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/vr/ - Retro Games


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8773863 No.8773863 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8765819

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
Doom 3 Resurrection of Evil:
https://mega.nz/file/BzxyGBBZ#cHtxsid-0wpeFltrPAYCStiwYCXshndXUCfOEXSP7gs
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.8773865

=== 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://mega.nz/file/erwV0IbC#LE6uNgNAXh8CkxNhZpFxY3cxMWrS6_eaO92ZdotUfho

=== NEWS ===
[04-02] Anon's Doom 64 Map Jam has a demo out
https://www.doomworld.com/forum/topic/128386

[04-01] The Rumble Pak for Doom 64 released
https://www.doomworld.com/forum/topic/126183

[03-29] Retro Jam 7 for Quake is now available
https://twitter.com/ABrut_us/status/1508930000614998017

[03-29] TERRA added to Quake remaster addons
https://twitter.com/Quake/status/1508835203678150665

[03-28] TNT2 Beta is out
https://www.doomworld.com/forum/post/2473707

[03-24] Wadazine extras debut
https://wadazine.com/portofolio-extras/

[03-21] Doom 64 Revenant is done
https://forum.zdoom.org/viewtopic.php?f=37&t=68009

[03-18] Huge collection of converted textures for Serious Sam mapping
https://drive.google.com/file/d/10n2GrJ-LrB7Az1aw4fstZUviC8uN5XfD/view?usp=sharing

[03-18] Deus Vult II confirmed still in the works, targetting Doom's 30th anniversary for E1 release
https://www.doomworld.com/forum/post/2469298

[03-13] Quake 2 hi-res pack final release
https://www.moddb.com/mods/turoktirol/addons/oblivion-for-quake-2-hi-res-texture-pack

[03-12] Powerslave patch and editor released
https://twitter.com/SVKaiser/status/1502729607363051522

[03-07] Q3Rally v0.4 released
https://www.q3rally.com/2022/03/02/q3rally-v0-4-is-out/

[03-05] Elementalism Phase 1 released
https://www.doomworld.com/forum/topic/100102

[03-04] Chocolate Descent gets a beta release
https://github.com/InsanityBringer/ChocolateDescent/releases/tag/v0.1-beta

[03-03] Anon finishes The 10x10 Project
https://www.doomworld.com/forum/topic/125783-the-10x10-project-complete-cl9/

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8773869
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
8773869

I BEAT YA BOTH TO IT
WHATCHA WORKING ON, ANON?

>> No.8773882
File: 47 KB, 219x241, Beat the Niggur.jpg [View same] [iqdb] [saucenao] [google]
8773882

I've been wanting to play some Quake again and figure I'd pick it up from the thread's archives. It's been awhile, but what's the difference between these files?
https://mega.nz/folder/QXIk1bjB#NHRWGIfjcc77PyGgRlga4Q/folder/AD5iGYBR
Also is there a recommended port for Quake for a good vanilla experience?
Something like Crispy Doom I guess?

>> No.8773895

>https://discord.com/channels/274753444122853387/313065121322631168/959834765513617408
>Hello @everyone.

>As you know, I have been developing my indie game Brutal Fate lately, but the development of it has been facing bump after bump, which complicated things and now the game is a year late from it's original planned release window still with no prevision of it going into Steam Early Access anytime soon.

>Making a game all by yourself is a huge stress, and I believe I got myself in a place where I am just spinning my whells in mud.
It will be better for me to take a short break to zoom out of things and get a more clear perspective of what I should do next.

>So I am putting the development of Brutal Fate on the side for a while, and making a compromise to release both Brutal Doom v22 and Extermination Day by the end of this month, and resume works on Brutal Fate in May. I understand I negleted my Doom projects and my youtube channel for too long, and I believe the best way to put my head back in place is to come back to these old projects I love and finish them.

>Expect a new development diary next weekend.
What's next for Sgt Mark_IV's career?

>> No.8773902
File: 1.95 MB, 1439x747, 1625344145761.png [View same] [iqdb] [saucenao] [google]
8773902

>>8773869
Pray for me, brothers, as I begin aligning the textures of this cave for my serious sam map.

>> No.8773925
File: 9 KB, 767x144, Space Hunter Rifle.png [View same] [iqdb] [saucenao] [google]
8773925

>>8773869
I've been getting started on a design for the Space Hunter rifle for Combined_Arms Gaiden. I've been too damn busy again so all I got right now is a pickup sprite.
Pretty happy about it though.

>> No.8773934
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
8773934

>>8773925
keep going

>> No.8773938

>>8773934
>Keep going
That's what I do best.

>> No.8773942

>>8773882
I can't answer you accurately because I don't have much knowledge of Doom and I also have my own copy of Quake, but Quakespasm is pretty much the perfect port for both vanilla and modern maps, at least in my eyes.
If you're itching for something specific when it comes to custom maps though, ask away. I've played the vast majority of Quake maps so maybe I can give some recommendations.

>> No.8773949

>>8773895
Brutal HeXen, hopefully. I wanna see what he does with the Cleric. The RPG version doesn't feel that great to play. The mace is completely weightless.

>> No.8773962
File: 505 KB, 1920x1080, image_2022-04-02_161413.png [View same] [iqdb] [saucenao] [google]
8773962

>>8773882
>Also is there a recommended port for Quake for a good vanilla experience?
>Something like Crispy Doom I guess?
Mark V Winquake.
Mark V comes with two executables. IIRC, Mark V comes with OpenGL, and the winquake executable is the one with software rendering and fancy modern animation interpolation turned off (you can toggle it like other ports). I prefer it this way because, as they say, your imagination fills in the gaps, and I like the original look of the game when replaying the vanilla game or vanilla maps

>> No.8773968
File: 524 KB, 1540x660, theres a monster closet behind the highlighted wall.png [View same] [iqdb] [saucenao] [google]
8773968

>>8773869
some beginning strokes on my 94 prots entry, nothing much

>> No.8773969

are their any good user map packs for SW?

>> No.8773974

https://youtu.be/HD_5nVzGnc8
I think it needs some work, but other than that, it looks quite promising.

>> No.8773979

Do I have to beat Plutonia before I can make Plutonia maps?

>> No.8773984

>>8773979
Just play a few levels, the formula doesn't change much.

>> No.8773991

>>8773974
Those un-ray-traced static backgrounds looks so out of place.

>> No.8774000

>>8773979
Yes

>> No.8774001

>>8773979
Technically no, but you should.
Don't forget the secret maps.

>> No.8774010

The only pre Half-Life fps I've played and beaten is the original System Shock. Which one should I play next? Doom, Wolfenstein, Dark Forces?

>> No.8774012

>>8773835
thanks

>> No.8774017

>>8774010
gotta go with Doom

>> No.8774018

>>8774010
Probably Doom. Wolfenstein is largely obsolete, and I never tried Dark Forces.

>> No.8774019

>>8774010
Doom, may as well start with the one that defined the genre and go from there. Dark Forces is bretty good too

>> No.8774029

>>8774010
Play doom but also play dark forces but only while having 90s tv shows on because that's how i did it \m/

>> No.8774037

>>8774010
I get the feeling that if one can beat the OG System Shock, they can beat anything. I tried playing it a few times and I just kept getting filtered. You are a God among mortals anon.

>> No.8774042
File: 247 KB, 780x179, sw.png [View same] [iqdb] [saucenao] [google]
8774042

About to play shadow warrior for the 1st time.
How are these difficulty levels compared to blood? Asking because here 3rd one is "default" while in blood "well done" was very hard and required knowledge of the game basically.

>> No.8774046
File: 691 KB, 1280x1242, 1629495708237-min.jpg [View same] [iqdb] [saucenao] [google]
8774046

>>8773863
i'm really new to doom mods, can anyone suggest me some COZY wads please?

>> No.8774050

>>8774046
Pirate Doom.
The Edge of Time can get visually overstimulating at times but I love the maps and general aesthetic of the .WAD

>> No.8774068
File: 2.94 MB, 640x360, Ninja.webm [View same] [iqdb] [saucenao] [google]
8774068

>>8774042
>How are these difficulty levels compared to blood? Asking because here 3rd one is "default" while in blood "well done" was very hard and required knowledge of the game basically.
Blood's unique because the higher difficulty increases their health as well. SW doesn't do this even though it makes you more susceptible to getting oneshot by things like coolies and shadow ninjas. I'd say the game and its difficulties are overall more forgiving compared to Blood, even if the hitscanners may be less manageable.

>> No.8774070
File: 605 KB, 853x480, GZDOOM g2.1.1 64-bit (2016-02-23 10_20_43 +0100) 2022-03-31 21-37-10.webm [View same] [iqdb] [saucenao] [google]
8774070

>>8774046
Yeah, I'm also a returning player, havent played wads for quite a while probably more than a decade, easily. I would recommend Ultimate Simplicity by agent spork, one of the few wads I actually played more than once back in the day.

>> No.8774078

>>8774070
This era of wads is one of my favorite. I love that zdoom/skulltag era.

>> No.8774090

>>8774078
Did the release of Doom 2016 change anything in the wad scene?

>> No.8774095
File: 772 KB, 1280x960, goldens11b.png [View same] [iqdb] [saucenao] [google]
8774095

>>8774046
Golden Souls, it even has a DKC map.
also seconding pirate doom

>> No.8774096

>>8774090
For the most part it brought in some new blood and some mod ideas based off of it.

>> No.8774097

>>8774090
No.

>> No.8774103

>>8774090
kinda hard to tell because modern doom lead to a generation of doom fans that may not be familiar with wads
at least we add those "doom 4 doom" mods

>> No.8774107

Is there a wad that emulates the mapping style of Doom 1 with the Doom 2 enemy roster/SSG?

>> No.8774109

>>8774042
No Pain No Gain doesn't have any bullshit like respawning enemies or inflated health pools, just more enemies. Probably best to start on Who Wants Wang regardless, because Shadow Warrior is a very lethal game. Make sure whatever method you're using to play the game renders the mines properly or you'll be very frustrated in the latter half. To my knowledge, the Redux port on Steam doesn't and BuildGDX does. I don't know about Raze or the port its implementation is based on.

>> No.8774119
File: 76 KB, 1014x746, 1635717143158.jpg [View same] [iqdb] [saucenao] [google]
8774119

>Night dive patched out being able to bring up the console if you plug in a keyboard in the console ports of Powerslave

>> No.8774129
File: 324 KB, 798x221, 1.png [View same] [iqdb] [saucenao] [google]
8774129

>>8774068
>>8774109
So 3rd difficulty will be ok?
>and BuildGDX does
Does what, render mines properly? Cause I want to play it with buildgdx.

>> No.8774145

>>8774010
System Shock 2, obviously.

>> No.8774150

>>8774145
>pre Half-Life
Anon your chronology reps

>> No.8774153

>>8774150
idgaf about hl SS2 is the GOAT

>> No.8774156
File: 615 KB, 720x960, 1641675047723.png [View same] [iqdb] [saucenao] [google]
8774156

>>8774145
>>8774153
But I've already played it

>> No.8774159

>>8774129
>So 3rd difficulty will be ok?
I think so, if you managed something like Well Done for Blood. Mines should render properly on BuildGDX.

>> No.8774161

>>8774156
good

>> No.8774162
File: 70 KB, 1920x1080, SS2_211.jpg [View same] [iqdb] [saucenao] [google]
8774162

>>8774153
I played it for the first time 2-3 years ago and I loved it. I want to replay it eventually and try out the psionic class or however it was called.

>> No.8774163

>>8774159
Ha-ha, that's the point that I didn't play well done because it's too hard (for the first timer) at least. That's why I'm asking about the default 3rd difficulty here.

>> No.8774175

>>8774163
Who wants so wang is fine. No pain is Blood well done tier.

Don't worry the game isn't going to place groups of 5 hitscanners aiming at the door before you've even opened it just so they could mow you down in 0.1 seconds for having the gal of playing the game without memorising the placement of every enemy on the map.

>> No.8774179

>>8774046
yeah pirate doom is really good.
would also go for 2048 units, it was the first wad I ever completed and the anons here did an awesome job. got me hooked on doom.

>> No.8774181

>>8774175
Thanks, that's all I needed to know.
https://www.youtube.com/watch?v=epwI_ajGpFs
Also it seems this track didn't get into the final release (judging by the bonus ost for gog version), I really like it.

>> No.8774186
File: 395 KB, 1280x720, Screenshot_Doom_20220402_163945.png [View same] [iqdb] [saucenao] [google]
8774186

what are some green marble castles?

>> No.8774195
File: 1.80 MB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
8774195

>>8774186
Most of Thy Flesh Consumed.

>> No.8774216

>>8774186
Definitely one of my favorite aesthetics.

>> No.8774229

>>8774186
Slith

>> No.8774260

>>8774046
Lost Civilization

>> No.8774280

>>8773865
[04-03] doom.gay got registered as a domain
https://www.doomworld.com/forum/topic/128387-so-i-just-registered-the-domain-doomgay/?tab=comments#comment-2475963

>> No.8774302

>>8774280
forgot to say, it redirects to romero's discord

>> No.8774312

>>8774302
>doom.gay
>redirects to discord
The jokes write themselves.

>> No.8774334

>>8774010
None

>> No.8774343

>>8774010
Play Duke Nukem 3D and Quake.

>> No.8774364

>>8773882
ST=soundtrack. the one that says "the offering" seems to have everything, including the soundtrack. v1.01 is the original release, last official pre-kex version is 1.06.
>Something like Crispy Doom I guess?
for playing the original campaign, I guess MarkV WinQuake. for playing custom stuff TyrQuake is better. but unless you specifically want software renderers, Quakespasm is faithful enough

>> No.8774365

>>8774280
I'm glad there's still novelty left in this community

>> No.8774475
File: 495 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8774475

>> No.8774484

>>8774475
>/vr/ hard pistol maps project
I mean, can we really say no to the word cloud?

>> No.8774487

>>8774484
Is anybody planning a Tyson map for 94 protons?

>> No.8774491
File: 63 KB, 732x84, unknown[1].png [View same] [iqdb] [saucenao] [google]
8774491

Who is it talking about?

>> No.8774497
File: 26 KB, 224x272, Hexen_fighter.png [View same] [iqdb] [saucenao] [google]
8774497

>>8774491
That's gotta be Baratus.

>> No.8774498
File: 57 KB, 656x469, raze.png [View same] [iqdb] [saucenao] [google]
8774498

Any Raze users here? I just installed it, and dropped all the files for Blood, Duke Nukem 3D, and Shadow Warrior into subfolders of the Raze config folder. Running it gives me the option to launch any of the games, which is cool. But if I want to make a menu shortcut to run a particular game, is there a way to make it do that (e.g. similar to "-iwad" when running GZDoom)? Documentation for Raze is almost non-existent to the point where it's actually fucking weird. (Even the build instructions are just "refer to GZDoom build instructions", which is... fine, I guess, if the instructions are really the same, but... it's almost like the developers #1 priority in life was to document as little as possible. It's truly bizarre.) I know there are in fact some command-line options for Raze, but there's no "--help" nor any usage notes on the GitHub page. It seems the only way to find out how to do anything is by reading posts on the Raze forum.

