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/vr/ - Retro Games


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File: 217 KB, 1920x1080, Screenshot_Doom_20220417_174431.png [View same] [iqdb] [saucenao] [google]
8821192 No.8821192 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8811737

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.8821195

=== 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 ===
[04-17] Doom 2 UV-Speed TAS completed in 9:42
https://youtu.be/MzuJCMV4sK8

[04-15] Reelism 2 v1.0 is released.
https://forum.zdoom.org/viewtopic.php?p=1217383#p1217383

[04-13] Anon shares a WIP Quake texture pack
https://drive.google.com/file/d/1RWhHOpsiEmgzWeb6CQOunImcvdTD1J91/view?usp=sharing

[04-12] Arrival was added to the Unity port.
https://twitter.com/bethesda/status/1513913950957711365

[04-12] Modest Mapping 2 WAD finally officially released
https://www.doomworld.com/forum/topic/120097

[04-11] CountryCide, a prequel episode to TrenchFoot released
https://www.moddb.com/mods/trench-foot-wip/downloads/countrycide

[04-11] KMquake2 got a new update
https://leray.proboards.com/thread/4160/new-kmq2-test-build-2022?page=1&scrollTo=31231

[04-09] Wheel of Time got a GOG re-release
https://www.gog.com/game/the_wheel_of_time

[04-07] DBP46: Monuments of Mars 2 is out
https://doomer.boards.net/thread/2527/

[04-05] New nodebuilder called VigilantBSP gets its first release
https://doomer.boards.net/thread/2537/

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

[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

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8821228
File: 347 KB, 1280x720, SUNDAY_NIGHT_SHITSHOW_60_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8821228

ALONE ON A SUNDAY NIGHT? ON EASTER? GOD, YOU'RE based
COME ON DOWN TO THE SUNDAY NIGHT SHITSHOW! Tonight we're playing Revolution with the respective midi pack by Jimmy and co. Open up Doomseeker and connect with Zandronum and let's get this show on the road
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.8821320

Been playing Duke 3D for the first time. It's fun but my main issue with it is I think the weapon loadout kinda sucks. Your standard FPS fare is really generic and just okay (shotgun, RPG, chaingun) and a bunch of the higher end stuff feels too gimmicky for my tastes (shrinker, laser tripbomb, freezethrower)

>> No.8821325
File: 503 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8821325

>> No.8821335

>>8821320
I've never managed to make enemies trip the mines, they always avoid it. The Shrinker is OP though, because it incapacitates an enemy with a single shot, and then you can stomp them like the cockroaches they now are and be rid of them. I always zap fat commanders with it.

>> No.8821363
File: 2.99 MB, 640x360, ILoveThe2048Pistol.webm [View same] [iqdb] [saucenao] [google]
8821363

I like this handgun.

>> No.8821393
File: 78 KB, 1024x690, 14348050_1.jpg [View same] [iqdb] [saucenao] [google]
8821393

>>8821363
Thx, you'll be seeing a version of it in 94, which has the corrected ejection port. One day I want to apply that fix to pistol the sprites in 2048 and 2048GUNS, because I have a compulsive need.

>> No.8821402
File: 50 KB, 358x324, sh1nMOUXZr538DjGojQIfqzAAAAAElFTkSuQmCC.png [View same] [iqdb] [saucenao] [google]
8821402

Hexen 2 spider had quake logo on its belly

>> No.8821502

>>8821402
Neat. Never noticed this.

>> No.8821523

>>8821325
>play quake
do it!

>> No.8821540
File: 6 KB, 265x46, dpqura.jpg [View same] [iqdb] [saucenao] [google]
8821540

>>8821325

>> No.8821549

>>8821228
We're back. Let's play this betalabs.wad or some shit.

>> No.8821550
File: 31 KB, 298x403, 1626780241659.jpg [View same] [iqdb] [saucenao] [google]
8821550

>> No.8821565
File: 221 KB, 400x300, 1639073006025.png [View same] [iqdb] [saucenao] [google]
8821565

why isn't unreal tournament (1999) in the OP?

>> No.8821578

>>8821565
we dont talk about it.

>> No.8821618

>>8821320
Blow it out your ass

>> No.8821635

>>8819624
Have you tried pondering it

>> No.8821639
File: 13 KB, 504x326, ss.png [View same] [iqdb] [saucenao] [google]
8821639

>> No.8821641
File: 431 KB, 1000x1000, 1577965021386.png [View same] [iqdb] [saucenao] [google]
8821641

>>8821639
Thank you for testing, Babby. Eh, let's just end it here.
I got something special planned for Friday, boys. Look forward to that.

>> No.8821643

>>8821641
Could it be? HDoom mass orgy?

>> No.8821645

>>8821643
Friday Night Fuckfest, but real?

>> No.8821649
File: 666 KB, 1280x720, hdoom_multiplayer.png [View same] [iqdb] [saucenao] [google]
8821649

>>8821643
It's been done.

>> No.8821650

>>8821578
why not lol

>> No.8821660
File: 484 KB, 1657x2441, GuidoReni_MichaelDefeatsSatan.jpg [View same] [iqdb] [saucenao] [google]
8821660

>>8821325
>games bad
>pain okay
>mappers stuck
>ad folder full
>empty modern community
>political support mechanics
>expect god
>spam holy pic
dystopic

>> No.8821671

>>8821660
Everyone knows Satan looks way radder than that

>> No.8821674
File: 14 KB, 381x120, y.jpg [View same] [iqdb] [saucenao] [google]
8821674

>>8821639

>> No.8821694
File: 49 KB, 480x128, unknown[1].png [View same] [iqdb] [saucenao] [google]
8821694

>>8821325
Shit guys, OSHA's going to destroy MAP06

>> No.8821697
File: 375 KB, 960x1080, Screenshot_Doom_20220417_192509.png [View same] [iqdb] [saucenao] [google]
8821697

>>8821228
Thanks for joining.

>> No.8821715
File: 543 KB, 1920x1080, Zandronum Screenshot 2022.04.17 - 18.56.09.80.png [View same] [iqdb] [saucenao] [google]
8821715

>>8821697
GGs

>> No.8821773

>>8821715
What wad is that?

>> No.8821774

2 hours of mapping and I made a single corridor with broken sectors

WHY AM I SO SHIT AND UNCREATIVE REEEEEEEEE THIS IS TOO HARD

>> No.8821775

>>8821650
too based. can't reveal its existence to potential ungrateful plebs.

>> No.8821782

>>8821650
Favorite maps? Favorite game mode? Favorite weapon?

>> No.8821850

>>8821320
The freezer is one of those weapons thats good, but you never really feel the need to use it because there's always plentiful ammo for the normal bullet/explosive weapons.
The shrinker is very useful. It can even shrink mini battlelords.

>> No.8821862

>>8821774
It's okay, you're going to start out making shit. Just keep learning the tools and refining what you do know, and accept that you'll make simple mistakes a few times until you have the proper time to work through them properly.
Gambatte.

>> No.8821926

>>8821850
If you ever play enough to play on Damn I'm Good, all those weapons come in handy except the tripbombs. You need to destroy corpses or they respawn, so the freezethrower becomes useful. You may or may not have enough pipebombs to destroy all the corpses after gunning them down so you consume more rocket/devastator/shrinker ammo and the freezerthrower actually has very high DPS aside from the fact it can never deal a killing blow

>> No.8821938

>>8821926
Even the tripbombs are relevant on Damn I'm Good. They have the biggest radius of any explosive, so they're ideal for blowing up a lot of corpses when you'd rather save the other weapons for things that are still alive.

>> No.8821940

>>8821325
>wad need little guy

>> No.8821950
File: 13 KB, 320x197, Z(7).jpg [View same] [iqdb] [saucenao] [google]
8821950

>>8821192
NEW EPISODE OF VRNN: A VMU mp3 player
>Mp3
https://pomf2.lain.la/f/yzbrt7ky.mp3
>Archive
https://16-mega-byte.neocities.org/

>> No.8821970

>>8821938
>They have the biggest radius of any explosive
I did not know this and I played the game when it first came out.

>> No.8821972

>>8821325
>try HeXen
>avoid Cyberdemon
>considering Archviles, designed properly
>monsters check webms, compared settings sucks

>> No.8822017

>>8821970
Nothing really indicates it beyond CON diving or proper testing. Took me a good two decades of taking damage from tripbombs at ranges where I'd be safe from RPGs before I pieced it together.

>> No.8822119

i have a confession

i've begun playing every pwad on HMP because im getting tired of every map creator trying to one up plutonia and they flesh consumed

>> No.8822131
File: 19 KB, 413x421, EihZbO3UcAIUh6y orig.jpg [View same] [iqdb] [saucenao] [google]
8822131

any good doom2 wads that i can use to get better at the game.

some of the bigger names are kind of hard fro me right now.

>> No.8822143

>>8822131
Unironically HFFM. I really felt like I've gotten better after beating it.

>> No.8822170

>>8819695
did you end up succeeding? try: Path=..\..\WADs
and keep in mind that it's relative to the working directory, not the exe

>> No.8822172

doom would be infinitely better without hitscan enemies,they aren't even memeable

>> No.8822174 [SPOILER] 
File: 547 KB, 220x124, 1650251334911.gif [View same] [iqdb] [saucenao] [google]
8822174

>>8822143

>> No.8822176

>>8822172
Disgusting opinion.

>> No.8822182

>>8822172
Hitscanners are the ultimate casual filter, above anything else. Their role is one of the most important in the game.

>> No.8822196

>>8822176
I just want a monster pack that replaces zombiemen with proyectile enemies at least,hitscan is gay for my melee only weapon mods

>> No.8822198

>>8822196
If you want something done right, you gotta do it yourself. Your melee weapon mods should start replacing enemies too to create a more cohesive gameplay experience. Like GMOTA.

>> No.8822221
File: 2.88 MB, 700x392, Quake 2 RTX Remaster 2022.04.18 - 00.18.21.05.webm [View same] [iqdb] [saucenao] [google]
8822221

I know it's a gimmick but navigating around with the flare and pistol in memeray Quake 2 is pretty fun

>> No.8822232
File: 213 KB, 1244x735, 1562893836421cgun.jpg [View same] [iqdb] [saucenao] [google]
8822232

>>8822172
>they aren't even memeable
nigga you what

>> No.8822248

>>8822172
hitscanners in Doom are pretty perfectly implemented though. And you can avoid damage 99.999% of the time from them.
Even the tried-and-true "Wall opens up to reveal 5 Chaingunners" is counterable with having the Supershotgun out when you're exploring.

>> No.8822251

>>8822232
>map with a lone invisible hit scanner one kilometer away taking potshots at the player during the entire level

>> No.8822260

>>8822232
>putting a Chaingunner behind a mid wall 16 units tall
It's not easy being cheesy

>> No.8822280

>>8822221
even more fun in avp1
>>8822248
what about two opposite walls with chaingunners

>> No.8822283

>>8822280
Unless you're locked in or playing on nightmare, enemies all have windup animations.

>> No.8822291

>>8822196
Loads of them do that. Samsara's Eradicator enemies, HDoom, etc.

>> No.8822293

>>8822283
all of 0.1s, yes. that's why you open the closets when the player is half-way on a narrow bridge in-between.

>> No.8822295

>>8822293
it's definitely longer than that, and you hear the wakeup sound. Just back up.

>> No.8822318

>>8822295
10 frames. 0.28 of a second. not that much better when human reaction is concerned.

>> No.8822320

>>8822280
>avp1
whats this?
>chaingunners
eh the have their callout and you can one hit them in a row pretty fast. If there's a lot of them you can strafe to cover / try to orient yourself behind the remaining enemies so that they get hit and you're facing damage from less directions

>> No.8822338
File: 2.58 MB, 853x480, p.webm [View same] [iqdb] [saucenao] [google]
8822338

>>8822295
a 256-wide gap cannot be reliably closed

>> No.8822340

>>8822280
>what about two opposite walls with chaingunners
prboom+/DSDA Doom "turn 180" bind
plasma/chaingun
hold fire and mash turn 180
not Zdoom's turn 180, since it's gradual while prboom's is instant

>> No.8822341

>>8822338
>gzdoom

>> No.8822350

>>8822341
>can't tell GZ from DSDA

>> No.8822359

>>8822340
>not Zdoom's turn 180, since it's gradual while prboom's is instant
thats just cheating

>> No.8822360

>>8822172
Play Descent map06 on Hotshot (normal difficulty) or above without saving or dying then come back here and complain.

>> No.8822362

>>8822320
>whats this?
marine campaign in the first Aliens vs Predator

>> No.8822364

>>8822359
I mean, it's just a shortcut to something you could theoretically practice with the mouse, Autoaim would even give you a margin of error if you did it that way.

>> No.8822367

>>8822364
you could also set the game's speed to 1%
hey, you can get there with practice right?

>> No.8822379

>>8822196
That other guy is right. You'd need to replace the monsters to help with that.
Though really having a purely melee only mod is an uphill battle to keep it engaging. There's a reason why I added subweapons and a bunch of other shit on top of GMOTA.
I plan on making a melee only sub-class for Combined_Arms for the last update. I'm gonna try a weapon durability system in there in the same vein as Muramasa. So they'll self repair when sheathed.

>> No.8822394

>>8822359
>>8822367
There are complevel 2 demos on DSDA that use the turn 180 bind and aren't marked as TAS. It's not even cheating.

>> No.8822398
File: 203 KB, 561x451, 1633563350110.png [View same] [iqdb] [saucenao] [google]
8822398

>>8815430

>> No.8822409
File: 282 KB, 561x651, file.png [View same] [iqdb] [saucenao] [google]
8822409

>>8822398

>> No.8822426
File: 2.35 MB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
8822426

https://youtu.be/CoddXdZxFkI
>hey
>HEY
>YO

>> No.8822538

>>8822360
this.

>> No.8822545

So like
Forsaken is just 6 dimensional UE right?

>> No.8822551

>>8822360
you're supporting his argument, really. any game with hitscan would be better without any.
hitscan provides no benefit over fast projectiles, it only gives designers plenty of room to fuck up.

>> No.8822596

>>8822364
No, you could not possibly instantly rotate 180 degrees with a mouse, no matter how fast your hand is. There will always be some latency.

>> No.8822602

>>8822551
I disagree. If you replaced the hitscanners in doom with fast projectile firing dudes, you'd be losing out on the enemy priority hierarchy. You can't reliably circle strafe hitscanners, and because of that you're forced to either shift focus on them or get the hell out of the way.
Without hitscanners, nearly every fight can be solved with circlestrafing, unless you made the fast projectile shooters lead their shots, but that opens up new problems. Revenants and Archviles have the same vital role of throwing a wrench into your plans.

