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/vr/ - Retro Games


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8880704 No.8880704 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8871420

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.8880705

=== 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 ===
[05-04] The Force Engine 0.9 release imminent
https://github.com/luciusDXL/TheForceEngine

[05-04] Fartyguns 1.0 released
https://www.moddb.com/mods/poop-fartyguns

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8880721
File: 473 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8880721

>> No.8880731

doom

>> No.8880737

>>8880721
>I posted enough updates to my map for both it and my name to show up
It's an abstract kind of feel.

>> No.8880743
File: 12 KB, 505x35, image.png [View same] [iqdb] [saucenao] [google]
8880743

>>8880737

>> No.8880745
File: 23 KB, 640x384, 1651790740779.png [View same] [iqdb] [saucenao] [google]
8880745

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.8880746

>>8880721
>sure fixed quake maps secret
Yeah, I'll get to it word cloud. Jeez.

>> No.8880752

>>8880721
>fake section obvious
>remember wolfenstein
>pain always
Have another Wolfenstein for the word bubble.

>> No.8880814

What's the map count for 400 minutes now?

>> No.8880818

>>8880814
30 or 31, but there's no limit.

>> No.8880824

I'm surprised that Nightdive Studio open-sourced their engine.

>> No.8880829

>>8880824
The one where they're legally required to in some form because they based it off another engine that's GPL or some shit?

>> No.8880836

>>8880829
No, not really. id Software doesn't have to abide to the GPL unless they use a third-party source port without double licensing it, and that's why there were console ports (consoles are not compatible with the GPL for a variety of reasons).

>> No.8880838
File: 963 KB, 3465x1659, ForsakenOutpostbyWYZ (edit area) at 2022.05.05 10-50-03.061 [R3949].jpg [View same] [iqdb] [saucenao] [google]
8880838

>>8880704
>>8880705

400 mins of /vr/

Map name : Forsaken Outpost
Created by: A Wyz Wizard
Music : idk how. Feel free to add.

2 laboratory areas leading to a nice open grassy hillside area complete with a refinery in the middle. Last part features a mad dash through a hell area. Bout a half hr worth of extra time if I could get feedback.

https://icedrive.net/s/bDQAgZvQBiXABzxPGRRNvjhVh2SZ

>> No.8880847
File: 1.20 MB, 2560x1440, doomom.jpg [View same] [iqdb] [saucenao] [google]
8880847

how good/bad is the doom port inside of Doom Eternal?

>> No.8880902
File: 3 KB, 352x136, file.png [View same] [iqdb] [saucenao] [google]
8880902

>>8880838
This map is in a ZDoom based format, 400 Minutes of /vr/ is a complevel 9 set. Unless you can detune this to Boom format, I'll have to reject it, sorry.

>> No.8880910

>>8880847
All I know is that it will crash if you try replacing the game with NUTS.wad.

>> No.8880930

How many versions of wolf 3d exist?

>> No.8880941

>>8880847
>censored medkits and wolfenstein levels
you tell me

>> No.8880963

>>8880902
Ok I'm a total noob just started mapping this week. Is this even possible to convert formats? I'll do some google too thanks for any help and consideration

>> No.8880973

>>8880745
Bitchin

>> No.8880984
File: 723 KB, 1080x1080, 20220501_011505.jpg [View same] [iqdb] [saucenao] [google]
8880984

Just saw a spider mastermind beat a cyber demon for the first time on map 21 btsx 2. Never thought id see that

>> No.8880986

>>8880836
id own their own source and engines though, and they still used Unity.

Pretty sure Nightdive were using something that had the clause that you either release the engine with the changes/additions or you release the additions.

>> No.8880992

>>8880984
Happens from time to time on the maps where you can get them to fight, it usually has to get a lot of shit rolls or keep missing somehow.

>> No.8880998

>>8880986
>id own their own source and engines though, and they still used Unity.
You know that those ports still used the id Tech 1 source code, don't you? Unity was picked because it made porting way easier across an abnormaly large number of platforms.

>Unlike most Unity titles, however, none of the game logic or even the rasterization is handled in Unity. The Doom engine itself is entirely deployed as a dynamic library, exposing an interface that which all aspects of I/O (video, audio, input, filesystem, and network). Unity is responsible for feeding in all the inputs, and receives back a buffer containing the on-screen contents that is then blitted to a Unity canvas.
https://d8d.org/professional/doom-classic/

Like I said, they don't have to abide to the GPL. Only parties without a proprietary license have to.

>Pretty sure Nightdive were using something that had the clause that you either release the engine with the changes/additions or you release the additions.
That's not how the GPL works.

>> No.8881007

>>8880705
>>8855685
Posting update for 400 minutes, untested by anons but must be final
Erosion of Sanity v3, by Kuramori https://files.catbox.moe/qnp62y.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 )
Limit is passed for little over an hour from testing difficulty settings and linedef triggers, novice mapper. Par time is 1:30.

- Extra ammo boxes for the last area, less starvation
- Plus medkits for the next level heal-up
- Fixed nasty teleporter by placing additional linedefs within its sector
- Much useful sound blocking linedef

>> No.8881009

>>8880986
>>8880998
Something else, by the way. The Doom engine became GPL'd in 1999. Since then, there were ports to the original Xbox, Xbox 360 and PlayStation 3. None of them used Unity, and id Software didn't release the source code for any of those ports.

>> No.8881016

>>8880743
I can't tell whether or not this is meant as a review of my map.

>> No.8881047
File: 19 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
8881047

>>8880704
If now is not the best time to play through
>Occult Secrets of the Third Reich on Mars
then when will it be?

>> No.8881054

>>8881047
This next SNS?

>> No.8881073

>>8881047
I was thinking about playing this with HND or Booster. Looks neat.

>> No.8881082

>>8881073
I played it with La Tailor Girl to show Hugo who's Boss.

>> No.8881095

>>8881054
Too short. We still want to get something to fit the occasion though. I wonder if Kriegsland works with Zandybam multiplayer.

>> No.8881150

>>8880704
>>8880705
>>8880838
>>8880902
Okay I believe I have the format changed. I'm really hoping it works. If not I'll give it one more shot maybe. Sorry to be a dick.

>> No.8881152

>>8881150
Fuck I am retarded. Sorry.

https://icedrive.net/s/ZGXwA63T3TGi1y15Fi6TSRxzz5Cw

>> No.8881160

>>8880745
How do I get this to work with ECWolf?

>> No.8881161
File: 23 KB, 192x192, Animated_Guard.gif [View same] [iqdb] [saucenao] [google]
8881161

>>8880704
HOT DOG

>> No.8881163

>>8881161
I'M LEAVIN'

>> No.8881165
File: 59 KB, 640x480, Thumbs.jpg [View same] [iqdb] [saucenao] [google]
8881165

>>8881152
Quit being so apologetic anon. You gotta learn somehow, there's no reason to be embarrassed about making mistakes. It shows growth.
We have your back, friend

>> No.8881171
File: 275 KB, 899x897, Attention.jpg [View same] [iqdb] [saucenao] [google]
8881171

>>8880705
Scoured through submissions from the last thread, tell me if there is someone missing or point out wrong postlinks (I tried to be thorough)

? No feedback received
>>8881152 Forsaken Outpost - A Wyz Wizard
>>8881007 Erosion of Sanity - Kuramori
>>8880007 Megatron - punch you in the face man
>>8879416 Wundash Tower - zipon
>>8872504 Technocratic Insanity (or Telefrag if that's too long) - Anonymous
>>8878565 Mister Pain Returns - ViolentBeetle
>>8877976 Blood Office - Anonymous
>>8877887 Yass Queen, Flay! - Washing Machine Enthusiasts
>>8876853 Biskelion - Wolpertinger
>>8874920 I'll Be Here 'Til I'm Dead - RancidSam
>>8878813 Kratom Withdrawals - lunchlunch
>>8874106 Seeing Red - A2Rob
>>8873552 Acid Curve - Redead-ITA
>>8871508 Invaded Space! - Sitri

? Some feedback received
>>8879270 Soul Survivor - ASO3000
>>8879994 Undying Manor - ttu
>>8880251 I am the Fat Rabbit - Revae
>>8878137 Where Girls Learn to Pee On Command - MacGuffin
>>8873325 Could Be Worse - Hand-peeled
>>8873267 Compound Fracture & Archahellago - Sitri

>> No.8881196

>>8881171
Biskelion's earlier versions got some feedback, but I wouldn't mind a playtest of v5 from someone else.

>> No.8881202
File: 2.48 MB, 854x480, uhhh_anon_i_dont_think_these_are_health_bonuses.webm [View same] [iqdb] [saucenao] [google]
8881202

>>8881152

>> No.8881206

>>8881202
BTW this was in DSDA -complevel 9 with the texture pack loaded, so IDK what caused it.

>> No.8881207

>>8881202
>>8881206
He started the map in a Zdoom format, maybe he used textures as flats or vice-versa.

>> No.8881212

>>8881165
Thanks friend. Have a good rest of your day/night

>> No.8881218

>>8881152
>>8881150
No need to apologize anon, you're not being a dick. You're trying, you're learning, and you're not being a total sperg about it.. You've shown a sincere effort to make something cool and that's what matters.
Well, your map runs in the targeted ports now, but there were some conversion errors. See >>8881202. I'll allow you to fix the map without counting toward your time.

>> No.8881220
File: 1.85 MB, 4032x3024, 20220505_221226.jpg [View same] [iqdb] [saucenao] [google]
8881220

>>8881207
Fugg man. Yes this is correct I started with zdoom. I just opened it in ultimate doom builder and went to map options and set it to pic related and saved it. If you guys have a suggestion I'm down to try anything I'd be bummed to be denied over this but oh well that's on me being a noob.

>> No.8881229

>>8881202
drug vial pickups would be a fun idea

>> No.8881234

Mission64 fun but KMQuake runs jittery for me, hope I can figure that out before more M64 comes out

>> No.8881237
File: 2.92 MB, 750x420, fun.webm [View same] [iqdb] [saucenao] [google]
8881237

>>8881234

>> No.8881238

>>8881229
https://www.youtube.com/watch?v=rv47NOR4tJI

>> No.8881245

>>8881220
It's legit gonna take a second to convert, but like that other anon said I don't think anyone cares that much, in the spirit of the project.
You're gonna need to change some linedef and sector types, I reckon, along with a host-a other fixes. But it's an honest mistake. The bigger issue is your texture choice, since you did likely use flats and textures interchangeably.
Don't overtly apologize (I swear to Christ almighty if you say sorry in reply to this post), just look up some of the terms in these posts if you don't understand them. (e.g. "Doom 2 flats textures glitch", "Doom 2 udmf linetypes", that type of shit.)
>>8881229
I wanted to do blue vodka bottle Health Bonuses and green syringe Armor Bonuses at some point.

>> No.8881249

>>8881245
>I wanted to do blue vodka bottle Health Bonuses and green syringe Armor Bonuses at some point.
just make sure to fit it in a suitable gameplay setting!
In STALKER there's tonnes of post process effects and 90% of it is badly done and just makes the game less fun

>> No.8881252

>>8881238
Hideous Destructor ration packs that add alcohol are fun, there's nothing like saving the run with a bolt action rifle after downing half a bottle of whiskey.

>> No.8881256
File: 33 KB, 106x166, 1645653718171.gif [View same] [iqdb] [saucenao] [google]
8881256

>>8881220
please for the love of doom use your print screen button (or shift+windows key+s if you're on win10)

>> No.8881260

>>8881256
Windows Key+ Print Screen also works, as well as Win10 having a "Screen snip" function

>> No.8881261

>>8881249
>suitable gameplay setting
Honestly I think Doomguy drinking and taking steroids a la Dukem would be perfectly in-universe, altho not so much in-character.
>>8881256
No wait don't ask for the moon, there's a naive charm to this lil nigga. Like:
>What is Project Mayhem?
>Why is it mounted to the H: drive?
>...And many more!

>> No.8881292

>>8881261
definitely in-universe appropriate

>> No.8881326

how to reliably avoid Slimes in Q1?

>> No.8881338

>>8881237
>left-handed guns
Absolutely sinister

>> No.8881347

Happy B-day Wolf!

>> No.8881354
File: 360 KB, 1920x1080, doom11.png [View same] [iqdb] [saucenao] [google]
8881354

>>8880705
>>8855685
for 400 Minutes
Live Complex by NepNep
MIDI is Staking Your Life on a Prank from Touhou 12.8
https://files.catbox.moe/tp428j.wad
a reverse Dead Simple where you have to kill the Arachnotrons in order to kill the Mancubi to beat the map
honestly it's probably kinda shit like my other maps but you can't get better without putting the work in

>> No.8881363

>>8880998
The only issue I have with the unity doom port is the menu interface is shit.

>> No.8881367

>>8881249
>In STALKER there's tonnes of post process effects
stalker is a work of art go fuck yourself

>> No.8881380

Does anyone here do mapping in Linux?

When I've tried, native udb was buggy, and my wine setup is broken so I didn't try that for it. Other editors also broken.

>> No.8881401

>>8881245
>>8881202
>>8881171
Okay guys fugg switching textures took to long. I sure hope it's a playable state now. Fingers crossed. Thanks for your patience with it. If not oh well I gotta hit the hay and will be around for vr 5
-A Wyz Wizard

https://icedrive.net/s/VFDC5aSkFfN4bV6SFDjQ6NPW8kz2

>> No.8881479

>>8879428
There are a lot of games from back then that are marred by having ambitious ideas that they didnt actually have the time, skill, or tech to implement. Being able to cut down the game concepts into something that can be finished by a small team in months and come out good was a huge strength.
>>8880101
That makes perfect sense theoretically, but the problem is some people just crave the satisfaction of beating the map. Even if the map is still technically as fun as it ever was, it's been too long since the player has gotten that satisfaction, and it nags at them.

>> No.8881481

>>8881354
Random person here, played through this. Pretty cool map concept dude. But yea the scope is beyond a 6 hour build. If I were to make this “work” I would heavily omit the whole “back labyrinth” and just place the spiders around the ice lake. I’m thinking of e2m9 and its two sections. I could see it being a map07 that way. Just my .02

>> No.8881486
File: 512 KB, 1920x1080, doom14.png [View same] [iqdb] [saucenao] [google]
8881486

>>8881354
>>8880705
for 400 minutes
Live Complex by NepNep v2
MIDI is Dredge by Mark Klem (from Memento Mori II)
https://files.catbox.moe/i53yqn.wad
changes:
>changed the MIDI to something actually good
>removed the maze and replaced it with a simple arena to make things less shitty
>the door to the final room is now blocked behind you when you enter to prevent cheese (a teleporter is provided for co-op players)

>> No.8881487

>>8881171
>>8880007 Megatron - punch you in the face man
https://files.catbox.moe/6l1yeg.zip
Recorded two FDAs because I had to stop to do something for a minute. Great map, I had no issues with the gameplay, I thought it was engaging and fair. It played like a junior version of a Flotsam map. My only criticism is that the exit pad with the sky sector should be sunken into the ground, it just looks weird the way it is.

>> No.8881506

>>8881326
Run away and just spam grenades backwards

>> No.8881507

>>8881486
https://files.catbox.moe/yz37ix.lmp
Not bad. At first when you had mentioned you were going to be making a platforming map, I was very hesitant about it, because to paraphrase the other anon, making a Tyson map was a little big for your britches, but the platforming wasn't bad at all and was a tiny part of the map. I'm glad you made a more traditional level this time around.
-One of the arachnotrons janked out on its platform, set those walls to block monsters.
-At first, it just seems like each room is a pointless dead end. If in each of the separate arenas, you had the player either press a switch or pick up a key, then things would read to the player much more clearly as far as feeling like they're progressing, and having a pretty good understanding of what is required to raise the bridge, rather than simply stepping into the different areas or whatever it is that causes it currently.

>> No.8881513

>>8881380
I used SLADE, but it certainly wasn't a bugfree experience either.

