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/vr/ - Retro Games


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8944471 No.8944471 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8934830

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.8944472

=== CURRENT PROJECT ===
512 LINEDEFS OF /vr/
Rules: >>8920816
Map in Boom format (CL9)

=== CURRENT RELEASES ===
400 MINUTES OF /vr/
RC2: https://www.doomworld.com/forum/topic/129139

VIOLENT RUMBLE
Download it here
https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ (Latest)

=== NEWS ===
[05-19] Anon shares his MBF21 map
https://mega.nz/file/1pVgibhT#nWJi3R78FvZXgw8JCO_JJNJoKXuTAWOiUeUAQVmPNow

[05-18] The Force Engine 0.9 released
https://theforceengine.github.io/downloads.html

[05-17] Cancelled 40k FPS game released
https://swordandtorchinn.blogspot.com/p/download-links.html

[05-16] TrenchBroom updated to 2022.1-RC1
https://github.com/TrenchBroom/TrenchBroom/releases/tag/v2022.1-RC1

[05-13] John Romero is publishing an autobiography.
https://romero.com/shop/p/doomguy

[05-09] DNF2001 leak is released
>>>/v/598471840 Duke is finally free!

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8944475

I like Half-Life.

>> No.8944480

>>8944475
Shut up

>> No.8944487

>>8944475
Me too.

>> No.8944502

>>8944480
no, you shut up!

>> No.8944504

Based Carmageddon 2 fan.

>> No.8944509

I give the Combine a lot of credit, though. They're tough competitors. A real class act.

>> No.8944515

>>8944471
I gotta download that carma2 car

>> No.8944565
File: 225 KB, 1024x768, Screenshot_Doom_20220525_201308.jpg [View same] [iqdb] [saucenao] [google]
8944565

Big thumbs up and appreciation for contributors of the 400 minutes of /vr/ project.

Playing through it now and having a great time. You guys did good!

>> No.8944576
File: 997 KB, 1918x1038, Screenshot 2022-05-25 143747.png [View same] [iqdb] [saucenao] [google]
8944576

>>8944471
Jerma's Doom - MAPXX: The Rumble.
99% done except for some item placement
>Captcha: D4WAD

>> No.8944583

Making a map in UDMF, trying to add a custom water texture. I have OSLIME01 through OSLIME04 in the wad, all added to Pnames and Texture1 (not really sure about this step? I saw it in a tutorial but I don't know what it does). I'm reading the ZDoom's wiki page for ANIMDEFS for this.
I add
>Flat Optional OSLIME01 Range OSLIME04 Tics 8
to ANIMDEFS. The water is a still image, no animation occurs.
I try
>Flat OSLIME
Pic OSLIME01 tics 8
Pic OSLIME02 tics 8
Pic OSLIME03 tics 8
Pic OSLIME04 tics 8
instead. The water is still unmoving.
Obviously I'm doing something wrong, can anyone assist?

>> No.8944592
File: 519 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8944592

>> No.8944631

>>8944565
"Sisyphus's Chrysalises" (map in your pic) might actually be really cool with a randomizer mod, now that I think about it.

>> No.8944639

>>8944592
>always bitch lightly
Seems about right.

>> No.8944650
File: 84 KB, 508x316, bitch_lightly.png [View same] [iqdb] [saucenao] [google]
8944650

>>8944592

>> No.8944657

>>8944471
>want to get a new lightweight laptop for travel
>but also want to do some Doom in the side

dunno, was thinking of getting an used thinkpad but I dunno

>> No.8944694
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
8944694

>>8944592
>kegan evil

>> No.8944714

Quake? Bad.
Unreal? Bad.
Daikatana? Good.

>> No.8944729

>>8944657
Steamdeck?

>> No.8944731

>>8944650
I member

>> No.8944735

>>8944592
>youtube dumb
Finally something we can all agree on.

>> No.8944743

>>8943696
How did you get new models in Ironwail?

>> No.8944750

>>8944694
I always knew he had plans for world domination.

>> No.8944761

>>8944729
steamdecks are not shipping till October I think

>> No.8944769

>>8944657
Only issue might be the GPU, some of them just won't run GZDoom now because of the OpenGL version.

It'll run crap like ZDoom though, which is what I did with my old ass one, lot of mods like Yhollmods are fine on that.

>> No.8944806
File: 112 KB, 480x720, 1622103878605.jpg [View same] [iqdb] [saucenao] [google]
8944806

>>8944592
>wrong entire match

>> No.8944886
File: 26 KB, 750x779, 1653508053359.png [View same] [iqdb] [saucenao] [google]
8944886

>> No.8944897
File: 455 KB, 1600x837, Screenshot_Doom_20220526_030416.png [View same] [iqdb] [saucenao] [google]
8944897

>duuuuuuuude i`m gonna make this gun straight up earrape you and everyone in a mile radius to show how heckin cool and strong and hardcore and doom it is
when will these faggot ass modders learn to fucking balance the sound volumes already, bros?

>> No.8944904

>>8944897
sauce on hud?

>> No.8944908

>>8944904
standard brutality 3 hud. dunno if there`s a standalone tbqh, didn`t find.

>> No.8944914

>>8944904
+1

>> No.8944915 [DELETED] 
File: 971 KB, 3024x4032, soyko pop.jpg [View same] [iqdb] [saucenao] [google]
8944915

>>8944729
>bro its like the switch but masterrace
S H I L L
H
I
L
L

>> No.8944916
File: 177 KB, 499x396, Ignoring Away.jpg [View same] [iqdb] [saucenao] [google]
8944916

>>8944001
I see, thanks. I suppose you might as well go for ZDoom either way. Even if you would rather stick as close to vanilla as possible while trying something new, but it's not like I have specific plans. Maybe some dumb concept that wouldn't get anywhere closer to recoming a reality.
>>8944592
>Original Faggot
Who would that be? Besides Billy, of course.

>> No.8944920
File: 39 KB, 500x420, Pretty cool guys.jpg [View same] [iqdb] [saucenao] [google]
8944920

>doom

>> No.8944924

>>8944920
>metadoom
>no metahalo
>no metametroid
erm, we won

>> No.8944925

>>8944920
Are Seamus McArn's FPS games retro yet?

>> No.8944934
File: 93 KB, 750x510, aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa.jpg [View same] [iqdb] [saucenao] [google]
8944934

>>8944924
>metadoom
>no metahalo
>no metametroid
bitch we LOST.
halochads and metroidlads never knew such disgrace.

>> No.8944935

>>8944920
How did nu doom end up better than nu halo and nu metroid?

>> No.8944939
File: 298 KB, 1030x1310, fuck year.png [View same] [iqdb] [saucenao] [google]
8944939

>>8944897
Blow it out your eardrums

>> No.8944941

>>8944743
There may be a better method but I just plugged this into the id1/"whatever levelset you want" folder https://drive.google.com/file/d/1nDLfarkq9unj6V_sdypUblMewcdl1mrQ/view

>> No.8944949
File: 67 KB, 645x576, 5f4.jpg [View same] [iqdb] [saucenao] [google]
8944949

>>8944924
>needs mods to make his game enjoyable

>> No.8944958
File: 217 KB, 957x1300, This is sweet but not as sweet as my codpiece.jpg [View same] [iqdb] [saucenao] [google]
8944958

>>8944694
Be grateful I'm not.
Yet.

>> No.8944960

>>8944925
prime 1 is same year as SS:TSE, so i guess so.

>> No.8944962

>>8944897
Blame Mark for having a shitty sound design philosophy, because so many of these idiots follow in his footsteps and just assume LOUDER IS BETTER

>> No.8944970
File: 3 KB, 249x113, image.png [View same] [iqdb] [saucenao] [google]
8944970

You guys weren't lying when you said Brutal/PB code is a fucking disaster. Having a hearty laugh reading through it.

>> No.8944976
File: 3 KB, 294x101, image.png [View same] [iqdb] [saucenao] [google]
8944976

>>8944970
Like seriously.

>> No.8944983

>>8943980
It is an option you can toggle in the menu, so it's not "permanent".
But it doesn't have a key you can press to turn it off/ on, if that's what you mean.

>> No.8944985

>>8944970
>0 is enabled
Nigger what

>> No.8944991
File: 40 KB, 400x534, FBXxdOMXsAQqIC3.jpg [View same] [iqdb] [saucenao] [google]
8944991

>>8944976

>> No.8945002

>>8944583
Your animdefs look ok, maybe you could omit the "optional" keyword.
My guess is your flats are not between the proper F_START and F_END markers (maybe none of your graphics are inside their respective markers?).
Also, iirc, the TEXTURES and PNAMES are only for textures and not for flats.

>> No.8945017
File: 41 KB, 736x735, face2.jpg [View same] [iqdb] [saucenao] [google]
8945017

>>8944471
is tonight the night we get in some shit
deathmatch in the incognito tip ??

>> No.8945019
File: 6 KB, 322x243, image.png [View same] [iqdb] [saucenao] [google]
8945019

>>8944985
That's one of the most basic things, DO NOT declare not_condition variables, like, ever, because it becomes absolutely unreadable.
Around 90% of Project Brutality settings are reversed for some twisted reason.

>> No.8945023

>>8945019
Stupid.

>> No.8945028

>>8944970
this is like the nintendo wii virtual shop menu in code
ass fucking backwards

>> No.8945029

>>8945017
It's Wednesday, so no

>> No.8945030

>>8945028
It's worse than that. At least with the Wii shop stuff you have some catchy music.

>> No.8945034
File: 169 KB, 1366x768, FToKet5XwAAOuVL.png [View same] [iqdb] [saucenao] [google]
8945034

>>8944471

>> No.8945037

>>8945029
why don't you game on weekdays, do you really never have stuff to do on weekends?

>> No.8945038
File: 284 KB, 1366x768, FToKfK7XwAI2NrO.png [View same] [iqdb] [saucenao] [google]
8945038

>>8945034

>> No.8945039

>>8945034
Ah the HacX Uzi, the foundation of many, many weapon sprites. It's a little weird here how that other barrel juts out there so oddly though

>> No.8945041

>>8945029
>no Wednesday Night Whackfest

>> No.8945043

>>8945037
Don't really feel like it.

