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/vr/ - Retro Games


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File: 77 KB, 585x822, doom_ii_return_of_doomguy.jpg [View same] [iqdb] [saucenao] [google]
8852613 No.8852613 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8841330

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.8852615

=== CURRENT RELEASES ===
VIOLENT RUMBLE
Download it here
https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ (Latest)
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 ===
[04-26] Wolfenstein: Enemy Territory free on steam
https://twitter.com/Wario64/status/1519002548891312129

[04-26] Anon releases his Doom engine game!
https://redead-ita.itch.io/sorrow

[04-26] Anon shares a guide on voxels for Doom
https://youtu.be/Bcd3JXKG9Ro

[04-22] Violent Rumble got updated

[04-20] Kex Quake's QC source got released, which includes DotM as well as the other expansions
https://github.com/id-Software/quake-rerelease-qc

[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/

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8852632
File: 20 KB, 512x512, 1651006849871.png [View same] [iqdb] [saucenao] [google]
8852632

So let's discuss 400 Minutes. We still need to decide on a texture pack, so go do that here.
https://www.strawpoll.me/46036272
Also, there's been some dispute over the name. Some think this should be a separate entity from 200/300/100 Minutes of /vr/, some want to incorporate 6.66 hours into the title. Thoughts?

>> No.8852640

whats the best way to play the duke 3d expansions, since megaton and other ports of it were nuked from steam and gog?

>> No.8852641

There's a lot more Alien FPSs than I realized, which ones are good?

>> No.8852643
File: 510 KB, 1754x1240, 400concept.png [View same] [iqdb] [saucenao] [google]
8852643

>>8852632
I think we should have both. 400 to pay homage to the past projects and continue their legacy, 6.66 because the coincidence is too good to pass up.
Plus it makes it sound like a schlocky sequel in some horror movie franchise which I think is cool. And this is like the 3rd or 4th "of /vr/" project we've made so far so it fits.

>> No.8852649
File: 22 KB, 353x265, image.png [View same] [iqdb] [saucenao] [google]
8852649

>>8852643
Why is Doomguy's penis exposed?

>> No.8852656
File: 22 KB, 246x330, cyberboss_of_this_gym.png [View same] [iqdb] [saucenao] [google]
8852656

>>8852640
These days I just use BuildGDX for everything since it takes care of all the Build games at once.

>>8852649
It was supposed to be a foot but who knows, maybe in the heat of battle a little bit of shaft is all you need to distract your enemies

>> No.8852658

>>8852649
Because your sick mind projects it. From now you will be called Penis-anon and shall be credited as such. Bless Jesus.

>> No.8852661
File: 147 KB, 864x825, 1635528448301.jpg [View same] [iqdb] [saucenao] [google]
8852661

What's the soundfont of choice for Duke?

>> No.8852662

>>8852632
>>8852643
400 hours is roughly 6.67 hours. I recommend making every map utilize tag 667 in some way.

>> No.8852671

>>8852662
This is a fun gimmick, I support the idea

>> No.8852679

>>8852662
>tag 667
That's the one for the Arachnotrons in MAP07, and is a bit quirky to use, but I'd be fine with a tag 666 (Keen/Mancubus) requirement.

>> No.8852682

>>8852679
I believe you can define which monsters are treated as bosses using either UMAPINFO or MBF21.

>> No.8852687

>>8852662
>>8852682
I've already settled on complevel 9, so that's a no go. Don't want to get too crazy with this, it's a much smaller scale than 94 Protons or Ad Mortem. Plus, I'm not too keen on enforcing a gimmick like that on top of the 400 minute time limit.

>> No.8852692

>>8852687
I have a better gimmick idea. Let's have a custom boss monster that will take a year of spriting.

>> No.8852693
File: 549 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8852693

>> No.8852695

>>8852692
And let's make it be pretty much the exact same as some shit that has been on realm667 for years and insist that it's worth the constant delays and broken promises.

>> No.8852719
File: 208 KB, 768x768, copium.png [View same] [iqdb] [saucenao] [google]
8852719

>>8852695
It has a new color bro! Its totally new!

>> No.8852740

>>8852719
I can't tell if you're chop or not but if the former, fug u maget

>> No.8852763

>>8852692
Feeling called out here.

>>8852695
>>8852719
Paratamizer is just the E1 boss, I thought I made that clear on Aprils Fools. Anyway, I figure people can use him (sparingly) as a miniboss in E2 and E3 if they want.

And yeah, this shit has really been dragging, I'm sorry for that.

>> No.8852771

Who comes up with the titles of these threads? They're always super cringy

>> No.8852773
File: 2.84 MB, 700x392, hitscan example.webm [View same] [iqdb] [saucenao] [google]
8852773

>>8852705
here is an unscientific comparison of a noob
First normal with hitscan weapons:

>> No.8852786
File: 2.92 MB, 700x392, projectile example.webm [View same] [iqdb] [saucenao] [google]
8852786

>>8852773
Then projectile weapons. You can see the bullets at 0:01 after I throw the dynamite

Trying it out more, I can bunny hope over that gap between the cliff and tower with proejctiles on, but if they're off I'll get hit.
Having them hitscan kinda fits Blood's gameplay style better desu

>> No.8852926
File: 1.38 MB, 1920x1080, Bloodbeach.png [View same] [iqdb] [saucenao] [google]
8852926

>>8852786
It's not too bad and I can play with "vanilla" mode anyways. What still bums be out is it doesn't appear to support Eviction's custom enemies.

>> No.8853006
File: 2.94 MB, 550x308, sweaty palms classic.webm [View same] [iqdb] [saucenao] [google]
8853006

>> No.8853036
File: 1.06 MB, 5000x5000, GOTTA RIP FAST.jpg [View same] [iqdb] [saucenao] [google]
8853036

>>8852632
NEW POLL
https://strawpoll.com/polls/PKglzXYx9yp
https://strawpoll.com/polls/PKglzXYx9yp
https://strawpoll.com/polls/PKglzXYx9yp
NEW POLL
Turns out the current one is frozen so use this one instead. Once the timer ends, then we'll formally start the project

>> No.8853063

>>8852693
>/vr/ end door raised
good bye, anons

>> No.8853067

>>8853063
>anon tried to leave

>> No.8853075
File: 28 KB, 600x600, 771.jpg [View same] [iqdb] [saucenao] [google]
8853075

>>8853067
>Bogdanoff, he tried to leave
>Send him to the secret level

>> No.8853078
File: 493 KB, 1920x1080, Screenshot_Doom_20220427_000131.png [View same] [iqdb] [saucenao] [google]
8853078

>>8853075
>He's in?
>Yes Bogdanoff
>...
>He's screeching in agony.
>...
>He's trying to kill himself
>Just as planned.

>> No.8853089

>>8853078
i made that map
i'm not even mad, that's pretty funny

>> No.8853246

>>8852615
>Wolfenstein: Enemy Territory free on steam
Are ET: QW and Wolf '09 going to come back as well, to complete the set?

>> No.8853265

>>8852640
I just downloaded the OG versions from the Internet Archive and plopped them into the EDuke32 folder.

>> No.8853293

>>8853078
https://youtu.be/ynY2begPzoM

>> No.8853321
File: 65 KB, 1089x597, 1630028210044.png [View same] [iqdb] [saucenao] [google]
8853321

>>8853036
Nice.

>> No.8853324

>>8852632
>>8852643
400 Minutes of /vr/: 6.66 Hours of Hell sounds cool

>> No.8853328

>>8852771
ur mom lmao gottem

>> No.8853482

>>8853321
I didn't vote because I had to strong opinion, but I'm happy people are happy

>> No.8853532

So is there already a ruleset for 400 minutes or will that only be published once the texture pack has been decided on?

>> No.8853546

>>8852649
by god, why not

>> No.8853561

>>8852661
I just use the midi thing with roland for every game

>> No.8853617

>>8852693
>nam bolognese
Holy shit it knows.

>> No.8853640

MAP10, King Boner's House of Fisting. I just had to write out the name because I found it so funny.
The map itself was less funny, but rather so far my favorite map. Incredibly creative, consequential in its employment of the "tunnel of horror"/"amusement park" theme, especially with those sets and "behind the scenes" warehouse and the cute little gift shop and the rocket on legs game (To my shame I must admit it took me until after the second one to understand where the next would come from). The appearing/disappearing pumpkin lamps as shootable switches were a really cool idea.
Then being transported to some other dimension (I guess?) where the actual onslaught starts, which was still rather slaughtery, especially when the million caco march started, but it was more bit-piece and manageable than a gazillion Imps pouring into the crammed cathedral in Norwitch Lane and the subsequent chaos.
The last part before the exit was kinda ok, but only because the exploding bones always make such a funny noise.
Still not a fan of slaughter, but overall I still loved the level.

Next up: Some Giallo

>> No.8853776
File: 306 KB, 1068x601, 1625535319281.png [View same] [iqdb] [saucenao] [google]
8853776

>Why yes, of course my favorite Doom 1 episode is The Shores of Hell

>> No.8853782

>>8853640
For me, it's Map12

>> No.8853862

>>8853328
HOLY KEK
I know which board you're from now

>> No.8853890

>>8852661
Merlin Creative

>> No.8853904

>>8849808
>This poster seems disingenuous.
Don't care, I know what I'm talking about and I've wasted several hours experimenting in DOSBox and BuildGDX.
>You missed the part where I said I was talking about playing blindly without saves, hence the pitchfork starts on LB.
And? It doesn't dismiss the fact the game overcompensates you, even more so on lower difficulties with less enemies to waste ammo on.

>> No.8853968

I don't even browse those /doom/ threads, but I've got to say you guys are funny when it comes to the thread's title.

>> No.8853984
File: 99 KB, 640x480, 6BB691D4-DB04-463C-8013-5DCBBDBD7696.gif [View same] [iqdb] [saucenao] [google]
8853984

>>8853776
>cool hellbase themes
>Containment Area, first use of berserk
>Deimos Lab
>Cyberdemon boss
>seeing the Tower of Babel get built
It’s great

>> No.8854064

>>8852640
Eduke is only source port, that can play all duke expansions (including world tour episode). Buildgdx can play all build games but not all duke expansions.

>> No.8854073
File: 406 KB, 1920x1017, Screenshot_Doom_20220427_161333.png [View same] [iqdb] [saucenao] [google]
8854073

Soon

>> No.8854103
File: 150 KB, 917x675, skudbuttruby.jpg [View same] [iqdb] [saucenao] [google]
8854103

>>8854073
>>8854073
How would you feel about 3D modeled Daina based on Skuddbutt's Ruby model?
It seems to have the just right amount of "juiciness" to her

>> No.8854113

>>8854073
Oh baby, keep up the good work hege

>> No.8854118

>>8852016
>custom entity resistances
what about moddable extra weaknesses via aping of the FlyingPolyp's double damage from being zapped by Thunderbolt ?

>> No.8854158

Does anyone use the project brutality weapon addons? (Supernail gun, unmaker, cyber demon launcher, heavy machine gun ect) does anyone experience crashes with these, particularly seems like the unmaker may be glitchy based on the crash reports I get.

>> No.8854169 [SPOILER] 
File: 36 KB, 218x327, 1651069183487.png [View same] [iqdb] [saucenao] [google]
8854169

>>8852786
Thanks for pointing that out anon, it's now fixed

>> No.8854206
File: 3.50 MB, 1920x2160, rt.png [View same] [iqdb] [saucenao] [google]
8854206

How does this meme port manage to give so much depth to the sprites? It doesn't seem like it has overrides for them.

>> No.8854221

>>8854206
The sprites are bump mapped, so light hitting them makes things look more 3D. Truthfully that technique doesn't need raytracing to work.

>> No.8854228
File: 280 KB, 820x874, hue.png [View same] [iqdb] [saucenao] [google]
8854228

>>8854103
I dont mind, go right a head.

>> No.8854253

>>8854169
Glad that people have this option without having to resort to Fresh Supply. It’s pretty close to perfect.

>> No.8854278

>>8852613
PSA: You can finally transfer your bethstore account to Steam, all you need to do is linkyour steam acc and transfer your games, which also includes the free releases.

>> No.8854291

>>8854278
https://bethesda.net/en/account/transfer-library

>> No.8854336
File: 488 KB, 610x960, file.png [View same] [iqdb] [saucenao] [google]
8854336

but just exactly what are those holes? what did john mean by this?

>> No.8854362

>>8854336
One is for waste, one is for propulsion.
>t. Tom Hall

>> No.8854367
File: 30 KB, 500x558, 1624723986357.jpg [View same] [iqdb] [saucenao] [google]
8854367

Ah!

>> No.8854374

>>8854367
>AAAAAAAAAAAAAAA, so sorry!

>> No.8854380

>>8854336
https://youtu.be/8AifLwr0LzU?t=375

>> No.8854383

>>8853006
I've never been so technically impressed by a level that I hated so fucking much.

>> No.8854397

>>8854362
How utterly inefficient.

>> No.8854412

>>8854397
Bitch please. It was 93

>> No.8854421

>>8854412
Birds shit, piss and fuck with one hole, and have been doing so since way before 93. Apply yourself, you buffoon.

>> No.8854431
File: 75 KB, 1024x997, 0706F7D6-1517-4B97-9026-9EB712EBD451.jpg [View same] [iqdb] [saucenao] [google]
8854431

>>8854397
>The Hissy Pissy Committee of Sissies

>> No.8854432

>Try to jump into a wolfenstein ET game straight out of the install
>straight up can't join any of the servers without modding
>shrug it off and try a few more servers
>one of them closes the game and opens my browser to a website that just has a tim & eric video on it
should i be worried

>> No.8854442

>>8854432
Wow, i've been playing ET here and there for the last 6 months and the most people ive had online on an OCE server is ~5 at peak on a saturday arvo, and now at midnight there are 6 players on 2 local servers. I guess now is the time to OD on ET.

>> No.8854457

>>8854442
dealing with things like Titanfall has me pretty anxious about dealing with community servers and I've heard about the occasional dangerous exploit patched out of an old game, do I have anything to worry about from a server automatically downloading something sketchy on the privvy? Having my game close and something completely different open was pretty startling

>> No.8854460
File: 674 KB, 1920x1080, Screenshot_Doom_20220426_173133.png [View same] [iqdb] [saucenao] [google]
8854460

Who was the fucker here who said Project Brutality sucked? This shit's fun

>> No.8854481

>>8853640
>MAP10, King Boner's House of Fisting. I just had to write out the name because I found it so funny.
It was originally called "Scared Stiff at King Boner's House of Fisting" but it was too long for the automap and intermission screen iirc

>> No.8854486

Is the 32X Doom worth a play and if so, how do I run it in le current year?

