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/vr/ - Retro Games


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8871420 No.8871420 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8862810

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.8871423
File: 46 KB, 1192x287, file.png [View same] [iqdb] [saucenao] [google]
8871423

=== CURRENT PROJECT ===
400 MINUTES OF /vr/
Deadline: Fri, May 6th
Rules: >>8855685

=== 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

=== NEWS ===
[05-01] DBP47: Dreamcatcher Apparatus is out now!
https://doomer.boards.net/thread/2603/

[04-27] Ad Mortem updated to 4.2
https://mega.nz/folder/e7Al3RyJ#5wvEjr9AupzvZzTcYDqFzg

[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.8871432
File: 510 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8871432

>> No.8871456

What is something you'd like to see modded into Doom that hasn't been modded yet (that you know of)?

>> No.8871464

What is the easiest way to play '94 Aliens TC nowadays? Without .bat scripts, downgrading Doom version and such. Is this ok? At least I can run and play it.
https://www.moddb.com/mods/aliens-tc/downloads
Can't find any playtrough video of original mod on youtube so I have nothing to compare it with.

>> No.8871468

>>8871464
the remake is pretty much the same, is on the same page as the alien trilogy remake

>> No.8871473
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8871473

>>8855685
>>8871423
https://files.catbox.moe/49qqov.7z
Update for Invaded Space, changes the barrel to a Keen while also including a dehacked patch to allow the Keens to be pushed by conveyors.
Should I add a second Keen? It feels a little easy to kill just the one.

>> No.8871475

>>8871423
>>8867276
>>8855685

https://www.dropbox.com/s/xi2yt13uhy2fxg6/SeeingRedA2RobV2.wad?dl=0

Difficulties implemented

>> No.8871476

>>8871456
I'd like to see non-ripper projectiles that can pass through and hit multiple enemies.

>> No.8871485
File: 37 KB, 500x499, 1623785232645.jpg [View same] [iqdb] [saucenao] [google]
8871485

>>8871473
The dehacked in this map will be integrated into the main WAD, so to those of you using keens, keep in mind they have the height of a barrel and are also affected by conveyors now. There's no dehacked changes beyond that (yes lunch, you can keep putting your blue postmen in your maps)
That's all, and pic unrelated
>>8871475
Always happy to see more maps from you

>> No.8871493
File: 40 KB, 485x452, Spike_Mine.PNG.png [View same] [iqdb] [saucenao] [google]
8871493

I fEeL iNcReDiBlE iRe! ¡ !

>> No.8871501

>>8871476
I thought those existed

>> No.8871508

>>8855685
>>8871423
>>8871473
https://files.catbox.moe/8j6x7s.7z
Fuck it, one final update. Now you have to shoot 2 Keens to open the secret exit. Also disables the backpack for hard mode, because I forgot to.

>> No.8871510

anybody know when Back To Saturn X Part 3 is coming out?

>> No.8871512

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

>> No.8871547
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8871547

>>8871468
Thanks. The ones without (2017) are not remakes though, as far as I can tell they're just convenient packages of original TC.

I saw Xenomorph Madness mentioned in previous thread so I got interested about other Aliens mods, and there are tons of them. Could anyone please give me qrd on any of them? doomwiki only has page about original Aliens TC.
>Aliens The Ultimate Doom
>Aliens Colonial Marines
>Aliens Trilogy
>Aliens Eradication
>that Aliens wad Xenomorph Madness based on
Also bunch of wads on /idgames. Also god knows what else.

>> No.8871606

>>8871547
the mods using the alien trilogy stuff tends to be inhumanly hard, mainly when played on other maps like foursite because the xenomorphs and colonial marines doesn't fuck around.

>> No.8871758

>>8871432
>try wads already
>leave shoot better far
>doomguy infighting together
>pack dicks launcher
>death started community

>> No.8871792
File: 1.17 MB, 1600x900, Screenshot_Doom_20220502_185600.png [View same] [iqdb] [saucenao] [google]
8871792

>>8871423
https://www.mediafire.com/file/m8u2nrca4uev3af/400min.wad/file
"I am the Fat Rabbit" by Revae
Music is "Do Not The Horse (Horseless Edition)" by Dragonfly

I think everything is working. Has coop spawns, and some minor skill level changes. Tested in singleplayer on UV. I didn't test deathmatch or anything but I threw some spawns in real quick. Didn't want to spend a lot of time on that.
50 minutes left to make changes if need be.

>> No.8871793

>>8871432
>damage bad
>fun maps
>submission enemy
>amazing chaingunner

>> No.8871825

Whoever drew Doomguy there gave him some cool looking gloves.

>> No.8871842

>>8871420
Longtime lurker here
I've never played doom before, but I enkoy you guys' threads and discussion almost daily . Think I'll finally give it a shot.

>> No.8871850

>>8871842
Cool, hope you have fun anon. Feel free to ask any questions.

>> No.8871857

>>8871850
Will do. Cheers anon.

>> No.8871859

>>8871842
>I've never played doom before
Well, why not?

>> No.8871864
File: 6 KB, 188x928, armor bonuses.png [View same] [iqdb] [saucenao] [google]
8871864

>>8871842
I never understand these types of people. I browse a subreddit specifically related to my work and sometimes people pop in to say they're not in that field but lurk just because they enjoy reading about our experiences and frustrations. How could it be interesting if you dont have any connection or informed understanding of the subject?
Anyways, enjoy the games.

>> No.8871890

>>8871864
I assume it's the same reason why people enjoy watching sports even if they never participate themselves. People have varying interests after all.
That and these threads are probably some of the most consistently civil and interesting threads on the entire board.

>> No.8871903

Suggesting this as the Icon of Sin voice replacement
https://voca.ro/1kgCP5k5Nphh

>> No.8871926

>>8871825
I think they based it off those attachments you can give him in QC

>> No.8872006

>>8871473
Somehow I fucked up and my demo didn't record, also I played the first version. Nice little gimmick map. I assume the Commander Keen represents a timer of some sort but as someone who's not the mapper, it's not very obvious how much time one has left. At first I thought he would scroll from right to left and when he went as far left as he could, that would be game over or whatever, but then all of a sudden he starts scrolling right at some point. If it's intended to represent a timer, make it obvious. Scroll that floor slower so the Keen only does one pass across the room, and maybe stick like a thin red texture behind him all the way across to represent a bar and then the player can better read how much time is left. If the Keen isn't representative of a timer, then it's not clear at all what the fuck it's doing.
It's kind of annoying that one can get killed in only two hits so I think you should at least give the player a green armor or leave some stimpacks somewhere. It's short so it's not a big deal, but it would be nice.
>>8871475
https://doomshack.org/uploads/A2Rob400FDA.lmp
Cool map. My only complaint is that the fake exit had me wandering around for awhile looking for the second secret where I thought the rest of the monster count was. I'd suggest removing the exit sign there.

>> No.8872007

>>8871792
https://doomshack.org/uploads/Revae400FDA.lmp
Your filename (400min.wad) makes it difficult to keep track of this map and who it belongs to, so don't do that in the future.
Cool map, enjoyed it. My second and third deaths were embarassing, D key got stuck on one, got cocky with berserk on the other.
The first archvile should be telegraphed. Place him next to the revenant so when the player opens the door they see him and THEN have him teleport behind the player.
Revs and hell knights can be cheesed on the staircase.
The first cyberdemon needs monster-blocking lines so he doesn't fall into the lava.
There's an obnoxious wall with two tiny passages on either side leading to the spider mastermind room where you can get blocked off by cyberdemons and barons if you left them alive.
HOM at the exit.

>> No.8872038
File: 38 KB, 400x306, sousou.jpg [View same] [iqdb] [saucenao] [google]
8872038

>>8871456
Sangoku Doom

>> No.8872053
File: 17 KB, 74x97, revenant_shuffle.gif [View same] [iqdb] [saucenao] [google]
8872053

What are some golden obscure MID soundtracks?
Not exactly MID, but midi renditions of Last Ninja 2's ost are great.

>> No.8872057

>>8872007
Cool. I can fix all that pretty easily.

Your demo isn't syncing for me. Dunno why. I don't run or record demos often. Tried it in DSDA Doom and PRBoom+

>> No.8872065

>>8872007
Oh. The hallway thing was a mistake. I fuck'd up.

>> No.8872069

>>8872006
There's 2 keens, and they're only there to open up the secret exit. Like the bonus UFO in Space Invaders.

>> No.8872071

I'm trying to use a real source port instead of GZDoom all the time and I can't get DSDA Doom to run anything Plutonia-based. I don't know much about command line parameters or any of that. i also can't find anything googling it. Help?

>> No.8872089

>>8872071
If you're unable to play a Plutonia PWAD with DSDA, make a shortcut, go to its properties and type "-iwad plutonia -file (filename of pwad)" into the target. If you can't do that, just drag and drop the Plutonia wad and the PWAD into the executable or use dsda-launcher.

>> No.8872113

>>8872089
>just drag and drop the Plutonia wad and the PWAD into the executable or use dsda-launcher.
Oh. Duh. I could have sworn I tried that. Thanks, anon. I'll look into dsda-launcher too.

>> No.8872118

>>8872006
Ah, I was afraid that would happen. Consider it fixed. Thank you fren.

>> No.8872135
File: 665 KB, 1600x900, Screenshot_Doom_20220502_212347.png [View same] [iqdb] [saucenao] [google]
8872135

>>8871792
>>8872007
Fixed everything reasonably.
https://www.mediafire.com/file/rqhp92yzdn9lq4r/FatRabbit400.wad/file

>> No.8872141

>>8871510
Just went and checked the doomworld thread. Nobodies posted since like may 4th of 2021. Its over

>> No.8872147

What happened to the force engine? Did the guy get sniped by the mouse?

>> No.8872191

>>8869253
https://doomshack.org/uploads/Yeti400FDA.lmp
A little too tight on ammo, I exited the map with literally 0 of everything. The back-to-back triple archvile spawn is kind of annoying but I don't mind it too much. However, the pillar where the hitscanners repopulate really drip feeds, not only is there a ton of shit that ends up on that tower (kind of needlessly too, does there really need to constantly be a weak-ass zombieman turreted up here?), but they teleport in at inconsistent times making it a drag to kill them all off.

>>8870671
https://doomshack.org/uploads/Appointment400FDA.lmp
Nice short map, pretty fun. It's cool to see a sequel to a map, particularly a fan favorite, though I'd say this bears little to no resemblence of Appointment With Mr Pain, I expected a pain elemental at a computer. I suppose you purposely subvert that expectation with the surprise that happens in the office though so it's all good.
Nitpick- The stairwell that leads up to the red key has a brown brick ceiling that clashes with the MODWALL it's attached to, the brown texture you use elsewhere should go there.

>>8870768
https://doomshack.org/uploads/AcidCurve400FDA.lmp
The map feels pretty barren, it could use a few more monsters. Also, you can cheese the red key by just strafe running off the lift into it.

>> No.8872280
File: 553 KB, 1920x1080, Screenshot_Doom_20220223_080033.png [View same] [iqdb] [saucenao] [google]
8872280

I've updated my custom tip pools for Hideous Destructor. The latest commits removed a check which could cause multiplayer desyncs if everyone wasn't using the same tip pool. Now you can load whatever tips you want.

New tips, replacing the original pool: https://cdn.discordapp.com/attachments/462331550768431104/970932066357227520/newtips.pk3
New tips with the original pool intact: https://cdn.discordapp.com/attachments/462331550768431104/970932066696962048/newtips-original.pk3
No tips at all: https://cdn.discordapp.com/attachments/462331550768431104/970932066906697748/notips.pk3

>> No.8872324

Is Blood Fresh supply good nowadays? I remember it was criticized when it released but maybe they fixed it? Or should I just use Raze?

>> No.8872331 [DELETED] 
File: 704 KB, 1280x1024, Screenshot from 2022-05-03 02-48-23.png [View same] [iqdb] [saucenao] [google]
8872331

>>8871423
>>8855685
https://files.catbox.moe/sw9t7t.zip
Biskelion (v1) by Wolpertinger
Midi is Dial Up for Murder - Two Stars

I had much more ambitious plans for this map, I wanted to make three small 90-minute speedmaps and then stitch and iron them together into a three-key map with the remaining time, but the first two ran over time budget so I decided to make due, hence Biskelion. I still have about an hour left to implement difficulties other than UV, or if other people find any bugs I missed in my 3 test playthroughs at various stages of development.
At least I can make the fully realized version as a sequel in 94 protons, right?
>>8871903
Oh.

>> No.8872339
File: 704 KB, 1280x1024, Screenshot from 2022-05-03 02-48-23.png [View same] [iqdb] [saucenao] [google]
8872339

>>8871423
>>8855685
For 400 Minutes of /vr/:
https://files.catbox.moe/sw9t7t.zip
Biskelion (v1) by Wolpertinger
Midi is Dial Up for Murder - Two Stars
I had much more ambitious plans for this map, I wanted to make three small 90-minute speedmaps and then stitch and iron them together into a three-key map with the remaining time, but the first two ran over time budget so I decided to make due, hence Biskelion. I still have about an hour left to implement difficulties other than UV, or if other people find any bugs I missed in my 3 test playthroughs at various stages of development.
At least I can make the fully realized version as a sequel in 94 protons, right?
>>8871903
Oh.

>> No.8872341

>>8871456
that point-and-click framework some anon was working on a few years ago

>> No.8872401

>>8872339
https://files.catbox.moe/opc8hu.lmp
DNF. Neat ideas here. Ultimately though there's not enough health to want to power through.
You have a lot of bullshit kaizo-styled traps, which were fun and I actually like as a gimmick, but where you're already going to kill the player over and over again as they learn the different traps, you should be giving out way more health. Medikits scattered about, or a megasphere right at the start.
Demanding the player's patience with pop-up barrels, enemies teleporting right behind you, and all of that nonsense is one thing, and I'm cool with it, but demanding additional patience because you're not doling out enough armor and health sours the experience and the map starts to overstay its welcome. Especially because the more times a player restarts, the more tedious those first two minutes spent punching out pinkies becomes.

>> No.8872408

>>8872401
Noted, I'll add some more health, even more on medium and easy, and maybe move the green armors to earlier spots.

>> No.8872415
File: 39 KB, 720x568, gloom-deluxe_4.png [View same] [iqdb] [saucenao] [google]
8872415

>>8871456
A remake of the Gloom trilogy/quadrilogy which consists of:
>Gloom
>Gloom Deluxe (graphically improved re-release for the Workbench AmigaOS, there is no Gloom2)
>Gloom3: zombie edition
>Zombie Massacre (AKA Gloom4, made by same devs as Gloom3)

>> No.8872420

>>8872038
I would say "Musou Doom" but it's almost redundant when slaughter WADs exist.
But
>Mooshoo Doom

>> No.8872442

>using the Heretic Beta SKY1 and SKY3 for E4 and E5, making sure each episode has it's own sky
very fitting, even if the skies are a bit ugly, fits the "long lost worlds" feel that those episodes supposedly have
>>8872415
This game has such an awesome aesthetic. Kind of like a Doom Yu-Gi-Oh inspired fever dream.

>> No.8872447
File: 11 KB, 256x200, 2cgmFd3l.jpg [View same] [iqdb] [saucenao] [google]
8872447

>>8872442
Here's beta SKY1

>> No.8872449
File: 8 KB, 256x200, W0NTo2hl.jpg [View same] [iqdb] [saucenao] [google]
8872449

>>8872442
>>8872447
And beta SKY3

>> No.8872456

>>8870671
>>8871423
Slight aesthetic update to Mister Pain Returns
https://files.catbox.moe/mq3kqr.wad

Swapped sky around and added co-op only shotgun and chaingun because monster weapon does not respawn. Raised railing outside so seam on the sky won't be as obvious and also lowered the poles so it won't be as obvious if monster corpse gets stuck on them.

>> No.8872462

>>8872339
>>8871423
>>8855685
For 400 Minutes of /vr/:
https://files.catbox.moe/lk3km3.zip
Biskelion (v2) by Wolpertinger
Midi is Dial Up for Murder - Two Stars

>More health added and armor available earlier >Difficulty settings and co-op starts added, though untested
>A certain monster teleporter was made non-silent
>Fixed a potential co-op softlock I noticed

>> No.8872470

>>8870309
I really like it, could use a second clock hand to better convey it as a clock though. Also maybe a Pain Elemental coming around the corner of the clock tower. Oh, and maybe like a Revenant peeking out the curtains in that window, that could be funny.