>> No.8945047

>>8945041
>>8945037
What happened to Tuesday Night Titties?

>> No.8945048

>>8944920
>halodoom and metroid dreadnought are a thing

https://www.youtube.com/watch?v=0gLuoVVt-94

Got everything we need in doom

>> No.8945050

>>8945002
Thanks anon, this is all good info. I ended up copying a bunch of lumps from the wad I pulled the textures from and making the map in Boom format because I don't really care about UDMF's advanced features anyways, but I'm writing your tips down in a notepad file.

>> No.8945058

>>8945047
>>8945041
>Monday Night Mayhem
>Tuesday Night Titties
>Wednesday Night Whackfest
>Thursday Night Thrashing
>Friday Night Firefight
>Saturday Night Serious Business
>Sunday Night Shitshow
Brought to you by the NEETS of /vr/ as soon as 94p gets released

>> No.8945063

>>8944920
>unable to shoot while running
>nothing half the kino of valiant
>unable to make any (finished) new games
good bait.
>>8944935
cause they at least tried,retro studios has nothing and they refuse to even finish halo infinite.
games > no games

>> No.8945065

>>8945050
If you're now doing Boom you obviously need the ANIMATED lump
https://doomwiki.org/wiki/ANIMATED

>> No.8945075

>>8945048
halo+doom just makes me think of doom 3 and nothing else

>> No.8945082

>>8945058
Go for it. Part of the reason we restricted ourselves to Fridays and Sundays was to let other anons host their own events on Saturday or any other days. It's been over a year and that hasn't happened yet, but I would like to see that change.

>> No.8945083

>>8945058
Here:
>Monday Night Magic - coop/survival playthroughs of Heretic/Hexen maps/mods
>Tuesday Night Titties - coop playthroughs of duke maps/mods
>Wednesday Night Whackfest - HL1 via Sven Coop
>Thursday Night Thrashing - Quake coop/DM
>Friday Night Firefight - Doom DM
>Saturday Night Serious Business - Serious Sam coop/DM
>Sunday Night Shitshow - Doom Coop/Survival

Make it happen.

>> No.8945089
File: 1.08 MB, 500x288, chainsawwwwwww.gif [View same] [iqdb] [saucenao] [google]
8945089

>>8945048
>download link is discord exclusive
I AM UNTETHERED AND MY RAGE KNOWS NO BOUNDS

>> No.8945090

>>8945058
>NEETS
>all of it is at night
>not playing doom in the day

>> No.8945092

Hey asshole, why didn't you tell us you've been putting out 400min vids?

https://www.youtube.com/watch?v=znkaovzMP6I

I AM ENJOYING THIS AND NOW EVERYONE ELSE WILL TOO

>> No.8945093
File: 1.04 MB, 1920x1080, 37.png [View same] [iqdb] [saucenao] [google]
8945093

did I mention this is one of my favorites now?

>> No.8945094

>>8945092
It's been streamed on Twitch by some guys too.

>> No.8945095

>>8945089
Project MSX is better.

>> No.8945097

>>8945094
Yeah, and those were linked here.
I am also still waiting for Egg's vids.

>> No.8945103

>>8945093
Based. If you played through it vanilla, highly recommend playing through it again now with fitting mods. It makes it even better.

>> No.8945106

>>8945095
based

>> No.8945107
File: 16 KB, 467x467, barack spiegel.jpg [View same] [iqdb] [saucenao] [google]
8945107

>>8945095
as cool as it is, it`s a product of its time. i can`t be bothered to map all its controls every time i feel like playing it.

>> No.8945109

>>8945092
Very nice

>> No.8945121
File: 878 KB, 400x213, 1365972403886.gif [View same] [iqdb] [saucenao] [google]
8945121

>>8945093
>only got a mere mention at the very bottom of cacowards
Bunch of faggots, all of them.

>> No.8945124
File: 182 KB, 700x526, I understand your AAAAAAAAAAAAAAAAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google]
8945124

>>8945107
You don't think there's not gonna be a bunch of unnecessary binds in that new modern Halo Doom mod? Guarantee it uses User buttons 1 through 4, (Armor ability/grapple, melee, grenades, switch grenades), and the gameplay looks like it's held back by the more linear Halo style levels, unless it's also a standalone gameplay mod.
Furthermore there's a slightly updated Project MSX that uses the modern standard GZDoom inputs so you don't have to bind fresh keys. Actually come to think of it, isn't that a non issue with separately stored configs for mods in GZDoom anyway?

All I'm really trying to say is: Weep not for a stupid gameplay mod locked behind a discord wall, as it's usually not worth your time. If it is, someone else here will take one for the team and post it here.

>> No.8945138
File: 76 KB, 618x473, neet.jpg [View same] [iqdb] [saucenao] [google]
8945138

>>8945058
i just want to play, bros
don't really care about which game as long as the filesize is decently low

>> No.8945141

>>8945138
>as long as the filesize is decently low
Well, this is the retro shooter thread after all. I bet you could fit the entirety of every file mentioned in the OP in a single flash drive these days. Twice over even.

>> No.8945143

>Made a map with a plan to have one big teleport slaughter in a room
>Can't actually bring myself to make a 200-monster teleport closet

How do others do this?

>> No.8945145
File: 633 KB, 720x480, aniki posting.png [View same] [iqdb] [saucenao] [google]
8945145

>>8945124
it`s less about unnecessary binds, and more about MSX using it`s own reload input instead of using gzdoom`s, for example. and also said input overwriting inputs from other mods, and me having to re-bind them later as well.
and now that i`ve read your reply fully, i actually never knew of the updated version. thanks anon, that`ll help me kill some time.
but yeah, i actually dropped malice because of it requiring a thousand different fucking binds lol.

>> No.8945149

>>8945141
it's my internet, i get 300 megabytes down an hour
BUT chances are i have all the games you guys like by now on my HDD already!

>> No.8945153
File: 240 KB, 1000x952, hey buddy I think you got the wrong door, the leather club's three sectors down.jpg [View same] [iqdb] [saucenao] [google]
8945153

>>8945145
I feel you, buddy. If a mod has a fuckload of binds it better have a good fucking reason for them, and I've only seen one mod that makes it worthwhile: Hideous Destructor.
Now you go enjoy Project MSX and make sure to charge punch a group of dudes for us.

>> No.8945154

>>8945048
actually looks pretty cool,though this would be even better as a challenge mod like a hideous destructor-lite,rather than what seems to be a power fantasy mod

>> No.8945161
File: 1.48 MB, 480x299, 1638227210136.gif [View same] [iqdb] [saucenao] [google]
8945161

>>8945083
I could host Serious Sam coop/dm stuff on Saturdays.

>> No.8945164

>>8945161
are you sincere?

>> No.8945170
File: 333 KB, 200x150, Lord Blaz dodges an imp.gif [View same] [iqdb] [saucenao] [google]
8945170

>>8945083
Sounds like you have it planned out. I would suggest taking a look at the /v/an's guide to hosting: https://pastebin.com/rm1Lam3h
Good luck.

>> No.8945173
File: 999 KB, 1280x720, Lord Blaz plays the guitar.webm [View same] [iqdb] [saucenao] [google]
8945173

>>8945170
>filename
lol

>> No.8945174

>>8945164
yes

>> No.8945178
File: 6 KB, 250x216, face.jpg [View same] [iqdb] [saucenao] [google]
8945178

>>8945048>>8945075 >>8945089 >>8945154
here is the link outside discord, now we can play some deathmatch of something right bros?
>https://github.com/Lewisk3/HaloDoom_GZDoomVersion/releases/tag/rc2.0

>> No.8945180
File: 23 KB, 346x406, THROW DOWN.jpg [View same] [iqdb] [saucenao] [google]
8945180

>>8945153
i`ll gib em good, homie

>> No.8945183
File: 23 KB, 500x400, Lord Blaz finds a gamecube disc.jpg [View same] [iqdb] [saucenao] [google]
8945183

>>8945173
Oh you saved that, cool.
But fug u

>> No.8945187

>>8945083
>no unreal
what's your fucking problem?

>> No.8945191

>>8945187
No days of the week have a U in it

>> No.8945192
File: 73 KB, 600x800, Lord Blaz and Kustam share a glass apartment together.jpg [View same] [iqdb] [saucenao] [google]
8945192

>>8945183
Fug u too, buddy

>> No.8945197

>>8945187
I guess we could do Thursday Night Tournament?

>> No.8945204
File: 978 KB, 634x777, Lord Blaz uses a guitar pick.png [View same] [iqdb] [saucenao] [google]
8945204

>>8945192

>> No.8945209
File: 436 KB, 640x477, Lord Blaz says it's his turn on the xbox.png [View same] [iqdb] [saucenao] [google]
8945209

>>8945204
Really you could just take anything making fun of ManlyTears and substitute it with Blaz and it'd work.

>> No.8945219

>>8945209
>manlettears
haven't heard that name in a while. I assume he's still a fag

>> No.8945226

>>8945197
He said Unreal though.

>> No.8945229
File: 2 KB, 114x34, needs rape correction.png [View same] [iqdb] [saucenao] [google]
8945229

>>8944592

>> No.8945230

>>8945226
I meant ut

>> No.8945243

>>8945093
>>8945103
I'm gonna play through with Ashes Weapons and Kriegsland Enemies, myself. Should be fun.

>> No.8945262
File: 2.55 MB, 600x480, 1591569869338.webm [View same] [iqdb] [saucenao] [google]
8945262

An anon yesterday said he was happy I was enjoying SW so much without nostalgia and made me think a bit even if its something that wanders around when I try to defend some old games amongst more normie friends. And succeed sometimes.

Its not that old good new bad, there was gigantic jank no matter how creative some games were but one thing I like about games that seem to stand the test of time is that the gameplay is responsive, this gores for every genre.

I like for example how you could move fast and slash multiple enemies without getting stuck into an silly animation like ion Doom Eternal. Its the same like auto jumping in modern games on yellow as fuck paint, I HATE getting stuck in animations I cant cancel or control nor matter how brief. Its like modern devs removed the ability to fail jumps sometimes. Of course not everybody does this but still.

