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/vr/ - Retro Games


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8830449 No.8830449 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8821192

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.8830450

=== 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.8830457
File: 98 KB, 1440x1440, terriblemessage.jpg [View same] [iqdb] [saucenao] [google]
8830457

Does babby or whoever runs SNS/FNF still accept requests/submissions for vrsounds and vrskins?

>> No.8830458

I decided to compile all the UV-Max demos for 200 minutes of /vr/ into a single video to make something of a wad showcase. Also recorded the demo for map33 that was missing.
https://www.youtube.com/watch?v=AeFQO9wCHjQ

>> No.8830461
File: 1.63 MB, 1600x900, spasm0057.png [View same] [iqdb] [saucenao] [google]
8830461

Now I can finally use those multi-grenades for their intended purpose

>> No.8830462
File: 196 KB, 1125x1399, eadac5e3b8ebc6ed85f07ff051c09c2c658bee96b98f3d61ba584295887ef836.jpg [View same] [iqdb] [saucenao] [google]
8830462

just noticed that doomguy has a backpack in this image

>> No.8830465
File: 1.69 MB, 1600x900, spasm0058.png [View same] [iqdb] [saucenao] [google]
8830465

>>8830461
>also continuing from >>8830459
Thou art naught mine mummy

>> No.8830470

>>8830462
gotta store 100 shotgun shells, four boxes of ammo, fifty rockets, six giant energy boxes, rocket launcher, two shotguns, a pistol, brass knuckle, a chaingun, plasma gun, chainsaw and a huge experimental plasma launcher somewhere amirite guise?

>> No.8830471
File: 1.69 MB, 1600x900, spasm0059.png [View same] [iqdb] [saucenao] [google]
8830471

>>8830465
Whoah, what are all these heads?

>> No.8830474

>>8830462
to school and back both ways uphill through rivers of fire

>> No.8830475
File: 1.26 MB, 1600x900, spasm0060.png [View same] [iqdb] [saucenao] [google]
8830475

>>8830470
Don't forget about the Unmaker, 3 colour-coded keys and the Automap computer/PDA
>>8830471
>I already had beaten this map but don't know where the 2 missing secrets are and it drives me nuts
Also captcha = G00SH

>> No.8830478
File: 1.02 MB, 1600x900, spasm0061.png [View same] [iqdb] [saucenao] [google]
8830478

>>8830475
And I gush indeed. . .

>> No.8830486
File: 1.20 MB, 1600x900, spasm0062.png [View same] [iqdb] [saucenao] [google]
8830486

>>8830478
I sat on the throne in the GrenadeLauncher get area and it made a 'click' sound but no idea what it did for sure. . .
>secrets found:
-shells + armor at start
-power shield at start
-megahealth at castle
-lava nails at castle
-megahealth at graveyard
Noclip didn't help me find anything new, so I will have to give up and continue to other map. . .

>> No.8830489

>>8830475
>3 colour-coded keys
6, anon.

>> No.8830490

>>8830486
there's a really opaque one in the throne room, you have to shoot a window

>> No.8830491
File: 499 KB, 1280x800, 2022-04-20_07-12.png [View same] [iqdb] [saucenao] [google]
8830491

Has anyone been able to get any of the big source ports to run on Steam Deck?
I can't find the gzdoom wad directory the warning message is complaining about (also I'm a retarded linux newbie) and eduke doest run at all.

Sent from my Steam Deck using Tapatalk.

>> No.8830494
File: 7 KB, 640x480, Zone_300_title.png [View same] [iqdb] [saucenao] [google]
8830494

Can you guys recommend some wads with pocket sized levels like Zone 300? I just finished Epic 2 and I really need a palate cleanser.

>> No.8830496

>>8830491
have dolphin show hidden directories,then go to where GZdoom tells you to (starting from the users home directory)

>> No.8830502

>>8830489
>forgetting about the Chocobo key-combos
I only played the GBA ports and Skulltag, please forgive my shitty memory of Doom

>> No.8830503

>>8830491
also bonus tip for BLOOD,if you get really bad stuttering,use raze,OR,take the SDL.dll file from a newer kex game (like quake or powerslave) and plop it in,makes it work like a charm on linux.

>> No.8830515

>>8830490
>getting a Quad once everyone's dead already
I hate this feel more than nothing else. . .
If I missed anything in the Gremlin/Voreling pitch-black cavern, then its no big deal for me

>> No.8830517
File: 1.58 MB, 1600x900, spasm0063.png [View same] [iqdb] [saucenao] [google]
8830517

>>8830515
reCaptcha ate my pic again

>> No.8830530

>>8830494
The congested series are pretty good, I assumed you already played through 2048 Units of /vr/. There's also these:
https://doomwiki.org/wiki/MAYhem_2048
https://doomwiki.org/wiki/2048_Unleashed
https://doomwiki.org/wiki/Plutonia_1024:_The_Plutinya_Experiment
https://www.doomworld.com/forum/topic/128408-anomaly-report-a-new-33-level-megawad-for-vanilla-doom-ii-rc2-available/
There's also Swift Death if want a ballbuster experience with tiny maps

>> No.8830535

>>8830496
Thanks anon
Time to fiddle with control settings!

>> No.8830542

>>8830535
yea,make sure to use gyro aim (especially if you have freelook on),it may be hard to get used to,but i can assure you it is worth it.

>> No.8830640 [DELETED] 

>>8830517
>>8830515
Okay it wasn't so cryptic afterall, now I can leave this place satisfied

>> No.8830642
File: 1.98 MB, 1600x900, spasm0064.png [View same] [iqdb] [saucenao] [google]
8830642

Okay it wasn't so cryptic afterall, now I can leave this place satisfied. . .

>> No.8830653
File: 908 KB, 1600x900, spasm0065.png [View same] [iqdb] [saucenao] [google]
8830653

N_____

>> No.8830712

>>8828857
>>8829213
https://files.catbox.moe/npt26e.zip
Here's a ZIP containing the DECOhack text file. I've also included the wad containing the sprites.
Happy modding!

>>8830162
Sounds like a cool idea! Would be hard to balance though.

>> No.8830720
File: 1.40 MB, 1600x900, spasm0066.png [View same] [iqdb] [saucenao] [google]
8830720

>>8830653
>actually its __G___
Next up is this one here. . .

>> No.8830739
File: 37 KB, 640x480, Congestion_1024_title.png [View same] [iqdb] [saucenao] [google]
8830739

>>8830494
I highly recommend Congestion 1024 as well as Claustrophobia 1024, like what this anon said >>8830530.
There's also Zone 300's sequel, Zone 400, that you could check out. I've personally never played it, but I've heard good things about it.
My last recommendation is 3x3: Take Two. Some of the maps in there are probably a little bigger than what you're asking for, but even then they tend to stay fairly simple.

>> No.8830745

>>8829653
HL and Q2 still look better without bilinear filtering disabled. Just because they enabled it by default doesnt mean it looked best. They still have 64-256 pixel textures like Doom or Q1. Only games with higher-res textures or detail textures look better with filtering. Like Unreal.

>> No.8830746
File: 480 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8830746

>> No.8830762

>>8830746
>maybe enemies probably
make up your damn mind!

>> No.8830771
File: 214 KB, 1920x1080, 6df9pqubkf241.jpg [View same] [iqdb] [saucenao] [google]
8830771

Doom4doom

Doom4vanilla

Which should i run to spice up some wads

>> No.8830795

>>8830746
>health soon ok
>miss muh shot

>> No.8830810

>>8830771
your image has triggered me into a new dimension.
>Doom4Doom

>> No.8830814

>>8830771
Doom4vanilla

>> No.8830818

>>8830771
Death 4Told

>> No.8830829
File: 837 KB, 1600x900, Return_to_the_Coliseum.jpg [View same] [iqdb] [saucenao] [google]
8830829

>>8830720
...is this map exactly what I think it is?
YES IT IS!

>> No.8830836
File: 544 KB, 752x623, 1622350212387.png [View same] [iqdb] [saucenao] [google]
8830836

>> No.8830863
File: 1.95 MB, 1600x900, spasm0073.png [View same] [iqdb] [saucenao] [google]
8830863

I love this kind of stuff

>> No.8830870

>>8830494
Coffee Break

>> No.8830905

>>8830746
>real demon couple
>open god
>creator decided corpses fit

>> No.8830914
File: 349 KB, 976x976, 1649224049918.png [View same] [iqdb] [saucenao] [google]
8830914

>>8830746
>zombies sounds black

>> No.8830938

>>8830457
Babby runs vrskins. I run vrsounds and the servers. Whatcha need, anon?

>> No.8830943

>>8830863
Just beat this one myself. I thought it was just a bit of fun until the end, i got completely wrecked in multiple attempts. I retried and grabbed the rune of regeneration and that helped a lot.

>> No.8830949
File: 722 KB, 1600x900, spasm0078.jpg [View same] [iqdb] [saucenao] [google]
8830949

>>8830863
Bread & circuses?
More like MEAT and circuses :)
>internet decided to hate me today, no more PNG's for now...

>> No.8830957

>>8830746
>random concept
Utter state of the community.

>> No.8830969
File: 672 KB, 1600x900, spasm0081.jpg [View same] [iqdb] [saucenao] [google]
8830969

>>8830943
Yes regen is kinda the best one for such gauntlets IMO - also the PoP secrets becomes available kinda too late to matter unlike the Quad & HoC does aswell

>> No.8830994
File: 2 KB, 48x64, SW2_HSKL_bulls.png [View same] [iqdb] [saucenao] [google]
8830994

It's hard to get feedback this days. Does this crack look normal to you? First time I actually drew something pixel by pixel.

>> No.8831010

>>8830746
>miss muh shot
>used based lot
>hitscan start
Bars tho???

>> No.8831014
File: 527 KB, 1600x900, spasm0082.jpg [View same] [iqdb] [saucenao] [google]
8831014

Its a small comfy slaughtermap with a cool concept at start, but not much to post about sadly - better play it yoursef honestly

>> No.8831034
File: 167 KB, 1630x855, re-wagered.jpg [View same] [iqdb] [saucenao] [google]
8831034

>>8830018
>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?
I could probably just add that as a spawnflag for Vores, in the spirit of PD2 and whatnot. I think the way they work in AD - with them throwing their eggs at the player, is kinda retarded though. It just comes across as a poor excuse to not make a new animation.
I'd like to make them shit the egg out from underneath and kick it forward with their back leg, ideally. That way they can still have a regular attack.
>>8830829
Yep. I think most people missed the reference.
The actual combat section is admittedly pretty lame though. I had started remaking it (pic related) with the intention of having a proper Quake level between the starting gimmick and getting to the arena, but it was taking retardedly long so I decided to focus on code stuff instead. I'll get back to it eventually.

>> No.8831037

>>8830994
not bad
maybe the black crack looks cartoony but it's better than blending in to the point it's unnoticeable

>> No.8831042

>>8830994
I could see someone confusing it for a weird decal or something. It's obvious enough what you're going for, but it's also obviously edited—try softening the color on the crack a little to match the palette of the rest of the skull. Other than that I couldn't recommend anything specific, I'm a shitty pixel artist; I ain't no Ocean's Dream.

>> No.8831046
File: 2 KB, 48x64, SW1_HSKL_bulls.png [View same] [iqdb] [saucenao] [google]
8831046

>>8831042
It's supposed to be specifically used for a shootable switch. Making the crack less back seems like it might work though. I'll try it out.

>> No.8831075
File: 128 KB, 727x501, bullet_holes.png [View same] [iqdb] [saucenao] [google]
8831075

>>8831046
That's what I figured. Actually, you might want to reconsider what your bullet hole looks like entirely; there's a reason that other anon called it "cartoony".

>> No.8831081

>>8831075
I should clarify, I don't mean to make the bullet hole realistically detailed. Rather, bullets don't create crack patterns like that in real life. Look up photo refs for whatever material you think your skull switch is made of.

>> No.8831089

has anyone ever used WadC ?

>> No.8831096

>>8831075
yeah, I'll try using that.

>> No.8831170
File: 394 KB, 599x856, Doomguy.png [View same] [iqdb] [saucenao] [google]
8831170

give wads

>> No.8831172

>>8830771
Argent is still the best one.

>> No.8831191
File: 599 KB, 1600x900, spasm0088.jpg [View same] [iqdb] [saucenao] [google]
8831191

No its not a WIP
>rune status: __G_U_

>> No.8831284
File: 106 KB, 786x1017, e1e7ce4088c569b26d77780d21906661eacfa355fef04ae36ef55627eb9ebaac.jpg [View same] [iqdb] [saucenao] [google]
8831284

what mods have the best bosses?

>> No.8831305

>>8831284
Hideous Destructor, even if there are munitions capable of one-shotting them. They make for great tense fights whenever you don't have those.
Bratwurst has some cool IoS replacements, ranging from projectile bullet hell to what basically amounts to a port of Doom 2016's Cyberdemon.

>> No.8831315

>>8831284
GMOTA.

>> No.8831316

>>8831315
Now what makes you say that?

>> No.8831318
File: 52 KB, 1050x591, judge_doom.jpg [View same] [iqdb] [saucenao] [google]
8831318

Doom.

>> No.8831340

>>8831316
They're decently challenging, fun to fight, and they have fun see sounds, death animations, and taunts. And they're funny. The Cybermancer is a big doofus who can't talk right and the Edgelord's clones scream like little girls when you attack them.

>> No.8831343

>>8830048
I'm glad someone liked the gimmick

>> No.8831446
File: 2.94 MB, 480x314, wanna do some drugs.webm [View same] [iqdb] [saucenao] [google]
8831446

>> No.8831453

>>8831446
>Romero this isn't a megasphere—

>> No.8831454

>>8831343
Say what's the deal with the supposed entry point at start of map vomitting giblets when shot at?

>> No.8831457

>>8831446
Greetings fellow anonymous user. Does this bizarre looking mod happen to work with the advanced source port, GZDoom?

>> No.8831459
File: 18 KB, 750x207, got a light.jpg [View same] [iqdb] [saucenao] [google]
8831459

>>8831343
It's a great gimmick, anon.
Some people are just retarded though.