>> No.8881515

>>8881171
Mister Pain Returns, Biskelion, Kratom Withdrawals, Seeing Red, Acid Curve, and Invaded Space have all received at least some criticism, just not on their most recent versions.

>> No.8881518

>>8881326
fiends: shoot, step out of the way of their jump, turn 180
spawns: step out of the way of their jump, turn 180, shoot

>> No.8881551

>>8881163
BEEPOPBO!

>> No.8881682

>>8881380
I made a map for 400 minutes in UDB on Linux, it was buggy and crashed in a few places, but it was nothing that saving regularly didn't solve.

>> No.8881692

>>8880745
Just tried this a couple hours ago in Dosbox and got to level 3. Really fun so far and takes me back. I played so much fucking Wolf back in the day. Also weird how getting back into it after a long time is just like riding a bike.

>> No.8881695

>>8880847
I don't know if they fixed it, but the SSG reloading sound was bugged and used the door sounds instead.

>> No.8881712

>>8881695
Lmao, they mixed up DSDBOPN and DSDBCLS
with DSBDOPN and DSBDCLS

>> No.8881716
File: 350 KB, 1600x858, 2022-05-06-105447_1600x858_scrot.png [View same] [iqdb] [saucenao] [google]
8881716

>>8881380
I used Eureka for 400m, but I never used another map editor so I don't know how it compares

>> No.8881726

>>8881506
This but with using the RocketLauncher while running backwards instead

>> No.8881782

perhaps late to the party, but what do you guys think of Running Late 2?

>> No.8881790

>>8881782
I played through about half of it a month ago, I need to pick it up again. Most levels are good, and some are outstanding.

>> No.8881798

>>8881712
>>8881695
Maximum Kek, show it to me plox

>> No.8881829

>make a map
>others play it
>don't play any maps yourself
Sometimes I get scared of my own devilry.

>> No.8881849

>>8881380
I'm using SLADE, it's pretty good actually. Haven't encountered any bugs, though it seems to gradually lose performance over time just by running, so it might have some sort of a memory leak. Restarting it brings back the framerate.

>> No.8881894

>>8881798
https://youtu.be/K9YSbw_2D0E?t=66
It also cascaded the Chainsaw sound if you held down the fire key, turning it into a cacophony.

>> No.8881928

>>8881894
This gameplay is absolutely disgusting, do people actually play this?

>> No.8881929

Ad Mortem MAP15 The Monster Mash

Holy shit what a map. Glad it was the last map, one more map of Skellington spam and I would have dropped it.
It was an experience though, most of the time I couldn't see shit and just ran around never letting go of the left mouse button.
Overall it was pretty cool though.


So, what can I say? This wad was fun, overall. Having a million skeletons appear got pretty old pretty quickly.
For the most part, levels were really pretty.
I definitely liked this more than 2048.

>> No.8882000
File: 78 KB, 516x484, holycringe.jpg [View same] [iqdb] [saucenao] [google]
8882000

>want to play new Quake stuff
>go on func to see what's new
>see pic related
What the fuck is wrong with the Quake community?

>> No.8882004

>>8882000
What? Block Quake is cute.

>> No.8882015

>>8882004
"Quake" and "cute" should not be uttered in the same sentence!

>> No.8882017

But you just did....

>> No.8882060

>>8881513
>>8881849
Slade was originally designed for mapping but there's plenty of reasons why people use one of the versions of Doombuilder instead these days.

>> No.8882062

>>8882000
>topdown jam
Sounds interesting

>> No.8882069

>>8881551
MY NAME IN

>> No.8882091
File: 110 KB, 800x600, take-no-prisoners_19.jpg [View same] [iqdb] [saucenao] [google]
8882091

>>8882000
>>8882062
It'd be cool if somebody attempts to do this in Quake, since Raven based the engine for it on their experiences with the Quake engine.

>> No.8882105

>>8882091
That Topdown Jam came out today so I think someone’s down it. Might be a fun break from having three dimensions, I’ll try it later.

>> No.8882108

>>8882000
New fan releases for the game? That is insane.

>> No.8882229

>>8882000
Block quake is a stupid gimmick for legofags. Topdown was an interesting mod worthy of a small jam to explore it a bit. (Haven't played it yet). Most of the quake content being released is pretty traditional.

>> No.8882243

>>8882229
>Block quake is a stupid gimmick for legofags.
Shut up sperg, it looks fun

>> No.8882282

>>8881401
Just woke up from my eternal slumber did anyone get a chance to see if the textures worked out? I never got the chance to download boom source and test properly. Thanks guys

-a wyz wiz

>> No.8882378

>>8882091
You better run boy. . .

>> No.8882429

>Doom 1, 2, 64, Heretic, Hexen, Blood, Duke, Shadow Warrior, Chasm, Quake, Dark Forces, Wolfenstein, Marathon, Turok
Are there any classics that I’ve missed?
I feel like I’ve finally gotten around to all of them.

>> No.8882432

>>8881829
>don't play any maps yourself
Well 400 minutes is coming out soon. The maps in it should be bite sized enough to warrant playing a few.

>> No.8882438

>>8881695
Did they ever fix that? I don't remember it when I was playing. Why would they even play with the wad file at all?

>> No.8882440

>>8882429
Descent 1 + 2, Hexen 2, Spear of Destiny, System Shock, Strife.

>> No.8882446

>>8882438
I think it was fixed eventually.
>Why would they even play with the wad file at all?
Did it have to do with the wad? I thought it was just an engine mistake.

>> No.8882449

>>8882440
The adventure continues.

>> No.8882456

>>8882429
>>8882440
Golden eye (N64)
Half-life
Outlaws (subtitled: where are you marshal)
Terminal velocity
Hellbender
Jedi Knight 2
CoD1

>> No.8882460

>>8882456
I'll add them to the list too.
Never heard of Terminal Velocity or Hellbender. How do they compare to Wing Commander?

>> No.8882492

>>8882429
Quake 2 you absolute pleb.

>> No.8882507

>>8882429
>Doom 1, 2, 64
Why no Final Doom, and have you played Ultimate Doom’s fourth episode?

>> No.8882520

>>8882507
I've played Thy Flesh Consumed.
What's the difference between all of the dooms?
I have ultimate.

>> No.8882530

>>8882520
Final Doom consists of two sets of 32 levels. The first of them is TNT and if you liked Doom 2 you’ll enjoy it. The second half is Plutonia, and it has arguably the best gameplay and challenge of the initial Doom releases.

>> No.8882537

>>8882530
Thanks, I missed those.

>> No.8882569

>>8882429
Rise of The Triad

>> No.8882624

>>8882569
Specifically the original RoTT, not the reboot.

>> No.8882639
File: 213 KB, 1024x768, DOOM0008.png [View same] [iqdb] [saucenao] [google]
8882639

This is awesome.

>> No.8882651

episode 4 of quake is crazy
I’m a noob but I feel like I’m back to my first few hours playing quake

>> No.8882653

>>8882569
Thanks, now "Goin' Down the Fast Way" is stuck in my head AGAIN.
https://youtu.be/Wq_6OP1WdIg

>> No.8882657

>>8880705
>>8855685
Update:
https://files.catbox.moe/haesls.zip
Soul Survivor v4 by ASO 3000
10 minutes over par by now.
Fixed a softlock that could occur and some things that didn't appear on the proper skill level BECAUSE FUCKING UDB STILL REMEMBERS THE LAST THING SETTINGS REEEEEEEEEEE

>> No.8882659

>>8882530
I missed this too, wtf

>> No.8882662

>>8882651
I used to despise Episode 4 because of the spawns but I recently revisited it now that I'm more experienced in Quake and there's a special kind of charm to it. I think the Elder World captures Lovecraftian horror best overall even if I still think the spawns should've been tweaked a little

>> No.8882673

>>8882530
>TNT and if you liked Doom 2 you’ll enjoy it
They only similar in how the quality drops drastically after the first episode. Still TNT is not as exhausting as "le-ebin-ambush-#8798451537" Doom II.
Plutonia is great indeed.

>> No.8882680

>>8881367
breh I have like 3000 hours in it and a terrabyte of mods
post fx still suck

>> No.8882681

>>8882639
what wad?

>> No.8882683

neat i was just playing this on my jaguar

>> No.8882687

Crazy mods for Wolf 3D?
Something of a GZDoom caliber

>> No.8882738
File: 93 KB, 282x349, cqyzfmole31.png [View same] [iqdb] [saucenao] [google]
8882738

>>8880704
Happy birthday, Wolfie!

>> No.8882760

>>8882683
>not the superior Mac version

>> No.8882770

>>8882429
Unreal

>> No.8882775

Whose dick does a nigga gotta frot to get a fucking MIDI sequenced?
>>8881479
>some people just crave the satisfaction of beating the map
>it's been too long since the player has gotten that satisfaction, and it nags at them
You could just as easily say that some people crave a map that lets them speedrun it super quickly using cheese or exploits, but also has lots of optional content to make a UV-Max run challenging. And we as mappers can't cater to everyone; in fact, I crave a sense of openness and dynamic progression to maps, which a lot of Doom mappers seem to eschew in favor of more direct challenges of skills and reflexes. And that's fine, maybe even better than any alternative. Doom allows for some intense challenges of the player's skill, and a linear sequence of such challenges makes for a perfectly fine map. But there's also about a 20:1 ratio of good linear to non-linear (i.e. multiple paths to the exit, or even multiple non-secret exits) maps, at least from what I've found from idgames's Random File search.
Anyway I don't think we disagree necessarily, I just think that there's definitely room for my kind of maps in the greater WAD-o-sphere (my submission to 400min was literally a "you only need 1 of 3 keys to complete" maps lmaoo)

>> No.8882790

>>8882662
It’s definitely spooky and makes you feel like you’re fighting to survive instead of dabbing on mobs (though if you miss a few pickups in any map in Quake you start playing defence).
Yeah the spawns are iffy at times like how enemies constantly respawn in some areas, but I guess it fits the tone. If you’re badass you can kill every monster but if you’re new and scared just getting to the exit is good.

I picture someone back in the 90s playing with their keyboard and gotta figure world 4 would be a top tier horror shooter

>> No.8882794

>>8882775
I've yet to play your map (waiting for cp release) but I agree with the sentiment that not every map needs to guide the player through it's facets. If you make an open map that I only need to explore 1/3rd of to complete then hey, great. I'm not a child, I can explore the rest myself if I want. I do think that the exit in this case should be well telegraphed so I don't accidentally miss the rest.

>> No.8882817

>>8882794
>I do think that the exit in this case should be well telegraphed so I don't accidentally miss the rest.
Well ya that's just good map design. Even if it's horribly out of place, an "Exit" sign is almost required for custom maps. Unless you're looking at the product of a new but promising mind, lack of clear exits in a map usually is the least of your problems. I usually only see that shit in 1/5 shovelware, or like some middle map in a 32-in-24 megawad or something.

>> No.8882824

>>8882662
Sandy works his weird magic once again. Most of the spawn fights are my least favorite parts of the original Quake yet it’s still my favorite episode.

>> No.8882837

>>8882460
I never played Wing Commander, but I believe they are more advanced graphics/controls, with Hellbender being a little newer/more advanced than Terminal Velocity. Terminal Velocity was a better known classic, but I recall getting Hellbender for free with my old sidewinder 3d pro joystick and having a lot of fun with it.

>> No.8882842 [DELETED] 

>>8882429
You Forgot Quake 2, Jedi Knight, HL1, Unreal
and your list REEEEEEEEEEEKS of Youtuber suggestions.

>> No.8882871

>>8880745
What's a good source that I can get the game and then add this mod to it?

>> No.8882883 [DELETED] 

>>8882842
>Play old good games
>REEEEEEEEE YOUTUBERS

>> No.8882885 [DELETED] 

Daily reminder that 8c*an thinks Turok 2 and Spyro are more noteworthy games for 1998 than Unreal and Half Life.
Sad.

>> No.8882890 [DELETED] 

>>8882842
I dunno, don't youtubers love half-life?

>> No.8882904 [DELETED] 

>>8882885
they also put goldeneye over blood

>> No.8882906 [DELETED] 

>>8882885
And why should anyone care?

>> No.8882908 [DELETED] 

>>8882885
>1998 vidya
>HL, Zelda OoT, MGS1, Starcraft, Thief 1, RE2
Sounds like you’re hanging around some real dummies. At least it’s not /v/.

>> No.8882912 [DELETED] 

>>8882885
Where did you find a time machine, anon? That site doesn't exist anymore.

>> No.8882914 [DELETED] 

>>8882912
webring

>> No.8882917 [DELETED] 

>>8882906
This.

>> No.8882920

>>8882883
Anon, his list is pretty much what most shilltubers do, they just go with popular on google.
You will never see one of them playing Requiem, which even if it was released on the same window as HL was still a good fps game.
Or even Janky but good like KISS Psycho Circus and South Park.
i still need to see someone covering hexen 2 with community mods and maps.

>>8882890
is mostly because they go with the "boomer shooter meme" stuff and never suggests the real and hidden jewels.
it is like making a RTS suggestion video or thread but all you see is Starcraft, AOE1+2 and CnCRA2, but nothing of Battlezone, TibSun, Total Annihilation, Dark Reign, KKND, Dark Colony, Z or even crazy stuff that is good like Outlive.

>> No.8882928

>>8882920
So name some of these hidden gems.

>> No.8882932

>>8882928
people have already answered there.
also there is mega and pastebin link on OP with said stuff

>> No.8882937

We have pretty much everything covered for 400 Minutes of /vr/, except for a status bar and an ENDOOM. If anyone wants to replace those, the offer's open.

>> No.8882938

>>8880704
30 long years. Here's to 30 more!

>>8882885
Why should we care about AIDSchan?

>> No.8882941

>>8881326
Back off and blast around them with rockets, you're bound to tag them with splash damage very quickly.

>> No.8882950

>>8882015
Tough titties, Adrian, shouldn't have given Shamblers that awkward running gait!

>> No.8882980
File: 1.68 MB, 1920x1080, q2_0078.jpg [View same] [iqdb] [saucenao] [google]
8882980

>> No.8882983

>>8882937
do we have at least 32 maps now?

>> No.8883002

>>8882980
nice

>> No.8883003

>>8882937
I might still submit a last minute map, if I can get properly inspired by a MIDI in the next couple hours.
>>8882983
Should be at least 32, but I'm not sure if we have an Icon of Sin yet. One anon had an idea last thread, but IDK what's become of it.

>> No.8883019
File: 1.44 MB, 1920x1080, q2_0075.jpg [View same] [iqdb] [saucenao] [google]
8883019

>>8883002
it is still xatrix, its interesting how they didn't translated this bullshit into redneck 1 and 2 with a beta-brains like enemy, but the asshole enemy placement traps they kept in.

>> No.8883025
File: 175 KB, 512x800, 1626973908903.png [View same] [iqdb] [saucenao] [google]
8883025

>> No.8883045
File: 31 KB, 506x400, E-u6-3RWQAAR7TI.jpg [View same] [iqdb] [saucenao] [google]
8883045

>>8883025
AAAAA HELP ME BIGGERMAN

>> No.8883048
File: 234 KB, 956x484, file.png [View same] [iqdb] [saucenao] [google]
8883048

>>8882937
What if the statusbar looked like a couple of digital clock faces?

>> No.8883057

Not a bad idea. Aligning the digit sprites might be a pain.

>> No.8883067
File: 118 KB, 1000x780, file.png [View same] [iqdb] [saucenao] [google]
8883067

>>8883057
Maybe not if you draw them out like pic related.

>> No.8883073 [DELETED] 

>>8882885
>actualy caring about what users of a website with a dedicated necrozoo board think
NGMI

>> No.8883078

>>8883067
Someone would need to check how digit sprites are aligned, if they all have the same size, it'll be much easier to work with. I just spent entire day on foot, so I can't be trusted to find out.