>> No.8854491

>>8854460
>Who was the fucker here who said Project Brutality sucked?
I can’t speak for anyone but I’d rather people play it over BrutalDoom. I still prefer Babel and HD over it.

>> No.8854518

>>8852693
>ambush monsters
>many bullets
Exactly the problem with Dewm.

>> No.8854521

>>8854486
not really,id recommend playing the PC version in a sourceport.
if you insist on a 90s console version cause you're a special snowflake,PSX DOOM is far better overall.

>> No.8854526

>>8853006
Why was the railgun so 'meh'? Why didn't it get a alt fire like every other weapon? A scope or something consider it you know.... Has a scope.

>> No.8854535
File: 370 KB, 572x303, confused_agitation.png [View same] [iqdb] [saucenao] [google]
8854535

>>8854491
Is there a quick comparison anywhere between BD and Project Brutality ?

>> No.8854570

>>8854432
Does anyone else have "lose control over PC" pretty high up on their list of fears? I have pretty standard nightmares too, people I know dying, getting chased, teeth falling out, that kind of thing, but maybe most recurring is clicking on a random link or doing something innocuous that enables somebody to immediately brick or massively fuck up my PC.

>> No.8854581

>>8854526
I’ll give them credit for it being the first major iteration of not only a railgun, but a hitscan “sniper” as well.
>>8854535
Not that I’m aware of. It’s mainly expanding on what BD is trying to do with more features, polish, and less spaghetti code.

>> No.8854591

>>8852661
Use the digital music packs for Duke 3D
https://sc55.duke4.net/games.php
and use the RLNDGM soundfont for Doom wads

>> No.8854598

>>8854421
Demons=/=birds you absolute mongoloid retard

>> No.8854604

>>8853904
>Don't care, I know what I'm talking about and I've wasted several hours experimenting in DOSBox and BuildGDX.
Care to share what you've learned? Just saying "No, it's not," isn't an argument
>And? It doesn't dismiss the fact the game overcompensates you, even more so on lower difficulties with less enemies to waste ammo on.
This is a non-sequitur. You said if you're using the pitchfork beyond the first level, you're doing something wrong. I responded with, you will be pitchfork starting if you're playing without saves. Are you Jewish?

>> No.8854620

>>8854457
Ive seen this once or twice but didn't see any other effect. It's certainly dodgy but the community seems unfazed by it, so I presume there are no serious exploits of it.

>> No.8854631

>>8854598
Do you have a single fact to back that up?

>> No.8854640

>>8854620
I guess I'll just live in fear and hope nothing bad happens.

>> No.8854651

>>8854598
imps have fur, cacos have feathers

>> No.8854674
File: 3.15 MB, 320x240, 1648921536137.gif [View same] [iqdb] [saucenao] [google]
8854674

>>8854604
>Care to share what you've learned?
Every single mechanic I've learned from playing the game, or why I think crouching reducing damage is BS/insignificant enough to warrant doing and cultists reaction time being difficulty dependant isn't a thing?
>Just saying "No, it's not," isn't an argument
I'm not a programmer. I'm basing this off of my first experience blindly playing through the game on lower difficulties as well as my experience over the years of playing the game on and off for several hours a day on Well done and Extra Crispy.
>you will be pitchfork starting if you're playing without saves
This doesn't make sense. If you're playing without saves, a.k.a an entire episode in a single session, it does not imply pitchfork starting unless you die. In the case you do die, source ports have the option of pitchfork starting(which I'm under the impression nobody does unless they're clout chasers doing challenge runs) or starting with equipment from an autosave it generates each time you exit a stage. DOS version doesn't have this feature.
>Jewish
I'm something of a truck driver myself.

>> No.8854697

>>8854674
>(which I'm under the impression nobody does unless they're clout chasers doing challenge runs)
I don’t have the greatest time doing so on EC, but pitchfork starting while customizing a sweetspot of difficulty through GDX’s/NotBlood’s sliders was fun and can indeed be comfy.
>If you're playing without saves, a.k.a an entire episode in a single session, it does not imply pitchfork starting unless you die.
I think “unless you die” is something he might have failed to emphasize during a saveless run.

>> No.8854742
File: 1.19 MB, 2560x1440, spasm0006.jpg [View same] [iqdb] [saucenao] [google]
8854742

Terrific map, couldn't find all the secrets though.

>> No.8854809

>>8854598
Both are evil. But what ARE birds?
We just don't know.

>> No.8854859
File: 150 KB, 1366x768, FRXumXYWQAA-R3T.jpg [View same] [iqdb] [saucenao] [google]
8854859

>> No.8854861
File: 163 KB, 1366x768, FRXumBeX0AEA6dk.jpg [View same] [iqdb] [saucenao] [google]
8854861

>> No.8854867
File: 181 KB, 1366x768, FRXulzLXIAI0MAB.jpg [View same] [iqdb] [saucenao] [google]
8854867

>> No.8854869

>>8854859
Looks positively crate

>> No.8854875

>>8854859
anon no

>> No.8854895

>>8854859
Looks crate indeed, though I hope you don’t box yourself into one particular theme.

>> No.8854905

>>8854859
I'm afreight it looks a bit boxy

>> No.8854943

>>8854674
>This doesn't make sense. If you're playing without saves, a.k.a an entire episode in a single session, it does not imply pitchfork starting unless you die
Jesus. Dude, my first post was about playong blindly without saves. Keep up.

>> No.8854952

>>8854221
>>8854206
Amid Evil does the same with its sprites. It is probably also possible on GZDoom with some custom shader if anyone actually bothered.
Making heightmaps for flat testures/sprites that weren't designed for it from the get go is a chore. I hope someone rips tthem from the port and makes them work in GZD

>>8854228
is there an uncensored version of the pic

>> No.8854969

Goddamn those Dopplegangers in Imperfect Courage are so tough. They keep kicking my ass.
Coffee Achiever, wherever you are, please never stop making maps.

>> No.8854975

>>8854535
>>8854581
PB is a Brutal Doom crossed with weapon/monster randomiser with 3-4 guns per slot and several monster tiers with side-grades within each tier

>> No.8855005

>>8854383
I thought my game had glitched when fell to death trying to grab the card that was dangling from the bottom of the plane

>> No.8855007

>>8854253
Fresh Supply doesn't have projectile bullets though does it?

>> No.8855015

MAP11: The other Dario
Pretty cool map and I like how the soundtrack goes hand in hand with the deep red theme of the level. I personally would have chosen the Tenebre theme, but I get the concept.
I also like how the level successively opened up over its rather compact base area.
The fight in the pillar room was rather easy to cheese from the entry stairwell. Maybe at least partially blocking it would have added a lot more tension to the fight (remember I still talk about HMP). Also by now I am starting to notice a bit of a weariness considering Skellington spam.
I liked the dickass secret in that area that was simply there as a FUCK YOU to the player, as was the very last enemy you meet. The final area itself was ok, but I feel a bit more could have been done with it.

I just started MAP12 and while I still don't enjoy combat puzzles and Archies behind every corner, so far at least it looks *really* nice and has a very intriguing layout. I have only just arrived at the baron cage room though.

>> No.8855027

>>8853776
This man has a large and girthy dick.

>> No.8855048

>>8855007
It does not, though it does allow you to customize enemy reaction time.
>>8854975
BD is not without its randomization elements, so PB pronounces them more?

>> No.8855060
File: 185 KB, 1506x766, AR_18forBD21.png [View same] [iqdb] [saucenao] [google]
8855060

need help with Ar-18 sprites
>https://files.catbox.moe/qs9n9s.pk3 my """AR-18""
>https://forum.zdoom.org/viewtopic.php?f=4&t=15080&p=1196834&hilit=ar+18#p1196834 sus

>> No.8855071

>>8855060
>also used this RPK74m as a base for my AR-18 sprites https://www.moddb.com/mods/brutal-doom/addons/rpk74m

>> No.8855083
File: 1.05 MB, 1920x1080, Screenshot_Doom_20220427_204159.png [View same] [iqdb] [saucenao] [google]
8855083

>>8854460
Just noticed I can't throw barrels anymore (could do this yesterday). Every time I left click it just puts it down as if I right clicked. Any idea what's going on here?

>> No.8855112

>>8854526
It's especially weird because before you get it you get an unlimited supply of bouncing projectiles (shuriken/dart), a good GL,a rocket launcher, nukes, and invisibility spell.
Railgun would be the definitive long-range weapon except you get do similar things with the rocket launcher but kill multiple enemies at once

>> No.8855124
File: 2.68 MB, 1600x900, BD21ww2snek88.png [View same] [iqdb] [saucenao] [google]
8855124

>>8855083
>BD21 ww2 is a blast
>god bless Thorir the Hungarian

>> No.8855127
File: 630 KB, 720x400, legdex.png [View same] [iqdb] [saucenao] [google]
8855127

>>8854969
I'm around.
re: rastr secrets, almost a third involve darkness, which is a bit of an overkill in retrospect

>> No.8855132

>>8854526
>>8855112
A scope altfire would be cool, since being a reliable long range weapon is it's main and only niche, but I don't think it's a bad weapon.

>> No.8855149
File: 210 KB, 1506x766, 4ExSnekis.png [View same] [iqdb] [saucenao] [google]
8855149

>>8855124
>megawad used in BDww2 is called 4ExSnekis https://files.catbox.moe/gi14yr.wad

>> No.8855179

>>8854697
>I don’t have the greatest time doing so on EC
I don't think anybody does. You suffer figuring out the optimal route, then you memorize it, and after clearing it a couple of times you eventually get bored of it, unless if you've got the speed-tisms or genuinely enjoy playing through the map. Well Done is definitely more comfy. More opportunities to fuck around 'n shieeet.

>>8854943
Playing "blindly" without saving does not mean pitchfork starting, ESL-kun. Your first post does not mention pitchfork starting either, you only brought it up in your follow up reply. Do you even know what a blind playthrough is, let alone a saveless one? Might as well call a pistol starting in Doom "saveless Doom" while you're at it.

>> No.8855180
File: 105 KB, 480x360, 1651086879906.png [View same] [iqdb] [saucenao] [google]
8855180

From now on I will build something into my maps solely to troll completionists and maxers, like some remote part of the map with a bunch of zombiemen or something corraled with a rocket launcher before it, inside a secret, so they're really just there to increase monster- and secret count.

>> No.8855212

>>8855180
Sector effects 10 and 14 were made for shit like this.

>> No.8855230

>>8854598
claws typed this post

>> No.8855236

>>8855179
>Might as well call a pistol starting in Doom "saveless Doom" while you're at it.
If you’re going saveless I’d consider that “pistol REstarting”. Although, in playing some devil’s advocate here, I don’t have many reservations against calling it “saveless Doom…”
>I don't think anybody does. You suffer figuring out the optimal route, then you memorize it, and after clearing it a couple of times you eventually get bored of it, unless if you've got the speed-tisms or genuinely enjoy playing through the map.
It’s not my bag but I certainly see the appeal in figuring out and then executing the optimal route.

>> No.8855241
File: 38 KB, 640x480, 1646708238687.jpg [View same] [iqdb] [saucenao] [google]
8855241

>>8855180
you son of a bitch

>> No.8855256

>>8854975
PB also has way better animations for weapons, double jumping, and ledge-climbing.

>>8855083
You can only throw barrels when under the effects of Berserk.

>> No.8855260

>>8855180
I will put a secret that requires an archville jump into all of my maps, and you CANNOT stop me.

>> No.8855265

>>8854867
>>8854861
Ah, a Quake 2 themed map

>> No.8855312

MAP12
As mentioned, still not a fan of the slaughter parts, even if you get an invisibility. And really, every encounter having at least one Archvile was getting extremely annoying. Apart from that, as mentioned, it looked really, really cool and had an interesting progression, keeping me intrigued what would happen next.

>> No.8855315
File: 97 KB, 465x476, ArachnaDefault.png [View same] [iqdb] [saucenao] [google]
8855315

What is the judgement of OpenArena?

>> No.8855335

>>8855256
Thanks, I too have been wondering wtf about when I could throw barrels

>> No.8855342

>>8852693
>renaissance community

>> No.8855345

>>8852771
John Romero gives us a list of the next year's worth of thread names.

>> No.8855347

>>8855083
which hud is that?

>> No.8855350

>>8853482
anon's opinion was too strong

>> No.8855353

>>8853776
It has its moments. The crate maze in E2M2 is unforgettable.

>> No.8855365

>>8854486
It's not unplayable by any means, but half the levels being missing and the broken music make it a hard sell. There is, however, a rom hack for the 32X port that adds many nice things. That's certainly worth a look even if the vanilla port isn't.

>> No.8855381
File: 58 KB, 860x547, file.png [View same] [iqdb] [saucenao] [google]
8855381

You got 2 hours left to vote. Rfhelltex looks like a pretty clear cut decision so I might just call it here.

>> No.8855390

>>8854859
>>8854861
>>8854867
reminded me of this old gem: https://www.oldmanmurray.com/features/39.html

>> No.8855451

Hi you bastards, I feel like I have been transferred to a billion calls trying to get an answer. First I asked /v/, then /g/, then I made my own thread on /vr/, then I was sent here. Long story short, I bought an old ass 90s computer and I want to utilize its floppy disk drive to relive my childhood. So all I gotta do is download the game from the link, get a floppy drive on my modern computer, unzip the game and drag it from my computer to a floppy disk, and then just pop it in?

>> No.8855465

>>8855451
Kind of pointless? All the files on the floppy are is the installation files. You're going download the files just to copy them to your floppy just to install them to your computer.

>> No.8855472

>>8855179
>Playing "blindly" without saving does not mean pitchfork starting
It does if you die, which is more than likely, but you already know this, you are just being Jewish

>> No.8855473

>>8855465
Ok I never read your post right. You're going to get the files from your modern computer first.

Ok yes what you suggest to do is fine. But you'll need to find versions of the game that will run on your operating system. The original versions. Not modern .exes

>> No.8855512

>>8855465
in what way would you recommend then?