>> No.8831503

>>8830450
Kex Quake's QC source got released, which includes DotM as well as the other expansions.
https://github.com/id-Software/quake-rerelease-qc

>> No.8831508

>>8831457
Probably, but not out of the box, apparently.

>> No.8831601
File: 99 KB, 656x519, evenworse.png [View same] [iqdb] [saucenao] [google]
8831601

I figured out how to make this even worse. Now it really looks like my graphic card is on fire.

>> No.8831603
File: 44 KB, 449x455, file.png [View same] [iqdb] [saucenao] [google]
8831603

I don't like making posts like these but are you still around jedd dillinger?

>> No.8831612

>>8831601
Since the HUD is untouched, I'm assuming you're just fucking with the colormap?

>> No.8831615 [DELETED] 
File: 34 KB, 432x269, weeb.png [View same] [iqdb] [saucenao] [google]
8831615

visitor from /sg/ here
We've been having some kid spamming unrelated pics and redditspaced blogposts for months now. Sometimes the kid disappears for a while, then he's back, baiting, samefagging and spamming, and talking to himself, trying to suck others into his bullshit and never engaging in any actual discussion(One Anon had enough at some point and doxed him lol). Another Anon mentioned that the same shit is happening over here every once in a while. Does the general style of pic rel look familiar? Just curious whether the kid really is active here, too.

>> No.8831617

>>8831612
Correct. Leaving HUD in kinda gave it away.
I'm fucking with colormap specifically because I want it to change as I walk around or fire gun.

>> No.8831624 [DELETED] 

>>8831615
I haven't seen an idiot like that here thankfully. Maybe someone else has.

>> No.8831625 [DELETED] 

>>8831615
>>8831624
yeah, I know this guy
he's a lot more active in /sg/ than /doom/ though, I see him a lot more over there than over here

>> No.8831626
File: 441 KB, 1600x900, spasm0084.jpg [View same] [iqdb] [saucenao] [google]
8831626

>>8831191
>I forgot again to re-enable the mutators after loading the game, thats why it was more tolerable to play the past levels - including this one
Not that it made things any easier here though

>> No.8831630 [DELETED] 
File: 89 KB, 1601x423, file.png [View same] [iqdb] [saucenao] [google]
8831630

>>8831615
I just did a little digging, and yep, it's him. He's more insistent on shitting on your guys lawn than ours though. Sorry you guys got him.

>> No.8831634 [DELETED] 

>>8831630
Oh christ alive, this idiot.

>> No.8831639 [DELETED] 
File: 407 KB, 769x720, hayden.png [View same] [iqdb] [saucenao] [google]
8831639

>>8831634
>>8831630
another pic of him on /sg/, for reference

>> No.8831646
File: 326 KB, 1600x900, spasm0085.jpg [View same] [iqdb] [saucenao] [google]
8831646

>>8831626
I dunno if its an universal feeling, but to me disposing of inorganic enemies always seem to lack the same satisfaction when dropping some fleshbags, it must be the disintegrating corpses probably

>> No.8831663
File: 369 KB, 1600x900, spasm0086.jpg [View same] [iqdb] [saucenao] [google]
8831663

>>8831646
>skipping on some more screengrabs again due to how angry this level made me because of the Q1 ladder physics shenaningans - getting pummeled while stuck floating mid-air glued to a wall isn't fun when theres no reward for it - one room was particularly dissapointing in that regrard (let's call it a basement) - at least one +25hp more placed somewhere at the start would make it a fine map, despite the specified 'unintentional gotcha moments'

>> No.8831667

This is a great general

>> No.8831676 [DELETED] 

>>8831615
he's still doing this shit? how have mods not banned this mental case yet

>> No.8831684 [DELETED] 

>>8831676
jannies don't care, I report all of his posts on /sg/ and he's still posting
someone doxxed him and he's underageb& too lmao

>> No.8831692
File: 496 KB, 1600x900, spasm0087.jpg [View same] [iqdb] [saucenao] [google]
8831692

>>8831663
I have committed my first hate crime today by not allowing Floyd to obliterate my literally caucasian physiognomy, please don't report me to the BLM - or whoever is torching the streets nowadays. . .
>totally not a trap right here BTW

>> No.8831694 [DELETED] 

>>8831625
>>8831630
>>8831634
>>8831676
So it really is true.. I naively thought he'd somehow sobered up when he disappeared from /sg/, but then he was back again. Seems like he really does this on every general for any game he's playing atm. what a shitstain. Jannies just can't be arsed to Alt+Tab out of Runescape it seems. Sorry to hear you've had an infestation, too.

>> No.8831707
File: 431 KB, 1600x900, spasm0089.jpg [View same] [iqdb] [saucenao] [google]
8831707

>>8831692
TIL that on Hard skill and above Edie is an input-reading bastard and needs to die ASAP, even when there's other obstacles present

>> No.8831708 [DELETED] 
File: 76 KB, 704x731, splooge.png [View same] [iqdb] [saucenao] [google]
8831708

>>8831694
The janny here's pretty good actually. In fact, I'm expecting this entire exchange to be deleted in about 2 minutes, so let's get back to dooming.

>> No.8831716 [DELETED] 

>>8831708
he went to hard too fast

>> No.8831717
File: 391 KB, 1600x900, spasm0090.jpg [View same] [iqdb] [saucenao] [google]
8831717

>>8831707
Heres one of the less-obvious secrets of this map, shame how its so crucial to maintaining a enjoyable level of gameplay compared to others. . .

>> No.8831749
File: 1.41 MB, 1600x900, spasm0090.png [View same] [iqdb] [saucenao] [google]
8831749

>>8831717
...cause otherwise its all relying on Scavenger-rumble mutator once the medkits dry-up, or just doing the good-old QS&QL finger tango while pretending it's any different than activating GodMode or other cheats mechanics-wise

>I have doubts if asking for including Axemen was a smart decision - however the MapAnons seem to like using them so whatever

>> No.8831767
File: 551 KB, 1600x900, spasm0091.jpg [View same] [iqdb] [saucenao] [google]
8831767

>lost a couple of screenshots while changing PNG to JPEG formats, thats why those blogposts seem to be so brief and hectic compared to first ones from yesterday
Despite not quite enjoying this one too much, I like how it was 'compact' in a way - almost every place had purpose and the vertical use of the same location multiple times wasn't too boring, until the mop-up time came as usually expected

>> No.8831792

>>8831749
yeah axemen are weird, there's no real tactic against them in close-mid range, especially when all you have is ssg and the charge-up laser gun.
with the buffed player axe it might even be worthwhile to just run right up to them and tank a couple of hits, rather than attempt to dodge anything.

>> No.8831814
File: 79 KB, 1000x984, ricardo_reaching.jpg [View same] [iqdb] [saucenao] [google]
8831814

>>8831170
Here's mine. https://mega.nz/file/RpdxXLjZ#inlYXCP1Y6sq-m5vaApx_n-jm2Wc15ccfRPBF54aXUg
I hope you enjoy, and please feel free to leave feedback.

>> No.8831823

>>8828505
this one works great, but some enemies seem to miss alerts. also I feel once we start changing behavior it sort of defeats the purpose. or rather the purpose changes into trying to hit the new limits with x10 enemies or something.

actually I think doing the dedicated server at around 24 tics works pretty well all around, but I don't have as much time today to test things.

>> No.8831824

>>8831603
Ye.

>> No.8831830

>>8831824
It's benis. Been trying to get the shitwadders back together and it's been successful so far, we even got the man himself on board. Would you be interested in joining us? We're in a >shitcord so that might put you off

>> No.8831832
File: 649 KB, 1000x984, take_my_brown_ball.png [View same] [iqdb] [saucenao] [google]
8831832

>>8831814

>> No.8831847

>>8831830
>Would you be interested in joining us?
Sure, wouldn't mind at all.

>> No.8831854 [SPOILER] 
File: 7 KB, 297x297, 1650490818336.png [View same] [iqdb] [saucenao] [google]
8831854

>>8831847
Alright, well
unf.#9212
I'll shoot you an invite

>> No.8831868

>>8831830
>shitcord
Hard pass, but I'll pop in if I'm made aware of any streams that result from this.
I was never really that active compared to the rest of you guys anyway, it was fun to occasionally chat with you guys, but I'm content to just keep doing that here.

>> No.8831871

10sector.wad is great i only started playing it yesterday and wow.

It has something i can't describe regarding mapping style, maybe because it's from 2000 ?

Reminded me to Japanese Community Project, that wad also makes me feel that "something"

>> No.8831878

so i just finished the ram ranch map in HFFM. that map was amazing. i'll have to do this one over on UV.

>> No.8831958

I'm trying to install and run nblood for the first time but on the github page I got it from it's a pk3 instead of an exe, and when I try to launch it windows just asks me what I want to launch it with. I put all the required files from the base game (fresh supply, if that matters) where they belong but still nothing. am I missing something or am I just retarded?

>> No.8831975

>>8831958
both. you want the exe, from lerppu.net/wannabethesis/

>> No.8832014

>>8831975
forgot to mention, I tried going there but the link is dead for me

>> No.8832046
File: 1.96 MB, 1600x900, spasm0095.png [View same] [iqdb] [saucenao] [google]
8832046

WARNING! ! !
THIS MAP IS UNIRONICALLY A SEXUAL EXPERIENCE !
too bad the randomizer crashed it once I got the jet-boots, re-doing it again will take some time

>> No.8832053

>>8831868
Sorry to hear that, wolpertortellini.
I understand though.

>> No.8832054

>>8832046
>too bad the randomizer crashed it once I got the jet-boots
Which randomizer, and did anything pop up in console?

>> No.8832057

>>8831459
>fullbroght
Huuh?

>> No.8832058

>>8831878
which map is that, map07?

>> No.8832060

>>8832058
yes

>> No.8832065

>>8832053
I almost signed my post, but I figured it was obvious enough who I was.

>> No.8832070
File: 1.08 MB, 600x609, 1641097241636.gif [View same] [iqdb] [saucenao] [google]
8832070

>>8832060
I made that map, glad you liked it. That was my first serious attempt at a doom map and there's plenty I could have improved on. But as long as others enjoyed it then I'm happy.

>> No.8832106

>>8830449
whose demo is this? pretty good

>> No.8832128
File: 85 KB, 168x358, shoe.png [View same] [iqdb] [saucenao] [google]
8832128

I'll try again:

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

>> No.8832168

>>8832128
I can't give any recs, but I'm adding Hellcore 2.0 to my backlog now based on your description of "bizarre set of real feeling places." Thanks!

>> No.8832195
File: 213 KB, 676x473, 1432937830229.png [View same] [iqdb] [saucenao] [google]
8832195

>Play going down
>wad already doing ammo starving gameplay 4 maps in

>> No.8832225

>>8832195
what difficulty?

>> No.8832251

>>8832195
Map03 is meant to be a tyson map, If you're playing continuous and are "ammo starved" on map04, it's because you did map03 wrong.

>> No.8832280

>>8832128
Check out Hellbound if you haven't already.

>> No.8832306

>>8830829
Haha, that fresco on the bottom right is awesome.

>> No.8832359

>>8832195
Are you playing on a difficulty that's not UV? I just ran through it and thought it was fine.

>> No.8832391
File: 3.00 MB, 480x360, Going_Down_map07.webm [View same] [iqdb] [saucenao] [google]
8832391

>>8832106
It's mine. My pb is slightly lower but I thought this run looked cooler.
Speaking of going down, here's map 07. I lowered the framerate and increased the resolution this time. Not sure if it's better.

>> No.8832417
File: 68 KB, 750x853, 1643248901603.jpg [View same] [iqdb] [saucenao] [google]
8832417

Is it normal for D:RLA to have no blood splatter on walls or bullet casings? I like the mod a lot but this sorta spoils some of the fun of it for me.

>> No.8832456

>>8832391
good job anon. certainly ran it better than i did this morning

>> No.8832604

attenuate

>> No.8832679
File: 2.86 MB, 650x364, outskilled.webm [View same] [iqdb] [saucenao] [google]
8832679

>> No.8832684

shitwads...

>> No.8832691

>>8832684
Not happening, sadly. Anon's a busy man.

>> No.8832697

lets play complex doom legendary clusterfuck nexus

>> No.8832705
File: 2.98 MB, 800x450, bug hat.webm [View same] [iqdb] [saucenao] [google]
8832705

UE 1998/Gold is so fucking hard man
also bug hat

>> No.8832717

>>8832679
_ _ _
_ _ _ _ _ _ _
_ _ _ _ _ _ _

>> No.8832789
File: 91 KB, 597x263, Untitled.jpg [View same] [iqdb] [saucenao] [google]
8832789

>>8832717
>Wrong neighbourhood, motherfucker

>> No.8832868

>>8831284
Action Doom with it's corny contra-styled bosses and things like tanks.

>> No.8832887 [DELETED] 

>>8832705
I think unreal would like awesome given the ray tracing treatment like quake2.

>> No.8832892

>>8832705
I think unreal would look awesome given the ray tracing treatment like quake2.

>> No.8832923

>>8832892
Since UE4+ supports Ray Tracing, if you could work out how to port UE1 content all the way up to them you wouldn't even have to make a source port.

>> No.8832946
File: 477 KB, 481x784, 9571.png [View same] [iqdb] [saucenao] [google]
8832946

>>8832684
>check channel
>it couldn't have been that lo-
>6 months ago

>> No.8832956

>>8832892
That thought passed my mind too.
It goes hard for "look what we can do with our new engine look coloured lights" and still pulls it off in 2022
The flares and flashlight and adding refracted lights would be cool more gameplay-wise too.

>> No.8832998
File: 1.85 MB, 800x450, lighting.webm [View same] [iqdb] [saucenao] [google]
8832998

>>8832956

>> No.8833006
File: 49 KB, 677x677, rLKK5wwLwT5ur.jpg [View same] [iqdb] [saucenao] [google]
8833006

https://youtu.be/FGqtsWmCNOg

BRUTAL DOOM V22
BRUTAL DOOM V22
BRUTAL DOOM V22
BRUTAL DOOM V22

kinoino is back on the menu boys

>> No.8833029

play brutal doom. the way john romaro wants you to play doom

>> No.8833094
File: 174 KB, 735x288, KRI.png [View same] [iqdb] [saucenao] [google]
8833094

https://web.archive.org/web/20040614034607/http://www.youareempty.com:80/main.php?s_id=news
https://web.archive.org/web/20040603082928/http://www.digitalspray.com/index.html

>> No.8833125

I like hexen better than doom

>> No.8833165

>>8832679
You ran straight into his face bro of course you were outskilled

>> No.8833168

>>8833006
>not Brutal HeXen

I sleep.