SW controls like a charm and the parts that are slightly jank are not agravating, only those pesky shadow ninjas are getting on my nerves but I use all my items to quickly fuck them.

>> No.8945265

>>8945178
Gracias, amigo.

>> No.8945275

>>8945243
Sounds fitting and kino.

>> No.8945276

>>8945262
>>8945262
I have a theory that the games that feel best to play are the ones with as little possible disconnect between pushing a button and seeing a response on screen. That's why QTEs, executions, holding x to perform an action, etc, all feel so shitty, while clicking and immediately getting a bang and a spray of gore just plain feels good.

>> No.8945283
File: 5 KB, 759x55, image.png [View same] [iqdb] [saucenao] [google]
8945283

How is this shit legal?

>> No.8945289
File: 2.97 MB, 980x658, sw onlyone.webm [View same] [iqdb] [saucenao] [google]
8945289

>>8945276
You feel like you have more control, and likewise that control can feel taken away from you during "press x for awesome" moments.

>> No.8945290

>>8945283
Teleporters are lines, not sectors. That's how.

>> No.8945298

What are some good recent wads

>> No.8945301
File: 6 KB, 233x372, image.png [View same] [iqdb] [saucenao] [google]
8945301

Still should be illegal.

>> No.8945304

>>8945301
What am I looking at?

>> No.8945319

>>8945262
i think this is generally true,but it also depends on what meshes with someone's taste.
like i don't mind glorykills,they feel mostly good,they are what i wanted to do to demons,so im mostly fine with them,and i love the idea of rewarding aggression,i think that ULTRAKILL does it better with blood healing you.
but one big one i hate is sprint,it always feels really bad compared to other movement options in games,but to others,it feels like that without sprint. (though most who say that are mostly referring to modern shooters,i think the point still stands)

>> No.8945328

>>8945319
I only hate sprint when it does not allow you to do some actions, again its even if its 1 second you get stuck. I hate it in HL2 and other dark age fps.

But I dont mind sprint\dodge when it gives some I frames in or as a set up for sliding or other actions that reward you instead of only going fast.

I find it ingenious in vanquish where sprint allows you to fire still and go bullet time AND choose a dodge with more bullet time.

For example I would not mind glory kill in doom if it worked more loosely like you do the melee animation and the character dies in an automatic cool gore anim, but you char can move immediately.

>> No.8945331

>>8944471
where is this from

>> No.8945338

>>8945319
Dash mechanics can be fun and sometimes I'm fine with sprints mechanics if it suits the gameplay. What I don't like is how often they exist in lieu of fast player movement, and is often an analog stick consideration.

>> No.8945339

>>8945262
Kind of why I really disliked Doom 4's ledge mantling crap and glory kills, both because it stuck you in animations you didn't really need to be in and made the game feel like the weapons and levels were tailored for those to slow you down.

>> No.8945340

>>8945298
400minofvr
possibly 512 linedefs we'll see
DBP usually has good stuff
I've had my eye on Pagodia, but haven't tried it yet
I'm making a video about a 2020 miniwad called Nostalgia Ain't What It Used To Be. Only 9ish levels of actual gameplay, varying quality, but it's not bad and doesn't take long to blow through.

>> No.8945342

>>8945339
I dont mind stuff like ledge mantling the animation is brief and clearly been perfect since arkene in dishonored.
In old Thief the mantling was long although it didn't lock the mouse view unlike modern mantling.

I would like Eternal team to make a silly Hexen game where glory kills dont exist and we have a fluid melee combat it would be much more entertaining than Doom.

>> No.8945343

>>8945331
that's the ending of Blue Shift, jeez man!

>> No.8945349

>>8945328
im fine with dash,dashing is fine,i have a much larger problem with sprint,especially if it's like you said,used in lieu of fast movement.
>>8945328
>I only hate sprint when it does not allow you to do some actions
that's the main sprint that i mean,stuff far more liberating is not really the same.

>> No.8945359

>>8945349
was also for >>8945338

>> No.8945362

so when will Nightdive release Super 3D Noah's Ark 2: Ham's Revenge? the original is a classic!

>> No.8945383
File: 63 KB, 640x480, DUMP0005.png [View same] [iqdb] [saucenao] [google]
8945383

>>8944471

>> No.8945409

>>8945342
>I would like Eternal team to make a silly Hexen game
It's unlikely that Hexen or Heretic will ever get used for anything as they'd even in a superficial way be competing with the TES games.

Corporate mergers result in less stuff being made because of this shit.

>> No.8945410
File: 236 KB, 409x472, 1639593013847.png [View same] [iqdb] [saucenao] [google]
8945410

>>8944471
what the fuck is up with blue shift story? Those niggas seriously teleported to a suv to drive out of black mesa? Escaping black mesa is that easy? just drive out? That's fucking stupid, the surrounding area must be full of aliens and military must be bombing everyone trying to leave with homing missiles - if all it took was driving out we should have like 20 former BM employee characters in hl2 instead of just fucking 5
I mean, they got a fucking teleporter running, why not just teleport to Las Vegas or any fucking city centre, I figure its not far away from black mesa - why the fuck would you just teleport to a parking lot right outside

>> No.8945419

>>8945409
I know. Again. A man can dream.

People forget that competition is the shitty situation we are in after this big triple A gaming crash.

>>8945410
I dont know man I kinda dig it, first they are clearly escaping in when the Military are already in disarray, if there are alien popping out of existence they can see them better in the desert and they can go off road if they know the place well. its anarchy at that point they jsut ahve to put pedal to the metal.

>> No.8945420

>>8920816
>>8944472
Update for Slivovitz Liver Massacre by ASO3000
- Worked a bit on skill level implementation
- Added some direly needed decorations
- Added some really extremely direly needed secrets
- Also fucked a bit with ammo distribution, please check if you have too much/too little of anything at any point

!!!ABSOLUTELY PLAY THIS MAP AT COMPLEVEL 9 - OTHER COMPLEVELS MIGHT BREAK IT!!! 21 certainly will.

https://files.catbox.moe/scaebi.zip

>> No.8945431

>>8945304
The floor is lava, the square in the top-right corner is the teleporter. You have to enter it from exactly top or right side to get teleported to secret location, otherwise it teleports you back from lava to the surface.

>> No.8945453
File: 604 KB, 1443x1080, 1653177337323.jpg [View same] [iqdb] [saucenao] [google]
8945453

I want to play some fucking DOOM. What source port do you guys recommend?

I used to use GZDoom. I was just wondering if there was better options. I plan to play custom wads too obviously.

>> No.8945468

>>8945453
I use DSDA-Doom, it can play most noticeable custom wads and doesn't shit itself when there's more than 5 things on the screen at once.

>> No.8945482

>>8945453
I just want a source port that doenst shit itself from voxels
there's a certain wad I'd love to play without the frame rate chugging in the 20s

>> No.8945502

>>8945453
Why do people only use one source port? Don't be lazy. I use Chocolate when I want that nostalgic feel going through the iwads, Crispy for general use with vanilla/limit-removing wads, DSDA-doom for boom, Woof for MBF21, and gzdoom/eternity when there are no other options.

>> No.8945504

>>8945468
Are you playing on toaster? The worst I had is nuts.wad dropping to ~40fps in gzdoom, and it has not 5, but 5 thousands enemies on your screen at once.

>> No.8945507
File: 1.20 MB, 1861x836, asssssssss.png [View same] [iqdb] [saucenao] [google]
8945507

New room on my shitty new map. No vines though.

>> No.8945510
File: 32 KB, 309x347, me.jpg [View same] [iqdb] [saucenao] [google]
8945510

>>8945410
the issue in Half-Life was always getting to the surface, all three games present the dilemma of getting stuck WAY THE FUCK DOWN THERE and shit malfunctioning

>> No.8945516

>>8945453
DSDA is alot nicer for most wads.

>> No.8945520
File: 84 KB, 284x291, thumbs 5.png [View same] [iqdb] [saucenao] [google]
8945520

>>8945507
clean af

>> No.8945541

>>8945504
I'm overexaggerating, but DSDA still performs better than GZDoom.

>> No.8945559
File: 1.97 MB, 318x239, this guy.gif [View same] [iqdb] [saucenao] [google]
8945559

>>8945507
>that red cross in the wall

>> No.8945565

>>8945507
Nice!
>>8945559
Delicious Geniva Convention violation.

>> No.8945574
File: 158 KB, 1277x741, file.png [View same] [iqdb] [saucenao] [google]
8945574

>>8945541
Just played a nice casual game of 100,000 revenants, good port.

>> No.8945578

>>8945343
I actually want to know.

>> No.8945585
File: 977 KB, 1920x1440, doom17.png [View same] [iqdb] [saucenao] [google]
8945585

>>8945541
Of course it is, no one ever doubted this. But only the most extreme shit with thousands of monsters per single level requires something faster than gzdoom.

>> No.8945601
File: 1.80 MB, 2560x1440, Screenshot_Doom_20220526_032155.jpg [View same] [iqdb] [saucenao] [google]
8945601

>>8945574
Wew lad.

>> No.8945602

>>8945585
Except for something like solace dreams where it's nothing but voxels which rape gzdoom

>> No.8945608
File: 2.00 MB, 2560x1440, doom18.jpg [View same] [iqdb] [saucenao] [google]
8945608

>>8945601

>> No.8945614

>>8945602
But solace dreams runs only on gzdoom?

>> No.8945617

>>8945614
and it runs like ass

>> No.8945634
File: 885 KB, 2560x1440, doom19.jpg [View same] [iqdb] [saucenao] [google]
8945634

>>8945608
Okay, I take that back, DSDA isn't omnipotent.

>> No.8945635

>Doom RPG
>Doom II RPG
>no Quake RPG
It isn't fair.

>> No.8945674

>>8945585
Some people are using older PCs. My 670 had framerate dips when playing the icon of sin/pyramid level in Ancient Aliens, for example. prboom ran it better. Also I couldn't run Bastions of Chaos at a decent fps when I tried, but that requires gzdoom so time to build a new PC.

>> No.8945758

I found Doom 2 much harder than Blood.
I played on Ultra Violence and Lightly Broiled respectively.

