edition when?

>> No.8645349

>>8645298
>Damn, those alien leathermen are gonna pay for shooting up my gym!

>> No.8645365

PowerSlave has given me an itch to start making low detail gzdoom wads, just for the room-over-room stuff and fun map gimmicks like fireball traps. I wish I could customize gzdoom builder to turn off half the options, though, there's just so much shit to ignore when making a UDMF map.

>> No.8645432

>>8645237
>>8645264
you live-on with the legacy you create,there is nothing we can do now,all we can do is carry on the legacy.

>> No.8645447
File: 40 KB, 384x384, tired 7.jpg [View same] [iqdb] [saucenao] [google]
8645447

>>8645264
>>8645237

>> No.8645519
File: 2.98 MB, 640x360, Playtesting can be fun.webm [View same] [iqdb] [saucenao] [google]
8645519

>tfw hesitant to playtest because I keep seeing incredibly minor bugs that I can't stop myself from fixing
I'm actually really thankful that the newest Oblige/Obsidian is such a good "is something unbalanced" metric. It's a lot less tedious than just running plutonia over and over. I keep fucking dying to cyberdemons once they start showing up and I know it's because I'm a shitter, which makes it worse.

>> No.8645521

>>8639158
>half life's bullet weapons are no longer hitscan
for what purpose

>> No.8645663

>>8645519
Knocking pinkies out is always fun. Keep up the good work man.

>> No.8645683

>>8644731
Interesting times.

>> No.8645708

>>8643489
Most enemies in doom have an attack telegraph where they face their target that lasts anywhere from 10 to 20 game tics where one second is 35 tics. The cyberdemon however has by far the shortest of all with only 6 tics, about 171 milliseconds. This falls just under what is commonly said to be the limit of human reaction time. I'm pretty sure that contributes a lot to what makes them so deadly, especially in close quarters.

>> No.8645768

>>8645069
PrBoom isn't updated anymore. It doesn't work with new mbf21 wads. There is dsda-doom which can do that, and receives updates. It's even a prboom-based port, so basically it's just new prboom.

>> No.8645771

>>8645237
Half of original 90s mappers are dead.

>> No.8645773

>>8645298
With male strippers and gay bars. Also replace shrinker, expander and freezer with something gayer. This gonna be good.

>> No.8645841

>>8645069
It has shit mouse input with modern systems, and ports like DSDA and Woof offer the same and more without fucking mouse input. Those ports are essentially the new PrBoom+ for the 2020s.

>> No.8645882 [DELETED] 
File: 606 KB, 3751x1260, obituary.jpg [View same] [iqdb] [saucenao] [google]
8645882

It seems that J.A.C.K. uses the example fields for entity keys as defaults rather than suggestions like in Trenchbroom. It also seems that the Progs_Dump 2 FGD has ignored this fact entirely...

>> No.8646107
File: 1.64 MB, 1518x1057, trenchbroom_techbase.png [View same] [iqdb] [saucenao] [google]
8646107

Making progress on my first Quake map.
Are Ogres, Knights and medieval enemies in general frowned upon in Tech-Base levels?

I mean, a modern quake map without the Ogre Grenade spams and Shambler cover-peek dance sounds boring.

>> No.8646108

>>8645365
Playing Powerslave has wanted me to make an FPS in that style, but with more interesting enemies.

>> No.8646149

best way of hosting quake 1 and 3 on windows?

>> No.8646157

>>8646107
>Are Ogres, Knights and medieval enemies in general frowned upon in Tech-Base levels?
Not inherently, but it feels pretty off if there isn't any visual indication of how they got there or what they've been doing. Stockpiled eldritch objects, destroyed sections of the base, and having monsters that spawn out of a slipgate can go a long way.

Alternatively, you can just use a mod that adds more techbase enemies and/or gives grunts and enforcers different weapon options for added variety. Violent Rumble, for example, does both.

>> No.8646160
File: 115 KB, 500x315, CAMELPV.gif [View same] [iqdb] [saucenao] [google]
8646160

Imp replacement in progress

>> No.8646175

>>8646160
Amazing

>> No.8646180

Hi, can anyone tell me what was that extremely well polished Quake map mentioned some months ago in a previous thread? I can't seem to recall it but it was some kind of amazing looking castle.