>> No.8855513
File: 954 KB, 1920x1080, 2022-04-27-222532_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
8855513

>Stardate 20X6 on HMP
>Occasional deaths but not that difficult
>Stardate 20X6 on UV
>Manage to beat most fights in a few attempts at most, the worst ones (except for the final one) with 10-15-ish deaths
>Stardate 20X7 on HMP
>Die 40+ times in a single fight in map 02
I'm in for a ride aren't I?

>> No.8855515

>>8855473
shit that probably will be annoying trying to hunt them down then. I'll prob just buy them from ebay at that point.

>> No.8855530
File: 1.08 MB, 600x609, sudden_roaring.gif [View same] [iqdb] [saucenao] [google]
8855530

>>8855260
Nobody can stop you.
I won't let them.

>> No.8855535
File: 1.15 MB, 1600x900, mark_v_0000.png [View same] [iqdb] [saucenao] [google]
8855535

I return to the final NIGGUR level with Mark5 - no update since late 2018 frow what I can see, but its fine tho (I can live without the alt-fire and zoom)

>> No.8855539

>>8855515
I'm anon who told you to come here. I don't know much about old computers but I hope one of these files help. I can't help any further so good luck. This site also has more boomer shooters

https://archive.org/search.php?query=wolfenstein%203d

>> No.8855561

>>8855256
>You can only throw barrels when under the effects of Berserk.

Ah, thanks.

>>8855347
Whicever one came with Project Brutality 3.0 - I haven't messed with the HUD.

>> No.8855629
File: 1.99 MB, 1600x900, mark_v_0001.png [View same] [iqdb] [saucenao] [google]
8855629

>>8855535
>infinite-heal spot is still there BTW

>> No.8855643

>>8854383
It would be fun if it werent for the fucking opaque curtains that enemies can shoot you through.

>> No.8855646

>>8855629
i misunderstood some corpses together and thought there was an enemy type of a soldier riding a creature, like a turok 1 thing where some guys ride dinos

>> No.8855647

>>8853036
Where's the rules?

>> No.8855649

>>8855647
Dropping in 13 minutes when the pack is officially decided

>> No.8855661

>>8854118
Certainly doable, albeit annoying. I'll have a go at it.
>>8855629
>infinite-heal spot is still there BTW
Considering that the map hasn't been updated, I'd imagine it would be.

>> No.8855684

>>8855649
How about now?

>> No.8855685

>>8852615
---400 MINUTES OF /vr/---

Rules are pretty much the same as the previous entries.
>Make a map in 400 minutes or less
>Use the Doom 2 IWAD
>Make your map in Boom or limit removing format
>We will also be using Rfhelltx (Link: https://www.dropbox.com/s/bsal00537kuythr/rfhelltx.wad?dl=1 )
>No custom assets beyond the texture pack >Custom MIDIs however are both allowed and encouraged (Please provide a source on where you found the music)
>Your map must have an exit
>Add the name you want to be credited by in your post, otherwise you'll be credited as "anonymous"
>Tag this post or the news post with your map submissions, and please specify if it is for the project
>Deadline for submissions is on Friday, May 6th, 11:59 PM EST

Happy mapping

>> No.8855705

>>8855539
Thank you anon.

>> No.8855746

>Sailor Moon in SW Wanton Destruction
>She gives you a medkit
based mazoku desu

>> No.8855748

>>8854859
This is beautiful except for the misaligned diagonals.

>> No.8855796
File: 1.84 MB, 1600x900, mark_v_0003.png [View same] [iqdb] [saucenao] [google]
8855796

>>8855661
once it is gone I'd suggest making the healthpack @ St. Sandy's cave rotten but respawnable if its supposed to be a fail-safe for teribad players
like me for example

>> No.8855806
File: 1.52 MB, 1600x900, mark_v_0002.png [View same] [iqdb] [saucenao] [google]
8855806

>>8855796
>posting screengrabs out of sequence again. . .
____
[(-_-)]

>> No.8855816
File: 1.27 MB, 1600x900, mark_v_0006.png [View same] [iqdb] [saucenao] [google]
8855816

>>8855806
I should've expected this., , ,

>> No.8855828
File: 1.42 MB, 1600x900, mark_v_0008.png [View same] [iqdb] [saucenao] [google]
8855828

>>8855816
Long story short - remove gas-station attendee quick enough before the place gets full of Gugs TBF they did half of the job for me though

>> No.8855835

bunny

>> No.8855836
File: 1.92 MB, 1920x1080, bunny.png [View same] [iqdb] [saucenao] [google]
8855836

>>8855835

>> No.8855840
File: 22 KB, 1600x900, mark_v_0009.png [View same] [iqdb] [saucenao] [google]
8855840

>>8855828
This result screen would defo appreciate a seperate splash if you DON'T just pussy-out and leave (by accident of course) after the exit opens for the first time around

>> No.8855846
File: 963 KB, 1600x900, mark_v_0010.png [View same] [iqdb] [saucenao] [google]
8855846

>>8855840
Thats it for now - physics are a little too wonky for me to bother with 100% Recreational Astrocide uber-map once again (the airtunnel-windflow for hard skill seems to be a bit too short to reach the level-select isle on most attempts at no speed buildup via BH in the Mk5 sourceport)

>> No.8855857
File: 45 KB, 320x200, amTITLEPICv41.png [View same] [iqdb] [saucenao] [google]
8855857

I have updated the v4 release of Ad Mortem to prevent it from crashing Odamex. This problem came about since Odamex only recently added mbf21 support and is more strict about zmapinfo parsing. I also made some fixes to my own map. The titlepic has been changed to reflect this.
Unfortunately this means that the link in the news post is now outdated. You can get the new release at:
https://mega.nz/folder/e7Al3RyJ#5wvEjr9AupzvZzTcYDqFzg
I'm hoping that the news post and the doomworld thread can be updated with the new link. Though I'm not sure how long it'll stay in the news.

>> No.8855863

>>8855857
does this include the fixed MIDI file for MAP31?

>> No.8855874

>>8855863
I didn't change anything other than the zmap info and map 13. I was accepting updates for the v4 release back in February and I implemented all of them back then, so If anything was submitted I would have implemented it.

>> No.8855890

>>8855857
>>8855874
It doesn't look like the midi for map 31 or 32 was ever changed past the initial release. I can update the current version now if the map author wants it. Personally don't have a problem with any of the midis.

>> No.8855921

>>8855890
shit, I meant MAP32, not MAP31, but here you go
contains a few more fixes to the map as well as making the MIDI less earrape (ignore it being called MAP14, that was the original map slot and I don't feel like changing the filename)
https://files.catbox.moe/num4dm.wad

>> No.8855943

>>8855921
Done. The latest version is now 4.2.
The link is the same since it's now a folder.

>> No.8855969

>>8852615
>>8855857

>> No.8856006
File: 749 KB, 2560x1440, DOOM 2_ TNT - Evilution - Crispy Doom 5.11.1 28-Apr-22 04_45_00.png [View same] [iqdb] [saucenao] [google]
8856006

Holy shit, I read somewhere that Sigil "invented" shooting at buttons so I never bothered with it, so I spent like half an hour on TNT map18, I tired to push every single fucking wall on this level, in the end I had to check walkthrough for a god damn Doom level and turned out I had to SHOOT THE "SWITCH" to rise the platform. Jesus H. Christ.

>> No.8856012

>>8855685
Can I use .ogg music?

>> No.8856020

>>8856006
>I read somewhere that Sigil "invented" shooting at buttons
You read wrong, Sigil just popularized the use of the "Evil Eye" thing to indicate a shootable trigger.

>> No.8856037

I hate E4M1, probably the worst DOOM 1 level

>> No.8856040

that's enough, this weekend I'm beating Quake 1 for the first time.

>> No.8856042

>make a normal map
>create a room off-map
>put thousands of zombiemen in it
>crush them all when the map ends
>people who play will think it's a slaughtermap when it starts

>> No.8856056
File: 1.66 MB, 200x204, JJ.gif [View same] [iqdb] [saucenao] [google]
8856056

>>8856042
Perhaps you'll make a map with a single enemy left.

>> No.8856059

>>8856042
devilish

>> No.8856093

>>8856012
No, just MUS and MIDI

>> No.8856130

>>8855857
I'll add this to the news post, but I'll probably kick it off the current releases tab to make room for 400 minutes, just a heads up.

>> No.8856228
File: 10 KB, 304x277, poonj.png [View same] [iqdb] [saucenao] [google]
8856228

>>8855535
niggur is a thing? i thought that was a vr project that never materialized

>> No.8856229

>>8854460
PB is super fun, who said that?

>> No.8856232

>>8856228
Niggur was the proposed name. Violent Rumble is that very same project.

>> No.8856313

>"Why does sex make me feel like taking a crap?"

>> No.8856318

>>8853776
I always liked the aesthetics. And some of the levels are tight.

Not to mention the absolute banger of a tune that plays on E2M1.

>> No.8856418

does anyone remember the WAD thats just a pistol pointed at youtself while a linkin park midi plays in a bedroom? I swear this wad was a meme for a bit but I cant find it.

>> No.8856426

>>8856418
DoIt.WAD

>> No.8856430

>>8855260
Even ones without Viles?

>> No.8856472

>>8855685
>not 486 minutes of /vr/
you had one job

>> No.8856497
File: 338 KB, 1920x1080, doom48.png [View same] [iqdb] [saucenao] [google]
8856497

>>8852615
>>8855685
https://files.catbox.moe/upkedq.zip
Archahellago by Sitri
MIDI is Coma, by Overkill. Downloaded from https://freemidi.org/download3-24483-coma-overkill

>> No.8856515
File: 85 KB, 551x431, file.png [View same] [iqdb] [saucenao] [google]
8856515

>>8855685
>>8856497
Turns out I'm just as much of a bonehead as these spooky bastards because they were hiding the whole time and I never noticed it. I guess that's what happens when I'm a STUPID DUMBASS.
https://files.catbox.moe/urtddh.zip

>> No.8856528

>>8852615
>>8855685
for 400 Minutes of /vr/
https://files.catbox.moe/s1fdjk.wad
Ultra Monkey Likes Daddy by NepNep
MIDI is Unlocated Hell by ZUN from Touhou 17
https://gamebanana.com/projects/35373

>> No.8856531
File: 379 KB, 1920x1080, doom02.png [View same] [iqdb] [saucenao] [google]
8856531

>>8856528
forgot to add a screenshot

>> No.8856534

>>8856006
Map 29 in Doom 2 had a mandatory shootable wall

>> No.8856603

>>8856528
Here is a UV demo
https://litter.catbox.moe/fny318.lmp
Sometimes my mouse freezes, ignore that. Fun map. I found the sheer number of pinkies a bit too tedious. I think a way to make the crate maze funner is, put individual, strategically placed chaingunners on a crate so that you can't get his weapon and the only way to kill him is by pressing a switch, and you survive by using the meat in the hallways to infight him. Reduce the number of pinkies since they can't shoot up, lots of zombies for him to chop up could be funny in a section, and another section with assorted imps demons zombiemen etc. that you have to get the chaingunner to infight in order to proceed.
Also a minor nitpick is too many doors at the start, looks ugly and blocks the flow and some are unnecessary.

>> No.8856612

>>8856603
>only way to kill him is by pressing a switch
I meant to add, you use a crusher to kill him. Sorry, I got carried away and then decided to use the monsters to kill him as I kept brainstorming. I'm tired hence the sloppiness

>> No.8856618

To the anon who mentioned he might need some walkthroughs for 10x10, it's now updated to RC4 which fixes some stuff but also includes demos for each map

>> No.8856631

>>8856603
>I found the sheer number of pinkies a bit too tedious
I meant, specifically in the crate maze. The final room is good. What if the pillars moved up and down randomly to make it harder to dodge the vile?

>> No.8856673
File: 118 KB, 1920x1080, doom03.png [View same] [iqdb] [saucenao] [google]
8856673

>>8855685
>>8856528
update with some of the changes suggested by >>8856603
>>8856631
and a few other minor tweaks
https://files.catbox.moe/k6snby.wad

>> No.8856749

>>8856042
...provided they look at the map even once

>> No.8856752

>>8856313
Based Kingpin enjoyer

>> No.8856802

>>8856037
Filtered

>> No.8856964

>>8856802
You humour me greatly with your arrogance and contempt, a flood of accusations born from the poison of envy and smite of disrespect.

>> No.8857014
File: 681 KB, 752x681, 1637685890058.jpg [View same] [iqdb] [saucenao] [google]
8857014

>>8856040
Yes anon, go beat the Niggurath

>> No.8857023

>>8854859
I can sense your crativity.

>> No.8857024

>>8855127
>Dwightfeet
I just watched this episode. wtf

>> No.8857049

>>8855127
>retards filtered by darkness downvoting comfy maps
-grab the Mjolnir once you get the boots
-use it as a flashlight
>rasr secrets
-learn 2 grapple + boots acrobatics

>> No.8857064

>>8855685
Can we update the maps after uploading? Do the updates have to made in a time limit too?

>> No.8857165

>>8855260
Do one better like MAP11 of Ad Mortem and have two in the same room. Secrets only exist to piss off FDA UVmaxers anyway.

>> No.8857168

>>8855180
Make a small map with multiple victory laps.

>> No.8857173

>>8855685
Is it all cool if I make mine in multiple sessions totalling 400 minutes? Assuming so since who has that much time free in one block (neets aside)

>> No.8857180

>>8855260
Do one that contains another archvile.

>> No.8857186

>>8855472
Take some more English lessons, ESL-kun. It seems you missed out reading on my previous post.

>>8854674
>it does not imply pitchfork starting unless you die. In the case you do die, source ports have the option of pitchfork starting(which I'm under the impression nobody does) or starting with equipment from an autosave it generates each time you exit a stage.

>> No.8857189

>>8856497
>>8856515
https://files.catbox.moe/7sm9hn.lmp
complevel 9 UV, did not finish - Im too much of a doom scrub to finish this map saveless now, but Ill definately return to it cause its a load of fun.
At first the dark corridor frustrated me because I didnt know how to approach it, but I find that its a pretty tense well made encounter, at later tries I just avoided going immediately upstairs so as to not wake the demon hordes, but even if you awaken all of them at once you can dispatch chaingunners and then let the demons infight - overally pretty fun and tense fighting - which is what I like the most in Doom.
I also liked how you semiforce the player to chainsaw the pinkies.
Not a big fan of platforming so the whole staircase to switch scenario annoyed me, with all those cacos especially, but Ill probably find out later how to reliably do that. Overall good map, atleast up to the part where I died, congrats

>> No.8857238

>>8857189
That pillar that closes behind you on the Chaingunner ambush can be used as cover, you're not locked in.