>> No.8833256

>>8832391
>that squeeze past mastermind with 19 health

>> No.8833257

>>8833125
Me too anon, Doom is cool but I just like Hexen, the Build games and the Quakes more.

>> No.8833289
File: 672 KB, 1280x720, 1644039767189.jpg [View same] [iqdb] [saucenao] [google]
8833289

>>8831446

>> No.8833294

I stumbled upon this completely shitty old assetflip on Steam, here's a playthrough of it:
https://www.youtube.com/watch?v=U83Ml5QHjXA

It's called "Psi Project" and it has some sequels, they're all shitty like this, a true kusoge, including all the stolen sprites and sounds. Can anyone identify where various assets are from? I've seen the guns before and know the zombie HUEHUUE noise is from HL2, but for some reason I just really like that pitch black ghost thing which blinks in and out of existence, and I really wish I knew where to find those sprites, because they're kinda cool.

>> No.8833304

>>8833289
Is this a full mod or just processed screenshot?

>> No.8833305

>>8832195
>a bloo bloo I can't hold left mouse down constantly

>> No.8833327

>>8833289
goddamn bro not on 4/20 that shit's not cool

>> No.8833335

>>8832014
use tor or smth, do I have to hold your hand

>> No.8833339
File: 573 KB, 424x600, poster-sigil+small.png [View same] [iqdb] [saucenao] [google]
8833339

Finished Sigil a while ago and really liked it, but I expected something more, don't know why. Some new enemies and a new boss. But outside the cool puzzle system, soundtrack and map, we didn't really get anything new. But I heard that a Sigil 2 is coming. Did you like it? What do you expect from S2?

>> No.8833346

>>8833339
>But outside the cool puzzle system, soundtrack and map, we didn't really get anything new.
What do you mean by "anything new"?
It was deemed the 5th episode and as such it did well. Did you want new guns and enemies or what?

>> No.8833359

>>8833006
PB is superior. I can't think in any other way to inovate BD. But some thing I wish it was there: More enemies can talk or make noises indicating that they're 'smart' and not just demon animals. Also make them walk through the map, searching for you.

>> No.8833361

>>8833346
I mean, why not? It's not like it's official anyway. It's more of the same thing we already saw. It's one of my favorite chapters, but since it was a new release and after playing so many mods, I kinda expected a bit more, especially when Romero himself also plays mods. But I think that this was more of a test and we gonna see way more content in Sigil 2.

>> No.8833362

>>8833304
https://en.wikipedia.org/wiki/DeepDream

>> No.8833365

>>8833361
Well I mean, making assets is not easy. Has Romero actually ever done textures and sprites?
And if it had new assets it wouldn't be a vanilla episode anymore anyway.

>> No.8833389

>>8833304
>ammo, health, and armor numbers untouched
>clear edges where walls and floors meet, something deep dream probably wouldn't do
>scorch mark decals
going with full mod

>> No.8833423

>>8833339
Its probably my favorite "official" episode of Doom 1, but I also never really go out of my way to play Doom 1. I'm excited for Sigil 2 though.

>> No.8833469

>>8831830
Wouldn't it be better to communicate through these threads or something like that? I doubt isolating yourself in >discord will do any good other than becoming one huge circlejerk.

>> No.8833481

>>8832892
It would have been a perfect demonstration of what path tracing/ray tracing is capable of. That and it would make even more sense for it to require cutting-edge technology because that's how it was back when it released.

>> No.8833503
File: 52 KB, 700x700, 1643212021629.jpg [View same] [iqdb] [saucenao] [google]
8833503

What is a nodebuilder?

>> No.8833505

>>8833503
It calculate various things for level that you don't directly draw.

>> No.8833507

>>8832923
I'm not sure whether UE4/UE5 actually support full ray tracing scenes, i've only seen them use ray tracing as a supplemented cheap effect for nicer reflections, but it's rendering the reflections as a separate low-res layer using very cheap/noisy low-sample tracing, and using upscaling/denoising algorithms to make it passable.
I suspect it would be less work to rewrite the renderer to be raytraced rather than port the game to another engine entirely, especially since then the feel/movement might differ.

>> No.8833513

>>8833503
It builds nodes.

>> No.8833532
File: 1.19 MB, 1600x900, spasm0108.png [View same] [iqdb] [saucenao] [google]
8833532

>>8832054
Its probably related to this 'model shuffle glitch' I've encountered before in the RustyBucket level at start - fighting an invisible HellScrag was certainly something, but it happening somehow didn't crash the whole level back then
those were supposed to be candlesticks

>> No.8833551

>>8833532
what engine are you running, again?
since this is some sort of model index mixup, there could be an enemy walking about with the entire map's geometry being its model.

>> No.8833684

>>8832280
I will. I hope it's ghood.

>> No.8833717

>>8833513
Thanks

>> No.8833725

Okay, fat chance of this, but who knows, might get lucky.
I'm looking for a specific wad for Doom. Pretty sure it was more or less a full campaign. Cannot put a name to it or any levels, I just randomly remembered it from my childhood, so we're talking 20+ years ago. I wanna say roughly 1997ish, but I can't be certain.
The only thing I remember about it is the demos on startup, because I spent so much time watching them more than I did actually playing it. I was more easily entertained as a child watching. They were co-op games, two out of three were 4 player co-op. And somehow they were different each startup, as in one of the three demos would actually have them make progress in the level rather than either just hang out at the start and/or die repeatedly a short ways in. You were also able to swap perspectives... I don't know how common that is, I don't see much in the way of co-op demos these days.

First level had Green/Red spawn in one area, Orange/Black in another. Was like two different sets of progress before they'd meet up later on toward the end of the level.
Second level had them spawn together in a big white room, most of the demos of that level just had them wander around that room, not too sure what the point was.
Third level was just two players, they spawned in what was basically a bunker or something.

I THINK the last level was an Icon of Sin, just sorta looked like a big open canyon, bit of water (or at least blue colouration to the level), two Spider Masterminds in the far corners and the wall the IoS was on was also a bunker full of imps and zombies shooting out the sides of him. Buuuuut that might be a different wad, I can't be certain.

Does that sound any sort of specifically familiar to anyone?
I'm looking wherever I can for it, but I'm also just sort of looking blind when I can't attach a name to it, I'm pretty much just trying to find pictures or videos or whatever and just looking for familiarity.

>> No.8833821

>>8833725
>I THINK the last level was an Icon of Sin, just sorta looked like a big open canyon, bit of water (or at least blue colouration to the level), two Spider Masterminds in the far corners and the wall the IoS was on was also a bunker full of imps and zombies shooting out the sides of him. Buuuuut that might be a different wad, I can't be certain.
Sounds like Memento Mori.

>> No.8833938

>>8833339
New enemies in limit removing wouldn't be possible without replacing tons of stuff. 4th episode didn't have new enemies either, and Sigil continues the trend. Having too much new stuff wouldn't feel authentic fifth episode.

>> No.8833956

>>8832705
>>8832998
Unreal has far more... unreal lighting than Quake 2.

Since Quake 2 was built with radiosity in mind, it lends itself well to path tracing. It will be hard to give Unreal the treatment without serious modifications or concessions.

>> No.8833987

>>8833168
thats a thing?

>> No.8833991
File: 60 KB, 748x525, doom32x.jpg [View same] [iqdb] [saucenao] [google]
8833991

I've never played doom and am going to for the first time with the 32X Resurrection version

>> No.8833998
File: 13 KB, 125x125, 1495411736124.gif [View same] [iqdb] [saucenao] [google]
8833998

>>8833821
Oh my fucking jesus, you nailed it. Holy shit.
I just looked up its map list and saw #7's layout looking semi-familiar, looked up a speedrun of it on youtube and that level rung every bell in my head of what I remember from all those years ago.

That is fucking incredible and I would hump you right now if I could. With my shitty recollection of it, I didn't have much hope finding it again. Huge relief off my head, looking for it was driving me up the fucking wall.
Thank you so much.

>> No.8834013

>>8833725
I think I played that. It's either momentous mori or something that came out around the same time.

Could browse the archive sorted by date and see

>> No.8834016

>>8833987
Everything seems to have a “buurtal” variant these days, there’s even Batman Doom Reborn.

>> No.8834029
File: 472 KB, 1920x1080, q2_0016.jpg [View same] [iqdb] [saucenao] [google]
8834029

>>8833956
Wellspring of murk plays well with that, sadly or maybe fortunately, the rtx shit doesn't work with it well.

>> No.8834056

>>8833532
You should probably make sure you're on the newest version of whatever engine you're using. I haven't seen anyone else have this issue so, as janky as my code is, I don't think it's a QC thing.

>> No.8834106

>>8833551
>there could be an enemy walking about with the entire map's geometry being its model.
KEK, that's probably exaxtly what caused the crash to happen

>> No.8834114

>>8834029
>software mode textures
>coloured lightning
>HD v_weap models
HOW?!?

>> No.8834147
File: 188 KB, 1920x1080, q2_0021.jpg [View same] [iqdb] [saucenao] [google]
8834147

>>8834114
Yamagi with GL 1.4
the new stuff they added to slightly upscale and sharp the textures
the upscales i did and reshade with CAS and HDR

>> No.8834149

>>8831503
As players/modders/mappers what's mean? Quality of life if you wanna port your maps on 'steam' quake?

>> No.8834161

>>8833998
Happy to help. Nothing rung a bell for me except for your description of map30.

>> No.8834168
File: 256 KB, 1920x1080, q2_0023.jpg [View same] [iqdb] [saucenao] [google]
8834168

>>8834147
btw here is the line
set cl_r1q2_lightstyle "1"
set r_retexturing "1" texture packs and external files working on software mode too
set r_scale8bittextures "1"

>> No.8834175
File: 354 KB, 1920x1080, q2_0018.jpg [View same] [iqdb] [saucenao] [google]
8834175

>>8834168

>> No.8834239

>>8834029
>Pic
Are there any Doom WADs that do this? Where they are been of having to then hallway if even then door the more than of it?

>> No.8834254

>>8834239
>Where they are been of having to then hallway if even then door the more than of it?
u wot m8

>> No.8834261
File: 1.30 MB, 1234x678, Screen_Shot_2021-05-19_at_12.24.40_PM.png [View same] [iqdb] [saucenao] [google]
8834261

>>8834239
>>8834254

>> No.8834279
File: 11 KB, 183x208, 1621758534990.png [View same] [iqdb] [saucenao] [google]
8834279

>>8834239
what did anon mean by this?

>> No.8834327
File: 167 KB, 560x620, quakecoffee.png [View same] [iqdb] [saucenao] [google]
8834327

>>8834239

>> No.8834465
File: 55 KB, 320x240, forever_2.jpg [View same] [iqdb] [saucenao] [google]
8834465

>>8834029
>>8834147
Can you possibly show us how "Magic Lamber Forever" fares when played with this setup?

>> No.8834498
File: 2.00 MB, 2560x1440, spasm0004.png [View same] [iqdb] [saucenao] [google]
8834498

>>8834056
Minor issue report.
Got stuck on 'under construction' near the white key (secret).

>> No.8834517

>>8834498
Are you stuck mid-air?
There's actually a way to walk out of there once the bars get lowered

>> No.8834546

>>8834517
Looks like its mid-air yeah, between wall skirting and the bars just a hair off the ground.

>> No.8834579

Just started Ad Mortem.
HMP cause I'm a scrub.
Yet I get fucking THREE Archies in the second level, come the fuck on. With the rocket launcher they are not tense, tactical fights, just annoying.

>> No.8834614

>>8833991
Could be doing quite a lot worse, if the Resurrection homebrew was what 32X Doom had been back in the day, it would have been one of the best console ports.

>> No.8834624
File: 1.50 MB, 1600x900, spasm0105.png [View same] [iqdb] [saucenao] [google]
8834624

>Now I understand why this map is used for the demoplay
>>8834546
Is there no movement at all, or are you inching along at the speed of mere pixels per minute whilst afloat?
If not, then just noclip or reload - theres no other way out besides a grenade-jump
>>8834056
Its the same QSspiked version from last year, back when I reported how 'SmartOgres' crashed the enchanced-AI testmap upon spawning

>> No.8834625

>>8833991
just play the PC version with a sourceport like a normal person.

>> No.8834634

>>8834579
>complains about archviles
>cause I'm a scrub.
Well, you're self aware.
At least there are no archviles in map03 :^)

>> No.8834640
File: 615 KB, 1920x1080, q2_0001.jpg [View same] [iqdb] [saucenao] [google]
8834640

>>8834465
>Magic Lamber Forever
http://3dgamersedge.com/spq2lvlrevs/forever.html
just these for now famalam

>> No.8834645
File: 613 KB, 1920x1080, q2_0002.jpg [View same] [iqdb] [saucenao] [google]
8834645

>>8834640

>> No.8834648
File: 386 KB, 1920x1080, q2_0004.jpg [View same] [iqdb] [saucenao] [google]
8834648

>>8834645

>> No.8834651
File: 542 KB, 1920x1080, q2_0005.jpg [View same] [iqdb] [saucenao] [google]
8834651

>>8834648

>> No.8834656
File: 634 KB, 1920x1080, q2_0006.jpg [View same] [iqdb] [saucenao] [google]
8834656

>>8834651

>> No.8834662
File: 538 KB, 1920x1080, q2_0007.jpg [View same] [iqdb] [saucenao] [google]
8834662

>>8834656

>> No.8834664
File: 577 KB, 1920x1080, q2_0008.jpg [View same] [iqdb] [saucenao] [google]
8834664

>>8834662

>> No.8834669
File: 480 KB, 1920x1080, q2_0009.jpg [View same] [iqdb] [saucenao] [google]
8834669

>>8834664

>> No.8834707

>>8830994
Looks decent. Maybe a shade of gray would work better than black.