>> No.8646184

>>8646160
Brilliant.
(for those who don't know the imp death sounds are actually camel sounds)

>> No.8646256
File: 485 KB, 490x367, Camel.gif [View same] [iqdb] [saucenao] [google]
8646256

he cute

>> No.8646289
File: 1.22 MB, 1514x844, trenchbroom_techbase2.png [View same] [iqdb] [saucenao] [google]
8646289

>>8646157
I'll have a look at those, but I think I'll stick with the first option. I don't want external mod dependencies, if possible.Alternatively, I might distribute as a separate mod/game folder. Might just re-texture the ogres and knights to fit more of a tech theme.

Does anyone have a link to resources on how full-on quake modding wokrs? I'm familiar with C, so Quake C won't be an issue. But mainly how to create custom .PAK files to replace original textures / sound effects.

>> No.8646291

>>8646289
>Might just re-texture the ogres and knights to fit more of a tech theme.
I'd suggest checking out Alkaline. I don't know if that mod borrowed them from someone else but they have fun and fitting "tech" skins for the death knights and ogres.

>> No.8646307
File: 2.15 MB, 1280x720, barreltest.webm [View same] [iqdb] [saucenao] [google]
8646307

Getting sidetracked, but in a fun way.

>> No.8646308

>>8646291
Oh, Alkaline 1.1 is on my play list for Quake.
I'll check out their efforts and see if I'll create my own.
I'll look out for guides on how to create full on quake mods, as in "game name_of_mod" in console.

>> No.8646310

>>8646307
Looks great! Exploding barrels in quake is interesting.

>> No.8646318

is arcane dimensions balanced around nightmare and boring on hard like base quake, or is nightmare actually a nightmare and hard the intended difficulty

>> No.8646334

>>8646289
>Does anyone have a link to resources on how full-on quake modding wokrs?
You can probably find everything you need from here: https://quakewiki.org/wiki/Getting_Started_Modding
>But mainly how to create custom .PAK files to replace original textures / sound effects.
You actually don't have to use pak files, but you can use something like PakScape to easily open and create them. They're only really needed for compression if you mod gets huge. It's good to look at Id1's paks to understand the file structure though.
Also, textures are compiled into individual map files, so you don't need to store them separately. If you want, you can use replacement textures (saved into quake/yourmod/textures) to replace existing textures across all maps.

Overall Quake modding is a lot of fun. I didn't even know how to code when I started Violent Rumble, so you probably have a leg up on me.

>> No.8646363

>>8646160
They spit right?

>> No.8646369

>>8646334
>Also, textures are compiled into individual map files, so you don't need to store them separately.
That only gos for maps though, right? Not the enemy model textures?

I'll have a look at that Wiki article and that program, thanks for the heads up!
Also have to check out Violent Rumble then, heard good things about it.

>> No.8646387

>>8635561
OP, Its me again, I have a question:

I know you've got that kickass mega post picture on Imgur that's in this thread, but is there a giant torrent or Internet Archive dump of all of these WADs with mods to match where I can just grab everything with the intent that 'it just works'?

Also, which version of these kind of Doom overarching 'launchers' should I use on Linux?

I'm a FOSS fag, so I literally never boot into Windows anymore, except for the rare occasion for some weird torrent or driver specific thing (GPS units, ham radios, etc).

Anyway, thanks for this thread, cool stuff as always.

>> No.8646395

>>8635561
OP, what's a cool open world Doom mod? I ask because I think I found one on YouTube but it has this black dude screaming 'MOTHERFUCKER' every 5 secs lol, which is whatever, but sounds like it would be annoying after a while.

>> No.8646402

>>8646369
>That only gos for maps though, right? Not the enemy model textures?
The textures are stored in the same file as the model. There's a Blender import/export plugin that makes them easy enough to work with though, but it's still a bit of a pain. Basically each skin needs to be added as a material, with the order of them corresponding the 'skin' value of the entity (starting from 0).
>Also have to check out Violent Rumble then, heard good things about it.
You'll probably want the project Mega folder for FGD, unpaked files, and source code then: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
I've been working on an update, but I *think* what's currently on there is stable. Should be a decent example of mod anatomy regardless.