>> No.8857301

>>8855806
I keep getting filtered by the rocket-Bobs these buttons spawn, but is using the multi-RL on them considered an overkill?

>> No.8857317
File: 2.47 MB, 1280x720, electro shock the rapey.webm [View same] [iqdb] [saucenao] [google]
8857317

Got grunts shooting lightning now, including exploding themselves if they fire from underwater (set to use 10 cells worth of damage). Should I give them difficulty-based accuracy or leave them alone? Rate of fire is of course controlled by existing volley settings.

>>8857301
Not at all. They're meant to be at least somewhat of a pain.

>> No.8857354

>>8857317
accuracy should probably be consistent with already existing tracking delay on either the grunt hitscan or the gaunt attack. unclear from the video whether they are currently 100% accurate or not.
I prefer difficulty-independent mechanics, but I'm fine with whatever.

>> No.8857358

>>8854460
If only it ran better. Shit's unplayable on any really big map, or even those with monster counts on the thousands.

>> No.8857373

People import enemies from other games into Doom but how common or noticeable is it for Quake?
Like Unreal and Turok entities being available for Quake 1 or 2 in the same way that Doom had enemies taken from other id games, Build games and even Marathon.

>> No.8857395

>>8857064
Yes, but it's advised to keep track of how much time you're using.
>>8857173
Yes.

>> No.8857406
File: 1.13 MB, 1920x1080, WrathOfChronos.png [View same] [iqdb] [saucenao] [google]
8857406

How do i know if a loading error is going to fuck me later in the run?

>> No.8857410

>>8857373
half of AD roster is from Hexen 2. recent modjam had the U1 skaarj, but it didn't even have the dodge moves iirc.
Q1 modding in general got less widespread over time, and wasn't that big to begin with. might be higher entry barrier with 3D, but also Q1 already has better enemies than most games out there, Doom aside. not much to gain beyond novelty value.

>> No.8857412

>>8857354
It is currently 100% accurate. The grunt shotgun code traces backwards from the target's velocity to aim behind a moving player, so I guess I'll just slap that on.
Should probably do that with the railgun as well now that I think about it.

>>8857373
It happens on occasion, but usage of custom monsters in maps seems to have fallen of a cliff in the past half decade or so, (AD being a glaring exception) so you hardly see them. There's a full set of Doom enemies floating around out there, for example, but you would never know unless you went looking.

>> No.8857419

>>8855060
Well, the angle on that magazine is completely fucked, for one.

>> No.8857425

>>8857317
>see lightninggun grunt
>jump in the water
progamer move

>> No.8857427

>>8857373
Importing enemies from different games only really work out if the AI is similar. Doom and Build games mesh well, since enemies behave similarly, but neither mesh with Marathon since it's AI behaves significantly different.

>> No.8857432

>>8857427
I was also thinking of the overall graphics (Since Marathon had a weird sprite system where they were "split" in half) and the abilities (Because shit like the Duke Drones shrinking the player wouldn't be possible unless on Zscript).

>> No.8857437

>>8857373
Doom ports support numerous model formats so find something fairly close to the model source is easier. Quake does not have that so porting any model from non-quake engine source is much more of a pain.

>> No.8857445

>>8857432
>Drones shrinking the player
this is the first time I'm learning that those xenomorphs are called Drones. for me Duke Drones = the exploding flying things.
which reminds me, speaking of porting enemies. gotta port those + Descent Drillers to Quake one day.

>> No.8857448

>>8857354
>>8857317
Is a shotgun-esque spread deviation possible for a single '"projectile'" attack to simulate them basicly being cyber-zombies? I would preffer them to have a low-probability chance to get the player regardless of their skill setting if appilable same deal with a possible case of Railgun-Grunts, just to emphasize the Enforcers having both the better software and hardware in a way

>> No.8857456

>>8857437
Previously it was because MDL, same goes to Q2 with MD2 which was easier but the fucking animation was tied to text files and vertex.
Remaster REALLY helped a lot with MD5 textures baking its own animations independently, Q2 will probably follow the same rout if the remaster happens, because all tools to work on md2 are gone, and the ones for Q1 needs some jank to work.

>>8857410
Because animation behavior.

>> No.8857459

>>8856534
No idea what are talking about, just replayed map29 quickly, unless I shot something accidentally there was no walls I had to shoot.
Some secrets I found required you to punch the wall, but I thought punching and shooting was different things.

>> No.8857463

>>8856749
Hm, better add a crate maze to make sure they have to check it.

>> No.8857464

>>8857459
Not by the standards of shootable switches.

>> No.8857469

>>8857459
for everything but checking what gets hit and friendly fire checks melee is just shooting with less range as far as I know, that's why punching the air wakes monsters up, because they "hear" the "gunshot"

>> No.8857480

>>8857464
>>8857469
Still, TNT map 18 is the first time I stumbled upon shootable switch.
I beat Ultimate and 2 just before that, sure there were some secrets behind punchable (shootable if it's the same) walls, but "shoot X to open Y in some completely different unrelated to X place" is something new to me.

>> No.8857487

>>8857425
It's not dumb if it's for science.
Unless of course the science is dumb.

>>8857448
>Is a shotgun-esque spread deviation possible for a single '"projectile'" attack
Perfectly possible. The attack targets a vector (usually the player's origin) so you can just add randomness to the x, y, and z components of that vector.
i.e.
>local vector spot;
>spot = self.enemy.origin;
>spot_x = spot_x + (64 * crandom());
>spot_y = spot_y + (64 * crandom());
>spot_z = spot_z + (64 * crandom());
>shootfunction(attack_origin, spot - self.origin);
That makes the monster fire at a random point within 2 meters on any axis of the target's origin point.
>I would preffer them to have a low-probability chance to get the player regardless of their skill setting if appilable same deal with a possible case of Railgun-Grunts
Would you want this to disregard player movement? I can make it completely based on velocity (like the shotgun attack), completely random, or a combination of the two.

>> No.8857496

>>8857480
>Still, TNT map 18 is the first time I stumbled upon shootable switch.
Haven't there been already shootable eye switches in Doom 1?

>> No.8857519

>>8856430
I'd just have to add a secret archville, preferably across the map, for you to lure to the archvile jumping spot.

>> No.8857531

>>8857186
>source ports have the option of pitchfork starting(which I'm under the impression nobody does) or starting with equipment from an autosave it generates each time you exit a stage
Well, there you go. Your impression is wrong. None of the ports I use generate autosaves, and doing a blind playthrough without saves does not mean doing it all in one sitting like you said. Doing a playthrough of any game doesn't imply doing it in one sitting; adding the word "blind" to it does not change that. I didn't think I needed to explain that. Just in case it isn't absolutely clear to you by now, this "blind playthrough without saves" is exactly how ESL decino plays his "blind playthroughs." You love niggers. This conversation is over.

>> No.8857536

>>8856042
>I don't play with map stats on for blind playthroughs.

>> No.8857546

>>8857519
Calm down Satan, you're 147 posts early.

>> No.8857552

>>8855180
t. Croteam

>> No.8857563

>>8855180
Reminds me of that one feedback I got for my Ad Mortem map about removing a single imp or something or replacing it with an easier enemy because it always takes so long to kill them, thus making life harder for UVmaxers.

>> No.8857569

>>8857552
no, the equivalent to a croteam troll would be grabbing a single health bonus only to spawn 4 cyberdemons around you that have the high ground
in close proximity

>> No.8857574

>>8857459
Maybe he meant map 28

>> No.8857587

>>8854526
I don't know if it is a only redux thing, but the shots getting misaligned with auto aim off make it very unreliable

>> No.8857595

https://www.youtube.com/watch?v=xdJVnbWQDqQ
So, all it took was changing Q1's model file to something better for this to happen?

>> No.8857607
File: 721 KB, 2560x1440, DOOM 2_ Hell on Earth - Crispy Doom 5.11.1 28-Apr-22 18_20_47.png [View same] [iqdb] [saucenao] [google]
8857607

>>8857574
>Shoot the west wall and go through the newly opened door.
Yeah, just checked it, there's indeed 2 "shootable switches", one is mandatory. The door is right next to the switch, but it's still not on the wall itself. Guess I just shot them accidentally, there's a lot of enemies nearby. Unlike TNT18, there's virtually no enemies in that room and only 2 barons that can theoretically get to that room.

>> No.8857615

>>8857487
>I can make it completely based on velocity (like the shotgun attack)
Please elaborate for an ESL 'moocow' who use their computer like an applicance:
do the Grunts lead their targets in vanilla Quake or aim for the players current position?
All that I know for certain that non-hitscan enemies in Q2 actually do a reverse of that (even on Hard skill, unless an AI-enchancement is applied - Lazarus mod being one notable example and Stroggs Gone Mad being an extreme case of it) and fire at the players past position from 0.2 seconds ago with minimal shot dispersion - whereas projectile enemies fire directly at your current coordinates (with the GZ addon granting them predictive aim at Hard skill and higher)
I would preffer their shooting pattern feel 'more clumsy' compared to Enforcers when using the same alternate weaponry

>> No.8857625

>>8857595
Maybe it's lowered the barrier for some, or maybe it's just the attention it got from the re-release.
I had to stop watching when he kept shooting at the monsters infighting, tsk.

>> No.8857709

>>8857432
The Security Officer being able to look and walk in two different directions and changing the weapon he's holding will never not look amazing to me.

>> No.8857729 [DELETED] 

>>8857615
>do the Grunts lead their targets in vanilla Quake or aim for the players current position?
They aim BEHIND the player by a factor of their velocity. Pic related.
This means the faster you are, the less likely you are to be caught in the spread of their shotgun.

>> No.8857736
File: 34 KB, 895x415, negative lead.jpg [View same] [iqdb] [saucenao] [google]
8857736

>>8857615
>do the Grunts lead their targets in vanilla Quake or aim for the players current position?
They aim BEHIND the player by a factor of their velocity. Pic related.
This means the faster you are, the less likely you are to be caught in the spread of their shotgun.

>> No.8857760
File: 239 KB, 1920x1017, Screenshot_Doom_20220428_191412.png [View same] [iqdb] [saucenao] [google]
8857760

do you guys like vines

>> No.8857771

>>8857615
has anyone ever tried to make a gameplay of stroggs gone mad ai?
i wont stop kekking over the bullshit that mod does.

>> No.8857801

>>8857760
Yes

>> No.8857810

>>8857736
>0.2
So its exaxtly like Q2 then I guess...

>>8857771
At least it re-implemments the Guards tripping mid-run&shoot animation for additional sovl

>> No.8857818

>>8857810
i think the last release has the source code of it, kaiser would be really interested in looking that.

>> No.8857851

Retarded question: do Doom source ports affect "difficulty"? I was struggling like a bitch on PrBoom+ HMP, but I can breeze the same levels in GzDoom UV. I didn't touch any compatibility settings. I'm aware of some differences (monsters not being infinitely tall, manual vs autoaim when freelooking, some bugs fixed which affect collision checks against monsters (and the player?)) but I can't point my finger on anything concrete, other than I seem to die a lot more in PrBoom.

>> No.8857854

>>8857760
When you crouch do you go inside the bush and become completely camouflaged?

>> No.8857864

>>8857851
Only things that immediately come to mind is the RNG differences and (G)ZDoom changing how collision is calculates so you can more reliably melee larger enemies.

>> No.8857883
File: 959 KB, 1600x900, mark_v_0012.png [View same] [iqdb] [saucenao] [google]
8857883

In defiance to my own words, I was checking out rastr.bsp in Mark5 for comparison - the boots are still infinite-jump ones in this one too

I quickly retried the level on easy instead of hard and chetead to that place you grab them, and it turns out they're a one-charge version there instead

>> No.8857903
File: 1.13 MB, 1600x900, mark_v_0013.png [View same] [iqdb] [saucenao] [google]
8857903

>>8857883
Edie being able to cap my ass from this far is unbelievable

I see the Ax got buffed enough to sometimes gib Dogs, Fish & Grunts in one chop - any hope to make Prox cause max 100dmg on direct hit? Wasting 3 rockets on Ogres always seemed a questionable SP design choice for me - but its fair game in MP I'd hazard a guess[/spoiler]

>> No.8857909

MAP13: Oh wow, more Revenant galore. Oh wow, more skellington armies. How original.
I liked the fight in that big hall with the blood tree though and the last one after the elevator had a really cool gimmick. More like that and less "push switch, have a million enemies pour out".

>> No.8857910
File: 434 KB, 831x649, How About I HUUH Your Shit.png [View same] [iqdb] [saucenao] [google]
8857910

Surprised nobody's posted about Block Quake yet.

https://www.youtube.com/watch?v=Z0L-51OUqfM

>> No.8857918

>>8857910
>>8857595
They just didn’t point it out, whoops.
>>8857909
>MAP13: Oh wow, more Revenant galore. Oh wow, more skellington armies. How original.
Somewhat related: How come I only see complaints about a mass of revenants but never when it’s a mass of imps or zombiemen?

>> No.8857929

>>8857854
kino

>> No.8857930

>>8857910
That's adorable.

>> No.8857931

>>8857910
sucks the HUD isn't a lego man

>> No.8857938
File: 1.61 MB, 1600x900, mark_v_0018.png [View same] [iqdb] [saucenao] [google]
8857938

>>8857903
Managed to turn the fly-boots back into jump-boots again by coming here again, but after a reload the same effect only happened when I fell into the hole where the Vermis spawned from, and after reloading again after that its now impossible to 'downgrade' myself anymore I got the double-jump when it happened this time, due to secret backpack properly starting the scripted encounter

>> No.8857942

>>8857883
You got me curious, so I noclipped over there...
If I drop out of noclip right on top of them and start jumping immediately, there's a chance that I'll have infinite jumps. If I let the platform go down at least partly, then it works normally. Either way the CSQC HUD is showing one jump charge and no timed boots.
It's pretty bizarre, but I've yet to have it happen in actual gameplay. I also can't replicate it on the test map. Might have something to do with the moving platform.
Another thing to look into I guess.