>> No.8872475

>>8872462
>>8871423
>>8855685
Whoops, flagged a blue armor for hard only instead of easy+medium.
https://files.catbox.moe/g1qbl4.zip
Biskelion (v2.1) by Wolpertinger

>> No.8872484

>>8870309
Where did you get this clock?

>> No.8872504
File: 796 KB, 1920x1080, Screenshot_Doom_20220503_025612.png [View same] [iqdb] [saucenao] [google]
8872504

>>8871423
>>8855685
For 400 minutes of /VR/
https://files.catbox.moe/rl6fxs.wad
Technocratic Insanity (or Telefrag if that's too long) by Anonymous
the MIDI is Metallic Madness Past from Sonic CD
Boom format,

I wish I could fully realize this teleporter gimmick but the time limit made me rush the ending a bit. I think this map would fit right around the middle or so, map 14-16 maybe? It's pretty difficult despite the low enemy count. The enemy teleports are also a bit jank because I had to fix those last minute as well. I was expecting 400 minutes to give me plenty of time to polish my map up but I guess I'm slow

>> No.8872564

>>8872324
they can't fix it because Atari killed everything. I'm still using Raze. The mouse feels weird at first but you get used to it.

>> No.8872616
File: 1.87 MB, 1920x1080, spasm0002.png [View same] [iqdb] [saucenao] [google]
8872616

So hey, uh... Did you know that you can enforce a softlock situation if you force two Hell Scraags to fight each other?

>> No.8872623

>>8872616
>two identical creatures fight while a violent maniac screams for one to kill the other
Truly this is deep social commentary on the weeken footeh.

>> No.8872629
File: 1.34 MB, 1889x862, Screenshot 2022-05-03 055529.png [View same] [iqdb] [saucenao] [google]
8872629

Is it possible to somehow simulate a horizon in Boom/Limit-removing Doom 2? I might have to scrap my current map for "400 minutes" and start a new one.
>inb4 Google it
I did, the closest I found was deep water tricks and a ZDoom linedef type that does exactly what I need but is outside the purview this project.

>> No.8872632

>>8872629
You can't make something extend forever. You can lower sky ceiling into floor to remove the distant wall but you need to hide edge of map by other geometry.

>> No.8872635

>>8872629
Do you mean you want the wall to display a sky texture?
I think you do that by having the ceiling of that sector have F_SKY applied to it. You might have to lower to ceiling to ground level too, but I'm not even sure that's necessary.

>> No.8872636

>>8872632
>>8872635
No I know how to make the sky extend by lowering the ceiling, I mean something that makes the floor extend forever without putting a 6 million unit square around everything.
I'll just go with my Plan B, thanks for the heads-up.

>> No.8872642

>>8872636
Oh then yeah, you can't do that in vanilla/boom without the aforementioned 6 million units sector.

>> No.8872647

>>8872642
>you can't do that in vanilla/boom without the aforementioned 6 million units sector
Thanks, I should have mentioned that I'd thought of that in the original question post (and maybe not put such a dipshit screenshot that made it look like I didn't know how the sky extends on walls.)
This'll probably turn-out better, altho I fear that my maps might start being seen as "all taking place in canyons/valleys" if I go with my back-up. Fuck it.

>> No.8872649

>>8872647
Why don't you want to just make a long sector manually by the way? Afraid it'll look too flat?

>> No.8872658
File: 2 KB, 109x27, file.png [View same] [iqdb] [saucenao] [google]
8872658

>>8871432

>> No.8872660

>>8872647
You'd need something to mark the map's edge anyway, won't you?

>> No.8872663

>>8872649
To be honest, I don't know how it'll turn-out. I'm VERY new to Doom 2 mapping, and I made a lot of mistakes in my first map in regards to vanilla limitations—as a result, I'm very cautious about using techniques that seem "hack-y" like that, altho I'm aware good Doom mapping can exploit lots of strange features about the engine.
>>8872660
As far as I'm aware (haven't tested it so it could be me bullshitting), ZDoom has a linedef type that makes it draw the floor texture indefinitely in a direction—or something like that. If I could replicate that effect with a small sector, It'd be preferable. I don't know if a sector's size adds to a map's overall bulk in whatever forms like file weight (like a few kbs matter) or in some other unforeseen way.

>> No.8872670

>>8872663
>. I don't know if a sector's size adds to a map's overall bulk in whatever forms like file weight (like a few kbs matter) or in some other unforeseen way.
You have static limits concerning how far things are away from the center, which can also fuck your shit up even limit-removing maps.

>> No.8872671

>>8872670
>how far things are away from the center
Shouldn't affect me in this specific scenario, BUT
>which can also fuck your shit up even limit-removing maps
This is the type of shit I need to watch out for. IDK if a lost-ass Lost Soul wandering off to the edge of the block-map will bork even Boom's no doubt impregnable safeguards.
I'll just go with "Wuthering Heights" instead of "Cloudbusting", or pick something else entirely.

>> No.8872676

>>8872616
Welp.

>> No.8872683
File: 10 KB, 855x491, curved horizon.png [View same] [iqdb] [saucenao] [google]
8872683

>>8872671
You know, if you'd still like to get a "far horizon" look without bothering with a potentially limit-breaking 10 gazillion kilometers long sector, you could always go for something like this. From your level the player won't be able to notice the stair effect OR the boundary. It'll just look like the horizon curves downward as it does in real life for a fraction of the sector length.

>> No.8872690

>>8871510
Probs not until TNT2 is out of beta.

>> No.8872694

So do I see that right that with UMAPINFO I can assign a line special to a thing's death? I.e. if I had a lonely lost soul wandering around I could make it that e.g. a lift gets activated on killing it? What if I had more than one lost souls?
I know my way around UDMF, so I would assign a thing tag, but that's not possible in Doom/Boom format, do how would it work there?

>> No.8872698

>>8872683
The first drop-off would still need to be far enough away to not notice the obvious edge of the map approaching. Not seeing over the edge isn't AS MUCH of a problem (despite my first screenshot; that was just my test spawn location) as not noticing the approach to the horizon, which would require it to either be sufficiently distant (as to cause sub-pixel movement of the horizon along the Y-axis) or to render as "horizon" (e.g. the floor texture repeating towards the midpoint-ish of the view).

>> No.8872701

>>8872694
The monster also needs a Boss death state.

>> No.8872702

>>8872694
The monster would have that special in its death.

>> No.8872724

>>8872694
umapinfo lets you use bossdeath actions outside of the hardcoded maps, however you will still need to use dehacked if you want to make non-bossdeath monsters be able to use the 666/667 tags, iirc.

>> No.8872731

>>8872683
If you made the sectors darker as they step down it could maybe work better.

>> No.8872759

>>8872683
>>8872731
Absolute simpletons. There's no reason to have the descending steps, you can't see them from that angle. They're descending, meaning they go below the horizon line, meaning it would look no different than a sector just cutting off at a certain point

>> No.8872848

>>8872759
I guess you're supposed to see the first few ones.

>> No.8872850

>>8872341
But anon, doom is already as point and click as it gets.

>> No.8872853

>>8871456
A Shadow the Hedgehog mod. early 2000s edge cranked up to 11. Played completely fucking straight, no irony whatso-fucking-ever.

>> No.8872859

probably the only general on this shit board that is actually good. thank you boomers o7

>> No.8872867
File: 347 KB, 1280x884, rbh.jpg [View same] [iqdb] [saucenao] [google]
8872867

https://mega.nz/folder/sDAyVCjL#WREReSsTuvZWqNZYYZO3xg
blind(ish) runs of 400min submissions so far. most maps are in the versions as of the start of this thread, but I've also played through the new submissions since. and it turned out I missed a patch for NepNep's map.

some things I forgot to say or changed my mind about:
"Could Be Worse" - I called it a bunch of bullshit, mostly had to do with not having enough space in the final fight and missing the shells. the RNGey start and the crowded imp closet are fine in my book. also the midi was great.
"Kratom Withdrawal" - getting the BFG depends heavily on where the player happened to have killed a bunch of imps - for no good reason, really. maybe lower the revenant pillars instead
"Shittlecock" - you seem to take feedback and then use it to block off working strategies. unalerted PEs plasma is still possible, just obscured from the player. also, a teleporter for lost souls but not for the player? despite all that, this isn't even in the top 3 hardest in this set, I think. the anon(s) getting pissy aren't actually playing the maps.
"Pac You in the Face Man" - would benefit from a shorter setup, I think.
"Sisyphus's Chrysalises" - in case you don't watch till the end, the sky is broken.

>> No.8872871
File: 442 KB, 1024x1024, quakecenter1629492972417.png [View same] [iqdb] [saucenao] [google]
8872871

>>8871864
>>8871890
I don't play doom, just quake, but i enjoy the regular doom OC here. Cheers /doom/.

quake quake quake quake quake quake

>> No.8872881

>>8871456
A Little Big Adventure mod, with Twinsen's bouncing ball as the predominant weapon.

>> No.8872897

>>8871456
Proper multiplayer support for GZDoom (server/client system like zandronum).

>> No.8872912

>>8871456
A Duke 3D mod that actually plays like Duke 3D

>> No.8872919
File: 904 KB, 1920x1080, Gzdoom-4-7-1 Screenshot 2022.02.28 - 21.23.35.27.png [View same] [iqdb] [saucenao] [google]
8872919

>>8872897
Seconding this

>> No.8872925

>>8871501
>>8871476
It's somewhat codable, Pandemonia has it for the nailgun but it's only in zscript

>> No.8872948

>>8872897
Isn't Zandronum exactly that?

>> No.8872958

>>8871456
Splitscreen support for GZDoom so that I can do couch coop with my friends.

>> No.8872961

>>8872564
I noticed that Fresh supply has a custom difficulty thing while raze doesn't it. What's up with that? Some people on the net recommend going custom difficulty over well done

>> No.8872967

>>8872948
Zandro is ancient

>> No.8872972

>>8871456
A non-damaging death exit special for mbf21.

>> No.8872975

>>8872972
I'm not sure why they made it a floor effect.

>> No.8872983

>>8872897
You'd think it would be added already but I guess it isn't a priority to Graf

>> No.8872984

>>8872676
By the way, the rune in Escape from Miasma doesn't seem to appear anywhere despite using the latest version of pak1.pak.

>> No.8872990
File: 1.34 MB, 1920x1080, spasm0004.png [View same] [iqdb] [saucenao] [google]
8872990

>>8872984
The rune is supposed to be around here, right?

>> No.8872991

>>8872975
They only ever intended for one death exit.
I just want to make a holdout map.

>> No.8872995

>>8872961
>Some people on the net recommend going custom difficulty over well done
GDX and NotBlood have that option and they’re both more accurate and updated than FS. Raze will hopefully get it sometime soon, but I’m not missing anything by using those other two ports so no rush.

>> No.8873001

>>8855685
>>8871423
>>8870768
Big update to my map, made it more populated, replaced the rad suit with health in hard mode, added an archie and a pain elemental.
https://files.catbox.moe/agq9xd.wad

>> No.8873009
File: 686 KB, 720x900, 1650856521051.png [View same] [iqdb] [saucenao] [google]
8873009

>>8871420
Recommend me more mods like Ashes.

>> No.8873034

>>8872948
No Zscript so I can't play Golden Souls 2 with my friends.

>> No.8873040

Is there any reason of why yamagi and KMQ2 doesn't show death messages on sp?

>> No.8873045

New to mods
So I drag the mod over on .exe file and choose which IWAD I want to to play. Have I got this right?
Isn't this kind of a tedious way to run mods?

>> No.8873047

>>8873045
You could get a loader.

>> No.8873049

>>8873009
The suicide bombers of the insect world.

>> No.8873052

>>8873045
What's tedious about dragging?
BTW you can draw multiple files, for example rfhelltx.wad + one of the 400min levels posted here for quick testing

>> No.8873056

>>8873045
you can add gameplay mods to autoload in gz.
and you can save the launch command to a shortcut or a batch file. or use a frontend, yeah.

>> No.8873058

>>8872990
Didn't the project lead move it to a secret area?
t. clueless map author

>> No.8873110

>>8873045
I used to plain make a shortcut to GzDoom and then add the necessary files to the path for whatever mapset or mod I wanted.

That shit is cumbersome as bullfuck, and Doom Launcher is a million times more convenient, you can add multiple sourceports to it and divide pwads up into your own categories.

>> No.8873127

>>8872867
ty anon
What source port did you play in? One of my archies didn't spawn.

>> No.8873135
File: 73 KB, 385x260, 1643406718786.jpg [View same] [iqdb] [saucenao] [google]
8873135

>>8872867
>freelook

>> No.8873138

>>8873127
DSDA 0.24.3
ran without -complevel though, so some behavior might be slightly off.

>> No.8873142
File: 566 KB, 162x227, 1553774324312.gif [View same] [iqdb] [saucenao] [google]
8873142

>>8873135
Yes.
no freeaim

>> No.8873145

>>8872867
For Invaded Space, I only included the dehacked file in the zip for other people to use if they wanted Keens to interact with conveyors. The .deh lump is baked into the wad, you'd just have to load it like any other.

>> No.8873156
File: 260 KB, 2025x1451, works on my machine.jpg [View same] [iqdb] [saucenao] [google]
8873156

>>8872984
>>8872990
It should be there. If you reloaded a save that was on that level you may need to return to the start map and re-enter it.
>>8873058
I hardcoded it in for the initial release because you hadn't included it in your map by then. The current version of the Mega folder is your updated one.

>> No.8873158

>>8873142
>wants full mouselook but doesn’t want to compromise encounter design
Commendable.

>> No.8873161

>>8873156
What the hell, it's not there despite me revisiting it after I have already beaten it once. Something must be going wrong with the folder or QSS. I'm using the one that was in MEGA and the updated pak1.pak.

>> No.8873165

>>8873161
hmmm... Let me set up a testing directory for just the pak files and have a look.
I'm running raw files, but everything in the paks looks to be in order.

>> No.8873178

What is the best source port for first time playing? Chocolate, Crispy, GZ, etc? (for doom 1 and 2 )

>> No.8873179

>>8873178
They're all fine. How much do you care about accuracy?

>> No.8873184

is there any heretic/hexen mod that takes stuff from mageslayer?

>> No.8873189

>>8873179
well i want to play it how it was supposed to be played but at the same time i dont want to be autistic about it so i'd say quite a bit

>> No.8873198

>>8873189
Chocolate or crispy then.

>> No.8873202

>>8873198
thanks fren, i think ill use crispy

>> No.8873241
File: 1.50 MB, 1920x1080, q2_0035.jpg [View same] [iqdb] [saucenao] [google]
8873241

>Quake 2 is easy they said, Reckoning is easy they said
>Pic happens
Have i said how much i hate beta brains?

>> No.8873259

>>8873165
I'm running raw files + pak1.pak. Maybe it has something to do with that?

>> No.8873264

>>8873241
Yeah they fuck you up. There’s been a chunk of anons here warning people at how much the expansions complicate things.

>> No.8873267
File: 283 KB, 1451x813, file.png [View same] [iqdb] [saucenao] [google]
8873267

>>8855685
>>8871423
https://files.catbox.moe/e4l3zy.7z
For 400 Minutes in /vr/
Small updates for Compound Fracture & Archahellago based on feedback and watching people play.
For Compound Fracture:
>Added a Mancubus that spawns in after grabbing the red key, blocking off the blue door.
>Changed the Revenants to be in a closet instead of rising up out of the floor.
>Set the vent monsters to all be deaf.
>Put a little more ammo in the vents.
>Fixed a missing door track.
For Archahellago:
>Moved an ammo box so it can be more consistently picked up.
>Added 2 more radsuits, just in case.

>> No.8873272

>>8872958
Damn, imagine the possibilities. Takes me back.

>> No.8873278

>>8873264
i know that, it is funny how id fucked with the rushed release and could had patched the game with this AI back in 3.14

>> No.8873297
File: 155 KB, 1485x1194, still there.jpg [View same] [iqdb] [saucenao] [google]
8873297

>>8873259
Likely. You should just use one or the other.

>> No.8873303

>>8873297
Huh. Then latest QSS must be broken in a weird way or I need new raw files to fix the issue for good.

>> No.8873305

>>8872449
Pretty

>> No.8873308

>>8872690
I guess that makes sense. I thought it might be close to done cause its been ten years since the first BTSX dropped

>> No.8873310

>>8873308
They're probably polishing the hell out of it. I guess BTSX team will be going for idgames release right away instead of beta 1 -> beta 2 -> more betas??? -> idgames release.