>> No.8945759
File: 669 KB, 1600x837, Screenshot_Doom_20220526_081113.png [View same] [iqdb] [saucenao] [google]
8945759

>>8945048
what the fuck bros, this is the crispiest, crunchiest, sharpest, cleanest shit. i haven`t been this proud of being a doomfag in years.
one of the weapon spawn presets is even supposed to imitate MSX.

>> No.8945770

>>8945758
Blood makes every other FPS look like shit even with hitscan it has once you learn how to play it and use upgrades and search for secrets.

Though you did not claim it wasn't better, but I found Doom to be rather trivial for the most part unlike, say Duke.

That being said I forgot how to install it and what do I use BuildGDX on, was it one unit whole blood or just blood found in separate megas here
someone be kind and remind me

>> No.8945779

>>8945770
nevermind it's one unit whole blood

gotta reinstall it on my t430

>> No.8945785

>>8945770
I recently played it with BloodGDX and one unit whole blood, although I used my GoG version.
I enjoyed both very much. I just found Blood easier than I was expecting because of the wonderful movement, weapons and plentiful secrets.
Plus there’s nothing as dickish as Plutonia’s revenant closets, at least not in the base campaign.

>> No.8945791
File: 415 KB, 488x519, 1595509668600.gif [View same] [iqdb] [saucenao] [google]
8945791

Does anyone have recommendations for visual mods that would pair well with Dead Marine?

>> No.8945794

>>8945785
Blood is probably the most disguisingly exuberant madcap game I've ever played and its theme I found to be near-completely unique in video games even though weird west was done before. It's very hard to play it - I find it hard to play it - chaotically and I dread stepping out in the open yet it's the only way to play. It's a constant creepshow ride.

I did not play Doom 2 for years and years, gotta any reccomendation for me, some mod to install etc?

>> No.8945798

>>8945410
the teleporter is a prototype that barely works and has to slingshot you through an alternate dimension full of ballsack crabs, the one in HL2 is has like 20 years of iteration
hell you get pinged through like five random portal spots on the way out
also at this point all of new mexico is fucked by aliums but the majority are xen wildlife while the soldiers are presumably engaging, well, our soldiers, so you could totally free wheel it out of there and just splatter any bullsquids or houndeyes you see

>> No.8945808

>>8945794
I play mostly vanilla or as close to it as I can given the wad I’m using.
A lot of people recommend high noon drifter or treasure tech for gameplay mods. There’s also a ton of great TCs like Ashes.
I’m also a fan of the spooktober community mapping project. The wad list in the OP has a lot of good suggestions as well, plus there’s the cacoawards.

>> No.8945812

>>8945808
thanks

>> No.8945820

>>8944475
Do you know who ate all the donuts?

>> No.8945850

>>8945602
But dad, isn't Solace Dreams shit?

>> No.8945859

>>8945850
I liked it. Had a very painkiller/dreamkiller vibe to it where you had all kinds of different settings.

>> No.8945874
File: 62 KB, 500x450, 1473969019334.png [View same] [iqdb] [saucenao] [google]
8945874

>>8944939

>> No.8945878

Is Ashes 2 a continuation of 1 or just same universe?

>> No.8945897
File: 242 KB, 936x837, chris.png [View same] [iqdb] [saucenao] [google]
8945897

>>8945878
direct continuation.
expansion for 1 isn`t really connected to the story though.
FUCK i want more of it man.

>> No.8945913
File: 286 KB, 552x530, you cannot begin to comprehend.png [View same] [iqdb] [saucenao] [google]
8945913

>Boom fixed ghost monsters

>> No.8945920
File: 21 KB, 100x100, 1644687744692.gif [View same] [iqdb] [saucenao] [google]
8945920

PLUTONIA highlights

>> No.8945926

>>8945920
KEK

>> No.8945931
File: 39 KB, 680x686, flashbacks.jpg [View same] [iqdb] [saucenao] [google]
8945931

>>8945920
kek`d

>> No.8945989

>>8945920
I see that fellow in the back there.

>> No.8945994

>>8945820
https://whatishl.ytmnd.com/

>> No.8946001
File: 601 KB, 538x604, 1651696745942.png [View same] [iqdb] [saucenao] [google]
8946001

>>8945994
>ytmnd
Holy shit that's still alive?

>> No.8946016

>>8945383
wew, I did that like 4 years ago

>> No.8946170
File: 189 KB, 1024x1366, 1637730305427.jpg [View same] [iqdb] [saucenao] [google]
8946170

>>8945276
>press 'C' for heckin awesome pinata animation!

>> No.8946171

>>8945989
HAW HAW HAW

>> No.8946189

>>8946001
It died in '18-'19 but came back in '20.

>> No.8946246
File: 561 KB, 1920x1080, welp.png [View same] [iqdb] [saucenao] [google]
8946246

Blood Add-On Recos?

>> No.8946251

>>8944576
Actually kinda of excited for this.

>> No.8946283

>>8920816
>>8944472
>>8936005
Final update to lunch's 512 submission
Title change(!): I Actually Like MAP21 Of DOOM II
-Removed about sixty monsters from the final fight and implemented difficulties
https://doomshack.org/uploads/512lunchV2.wad

>> No.8946302

>>8945409
>“I was looking at the IP list, I mean, let’s go!” Spencer said. “ ‘King’s Quest,’ ‘Guitar Hero,’ … I should know this but I think they got ‘HeXen.’ ”
https://www.washingtonpost.com/video-games/2022/01/20/xbox-activision-blizzard-phil-spencer/
Although my guess is that new Heretic/Hexen (if happens) would be some third person thing with big emphasis on cooperative. Just a gut feeling. Either way, that's something.

>> No.8946319

>>8944576
I hope you make a stream-killer fireblu room if you're sending this to Jerma to stream

>> No.8946320

>>8945510
I guess, then again half of blue shift action is on surface and you already establish a foothold in a freight yard - which I assume is the way to transport shit out and i of BM - maybe it was blocked or something, I dont remember cause I played years ago

>> No.8946323

A long while ago I made art tile replacements for blood of alpha weapons and shared my autoload, it was kinda buggy and shit so I made an autoload version of the alpha weapons that's clean and organized and works with everything (hopefully at least) and has 3 voxels (black shotgun/akimbo pickup and dark napalm pickup).

Alpha weapons: https://cdn.discordapp.com/attachments/810405089754873906/976886200570888263/Alpha_Weapons.zip
Standalone smooth tommygun: https://cdn.discordapp.com/attachments/810405089754873906/976886426471895050/Smooth_Tommygun.zip
Hi-res skies: https://cdn.discordapp.com/attachments/810405089754873906/976886465474732112/High_Quality_Skies.zip

>>8946246
https://www.youtube.com/watch?v=yTD2IUT67rs

https://files.catbox.moe/j7y916.7z (this is my pre-installed copy, latest version, removed the tiles before 018.art since they were just bloat and made new organized ones, fixed both MIDI and CD music to play properly and fixed cutscenes to play, use my auto-load for alpha weapons)

>> No.8946329

>>8946302
He says a lot of stuff that borders on doing a Molyneux, most of it's forgotten about before he's even out the door.

>> No.8946334

>>8945143
Make a smaller teleport closet and just copypaste it

>> No.8946337

>>8946319
I wonder if anybody ever got their hands on Term's attempt at making his own fireblu that fucked up bitrates even harder.

>> No.8946392

>>8946337
This is the first I'm hearing about this. Is there video evidence?

>> No.8946430

>>8946392
Only one I can find doesn't really show it off as well as it got.

It nearly made him barf tho.
https://www.twitch.tv/terminusest13/clip/HyperFuriousSkirretPRChase

>> No.8946440

>>8945178
>>8945759
Thanks for the link, just played the first two levels of Doom II and I'm kinda blown away by how good this is. Reminds why I loved Halo so much back in the day.

I wonder what .wads. would suit this mod though.

>> No.8946460

Doom Incarnate is pretty neat. Though the assault rifle and shotgun are gibbing enemies with basic shots and I don't think I like that.

>> No.8946470
File: 624 KB, 960x540, ujSPGca.png [View same] [iqdb] [saucenao] [google]
8946470

>>8944472
Ante Mortem episode 1 released.
https://www.doomworld.com/forum/topic/129400-ante-mortem-episode-1-super-large-and-super-charged-udmf/

>> No.8946603
File: 2 KB, 196x38, 2022-05-26-122059_196x38_scrot.png [View same] [iqdb] [saucenao] [google]
8946603

Italo Doom of /vr/ when?

>> No.8946704
File: 764 KB, 1956x1614, 873 brushes.jpg [View same] [iqdb] [saucenao] [google]
8946704

>I didn't take the Blender pill

>> No.8946712

>>8946704
Good god anon
This really didn't need to be that detailed.

>> No.8946730
File: 429 KB, 1800x1580, FULLY MODELED.jpg [View same] [iqdb] [saucenao] [google]
8946730

>>8946712
I'm literally too autistic. I watched a Half Life terrain tutorial that popped into my recommendations and now I can't stop doing long strips of quad geometry with perfect intersections.
It's a curse.

>> No.8946732

Is J.A.C.K ever going to update the free version to newer one?
Or am I going to have to buy it?

>> No.8946735

>>8946730
This could be so easily simplified to something that would be much easier to work with and won't make the compile tools cry

>> No.8946736

>>8946732
No, why would they ever update the free version when they can make money instead?
What does the newer version of JACK even have over the last free version

>> No.8946739
File: 282 KB, 522x502, 1627931678181.png [View same] [iqdb] [saucenao] [google]
8946739

Carl "Sandy" Bepersen was not qualified to make maps.

>> No.8946742

>>8946732
No idea, but even the beta branch for the paid version hasn't been updated in a few months. I've been kinda worried about it, so I started gitting gud at Trenchbroom again.

>>8946735
I have an i9. The compiler can suck my dick.

>> No.8946751

>>8946739
Sandy redemption arc when?

>> No.8946757
File: 7 KB, 184x274, kino.png [View same] [iqdb] [saucenao] [google]
8946757

>>8946739
Talk to the hand

>> No.8946787
File: 22 KB, 696x1019, Wonderful_Doom_E3M2_map.png [View same] [iqdb] [saucenao] [google]
8946787

>>8946757
Already did, it sucks.