>> No.8834719

https://twitter.com/tastyspleentv/status/1517209643667402754
more organ grinder DM today

>> No.8834740

>>8834640
Thanks muchfords, it looks even better than expected - IIRC the vanilla Q2 engine had some problems rendering most of those levels in software mode back when I first played these about 14 years ago on my ancient desktop toaster PC, yet I always hated how OpenGL turns everything into a blurry mess just to enable coloured lighting as compensation

>> No.8834775

>>8834634
Map03 was cool. Great atmosphere, with the vats and all that stuff, though I just couldn't find out how to get to the berserk secret.
Map04 was short and fun, although rather cramped in some places.
Map05 was great, but I feel a pretty trolled finding the megasphere right before the end, fully stocked up on ammo, thinking I am gonna slay now, just to have to kill myself and pistol start the next map.

>> No.8834793

>>8831792
they defo need some tweaking, at least a speed-reset when they decide to throw their hatchets without any warning

>> No.8834797

https://www.youtube.com/watch?v=g6MAayp8gJo

>> No.8834839
File: 3.82 MB, 3840x2160, spasm0000.gif [View same] [iqdb] [saucenao] [google]
8834839

I really love how Quake looks and was wondering if there's a way to make it look even nicer? Was thinking of using ReShade.

>> No.8834858

>>8834839
>ReShade
gross

>> No.8834874
File: 25 KB, 438x537, doorsectoreffects.png [View same] [iqdb] [saucenao] [google]
8834874

>pic related
Has this always been a thing? Or did this get added in Mbf21? What do these do?
>>8834839
Brumal quest? Probably not but these textures look like those from portal of praevus

>> No.8834878 [DELETED] 

>>8834874
10 is used in Monster Condo and 14 is unused in stock Doom.

>> No.8834879
File: 2.11 MB, 1600x900, spasm0109.png [View same] [iqdb] [saucenao] [google]
8834879

>>8834624
Word of advice - don't go to into the big pipe when you obtain the boots - they stop being unlimited once you pass that area and miss-out on shitload of secrets otherwise - if you don't wanna cheat that is...

>> No.8834889

>>8834874
Both are in vanilla Doom. Sectors with the 10th effect close 30 seconds after the map starts and sectors with the 14th effect open 5 minutes after the map starts and closes immediately after. 10 is used in MAP27: Monster Condo and 14 is unused in stock Doom levels.

>> No.8834898

>>8834879
huh? that ain't right. I'm guessing the rooftop boots got replaced with "flappy boots" by mutators?

>> No.8834903

>>8834874
>Brumal quest?
that's the 2018 xmas hub, using whatever sock used for his 2017 xmas map

>> No.8834905

>>8834029
>the rtx shit
Can I put mods on the RTX version of Quake 2??

>> No.8834932

>>8833469
They both have their own purposes.

>> No.8834940

>>8834858
It really isn't if you put in the effort to configure it instead of using a preset.

>>8834874
As the other anon said, XMasJam2018. The starting maps in general tend to be really nice looking.

>> No.8834961 [SPOILER] 
File: 346 KB, 1280x1024, 1650571607689.png [View same] [iqdb] [saucenao] [google]
8834961

>>8834775
>I just couldn't find out how to get to the berserk secret.
I'm probably going to add an alternate method to get that secret when we go back for episode 2. A lot of people have had trouble with it, despite my attempts over time to make it more obvious without completely giving it away. Hug the back wall (to the left in pic related) as the lift goes down, you should find yourself standing on a narrow ledge, which leads to the zerk's level.

>> No.8834968

>>8830450
>>8831503
https://twitter.com/quaddicted/status/1517232546408505345
Quaddicted approved

>> No.8834983

>>8834961
Holy fucking shit I think I hugged every wall in that fucking room, including jumping on those pipes or what it was supposed to be, but never the back there. Especially with how you can't UNF the outermost parts of that platform I though there was a switch somewhere to lower those sections.

>> No.8834986

>>8834968
Will this mean free ‘Dimension of the Machine’?

>> No.8834996

>>8834983
Yeah, that map suffers a bit from me somewhat rushing it towards the end of the project deadline, my 94 Protons map(s) will have more time to be playtested, and won't pull any punches.

>> No.8835042
File: 2.05 MB, 1600x900, spasm0116.png [View same] [iqdb] [saucenao] [google]
8835042

>>8834879
What I meant is, once you enter this area where the Grapple is located, the JetBoots will only allow for one jump from now on
>Forgot to ask, is this texture-set mostly from that unreleased WH40k game that was meant to run on the first Mortyr engine by chance?

>> No.8835047

Come to think of it, if KEXQ2 get announced at quakecon, and fixes the issues Q2 had like the AI, Model jittery by replacing with md5 own animations and making use of the unused stuff.
this is going to be pretty much a golden age of mapping for both games at once like in the past

>> No.8835057
File: 1.86 MB, 1600x900, spasm0113.png [View same] [iqdb] [saucenao] [google]
8835057

>>8834898
Maybe so, I redone this map since yesterday using the normal setup after the bug happened. . .
how do I get the ScubaGear legitimagely, and what does it even do here?
>>8834839
Modern Q1 content is so leagues above Q2 its not even funny

>> No.8835073
File: 388 KB, 1372x2001, hunter_sketch_by_satanoy_df3y8jw.jpg [View same] [iqdb] [saucenao] [google]
8835073

I was on the internet today, and I found this.

>> No.8835078

>>8835073
Nice find.

>> No.8835096

I loaded up an Unreal botmatch for the first time in forever. Was mouse movement always this fucked? It feels off somehow, like it's slightly unresponsive and also way too sensitive.

>> No.8835103
File: 2.91 MB, 624x350, not getting good.webm [View same] [iqdb] [saucenao] [google]
8835103

How do I get gud at UE?

>> No.8835105

>>8835096
If UE Gold, there's a Raw Input option in the options.

>> No.8835115
File: 1.23 MB, 1600x900, spasm0121.png [View same] [iqdb] [saucenao] [google]
8835115

>>8835042
>>8835057
I have been here for 2 hours of game-time (actually at least twice as much is not even more), its time to go. . .

>> No.8835116

>>8835103
>>8835105
>UE as an abbreviation for Unreal instead of Unreal Engine

>> No.8835119
File: 922 KB, 1600x900, spasm0129.png [View same] [iqdb] [saucenao] [google]
8835119

>>8835115
Unfortunate how this is so easy to take out of context nowadays

>> No.8835125
File: 1.98 MB, 1600x900, spasm0133.png [View same] [iqdb] [saucenao] [google]
8835125

>>8835119
>Rune status: __GGU_
Yes I know it can be skipped completely here, and nopre - find it yourselves, you won't be dissapointed if you remember the first level I went along with :-)

>> No.8835128

>>8835119
What?

>> No.8835138
File: 644 KB, 1600x900, spasm0134.jpg [View same] [iqdb] [saucenao] [google]
8835138

This sound like good fun, especially if one's an evil soulless abomination from alternate dimension. . .

>>8835128
Blood&Honour, AKA Combat 18

>> No.8835139
File: 286 KB, 1920x1080, q2_0004.jpg [View same] [iqdb] [saucenao] [google]
8835139

>>8835057
That is because only recently Q1 got into where Q2 mapping stopped 20 years ago and Q1 mapping REALLY improved from there, and Q2 mapping unlike Q1 itself where even with fagweather trying to kill everything over his mental disease, is pretty much divided, and mainly now that Quadz is dead.
Plus, Q2 has everyone hating each other due to Muh MP vs Muh SP clients, you see Multiplayer maps for Q2 receiving more love and even custom tilesets than Single player maps, where no one ever gave a fuck to give Q2 its own Quakespasm with lazarus included and extended limits, and you have the retarded RTX client which is made on top of Q2Pro, and Q2pro is shit for single player quake2 as it never received proper support, Yamagi is full of autistic purists who hates lazarus support, and KMQ2 has Knightmare who made 3.24 and added Lazarus support for advanced mapping, but with zero extended limits like quakespasm.

If anything, the best Q2 mapper atm is Quakewulf, and he is still using archaic tools for it, since Q2 itself never received proper mapping support using Trenchbroom.
Only J.A.C.K. supports Q2 entirely on the same way Arghrad and Radiant had, and J.A.C.K. is a HL modding tool.
TL;DR we will never see Q2 community united ever again like in the past when PlanetQuake and Polycount was a thing https://twitter.com/polycount/status/1516865946807193601 and even if they remaster the game the same way Q1 was, people would find ways to never make it move forward out of schism and bickery.

This entire community needs a divine miracle to be united once more for the sake of mapping.

>> No.8835147
File: 749 KB, 1600x900, spasm0137.png [View same] [iqdb] [saucenao] [google]
8835147

>>8835138
This one may be tricky to get past without any Shotty

>> No.8835151

>>8835139
I played this map last year and that room was a fucking doozy but I forgot which one it was. That's not from Dark Undergrowth, is it?

>> No.8835167

Case in point right here...

>>8835139
> ;3
Its real shame that he refuses to touch Lazarus to give his work some extra depth, regular Quake2 stopped being viable ever since that project came into life so long ago just to prove that Q2 had so many wasted potential - I mean come on, fixing the conveyor belts, randomized mid-level spawns and making the insta-death laser into a healing beam? This should've been the default part of the main game from the start

>> No.8835169
File: 747 KB, 1600x900, spasm0138.png [View same] [iqdb] [saucenao] [google]
8835169

>>8835167
Captcha pliz stop eating my pics again ;^|

>> No.8835173

>>8835116
kek
UnrEal, bruv

>> No.8835186
File: 172 KB, 1920x1080, q2_0011.jpg [View same] [iqdb] [saucenao] [google]
8835186

>>8835167
The Deaths of Planetquake, TeamBlur and tenfourmaps, followed by Tim "Argh" Wright disappearance in 2008 while he was working on the extended updates for ArghRad, the schism caused by the MP vs SP client shenanigans(R1Q2 vs Q2pro), and the russian community telling the community to eat a dick because of this source port bickering, which led to the creation of berserkerQ2 after Q2Evolved's development died off suddenly once Q4 came out, pretty much killed Q2 mapping in the West post 2010's.

Q1 Survived because Baker and Spirit's iron fist kept everyone united in the 2000's and later stuff like AD and nyarlathotep started to show up to promote quakespasm off fitzquake's developmen0t, even DarkPlaces with the autistic model texture packs made by rygel helped with Q1's popularity, and you had good shit that died soon like Tenebrae with the idtech 4 lightning and shadows.

also Quakewulf really does good shit, though now he is experimenting with the RTX client with his new map.

>>8835151
It is deaf, dumb and blind
https://www.moddb.com/games/quake-2/addons/quake-2-super-pack-2

>> No.8835191

>>8835139
Q2 mapping will never be big again because we all know after all this time that Q2 is a shit game.

>> No.8835197

>8835191
Alfclone >>>/v/ is over there

>> No.8835213
File: 879 KB, 1920x1080, kmquake21.png [View same] [iqdb] [saucenao] [google]
8835213

>>8835186
>It is deaf, dumb and blind
That's right, great map too

>> No.8835219
File: 988 KB, 1600x900, spasm0139.png [View same] [iqdb] [saucenao] [google]
8835219

>>8835169
This bloke behind those maps is a dude of many talents, I have to admit that

>> No.8835245

>>8835173
>not even UnReal
I think this can be classed as a mental condition.

>> No.8835253

>>8835138
What?

>> No.8835268

>>8834579
Sorry about that. If Ad Mortem ever get's revisted, I'll probably touch up the difficulty levels in Map02. Although even then I'd still keep the two Archies after the red key, simply because I like how they're introduced with the lights going dark and the wall lowering to reveal blood.
As of now, I'm just happy it's in a state where everything works. For a little bit the supercharge secret was unretrivable because I forgot a hanging corpse blocked players.

>> No.8835272

>>8835219
The Cancelled 40k Tileset worked pefectly for Q1's artstyle
now if someone could make use of chapter master's models and Q2 SM Terminator skin.

>> No.8835274

>>8835268
>secret was unretrivable because I forgot a hanging corpse blocked players
I know that feel bro.

>> No.8835283

>>8835274
honestly got lucky that it was so obscure (and somehow not tagged) that none of the people I saw play ever found it

>> No.8835303
File: 122 KB, 326x297, so divine.png [View same] [iqdb] [saucenao] [google]
8835303

>>8835283
>(and somehow not tagged)
Damn this got a gut laugh out of me, like from second-hand relief or something.

>> No.8835312

>>8835253
https://lmgtfy.app/?q=Blood%26Honour%2C+AKA+Combat+18
>>8835272
Never really played any 40k stuff so I didnt recognize it but Recreational Astrocide absolutely blew my mind, what a blast to play

>> No.8835349

>>8835312
there is a Quake 1 40k mod and Q2 40k skins
this would be perfect to make use of them

>> No.8835354

>>8835312
who would know or care about that shit? go outside

>> No.8835383
File: 1.01 MB, 1600x900, spasm0144.png [View same] [iqdb] [saucenao] [google]
8835383

>>8835169
My obsession with photographing peimitively-modeled toilets in old FPS games is still strong, about time it finally paid-out

>> No.8835440

>>8835354
Y u mad tho?
U r so mad
U r really mad
4 real

>> No.8835464

Powerslave DOS is surprisingly great

>> No.8835549

>>8833987
Yeah, Mark started Brutal HeXen a long while back. It was the Fighter, his starting weapon was Timon's Axe with a shield, there were Ettin and Afrit fatalities. It was pretty neat. And then he never worked on it again.