>> No.8883086
File: 56 KB, 640x480, Requiem 4.jpg [View same] [iqdb] [saucenao] [google]
8883086

>>8882928
Requiem: Avenging Angel

>> No.8883112

>>8883078
Aren't there already wads with statusbars like that? Worst case scenario, we steal them from Brutal Doom.

>> No.8883113

>>8883112
I haven't seen many wads. It does seem that it won't be hard to do. If nobody else does, I'll see if I can do it tomorrow morning.

>> No.8883127
File: 8 KB, 640x77, file.png [View same] [iqdb] [saucenao] [google]
8883127

>>8883113
Found a thread on Doomworld for it. I quite like these numbers from Vex-ZDaemon, although recoloring them in red would be ideal, I think.
https://www.doomworld.com/forum/post/1821715

>> No.8883135

>>8883086
Is that the one with a power that turns dudes into salt?

>> No.8883136

>>8883127
>recoloring them in red would be ideal
Or clover green, since it's a 4chan WAD. Would contrast with the heavy use of red from the texture pack, too.

>> No.8883139
File: 6 KB, 640x77, hEOCWvV.png [View same] [iqdb] [saucenao] [google]
8883139

>>8883127
I recon this one is the one we need. Turning it red shouldn't be that big of an issue either.

>> No.8883150

>>8883136
I guess green would work as well, but red is such a common color for a digital clock.

>> No.8883156

What is the best post-2000 wolfenstein game?

>> No.8883160

>>8883150
>red is such a common color for a digital clock
You do got me there. I feel caught between loyalty to the family and loyalty to the streets. I leave it in God's hands.

>> No.8883162

>>8883135
All I know is that it doesn't run on any 64-bit operating system, not even WinXP IIRC

>> No.8883165
File: 5 KB, 761x213, file.png [View same] [iqdb] [saucenao] [google]
8883165

>>8883160
Regardless of the decision, I went and changed these to red because it took me all of 10 minutes.
If we don't end up using them, I'll save them for later myself.

>> No.8883173

>>8880704
Is there a wolf3d mod that let’s you fight for the good guys?

>> No.8883182

>>8883156
RTCW

>> No.8883202

>>8883182
This, between the great campaign and Enemy Territory there’s no contest.

>> No.8883217
File: 60 KB, 720x480, 8204rtcw-14-tt-width-720-height-1080-crop-1-bgcolor-000000-nocrop-1.jpg [View same] [iqdb] [saucenao] [google]
8883217

>>8883182
agreed, it was the full package

>> No.8883219
File: 128 KB, 2000x1125, BKRB8M.jpg [View same] [iqdb] [saucenao] [google]
8883219

I would find it cool to have this flip-down numbers style, though I am aware it's probably a lot of work.

>> No.8883224

>>8883219
Yeah, that would be cool too.

>> No.8883225

>>8883219
If that, why not nixie tubes?

>> No.8883227

>>8883225
Cause we're not hipsters. And it has probably been done before.

>> No.8883229

>>8883225
oh nm, guess they're not that old. Why did I think they were older than 55?

>> No.8883235

>>8883162
it has a GoG release
https://www.gog.com/en/game/requiem_avenging_angel
https://www.pcgamingwiki.com/wiki/Requiem:_Avenging_Angel
https://www.youtube.com/watch?v=8k42_MYxipQ

>> No.8883249

>>8883219
If you could animate it, that would have been top-tier.

>> No.8883250
File: 166 KB, 994x994, 9749877.jpg [View same] [iqdb] [saucenao] [google]
8883250

How does it feel to know that Halo is considered retro now?

>> No.8883261

>>8883250
You’re asking that while even Crysis is considered retro now?

>> No.8883267

>>8883261
Yes. Only because I remember asking how long it would be a while back and getting "never" as an answer.
I wonder what the future has in store for us.

>> No.8883268

>>8883250
MetaHalo when?

>> No.8883274

>>8883249
those flip type displays flip very quickly

>> No.8883276

>>8883267
>I wonder what the future has in store for us.
Just more games becoming “retro”.

>> No.8883286
File: 625 KB, 800x600, image.png [View same] [iqdb] [saucenao] [google]
8883286

>>8882928
Chasm: The Rift

>> No.8883303
File: 128 KB, 1280x960, 757CCFA6-8F6C-460F-83AF-1FF4B38121EA.jpg [View same] [iqdb] [saucenao] [google]
8883303

>>8883286
That got named in the initial post. My recommendation is Skynet.

>> No.8883339
File: 924 KB, 1280x720, doom00.png [View same] [iqdb] [saucenao] [google]
8883339

>>8880705
400 minutes of /vr/ submission:
https://www.dropbox.com/s/mk80npis9orlann/feuerfreibybrxyz.wad?dl=0
"Feuer frei!" by brxyz
Midi is Feuer frei! by Rammstein

Here's my last minute submission, I still need to add difficulty differences and other than that it should be ready to go. I've spent 2 hours on the few starting rooms alone and then I've kinda ran out of ideas so I had to rush the rest of the map and made a big slaughtershit area, but I think it came out actually kinda fun, but I won't mind if people dislike the map because of it.

>> No.8883346

>>8883250
It just goes to show that just because something is retro, it isn't automatically good

>> No.8883352

>>8883250
Compared to all the garbage that came out between Halo and 2007, not too bad, actually.
Halo isn't even that bad of a game at its core, but the over-ambition and console cuckoldry involved in its development overshadow that fact. Bump the weapon limit to maybe four, increase movement speed by at least 50% (no, sprinting isn't the same thing), and fix some questionable level design in the latter half of the campaign and Halo 1 would be a much more solid game without losing too much of its identity.

>> No.8883353

>>8883276
That’s one way to look at it, but there’s a bright side too. Halo CE does show it’s age and not just graphically but in its level design.
I think retro games are fun because it gives people a reference for how far things have advanced technologically and in design philosophy.
I can see how the term may eventually lose its meaning, but as long as there’s a reason for future generations to keep looking back at these old titles it isn’t so bad.

>> No.8883374

>>8883048
>>8883057
>>8883067
pretty certain someone made a HUD like this for a megawad once

>> No.8883375

>>8883339
What is this red cube?

>> No.8883378

>>8882429
>Chasm
What a cool little game

>> No.8883381

>>8883375
It's a gate/wall that lowers once you press two buttons in the area.

>> No.8883382

>>8883375
dangerous idtech notexture anomaly from the future

>> No.8883385

>>8883353
>That’s one way to look at it
No that’s just the way things are, things get old. That was me signaling my indifference.

>> No.8883390

>>8883385
Oh. Sorry for the misunderstanding.

>> No.8883397
File: 53 KB, 1015x628, vore grunt.jpg [View same] [iqdb] [saucenao] [google]
8883397

Looking at custom Quake skins and models from decades ago is wild.

>> No.8883401
File: 70 KB, 640x480, Pył(1998).jpg [View same] [iqdb] [saucenao] [google]
8883401

>>8883235
Okay how about this one then? Its called Dust and it was unplayable even back then if your toaster had a Glide unsupported videocard (i.e. a non-Voodoo one)

>> No.8883402

>>8880705
"Megatron" v2. Added co-op starts, fixed the third arena closing again once the fight is over, made the exit sector look less weird.
https://files.catbox.moe/uefr6n.zip

>> No.8883404

>>8880705
>>8855685

I went a bit over the time limit, detailing is hard

https://files.catbox.moe/orlg1f.wad

Caves of Koone by charcola

Yeah, it's been awhile since they played, but it's thanks to watching Korone and Hana Macchia that made me got off my ass and actually go through Doom 64.

Anyone know if there's a MIDI file for Koroneraiser Inumore?

>> No.8883409
File: 24 KB, 800x484, mrpeanut_scrag.png [View same] [iqdb] [saucenao] [google]
8883409

>>8883397
Yeah.

>> No.8883413

>>8883401
anon, what is dgvoodoo2?
also i think vogons covered this before.

>> No.8883414

Where the fuck is Sin remastered?

>> No.8883417

>>8883414
It will come out whenever that one anon releases his Elexis skin for Quake 2.
Never.

>> No.8883419

>>8883414
Hopefully taking a backseat to a “Q2 remastered”.

>> No.8883420

>>8883404
>>8880705
>>8855685 (Cross-thread)

God damnit I forgot to specifiy that the map is indeed for 400 minutes of vr. Hopefully it made sense but just in case.

>> No.8883440

>>8883413
There was once a project from one of the original devs to translate the whole game into Ogre3D engine but it was apparently stopped once warez sites started hosting a cracked version that runs in plain DosBox, you can get it from here with an englisch translation patch:
https://www.myabandonware.com/game/pyl-drz

>> No.8883447

Seriously where are the crazy mods for wolf 3d

>> No.8883460

>>8883447
EZWolf isn't great to mod for, so you either find Doom conversions or something like this instead.
https://www.youtube.com/watch?v=5dOLPoVWVs4

>> No.8883463

>>8883419
They are making quake 2 remastered?

Well since its the main engine it might actually make the work on sin faster I dont know.

Anyway. Dont give a fuck about quake 2.

>> No.8883464

>>8883460
ECWolf even, fuck all these sourceport names.

>> No.8883468

>>8883463
>They are making quake 2 remastered?
The post says “hopefully”.

>> No.8883469

>>8883468
Oh I see. So its over then even for the kingpin remaster.

>> No.8883471

remember that one ww2 vet that lived long enough to make wolf 3d mods that used the hell out of mutants?

>> No.8883474

>>8883469
>Kingpin, Sin, ROTT, all for a Q2 release
A sacrifice I’m willing to take but it’s just hopeful musings

>> No.8883481

>>8883401
the picture in picture aiming module is cool as hell

>> No.8883484
File: 2.96 MB, 800x500, operation eisenfaust origins.webm [View same] [iqdb] [saucenao] [google]
8883484

>>8883447
Castle Totenkopf SDL and Operation Eisenfaust Origins are the obligatory mentions

>> No.8883496

>>8883447
Spear of Destiny Reloaded and The Golden Parrot do some interesting stuff

>> No.8883507

>>8881338
fuck you

this post was made by left handed gang

>> No.8883517

>>8883481
I love every single instance of this happening, feels like playing SilentScope at the arcade as a teen again

>> No.8883528
File: 144 KB, 320x240, titlepic.png [View same] [iqdb] [saucenao] [google]
8883528

>>8880705
Alright, I went back and tweaked the TITLEPIC a bit more according to previous feedback.
>made the hourglass image pop more by actually modeling one for the light to bounce against
>couldn't get the claw on the left to look good so replaced it with an archvile

Also made some changes to my level while I was at it
>The creature from plaque lagoon V2, by Captain Mozzarella
https://files.catbox.moe/2ui763.wad
>added support for different difficulty levels
>added a couple more shells at the beginning and some cells near the end
>made the corridor close behind you before the big caco fight so you can't cheese it by standing in it and safely waiting for them to come to you
>added an archvile coming out of the big mouth so instead of the final fight being two barons standing around wasting your time and ammo, it's an archvile chasing you around trying to light your ass up while two barons take pot shots at you
My apologies to the guy who wanted me to change up the elevator section, but at this point I think I'd need to rework the whole area to make it better and considering this is definitely more than just simple bug fixing, I'd definitely be going overtime. Plus, you risking getting pushed off ass-first into a crowd of pinkies you didn't expect to be there was the sort of vibe I was going for in the first place anyway.

And with that, I think that's all my work for this collab done. I'd have liked to make one more map but I'm lacking inspiration and the deadline is way too close now. Maybe for 500 minutes of /vr/ then!
Can't wait to see the finished product, thanks everyone for participating!

>> No.8883532

>>8883528
that looks great!

>> No.8883536

>>8883484
>Sonderkommando Revolt: gimped edittion
People getting offended by pixels seriously need to die in their sleep

>> No.8883546

>>8882871
GOG

>> No.8883561
File: 40 KB, 477x379, 1364750258676.png [View same] [iqdb] [saucenao] [google]
8883561

>>8883532
Thank you anon! It was real fun to make!

>> No.8883564

New wolf 3d port coming

>> No.8883586
File: 25 KB, 315x885, bbv.png [View same] [iqdb] [saucenao] [google]
8883586

>>8883564
Didn't know Strange Aeons was 5 episodes, this one's gonna take a while.

>> No.8883645
File: 3 KB, 341x109, jnfd.png [View same] [iqdb] [saucenao] [google]
8883645

>>8883586
Been trying different load orders to try and get this work but no luck so far. Will try again in the morning.

>> No.8883656

>>8883528
you forgot to add doomguy's dick

>> No.8883659

>>8883656
I'm sorry dude, I legitimately tried to give him at the very least an unzipped fly, but at this resolution if just ended up looking like a confusing blurry mess of pixels
But at least the memory of Doomguy's dick will always live on in our hearts

>> No.8883665

>>8883645
High Noon Drifter has a patch specifically for Strange Aeons.

>> No.8883676

>>8883528
I guess you cannot have animated title pics? If this is straight outta Blender some slight camera motion could look sick or not
Either way it's very impressive.

>> No.8883691

>>8883528
Looks great. I like it. colors and composition and all are solid.
Here's what I meant by doing a little paintover afterwords.
Just to try and make some things "pop" a bit more and clean up some definition in some areas... wrinkles on pants, landscape, and such.
The 6.66 Hours of Hell might be worth painting over too, to pull it away from the background a bit more, but yeh.
Feel free to use it or no.

>> No.8883695
File: 136 KB, 320x240, 400666.png [View same] [iqdb] [saucenao] [google]
8883695

>>8883691
Forgot pic like a dope.
And forgot to add that I have no idea how it'll palletize, but SLADE might not be the right program to do that in.

>> No.8883710
File: 26 KB, 510x546, 1364663253413.png [View same] [iqdb] [saucenao] [google]
8883710

>>8883695
Holy crap man, that looks fucking amazing
Yeah my vote totally goes to using this version

>> No.8883718

>>8883695
Give the Archvile tubes.

>> No.8883724
File: 411 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_65_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8883724

FRIDAY NIGHT FIREFIGHT TIME ONE AGAIN! Tonight our battlefield will be Impromptu Deathmatch and MancerXX. Connect with Zandronum and let's get this shit started!
104.128.49.2:10679

(Before anyone asks, the alien sprite is by horselessheadsman)

>> No.8883730
File: 320 KB, 1680x1050, doom07.png [View same] [iqdb] [saucenao] [google]
8883730

>>8855685
>>8880705
>>8866385
400 minutes of /vr/ submission update
https://files.catbox.moe/78ziwt.zip
"Eversion" by Bartekmil - Version number 2
MIDI is "Parallel Dimensions" from Quake by Nine Inch Nails, sequenced by Jay Reichard (silentzorah)
Now the level feels more complete, I got some minutes for final fixes so quick feedback will be appreciated

>> No.8883743

>>8883528
Oh snap, I wanted to tell you, Creature from the Plaque Lagoon is probably my favorite map aesthetically so far. The opening and set dressing—especially how said dressing blends with ambush spots—is pretty neat-o.
That said, I have no idea what that one anon meant in his video by "oh look, it's the best part of System Shock 2", but I'm glad it inspired you if so.

>> No.8883751

https://www.youtube.com/watch?v=PlZSs5XyEdU
26 minute video about smarter ai in doom

>> No.8883756

>>8883710
It didn't take long. Most of the work was already done.
>>8883718
We'll see.

>> No.8883763

>>8882429
Defiance (1997, Visceral), Eradicator, System Shock, Red Faction, Shogo: Mobile Armor Division, Uprising & Uprising 2, Mechwarrior 2 & 3, Wheel of Time.