>>8857903
>Ax got buffed
Yes, double vanilla damage.
>>8857903
>any hope to make Prox cause max 100dmg on direct hit?
I've been tempted to make the proximity launcher use two rockets and do significantly more damage. Not sure if that would make mappers more or less inclined to use it though.

>> No.8857943

>>8856472
Why would it be 486?

>> No.8857946

>>8857918
>How come I only see complaints about a mass of revenants but never when it’s a mass of imps or zombiemen?
I would say masses of Imps and Zombiemen are, depending on the area of course, rarely an actual threat and serve more as cannon fodder for the sake of it (or depleting ammo). Revenants are actually dangerous if you can't or don't move properly.
Also, making Revenants the main enemy type in a given map is a bit of disease going around among mappers in the last years. For a change I would like to see a map without a single Revenant and SSG.

>> No.8857951

>>8857943
Probably an allusion to the 486 computers. Obviously he didn't understand that 400 minutes are roughly 6.66 hours.

>> No.8857954

>>8857569
That and fucking up spawns in every level so you can't get max kills (which no one really gives a shit about in Serious Sam except decino)

>> No.8857967

>>8857954
>those suburbs and metropolis spawns
what the fuck were they thinking?

>> No.8857970

>>8857951
That, and how 400 is a natural evolution of 200/300/100

>> No.8857982

>>8857851
try turning off vsync in prboom.
I remember people (or the same guy repeatedly) complaining about sluggish aiming in prboom, that could be it.
having started usind dsda-doom just recently, the biggest difference with gz is how sometimes I seem to bounce off corners (not sure how to describe it and nobody ever brings it up)

>> No.8857993
File: 12 KB, 574x391, file.png [View same] [iqdb] [saucenao] [google]
8857993

>>8857931
It's on the todo list.

>> No.8857996

>>8857982
Elastic collision is a thing in Doom.

>> No.8858000
File: 218 KB, 640x480, doom13.png [View same] [iqdb] [saucenao] [google]
8858000

I think watching playthroughs of Italo-Doom on youtube affects me negatively.

>> No.8858024

>>8857996
that must be it, but then what does doomwiki mean by "got repaired in Boom"? I'm getting it in Boom, am I not? is there a toggle somewhere in the settings?

>> No.8858030

What's my best option for a map builder can I get a qrd? I'm on windows 8.1 use gzdoom. Any serious differences between the different map editors?

>> No.8858032

>>8858030
Ultimate Doom Builder

>> No.8858034

>>8857760
all those particles really hurt performance
Marisa Kirisame did a workaround to this - make a "beam" particle into a moderately long beam model, then spawn them half of their lenght away from each other so they seamlessly blend. This way GZDoom janky engine has to handle an order of magnitude less entities per beam and it runs much smoother even it uses a model instead of particles that are supposed to be "simpler". Just dont use voxels.

>> No.8858036

>>8858030
Ultimate Doom Builder
have fun

>> No.8858047

>>8858032
>>8858036
Thanks fellas. Looking forward to it. Do you know by chance any good tutorial videos that are quick and to the point?

>> No.8858135
File: 131 KB, 640x480, doom14.png [View same] [iqdb] [saucenao] [google]
8858135

Finished work of the last 4 days or so. New map for my personal project - Hell Frontier.
Link to the Doomworld thread: https://www.doomworld.com/forum/topic/115739-hell-frontier-wip-megawad-for-doom-2-episode-2-progress-411-latest-map-map17-update-280422/
Direct download to wad: https://www.doomworld.com/applications/core/interface/file/attachment.php?id=179974

Newest map is MAP17: Brimstown. You are welcome to test it. Also you can play maps 12, 13, 14 and 18. And there's whole first episode in a separate file.
Limit-removing, tested in DSDA-Doom with complevel 2, Has difficulties.

>> No.8858164
File: 2.79 MB, 1000x562, [sound=https%3A%2F%2Ffiles.catbox.moe%2Fsfh8c3.mp3].webm [View same] [iqdb] [saucenao] [google]
8858164

>> No.8858168

>>8857993
kool and neat

>> No.8858183

>>8857946
Be the change you want to see, I’d be curious what you make since I enjoy revenants and the super shotty.

>> No.8858214

>>8858183
There are projects that limit SSG and projects that limit Revs, but I don't know something that limits both at the same time.

>> No.8858256

Shadow Warrior has such missed potential man
>No mods to fix chip damage from fire sprites everywhere
>No mods to improve unpredictable hitscan chip damage so you have to play like Blood most of the time
>Melee hitboxes are just a bit too small to make hitting nuisance enemies viable
>Shurikens are too weak to ever be useful
>Sword only does a cool death animation on 1 enemy type, the rest just gib
>Railgun is boring
>Half the inventory items are useless
Then they go and make the sequels and instead of improving risk/reward with your ninja gear and tightening combat up, then improving the satire and putting Wang into funny situations they just make him into a M*rvel character

>> No.8858262

>>8852613
Project Brutality is Basically Brutal Doom but better in a number of ways.

My rankings of them along with Freedoom and other stuff: Ashes 2063>Colorful Hell>Project brutality >>>>Freedoom >Brutal DUMP>>most guncaster WADS>Terry traps

>> No.8858314
File: 69 KB, 267x200, 1649001112281.gif [View same] [iqdb] [saucenao] [google]
8858314

>>8858256
Wang would never survive in today's climate, honestly it's lucky the classic one is still on storefronts.

>> No.8858325

>>8855180
>place an enemy in a Boom map at a distance that the regular vertical autoaim won't engage in any way
>this means you can only hit it with freelook

>> No.8858347

>>8858314
>bad willy got sent back to the lodge.gif

>> No.8858458

>>8858164
The sound makes this way funnier

>> No.8858510 [DELETED] 

>>8858135
I had to make an update because I screwed up monster closet.
Direct link changed: https://www.doomworld.com/applications/core/interface/file/attachment.php?id=179984

>> No.8858526

>>8858135
Now I properly fixed it and didn't forget to save the file:
https://www.doomworld.com/applications/core/interface/file/attachment.php?id=179985

>> No.8858558
File: 200 KB, 1280x800, caverns.png [View same] [iqdb] [saucenao] [google]
8858558

>>8855685
>>8852615
For 400 minutes of /vr/. tested on prboom+, have a hour left
https://files.catbox.moe/aqga77.wad
Cracked
Midi is By The Bay/Music #2 from Sim City 4, downloaded here: https://vgmusic.com/file/22204bcad1a3018b259e0d9932995f2f.html#disqus_thread

>> No.8858593

>>8858164
What

>> No.8858603

>>8858314
True
I think he could be adapted for some good satire and crude jokes without being seen as a racist caricature... But I guess stuff like OGAY lotion in Ion Fury somehow being controversial kind of puts a wedge in it.
IMO satire of various Asian cultures and East vs West stuff and weebs and poking fun at Medieval Asian and anime future settings would be great and not racist but eh

but reallyI just want a mod for SW Classic to make it less infuriating

>> No.8858646

>>8858256
sometimes i feel like an autistic schizo but the problem with shadow warrior's new writing style is that it's prevelant in a lot of shows, games, movies etc
it's pointless to even make it about the mcu or joss whedon because it's something that's always been there for a while
it's like the easiest, hackiest way to do comedy
>>8858603
i guess anime and manga references can work if it comes from someone that can handle a joke but also knows enough about japanese media to not do generic shit like the akira bike scene
also, do they have plans to update the redux release?
because i'm pretty sure nightdive wasn't behind the release, right?

>> No.8858651

>>8858256
All this and you don’t mention the palette-swapped ninjas. Not a good look there, anon.
I’m not too tilted by the chip damage because I wouldn’t be using the medkit and healthpacks on anything else, all the explosive attacks will one-shot me.

>> No.8858659

It always boils down to " welcome to video games designed by guys in their late 30s".

These devs are dead inside, and the ones who show some creativity sometimes are huge faggots. Its going to be this way for while.

>> No.8858663

>>8858659
Do what I'm doing then: Pick up tools and start making shit you want to see.

>> No.8858680

>>8858663
I am. And supporting shit I like. But one can one man do against such huge forces anon? I am not being pissy here. Western games are in a death spiral, I just wish they would all just fucking cave in and go multiplayer only like OW2 or mobile and be done with it.

Sure I will still be playing weird titles ( i mean there are still some good games out there just small), making maps for Thief for example but we area looking at things that will take a lifetime to change.

>> No.8858690
File: 152 KB, 800x800, 1500884517536.jpg [View same] [iqdb] [saucenao] [google]
8858690

>>8858680
What can one man do? You endure. You outlast this shit. They can fall, we'll still be standing. If you make it, there'll always be some people who want to play it.

>> No.8858709

>>8858651
>palette-swapped ninjas
Like how if they have different colour pants they become 20x stronger and turn around and chuck bombs in your face when you think you're gonna get a 1-hit sword attack?
Add those to the list of awful shit to fix lol
The chip damage bothers me because I don't get why its there other than the devs just not knowing better. It sounds okay on paper but isn't fun.
>>8858646
Yea I guess it's a bigger writing issue. A lot of comedies/comic relief lines have that issue outside of superhero movies.
> knows enough about
IMO they could do super generic jokes because it being cliche is a joke in itself. But for sure they need devs who are willing to commit and I guess an audience who will get and "take" some of the jokes.

idk I guess a sequel missed the boat for getting a small 1990s team in a garage cracking jokes about whatever
IDK about Redux, I just use Classic with sourceports

>> No.8858715

>>8858663
but I don't have a cool asian friend for VA work T_T

>> No.8858734

>>8858715
Good news, you don't need a good asian friend, you just need a bad friend who can do a stereotypically offensive asian voice. John Willian Galt is as white as they come.

>> No.8858750
File: 36 KB, 540x479, 1616290163145.jpg [View same] [iqdb] [saucenao] [google]
8858750

>>8858690
I am with you anon.

Viedogames are but a fleeting dream, but they deserve some love as well.

>> No.8858762
File: 2.90 MB, 640x360, Caleb's pirate adventure.webm [View same] [iqdb] [saucenao] [google]
8858762

>>8858715
Lol neither did 3D Realms at the time.
>>8858709
>The chip damage bothers me because I don't get why its there other than the devs just not knowing better
Standards had yet to be set, it was barely 4 years after Doom.
If it's so bothersome start crackin' at some code, anon.

>> No.8858773

Honestly Cultic looks really cool, I do hope this one comes out, I love the little intro , creates nice mood.

>> No.8858775

>>8858750
It's a dream worth protecting and keeping alive. Just like any creative endeavor.

>> No.8858794

>>8857918
People usually only get upset when they lose.

>> No.8858797

>>8858775
I mean even among the sea of trash, there are some good games out there. And these little experiments refuse to die. I hope homeworld 3 comes out fuck.

The fps community really stands out. In all games from Doom to Thief to HL etc.

I am despondent because its been a long week.

>> No.8858820

>>8858762
>Lol neither did 3D Realms at the time.
jej fair
my dream SW sequel either needs a good actor or a good VA with an accent
>standards
definitely. We're lucky that so many old games still hold up as well as they do.
Maybe I'll try it one day but I don't have tech skills other than STALKER mods. Maybe that one Blood sourceport with projectile weapons will support Shadow Warrior some day.

>> No.8858831
File: 2.92 MB, 640x360, Spazzy shitty ninja.webm [View same] [iqdb] [saucenao] [google]
8858831

>>8858820
>Maybe that one Blood sourceport with projectile weapons will support Shadow Warrior some day.
>CAN'T someone ELSE do it!?
they won't, so you put up or shut up

>> No.8858834

>>8858256
Shadow Warrior and Duke both have this problem where half the weapons suck but the sucky ones in Duke are mostly just boring but in Shadow Warrior all the fun weapons are explosive so you take splash damage out the ass. How the fuck can you have a shotgun that looks that cool feel so wimpy, even with the alternate fire it doesn't go as hard as it should

>> No.8858886
File: 2.96 MB, 640x480, not as hard as it should.webm [View same] [iqdb] [saucenao] [google]
8858886

>>8858834
>even with the alternate fire it doesn't go as hard as it should
It's fun and good, other mobs just need a bit of peppering with the uzi before or after the shells you unload into them.
Even then, hitscan in build games is pretty shitty unless it's Blood and that's mainly because of how slow and predictable cultists are. Raze has the "hitscan only" option for Shadow Warrior like Eduke has. However, the frequent 'self-explosive' damage you keep running into is all you.

>> No.8858891

>>8858831
God forbid we talk about things that would be nice
fuck off

>> No.8858897

>>8858834
IMO 90s Build Engine games are just a bit rough around the edges compared to Doom and Quake.
Blood holds up well because of its weapons though.

>> No.8858915

>>8858891
If I were you I'd rather turn that angry energy into learning how build shit works. That's how I felt about the new Q1 models being glued to the Kex port, I worked out how to get them extracted and converted and even had some anons here help out.

>> No.8858925

>>8858915
I'd rather do Q1 or Doom stuff desu, I appreciate the sentiment.

>> No.8858930

>>8858886
>Luck out than none of them 420 Uzi'd you right when you open the door
>Double luck out that none of them had grey pants

>> No.8858932

honestly Corridor 7 and Operation Body Count look more fun than Wolfenstein
ecwolf support when

>> No.8858962
File: 2.93 MB, 640x360, More shitty ninja.webm [View same] [iqdb] [saucenao] [google]
8858962

>>8858930
>it's all in the reflexes

>> No.8858972
File: 2.71 MB, 960x540, zoomer gameplay.webm [View same] [iqdb] [saucenao] [google]
8858972

>>8858962

>> No.8858981

>>8858972
I know right? Especially SW where its a game where you tactically plan your equipment and items and outsmart some bullshit enemies.
I mean even Duke its more about those well placed pipe bombs.

But I guess jumping around like a retard makes zoomers more interest in the classics.

>> No.8858987

>he doesn't melee a shadow ninja
you have no honor

>> No.8858989

>>8858972
Damn zoomers and their *checks notes* mouse movement

>> No.8858992

>>8858972
nobody tell anon here older fps players did quake 3 montages meant to look fast

>> No.8858995

>>8858989
>*checks notes*
why are you proving his point ffs

>> No.8859000

Considering Duke, classic Lo Wang and the Redneck Rampage brothers would trigger people, I'm surprised there's no rush to put Caleb back in the spotlight. There's nothing particularly offensive about him aside from his bloodlust, but for some fucking reason murdering people is okay as long as you don't insult them while doing it.