>> No.8822615

>>8822602
>Without hitscanners, nearly every fight can be solved with circlestrafing,
But there are people that wish the game was like that.

>> No.8822618

>>8822602
if the projectiles are fast enough, you won't be able to circle-strafe either. except you'd at least gain attack direction readability over hitscan. reliable tracers would also solve any potential problems in leading the shots.
literally nothing wrong with circle strafing being reliable by the way. you're solving a non-existent problem.

>> No.8822621 [SPOILER] 
File: 355 KB, 1129x1564, 1650261934015.jpg [View same] [iqdb] [saucenao] [google]
8822621

>>8822596
Maybe not a mouse, but...

>> No.8822625

>>8822615
Yeah, and a lot of people don't like adapting or being pushed out of their comfort zone. Hitscanners are a valuable addition to a monster roster.

>> No.8822635
File: 1.97 MB, 1511x2048, 1615360691656.png [View same] [iqdb] [saucenao] [google]
8822635

>>8822621

>> No.8822636

>>8822119
Filtered

>> No.8822638

Does someone have that Xash3D DLL posted here that changed the lighting? The archive link is dead.

>> No.8822640

>>8822338
You have a partial invisibility right behind you

>> No.8822641

>>8822618
Maybe I've just played too many classic FPS games then. I wouldn't give them up for anything.

>> No.8822658

>>8822638
https://files.catbox.moe/wbpp9i.dll
is the one that was posted here:
https://desuarchive.org/vr/thread/7678845/#7680626

>> No.8822662

>>8822640
still a gamble, and the point was that you can't "just back up" from a chaingunner monster closet.

>> No.8822665

>>8822658
There was a newer one attached to the OP's second post. That one doesn't seem to have overbrights.

>> No.8822673

>>8821650
Not much mod content? I see UT threads on /vr/ once in a while. Sometimes HL vs UT threads.

>> No.8822674
File: 1.43 MB, 1920x2160, 1619179908495.jpg [View same] [iqdb] [saucenao] [google]
8822674

>>8822665
gammafix.zip:
https://files.catbox.moe/lggw1p.zip
got the sources as well, but it's 400megs

>> No.8822675
File: 339 KB, 1132x220, 1641988922861.png [View same] [iqdb] [saucenao] [google]
8822675

>>8822658
>>8822665
Never mind, found it on my old drive.
https://anonfiles_com/7dYfB4Xex4/gammafix_zip

>> No.8822678

>>8822360
Those fucking pigs, their screen haunted me as a kid.

>> No.8822685

>>8822674
>400megs
Surely that must include some binary files as well. The source code itself should only be a couple of megs.

>> No.8822690

>>8822674
>>8822675
These looks great, I might need to replay HL.

>> No.8822708

>>8822685
https://litter.catbox.moe/qbc4x7.zip
most of it is visual studio ballast
originally posted here: https://desuarchive.org/vr/thread/7796673/#q7797310
there are diffs later in that thread: https://pastebin.com/x6F8EjvK

>> No.8822754

>>8822338
nobody gonna mention the freelook?

>> No.8822817
File: 511 KB, 1600x900, kmquake2_118.jpg [View same] [iqdb] [saucenao] [google]
8822817

Blurry green fog everywhere, just like I mentioned it last time - also reloading the mid-level save causing CTD issues again . .

>> No.8822934

>>8821325
>huh based ideas
New Quake jam?

>> No.8822969

>>8822119
...and that's perfectly fine.
Don't let the "hurrdurr being HARDCORE is my whole identity" crowd spoil shit for you.

>> No.8822982

>>8822119
based

>> No.8823019

>>8822625
Doom and Quake know what's up. They have hitscanners in their roster but they also have them be the weaker enemies so that they're still a threat, and not an overly frustrating one.
It's interesting when grunts in Quake for instance are placed with other much more powerful monsters. I often find myself prioritizing grunts over anything else because of this (besides shamblers) despite the fact that they're technically the "weakest" enemy.

>> No.8823087

>>8823019
They seem to have established a decent “rule of thumb” regarding hitscanners: Keep them easy to kill like zombies, grunts, and guards. If they’re not easy to kill, make their attacks easier to avoid like with archviles and lots of Q2 enemies i.e. gunners, enforcers and gladiators.

>> No.8823109

>>8823019
>shamblers
That's the problem. Shamblers are effectively hitscanners too.

>> No.8823117

>>8823109
They're definitely not a bad example of a hitscan enemy though, they take time to launch the attack and there's the strat of forcing them to melee attack which is satisfying to execute correctly.

>> No.8823128

Speaking of hitscanners - Tarnsman's Hitscan Hell when?

>> No.8823130

>>8823109
Well if the level designer isn't a retard then he will usually provide cover when a shambler is encountered.
Also no I refuse to dance with the shambler, I don't know how to dance

>> No.8823185

>>8823109
They’re a bit of an exception with the way you can bait them in melee. I have far more issues with avoiding vore projectiles on nightmare.

>> No.8823204
File: 1.53 MB, 1600x900, spasm0001.png [View same] [iqdb] [saucenao] [google]
8823204

>>8822817
I got too mad at this schizokino Q2 mod randomly crashing on me, so instead I'll check out both VR and the updated Alkaline mods for Quake - gotta get a hang of how mapping for Q1 supposed to feel anytime soon
>can't decide if typos in the /VR/ help screen (F1) are sovl or not

>> No.8823216

>>8823204
I just came back to /doom/ after 6 months off and I'm psyched to try this new quake content, especially violent rumble. Just finished playing the retro jam 7 and the last Halloween jam and they are both very high quality. The Halloween jam is my favorite of the two as it uses AD resources. The bar for quake user content seems to just keep rising.

>> No.8823226
File: 3.53 MB, 2880x1800, vkquake0000.jpg [View same] [iqdb] [saucenao] [google]
8823226

>>8823204
>implying "versitile" is not a word
>implying the transparent pixels aren't intentional
Also that looks overly dark, and you probably want to use something that supports CSQC for the HUD.

>> No.8823257

>>8823216
Play January Jump Jam 2 if you haven't yet, some truly wild stuff on there.

>> No.8823296

>>8821774
Stick with it anon, everyone has to start somewhere.

>> No.8823314
File: 4 KB, 939x40, mapsizes.png [View same] [iqdb] [saucenao] [google]
8823314

>>8823257
Thanks, i'll add it to my queue. I also see there was a big xmas 2021 pack.
On a related note, maps are getting big, pic related is impressive.

>> No.8823316

>>8823226
QSS is still incompatible? I remember it having some problems in the testmaps last year

>> No.8823331

>>8823314
>jjj2_ish2
Save that one for last. You're gonna need to warm up big time if you have any hopes of managing that map on hard or God forbid nightmare.

>> No.8823354
File: 26 KB, 308x575, smol.png [View same] [iqdb] [saucenao] [google]
8823354

>>8823314
hehe, cute

>> No.8823364

>>8823354
>start map is 150 MB
Huh

>> No.8823370
File: 3.78 MB, 2880x1440, ironwail0000.jpg [View same] [iqdb] [saucenao] [google]
8823370

>>8823364
>his start map doesn't have multiple 8K lightmaps
ngmi

>> No.8823392

>>8823316
there are some issues in the release version that only happen in QSS/FTE, but not in the regular QS or vkQuake.
here's a patch if you don't want to wait for the proper full update (rename to pak1): https://files.catbox.moe/c1002h.pak

>> No.8823395

>>8822172
the thing is that in og doom, they're implied to have the same weapons as the player
hence why they drop ammo or guns upon death

>> No.8823434

>>8823370
I feel that going all willy-nilly with lightmaps and textures 4k and above will make the Quake Engine and its derivatives go screwball with crashes and slowdowns.

>> No.8823439
File: 642 KB, 1280x720, Screenshot_20220417-010632_Quad_Touch.png [View same] [iqdb] [saucenao] [google]
8823439

Hexkino

>> No.8823463

>>8822251
That would be so easy to do even in Vanilla, and it would be so ridiculously obnoxious too.

What are some other things you could do with monsters in Vanilla? Stuff which annoys the fuck out of the player but which isn't an instant assrape deathtrap.

>> No.8823491

>>8822602
Agree.

>>8822618
There's nothing wrong with circlestrafing, it's great, but it's boring if you can solve the majority of engagements with that old pylon turn.

The fact that the hitscanners force you to act differently from the rest of the monsters which throw slow projectiles I think is what makes them really good. The fact that they're not always easy to dodge when they open fire is offset by their low health and their high risk of infighting.

>> No.8823496

>>8822119
Difficulty levels working as intended.

>> No.8823497
File: 913 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
8823497

>>8823463
a bunch of pickups all around an arena, forcing weapon switching.
also for arenas, put enemy spawn points right on the player's path with no markings.
put some barrels under a platforming path.
PEs on a RL map.

>> No.8823512

>>8823109
Yeah, and they telegraph their attack hard, and can also be baited into melee very reliably, in which case the Super Shotgun is excellent.

Shambler is an excellent enemy, and his running cycle looks hilarious.

>> No.8823515

>>8823130
If they don't dance then they're no friends of mine.

>> No.8823520

>>8823354
>>8823370
Impressive, very nice.

>>8823392
Thanks for the heads up.

>>8823496
>>8822119
I understand there are two schools of thought around difficulty levels.
1) "hard" is what the creator intended and playing on lower settings you're getting a cut down experience
2) It's reasonable to assume skill of players follows a normal distribution, which means a majority of players should be playing on normal difficulty. If the majority play on hard, it's merely undergoing difficulty tier inflation.
Of course, this is ignoring the time factor, eg the player bases' skill level has increased over time for these games.

>> No.8823531

>>8823520
>Of course, this is ignoring the time factor, eg the player bases' skill level has increased over time for these games.
The interesting about that for Quake at least is that I find older maps to be generally harder than newer ones, particularly because of some outdated design practices that are thankfully discouraged nowadays (trigger spawns in your face, monster closets, etc).
So I'd say Quake maps nowadays can still be difficult but at least in a fair way compared to before, though there are exceptions of course.

>> No.8823540

>>8823439
Where's this from?

>> No.8823556

>>8823463
Nothing to do with monsters, but you could have a voodoo doll lower onto a rocket launcher when the player is about to fight some monsters up close.

>> No.8823561
File: 3.27 MB, 2560x1440, spasm0001.png [View same] [iqdb] [saucenao] [google]
8823561

>>8823331
>>8823296
So far, so damn good.

>> No.8823565

>>8822394
>and aren't marked as TAS
They ought to be. A source port with new features is a hell of a tool.

>> No.8823569
File: 2.79 MB, 2560x1440, spasm0000.png [View same] [iqdb] [saucenao] [google]
8823569

>[Completed]
What a nice touch.

>> No.8823587

>>8823569
The best start maps for Quake jamps do that kind of thing or they use a different color for the portals whose levels you've beaten. Unfortunately I don't make much use of that because I forget to save after completing each level so progression is not saved, which has locked me out of some secret levels that I manually had to boot up.

>> No.8823609

>>8823185
Do Vore shots home in faster on Nightmare?

>> No.8823615

>>8823609
Considerably so

>> No.8823620

>>8823615
Woah I did not know that. Guess I need to play through Quake on Nightmare now (which I’ve never done)

>> No.8823630
File: 570 KB, 1280x720, Screenshot_20220416-230959_Quad_Touch.png [View same] [iqdb] [saucenao] [google]
8823630

>>8823540
Hexen 2 Mission Pack>>8823561

>> No.8823646

>>8822170
Hey, that works. Thanks!

>> No.8823673
File: 249 KB, 600x546, quakeguydatass.png [View same] [iqdb] [saucenao] [google]
8823673

>>8823630

>> No.8823689
File: 142 KB, 192x282, 1619932645241.gif [View same] [iqdb] [saucenao] [google]
8823689

>>8823673

>> No.8823691

>>8823689
kek

>> No.8823695
File: 146 KB, 598x407, 1631382309190.png [View same] [iqdb] [saucenao] [google]
8823695

Anyone have the Reelism 1.0 or 1.001? I'm wondering exactly what got replaced?

>> No.8823698

>>8823695
not sure who or what this is about but all i know about sex pests in doom is leodoom and whoever tried to harass term

>> No.8823704
File: 94 KB, 1080x1104, Screenshot_20220418-172904.jpg [View same] [iqdb] [saucenao] [google]
8823704

Hexkino

>> No.8823706
File: 36 KB, 830x508, 1582376367975.jpg [View same] [iqdb] [saucenao] [google]
8823706

>>8823695
Sure.
https://mega.nz/file/OeQjgbKY#buPxRu0c5RwMPZo68DTm_wYqmUJGjU71pFlIExSVlpY

>> No.8823710

>>8823706
Thanks!

>> No.8823712

>>8823695
It's probably completely normal content, and they are only replacing it because the contributor posted a big Z on twitter.

>> No.8823724

>>8823695
>creation and creator are inseparable
>once author commits a wrongthink, all their creations must be purged

Lets eliminate all of Lovecrafts contributions too then. Quake included.
I'm always baffled and astonished ad this kind of double standards.

>> No.8823725
File: 95 KB, 2221x472, image.png [View same] [iqdb] [saucenao] [google]
8823725

>> No.8823729

>>8823710
hope you can find what's missing, I'm interested as well

>> No.8823746

>>8823712
but who was it and what have they done?
nothing really is specified too
>>8823724
he died long ago and his stuff is public domain
but people ignore both the mental illness and economic factors or how he got less racist over time
he probably has more in common with internet "incels" or depressed autists on the internet than jk rowling
if he existed today, he might as well end up having what you call "troll's remorse", so no need for "hatsune miku made cthulhu"

>> No.8823749

>>8823746
>he got less racist over time
Never knew about this, anywhere I can read up on this? Just curious cus of all the memes there are out there about Lovecraft being racist and also cus I've never read up on him much

>> No.8823751

>>8823695
it's Emma essex map.
it got replaced.

>> No.8823752

>>8823695
>disabled replies
fag

>> No.8823765

>>8823751
Was it any good?

>> No.8823775

>>8823751
which one was that?

>> No.8823776

>>8823749
wikipedia even mentions lovecraft initially supporting hitler because he thought he was just preserving german culture until he saw him kill jews
he also seemingly supported roosevelt and married a jewish women
it seems most of his views on race or politics have to do more with "culture preservation" and he didn't hold up all whites in high regard, at least the british
then again, i recall him being afraid of shit like penguins or something
>>8823751
what, is this lapfox? same guy who did that one shark girl character?
i thought people knew about this already

>> No.8823783

>>8823746
>but who was it and what have they done?
Emma Essex. As far as why? Probably the fact that she's a furry.

>> No.8823789

>>8823765
>>8823775
it depends if you liked "Time Tripper" aka what the map is making reference to.
>>8823776
Dude that contributed also to some other projects, including also Ultimate twango.