>> No.8774503

>>8774475
understand protags hope

>> No.8774590

>>8773869
The prototype for my TC is ready. NSFW, as usual.
>https://files.catbox.moe/alfwez.png

>> No.8774595

>>8774475
>explain zandronum
Zandronum is a source port focused on offering a modernized multiplayer experience, offering new game modes such as capture the flag, invasion or domination. The International Doom League adopted it as its port of choice in 2014.

>> No.8774601

>>8774498
Damn. Sorry for being an idiot, but I just found the answer. The option is, literally, "-iwad" — which I had actually tried before, but at the time, I had followed "-iwad" with the full path to a file, which is apparently wrong, because... reasons, I guess. It seems to work only when the argument to "-iwad" is just the basename, and nothing else, of a file already located in one of the game search directories. The interactive terminal output was actually giving me hints in parentheses, just without the required file extensions. Holy fuck. So these all work as expected:
>raze -iwad DUKE3D.GRP
>raze -iwad dukedc.grp
>raze -iwad vacation.grp
>raze -iwad nwinter.grp
>raze -iwad BLOOD.RFF
>raze -iwad SW.GRP
>raze -iwad WT.GRP
>raze -iwad TD.GRP
I'm still trying to get Cryptic Passage completely working. The "-file" option does accept a full path to a file, and if I do
>raze -iwad BLOOD.RFF -file ~/.config/raze/blood/CRYPTIC.INI
then I can load the first level of Cryptic Passage. But if I launch it this way, then skybox is bugged and the menu background doesn't change (and probably other shit is broken), whereas if I just run "raze" and select Cryptic Passage from the prompt, then I get the correct skybox and the correct menu background. So I'm still missing something which is probably obvious.

>> No.8774629

>>8774475
>gzdoom 90s style
so zdoom?

>> No.8774650

>>8773895
I wanna see him do some more Doom mapping. He should throw a level or two into some Doomworld project, they'll no doubt be among the better contributions.

>> No.8774673
File: 2.42 MB, 159x114, plutonia.gif [View same] [iqdb] [saucenao] [google]
8774673

>>8773979
It won't hurt. It'll probably be a few more days until it's ready to start, and Plutonia's maps are pretty short so it's not like it takes long.
I'd really like for every contributor to get a Plutonia refresher, not necessarily the entire campaign, but just playing through some of their favorite levels and the ones they feel inspired by, then quietly analyze their gameplay and design, and what elements they feel particularly inspired by.

Plutonia 2 is one of my old favorites, but as said by Dario Casali himself, though it's good, it kind of misses the mark a little because a lot of PL2's levels are pretty big and long winding, when in the original Plutonia only a couple of the levels were actually any big at all, most maps actually being fairly short.
Having not replayed Plutonia for a long while until recently, it really reinforced to me how fast it's paced. Even with my own heavily defensive playstyle and penchant for exploration, the levels go by pretty quick, and I think we should really try to capture that. We can have a few long levels (maybe one long level before every episode boss level), but then most maps are quick, punchy, and about the combat.

I'll make sure to make a rough draft of the 'chart' with the needed info, going over some of the rules, directions, and ideas, to see what you guys think of it.

>> No.8774694

>>8774498
>>8774601
https://github.com/coelckers/Raze/blob/735740e4532c91e11d1d87c01dd438bce771d4e0/source/core/gamecontrol.cpp#L317
this might help for now

>> No.8774695
File: 119 KB, 1024x768, iu.jpg [View same] [iqdb] [saucenao] [google]
8774695

>>8774673
>It'll probably be a few more days until it's ready to start
Sweet, that gives me extra time to polish up Actinia.
Since this is going to be an episodic format, I would propose moving the long maps to the end of their respective episodes.
>I'll make sure to make a rough draft of the 'chart' with the needed info
Got an ETA on that?

>> No.8774714
File: 4 KB, 166x44, 1648948622701.png [View same] [iqdb] [saucenao] [google]
8774714

>>8774475

>> No.8774732

>>8774475
>maps project mean many version stuck

>> No.8774741
File: 2 KB, 149x35, crapture.png [View same] [iqdb] [saucenao] [google]
8774741

>>8774714
DKSPX

>> No.8774769
File: 132 KB, 480x482, shortcuts.png [View same] [iqdb] [saucenao] [google]
8774769

>>8774694
Thanks. Interesting how there's a "-cryptic" option, but running
>raze -cryptic
gets me the same half-broken result as
>raze -iwad BLOOD.RFF -file ~/.config/raze/blood/CRYPTIC.INI
rather than working as well as selecting Cryptic Passage from the interactive prompt. Oh well. I'll keep playing around with it until I get bored or make it work.

I've already figured out enough to make shortcuts for the base games, though — yes I love desktop shortcuts — so now I can swap out my Steam shortcuts for Megaton, Classic Redux, and Fresh Supply with new shortcuts to run them in Raze, with sexy icons stolen from GOG. (I actually did get the Blood data from my GOG copy of the original game, because Raze didn't seem to recognize the file format of Fresh Supply's cutscenes, but Megaton Edition and Classic Redux had all the right data as far as I can tell.)

>> No.8774787

What's the consensus on that old TC Harmony? I'm about three levels in, and I'm really not sure what to think of it.

>> No.8774792

>>8774010
We're the /doom/ thread for a very good reason.

>> No.8774809
File: 192 KB, 282x400, 1624828634727.png [View same] [iqdb] [saucenao] [google]
8774809

>>8774475
>women trigger

>> No.8774814

>>8774673
>I'd really like for every contributor to get a Plutonia refresher
I've been meaning to try and UV pistol start each map, might as well start now.

>> No.8774838

>>8774694
>>8774769
lol. What the hell man. Even though
>raze -cryptic
is apparently bugged, I figured I should still try to reproduce what it looks like it's attempting to do, namely the addition of CPART07.AR_ and CPART15.AR_ as "-art" arguments. So I tried
>raze -iwad BLOOD.RFF -file ~/.config/raze/blood/CRYPTIC.INI -art ~/.config/raze/blood/CPART07.AR_ ~/.config/raze/blood/CPART15.AR_
and it did nothing, but then
>raze -iwad BLOOD.RFF -file ~/.config/raze/blood/CRYPTIC.INI -art CPART07.AR_ CPART15.AR_
worked perfectly. This thing not accepting absolute file paths for some options is really fucking with me.
Thanks again >>8774694.

>> No.8774909

Didnt realize the last thread died.

>>8773719
Use the voodoo doll underwater. Its way too difficult to hit cultists underwater with other weapons.
Alternately, wait above the surface and fire the napalm altfire underwater.

>> No.8774913

>>8773969
Showdown In Suzhou

>> No.8774925

>>8774787
Its aight. The effort of making actual clay sculptures for sprites is commendable, but the gameplay is nothing special.

>> No.8774929

>>8772649
You can make a similar trigger with boom a couple ways. You can use enemies blocking teleport spots as said (another example of something like that can be found in going down map 32). A generally better method I find is to confine the enemies in a sector with the same height as their hitbox along with a "scroll floor accelerates when sector changes height" control line, then use a generalized ceiling motion to constantly push down on them. As soon as they die the ceiling will move down and the control line will accelerate a voodoo doll over whatever triggers you need (an example of that method can be found in ad mortem map 13). The benefit is that the trigger enemies can now move horizontally as much as you want within the sector as opposed to the other method where they must always block the teleport spot. Both these methods are better than the vanilla version since you don't have to move the floor at all and it's simpler to setup.

>> No.8774971

>>8774913
that's a start ty. guessing there isn't much in the way of whole episodes for SW?

>> No.8774983
File: 985 KB, 1000x754, Aniki-guy.png [View same] [iqdb] [saucenao] [google]
8774983

>>8774714

>> No.8774989
File: 8 KB, 389x371, Doomguy peek.png [View same] [iqdb] [saucenao] [google]
8774989

We're playing a vintage Skulltag WAD for SNS tomorrow. Babby is also in charge of the server.
If you have a God I would start praying.

>> No.8775001

>>8774046
if you want cozy, the first half of lost civ is max cozy.

>> No.8775018

>>8774838
Are you hell-bent on using Raze as your port for build games? GDX would be a better all-in-one, and the dedicated ports like eduke/rednukem/nblood/voidsw or whatever are even better imo, though I dunno which run on linux

>> No.8775048

>>8774475
>playing quake better using feel-nice retro big gun
yeah

>> No.8775053
File: 146 KB, 879x767, raze-readme.png [View same] [iqdb] [saucenao] [google]
8775053

>>8775018
>Are you hell-bent on using Raze as your port for build games?
In the short term, I guess so, just because I had set out on a mission to make it work (and I think I've succeeded; I've got Blood running with Death Wish now as well). For what it's worth, Raze pretty much "just works" out of the box except that I failed to understand the command-line interface and a few other details due to total lack of documentation. Just running "raze" and selecting a game at the prompt never gave me a problem once I had all the files where Raze can find them.
>GDX would be a better all-in-one
I never tried GDX, so I wouldn't know. In fact, Raze is the first modern engine I've used for any Build game, which might have been a dumb idea but whatever. If the others are easy to install on Linux then maybe I'll try them. I just saw that the Raze GitHub had a ZIP for Linux recently, and thought "oh good I don't need to compile it myself".
>and the dedicated ports like eduke/rednukem/nblood/voidsw or whatever are even better imo
From what I can tell, Raze uses code from most of those (see pic), which sounded cool so I figured I'd try it, though I'd probably have a better appreciation for how good/bad it is if I had used those other individual engines first.

>> No.8775106
File: 512 KB, 408x1019, stuff.png [View same] [iqdb] [saucenao] [google]
8775106

>>8775018
>>8775053
I think my next "waste a few hours sucking at computers" session will be when I attempt to Doom64EX, because I wanted all of these games running on Linux-native source ports, and Doom 64 is still the Steam version running with Proton. Unfortunately, I've heard the Steam release of Doom 64 doesn't come with the files required by Doom64EX, so I guess I'll have to acquire those in some other way.

Everything else here is now using one of these source ports:
https://bitbucket.org/ecwolf/ecwolf/
https://github.com/iortcw/iortcw
https://github.com/coelckers/gzdoom
https://github.com/dhewm/dhewm3
https://github.com/bibendovsky/bstone
https://icculus.org/rott/
https://sourceforge.net/p/quakespasm/quakespasm/ (is this actually the official repo? holy shit I hate sourceforce)
https://github.com/yquake2/yquake2
https://github.com/Aleph-One-Marathon
https://github.com/coelckers/Raze

>> No.8775118

>>8775106
>https://github.com/coelckers/gzdoom
I would strongly recommend a more accurate port for classic doom, DSDA-Doom has a good balance of vanilla accuracy and modern features like high resolutions and hardware rendering. GZDoom is best used for advanced community mods.

>> No.8775136
File: 35 KB, 656x469, alternatives.png [View same] [iqdb] [saucenao] [google]
8775136

>>8775118
For what it's worth, I do have Chocolate Doom installed too — not that I've used it much, since I already had my fill of the vanilla-as-fuck experience by playing the game with DOSBox. I mostly play community WADs lately anyway (while being too lazy to keep track of which actually require an advanced source port). But if I ever want a more accurate port, I probably will go for something between these two extremes.

>> No.8775153

>>8775136
Understandable, I suppose. I just use DSDA-Doom as my default for casual play and community maps (except those that require a specific port, like Eternity or anything ZDoom-based, but with those I already have GZDoom for gameplay mods and Zandronum for easy multiplayer)

>> No.8775163

>>8775106
for DOOM 64,use doom64CE,it works using a linux native GZdoom.
make sure to ask the creator for the lost level files,due to the batch file not working on linux,you need to use a different patcher that does not work with the lost levels.
it used to stutter a bit on my beefy system,but trying it again,it seems to be mostly gone (so its probably an issue on my end).

its not 100% accurate,but its like 99% accurate and far better than anything else.

>> No.8775243

>>8774673
Should the detailing in the levels be kept at Plutonia/90's style, or can we go all out?

>> No.8775291

recently switched from glboom to dsdadoom. is there a way to get no lost souls limit on complevel 2?

>> No.8775297

>>8775291
It might be in settings in compatibility options

>> No.8775307
File: 3 KB, 189x30, filter.png [View same] [iqdb] [saucenao] [google]
8775307

>>8774475

>> No.8775371

What game featured railgun the first?

>> No.8775372

>>8775371
Shadow Warrior, probably. At least the iconic spiral-shooting tube design. Apparently it was based on a movie called Eraser.

>> No.8775381
File: 1.44 MB, 2560x1440, gzdoom_2022_04_03_10_56_26_112.jpg [View same] [iqdb] [saucenao] [google]
8775381

I never managed to fucking understand how you are supposed to do this map of Doom 2 Reloaded.
map is Phobos Subversion
it says redirect to crusher but I never understood what to actually press to do this map properly

>> No.8775386
File: 85 KB, 1024x624, 1494228842264.jpg [View same] [iqdb] [saucenao] [google]
8775386

>>8775297
there's no compatibility options in this one. there was the option in glboom though.

>> No.8775389

>>8775243
Personally, I'm going all out regardless

>> No.8775461

>>8774050
>>8774070
>>8774095
>>8774179
>>8774260
>>8775001
thanks anons :)

>> No.8775506

>>8775381
Where's that HUD from?

>> No.8775510
File: 2.33 MB, 500x542, caco training.gif [View same] [iqdb] [saucenao] [google]
8775510

>>8775243
Go as wild as you want. We're adding new decoration objects, new bosses, and cosmetic weapon animations, so I don't see a reason to restrain ourselves in other visuals.

I'd like to encourage people to detail their maps a fair bit actually, doesn't have to be Gothic 99 tier or anything, and it shouldn't be stuff which the player will just get stuck on when moving around, like a bunch of support posts or pillars lining the walls of a not spacious enough hallway. But like:
>some small elevation changes on larger surfaces of natural ground
>occasional missing floor tile in more dilapidated bases (don't care if it's cliche, it looks fine if it's not all over the place)
>maybe one light in a series is out or is flickering (pretty sure an area can be synced in its light effect across different sectors)
>light fixtures, pipes, and computers inside raised ceilings
>maybe a trim around a pit or a skylight, definitely around non-hidden lifts
>put up a whole bunch of jungle trees and bushes off in the distance outside maps, if applicable
>use some hanging vine textures here or there in caves, ruins, or abandoned bases
>incidental bookshelves and computer banks, could either be indented into the wall or exist as a protrusion, just mind that you don't get stuck easily (but there could also be a gap which could be used for momentarily taking cover)
>at least basic texture aligning, doesn't have to go to the absolutely autistic lengths I go to, but just pressing A on a new or recently altered surface

Not gonna hold any of you guys at gunpoint, and ultimately you'll do what you think works best for your maps, but I just want it to not look like "It's 1994 and I have the trial version of DeepSEA"
If you get problems with a map and don't know how to fix them, I'll of course attempt to help with that, I did a bunch of troubleshooting and fixing with 2048, so I'm used to it.