>> No.8873313

>>8872690
>>8873308
Like you know the anniversary or something like that.

>> No.8873315

>>8873278
Could’ve and should’ve, don’t know why they wouldn’t but I’ll do the usual thing and just blame T. Willie.

>> No.8873317

>>8873310
Yeah thats probably good too. Just a full release

>> No.8873325
File: 1.01 MB, 1920x1080, 222.png [View same] [iqdb] [saucenao] [google]
8873325

>>8871423
Update for 400 minutes of /vr/ map "Could Be Worse" (v3)
https://files.catbox.moe/f26jrd.wad
Changes:
>Hopefully fixed an arch vile teleporter
>Final fight is slightly (and only slightly) easier. It's now also triggered by a switch instead of a walkover line
>I learned how to into doors so I no longer have those thin metal bars bars during the final fight.

>> No.8873339

SHAREWARE FAGS BTFO
https://www.doomworld.com/forum/topic/128910-episode-1-is-the-best-doom-episode-change-my-mind/?page=2

>> No.8873345

>>8872867
>Kratom Withdrawal
>maybe lower the revenant pillars instead
What do you mean, like put a BFG on the pillars? I don't quite get how lowering the pillars helps the player get the BFG, and it would give you way less cover from three roaming Archies. Just trying to understand the suggestion.

>> No.8873353

>>8873345
yeah I meant putting the bfgs on them. maybe lower them slower/later so that there's still a point to baiting the cyberdemon out. the room gets crowded with revived imps, I can't imagine doing the pillar-to-pillar LoS dodging there for long.
anyway, that was just me thinking out loud.

>> No.8873405
File: 1.10 MB, 1920x1080, q2_0043.jpg [View same] [iqdb] [saucenao] [google]
8873405

So here is a friendly advice for all involved
If you HATE the fact that Q2 has widescreen issues til this day with the gun models
just open your config file for baseq2 at yamagi or kmq2 or what port ur using and set
>gun_z "2"
you will get a proper viewmodel for it in widescreen

>> No.8873413
File: 1.89 MB, 1920x1080, q2_0044.jpg [View same] [iqdb] [saucenao] [google]
8873413

>>8873405
this fixes the retarded clipping issues the gun models has, like the floating hands and railgun
if the remaster ever happens, i hope id and nightdive renders the entire mesh instead of chopping in half and call it a day

>> No.8873418

>>8873413
If a remaster ever happens, i want muzzle flashes.

>> No.8873419
File: 4 KB, 196x110, Spiderdemon_sprite.png [View same] [iqdb] [saucenao] [google]
8873419

Are the Arachnotrons functionally the least interesting enemy additions of Doom 2?
I never see them used as anything but as turrets

>> No.8873423

>>8873419
they accomplish their function as asshole turrets well.

>> No.8873425

>>8873419
Hell Knights are.

>> No.8873438

>>8873419
I use them as mobile monsters too.

>> No.8873441
File: 328 KB, 751x741, 1643715451624.jpg [View same] [iqdb] [saucenao] [google]
8873441

Been playing some Redneck Rampage recently and I do gotta say that while they nail down the "real world locations rendered great in Build Engine" feel really well but the game itself feels awkward af.

Thankfully Redneck Rampage Rides Again is a lot better in terms of it's level design (as well as introducing better enemy variety) even if the design of the keys is still bizarrely player-hostile in my opinion.

In general the best parts of Redneck Rampage is when it's doing piss takes on different "lel Deep South" thematic environments and rolls on the "jokey bits", with the new enemy types, better pacing etc I feel like Redneck Rampage Rides Again is so much better than the base game which had it's moments but also depressingly bad sections as well.

>> No.8873446

>>8873413
>chopping in half
wut? adjust gl_znear breh

>> No.8873448

>>8873441
Even if jank, its inspired. Something you cant say about modern games.

For the music alone its worth it.

>> No.8873451

>>8873413
>>8873405
I’d try this through the console and when I’d look around it would move too far forward or too far back. Does setting it up through the config prevent that?

>> No.8873452

>>8873425
yeah, but people actually use hell knights.

>> No.8873460
File: 1.32 MB, 1920x1080, q2_0042.jpg [View same] [iqdb] [saucenao] [google]
8873460

>>8873451
just set how you please in config.cfg any other mod or the xpacs will copy the parameters for it.

>> No.8873462

>>8873448
>>8873441
Even the manual for the game is great too, it's so soulful it's well worth a read. You can tell the team who worked on it had a freaking blast with the whole redneck theme.

>> No.8873471
File: 30 KB, 215x219, 1357030157347.png [View same] [iqdb] [saucenao] [google]
8873471

>doom fandom wiki talks about how mancubi had a high pain chance in its tactical analysis section
>mancubi actually have the sixth lowest pain chances at 31%

>> No.8873478
File: 161 KB, 666x813, 1517296283_18 gommunist.jpg [View same] [iqdb] [saucenao] [google]
8873478

>>8873448
>le modern game bad
This is a tiresome non-argument.

Redneck Rampage is a charming game, it's like an extended shitpost in build engine first person shooter form but it wears me out way faster than Duke Nukem 3d, Blood or even Shadow Warrior does. It's not a bad game but I feel like Redneck Rampage specifically lives and dies with it's cheekiness and "neat real world location done in Build Engine back in the 1990s" kinda thing, but as said, thankfully Redneck Rampage Rides Again kind of has better pacing, better level design and also imo better usage of setpieces.

>> No.8873479

>>8873446
all Q2 weapons meshes are rendered in half, the other side has nothing since it was never meant to be seen by the player in low res 4:3 screens, only by Q3A id started to render full models by using the same model for it.

>> No.8873482

>>8873478
>le modern game bad

Yes.

In fac its worse than you think we are in a transitional phase that may or may not go well.

Outside small projects, convince me otherwise. I am open.

>> No.8873497

>>8873482
>Outside small projects
Quit paring-down opposing arguments to bolster your original, critically-flawed point. Modern indie games exist and counter your point you stupid fucking faggot, get over your bitterness, it's not impressing anyone.

>> No.8873505

>>8873441
Best looking buildstuff prior to recent releases. I can’t ever get too far into them, though. I usually make it through the first episode before I’m burnt out.
I also don’t feel that the soundtrack suits the gameplay or level design. It’s perfect for Rides Again’s bike sections but not so much when you’re going through their elaborate levels.
And yes, it has an amazing manual. It’s very charming in general. These are the guys who would go on to make Quake 2’s Reckoning and then the best Wolfenstein game: RTCW.

>> No.8873509
File: 190 KB, 1080x1617, Tumblr_l_110222781621598.jpg [View same] [iqdb] [saucenao] [google]
8873509

>>8873482
>convince me otherwise
I'm not going to waste time on that, it's not like I get anything out of it. You can miss out on all the good games out there for all I care.

>>8873462
Yeah, the redneck theme is so good and it's basically on the level of Shadow Warrior in terms of how tuned up to 11 the whole redneck theme is, it's a full on piss take but in an endearing way and not spiteful. A lot of semi-juvenile but still dumbly charming humor without forgetting a bit of sex in the form of those alien vixens lol!

>> No.8873512

>>8872867
Biskelion Bifeedback:
>I need the plasma gun don't I?
I can do that part with rockets fine, but I can see the player not having enough if they already used some of them on the first arachnotron or if one or both mancs in the previous room took 4, I'll place a few more rockets, but I'm not changing them to chaingunners.
>This is novel, but a bit too hectic
It's only supposed to happen after you get both the red and blue keys, so I'll fix it.

>> No.8873519

>>8873452
Plenty of people use the spiders.

>> No.8873528

>>8873001
>>8871423
Update for the update, i added a midi to the map
it's One love from the prodigy, i was considering using Poison proper but i felt like it would be too upbeat for the map
https://files.catbox.moe/39q9au.wad

>> No.8873539

>>8873001
It's better, although it's mostly just the addition of gunners. Still, without armor it makes you watch out. The lack of armor was kinda annoying me but then I realized it adds to the challenge, especially with a lot of hitscanners. Removing the radsuits is also a little mean, which is exactly what this map needed, so good job. Arch-vile is limp dick though, can't do anything, just there to waste time. The ending closet is also pretty pointless but I do enjoy the pain elemental.

Also the red key door can still be used twice but it no longer soft locks the map.

>> No.8873543

>>8871423
>>8855685
For 400 Minutes of /vr/:
https://files.catbox.moe/1av4xy.zip
Biskelion(v3) by Wolpertinger
Midi is Dial-up for Murder - Two Stars
>Fixed a trigger that's supposed to require two keys sometimes triggering with only one.
>Placed some more rockets on the southern path.
>Embraced an emergent solution to the fatty sandwich, as it turns out lower difficulties were actually harder.
I'm considering swapping some pinkies/spectres on the berserk trap with imps, to make the fight both shorter and more interesting.

>> No.8873552

>>8873528
>>8873539
Did more changes now,
Instead of an archie you get some specters and removed the ending closet and prettied up the place instead.
https://files.catbox.moe/3d2jw0.wad

>> No.8873558
File: 178 KB, 1224x792, DQSRMoIXUAA4eS1.jpg [View same] [iqdb] [saucenao] [google]
8873558

Anyone else dreamed of working in Black Mesa, whether it'd be as a scientist, security or just like a janitor / warehouse / maintenance worker etc?

Or, extending this : which retro fps universe would you want to live / exist in? Preferably more than just as the shooty pooty man.

>> No.8873563

>>8873558
It would be really cool to have a big half life echoes kind of detail black mesa facility to explore with no stress.

I love Echoes look, its retro yet slightly more detailed. Like many quake or thief fan made stuff.

>> No.8873574

>>8873558
I wouldn’t mind chilling in the Chex Quest universe, and I love Chex mix.

>> No.8873616

>Marking map's only rocket launcher as multiplayer-only
Truly a mark of a great wad.

>> No.8873629
File: 1.06 MB, 1600x900, spasm0000.png [View same] [iqdb] [saucenao] [google]
8873629

Trying out the SuomiMappakersEpisodeJam for the first time ever, its certainly something out of the ordinary. . .
QSs fucks me over by not making secret items drop as intended - whereas the Mark5 sourceport lags like shit, but at lesast the secrets are properly functional

>> No.8873654

Doom 32X Resurrection updated!

https://www.doomworld.com/forum/topic/119202-doom-32x-resurrection/?page=9

https://www.romhacking.net/hacks/6269/

https://www.youtube.com/watch?v=tkW21Yx_VXM

>> No.8873664

>>8873558
The background lore of Marathon doesn't sound so bad if the Phfor aren't attacking, and an AI doesn't decide to "borrow" you for a job.

>> No.8873667

>>8872958
I wonder if you could do this with ZScript? Like you'd still need a second computer for the second player, but I mean hooking up a computer to a big screen TV and then have some sort of splitscreen shenanigans. Maybe Player 2 could have some sort of camera attached and then displayed on Player 1's screen.

But perhaps there would be too much latency.

>> No.8873670

>>8873471
How many are tied for 1st-5th?
Also the pain chance of an imp or former human or whatever is almost irrelevant.

>> No.8873686

>>8873629
are you trying to run MarkV WinQuake in native resolution or something? a software renderer isn't going to like that, run the directx one instead.
or better, just use regular QS.

>> No.8873687

>>8873419
From a distance they can work good area denial, see Map 03 of Plutonia for an example, where they're also exploitable for infighting. They can also be an absolute pain at closer ranges because their hitboxes are obnoxiously wide, and their shots do actually hurt like fuck, particularly as they will keep firing until interrupted.

>> No.8873693

do you guys think id would've made brutal doom/project brutality instead of the original doom if they knew how to do all of that shit? seems likely

>> No.8873697

What do you do when some foreign guy makes some maps for a very niche game but they're very amateurish and not very good?

I don't want to say the fucking suck but I also dont want to lie and say "they're great!"

There's only been one map released for this game this year and he's claimed he's made 16 in 5 months. They're clearly all flat, very simple slaughter maps too.

>> No.8873704

>>8871456
I want to play as the monsters versus doomguy. With the same health as a normal monster. Every time you die as a demon you just take control of another that's nearby.

>> No.8873707

>>8873693
I think BD/PB is too much of a power fantasy for the horror themes in the original vision of Doom.
Therefore, they would have made Hideous Destructor.

>> No.8873738

>>8872867
Thanks for the feedback on Cracked. All I have to say is that you don't need to rocket jump to get that secret, just a good running strafe run. Fun fact, the area for that run used to be a lot shorter but I still got it reliably.
As for the obsecenely long doors at the end, that's mostly to prevent players from just yoloing themselves past everything and running to safety. If I had more time, I would add a minor switch puzzle instead.

>> No.8873746

>>8872484
Junkcity texture pack.

>> No.8873751

>>8873707
Not to throw in my own bias towards HD but yeah, you nailed it.
For the kind of “style” most appropriate to Doom, I refer to Aliens with all those badass “OO rah” marines who eventually go “oh SHIT” and get torn apart.

>> No.8873756

>>8871432
>play /vr/ gzdoom
/vr/ has its own gzdoom fork?

>> No.8873759

>>8872919
Does GZDoom actually desync often? I thought the main hassle was game startup (and not supporting in-progress joins)

>> No.8873762

>>8873759
It mostly depends on the number and complexity of the mods you load, but sometimes it will just crap out for no reason, or do something bizarre like desync one specific player if he connects before another specific player, but if you swap the order they connect in everything works fine.

>> No.8873772

After a few more hours of procrastination, I'll finally work on my 400 mins of /vr/ map!

>> No.8873785

>not starting your map 400 minutes before the deadline
ngmi

>> No.8873786
File: 721 KB, 933x777, Screenshot 2022-05-03 164808.png [View same] [iqdb] [saucenao] [google]
8873786

Finally started my entry.
120/400 minutes used so far, as I break for supper.

>> No.8873815

>>8873693
all i know is that romero said the gore would be too much, it'd "destroy the industry"
there's even a huge pile of bodies prop that was cut for being too brutal to 1993
that and you had to think of how doom is both simple and complex enough, as a way to follow up from wolfenstein 3d
hence why most doom alpha, beta and tom hall's bible ideas were cut or never considered
>>8873707
i always imagine that a timeline where doom mods were official games is one where the series was never rebooted and the source code was never release
this if if you think of doom mods, wads and fan content as an alternate version of the series or an unofficial "expanded universe"

>> No.8873816
File: 997 KB, 1280x720, mark_v_0003.png [View same] [iqdb] [saucenao] [google]
8873816

>>8873686
QS is even more laggy than mkV at 1600x900 and the tiny alcoves from which some of the secret items should be revealed from simply refuse to drop them to the ground for some reason - they just keep afloat in mid-air instead, I had to redo the secret key level because of it (-_-);

>> No.8873843 [SPOILER] 
File: 1.04 MB, 1920x1080, 1651612501291.png [View same] [iqdb] [saucenao] [google]
8873843

>>8873816
I'm assuming it's the same issue that prevented health and ammo from spawning properly in impco under QSS. but regular QS worked fine.

>> No.8873898
File: 3.32 MB, 2560x1440, gzdoom 2022-05-04 00-01-03-08.png [View same] [iqdb] [saucenao] [google]
8873898

I'm going in!

>> No.8873907

>>8873898
what vidya am I looking at here?

>> No.8873916

>>8873907
ashes

>> No.8873929
File: 726 KB, 2560x1440, gzdoom 2022-05-03 15-12-20-42.jpg [View same] [iqdb] [saucenao] [google]
8873929

>>8873907
Ashes afterglow

>> No.8873940

>>8873898
The amount of content is astounding in Ashes, deserved my money more than fucking hedon.

I hope he does something else.

>> No.8873949

are mechanical keyboards just a meme?

>> No.8873956 [DELETED] 

>>8873929
>>8873907
Jumps & crouching enabled?

>> No.8873957

>>8873929
>>8873916
Are jumping & crouch enabled in this mod?

>> No.8873960

>>8872995
Is NBlood better than Raze? I used Raze for Duke and Shadow Warrior but I'll switch if theres a better option

>> No.8873974

>>8873957
You can enable those regardless, but yes they’re designed with both in mind.
>>8873960
>Is NBlood better than Raze?
Fairly certain Raze uses a version of Nblood.
To make matters confusing, NotBlood is a fork of NBlood with a few new features.