>> No.8823812

>>8823751
>googled who tf is it
Welp. It's not like Renard was even remotely sane, like ever, but at least his old music was really good sometimes.

>> No.8823852

>>8823712
I don't know man, the reason Term had a fit and left the general ZDoom community was because he was continuously sexually harassed by someone and mods refused to do anything about it.
There's at the very least one sex pest around those parts, but probably a couple more.

>> No.8823871

>>8823852
>continuously sexually harassed
How did I never hear about this?. Guess I'm really gonna miss the dude.

>> No.8823890

>>8823812
His magnum opus: https://www.youtube.com/watch?v=5JN2blqeUOQ

>> No.8823905

>>8823776
>Same guy who did that one shark girl character
>tfw I've been brainstorming a gameplay mod where you play as a shark girl for over a year
Welp. Guess I can't do that anymore.

>> No.8823906

>>8823905
Nha, do it anyway, who's going to stop ya?

>> No.8823917

>>8823906
Only my worst enemy: my zero knowledge skills in ZScript.
That and I can't art for shit, and -- lapfox's controversy considered -- branching out to a furry artist seems like a bad idea for me.

>> No.8823919

>>8823905
Do it. We don't give a fuck what you're into as long as the content you put out is decent.

>> No.8823929

>>8823917
for the first: do decorate instead and acs
Draw your shit instead, it makes it feel more worth it.

>> No.8823952

>>8823929
>>8823919
I'll try to start learning Decorate + ACS in the Summer when I'm not being slammed by ridiculous college work. As for art, I feel like the one thing filtering me from that is the fact I don't have a drawing tablet, and I'd rather not use a mouse; I do have an iPad w/ pencil, so maybe I can rig that up as one somehow.

>> No.8823953

>>8822291
>Samsara's Eradicator enemies
The link seems to be dead,is there any alternate link? does it require samsara classes as well?

>> No.8824054

>>8823463
One wad I played kept dangling a desperately needed rocket launcher, but each time you went to get it a door would slam shut or the floor would zip down and make it inaccessible. It was gay and frustrating but in a funny way.

>> No.8824068

I had an idea for a megawad where you're like, the last demon in hell and have to stop an invasion from earth and fight soldiers and warmachines. Doom's plot but in reverse.

I'm 100% sure this isn't an original idea is there any such attempt at this concept made already?

>> No.8824073

>>8823905
all i know is that his oc was like one of the earliest shark girls but even then, i don't think he "owns" the genre in the same way games workship wants to own the term "space marine"
but nothing is stopping you from making a doom mod with a shark girl
or any other furry or scalie girl
or an orc girl
or a goblin girl
or a ghost girl
or a zombie girl
or a vampire girl
or an oni girl
or a demon girl
or an angel girl
or a robot girl
or a plant girl
or a clown girl
or even cunny uooooohhhh

>> No.8824075

>>8824068
There are a few "play as the demon" mods but I don't recall any of them having you fight humans.

>> No.8824114

>>8824073
You wanna know something more weird,
No bunny girl mod, where you play as daisygal with your pet human doom.

>> No.8824136
File: 4 KB, 177x586, daisydeletethis.png [View same] [iqdb] [saucenao] [google]
8824136

>>8824114
I really should finish this, I cannibalized it for my HDest skin, and what I did towards that could easily be repurposed.

>> No.8824143

>>8824068
There's been a few attempts but they've all been gameplay mods/enemy replacers/small gimmick mapsets. I don't think anyone's actually done the Hell->Techbase idea with an entire mapset + new resources

>> No.8824182

>>8823751
>Emma Essex
Huh. I don't get what was so controversial about this person that warranted replacing a map they made.

>> No.8824202

What was the doom wad that created the ">you aren't a medikit" screencap
i want to play it myself.

>> No.8824208

>>8823712
>posted a big Z on twitter
All this hate over some Zoom-Platform support... smdh...

>> No.8824216

Is there any wads that are like hexen but with rpg elements such as levelling up

>> No.8824223

>>8824216
Wrath of Chronos
Simple hexen rpg

>> No.8824227

>>8824216
Heretical Doom

>> No.8824251

>>8823204
>schizokino
Love me some schizokino, where has Anon plays shitwads gone? I really miss his streams

>> No.8824278

Unreal 1998 is pretty bad

>> No.8824295

>>8824068
Doom Rampage Edition, try it out :)

>> No.8824307

>>8824295
Also, since I've got reminded it exists, could we try it out for a SNS?

>> No.8824321

>>8824278
No it isn't you turd.

>> No.8824345

>>8824321
It's barely better than a shovelware shooter like Red Faction 1

>> No.8824369
File: 109 KB, 701x568, 1650311313636.jpg [View same] [iqdb] [saucenao] [google]
8824369

anybody got the Half-Life and the Doom punching boomer pictures?

>> No.8824386

>>8824345
>shovelware shooter like Red Faction 1
u fockin wot mate?

>> No.8824390

>>8824386
Went too hard.
Exposed himself for the shitter he is.

>> No.8824440

>>8824068
That sounds really cool. You could have all the weapons replaced with the those of the demons maybe, like imp and baron fireballs and the mancubus fireball launchers.

>> No.8824446

>>8824251
Working on his coomer TC + other IRL things

>> No.8824448

>>8823695
>>8823751
didnt the Lapfox tittygrab thing happen like 6 years ago?

>> No.8824483

>>8823871
He didn't stop making Doom stuff I think, he just avoids the ZDoom forums and Discords like the plague.

>> No.8824495

>>8823751
But for what?

>> No.8824613

>>8823783
That can't be it, there's lots of those on ZDF.

>> No.8824623

Holy shit, Ribbiks wads on HMP are so much fun.
They tick all the boxes for me, they are in my skill ceiling, they are casual enough for me to play saveless pistol start without attempting hundreds of times the same maps while also being difficult enough to allow some skill development.
That Swim With The Whales MAP02 starting area is the best type of mean trap.
Also, some of his more "obscure" stuff really makes me believe that he's more of a Nicolas Monti fan than he lets on.

>> No.8824626

>>8823226
>coloured lighting on Q1
Heres~OVL!
I opt to mainly use QSs cause the VR testmap player in Mk5 (and majority of open-area maps in other mods desu) tends to run @ single-digit FPS on my shitty toaster of a netbook, is vkQ a more demanding sourceport compared to QS(s)?

>> No.8824679
File: 26 KB, 515x447, 195221ef3b492e8a12e110afee47501c.png [View same] [iqdb] [saucenao] [google]
8824679

>>8823783
>>8823776
>Emma Essex
>JohnFreemanJohnFreeman.mp3
>sharktits
So many differing feels…

>> No.8824683

>>8824626
Ironwail is the fastest Quake fork by far, but it only supports what vanilla Quakespasm does (so no custom HUDs & no fancy particles).

>> No.8824696

>>8822172
Only Doom 2 would benefit. Doom 1 has perfectly balanced hitscan enemies.

>> No.8824747

>>8824386
Not that guy but I wouldn't rank Red Faction very high up there in terms of quality. When's the last time you played it? Because the geo mod thing is discarded shortly after the start of the game in favor of corridor shooting, there's that whole shitty stealth thing and then the game really takes it in the ass towards the end where you're mainly fighting those bastard railgunners that can one to two shot you through walls.

I had fond memories of the game too but I regretted revisiting it.

>> No.8824750

>>8824075
Yeah, there's the Hearts of Demons mods, and enemy packs like Doomless(?).

>>8823905
When you say shark girl, what's the human to shark ratio?

>> No.8824753

>>8824747
Played it a few years ago... Shit maybe 6-7 years or so now actually.
I remember it being rough in some areas, but it's not shovelware.

>> No.8824764

>>8824750
>When you say shark girl, what's the human to shark ratio?
Human body, shark tooth vagina.

>> No.8824774

>>8823905
Just do it better than him.

>> No.8824793

>>8823905
What kind of shark girl?
Does she have a canine snout and elf ears or will you make her head seem more "fishy"?

>> No.8824821

>>8824208
PLAY BOOM PORTS
FUCK ZDOOM
REEEEEEEEE

>> No.8824835

>>8824821
but i want to use mods

>> No.8824840

>>8824835
CANCELED

>> No.8824942

>source ports
you didn't beat the game

>> No.8824946
File: 31 KB, 663x618, 37f.png [View same] [iqdb] [saucenao] [google]
8824946

>>8824369

>> No.8824948

>>8824683
But will the VR custom hud and sniper-zoom work in it?

>> No.8824950
File: 30 KB, 661x623, 649.png [View same] [iqdb] [saucenao] [google]
8824950

>>8824946

>> No.8824958

>>8824948
I already told you it won't. vkQuake 1.13+ does support both and it's still quite a bit faster than QS. Older vkQuake did not support the meme zoom

>> No.8824967

>>8824750
>human to shark ratio
Probably the same as the human to dragon ratio as Cygnis from Guncaster. Still debating whether or not she should have hair or not.
>>8824793
>canine snout and elf ears
Yeah no. I also want to say that that design trope sucks and is a result of furfags being incapable of drawing anything other than neon wolf #1,641,738

If anything, the whole mod's inspired by Guncaster, Lt. Typhon, and High Noon Drifter. More so on that last one after I decided to do a run with it with the Hell on Earth Starter Pack, but instead of playing through it normally, I gave myself the Mask of Basilissa right at the start and toggled infinite Basilissa summon; going through the entire megawad as The Waifu(tm). It was actually pretty damn fun, especially that map where you and a hundred marines storm that castle before Chapter 3, shit made me feel like a god.

Like imagine being some fucking random soldier about to die, only to be saved by some 8+' tall heroine who might as well be one of the things you're fighting.
THAT'S the feel I'm going for here.
>>8824774
Best idea I've heard today.

>> No.8824986

>>8824967
By the way, why the hell does Aseprite cost more than probably some of the games made with it?

>> No.8825003

>>8824986
I got it on sale, but you can check out Libresprite. It's based on an older version of Aseprite, but still pretty good, I've heard.

>> No.8825019

>>8824942
Which source port? If you're using chocolate doom I'd say you have.

>> No.8825025

>>8825003
>Libresprite
good to know about

>> No.8825031

>>8825003
Huh, neat. I'm gonna check that out then.

>> No.8825048

>>8825019
anything that's not the DOS version

>> No.8825065

>>8825048
>DOS
you mean NeXTSTEP, right?

>> No.8825103

If you want to meme about this, controller choice has much more of an impact than source port IMO. If you used anything other than keyboard, you didn't beat the game

>> No.8825123

>>8825103
mouse only or bust

>> No.8825156

>>8824942
>anything other than the original id PCs running NeXTSTEP
you didn't beat the game

>> No.8825163

What's a role of Space Seal in the reincarnation? I still don't get what his gameplay point is.

>> No.8825167

>>8825103
>>8825123
>not using the Wingman Warrior's 360 degrees of pure killing power.

>> No.8825196

What's the best source port for Shadow Warrior?

>> No.8825205

>>8825196
raze or voidsw

>> No.8825214
File: 1.45 MB, 1440x810, Swexe.png [View same] [iqdb] [saucenao] [google]
8825214

>>8825196
Raze is my favorite.

>> No.8825217

>>8823216
Hey dude, just a heads up since I recently also got back into Quake, but the older Halloween Jams(not sure if newer one as well) for some reason are missing out all the necessary particle effects for the guns and enemies and you'll get errors within the console saying "this tr_blablabla effect should be precached in spawn". You need to get the effectinfo.txt from Arcane Dimensions 1.7 and the particles folder. Also, if you see a map by a guy named ing or inging, skip out on it until the end. That guy deliberately turns off shotgun projectiles in his map and you need to either manually turn them on via console commands(using an autoexec and binding a key to refresh temp1 and saved1-4 values works fine) or restart the game.

>> No.8825238

Shadow Warrior is actually a gorgeous game at times.

The level design is amazing. My only complaint is the massive explosive splash damage

>> No.8825242

occasional /doom/ lurker here, wtf happened to torment?? is there any other quake releases to look forward to? quakespasm is collecting cobwebs on my desktop waiting for this shit to drop

>> No.8825250

>>8825163
What's the role of half of the fucking characters? The developers sure as shit don't know, they just want to add characters for the sake of adding characters with zero focus on anything else.
Captcha: WHAXT

>> No.8825263

>>8822362
I will play this, thank you

>> No.8825279

>>8824386
>>8824321
I take it back
I didn't know the character skins had different attributes and was walking around as an overweight 8ft tall alien. Can actually dodge stuff using normal speed human characters.
>>8824747
>>8824753
Red Faction is frustrating because the tech is really really cool but the actual FPS gameplay is awful and definitely some mid-2000s shovelware

>> No.8825304

>>8825214
seconded
good PiP performance and headbob remover are my favourite parts

>> No.8825329

>>8825242
don't know what Torment is, I assume you mean Tremor.
anyway, same answer as with Mjolnir, Dwell2, Wrath, Ion Fury DLC, Dusk SDK and 94 Protons: fuckers have no work ethic, done: never.

>> No.8825330

>>8825238
my biggest complaint is the way hitscanners are implemented (no warmup and a lot in open areas so you end up getting hit) and the hit detection for the sword is super precise so it can be hard to do cool attacks

>> No.8825357

>>8825329
>tremor
yeah, thanks. where are the fucking boomers man they'd have this shit done months ago, all they do now is do shitty jam projects. fucking trannies man god damn. i wasn't even following the other ones, what a bum wrap. is there anything interesting you've played recently?

>> No.8825375

>>8825329
You know, I feel like most of the 94 Protons memery could've been prevented if chop just said "It's not ready yet, start something else while I work" instead of leaving everyone anticipating something that would end up taking months.

>> No.8825393

>>8823746
>His stuff is public domain
So? Whatever this guy worked on could be disclaimed by himself. I don't know how the modding community operates, but you have no ownership of what you make for a company, so you can get fired for having bad ideas while they can keep your stuff in good conscience.

>> No.8825397

>>8825357
define "recently". there's a new official episode, for one.
Punishment Due might be my last year's fav.
Alkaline is the big recent release, but you don't need me to find it.
idk, the only other recent map that really stands out in my memory is Pinchy's map from Blue Monday Jam, but that's even older than the Kex rerelease.

>>8825375
I'm fucking around (like I'm one to talk), but wasn't the idea for 94p+ thrown around before HFFM even?

>> No.8825398
File: 311 KB, 500x999, file.png [View same] [iqdb] [saucenao] [google]
8825398

what's so bad that he couldn't talk about those holes? what did he mean by this?

>> No.8825407

>>8825397
It was, and Repugnus planned to start it himself in January of 2021. He said it on an FNF. Then he decided to delay it once HFFM started because he wanted to see what NMN3anon would pull off.