>>8775389
Atta boy.

>> No.8775525
File: 472 KB, 708x756, 1648789655902.png [View same] [iqdb] [saucenao] [google]
8775525

how do i disable vertical aiming in games like duke, marathon, doom, etc?

>> No.8775534

>>8775510
>occasional missing floor tile in more dilapidated bases (don't care if it's cliche, it looks fine if it's not all over the place)
Missing floor tiles are cliche?! Fuck, I thought I was a genius for doing that in Ad Mortem.
Gonna try my best to make the map look atleast a little bit eyecandy - I already have a nice doomcute at player start

>> No.8775624

>>8775525
>duke
>marathon
why'd ya wanna disable vertical aiming in games actually designed for it?

>> No.8775664

>>8775624
wait it was?

>> No.8775680
File: 680 KB, 1920x1080, doom-ray-traced.jpg [View same] [iqdb] [saucenao] [google]
8775680

Also recorded some shitty gameplay of Ray Traced Doom on Nvidia hardware at max settings (2 lights for all) & the optional DLSS dll: https://youtu.be/61x-AKLRoFo

Mod can be found here: https://github.com/sultim-t/prboom-plus-rt/releases

>> No.8775712
File: 433 KB, 2502x1199, mishap (edit area) at 2022.03.05 15-00-07.165 [R3925].jpg [View same] [iqdb] [saucenao] [google]
8775712

>>8773962
Nice starting area you have there. It'd be a shame if someone.. demade it.

>> No.8775720

>>8773863
>4CHAN DOSPACK + Win98 games (pre-configured):
>https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA
Hitman 2 has been updated by dosdude, thanks guy. No idea what changed.

>> No.8775723

>>8775712
Very nice.
Now do it in Wolf3D.

>> No.8775724
File: 123 KB, 1920x1080, ad_hanger16.jpg [View same] [iqdb] [saucenao] [google]
8775724

>>8775712
Nice starting area you have there. It'd be cool if someone upgraded it.

>> No.8775728

>>8775712
How is Doomguy supposed to pick Hard?

>> No.8775731

>>8775724
I don't recognize this one. Where is it from?

>> No.8775732

>>8775731
Arcane Dimensions, version 1.50 and up.

>> No.8775735

>>8775728
the secret is that it's an out of bounds area, and going through any teleporter will have you telefrag a voodoo doll

>> No.8775741

>>8775712
I want to see a Quake demake in Doom, whether it's GZDoom or not

>> No.8775749

>>8775741
Dimensions of the boomed.

>> No.8775752

>>8775712
Sexy.

>> No.8775759

>>8775741
Considering how many Doom-style maps exist for Quake, I imagine the reverse is also true.

>> No.8775770

>>8774590
>cocks for ammo
i'm not even mad that's fucking hilarious

>> No.8775825
File: 232 KB, 200x330, 1648947973265.gif [View same] [iqdb] [saucenao] [google]
8775825

i just played through half of quake before realizing it had a soundtrack

>> No.8775829

>>8775825
Had the same with heretic 2 but whole game because even with mounted CD it has problems playing it

>> No.8775837

>>8775825
I played a lot of 90s games without music because I got them from some bootleg CD rips that had removed the soundtracks to conserve space. Because of this I've gotten used to playing those specific games without music and it feels weird if I turn it on now.

>> No.8775846
File: 596 KB, 677x664, 1648871302701.png [View same] [iqdb] [saucenao] [google]
8775846

>>8775829
>>8775837
>CD game BGM
was it an anti-piracy measure? kinda like how NES games had puzzles unsolvable without the manual?

>> No.8775849

>>8775846
More of a space thing, really.

>> No.8775852

>>8775846
No, just part of the medium. 700mb was a fuckhuge on 56k so a lot of pirate downloads removed the soundtrack so it wouldn't take a day or longer to download

>> No.8775859
File: 106 KB, 1024x1024, 1648967594685m.jpg [View same] [iqdb] [saucenao] [google]
8775859

>>8775849
>>8775852
things like that are really weird for me, because i used to have phones with gigs of memories as a kid.

>> No.8775869

>>8775859
>he never exchanged floppy disks containing custom Quake maps with friends
You missed out anon

>> No.8775935

>>8775837
That's how I mostly played them too. Traversing Barrow Downs and its dungeons from M&M7 is actually quite chilling without Paul Romero's orchestrations. Dead silence is better accompaniment for occasional shuffling and groaning of undead, just undiluted creepiness with nil distractions.
I think Team Silent utilized silence interchangeably with music in their games to opress you where it would be the most effective.

>> No.8775954

>>8775935
That's exactly how I feel about one of the games I played that had its soundtrack ripped off, namely Quake 2. At least with Quake 1 the NIN soundtrack is muted and atmospheric and it doesn't change the tone of the game itself. However, playing Quake 2 without Sonic Mayhem's score is a completely different experience. With it, it's a blood-pumping action romp; without it, it's an atmospheric exploration of a creepy alien planet. Of course I'm biased because that's how I originally played it, but I do think that the wonderful ambiance gets drowned out by the heavy metal if you have it on.
https://www.youtube.com/watch?v=nLGvIgjq20A

>> No.8775979

>>8775954
>without it, it's an atmospheric exploration of a creepy alien planet.
The Quake 2 64 soundtrack does a pretty good job in adding to this. It's not Reznor but it's still the Doom 64 guy,.

>> No.8775987

Even Duke Nukem 3D can be creepy with no music. My first experience with anything beyond Doom was on the N64, so there was no music outside of the title theme. So picking up a key and suddenly hearing octobrains closing in really bought out the Aliens influence

>> No.8775991

>>8775979
I miss when console ports were developed by other teams who had to account for the tech limitations more, felt like several completely different interpretations of the same general concept

>> No.8776001

>>8775987
Duke would be a pretty dark game if not for the man himself delivering constant jokes and oneliners.

>> No.8776010

>>8776001
Sounds like someone isn't hailing to the king right now.

>> No.8776013

>>8776001
Duke 3D is still pretty dark even if the Nuke duke is throwing jokes left and right. You can't save the girls in non-N64 versions which is pretty weird considering how much the man himself loves them.

>> No.8776031

>>8775720
I asked for technical support this past thread. I believe he added the eax.dll file to Hitman 2.

>> No.8776036

>>8774186
that's feudal.wad by the way.
Cute little map very tastefully designed, not very difficult though.

>> No.8776041

>>8775991
I think DN64 is worth a playthrough because it's full of every single kind of change imaginable
>changes for nintendo censorship
>changes for hardware limitations
>changes to show what the N64 could do that a cheap 1996 computer couldn't
>changes just to change things

>> No.8776052

>>8776001
I always felt bad for the babes trapped in the alien pods.

>> No.8776053

>>8776041
>evil boobies replaced by family friendly gun store in RLD
Nintendo knew us better than we knew ourselves.

>> No.8776056

Nightmare Reaper is going to have a thriving modding community

>> No.8776058

>>8776031
>eax.dll file to Hitman 2
great if true

>> No.8776060

>>8776041
there is the fact that Zero Hour and Time to Kill are a Build gams and no one has reverse engineered it back to PC

>> No.8776065
File: 363 KB, 424x444, 1647941127059.png [View same] [iqdb] [saucenao] [google]
8776065

>>8773863
Where can I download Solace Dreams?

>> No.8776073
File: 499 KB, 1024x768, New_Square_Logo.png [View same] [iqdb] [saucenao] [google]
8776073

God damn this shit is painful to play.

>> No.8776079
File: 19 KB, 234x446, Wraith.png [View same] [iqdb] [saucenao] [google]
8776079

Here comes this freak to put an end to your party single-handedly and there are even more of them behind the wall, but fret not, cheerful strings and brass are here to uplift your mood.

>>8775954
From what I've seen Q2 doesn't reach that sense of isolation from Q1, but Strogg abominations are dreadful enough for me to latch on to, alongside my appeal for tech-bases. That's if I were to ignore blings and notifications.

>> No.8776084

>>8776079
The cool thing about Q2 when it comes to its sense of isolation is when you hear the rumble of battle way off in the distance somewhere. As a kid I didn't understand what those sounds were.

>> No.8776092
File: 37 KB, 693x670, back the fuck up.jpg [View same] [iqdb] [saucenao] [google]
8776092

>mod has extensive obnoxious voice acting that you can`t turn off
what causes this

>> No.8776103

>he doesn't use FTEQW
Sad

>> No.8776104

>>8776073
how so?

>> No.8776169

>>8776060
TtK isn't is it? Just zero hour p sure.

>> No.8776176

>>8776104
It's a concentrate of everything wrong with modern GZDoom mapping

>> No.8776178
File: 789 KB, 1920x1080, Screenshot_Doom_20220403_120232.png [View same] [iqdb] [saucenao] [google]
8776178

Greetings anon, could I interest you in a little playtest of my two (Count 'em, two!) WIP Plutonia styled maps?
https://files.catbox.moe/lmt05g.wad
Tested in DSDA-Doom and GZDoom, complevel 9. Designed for pistol start but continuous is alright too.
This is a little mapping exercise before 94 Protons starts, so this will be a standalone release When It's Done(tm).

>> No.8776182
File: 531 KB, 1920x1080, Castello.jpg [View same] [iqdb] [saucenao] [google]
8776182

Rethro means pigsels amirite

>> No.8776185
File: 201 KB, 600x337, file.png [View same] [iqdb] [saucenao] [google]
8776185

>> No.8776187
File: 538 KB, 1600x1067, joker-damaged.jpg [View same] [iqdb] [saucenao] [google]
8776187

>Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things: You do not need to copy that actor, since it is already defined. In fact, it's not just useless, it's actually harmful as it can cause problems. If you want to modify it, or use a modified version, using inheritance is the way to go. The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
>copiies code anyway
ONE NOTHING WRONG WITH ME

>> No.8776192

>>8776182
>>8776185
I don't hate things like this, but the lack of variation in floor height bothers me every time.
Scumheads stuff has this issue too. I don't hate the textures, but the maps are flat feeling and there isn't enough texture variety/visual breakup.

>> No.8776194

>>8776176
How so? Are you talking about extreme overdetailing?

>> No.8776232

>>8775954
I hate how Quake 2 often stops the level music before you're actually even done with the level, but it does act as a change from a kickass feeling to a spooky atmosphere

>> No.8776239
File: 758 KB, 1920x1080, graphic design is my passion.png [View same] [iqdb] [saucenao] [google]
8776239

>>8776104
I was playing some of it yesterday, I don't think it's outright terrible but here's a few notes I made:
>very slapdash item placement, ammo is everywhere and health is scarce
>HUD is ugly and wasn't designed for 320x200, requiring me to change my scaling settings so it doesn't take up half the screen
>encounters make some effort in enemy variety but it doesn't feel well-coordinated, more like they just picked them at random
>gzdoom mapping features are sometimes detrimental to gameplay, had a few monsters get stuck on sloped floors, and even slight fog greatly reduces projectile visibility
>picking up wand ammo forcibly switches you to the weapon, ignoring your weapon swap setting, but only sometimes
>heavy reliance on gotcha encounters that swarm you without warning and kill you in seconds if you don't have prior knowledge of the specific route out of danger
>very by-the-numbers weapon progression in each map, you pretty much always get a shotgun immediately, then chaingun and super shotgun together, then rocket launcher, then plasma, then some wand ammo
The gameplay overall feels a bit phoned in, like they made these pretty maps and only later remembered that they were supposed to put monsters and items in them. It's not the worst thing I've ever played, but it falls quite short of greatness.

>> No.8776256

>>8776194
It's weird, back in the day Gothic 99 got shat on for the comical amount of overdetailing to the point of causing unplayable lag, yet shit like Bridgeburner maps get a free pass nowadays for almost the exact same shit.

>> No.8776265

Do you guys have any guides on how to set-up EDuke32, NBlood and Aleph One to look and play as close as possible to vanilla Duke, Blood and Marathon?
Classic renderer/ 8-bit is a given for all of them.
Mouse vertical aiming disabled for Duke and Blood, use Q+E to look up and down is ok?
Is vanilla FOV for Build games 75?

>> No.8776279
File: 106 KB, 829x921, Sheet.png [View same] [iqdb] [saucenao] [google]
8776279

>>8773869
Making enemy sprites is a pain in the ass. Even the small edits still have to be done in multiple angles and parts of the animation, making it a huge time sink.

>> No.8776281
File: 35 KB, 514x786, file.png [View same] [iqdb] [saucenao] [google]
8776281

>>8776176
I'd say it's a step in the right direction. It has actual map and encounter design as opposed to this insult of a 2017 zdoom megawad

>> No.8776302

>>8776281
>map 07: dumb simple

>> No.8776307

>>8776281
Did someone make a map based on their remote control?

>> No.8776317

>>8776281
Damn, my man's die are pretty fucked up.

>> No.8776320

>>8776317
Thats domino you uncultured pleb

>> No.8776330
File: 32 KB, 236x467, The power of zdoom.png [View same] [iqdb] [saucenao] [google]
8776330

>>8776302
But wait, there's more!
It's the same thing, but with S L O P E S !

>> No.8776334

>>8776330
that actually looks like a tv remote, but it got chewed on by a dog

>> No.8776336
File: 21 KB, 128x470, Not even cherrypicking here.png [View same] [iqdb] [saucenao] [google]
8776336

>>8776334
Did I mention this is rated the 24th best zdoom community wad, and was the 17th not too long ago?

>> No.8776341
File: 145 KB, 749x779, file.png [View same] [iqdb] [saucenao] [google]
8776341

Alright I'll stop bullying this one guy's wad and post a ZDoom map I actually like

>> No.8776351

>>8776336
Now this looks like a demonic computer board.

>> No.8776356

>>8776336
oy vey

>> No.8776364

>>8776073
filtered

>> No.8776367

>>8776364
why yes, Anon. People get filtered by bad map design and encounters.

>> No.8776379
File: 214 KB, 320x400, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
8776379

>>8773863
Here's some Doom2 mods i've Snekified in SLADE and posted on /a/ Jashin snek Threads
>SnekSeriously mega wad map idclev01 to idclev14 plus idclev31 bonus https://files.catbox.moe/v2hpjo.wad
>SneKtosis two map wad idclev01 and idclev02 https://files.catbox.moe/875h6b.wad

>> No.8776389
File: 1.92 MB, 1600x900, Screenshot_Doom_20220403_132111.png [View same] [iqdb] [saucenao] [google]
8776389

>>8776379
>Screen Cap from SnekSeriously

>> No.8776392

>>8776389
>iddqd

>> No.8776397

>>8776392
>of Course i iddqd idkfa
i use cheat codes even in twisted metal black

>> No.8776398

>>8776379
Sunday Night Shitshow anons, can we play this one too??