>> No.8873978

>>8871423
>>8855685
For 400 Minutes of /vr/:
https://files.catbox.moe/17vkjc.zip
Biskelion(v4) by Wolpertinger
Midi is Dial-up for Murder - Two Stars
Last update unless anyone finds any more bugs, I've only got about 30 minutes left. Swapping some pinkies/spectres for imps in the start of the south path was definitely the right call.

>> No.8874031
File: 595 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
8874031

Thanks Sandy. Cool fucking map.

>> No.8874040

>>8872147
know lucicusxl he probably got swamped with work or found another project, he isnt exactly known for completing things

>> No.8874045
File: 16 KB, 726x1096, E3M2.gif [View same] [iqdb] [saucenao] [google]
8874045

>>8874031

>> No.8874061

>>8872867
>Liked my map
I thought it was a bit tedious at worst, but thanks. Maybe I should have used fewer pinkies after the first teleport. The plasma is in a secret in the conveyor room, alongside a Berserk. It's the only secret in the map

>> No.8874062

>>8872147
It's like 99% complete and you can download it and play it right now from start to finish.

He just isn't implementing high resolution or framerates until after version 1.0

>> No.8874070

>>8874062
Music doesnt work either.

>> No.8874084

>>8874061
I figured the pinkies are expected to infight with the mancubus if you play your cards right.
as for plasma, I thought it would end up mandatory since otherwise there's no real reason to bother with any of the conveyor enemies.

>> No.8874089

>>8873670
Lowest chances of flinching are
Archvile
Cyberdemon
Spider mastermind
Baron
Hell knight (same as baron)
Mancubus

>> No.8874092

>>8873471
I can stun them pretty reliably with the chaingun.

>> No.8874102

>>8874084
They're hitscan so the idea would be that the crushers would stop the player from moving forward when they're down and so if you didn't kill them they would get you while you couldn't move.
Getting the crushers to have "random" positions when the player gets there was a pain in the ass. I had to hide linedefs that would activate them at random locations in the map so that they would SEEM random. It doesn't work as well as I would like

>> No.8874103

>>8873558
Either System Shock, Counterstrike, or Unreal for me.

>> No.8874106

>>8871423
>>8855685
>>8867276
>>8871475
https://www.dropbox.com/s/bhijlqkifd3tkpc/SeeingRedA2RobV3.wad?dl=0

Version 3 for Seeing Red. I touched up some visual shit and added coop stuff (untested).

>> No.8874161
File: 1.56 MB, 2071x1592, 20.png [View same] [iqdb] [saucenao] [google]
8874161

For me Doom maps look more impressive in the top-down view than ingame.

>> No.8874172

>>8873786
Looks nice so far, especially with how much time you have left.

>> No.8874176
File: 842 KB, 1359x791, Screenshot 2022-05-03 195824.png [View same] [iqdb] [saucenao] [google]
8874176

>>8874172
Thanks. I got over-ambitious, so I'm lucky the layout was easy to nail.
I've spent the past hour on the final arena gimmick, which is a fucking waste of time because I should have had it done in 20 minutes, but I'm such a picky bitch smfh.

>> No.8874247
File: 95 KB, 700x700, 1411102810903.png [View same] [iqdb] [saucenao] [google]
8874247

>Found a stream of last Sunday Night Shitshow on Bezo's website
Lol this is fucking awesome, keep going anon

>> No.8874280

Did we ever find the intermission screen music for 400 Minutes of /vr/?

>> No.8874283

>>8874280
We thought about making it a ticking clock. We're still open to suggestions though, just make sure it's in midi format. We're looking for something ominous, in line with 300 Minutes of /vr/'s intermission.

>> No.8874290

>>8874283
Curse of Weil could work. There's a midi for that on vgmusic, but I'm not sure if it's good or not

>> No.8874293

>>8874283
>We thought about making it a ticking clock.
https://youtu.be/NUflMBsoonY
https://files.catbox.moe/fpqllh.mid

>> No.8874298

>>8874293
Excellent taste, but it's too triumphant and happy for what we're looking for.

>> No.8874306

>>8874298
Fair enough, even if only for consistency with 300 minutes. I just figured I'd post it because triumphant fits an intermission midi in my opinion.

>> No.8874309

>>8874290
Gave it a listen, it's pretty good. We'll consider it, thanks anon.
>>8874306
Now don't get me wrong, it's a good song, but we have a story and atmosphere developing and we want the midi to complement it.

>> No.8874326

>>8874283
>ticking clock
My first thought: https://youtu.be/vqTZfknDVes (which is weird for me because I rarely think of Chrono Trigger)
But per >>8874298, it might sound a little too whimsical, and especially too "triumphant" once the theme proper kicks-in.

>> No.8874352

>>8872867
Thanks for the entertaining playthrough. I have a question about "Sisyphus's Chrysalises". Did you find the doors annoying? Do you think it would be better if they couldn't close or would that ruin the map? I'm considering making them permanent doors per others feedback.
Also thanks for the heads up about the sky. I didn't test with freelook or gl rendering.

>> No.8874358
File: 501 KB, 1381x782, Untitled.png [View same] [iqdb] [saucenao] [google]
8874358

~4 hours left and I'm trying to be rather ambitious.

>> No.8874361

>>8874358
I have no doubt you can make it work. Go for the gold, anon.

>> No.8874379

>>8873241
>Reckoning is easy they said
Haha, what a nice joke

>> No.8874478

>>8874358
Godspeed, anon.

>> No.8874518

>>8873704
IMPatience is this and it's really fun, but a bit easy even on the "easier" difficulties.

>> No.8874603
File: 835 KB, 1354x765, Screenshot 2022-05-03 232040.png [View same] [iqdb] [saucenao] [google]
8874603

I haven't actually completed a UV-Max run yet, but here's my 400 minutes map in its current state:
https://mega.nz/file/g41F1LBY#Bw1_rhQKKd-U7kfwAv77D4OFJyzlM7edQmYkgIN2bLM
Feedback appreciated as always. Thanks. I'm going to take a break now because I'm fucking burned-out.

>> No.8874609

I enjoy mt erebus

>> No.8874678

>>8874603
https://files.catbox.moe/5zpgi3.lmp
FDA, forgot to specify a complevel.
Pretty intense level until the end, because it was really tight on ammo. I spent way too much time trying to grab the plasma gun.

>> No.8874753

>>8874678
>I spent way too much time trying to grab the plasma gun
I laughed hard watching that, lmao. Thanks for stress-testing it, I always have tons of fun watching people play through my maps.
I see what you mean about the ammo. I think it'll help if I remember to add a backup Plasma Fun somewhere more accessible.
Since I've got 15 minutes, I'm also gonna put in an optional Blue Key and an accompanying lift to bring the player back from the bottom to the top of the starting area.

>> No.8874757

>>8874753
I would say for the plasma, just move it so you can jump onto it from that platform with the soulsphere.

>> No.8874772
File: 65 KB, 1280x720, isildurs_big_holiday_adventure.jpg [View same] [iqdb] [saucenao] [google]
8874772

>>8874757
>make the Plasma Gun easier to reach
>mfw
I appreciate the suggestion, but the start is laid out so that you can only jump to one of the sections from the beginning, until you can get back later.
I'd rather keep the hard-to-reach Plas at the beginning, and also add a second Plas somewhere that you can "fight your way" towards (probably on the other side of that crusher by the Yellow Key, since standing on that side will aggro that Baron gangbang, and I liked watching you abuse their helplessness with the Plas.)

>> No.8874847

>>8874161
Modern doom mapping is 90% about making automaps look cool

>> No.8874920
File: 162 KB, 1920x1080, Screenshot 2022-05-04 021809.png [View same] [iqdb] [saucenao] [google]
8874920

>>8871423
>>8855685
"I'll Be Here 'Til I'm Dead" by RancidSam
https://mega.nz/file/xkVFVBQZ#abQeKR-ACKQeBwkgZuBy5GtHgjeFTOEVEhUoox4Y8yc
Format: Limit removing (-complevel 2)
Tested with: Crispy Doom, DSDA
I used up all my 400 minutes, so unless there's bugs I need to fix, this is my submission.

>> No.8874928
File: 227 KB, 666x666, anypercent.jpg [View same] [iqdb] [saucenao] [google]
8874928

>>8874352
I mean, they're kinda annoying but kinda unique also. I think it's exacerbated by the map's size and the fact that you can't afford to use plasma as your workhorse.
I would make it so that collecting either one of the three keys allows exit, and any further comb-over is the player's choice (happy Sisyphus/uvmax autist).
just throwing more cells could also work. permanent doors seems like a more drastic change. if you're going with that, you could also cordon off some large sections with a third door type that opens all at once on some event. this seems like another map entirely at that point though.

>> No.8874963

>>8874298
Could just use Countdown to Death from Doom 2, or find a remix of it.

>> No.8874968

>>8874920
We're mapping in complevel 9 - hope you haven't been relying on the lost soul limit when testing.

>> No.8874972

>>8874968
Oh shoot, I forgot there's weird differences between the lower complevels.
I didn't use anything specific to complevel 2; AFAIK, it should be Boom compatible, just without any Boom-specific features. Thanks for the reminder tho.

>> No.8874981
File: 495 KB, 902x365, unknown.png [View same] [iqdb] [saucenao] [google]
8874981

>>8874280
While we're still on music, UMAPINFO lets us use whatever music we want for each text crawl, so suggestions to that are open too. I've already decided >>8870142 will be used for the ending, but the rest of the text crawls are open. Looking for something ominous like with the intermission.

>> No.8875003

>>8874981
if we're going with ominous, some X-Com stuff could work: https://files.catbox.moe/g98mnq.zip
don't remember any wads ever using anything xcom, now that I think of it.

>> No.8875009

>>8873558
Marathon, Heretic, Hexen, Descent, Thief
They all kinda suck if you're not the pointy shooty man or equivalent, but all are gorgeous as fuck.

>> No.8875017

>tfw worked on my map for a bit over an hour on monday and haven't had time since then
I'm happy if I even get the initial version out until friday. Real life is currently really hitting me hard, and I think I'm getting ill.

>> No.8875028
File: 478 KB, 500x348, 1482422390567.gif [View same] [iqdb] [saucenao] [google]
8875028

>>8875003
What's an RMIDI and why can't slade play them?

>> No.8875062

>>8875028
uh, no idea, got them off mirsoft. I'll check if re-exporting them will work, in a bit.
but also why are you using slade, can't even seek through or anything. use foobar.

>> No.8875076

>>8875028
seems to work now: https://files.catbox.moe/u95q7y.zip

>> No.8875078

test

>> No.8875120

>>8874981
fixed up the Tyrian tracks I posted last thread since those were also RMIDIs. also included the Duke 2 menu theme: https://files.catbox.moe/xwfpkw.zip

>> No.8875175
File: 804 KB, 1859x921, file.png [View same] [iqdb] [saucenao] [google]
8875175

>>8871423
>>8855685
https://files.catbox.moe/j85z2p.wad
Map: Where Girls Learn to Pee On Command
Author: MacGuffin
Music: Unholy Armada from Soldier Blade
The sequel to Maniacal Menstruation that nobody asked for. Not too proud of this one, honestly. Gonna need some pointers in the right direction for these encounters.

>> No.8875315

>>8875175
Just gave it a try, it's a real fine map. Great traps and surprises. Only pointer about the encounters I could give you is that I felt a bit strapped for ammo by the time I reached the final elevator. Maybe I wasted too much of it during the rest of the level, but something like a secret ammo cache would really help with giving you some leg room.
Also, is the window in the north room just an exit, or is it meant to also let you see where the yellow key is from the outside? Because if that's the case, it's a bit too obscure to be properly visible, you have to stand on the very edge of the platform next to it to get a peek at it. The key would be more easily visible if you gave it a couple more units of height.
Finally, I found two bugs during my playthrough:
>by hugging the west wall in the elevator ride I somehow got pushed into the exit door room one time, even though the elevator wasn't even halfway there
>couldn't manage to open the exit door, had to idclip through it
Over than that, I had a fun time with the map. Good job!

>> No.8875350

jay-z doom

>> No.8875357

>>8875350
more like gay-zee doom lol

>> No.8875556

What exactly does "multisample" option in GZDoom multisamples?
The only thing I see is that it smooths the linedefs. Is it the only thing changed when increasing resolution?
Same (visually) effect can be achieved with FXAA, but FXAA also smooths sprites, and even textures a bit, and smoothed sprites looks like shit.

>> No.8875557
File: 9 KB, 309x45, hgg.png [View same] [iqdb] [saucenao] [google]
8875557

>> No.8875587
File: 1.89 MB, 1360x1990, hunter_by_satanoy_df4t2bl.jpg [View same] [iqdb] [saucenao] [google]
8875587

Good news! The art that I found last time I was on the internet now has a finished version.

>> No.8875594

>>8875556
under opengl, seems to do a full SSAA (smoothing out individual pixels on the texture and reducing moire shimmer in the distance).
under vulkan, only seems to do MSAA (edges of geometry).
FXAA is just a blur filter compared to both.

>> No.8875619

>>8875587
man gynecomastia is such a sad medical condition to have

>> No.8875642

>>8875594
Speaking of which, the Vulkan one is broken, it does one less of what it says. So 2x does nothing, 4x does 2x, and so on.

>> No.8875710

>>8874928
>Chaingunner on the Tower of Babel
Kino as Heck

>> No.8875718

>>8874247
Could you share a link, please?

>> No.8875726

>>8875642
Yeah, I'm playing with Vulkan, thought it's kinda strange that 2x is indistinguishable from Off

>>8875594
Smoothed textures are not as bad as smoothed sprites, but still not for everyone.

>> No.8875729
File: 206 KB, 1920x1080, 1579957332431.jpg [View same] [iqdb] [saucenao] [google]
8875729

Also I asked about some way to smooth weapon sprites only, checked mentioned NeuralUpscale2x mods, the one that upscales everything is so fucking bad even trilinear filtered GZDoom starts looking like the finest pixel art. The one that upscales weapons only is not that bad, but still kinda blurred, and the edges have so many jaggies you can cut cyberdemon in half with them.

It's kinda insane we have gazillions of different mods, quintillions of graphical "improvements", but in ~30 years no one bothered to just redraw original pixelated sprites by hand so they wouldn't clash with high resolutions so much.

>> No.8875753

>>8875726
>Smoothed textures
I just meant antialiased edges within the texture itself (i.e. with no jagged stair-stepping). not the same as linear filtering. basically it renders everything at a higher resolution.

>> No.8875782

>>8875718
NTA, but here you go.
https://www.twitch.tv/videos/1472575191

>> No.8875789
File: 12 KB, 125x120, hugging agitators.png [View same] [iqdb] [saucenao] [google]
8875789

>>8875782
Danks, anon

>> No.8875795

>>8875782
Hey I remember this guy from when he was playing Ad Mortem

>> No.8876012
File: 26 KB, 351x865, bbv.png [View same] [iqdb] [saucenao] [google]
8876012

>>8875557
Last half of this was a slog but overall a fun wad. Might try UAC Ultra with the Metroid-inspired weapons pack like in the OP.

>> No.8876037 [SPOILER] 
File: 801 KB, 1920x1080, 1651682314240.png [View same] [iqdb] [saucenao] [google]
8876037

>>8875795
>>8875789
>>8874247
Yeah that's me
https://www.twitch.tv/jaesumgai/clip/EncouragingDifferentGiraffeFunRun-4k324eZzXou5f3R4?filter=clips&range=all&sort=time
I also look forward to getting absolutely rekt when 400mins comes out too
and again proposing threevilution for a future SNS

>> No.8876040
File: 220 KB, 1780x1335, quake2levels.jpg [View same] [iqdb] [saucenao] [google]
8876040

Working on my Quake 2-level now. My setup is a bit temporary but it works until I get my desk.

>> No.8876043
File: 205 KB, 699x164, image.png [View same] [iqdb] [saucenao] [google]
8876043

>>8876040
3D was a mistake.

>> No.8876053
File: 2.20 MB, 3762x955, 3dquerg.png [View same] [iqdb] [saucenao] [google]
8876053

>>8876043
Yes.

>> No.8876110

>>8872871
>simple fun map
how is this related to quake?