>> No.8825413

>>8825397
>define "recently"
anything post violent rumble, already played the rest

>> No.8825416

>>8825398
Do you talk about genitals in polite company? Like would you talk about big sweaty orifices around your grandma?

>> No.8825419

>>8825398
Twitter is a Christian site.

>> No.8825421

>>8825398
Probably just being funny
I'm pretty sure they've been confirmed anii elsewhere

>> No.8825448

>>8825279
>and definitely some mid-2000s shovelware
Fuck dude, I guess words don't mean anything anymore. Alright then.
As spee doo da dyum ben duddle fug

>> No.8825460

>>8825413
not much, in that case. jump jam and Oozing Blasphemy are alright, that's about it.

>> No.8825468

>>8825460
fuark arredy pray dat shit
oozing blasphemy was good thoguh

>> No.8825556

Is CHEX QUEST actually worth playing today? Or is it something that's just "kept alive" for the lulz?

>> No.8825561

>>8825556
It's a cute novelty. There's nothing it does that Doom doesn't do better, but there's worse ways to spend an hour or two.

>> No.8825610

>>8821192
baka desu

>> No.8825612

>>8825561
>>8825556
>tfw no authentic chex quest disc from a cereal box because I was either fresh out of or still in the womb
>tfw haven't had chex cereal in forever, just the chip variant
why you gotta do this to me, now I'm hungry

>> No.8825614

>>8825556
It's just boring.

>> No.8825618

>>8825556
playing chex quest sim
>look for a download for free wad
>download wad
>launch wad
>new game
>beat first level
>ok
>idkfa
>neat bfg reskin
>blast through second level
>meh
>quit game
save yourself the time, there's a reason it's a cereal game

>> No.8825623

>>8825556
It's mediocre at best. I don't remember there being any hit scanners, maybe 1 projectile shooting enemy, and all of them are slow moving blobs.

>> No.8825635

>>8825618
>>8825556
Why wouldn't you wanna play Chex Quest? It's the only game where you get to be a literal serial killer.

>> No.8825640

>>8825556
It's a cereal surprise game aimed at 5 year olds, it's remembered for being surprisingly competent compared to other brand tie-in games of the time, but that's because it's just Doom reskinned

>> No.8825649

>>8825618
Wait. You played one level, used the give all cheat and then dropped it? That's no different if you did it with any .WAD then.
I'm not saying Chex Quest is amazing or anything, but playing the first level and then proceeding to cheat and get bored with it is a pretty shitty move.

>> No.8825670
File: 155 KB, 320x200, Thumbsup.png [View same] [iqdb] [saucenao] [google]
8825670

>>8825556
It's alright, honestly. Played through the original first two games as well as all three episodes of Chex Quest 3 a few years ago for the first time and I enjoyed it a fair amount. It's not bad for a free kid-friendly Doom reskin. Each episode only has 5 maps so it won't take you too long to play through the whole thing. Music isn't spectacular or anything but not bad, I especially like this track: https://www.youtube.com/watch?v=j65dwIhysbE
Someone also made a remix of it which I like quite a bit: https://www.youtube.com/watch?v=Fgk3379nRrU

>> No.8825696

>>8825649
not at all. the only reason you ever use idkfa is if you want to move on with your life from a bs level, or the wad sucks ass and you just want to check out the weapon reskins. if it was interesting i would've played through it, but it fucking blows lol

>> No.8825712

>>8825696
kino artwork though

>> No.8825793

>>8825448
just replace it with "forgetful", "bad", "poorly designed" or whatever if it upsets you that much

>> No.8825871
File: 387 KB, 640x308, 94protonsnever.webm [View same] [iqdb] [saucenao] [google]
8825871

>>8825329

>> No.8825882
File: 393 KB, 1920x1080, Screenshot_Doom_20220418_192511.jpg [View same] [iqdb] [saucenao] [google]
8825882

Is there anyway to fix these brutal doom enhancement things on current GZDoom, or do I really have to play it with old, jank 2.x ?

inb4 >brutal doom

>> No.8825889

>>8825882
>inb4 >brutal doom
>filtered

>> No.8825902

>>8825882
You wouldn't have to go that far back. The 3.0s would probably work.

>> No.8825910

>>8825871
Hey Chopblock, that bullet wouldn't happen to have the texture pack in it, would it?

>> No.8825935

>>8825910
No, because I left that at your mom's house.

>> No.8825938

>>8825882
I thought there was an option to turn off the map enhancements, unless he took it out for some reason

>> No.8825940

>>8825882
>inb4 >brutal doom
please go back /r/doom or doomworld
i don't even know where to go if this place gets overrun

>> No.8825947

Drutal Boom or PB?

>> No.8825950

>>8825935
Why can't I find it anywhere?

>> No.8825960

>>8825902
I just bisected it, and 3.1.0 is the latest that still works. It's still ancient and jank.

>>8825938
Yeah, but I actually kind of like them.

>>8825889
>>8825940
You guys are such crybabies.
I like playing brutal doom like once every year or so for like an hour in maps that I've already played a million times and you still lose your minds over it.

I'm sorry that I'm having fun

>> No.8825967

I started playing Blade of Agony. It's fucking really great. It reminds me of Stronghold which I liked alot.

Anyways doing any search on it brings up forum wars about deadnaming trannies and a part of episode 3 killing holocaust zombies being another literal Shoah and the lead designer is a literal Hitler or someshit.

Anyways, I read another travesty was that Greta Grosse's tits flop out during the death animation but I can't find it. Anyone have it?

>> No.8825970

>>8825960
>I like playing brutal doom
Fine.
>I use settings that smear all the pixel art with vaseline.
Not fine.

>> No.8825990

>>8825967
Did you have any logic problems with Overlord (C1M3, I think)? I got lost for a while looking for the last 88 because they said "don't go on the beach" and I believed them.

>> No.8826003
File: 333 KB, 1080x1920, Screenshot_Doom_20220418_214229.jpg [View same] [iqdb] [saucenao] [google]
8826003

3.1.0 only wants to go fullscreen on my secondary monitor which is in portrait and I can't figure out how to fix it.
I couldn't find anything in the ini, I tried swapping which port my monitors are connected to, and even rearranging the position of the displays in windows.

This is so fucking insane and retarded, why is it doing this?

>> No.8826006

>>8826003
nevermind, I found it in the ini
>vid_adapter

>> No.8826023

>>8822119
I do 'hey not too rough' routinely because custom wads anymore especially vanilla, UV and HMP are still made for ultra-sweaty Gen-X guys who have been dooming for 30 years and can mindlessly solo a revenant with a pistol.

OG game was meant for everyone. Your gay aunt can play. UV in the original game meant you have basic skill anyone like 20 years later is presumed to have.

>> No.8826037

>>8825103
If anything it's harder with a controller. So they beat the game even more.

>> No.8826038

>>8825990
No. You definitely have to go on the beach there is a gun bunker waay up north and you gotta clear a few machine-gun nests. You just can't get close to the water.

It looks like a death trap but not bad, just stay as far away from the water as you can and use the #5 rifle weapon to snipe until you get to the bunker.

Bunker has crazy scary sound effects but just shoot them, it's a dead-end and it's otherwise empty.

>> No.8826040

just finished playing Heartland after taking a couple year break from playing doom. it's so fucking good

>> No.8826057

>>8826040
How many year break?

>> No.8826060

>>8826003
>not playing the whole game in portrait like you're a zoomer recording shit on your phone

>> No.8826071

>>8825950
You really, really dont want to know where he left it.

>> No.8826080

>>8825793
Not him, but it's indeed stupid to drain words and phrases of their meaning. It's obviously not shovelware.

>> No.8826096

>>8822119
I play Doom exclusively on Hurt Me Plenty, do whatever works for you

>> No.8826169

>>8822119
>every map creator trying to one up plutonia and they flesh consumed
The reason I'd say thats the case is because Doom 2 on UV generally isn't all that hard once you get a hang of the basics, so many mappers have decided that such gameplay does not fit the definition of "hard" mode anymore.

>> No.8826217
File: 2.99 MB, 320x240, Valiant_map03.webm [View same] [iqdb] [saucenao] [google]
8826217

I'm trying to fit a whole map into a webm.

>> No.8826220

>>8826060
That would unironically fit with GZDoom mods with freelook, bullet tracers etc.
Maybe use a phonk playlist for zoom zoom simulator.

>> No.8826380
File: 339 KB, 1920x1080, doom10.png [View same] [iqdb] [saucenao] [google]
8826380

he poop

>> No.8826382

>>8824986
You can compile it yourself for free though.
>Now you can still download its source code, compile it, and use it for your personal purposes. You can make commercial art/assets with it too. The only restriction in Aseprite EULA is that you cannot redistribute Aseprite to third parties.
https://www.aseprite.org/faq/#if-aseprite-source-code-is-available-how-is-that-you-are-selling-it
>>8825003
Heard so too. Specifically, from here. Still need to try it out, damn it.

>> No.8826384

>>8824958
Ill try comparing both vkQ and FTE once back home and stick with the better performing one I guess

>> No.8826407

>>8826220
That and add a touchscreen button overlay for maximum zoom experience

>>8825635
Underrated

>> No.8826420

>>8826057
A couple

>> No.8826428
File: 2.89 MB, 853x480, quake for ants.webm [View same] [iqdb] [saucenao] [google]
8826428

Ironbolt anon, still around?
I've run some tests, with interesting results (or maybe boring and expected idk). two comparable PCs: a 6-core intel, and a 6(12)-core amd. all tests on skill 2. "idle" = starting position, "alerted" = with a quad spent crowd surfing over one half of the map.
>IW/amd: 80 fps idle, 8-15 fps alerted
>IW/intel: 12 fps idle, 5 fps alerted
>FTE/amd: 25 fps idle, 1 fps alerted
>FTE/intel: 90 fps idle, 10-20 fps alerted
>FTE/intel, r_dynamic 0: 10-50 fps alerted
I'm definitely not getting anywhere near 300fps, idle or not. >>8798123 how's the weather in supercomputer-land, Mr.Carmack? for me both engines max out one core on intel, but only fte manages to do this on amd.
so what gives? did I miss some cvar, and why opposite results between CPUs?

>> No.8826436
File: 7 KB, 128x128, teamrd1.png [View same] [iqdb] [saucenao] [google]
8826436

>>8826428
https://mega.nz/file/YHByHagD#N8vKfR5iMLKNCsKDzcf4KHmg8mnQWEc125z4ePyuicc
here's the updated map with split spawns and more reliable exit counters. had to remove the gugs though, couldn't handle that much quake.
on skill 1 it's now possible to record protocol 666 demos and play them back in regular QS. I've made a couple of attempts at recording a vkQuake-compatible demo in FTE, but gave up. some cvars seem to suggest that it's possible, but it's the usual FTE config maze.
if you think this is as good as we're going to get, and don't mind me including your engine tweaks, I'm eventually posting this to quaddicted.

>> No.8826497

It's not funny anymore. I demand the release of the Ion Fury and Amid Evil expansions immediately

>> No.8826516

>>8826428
I am manually hearing the SMW trampoline sound in this

>> No.8826543

>>8825357
I hate to break it to you but the people who partcipate in the jams are different that the ones working on Tremor. Also if you're craving for a vanilla experience so much then there are countless 90s and early 00s maps on Quaddicted for you to play

>> No.8826573
File: 666 KB, 3840x2160, qarmor.jpg [View same] [iqdb] [saucenao] [google]
8826573

>map forces you to pick up inferior armor to proceed
Never do this is you make a Quake map.

>> No.8826578

>>8826573
It's horribly counter-intuitive. It's even worse when there are messages pointing it out too. It's like the author never even played the game.

>> No.8826651

>>8824958
>>8823226
>vkQuake supports Q2
>no Xatrix/Rogue missionpack compatibility
What's even the point then?

>> No.8826656

>>8825556
Its a bit too kid friendly, even on "UV", which can make it really boring, only part 3 is in some moments at Doom 1 HNTR level, everything else is just too easy. The level design(especially in part 2 and 3) is suberb though and feels a bit build-like because it imitates real life buildings, very nice visuals - it just feels much more competent than other commercial addons and PWADS of that era, but as I said before, its just not much of a challenge
Since I already completed it vanilla if I were to do it again I'd slap some wacky mods on top of it for better replay value and for it to actually pose any challenge, I recommend you to do the same
https://twitter.com/i/status/1481863298102730752

>> No.8826682 [DELETED] 
File: 58 KB, 250x187, image.png [View same] [iqdb] [saucenao] [google]
8826682

I think the "Russian Overkill" mod for Doom should be banned everywhere due to the war in Ukraine. Do you agree with me?

>> No.8826703 [DELETED] 

>>8826682
Fuck off, kys, back to /v/, leave that shit out of here, reported, etc.

>> No.8826749
File: 232 KB, 640x480, doom146.png [View same] [iqdb] [saucenao] [google]
8826749

My eyes hurt but it's aesthetic as fuck

>> No.8826832

>>8826573
This room has extremely large Serious Sam energy.

>> No.8826896

>>8826380
megashit

>> No.8826946
File: 1.77 MB, 640x360, FUCK YOU FAGGOT.webm [View same] [iqdb] [saucenao] [google]
8826946

>> No.8826956

>>8826946
Someone already said this few months ago when this webm was posted: This would actually be an amazing enemy if the revenant was given a distinct look and you could shoot down the minichaingunner

>> No.8826968

>>8826956
>This would actually be an amazing enemy if the revenant was given a distinct look and you could shoot down the minichaingunner
Guys, guys, what about

>a small toy plane with a chaingunner and some kind of Vulcan underneath, like a doomified A-10

>> No.8826978

>>8825214
How did Graf pull off making Raze into what it is now?

>> No.8826980

>>8826968
>>8826956
Basically a pain elemental that shoots hit scanning lost souls? Fun, that’s coming full circle considering they used to have hitscan attacks for the alpha.

>> No.8826984

>>8826978
Dunno but it’s nice, I like that it has the “aim assist hitscan only” option from eduke for Shadow Warrior, but I’m still holding out for Blood to get GDX’s difficulty options.

>> No.8826986

>>8826978
Build chads don't constantly REEEEEE autistically over hurr durr why dosent work with burl dom and hurr durr muh accuracy

>> No.8826994

>>8826986
Most don’t have a popular BD equivalent, and the ports are pretty accurate.