>> No.8835581
File: 1.40 MB, 1600x900, spasm0147.png [View same] [iqdb] [saucenao] [google]
8835581

>>8835383
To understand the religious practices of the netherword's denizens is an excercise in sheer futility that will drive the wisest and smartest of humans into utter madnes, thankfully I am not a clever person

>> No.8835593
File: 894 KB, 1600x900, spasm0152.png [View same] [iqdb] [saucenao] [google]
8835593

>>8835581
Is the only way to get YellowArmor from this secret area only via grenade/rocket-jump?
Seems kinda underwhelming if at this early on - and later it becomes redundant once misted in favor of any secret RedArmor, just like the PlasmaRail

>> No.8835608
File: 800 KB, 1600x900, spasm0153.png [View same] [iqdb] [saucenao] [google]
8835608

>>8835593
^kinda underwhelming if it's indeed done like it at this early on into the level^
BTW didn't the PlasmaRail supposed to penetrate multiple enemies? I swear it fails to do so for me if yes

>> No.8835617

>>8831823
Gave it one more go, time to bring up the big guns. I instrumented it and found for skill 2 with a lot of action around 10K traces are requested per server frame, with 1K long traces (the ones that wreck you). That's if the server is running at 72 Hz, the slower you're running the worse it gets (per frame).
So I added two new cvars: max_longtraces which lets you choose the number of long traces. 0 is the fast mode like in >>8828505, 128 (default) lets about 1/8 of all the traces through in the worst case (and more usually), which seems to be mostly OK (monsters can react slower, but they WILL react). Setting it to a very large value such as 10000 disables this completely and you get the vanilla behavior.
And host_minfps, which avoids getting you into a situation where you're spending 99% of the time trying to keep up. The default is 30, which means if you're getting 20fps the game will run at "timescale 0.666", the game speed will slow down but the framerate won't crater. (fun fact: this slow down won't show up in demo playback)
https://files.catbox.moe/0c6j96.7z
I also put them in vkQuake: https://files.catbox.moe/o2y3i4.7z (do not set sys_ticrate to more than 1/host_minfps ! defaults should be OK)
I can't find the game source code for Quoth so this is as far as my "ideas" go I guess.

>> No.8835636

>>8835608
WinOS decided to force an update and restart my laptop, will wrap this up tomorrow and do another one with reasonsble mutators, DoomShotty is quite neat on most occasions

>> No.8835661
File: 268 KB, 1920x1080, q2_0004.jpg [View same] [iqdb] [saucenao] [google]
8835661

>>8835608
we need more maps with classic PC's

>> No.8835706
File: 684 KB, 948x740, 1636371255767.png [View same] [iqdb] [saucenao] [google]
8835706

Anyone know of some good music I could use for a boss fight in my serious sam map that I'm working on? Preferably with a download link ready, pretty please. If not I'm sure I could rip it myself.

>> No.8835726

>>8834624
>Its the same QSspiked version from last year, back when I reported how 'SmartOgres' crashed the enchanced-AI testmap upon spawning
You should still probably update.
>>8834879
>>8834898
Very weird. There is a 33% chance for a Ring of Shadows to be replaced with timed jump boots, but I don't remember there being a ring on that map. Then again, I haven't played it a while.
I should probably make it so the timed boots don't reset your regular boot charges upon depletion.
>>8835042
>What I meant is, once you enter this area where the Grapple is located, the JetBoots will only allow for one jump from now on
One set of jump boots should only allow for one extra jump. Do you mean you're not getting a double jump at all?
>>8835608
>BTW didn't the PlasmaRail supposed to penetrate multiple enemies? I swear it fails to do so for me if yes
That didn't make it into the initial release, but I'm pretty sure the current progs on the mega do it. If you see a smoke sprite at the end of the rail rather than a blue splash sprite then you're on the initial release.

>> No.8835745

>>8835706
The traditional answer is an Undercode song, but I don't think there's any more instrumentals.

>> No.8835779

>>8833339
How do I add Sigil to Ultimate Doom, BTW?

>> No.8835797

>Respawning enemies in parts of Unreal
awful game design

>> No.8835804

>>8835797
the dispersion pistol has infinite ammo, so really it all balances out when you think about it

>> No.8835925
File: 232 KB, 500x500, 1637194514978.png [View same] [iqdb] [saucenao] [google]
8835925

>>8835745
Damn, you're right. I'd love to use the instrumental only of Alone: https://www.youtube.com/watch?v=MsC6f_NnpEk but it doesn't seem to exist. At least on youtube lol.

>> No.8835979

>>8835617
I'll check it out later. I've noticed that with the previous build enemies sometimes detect you through either walls or doors, so I'll see if the new one does the same.
>I can't find the game source code for Quoth
it hasn't been made available. this is the best we have: https://files.catbox.moe/0f1x0h.zip
it should be enough to confirm that Quoth doesn't really complicate vanilla things (unlike e.g. Copper that pre-computes the fiend's jump trajectory), the checks are usually run on alerts, fire and refire. I can grab the multispawn code and make minimal progs to do a more clean experiment with no Quoth involved. again though, probably not in 12 hours at least.

>> No.8836020

Does anyone know why when I load /pol/.wad the level auto completes after 6 seconds? Am using zdl launcher with no other wads active and only PB and a hud as mods.

>> No.8836027
File: 2.93 MB, 960x540, monkeying around.webm [View same] [iqdb] [saucenao] [google]
8836027

>>8835057
>how do I get the ScubaGear legitimagely
it's possible to get with no boots at all, but if you found a second pair you can swing around indefinitely abusing the 1-second-long grapples. as for the swimsuit, it's a nod to Umihara Kawase, same as the backpacks. and yeah the textures are from the cancelled 40k game.
>>8835593
>Is the only way to get YellowArmor from this secret area only via grenade/rocket-jump?
you can destroy the vent grate with a grenade from either underneath (ride the elevator roof up) or from a gap above. but rj also works.

>> No.8836052

>>8835804
Eh, the pistol recharges slow enough that you can usually find more ammo in the time it takes to recharge / more time-efficient to reload a save if you've wasted ammo.
Infinite lizard guys spawning while you figure out how to disable the forcefield towards the end of ISV-Kran is just kind of shitty. It's cool on paper and puts pressure on you but up until then all the enemies only spawn in under a capped number for a sort of arena challenge.

Reminds me of Duke3D where some levels are complete dogshit because of whoever designed that particular level Spoiler: It's always Levelord

>> No.8836082
File: 2.89 MB, 724x406, squish.webm [View same] [iqdb] [saucenao] [google]
8836082

F

>> No.8836108
File: 2.85 MB, 750x420, refraction.webm [View same] [iqdb] [saucenao] [google]
8836108

>> No.8836162
File: 277 KB, 500x375, cacostanza.png [View same] [iqdb] [saucenao] [google]
8836162

>>8836020
>only PB
oh yeah?

>> No.8836176
File: 8 KB, 342x245, 1649963645366.jpg [View same] [iqdb] [saucenao] [google]
8836176

>>8836162
Yeah man dont be like that.

>> No.8836237

>>8836176
well
have you tried without PB?

>> No.8836247

>>8836020
>only PB
It's PB

>> No.8836339
File: 98 KB, 640x470, 1649721471949.jpg [View same] [iqdb] [saucenao] [google]
8836339

>>8836237
Can you try real quick with gzdoom and PB and see if POL.wad finishes automatically after 6 seconds. Please bro.

>> No.8836478

>>8836339
Why wouldn't you just try without PB and see if it happens, then you have your answer?

>> No.8836486
File: 77 KB, 1920x1080, Screenshot 2022-04-22 010741.png [View same] [iqdb] [saucenao] [google]
8836486

Hey uhhhh if the guy who made funk.wad is here, I really like the song (I caught myself singing it during the map) and the stage, but there's an HOM near the blue key just so you know.

>> No.8836551

>>8836478
I need doom with project brutality that's why. It didnt work amyhow.

>> No.8836670

>>8835661
>windows button
not classic enough.

>> No.8836718

>>8830863
what are those turok doritos doing there?

>> No.8836723

>>8830994
it should be gray, like the skull

>> No.8836727

>>8831667
wtf, anon

>> No.8836739

>>8834239
t. cacodemon

>> No.8836753

>>8833503
makes the binary space partitioning of the map so the computer just renders what's in front of you

>> No.8836824

>>8831814
I was curious what you decided to change so I took another look. Once you enter the cyberdemon dining room with the yellow key you get trapped there forever. My only advice is that you always do a max playthrough of your final map before releasing it. It will help you find the majority of mistakes like this.

>> No.8836827

You guys are feeling very quakey lately :)

>> No.8836879

play with my shotgun anon

>> No.8836883

What are the essential /vr/ created wads? I have 2048 mins of /vr/ what else am I missing?

>> No.8836886

>>8836883
HFFM and Ad Mortem

>> No.8836890

>>8836827
The quakeposting isn't surprising given how much great content their is, but it surprises me how quiet the doom-posting has been lately. No big wads lately perhaps?

>> No.8836894

>>8836670
>Q2
I think you'll find that's exactly the right level of classic.

>> No.8836895

>>8835661
Neat, what map?

>> No.8836896

>>8836890
>No big wads lately perhaps?
I personally got burnt out from Ad Mortem, also rl fucking my ass.

>> No.8836902

>>8835726
Once I went throughout the big pipe after the Cathedral isle, they stopped being infinite-jump when I got past the door into the Foundry, was there some scripting involved of doing so?

>> No.8836905

>>8836902
The regular jump boots should only give double jump, not infinite jumps.

>> No.8836908

where's the samsara ctf

>> No.8836932
File: 2.63 MB, 1920x1080, spasm0002.png [View same] [iqdb] [saucenao] [google]
8836932

>you got the anti-grav belt
Fuck you too, map.

>> No.8836939
File: 412 KB, 1028x1280, 1639573169464.jpg [View same] [iqdb] [saucenao] [google]
8836939

>>8836883
Not a wad but 500ml of /vr/ is essential

>> No.8836961
File: 41 KB, 240x286, 1650565026324.jpg [View same] [iqdb] [saucenao] [google]
8836961

>>8834664
>Hey wait a sec, this ain't House of Titans from 1492 AD. . .

>> No.8836986
File: 94 KB, 1920x1080, xj2019_nolcoz.jpg [View same] [iqdb] [saucenao] [google]
8836986

>>8835661
Play The Anti-Christmas

>> No.8836989

How many demons have you killed in your life?

>> No.8836994

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

>> No.8836998

>>8836986
>2,5-button mouse

>> No.8837000

>>8836994
>Ion Fury
This reminds me I never went back to finish it. There is a lot there I like but it didn't grip me for some reason.

>> No.8837002

>>8836998
Maybe it's more ergonomic for shamblers.

>> No.8837037

>>8835312
obviously you did because you replied atleast two times to find out what that is
>>8836883
I guess the 300 mins too, and not a wad but Violent Rumble is pretty cool

>> No.8837042

>>8835706
What kind of style does the map have?
What kind of audioscape does it have?
What emotion or reaction do you want the player to have to the boss?
What is the atmosphere of the map/ boss?
Answer these questions, and maybe I can help you

>> No.8837075
File: 994 KB, 1600x900, spasm0140.png [View same] [iqdb] [saucenao] [google]
8837075

>>8836027
I found the teleport area sooner than the YA itself while hunting for the leftover secrets - no idea if this vent is what you meant, as it certainly looks breakable but somehow isn't

>> No.8837079

>>8836718
what?

>> No.8837083

>>8836027
>it's possible to get with no boots at all, but if you found a second pair you can swing around indefinitely abusing the 1-second-long grapples
>A second pair of jump boots
. . .oh boy, how mind-bogglingly crazy it sounds, but I got no idea where to look for those. . .

>> No.8837096

>>8837083
>I got no idea where to look for those
judging by >>8835125 you must have found at least 2/4 secret encounters, they're all similar in principle
>>8837075
>looks breakable but somehow isn't
chuck a grenade in there

>> No.8837105

https://www.youtube.com/watch?v=b6a3wZSGaps


Icarus reviews RTX Doom

>> No.8837136

>knowing how to get all secrets legit here now, I can finally move onto traversing an another level
However none will probably be as neat as those awesome ones from this cool lad were but we'll see once we get there, I like to be pleasantly suprized as expected - no idea if solo-ing a Shambler with just an Axe should count as pleasure tho

>>8837096
No idea if I borked something, but should ringing the bells at Cathedral spawn anything extra at the rooftop besides the backpack? Killed all and missed only 2 secrets as seen @ >>8835125

>secret encounters
but does the "poo in da loo" segment also count as one of those?

>> No.8837139
File: 916 KB, 1600x900, spasm0154.png [View same] [iqdb] [saucenao] [google]
8837139

>>8837136
Catpcha definetely needs rape correction for making me lose my pic once again

>> No.8837153

>>8835268
Yeah, I should have mentioned that I found the introduction of the double fight pretty cool
>wait, why is it so dark here now?
>is that- a wall of blood back there? Oh, now there's probably another bunch of Cacos coming up
>ohshitohfuckohfuckfuckfuck

>> No.8837181

>>8835383
>Ring in toilet
Does this seem to be a refferce to something?

>> No.8837192
File: 128 KB, 1280x800, Q2roots.jpg [View same] [iqdb] [saucenao] [google]
8837192

If I gonna steal a whole map segment with minimal changes, the smarter thing would be to swap textures for those I intend to use first before copying a Q2 map into Q1 by using Trenchbroom, am I correct here or wrong again?

>> No.8837201

>>8837192
It can avoid some texture alignment issues on weird geometry, in my experience.

>> No.8837204

>>8837136
the bells don't do anything actually, but the cathedral roof backpack is supposed to spawn a pair of boots, a bunch of supplies, and a gang of overlords. what I assumed had happened with mutators is that it had spawned the mega-boots instead, and when those ran out, you were left with no jumps at all. and yes, the shitposter island counts as a secret encounter
>>8837181
nothing specific
>>8837192
you can use the same textures, just export as 24-bit tgas and make a temp wad to reference them. it shouldn't matter if you swap textures before or after though I think.

>> No.8837215

>>8837204
I don't wanna bloat /VR/ even more just for 1 map of questionable quality - does the .pak include textures from both official mission-packs besides the '"borrowed'" entities data?

>> No.8837228
File: 1.07 MB, 1200x675, NBABS.gif [View same] [iqdb] [saucenao] [google]
8837228

>>8837139
Made a semi-cosy gif, no idea if its good enough for an OP image though - but I have to admit that NecroBestialAnalButtSex is just too good of a subtitle to let it go pass unused for sure

>> No.8837234

>>8837215
Q1 maps store textures in the map file itself, the only "standalone" textures in the VR pak are the overrides for the startmap.
compared to including both mp3+ogg for compatibility, whatever bloat you could cause with textures is likely insignificant.