>> No.8876124

>>8875175
You can skip the yellow key fight if you know it's coming pretty easily. There's no way to escape the red key pit if you fall in which seems especially weird since you can escape the blue key pit. I agree that more ammo might be good, in particular bullets since they're really useful at the end fight. Finally, the archvile seems completely pointless, I didn't even notice him the first time I was there. The chaingunners work since they could potentially stealth snipe you a bit, but you could really just remove the archvile and the map would be nearly the same.

>> No.8876134
File: 19 KB, 300x337, faceonmars.jpg [View same] [iqdb] [saucenao] [google]
8876134

what are some good spooky levels?

>> No.8876143
File: 461 KB, 1920x1080, hddu.png [View same] [iqdb] [saucenao] [google]
8876143

>>8876134
Dark Universe has been very spooky so far

>> No.8876249
File: 452 KB, 1280x720, archvile_scampering_noaudio.webm [View same] [iqdb] [saucenao] [google]
8876249

[Cartoon running sounds.]

>> No.8876260

>>8876143
Looks like a Quake 2 jumpmod map.

>> No.8876296

>>8876260
>Q2jumpmod
I still don't get how ladder-jumps are possible

>> No.8876297
File: 395 KB, 1920x1080, Screenshot_Doom_20220504_185728.png [View same] [iqdb] [saucenao] [google]
8876297

>>8876012
This is fun. Glad this wad is short though

>> No.8876303

>>8876040
…what program is this?
and how big is that display

>> No.8876363

>>8876303
GTKRadiant 1.6.6 on a 55" 4K screen.

>> No.8876378

If your fps doesn't have a modding community then it's shit.
Simple as.

>> No.8876407

>>8874920
>>8875175
>>8858135
played the two new maps + started a playthrough of ViolentBeetle's Hell Frontier
same folder: https://mega.nz/folder/sDAyVCjL#WREReSsTuvZWqNZYYZO3xg

>> No.8876415

>>8875315
>>8876124
Thanks guys, I changed the map accordingly and will post an update soon
>Had to idclip through the exit door
God I'm retarded

>> No.8876423

>>8872447
>>8872449
I loved the background sky in the Doom games. They always gave me this weird comfy feel. Even now, looking the pixel stars twinkling in beta sky3 takes me to faraway low-res world of 90s PC graphics. Fun times.

>> No.8876428
File: 2.29 MB, 2560x1440, gzdoom_2022_05_02_19_33_44_895.jpg [View same] [iqdb] [saucenao] [google]
8876428

Bloodstain doesnt joke with the difficulty at all

>> No.8876440
File: 2.52 MB, 2560x1440, gzdoom_2022_05_02_19_32_10_068.jpg [View same] [iqdb] [saucenao] [google]
8876440

>>8876428

>> No.8876460

What makes this place special to discuss fps that other places lack?
i don't get it.

>> No.8876462

>>8876460
Anonymity

>> No.8876467

>>8876460
Why do you hate other places?

>> No.8876489
File: 11 KB, 237x316, image.png [View same] [iqdb] [saucenao] [google]
8876489

Seriously, what the fuck. You told me Plutonia is good.

>> No.8876492

>>8876407
>"all these stealth balls"
>immediately gets hit by one
>shakes camera
I laughed hard at that. I hope you had as much fun playing my map as I did watching you play it (if not, does that make me a narcissist...?) And yeah, the Cyberdemon fight is supposed to play-out in a number of ways; I made sure it was possible to telestomp him myself, but there's enough ammo to just shoot him to death to if you want 100% kills; actually, the portal is also there to give HIM a support tool as well, because I love the Cyberdemon so god damn much.
Anyway, thank you for sharing your recording!
>t. Rancid Sam

>> No.8876494

>almost halftime and I still haven't finished the combat setup, let alone textured anything
ffffffffffuuuuu

>> No.8876495
File: 12 KB, 245x321, image.png [View same] [iqdb] [saucenao] [google]
8876495

>>8876489
Like, why do they even bother with other monsters?

>> No.8876505

>>8876489
>>8876495
And it feels like even more because sometimes the Casali bros place Arch-viles to keep resurrecting them from a safe place.

>> No.8876536

>>8876489
based plutonia,trying to give cultist filtration a run for its money

>> No.8876554

>>8876489
>those token 2 zombiemans on easy
I don't quite understand this, are all post-humously concieved people such insufferable assholes?

>> No.8876580

>>8876554
>are all post-humously concieved people such insufferable assholes?
. . .wat dafuq?

>> No.8876616
File: 25 KB, 144x144, sweetass3.gif [View same] [iqdb] [saucenao] [google]
8876616

>>8876580
I think he's asking why Easy Mode keeps casting undead enemies in roles clearly meant for People of Life. He's just /pol/-baiting, ignore it.

>> No.8876639

Two and a half decades after release, people still manage to have the most retarded takes imaginable on Plutonia.

>> No.8876719

>>8876407
Thanks for playing. I also noticed you played Mister Pain returns at some point and I didn't see you post about it.
Hell Frontier is designed for pistol-start, but I also when I really want you to pistol-start, I add a death exit (So far it happens once)

What port are you using btw, I thought it's gzDoom because of freelook, but gzDoom doesn't play demos.

>> No.8876725

>>8876639
I'm probably hallucinating, but I read about Plutonia being peak Doom experience just a few weeks ago in these threads.

>> No.8876743

>>8876725
It is in the sense that it takes Doom 2's fantastic enemy roster, and uses them in creative ways that take advantage of their strengths better than Doom 2 ever did.

>> No.8876750

>>8876639
How would you rate this take?
I like Plutonia.

>> No.8876752
File: 2.30 MB, 4032x3024, 20220504_144327.jpg [View same] [iqdb] [saucenao] [google]
8876752

I'm putting the final touches on my /vr/ map submission and idk if I press the wrong button but I'm having a strange texture issue. In UDM it shows no issues, but when I load up the map a area that seems to be in it's own sector is see through. Does anyone have a suggestion? Sorry I only have net on my phone.

>> No.8876758
File: 2.60 MB, 4032x3024, 20220504_144439.jpg [View same] [iqdb] [saucenao] [google]
8876758

>>8876752

>> No.8876760

>>8876616
Nah I just keep mistaking Milo for either Dario & Stephano whenever I get max after having my shit kicked-in by a swarm of HWD's at every corner of Plutonia
>you will never have your brother be declared a soulless abomination by the Vatican

>> No.8876770

>>8876743
Yeah, putting 40 gunners in a tiny level is definitely creative.
I know that's not what you mean, but the way they place gunner at every single corner from the very first level is really something

>> No.8876772
File: 19 KB, 264x258, 1641016291512.jpg [View same] [iqdb] [saucenao] [google]
8876772

>>8876760
>the Vatican condemned a Casali
They must fucking hate Heavies too lmaooo fucking casuals

>> No.8876776

>>8876752
>>8876758
Is that using a custom texture? It's probably not loading in the texture pack.

>> No.8876787

>>8876772
>the Vatican condemned a Casali
That's probably the greatest honor one can receive as a Doom level designer. Even if the reason had nothing to do with his Doom maps.

>> No.8876791

>>8876776
No its doom 2 standard rock. It's just a pathway I made and for whatever reason that section is transparent. I played it literally 15mins ago and it was fine. But I saved over it.

>> No.8876796

>>8876787
What was the actual reason? Did he take it up the bum or something lame like that, or was it something awesome like an act of terrorism?
I'm too lazy to Google, and you'll probably explain it cooler anyway.

>> No.8876803

>>8876796
>Milo's birth in 1977 caused minor controversy as he was conceived via artificial insemination using the preserved sperm of his deceased father Roberto Casali. Described as a "miracle baby" by some of the press, the action was at the time condemned as morally wrong by Vatican newspaper L'Osservatore Romano, since the Catholic church opposes artificial insemination.
https://doomwiki.org/wiki/Milo_Casali

>> No.8876816
File: 42 KB, 480x270, meta-meta-cine.jpg [View same] [iqdb] [saucenao] [google]
8876816

>>8876803
Oh god so Milo is a literal Zombieman?
I was just joking about that.

>> No.8876818

>>8876758
It's an issue with the nodebuilder. Look at the area in DB and make sure all the vertices are on the grid.

>> No.8876841

>>8876818
I dont even know what I'm looking for. I've been using this stuff for just a few hours. If I upload the wad would you take a look at it?

>> No.8876853

>>8871423
>>8855685
For 400 Minutes of /vr/:
https://files.catbox.moe/5l8tn9.zip
Biskelion(v5) by Wolpertinger
Midi is Dial-up for Murder - Two Stars
I lied, this is the last update unless anyone finds any bugs, Ultimate Doom Builder's Automap mode is cool.

>> No.8876856

>>8876841
You're gonna need to upload it one way or another, might as well do it for feedback if it's in a mostly-presentable state. I just wouldn't tag the relevant posts until your final entry, and any intermediate posts should be fine if you're not spamming the fucking thread or whatever.
Even then, that's just my standards, and I'm a picky bitch.

>> No.8876859
File: 2.93 MB, 640x360, revisitingm64.webm [View same] [iqdb] [saucenao] [google]
8876859

Revisited some Q2 today, very rusty.
>>8873460
Thanks, this is great.
>>8876040
>>8876053
Looking good.

>> No.8876860
File: 213 KB, 1471x550, Slime Trails.gif [View same] [iqdb] [saucenao] [google]
8876860

>>8876841
Not him, but he meant this DB tool

>> No.8876863
File: 842 KB, 1280x720, mark_v_0005.png [View same] [iqdb] [saucenao] [google]
8876863

>>8876816
>>8876803
This somehow remind me of a more recent (last decade) case where a desperate woman in Israel became a surrogate (grand)mother for her own grandkid after her son went comatose and died after a car crash
>this shit is 2suomi4me to understand

>> No.8876864

>>8876143
I need that shotgun.

>> No.8876881

>>8876859
Reminder this mod is so superior to the base Q2 game its not even funny despite still being incomplete, I recommend running fan-maps with it just for the custom new quirky death animations and tweaks like muzzle flashes - all of the annoying flyer foes can crash-dive and actually kill you via explosion upon dying if you don't gib them, and IM fire rockets blindly while suffocating for example

>> No.8876886
File: 2.96 MB, 854x480, HD_sneaking on the deathstar.webm [View same] [iqdb] [saucenao] [google]
8876886

>>8876864
It's in the skin pack I'm using, although there's no hands: https://combine-kegan.itch.io/separated-arms
I think it's also in Doom RL Arsenal with hands in the sprites if you don't want to add them yourself.

>> No.8876887

>>8876725
Peak official map pack Doom, perhaps.

>> No.8876897

>>8876886
Nice loop on that webm, even if it wasn't intentional.

>> No.8876901

>>8876249
kek every time

>> No.8876902

>>8876856
https://files.catbox.moe/ceahuc.wad

Ok thanks for you help I was able to fix the texture.

I've never made a level for doom before, I use project brutality and the real mini gun mod that uses a separate rifle ammo, so that may be why there's a abundance(?) of that ammo around. I have no idea how to scale fights n shit. Still learning via youtube these last day or two. Thanks for any help and consideration for the /vr/ wad

>> No.8876904

>>8875175
>>8871423
>>8855685
Map: Where Girls Learn to Pee On Command
https://files.catbox.moe/83lvd5.wad
Updated to version 2, added more ammo, added secrets, and fixed some dumb issues
Is the music too loud or too repetitive? And is this map name too much?

>> No.8876914
File: 2.92 MB, 640x360, revisitingm642.webm [View same] [iqdb] [saucenao] [google]
8876914

>>8876881
People who really like the grenades and inventory may be disappointed, but I think the changes are worth it and completely agree. I thought it would absolutely ruin the base campaign but I only ran into three issues.

>> No.8876929

>>8876407
I have now saw the whole playthrough of Hell Frontier. I always wondered if there's any downside to have floor above ceiling, and now I finally know. You are also the best at navigating MAP04. I swore off doing "puzzles" after this.

>> No.8876934

>>8871423
>>8855685
For 400 minutes of /vr/
https://files.catbox.moe/y7879p.zip
"Soul Survivor" by ASO3000
Music is "Every Breath you Take" by The Police, from freemidi.org

325 minutes so far, I suck at speedmapping and especially coming up with encounters. Tried to set a sky in UMAPINFO but I seem to be too dumb for it.

Tested only on Crispy, haven't played a single other map so far because of rl bullshit, so no idea how much too easy for you guys it is, pls no bully.

>> No.8876940

>>8876886
Stop making Star Wars mods and play Dark Forces

>> No.8876942

>>8876489
Hitscan is the ultimate casual filter.

>> No.8876949
File: 2.92 MB, 854x480, HD_shotgunvater.webm [View same] [iqdb] [saucenao] [google]
8876949

>>8876897
Thanks!
>>8876940
I'll play it later

>> No.8876950

the fact there is no deathmatch starts in map 12 and map 23 tells you everything about Plutonia
>b-b-but they fixed in the new ports
no, it's shit

>> No.8876969

>>8876950
Were people still using iwads for deathmatch in 1996? Dwango5 was already out by then.

>> No.8876972
File: 104 KB, 296x582, PC Computer - Team Fortress Quake - Heavy Weapons.png [View same] [iqdb] [saucenao] [google]
8876972

Has Valve ever said they based the TF2 redesign of the Heavy Weapons Guy off the Heavy Weapons Dude of Doom?

>> No.8876978

>>8876972
he's white, so no

>> No.8876990

>>8876914
>I thought it would absolutely ruin the base campaign but I only ran into three issues
What was the problem, do the Power Cubes don't stack anymore?

>> No.8876996
File: 23 KB, 189x198, 1384362516754.png [View same] [iqdb] [saucenao] [google]
8876996

>2048vr has separate demso for both versions
Neat

>> No.8877000

>>8876996
Kikeodemon lol.

>> No.8877005
File: 2.17 MB, 1270x844, cacaodemon.png [View same] [iqdb] [saucenao] [google]
8877005

>>8877000
cacaodemon

>> No.8877010
File: 504 KB, 500x366, 1480307297497.gif [View same] [iqdb] [saucenao] [google]
8877010

Also what the fuck is wrong with Plutonia midi pack? Who thought putting some chill dungeon synth into this massacre was a good idea?

>> No.8877018

>>8876934
https://files.catbox.moe/j86szh.lmp
Complevel 9
Not my first attempt, I had to close the game and do something before this demo. Only got up to the Archviles on those demos.
The intro is an absolute bastard, way harder than the rest of the map. The Archvile fight on those super steep stairs is annoying, but can be gotten through with enough patience.
I really liked that secret, it's always cool when a secret gives you a different way to approach a fight rather than just loading you up with items. It also afforded me the rocket ammo to mow through that herd of pinkies at the end, that was fun.

>> No.8877025

>>8876934
And as for the sky, you're pointing toward a texture that doesn't exist in the wad.

>> No.8877035

>>8876990
There were two elevators near the start that didn't work, and the game would be stuck on low-grav after returning from that particular secret level. Aside from the occasional gib sound loop, it was smooth sailing through the rest of the levels.

>> No.8877041

>>8877035
**Aside from those and the occasional gib loop

>> No.8877042
File: 55 KB, 640x320, file.png [View same] [iqdb] [saucenao] [google]
8877042

>> No.8877045
File: 28 KB, 680x340, file.png [View same] [iqdb] [saucenao] [google]
8877045

>> No.8877047
File: 54 KB, 640x320, file.png [View same] [iqdb] [saucenao] [google]
8877047

>> No.8877048 [DELETED] 

bad tomato

>> No.8877051

>>8877042
>>8877045
>>8877047
fuck you

>> No.8877053
File: 10 KB, 532x456, CACOOOOOOOOOOO.png [View same] [iqdb] [saucenao] [google]
8877053

>>8877048
>>8877051
Beat you by 3 seconds, nerd

>> No.8877058

>>8877053
were it not for the shitty first captcha I got I would have ended you

>> No.8877067

>>8877042
>>8877045
>>8877047

longcaco is long

>> No.8877096

>>8876914
Just downloaded m64 and the tracers/casings aren't working. Everything else seems to be fine, I don't get it.

>> No.8877119
File: 278 KB, 341x427, cacolegs.png [View same] [iqdb] [saucenao] [google]
8877119

>>8877053
brother!

>> No.8877132

>>8877010
But what else they should've put? Avant-Prog? No Wave? Post-Hardcore?

>> No.8877152

>>8876864
That shotgun is from Stomper.

>> No.8877156

>>8876914
>>8877096
Where to get this mod?