>> No.8776402
File: 919 KB, 1920x1080, Screenshot_Doom_20220403_133312.png [View same] [iqdb] [saucenao] [google]
8776402

>>8776379
wtf I love /a/ now

>> No.8776407

>>8776402
Exceedingly based imagery

>> No.8776410

>>8776379
But why?

>> No.8776415

>>8776398
Probably not. They're just existing WADs with tons of shit plastered over a few maps.

>> No.8776423
File: 363 KB, 815x605, hit.png [View same] [iqdb] [saucenao] [google]
8776423

Any wolfenstein mapset recommendations? so far i have
>Castle Totenkopf SDL
>Time to Kill - Eisenfaust Edition
>Coming of the Storm
>Operation: Heimzahlung
>Project: Eisenritter
>Wolf Overdrive
Funnily enough all of them come with their own executable EXE,no need to have the original wolfenstein 3D game,i dont know if thats intended?

>> No.8776446

Any recommendations for good Doom 2 vanilla WADs?

>> No.8776448
File: 1.63 MB, 1677x2560, 39668E13-624C-45CE-9910-07CBE2C9B09B.png [View same] [iqdb] [saucenao] [google]
8776448

>>8776415
Hi doomer snek here
>yes there existing wads just textured swap with snek Sprites

>> No.8776453

>>8773863
>DOOM THREAD / RETRO FPS THREAD
BOOMER SHOOTERS sounds way better. Be sure to change it for the next thread, slick.

>> No.8776457

>>8776453
No.

>> No.8776459

>>8776453
cring

>> No.8776463
File: 1.08 MB, 500x288, chainsawwwwwww.gif [View same] [iqdb] [saucenao] [google]
8776463

>>8776453
>HECKIN BOOMERINO SHOOTERINO AMIRITE FELLOW GAMERS

>> No.8776467

>>8776178
>https://files.catbox.moe/lmt05g.wad
I just played through the first map, I really liked it. The first room was doable on a first try, but the two dickpunches (in particular the surprise revenants) in the blue key room got me good a few times. The last trap made me panic but actually wasn't deadly. Really fun, kinda fast map and the traps were surprises but completely survivable Haven't played all the way through the second map yet, but that toxic sludge room was rough

>> No.8776472

>>8776453
Bad bait

>> No.8776474

>>8776472
Pretty good bait because he's already got 4 (you)s and counting.

>> No.8776489

>>8776467
Thanks anon, it sounds like I'm getting the Plutonia style right. I held back on the final encounter because I didn't want to make the first map too hard and discourage the player. I hope you like the second map just as much. Stay tuned for the full release with three more maps, one by yours truly and the other two by two guest anons.

>> No.8776493

>>8776453
Yea, let's talk about shooters that were released in the 70's-80's.

>> No.8776496

>>8776493
>80's shooters
Gradius 2 is a personal favorite of mine.

>> No.8776497

>>8775163
>for DOOM 64,use doom64CE,it works using a linux native GZdoom.
Thanks; I'll look into it.
It annoys me that, despite Doom64EX being Linux-native, the official Doom 64 remake which is actually based on EX is still Windows-only — but that's just how Bethesda is. If I didn't know any better, I'd say they have a big hard-on for taking games with famously multi-platform (i.e. Linux-compatible) engines and releasing Windows-exclusive remasters, with new content so they can claim the locked-down version is the definitive one. But rather than being an anti-Linux thing, it's probably just an anti-open-source thing. I assume the first thing Bethesda executives do each morning is curse id Software for making the Doom and Quake games open-source. Of course they would scramble to make closed-source definitive editions of id Software's most popular open-source games. The lack of Linux support for those official ports is probably just laziness, or the "just let them use Proton" attitude now adopted even by developers who used to release native Linux ports. Oh well. Enough ranting.
>make sure to ask the creator for the lost level files,due to the batch file not working on linux,you need to use a different patcher that does not work with the lost levels.
Yikes. Sounds annoying. What if I just run the Windows patcher with Wine, or run it on Windows and then transfer the resulting patched files to Linux?

>> No.8776501

>>8776496
wasn't aware it had first person mode

>> No.8776505
File: 1022 KB, 1059x763, file.png [View same] [iqdb] [saucenao] [google]
8776505

>>8776501
My mistake, I meant Gradius 3. That game DOES have a 3D section
Okay enough shitposting, back to mapping.

>> No.8776508

>>8776497
Locking down Quake Live was annoying for a while, at least until Proton hit the scene.

>> No.8776518

>>8776178
You can open the yellow bars without the key in the first map.

>> No.8776526

anyone got any suggestions for a doom-like engine i can use?
i want to make a sprite based fps without having to deal with doom's bullshit ideosyncracies

>> No.8776527
File: 51 KB, 500x517, 1470431611524.png [View same] [iqdb] [saucenao] [google]
8776527

>>8776518
>Check
>It's real
Wow. I'm retarded. I'm glad I posted this here, things like this would probably go unnoticed without your guys help.

>> No.8776536

>>8776526
Most modern 3D engines will allow you to use sprites for in-game objects with little to no problem.
I'd much rather deal with Doom's bullshit than Build's bullshit.

>> No.8776551

>>8776536
doom/idtech is aged, build was held together with duct tape and duke's bubblegum to begin with, only placated via regular sacrifices to the door gods

>> No.8776553

>>8776526
Just use Youneetee
dont forget to make sprites align to camera plane instead of camera object or you will get paper cutouts like 99% of the inept indies out there

>> No.8776559
File: 75 KB, 800x450, Screenshot_Doom_20220403_202826.png [View same] [iqdb] [saucenao] [google]
8776559

>>8776178
>>8776527
I'm not the same anon who reported the yellow bars, but I've also found out you can just grab the yellow key by trying to squeeze through the red doors

>> No.8776568

>>8776453
that's like saying we should call 3d platformers "scrimblo bimblo"

>> No.8776578

>>8776551
If I were to commit to making an indie game, I'd probably use FTE or Godot.Strictly because they would enable me to use Trenchbroom as my map editor.

>> No.8776584

>>8776578
is there any successful godot fps game?
i heard there's an addon that imports doom wad maps but that's it

>> No.8776591

>>8776584
Godot is a meme and it runs loke dogshit compared to even worst optimised unity crap

>> No.8776593

>>8776584
Cruelty Squad

>> No.8776601

>>8776584
not fps but holy lel it's what they made that trainwreck of a sonic colors port on, what a good sign

>> No.8776609

>>8776178
they're pretty good,though you don't give the player enough breaks (its even less than plutonia)
>>8776497
>What if I just run the Windows patcher with Wine, or run it on Windows and then transfer the resulting patched files to Linux?
that would work,i just sent the creator a message and he gave me the files cause i was already on a discord server he was in.

>> No.8776610

>>8776336
Ah, I should have realized this was the Touhou wad. I feel like this one gets a pass because of the amount of effort put into bullet hell patterns. Imagine navigating actual level design at the same time? Fuck that.

>> No.8776613

>>8776601
i thought that port was either outsourced or the footage came from someone emulating it

>> No.8776616

>>8776613
As a fan of the original, that port was a shitshow all around, but this isn't the place to discuss it.

>> No.8776636

>>8776423
>all of them come with their own executable EXE,no need to have the original wolfenstein 3D game,i dont know if thats intended?
Yes, these are modified EXEs. Many retro PC games are modded like that (Tomb Raider for example). In fact Doom is the only one I know where people were smart enough to come up with some text-based description of hacks, which is then applied to original executable.
As for recommendations, personally I only cared about ECWolf-compatible mods, those being:
Wolfenstein Missions First Encounter: https://www.moddb.com/mods/wolfenstein-missions
Coffee Break: https://www.moddb.com/mods/coffee-break-episode-1-castle-hasselhoff

>> No.8776643

take the goldsrc pill

>> No.8776646

>>8776636
There is also the Macenwolf stuff
on which i wanted that someone had added the remaining sprites for those adrian carmack did for the mac ports

>> No.8776664

what's a fun mod+wad to give all god through

>> No.8776678

>>8776613
it was outsourced I believe
can't wait for generations ultimate given to the team behind cod:mobile and developed on the x-ray engine

>> No.8776681

>>8776664
>cheating
>fun
Pick one.

>> No.8776684

GZDoom is the new Brutal Doom

>> No.8776694

>>8776684
Wasn't Brutal Doom the new GZDoom because it invented mouselook in Doom (according to gamejournos)?

>> No.8776695

>>8776684
What did anon mean by this?

>> No.8776698

>>8776681
it's a christian game and you're supposed to praise the Lord in the console

>> No.8776701

>>8776684
i was about to call you a faggot but both have ugly and completely out of place graphical "enhancements" (lens flares,texture filters,you name it) and childish and petty userbases so you might just be onto something

>> No.8776726

>>8776536
>>8776553
well shit
thanks for replying at least

>> No.8776742

>>8776684
>LZDoom died
>GZdoom just keeps getting more bloated and making it harder to run on my potato machine
>Some mods exclusively work on the lastest versions of Gzdoom
fuck

>> No.8776750

https://youtu.be/1UtTtrwMQHI

>> No.8776757

>>8776742
Everything LZDoom did (on the technical side anyway) got upstreamed into GZDoom. Potato support is better than it has been in a long time because of the addition of the GLES renderer.

>> No.8776759

>>8776750
Wasn't this made by a dumb Russian kid just looking to start shit?

>> No.8776761 [DELETED] 

>>8776757
>GLES renderer.
So i just need to switch into that renderer?

>> No.8776764

>>8776759
even if it was it doesn't make it any less true

>> No.8776774

>>8776757
I just wish GZDoom had the option to use smallfont for menus. The font it uses looks fucking awful.

>> No.8776781

>>8776759
Can confirm Discord screencaps are in Russian

>> No.8776797

>>8776265
>Mouse vertical aiming disabled for Duke and Blood, use Q+E to look up and down is ok?
DOS Build allows you to look up and down with the mouse by default, it just forbids you from moving vertically and horizontally at the same time unless you use BMouseFix.

>> No.8776806
File: 242 KB, 800x578, f17.jpg [View same] [iqdb] [saucenao] [google]
8776806

>Constantly download new wads,update old ones,etc
>"I will play them someday"
>That day never happens
>Dont delete them because "I will need them someday" despite never using it
Fuuuuck

>> No.8776807

>>8776750
>actors running checks for a million flags, values and etc.
How else would've you done that?

>> No.8776810

>>8776497
>or the "just let them use Proton" attitude now adopted even by developers who used to release native Linux ports.
Probably this. Why bother paying people for dev time on a Linux version when you can not do that and the comparatively tiny Linux playerbase can solve it themselves?

>> No.8776829

So what mods are even played on GZDOOM aside from Brutal Meme and Hideous Destructor?

>> No.8776831

>>8776806
I just play my favorites over and over again.

>> No.8776832

>>8776829
The Golden Souls trilogy. Really it and HDest is the only reason why I bother updating.

>> No.8776835

>>8775624
>>8775664
Duke shipped with vertical mouse aim turned off. You should be able to toggle it with U, and toggle crosshair with I.

Doom typically doesn't come with vertical mouse aim so that's in your port's options

>> No.8776836

>>8776829
For me? Treasure Tech, La Tailor Girl, and Walpurgis.

>> No.8776842
File: 170 KB, 379x288, anime-ovas-hidive-legend-galactic-heroes-512x288.png [View same] [iqdb] [saucenao] [google]
8776842

>Unsure if mod works on Both GZdoom and LZdoom
is there a fast way to test this? i know some will just crash on LZdoom,but i assume there is special coding on enemies,weapons,maps that will work on GZDoom,still run in LZdoom but wont work at some points

>> No.8776864

>>8776829
My mods folder is quite big but here the ones I use frequently:
AutoAutoSave (modern games' checkpoints spoiled me so it's either rewind for dsda-doom or this mod for GZ)
Corruption Cards (just right amount of fun randomness)
Doom Delta (mainly for Doom 1 wads)
Final Doomer (for respective wads, like Plutonia/TNT sequels)
Trailblazer (when I want to have fun steamrolling everything)

>> No.8776867

>>8776836
Based

>> No.8776871

>>8776807
There are other ways, but the GZD's issue is that it has to do every check one by one in a linear sequence without any hyperthread or multitask since Graf can't figure out a way to do it without breaking compatibility with absolutely everything

>> No.8776875

>>8776864
>Corruption Cards (just right amount of fun randomness)
I think its just me,but newer versions of that mod tanked my fps,i keep using the old versions,What version are you using?

>> No.8776889

How do I download Chocolate Duke?
> https://github.com/fabiensanglard/chocolate_duke3D
I tried to set it up after reading >>8776265 but I dunno how to compile stuff

>> No.8776890

>>8776871
I don't think anybody can. Because of Doom's deterministic nature, multithreading is simply not possible. Either determinism is broken as the game reaches different results on different thread counts or the threads have to be kept in sync, defeating the point of multithreading in the first place.

>> No.8776893
File: 31 KB, 1312x188, gsgs.jpg [View same] [iqdb] [saucenao] [google]
8776893

>i never used ZDoom

>> No.8776906

>>8776829
I like Combined Arms and GMOTA. Also QCDE. If I want to chill out with something more vanilla-esque then Doom Delta.

>> No.8776908

>>8774037
The enhanced version is very approachable, give it a try. Great game.

>> No.8776913

>>8776829
Babel. I’ve only ever seen it talked about in these threads.

>> No.8776925

>>8776875
Version 3.0, never noticed fps drops on my PC. Just tested on Hellbound MAP29 (which barely holds 60fps unmodded, so I use it as benchmark), got 55-60 fps.
Maybe you're using some other mod which drags the performance down? It can be anything, for example I was surprised to learn that Final Doomer is quite resource intensive, being just a weapon mod.

>> No.8776928

>>8776893
what's his fucking problem?

>> No.8776940

>>8775381
You need to redirect the power through the water-filled section on the left and then rush back and close both doors on the crusher and wait until the monsters teleport in. It takes a while.

>> No.8776942
File: 930 KB, 400x354, 1596018861831.gif [View same] [iqdb] [saucenao] [google]
8776942

>when someone uses plain ZDoom

>> No.8776956

Anyone know of any Doom/Quake/Half Life mods/episodes set during the winter? Preferably outdoors with lots of snow. Additionally, any set during the night outdoors as well. I get a fuzzy feeling just exploring those types of environments.

>>8774037
Enhanced version simplifies controls a fuckton, do give it a try. Worth playing.

>> No.8776957
File: 298 KB, 1920x1080, YukkuriDoom.png [View same] [iqdb] [saucenao] [google]
8776957

>Anime wads

>> No.8776960

>>8776956
I can only offer Doom stuff, but Cold as Hell, one of the episodes of Eviternity, and Whitemare 1 and 2.

>> No.8776965

>>8776906
GMOTA and Combined_Arms are Zandronum compatible, actually. I made it a point to break off from fancy pants newer GZDoom versions for that reason.

>> No.8776971
File: 32 KB, 600x765, 1494162577283.jpg [View same] [iqdb] [saucenao] [google]
8776971

>(Yes, I never ever used plain ZDoom.)