>> No.8827087

https://www.youtube.com/watch?v=wQinGYayJGg
Eggplant's doing UV-Max speedrun of all(I think) 2048 units of /vr/ maps, judging by the most recent one he ironed out music being too silent

>> No.8827121

>>8826428
Oh shit, yeah I just tested on Intel and it shits the bed. This is strange because even a mobile Zen2 with 4MB of cache runs "ok".
I run it under a profiler and all of the time is spent on SV_ClipToLinks, basically entity-to-entity collision, quadratic cost (so 4444 is sort-of-OK, 6666 not so much).
This was already accelerated by doing binary subdivions of the level bounds by AREA_DEPTH (originally 7). I tested all values 4-15 on Intel and 10 seems to work best, AMD also likes it. I also limited the server tics to 11 Hz (from 72). It kind of works OK now on Intel, server tics still take 60ms (oof) but a lot of frames are squeezed in-between (jittery as fuck).
https://files.catbox.moe/dk0rj3.7z
>>8826436
>recording a vkQuake-compatible demo in FTE
This would require turning off all FTE client extensions except PEXT2_REPLACEMENTDELTAS and PEXT2_PREDINFO, or just use NQ protocol if that even works?
Actually wait a second, I have an idea.

>> No.8827134
File: 172 KB, 2000x1153, e8e63e751dee57602d7058c5ab649669dd8d19905ed899859a0e6a2d24d02253.jpg [View same] [iqdb] [saucenao] [google]
8827134

Doom Eternal has this design for a plasma themed Revenant, i wonder if some mods made this into an actual variant
The only mod i know has a sort of plasma Rev enemy type is Colorful Hell

>> No.8827157

>>8826946
>>8826956
>This would actually be an amazing enemy if the revenant was given a distinct look
>>8826968
>a small toy plane with a chaingunner and some kind of Vulcan underneath, like a doomified A-10
Give the revenant olive green armor and a pilot's helmet. Bam, secret level enemy for 94 Protons, just like the Pumpkin marines in Ad Mortem. Please don't actually do this it's taking long enough already.

>> No.8827172

>>8825279
>I didn't know the character skins had different attributes and was walking around as an overweight 8ft tall alien.
I don't remember them having different attributes. The original release just had humans, because that's the plot. Gold let you play as a hybrid skaarj which I thought was just the same as a human, play wise. But it's been a while and I almost never picked him.

In ut99 goty you can play as a nali cow.

>> No.8827185
File: 571 KB, 1024x768, ashes 2063.png [View same] [iqdb] [saucenao] [google]
8827185

So what is /vr/'s stance on Ashes 2063?

>> No.8827187

>>8826968
>>8827157
Is it possible to pull off with MBF21?

>> No.8827193

>>8827185
It's universally liked apart from the odd Boom autist reeeing about muh gee zee doom
But thanks for reminding me of continuing Afterglow.

>> No.8827196
File: 2 KB, 300x300, Nova_Skeleton_-_01.png [View same] [iqdb] [saucenao] [google]
8827196

>>8827134
I always dreamed of porting the beam/nova skeleton from Castlevania into a revenant variant: one way would be a very long winded single railgun/archvile blast(railgun only in zdoom I guess) - what would set him apart from archie is lack of ressurection, revenant movespeed, lower health, shorter windup than archie and less dmg probably.
The other way would be to give him a very low painchance slow windup into a heretic dragon claw tome of power attack barrage that would last for a couple of seconds

>> No.8827204

>>8827196
There's railgun revs in some enemy mods already. They're pretty devastating actually since it seems they're hitscan.

>> No.8827205

>>8827187
There's some weird limit with shootable revenant tracers in vanilla, where they can't have any more than one hit point, otherwise shooting them changes the player to the missile's origin and they phase right through you. You might be able to avoid this by using a different homing method available in MBF21/DEHEXTRA, like King Boner's rockets, but I'm not sure.

>> No.8827225 [DELETED] 
File: 194 KB, 945x856, Screenshot_20211231-234726_1.jpg [View same] [iqdb] [saucenao] [google]
8827225

Blood is a bad game. It's fundamentally broken with it's hitscan enemies.

Blood apologists even admit the only way to play the game is to literally learn the placement of every enemy on the map.

>> No.8827229 [DELETED] 

>>8827225
>suck at game
>say it's bad
Why are you people like this?

>> No.8827230

>>8827204
>They're pretty devastating actually since it seems they're hitscan
Problem with enemy mods is they're not really suited for every map you play, if you had an enemy mod or enemies you made yourself(like we had in Ad Mortem) and then made maps with them in mind, you could achieve some pleasant inventive maps

>> No.8827247
File: 605 KB, 2560x1440, IMG_20220419_181444_033.jpg [View same] [iqdb] [saucenao] [google]
8827247

>>8826428
>>8826436
>>8827121
Since the problem is the server (not the renderer) and Quake more or less can handle servers running at 10 Hz, and the FTE protocol supports this map (unlike Ironbolt which can't really network), you can run the server on a separate process:
vkQuake(-area10) -quoth -game bolts -dedicated 1 +sys_ticrate 0.09 +skill 2 +map bolts
and then
vkQuake -quoth -game bolts +connect localhost
In vkQuake AREA_DEPTH is 4 so it chokes on Intel like a bitch, so I made a build with it set to 10 (technically only the server needs this): https://files.catbox.moe/xjixr0.7z
This allows you to play at hundreds of FPS (mostly) judder-free as long as the server manages to hit 10 Hz. I think some effects and sounds do go missing though.

>> No.8827250 [DELETED] 

>>8827229
The game sucks more like. I literally just beat Shadow Warrior (which has amazing combat) and I come back to this piece of shit with it's awful cultists.

Absolute shit game. Cope.

>> No.8827253 [DELETED] 

>>8827225
You are a stupid bitch. Blood's hitscanners are basically the only enemies that keep the game playable. Everything else struggles to even function, let alone pose a threat.

>> No.8827258 [DELETED] 

>>8827253
Sounds like a bad game to me. Where the enemies are so bad they had to overcompensate with hitscanners that take 1/4 of your health the frame they come on screen.

>> No.8827260 [DELETED] 

>>8827225
>Blood apologists even admit
Don't they usually say how jumping and crouching mitigates the cultists gunfire?
>>8827250
>Cope
Ah nevermind, you're not arguing in good faith
>>>/v/

>> No.8827262 [DELETED] 

>>8827260
That's a urban myth that people say. It has no real effect.

>> No.8827264 [DELETED] 

>>8827258
Go back to /v/.

>> No.8827287 [DELETED] 

>>8827258
Yes, Blood is a bad game because everything that isn't a cultist sucks. Cultists are fun to fight and actually threatening and the game's arsenal gives you interesting options to handle them without taking damage. That's the fun of Blood, blowing up the silly marinara men with dynamite and napalm and watching them go flying into the sky, or hosing them down with two tommy guns, or setting them on fire and watching them burn. Nobody thinks it's any fun to kite helplessly slow fishmen around in circles, or to wait for a gargoyle to stop being completely retarded and actually attack the player instead of flying around aimlessly, or to effortlessly clean up swarms of tiny vermin monster #7.

>> No.8827320
File: 61 KB, 488x480, Plug1.jpg [View same] [iqdb] [saucenao] [google]
8827320

Good Doom 2 vanilla megawad recommends? I've played most classics but maybe I've missed some.

>> No.8827321
File: 996 KB, 1920x1080, Screenshot_Doom_20220206_184126.png [View same] [iqdb] [saucenao] [google]
8827321

>>8827185
It's great. I would say it's on a commercial project tier. Love the little callbacks, also just the right amount of T&A also, feels like a proper game that rolls with a pulpy vibe.

I always defend Ion Fury from people that call it "boring" but I feel like there's a certain "zazz" that is in Ashes 2063 that I'd like to see in Ion Fury as well, a bit more "pulp" vibe ya know ? Also t&a, respectfully.

Also jesus, I finished Redneck Rampage main game not too long ago and I have such mixed feelings about it. I like the silly "deep south" vibe they go pretty hard in on but some of the 'puzzles' and key hunts are "are you fucking kidding me???" tier even compared to other build shooters. Usually I think ecelebs are gay retards but I felt really vindicated watching Civvie11's vid of RR main game and having him tear into the same exact things I was frustrated with, like the keys and the doors they open feeling very unnatural and that AWFUL sewer level.
Here's to hoping that Redneck Rampage Rides Again is a bit better.

>> No.8827332

>>8827320
Doom 2 in Spain Only
Zone 300/400
Anomaly Report
TNT 2: Devilution

>> No.8827335

>>8827121
>>8827247
nice, I'll check it out in about an hour.
but re: FTE demos, I tried sv_demoextensions 0, tried cl_loopbackprotocol fitz, tried sv_protocol_nq 666, tried allow_downloads 0. loopback thingy allowed demos to be played in QS, but then the enemies in Bolts don't get spawned. other commands didn't have much effect (i.e. e1m1 demos wouldn't load in vkQ). I may have tried other things as well, don't remember now.

>> No.8827365
File: 246 KB, 1920x1080, shot030.png [View same] [iqdb] [saucenao] [google]
8827365

>>8823746
>who was it and what have they done?
>nothing really is specified too

In those cases where they don't disclose the reason they know that the general public would likely think the reason is some form of dumb thoughtcrime persecution.

Basically they're afraid that people could agree with the person they're kicking out the door for wrongthink.

>>8827287
Blood is bull shit but it's highly entertaining, visceral and snappy bullshit where the enemies lay waste to you unfairly hard but DAMN it's satisfying to have a good run and just smoothly mow down / blow up those asshole enemies, hear their death cries and watch gibs and blood sputters fly across the damn map.

>> No.8827375

>>8826217
I love this map like you wouldn't believe, bros

>> No.8827376

>>8827321
You're right about RR. I like it, but skip the sewer level.
Kinsie made a mod so the keys were larger and colored iirc. If there were a mod to fix the autoaim that would about do it for me. The other maps have their highs and lows, but nothing terrible really.
Just skip the sewer. It's boring, annoying, and lame.

>> No.8827386

>>8826217
You seem to have succeeded.

>> No.8827398

Where's DLSS library for prboom-rt? I don't see on github page.
Was it removed for some reason? Game works fine without it, but still.

>> No.8827403

>>8826217
>>8827386
>download webm
>load into source port
>can't play the map
Back to the drawing board.

>> No.8827427
File: 671 KB, 1920x1080, Screenshot_Doom_20220206_182717.png [View same] [iqdb] [saucenao] [google]
8827427

>>8827376
I did the entirety of the main game already (on Killbilly btw). I didn't flat out cheat but I had to look up the final bit on youtube. Also I ran into that glitch later in the game that causes one key locked door to just simply not open up. And since I was on Killbilly no cheats. But I got past it because there's a jump that allows you to skip that part of the level so hooray?

I played the first two levels or so of the Redneck Rampage Rides Again and it feels a lot better, new enemy types, the bike is neat and overall it feels like it's playing to the game's strengths... and the second level did that terrible thing where you get the key later in the level and have to backtrack all the way back to the start just so you immediately get another key and artificially extend what could've been a nice breather level.

Oh well, it's still good when it's good but it's weird how Redneck Rampage is like the only Build Shooter to really miss the mark on the key / door issue when all of the other ones do it reasonably well.

Also Ashes 2063 slaps and I want to get Ion Fury Aftershock haha.

>> No.8827430

>>8827258
Shadow Warrior suffers from the same problem. The ninjas are the best enemy. Without them you'd only have:
>Two melee fighters that are easy to bully
>A suicide bomber
>The bomber's ghost that fires a pretty easy to dodge projectile and can be bullied before it spawns
>Chicks with crossbows and sticky bombs, very easy to bully with rockets
>The big ogre fuckers that shoot fireballs
>Bees
>Fish

I'm not counting the bosses that get demoted to more common enemies the further you get in. Shadow Warrior relies on its ninjas as much as Blood relies on its cultists. Hell in some ways Shadow Warrior is even worse about this due to the missile firing ninjas and the Shadow Ninjas that can fire wide rapidly exploding fireballs.
And I say all this when I rank Shadow Warrior as my favorite build game. I fucking love fighting the Ninjas, and I like fighting the cultists.

>> No.8827438

DOSBox/Chocolate bros...
https://www.doomworld.com/forum/topic/52056-i-run-doom-in-dosbox-and-screen-resolution-is-of-poor-quality/?do=findComment&comment=2483113

>> No.8827441 [DELETED] 

>>8827430
The difference is the ninjas don't snipe you the microsecond they appear on screen. They're fair and not broken. Even the invisible nuclear bomb ninja is more fair and balanced than a single brown cultist. Cultists are that bad.

>> No.8827445

>>8827398
earlier engine binaries also got removed. the link that was previously there:
https://github.com/NVIDIA/DLSS/blob/main/lib/Windows_x86_64/rel/nvngx_dlss.dll

>> No.8827462

>>8827441
>The difference is the ninjas don't snipe you the microsecond they appear on screen.
The ones that crouch and take cover do this. They also don’t have a turnspeed you can outrun like the cultists in Blood.
I find it hard you’re having trouble with Blood on Lightly Broiled (i.e. Normal) and below. That’s when cultists get their accuracy gutted.

>> No.8827467 [DELETED] 

>>8827462
The ones that take cover don't take 25 health per shot. And their fire is stammered by ducking in and out of cover.

Shadow Warrior is a good game.
Blood is shit.

>> No.8827486

>>8827225
>blood’s harder difficulties are harder than other build games so it’s bad
Many such cases. If you can’t cope with having to play the lower difficulties just play with GDX or Fresh Supply.

>> No.8827495
File: 384 KB, 1920x1080, Screenshot_Doom_20220127_190054.png [View same] [iqdb] [saucenao] [google]
8827495

>> No.8827507

>>8827185
Very very good. Main theme is a remix of the “Phantasm” theme so it also has the best soundtrack.

>> No.8827512

the real arcane dimensions was the ter shibboleth we made along the way

>> No.8827519

>>8827495
Who's Eli suppose to be?

>> No.8827532

>>8827430
Those are all good enemies besides the bees and fish. Of course enemies are easy to defeat with the rocket launcher.

>> No.8827534

>>8827445
Thank you, just stumbled upon the same link on Serious Sam RT page. Doesn't seem to work though, still no option in the menu. I guess it was removed for a reason after all.

>> No.8827535 [DELETED] 

>>8827519
i think is some Will Smith film.

>> No.8827539

>>8821320
Don't be afraid to use explosives a lot. Your projectile weapons in Duke all kind of suck against everything but basic enemies tbqh.

>> No.8827552

>>8827427
>>8827321
>>8827225
I only dislike Blood for the fact how unlike in Duke3D/SW theres no way to slowly heal-up for free and the completely randomized chance a LifeEssence drops from killed enemies

>> No.8827602 [DELETED] 
File: 2.42 MB, 1200x1587, 1605032219422.jpg [View same] [iqdb] [saucenao] [google]
8827602

I was warned about a ban for giving my honest opinion on a videogame.

What the actual fuck is wrong with the mods on this site?