>> No.8946803

>>8946739
Someone got filtered by the Elder World

>> No.8946882
File: 44 KB, 750x581, 1518435158046.jpg [View same] [iqdb] [saucenao] [google]
8946882

>>8944472
Halo Doom: Evolved season 2 got released officially

(DL) https://github.com/Lewisk3/HaloDoom_GZDoomVersion/releases/tag/rc2.0
(Trailer) https://www.youtube.com/watch?v=-sXI0uBU-qQ

>> No.8946883
File: 44 KB, 560x420, carl sandy bepersen.jpg [View same] [iqdb] [saucenao] [google]
8946883

look's like your making a fps, need a HAND with that? *take's a fat sandy shit on you're episode* ahh a job well done, that'll be $40,000 + tip

>> No.8946885

>>8946883
Romeros quake maps were the weakest. Sandy is king.

>> No.8946890

>>8946757
>fireblu dens for the cacos making appropriate use of the texture
>secret plasma rifle
>the stairs marking your entry into the level
I liked it more than I expected

>> No.8946893

>>8946882
so is it possible to play through the marathon games with this mod?

>> No.8946896

>>8946885
See, the issue here is that Quake just isn't good.
>every enemy is incredibly tanky
>roster sucks on top of that
>every weapon is completely unsatisfying
>weapon roster sucks on top of that
>tosses aside everything that made doom good in favor of m-muh graphics
>such soulless trash that even romero gave up on it, leaving carl's sandy bepersen to shove itself into your ass
Doom was the first and last good Id game. Yes, Doom 2 sucks too.

>> No.8946902

>>8946896
>every weapon is completely unsatisfying
not the rocket launcher

>> No.8946904

>every enemy is incredibly tanky
>every weapon is completely unsatisfying
That’s a very quick way to disregard a Quake opinion.

>> No.8946906

>>8946904
t. sandy

>> No.8946914

>>8946904
Quake is like DOOM if DOOM got rid of the fun weapons aside from the rocket launcher, got rid of zombiemen and chaingunners and replaced them with hitscan barons, replaced demons with melee barons, and replaced barons with archies while also doubling their HP pool. Shit sucks.

>> No.8946915

Is there a quake source port equivalent to gzdoom that allows you to sell quake engine games without licensing fees yet? I really like how the engine feels and the work flow of trenchbroom.

>> No.8946919

>>8946893
Dunno what those are, I ain't the author anyway.

The mod only affects player, weapons, pickups and barrels.

This means you can play it on any map, with any monsters replacers.

>> No.8946921

>>8946915
darkplaces? In any case you'll have to release any engine modifications publically

>> No.8946924

>>8946914
Have you even played Quake? Good bait anyway, you've got me.

>> No.8946925

>>8946924
Yeah, it's exactly as I described. Prove me wrong.

>> No.8946926

>>8946921
>>8946915
also if you like trenchbroom, you can import bsps into godot with qodot, into ue4 with hammuer, and I'm sure there is a tool to do the same for unity

>> No.8946929
File: 2.81 MB, 853x480, 1622414518432.webm [View same] [iqdb] [saucenao] [google]
8946929

>>8946914
so you have no understanding of either doom or quake, since you clearly have no idea about time to kill in either

>> No.8946932

>>8946904
He's not wrong, all the weapons in Quake except the super nail gun suck massive cock. The shotgun is an ok pistol/starter slot weapon but the ssg is just dogshit. Quake got undeservedly prestigious because "muh deathmatch, muh bhopping, muh rocket tag."

>> No.8946935

>>8946926
I started with godot, but I was having terrible light bleeding amongst a few other issues.

>> No.8946938

That webm is literally what he described, what?

>> No.8946939

>>8946938
>>8946929

>> No.8946940

>>8946938
Except he should be using the normal shotgun in Doom since it's closer to what the double shotgun is in Quake.

>> No.8946943

>>8946929
Shamblers are literally just archies with doubled hp pools, thanks for proving it.

>> No.8946950
File: 3.80 MB, 2736x2280, dailydoseofadmortem.png [View same] [iqdb] [saucenao] [google]
8946950

Really love Ad Mortem's palette, thanks doc!

>> No.8946952

>>8945578
It's Carmageddon 2

>> No.8946962

>>8946940
Even though Doom's shotgun is more comparable to Quake's super shotgun than its shotgun, that doesn't make Quake's shotgun or super shotgun fun. It makes them less fun in fact, replacing the pistol with the shotgun made all of the other weapons feel like wet noodles, especially in tandem with the extraordinarily spongey enemies.

>> No.8946974

>>8945276
I agree.
It's a similar concept to the half-life style of design where it feels better to never have control taken away from the player.

>> No.8946991
File: 1.20 MB, 440x404, shamblerdancerhabderdasher.gif [View same] [iqdb] [saucenao] [google]
8946991

>>8946940
>>8946962
I agree doom has the better enemy roster and weapon lineup, but i still enjoy quakes - and quake has the GL, the best RL and better movement.
AD improves the quake weapon lineup, especially the shotguns.

>> No.8947009

>>8946991
Quake is fun not just because of GL and RL: doom and other FPSes have weapons like that too - it is also because it never relegates RL and GL to being a "use only in dire situations" weapon - it throws so much ammo at you for it, even making a basic and very common enemy drop rockets, giving you liberty to blow up most of enemies you see - especially seeing how many enemies are spongier than in doom, the game basically forces you to use explosives if you want to get through it smoothly.
You are also not so afraid of self damage from explosives as it makes rocket/grenade jumping a viable movement technique - quake's handling of explosives combined with "full 3d" levels is one of its most fun aspects

>> No.8947016

>>8947009
Explosives are more fun in moderation. If the rocket launcher is something you use rarely, it's that much more satisfying when you do use it. If it's something you use commonly, it doesn't feel as impactful or as satisfying. It's like if every weapon in Doom caused enemies to gib - seeing them gib wouldn't be interesting or fun anymore.

>> No.8947026
File: 1.40 MB, 1000x1221, carl sandy bepersen is my idol.png [View same] [iqdb] [saucenao] [google]
8947026

How do you guys add more rooms to your maps without feeling samey? I feel like every one of my rooms has to be super unique. Is that a mistake possibly? Should I just settle for rooms that don't really do anything special, and are just another obstacle for the player?

>> No.8947027

>>8947026
just make a hand

>> No.8947038

>>8946001
Max Goldberg is a very dedicated man.

>> No.8947041 [SPOILER] 
File: 25 KB, 1124x952, 1653575253520.png [View same] [iqdb] [saucenao] [google]
8947041

>>8946787
Bitch.

>> No.8947042
File: 1.05 MB, 769x767, 1653575054.png [View same] [iqdb] [saucenao] [google]
8947042

Can anyone share me their blood movie files?

my "borrowed" copy of fresh supply didn't came with it.

and im too lazy to look for OUWB.

>> No.8947045

>>8947016
SSG in doom 2 is satisfying no matter how much most wads and D2 itself make it the main goto weapon for almost everything
Same goes for Quake, even with common use RL in Q1 never stops feeling impactful for me - made me think that maybe how fun weapons are is not determined by theories that you or I make but by a subtle balance that guys at id found and implemented

>> No.8947047

>>8947045
the problem with your statement is that quake sucks

>> No.8947051

>>8947047
Fuck you.

>> No.8947054

>>8947051
Hes not wrong I'd play Nu doom

>> No.8947058

400min MAP32

Very cool concept, gave me "Library of Babel" vibes sometimes.
I am wondering if there is a way to collect all keys without encountering any monsters (except the Cyberdemon of course).
Took me forever because I was very cautiously clearing room after room.
In the end I had opened every single door, but seem to have missed five monsters. Some teleport closet issue?

>> No.8947062
File: 207 KB, 500x228, 1380050331116.gif [View same] [iqdb] [saucenao] [google]
8947062

>>8947045
>make it the main goto weapon for almost everything
Why is this a thing? Because Doom 2 / Final did that? Seriously, 90% of wads rely on it, there's virtually no ammo to use anything else.

>> No.8947069

ssg ruined doom 2
ao did archies and painies but mostly just the ssg

>> No.8947071
File: 65 KB, 518x439, kindum hurts.png [View same] [iqdb] [saucenao] [google]
8947071

>>8947026
I treat rooms in Doom like I treat any other element of gameplay: by following the Rules of JRPG NPCs.
>Any NPC in a JRPG, when interacted with, must be one of the following:
>1. Developmental (Helps the player achieve their in-game goals, e.g. giving items or starting a battle)
>2. Informational (Teaches the player about gameplay or the setting)
>3. Humorous (Makes the player laugh, if all goes to plan)
So for me, it doesn't matter if I plop-down a bare-ass rectangle to start with. I can refine that rectangle to serve on of the above three purposes, and once I'm satisfied it does that, I can move on to the next room. Finish the level, go back and polish/refine. Maybe some rooms feel same-y at first, but I like to get a map layout done before I bother worrying about that stuff anyway. That's probably why my detailing/texture usage is uniformly criticized.

>> No.8947079
File: 2.94 MB, 640x360, literally quaking.webm [View same] [iqdb] [saucenao] [google]
8947079

>>8947009
Instant weapon switching makes a big difference too. The second or two it takes to switch weapons in Doom is often a second or two you don't want to waste, so you usually fight an enemy with just one weapon from start to finish, and you only switch mid-kill in cases of critically bad matchups or ammo shortages. Quake lets you freely flip to whatever best suits your positioning and target as they change in the fight. It really makes any single weapon comparison moot, because that's not even how you play Quake. If you don't adapt to the differences in the games, of course you're going to struggle. You're gonna have a really hard time trying to play Quake like Doom when you have to jump or aim vertically for anything.

>> No.8947084
File: 387 KB, 1188x465, othersongslinkinpark.png [View same] [iqdb] [saucenao] [google]
8947084

>>8947016
I fucking love the quake RL and don't get bored of it, but who knows, maybe i've got the 'tism.

>> No.8947107

>>8947062
The SSG is suffering from success. While I can see why (if the Shotgun was Doom's Longword, the SSG is the fucking Greatsword), I still prefer the Plasma Fun desu.