>> No.8776992
File: 684 B, 87x122, james bond.png [View same] [iqdb] [saucenao] [google]
8776992

>>8776971
>ZDoom? Sorry only Chocolate Doom for me and I dont play maps made after 2003, thank you very much.

>> No.8777012

>>8776956
I can give you some snowy ideas for Quake. I love snow maps.
>No Quarter by Scampie (my personal favorite, modern, from Xmas Jam 2018)
https://www.quaddicted.com/reviews/xmasjam2018.html
>Brumal Quest (Hexen-style, classic, early 00s)
https://www.quaddicted.com/reviews/alk15.html
>Paluu Pakkasherran Palatsiin by Newhouse (hardcore and unforgiving, from Smej Jam)
>Saunalaakson Verilöyly by Hardcore Mazu (long and difficult, huge map, modern, also from Smej Jam)
https://www.quaddicted.com/reviews/smejjam.html
>Winter of the Ice Queen by Redfield (based on Frozen, short and sweet, from Xmas Jam 2017)
https://www.quaddicted.com/reviews/func_xmasjam2017.html
>Icemecha Dojo by Pinchy (sci-fi facility with outdoor snowy area, modern, from Blue Monday Jam)
https://www.quaddicted.com/reviews/bluemonday_v2.html
>Torrent of Impurities aka SMEJ (long and difficult pack, several maps are snow-themed, modern and ambitious)
https://www.quaddicted.com/reviews/smej2_1.1.html

>> No.8777031
File: 250 KB, 1920x1080, xj2019_jcr.jpg [View same] [iqdb] [saucenao] [google]
8777031

>>8777012
Three more.
>Cave of the Selfless Martyr by JCR (short with some bits of story, from Xmas Jam 2019)
https://www.quaddicted.com/reviews/xmasjam2019.html
>Frozen Demise by Bloodshot (more icy than snowy but still, from Xmas Jam 2018)
https://www.quaddicted.com/reviews/xmasjam2018.html
>Just a Smejin by Pinchy (open map, from Smej Jam)
https://www.quaddicted.com/reviews/smejjam.html
>The Realm of Enceladus by MFX (from Arcane Dimensions, has a big outdoor area in the beginning)

>> No.8777034

>>8775163
>>8776497
>>8776609
I ended up using Wine to run the Doom 64 CE patcher on Linux, and got it to work after a little bit of mucking around.

I ran it like this (from inside the folder where I unzipped DOOM64.CE-3.0.0.zip):
>WINEPREFIX=~/.wine_doom64ce wine cmd /c doom64-install.bat
On the first attempt, the initial patching seemed to work, but then the Lost Levels patching failed as >>8775163 said it would:
>Patching IWAD...
>
>The patch was applied successfully!
>Assembling the Lost Levels...
>
>003b:err:mscoree:CLRRuntimeInfo_GetRuntimeHost Wine Mono is not installed
>Processing MAP34...
>
>Couldn't read ROM. What exactly are you doing?
>Processing MAP35...
>
>Couldn't read ROM. What exactly are you doing?
...and so on.
That error about Wine Mono stuck out, so I installed that, and ran the patcher again:
>WINEPREFIX=~/.wine_doom64ce wine msiexec /i ~/Downloads/wine-mono-4.9.4.msi
>rm DOOM64.IWAD # (created by failed attempt; start over just to be safe)
>WINEPREFIX=~/.wine_doom64ce wine cmd /c doom64-install.bat
That time it seems to have worked. All of the terminal output says patching was successful, and GZDoom for Linux seems to be running the first "Lost" map (after an obnoxiously long intro). I just ran it with
>gzdoom -iwad DOOM64.IWAD -file DOOM64.CE.ipk3 *.pk3
where the "*.pk3" is all of the included/created ".pk3" files (except for the included "gzdoom.pk3" which I assume is there for the included Windows version of GZDoom).

>> No.8777036

>>8776928
he's likely genuinely autistic, and even worse german

>> No.8777042

>>8774971
Not good ones at least. There's another great single map called City Life.
Also, the unreleased expansion Deadly Kiss actually leaked and you can play it. Its very fun.

>> No.8777045

So according to that Doomworld thread, Doom95 was most people first source port.

>> No.8777051

>>8776336
Rated by who?

>> No.8777054

>>8777034
good you got it working,how is it?

>> No.8777058

Made a >tumblr about retro fps news for the 12 people on there who care about it. Will just be reposts of the news anchor from here.

https://doom-scrolling.tumblr.com/

>> No.8777060

>>8777031
>>8777012
>>8776960
Thanks a lot dudes. Gonna kick back and enjoy going through these.

>> No.8777065

>>8777045
Makes sense since it was included with some of the official releases.

>> No.8777072

>>8777058
you just reminded me of inmost dens
kinda miss that blog

>> No.8777075

I suppose with my efforts to replay Sunder and finish Abandon map 05 on UV with no saves, it's time to start playing on a real port. What's a decent upgrade from GZDoom in terms of authenticity while still having some user friendliness? I've mostly stuck with gzdoom because it's been able to play literally everything I've thrown at it with no tweaking, but certain huge maps lag as well and it's probably time I play a port that doesn't fuck with the RNG.

>> No.8777079

>>8777058
>tumblr
Jesus they still exist after they shot themselves in the dick? I mean nowadays is there even any implication after all the tumblrfags infested twitter and half of reddit instead? It's probably, ironically, pretty mellow now

>> No.8777081

>>8777042
link? i can't find anything about that.

>> No.8777085

>>8777072
Yeah I spotted the blog a couple weeks ago but it hasn't posted since 2019. Figured it wouldn't be hard to do something similar.

>>8777079
Tumblrites will insist they're better than twitter and tiktok but they're still just as retarded. Completely delusional userbase. That being said there's still a few people on there who care about doom and such but don't hang out here.

>> No.8777086

NRFTL for Chocolate/DOS when

>> No.8777090

>>8777086
Doom+ for DOS, Crispy for modern systems. Or are you asking when NRFTL will be downgraded for vanilla limits?

>> No.8777094

>>8777012
there is a ice themed quake 2 japanese map, and a community mission pack, i think donde's website has the names of it.
i simply forgot the name of the later but the damn thing was hard early on because of fucking gunners and mutants at
the first map

>> No.8777103

Quality
https://www.youtube.com/watch?v=5Vh1UkCPXLA

>> No.8777104

>>8777090
the latter, like they did with Sigil

>> No.8777105

>>8777094
The only snow/ice-themed Q2 maps I personally remember are Arctic Base and Neil Manke's SoF4 map.
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/cineplex/arcbv2.zip
https://www.quaddicted.com/files/mirrors/ftp.telefragged.com/tenfourmaps/q2/sofm4.zip

>> No.8777109

>>8777075
usually just a prboom fork, nowadays the most modern being dsda or woof(?)
you might have to enter complevels manually, I'm not really sure I do it out of habit so it might auto-detect, but beyond first time grafix and control setup it should work just fine

>> No.8777120

>>8777103
feels wrong, the compression is familiar and comfy and this is done via upscaling instead of rebuilding from source audio which scare grug brain with witchcraft

>> No.8777128
File: 115 KB, 752x984, 1630850391460.jpg [View same] [iqdb] [saucenao] [google]
8777128

how many burgers and fries until SNS

>> No.8777135

>>8777105
found it, is the Armageddon Device

>> No.8777138
File: 11 KB, 1496x94, image.png [View same] [iqdb] [saucenao] [google]
8777138

>year of our lord and savior 2022 ad
>30 years of hardware evolution
>still not enough to place a tiny two-dimensional bitmap in the right place

>> No.8777162

>>8777135
I remember that one being atrocious but at least it tried some new stuff

>> No.8777165
File: 1.35 MB, 1280x720, SUNDAY_NIGHT_SHITSHOW_58_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8777165

SUNDAY NIGHT SHITSHOW TIME YET AGAIN! Tonight we're playing through some old Skulltag wad called Hell Legacy! Connect with Zandronum
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.8777168

>>8777138
"The right place" happens to be a very wrong place as far as all rendering logic is concerned. It's ultimately id's fault for putting sprites under the floor in the first place.

>> No.8777169
File: 57 KB, 666x570, B1GEuczUFyREVbf5McWXGlf55aSsGiYqJXZjbd34W0c.jpg [View same] [iqdb] [saucenao] [google]
8777169

>>8777058
>Tumblr

>> No.8777180

>>8777075
DSDA-Doom, primarily because its dev is spearheading the new MBF21 complevel, so it's cutting edge. It also has a rewind hotkey, which is overpowered. It's simply a fork of PrBoom+ 2.6. The dev just added some extra code like the aforementioned rewind and complevel
>>8777109
>autodetect
Nothing can autodetect if the wad needs to be cl9 or whatever. You gotta organize your wads by compatibility so you don't have to guess. It almost never matters, but there are a tiny minority of maps you can't complete without the correct complevel, like that Sunlust map that relies on items falling off ledges so you can collect the BFG. I forget which update changed falling items, if that change was already in complevel 17 or if it was changd in cl21

>> No.8777193

>>8777180
Doesn't gzdoom detect complevels or whatever? I forget how it works to keep its famed "throw anything at it and it just werks" newbie frendliness

>> No.8777195

>>8777169
>what_year_is_it.jpg
Anon you're in a Doom thread

>> No.8777198

>>8777195
tumblr is dead
doom is too angry to dead
big difference

>> No.8777204

>>8777193
It doesn't bother with complevels. That's something unique to PRBoom and its descendants. It has compatibility flags to enable certain behaviors that are changed by default, but it's up to the user to know what they'll need to toggle.

>> No.8777219

>>8777204
yeah I remember the compflag menu, thought that it picked the right preset (but not the strict version) based on... something
kind of dumb reading that back but I never did put much thought into it

>> No.8777231

>>8777081
2nd and 3rd google results for "shadow warrior deadly kiss download".

>> No.8777251

>>8777168
They had no way to predict what rendering engines would be like in the future, or that people would adapt their engine to a modern renderer.

>> No.8777262

>>8777165
Is the server kill?

>> No.8777267

>>8777165
one moment please, we had a crash

>> No.8777274

>>8777165
New server: "[TSPG] Sunday Night Shitshow #58: Fuck My Life Edition"
104.128.49.2:10856

>> No.8777275

What happened to SNS server? Was the wad too jank and the server got killded?

>> No.8777297

>>8776104
Not him, but I found the combat many times very grindy and boring. In more slaughterous sections there isn't interesting placement or room design. Just too much monsters copypasted into gigantic area where you have no problem dodging their projectiles. At least third episode uses smaller rooms and more thoughtful placement.

But the wad is not fully bad. It has lot of soul in it, most mappers of it just aren't very experienced (excluding bridgeburner and dragonfly).

>> No.8777301

>>8776281
>2017 zdoom megawad
What is it?

>> No.8777324

sandwich

>> No.8777325

>>8777324
No.

>> No.8777326

>>8777324
NO WAY You Double Nigger

>> No.8777327

>>8777324
no.

>> No.8777328

>>8777324
https://www.youtube.com/watch?v=YS_gBVmaqYY

>> No.8777331

>>8777165
Another new server: 104.128.49.2:10848

>> No.8777336
File: 1.33 MB, 2502x1199, trousled_1_1 (edit area) at 2022.04.03 17-41-29.362 [R3925].jpg [View same] [iqdb] [saucenao] [google]
8777336

Are we posting UDMF format map wireframes? I want to post a UDMF format map wireframe.

>> No.8777351

>pretend it's a feature
>immediately crashes again

>> No.8777354
File: 124 KB, 383x298, 1362378000890.png [View same] [iqdb] [saucenao] [google]
8777354

>"is the server gonna crash again?"
>"Pretend it's a feature"
>server crashes 4 seconds later

>> No.8777356

Me: wanting to make a map, not even knowing what to do for even one room

>> No.8777359

>>8777356
Try placing enemies first and then build the room around them.

>> No.8777361

>>8777354
The timing on this one was perfect. This is the jankiest wad I have seen yet.

>> No.8777362
File: 121 KB, 960x720, 1643132936598.jpg [View same] [iqdb] [saucenao] [google]
8777362

>> No.8777363
File: 85 KB, 710x380, sprites.png [View same] [iqdb] [saucenao] [google]
8777363

>>8777168
What I'm talking about.

>> No.8777364

>>8777356
think of an enemy encounter and make it
then detail the room afterwards

>> No.8777369 [DELETED] 

>>8777165
FUCK IT!!! Let's play Scythe 2. 104.128.49.2:10848

>> No.8777371

>>8777369
How about a photo, for luck?

>> No.8777378

>>8777165
I am livid. Come play Scythe 2. 104.128.49.2:10848

>> No.8777438
File: 34 KB, 320x200, TITLEPIC2.png [View same] [iqdb] [saucenao] [google]
8777438

>>8773863
The Doom Speed Demos Archive youtube channel uploaded a video for the first time in nearly a year. It's a pretty comfy one
https://youtu.be/B4MAAqSMA4M

>> No.8777451
File: 666 KB, 1920x1080, Screenshot_Doom_20210709_181440.png [View same] [iqdb] [saucenao] [google]
8777451

>>8776829
>kegan's shit
>treasure tech
>quickcharge
>doomRL arsenal for less interesting wads
>smaller stuff like peter's hud, nashgore

>> No.8777461

>>8776829
i like naku naru and high noon drifter

>>8777451
what map is this?

>> No.8777467
File: 16 KB, 400x300, square.png [View same] [iqdb] [saucenao] [google]
8777467

>>8776829
Adventures of Square is the closest thing to a perfect 10 that I've played, IMO, and that's even with that level that I got lost in that I skipped

>> No.8777469

>>8777251
Yeah, but it's still true that if they'd rendered the sprites above the floor, then this problem wouldn't even exist.

>>8777363
I know. The sprite gets cut off because it's below the floor. As explained in the screenshotted post, the method to replicate that in a hardware renderer is extremely inefficient.

>> No.8777478

>>8777461
map06 of DBP37

>> No.8777507

>>8776568
scrimblo bimblo 64
woohoo

>> No.8777532

But what does Doomguy eat during his time in Doom 1 and 2?
What does any retro FPS protagonist eat during their campaign? They're always busy shooting, when do they get a chance to eat?

>> No.8777546

>>8773865
[04-03] Anon's H TC Slooter has a demo out!
https://buxomdev.itch.io/slooter

>> No.8777553

>>8777546
>that first screenshot
Lol. Lmao.

>> No.8777562
File: 3.47 MB, 384x480, 1643630058527.gif [View same] [iqdb] [saucenao] [google]
8777562

was wondering why it had to download scythe2.wad

>> No.8777564

>>8777165
One more server. Let's finish this once and for all.
104.128.49.2:10858

>> No.8777567

Last time I saw that square room was in like 2008

>> No.8777606
File: 225 KB, 1920x1080, Screenshot_Doom_20220403_201710.png [View same] [iqdb] [saucenao] [google]
8777606

>>8777165
Thanks for putting up with shenanigans tonight.