>> No.8883768

>>8883695
Very cool, clock one was cool so we can use clock pic for credits or intermissions/text crawls(I dont know if UMAPINFO allows that)

>> No.8883793

>>8883763
>Mechwarrior
still can't believe we got a new game after forever, despite it being mediocre it showed promise, then the higher ups sold out to some media collective that gutted the studio and put them to work as tertiary support devs for LOTRO in cynical anticipation of the netflix show bringing in new normalfags
stompy robots deserve better

>> No.8883798

>>8883730
>>8880705
Eversion by Bartekmil version 3
quick little fix, I gave too much cell ammo I think
https://files.catbox.moe/0k3x9w.zip

>> No.8883801
File: 780 KB, 1920x1080, doom05.png [View same] [iqdb] [saucenao] [google]
8883801

>>8880705
"House of Fun" by Washing Machine Enthusiasts

https://drive.google.com/file/d/15btUvpeWMVBeZdnV9HCcoEPMsVk2Fck-/view?usp=sharing

Made for 400 mins of /vr/, although it only took 160 minutes. It's a MAP30 replacement and, as far as I know, this variant of the Icon of Sin fight hasn't been done before.

Music is "Opening to Hell" from Doom 2, then "House of Fun" by Madness (MIDI conversion by anonymous".

Project lead, if this moves off MAP30 using UMAPINFO, you'll need to edit the MUSINFO lump to keep the music change working. https://doomwiki.org/wiki/MUSINFO

>> No.8883809

>>8883801
Is it just a regular map30, or did you do something fun with it?

>> No.8883812

>>8883743
Thanks man. I knew the second I saw Rfhelltx that I was gonna make some sort of fleshy abomination of a level. I was afraid it was gonna end up looking too blocky and repetitive, so you saying you think it looks so good means a lot!

>>8883801
Man, just from the thumbnail this is looking real tasty already

>> No.8883818

>>8883793
It's certainly better than what the Heavy Gear games got, which is oblivion. Trying to play HG2 after MW3 was such a downgrade in controls I can see why it vanished.

>> No.8883821

>>8883809
It's a carnival game. There are three conveyor belts moving fast with severed head decorations on them. Mixed up in them are 1-3 Romero heads, depending on difficulty. Kill one with only a rocket launcher to win, while new enemies spawn around you.

>> No.8883828

>>8883821
That's awesome, then. Different from most Icon maps.

>> No.8883840

How many hours do we have left for 400 mins of /vr/?

>> No.8883841
File: 2.95 MB, 1440x1080, Final Doom_ Plutonia Experiment 2022-05-07 01-41-02.webm [View same] [iqdb] [saucenao] [google]
8883841

Could someone explain me how vertical autoaim works in Doom engine?
https://doomwiki.org/wiki/Autoaim is not very helpful.

Trying to kill revenants on the fence in Caughtyard was pure torment.

>> No.8883842

>>8883801
Holy hell that was a lot of fun, that's the most ingenious way of using romerohead I've seen.
https://files.catbox.moe/ceh7p7.zip
Im a scrub so I figured out where romero is at 4th attempt, Doom's aiming and stairs dont go hand in hand with splash damage weapons. Great map

>> No.8883843

>>8883840
5

>> No.8883846

>>8883841
https://www.youtube.com/watch?v=Y1PJ6e8m7vI

>> No.8883853
File: 137 KB, 320x240, 400666.png [View same] [iqdb] [saucenao] [google]
8883853

>>8883718

>> No.8883856
File: 868 KB, 1920x1080, q2_0098.jpg [View same] [iqdb] [saucenao] [google]
8883856

i hate these assholes.

>> No.8883869

>>8883853
So much better. He just looked like a bald guy previously.

>> No.8883880

>>8883846
Thanks. I hate archviles on even more levels now.

>> No.8883885

>>8883856
I think that they have as much as health as one of the bosses. And they do a fuckton of damage.

>> No.8883887

>>8883841
>that fireball dodge at the end
KA KA KA KA KACHI DAZE
GUN GUN GUN GUN GUN WO NUKI

>> No.8883913

>>8880704
Southwest Frag by desert yeti v1.666
Music is Fractalian Space by Jay Reichard (Megarace OST)

Coop, DM and difficulty 1-2 tweaks (nasties and goodies)
Should be final
HTTPS://files.catbox.moe/3afqnq.wad

>> No.8883946
File: 257 KB, 1200x1600, dn3d 4.jpg [View same] [iqdb] [saucenao] [google]
8883946

Someone can explain why these 2 different cdroms for DN3D exist? what is the difference? Also why does one say User Guide?

>> No.8883948
File: 227 KB, 1587x832, dn3d 3.jpg [View same] [iqdb] [saucenao] [google]
8883948

>>8883946

>> No.8883950

>>8883564
Wouldn't mind a port proper akin to the Unity Doom port, just for visibility and availability. Though I'm not sure how or if they could curate any kind of fan made material for it.

>> No.8883954

>>8883946
>>8883948
I would hazard a guess that one is the original registered shareware release and the other is a later retail run.

>> No.8883956

>>8883946
Walmart edition? Those were different versions with forced censorship because walmart

>> No.8883958

>>8880745
>https://www.moddb.com/mods/wolfenstein-3d-30th-anniversary-edition
Holy shit, these guys should get paid. Haven't tried this but there's probably more work there than say, the Duke 3d 20th Anniversary release.

I would just like a proper new episode like the Atomic Edition for the 25th anniversary or something.

>> No.8883963

>>8883339
https://files.catbox.moe/3kf8uj.lmp
Fun map. I was going to complain about having to sit around killing the turreted cyberdemons at the end but you allowed for telefragging.

>> No.8883971

>>8883956
don't forget australia and south korea cum blood edition

>> No.8883972

>>8883303
I played Skynet as a kid, this game was so fucking unsettling. It had a weird vibe. It was also the first game that came with WASD + mouse so it was a weird transition from Doom/Duke which were still my favorite games. All these other shooters just weren't as fun,

>> No.8883975

Is there no comp level which fixes collisions?

>> No.8883978

>>8883972
I had a feeling as a kid that skynet was the fucking future, even with the limited knowledge I had with videogames.

But you know all the way to the 2000s it was a wild ride of experimentation and certain intuitions just came naturally.

>> No.8883981

>>8883946
>>8883948
No rhyme or reason other than different retail releases and/or promotions. I have two different Doom II CD roms. One is the original and one came as a promotion bundled with a cheapo control pad (I’m thinking circa 1998 or so). They have different face printings.

>> No.8883982

>>8883956
>Walmart edition
wtf

>> No.8883984

Best wolf clone?

>> No.8883986

>>8883982
>He doesn't know about the Personalized K-Mart Edition

>> No.8883987

>>8883982
Both Duke Nukem 3D and Blood had "special edition" release for walmart. Bloods had the parental lock features enabled if memory serves right

>> No.8883991

https://twitter.com/dosnostalgic/status/1360641920389820416 Further information about "Walmart editions"
https://twitter.com/SlappyCromwell/status/1200100095376662528
Walmart had it's jewelcase censored for the walmart edition

>> No.8884002

>>8883987
>>8883986
But how would you know what you are buying? that box just looks like the regular one.

>> No.8884014
File: 2.09 MB, 3225x2419, D2de3SpXgAAHp6r.jpg [View same] [iqdb] [saucenao] [google]
8884014

>>8883991
They mention Atomic Edition, it says "special edition" on it lol. But nothing on the regular one.

>> No.8884043

>>8882282
I gave it another go. The textures seem to be fixed but every floor is a damaging one

>> No.8884056
File: 137 KB, 320x240, 400666.png [View same] [iqdb] [saucenao] [google]
8884056

>>8883528
Okay. Last paintover tidbit I promise.
Just wanted to bring the imp a little more in line with the vile. Again, all optional. Just got carried away. Tried to bring out some of the detail in the demon and skull-boi too.

Didn't do anything to the text since anything I did looked worse or at best a side grade. I think it's fine, really, I just thought it might be good to try. But honestly fuggit. it's good.
Cheers.

>> No.8884063

>>8855685
An update for "Sisyphus's Chrysalises"
https://files.catbox.moe/j131v6.wad
After long consideration I decided to make the doors permanent triggers. The biggest motivation for the change was due to the map's length which I ultimately felt would be a drag in a project made of mostly small maps like this. A lot of the original consequences of the doors remain but it's much quicker to finish. Before it took me about 15 minutes to max and now it takes about 8. The changes themselves only took a few minutes. Thanks a lot to the two anons who gave feedback.

>> No.8884073

>>8884056
It's cool dude, you did real good already. I'm gonna have to render the text individually anyway for the main menu logo, so I can always add some drop shadow to it or something and paste it back into the titlepic.

>> No.8884086

>>8883948
well it probably is the user guide, like jewel cases usually did, you usually wouldn't write that because it looks better without it but I guess someone had a stroke that day

>> No.8884101

>>8884056
I just tired testing this out of curiosity and it seems to convert to the doom pallet pretty well. You could add a truecolor version that's compatible with gl ports if you stick it between hi_start and hi_end markers in the wad too. Right now though it's too tall. Titlepics are supposed to be 320 by 200 since doom stretches graphics vertically by 120%, or is this not meant to be final?

>> No.8884106
File: 3.62 MB, 500x288, SCIENCULTIST.gif [View same] [iqdb] [saucenao] [google]
8884106

>> No.8884118

>>8884101
I just did the paint over, I didn't render it. Didn't think to check that, but having a high and low version makes sense. It should scale down just fine I would think tho.

>> No.8884119

>>8884101
>Titlepics are supposed to be 320 by 200 since doom stretches graphics vertically by 120%, or is this not meant to be final?
Nope, that's my fault, I completely forgot about that and used the aspect corrected resolution by mistake.
Guess we'll have to squash it down a bit before using it. At least it'll look like it was designed to look like when stretched back up by Doom.

>> No.8884134
File: 116 KB, 320x200, 400666_squished.png [View same] [iqdb] [saucenao] [google]
8884134

>>8884119
Just tried it out, and scaling down to 320x200 with nohalo via gimp (don't judge me) looks best imo.

>> No.8884140

>>8884134
>gimp
There are more of us than you might estimate

>> No.8884148

>>8879416
I almost for got to give feedback for this one. I think it's pretty important because currently this map is bad. Damage is virtually unavoidable throughout because there's no room to avoid most of the revenants. I think it would be best to just replace many or all of them with enemies you can reliably one shot and/or increase the amount of space it that's possible. It'd also be nice to be able to backtrack to the start. why is there a secret exit?

>> No.8884149

>>8884140
I'm so used to gimp there's literally no reason for me to move to another program. The ONLY thing I don't care for about it is the way it handles layers. I want them to resize automatically to what I'm painting, and I don't like the anchoring system.
Also layer effects would be nice, but I'm pretty much over that at this point.

>> No.8884164
File: 153 KB, 756x824, file.png [View same] [iqdb] [saucenao] [google]
8884164

Status update, we've got 36 maps total. Live Complex now has a secret exit. Forsaken Outpost might be rejected for still being broken, unfortunately. I've begun compiling a beta version of the WAD. M_DOOM, ENDOOM, and the status bar are still not replaced.

>> No.8884165

>>8883250
feels Goodman, it's a great game.

>> No.8884168

>>8884148
>why is there a secret exit?
I don't mind this, maybe we can have 2 secret clusters. Invaded Space and Pac You in the Face Man will be accessed from Live Complex, but I'm not sure what else can be secret.

>> No.8884173

>>8884164
>submit multiple maps
>project gets over 32 entries
>submit one map
>struggle to get over 18
Every time.

>> No.8884176

>>8884164
oh fuck yea, i'm excited to play it

>> No.8884185

>>8884149
Unless I'm losing it, I think gimp also has no sample merged option for blurs/smudges/etc. despite it having sample merged for other things. I also found that automatic pocesses like color adjustments and channel mixing, filters, anti-aliasing, etc. stuff that you don't do yourself basically is a bit less easy to work with in gimp but that's just me.

>> No.8884192
File: 10 KB, 204x136, 1647553766291.gif [View same] [iqdb] [saucenao] [google]
8884192

I had a dream I was a Revenant. I was picking up and smashing dudes against walls by their arms and legs. Never once used the shoulder rockets. Fun stuff.

>>8883645
It goes Strange Aeons, HND, DrifterPatch. If it still doesn't load, post the error here.

>> No.8884207

>>8884134
>gimp (don't judge me)
Too late.

>> No.8884217
File: 2.50 MB, 900x480, 13333.webm [View same] [iqdb] [saucenao] [google]
8884217

>>8880705
>>8884164
(sneaking one more in, for 400 minutes)
"Magog a Go-Go" by Coffee Achiever: https://files.catbox.moe/w07cei.zip
music: "Demon Speeding" by Rob Zombie
four rooms is four times more than before, so hey that's progress

>> No.8884232
File: 74 KB, 506x454, d00m.jpg [View same] [iqdb] [saucenao] [google]
8884232

>>8880847
after making this post I realized that Doom Eternal has the original wads in its directory, so I downloaded gzdoom and it works.

Now I don't have to buy the steam versions of the games

>> No.8884235

>>8883250
the original trilogy is actually not bad,though rating it in the same aspects as something like plutonia,halo will always lack.
but i love stuff like the reactive AI.

>> No.8884239

>>8884232
You could also just download the wads from some place like the Archive or something

>> No.8884242

>>8884235
This is the thing. People play Halo and they expect it to be Doom or Quake, but it's just not. It follows a different design philosophy in almost every way. It is NOT a "classic FPS".
Personally, my name for it is a "Precision Shooter" because headshots are so emphasized, and not being able to land them puts you miles behind somebody who can

>> No.8884245

>>8884063
>>8855685
Forgot to add multiplayer spawns.
https://files.catbox.moe/ic7q1k.wad

>> No.8884260

>>8884148
>>8880704
>>8871420
Wundash Tower, now named Dash Tower because the old name sounded stupid
Added some ammo and health before the final room
Replaced a few Revenants with Chaingunners on lower difficulties
Removed an Archvile
I still didn't make backtracking possible, as I was trying to replicate that trope in haunted house movies where the door closes behind the protagonists.
https://files.catbox.moe/xkj9n5.wad

>> No.8884267

>>8884242
look at these noob kids playing doom and quake with their rocket launchers to rocketjump run away and run juice cycles, no precision required, real skills comes from getting constant no scope headshots and sniper kills

>> No.8884270

>>8884267
>t. has never played the game

>> No.8884278

>>8880705
For 400 Minutes of /vr/:
https://files.catbox.moe/86sbvz.wad
Undying Manor V3 by ttu
Quick fix for a HoM on one of the crushers, and added deathmatch starts to avoid crashes.

>> No.8884286
File: 15 KB, 320x200, mmaker.jpg [View same] [iqdb] [saucenao] [google]
8884286

>>8883471

>> No.8884287

>>8855685
>>8880705

https://files.catbox.moe/ikwa3r.wad

Caves of Koone v2

shit, I have added DM spawns just in case, well, I just threw them in random places but at least it won't crash if it winds up in DM .
Got rid of an untextured back wall that really shouldnt be seen and unstacked a monster that shouldn't matter due to different difficulties.
Basically really minor changes overall.

>> No.8884291

>>8884242
agreed,id still put it overall blow some of my favorites,but its still solid,i think the hate comes from a feeling of the end of their era,which some cannot accept as a natural progression.
if it wasn't halo,it would have just been another game.

>> No.8884298
File: 70 KB, 320x200, Untitled - Copy - Copy.png [View same] [iqdb] [saucenao] [google]
8884298

Revised this graphic I made, we've decided to use it as the bossback.

>> No.8884304

>>8884291
It really was the "end of their era" in a sense, with that kind of shooter only becoming more popular recently.
The unfortunate thing is that so many games after Halo copied the shit it did without understanding why it did that shit. Halo games are really the only good ones that have slow player movement speed and a two weapon limit, which are generally negative things

>> No.8884318

>>8884134
>gimp
I am judging you intensely

>> No.8884330

>>8884164
Uhhh... isn't there a map you forgot to include?

>> No.8884345
File: 391 KB, 500x360, STILL WAITING HERE.png [View same] [iqdb] [saucenao] [google]
8884345

>>8880704
>TFW waiting for a less censored version Duke Nukem 64 to turn up via a couple or a few prototype carts

>> No.8884353

>>8884345
Me when no 94p.