>> No.8646427

>>8646402
Oh great, I'll analyze that for sure!

>> No.8646562
File: 3.48 MB, 2552x2332, 2189670_saidransfw_doomgal-and-marauder-comission.png [View same] [iqdb] [saucenao] [google]
8646562

>>8644241
Doom -> Doom II -> Doom 64 -> Doom 2016 -> Doom Eternal

Doom 3 is a different universe, although elements from it show up in nu-Doom. Final Doom follows II, but 64 ignores it.

>> No.8646571 [DELETED] 

why do people hate brutal doom?

t. newfag

>> No.8646596

>>8646562
man that glossy look they have just doesn't look right

>> No.8646609

>>8646562
>Final Doom follows II, but 64 ignores it.
how so?

>> No.8646618

>>8646387
Do you mean a launcher where you can add sourceports and select which mods to load?
There's qZDL, you can compile it yourself or there might be an already compiled version somewhere too depending on the distro. There's also Super Shotgun Launcher which I've read is compatible with Linux but I haven't used it.

>> No.8646625

>>8645237
>>8645264
If you think about it, most of the creators of those random 90's wads you see on /idgames/ are probably dead or old as shit now. Sucks.

>> No.8646661 [DELETED] 

>>8646571
media overexposure like 10 years ago and the author did some dickish things

>> No.8646669

>>8646571
at the core it's just someone's personal balance/preferences patch with a lot of bells and whistles, it's fine but there are now better options i'd recommend at this point.
i have far more issues with diehard fans of it than the mod itself.

>> No.8646671 [DELETED] 

>>8646571
It' just not very good.

>> No.8646686 [DELETED] 

>>8646571
People mostly just hate Mark and BD's fans. I preferred Project Brutality(with some edits), myself.

>> No.8646693 [DELETED] 

>>8646571
Used to be the developer pissed people off by being a bit of an asshat (though the community is full of those) and from people trying to run it with everything.

More recently it's been people looking to be mad about it, dude's basically isolated from the community but you still get shit like the zdoom discord server clique looking for it to spend days ranting about it.

IDK I just mod what I like, I don't get the point in being angry about what others use.

>> No.8646702

>>8646256
Too cute to shoot

>> No.8646716 [DELETED] 

>>8646571
Hate speech and ripping assets, mostly.

>> No.8646730 [DELETED] 

>>8646716
>Hate speech
Fuck off faggot, you're posting on fucking 4chan.

>> No.8646745 [DELETED] 

>>8646730
He's not wrong. Mark putting making racist/sexist jokes, sometimes inside the comments of his mod, did get people to hate him.
>>8646571
Personally, I don't give a shit about his mod, I just think the fans were annoying twats, but they've fucked off to discord so BD has just been a lurking memory for me

>> No.8646773 [DELETED] 

>>8646745
It gave oversensitive crybabies on the larger doom community an excuse to shit on someone who was more popular than them. If it had been someone else in their clique who said that shit it would have been buried in an instant. Nobody who dislikes Brutal Doom and has anything approaching a real opinion of it cares that Mark said nigger in a code comment or called women whores or something.

>> No.8646779 [DELETED] 

>>8646571
an history of bugs and shitty code that would make it look bad but for some reason, only /vr/ in like 2017 or 8 even mentioned that

>> No.8646785

>>8642876
>>8643098
Is this supposed to be sea? Why is it white?

>> No.8646786

>>8644241
other than DOOM3,they are all the same guy.

>> No.8646787 [DELETED] 

>>8646773
You just restated what I said in a more verbose way.

>> No.8646790 [DELETED] 

>>8646779
>for some reason
Because once the worst of them were fixed the mod that was left was generally just not great gameplay-wise, which is a problem that persists to this day. It's poorly balanced, poorly paced, and frankly just doesn't play well.

>> No.8646798 [DELETED] 

>>8646571
People think it's a trap that leaves newfags with a bad impression of what Doom actually is, but desu the prboom-only speedautists with their slaughtershit wads are just as degenerate and corrupt so who cares anymore.