Fuck you, janny. I'm going to go play a GOOD game called SHADOW WARRIOR

>> No.8827609 [DELETED] 

>>8827602
Because you aren't arguing in good faith. It was obvious and we hope you learned your lesson. But looks like not.

>> No.8827618

>>8827512
Huh? They have nothing to do with each other.
But TerShib was surprisingly enjoyable for a "meme" mod except that broken crusher in shib4 holy shit

>> No.8827638

>>8827185
I still don't understand the differences between difficulty levels in this.

>> No.8827670

>>8827638
Relaxed gives you 25% Damage Resistance, less aggressive enemies, easy spawns, and healing items auto-use when you need them.
Standard is normal spawns, no modifiers.
Arcade is hard spawns and more aggressive enemies.
Survival is normal spawns, but you take double damage, enemies have 75% health, and you get half ammo.
Apocalypse is hard spawns, more aggressive enemies, and you take double damage.
Just open the file in SLADE and read mapinfo.txt if you don't understand a TC's difficulty options.

>> No.8827679
File: 869 KB, 1920x1080, Screenshot_Doom_20220206_182907.png [View same] [iqdb] [saucenao] [google]
8827679

>>8827519
Maybe a reference to book of Eli ?
Not sure really.

>>8827552
The Life Essence drops are still pretty plentiful and a lot of levels have medical bags etc.

>> No.8827691

>>8827638
Doesn't it give you a little blurb of each difficulty and what they do when you pick them but before you confirm it? It's been a few months since I played it so might be remembering wrong.

>> No.8827698

>>8827670
So arcade and survival are roughly the same in terms of difficulty...? Is apocalypse meme tier difficult or perfectly doable?

>> No.8827718

>>8827670
Good stuff

>> No.8827728
File: 70 KB, 630x850, FQo4HqbXEAsVyVj.png [View same] [iqdb] [saucenao] [google]
8827728

>>8821192

>> No.8827731

This is probably a long shot but I'm trying to find a very old doom wad that I played in my youth. From what I remember, the only two distinctive modifications were posters of topless woman on the walls and the music was like a midi version of Fade to Black from Metallica. The rest of the game felt the same? I don't remember much else, I think I played it in 1995/1996. It could also be from Doom 2, but I'm not sure.

- Doom (probably Doom 2)
- Posters of topless woman on the walls (no porn, just topless)
- Fade to Black from Metallica
- Around 1995/1996 (could be a couple years later too)

I know there are a million doom wads out there but still worth a shot.

>> No.8827739

>>8827728
Who is this cutiepie?

>> No.8827746

>>8827552
Those life essence drops are set and guaranteed, not random. Sometimes they’ll be attached to the civilians , if you’re low on health be sure to kill them and see.

>> No.8827750

>>8827728
>>8827739
Reminds me of the Doom 3 caco.

>> No.8827769

>>8827728
>>8827739
>>8827750
it is that, from craneo too
he's also throwing away his spriteset of the dreadknight because he's working on some satyr spriteset, that he could use for a dreadknight spriteset reboot
he also showed a lot of sprite versions of other fps enemies from serious sam, half life and halo but it was just concepts

>> No.8827776

>>8827728
Wooo, very nice. I hope one day we'd also see Doom 3 Pinky just as good as this Caco.

>> No.8827787
File: 251 KB, 1404x1452, mon.jpg [View same] [iqdb] [saucenao] [google]
8827787

>>8827247
>10 Hz
shit, man, that's some real OnLive experience. I guess it's technically a solid 144 fps, but it was unplayable. tried ticrate 1/36 instead and it played much better aside from missing sounds and RJs being less reliable. server crashed on one attempt though. this should work with demos and everything then, huh?
the area10 Ironbolt build runs on intel at 50fps idle, 10fps alerted. on amd it's now 60fps idle, 10-50fps alerted. I understand this is basically the same as the 10Hz server setup, hence the stutter? I'll try intel with just the area_depth changed next.

I still don't understand why the same CPU would run one engine faster, but the other dramatically slower. is this for some operations or what? the dreaded SPECTRE countermeasures? beyond vidya, would this affect physics sims and stuff? anyway, specific CPU models on pic related, that's with last week's Ironbolt (top=FTE, bottom=IW).

also speaking of vkQuake, seems they broke bmodel lighting again. what the hell man.

>> No.8827792

>>8826986
to be fair,build ports (other than maybe raze) are alot closer next to ports like GZ,DSDA and eternity.

>> No.8827795

>>8827776
craneo did something like that but based over a pitbull pinky spriteset someone once made
https://twitter.com/CreeperOfSteam/status/1501380819516076033

>> No.8827808

Is it weird to have "Town" in a name for a level that is basically one oddly-shaped building? The idea evolved, but I just like the pun I came up with too much.

>> No.8827814

>>8827808
Put some buildings on the outside of the level visible from the inside.

>> No.8827818

>>8827808
Sandy called his oddly-shaped building "The Nameless City". didn't even put infinite stairways in or anything.

>> No.8827823

>>8827814
I actually did plan to put a building from the next level there, I suppose I can add more outside.

>> No.8827829

>>8827795
Yeah, an obvious pitbull, even has a collar. Still better than any single one I've seen before. I especially like how he fully embraced Doom's red/pink colors for skin, unlike others who try to replicate 3's gray tone.

>> No.8827890

>>8825556
extreme soul
extremely easy

>> No.8827921
File: 845 KB, 1920x1080, Screenshot_Doom_20220115_144322.png [View same] [iqdb] [saucenao] [google]
8827921

Peak comf and peak soul

>> No.8827935

>>8827121
ironbolt with area10 but no rate changes runs at 70/10 on intel (higher than with ticrate) and is almost as playable as FTE (less of a hit when triggering aggro). so what is area depth, some search optimization? does it affect the behavior or just the calculations?

>> No.8827992

>>8827787
No idea why the performance delta is so high, it could be the L2 cache (doubt) or the branch predictor which is supposed to be better in Ryzen, otherwise no idea. It shouldn't be the mitigations, this is userspace code, and my Intel machine has them turned off.
About the server tick, it's tricky. The slower it is, the faster but more inconsistent the framerate will be. A faster tick is smoother, but there's one additional problem (the reason I limited it to 10): even if your framerate falls under the ticrate, it'll still try to run at that ticrate, so performance falls of a cliff if you can't keep up. I changed it now so it always runs one server tic per frame: https://files.catbox.moe/yinznd.7z
This should feel a lot better (no more jitter), even if high framerates break physics on lifts and the like (who cares, there are none)
BTW the dedicated server thing should work for FTE too, in fact you should be able to mix-n-match FTE & vkQuake (I haven't tested it, but if either of them runs fast enough for you, it's worth a try)
About demos, if either the client or the server (or both) is vkQuake, you should get a demo compatible with vkQuake+FTE+QSS, but not with IW/QS.

>> No.8828002
File: 1.65 MB, 1600x900, spasm0002.png [View same] [iqdb] [saucenao] [google]
8828002

>>8826384
>vkQuake doesn't even run at all ('vkGetPhysicalDeviceProperties2' not found)
>FTE is windowed-only due to 1600x900 display res
QSs it is then apparently. . .
start with the hidden level?

>> No.8828028
File: 812 KB, 1600x900, spasm0003.png [View same] [iqdb] [saucenao] [google]
8828028

>>8828002
>sloped geometry made me fall into lava whilst out-of-game awaiting feedback
Also I'm 12 years old (MENTALLY) and what is this?

>> No.8828031
File: 746 KB, 1600x900, spasm0004.png [View same] [iqdb] [saucenao] [google]
8828031

. . . okay?

>> No.8828048

With the build in >>8827992 I noticed another thing about smoothness, and another reason things can get jittery: entities in Quake like to think every 0.1s. Ideally this would be staggered, so at 100fps every 10% of the entities would think. But if you have a slow frame (e.g. taking a screenshot, or just by accident), everybody will think in the next frame and become "synchronized", and you'll have a jitterfest with 10 very slow frames every second (and a bund of very fast frames in between). I wonder how difficult would it be to fix this.

>> No.8828051

So, in the end, who killed Laura Palmer?

>> No.8828053
File: 896 KB, 1600x900, spasm0005.png [View same] [iqdb] [saucenao] [google]
8828053

I hate glass cannon enemies

>> No.8828061
File: 755 KB, 1600x900, spasm0006.png [View same] [iqdb] [saucenao] [google]
8828061

>>8828053
This feels properly surreal - kinda like what the "gay_kisses.bsp" should be if made by a competent mapper

>> No.8828062

>>8828053
those are just weaker fiends

>> No.8828064

>>8827935
I think it does not affect the behavior, it's just an optimization where the space gets split in different sections so you only test against the ones you're interested. Setting it too high or too low tanks performance. The actual size of the partitions also depends on the bounding box of the entire level.

>> No.8828072
File: 895 KB, 1600x900, spasm0007.png [View same] [iqdb] [saucenao] [google]
8828072

>>8828061
comfy as heck ;)
>>8828062
Weird how I can't reliably dodge those but somehow can dance with Shambler way more competently :-\

>> No.8828083

>>8827992
>one server tic per frame
uh, wasn't the point of framerate isolation to prevent exactly this? not sure I understand exactly. if I'm running 144, it's going to run physics twice as frequent as it used to?
>(who cares, there are none)
in FTE if the framerate is too low, RJing onto the quad platforms becomes impossible

>> No.8828085

>>8828051
A bunch of Nine Inch Nails.

>> No.8828086
File: 894 KB, 1600x900, spasm0008.png [View same] [iqdb] [saucenao] [google]
8828086

>>8828072
Oh boy, it's gonna be one of *THOSE* levels I see . . .

>> No.8828089

There was a list of great Quake 2 maps several threads ago, which I forgot to save. Anyone has it?

>> No.8828092
File: 838 KB, 1600x900, spasm0009.png [View same] [iqdb] [saucenao] [google]
8828092

>>8828086
Enabling VolleyRumble was a big mistake

>> No.8828114

>>8828083
>uh, wasn't the point of framerate isolation to prevent exactly this?
Yes, but it goes both ways: if running at less than 72fps, you still try run the physics at 72, and if running the physics is what takes 99% of the time (or can't reach 72 Hz to begin with), you are fucked.
> if I'm running 144, it's going to run physics twice as frequent as it used to?
Yes, but each physics tic will be faster. Also it's not that useful to have 144fps where one frame takes 1ms and the next 13ms. But yeah, probably not a good idea.

>> No.8828129
File: 793 KB, 1600x900, spasm0010.png [View same] [iqdb] [saucenao] [google]
8828129

>>8828092
Is this the mastermind behind such madness?
I kinda like it, in a purely masochistic manner

>> No.8828156
File: 893 KB, 1600x900, spasm0011.png [View same] [iqdb] [saucenao] [google]
8828156

This can only get even more deraged from here on. . .

>> No.8828158
File: 845 KB, 1600x900, spasm0014.png [View same] [iqdb] [saucenao] [google]
8828158

Yep :^|

>> No.8828175

>>8828092
volleys = hardcore mode, with full-auto hitscanners and strafing enforcers. VRanon was planning to address this, might be fixed on mega
>>8828129
Timmy watches you get gangbanged
fyi this frame-a-minute format is gonna take you a while on some of these maps

>> No.8828178
File: 907 KB, 1600x900, spasm0015.png [View same] [iqdb] [saucenao] [google]
8828178

Forgot to add:
Covfefe > barrels of jam
Dwellers on the threshold don't mess around

>> No.8828187
File: 774 KB, 1600x900, spasm0016.png [View same] [iqdb] [saucenao] [google]
8828187

>>8828175
I will ease on the gawking once the regular levels come, this one is so bizzarre. . .

>> No.8828193

>>8827992
well, I've tried this one and now it does run at 50-72 (capped) on intel until it hits a snag like you've described >>8828048
then it crawls at 5 fps and a bit later seems to even out again, and so on in waves.
probably not related, but on FTE I seem to hit such a slowdown about once a run, which I thought was related to a ton of voreballs merging and then finally hitting something all at once.

>> No.8828203
File: 797 KB, 956x682, Pirate doom film roll.png [View same] [iqdb] [saucenao] [google]
8828203

>>8828187
Looking at all these plus your reactions reminds me exactly of when I was playing THAT level in pirate doom. Keep it up, this shit is indeed whack.

>> No.8828229

>>8827320
Mano Laikas
Mass Extinction

>> No.8828232
File: 868 KB, 1600x900, spasm0017.png [View same] [iqdb] [saucenao] [google]
8828232

>>8828187
BTW, a GrenadeLauncher-Machinegun is an overkill even if it fires the Ogre's grenades of gimped blast power

>> No.8828246
File: 843 KB, 1600x900, spasm0018.png [View same] [iqdb] [saucenao] [google]
8828246

>>8828232
Just who are these individuals so keenly observing my suffering?

>> No.8828250
File: 871 KB, 1600x900, spasm0019.png [View same] [iqdb] [saucenao] [google]
8828250

Well this one certainly feels just to too good to not be a trap. . .

>> No.8828286
File: 1.01 MB, 1600x900, spasm0020.png [View same] [iqdb] [saucenao] [google]
8828286

>>8828203
WhamNinjaMolehill made an exquisite playthru of this mod, real shame how inactive he's gotten in recent years
>>8828250
>suprizingly enough, the Shaft was not booby-trapped

>> No.8828292

>>8828175
>VRanon was planning to address this, might be fixed on mega
Not up yet, but I have fixed the issue along with improving Grunt and Enforcer strafing. They now have a minimum and maximum range depending on their weapon that they attempt to stay between instead of circling endlessly. They also now have some basic wall detection that forces them to change strafe direction.
Other parts of code are currently... less than entirely stable. I'll try to have it up soon though.
>>8823204
>>can't decide if typos in the /VR/ help screen (F1) are sovl or not
Not my fault Gimp doesn't have spell check, but I guess I should update those anyway.
They're kinda ugly now that I look at them again.

>> No.8828296
File: 1023 KB, 1600x900, spasm0021.png [View same] [iqdb] [saucenao] [google]
8828296

Is all this stuff is a TwinPeaks refference by chance?

>> No.8828319
File: 1.18 MB, 1600x900, spasm0022.png [View same] [iqdb] [saucenao] [google]
8828319

>>8828292
I should have taken a look at this months prior to give a report on something regarding the mutators:
>when one enables the Axe-only start on the TestMap, the ax is too short-ranged to toggle it back on the main level-selection map once the mutator settings get preserved client-side, as not even restarting the game anew doesn't disable the mutators back to their default disabled states
How much of a PITA is this to let such an oversight slide-by for now?

>> No.8828328
File: 3.00 MB, 320x240, zone400_map01_uvfast.webm [View same] [iqdb] [saucenao] [google]
8828328

>>8827386
I'm just worried about the video quality due to the length and filesize. Here's zone400 map 01 UVfast in 1:27. New record.
I'm looking for more maps I can max in under 90 seconds.