>> No.8884354

>>8884304
certainly,many devs really learned the wrong lessons,but got away with it due to higher console sales.

>> No.8884357

>>8884353
Chop tells me once I get 400 Minutes all wrapped up 94 Protons will follow right after. Take that as you will.

>> No.8884360
File: 111 KB, 704x960, scrap768_a.jpg [View same] [iqdb] [saucenao] [google]
8884360

>>8884134
I tried gimp back in the day and it was like trying to use vi. couldnt figure out how to do shit. course i've used my share of jank ass apps, still use mypaint 1.0 to this day to sketch

>> No.8884363

>>8884357
He better, I might just post my 94Protons submission next week whether there's an announcement post or not

>> No.8884370

>>8855685
>>8880705
"Tuck Me Into Ramza's Foreskin" by RancidSam
https://mega.nz/file/5wVkGAAK#RKDkJXc7G5Fh8TZpSH9sKfhTK_7f-kAIVIOHUZ3aHcc

Boom format (DSDA -complevel 9)

I'm not happy with it, but that's what I get for using-up all my ideas in my first submission and just winging it with this one. There are probably bugs, like an Archvile not working correctly, along with some design nuisances (I'm sorry about the lift with weird triggers.)

>> No.8884372

>>8884353
>>8884357
What the fuck IS a 94 Protons, anyway?

>> No.8884379

>>8884372
A miserable pile of Realm667 palette swaps.

>> No.8884456
File: 6 KB, 250x216, face.jpg [View same] [iqdb] [saucenao] [google]
8884456

>>8880704
is wolfenstein worth playing in 2022? there's so many seemingly superior FPS games, does it do anything interesting in retrospect?

>> No.8884460

>>8884456
You may be entertained by its limitations, but I think that's it aside from historical interest.

>> No.8884469

>>8884298
I like it.
We're hitting a point where there's too many decent contributors. Projects will have to be split into sequels and monthly installments soon.
/vr/ Episode 1 when.

>> No.8884473
File: 41 KB, 200x200, 1598589484210.gif [View same] [iqdb] [saucenao] [google]
8884473

TIme's up, shitlords! The deadline has been met and we've clocked in at 38* maps, great work! Soon enough, we'll have a beta compilation out and we'll just need to iron out some kinks before a formal 1.0 release. Stay tuned, and thank you all for contributing.

*Forsaken Outpost is being considered for rejection because it is still in a broken state

>> No.8884474

>>8884473
I'm retarded and fat fingered my keyboard and posted this 4 minutes early.
But I doubt we're getting any new submissions so ¯\_(ツ)_/¯
Time for the beta

>> No.8884496
File: 1.21 MB, 2490x3042, MAP30.jpg [View same] [iqdb] [saucenao] [google]
8884496

>>8884473
>>8884474
Awww yeeeaaah
Did we end up getting an Icon of Sin?

>> No.8884503

>>8884473
That's a lot of maps.
>>8884496
Right here. >>8883801

>> No.8884509

>>8884503
O noice, I missed it while I was finishing my last-second submission.
I guess all that's left is to keep an eye out for the beta, and in case the packer needs MIDIs or w/e,

>> No.8884510

Lmao at the guy making a Doom 3 hate thread and getting btfo.

>> No.8884527

>>8884232
>>8881894
>original wads
see>>8880941

>> No.8884529
File: 228 KB, 1600x900, Shadow Warrior Sus.jpg [View same] [iqdb] [saucenao] [google]
8884529

>> No.8884534

>>8884474
Actually, by this pure accident you broke us off from alternative reality where we are still making speedmaps in the wait of 94 Protons. With constrant stream of submissions we could've passed the mark of 1GB WAD full of spite and misery just by the end of this year, and with more to come. Thank you, anon's fat finger, from pulling us out from that nightmarish dream.

>> No.8884536

>>8883801
Good Map30
In ZDoom the Romero head immediately dies upon starting the map for some reason.

>> No.8884537

>>8884456
yes and play catacomb 3d too

>> No.8884549

>>8884536
>In ZDoom the Romero head immediately dies upon starting the map for some reason.
That's okay, GZD casuals need all the help they can get.

>> No.8884558

>>8884536
There are decorations overlapping with romero's heads, I'm not sure for what purpose.

>> No.8884626

>bad guys are literally Nazis
>Final boss is Hitler
They just couldn't keep politics out of it. Fucking cucks

>> No.8884639
File: 494 KB, 1920x1080, Screenshot_Doom_20220507_010113.png [View same] [iqdb] [saucenao] [google]
8884639

Hey eggplant, is your map supposed to look like this? I could have sworn there was a SKY6 transfer here before

>> No.8884649

>>8884639
Nope, there was no sky transfer (I still have no idea how they work). Everything is looking as it should right now.
I forgot to implement the difficulty levels, but I'm away from the computer, so maybe I'll submit update when the beta is up.

>> No.8884652
File: 226 KB, 480x348, 1387596352794.png [View same] [iqdb] [saucenao] [google]
8884652

>>8884649
>Moon map
>Named Moon Crater
>No space sky
Huh.
Well, your map your rules. Yours is a contender for the MAP05 slot by the way.

>> No.8884658

>>8884536
>>8884558
The decorations don't overlap because they have different difficulty flags checked. I've double-checked. I assume the ZDoom crash has to do with different conveyor behaviour in ZDoom ports. As always, if you use a port that changes physics calculations, shit can happen. Let's just put it in the readme as a known bug. >>8884473

>> No.8884661

>>8884652
I thought that the skies depend on the map slot? If not, I'll try to do some stuff with the sky transfers once I can access my computer. I did want a space sky when I was mapping, I just was not sure how to do it.

>> No.8884670

>>8884649
Here's copypasta
1. Create a dummy sector somewhere in the void.
2. Choose one of its linedefs (any will do) and set the action 271 or 272 on it. The tag of this line will apply the sky to the sectors with the same tag (that also have the F_SKY1 flat applied to them).
3. Set the desired sky texture as the Upper texture of the same linedef.
And you're done, works in many non-MBF ports or complevels for the sake of convenience.

>> No.8884675

>>8884670
Thanks! That explains it.

>> No.8884676
File: 8 KB, 246x144, file.png [View same] [iqdb] [saucenao] [google]
8884676

>>8884661
>>8884670
Since we're using UMAPINFO I can just make it use whatever sky he wants.

>> No.8884681

>>8884658
Noted, thank you anon.

>> No.8884682

>>8884676
Well, that should work too.

>> No.8884720

>>8884626
Shut the fuck up faggot.

>> No.8884726

>>8884652
>Yours is a contender for the MAP05 slot by the way
Hey is this you? If so, my last-second submission ("Tuck Me Into Ramza's Foreskin") has a bug—I blindly selected "W1" for a linedef instead of "SR" AND forgot to tag it. I already fixed it; here's the link in case you're taking it: https://mega.nz/file/swdkhagS#p7rNi6oNuZ2dPwT-4WSwf2CyhDv0QfCvRee3hDKIFVQ

>> No.8884727
File: 318 KB, 840x1104, 140-1402206_get-strong-fast-muscular-naked-man-png-transparent.jpg [View same] [iqdb] [saucenao] [google]
8884727

>>8884720
don't respond to him brah, the silence will hurt him more than any words could

>> No.8884729

>>8884727
Thank you, I will take your advice, Mike Matei from Linkin Park.

>> No.8884731

>>8884726
I got you anon, thanks for being on top of these things. I love your map names by the way.
Current map order
>Blood Refinery
>Compound Fracture
>Mister Pain Returns
>Cracked
>Moon Crater
>Southwest Frag
>Acid Curve
>Live Complex

>> No.8884737

i'm sorry but i prefer the original Episode 1-3 version, never upgrade with Nocturnal Missions.

>> No.8884742

>>8884737
>never upgrade with Nocturnal Missions
I really thought you were throwing shade at Thy Flesh Consumed at first, not gonna lie.

>> No.8884763

not really enjoying fractured worlds, lads

>> No.8884776

>>8880745
Wolf3dGuy is a faggot.

>> No.8884780

>>8881160
Wolf3DGuy hates ECWOLF so his level set is only designed to run on DOS

>> No.8884785

>>8884626
LOL

>> No.8884838

>>8880721
>enemy redneck
>machine mentioned watching trilogy coming completely

>> No.8884912

>>8884838
>enemy redneck
Bubba's had enough.

>> No.8884923

>>8883352
>Bump the weapon limit to maybe four
amazing that to this day people don't understand that 2 weapon limit is integrated into gameplay, unlike WW/MW shooters that later copied it

>> No.8884929

>>8884923
I don't mind the two weapon limit, personally. But I'm still irritated that in most of the games, Chief can't punch unless he's holding a gun. Admittedly that's rarely a problem but it still irked me.

>> No.8884935

>>8884173
>submit more maps
>project gets more entries
It's, like, black magic or something!

>> No.8884937

>>8884372
A Plutonium isotope. Very clever allusion to Plutonia.

>> No.8884953

>>8884473
Forsaken outpost will work you should upload it anyways...;)

>> No.8884960

>>8884473
>*Forsaken Outpost is being considered for rejection because it is still in a broken state
Huh. So, Forsaken Outpost is getting cut. I guess it should've been named Foreskin Outpost.
GOTTEM

>> No.8884967
File: 172 KB, 1920x1080, Screenshot 2022-05-07 011254.png [View same] [iqdb] [saucenao] [google]
8884967

>>8884960
>GOTTEM
Sorry, not quite. We don't cut our foreskin here.
It's too comfy. We nestle into it like a warm blanket.
Nihongo ga wakarimasen.

>> No.8884984
File: 45 KB, 955x429, jh.png [View same] [iqdb] [saucenao] [google]
8884984

>>8884192
Still no luck. Tried to load HND on it's own and it gave me the same message.

>> No.8884985

>>8883763
>Uprising(2)
That's not really an FPS tho - its one of those action-strategy games like Battlezone(2) or Urban Assault

>> No.8884987

>>8884984
Have you tried using older GZDoom?

>> No.8884990

>>8884984
You might also try newer GZDoom. That version of HND launches fine for me on 4.7.1.

>> No.8885019
File: 83 KB, 960x1280, hffm.mp3.jpg [View same] [iqdb] [saucenao] [google]
8885019

>>8884731
can we still roll in updates?

>> No.8885037

>>8880705
>>8883339
>>8884731
400 minutes of /vr/ update

Feuer Frei update 1
https://www.dropbox.com/s/43duje3h7xm5911/feuerfreibybrxyzupdate1.wad?dl=0

Changes:
>Added difficulty settings, although I feel I might have made HMP too similar to UV
>Made a better exit room
>The structure in the starting area is now climbable and leads to a new secret
>Added another second secret, although calling it a secret might be a bit of a stretch
>Sky transfer added, map uses SKY5
>The toxic pool in the platforming section didn't deal damage, now it does

>> No.8885040

>>8885037
Oh and since playtester anon pointed it out, the Cyberdemons towers now have something added to suggest you can later teleport into them

>> No.8885051
File: 356 KB, 1920x1080, Screenshot_Doom_20220507_100038.png [View same] [iqdb] [saucenao] [google]
8885051

>>8884990
This worked for me, thanks. Got a lot of other games to play so it'll probably be a while until I fully complete this.

>> No.8885053

>>8884652
>>8880704
400 min update.
Moon Crater v4
Implemented difficulty settings, did the sky transfer thing.
https://files.catbox.moe/wcs68p.wad

>> No.8885107
File: 263 KB, 1920x1080, Screenshot 2022-05-07 054208.png [View same] [iqdb] [saucenao] [google]
8885107

>>8885037
>jump to secret Plasma Gun
Fukken lush, innit? Burr oi

>> No.8885109

>>8885107
Anon what is that UI?

>> No.8885110

How the hell is RocketJumping a thing in Doom/2 if there's no option to junp, or evem look down?

>> No.8885112

>>8885109
Japanese Community Pack (JPCP) HUD. I think it came in a .zip with the JPCP (which I still have to complete.)

>> No.8885114

Hey, Alien Vendetta is pretty fun.
Up to MAP13 so far.
MAP06 was a real difficulty spike.

>> No.8885115

>>8885110
it's just a horizontal push instead, which is still useful for getting over certain pits. for vertical jumps pretty much your only reliable option is an archvile jump. For example:
https://www.youtube.com/watch?v=fVP6b9LYxq8

>> No.8885118

>>8885110
>>8885115
ZDoom-based ports also introduce vertical aim, add jumping, and make explosions properly 3D with vertical thrust. There's some old Skulltag/ZDaemon era rocketjumping mappacks built around those changes.

>> No.8885126

>>8884923
It's integrated poorly into gameplay, and it ends up hurting weapon variety severely. Less so in the first game because you can carry a ton of ammo and the guns are all powerful, but it's a huge problem later on.

>> No.8885128

>>8885126
Quality over quantity, friend. The only weapon that one could argue is "bad" or "useless" is the Needler, because it doesn't have a niche.
There ain't no Doom pistol or Quake shotgun in Halo because every weapon is important and valuable

>> No.8885129

>>8885128
Like I said, it's not as much of a problem in H1 because all of the guns are strong. It's a lot worse in the later games, leading to the player loading up with just a plasma pistol and headshot ammo for the majority of the encounters. Forgoing power weapons or just giving them to your AI buddies instead.

>> No.8885134

>>8885129
That is a problem I think the later games had, yeah. Doing the noob combo is way WAY too easy and strong. The BR/ DMR dominate those later games way too much

>> No.8885138

>>8885129
H1 had absurdly powerful Magnum pistol that sends everything you point at flying, iirc.

>> No.8885140

>>8885138
Yeah, the pistol in H1 is one of the strongest small-arms weapon in the series, but relative to everything else it's not that bad. Everything in that game is very powerful.

>> No.8885142

>>8885138
That's what I mean when I say it's a precision shooter. The Magnum only does that if you land your headshots consistently and well, but going for bodyshots will waste more ammo than anything else

>> No.8885160
File: 78 KB, 192x192, Death_Knight.gif [View same] [iqdb] [saucenao] [google]
8885160

>>8880704
Wolfenstein 3D is my favorite game in the series followed by Spear Of Destiny and Return To Castle Wolfenstein.
My first time playing it was 2019 but i wish i have played it sooner.
Favorite episode: Episode 3: Die, Fuhrer, Die!
If all the episodes followed this episode design philosophy i might have considered Wolf 3D a 10/10, small yet frantic maps that will keep you in your toes, while the maps are full of secrets and not too mazy like the rest of the episodes.
Favorite enemy: Officer.
Idk i just like their white uniform, and that the are the middle of the road, not too weak like the guard or too strong like the SS.
Favorite boss: Death Knight.
He isn't specials combat wise but i like his design, his strength comes from his army which is full of mutants and officers cramped in such a small map, Definitely my favorite boss fight along side Hitler.

>> No.8885171
File: 231 KB, 1280x720, doom02.png [View same] [iqdb] [saucenao] [google]
8885171

Comments on some of 400 min maps I've played so far:

>Moon Crater
The detailing is ok and the map is pretty fun, especially the last section with the Cyberdemon. The reward for getting the secret (nice The Chasm reference) is satisfying, even if it trivializes the last fight. The only nitpicks I have is that the lighting in the Pain Elemental tunnel feels much brighter than it should be, and I've found one small part where there's a missing texture. (pic rel)

>Caves of Koone
Feels 90's as fuck, I actually enjoyed it, but it does look like myfirstmap.wad. I'd keep it as a secret map or an extra because the ending is cute and the actual gameplay isn't that bad.

>Dash Tower
I didn't enjoy the map because of how cramped it is and because it's mostly crushers, it looks good though. As one other anon mentioned it sucks not being able to backtrack, I'd add some health for the final fight with the 2 Revenants and Archviles, and maybe make them spawn after you enter the room because I ended up having to shoot at them from the small corridor you warp to since there was no way to go inside.

>Magog a Go-Go
Looks really good and it's fun, I've found nothing wrong with the map. I love the moving floor usage here.