>> No.8859003
File: 2.86 MB, 1280x720, Moving mirror.webm [View same] [iqdb] [saucenao] [google]
8859003

>>8858981
You sound like a bit of a bitch.
>>8858987
Now I'm actually ashamed.

>> No.8859009

>>8859003
>this triggers game engines made after 2004

>> No.8859010
File: 1.67 MB, 1600x900, mark_v_0020.png [View same] [iqdb] [saucenao] [google]
8859010

>>8857938
After finding all the secrets legitimately now I would like to suggest to possibly make the hidden Wetsuit no longer '"pointless'" by making a NighGaunt spawn nearby upon collecting it, just to showcase it's not-obvious ability of negating damage from all monster's lightningbolt attacks
>>8857942
>Ax gets double vanilla damage
I'd [reffer the Impels's "faster swings when attacking a monster" way of improving the DPS without simply doubling the Axe's per-hit damage, but on the other hand not gibbing almost everything of "cannon fodder class" would feel like a loss of a key aesthetic of sorts
Shamblers have a suprizingly low value of to-gib treshold it seems

>> No.8859016

>>8859000
Warner doesn't give a fuck about old boomer shooter

>> No.8859019

>>8857918
Because Revenants take like 10 times as long to kill as zombies.

>> No.8859024

>>8858972
I don't get it. What exactly would you want him to do? Use keyboard aiming? He's fidgeting around yes but in a game like Shadow Warrior if you're in the middle of a fight like that you're going to need to look out for everything seeing as death comes swiftly in that game.
Would you rather he constantly fall back and pick off enemies one at a time?

>> No.8859029

>>8859003
>LMAO! Build-engine is an obsolete shitty tech made for developing garbage cheap videoga~oh,,,
Neat (o_o)

>> No.8859036

>>8858995
His point being what, exactly? Wow, he's moving his mouse quickly. Is this wrong somehow? He dealt with the encounter while taking only 3 points of damage, what's the problem here?

>> No.8859038

>>8859029
>obsolete shitty tech made for developing garbage
not obsolete, but glitchy as hell

>> No.8859042

>>8859000
I can see Bloodman being a more attractive character to reboot considering he’s a creepy psycho. People love sadistic murder shows.

>> No.8859045

How do you deal with getting stuck in a level? noclip to find the solution you are supposed to take? watch a replay of the level online? (if it exists) skip the level? or spend hours looking for something you might have missed?

>> No.8859047

>>8859016
what if he got into MultiVersus

>> No.8859067

>>8859000
Duke is too cheesy to really trigger anybody, plus he's a meme now so the modern audience is already endeared to him somewhat. Lo Wang's voice lines are in way more poor taste compared to anything Duke ever said or did.

>> No.8859070

>>8859067
Just rike Hiroshima

>> No.8859074

>>8859038
functioning mirrors >>> everything else

>> No.8859078
File: 668 KB, 1920x1080, bloodyapartment.png [View same] [iqdb] [saucenao] [google]
8859078

>>8859024
It fits the style and tone of the game, silly spazzy gunfu.
>>8859067
>oooh you faggot wabbit!
That and placing fortune cookies everywhere in Japan because asian. There's a degree of "trying too hard" but everything else about Lo Wang is great.

>> No.8859079

>>8859067
The most offensive part of Duke3D is the secret paying homage to the fucking unibomber

>> No.8859084

>>8859078
I still hold in my belief that Lo Wang's best line is
"ROW ROW ROW YOUR BOAT, A-GENTERY DOWN THE STREAM! OOH I TINK MY DINGHY HANGING OUT!"

Lo Wang just seems to be having a good time wherever he goes.

>> No.8859110

>>8859084
He might also be insane. Or both.

>> No.8859129

>>8859110
>Build protag
>Not definitely crazy

>> No.8859132

>>8859110
>carries around a pocket sized nuclear warhead for small-arms usage
>still prefers to use his sword
Yes, he's insane.

>> No.8859138

>>8859129
I remember reading the original story to Duke 3D was Duke being filled with hallucinogens by the aliens from the last game, causing him to see aliens on Earth and massacre innocent civilians. Pig cops were actual cops trying to stop him, and the moon levels were explained as being on a movie set. The ending involved him coming down and realizing what he has done, before promptly killing himself.
I don't know the credibility of this but it sounds metal as shit.

>> No.8859160

>>8859138
dam
like a messed up version of They Live

>> No.8859163
File: 368 KB, 1920x1080, doom49.png [View same] [iqdb] [saucenao] [google]
8859163

>>8852615
>>8855685
For 400 Minutes of /vr/
https://files.catbox.moe/dzpkip.zip
Compound Fracture, by Sitri
MIDI is Astral Dreadnought by Jimmy
https://www.jamespaddockmusic.com/midi-files/Doom%20Projects/Complete/Plutonia%202/
Very quick & dirty techbase. Don't have a full 6 hours to dedicate to it, just wanted to get another idea out. I don't think it's as good as my previous map.

>> No.8859165

>>8859138
That sounds like a plot written by boomercons trying to warn parents that their kids will stop thinking "it's only a game"

>> No.8859170
File: 584 KB, 1920x1080, 3DRealms after Willits.png [View same] [iqdb] [saucenao] [google]
8859170

>>8859160
>anon knows his shit
Thank you

>> No.8859180

>>8859163
Not bad, it certainly pulls its punches compared to the last map, but it was a fun little romp regardless. Not much to say about this one, it's short and sweet.

>> No.8859182

>>8859138
So Postal 1?

>> No.8859198

>>8859182
Anon that's not at all what Postal 1 is like

>> No.8859202

>>8859198
So Postal 2?

>> No.8859219

>>8859202
No, Postal 2 is a town that's actually full of gun crazy assholes just like the player.

>> No.8859221
File: 123 KB, 572x303, confusion.jpg [View same] [iqdb] [saucenao] [google]
8859221

>>8859219
God fucking damnit.
I'm assuming it isn't Postal III or Postal 4: No Regerts either?

>> No.8859227

>>8859221
Postal 3 was retconned to be a fucked up fever dream during an 11 year coma, so you might be onto something.
But no.

>> No.8859274
File: 1.98 MB, 1830x2304, fanart___quake_arena_mynx_by_shabazik_df4d38k.png [View same] [iqdb] [saucenao] [google]
8859274

I was on the internet, and I found this.

>> No.8859302

>>8859045
I just skip to the next level in most Doom wads, unless its something i really like and want to appreciate. Other games arent usually as well balanced for pistol start so ill look up the solution.

>> No.8859325
File: 23 KB, 1021x426, Untitled.png [View same] [iqdb] [saucenao] [google]
8859325

>>8859163
Good popcorn Doom. I think some sections need the ceiling lowered to make it look better, and the map seems to rely a bit too much on the strengths of the revenant so it could use some variety. Add a little more variety to the lighting and add some more decorative things. I think the map would benefit from being more cramped as a means of adding stress, maybe reduce size some places, place blocking decorative things, maybe add some columns like pic related (I forget what they're called) or other jaggedness to the walls like a light source such as a lamp

>> No.8859329
File: 420 KB, 504x676, 1544464545214.png [View same] [iqdb] [saucenao] [google]
8859329

>>8855685
Protip: Don't forget to add explosive barrels to your maps.

>> No.8859376

>>8859325
I'm definitely over time by now. If there wasn't as strict a time limit, I would have spent more time on the aesthetics.

>> No.8859396
File: 1.84 MB, 1920x1080, 1646334813443.png [View same] [iqdb] [saucenao] [google]
8859396

>> No.8859406
File: 23 KB, 480x360, saturday morning nukem.jpg [View same] [iqdb] [saucenao] [google]
8859406

>>8859165
>boomercon
Nah, babes of all ages need apply

>> No.8859416

>>8859003
>moving mirror
awesome

>> No.8859421

>>8859078
>pic
That color pallete made me think it was Quake for a second
>fight through a space base
>go through a portal into an ancient god's realm
>HUH a suspicious looking painting
>Enter someone's living room

>> No.8859451

>>8859003
The vehicles were pretty crazy too

>> No.8859452

>>8858164
If Doomguy was a Dullahan.

>> No.8859518
File: 501 KB, 1142x892, Screenshot 2022-04-27 023251.png [View same] [iqdb] [saucenao] [google]
8859518

>>8858214
>I don't know something that limits both at the same time.
Then fucking make a map JFC, the "be the change" and "I'd be curious what you make" weren't suggestions they were fucking challenges.

>> No.8859664

>>8859000
>I'm surprised there's no rush to put Caleb back in the spotlight
>Atari
>doing anything positive for Blood at all

>> No.8859796

>>8856037
E4M1 is one of the best Doom 1 levels.

>> No.8859805

>>8858214
>>8859518
>Projects that limit both SSG and Revenants
I think there's one called Ultimate Doom

>> No.8859808

>>8859805
Yeah, but Ultimate Doom lacks other things too.

>> No.8859850

>>8859010
>Shamblers have a suprizingly low value of to-gib treshold
>its only -60 when the Vores have -90, and even the Ogres have it higher at -80
Inetrstanding. . .

>> No.8859883

>>8857854
>>8857760
That'd be great, especially if there's a small dark gap where you can only see the eyes themselves.

>> No.8859983

>>8855685
I finished the brunt of my small arena map. I had a blast with this “bite size” mapping concept. Question:
Do we have to use additional textures and music? I’m using vanilla Doom II asset
I’ll upload my functional map soon

>> No.8859990

>>8859850
Maybe because their gibs look nice, or maybe because they are already resistant to explosives which makes them harder to gib and probably means that low value offsets it

>> No.8860000

>>8854859
Is this a sneak peak of a future sunder map?

>> No.8860017

>>8859990
BTW does a direct hit from the DoE PlasmaShaft count as using an explosive vs Shamblers?
I know that the AoP's Stakegun works quite well against them as it doesn't count as such there

>> No.8860063

fuckhead

>> No.8860076

anyone has a PNG of the Saturn/N64 Quake ports' Nails ammobox without the NIN logo on them?
I want to make an 'used' version of the pickup model that's dropped by Edie/Centroid monsters for VR, to no longer confuse players what box is which (unless it can be made to spin mid-air just like an former-human backpack does, this saving the hassle entirely)

>>8860063
what a shitty waste of dubs ;'(

>> No.8860078
File: 2.88 MB, 640x360, blood station.webm [View same] [iqdb] [saucenao] [google]
8860078

>>8858972
What are you, fucking retarded? He made it through with barely a scratch so clearly it wasn't the wrong approach.
You'd lose your mind looking at old Quake 1 competitive gameplay.

>> No.8860079

>>8860076
>what a shitty waste of dubs
>dubs
lolwut

>> No.8860081

>>8859079
I don't think that's so much an homage just as it's a reference to current events just because, DN3D had a lot of little stuff like that, the O.J car chase comes to mind.

>> No.8860086 [DELETED] 

>>8859079
Ted was right and you know it.

>> No.8860087
File: 154 KB, 1920x1017, Screenshot_Doom_20220428_184915.png [View same] [iqdb] [saucenao] [google]
8860087

>>8857854
>>8859883

I like that idea but sprite wise and functionality wise not really too doable

>> No.8860107
File: 2.68 MB, 512x288, SOMEMONG_zooming_in.gif [View same] [iqdb] [saucenao] [google]
8860107

>>8858262
>Terry traps
Kek, someone mentioned one of the best WAD genres. Also I think BrOoTaL DeWm should be right after Terry Traps on tha list. I wish /vr/ could for once make a community terrywad/terrywad pack just to piss Aquafag199 off.

>> No.8860108 [DELETED] 
File: 264 KB, 540x421, unaballpitter.png [View same] [iqdb] [saucenao] [google]
8860108

>>8860086
>disfigure and murder some random nobodies at the low rungs of society with no power whatsoever
>write some ramblings about various failures of society so zoomer edgelords and tradneet larpers can lionize your schizo crimes and then jerk off to fantasies about living the world of The Postman
I'll never understand this meme. At least Timothy McVeigh struck back directly at actual feds and explicitly in retaliation for the crimes at Waco, he had a sturdy motive and actually swung a damn good punch.

>> No.8860140
File: 512 B, 32x32, nails2sid.png [View same] [iqdb] [saucenao] [google]
8860140

>>8860076
https://files.catbox.moe/85wtph.wad
(from unused textures, not sure if it's the same as what you want)

>> No.8860142

>>8859079
Where does it do this?

>> No.8860163

>>8860142
There are Unabomber posters in Ep 4

>> No.8860170
File: 59 KB, 247x329, Unabomber-sketch.png [View same] [iqdb] [saucenao] [google]
8860170

>>8860142
He says "homage" but that's the wrong word. You can find pipebombs in an apartment above a comedy club in E4, some which are partially constructed. In a police station and a post office you can find that old suspect sketch pinned to bulletin boards.

Not strictly accurate, because the actual bombs were to a large degree made with wood materials, and the Unabomber actually lived out in a cabin in the woods (but that last part wasn't known until he was caught).

>> No.8860217

>>8858256
>Half the inventory items are useless
Friendly reminder that the SW smoke-bomb is actualy an localized portable Invulnerability and not an BlurSphere invisibility clone

>> No.8860248

>>8857531
>your impression is wrong
99% of players going through the game for the first time(blind)will disagree with you.
>none of the ports I use generate autosaves
Doubt.png.
>blind playthrough without saves does not imply doing it in one sitting
>brings up some youtuber
A blind playthrough is playing the game/levels for the first time with no prior knowledge about it. Saveless means no saving during the entire playthrough. I have to clarify this to you to make sure you understand that combining both of these inevitably leads to playing through an entire episode - with or without dying - to the end and without saving. If you stop your playthrough without saving, you start from the beginning, meaning going through the entire episode again and no longer being a blind playthrough as you have knowledge of weapon and enemy placement. Additionally, if you stop your playthrough, you'd have to save at the last level you were at then load it at another time, making it no longer a saveless playthrough, unless you think the majority of newbies are going to read up on how to use console commands to load levels instead of saving. You seriously have issues if you think any players going through the game for the first time(blind) will avoid using the autoload built into BuildGDX, NBlood or fresh supply.
>You love niggers.
Kek, imagine being this butt blasted.