>> No.8837240
File: 1.07 MB, 1600x900, spasm0155.png [View same] [iqdb] [saucenao] [google]
8837240

>Rune status: N_GGU_
I have to admit that DoomedRumble is starting to make me feel like home (Quake 2 that is), don't know yet what to make of the delayed Plasma-Shaft firing sequence tho - is it also buffed in some way?

>> No.8837242

>>8837240
>is it also buffed in some way?
It consumes 20(?) plasma and basically functions like Doom's BFG, albeit traced from the projectile rather than the player.
So yes, extremely buffed.

>> No.8837263
File: 1.64 MB, 1600x900, spasm0156.png [View same] [iqdb] [saucenao] [google]
8837263

>>8837234
I want to do something that utilizes both the DoE AztecTemple/Greco-Roman themes partially and the snow/ice textures from Juggernaut Q2 '''addon'" - its one thing it could be usefull for after all those years of being mocked. . .

>>8837242
No idea how I missed that happening, kinda explains how almost everything died instantly :^|

>/VR/ v1.2 coming next October?
Black History Month et al

>> No.8837376

Was making interactive environment stuff in Build difficult to do?

It seems like every addon pak or user-map has 90% less interactivity than your standard base Build game.

>> No.8837381

>>8837042
>What kind of style does the map have?
Underground dungeon and cave
>What kind of audioscape does it have?
Elaborate please, idk what this means lol
>What emotion or reaction do you want the player to have to the boss?
A fuck-off huge boss spawned, kill it before it kills you
>What is the atmosphere of the map/ boss?
Dark dungeon/cave

>> No.8837447
File: 263 KB, 1920x1080, q2_0008.jpg [View same] [iqdb] [saucenao] [google]
8837447

>>8836895
David Hyde's Structural Mechanics Division
http://www.3dgamersedge.com/spq2lvlrevs/structuralmechanics.html

>> No.8837661

https://www.youtube.com/watch?v=rqdVm1OlGLE

>> No.8837675

>>8837661
Zoomers need to be BFG'ed.

>> No.8837676

>>8837447
The Maiden model is in dire need of a remake because of that right arm broken mesh and texture map fixes

>> No.8837716
File: 1.81 MB, 960x1200, 1650047328428.png [View same] [iqdb] [saucenao] [google]
8837716

>> No.8837723

>>8836989
How many slices of bread have you eaten?

>> No.8837757

>>8836718
jej

>> No.8837787
File: 475 KB, 1920x1080, Screenshot_Doom_20220422_192932.png [View same] [iqdb] [saucenao] [google]
8837787

>>8836989

>> No.8837794
File: 699 KB, 512x512, rangersign.gif [View same] [iqdb] [saucenao] [google]
8837794

Alright my niggurs, new Violent Rumble shit up on the Mega:
https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
New progs.dat, quake.rc, models in progs folder (sort by date), and HUD stuff in GFX.
Notable stuff that probably needs testing:
>NEW MODIFIER Incestuous Rumble (impulse 36, disables infighting behavior)
>laser rifle buff + new secondary fire (I feel like it's OP now but idk)
>gold jump boots should return any regular jump boot charges when it runs out
>void triggers now remove corpses and gibs in a much less janky and laggy way, but it hasn't been thoroughly tested
>HUD improvements with different setups you can scroll through (default H)
>adjustments to monster randomization (Commandos are in and they rape)

I haven't updated the FGDs yet, but the monster presets used in the randomizer (+ some currently unused ones) can be placed in maps for convenience. I'll try to get that out later.
Yell at me if anything is broken.

>> No.8837815

>>8837794
iirc the pak'd progs take precedence over a separate file, so you might want to provide a pak for non-modders.

>> No.8837826

>>8837794
No proper rebalancing for the secret map?

>> No.8837828

>>8837794
Cool beans VRanon ;3
>>8837676
I finally understand what you mean now - that lass is visibly incomplete, and its not even the Strogg's recriutment process to blame for it
Is Timothy Wallets one of the "Lord's Chosen Tribe™"?

>> No.8837831

>Doom 2
>Going great through the map
>Reach a room I had not yet
>The floor collapses into an unescapable pit of acid
>"Ahahah best luck doing it all again with only a pistol"
Fuck you

>> No.8837842
File: 3.20 MB, 3916x5157, Quake 2 Beta Enemies.jpg [View same] [iqdb] [saucenao] [google]
8837842

>>8837828
Once you see the promo screenshots compared to the final product, you see how the mesh is completely fucked, plus the fact that the N64 and PS1 models has it fixed and even smoothened.
Q2 is in dire need of a new monster mesh as Q1 post Md5, which helped A LOT in the animation department and let if free of its animation.c behavior files.

>> No.8837846
File: 1.06 MB, 1600x900, spasm0158.png [View same] [iqdb] [saucenao] [google]
8837846

>>8837263
This is exactly the sort of stuff that happens when you buid your keep in a toxic marsh, dear unseen castle-makers of pure evil alingment. . .

>> No.8837848

>>8837831
Tricked and Trapped

>> No.8837856

>>8837794
Awesome.
>>8830450
Maybe worth mentioning the latest VR updates are currently found on mega rather than nexusmods/moddb?

>> No.8837858

>>8837842
This reminds me to play through PSX2 Q2, I want to see the level changes and I liked some of what I saw regarding changed models.
>Q2 is in dire need of a new monster mesh as Q1 post Md5, which helped A LOT in the animation department and let if free of its animation.c behavior files.
Might be cool seeing some model updates to Q2 like they did for KexQ1, even though I could just be getting my hopes up.

>> No.8837867
File: 967 KB, 1600x900, spasm0159.png [View same] [iqdb] [saucenao] [google]
8837867

>>8837846
I can only hope to imagine how much PITA is intentionally making such slanted architecture just for the mood

>> No.8837878

>>8837842
I really like all these Strogg designs. I just wish they were faster and more of a threat.

>> No.8837879

>>8837867
this isn't Build you know, you can just select an entire building and rotate it

>> No.8837881

>>8837815
A pak with just the progs.dat in it should be fine, right? I'll drop one in the release candidate folder in a bit.
>>8837826
Haven't gotten to it yet. I think mostly I need to work on pathing so monsters (especially Romero) don't get stuck and become easy kills.
There's a trigger from Scourge of Armagon that I've got in code now that can be used to move monsters around objects, but I haven't tested it much. Destructible columns and whatnot would help too, probably.

>> No.8837882

>>8837878
Agreed.
>load up expansion of choice
>enter “skill 3” into console
>enter “map mapname” of choice
Learning this turned me into a Q2fag.

>> No.8837901

>>8837881
it applies to all file types, but sure, a pak with progs will patch the progs.

>> No.8837903

>>8837882
That does help. Though shotgun guard is still the toughest enemy

>> No.8837904

>>8837901
Hh well fuck, guess I'll try to figure out what's actually new and pak it.

>> No.8837906

>>8834932
I mean if you're trying to organize small local events in ded games with friends, then it's basically what that program was made for. But at that same time, this thread is good for this same purpose, I mean /vr/ managed to organize several mapping events just fine without resorting to using >Discord.

>> No.8837918

>>8837903
Fine with me, they only take one shell to kill.
I think I’ve personally been damaged more by the machine gun guards, but that might’ve been before I realized hard+ removed enemy hitstun and kept engaging them in shootouts.

>> No.8837927
File: 1.27 MB, 1920x1080, q2_0227.jpg [View same] [iqdb] [saucenao] [google]
8837927

also, it would be nice to see Quakespasm spiked with with the same upscale option yamagi and KMQ2 has
mostly because the blurry shit would be gone, and all textures would look sharp but still the same

>> No.8837931
File: 775 KB, 1920x1080, q2_0224.jpg [View same] [iqdb] [saucenao] [google]
8837931

>>8837927

>> No.8837938
File: 1.11 MB, 1920x1080, q2_0225.jpg [View same] [iqdb] [saucenao] [google]
8837938

>>8837931

>> No.8837947
File: 688 KB, 1920x1080, q2_0229.jpg [View same] [iqdb] [saucenao] [google]
8837947

>>8837938
Also vanilla Q2 monsters really had their texture shading removed off their faces, mainly the gladiator, berserker and the enforcer compared to the old promo screenshots.

>> No.8838010

>>8837882
Why what does this do?

>> No.8838032

>>8838010
Loads up any map you want - including campaign levels - with the enemy improvements brought about with the expansions.

>> No.8838036
File: 226 KB, 468x345, aniki wake up.png [View same] [iqdb] [saucenao] [google]
8838036

>>8836824
>Once you enter the cyberdemon dining room with the yellow key you get trapped there forever.
Thank you very much for this heads-up, and I apologize sincerely if this issue fucked-up the fun you had playing my map.
>My only advice is that you always do a max playthrough of your final map before releasing it. It will help you find the majority of mistakes like this.
I appreciate this advice more than you know. I won't excuse my sloppiness; if anything, I really should stop posting my map updates after hours-long tweak sprees, and instead take a nice long sleep and do a playthrough in the morning before posting.
And sorry for rambling. I just wanted to convey my earnestness. Thanks again.

>> No.8838052
File: 1.24 MB, 1600x900, spasm0163.png [View same] [iqdb] [saucenao] [google]
8838052

>Its all Greek to me, but does it actually mean anything coherent?

>>8837858
>>8837842
>it took 25 years to port the PSX-exclusive DualRailgunSpider and GuardianBoss enemies over to PC
I can envison this happening quite easily

>> No.8838060

Blake Stone AoG and PS are the most underrated games that fit here.
I've never seen anybody talk about them, yet they're pretty cool.
Not related, but:
>tfw no Ribbiks & Nicolas Monti collab

>> No.8838065

>>8838052
>DualRailgunSpider
I always thought that enemy looked sick as hell but I can't find a screenshot of it anywhere. What's it even called officially?
Since I've only played the PC version I've never fought it.

>> No.8838096
File: 1.46 MB, 1600x900, spasm0165.png [View same] [iqdb] [saucenao] [google]
8838096

>>8837879
Good to know it ain't so mind-numbing as I expected it to be
>believe it or not, this gap isn't actually possible to get stuck inside of - something so random and insignifficant like this is a telling sign of competent mapmaking IMO

>> No.8838128

>>8838065
https://quake.fandom.com/wiki/Arachnid
and the boss of the expanded big gun reactor unit that was cut on PC
https://quake.fandom.com/wiki/Guardian_(Q2)

Oblivion made its own Arachnid enemy that shoots rockets instead of railguns
also said enemy was reused in Quake 4 as https://quake.fandom.com/wiki/Stream_Protector

>> No.8838216

>>8837947
>>8837938
>>8837931
Q2 has such crappy looking eniesmes

>> No.8838223
File: 76 KB, 1200x800, rev_1_JOK_14104r_High_Res_JPEG.0.jpg [View same] [iqdb] [saucenao] [google]
8838223

>>8838216
You're crappy, anon.

>> No.8838226

Do not give alfclone a (you) he is desperate for some after evading another ban and using the Quake 2, Quake 1, HL and so on sucks once more all over /v/ and /vr/.

>>8838052
>>8838096
the 8bit upscale option would help a lot here.
but on the other side, the chunky look feels better.

>> No.8838238

>>8838128
Oblvion Spider was suposed to fire laser bolts, as stated in the manual still archived on celephais.net - no idea why it has a double-tap rocket-guns using a machinegun's single bullet sounds instead (besides the mod being rushed for PC-gamer mag's X-mas deadline ofc)

>> No.8838247

>>8838238
Seeing that no one has reverse engineered the Source Code out of the linux debug file yet, this could be a nice idea for a fix along with the final map and boss that was never released.

>> No.8838249

>>8838247
Wait what? Makron map wasn't the final map?

>> No.8838250

>>8838128
>>8838238
Did anyone ever fix Oblivion? I remember the last couple of maps being unplayable due to a gamebreaking error.

>> No.8838259

>>8838249
Yes, check the celephais thread, there it was supposed to be a boss fight at the end with the map being huge, they have more details there.

>>8838250
Those were fixed, but still the game doesn't work on other source ports outside 3.20 and the final map was never finished.
Even Unseen was reverse engineered and fixed to the point the mod even got its ending, same goes to Juggernaut with Remake of Jugg.

>> No.8838262

>>8838032
What exactly is improved? I don't want to be tricked into playing Q2 again and its just as shit as it was every single other time I played the game.

>> No.8838268

>>8838262
Quake 2 mission pack AI is inhumanly hard

>> No.8838280

>>8838262
Why do you keep playing a game you hate so much?

>> No.8838309

>>8835617
huh, well, what do you know, it seems that Quoth might actually be more optimized in the relevant parts somehow. either that or I've done something dumb and didn't notice.
anyway, I've put the spawners into otherwise vanilla progs (plus stand-ins for Quoth enemies in the map, no respawning supplies though). https://files.catbox.moe/wk2ewr.zip
and now with these progs FTE runs about 2-5 times slower (hard to measure as it gets to single digits). it's still playable in your build, but seems to get a hit as well.

>> No.8838320

>>8838223
;-;

>> No.8838337

>>8838280
Angsty poster aside, have you ever genuinely hated or disliked any of these 90s shooters and then come around to liking them? The closest I came to that was the Serious Sam games. I dismissed them for several years and it wasn’t until a year or so ago that I came to appreciate them for what they are.

>> No.8838364

>>8838337
I quite disliked Quake 3 Arena at the time for a number of reasons, mostly because I hated that it dropped single player entirely and that it was too shiny. But looking back on it and playing it again, it's actually grittier than I gave it credit for, especially compared to Quake Live which turned it into a soulless esport.