>> No.8877195

>>8877156
It's Quake 2 Mission 64.
https://www.moddb.com/games/quake-2/addons/mission-64
>>8877096
Do they work if you put "set spawn_casings 1" and "set spawn_tracers 1" into the console?

>> No.8877213

>>8877195
no didnt work

>> No.8877256

>>8877213
That sucks. Not sure what else to recommend besides checking the autoconfig or a fresh install of Kmq2, sadly.

>> No.8877364

>>8877132
Starting from level 4 it's much more fitting. But first 3 are really strange.

>> No.8877869

>>8877195
>It's Quake 2 Mission 64.
thank

>> No.8877887

>>8871423
https://drive.google.com/file/d/13QnHTa3DXzk_ORQbVX5ILPwub6Kqok_M/view?usp=sharing

"Yass Queen, Flay!" by Washing Machine Enthusiasts
MIDI is "The Hellion / Electric Eye" by Judas Priest (MIDI conversion by anonymous)

No time remaining, so can only fix bugs. Difficulty levels implemented, but not much thought put into them. Par time is 2 minutes 45 seconds.

>> No.8877941
File: 35 KB, 410x424, 1509054839424.jpg [View same] [iqdb] [saucenao] [google]
8877941

>>8877887
>Yass Queen, Flay!
fuck's sake washing machine

>> No.8877956

>>8877941
Not him, but we already have plenty of stupid names in this project with at least one more in the works. Prepare your anus for Metrosexual Testosterone Discombobulator.

>> No.8877976
File: 623 KB, 1600x900, 1646788304888.png [View same] [iqdb] [saucenao] [google]
8877976

>>8871423
>>8855685
For 400 minutes of /vr/
https://files.catbox.moe/v4wl1s.wad
"Blood Office" by anonymous
Music: The Jazz Machine by Stuart Rynn
Tested with DSDA

I used up all the time I had so the map pretty much ends once you get the blue key.

>> No.8877980

>>8877941
There's a lot of skin textures in the map. My pun additiction is an illness, so please don't judge me.

>> No.8877985

>>8877980
>There's a lot of skin textures in the map.
I instantly forgive you.

>> No.8877998

400 minutes up to 32 maps yet? Not that it matters, just curious.

>> No.8878008

>>8877998
27 now. 2 intended as the secret maps, 25 as regular ones, plus I have one more in the works. To the rest of you mappers, UMAPINFO lets us put as many maps as we want in the set, so feel free to double dip.

>> No.8878014

>>8878008
Did the titlepic anon ever finish it?

>> No.8878016

>>8871420
>>8855685
“Southwest Frag” by desert yeti v.1.5
Minor decorating and ammo cache added. Just about concluding my time allotment.
>>8872191
Nice play through. The piss-fiend tower monsters now deploy more rapidly at end game. Thanks for playing on UV.

HTTPS://files.catbox.moe/j2si15.wad

>> No.8878017

>>8878014
As far as I can tell, there hasn't been an update since what he posted here. But that's fair, he's been doing a lot for this project.

>> No.8878028

it seems that 0.9 will be released
https://github.com/luciusDXL/TheForceEngine

>> No.8878106

>>8876492
>the Cyberdemon
I've looked at it later and I think you putting the effort to change the alcove sector's shadow had a great effect on making it look natural.
>>8876929
>I swore off doing "puzzles" after this.
not sure I understand. I guess others weren't as successful, or are you being sarcastic about my navigation skills?
and it's DSDA 0.24.3, as I've mentioned upthread.

>> No.8878114
File: 323 KB, 747x639, how_to.png [View same] [iqdb] [saucenao] [google]
8878114

>>8876904
>Is the music too loud or too repetitive? And is this map name too much?
both are fine

>> No.8878116

>>8876914
>grenades
you can use grenades with the alt fire of the regular shotgun, tho i only played a few minutes

>> No.8878125

>>8871423
Fartyguns 1.0 released: https://www.moddb.com/mods/poop-fartyguns

>> No.8878137

>>8878114
Cool.
>>8875175
>>8871423
>>8855685
Here's version 3
https://files.catbox.moe/a9nrs5.wad
Features a hastily made deathmatch arena. I have like 20 minutes left.

>> No.8878138

>>8878125
Guess what we're playing for Sunday Night Shitshow?
inb4 crash

>> No.8878149
File: 1.12 MB, 602x720, lets rock.png [View same] [iqdb] [saucenao] [google]
8878149

>>8878138
Eat shid and die.

>> No.8878152
File: 964 KB, 1024x1024, oh my fuckign god gfggggg aasss imf ucking dying.png [View same] [iqdb] [saucenao] [google]
8878152

>>8878149
I'm here to shit ass
*BRAAAAAAAAAAP*
Oops I fucked up and cummed and shitted and farted and pissed in my pants
*BRRRRRAAAAAAPPPPP* *Plllsssssssshhhh*
Damn I'm shit
*Grabbag starts playing*

>> No.8878156

anons i have never played blood before
i'm downloading the version in the OP but it seems the steam version has some updated stuff in it and people generally say its good
is it worth buying?

>> No.8878157

>>8878156
You mean Fresh Supply? It's good enough for a casual playthrough, but it's not gonna get updated anymore because of some legal horseshit. I heard it has trouble running some mods too, so you might wanna go grab BuildGDX or NBlood if you wanna run those.

>> No.8878165

>>8878152
I know it's fake but it still pisses me off

>> No.8878176

>>8878138
Oh boy here we go

>> No.8878181
File: 100 KB, 250x250, Doom Sweatguy.png [View same] [iqdb] [saucenao] [google]
8878181

>>8878176
Wait a minute, I'm not gonna be here this SNS so if things go wrong I won't be able to fix them. Would you mind if we delayed this mod a little?

>> No.8878213
File: 547 KB, 220x124, memento.gif [View same] [iqdb] [saucenao] [google]
8878213

Should I make my first 6-map WAD in UDMF or MBF21 format?
I plan to use Friendly Monsters as one of the two main mechanics of the maps (the other being a Starfox-esque progression system using Secret Exits and the (U?)MAPINFO lump), and I know there's some differences between MBF Friendly AI and UDMF, but I'd like some input from someone more experienced.

>> No.8878221

>>8878213
>tfw I'm also making a project that has Starfox-esque level progression
Fuck....

>> No.8878227
File: 740 KB, 768x900, promotion souls.png [View same] [iqdb] [saucenao] [google]
8878227

>>8878221
@ me faget-sama, I'd love to shoot the shit with you about ideas; I'm Rancid Sam on Doomworld and like a million other things.

>> No.8878238

how come doom is relevant to normies again?

>> No.8878240

>>8878238
Because of Eternal. That's a bit of a dumb question, Anon.

>> No.8878250

>>8878213
is it your first wad ever or first episode? if its your first wad ever, you shouldnt even try to make an epic mod yet, because itll be shit and youll either give up on it or have to go back and remake it

>> No.8878257
File: 40 KB, 307x284, trisssh it's about time.jpg [View same] [iqdb] [saucenao] [google]
8878257

>>8878250
No I've got a few WADs under my belt. It'd be my first Episode-length WAD, but after finishing my map for "400 minutes of /vr/" in a day, I'm pretty confident I could make at least one route (3 maps) of my ideas. I've even sketched the routes and story in a lil' notebook, and have been making test maps for my map mechanics concepts to test them in-engine (since I am, admittedly, still new to Doom 2 mapping).

>> No.8878265

>>8878257
Here I'll double post like a faggot—I made a map for a... An odd little community project on Doomworld, just to get my name out there and gauge peoples' responses to my maps. I haven't shared the link of /vr/ yet tho (had no reason to self-shill), but I'll share it anyway because IDK how long that community project will stay in development:
https://mega.nz/file/44kGDSaS#0gcreptqFTrY5afWw67qxUGN37ESKGisuwgecOSUinQ
It should be vanilla compatible; I seem to remember testing in Chocolate Doom. But it'd definitely work in DSDA -complevel 2(/9 maybe?) because my maps have all been Limit-removing format so far.

>> No.8878276

when the fps documentary coming out

>> No.8878371

>>8878106
>I guess others weren't as successful, or are you being sarcastic about my navigation skills?
I wasn't being sarcastic about your navigation skills. Your navigation skills were very good. Everybody else always get stuck on teleport pillars. You were the first one to immediately figure out how they work, at best it took everyone else a few runs back and forth.

>> No.8878376
File: 327 KB, 1280x720, doom02.jpg [View same] [iqdb] [saucenao] [google]
8878376

>>8871423
For 400 Minutes of /vr/:
https://files.catbox.moe/dsj39i.wad
Undying Manor by ttu
Music is Clotho from Columns:
https://vgmusic.com/music/console/sega/genesis/ColumnsMD-Clotho.mid

I overestimated my mapping abilities, but did the best I could while I wasn't wasting my time making useless details. I would understand if this map didn't make it in the final wad.

>> No.8878395

>>8878376
I'll tell you what anon, I think you got something interesting going on here. If you want, I'll give you an extra 60 minutes to finish this up so it doesn't go to waste.

>> No.8878425
File: 221 KB, 1070x723, 1612257174468.jpg [View same] [iqdb] [saucenao] [google]
8878425

>>8878395
Nah, I'm burnt on this one. I learned some valuable lessons with this map, but I will probably revisit those ideas another time (maybe for another project).

>> No.8878448

>>8878425
After giving it a full playthrough, it's not bad, just anti-climatic, so I can still fit this in.

>> No.8878474

>>8878376
The useless details make the map cute and go a long way towards goodwill when I "encounter" Archviles like in the fucking green torch section. If anything, I'd rather you fleshed-out the map in its current state just a little (like making a way to access those Shotgunners' bodies in the little kiosk, or adding another secret behind a bookcase or something.)
Still, overall a really decent map and definitely would fit-in quality-wise IMO.

>> No.8878490

>>8878028
finally! I thought the project would have died like darkxl (also by lucius)


>>8871423
paging the news post

>> No.8878514

>>8878213
MBF21. If you only plan on friendly monsters, and not dynamic lights, real ROR 3D, real scripting and the other impressive shit UDMF has, just go for MBF21.
(+, say what you will but for a fact UDMF will get people off wanting to play your, or any wad, as compared to the compatibility of MBF21)

>> No.8878525

>>8878514
>UDMF will get people off wanting to play your, or any wad, as compared to the compatibility of MBF21
I'm interested in why you'd say this. Being relatively new on the scene, I'll take all opinions with a grain of salt, but I still wanna' hear them to fast-track my understanding as much as possible.
Are there only certain (unpopular, perhaps) ports that support UDMF? As I understand it, MBF21 has fewer supported ports (or maybe it's just newer support for obvs reasons), but I dunno for sure.

>> No.8878535

>>8878525
>Are there only certain (unpopular, perhaps) ports that support UDMF?
It's the ZDoom-and-derivative standard, so it annoys people who hate GZD.

>> No.8878542

>>8878525
MBF21 is already largely supported my most popular ports, including GZD. UDMF can refer to ZDoom's or Eternity's, so, it's only compatible with their respective ports.

>> No.8878547

>>8878535
>>8878542
>UDMF is G/ZDoom-exclusive
Good enough for me. I saw way more options exposed in Ultimate Doom Builder for UDMF over MBF21, but looking at the Specs I saw a lot of the same flags available for MBF21 (or at least more than were visible in UDB.) I was Google'ing an up-to-date/custom configuration for UDB to expose these flags, but I guess I might just hafta do it myself.

>> No.8878565

>>8871423
400 MINUTES
Update number 2 for Mister Pain Returns
https://files.catbox.moe/c6cdev.wad

I have revised entrance to the level to resemble how original Appointment started - in a lift. The door to the entrance doesn't close in multiplayer, to allow new spawns to enter.

>> No.8878582

>boot up the old Tosh Satellite 460 for shits
>system is weak enough that it can only play Quake at full FPS when run at 320x240
>loads slow enough to actually see the loading indicator
Peak 1990s.

>> No.8878798

>>8855685
>>8864225
>>8869159
>>8873345
https://doomshack.org/uploads/400minlunchV3.wad
400Min Map Update
Kratom Withdrawals by lunchlunch Version 3
-Gives the player the BFG earlier instead of the soulsphere. Soulsphere has been moved to the archvile room and a bonus green armor has been added to the cyberdemon room.
-Some detailing
-Some cheekiness
Minutes left: 5

>> No.8878813

>>8878798
https://doomshack.org/uploads/400minlunchV4.wad
Gah, forgot multiplayer starts

>> No.8878824
File: 66 KB, 720x307, FRxT9JwWQAEr52m.png [View same] [iqdb] [saucenao] [google]
8878824

>TFW just found out by getting screenap'd on Tw@er that based QuakeUlf is still lurking here
I honestly don't know what to say or even think…

>> No.8878840

>>8877976
Pretty cool little map, although the rocket launcher is pointless because you have to go through all of the enemies just to get it.
https://files.catbox.moe/dzp8nc.lmp

>> No.8878894

>>8878152
>*Grabbag starts playing*
DAMN
That's the second time those alien ASStards shot up my ASS

>> No.8878897
File: 1.12 MB, 774x967, my first fps.png [View same] [iqdb] [saucenao] [google]
8878897

Happy birthday Wolfenstein 3D!

>> No.8878937

>>8878897
shout outs to spacemarinescum/hitscanstrawberry or whatever for drawing handsome bj

>> No.8878952
File: 4 KB, 100x100, avatar.png [View same] [iqdb] [saucenao] [google]
8878952

Did he really get butthurt because someone made a map he didn't like?

Why would he care?

>> No.8878954

>>8878840
Like I said, ran out of time. It can still be somewhat useful if you trigger all the enemies running to it.

>> No.8878968

>>8878152
inb4 Gianni sees this and does a vid on youtube

>> No.8878974
File: 841 KB, 3840x2160, bantz.jpg [View same] [iqdb] [saucenao] [google]
8878974

>custom map includes banter
>context is now lost to time

>> No.8878980
File: 115 KB, 404x258, EVTw8Sp.png [View same] [iqdb] [saucenao] [google]
8878980

If you're like me and love Doom 2 vanilla megawads but absolutely hate monster spamming (aka MAP01 having 150 monsters, MAP02 having 350 monsters etc). then you'll LOVE Jiffybag. Technically not a vanilla megawad but comes very close to it. It has very nice level design, good secrets and best of all: no annoying monster spamming. I completed the whole thing in 1 day, I just couldn't stop playing.
Super underrated megawad IMO.

>> No.8879076
File: 3.29 MB, 319x215, jiggly_revenant.gif [View same] [iqdb] [saucenao] [google]
8879076

>>8878974
Lol, reminds me of my first time playing Insomnia. Had some references to modders who have long since left the Quake, and there were a few instances of 1337-speak.
>>8878980
The premise of this one kinda reminds me of Khorus' Speedy Shit. Maps are also pretty nice looking, judging by the screenshots.
Thank you for sharing anon! Will definitely try this out later!

>> No.8879123

>>8878952
It was called Lilith. It was based on exploiting specific ZDoom era bugs to create trippy effects, and it had a check to automatically quit in newer versions of GZDoom, since the effects wouldnt work. This upset Graf's programmer autism, because it's heresy to ever use an older version intentionally.

>> No.8879156
File: 2.93 MB, 320x200, wolf3d.webm [View same] [iqdb] [saucenao] [google]
8879156

>>8878897
30 years of arcade style gnutzi blasting action, what a long ride.

Wolfenstein 3D doesn't have the most depth for a game of its kind, but there's a bit, and even just the hitscanning and movement functions drastically different from Doom's. The game gets pretty damn fast at times, and it's one of the few where using the mouse for moving and strafing actually makes a lot of sense.
I also love the colorful cartoony graphics and style, the gushing blood, the treasure gathering, the groovy music, the big bad bosses, the score counter, the chicken dinners, it's all just wonderful.

Get Psyched!

>> No.8879161

>>8879156
There's a cool thread on /v/ celebrating the game. Come post something.

>> No.8879162

>>8878974
creepy

>> No.8879170

>>8879156
>webm
badass

>> No.8879178

>>8879123
Do you think Graf looks back on that and thinks to himself wow, I completely overreacted on such a minor thing, that because of my autism blew up into a major thing, and I should have just shut up.

>> No.8879180
File: 84 KB, 800x600, Wolf Pac.jpg [View same] [iqdb] [saucenao] [google]
8879180

>>8879156
Don't forget the pac-man secret level. Wolf 3d was a gamer's game.