>Tuck Me Into Ramza's Foreskin
Strange but cool, also very short. The combination of the midi and the elevator fight was quite funny. I've also got nothing to really say about this one.

>> No.8885173
File: 291 KB, 1280x720, doom03.png [View same] [iqdb] [saucenao] [google]
8885173

>>8885171
Another missing texture, this time in Dash Tower. Look at the stairs.

>> No.8885179
File: 168 KB, 1280x720, doom04.png [View same] [iqdb] [saucenao] [google]
8885179

>>8885173
I've also noticed that you get stuck in the wall for a moment when you warp here in Dash Tower, the teleport point might be too close to the wall here.

>> No.8885180
File: 8 KB, 1420x350, splitflap.png [View same] [iqdb] [saucenao] [google]
8885180

For 400 min:
Made a quick edit of the STTNUMs to look like split-flap digits.
What do you think?

>> No.8885186

>>8885171
>The only nitpicks I have is that the lighting in the Pain Elemental tunnel feels much brighter than it should be, and I've found one small part where there's a missing texture. (pic rel)
Thanks!
>>8885053
>>8880704
Another 400 minutes update.
Moon Crater v5
https://files.catbox.moe/3xi4s2.wad
Fixed missing textures and made the PE hallway darker.

>> No.8885190

>>8885171
>Strange but cool
Thank you for the feedback, and thanks so much for playing my map! I hope the experience was overall pleasant.
>also very short
I didn't even have the exit placed until 30 min. remaining lmaoo

>> No.8885198
File: 113 KB, 1280x720, doom06.png [View same] [iqdb] [saucenao] [google]
8885198

>>8885179
There's also Chaingunner stuck in the same spot as a Revenant.

>> No.8885213

>>8880745
>DOS or SDL
Yawn.
I hate it how earlier id games like Commander Keen or Wolf3D haven't embraced the source ports and go for retarded self-compiled EXE route.
Keen I understand, he didn't get a proper source code release to work with except for Keen Dreams. Even then, it's far from hopeless. Blood community has even less and yet they have proper ports people do mods for.
Wolfenstein had source code released and got some nice ports like EC/LZWolf released. Yet in 2022 there're still people who insist on EXE editing. Because fuck compatibility.

>> No.8885218
File: 363 KB, 1920x1080, Screenshot 2022-05-07 065806.png [View same] [iqdb] [saucenao] [google]
8885218

>>8885186
Just played this for the first time. Really enjoyed the attention to detail with the lighting outside; a very striking immediate visual. The rest of the map has decent detailing too, which helps keep up the feeling. Some of the fights can be cheesed, but only barely with the ammo available (I didn't get 100% secrets, but I did get 100% kills), so it still feels like a nice puzzle.
Overall rating: "Refreshing".
Recommended pairing: ice-cold melon soda; or, lime gelato.

>> No.8885226
File: 244 KB, 1920x1080, doom52.png [View same] [iqdb] [saucenao] [google]
8885226

>>8885186
I'm not sure if this would go against any rules, but you could raise that dark sector up into the ceiling, and it won't show the light effect. Kinda like how deep water is done.
I just think the black line on the ceiling is a little ugly.

>> No.8885228
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
8885228

RISE AND SHINE FUCKERS BECAUSE IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY. WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S A GOOD TIME TO POST YOUR SHIT.
THOUGH I SUSPECT A FAIR CHUNK OF YOU BOYS HAVE BEEN WORKING ON THE LATEST COLLAB PROJECT, GOOD JOB. I'M PROUD OF YOU GUYS WHEN YOU COME TOGETHER TO MAKE COOL SHIT

>> No.8885229

>>8885228
Well, on the week of 400 minutes, there's probably not going to be much too see.
I will be remaking TNT MAP06 from memory though.

>> No.8885232

>>8885218
>Really enjoyed the attention to detail with the lighting outside; a very striking immediate visual.
Thanks! I was inspired by Lunatic. Afaik, shadows are much more pronounced on the moon since there's no atmosphere to diffuse the light or something like that.

>> No.8885234
File: 282 KB, 561x651, file (1).png [View same] [iqdb] [saucenao] [google]
8885234

>>8885228
Thanks Tom, I'd just like to take this chance to say that 50% of the maps I've ever made are in this project. I wanna thank Jesus, he didn't help much but he believed in me when I didn't. I'd also like to thank Barnacle Jim, because I just thought of him for the first time in years. And of course, all you anons.
I am extremely sleep deprived. God bless, OK???

>> No.8885256

>>8885160
TOD IST MEIN LEBEN!

>> No.8885260

>>8885160
>barrels are not spinning at all
>bullets being shot from the cooling tube instead
Someone clearly didn't gave a toss

>> No.8885264

>>8883471
>>8884286
Given the fact that it was a ww2 vet, i think his mutant heavy mods were more or less a way to basically explain is experience in the war, or at least that's what i think is the reason why he used them so much.

>> No.8885301

>>8884923
“Integrated into gameplay” in so much that they didn’t consider providing proper ammo distribution for multiple guns throughout the levels. If the weapon limit was simply bumped up with no change in ammo pickup placements, you’d then just have weapon slots with little to no ammo for multiple levels at a time.
>>8885128
The regular nailgun and regular shotty still have their niche uses. Even then, with the double shotgun, super NG, lightning gun, the way the explosives are balanced, it’s a pretty solid example of fun weapon cycling. All through instant weapon switch speeds.
Vanilla Doom’s weapon lineup is more of a mess but it’s also the first time anyone’s handled a weapon roster like that, so I’ll cut them some slack.

>> No.8885313
File: 374 KB, 1115x680, file.png [View same] [iqdb] [saucenao] [google]
8885313

>>8885228
It's been a week since I started. No planning, just improvising random ideas I get. A dark ass tunnel full of Specters and one Archvile? Fuck it, sounds fun.

>> No.8885316
File: 676 KB, 1280x720, doom07.png [View same] [iqdb] [saucenao] [google]
8885316

>>8885171
Some more thoughts:

>Undying Manor
I liked the details such as the table or the hanging pictures. The first Archvile fight where you just press buttons to spawn Archviles felt too easy, I think it would be better if some other enemies spawned too, or there were more corpses of other monsters like Chaingunners so you cannot focus on the Archvile only. I'd also say there should be one more shellbox given in this area, because I ended up (twice) having no shells to fight the Archviles near the exit, and killing them with the Chaingun in that room sucks. You could also put some more rockets at the end or in the slime area so you have something to kill all those Hell Knights and Cacodemons with.

>Sisyphus' Chrysalises
Peak onion map, simple but genius idea.

>Southwest Frag
It's just one arena, but it's a good one. The variety of enemies and sometimes seemingly random teleports make for some unpredictable fights. I think the secret invulnerability is too much, I'd leave it on the easy or easy/medium difficulties only. There could be also some more enemies spawned once you get that secret, because I ended up finding it after finishing the fight so it was useless.

>House of Fun
Short and sweet, nothing bad to say about this one.

>Eversion
Really cool gimmick and puzzles, the fan floor room is certainly a memorable moment. The midi gave the map a somewhat eerie atmosphere which fit it well. My main complaint would be that there's too much health in the map, so it goes from being challenging to being too easy.

>The Creature From Plaque Lagoon
Great atmosphere and design, the fights were fun too. Only issue I've noticed is that there's a HOM visible inside the mouth shown on the screenshot when it opens and releases a Cacodemon, but once it stops moving the HOM disappears.

>Live Complex
The fights are good, but the map looks really bland due to the uniform texturing and lighting. I like that there's some variety with the red and the slime room though.

>> No.8885337
File: 422 KB, 1680x1050, doom08.png [View same] [iqdb] [saucenao] [google]
8885337

>>8880705
>>8884731
>>8883798
400 mins of vr update
Eversion by Bartekmil version 4
https://files.catbox.moe/3ovpke.zip
Last update cause Im all out of time baby, made the map a bit more difficult, thanks to >>8885316 for testing. I hope I didnt overdo it this time but there's no more time to change that so fuck it - glad we are getting another /vr/ wad out

>> No.8885367

>>8885301
>regular nailgun and regular shotty still have their niche uses…
The sniper-shotty yes, a normal NG is redundant once you have the SNG (unless a mod makes it behave like in Cooper)

>> No.8885380

>>8885367
There are the exceedingly rare instances of not wanting to chew through as many nails while on a quad. Copper is great at balancing things all around.

>> No.8885385

>>8885367
What does Copper do with it?

>> No.8885391

>>8885110
The simple answer is that in the original game, you don't rocket jump at all. Now, you can still use the explosion of a rocket (or barrel), to boost you horizontally, like how you access the secret exit in Doom's E3M6.

However, that doesn't mean there's no method to boost yourself upwards, because there absolutely is. The Arch-Vile, as you may have noticed, will throw you up in the air as he lands his attack, and that's not just a visual, you actually get moved vertically, and this can be used to reach up places you normally couldn't. In fact, some levels make use of this mechanic intentionally for accessing secrets, such as TNT Evilution's Map 11, where the only way to get the Megasphere on top of those crates in the courtyard is to allow the Archie teleporting in to throw you up into the air.

Rise Of The Triad had no jump button, but there were jump pads to step on, and more importantly you could point weapons up and down, thereby using one of the many bazookas in that game to fling you up the fuck and away. In fact, the only way to get the good ending in that game requires you to do such a rocket jump.
Marathon featured its own version, where you could use the grenade launcher on your assault rifle to project yourself the same way, pointing it to the ground.

>> No.8885402

>>8885385
It’s more what it does to the super NG, which they made less accurate than the regular.

>> No.8885409

>>8885402
>nerfing the established weapons instead of buffing the bad ones
That's a pass from me, bud.

>> No.8885410
File: 262 KB, 534x534, vomit kermit.gif [View same] [iqdb] [saucenao] [google]
8885410

>>8885402

>> No.8885417

>>8885409
>never played copper or Underdark Overbright
No worries, though how would you prefer yo buff the NG?

>> No.8885427

>>8885417
Faster projectile is one that immediately comes to mind, but that may step on the toes of the regular shotgun too much. Or have the fire rate ramp up over time so it has better sustained DPS than the SNG, while the SNG is superior for immediate damage.

>> No.8885429

>>8880704
Is the 360 port on Series X/S good?

>> No.8885437

>>8885367
I'd still use a regular NG against weak or weakened enemies rather than the Super one if I need to save ammo.

>> No.8885439
File: 107 KB, 1742x886, hudnums.png [View same] [iqdb] [saucenao] [google]
8885439

>>8885180
Realized I missed the "%" character, made that in the same style.
On the bottom I made the background for the "1" a bit larger so it fits with the rest and also made the "%" not flippy, since it won't change.

I think the characters themselves don't look that bad, but obviously you'd need a complete status bar built around that, but I lack the skill (and ideas) to do so.

>> No.8885440

>>8885402
Why the fuck would you want to nerf the good weapon that feels good and performs good, just to make the inferior weapon stand out?

>> No.8885442

>>8885402
That'd be like making Doom's chaingun weaker just to make the pistol look better in comparison.

>> No.8885446

>>8880745
i rather play macwolf which is better than this shit because some retard hates source ports.

>> No.8885447

>>8885427
>making the super NG a waste of nails for sustained fights.
Nah. Hard pass, I’d much prefer the weapon spread that’s not even wider than the weapon model. There’s nothing they can really do regarding the regular NG, it only exists to be overwritten by the super NG.

>> No.8885452

>>8885213
Anyone ported Totenkopf to EC Wolf yet?

>> No.8885456

>>8885447
>>making the super NG a waste of nails for sustained fights.
Yes, so you use the other one. In the same way you don't use the super shotgun to snipe. What's the issue?

>> No.8885457

>>8885456
Except the Super Shotgun was always shorter ranged, while the Super Nailgun was always long ranged.

>> No.8885460

>>8885457
So is the regular nailgun, so it's not worth trying to differentiate them in that regard.

>> No.8885461

>>8885456
It changes the gameplay way more than the near inconsequential “accuracy” nerf of the super NG, it’s a change that tries too hard and is overbuffing the regular NG.

>> No.8885464

>>8885461
If the nerf is that inconsequential, then why even make it?

>> No.8885470

>>8885464
It looks better with the rotating barrels of the super NG.

>> No.8885475

How about making the regular Nailgun nails move faster? They do half the damage so they're probably half the weight.

>> No.8885484

>>8885475
iirc copper already does that in addition to the snailgun accuracy nerf

>> No.8885486

>>8885475
That can conflict with and potentially overwrite the small niche that the regular shotgun has.

>> No.8885489

i wish Quakespasm Spiked Devs could try their own making a Stroggspasm Spike sourceport off Q2.
Yamagi is getting too retarded with their bugfixing, and they still haven't fixed the skin errors with the beta maidens in xatrix.

https://github.com/yquake2/yquake2/issues

>> No.8885490
File: 948 B, 320x32, STBARtest.png [View same] [iqdb] [saucenao] [google]
8885490

I personally prefer minimalist design, lots of HUDs are cluttered, IMO.

I'm going for a walk now. Tell me if I should keep working on this when I come back.

>> No.8885493

>>8885484
This anon reads things.
>the velocity of nails from the Nailgun has been doubled, while the Perforator has been given a little spread (comparable to the Shotgun). This makes the Nailgun better at long-range needling (to reduce the necessity of efficient-but-boring shotgun sniping), while the Perforator is just as good as always at close DPS but potentially wasteful at range. Their damage outputs are unchanged.
>The Perforator now fires two regular nails at once, rather than one nail that is "better", to better leverage the aforementioned shoot-through.

>> No.8885494

>>8885490
Add some light scanline type patterns, but otherwise it looks good

>> No.8885518

>>8885489
pretty sure qss devs are literally just Spike, who already has fte that already runs q2 (from what anons were saying in recent threads, could be wrong)

>> No.8885549

>>8885518
https://quake.fandom.com/wiki/List_of_Quake_II_Source_ports
it doesnt even have its own page

>> No.8885551
File: 143 KB, 640x480, doom28.png [View same] [iqdb] [saucenao] [google]
8885551

I have miscalculated a few things here.

>> No.8885557

>>8885549
well, it's a quakeworld port. and a wikia of dubious authority.
but I may well be wrong, never tried running non-q1 stuff in it and too lazy to look up.

>> No.8885558

>>8885551
I still think it would look better in red.

>> No.8885576

>>8885558
A matter of a single click, really. I need to get the shape correctly first.

>> No.8885583

hey dudes I wanna play some Blood, is Blood GDX still the sourceport to go?

>> No.8885585
File: 8 KB, 640x76, file.png [View same] [iqdb] [saucenao] [google]
8885585

>>8885576
Just a quick mockup, but I think it would look cool if there were blank spots baked into the statusbar as well, so the leading number doesn't just disappear.

>> No.8885586
File: 1.39 MB, 1920x1080, jpg.png [View same] [iqdb] [saucenao] [google]
8885586

>>8885557
well, is shit as the quake 3 port.

>> No.8885591 [DELETED] 

>>8884720
Did I trigger you little cuck? Nazis are the good guys and only small dicked little sissy babies think otherwise

>> No.8885597

>>8885583
It or Nblood are the best, though GDX provides some difficulty customization.

>> No.8885605

>>8885518
>who already has fte that already runs q2
It indeed does and it seems fairly adequate, though I haven't tested mods or the expansions.

>> No.8885609

>>8885583
either gdx or notblood (nblood fork that adds gdx features)

>> No.8885625

>>8885605
FTEQW sucks dick for Q2
Nightmare isn't implemented and is pretty much abandoned since spike is focusing only on QSS.

there is no source port yet that lifted a candle towards Q2E and Q2MAX yet, and all multiplayer source ports hates SP, all thanks to the autists at tastyspleen.

>> No.8885640

>>8885439
Change the stbar to look like an old alarm clock.