>> No.8860253 [DELETED] 
File: 40 KB, 360x450, Fahrenheit.JPG.jpg [View same] [iqdb] [saucenao] [google]
8860253

>>8860108
>Unironically dicksucking a neo-caveman troon (yep)
NGMI
>>8860081
>OJ's white Bronco chase can be seen on one of the TVs
>in the level "Pigsty" taking place at a police station, you can find the infamous leather glove next to a bloody knife
>those trial-era posters

>> No.8860256

>>8860248
>Doubt.png.
All you have to do is not use a ZDoom-based port and you don't get autosaves.

>> No.8860272

>>8859983
You don't have to use any custom stuff, no.

>> No.8860286

>>8857317
Ah, a grunt-shambler? How about tying length of zap to distance with long range being taps and closer being a long-continuous stream similar to a Shambler's? Knockback force enough to stop Ranger mid-hop or outright immobilize him? Gibbing spreads out streams of electricity? Electrical arcs crossing between grunts cause them to kill each other? Just felt like shooting the shit since no one else is. Have a feeling these fucks are going to be used as death traps in water, to which I say, why not use an electrical variant of the exploding mine head zombies?

>> No.8860298

>>8860248
Did a new Nblood patch add autosaving? I just tried it a bit ago, no autosave.

>> No.8860332

>>8857317
I haven't seen any use of neither the HellSpawn nor the Qtest-indpired "non-volatile Tarbaby" and was wondering - is there a way to make the mitosis-made H.Spawns be half as strong (both in HP and their death-blast damage) compared to their mother-entity?

>> No.8860384

>>8858256
I'd say only the caltrops are useless, because they do so little damage I can barely see any use other than doing a bit of damage to an enemy below. (Provided you cant just blow the enemy up using a grenade, or you need to avoid the blast damage)

>> No.8860450

>>8858972
Isn't this how we played Quake back in the day too? The only reason I can't do that anymore is because I'm old

>> No.8860463

>>8860450
Not sure anyone spastically switched weapons like that.

>> No.8860465

>>8855180
you need the archvile to get out of the secret

>> No.8860479

>>8860465
I'd be ok with that for a jokemap.

>> No.8860483

>>8860465
>enter secret area (but not the secret linedef so you can't just back out)
>normal staircase leading to an archie guarding some banal secret bait like a zerk or megasphere, so as not to raise suspicion
>logically you kill him to get the secret
>the linedef also causes the staircase you came in on to raise to archie jump height

>> No.8860501

>>8860483
That's evil. Do it.

>> No.8860512

>>8858164
fucking wut

>> No.8860530

>>8860463
There’s not really anything you can “cancel” in Quake so it also wouldn’t make sense. Half Life DM is where I first ran into and discovered the concept, as well as finding out how to bind weapons to multiple keys and not have to go through the “1-5” menus.

>> No.8860549

>>8860450
Vaguely, but he's exaggerating the fuck out of it because he's an anal punched retard. See the post he's replying to for a real depiction.

>> No.8860557

>>8860384
I keep forgetting there are caltrops in Shadow Warrior. They feel like such an afterthought, what are they good for? Multiplayer?
If they slowed down enemies for like 4-5 seconds they could be useful as fuck.

>> No.8860572

>>8860557
>They feel like such an afterthought, what are they good for? Multiplayer?
Would be a dickishly good idea plopping them on health pick ups.

>> No.8860581

>>8860572
But do they hurt worth fuck? I don't recall, but I never used them so I don't think they did.

>> No.8860618

>>8860581
I never played SW multiplayer except for one terribly laggy TEN match, not sure of the exact values. I only know that I certainly wouldn’t want to test it out with a single digit of life.

>> No.8860646

>>8860581
Seems to be a range of 15-30 damage. If you set them up in a chokepoint it'd definitely soften up whoever walked through them, and putting one on a medkit would mostly nullify it at the minimum.

>> No.8860656

>>8860017
Yes, but only the initial impact. The lightning bolts that come off it seem to do full damage.

>>8860076
>I want to make an 'used' version of the pickup model that's dropped by Edie/Centroid monsters for VR
Would be cool, anon. I thought about making it look different but I wasn't sure what to do.
>(unless it can be made to spin mid-air just like an former-human backpack does, this saving the hassle entirely)
Pretty easy, yes. You either make a seperate model file with a flag that tell it to rotate like weapons do, or you slap angular velocity on it in code. I'll try the latter and post how it looks when I get a chance.
>>8860286
>How about tying length of zap to distance with long range being taps and closer being a long-continuous stream similar to a Shambler's?
That's not a bad idea, but it's something I'd probably turn into a volley setting rather than make specific to lightning.
>Knockback force enough to stop Ranger mid-hop or outright immobilize him?
Multiple hits from volley settings will do that well enough. Current knockback should be the same as player lightning per tick.
>Gibbing spreads out streams of electricity?
I'll probably make some sort of death effect system eventually. That could certainly be an option for mappers.
>electrical variant of the exploding mine head zombies
You mean the SoA spike mines? Sure, they'd be easy enough to remodel with tesla coils and shit coming off them.

>>8860332
>is there a way to make the mitosis-made H.Spawns be half as strong (both in HP and their death-blast damage) compared to their mother-entity?
I think I made a setting like that for the Guardian babies, so yeah I can slap it on Spawns as well.

>> No.8860678
File: 81 KB, 1024x768, doom00.png [View same] [iqdb] [saucenao] [google]
8860678

Now I understand why Ribbiks is a Monti fan.

>> No.8860693
File: 1.67 MB, 1920x1080, spasm0000.png [View same] [iqdb] [saucenao] [google]
8860693

>>8860656
Is it OK for keys to not display properly. Same happens to new weapons. Using latest QSS(2021-11-13).

>> No.8860735

>>8860693
Make sure you have the gfx.wad in the vr base directory and that your gfx folder is up to date.

>> No.8860737

>>8860735
Huh. I dled the archive straight from the mega and it had no gfx.wad in there.

>> No.8860745

>>8860737
In fact, the only files I have are outside of port config and save files: map readmes folder, demo1.dem, MAP MANIFEST.txt, pak0.pak, PAK1.pak, progs_dump-devkit-readme.txt, quake.rc and Violent Rumble Readme.txt.

>> No.8860753
File: 63 KB, 857x599, wad me baby.jpg [View same] [iqdb] [saucenao] [google]
8860753

>>8860737
It's in there. I'd guess maybe Mega just struggles downloading whole large archives.

>> No.8860757

>>8860753
It's in the source folder? And not in the archive where it should have been? Why? Why would you do this?

>> No.8860785

>>8860757
If by archive you mean the pak files, it's in pak0. You probably shouldn't be using paks and the raw files together though.
PAK1 might also need to be made lowercase, now that I think about it.

>> No.8860790

>>8860785
By archive I mean the one in Release Candidate folder, which is the only folder to have an archive file to download.

>> No.8860802

>>8860790
Oh. Right.
I just call them zip files. ¯\_(ツ)_/¯

Try lowercasing pak1 and see if that works. You should also be able to press H to switch to different HUD configs and if it's a pak1 issue then they won't load.

>> No.8860809

>>8860802
Nope, can't do such a thing after lowercasing it. Looks like I have to use source files then and hope they somehow work.

>> No.8860859

>>8860217
smoke bomb is in the useful half

>> No.8860893

>>8855685
>>8852615
For The 400 Minutes of vr mappack, boom format tested it with Dsda doom, map was made in around 3 hours and 30 minutes.
https://files.catbox.moe/dchwn0.wad
Blood Refinery by Redead-ITA
midi is Handle with care by Jimmy

>> No.8860956

>>8852613
/idgames archive but for Build games.

>> No.8860964

>>8860956
https://blood.freeminded.de/

There’s at least one for Blood. I think Shadow Warrior has a similar site.

>> No.8861053

>>8853006
>>8854581
>>8855112
>SW railgun makes the same sound as the Fighter-jets from TotalAnnihilation
Where the hell can one find a place online
where all those iconic 90s vidya sound-effects are kept as downloadable .wav's?

>> No.8861075

>>8860693
>ClockTower
How do I get the LG?

>> No.8861127

>>8861075
shoot the moon

>> No.8861149
File: 909 KB, 1920x1080, Shittlecock.png [View same] [iqdb] [saucenao] [google]
8861149

>>8855685
400 minutes of /vr/
Shittlecock, by Black Crime Rates
https://litter.catbox.moe/c71fhn.zip
-complevel 9, difficulties implemented
Music is The Infinite Sky, by Zach Siegel

I spent all my time playtesting. Please help me with suggestions on which colors/textures to use. I am currently looking at the custom resources; I don't think that technically counts as time mapping

>> No.8861242
File: 425 KB, 1440x1080, doom00.png [View same] [iqdb] [saucenao] [google]
8861242

>>8855685
"Garbage Brain" by Coffee Achiever: https://files.catbox.moe/cozd9d.zip
music: "Human Fly" by The Cramps (a tweaked/butchered GP tab)
known issues: enemies getting stuck on circle plat; suck-ass finale

>> No.8861423
File: 558 KB, 1920x1017, Screenshot_Doom_20220429_193343.png [View same] [iqdb] [saucenao] [google]
8861423

got wood?

>> No.8861462

>>8860893
BLOOD REFINERY - REDEAD-ITA
Good use of textures, the map has fine architecture and is very well detailed. It flows well and reuses space nicely. With that said, the difficulty leaves a little more to be desired. I never felt like I was in any real danger except for the SSG trap. It feels like some punches were really pulled here.
Verdict: Decent, but easy. Might fit for the earlier maps.

>> No.8861502

how does Powerslave Exhumed compare to Heretic/Hexen?

>> No.8861551

>>8855685
how is the timelimit enforced, does sketching the map out before booting doombuilder or recycling an old concept (not a map, just a sketch) count, and should be obvious but just making sure romero heads and kill exits count right?

>> No.8861554

>>8861551
Sketching is fine. The time limit is on how much time you spend in doombuilder actually making the map. Death exits and romero heads are fine too.

>> No.8861562

>>8861462
admittedly i agree it lacks something enemy wise, but i wasn't sure on what i should do with it, i was originally considering maybe putting a cyberdemon but i felt it might have been too much...
i still have put one the blood pool if you play on multiplayer and 3 archvile near the end.

>> No.8861575

>>8861502
Powerslave is much less confusing than Hexen. The only thing you have to really worry about when it comes to level progression are powerups.

>> No.8861579

>>8861554
That gives me an idea for a map that has a crusher lowering onto a Romero head, giving the player very strict timing to kill all of the enemies. Something really easy for casual players, but an absolute bastard for people trying to UV-Max it.

>> No.8861584

>>8861502
You won’t have something like Hexen’s hubs but it has much more interesting level design in general, and the combat’s okay.
It’s kind of a weird comparison, if I’m being honest. What got you curious?

>> No.8861613
File: 127 KB, 587x551, 1486865506014.png [View same] [iqdb] [saucenao] [google]
8861613

>>8861149
SHITTLECOCK - BLACK CRIME RATES
Played with DSDA on complevel 9, UV. This map feels like one big piss take. You start in an arena with 8 pain elementals, 2 on each corner, and you have a rocket launcher to deal with them. On paper this sounds like fun, but proves to be a bitch when lost souls begin trapping you and you have no option but to detonate a rocket in your face. I then realized I could cheese this entire encounter by staying in the spawn room and waiting for the pain elementals to approach me without spewing lost soul diarrhea everywhere. After getting past that I decided to grab the key and megasphere to my right and got ambushed with 4 arch viles, 2 teleporting behind me on the main platform. They already began igniting my ass and there was nowhere for me to take cover except for the inescapable death pit below. I said "fuck this map" and played on HNTR instead, and you can watch a demo of that here because I don't feel like typing this out anymore. Also your author name is fucking stupid
https://cdn.discordapp.com/attachments/961103439528599572/969694293524611132/shittlecock.lmp

Verdict: DUMB/10

>> No.8861636

>>8852643
I'll be very dissapointed if this doesn't end up as the title screen, dick exposed and all. The name is cool too.

>> No.8861645
File: 1.22 MB, 150x150, 1633000513253.gif [View same] [iqdb] [saucenao] [google]
8861645

>>8858972
>that webm

>> No.8861650

>>8861584
>What got you curious?
I glanced at what games Raze supported and hadn't looked Exhumed up before
I compared them because of the fantasy look

>> No.8861653
File: 1.75 MB, 512x384, 1636918532471.webm [View same] [iqdb] [saucenao] [google]
8861653

>>8859274

>> No.8861672

>>8861554
thanks

>> No.8861758

Is there a prboom+ port for Android?

>> No.8861803

>>8861758
Yeah, Delta touch (it combines GZDoom, prboom and few others into one app) is a paid one, I guess if you dig around you can find some free one but I never bothered.

>> No.8861829
File: 389 KB, 1280x800, ruins.png [View same] [iqdb] [saucenao] [google]
8861829

>>8858558
minor update for cracked. very simple stuff
>minor texture alignment
>minor geometry adjustment (nothing gameplay wise, just a door in the corridor to the blue key room)
>made the ending ledge impassable to prevent softlocks and keep it consistent
I know none of this really matters, especially with a timelimit, but that texture misalignment was seriously fucking with me when I went to replay it this morning
https://files.catbox.moe/uvp0f1.wad

>> No.8861832

>>8861803
I thought Delta Touch was only GZDoom. I'll check it out.

>> No.8861836

>>8861613
Can we have a rule that super shit maps don't get in? Before anyone complains, I know these are speedmaps, I'm not saying put in a high quality standard, I'm just saying leave anything broken or totally unfun out of it.

>> No.8861857

>>8861836
Shitty maps will either be rejected or modified. If an author really REALLY wants his map in, then I'll allow them the Alfonzo treatment and give them an extra hour to get their shit together.

>> No.8861876
File: 822 KB, 1920x1080, 2022-04-29-232935_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
8861876

>>8855685
For 400 minutes of /vr/
"Could be worse", by Hand-peeled
Music: "Plusfort" by Bucket (Plutonia MIDI Pack)

https://files.catbox.moe/63gj9k.wad

>> No.8861902
File: 109 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
8861902

>>8859274

Mynx and Hunter roam the galaxy collecting bounties. With full TnA physics and great action gameplay and dumb dialogue.