>> No.8947119

>>8944471

Does anybody if Doom has been beaten on ultra violent? I've gotten into speedruns and shit recently and wonder if anybody managed to FAIRLY, without wallclips and shit, beat the game on this setting?

>> No.8947129

>>8947119
What? Do you mean nightmare mode? Either way the answer for the base game is yes. I'm a shitter and I can beat UV easily.

>> No.8947132

>>8947119
No, it's just too unfair, I had to use godmode to beat Hurt Me Plenty.

>> No.8947162

>>8946460
>Though the assault rifle and shotgun are gibbing enemies with basic shots and I don't think I like that.
You'd have to open it up and add +NOEXTREMEDEATHS or whatever it is to the puffs they use.

>> No.8947197 [DELETED] 

>>8944471
>>8947119

ok this is a sad one

> my dad introduced me to Doom when I was 8
> my first videogame ever
> play it every day as our family is poor and can't afford a lot of games
> not that it matters, the game is amazing and we're having a fucking blast
> over the years we learned it inside and out (no internet back then, but we found pretty much every secret on every map, even the ones that "don't count" in the secret counter)
> slowly establish a real bond with my dad as he tells me more and more of the "grown up stuff", things about our family, advice on women etc
> one day I learn that for the past couple of months my dad have had AIDS
> don't even fully understand wtf it is, just know it's bad
> family never had insurance, can't afford the treatment
> still play with him every day, trying not to be "negative"
> months down the line he permanently moves to a hospital - financed by an old pal of his
> visit him every day, we talk about life and shit, and Doom
> tell him cool things I've been finding out in the game, joke about beating Doom on UV when he returns home
> apparently things are getting worse and the money of his pal is running out - at least that's what he says
> one day I visit him and he looks the worst I ever seen him, as if he can die at any moment now
> says to me "son.This thing is just another challenge. And I'm really good at challenges. I'll beat this disease as soon as I beat Doom on Ultra-Violent"
> feel total shock
> tell him I have to go to the bathroom and cry my fucking eyes out for hours
> finally decide to tell him
> "D-dad... The game is... unbeatable on ultra violent....i-it's a joke difficulty developers added just for the sake of it..."
> He's unbelievably stern. "Well. If that's the case, then I guess it's setttled. gg son"
> next day I find out he died in his sleep
> Every day since I've been playing Doom trying to beat it on UltraViolent
> The farthest I gotten is the third level
> It's been 17 years.

>> No.8947213

>>8947042
You can find them in the OP. Either in the MEGA or Google Drive links.

>> No.8947256

Man, even vanilla Doom is still so much fun

>> No.8947296
File: 28 KB, 1393x890, cheating.png [View same] [iqdb] [saucenao] [google]
8947296

Is it cheating if I change the automap colors so that triggers and switches are visible?

It reveals tiny hidden switches easily, letting me find secrets easier, for example. But it still feels "off", like I'm not supposed to do that, even if the source port lets me do it.

>> No.8947310

>>8946950
reminds me of castlevania simon's quest. nice.

>> No.8947323

>>8944592
>bullshit whatever mapping adding icarus reason

So, was Icarus anything else, but bullshit whatever mapping?

>> No.8947330

>>8947296
save game, use iddt, then reload game so you didn't cheat

>> No.8947353

>>8947323
I would say Icarus Alien Vanguard is perfectly described by bullshit whatever mapping.

>> No.8947364

>>8946739
He was so qualified he built a map in your head and lives there rent free.

>> No.8947407

>>8945034
>>8945038
>>8944897
Link to WAD

>> No.8947430

>>8947016
>Explosives are more fun in moderation.
It’s fine to have preferences but speak for yourself. You may be speaking for others as well but it highlights the misconception people come to regarding Quake’s “””bullet sponges”””. One of the few legitimate complaints about it’s roster is how the weakest enemies aren’t placed beyond the first level of each episode, but this is not at all a concern for user content.
I’ve also noticed some comparing the super shotguns in both games based off of a single shot, kind of like the few who come to the poor conclusion that Doom 2’s super shotgun is as strong as the rocket launcher. As such, some things are entirely neglected like how Doom’s RL refires twice as fast as the SSG and how Quake 2’s shotguns both refire faster than Doom’s regular shotgun.
>>8946929
To be completely fair, the shambler is the “boss mob” so it wouldn’t be wrong to compare it to the cyberdemon’s healthpool.

>> No.8947451

>>8947045
>>8947079
My thing is how well they perfected the balance between the grenade and rocket launcher: Grenades fly slower and less reliably but the grenade launcher fires faster. This balance was hard for me to let go of and shields as the biggest hurdle for me getting into Q2.

>> No.8947456 [DELETED] 

>the copypasta about anon's dad having AIDS got deleted
https://youtu.be/o1pAlrFDTu8

>> No.8947472

Could I make an RTS using the quake engine? Or am I insane?

>> No.8947485
File: 2.89 MB, 720x480, 1641701533444.webm [View same] [iqdb] [saucenao] [google]
8947485

>>8947472
It’s a good question, I’m not aware of the limits of the engine

>> No.8947507

>>8947485
This at least gives me hope about the camera changes that would be necessary

>> No.8947509
File: 3 KB, 234x21, bullshit.jpg [View same] [iqdb] [saucenao] [google]
8947509

Best examples?

>> No.8947517

>>8947509
Literally any slaughter map

>> No.8947521

>>8947472
Anything is possible if you want to code it

>> No.8947530

>>8947509
Repeated use of unmarked locked doors with no color appropriate indicators. The first few master levels I tried through the PSX Master Edition was as far as I got.

>> No.8947532

>>8947509
Thy Flesh Consumed
Master Levels
Doom 2
TNT

>> No.8947543

>>8947472
i mean, i recall
>racing quake
>skateboard quake
>chess quake
and these were 90's mods

>> No.8947550

>>8947509
E3M2

>> No.8947560
File: 166 KB, 1052x743, 1633706316310.jpg [View same] [iqdb] [saucenao] [google]
8947560

>>8944471

Any wads like Thy flash consumed ?
Same question for Master levels.

Pls nothing too unvanilla, I want it to feel "proper"

>> No.8947585

>>8947560
Romero's Sigil is pretty good.
Also Doom the Way That Id Did

>> No.8947590
File: 605 KB, 1920x1080, jesus christ.png [View same] [iqdb] [saucenao] [google]
8947590

Sir, that's way too many Arch-viles.

>> No.8947593

i need of quake modeling resources. not just basic shit, i need to learn how to make monsters and weapons. send me anything.

>> No.8947605

>>8947521
>>8947543
So be it, if I ever get anywhere ill let this place know

>> No.8947618

>>8947590
It’s crazy how well spread out they are, those Casali’s really were something else.

>> No.8947619
File: 185 KB, 220x220, bones-skeleton.gif [View same] [iqdb] [saucenao] [google]
8947619

How long does it usually take for idgames to shoot you an email?

>> No.8947621

>>8947590
That's way too few Arch-viles.

>> No.8947623

>>8947619
2-3 weeks.

>> No.8947632

>>8947296
SINGLEPLAYER GAME

>> No.8947642

>>8947619
A week or so

>> No.8947648

>>8947619
You can write them ahead instead of waiting.

>> No.8947652
File: 1.38 MB, 2960x1440, terrytrap.jpg [View same] [iqdb] [saucenao] [google]
8947652

>>8947590
>Sir, that's way too many Arch-viles.

>> No.8947654

>>8947648
Oh yeah I guess I could do that.
It doesn't matter what I put in the body as long as the subject is DOOM-FTP, right?

>> No.8947661

>>8947652
fuck Aquarius, annoying autistic retard.

>> No.8947670

>>8947162
Ahh, I think I tried something like that in a different weapon set, but it wasn't to the puffs so it didn't work. Thanks.

>> No.8947672

>>8947590
Pretty sure I blurted "Oh fuck off" when I saw that the first time.

>> No.8947674

>>8947654
I usually write something along the line of "Hi, I uploaded so-and-so.zip, messaging you ahead of time.

>> No.8947678

>>8947674
I debated on doing "5 decides what I email to idgames" but that would 99% result in a rejection so I just did that instead.

>> No.8947693

>>8947585
Played both. I actually meant Sigil when I said TFC

>> No.8947704

>>8947560
Doom 2 in Spain Only has some jokes surrounding it, MIDIs included, but the maps are mostly vanilla in style.

>> No.8947882

>>8946915
>>8946921
Use FTE. It has all the same graphics as ShitPlaces and more without the awful performance and glitchiness.

>> No.8947887
File: 5 KB, 163x22, file.png [View same] [iqdb] [saucenao] [google]
8947887

>>8944592
Graf updating be like

>> No.8947895

>>8944925
The first two Primes are /vr/ because Gamecube is allowed. The two for DS and Wii aren't yet.

>> No.8947960
File: 1.06 MB, 2560x1440, 14365698537432285184_20220526152534_1.png [View same] [iqdb] [saucenao] [google]
8947960

is there anyway to fix the fucked font in voidsw? or am i just better off using another port

>> No.8947981

>>8947960
Use raze anon, works perfectly, using it for the first time now and tried everything else.

>> No.8947992

>>8947509
OBLIGE

>> No.8948009

>>8947981
Alright then

>> No.8948014

>>8947960
>>8947981
Raze is great, but I don’t think you’ll still have the “turn off bees” option that VoidSW provides. But there is “aim assist for hitscan only” so that’ll make the bees way, way less irritating.

>> No.8948051
File: 2.43 MB, 960x540, comfysky.webm [View same] [iqdb] [saucenao] [google]
8948051

I am starting to think this whole "sunset-night-transition" thing isn't going to work out.
It's not about how it's currently looking like (because obviously it need the transitions and dithering and shit), but the Doom skybox in and by itself would have to be like twice as big, because as you can see, at least with a widescreen resolution you can already see both sunsets/sunrises on the screen, and making the transition even shorter would look even worse; in fact every single of the 256px textures of the sky should be twice as wide imo.

Maybe this was a bit too ambitious and I should just make a sky for sunset and one for the night and leave it at that; those at least look decent and I would be honored if they found their way into the comfy sleepytime project.