>> No.8885656

>>8885640
Ooooohh that's a good idea

>> No.8885660
File: 147 KB, 640x480, doom32.png [View same] [iqdb] [saucenao] [google]
8885660

https://files.catbox.moe/z9bqjb.wad
That's enough for today. This is what I managed to produce. Take a look at it and modify, or don't, or do something else.
If >>8885640 doesn't work out I can probably add some dithering here next.

>> No.8885662

>>8885402
>>8885385
It no longer gibs zombies with QD as it just shoots 2 regular NG nails at a time instead of the vanilla Q1 SNG's twice-stronger ones, and it spreads them around in a shotgun-eque dispersion pattern - making the NG somewhat a better sniping weapon despite its off-centered firing setup

>> No.8885672

>>8885391
I know about that AVjump, but it's the secret exit @E3M6 that fucks with my head, just how a tactic like this could even possibly get ever concieved if besides running accross stairs, using lifts or falling into pits (sometimes inescapable) - the game engine itself lacks any vertical movement for the player, outside sourceport mods and the RavenSoftware games also using it?

>> No.8885679

>>8885591
>vouching for neopagans who think aryans came onto earth from the skies
1000% KWAB

>> No.8885683
File: 147 KB, 640x480, doom33.png [View same] [iqdb] [saucenao] [google]
8885683

Same but red. It does seem to be prettier.
https://files.catbox.moe/2acdk3.wad

>> No.8885686

>>8884056
Very cool! Still you missed doomguy's dick...

>> No.8885712
File: 395 KB, 1920x1080, doom55.png [View same] [iqdb] [saucenao] [google]
8885712

>>8885683
It's a little broken if you change to a blank digit.

>> No.8885715
File: 129 KB, 640x480, q.png [View same] [iqdb] [saucenao] [google]
8885715

>>8885683
needs to be much darker at the very least.
I'd also go for thicker frames, with the labels on the outside

>> No.8885718

>>8885683
Are the numbers supposed to be 1 pixel lower than the outlines?

>> No.8885721
File: 693 KB, 1920x1080, hudnums2.png [View same] [iqdb] [saucenao] [google]
8885721

>>8885715
Darker definitely looks better. The digits in the armor segment seem misaligned.

Here's my current mockup. I tried to do something like the clock in the picture.
For some reason it wouldn't give me round edges (transparency would be replaced by black) for the outer rim, so it's all really blocky, which I don't like. Obviously the other numbers also have to be replaced.

>> No.8885727

>>8885718
No, slade is fucking with me again.

>>8885721
Are you converting them in slade? If so, check what you selected to be transparent.

>> No.8885728

>>8885585
that's good, percents could be subtly printed on metal or something

>> No.8885732

>>8885727
>Are you converting them in slade? If so, check what you selected to be transparent.
Transparency in Slade is as it should be. I assume it's something with how the STATBAR is drawn on the HUD, because for the single elements it works perfectly fine.

>> No.8885736

>>8885683
also, why the funky Ms in "ammo", but not in "arms" or "armor"?
plus, the kerning in H EALT H

>> No.8885768
File: 1.06 MB, 1849x934, 1623041836558.jpg [View same] [iqdb] [saucenao] [google]
8885768

>>8885228
Does this count? I'm planning to rework this failed 400 minutes of /vr/ submission, because I underestimated the 6 hours and I didn't even place down any things or set any linedefs when the clock hit zero.

>> No.8885793

>>8885213
Is it because the community small and consist of autists that view EXE editing as "one true way" or something along those lines? Also, how Wolf3D stuff works in general? Are there like standalone maps and mods that can be used without much pain or most of it is glorified or actual total conversion tier of autism because EXE's?
What interesting TC are there besides Doom: Legions of Hell and Operation Eisenfaust: Origins?

>>8885429
Should be working fine, from the looks of it. Plus I believe that this port is generally considered to be a good one. Here's a random video for example:
https://www.youtube.com/watch?v=Quztl-y7ttc
Another port from Nerve Software. Expecting them to drop "Unity port" of the game soon-ish.

>> No.8885796

>>8885429
yes

>> No.8885807
File: 14 KB, 259x399, image.png [View same] [iqdb] [saucenao] [google]
8885807

could you please don't

>> No.8885810

>source code of wolf 3d released in 1995
>still no jumping, crouching or looking up and doen alllowed
Explain yourselves

>> No.8885815

>>8885810
Rise of the Triad

>> No.8885817

>>8882429
Quake 2
Unreal
Quake 3 Arena
Space Hulk
Alien Trilogy
AVP 1 and 2
Requiem
Gunman Chronicles
Half Life
Hexen 2
RTCW
Battlezone

>> No.8885818

>>8885736
Those are all good points. Seems like analog clock is working out mostly well, but I'll keep it in mind in case I'll need a custom hud.

>>8885721
>For some reason it wouldn't give me round edges (transparency would be replaced by black) for the outer rim, so it's all really blocky, which I don't like. Obviously the other numbers also have to be replaced.
Is the problem is game only or does SLADE sprite view also show this? Could it be that you have anti-aliasing that produces barely visible semi-transparent pixels that turn black because Doom can't into alpha-channel?

>> No.8885827

>>8885815
and modders excuse is?

>> No.8885831

>>8885827
Doom

>> No.8885835
File: 2.74 MB, 2997x2000, 1456663954909.gif [View same] [iqdb] [saucenao] [google]
8885835

>>8885807

>> No.8885836

>>8885831
we need a GZDoom equivalent

>> No.8885837

>>8885818
>Is the problem is game only or does SLADE sprite view also show this?
As I said, transparency in SLADE works as intended. And e.g. the single characters are set up in the same way and they work as they should.

>> No.8885838

>>8885827
Doom

>> No.8885850

The more you know
https://www.wolf3d.de/changelog

>> No.8885886

>>8885836
Why?

>> No.8885895

>>8885835
>finding out there’s actually a max range to their hitscanning
Magic’s gone

>> No.8885901

>>8884456
seconding historical interest>>8884460 .
It doesn't hold up like Doom

>> No.8885902

>>8885256
>TOD IST MEIN LEBEN!
translation: Todd is my life!

>> No.8885905

>>8885827
*pulls out blue velvet pool cue case*
Doom.
*laughs*

>> No.8885919

>>8885827
for port makers excuse:
code is a mess.

>> No.8885926

>>8885919
Wrong Carmack is perfect

>> No.8885930

TIL seargant Mark IV contributed a map for 200 minutes of /vr/

>> No.8885936

>>8885919
because they are too scared to ask carmack.

>> No.8885937

>>8885936
>>8885926
okay, i am going to ask carmack to make a port of ROTT, just give me a link.

>> No.8885939

>>8885810
>getting mad that you can't jump over nothing, crouch under nothing, and look up/down at untextured ceilings/floors
bruh

>> No.8885946

>>8885937
why would Carmack waste his time creating something that already exists?

>> No.8885961

Don't worry the ROTT remaster will finally come out in 2070 and will be a buggy mess to fill the void

>> No.8885967

>>8885930
really? which map?

>> No.8885991

>>8880704
https://www.youtube.com/watch?v=HC3WqdDkn3o

>> No.8885996

So do we have a deadline extension for 400 mins /vr/?

>> No.8886007

>>8885996
We hit 36 maps, so I'd guess no.

>> No.8886020

What's the point of using toxic/lava floor and making it non-harmful? Is it because your only other option is water?

>> No.8886046

>>8885967
Dead Cargo

>> No.8886048

>>8886020
have fun guessing if blood & brown-water is a damaging floor secrion or not in each level

>> No.8886049

>>8886020
Non-damaging blood can work too. I think it's just the desire to have pretty floors combined with either inexperience or an unwillingness to adhere to standards ("what? it's just green water")

>> No.8886054

>>8886048
Doesn't base Doom 2 have damaging water in, like, ONE section? Or am I thinking of something in Evilution?

>> No.8886064
File: 78 KB, 800x450, heretic wad.jpg [View same] [iqdb] [saucenao] [google]
8886064

>>8885672
>the game engine itself lacks any vertical movement for the player, outside sourceport mods and the RavenSoftware games also using it?
If by vertical movement you mean jumping, it doesn't have it. You could easily add it to the code when making a sourceport, and this was quickly done when Doom's source code was published, on Carmack's own suggestion, but Doom itself just never had it, they didn't find it necessary I guess.

I don't remember if Heretic had jumping or not, ages since I touched it, but it has flight, and it 'removes' that "infinite height" thing Doom had so that monsters and players can move above and below each other, as well as above and below solid props (Heretic uses this to create magical mid-air bridges you can move under and walk on top of). It incidentally also has the Iron Lich enemy, which akin to the Archie will Team Rocket you, just using a tornado instead of hellfire.

Hexen plain adds jumping proper, as does Strife, I'm pretty sure.
If you add the full collision for monsters and players like in Heretic, and then Jumping like in Hexen and Strife

>> No.8886065

>>8886054
Doom 1 does, but it's signposted.

>> No.8886070

>>8885179
>>8885173
>>8885171
>>8880704
>>8880705
Dash Tower v3, by zipon
Fixed Chaingunner in UV
Fixed clipping into the wall after teleporting
Made the enemies in the final room teleport in when you enter
Added multiplayer/deathmatch spawns so the level doesn't crash
https://files.catbox.moe/j39kp0.wad
Unless some gamebreaking bug is found, this will probably be the final version of the level. also this is myfirstlevel!!!1111!!!

>> No.8886092

>>8886064
BTW is fall damage a thing in Heretic1 or exists only in Hexen & Strifep

>> No.8886105

Technically the full version wasn't released until June 1992.
The party never ends.

>> No.8886123

>>8886092
It's a Hexenp & Strife thing only.

>> No.8886128

>>8886064
>>8886092
Only Hexen and Strife have jumping.
Hexen has falling damage for sure, not sure about Strife.

>> No.8886135

>>8885996
Would be cool if we got Saturday too, but I'd understand if we stuck to the original deadline.

>> No.8886136

>>8886128
Strife has falling damage too, but a different formula from Hexen's.

>> No.8886143
File: 331 KB, 750x1000, boners.jpg [View same] [iqdb] [saucenao] [google]
8886143

played through the rest of the submissions (Dash Tower is before the last update)
same folder: https://mega.nz/folder/sDAyVCjL#WREReSsTuvZWqNZYYZO3xg

>> No.8886145

Last week I realised I hadn't played the Build games in over twenty years, so I finally returned to Duke Nukem and completed it. The game held up well and now I want to do Shadow Warrior. What's the best way to play it these days? There are several options and people's opinions on them are mixed.

>> No.8886152

>>8886145
I personally use VoidSW right now.
It seems pretty comfy.
Lots of people here seem to prefer Raze or Build GDX though.

>> No.8886158

>>8886143
btw, total playtime without Forsaken Outpost: 6h 50min
didn't beat the par, huh.
also I'm counting 38 maps, not 36.

>> No.8886160

>>8886152
I'll try VoidSW first.

>> No.8886165
File: 210 KB, 1920x1080, doom05.png [View same] [iqdb] [saucenao] [google]
8886165

I am not quite satisfied with the background, but I like the look of digits more; they now look like actual biparted flip-flaps.

>> No.8886178

>>8886165
ouch
not sure I dig headlights blaring at the player the whole way

>> No.8886181

Literally the Maximum Doom of Wolfenstein 3D
https://www.mobygames.com/game/wolfenstein-3d-super-upgrades
https://www.youtube.com/watch?v=s1BiJiS88kg

Would you?

>> No.8886190

>>8886165
I'd tone down the white a little bit, and maybe give a bit of texture to the black backdrop.

>> No.8886192

>>8886178
Yeah as I said, not satisfied with the background, and frankly I think the Doom palette did something with the shade of it and made it brighter.

>>8886190
Another shade of grey or something? What texture would you suggest?

>> No.8886195

>>8886143
>I don't suppose you called it megatron after I posted that tetsuo image?
Actually yes, I couldn't think of a cool theme and seeing that inspired me to make a fleshy tech map.

>> No.8886210
File: 68 KB, 244x312, cacochuckle.gif [View same] [iqdb] [saucenao] [google]
8886210

>>8886181
>Gameplay footage from the WolfMaster levels featured in Wolfenstein Super Upgrades, an add-on pack only made available through mail order to owners of the registered version of Wolfenstein 3D who purchased directly from Apogee prior to 1995.
>The WolfMaster upgrade is a menu system that allows you to play what is purported to be the 815 best user-made levels that have been personally hand-picked by Apogee.
>However, this is either a blatant lie, or the best Wolfenstein map creators at the time were all largely insane.

>> No.8886213

>>8886192
Just some slight grain or something, as long as it doesn't look like a solid pitch black.

>> No.8886215
File: 103 KB, 601x451, 1619703285127.png [View same] [iqdb] [saucenao] [google]
8886215

>>8886195
noice
glad it helped

>> No.8886218

>>8886145
All the ports for it are pretty good. My least favorite is Classic Redux, the widescreen katana sprites are not worth that ugly HD hud. I like VoidSW and Raze the most.

>> No.8886230

>>8886215
For no reason I was just thinking how Tetsuo reminds me less of the “Quake 2 body horror” and more of the “System Shock body horror” and then you post this, kick ass.

>> No.8886234

>>8886123
sorry no idea why P was added instead of ? in there, time to stop phoneposting I guess. . .

>> No.8886237

>>8886213
I think I have an idea, thanks.

>> No.8886240
File: 73 KB, 450x450, hammer.jpg [View same] [iqdb] [saucenao] [google]
8886240

>>8886230
I mean, compare the covers for SS1 (1994) and Body Hammer (1992).
ain't no coincidence.

>> No.8886258

>>8886240
Holy shit fuck.

>> No.8886267

Does someone have /g/'s wad? I was searching on https://pastebin.com/5sKRiJzS but it gives an 404 error.

>> No.8886271

>>8885493
>fires two nails at once in a spread
If I'm remembering right, this is exactly how it functioned in Qtest. I wonder if he got the idea from there or if it was coincidence.

>> No.8886276

>>8885171
>Caves of Koone

Thanks for the feedback. As per usual with these timed maps I wound up rushing to complete it even with six hours to do so, I actually cut out some sections because I made my layout too big and had my hands full trying to make as much as possible not STARTAN2 while also trying to put in enemies and stuff so its not an empty myfirstmap.wad

>> No.8886297

>>8886267
This should be a later version of the same wad.
https://www.mediafire.com/file/9n1g98joya9t2qv/ARCHIE_RELEASE_1B.rar/file

>> No.8886321

>>8886297
Thanks!

>> No.8886360

>>8886143
>Tuck Me Into Ramza's Foreskin
I had a good laugh at the note-typing while the Archvile finally came-out to play (I have no idea what takes him so god damn long to get out of his comfy chair every fucking time.)
Then I started crying laughing at the Revenant ambush montage. I apologize sincerely for that encounter being so lopsided; I only threw it in because I ran out of time and needed to fill that space. I think I lucked through on my first playtest and said "good enough" (like the jump to the early Plasma Gun, holy fucking shit I don't know how I did that the first try either; my success rate for both has plummeted since.)
And thanks again for playing my map(s)!

>> No.8886370

Can someone help me add vsmooth to btsx? when I add vsmooth.wad to the zdl extrenal files the palette and sprite screw up.
On the vsmooth's Doomworld page there's a video showing how it works and it's running on btsx flawlessly.
What am I doing wrong?

>> No.8886375

>>8886143
>Soul Survivor
Thanks for the feedback, I think I have to tune the double Vile fight a bit. It's not true though that there is no health beyond the chaingunners, you just spent it all in the fireblue labyrinth :^)
Also, I definitely have to remove the corridor to the secret from the automap.

>> No.8886382

>>8886370
BTSX has its own palette, make a copy of vsmooth, open it up in Slade, convert all the graphics to PNG, and then re-convert them to Doom Paletted, but select BTSX's palette.
There's probably a better way to do this, but if it's just weapon sprites it should be fine, maybe your plasma gun will have a pink muzzleflash or something, but I promise it will look less fucked up.