>> No.8777610

>>8777606
>that tiny commander keen

>> No.8777625

>>8777606
Truly this was a Sunday Night Shitshow

>> No.8777627

>>8777625
Remind me to not let babby pick wads.

>> No.8777629

>>8777625
The true Shitshow was inside us all along!
KAR

>> No.8777632

>>8776829
Russian Overkill and Shadow of the Wool Ball are some good mods I can think of.

>> No.8777686

weird question
i love boomer shooters. quake, doom, duke, sw, even ion fury and dusk
i dont like any of the remakes. at all.
hate doom 3+, hate shadow warrior 2013+, hate duke forever
i didnt even grow up with boomer shooters. my first fps was halo 1. wtf made them so comfy?

>> No.8777687

>>8777054
Seems okay so far. Haven't played it much yet. Lighting seems way different than in Steam (Kex Engine) version — not a problem, just an observation. I'm guessing CE has the better lighting if I go and compare them. Wall textures in CE seem a bit blurry despite the fact that I have texture filtering disabled in the settings, but whatever.

>> No.8777695

>>8777686
Beauty in simplicity. Even Doom 2016 + Eternal which are a "return to form" depending on who you ask, can't help but bog themselves down with RPG progression systems and cooldown management.
Sometimes you just want guns and enemies designed alongside eachother and put thoughtfully into levels that let them shine.

>> No.8777703

>>8777686
Replayability

>> No.8777706

>>8777686
>wtf made them so comfy
soul

>> No.8777717

>>8777695
ye all 3 of these posts r stuff ive thought of, so i agree
2016's level design and rpg progression like you said turned me off. the settings were so boring but i cant put my finger on it
never played eternal cause i kept asking people and they told me about some of the stupid gamey features it had like spawning a clump of trash so you can chainsaw them for more ammo
idk i liked the simplicity of doom where a clump of enemies like that have different ways you can handle it without feeling like youre not playing correctly
also someone posted a wad called trench foot and the release date says apr 1 for the demo, is this new or something

>> No.8777720

>>8777686
There's a technical explanation for the reason Doom is addictive:

https://www.youtube.com/watch?v=pq3x1Jy8pYM

Doom uses RNG for everthing it can to enhance gameplay. This is a perfect example of how to use RNG for good instead of Loot Box gameplay.

>> No.8777737
File: 320 KB, 1920x1080, doom06.png [View same] [iqdb] [saucenao] [google]
8777737

I can say that this room is RNG and yet at the same time can say that it was my own fault for dying in it.
Is it some form of bizarre mindbroken cope? I know it's an absolute bullshit thing to do at the end of the level but it just makes it way more exciting.

>> No.8777745
File: 1.51 MB, 1920x2160, comparison.png [View same] [iqdb] [saucenao] [google]
8777745

>>8777687
For comparison:
Top = Doom 64 (Kex Engine), "Filtering: Off"
Bottom = Doom 64 CE (GZDoom), "Texture Filter mode: None"

Doom 64 CE textures are properly crisp and pixelated with software rendering, but then everything is dark as fuck, so I don't think Doom CE's lighting was intended for software rendering mode. Other games I play in GZDoom look the way I'd expect with texture filtering set to "None" so this is Doom 64 CE doing something weird. It's not a big deal, especially considering N64 had blurry-ass texture filtering if I remember correctly, but it's still strange.

>> No.8777754

>>8777745
Looks like upscaling, look for resizing options in texture settings.

>> No.8777789
File: 704 KB, 1920x1080, Doom 64 CE, 3PointFilter.pk3 removed.png [View same] [iqdb] [saucenao] [google]
8777789

>>8777754
Oh, I found it. I had impatiently added all of the ".pk3" files, and some of them are for specific effects. There's one called "3PointFilter.pk3" which I assume is specifically meant to emulate Nintendo 64's texture filtering. Removing that gets rid of the authentic-looking but subjectively annoying blur. So yeah, Doom 64 CE does provide its own texture filtering outside of GZDoom's built-in options, but it's easily removed.

>> No.8777801

>>8777789
Just use the official remake instead of some jank gzdoom mod, especially since you already have it

>> No.8777804

>>8777789
Ah, I was just going by the appearance of the sprites. Three-point filtering is neat to see the smooth caution stripes on the texture that has them, but not worth blurring everything if you ask me.

>> No.8777805

TFE virgin from the last thread here, I already complained about the frogs before but I just got to the frog boss in stage 5 and whoever came up with these things belongs in the gulag. Nothing about them is fun to fight, they're just insanely annoying and suck complete balls.

>> No.8777864

>>8776187
This shit is the opposite of true, because inheritance (at least for monsters) breaks a lot of shit for seemingly no good reason.

>> No.8777889

>>8777606
Where'd the sprite on the second guy from the left come from?

>> No.8777892
File: 18 KB, 248x248, Frustration_(large).jpg [View same] [iqdb] [saucenao] [google]
8777892

>>8777864
I know that feel
>Have anonymous function running on a monster's See state
>Make another actor inheriting from it
>The anonymous function spawns a copy of the inherited actor
>Redefining the see state doesn't get rid of the anonymous function on the inherited actor
>The inherited actor now starts making copies of itself, which in turn make more copies of themselves

>> No.8777896
File: 251 KB, 654x348, both, I don't care.png [View same] [iqdb] [saucenao] [google]
8777896

>>8777804
>Three-point filtering is neat to see the smooth caution stripes on the texture that has them, but not worth blurring everything if you ask me.
It actually doesn't blur the menu text, etc., like GZDoom's built-in trilinear filtering does. So it's not so bad.

>>8777801
>Just use the official remake instead of some jank gzdoom mod, especially since you already have it
>t. Bethesda employee
lol...? Sorry, but I specifically wanted to run the game on a Linux-native engine, i.e., without using Proton, and someone at Bethesda decided that the official Doom 64 remake should be Windows-only despite other Kex Engine games being multi-platform. I'm not seeing any way in which GZDoom is more "jank" than Kex Engine anyway, so I don't know why you're telling me to stop using the GZDoom version after I've already got it working the way I want. Regardless, I'm going to keep both installed so that I can use either of them depending on what I feel like using at any given moment.

>> No.8777913

>>8777469
Do you not know what youre even talking about? They did render the sprites above the floor. The sprites were technically sunken below it, but the software renderer could easily display the sunken parts over the flat, enhancing the 3D effect. There was no error on Id's part.

>> No.8777939
File: 896 KB, 1920x1080, Screenshot_Doom_20220401_204442.png [View same] [iqdb] [saucenao] [google]
8777939

Haha
Video games

>> No.8777947

>>8777939
Vsync would have saved that poor man's life.

>> No.8777951
File: 274 KB, 1920x1080, Screenshot_Doom_20220313_200218.png [View same] [iqdb] [saucenao] [google]
8777951

>>8777947
He's okay, he just needs a little ibuprofen and a glass of water
More screenshots

>> No.8777958

>>8776239
excuse me for the dumb question but how do you play on 320x200?
you have some old CRT monitor or something?

>> No.8777964

>>8777958
I assume he just meant that his usual HUD scale resulted in Elementalism's HUD being too large, I had the same issue at first when i played it.
Why does it need its own HUD anyway?

>> No.8777967
File: 682 KB, 1920x1080, Screenshot_Doom_20220403_224145.png [View same] [iqdb] [saucenao] [google]
8777967

>>8777958
I don't. I play at 1920x1080 with the HUD scaled to fullscreen. With a HUD designed for 320x200, as most are, this looks fine. Elementalism's high-res bullshit doesn't work so well.

>> No.8777980

>>8777889
A custom skin that someone commissioned for their own use on our servers. If you want to find it search for "Avali" in the wads section on allfearthesentinel.

>> No.8777986

>>8776925
>>8776875
some GZDOOM settings tanks fps like the HRTF sound option.

>> No.8778008

>>8776829
Square
Project brutality (I'm actually loving it)
pirate doom
reelism 1 and 2 (this one is great to unwind after a stressful day)
and a few other TCs

>> No.8778019

>>8777805
are you talking about the small room you get trapped and frogs come from everywhere?
yeah I got fucking filtered there too.
Second encounter is way more fun IMO

>> No.8778024

>>8777805
Did you find the Chaingun and Tommygun secrets?

>> No.8778035

>>8778008
pj is a lot better than brutal desu
love the animations
id recommend trying meta doom and spellcaster

>> No.8778041

>>8778019
Yeah that's the one. It took me a while but I managed to get through it.
>Second encounter is way more fun IMO
I won't be surprised if that ends up being the case, I've had some fun so far with this game but a lot of combat encounters just feel overly dickish to the point of being obnoxious. The worst is the enemy placements, maybe it's just because I'm so used to Doom but I hate how often they spawn enemies behind me, sometimes in rooms I already cleared out.
>>8778024
Didn't find any secrets near there but they give you full tommygun ammo right before the fight starts.

>> No.8778137

>>8777036
Of course he's autistic, he developed a source port.

>> No.8778183

>>8777896
You can't understand why a GZDoom mod is nothing like Doom 64 because you've got your head so far up your ass. You're playing GZDoom with textures made to look like Doom 64, not the real thing

>> No.8778190

>>8777896
You can disable what the filtering affects in GZDoom.

>> No.8778224
File: 435 KB, 2000x2548, laughingpixels.jpg [View same] [iqdb] [saucenao] [google]
8778224

>he uses plain zdoom

>> No.8778237
File: 2.27 MB, 912x1200, unknown.png [View same] [iqdb] [saucenao] [google]
8778237

Caco-chan
haha

>> No.8778239

>>8778237
I love this guy's art.

>> No.8778246
File: 1.06 MB, 1080x1920, EuHqc65VcAg6-lT.jpg [View same] [iqdb] [saucenao] [google]
8778246

>>8778237
Freedoom Trilobite-chan

>> No.8778275

>>8778237
I love her freaking out as the .wads' palettes magically change her haircolor

>> No.8778280

>>8778224
I use whatever I want slut.
Seriously, are port elitists a thing? Who gives a fuck.

>> No.8778281

>>8778246
Would be cuter without the drills.
And with a tan.

>> No.8778297

>>8778183
Are you being serious right now? Holy fuck, lol
>You can't understand why a GZDoom mod is nothing like Doom 64
I do understand why. It's plain to see as soon as the game is launched; it's not just a different engine, but a bunch of wacky new features like a flashlight and a weapon wheel. And even when it comes to subtler engine differences, I understand it perfectly. I just don't care as much as you apparently think I should. Indeed, the only one with a lack of understanding here is you, possibly as a result of your undiagnosed autism. Otherwise you wouldn't need this explained: Your opinions and preferences are yours, and mine are mine. I think playing Doom 64 maps with Doom 64 enemies and Doom 64 weapons in the GZDoom engine is cool, and I'm going to do it. Seeing that it's noticeably different from the version I already had installed makes me want to continue playing it even more now, because aspects of it are new to me. So, I'm going to play it. The fact that you're mad about this is pathetic.
>because you've got your head so far up your ass.
Right. You're screaming "NO NO NO YOU CAN'T PLAY THAT MOD BECAUSE IT'S NOT THE ORIGINAL GAAAAAAAME" and I'm the one with a head-in-ass problem. Okay.
>You're playing GZDoom with textures made to look like Doom 64
Yeah, it's fucking neato.
>not the real thing
I never said otherwise. By the way, the Kex Engine port isn't the "real thing" either, even if it was released by the company that acquired the publishing rights to the franchise. If I cared that much about the original vanilla experience then I'd go play the cartridge on a console. Either way, you can stop white-knighting for Bethesda now; I already bought their official Doom 64 facsimile, and I already said I'm keeping it installed. If that's not good enough for you then I guess you'll just have to stay mad. Or maybe go play Doom on DOSBox with default controls until you feel better.

>> No.8778318

>>8776842
LZD ded. If you're not worrying about the mod working on older versions of GZD, it's not worth worrying about LZD.

>> No.8778330

>>8777717
>trench foot and the release date says apr 1 for the demo, is this new or something
Trench Foot's demo is two years old or so. What is new is the prequel CountryCide.

>> No.8778452

>>8777546
Make a thread on FutanariPalace to advertise it.

>> No.8778454 [DELETED] 

>>8773865
Valkiriforce releases new vanilla compatible megawad: Anomaly Report
https://www.doomworld.com/forum/topic/128408-anomaly-report-a-new-33-level-megawad-for-vanilla-doom-ii/?tab=comments#comment-2476517

>> No.8778457

>>8773865
Valkiriforce releases new vanilla compatible megawad: Anomaly Report
https://www.doomworld.com/forum/topic/128408-anomaly-report-a-new-33-level-megawad-for-vanilla-doom-ii

>> No.8778461

>>8778280
>are port elitists a thing
Are you new to gaming? There's elitists for everything.

>> No.8778549

>>8777546
>Anon's
How is it anonymous if you write your name on the map credits screen?

Also, fix all your texture errors, there's loads of stock Doom textures being referenced.

>> No.8778557

>>8778549
If we're gonna give advice for the mod, you might as well just tell him to delete it entirely and be ashamed of himself forever.

>> No.8778563

>>8778557
Why would I do that? I'm not some sort of homosexual who wants to see men wielding dicks in my porn.

>> No.8778579

>>8778549
LunchLunch isn't the developer of the project, I hired him to make the map. I didn't fix the texture errors because none of the offending textures were visible in the game and I was in a hurry, but I guess it is a bit sloppy. I'll definitely fix it in the future.

>> No.8778595

>>8777686
zoomer here,for me personally,it comes down to a few things that gravitate me twords mostly older fps games.
>fast and fluid movement
>full arsenal
>large and diverse enemy rosters
>non-serious tone
and one i downplay,but its is a huge factor to the overall charm
>the interesting tech of stuff like the DOOM and BUILD engines.
>>8778297
some people are just losers about the smallest things

>> No.8778601

>>8778595
For me it's the more interesting and interconnected layout of the levels as opposed to the endless corridors of modern shooters.

>> No.8778606

>>8778457
Judging from the TNT devilution maps, I'd rather not.

>> No.8778609

>>8778595
desu for me it's mostly user modability. most AAA modern shooters, for whatever reason, refuse to give even basic level editors to us and it sucks. and no, forge or the stupid battlefield portal thing barely counts since they're naturally limited. doombuilder is very robust, easy to use, and flexible.

>> No.8778667

>>8778606
His Devilution maps are from 2011. He himself thought that it's weird that they were kept. Imo they shouldn't have kept them and neither map16.

>> No.8778670

>>8778667
>He himself thought that it's weird that they were kept
Sounds like cope to me.

>> No.8778671

>>8778609
>the stupid battlefield portal thing
isn't that game supposed to be like halo?

>> No.8778698

>>8778670
Compare them to his Revilution maps.

>> No.8778701

>>8778670
I don't see why, there's maps I've made which I'd rather weren't played because I don't think they represent me well.

>> No.8778705

Are there wads that try to spice up the final boss fight, even if it’s just visually?