>> No.8828340

>>8828328
Would E4M1 be doable?

>> No.8828342
File: 142 KB, 1200x675, maxresdefault(1).jpg [View same] [iqdb] [saucenao] [google]
8828342

Doom 4 Doom
Vs
Doom 4 Vanilla

These mods seem similar, has anyone tried both? What's different?

>> No.8828354
File: 720 KB, 1600x900, spasm0023.png [View same] [iqdb] [saucenao] [google]
8828354

TFW just got Coolie'd by a "totally not a Spawn reskin"

>> No.8828360

>>8828319
I've placed a respawning shotgun on the Start map in front of the altar to fix that issue. I'm not sure what to do about modifiers not turning off upon starting a new game, since that uses the same method AD does for storing HUD selection (saving the otherwise unused scratch1 cvar). Restarting the engine and then choosing new game should reset them though.

>> No.8828363

>>8827185
yum

>> No.8828387

>>8828360
>I'm not sure what to do about modifiers not turning off upon starting a new game
ACTUALLY, I could probably make a custom trigger that only spawns on 'normal' map spawning (custom maps should use spawnflag 16 for an alternate spawn) and resets modifiers to 0. Making it trigger only once and filling up the initial room *should* work.

>> No.8828389
File: 763 KB, 1600x900, spasm0024.png [View same] [iqdb] [saucenao] [google]
8828389

>>8828354
Timothy pliz, stop it

>> No.8828393

>>8828340
The current record for that map is 1:46 so probably not. Iwad maps are already pretty optimized.

>> No.8828414
File: 111 KB, 1000x571, 1376261626555.jpg [View same] [iqdb] [saucenao] [google]
8828414

>playing Doom II
>at some point every single level becomes "you're being teleported/dropped into the room full of (hitscan) monsters and lava floor, repeat till the level ends"
And you cried about nu-Doom being nothing but closed room encounters. Can I get my first Doom where I had a map to explore back please?

>> No.8828421
File: 699 KB, 1600x900, spasm0025.png [View same] [iqdb] [saucenao] [google]
8828421

>>8828387
>>8828360
Retard-proofing always seems a nice thing to think of, also optional forcing a mutator reset mid-level may also provide some mercy-mode if a player insists to not cheat once they screw themselves over by being too cocky I would hazard a guess

>> No.8828430

>>8828414
past dead simple doom 2 kinda feels like a chore for me. Romero and Peterson forgetting the ssg exists for half the map or secrets leaving you less equipped than when you entered because of the "lol gotcha" ambushes kinda sucks. I shouldn't have touched pwads before playing doom 2.

>> No.8828432
File: 743 KB, 1600x900, spasm0026.png [View same] [iqdb] [saucenao] [google]
8828432

>>8828421
Also moving on, still no Nailgun despite having lotsa ammo by now, but at least I got a Rocket. . .

>> No.8828436
File: 782 KB, 1600x900, spasm0027.png [View same] [iqdb] [saucenao] [google]
8828436

>>8828432
. . .Lawn~chair?

>> No.8828438

>>8828414
Doom 2 just doesn't have good level design.
I take Ultimate Doom over Doom 2 every day of the week. Doom 2 would be dead without community maps.

>> No.8828439

>>8828421
You can toggle modifiers with impulse commands. Check the readme for a list of them.

>> No.8828449
File: 786 KB, 1600x900, spasm0028.png [View same] [iqdb] [saucenao] [google]
8828449

>>8828436
Alrighty then, just like the hint-prompt at first encounter with Shadow-Rangers said to me - Let's rock!

>> No.8828469

>>8828430
>>8828438
Also I really regret starting in Crispy because fighting dozen of skulls with blockmap bug feels like the shittiest FPS I've ever played.

>> No.8828475

>>8828469
Shut up Crispy is great

>> No.8828497
File: 872 KB, 1600x900, spasm0029.png [View same] [iqdb] [saucenao] [google]
8828497

>>8828449
Weird how the hardest part of this fight was keeping track of the '"Coolies'" so they won't get killed by Vermis too close to your position, but it's always something less boring than NOT giving a slight twist to the same-old idea tried numerous tries by now already. . .

>> No.8828505

>>8828193
OK, the nuclear option. I looked at the code a bit more and making the collision / trace checks go faster looks a bit too involved to put it mildly. It's actually fairly good already. But the number of very large traces requested is very high, and the larger the trace the more entities it has to check against it.
So, I went ahead and limited traces against non-monsters (so collisions and your weapons are unaffected) to a maximum length of 100 (well, 100 in each axis).
This, of course, has implications. Sometimes the monsters don't see you depending on where you are (doesn't matter, the sound or other monsters will wake them up soon enough). Ranged monsters (esp. shamblers) are less likely to fire if you're far. This could be done better because the chunk of the trace that remains is position-dependent, I wanted to center it around the player but CBA.
That said, it does work, holy shit it runs at the speed of light, Intel, AMD, it doesn't matter: https://files.catbox.moe/jg3rmu.7z (this one has the server back up at 72 Hz)
The real solution is modifying the mod not to request a billion traces. I guess these are mostly LOS checks. They could be done much less often.

>> No.8828514

>>8828414
Play d2twid. It's Doom 2 but good.

>> No.8828516

>>8828342
they're not much alike besides the concept
one is gzdoom bloat that stopped caring about innacuracy, the other is an impressive vanilla little mod

>> No.8828525
File: 944 KB, 1600x900, spasm0030.png [View same] [iqdb] [saucenao] [google]
8828525

>>8828497
Well that was certainly a strange way to test the waters, the rest of my blogpost will certainly be a little less heavy on the images as promised
please elaborate, is the OTHER secret level (as hinted by the message printed at finding this one) the one you access by collecring the N*gg*r runes in other maps?

>> No.8828531
File: 907 KB, 1600x900, spasm0031.png [View same] [iqdb] [saucenao] [google]
8828531

>>8828525
I am glad that its over, just because things will get a bit more more traditional from now hopefully. . .

>> No.8828534

>>8828531
GG

>> No.8828538

>>8827332
>Anomaly Report
Thanks for the recommend. Hadn't heard of it yet and I'm loving it so far. It's hard to find a vanilla megawad that's actually balanced and fun to play.

>> No.8828542

>>8828469
I played in glboom without the lost soul limit turned on. Pistol starting into the pit was about as fun as slamming my balls with a hammer

>> No.8828545

>>8828525
>is the OTHER secret level (as hinted by the message printed at finding this one) the one you access by collecring the N*gg*r runes in other maps?
Yes.
Just make sure you save before exiting the game to keep your rune progress... this was apparently a foreign concept to someone.
Also, if you get a crash on the secret level please let me know. A couple of streamers had it but I've been unable to reproduce it. And please don't try to kill the shambler.
>>8828531
>just because things will get a bit more more traditional from now hopefully
heh...

>> No.8828550

>>8828475
So far I have zero problems with it outside of that bug, but fucked up hitboxes is one of the worst things FPS game can have and "muh authenticity" is not an excuse.

>> No.8828552
File: 1.71 MB, 1600x900, spasm0032.png [View same] [iqdb] [saucenao] [google]
8828552

Next up: allegedly the worst map of the pack, as if anything might be remotely as bad as the Quasiotter '"levels'"

>> No.8828561
File: 36 KB, 363x399, confused guy.jpg [View same] [iqdb] [saucenao] [google]
8828561

>>8828516
Ok... And which is which FFS?

>> No.8828570
File: 1.42 MB, 1600x900, spasm0033.png [View same] [iqdb] [saucenao] [google]
8828570

. . .Oki-doki, as spoken by Luigi
>>8828545
>And please don't try to kill the Shambler
I'll do my worst then I guess ;-]

>> No.8828578
File: 1.25 MB, 900x900, peznor.png [View same] [iqdb] [saucenao] [google]
8828578

>>8828561
>google "doom 4 doom"
>"Doom 4 Doom is a mod for GZDoom"
That took less effort than your post.

>> No.8828584

>>8828561
>Doom 4 Doom and Doom 4 Vanilla
>durrrr which is vanilla?

>> No.8828594
File: 1.81 MB, 1600x900, spasm0034.png [View same] [iqdb] [saucenao] [google]
8828594

Sorry, no sleeping with the fishes tonight

>> No.8828602

>>8828578
Everything works with gzdoom, it's the only one I use because I'm not autistic

>> No.8828626
File: 1.08 MB, 1600x900, spasm0035.png [View same] [iqdb] [saucenao] [google]
8828626

>>8828594
Somethings happening with the powerup graphics, they keep shuffling models randomly - should I stop for now?

>> No.8828629
File: 30 KB, 200x193, 6a0120a85dcdae970b0128776ff992970c-pi.png [View same] [iqdb] [saucenao] [google]
8828629

>>8828002

>> No.8828635

>>8828626
uhhh... Is anything being printed in console?

>> No.8828648

>>8828626
Are you using QSS 2021-11-14?

>> No.8828651
File: 153 KB, 1010x784, 1606516777462.jpg [View same] [iqdb] [saucenao] [google]
8828651

>>8828602
>Everything works with gzdoom
Very cool but that's not what "Doom 4 Doom is a mod for GZDoom" means.

>> No.8828674
File: 70 KB, 474x436, 47e.png [View same] [iqdb] [saucenao] [google]
8828674

>>8828651
I don't know wtf you're talking about m8. I just load up pk3s in gzdoom and start killing shit.

>> No.8828701
File: 1.43 MB, 1600x900, spasm0036.png [View same] [iqdb] [saucenao] [google]
8828701

>>8828635
Well nothing out of the ordinary - I just restarted a couple of times so that the first enemy would be a Rottie instead of the Centroid (and no VR, those two are definetely NOT interchangable at all)
>>8828648
No its an earlier build from that one from around last years April
>>8828629
Ah okay anon, case closed then. . .

>> No.8828710

>>8827185
I really like it. But I've mostly just been fucking with the weapon pack and I'm already thinking of my next map + monster playthrough with it.

>> No.8828719

>>8828701
>Well nothing out of the ordinary - I just restarted a couple of times so that the first enemy would be a Rottie instead of the Centroid (and no VR, those two are definetely NOT interchangable at all)
If you have the monster randomizer on then that could very well be happening (dogs can become Bobs or Floyds even). That shouldn't make powerup models randomly change though.

>> No.8828729

>>8827746
Some of them are scripted, some are random.

>> No.8828807

>>8828414
Honestly if we're talking the original levels I think both Dooms kinda suck on the whole. Episode 1 of Doom is the only one thats consistently good, 2 and 3 feel like they're already starting to run out of ideas and I'm not a big fan of Thy Flesh Consumed. The only standout Doom 2 levels are the ones American McGee did, the rest are a blur in my mind.

>> No.8828829

>>8828729
There are no random life essence drops, only random ammo drops from shotty or Tommygun cultists, no disputing that. You get extra life essence for gibbing a corpse of an enemy that drops life essence, destroying specific destructible objects like corpses, barrels, ceiling lamps, etc. that "hold" life essence within them.

>> No.8828836
File: 1.90 MB, 1600x900, spasm0037.png [View same] [iqdb] [saucenao] [google]
8828836

Gotta say that questionable texturing and simplistic brushwork aside, this is not that terrible stuff - it would probably have been a decent map about 10-12 years ago

>> No.8828857
File: 1.05 MB, 1500x844, chaindemon.webm [View same] [iqdb] [saucenao] [google]
8828857

Decided to give Decohack and mbf21 a try by coding this chaingun demon whose sprites I nabbed off of Realm667.
Decohack was surprisingly intuitive, despite being a pain in the ass to learn. It's nice being able to code DEHacked stuff without having to micromanage thousands of individual states.

>> No.8828881
File: 1.13 MB, 1600x900, spasm0038.png [View same] [iqdb] [saucenao] [google]
8828881

>>8828719
I was expecting it to be a "class-based" randomizer of sorts, not something completely random roulette kind of thing TBPH

>> No.8828894

>>8828881
It is based on monster type, but I didn't want to replace techbase enemies with eldritch enemies. I figured dogs would be best to swap out for robots.
I'm open to suggestions though.

>> No.8828898
File: 1.52 MB, 1600x900, spasm0039.png [View same] [iqdb] [saucenao] [google]
8828898

>>8828836
For example of this map shizoid quality - if this chain would have a reel to go along with it and rotate after the button was pressed, it would look pretty awesome - otherwise its a bit of neat prefab architecture inside a featureless box currently

>> No.8828938
File: 1.44 MB, 1600x900, spasm0040.png [View same] [iqdb] [saucenao] [google]
8828938

>>8828898
BTW, is the rocket-jump dependant secret the best kind of secret?
>>8828894
I'd say there could be somekind of "weight system" to make sure that its not too extreme unless specifically desired VRanon - as switching a Centroid for an Eddie is perfectly fine, but replacing a Rottie with either is a bit overboard I would have to admit

>> No.8828954

>>8828857
How did you learn decohack? I made some custom monsters by hand in whacked and I don't wanna do that again

>> No.8828958
File: 1.40 MB, 1600x900, spasm0041.png [View same] [iqdb] [saucenao] [google]
8828958

>gotta wrap it up and go to sleep already
Secrets are okay I guess, but the map is almost done played-thru once the chance to look after them is presented, especially the big one with the Rail-LaserGun (no idea why the Quad or SNG isn't counted as secrets tho - too easy to find perhaps?)

>> No.8828973
File: 1.47 MB, 1600x900, spasm0042.png [View same] [iqdb] [saucenao] [google]
8828973

>>8828938
>>8828958
. . .also this final part after obtaining both keys could've been an opportunity to cram some ex-human/TechBase enemies for a brief yet hectic "bridge take-over" sequence for a last minute "gotcha moment" - a bit like what happens when you kill the lone Shambler in the cargo bay
Overall it's not great, but not too terrible

>> No.8828981
File: 1.36 MB, 1600x900, spasm0043.png [View same] [iqdb] [saucenao] [google]
8828981

>>8828973
>I just realized the last map was reset to Medium
Redoing it is out of the question for now - better luck next time to take notice of it then, here is the next stop

>> No.8828987
File: 804 KB, 1600x900, spasm0044.png [View same] [iqdb] [saucenao] [google]
8828987

Something's definetely acting up, missing Q1 textures and sounds?

>> No.8829009

>finally try out Wolfenstein return to castle
>get my ass kicked (1st timing and death incarnate difficulty)
fuck

>> No.8829014

>>8828954
I learned mostly through trial and error, as well as experimentation with the example code provided in the help file.
I also heavily cross-referenced the DECORATE code for various monsters listed on the ZDoom Wiki, since the syntax is almost the exact same sans a few annoying differences.