>> No.8861903
File: 415 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_64_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8861903

SOMETHING SOMETHING FIREFIGHT FRIDAY NIGHT FIRE OR WHATEVER! Let's get to murdering each other on TNT's Bloodlands! Open up Zandronum and connect to 51.161.34.159:10666 to join the fuckfest!

>> No.8861905

>>8861876
I'm glad I'm not the only one who uses that HUD.

>> No.8861920

>>8861127
>. . .
I swear noboby would think of this shit, unless they played GTA3

>> No.8861936

>>8861650
The DOS version of Powerslave supported by Raze is a standard retro FPS, very good level design though
The console version (which was just ported by Nightdive) is a whole other game and has Metroid style upgrades and backtracking

>> No.8861947
File: 155 KB, 1200x675, GyduEuP5eMPTspTuwE2LE3-1200-80.jpg [View same] [iqdb] [saucenao] [google]
8861947

>>8861920
>>. . .
>...
"..."

>> No.8861948

>>8861423
When can I play this?

>> No.8861951

>>8861936
You restart levels through a stage select, you don't "backtrack". You don't want to give the wrong impression of how the levels are connected.

>> No.8861957

>>8861920
https://www.youtube.com/watch?v=IjV0XLBHmqo

>> No.8861958
File: 579 KB, 1920x1080, class.png [View same] [iqdb] [saucenao] [google]
8861958

Which one? I don't want to brick my playthrough before I even start.

>> No.8861974

>>8861958
random

>> No.8861978

>>8861951
That's still backtracking to a previous level.
>>8861958
Fighter has the best starting weapon, good 2nd and 3rd weapons, and meh final weapon. Cleric has the worst starting weapon, good 2nd and 3rd weapons, and the absolute best final weapon (better than the BFG). Mage is the worst. He's slower and his weapons aren't as satisfying or useful except for the 3rd one.

>> No.8861980
File: 1.05 MB, 1600x900, I_cant_beep.png [View same] [iqdb] [saucenao] [google]
8861980

Finally got to test the updated Alkaline mod along with the AlkaMapJam - this new level is unintentionally speaking alot about soceity:
>you must kill the tripped Floyd to activate the lift button
>they awaken to get you for thiat act of hate crime one-by one (if you don't pre-emptively aggro all of them), but if they hit eachother by accident something wierd happens
>the next Floyd in sequence to activate actualy targets the first Floyd who killed the infight-aggro'd one (previously awakened to attack you) instead of the player
>most of the ambush sorts itself out this way
>Floyds are renamed to Automatons in this mod
>ArachnoFloyd is a boss-tier monster here, so it's defo not a case of VS eggshell sensibility at work

>> No.8861985

>>8861957
>dat vid
FIX YOUR FUCKING GAME BETHESDA! ! !

>> No.8861987
File: 6 KB, 199x181, 1585370321148.png [View same] [iqdb] [saucenao] [google]
8861987

>>8861242
GARBAGE BRAIN - COFFEE ACHIEVER
I recognize this author from Violent Rumble, and it's pretty clear he just got off of Quake mapping before making this map. The first thing you do is take down shotgunners and chaingunners in a wide open area, which works in Quake but is pretty fucking annoying here. The climb on the actual brain portion was an interesting concept, fighting through monsters with revenants shooting from the side, but started to get annoying after a while. I found the final encounter to be the most engaging, with all the monsters on the top of the brain and trying to activate all 4 switches.

Verdict: Rough. There's a nice climax but a very rocky start. Not too sure what to do to improve it.

>> No.8862013

>>8861978
>That's still backtracking to a previous level.
Mentioning "backtracking" and "Metroid" gives the impression that the levels are connected like in Metroid, when they're not. I was disappointed to find this out because of people like you.

>> No.8862014

>>8861936
>Metroid style upgrades and backtracking
disgusting lol
good to know

>> No.8862027
File: 223 KB, 400x324, 1421159435370.png [View same] [iqdb] [saucenao] [google]
8862027

>>8861876
COULD BE WORSE - HAND-PEELED
I think this author debuted in HFFM, and this map wouldn't be too out of place in that set. Loads of tight encounters in this one. The map starts with a little infighting puzzle before opening up to a fun clusterfuck of cacodemons, revenants and imps, with ample arms and cover to deal with them. The next 2 encounters make good use of limited space to create engaging fights. The final encounter after collecting all keys fucked me over the first time, but the map's short enough for me to ignore it.

Verdict: Good shit

>> No.8862039
File: 14 KB, 277x437, dot.png [View same] [iqdb] [saucenao] [google]
8862039

How did they miss this? I can't unsee it now.

>> No.8862058

it still boggles my mind how much different the world would be today if the id software guys didn't fuck up that one DnD campaign

>> No.8862064
File: 16 KB, 878x525, 1610852007975.png [View same] [iqdb] [saucenao] [google]
8862064

>>8862039
He just wants to help.

>> No.8862085

>>8861958
If it's your first time playing, Fighter is probably the easiest to use.

>> No.8862118

>>8862039
That's just part of the dudes glove. its okay anon.

The only weapon that bothers me in doom since I was kid is the chain gun, For some fucking reason it does not look like the gun barrels are straight if that makes any sense. its the shading. It helps when you see the entire model however.

>> No.8862163

>>8862118
Personally because of the screws and plastic seam, I can never see the chaingun as spinning, it just looks like it's flipping back and forth between two positions, because it is.

>> No.8862169

>>8862163
And the puny sound. hate it. It was so satisfying listening to the BOOM of the nail gun in quake.

>> No.8862182

>>8862039
>>8862064
Am I the one that has never noticed this for over 20 years? I only found out from watching a Decino stream recently where he forgot the sprite fix wad and mentioned this.

>> No.8862184

>>8862039
You're supposed to be a linear filtering Chad and you wouldn't notice as it would be blended. But you have to have your Minecraft pixels like a little zoom zoom

>> No.8862189

>>8862182
The cutoff on the reload sprite that's clearly visible when bobbing with max screenblocks is much more egregious.

>> No.8862226
File: 14 KB, 339x380, Cockle.png [View same] [iqdb] [saucenao] [google]
8862226

>>8861613
Thanks for playing, and most of all, thanks for the hearty kek. I should have mentioned for the playtesters, the map is extremely difficult on UV and don't try to blind record.

In case people mistake my sincere effort for a terrywad, I included a UV-Max demo inside the wad this time. I added more health, ammo, nerfed the archvile ambush, and made all platforms wider so the lost souls knock you off far less often.

>>8855685
Shittlecock, by Black Crime Rates (updated Second Edition)
https://files.catbox.moe/nfzy4y.zip
Music is The Infinite Sky, by Zach Siegel

>> No.8862235

>>8855685
>>8856673
another update
https://files.catbox.moe/i9zqwd.wad
>edited the chaingunner bit slightly to make more sense
>implemented difficulty

>> No.8862283

>>8861613
>Also your author name is fucking stupid
t. cockblock

>> No.8862315

>>8862283
Wrong guess. Cockblock's too busy procrastinating on 94 protons.
We don't need another HFFM scenario though so that's why I think the name is stupid

>> No.8862321
File: 16 KB, 1870x140, nevr4get.png [View same] [iqdb] [saucenao] [google]
8862321

>>8862315

>> No.8862327

>>8862321
You're very easily entertained, are you?

>> No.8862328

>>8862321
>Violent Rumble
>Black History Month
At what point were we planning to release in February?

>> No.8862332

>>8862328
It's a stupid guy saying stupid things from like months ago. Don't think about it too much.

>> No.8862351
File: 79 KB, 988x2071, unreal.png [View same] [iqdb] [saucenao] [google]
8862351

do Unreal's songs have any cannon order?

>> No.8862456

>>8862013
I'm actually glad you're such a stickler for this point, because I thought the same thing. I'm not as interested knowing that it's a stage-based game; reminds me of getting to the world map in Nioh 1 for the first time, thinking it was going to have a more "Souls-like" style of world.

>> No.8862483

I envy all of you here who know how to do all this shit. Even with the OP I feel so overwhelmed with all that shit that the furthest I got was downloading chocolate doom, but I think the quality is shit and I want cool retarded mods to go with it.

>> No.8862516

>>8862351
Whatever order they play in the retail levels

>> No.8862567

>>8862483
You've got to start somewhere lad. Just take it at your own pace. Maybe one day you'll outshine all of us as a mapper and modder.

>> No.8862648

>>8862321
who was that? dew?

>> No.8862654

Here's an idea for 400 Minutes, just in case I can't or don't do it:
A Space Invaders-themed map where monsters are gradually scrolling toward the player. The player only gets rockets. Occasionally a door in the very back will open up for a few seconds, revealing a Keen. Kill all of the Keens to open the secret exit(or even just the regular exit). Use a timer like in Scythe that kills the player if they don't kill the enemies quickly enough.

>> No.8862668

>>8862648
yeah

>> No.8862696

>>8862668
do they pay him the same rate as the janitors here?

>> No.8862701

>>8862696
he actually got banned by the jannies shortly after that because they mistook him for a troll lmao

>> No.8862708

>>8862701
LMAO
based jannies

>> No.8862734

>>8862321
When did we ever pretend it wasn't a funny wordcloud saying hard fast faggot maps? That it's not more front and center is the barest minimum of consideration for normalfags (and brevity)
Gachi just fell into place because, well, based faggots and ebin memes
Even if normalfags refuse to stop being scared by words, at least have the awareness that on 4chan at least the word "faggot" is completely toothless and often used endearingly no less.
>tfw arguing with a screencap of a retard from 10 months ago
I don't keep up with forums anyway, was this trog from doomworld or something?

>> No.8862739

>>8862648
Who gives a fuck about these same-faced lizardmen, let them fornicate inside their discord containment zones

>> No.8862740

>>8862734
>I don't keep up with forums anyway, was this trog from doomworld or something?
speedrunner and a doomworld janny

>> No.8862749

>>8862226
providing some teleporters back from lava would make it feel less like a troll map.
my strategy was getting the plasma with unalerted PEs through revenant/baron infighting. fairly consistent aside from the archviles.

>> No.8862758

>>8862749
>providing some teleporters back from lava would make it feel less like a troll map.
His name really has me convinced it's a troll. Even this updated version is some bare minimum shit.

>> No.8862765

why my HUH sound so tinny in QSS

>> No.8862775

>>8862283
I was busy sleeping when that post was being made.

If I get a submission named something like "Niggers Tongue My Anus" or "XIII - L" or whatever, if I can't convince the author to change the name, I'll just have to think of some substitute title.
Not because I'm particularly offended by spicy memes, but I don't want to deal with the people who are. Also "13/50" is a form of contemporary social commentary, and it's kind of tiring to see that shoved into places, you could just as well have called your map "Kyle Did Nothing Wrong" and it doesn't matter that I even agree, it has to fucking go because I don't play Doom to be reminded of /pol/ or Twitter.

>> No.8862783

>>8862775
>it doesn't matter that I even agree, it has to fucking go because I don't play Doom to be reminded of /pol/ or Twitter.
Jesus, thank you.

>> No.8862790

>>8862064
God bless you, brown pixel of emotional support.

>> No.8862791

>>8862765
are you using kex paks? try changing snd_mixspeed or sndspeed (44100 & 11025)

>> No.8862804
File: 19 KB, 324x291, 1618539282883.jpg [View same] [iqdb] [saucenao] [google]
8862804

>>8861149
Alright, I'm convinced this map is just taking the piss. You clearly have a good enough understanding of the game to abuse it in the most obnoxious way possible.
>The platforms have just enough space between them so you can't stop in the middle, otherwise you won't have enough momentum to escape and you'll just fall into the lava
>There's no way to escape the lava, one slipup and you're fucking dead
>8 (EIGHT) pain elementals in a open arena with nothing but a rocket launcher to fight them
>The arachnotron spawn that hits you when you pick up the blur sphere, creating a storm of projectiles
>FOUR ARCHVILES WHEN THERE IS ONLY ONE COLUMN WHICH GIVES YOU COVER
On the offchance you're sincere, remind yourself that your goal is to entertain the person who's playing your map. It's fucking easy to kill them or trick them, but much harder to thrill them.

>> No.8862805

>>8862235
forgot to report earlier, there was some kind of untextured crusher up above the crates in the maze (v2), not sure if you've fixed it or not

>> No.8862813

>>8862328
Dew is a stupid faggot, who knew? Also lol at "excuse to say faggot" as if we don't say it all the time anyway.

>> No.8862815

>>8862805
ah, knew I was forgetting something, thanks
>>8855685
>>8862235
https://files.catbox.moe/7lk4zh.wad

>> No.8862816

NEW THREAD
>>8862810
>>8862810
>>8862810
Goodbye Ad Mortem

>> No.8862820

>>8862791
I got them both at 44100
should I use kex sounds?

>> No.8862828

>>8862483
It's easy bruv. Get the latest stable version of GzDoom, get Doom Launcher, get the iwads, and then start configuring stuff.

>> No.8862840
File: 378 KB, 610x461, 8f0.png [View same] [iqdb] [saucenao] [google]
8862840

>>8862701

>> No.8862850

>>8862804
That's pretty funny, but how viable is it as a map submission?

>> No.8862954

>>8862169
As a kid I loved the chaingun
As an adult I fucking hate it
Now I love the earrape cannon AKA Plasma Fun

>> No.8862984

>>8862850
It's viable as a MAP33 slot

>> No.8862990

>>8862954
>Plasma Fun
ACCOR DION

>> No.8863064
File: 28 KB, 275x275, you_lost_me-shirou.jpg [View same] [iqdb] [saucenao] [google]
8863064

>>8862990

>> No.8863210

>>8863064
The plasma gun does kinda look like an accordion, now that he mentions it.

>> No.8863448

>>8862456
It’s fun seeing new routes open up in levels, but yeah that Metroid “connectedness” is what I was looking forward to.

>> No.8863715

>>8862804
Thank you for playing, anon, here is your (You). It's my fault for failing to mention the map is extremely difficult on UV and to test HMP first. On my second version, I applied a bunch of nerfs all across the board so the map should be less bullshit. I don't expect you to keep replaying all of my updates so I hope the version that comes out in the megawad will be to your liking