>> No.8778710

>>8778705
What do you mean by this? Going Down, Valiant, Eviternity, Struggle and Doom Zero have sprite based custom final bosses instead of the usual "shoot rockets into hole" thing.

>> No.8778719

Can spawn cubes be modified to shoot at you while in flight, in addition to regular functional? I think that might be fun.

>> No.8778720

>>8777686
94 borderline gen z
what this guy outlined >>8778595
plus the fact that they're just so conceptually simple. You start up Doom and there are guys right in front of you already, you're right into the action without any bullshit. You start up Shadow Warrior and two guys just jump in through the window within seconds and you're playing the fucking game. You start Blood, you walk out of the crypt and there's two zombies on your ass right off the bat. No cutscenes, no fucking lore dumps, no nonsense. Just shoot shit and explore.

Plus the less is more writing is just so much better. Doomguy and Lo Wang being turned into some capeshit superhero and a Marvel sarcastic quipmaster respectively both with massive tomes of lore which have no fucking place in a dumb fun FPS series are reason enough why I will never in my entire life ever bother even pirating those games.

>> No.8778728

>>8778719
I think that could probably be done.

>> No.8778730

>>8778720
>no fucking lore dumps
Is Marathon not a retro FPS?

>> No.8778734

>>8778720
Yeah, also a zoomer and I feel exactly the same way. Between work and other life priorities, I only have so much time to myself and I really don't want to waste it on cutscenes and boring lore. Plus for me personally, there's just something charming about using sprites instead of 3D models.

>> No.8778741

>>8778734
It's not even about the having no time for it. Having massive expansive lore for your dumb action here is just utterly retarded. Like imagine the original Die Hard having 20 movies of non-action melodramatic bullshit detailing his early childhood, tragic past, and all sorts of other melodramatic bullshit that just completely misses the point of the original movie.

Or hell just forget hypotheticals. Take Predator for example. The first movie was cool. Just a bunch of soldiers being hunted by an apex predator. That's it. You didn't need to dedicate an entire franchise exploring the alien society, their caste systems, their origins, etc. You know what made the entire franchise turn to shit? When the suits decided that it actually did need all that. It destroyed any and all charm the original had.

>> No.8778749

>>8778730
The Lancia 037 and the John Deere 4020 are both retro vehicles but I'm having a hard time understanding why you'd even compare them.

>> No.8778759

>>8778741
I think there's also the recent trend of being self-aware or deconstructing tropes which I'm not a big fan of. For example, characters like Doomguy, Red from Pokemon etc being given canon reasons for being silent (instead of just being blank slates for the player to self-insert into). Retro games in general didn't pretend to be more than what they were and I enjoy them more for that.

>> No.8778761

>>8777532
doom 1 and 2 speedruns are less than half an hour together I think, does he even get hungry

>> No.8778763

>>8777532
Pinky steak must be nice

>> No.8778767

>>8777532
Have you ever noticed doomguy's hair gets fixed when you pick up medikits? If the medikits have hair gel in them then there's no doubt they can fit rations in them.

>> No.8778771

>>8778767
Actually I wouldn't be surprised if doomguy is just a bald space marine and the medkits have spare wigs in them.

>> No.8778774

>>8778720
Lore has its purpose, to say that you can't have a game like Doom/SW/Blood without lore is a little too restrictive. It's just that the way most modern game handle lore is fucking awful and they also don't leave anything to the imagination.
In defense of 2016 though you can just skip all the lore in that game and the cutscenes are minimal. In Eternal it's a different story.

>> No.8778775

>>8778771
>Even in the future, there is no cure for baldness

>> No.8778778

>>8778774
Lore in modern games is good if it's good. Games like Deus Ex (HR at least) and Dishonored series for example have good lore told in scraps and environments. New Doom design philosophy however is "Old Doom was a bit shit due to lack of care so we should take great care to make it complete shit"

>> No.8778782

>>8778778
I hold the remakes partially responsible for all the doomworld mappers who are suddenly obsessed with canonicity of their wads.

>> No.8778783

>>8778774
>Lore has its purpose
Not in arcade style action shooters they don't. Keep that shit to your D&D sitdowns.

>> No.8778790

>>8778783
Just because you enjoy Doom on the most shallow level possible doesn't mean that's the case for everyone else

>> No.8778794

>>8778783
>>8778790
Best doom lore is the history and evolution of map and gameplay design.

>> No.8778798

>>8778794
t. romero

>> No.8778806

>>8778790
>if you enjoy the video games for the gameplay and not the mountains of tertiary wakery, your enjoyment of the games is superficial
Good thing the games discussed in these threads generally do not follow your retarded conceptions of what a shooter should be.
>>8778798
You mean someone who understands the essence of doom far better than you do?

>> No.8778815

>>8778749
If you're having trouble understanding why somebody would bring up Marathon when talking about lore volume in Doom and its close derivatives, you need to plug your brain back in. Marathon is Bungie's Space Mac Doom, now with lods of etexte.

>> No.8778831

>>8778806
You seem to think that lore means "mountains" of story when that only refers to world-building, which is often not overt when done well.
Also John Romero became a laughingstock and never made anything noteworthy after Doom because he was stuck in that old mindset. Meanwhile his colleagues made Deus Ex.

>> No.8778838

>>8778831
Sigil.

>> No.8778840

>>8778831
Feel free to forget said outdated garbage and join the DOOM /vg/ general instead then.

>> No.8778843

>>8778838
You mean a wad that's vastly outclassed by heaps of user-made content?

>> No.8778876

>>8773863
I'm amazed "funneled" is still getting used. IIRC it just happened in one random conversation more than a year ago; someone forgot the term "filtered" and wrote "funneled" instead, and here it is much later. pretty funny

>> No.8778893

>>8778831
Daikatana 1.4 will revolutionise the retro FPS industry, you'll see.

>> No.8778908

Huh. I thought TNT2 map16 was going to be horrible after reading some comments. Wasn't that bad IMO.

>> No.8778910

>>8778843
Depends of taste. If you compare it to old school revival mapping style (as in dtwid series or doom zero), it's quality is identical. If you compare it to challenging slaughter wads with massive colorful visual, yes it's easy and minimalistic in detail.

>> No.8778913

>>8776453
Die in a fire.

>> No.8778914

>>8778908
It's not outright horrible, but it's very bland after handful of quality maps. It seems pointless.

>> No.8778917

>>8778914
Reminds me of Quarry from TNT.

>> No.8778920

>>8778876
No. Someone posted a picture funnel instead of filter.

>> No.8778921

>>8778893
>In 2021, Romero stated that he began working on a sequel to Sigil, titled Sigil 2, which will run on top of Doom II
I like that he's still involved in the community. But I'd like him to try making a Quake map as well sometime.

>> No.8778925

>>8778920
haha wow

what else do you have memorized from these threads? what is the dumbest thing that ever appeared which was not posted by me?

>> No.8778928

I also think the main issue with Valkiriforce's maps in TNT2 is primarily just that they look less detailed compared to most maps in the megawad. Gameplay is fine in them.

>> No.8778929

>>8778925
Literally scroll up

>> No.8778937

>>8776893
>Start with WinDoom yet skip Doom95 for being too broken (when WinDoom is actually more broken)
Huh.

>Never even try out ZDoom but instead fork it and make it your own
Actually rather based.

>> No.8778939

>>8778925
Thatcher's Techbase conspiracy theory

>> No.8778943

>>8778939
>completely uninspired and boring mapset with a theme that is mildly amusing to British people only
>gets a lot of journo attention for some reason
Tell me that was organic.

>> No.8778953

>>8778939
>>8778943
what was the conspiracy theory? it was created to hurt the community?

anyway it was complete garbage and it was weird it got so much attention and so many people streamed it for a day or whatever.

but who knows, internet picks up random stupid shit all the time. the raytriced prboom hack (that is the source of the OP image) also made it to popular media even though it isn't a big deal just yet (though it's way cooler and more effort than that shitty thatcher thing).

>> No.8778959

>>8778943
It was making a statement.
That's way more important than frivolous things such as level design.

>> No.8778971

>>8778943
>Soros, Rothschilds and lizardmen funded an amateurish Doom jokewad about non-relevant 70s british meme politician that was deeply despised by everyone in brit working class due her elitist politics
Yes, seems right.

>> No.8778978

>>8778953
It's not that weird. Shitty joke games, music and movies always get their 15min fame before they get forgotten. That's how media has worked for decades. For same reason Brutal Doom got popular.

>> No.8778995

>>8778959
>statement only britbongs would get
it may have as well not exist at all

>> No.8778996

>>8778671
it's nothing like halo, there's no map editor at all

>> No.8779004

Do you have any amusing stories about misinterpriting graphics in retro FPS?
I, for once, didn't realize that damaging floor in Blood level with carnival, under tight robe was supposed to be a snake pit.

>> No.8779016

>>8778995
Are you implying Thatcher is a literal who outside of Britain?

>> No.8779023

>>8773863
>4CHAN DOSPACK + Win98 games (pre-configured):
>https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA
is there a retro racing 4chan collection like this mainly FPS one?

>> No.8779031

>>8779016
I heard the name in relation to brit government but who she is, what she did and why is she famous - I have no clue.
Same way I have not heard about Trump or Biden before they became american presidents

>> No.8779046

>>8779016
I've only heard her name in passing and I know absolutely nothing about what longterm consequences her policies had for Britain.
>t. Australian

>> No.8779051

>>8779031
>>8779046
basically female british reagan

>> No.8779053

>>8776806
I still have a bunch of wads I haven't played because I just keep playing Strange Aeons and EDay over and over again with different mods.

>>8776829
Ashes 2063. I'm actually going through EDay with Brutal Doom monsters with the weapon set right now.

>> No.8779073

>>8777686
Doom and others have a good dance with each monster. It's almost kind of rhythmic. Lots of modern shooters don't have that. Imagine fighting 2 revenants in a corridor and doing the J-shaped sidestep so a homing rocket flies into a wall, then repeating it in the other direction so the second rocket flies into the opposite wall. It's mechanically satisfying on a very simple level. Compare Doom Eternal, which I love, but at high difficulty is such a crackhead clusterfuck that your only option is to circle strafe the arena, stay airborne as much as possible, and shit DPS with weapon swaps until everything dies. The arena could be a dozen Tyrants or fifty pinkies or a bunch of hell nobles, it really doesn't matter. The chaos in the monster behavior and amount of options and mechanics you have ironically limits the number of actual viable strategies.

>> No.8779081

>>8778953
That someone knew the right person to pass it around.

>>8778971
Don't put words in my mouth, you goblin.

>> No.8779085

>>8779081
Holy based

>> No.8779106

>>8778959
I forgot, nobody had made the MAGGIE BAD statement until 2021, stunning and brave!

>> No.8779151
File: 34 KB, 653x474, folder.png [View same] [iqdb] [saucenao] [google]
8779151

Anon,start organizing your wads!

>> No.8779163

>>8779151
Capitalize "wads" on your first folder right now or I'll keep thinking about it all day

>> No.8779173
File: 1 KB, 163x24, 1.png [View same] [iqdb] [saucenao] [google]
8779173

>>8779163

>> No.8779179

What's the best joke wad?

>> No.8779183

>>8779173
Now your folders are organized.

>> No.8779190

>>8779173
Not that anon, but I will now fart in your general direction all day

>> No.8779191 [DELETED] 

>>8779179
>>8776957
>>8778705
Cute and funny

>> No.8779206

>>8779151
>ZDoom
ugh -_-

>> No.8779213

>>8779206
>-_-
bleh :/

>> No.8779216

>>8779179
Ad Mortem. It's a joke because it can't be played in the most popular sourceport.

>> No.8779226

>>8779081
But why? What to gain by using money to market a badly made joke mod for over 25 year old game with very niche audience. And not even joke mod from modern politics but politics from class war. Most conspiracy theoretics think that elite wants people to forget class war to protect their own power, so it would make zero sense to fund project like that. Explain.

>> No.8779251

people dont seem to like zDoom here so I'm moving to crispy doom instead, how badly am I fucking myself?

>> No.8779258

>>8779213
>:/
not pog

>> No.8779261

>>8779251
>Actually minding other anons opinions
Big mistake

>> No.8779297

>>8779261
but... it loads faster

>> No.8779305

>>8779251
You won't be able to look up and down. Which is good because this is how it's meant to be played.

>> No.8779308

>>8779297
People dont seriously play vanilla doom right?. . .RIGHT?

>> No.8779316

>>8779308
Let's assume I was going to play vanilla doom only. How many wads are available to me right now?

>> No.8779326

>>8779316
I assume nothing that adds custom enemies/code,sprite replacements should be fine i guess? and maps that arent too complex

>> No.8779338

>>8779251
Why the fuck you would do that? Crispy can't even play boom/mbf wads, which are more than half of wads nowadays. Even /vr/ wads are need boom source port.

>> No.8779375

>>8779151
I've been doing that since getting a new computer.

>> No.8779378
File: 617 KB, 2048x913, looking up.png [View same] [iqdb] [saucenao] [google]
8779378

>>8779305
you can look up and down in crispy doom,wtf are you talking about?

>> No.8779382

>>8779378
Is this static screenshot of the main menu supposed to tell me something?

>> No.8779391
File: 87 KB, 256x256, 1632438417927.png [View same] [iqdb] [saucenao] [google]
8779391

>Try playing a wolfenstein wad
>The map is really fucking massive
>like a labyrinth
>No minimap
>This is barely TotenkopfSDL third floor
AHHHHH

>> No.8779394

>>8779378
Guess I was wrong. Either way, there's a few limitations preserved for compatibility, including infamous blockmap bug.

>> No.8779406

>>8779394
i get that,but crispy 100% supports playing non-traditionally (you can even turn off the auto aim,enable jumping,jump below and above monsters,and run the game in ultrawide for a wider FOV),even if its alot less than Zdoom.

>> No.8779412

>>8779226
Money? I don't know why you assume this was perceived as some sort of grand conspiracy cooked up by the powers that be. The perception is that there's nothing remarkable about Thatcher's Techbase, at all, but that the author, or a friend of the author, was pals with some journoscum and they did him a free favor. This is some very small game shit and nobody who's critical of it is losing sleep over it, me and many others forgot entirely about Thatcher's Techbase until someone brought it up just now, because journos giving it attention is the only thing that makes it remarkable at all.

This happens on a larger scale with shitty post-modernist indiegames, and very often.

>> No.8779492
File: 154 KB, 752x1063, img.jpg [View same] [iqdb] [saucenao] [google]
8779492

>>8779412
>This happens on a larger scale with shitty post-modernist indiegames, and very often.
Yes. I'm dying to name names but it'd be off-topic so all I'm gonna do is post the Icon of Sin

>> No.8779504

>>8779016
She's just kind of vaguely known about through cultural osmosis in the rest of the anglosphere.

>> No.8779543

>>8778720
The thing to bear in mind is how easy it is to write up giant blobs of “story” as opposed to in-game story telling and world building. It’s real easy to migrate it all to a wiki that players can easily access while being unable to play the game, helps keep it in their mind.