>> No.8879198

>>8879156
>The game gets pretty damn fast at times, and it's one of the few where using the mouse for moving and strafing actually makes a lot of sense.
It reminds me of Tyrian with a mouse. You don’t have to worry about acceleration, deceleration, or similar “movement” mechanics because it’s nearly 1:1 with your mouse movement. It’s really fun.

>> No.8879204

>>8878952
>>8879123
Not even just butthurt. Temporarily ragequit development. Because Term gave Lilith a Caco.

>> No.8879227 [DELETED] 

>>8876934
>>8871423
>>8855685
https://files.catbox.moe/vlggid.zip
Soul Survivor v2 by ASO3000
Tested on Crispy only, 15 min left.

Added a secret, made the archie staircase hopefully a bit less annoying, added some decoration to lighten the place up, added another secret, removed UMAPINFO.

If anybody has any good ideas on how to prevent continuous play from trivializing the map, I'm all ears.

>> No.8879239

>spent 2 hours on the first room alone

how do i stop being autistic about detailing rooms

>> No.8879248

>>8879178
lol no

>> No.8879259

>>8879227
You forgot to tag the new secret, and didn't change the texture around the exit teleporter frame.
>removed UMAPINFO
Why?
>If anybody has any good ideas on how to prevent continuous play from trivializing the map, I'm all ears.
Continuous play is going to trivialize any map, don't worry about it.

>> No.8879270

>>8879259
Oh fuck's sake, here's v3 then, 10 minutes left:

>>8876934
>>8871423
>>8855685
https://files.catbox.moe/6mvpyg.zip
Soul Survivor v2 by ASO3000
Tested on Crispy only, 10 min left.

Added a secret, made the archie staircase hopefully a bit less annoying, added some decoration to lighten the place up, added another secret, removed UMAPINFO.

If anybody has any good ideas on how to prevent continuous play from trivializing the map, I'm all ears.

>> No.8879276

>>8879259
Oh, and I forgot to answer your question: In the demo I saw how shitty the sky I wanted looked in the void.

>> No.8879289

what are some interesting wolfenstein 3d facts?
to me, it's how one of the mission packs for spear of destiny had doom related texture, then a later version changed

>> No.8879293

>>8879289
Whole game was made from start to finish in like 4 months.

>> No.8879309

>>8879289
Enemies have patrol routes. I don’t know how well or often it’s utilized but it’s there.

>> No.8879314

>>8879289
There's an official hint manual with some bits of trivia. Apparently at one point they were going to have Hitler Youth enemies that used knives, and there would be David Duke posters, but renamed David Puke. Also the stealth shit that got cut.

The fake Hitler fireballs didn't have a fixed speed like normal projectiles, instead it depended on your CPU speed. The faster your computer, the slower the fireballs.

>> No.8879326
File: 2.94 MB, 640x480, 1643645998655.webm [View same] [iqdb] [saucenao] [google]
8879326

>>8879314
>The fake Hitler fireballs didn't have a fixed speed like normal projectiles, instead it depended on your CPU speed. The faster your computer, the slower the fireballs.
I remember that back in the day.

>> No.8879361

>>8879314
>The fake Hitler fireballs didn't have a fixed speed like normal projectiles, instead it depended on your CPU speed. The faster your computer, the slower the fireballs.
How do you even program something like this?

>> No.8879392

>>8879239
You don't. You just accept that it's one of the 3 pillars of mapping that you excel at (the others being Layout and Encounter designs.)
The only WADs I've played that had excellent Layout, Detailing, and Encounters were either made by a team, or took forever to make.

>> No.8879409

>>8876859
>>8876881
>>8877195
>Quake 2 Mission 64
Two queries:
One, how many levels does it have?
Two, can you play vanilla Q2 with this mod?

>> No.8879416

>>8871423
>>8855685
https://files.catbox.moe/7kvawp.wad
Wundash Tower by zipon
song is The Docks from Heretic
i still have 8 minutes left to make some small changes, so if someone can playtest and give me feedback it'd be really nice

>> No.8879425

>>8879409
>One, how many levels does it have?
>Two, can you play vanilla Q2 with this mod?
It only has a few that are completed, and yes you can play vanilla Q2 with it, you can play any “vanilla based” custom map with it.

>> No.8879428

>>8879314
id’s big three titles all had these ambitious ideas around them (Castle Wolfenstein, Doom Bible, Quake RPG) but then they got trimmed down significantly. Do you think any of them would have the legacy they have now if they tried sticking with their original visions?

>> No.8879445

>>8879428
I could see RPG Quake potentially BTFOing Elder Scrolls on the basis of being fully 3D and more easily moddable (at least from my understanding of Daggerfall modding). The multiplayer aspect would have helped as well.
Not so sure about the others.

>> No.8879450

>>8879425
>>8879409
Also: It got mentioned earlier in the thread, but you will run into three issues. There’s two elevators that won’t work in the first unit so you’ll need to clip up them, and when you return from the “low grav” secret level the gravity stays like that the rest of the playthrough.
That’s all I ran into.

>> No.8879467
File: 885 KB, 1280x720, mark_v_0006.png [View same] [iqdb] [saucenao] [google]
8879467

>final level of SMEJ refuses to load and crashes Mark5
Back to QSs then I guess, at least the custom soundtrack plays properly in there. . .

>> No.8879535

>>8878448
>>8878474
I have around 12 minutes left, so I will try to add some secrets and a tiny bit of polish (especially in the green torch section). I just hope I'm not a timeless dumbass and that I don't run into the project deadline this evening.

>> No.8879538

Wolfenstein experts tell me when the full version and later Nocturnal Missions were released

>> No.8879549
File: 1.07 MB, 1600x900, spasm0002.png [View same] [iqdb] [saucenao] [google]
8879549

>>8879450
. . .and now I understand why it happened
>500 kills

>> No.8879556

>>8879535
>I will try to add some secrets and a tiny bit of polish (especially in the green torch section)
If you've only got 12 minutes left to edit anyway, then I'd say spend some "free time" studying your map, then just throw in very simple mechanical edits (e.g. a secret room, an extra radsuit, etc. or wtf ever) without worrying what it'll look like too much beyond texture alignment.
Ganbare.

>> No.8879582

Ad Mortem MAP14 Autumn Mausoleum

What a map. I got lost once after finding the red key. Didn't find a single secret. Vibe was similar to the Imps in the Walls, though this castle was MUCH larger and a little bit spookier, but I am a sucker for underground temples/hell entrances and shit. Progressing through the corridors, cloisters, graveyard and then entering the catacombs was really cool.
If the XDeath sound of the skellingtons weren't so funny, I would be extremely annoyed, but I'm just slightly annoyed (also due to not having played the wad for a few days and thus almost forgetting the omnipresent skellington spam).
So far definitely one of my favorite maps.

>> No.8879583
File: 10 KB, 640x384, GAM02.png [View same] [iqdb] [saucenao] [google]
8879583

After 7 years of work Wolf3DGuy released a mod today called "Wolfenstein 3D - 30th Anniversary Edition". It expands the original game with yet another brand new trilogy, with 3 episodes, consisting of 10 levels each, bringing additional new features you haven't seen in the original game before including improvements and enhancements.
https://www.moddb.com/mods/wolfenstein-3d-30th-anniversary-edition

>> No.8879606

AARDWOLF
GET YOUR AARDWOLF NOW

>> No.8879614

>>8879270
>If anybody has any good ideas on how to prevent continuous play from trivializing the map, I'm all ears.
Using UMAPINFO to force pistol starts the entire set

>> No.8879628

>>8879614
Disregard that, I suck cocks. Apparently this is impossible

>> No.8879634

>>8879628
Maps could be split into episodes. Or whichever map is before this one could have a death exit.

>> No.8879635

>>8879628
99% certain you can force pistol starting with UMAPINFO

>> No.8879647
File: 126 KB, 769x742, file.png [View same] [iqdb] [saucenao] [google]
8879647

Little status update on the project - We now have 29 maps with two more confirmed to be in the works. Great work, guys! All we need is an Icon of Sin map and we're good to go on the mapping front. Remember, if you want to make some last minute submissions, feel free, we can put as many as we want in.
>>8879635
Would you mind finding the function for that?

>> No.8879649

>>8879606
CALL APOGEE
SAY PINGAS

>> No.8879650

>>8879647
>Would you mind finding the function for that?
As far as I can see it's not possible
https://github.com/coelckers/prboom-plus/blob/master/prboom2/doc/umapinfo.md#keys

>> No.8879659

>>8879650
We'll just replace the nightmare graphic in the difficulty selection screen with a "This set is designed for pistol starts" notice then. If someone plays continuous then they're stoopid.

>> No.8879665

>>8879659
Modify every exit to be a death exit?

>> No.8879667

>>8879659
You can split maps into episodes and have this map first in whatever episode.

>> No.8879681

>>8879667
In theory, you could give each Map its own Cluster/Episode and it would do this too, right? I'm not sure what side-effects that could affect tho (e.g. needing to have an intermission between each map, which now that I type it out sounds kind of badass if each anon gave a blurb before their map that would only show up in continuous play. I'm getting too up my own ass in these parentheses.)

>> No.8879701

>>8879681
You can end each level with endgame and give each level an episode. That would result in large number of episodes that would probably not fit on screen, but when it comes to anthology, it might be a superior choice.

>> No.8879707

>>8879635
What did Rekkr pull off for it’s E2M8 pistol start, or is that only through its GZDoom port on Steam?

>> No.8879710

>>8879701
For some reason, you mentioning the "large number of episodes" reminded me that we could just do a Hub with portals to each Map, and have each Map exit back to the Hub. Again, I don't know the specifics of that, but I've seen it in other community project WADs, and I'm guessing it doesn't take much more than UMAPINFO to pull-off.

>> No.8879714

>>8879710
UMAPINFO can only have 2 different exits, from what I remember.

>> No.8879718

>>8879710
GzDoom could do hubs like that, but not ports like DSDA or Woof

>> No.8879719

>>8879714
Damn, then disregard that I suck cocks.

>> No.8879845
File: 542 KB, 1920x1080, woof_PSsxk7W1YM.png [View same] [iqdb] [saucenao] [google]
8879845

>>8871423
>>8855685
For 400 minutes of /VR/
Erosion of Sanity by Kuramori https://files.catbox.moe/cjyeki.wad
Music: Outstretch of Sin (MAP16 of Memento Mori 2) by David Shaw
(D_RUNNIN included, but here's the midi for convenience https://files.catbox.moe/q80r5y.mid))

Passed the limit for over an hour by overtesting, difficulty settings are hastily implemented. No hard feelings if this one (justifiably) won't get a pass, I had my fun building it.

>> No.8879848

>>8879845
Right bracket screwed up the link for midi, but oh well

>> No.8879852

>>8877096 >>8877213
>>8877256
Hey I'm not you guys but was messing around with it and a fresh install of KMQuake 2 fixes the tracers.
The tracers/casings worked for me on M64 maps but regular Q2 campaign (playing baseq2) were broken.

I was having also having issues where I had to run M64 from the bat inside the Mission64 subfolder or it wouldn't save and it fixed it too.

Anyway. Fresh KMQuake 2, paste Mission64 game folder into it. Can play baseq2, M64, or Vanilla campaign with M64 gameplay improvements.

>> No.8879871

>>8879845
>Passed the limit for over an hour by overtesting
I don't think actually playing the map counts as mapping, does it?

>> No.8879874

>>8871420
Does anyone have that Doom mod that replaces the background music with a random SNES library song?

>> No.8879880

>>8879871
I certainly counted playtesting towards my time.

>> No.8879891

>>8879871
It's a bit nebulous. If you spent the 400 minutes in one sitting, then that necessarily includes playtesting. But for the sake of quality and output, I think the "gentleman's rules" included allowances for playtesting (and, to an extent, bug-fixing) along with non-consecutive time periods.

>> No.8879898

Do you need Episode 1-3 of wolf 3d to play E4-E6 if you mail order them separately?

>> No.8879912

>>8879845
>>8879891
I don't think encounter fine-tuning accounts into bug-fixing phase, but I'll wait for a feedback if anyone wishes to play. I think I fucked some parts up by being too lenient.

>> No.8879931
File: 11 KB, 640x400, mJkA8Ao.png [View same] [iqdb] [saucenao] [google]
8879931

should this be the next OP pic

>> No.8879934

>>8879361
>How do you even program something like this?
The question is how do you not.

I'm only guessing here, but an engine without floats is prone to rounding errors, so any kind of delta timing is going to suffer badly.

Unfortunately, binding gameplay mechanics to delta timing has somehow become a staple of acceptable practices. The right thing to do would be to run at a fixed rate, a la Doom, and then use interpolation, a la source ports. One of the few deterministic engines in existence.

>> No.8879935

>>8879912
>encounter fine-tuning
Playtesting != encounter design
If you're not in-editor (i.e. if you spend 15 minutes running through your map over and over again) I'd say that doesn't count towards mapping, but others might disagree, and they're probably slaughterfags LMAOOO

>> No.8879941

>>8879852
That’s good news. You’re not likely to need this in the base campaign because the items are always placed near where you need them, but if you play a custom map that expects you to use a rebreather you couldn’t hold onto just enter “give rebreather” in the console. Same goes for any other item.

>> No.8879953

>>8879123
Being able to make such a check based on the renderer sounds like a fault of the engine, not the map.
If he had just found a way to circumvent this check, he could cause spite without making a fool of himself.

>> No.8879954

>>8879941
oh FWIW yeah the Vanilla elevators don't always work for M64 on baseq2

>> No.8879987

>>8879954
Yeup >>8879450
It’s only the two I’ve ran into, I’m curious if there are others. Hopefully there isn’t, even if it’s an easy fix.

>> No.8879994
File: 114 KB, 848x623, neverumfup.jpg [View same] [iqdb] [saucenao] [google]
8879994

>>8871423
>>8878376
For 400 Minutes of /vr/:
https://files.catbox.moe/t950jz.wad
Undying Manor V2 by ttu
Following feedback from other anons (thanks a lot btw.), I fixed some missing textures I overlooked, added some secrets, and added a last encounter before the exit to let the player know what the final switch did.
I also fixed the arch-viles in the platform section, and removed some torches to make the platforming less frustrating.
The map is possible to UVmax, and I went about 2 minutes above the time limit while testing to make sure it was.

>> No.8879996
File: 827 KB, 1920x1080, doom10.png [View same] [iqdb] [saucenao] [google]
8879996

>>8871423
For 400min/vr/
"Megatron" by punch you in the face man
Midi is "Slavestate" by Godfelsh
Load after rfhelltex if testing because there's a custom sky

>> No.8879998

>>8879996
>Godfelsh
Godflesh obviously.

>> No.8880007
File: 192 KB, 416x233, tumblr_inline_ngajr6mQP21sajaye[1].png [View same] [iqdb] [saucenao] [google]
8880007

>>8879996
Aaaand forgot the link.
https://files.catbox.moe/51gnme.zip

>> No.8880015

>>8879707
That's just in GZDoom. Map still works in vanilla, but you'll keep you weapons, which makes the fight easier.

>> No.8880017

So there's no Icon of Sin fight, right?
I think I have a decent idea, but I won't be able to execute it before the deadline.

>> No.8880035

>>8879871
Hopefully people here realize alot of submissions are more than 400 mins. It's all just a vain attempt to at getting in the wad.

>> No.8880043

>>8880017
What's the idea?

>> No.8880054

>>8880043
Rooftop battle where you climb higher and higher between buildings while icon of sin is sitting in the side of another building. I know the description isn't much but as I visualize it in my mind, it seems pretty cool.

>> No.8880069

>>8880035
>It's all just a vain attempt to at getting in the wad.
I wouldn't say it's vain, but it is blatantly arbitrary. Some small, high-quality maps wouldn't surprise me if they were genuinely made in a 6-hour window. Others are so mediocre that even if they took a week of 8-hour days to make, it doesn't show.
As long as you can't point to a map and go, "nah nigga there's way too much going on, too big AND detailed AND elaborate", it keeps the spirit of making a map in a day or in a sitting. And it's the coordinator's job to curate what's obviously bullshit (both in terms of the rules and in keeping the quality high.)

>> No.8880074

>>8880054
Like one of the Going Down maps?

>> No.8880079
File: 2.81 MB, 300x225, aniki says fuck off.gif [View same] [iqdb] [saucenao] [google]
8880079

>>8880069
All this faggotry aside, it would definitely be preferable IMO to keep to stricter metrics like "2048 Units" or "1024 Monsters" or whatever the fuck.