>> No.8948071

>>8948051
Maybe make each incriment its own skybox?
Also use better color combos

>> No.8948081

>>8948051
what this guy said >>8948071
and just use transfer sky texture in boom to differentiate zones, I think a somewhat smooth transition would be worth trying to do

>> No.8948092
File: 2 KB, 512x256, sky2.png [View same] [iqdb] [saucenao] [google]
8948092

>>8948071
>Maybe make each incriment its own skybox?
Yes, that's what I said.

>Also use better color combos
What does that mean? I am limited by the palette and everything else looks kinda dumb.
By itself, the sunset doesn't look that bad.

>>8948081
You know, I am too OCD to let this just be anyway. I will definitely try.

>> No.8948107
File: 882 KB, 1266x680, 9bd7b345d036845cbb934cf3dd455a650aa52c68.png [View same] [iqdb] [saucenao] [google]
8948107

>>8947485
those cute no interpolation animations are so adorable, especially when he runs up to the board quickly to get back up

>> No.8948109

>>8947485
>So HUH I am

>> No.8948110

>>8947642
holy shit, those nerd better hurry up, we need eggplant and others to record and a doomwiki entry too

>> No.8948114

>>8947619
It can be pretty random, actually. Usually a few days, but sometimes maintainers disappear.

>> No.8948124

>>8948051
The moon is really cute, it can probably work without sunset (Or just much reduced glow on the horizon)

>> No.8948150

>>8948051
If the central glow was lowered just a bit you could make a sunset/night transition, it's fine if it looks a bit exaggerated it's doom
Even if you do go that route I like the two skybox idea, both are charming and compromising too much might hurt that

>> No.8948185

>>8948150
Huh, that's true. I was really hung up about that sunset that I forgot I could make a "later" sunset and have a less harsh transition there.

>> No.8948204

>>8946730
This looks great.
>>8946712
>>8946735
Shut the fuck up, smooth surfaces make my dick hard and this is not even that smooth nor that detailed. If you can count the surfaces by hand, you're way under any reasonable limit.
The only thing I'd say, make sure you're snapping to grid / integer coordinates, THAT's what causes the tools to shit themselves.

>> No.8948214

Now that the dust has settled, what do we think of BigMacDavis?

>> No.8948227

Even Romero recognized the shotgun, nailgun and axe are too weak (and the thunderbolt too powerful). Not to mention the perforator is a completely straight update over the nailgun, and the lack of berserk basically means 25% of the weapons are useless.
I don't think time-to-kill is too terrible, but boy, combat is so much more fun when you've got the quad. The Doom shotguns mod in Violent Rumble is also a pure win (even if DPS doesn't really go up).
It also grinds my gears when the mapper throws me groups which I have to shotgun one-by-one. Just give the the grenade launcher you fucking nigger, or stick to single enemies until you do.

>> No.8948245
File: 281 KB, 985x1102, archive dot org.jpg [View same] [iqdb] [saucenao] [google]
8948245

has anyone bothered going through those crazy Doom level bundle CDs to see if there are any good wads?

>> No.8948249

>>8948245
It's just about all stuff ripped from idgames.

>> No.8948326

>>8948245
I've combed through a few of them for Doom, Duke, and Quake.
>The Home Edutainment Collection
lmao

>> No.8948341

>>8944985
Technically using 0 as "enabled" or "good" is not a bad idea in itself, it depends on context. Here, though, it's a clusterfuck. Defining Enabled and Disabled multiple times in different parts of the project is, obvioualy, a retarded thing to do.

>> No.8948348
File: 53 KB, 600x676, 066.jpg [View same] [iqdb] [saucenao] [google]
8948348

>>8946739
>retarded asukaposter got filtered
Every single time

>> No.8948368

>>8948341
Yeah, but what they should really do is just define properties as boolean and name them "FooEnabled" if disabled is the default and vice-versa. Unless you've got some weird edge case where you want to be 100% certain the property hasn't been initialized for some reason? Whatever, fuck that shit, I'm overthinking it now.

>> No.8948381
File: 72 KB, 597x616, wordsoftruth.jpg [View same] [iqdb] [saucenao] [google]
8948381

threadly reminder to always bet on duke
Hail to the king baby!

>> No.8948405

>>8944886
https://voca.ro/17xvEemrisbI

>> No.8948406
File: 176 KB, 395x395, sandypapersen.png [View same] [iqdb] [saucenao] [google]
8948406

sandy papersen lol

>> No.8948427
File: 532 KB, 597x616, image.png [View same] [iqdb] [saucenao] [google]
8948427

>>8948381

>> No.8948491

>>8946742
>I have an i9. The compiler can suck my dick.
that's not how it works

>> No.8948507

>>8948245
That reminds me of that time someone found an impossibly mangled map on one of those that had been turned into non-euclidean spaghetti by some ancient buggy editor.

>> No.8948508

>>8945262
i have zero nostalgia about shadow warrior or blood, in fact i am new to the build engine games but they all controlled and played fantastically, i also liked the art style of build engine games, nothing like it in the market.

>> No.8948529

>>8948508
Build for the most part managed to fit a niche of being able to better pull off more detailed maps than the Doom engine but not so much to clutter stuff to fuck.

The Doom games never really pulled off stuff that seemed like real world locations that way.

>> No.8948532

>>8947509
Most TerryWADs
Master Levels
One Humanity.

>> No.8948538
File: 79 KB, 900x1000, 1622247298838.jpg [View same] [iqdb] [saucenao] [google]
8948538

>>8948381
>>8948427
>everybody likes men
hffm was a warning

>> No.8948596

>>8948110
There's still no doomwiki entry for the other minutes of /vr/ WADs though. Shouldn't those come first?
>>8948405
10/10
>>8948507
https://youtube.com/watch?v=AkX1C18vQRk

>> No.8948703

>>8948596
what in the goddamn

>> No.8948706
File: 61 KB, 400x240, 1479544008796.png [View same] [iqdb] [saucenao] [google]
8948706

I was playing Master Levels and looks like Playstation wad version (MASTERLEVELS.WAD) is broken, mancubus death trigger is not working.
First it was a secret at level 14 (Bloodsea), there's a mancubus you have to kill to open the secret room, but it didn't opened.
And now it's level 15 (Mephisto's Mausoleum), and you have to kill 4 mancubuses to lower the wall to progress the level. And it just doesn't work, nothing happens. At first I thought it was Project Brutality or Corruption Cards so I disabled them, then I tried DSDA instead of GZDoom, nothing, no luck, I can't play anymore, stuck in this room forever.
After that I tried original MEPHISTO.WAD, and everything works as intended, killing all mancubuses properly lowers the wall.

>> No.8948745

>>8944958
But you are COMBINE Kegan, are you not?

>> No.8948746

>>8948706
Yeah they have to be put in the Map07 slot for the trigger to work. I remember playing the normal master levels wads and not having a problem but maybe I just blocked shit like Mephisto out of my memory. anyway I'm assuming you can change the map number via slade? Never tried it.

>> No.8948749

>>8945164
Sincere Samuel?

>> No.8948753
File: 1.18 MB, 1200x800, Earnest Ezekiel.png [View same] [iqdb] [saucenao] [google]
8948753

>>8948749
What's his name again?

>> No.8948756

>>8948753
Frank Frank

>> No.8948758

>>8948753
Lazy Larry

>> No.8948760
File: 1.64 MB, 400x300, 1632867774690.gif [View same] [iqdb] [saucenao] [google]
8948760

>>8948406

>> No.8948765

>>8948753
deliberate dilbert

>> No.8948769

>>8948753
Holy shit they kept changing his face so much. Probably for the better

>> No.8948773

>>8948753
Allmendinger Dinger

>> No.8948783

>>8948753
Authentic Abe

>> No.8948787

>>8948753
Bombastic Bryan

>> No.8948789
File: 213 KB, 315x317, 1491153853428.png [View same] [iqdb] [saucenao] [google]
8948789

>>8948769
I liked that Al Bundy lookalike.

>> No.8948796

>>8948753
Hontōni Hiro

>> No.8948801

>>8948746
Well that's kinda retarded. I assume it only works in specific levels on purpose? Why though? Some micro-optimization?

>> No.8948818

>>8948753
Jurassic Joel

>> No.8948820
File: 739 KB, 1920x1080, 1603330420188.png [View same] [iqdb] [saucenao] [google]
8948820

You guys know what mods hes using? I like the HUD and the shotgun

>> No.8948835

>>8948820
D-Rady's Class Mod, but I don't know if the version with the leather HUD is public yet.

>> No.8948841

>>8948753
Recalcitrant Reginald.

>> No.8948843
File: 21 KB, 165x186, 94p never.png [View same] [iqdb] [saucenao] [google]
8948843

>>8948753
Lethargic Larry
Apathetic Albert
Procrastinating Patrick
Disappointing Derek
Dormant Dan
George Broussard
Idle Ian
Slothful Samuel
Comatose Carlos
Delaying Dale
Blocking Barry
Postponing Paul
Dilatory Darius
Overreaching Omar
Unmotivated Unnar
Slow-moving Scott
Slacking Saul
Drowsy Drake
Stagnant Stanford
Loitering Lewis

>> No.8948875

>>8944471
woah Half-life Carmageddon mod? where do I grab it??

>> No.8948979

>>8945276
I'm a fan of having a great amount of button inputs and they call come together to form full actions when pressed in sequence.
This is absolutely useless and wank if the button inputs only exist to serve specific sequences/functions (like the reload-wank in Receiver) but if the individual inputs/actions are open-ended enough to allow the player to create unique and inventive things to do with all the inputs available as well as the usual stuff then I find it extremely rewarding to get into the flow state of your hand(s) dancing around the inputs doing things you never even thought of on the fly.

And Yes! I DID adopt this way of thinking after my Smash Melee phase! And No! Please don't bully me for it!

>> No.8949006
File: 969 KB, 1200x675, dooom.png [View same] [iqdb] [saucenao] [google]
8949006

>>8948843
One good thing to come out of the long wait is that its inspired other anons to start projects. 400min is great and 512 is shaping up to pretty good as well. Are there any other project gimmicks we haven't tackled?