If you want, I could post the DECOhack code I wrote so you can use it as an example.

>> No.8829028
File: 899 KB, 1600x900, spasm0045.png [View same] [iqdb] [saucenao] [google]
8829028

>>8828987
. . . is this armor decorative or it reduces damage even more?

>> No.8829047
File: 78 KB, 1241x470, nightmare armored shambler.jpg [View same] [iqdb] [saucenao] [google]
8829047

>>8828938
>I'd say there could be somekind of "weight system" to make sure that its not too extreme unless specifically desired VRanon - as switching a Centroid for an Eddie is perfectly fine, but replacing a Rottie with either is a bit overboard I would have to admit
Hmmm... I'll try fiddling with it a bit. Ideally there would be multiple dog variants (armored dog, cyber dog, maybe some kind of hellhound) but I'd like to do something more than a simple recolor - Grunts and Enforcers are the only ones that have a decent excuse for that.
I also want to make a seperate modifier that adds new enemies based on existing ones in the map (add vorelings near vores, for instance). Maybe some of the more extreme replacement cases would be better for that.
>>8828987
The texture warning is probably fine as long as you don't see geometry with a checkerboard on it. The sound warning is from the author adding 'sound/' in the file path for a custom sound to play when it is already assumed. Never noticed that before.
>>8829028
I added an armor setting to monsters for mappers to use. I don't think that mapper used it in this instance.
Other did though, so expect armored shamblers on other maps to be tougher.

>> No.8829213

>>8829014
Not that anon, but I'd welcome it. I want to get into making custom weapons and enemies for Doom ][, so any code snippets from which I can learn would be helpful.

>> No.8829260

>>8829009
The hardest difficulties will fucking rape you in RTCW, start on medium.

>> No.8829261

I'm starting to seriously consider a project where you play as a demon 'Hells strongest Soldier' maybe an archvile. Then you fight off an invasion into Hell from Earth. Levels progress like pure hell with lava and meat with easy enemies, then caverns, castles, gets progressively pleasant and less hell like. Cause humans invaded won really hard and are even starting to colonize hell. But Earth is still a bombed-out shithole. So techbases or city levels only get nicer towards the end.

You are relaxing in Hell playing cards and then oh wtf! Some human in a tank zoomed through and fired your demon friends!

Ezpz to make an enemy bestiary out of doom/strife soldiers and tanks and robots... idk about weapon sprites. Should it be an Evil Doomguy or an Archvile/ cultists sorcerer?, magic instead of guns? I think the player needs many hitscan weapons as a function of the engine and its limits but idk how to implement that with a demon.

I need a shot of a heroic Baron or Arch-vile on top of a ruined car in a sci-fi city, being attacked on all sides by soldiers and space-marines and robots and shit.

>> No.8829262

What kind of filtering do you guys like with super late 90s / early 2000s games?
Like
>Unreal 1998
>Quake 2
>RTCW
>Forsaken
even Quake 1 in a way desu

>> No.8829283

>>8829261
Play Beast Incarnation for some inspiration. That has some really good human force enemies.

>> No.8829295

>>8829261
>I think the player needs many hitscan weapons as a function of the engine and its limits but idk how to implement that with a demon.
If it helps with the design mindset, in deathmatch I like to imagine BFG users as Archviles when it comes to avoiding their tracers.

>> No.8829313

>>8829262
>Unreal 1998
Best software renderer ever made. Fucking beaut.

>> No.8829339
File: 1005 KB, 220x260, 1512766800837.gif [View same] [iqdb] [saucenao] [google]
8829339

I made a bunch of tweaks to my first Doom 2 map, so I'm reposting it to get feedback: https://drive.google.com/file/d/1Hu8DJKMP7rEuNgc46AotjrhUEXnjG6o0/view?usp=sharing
(Limit Removing format; tested with Crispy Doom and PrBoom+.)
If you play it, I hope you enjoy. And please feel free to let me know of any comments or criticisms you have.
Thank you.

>> No.8829345

>>8829339
In case you downloaded this in the past 60 seconds, I just fixed the Player 1 spawn start (I left it in a test position.) My apologies for any inconvenience.

>> No.8829379
File: 205 KB, 2391x1689, lardarse.jpg [View same] [iqdb] [saucenao] [google]
8829379

I thought the map was calling me fat for a minute.

>> No.8829392

>>8829339
>>8829345
Thank god the thread's over the bump limit because I also fucked-up like 4 doors by putting W1 triggers in front of them, not realizing it would kill the D1 triggers on the doors themselves.

>> No.8829423

whats the doom wad that has a bunch of other classic wads inside?

>> No.8829425

>>8829423
Compendium?

>> No.8829434

>>8829425
yeah that was it

>> No.8829485
File: 117 KB, 912x935, FFFFUCK OFF DETECTIVE (2015-08-14 at 01.37.42).png [View same] [iqdb] [saucenao] [google]
8829485

Are there any other mapsets like Hellcore 2.0? I just love the feeling of being thrown into some bizarre set of real feeling places.

>> No.8829647
File: 2.44 MB, 1920x1080, Unreal Engine 3 Screenshot 2022.04.20 - 01.16.58.15.png [View same] [iqdb] [saucenao] [google]
8829647

>UE's sewage treatment facility
>Start of the level: "Control Room is currently locked down"
>Get farther in: "Sewage levels need to be raised to access Control Room"
>Raised levels: "Access to the Control Room is in the Ayylmao Wing"
>Swim into Control Room via a pipe
>Enter the Control Room
>Phone buzzes: "Control Room, ACCESS DENIED"

>> No.8829653

>>8829262
Texture filtering?

The rule of thumb for me is to filter everything that was designed with more than 8bpp in mind. Quake 1 gets no filter. Half-Life does.

>> No.8829654

>>8829647
>Nearest neighbor lightmaps

What did you do.

>> No.8829669

>>8829262
Bilinear or trilinear with edges like GZDoom allows.,

>> No.8829718
File: 3.20 MB, 1920x1080, goild.png [View same] [iqdb] [saucenao] [google]
8829718

>>8829654
Only option for it seems to be nearest neighbour EVERYTHING, or linear filtered everything. I leave it filtered most of the time because of the lighting but when there's no skybox it looks decent.

>> No.8829721

>>8829669
>filtering other than anisotrphic in doom

>> No.8829786
File: 453 KB, 537x600, kinsie pls.png [View same] [iqdb] [saucenao] [google]
8829786

What are some "oh yeah, that happened" mods?

>> No.8829805

>>8829786
Extreme weapons pack

>> No.8829851

>>8829786
thatcher's techbase

>> No.8829927

>>8828550
>and "muh authenticity" is not an excuse.
Don't say that too loud around here

>> No.8829959
File: 47 KB, 500x500, 1577225562841.jpg [View same] [iqdb] [saucenao] [google]
8829959

so i'm having an issue with build engine games where my screen just goes black for a few moments and sometimes even a few seconds while the game continues on normaly while i can't see shit.
happened with every doom mod and now that i'm giving ion fury a try and it's happening here also, so now i now it's not some setting i fucked up in gzdoom nor some broken mods.
maybe some issues with the build engine and my pc?
i started noticing it in blade of agony too, but i thought that it was the engine shitting itself because it rarely happened in that game, but now i'm not so sure anymore since everything just goes black in EVERY mod i try and even ion fury that isn't running on gzdoom but a standalone game.
i even booted up trailblazers since i always wanted to try that and the same shit after literally 20 seconds of play, shit just goes black for a few seconds every few seconds...

pls hlp
fps capped at 60/vsync off and nvidia gpu/amd cpu if that matters

>> No.8829996

>>8829959
If everything is doing it, then it's your setup.
Is it a desktop? If so, try unplugging and plugging back in any cables from your video card to your monitor, if that doesn't help, try reseating your video card (take it out of its slot on the motherboard and put it back in.)
If it's a laptop something is probably either loose inside, or something is turning itself off to prevent heat damage, not many specifics I can help you with there other than "clean your vents."

>> No.8830018
File: 1.36 MB, 1600x900, spasm0046.png [View same] [iqdb] [saucenao] [google]
8830018

>>8829047
>cyber dog
Neat~oh
>hellhound
IIRC its been already done a few times
>add vorelings near vores, for instance
Does VR should have the Voreling-spawning Sharlaths as an another Vore variant or will it make this mod too much of an AD-clone in your opinion?
>unrelated note - it was so stupid for me to aske for including the Ax-knight without checking thier capabilities, they are so crazy to deal with at DodgeChance+SpeedyMonsters mutator combo

>> No.8830019
File: 1.93 MB, 1280x720, wow.webm [View same] [iqdb] [saucenao] [google]
8830019

>>8829786

>> No.8830027

>>8829996
the thing is that it never happens besides build engine games. not when i'm plating other vidya, not when i'm watching something nor when i'm working on my pc
there isn't an attosecond where my screen goes black unless i'm playing something build engine related and that is what is so confusing to me

>> No.8830034
File: 940 KB, 1600x900, spasm0047.png [View same] [iqdb] [saucenao] [google]
8830034

>>8829379
>Qexpo
what map?

>> No.8830045

Has anyone ever made alternate sprites for doom zombies where they are dressed as cops? Would make more sense for urban-style wads.

>> No.8830048
File: 783 KB, 1600x900, spasm0048.png [View same] [iqdb] [saucenao] [google]
8830048

Using the glowing Mjolnir as a torch is very soulful, especially when panicking to not waste all ammo on a single Voreling. . .

>> No.8830056
File: 1.06 MB, 1600x900, spasm0049.png [View same] [iqdb] [saucenao] [google]
8830056

>>8830048
Too many concessions were made, at least I have many cells as compensation ;^s

>> No.8830072
File: 1.94 MB, 2560x1440, spasm0000.png [View same] [iqdb] [saucenao] [google]
8830072

>>8828531
I too just finished this secret-not-the-secret map. Pretty awesome concept/visual design for both the environment and enemies.

>> No.8830079

>>8830027
>it never happens besides build engine games. not when i'm plating other vidya
>happened with every doom mod
Which is it, man?

>> No.8830086

>>8830079
>it never happens besides build engine games
>besides
what's the issue here?

>> No.8830087
File: 1.79 MB, 1600x900, spasm0050.png [View same] [iqdb] [saucenao] [google]
8830087

Finally another gun to get. . .

>> No.8830089
File: 16 KB, 708x546, ithappenswhen.png [View same] [iqdb] [saucenao] [google]
8830089

>>8830086

>> No.8830118
File: 1001 KB, 1600x900, spasm0051.png [View same] [iqdb] [saucenao] [google]
8830118

>Skipped on the tourism part for a bit, this is taking too long again
>>8830072
Mind giving some judgement on the supposedly worst map of the bunch?
>>8828552

>> No.8830125
File: 1.85 MB, 1600x900, spasm0052.png [View same] [iqdb] [saucenao] [google]
8830125

>>8830087
Still don't feel like wasting a MegaHealth

>> No.8830142
File: 1.32 MB, 1600x900, spasm0053.png [View same] [iqdb] [saucenao] [google]
8830142

>>8830125
. . .I will need it soon here probably, just to not reload constantly from mis-timing a pendulum swing at least

>> No.8830146
File: 1.38 MB, 1600x900, spasm0054.png [View same] [iqdb] [saucenao] [google]
8830146

>>8830142
And then theres a buncha Zombies and no explosives to kill them yes I remember that I have a Mjolnir, don't worry about it

>> No.8830150
File: 1.11 MB, 1600x900, spasm0055.png [View same] [iqdb] [saucenao] [google]
8830150

>>8830146
. . .Nevermind then ;^)

>> No.8830162

>>8828857
What if somebody combined the chaingunner and the lost soul? And also gave them -fast.
They can use the Class 1 Driller sprites from Tarnsman's Projectile Hell.
Then replace the sprites/ sounds of the Pain Elemental to make it like a mini-ship/ robot.

>> No.8830170

>>8829786
I still do not understand why kinsie stopped working on it, was the mod not being fun?

>> No.8830176

Killed a thread for the first time, no idea what to think

>> No.8830243
File: 8 KB, 237x393, 1642689846014.png [View same] [iqdb] [saucenao] [google]
8830243

>>8823630

>> No.8830250

>>8830118
If you're referring to rusty bucket bay, i enjoyed it although it was obviously a fairly novice map. The concept was good but the brushwork was very simple, it appears not much thought was put into the lighting, and many of the encounters weren't really "designed" but rather just had enemies scattered about in areas. I also wish the music track was longer and more varied because I found it fun, but after a while it became monotonous and i had to music_stop it.
I'm not a mapper so take this with a grain of salt, but IMO the same concept but with some more indoor areas and less outdoor areas might allow better encounters and lighting design which could match/enhance the mood set by the objectives/concept & music. More indoor areas separated by teleports would also allow a smaller scaled outdoor/boat main area.

>> No.8830260
File: 731 KB, 2912x2373, 1633822898919.jpg [View same] [iqdb] [saucenao] [google]
8830260

>>8830176
mama
i just killed a thread

>> No.8830272

>>8830170
Seeing that it gets referenced in a Reelism 2 billboard along the lines of 'Chad McBadmod', in hindsight it was probably more treated as a ZScript testing ground. As for a reason why Kins didn't go back to make it good? He probably got more carried away with MetaDoom.

>> No.8830302

how the hell am i supposed to run nblood if on the github page it's a fucking pk3 instead of an exe?

>> No.8830308

>>8830272
>in hindsight it was probably more treated as a ZScript testing ground
that and the mod never had much of a strong identity
you know what reelism and metadoom are about but jpf feels like it's just there

>> No.8830419

>>8830176
Bake a thread as pennance Q2fag

>> No.8830426

>>8830250
>pretty much what I would say if my ESL was a bit more verbose I guess, seconding greatly the need for more indoor play-area as briefly mentioned here @ >>8828973

>> No.8830437

>>8830419
Do I have to copypaste the OP newsletter into it?

>> No.8830439

>>8830437
Do you just want me to do it? I'm here now

>> No.8830447

>>8830439
I dont have any relevant pic for OP besides the VR screenshots right now DESU

>> No.8830452

NEW THREAD
>>8830449
>>8830449
>>8830449
MADE ACTUALLY RUNNING LATE

>> No.8830453
File: 194 KB, 945x856, 1650384614829.jpg [View same] [iqdb] [saucenao] [google]
8830453

>>8830439
use this pic and thread name: I DON'T HAVE TO HIDE MY HITSCANNERS, LIKE YOU

>> No.8830456

>>8830453
Next time, anon.

>> No.8830459
File: 1.70 MB, 1600x900, spasm0056.png [View same] [iqdb] [saucenao] [google]
8830459

>>8830453
>imagelimit was not hit actually
I feel even more dumber because of this now ;-\