>> No.8880081

>>8880035
There have been time-restricted maps before this one you dumb fucking newfag

>> No.8880082

>>8880069
Who is in charge anyways? What's stopping me from compiling all these submissions and releasing 400 mins of cr? (Not trying to be asshole)

>> No.8880085

>>8880079
This is a accurate statement

>> No.8880087

>>8880074
I wouldn't say that, I don't think I have anything to draw comparison to. I'm picturing something like several levels of rooftops sticking together and maybe you also go inside for a bit as you have to navigate stairs and lifts until you match the icon's level.

>> No.8880091

>>8879198
Another Tyrian fan! I played through it all the way for the first time a few months ago and it was unironically one of the comfiest gaming experiences of my life. I was sad when it was over.

>> No.8880094

>>8880082
>(Not trying to be asshole)
Good clarification, because it's an autistic angle to approach a community project from.
Not trying to be an asshole, either; you'd have to purposefully manipulate a group of strangers in order to get away with in, given the good faith nature of a lot peoples' efforts so far. And that's not as easy to do as it sounds, so you'd either miserably fail if you tried (social reject, autist, etc.) or you'd have to be a master manipulator to succeed, at which point good on ya' I honestly respect the grift at that point.
But you'd ultimately gain nothing but ephemeral clout, nobody takes /vr/ seriously outside of the social fringe, but that also means that if you piss anons off, some of them might have nothing better to do that cyber-harass you, undoing all the benefits of taking credit for the CP to begin with.
>tl;dr it just ain't worth it bruv

>> No.8880095

Anybody just not care about finishing big levels?? Like just massive in size. Sometimes its hard to memorize a level thats really big and kinda samey looking. I am playing through btsx 2 and theres some massive levels i do not care to completely explore or even kill all the enemies. Okay i can finish your level in two keys? Why find the third? You know??

>> No.8880101

>>8880095
>Okay i can finish your level in two keys? Why find the third? You know??
This is a completely valid opinion, but at the same time, what's the harm in having more to do if you happen to be enjoying yourself? I'm of the opinion that it's better to have excess map that I don't have to see, than have to go through a map that overstays its welcome.

>> No.8880103

>>8879898
I have no idea, maybe Nocturnal Missions had The Original Encounter attached or something? Or maybe there was one which was delivered as an expansion pack, and another as the full thing?
I was born like a week after Wolf3D was originally published, I wasn't really present to do it the original way, I discovered the complete version of the game on an old computer we had when I was maybe, 8 or 10 or something, and I thought it was the coolest shit.

Anyway, I would be VERY surprised if iD still sold it by mail, just get it all from the links in the OP.

>> No.8880105

>>8879931
I say go for it, it's a big anniversary for a critical milestone.

>> No.8880121

>>8880101
Thats true i did make saves at the beginning of each to go back and play them. Sometimes im not that good at finding secrets. But i just played map 20 of btsx 2 and could find the red key so was like f it and finished it up. Sometimes i get bored though when playing bigger levels

>> No.8880134

>>8880082
The names attached for one. When known entities call you out on your bullshit your compilation will be shunned. Nothing is stopping you from doing it. Nothing is stopping you from wandering into a Kroger's and taking a shit on a running grocery conveyor either. But neither are going to get you positive attention.

>> No.8880139

>>8880121
>Sometimes i get bored though when playing bigger levels
I sympathize. It's hard to populate a large map with lots of unique details, and even a cool looking room can get annoying if you die there a couple times, and then the next 5 rooms are the same exact theme.
Larger maps need at least two, maybe three internal "themes" to work imo, and this can be as simple as "inside, outdoors, underground". I haven't played a lot of popular megawads, but the good portion of Foursite I played does what I mean well (except Foursite is too fucking long for a single playthrough, bad example if we're talking about side areas or optional stuff.)

>> No.8880163

>>8880035
>Hopefully people here realize alot of submissions are more than 400 mins
Are you keeping track of which ones? I know that mine, at least, was 400 minutes, with 20 to still to spare (so 380, for you math buffs). And I'm pretty sure that shows. I haven't seen anyone else's yet that I wouldn't believe were within the 400 minute limit. But I also know some ran a little long by the authors' own admission.
I don't think that matters that much. Anything like this is an honor system. The point of a speedmapping cp like this is for those participating to get better and have a sort of communal incentive to do so. There weren't strict rules set in place beforehand about testing or planning, and there never have been for /vr/ mapping projects. Only suggestions by other anons.
I would argue personally that testing should count, but like I said no strict rule was in place for that.

>> No.8880178

>>8880035
I mean, I kept track of all my time. Did pretty much all the work barring two updates in a singular session. Even counted in-person playtesting when I wasn't even the one playing it. I'm proud of making my first speedmap, if other people decided to skirt the rules, fuck em.
t. cracked

>> No.8880205

>>8880091
Even the text logs were fun to read, real amazing game all around.

>> No.8880251

For 400 Minutes of /vr/:
Another minor update of >>8871792. Fixed arch-vile teleport so it won't teleport player. Whoops
Practically out of time now, so unless something is game breaking I think that's it.
https://www.mediafire.com/file/9mw4aop7gy0qcmi/FatRabbit400_v3.wad/file

>> No.8880272

>>8880091
Tyrian is gigabased. And so is Alexander Brandon.

>> No.8880278
File: 231 KB, 1129x1564, pentium power.jpg [View same] [iqdb] [saucenao] [google]
8880278

>> No.8880280

>>8880272
Oh yeah its one of those perfect dos game experiences.

>> No.8880295

>>8879987
Do you get a bit of a screen / movement jitter when you mouse look more than say ~40 degrees? Idk if it's a KMQuake issue or what

>> No.8880306

>>8880278
Either my parents installed Doom 95 on the Windows 98 machine I had as a kid before giving it to me, or it came preinstalled. Both are equally likely, given how hard Microsoft pushed Doom 95 as an early showcase of DirectX, and how much I liked Doom 2 on the family Power Macintosh.

>> No.8880314
File: 312 KB, 1920x1080, Screenshot_Doom_20220505_225243.png [View same] [iqdb] [saucenao] [google]
8880314

Having fun with this but I've noticed the Haymakers aren't spawning and instead I've been getting wizrobes spawning instead, even when I have the option turned off. Weird.

>> No.8880316

>>8880278
WTF is that joystick design?

>> No.8880317

>>8880278
how much would this be worth today, new in box

>> No.8880324

>>8879204
He even tried to get a GZDuke engine off the ground while he was gone, only came back after a potentially system-killing arbitrary console access exploit ws found in GZDoom and somebody else fixed it before he got to it.

He was also bitter that Waterlab GZD didn't beat Lilith.

>>8879953
Lilith at least at the time hard crashed GZDoom several maps in, he knew this perfectly well but him and Rachel demanded the removal of the check and he started getting bitchy to Anotak when she didn't remove it.

>> No.8880327
File: 201 KB, 500x332, m1.png [View same] [iqdb] [saucenao] [google]
8880327

>>8880278
>the cyberman mouse
oh gosh

>> No.8880329

>>8880316
Logitech Cyberman, it was one of those weird combination mouse+joysticks that never took off for several very good reasons.

>> No.8880332

>>8880327
Jesus Christ, that is one ugly motherfucker.

>> No.8880342

>>8880272
>>8880091
Tyrian sprites, sounds and music find themselves into a lot of Doom mods and maps.

A lot like Cola3 and Bulleteye use the shield sprites for armor, sometimes the armor pickups for armor shards and stuff like that.

Also Lunatic uses Tyrian: The Level as the music, just because.
https://www.youtube.com/watch?v=qt9Ks5vvDTM

>> No.8880347

>>8880324
>GZDuke engine off the ground while he was gone
Isn't that what became raze?

>> No.8880352

>>8880347
Probably is, yeah, I think Term or somebody noted that the git for it popped up during Graf's salty member self-exile shit.

>> No.8880356

>>8880017
I'm making one and I'm nearly done. I'll make it in.

>> No.8880358

>>8880324
>>8880347
>>8880352
Speaking of GZDoom technology being repurposed for Build engine stuff, whatever happened to that mapster replacement based on Doom Builder that was being worked on a while back? I remember a beta coming out that was already fairly usable and since then, radio silence.

>> No.8880361

>>8879871
I counted it. Probably took up about 2 hours of my time.

>> No.8880369

>>8880306
Doom 95 was jank, but it ran Final Doom so I didn't care, fun times.

>> No.8880374

>>8880324
>>8880347
>>8880352
Isn't Raze kind of good?

>> No.8880415
File: 23 KB, 640x384, GAM02.png [View same] [iqdb] [saucenao] [google]
8880415

After 7 years of work Wolf3DGuy released a mod today called "Wolfenstein 3D - 30th Anniversary Edition". It expands the original game with yet another brand new trilogy, with 3 episodes, consisting of 10 levels each, bringing additional new features you haven't seen in the original game before including improvements and enhancements.
https://www.moddb.com/mods/wolfenstein-3d-30th-anniversary-edition

>> No.8880420
File: 1.20 MB, 1600x900, spasm0003.png [View same] [iqdb] [saucenao] [google]
8880420

>>8879549
>>8879467
sorry for the missquoute, this shit is fuckin crazy

>> No.8880434
File: 1.24 MB, 1600x900, spasm0004.png [View same] [iqdb] [saucenao] [google]
8880434

>>8880420
Just go see it for yourself

>> No.8880438

>>8871423
>>8855685
>>8879845
>difficulty settings are hastily implemented
Indeed, I made a big blunder by omitting significant part of monsters from Hard difficulty, the process is mind-numbling. Hopefully nobody played screwed up version, Erosion of Sanity v2 https://files.catbox.moe/o4tsk7.wad
Teleporter near the exit too doesn't work for some inexplicable reason, eventhough I did everythng seemingly right. I have no idea how to fix it, but it's hardly important now.

>> No.8880450

>>8880314
If I return to Space Hunter I'll be removing the Nazrobes and the Magic Rod anyway.

>> No.8880468

>>8880374
It works with zero eduke mods. You need more files than the two ssi files from the duke expansion disc. Plays the world tour episode automatically detects megaton expansions as well. Plays just about every blood mod there is and plays shadow warrior and its expansions. I use it over buildgdx cause im not installing java but its not as good as eduke when it comes to playing duke cause you know eduke has all the mods and raze has none. But it plays virtually all blood mods. Death wish the vr blood mod made a few years ago. Its good

>> No.8880470

>>8880369
>Final Doom DOS exe
how did they fuck up so much

>> No.8880474

>>8880069
>Actually made my map within 6 hours
Wait you're telling me nobody else is following the rules?

>> No.8880485

>>8880474
I'm not following them super strictly, like I haven't had a timer going. But I'm fairly certain I've gotten all of my maps out within 6 hours, testing and creative block included.

>> No.8880490
File: 18 KB, 239x400, 443.jpg [View same] [iqdb] [saucenao] [google]
8880490

>>8880474
>he doesn't know
I started my map 9 years ago and spent the last 6 days working on it

>> No.8880497

>>8880474
There's people who took "400 minutes" to mean "I spent 400 minutes total working on this map" instead of "I sat down and made a map in a single 400 minute window". Take that as you will.

>> No.8880550
File: 1.49 MB, 1920x1080, q2_0068.jpg [View same] [iqdb] [saucenao] [google]
8880550

all i wish now is the very end of WAL, so Q2 may finally use custom textures without having to deal with colormaps and having to convert to .wal, q1 got the same treatment and good stuff came from it.

Vaa4444's pack is more accurate to Q2 textures than Quake2xp, RTX and other shit.
Mainly because it doesn't break the mold and is a almost 1:1 replica of the uncompressed textures with a few liberties that still fits with the game's art.

>> No.8880580

>>8879845
Hey anon, I'll give you a pass since most of your time went toward testing. We can just say you gave it the Alfonzo treatment. We're in the home stretch now, guys. Excellent work to everyone who contributed (and didn't sperg the fuck out)

>> No.8880618

>>8880438
>>8880580
Thanks, how much time left? I guess I could leave malfunctioning teleporter as it doesn't break the game and junk is part of the charm, although I'd appreciate anyone willing to check what's wrong with it.

>> No.8880619 [SPOILER] 
File: 17 KB, 298x178, 1651795866905.png [View same] [iqdb] [saucenao] [google]
8880619

>>8880082
I am. Pic related. Nothing is stopping you from going over the time limit, but I've been trusting most anons to at least state if they've gone over the time limit and noting their claims in the credits.txt file for posterity's sake. I will also say, intentionally going over the time limit misses the point of speed mapping entirely. It's supposed to sharpen your efficiency and improve your work ethic by working under a limit. If you're not adhering to those limits, then what's the point?
With that said, I have been pretty lenient with these rules. Like >>8880497 said, some people have been making their maps in segments, myself included. I'm allowing this because not everybody has 6 hours to spend in one sitting.

>> No.8880624
File: 1.62 MB, 1920x1080, q2_0073.jpg [View same] [iqdb] [saucenao] [google]
8880624

>>8880550

>> No.8880625

>>8880087
Like Doom Eternal's Icon of Sin ?

>> No.8880630

>>8880468
In Graf's defense, EDuke32 doesn't even have good support for EDuke32 mods.

>>8880470
What, you mean something which could run the maps in a DOS executable and with high resolutions? Could certainly had been done, but it wasn't the path taken. Final Doom / Doom 95 was kind of meant to showcase Windows 95 and also Windows 98, along with DirectX, the launcher front-end was part of that too.
It could have been better, I suppose.

>> No.8880634

>>8880618
For your map alone? I would say you're allowed to fix game-breaking bugs over the time limit, but nothing major (i.e. adding new spaces.) As for getting new maps in, you have until May 6th, 11:59 PM EST

>> No.8880640

>>8880619
Stop gossiping and go to sleep.

>> No.8880642
File: 1 KB, 59x40, file.png [View same] [iqdb] [saucenao] [google]
8880642

>>8880640
No.

>> No.8880647

>As for getting new maps in, you have until May 6th, 11:59 PM EST
That's 16 hours 'til deadline, which means two maps per person! Or even three if you're you are drugged-up well enough. Hardcore!

>> No.8880659

>>8880619
>speedmapping
>improving
if there's anything I can tell from previous (minutes)vr projects is that it's not working

>> No.8880675

>>8880647
Anon, that's over 24 hours. It's only 8:39pm EST.

>> No.8880686

>>8880659
Well, I've confused PM with AM. Better brick myself to sleep.

>> No.8880689

>>8871420
Following the spirit of 400min of /vr/ part 2, i suggest this for the next op image.
https://dondeq2.files.wordpress.com/2020/02/img_5738.jpg

>> No.8880690

Am I weird for not liking slaughtermaps, like, at all? I just think they are almost always cheap bullshit and I want levels to be fun in clever, interesting ways and not be a slog that I have to grind through that's not fun at all. I have not played through alot of Plutonia but I've played enough and seen enough videos to know that I would hate 90% of it and I vehemently disagree with some design choices / trap designs that I think are just downright unethical to the player.

>> No.8880692

>>8880690
>it's this post again

>> No.8880693

>>8880689
We've got something more important:
>>8879931

>> No.8880696

>>8880693
the next op after that one.
i wish someone had the archive of the planet wolf and planet doom picture of the day archives too.

>> No.8880713

>>8880690
Hol up
*Opens Doom Builder*
So wat u sayin
*Selects UDMF*
Watchu be sayin
*Makes one tiny square arena*
Watchu sayin is
*Adds 50 Chaingunners*
U be sayin
*Copy-pastes insta-lift ambushes*
U sayin we finna
*Places Cyberdemon facing player start*
We finna sum
*Puts Revenants on 32x32 platforms*
Finna be sum
*Hides Archviles behind fake walls*
We Doom mappers n shit?

>> No.8880715

NEW THREAD
>>8880704
>>8880704
>>8880704

>> No.8880717

>>8880690
Plutonia's trap-heavy design is the opposite of slaughtermaps.

>> No.8880750

>>8880717
Slaughtermap just means map I do not like

>> No.8881183
File: 778 KB, 1422x752, harry tipper.png [View same] [iqdb] [saucenao] [google]
8881183

>>8880717
>trap-heavy
pretty breezy, too!

>> No.8881426
File: 1 KB, 120x120, FACE_P5.png [View same] [iqdb] [saucenao] [google]
8881426

Whats the best way to play quake 1 online? The steam port? There's hardly any players