>> No.8838369

>>8835979
>walls or doors
What "walls or doors"? I only see a cube!
The builds with selective throttling should do good enough on normal maps, even in the largest AD maps the number of long traces / frame doesn't come even close to 128. But this is just meant for a single purpose anyway, as long as they behave convincingly as a horde I think it's OK.
>>8838309
Yeah IDK, I didn't look at QuakeC to see where most of the long traces come from.
It was bothering me that vkQuake was a lot slower than IB despite doing the same things. I suspected it might be some QSS code but no, it was a very expensive hunk alloc that IW replaced with a stack allocation. I changed that and now performance is very good too: https://files.catbox.moe/a9xiu9.7z
Even on a shitty netbook the server can run at 40+fps no sweat. Not that you really NEED to run them separately anymore.

>> No.8838375

>>8838036
My run was already mostly over by the time I went to that secret so It wasn't overly obtrusive, I just thought you'd like to know. Not sure if it's intentional but I'll mention you can also trigger the exit door a little early if you use the vertical spread of the Supershotgun.

>> No.8838406

>>8838060
It's held back by what they could do with the engine, but they did so much more than wolf that it's a shame it's not more fondly remembered. It just came out too late to be a big hit.
If any game got a revival I'd prefer games like that. Games that were ambitious or interesting but more obscure. Instead they keep remaking things that are already popular.
A blake stone game with a fleshed out stealth system and more interactivity would be ace. Making deals with scientists and spies along the way, disrupting gold's plans sneakily while getting into 50/60s style laser fights. Plz.

>> No.8838418

>>8838375
>It wasn't overly obtrusive, I just thought you'd like to know.
I'm glad to hear, but sincerely apologize nonetheless. Especially since that particular teleporter has given me the same problem before (I have no clue why, but it might be related to other changes I've "lost" in Ultimate Doom Builder, likely due to my inexperience with the tool.)
>you can also trigger the exit door a little early if you use the vertical spread of the Supershotgun
That actually is intentional! Thank you for mentioning it.
As I replayed the stage a bunch, I realized that the more allowance I give the player at the end, the less I risk creating a level that frustrates the player close to a complete run.

>> No.8838419
File: 1.34 MB, 1600x900, spasm0166.png [View same] [iqdb] [saucenao] [google]
8838419

>>8838262
If you run vanilla Q2 maps with Reckoning:
-Infantry is no longer a brain-dead pushover as they fire BEFORE re-cocking their hand-chainguns as it happened before
-Brains get replaced with their Beta-class versions which can properly rape you if you'd ever get caught by them up-close
-Gunners properly use height into consideration when shooting their grenades
If you run vanilla Q2 maps with GroundZero:
-All rocket and grenade shooting enemies will take a pot-shot at your last known position when you leave their line-of-sight to hide behind any corner/column/ledge
-They also lead their target on Hard/Nightmare, same goes for blaster-using enemies IIRC
^IIRC on Hard/Nightmare skill the Guards with any/both addons enabled will almost-alwats do that one firing animation where they double-tap while ducking, ShottyGuards are especially annoying to let them do it from any distance
>>8838259
>same goes to Juggernaut with Remake of Jugg
That one is actually a weird story TBQH, I have no idea why Vicpas never mentioned it so far

>> No.8838439

>>8838268
I felt it was due to cheap enemy placement (and bullshit turrets) rather than the ai being anything special. But I guess I could play it again.

>>8838280
I want to like Q2 but every time I replay it it's clear it's just ass and can't hold a candle to Q1 and anything else released that era

>> No.8838448

>>8838419
>they fire BEFORE re-cocking their hand-chainguns
Does this work well? Or do they just hitscan you as soon as you see them

>> No.8838456
File: 1.70 MB, 1600x900, spasm0164.png [View same] [iqdb] [saucenao] [google]
8838456

>>8838419
>>8838096
Missed a screengrab, also been busy looking for a way to reach the secret required to reach another secret, but its actually doable to reach it in time at max health and at least full YellowArmor
and its even possible to survive with some luck

>> No.8838459

>>8838448
He’s referring to the enforcers and yeah jt works great. They still run towards you before shooting, they just run towards you and start shooting instead of run towards you, cocking their gun, THEN shooting.
Also worth reminding that enforcers have a hitscan attack like the gunners: You can strafe and avoid it.

>> No.8838467
File: 1.02 MB, 1080x1080, asc.png [View same] [iqdb] [saucenao] [google]
8838467

>>8838369
>even in the largest AD maps the number of long traces / frame doesn't come even close to 128
I trust you, but here's a small test map anyway: https://files.catbox.moe/nhnpic.bsp
two dogs turned away, two shamblers facing forward. if I set max_longtraces to anything less than 7, walking sideways will alert the enemies. happens through a func_wall as well. seems like it would be running in the hundreds at least if all enemies are pre-spawned? maybe it discards based on pvs though.

>> No.8838481

>>8838439
>I felt it was due to cheap enemy placement (and bullshit turrets) rather than the ai being anything special. But I guess I could play it again.
It was an alright expansion but I still prefer the main campaign over it, and being able to play it through GZ’s enemy changes is giving me the best of both worlds.
I miss Reckoning’s medic commanders, though.

>> No.8838489
File: 844 KB, 1600x900, spasm0168.png [View same] [iqdb] [saucenao] [google]
8838489

>>8838456
So yeah, this part is omittable if one isn't a completionist and/or a save-scumming bastard like me >;3

>>8838448
It's certainly a "gotcha moment" when it happens for the first time, but since the machinegunners don't lead their shots (outside of Lazarus mod code-utilizing uber-mods like Citadel or PaxImperia) it's the regular standard practice afterwards the first couple of suprizes. . .

>> No.8838498
File: 1.06 MB, 1600x900, spasm0170.png [View same] [iqdb] [saucenao] [google]
8838498

>>8838489
I think using the VolleyFire, Salvage, and DoomShotty made this level easier than it should be - not that I havent' died many times from the shower of grenades though, they just let me handle the Gug 'more personally' since all the melee enemies are going after the Orges & GrenadeGrunts instead of me for the most part

>> No.8838513
File: 859 KB, 1600x900, spasm0171.png [View same] [iqdb] [saucenao] [google]
8838513

>>8838498
And here is literally the only problem with this map - the elevator leading outside the '~undayo' Rune area is operated by a one-use only button, so if you press it by accident - the lift ain't coming back for ya :^/

>> No.8838521
File: 1.62 MB, 1600x900, spasm0172.png [View same] [iqdb] [saucenao] [google]
8838521

>>8838513
>Rune status: N_GGUR
Time to finnish what I have started, at least just for once. . .

>> No.8838523

>>8838459
>>8838489
ah cool that sounds well done then

>> No.8838524

>>8838418
>I have no clue why
Looking at it the teleport pad in that room is a "monster only" trigger, which obviously won't work for the player.

>> No.8838539
File: 1.22 MB, 1600x900, spasm0173.png [View same] [iqdb] [saucenao] [google]
8838539

Looks kino as always. . .

>> No.8838541

>>8838524
>the teleport pad in that room is a "monster only" trigger
Sorry, I didn't clarify. I know that is the issue with the teleporter, but I've fixed that problem before and it somehow reverted. I've had that happen to other linedef triggers, sometimes enemy and item placements will revert too after I've made changes.
I know UDB keeps multiple backups of your WAD as you work on it/save it(?), but I couldn't begin to guess how that's affecting me in this way, if at all. Possibly something to do with switching between SLADE and UDB for my WAD? I dunno', I'll need to be more careful in the future to avoid such "unfixes".

>> No.8838549

>>8838541
Oh and not to short-sell myself as a dumbass, it's possible I just have a habit of Ctrl+Z'ing too many times or something and not noticing. But the possibility of such a fuck-up is hard to accept.

>> No.8838568

>>8838541
I think I've experienced this problem before using udb and slade at the same time. The saves between these two programs are not synced so if you make changes in udb then save in slade, it will be saving the version of the map that you originally loaded in slade along with slade's changes, and overwrite udb's changes. You can mitigate this by always reloading resources (f8) and saving in udb after any changes in slade.

>> No.8838591

>>8838568
Yeah, this happened to me a couple of times. You really just gotta keep one program open at a time instead of trying to do two things at once.

>> No.8838592
File: 2.33 MB, 1920x1080, ironwail0018.png [View same] [iqdb] [saucenao] [google]
8838592

>>8838467
I have never looked into QuakeC code so no idea what's going on. This is a build with the spam line uncommented: https://files.catbox.moe/241dks.7z
ad_tears gives me 6-8 at idle with 320 monsters so they're clearly not tracing all of them just because. As you move around you get small spikes of a few tens. I get similar numbers with your map (much lower spikes ofc), I guess there's a "fixed cost" of around 5 or 6 so if you set it so low (why?) any map will malfunction.
That said I don't understand what the problem is given this is a specific optimization for one level, this is not supposed to work in general unless you want to merge a normal map with a 6K monster arena (and even in that case, spawning the monsters just in time and/or facing the other way should work)

>> No.8838598

>>8838259
What celephais thread? It'd be good to know where I can read more about Q2 development and unused stuff

>> No.8838601
File: 931 KB, 1200x900, SamuelPaty_Android16_GohanYouNeedToFightMuhammad.jpg [View same] [iqdb] [saucenao] [google]
8838601

>>8838568
>>8838591
I'm glad to have some info on this, thanks. I'll definitely take my time and be more careful in the future, especially since this issue has affected a player. One program at a time it is (altho I appreciate the "F8 in UDB" idea too; I'll be trustless with myself just to be on the safer side.)

>> No.8838613

>>8838598
https://www.celephais.net/board/view_thread.php?id=62112
i meant this

>> No.8838618
File: 425 KB, 760x900, bff0f1e4ceaf22d619f7f62dc4b60ffc263d0ddc13d7255619b76128ecf58da5.png [View same] [iqdb] [saucenao] [google]
8838618

>>8838613
Thanks, anon

>> No.8838636

>>8838613
How does Knightmare do it? How is he still so invested in this dead game?

>> No.8838650
File: 1.56 MB, 1920x1080, ironwail0052.png [View same] [iqdb] [saucenao] [google]
8838650

>>8838592
well, I figured I should at least know myself if it's suitable for general use, to avoid misleading via the readme, etc. and the 6k map started as an experiment to begin with, I'm just testing whatever I get my hands on.
ad_tears trickles the enemies in, so does WarpSpasm. something like TerShib2 might be more interesting - and it also stays at around 6-8 most of the time, except when it spikes it's to a few hundred instead of few dozen.

>> No.8838667

>>8838592
>writing with brushwork
How hard is doing that shit?

>> No.8838676

>>8838667
make a texture, put it on a cube

>> No.8838685

>>8838636
you are really desperate to shit on quake games and half life on every single thread, right alfclone?

>> No.8838717
File: 382 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_63_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8838717

FRIDAY NIGHT FIREFIGHT TIME!! Tonight we're playing 3 way CTF on 32in24-17. Triple the flags, triple the frags! Connect with Zandronum or your ass is grass!
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.8838723

>>8838717
Server crashed already?

>> No.8838731

>>8838676
I am mostly asking if there's a tool for automatic making of such brush carvings into 3d shape like shown there - or with the /VR/ logo seen at the startmap

>> No.8838753

>>8838731
shown there - is a flat texture with transparency.
VR logo was made with the clip tool I'd imagine, that's more work.
and then there are ways of getting stuff from blender/max/maya to trenchbroom. maybe JACK has some weird special tool right in the editor, though I doubt it.

>> No.8838903

Continuing with the Ad Mortem journey... at a snail's pace.
Map06 - pretty cool in general, creative layout, lots of cool locations. What I found extremely annoying though was the verticality, which, especially with flying monsters, led to some really frustrating moments like having to wait for them to appear and get into my field of view so I could shoot them lest I get smoked from behind if I just continued like that.
Imho you just shouldn't have any ascents or drops higher than you can see in maps without freelook.
The Cyberdemon area was ehh, less so because of its setup, but because the nooks and crannies were prone to making you get stuck in the geometry, but that's not a problem exclusive to this map and a pet peeve of mine.

>> No.8838953

Heretic 2 preconfigured installer for modern machines.
https://h2vault.infinityfreeapp.com/downloads-fixes.html?i=1

>> No.8839126

>>8837787
what is this and how do I play it with my doom maps?

>> No.8839135

>>8839126
That's War Trophies.

https://forum.zdoom.org/viewtopic.php?t=67054

>> No.8839145

why does RTCW bother having a stamina bar

>> No.8839159

Just got back into doom a few days ago after having not played since about 2020.
I used to run a mod called aeons of death that was some super monster weapon mod.
I have weapon mods to check out but I need some monster pack suggestions. I grabbed the latest version of aeons of death but cant get it working with gzdoom atm.

Also is there a doom rpg? how does that work? is it ran with maps and stuff or is it some stand alone thing?
>>8839135
thanks anon I'll check it out.

>> No.8839160
File: 1.41 MB, 350x272, 1649327681952.gif [View same] [iqdb] [saucenao] [google]
8839160

Anyone know how to find the Black Knight in Reelism 2? I've been looking everywhere for him.

>> No.8839180

>>8839145
Mainly so you can't sprint the entire time.

>> No.8839268
File: 538 KB, 320x240, 1417278795777.gif [View same] [iqdb] [saucenao] [google]
8839268

>>8838717
Fuuuuuck this was great
I thought 3 way CTF sounded like absolute cancer at first but this was one of the most fun FNF sessions I've been in
You guys do realize we're gonna have to start our own 3 way CTF community project now, right?

>> No.8839273

>>8839180
but I like sprinting

>> No.8839275
File: 1012 KB, 1920x1080, Screenshot_Doom_20220422_213126.png [View same] [iqdb] [saucenao] [google]
8839275

>>8838717
Thanks for joining, everybody. I had my doubts at first, but this turned out to be absolutely insane and still fun at the same time. It should be illegal for Doom to be this fun.

>> No.8839278
File: 1.65 MB, 1435x744, 1626401508509.png [View same] [iqdb] [saucenao] [google]
8839278

Finally, I'm finished with the brushwork for this map. Now I just need to make the last two encounters and set up all the checkpoints for co-op.
Still need some music for the ending boss fight.