>> No.8779554

>>8779412
Of course he has had friends on journalism. It was shitty wad. That's not conspiracy. I was talking on actual batshit crazy conspiracy sht that flied by on here when it was released. So basically we agree on the topic, but have different conception of what is a conspiracy theory and what not.

>> No.8779637

>>8778720
The lore in Doom 2016 and SW 2013 arent bad. And even if they arent great, there isnt that much of them. Both of them really dialed it up in the latest installments though. I cant fucking believe how much talking and unfunny bullshit there is in SW3, it never stops.

>> No.8779687

>>8778843
Doom community became a pile of shit because of people like you.

>> No.8779691

>>8779016
Nobody outside of Britain is still obsessed with her like you guys. Even Americans dont seethe that much about Reagan in 2022.

>> No.8779697

>>8778843
>something better exists, therefore it can't be good

>> No.8779713

>>8776239
FYI the new Elementalism HUD isn't designed for any lower resolutions than 640x480. If you play on a lower resolution, there's an option in the Elementalism Options to change back to the standard HUD.

>>8777958
It didn't "need" a new HUD, it was just cool. But as mentioned above, you can turn it off if you don't like it.

>> No.8779718

Do you use any map in particular to test wads? for me,its map 08:tricks and traps! and map 20:Gotcha!

>> No.8779768
File: 288 KB, 1920x1080, Screenshot_Doom_20220404_125044.png [View same] [iqdb] [saucenao] [google]
8779768

Threadly reminder

>> No.8779795
File: 16 KB, 128x128, 1636952817662.png [View same] [iqdb] [saucenao] [google]
8779795

>>8779768
>I find the only toilet in this place and I'm greeted with THIS?

>> No.8779801

>>8779795
Turns out this is the reason he's so mad. Had nothing to do with the rabbit.

>> No.8779814

>>8779795
Make an offering and add to the pile.
A delicious triple chocolate mix

>> No.8779832

>>8779801
>Your boys -- the men you'd trained to fight and kill and die as no fighting man had ever been trained before -- were dead. You were not there when it happened, to die with them. Unlike the ancient Samurai, who chose to die with their men, you cocked your pistol. You were going to kill for your men. And if you died trying, well, you were going to die anyway, some day. Death at the fangs of demons might be the very worst way to die, but if they did manage to get you, Hell would know it had been in a fight.
Daisy ain’t shit, even TNT is better at establishing some unwarranted motivation.

>> No.8779834

>>8778937
He's probably refering to this
https://doomwiki.org/wiki/WinDoom

>> No.8779847

>>8779697
So you admit it's better then?

>> No.8779854

>>8779847
Yes, Sigil wasn't really novel in any of its gameplay or design. Still that doesn't make it not good, Sigil's levels are all very competently made.

>> No.8779865

>>8778876
I'm proud of you for getting the reference anon

>> No.8779917

>>8779854
didn't gman tear Sigil apart? I haven't played it myself yet

>> No.8779920

>>8779917
GMan is a gigantic bitch who was menstruating about how Sigil was actually hard on UV.

>> No.8779957

>>8779832
That reads like it could be Crash's intro.

>> No.8779962

>>8779957
Don’t know why you’d think that considering it’s straight from the Final Doom manual.
>>8779917
>didn't gman tear Sigil apart?
Iirc he also complained about the Unity port not being able to support a “simple mod like Brutal Doom”, but yes he likely influenced some bad impressions towards Sigil for people who don’t know any better.

>> No.8779969

>>8779962
>a simple mod like brutal doom
i really don't want to believe that sentence was spoken

>> No.8779979

>>8779969
It's not that unbelievable especially compared to the likes of Hideous Destructor that actually radically change the way you play Doom and not just cosmetically

>> No.8779982

>>8779979
Brutal Doom is not only far more than just cosmetics, the code for it is an absolutely jumbled mess of nonsense that’s far from “simple”.

>> No.8779986
File: 84 KB, 466x492, 1588492530200.png [View same] [iqdb] [saucenao] [google]
8779986

>>8779854
>Sigil wasn't really novel in any of its gameplay

>> No.8779990

>>8779986
Shootable switches have been done before.

>> No.8779992

>>8779854
Sigil goes agains the grain of moddern mapping, using limited space and resources, and small number of tanky enemies.

>> No.8779996

>>8779986
The only novel thing about Sigil is how it used piss-poor lighting as a way to artificially increase the difficulty.

>> No.8780001
File: 458 KB, 960x540, SIGIL_Romero_work_in-body.png [View same] [iqdb] [saucenao] [google]
8780001

>>8779854
>...or design
What do you call FULLY, TOTALLY DIFFERENT levels, deathmatch levels, per level? You couldn't do it on this new Viking wad that NINE people created.

>> No.8780002

>>8779917
Is he even that good of a reviewer beyond his live and let live attitude towards fringe mods and edgy attitudes?

>> No.8780006

>>8780001
I call it a joke that's not funny anymore.

>> No.8780018

>>8780002
He's a cozy reviewer. It's like listening to your friend's impression of games.

>> No.8780030

>start up Doom 64 remaster by Nightdive
>literally ~30 seconds of unskippable logos before you see the main menu

>> No.8780035

>>8780030
You can add -skipmovies to launch options to skip those, but yeah it sucks

>> No.8780040
File: 3 KB, 206x60, win.jpg [View same] [iqdb] [saucenao] [google]
8780040

>>8780030
heard cinemasins in my head
also win

>> No.8780049

>>8780035
I deleted them though I still prefer EX.

>> No.8780051

It's called 94 Protons of /vr/ because it's gonna be 1994 quality.

>> No.8780056

>>8780001
We played those DM levels for a fnf. There was only one fun one that I recall. The rest were meh or worse.
Rekkr find when

>> No.8780057

>>8779917
Isn't gmanlives a massive retard?

>> No.8780062

>>8780057
tolerable but completely retarded

>> No.8780064

>>8780051
KEK, obliterated

>> No.8780069

>>8780057
He likes all the id and Build stuff, it's only Sigil he had a problem with.

>> No.8780070

>>8780056
rekkr fnf phone

>> No.8780071

>>8780069
not really the question but alright

>> No.8780072

>>8779996
this fucking artificial difficulty everyone knows the only way to add challenge to a wad is to add as many monsters as you can possibly fit onto the map now that'[s hardcore badass tubular, that's how you do professional level design.

>> No.8780073
File: 824 KB, 1920x1080, Screenshot_Doom_20220404_143248.png [View same] [iqdb] [saucenao] [google]
8780073

>>8780056
Can confirm, I was there. The best ones were the obligatory rip-offs of MAP01 and MAP07 and even then, that's such a tired trope. The original ones were all hot garbage.
>>8780070
Maybe this week. Just need to know which maps support DM.

>> No.8780085

>>8779216
I thought it was a joke because it was impossible on Ultra-violence. :^)

>> No.8780090
File: 81 KB, 364x350, plok is fucking pissed.png [View same] [iqdb] [saucenao] [google]
8780090

>>8780051
You're lucky my rage is focused elsewhere right now.

>> No.8780094

The only YouTubers I really check out for Doom wads are Decino and MtPain

>> No.8780098

>>8779216
Blame Graf for lagging in updates.

>> No.8780105

>>8780073
>Just need to know which maps support DM.
All of them support it, but if you're going for only original dm arenas you can check doom wiki I think.
The commercial release has more DM arenas than the original.

>> No.8780112

>>8780105
>The commercial release has more DM arenas than the original.
I'm probably not gonna run that because le piracy. 4 episodes of maps should be enough.

>> No.8780123

>>8779962
Because Crash was a combat instructor.

>> No.8780129

>>8780069
I just watched his video and the way he facehugs the door at 3:58 is just fucking embarrassing. Didn't this guy play Blood at some point? I can't believe there are drooling retards like this guy
>>8779996
Who actually parrot the stupid shit he says as a substitute for formulating their own opinion.

>> No.8780148

>>8780123
She’s just even more of a genderswapped Doomguy now, I thought her being an instructor was something unique compared to him.

>> No.8780153

What was that one doom related comic that had the three characters similar to some classes you could pick in some doom mod? Or was it the other way around and the classes were based off those characters?

>> No.8780167
File: 249 KB, 1024x768, DOOM0000.png [View same] [iqdb] [saucenao] [google]
8780167

Sigil deathmatch bros...
How im supposed to reach this switch up there in E5M2?

>> No.8780178

>>8780148
they will retcon crash's true identity to samus aran.

>> No.8780193

>>8780148
Was he supposed to be one? Outside of that TNT bit, I mean. That's the first I've seen it.

>> No.8780205

>>8777058
For me, it's Blogger.

>> No.8780223

>>8780030
>>literally ~30 seconds of unskippable logos before you see the main menu
Anon...
>Added the ability to skip intro videos by pressing Escape or Spacebar
https://store.steampowered.com/news/app/1148590/view/3088910094673350020

>> No.8780229

>>8780094
No IcarusLives?

>> No.8780231

>>8780193
I think what he’s ‘supposed’ to be is determined how he is written, and that bit for TNT is from the manual of an official release.
There’s bunch of weird and interesting stuff in these. Ever read the Doom 2 manual? It not only changes how the player gets to Earth via the hell portal, but keeps talking as if the previous game took place on Mars and not its moons:
>When the alien invasion struck Mars, you were the first on the scene. By killing, killing, and killing, you won. You stopped the invasion, saved Mars base, and became a war hero.
>What they don't talk about so much is that you were the only survivor. But that's all behind you now. You've quit the military, and are heading home.

>> No.8780243

>>8780051
that means it will be SOVL

>> No.8780292

>>8780112
>le piracy
I'd think anyone here already bought or pirated it anyway, but your call.

>> No.8780316

>>8780223
>Escape or Spacebar
>instead of the natural key you'd press for skipping cutscenes, Enter
??????

>> No.8780328

>>8780316
Spacebar seems a more natural key to me.

>> No.8780334

>>8780316
Space bar can be pressed by just slightly moving my thumb. Enter either requires me to move my left hand from WASD or move my right hand from my mouse.

Using enter for cutscene skips is trash tier.

>> No.8780336

>>8780316
>press Esc
>Close the game
Fuck

>> No.8780343

>got into habit of playing saveless
>get my ass kicked by a map so many times it's unreal
>still don't save
>megawad takes me a few months to beat
>well, that sure was a learning experience
>start an even harder megawad, blissfully unaware
How do I stop bros. It's getting tedious but at the same time nothing feels as good. Since I'm using Crispy Doom mainly I IDDQD to resurrect if I die 100+ times during a fight (probably going to rewind in cl9+ maps) but even then I make sure to go back and beat the map legit after I finish the megawad.
I've gone in a year from finishing Doom 2 for the first time continuous with saves to finishing UV Pistol-Start saveless significantly harder megawads, I had to grind to learn how to archvile jump and two-shot cybies, how to punch hell knights, barons, revenants and archviles and at this point I'm scared I won't stop playing this way even after learning how to punch cybies. I've gotten to the point were I see the rocket launcher as a bigger shotgun and revenants as funny imps, now nothing apart from archviles and cybies even makes me flinch, I'm afraid I'm actually going to finish Scythe 2 and Speed of Doom this way and I've recently started Sunlust on HMP and I'm having lots of fun but I just know I'm probably going to spend the next year playing maybe 10 megawads tops because of the no-saving rule. I don't want to gid gud anymore, I just want to be happy.

>> No.8780356

>>8780343
>saveless
not even the autosave when starting a level? That's the only save I use and I feel fine, you can start there.

>> No.8780360

>>8780356
>the autosave when starting a level?
doesn't exist in most ports

>> No.8780362

>>8780343
Quicksave is your friend. It's part of the game so you're not cheating by using it
Most wads nowadays are designed with savescumming in mind

>> No.8780371

>>8780094
decino's matter of fact presentation and guaranteed 100%ing is nice, his streams are a bit autistic though and the brutal doom one was painful more due to him refusing to adjust (and "ironically" saying riip and teear more than people unironically say it, we get it already)

>> No.8780409

>>8780094
I'm sick of MtPain going through the ruleset each time. Should have a skip button, or better just include those in description. Apart from that I like the guy. When it comes to appreciating Doom mapping as art form, we're on the same wavelength about that.

>> No.8780438

>>8780343
Consider manual saving after a fight that you keep getting filtered by. If it’s a lengthy map, consider saving right before key pickups as a form of “checkpoint”. Quicksave scumming is a hard habit to break once you’ve got it.

>> No.8780447

>>8780409
his mod views are pretty good, but his iwad views are... special
Like TNT because of nostalgia sure, but fucking CHASM? Yeah ok it has atmosphere and a hub area but it's FUCKING CHASM

>> No.8780459

What you intend to do Lunch? DB project lead doesn't feel including your map apparently. Will you pull it out?

>> No.8780527

>>8780447
funneled

>> No.8780529

>>8780438
I'm not that anon but I'm going through doom 2 for the first time and I'm REALLY garbage at the game (the fucking pit took me two days to beat) trying to pistol start/uv every map. If I continue playing through the iwads like this will my skill improve or am I asking for burnout?

>> No.8780540

>>8780529
>trying to pistol start/uv every map
My humble opinion is that you are wasting your time. Doom 2 is not even divided in chapters that game is 32 levels designed with progression in mind, take it easy my dude.

>> No.8780541

>>8780529
Pistol starting/UV every map is not something I'd recommend for the first time, especially if you're playing with minimal saves and you're admittedly not so good at it. If this otherwise fun game is steering towards a "burn out" I'd ease up on the difficulty, either through actually changing the setting, playing continuously, or using mid level saves.

>> No.8780545

>>8780542
>>8780542
>>8780542
New thread

>> No.8780559

>>8780545
I fucked it up and deleted the thread. If my time-out expires I'll re-create it properly this time.

>> No.8780561

>>8780559
I can do it if you want.

>> No.8780564

>>8780561
It's not like there's a rush, we still have one page left.

>> No.8780576

>>8780564
Alright, I'll leave you to it

>> No.8780580

>>8780578
>>8780578
>>8780578
New thread, this time properly.

>> No.8780581

>>8780580
News?

>> No.8780590

>>8780581
Present. I just announced it first, because last time I made a thread someone made and announced another while I was posting news.

>> No.8780592

>>8780590
Okay, that works. I'll shut up now.

>> No.8780610

>>8780529
You are playing the game in a way that was never intended to a standard followed by people who have been playing the game for 30 fucking years. Stop trying to prove yourself to people who don't give a shit and just play the game normally, you absolute cretin.

>> No.8780675

Any recommendations for good Doom 2 vanilla WADs? I've already played Doom 2 The Way Id Did, Scythe, MM 1 & 2, Hellbound, Doom Zero and Syringe.

>> No.8780787

>>8779394
>including infamous blockmap bug.
Crispy Doom removes Doom's limits, you're thinking of Chocolate Doom.

>> No.8780882

>>8780094
https://www.youtube.com/watch?v=m7GYBZlhrg8
this guy became my favorite doomtuber lately.
mtpain and icarus are only good to present content.