>> No.8886387

>>8886382
I think in the video, the dehacked patch is being used, I'll try and patch the wad like the readme file says and see if I can get it to work.

>> No.8886404
File: 207 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
8886404

Next attempt. Made the background darker and added some noise. Note the ammo counter being still pristine black for direct comparison.

>> No.8886405

>>8886387
I don't know what a dehacked patch is going to do when the problem you described read like a mismatched palette.

>> No.8886408

>>8886404
Put a block of dark woodgrain behind the mugshot.

>> No.8886409

>>8886405
Yeah I gave up. I'll play it without vsmooth, I certainly don't want to do the conversion you described and I don't know other methods to make vsmooth compatible with this wad.

>> No.8886410
File: 6 KB, 355x313, Doomguy waving flippers.png [View same] [iqdb] [saucenao] [google]
8886410

>>8886404
I like it. Though I agree with that other anon, putting SOMETHING behind the mugshot would help.

>> No.8886416

>>8886409
>I certainly don't want to do the conversion you described
I made a personal patch with that method to load Freedoom's sprites into BTSX, It's easy as shit, I'll even do it for you if you link vsmooth.

>> No.8886418

>>8886408
>>8886410
To add to these two anons, giving the gray background something like a "SHAWN2" finish would make it more Doom-like (obvs) while also making it seem more like an electronic device imo.

>> No.8886419
File: 203 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
8886419

>>8886410
>>8886408
Yeah sure, why not make the whole FUCKING THING WOOD LIKE A FUCKING BOOMER HUH? HUH? HUH HUH HUH

>> No.8886423
File: 14 KB, 300x207, s-l300.jpg [View same] [iqdb] [saucenao] [google]
8886423

>>8886419
Darker, shinier.

>> No.8886427

>>8886416
Okay, here's the doomworld page:
https://www.doomworld.com/forum/topic/102462-vanilla-doom-smooth-weapons/
It's weird, I feel like it's supposed to work right off the bat, there's no details in the video description but I don't think there's patching involved.

>> No.8886430

>>8886416
>>8886427
After actually reading the page there's this doom limited palette thing where you have to use deutex to get it to work. I'm still too tired and have to do a bunch of work so maybe I'll attempt it tomorrow.

>> No.8886431

>>8886419
I was just wanting to see something behind the HUD face, but I kinda like this new direction. Really sell that alarm clock aesthetic.

>> No.8886432
File: 203 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
8886432

>>8886423
Okay, so how's this?

>> No.8886437
File: 78 KB, 640x960, 1411680417402.jpg [View same] [iqdb] [saucenao] [google]
8886437

>>8886432
Oh my.

>> No.8886442

>>8886432
I'd say drop the contrast just slightly or something; it's kinda reading like brown metal, you lose the wood grain detail a bit too much. But it's definitely starting to capture that "wood panel on everything" aesthetic that matches the retro segmented clock look really well.

>> No.8886452

>>8886165
I have an idea for the stbar. Maybe I'll take a stab at it. Can you make the numbers available separate?

>> No.8886457

>>8886430
Looking into it, vsmooth's sprites look fine with BTSX's palette in slade already, since Fraggle used that palette patch to make the wad. I have no idea what your problem is, assuming you're not loading anything else on top of whatever BTSX episode you're playing (both a and b wads), and Vsmooth.

>> No.8886459

>>8886432
That is very nice.

>> No.8886461
File: 133 KB, 1646x873, doom00.png [View same] [iqdb] [saucenao] [google]
8886461

Alright, we decided to extend our range and offer you the statusbar not only in dark grain wood, but also in brushed metal (courtesy of SHAWN2).

>>8886452
Sure, here's the whole wad with everything I did so far: https://files.catbox.moe/an5isf.wad

>> No.8886467

>>8886432
like this one a lot.
t. guy complaining about brightenss before
could try a glossy highlight over each black section now. or just a simple gradient.

>> No.8886469

>>8886461
Thanks. I do like the dark wood one tho.

>> No.8886474

>>8886181
based marph always having some cool shit to show off

>> No.8886483

>>8886419
I think it would be more distinct if the parts with the numbers had a little bit of light reflecting off them, since they're glass.

>> No.8886485
File: 160 KB, 518x345, retro-flip-digit-clock-radio-1970s-ge-clock-radio-no-74300-wood-grain-plastic-case-1stopretroshop-s71444-5.jpg [View same] [iqdb] [saucenao] [google]
8886485

>>8886432
>>8886461
The dark wood one is almost perfect, personally, I'd merge adjacent sections into two "instrument panels" with a wood only on the outermost border, and maybe add some speaker-obscuring textured ridges behind the mugshot.

>> No.8886492

>>8886461
Whatever version ends up in the wad, could you also do a widescreen one ? I really despise this rock texture on the sides of the stbar.

>> No.8886493
File: 274 KB, 1315x910, 1628668077071.png [View same] [iqdb] [saucenao] [google]
8886493

>>8886457
Doesn't work, try it yourself and just load a+b and vsmooth.wad and you'll get some weird sprite errors.

>> No.8886495

>>8886483
>had a little bit of light reflecting off them, since they're glass.
Huh?

>>8886485
That's also a good idea.

>>8886492
If you tell me how to do that.

It's getting pretty late at my place though, so I will probably call it quits for today. I also want to see what >>8886452 is going to whip up.

>> No.8886497

>>8886485
okay lgr

>>8886064
that image is fantastic. it makes me think of the 'no bitches' one, but d'sparil saying 'no liches?' would probably be funny to me and 3 other idjits.

>> No.8886503

>>8886497
>okay lgr
Lmao, I'll admit: that thought did cross my mind.

>> No.8886512
File: 328 KB, 1920x1080, Screenshot from 2022-05-07 17-37-14.png [View same] [iqdb] [saucenao] [google]
8886512

>>8886493
Works on my machine.
I loaded, in this order: btsx_e1a.wad btsx_e1b.wad vsmooth.wad

>> No.8886515
File: 3 KB, 128x128, ASHWALL7.png [View same] [iqdb] [saucenao] [google]
8886515

>>8886495
>Huh?
Just a subtle shine over the numbers, like in this Eternal Doom texture.

>> No.8886527

>>8886515
Ah I see. Although the numbers aren't glass, it's just black and while plastic.
I experimented with having a "glass" cover though, but I couldn't get it to look good.

>> No.8886530

>>8886527
>Although the numbers aren't glass, it's just black and while plastic.
Is there not glass over them?

>> No.8886534

>>8886530
Yes, that's what I meant by the second sentence.

>> No.8886538

>>8886530
>>8886534
Another problem here is also that afaik the numbers are drawn over the rest of the status bar, so I would have to have a piece of shine over every single number, which would certainly look silly.

>> No.8886543

>>8886527
>I experimented with having a "glass" cover though, but I couldn't get it to look good.
>>8886530
>Is there not glass over them?
Having a glass shine pattern over the numbers is going to be a pain in the ass because the numbers are drawn over the status bar, the best you could hope for is probably a "bubble shine" on the status bar itself, as part of the area bordering the numbers.

>> No.8886549
File: 210 KB, 1917x1080, 1637461333197.png [View same] [iqdb] [saucenao] [google]
8886549

>>8886512
Use the other weapons, both shotguns and the chaingun have artifacts like the ones described on the github page.
I have the right color palette just as you, problem is the artifacts.

>> No.8886553
File: 33 KB, 267x167, 1623555230596.png [View same] [iqdb] [saucenao] [google]
8886553

>>8886549
>>8886512
Unload vsmooth and play normally and you won't see these artifacts.

>> No.8886562

>>8886497
>d'sparil saying 'no liches?'
Got a laugh out of me

>> No.8886564

>>8886495
>I also want to see what >>8886452 (You) # is going to whip up.
It'll be later, I have stuff to do ATM unfortunately

>> No.8886569
File: 397 KB, 1920x1080, Screenshot from 2022-05-07 17-51-44.png [View same] [iqdb] [saucenao] [google]
8886569

>>8886549
No, they don't. This is with vsmooth loaded.

>> No.8886571

>>8886569
What the hell, I do have them. I even tried in another source port but they appear as well.

>> No.8886578

>>8886571
Are you loading anything else on top of btsx and vsmooth? Perhaps autoloading the sprite fix project or something?

>> No.8886581 [DELETED] 

Alrighty then, last one for today: Condensed the panels left and right and made a widescreen version. Frankly, I don't like it spanning the whole screen, now it just looks like a piece of plank or something instead of a clock. Not sure about the condensed displays yet.
Also haven't found a proper template for the speaker ridges.

>> No.8886589
File: 382 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
8886589

Alrighty then, last one for today: Condensed the panels left and right and made a widescreen version. Frankly, I don't like it spanning the whole screen, now it just looks like a piece of plank or something instead of a clock. Not sure about the condensed displays yet.
Also haven't found a proper template for the speaker ridges.

>>8886585
Fuarrrrk I have actually been wanting to put some knobs on that thing, but didn't find any space. Now I feel dumb. Anyway, here's the picture, goodnight lads.

>> No.8886592

>>8886589
Having it split into two panels looks cool.

>> No.8886593
File: 24 KB, 1312x889, 1641121308392.png [View same] [iqdb] [saucenao] [google]
8886593

>>8886578
No, just those three.

>> No.8886603
File: 325 KB, 3840x2160, gloss.png [View same] [iqdb] [saucenao] [google]
8886603

>>8886495
>>8886589
well, here's what I meant by glossy highlights
don't have a preference between separate/merged panels

>> No.8886608

>>8886593
Either Crispy Doom is screwing something up, or your version of vsmooth somehow doesn't have the palette considerations, but you already said you tried it with a different port and still had issues, and as far as I can tell from the dates in the thread and on the github page, even the initial release had the palette artifacts fixed.

>> No.8886610
File: 35 KB, 720x874, confusion of the highest order.jpg [View same] [iqdb] [saucenao] [google]
8886610

>>8886070
My map doesnt have any coop or dm starts and Im all out of time, is that very bad?

>> No.8886612

>>8886603
That looks good, it appears much less flat.

>> No.8886613

>>8886610
I didn't even do skill differences, you should be fine. None of that was required.

>> No.8886617

>>8886610
I skipped DM starts in mine, but I actually made some considerations for co-op, both by placing starts and fixing potential softlocks.

>> No.8886621

>>8886610
IIRC project lead said he'd add coop and dm starts to maps lacking them

>> No.8886625

>>8886610
I placed coop starts but only because it's easy to just plop down player 2, player 3, player 4 right behind player 1.
Most of my maps aren't even that good for DM, so I don't usually bother. I only bothered placing DM things for Ad Mortem's Map02, and only because I had the time while doing the quickfixes.

>> No.8886630
File: 383 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
8886630

>>8886603
Okay I lied, I'm still lurking. It's kinda too hot in here to sleep yet.
I think top right looks best, it's actually pretty close to what I had envisioned. Would you mind doing it again if I provide the panels?
Note however, that especially with how you laid out the highlights on the left sides of the panels, you will get some problems when the digits appear. Check these:
Here you can see how ammo and armor count are basically already right at the border.

>> No.8886631

>>8886608
I downloaded vsmooth again and it works normally now.
I have no idea what was the issue.

>> No.8886634

>>8886603
Something like the bottom left might be doable with a bit of tweaking, but the other ones have asymmetrical shading on the left/right which won't come through without significant alterations to the number graphics themselves.
I suppose the flipping panels themselves could be part of the STBAR, and the numbers could just be the numbers with the split line through them, but that wouldn't maintain the theme if someone was using a transparent status bar or a fullscreen HUD the way the current graphics do.

>> No.8886637

>>8886621
I hope so, 400 mins for Sunday Night Shitshow is a must.

>> No.8886642

>>8886064
>Heretic uses this to create magical mid-air bridges you can move under and walk on top of
That's Hexen.

>> No.8886647

>>8886637
I doubt every mapper made considerations for co-op, that's probably going to result in at least a few softlocks and map skip votes.

>> No.8886660
File: 1.01 MB, 1920x1080, blend add.png [View same] [iqdb] [saucenao] [google]
8886660

>>8886630

>> No.8886663

>>8880705
>>8877887
>>8884473

https://drive.google.com/file/d/1JxGO5WAS8DmHeBVoDv9IsQQQonbTH1VM/view?usp=sharing

Version 2 of "Yass Queen, Flay!"

Changed all appearances of SW1SKIN to SW2SKIN, i.e. the eye switch is now closed to begin with and opens when you use it, rather than the other way around, which I saw was confusing people. Thanks >>8886143 for the video. I'd already used all my time, but this only took 30 seconds with find & replace, so I hope it's fine.

>> No.8886668

>>8886647
>a few softlocks and map skip votes
We've run into that already plenty in SNS's before. That "DOOR STUCK" soundbite puts in some fukken work.

>> No.8886669
File: 302 B, 318x30, panels.png [View same] [iqdb] [saucenao] [google]
8886669

>>8886660
Thanks, but I'd need them in a form that actually fits the panels.

>> No.8886670
File: 660 KB, 1600x900, assss.png [View same] [iqdb] [saucenao] [google]
8886670

>>8885228
I finished my map, but it's part of a miniwad, so I can't release it yet. Not that anyone cares.

>> No.8886674
File: 6 KB, 318x30, 1651963350001_.png [View same] [iqdb] [saucenao] [google]
8886674

>>8886669
just scale *0.2

>> No.8886684

>>8886670
>Not that anyone cares.
Not with that attitude.

>> No.8886686

>>8886670
Why them imps grey man

>> No.8886703
File: 383 KB, 1920x1080, doom01.png [View same] [iqdb] [saucenao] [google]
8886703

>>8886674
T. Hanks.

I had to remove the shading on the left edges though, since as you can see the digits already hit the edges. I also added the 0 digits since we can't just have them appear out of nothing on an analog clock.
I just started out with the knob, pay no heed to it.

>> No.8886706

>>8886703
Are you gonna do a speaker grill on the other side?

>> No.8886714

>>8886706
I could do that, or behind the mugshot, as suggested earlier.

>> No.8886715

>>8886593
>id anthology
Based

>> No.8886720

>>8886714
It wouldn't be as noticeable there.

>> No.8886724
File: 8 KB, 318x30, 1651963350001__.png [View same] [iqdb] [saucenao] [google]
8886724

>>8886703
well, here's another similar variant that leaves the left side alone.

>> No.8886726
File: 3 KB, 137x76, ZDL.png [View same] [iqdb] [saucenao] [google]
8886726

>>8886593
What gives with that build of ZDL?

>> No.8886751
File: 382 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
8886751

>>8886724
Alright, latest version.
I think I prefer the other one though, this one's a biot too bright for my liking.

>> No.8886772

>>8886751
mix with the empty base at whatever percentage then. anyway, I've done it in blender, here's the file: https://files.catbox.moe/jgh0vw.blend
I can do the knob's outline if you want the lighting to match. or maybe you could.

>> No.8886782

>>8886772
>I can do the knob's outline if you want the lighting to match
If you want to, be my guest, my knowledge of Blender stops after "start it up".
But as I said, I just started out with the knob and I am not sure about whether to have one big knob or a few smaller ones etc.
I think we should wait for the next thread and more feedback, but thanks for the offer.

>> No.8886792

Hey guys, just gonna clear some things up.
>Beta will hopefully be out Monday
>Really impressive work with the status bar. Keep going.
>I'll add co-op and deathmatch starts myself but that won't guarantee the maps will be free of softlocks
>ENDOOM and M_DOOM are still open for replacement.
Time to bake bread

>> No.8886815

NEW THREAD
>>8886809
>>8886809
>>8886809

>> No.8886817

>>8886815
ho lee shit, i was going to point that, ty anon!

>> No.8886949

What's the best way to play online doom multiplayer?

>> No.8887114
File: 958 KB, 1920x1080, Quake Screenshot 2022.05.07 - 20.43.02.76.png [View same] [iqdb] [saucenao] [google]
8887114

>Slimers start swimming
>Zombies start flying
aaAAAA