>> No.8839380

>combine metadoom with ultimate weapons pack + omgweapons
>get filtered constantly by everything on slaughter maps
>enjoy the crap out of alot of older maps and having intense firefights with a bunch of mods combining to take things even further beyond
>will be trying Walpurgis next

>> No.8839459

hdoom multiplayer

>> No.8839505
File: 3.00 MB, 480x360, 300_Minutes_of_vr_map20.webm [View same] [iqdb] [saucenao] [google]
8839505

Another record, 300 minutes of /vr/ map 20 in 1:26. I'll probably do some more vr maps.

>>8836027
What method and configuration did you use to make this webm? It seems very efficient.

>> No.8839514

>>8839505
Damn, I remember this map ripping me a new one.

>> No.8839572

>>8839159
Pretty sure Doom RPG is a mobile thing, there's also doom roguelike which is standalone top down turn based.

Wrath of Chronos is a fun mod for RPG

>> No.8839580
File: 97 KB, 1920x1080, Screenshot_Doom_20220422_180609.png [View same] [iqdb] [saucenao] [google]
8839580

>>8839514
welcome to youkoso japari park

I remember this map being one of the harder ones in the set, yeah. Frantic fighting.

>> No.8839792

give me a premise/aesthetic for my next multiplayer map.

>> No.8839797

>>8839792
meat vs metal

>> No.8839806

>>8839797
bold, i like it

>> No.8839819
File: 38 KB, 612x574, literal onion map.jpg [View same] [iqdb] [saucenao] [google]
8839819

>>8839792
Large and layered.

>> No.8839821

>>8839819
I'm watching Shrek right now and just got past the onion scene.
Black Crest is peak onion maps btw

>> No.8839887
File: 347 KB, 601x409, a.png [View same] [iqdb] [saucenao] [google]
8839887

>slow projectiles
>worse damage than the automag
>altfire seems way too inaccurate for the amount of DPS it provides
>doesn't matter anyway because skaarj consistently dodge everything anyway
Is there any point to using this piece of shit

>> No.8839928

>>8839887
Yet somehow in the hands of a Skaarj Trooper it's fucking lethal.

>> No.8839971

>>8839887
It's not that bad. It's not great against skaarj, but it works well for most other things.
People bitch about this weapon in such a weirdly consistent manner that it feels like one of those inherited opinion things.

>> No.8840047

>>8839887
It's good for keeping the Skaarj at a distance, they'll spend more time trying to dodge the projectiles than getting you.

>> No.8840121

>>8839792
bridge made of flesh and/or arena made of cum.

>> No.8840128
File: 81 KB, 960x540, crown of da succking king.jpg [View same] [iqdb] [saucenao] [google]
8840128

>>8839278
looks like dark souls 2 (No offense, it looks nice thats just what sprang to mind)

>> No.8840147

Somebody upload the Selaco demo

>> No.8840218

Please tell me the name of that recent (from ≈2020) Q1 map/mod which is mostly based in fighting underwater, IIRC the Thunderbolt is remodeled into a trident in it, and modified so that it no longer explodes when used underwater

>> No.8840234
File: 1.38 MB, 800x450, Vic Viper Brightmaps.webm [View same] [iqdb] [saucenao] [google]
8840234

I'm early to this but I'm going to bed soon so I want to post this now. I took a short break from animating guns to go back and put some brightmaps on shit. All 121 frames on this bastard.
God damn it looks good though.

>> No.8840246

>>8840234
My dick twitched. Good shit

>> No.8840260

>>8837794
What do I do if I press mouse2 once and altfire continues forever?

>> No.8840265

>>8840260
Make sure you have the new quake.rc file. If you do and it's still doing that, then manually enter this in console:

alias "+secondary" "impulse 228"
alias "-secondary" "impulse 229"
bind "MOUSE2" "+secondary"

>> No.8840269
File: 2.91 MB, 960x540, 1626947304195.webm [View same] [iqdb] [saucenao] [google]
8840269

>>8831446
>>8833289

>> No.8840307
File: 1.86 MB, 1920x1080, vkquake0000.jpg [View same] [iqdb] [saucenao] [google]
8840307

>>8840218
https://www.quaddicted.com/reviews/deepness.html

>> No.8840356
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
8840356

>>8840234
G

>> No.8840360

>>8840356
What you see is what I've done recently. I lost my goddamn internet last week so I gave myself a mini vacation essentially. With any luck I can get my ass back in gear, finish up the space hunter rifle, the gun pod, all of the other goddamn brightmaps and the rest of the shit I got planned for this update.

>> No.8840361

>>8840234
Beautiful use of stock textures

>> No.8840372

How hard it is to put new enemies in the game? And not talking about re-using the old ones and mixing their limbs.

>> No.8840374

>>8840372
Trivial if you're using any sort of advanced engine.

>> No.8840379

Is there a name for doom's aesthetic? Demonic and high tech? Doom 2016 and Ethernal had something similar, but I found it pretty soulless.

>> No.8840394

>>8840379
b-movie still production
mix of different methods of asset making
use of stock images, photos of digitized toys, clay and latext models, hands etc
drawn sprites
classic fantasy
real life statues
low tech weaponry and bases
influence from 80's media
real tech limitations

2016 and eternal have more to do with "professional" trends, hence you'll find similar designs in someone's artstation profile

>> No.8840409

>>8840307
Tom Hanks dear anon…
T.Hanks for short :)

>> No.8840418

>>8840372
>re-using the old ones and mixing their limbs
You mean making the graphics for the new enemies?

>> No.8840437
File: 40 KB, 211x142, dedarsv-91c9a718-edde-4f29-b967-982dbb9a9350.png [View same] [iqdb] [saucenao] [google]
8840437

>>8840121
>arena made of cum
I can already see where this is going.

>> No.8840461

>>8840121
this

>> No.8840464

>>8839887
it’s decent point and shoot damage and sounds cool
Lizzies are just OP

>> No.8840468
File: 378 KB, 3840x2160, alice in quakerland.jpg [View same] [iqdb] [saucenao] [google]
8840468

HUH?

>> No.8840471

>>8840394
>low tech weaponry and bases
I don't think low-tech means what you think it does.

>> No.8840482

>>8840471
he prollly means how there’s a pumpshotgun, super shotgun, and even pistol that are all mostly obsolete in the current year let alone when BFGs exist

>> No.8840491
File: 552 KB, 2600x2484, Daina_gyate.png [View same] [iqdb] [saucenao] [google]
8840491

La Tailor Girl is apparently gonna be getting voice actor for the next update

>> No.8840503

>>8840482
High or low, it’s also worth pointing out that the initial “techbase” we go through in Doom 1 is a radioactive waste facility where they don’t give a shit and leave open barrels of it everywhere.

>> No.8840516

>>8840491
Neat. I don't really play it outside of some testing a while back, but it's always nice when character mods have that extra bit.

>> No.8840557

>>8840471
i meant how outdated it looked in setting with the exposed arms in armor, the shotguns, the blue carpet floors, who there was concrete or wood in space bases
like something less advanced than even most 70's sci fi stuff

>> No.8840567
File: 45 KB, 352x600, 13-00-00-1623359845759.jpg [View same] [iqdb] [saucenao] [google]
8840567

ClockTower is cool as fuck, but the knight hordes are a tad too much for the SSG to handle in time before getting cornered, also secrets that punish you as much as rewarding for tuning them is quite a hard sell once too many
>no gameplay pic cause I'm AFK - also new thread when?

>> No.8840624
File: 64 KB, 645x864, j.png [View same] [iqdb] [saucenao] [google]
8840624

What kind of depraved soul votes 2/5 on a map like this? I almost skipped it due to the low average it had, and holy shit it's a must play. Quite hard too.

>> No.8840691

>>8839792
Synagogue of Satan

>> No.8840717

>>8840624
The people playing Quake in 2022 are mega autists and if a single texture is misaligned or you clip through a object at any point then people will give it a low rating. The community playing old games are insufferable fags. I literally couldn't care less about this shit but go read the comments of any user-map. It's always the most pedantic nitpicking faggotry ever.

>> No.8840729

>>8840624
Look up the reviews on HUH.

>> No.8840747

Ad Mortem Map07
I really dig the semi-medieval aesthetic straight out of some kind of *retic/*xen setting.
It had some tense moments, but also a lot of door fighting. The last room was ABSOLUTELY FUCKED UP WHY DID YOU THINK PUTTING ALL THAT BULLSHIT THERE WAS OK?!?! I don't even want to know what it is on UV.
That said, I loved the weird space-future secret when you were suddenly not in Silverspring anymore and had to pass the slipgate. I just love that spacetime/dimensional fuckup stuff

>> No.8840752

>>8840128
Ha, thanks.

>> No.8840786

>>8840624
it starts with Fairweather and it ends with gang.

>> No.8840790

How do I replace a ZScript player class' mugshot?

>> No.8840792

https://twitter.com/Jehar/status/1517875162334609409
Organ Grinder is up

>> No.8840794

>>8839887
this mesh kinda reminds me of Chasm's chaingun

>> No.8840818
File: 247 KB, 1024x717, 1627851119516.jpg [View same] [iqdb] [saucenao] [google]
8840818

>After all those years I finally found the song from this crazy-ass hard mod's intro/outro:
https://www.youtube.com/watch?v=7GRXSj4lNns

>> No.8840914

>>8840482
>>8840503
Yeah my head-canon is there is futuristic gun-control laws and the low-tech weapons like the trooper's rifle, Taurus pistol and shotgun were standard issue because they're legal for corporate security to use and cheap. Trooper's rifle is basically a Hi-Point 995 with a 10 round pistol magazine and mostly made of plastic.
I also head-canon the chaingun is actually a lightweight plastic and ceramic gatling gun originally equipped with a handcrank to circumvent futuristic gun control and they attach an electric motor to it once off planet. Why you can fire it with one hand and it mostly functions like a sub machinegun.
Rocket launcher, plasma rifle and BFG are uncommon weapons the actual Space Marines had brought with them, hence why none of the zombie troops have them.
Maybe someday I'll write up an autistic fanfic treatise on the weaponry of Doom.

>> No.8840957

>>8840717
I find most reviews on quaddicted are somewhat fair, although standards have certainly risen.

>> No.8840959

>>8840914
Give the Hideous Destructor manual a read some time if you’d like, it has some similar world building and ideas.

>> No.8841063

>>8840307
Huh, seems like those Heretic 2 fish people textures could actually be perfect for Shadow Over Innsmouth / Nameless City shenanigans in Quake.

>> No.8841136
File: 1.21 MB, 1600x900, spasm0180.png [View same] [iqdb] [saucenao] [google]
8841136

>>8838521
How do I get to this place?
Its the only secret I havent got into
is it tied to the func_clock timer sounding the bell?

>> No.8841156
File: 1.05 MB, 1600x900, spasm0187.png [View same] [iqdb] [saucenao] [google]
8841156

>>8840567
This one was a such a mixed bag of superb architecture with some utterly ass-clenching encounters - I feel that the shells being scattered at every corner is actually a trap of sorts. as it tempts you to come closer to the enemy - and get suprized by a random horde of knights lurking around the corner for it

>> No.8841178
File: 1.40 MB, 1600x900, spasm0175.png [View same] [iqdb] [saucenao] [google]
8841178

>>8838539
>>8841156
>got all the "~undayo" Runes, but game decided that I have to grab first 2 again for some reason
Just for that I'll give you a hint where to find it - the secrets in this level are actually interconnected for the most part, one leading into another from the areas they lead to - or are actually placed right near eachother. . .

>> No.8841185
File: 1.31 MB, 1600x900, spasm0179.png [View same] [iqdb] [saucenao] [google]
8841185

>>8841136
>>8841178
...all that I can say is this area alone hides 3 secrets in total

>> No.8841336

NEW THREAD
>>8841330
>>8841330
>>8841330

>> No.8841448
File: 114 KB, 1280x960, doom03.png [View same] [iqdb] [saucenao] [google]
8841448

>>8840747
Map08: Pretty cool overall, I really liked the interconnected layout and the blood-powered machinery.
Seeing the Imps' heads in the blood pool in the red hallway was hilarious.
What I didn't like was how doors were marked as key doors, yet were only able to be opened from one side, like pic related, but also the yellow door in the small courtyard before the demon sacrificer. If I can open them only from one side, why mark them on the other side in the first place? Also, lots of unpegged doortracks.

>> No.8841586

>>8840379
iD were fairly open about how the rough concept for Doom that they started with was to mix Aliens and Evil Dead 2, two of their very favorite movies, but there's a bit more going on.

>Sci-Fi, some cribbed from Aliens, some which does a lot of the 'used-future' aesthetic as you'd see in Star Wars, where a lot of the technology looks heavily used, with much legacy equipment sticking around because it works (the older weapons)
>Horror, with some of the monster design and also some of the level design, a lot of B-movie horror style gore, the Evil Dead 2 influences are probably a little stronger in the 'Doom Bible' design document than the final game, but the Chainsaw was almost certainly because of that movie
>Heavy metal album covers, with colorful twisted hellscapes and evil demons, bonus points for much of the game's soundtrack being cribbed from heavy metal and rock music
>Action movies in general, you've got the Aliens influences here and there, but there's also some Predator/Terminator 2 (the Chaingun), then later The Army Of Darkness (the Super Shotgun in Doom 2)
>Dungeons & Dragons with other roleplaying games, somewhat for monster design and magical elements, but in large part the game's level design, in part just layout and progression for 'dungeon crawls' but also most probably the idea of moving around in old spooky stone dungeons
Probably some comic book influences too, because these dudes grew up in and worked in an era when western comic books were still good.

>> No.8841629

>>8841448
There needs to be more weapons mods for Quake 1 and Q2.

>> No.8842170
File: 6 KB, 298x198, 1619296855080.jpg [View same] [iqdb] [saucenao] [google]
8842170

>>8840491

>> No.8842248

>>8839145
It's one of those things they added late in development that they didn't really need to in order to be more "modern" at the time, as well as realistic. Should've just doubled down on being old school like in their beta builds of the game and buffed BJ's default movement speed a little. That way, you're always fast, but can still slow down with the walk button (caps lock) to stay scoped in with your rifles like usual.

Doesn't really matter too much anyway since you can strafejump through the levels like a speeding bullet.
https://www.youtube.com/watch?v=QGb21qNwYTg