>> No.8646824 [DELETED] 

if people hated that brutal doom and its fanbase "overshadowed" either most mods or parts of the base game, what does that say about new fans circa the new official games?
because i'd argue that new doom fans are more likely to be clueless and unaware of doom history than the brutal doom generation
why aren't people giving shit to whoever started the isabelle x slayer trend because they didn't made the same artists that drew that to get into talking heavily about random wads?
you could even throw in buzzwords like "gentrification" when you see specific trends and elements of modern fandom culture slip into doom and from specific circles
why isn't the old guard worried about something that would've been statistically worse by their standards?
>well, at least a generic meme stealing account grifter said brutal doom was lame
most people know only hear it was disliked in some doom circles, without even getting into proper context so the negativity is also carried through game of telephone, just like its previous reception

>> No.8646848
File: 66 KB, 720x960, 1582924764155.jpg [View same] [iqdb] [saucenao] [google]
8646848

How do I increase the resolution in Woof?
Changed it in the cfg but it did nothing

>> No.8646871 [DELETED] 

>Sgt Mark being a racist/sexist asshole
>well known, but notorious and reviled in the community
>Matt literally put "trans rights" and "punching nazis is good" in HDest
>beloved mod, niche but very strong and comfy following
Being nice simply pays off. Anyway, HDest 4.7.1b just dropped.

>> No.8646889 [DELETED] 

Yeah this thread's gonna get ugly fast so i'll go make the next one

>> No.8646893

It remains endlessly funny that Mark got a bunch of terminally woke game journos to suck his dick all those years ago. That he's carried on despite his blackballing from the broader Doom community makes me respect him a bit more, even if I don't like his work.

>> No.8646906 [DELETED] 

>>8646824
fun post.
>if people hated that brutal doom and its fanbase "overshadowed" either most mods or parts of the base game, what does that say about new fans circa the new official games?
i'd imagine to many it would be "buckle up" because the direction they took from 2016 to eternal and the latter's reception is pretty indicative of the series' direction now.
i've also not seen fans of a game be this passionate/vapid since dark souls first went live on pc.
>>8646871
to be fair: mark's got a game coming out, and there's still a fatass brutal doom community.
not that it matters much since anyone into HD is reasonably spoiled by it and can just rip assets from mark's upcoming game for a "skinpack."

>> No.8646916 [DELETED] 

>>8646871
>Being nice
More like sucking the right political cocks. I could make very good arguments that neither of those statements constitute "nice" behavior.

>> No.8646918

NEW THREAD
>>8646910
>>8646910
>>8646910

>> No.8646929 [DELETED] 

>>8646916
You can misconstrue anything as that, and I still choose to believe Matt is a genuinely nice guy who can also code a mean mod.

>> No.8647082 [DELETED] 

>>8646929
>Watching a generation of autists get groomed into a self-sterilizing bodymod cult
>Spinelessly, "T-trans rights!"
You don't mean "nice", you mean "agreeable". As in, Matt is a wimp who stands for nothing. At least Mark is a proper cunt.

>> No.8647164

>>8646848
Take the DSDA Pill

>> No.8647183

>>8646609
Oh, actually they don't, I just misremembered the text from the manual. I thought it had specified specifically two prior events (being Doom 1 and 2), but it just refers to the past games collectively as "the military episodes codenamed 'DOOM.'" My bad.
So yeah, nevermind, I guess its just Doom 3 that's the odd one out.
>>8646596
Its a little weird yeah, but hot damn do I love the proportions this artist gives characters.

>> No.8647359

>>8646785
It's cum

>> No.8647589

Got a question about keys in Quake mapping.
How do you specify which key model to load (medieval key or keycard)?

>> No.8647660

>>8647589
Change the 'worldtype' key on Worldspawn.

>> No.8647684

>>8647660
>8647660
Ah right, need to get into entities more thx

>> No.8648235 [DELETED] 

>>8635561
test

>> No.8648312 [DELETED] 

>>8647082
As someone who never liked Mark or Brutal Doom, but who likes Hideous Destructor a lot, with Matt seeming like generally a nicer person to interact with, I still agree with this post pretty strongly.
It's gutless, plain and simple.