>> No.8949013

>>8949006
We can restrict anything quantifiable, so things, vertices, and sectors are open. We can also do something like only allowing X types of monsters per map, or X amount of textures/flats. There's a lot of gimmicks to be used.
And for the record, the lead of 400 Minutes and 512 Linedefs is the same anon. It's me. I'm going to stop doing these for a while to let other anons have a chance.

>> No.8949049

>>8949006
yeah, a serious sam classic project

>> No.8949068

HOW 2 HOST PROJECT
>Gauge interest. Make a proposal, see if people are interested, maybe use a strawpoll
>If interest is high enough, establish rules for your project plus a deadline
>Make a post announcing your project, add an attention grabbing image if you want.
>A kind anon will add it to the news post. If not, just post it every new thread.
>Also provide resources like mapping tutorials for people to use for contributing, especially if you're doing something other than Doom
>Answer questions as a lead, actually be present, handle disputes and give feedback to contributions
>Compile when ready
GO MAKE PROJECT

>> No.8949085

>>8949049
I would genuinely be shocked if a SS project got more than like 3 submissions here. Same goes for something like Turok.

>> No.8949098
File: 2.14 MB, 1080x1080, 1624541956856.png [View same] [iqdb] [saucenao] [google]
8949098

>>8949085
It's really not that hard working with SED1, the main hurdle is actually finding good tutorials to follow. I'd be down with helping people learn the editor since I made a map for classic TSE before.

>> No.8949105

>>8949098
Sounds like you should go the same route 500ml did and have an off-site place to discuss things, be it a discord or an IRC (I personally suggest #vr/doom/ at rizon)

>> No.8949131
File: 162 KB, 1920x1080, Desktop Screenshot 2022.05.26 - 21.57.07.43.png [View same] [iqdb] [saucenao] [google]
8949131

Through to 15 now
Holy shit 12 tho

>> No.8949168

>>8948801
Master Levels are just separate wads and trying to combine them means that levels that were made with special triggers in mind don't work outside of their intended level slot.

>> No.8949174

>>8949006
There was a thread where we joked about a Canadian Doom once but I don't know if anyone actually wants to make it

>> No.8949205

>>8949174
I've kept in in the back of my head, but in the middle of spring not so much
yes I'm aware canada has spring as well but too bad this is your lot in life leafs

>> No.8949267

>>8949006
Can we just do /vr/s version of /pol/wad essentially?

>> No.8949269

>>8949267
/pol/.wad IS /vr/'s version of /pol/.wad.

>> No.8949278

>>8947992
Explain

>> No.8949296

>>8949269
I think he meant /vr/.wad, with /vr/ memes
which should've been in the project that spawned /pol/.wad, I think it was one map per board but it might've been abandoned

>> No.8949305

>>8949296
>I think it was one map per board but it might've been abandoned
Correct. Little history lesson for the young ones, this was in 2013 before we were into our mapping groove, before 200 Minutes of /vr/ even. Only /pol/, /tg/, and /g/ were made, and /g/ evolved into its own beast entirely. We have a much stronger understanding of mapping now, so resurrecting the project is entirely possible.

>> No.8949315

>>8949305
What did the /g/ wad turn into? Did it live up to its namesake's autism?

>> No.8949324

>>8949315
>it's just lilith.pk3 renamed to >amd

>> No.8949328

>>8949315
BEHOLD
https://youtube.com/watch?v=0YoqfMFtO_4

>> No.8949332

>>8948753
Genuine Gerald

>> No.8949339
File: 7 KB, 267x60, Screenshot 2022-05-27 at 01-14-14 Twitch.png [View same] [iqdb] [saucenao] [google]
8949339

>>8949131
>Holy shit 12 tho
lol, lmao

>> No.8949375
File: 26 KB, 788x112, Screenshot_20220527-152813_Brave.jpg [View same] [iqdb] [saucenao] [google]
8949375

>>8944592

>> No.8949385

>>8949328
Genuinely beautiful.

>> No.8949390
File: 487 KB, 1877x1029, deck512.jpg [View same] [iqdb] [saucenao] [google]
8949390

Damn, I'm already 385 lines in. I have to wrap it up soon.

>> No.8949393

>>8949328
christ I was joking the mad lads actually did it

>> No.8949406

>>8949390
That is some rancid texture use

>> No.8949418

>>8949390
Spicy-lookin' arena, anon.

>> No.8949436

>>8949418
Arena? That's basically the entire level.
I suck at mapping, but I'm trying my best.

>> No.8949443

>>8949436
"Southwest Frag" is a good example of a single-arena map from 400mins_vr. It can work.

>> No.8949461

>>8948245
Like all of it is scraped from the web, and most of it can be found on iDGames. It's not all scraped from iDGames though, because people have found stuff on those discs which wasn't on the archives and then added them there, similar to how people retrieved lost .wads from old CompuServe servers and what not.

You've also got people like Tarnsman who streamed himself playing all of Maximum Doom, iD's own equivalent shovelware disc (which is as legally dubious as D!Zone and the others). I recall he said there's a bunch of stuff you'd already find on those other discs, also lamenting switches needed for progression concealed as door tracks.
The impression I get from him and others who have experienced discs like these is that you could replicate the experience by using the iDGames roulette and just play period .wads

>> No.8949470

>>8948507
That was from Maximum Doom, and the funny part is that it got fucked up when it was added to Maximum Doom somehow, and that you can find intact versions of it elsewhere (like iDGames).

>> No.8949474

>>8948538
It's not a warning, it's a promise.

>> No.8949483

>>8945124
Project MSFix'd has issues with recent builds of GZDoom because Graf fucked with resolution stuff.

>> No.8949484

>>8949483
that's really aggravating.

>> No.8949501

>>8949436
>I suck at mapping, but I'm trying my best.
same anon, stick to it. your map gave me some inspiration for something i'm working on, keep at it

>> No.8949512
File: 271 KB, 1000x750, xrtcff8vogyui'.png [View same] [iqdb] [saucenao] [google]
8949512

fighter bois stand up

>> No.8949520

>>8946896
>every enemy is incredibly tanky
Shitter post

>> No.8949524

>>8949520
>>8946929

>> No.8949531
File: 107 KB, 1027x589, medicine.jpg [View same] [iqdb] [saucenao] [google]
8949531

>dog
>hitscan guy
>gasmask fetishist with a laser gun
>shrek with a chainsaw
>melee LARP man
>melee LARP man who ate his wheaties
>fish
>mr "I don't die unless I'm blown up"
>flying asshole
>exploding boogers
>four legged asshole that killed me for the fifth time during that one encounter fuck you
>a revenant but a bigger asshole
>the thing from ski free, but now it can shoot lightning
I don't exactly have a reason to post this again, other than people are talking about Quake and I wanted to post these funny names.

>> No.8949536

>>8949524
Uh yeah I agree with the webm. Except Quake is actually less bullet spongey than doom thanks to instant weapon switch and the strongest monsters having less health than doom's strongest monsters.

>> No.8949543

>>8949536
they're only less tanky if you actually keybind around switching otherwise scrolling or reaching for the top row takes more time
otherwise I just feel like the placement of shamblers in quake is way too big of a dick move just for the first episode with barely any weapons

>> No.8949556
File: 1.38 MB, 1680x1050, 1652910939838.jpg [View same] [iqdb] [saucenao] [google]
8949556

>>8949543
>if you actually keybind around switching
Why wouldn't you do that for every game? And shamblers are just kind of boring after you master the dance. The best thing about them is getting them to infight on Wizard's Manse.

>> No.8949560

>>8949436
Even if your map ends up being awful (which I doubt), at least you still would've have made a map in the end and gained some valuable experience. Keep at it.

>> No.8949561

>>8949556
Because most people they come from doom or any other shooter they don't expect that you need to do that but besides that I just find the shambler dancing not fun in itself it's a cool mechanic but it's tedious because how long they take to die

>> No.8949568

>>8947543
I liked chess quake a lot. When you won your remaining pieces would spring to life and year apart the opponents. It was neat.
Quake rally too.
Skateboard quake, whatever it was called, was neat, but less fun.

>> No.8949570
File: 1.20 MB, 1920x1017, Screenshot_Doom_20220527_075707.png [View same] [iqdb] [saucenao] [google]
8949570

>>8949484
I might see if I can at least disable the nag messages at some point at least but it derps out the shield damage hit indicator.

>> No.8949571 [SPOILER] 
File: 2.85 MB, 3306x2229, 1653634966744.jpg [View same] [iqdb] [saucenao] [google]
8949571

Posting isometric views of the 512LD submissions so far, spoilered in case you don't want to be.
>"Egg Shell Sandwich" by Hand-peeled

>> No.8949573 [SPOILER] 
File: 2.44 MB, 3148x2279, 1653635111626.png [View same] [iqdb] [saucenao] [google]
8949573

>>8949571
>"Underblown Budget"

>> No.8949574 [SPOILER] 
File: 3.91 MB, 6760x4286, 1653635178967.jpg [View same] [iqdb] [saucenao] [google]
8949574

>>8949573
>"Flynn Taggart Dies In Magma" by NepNep

>> No.8949575

>>8949573
1 ball 1 seriously messed up shaft

>> No.8949578 [DELETED] 
File: 3.39 MB, 4591x2746, Hospice_Relief.jpg [View same] [iqdb] [saucenao] [google]
8949578

>"Hospice Relief"

>> No.8949580 [DELETED] 
File: 3.68 MB, 3620x3476, Slivovitz_Liver_Massacre.jpg [View same] [iqdb] [saucenao] [google]
8949580

>>8949574
>>8949578
>"Slivovitz Liver Massacre" by ASO3000
I'm sorry Lindsey Buckingham I broke the chain

>> No.8949586 [SPOILER] 
File: 3.68 MB, 3620x3476, 1653635807518.jpg [View same] [iqdb] [saucenao] [google]
8949586

>>8949574
>"Slivovitz Liver Massacre" by ASO3000
Forgot to spoiler these two last time.

>> No.8949587 [SPOILER] 
File: 3.39 MB, 4591x2746, 1653635873489.jpg [View same] [iqdb] [saucenao] [google]
8949587

>>8949586
>"Hospice Relief"

>> No.8949597
File: 6 KB, 547x119, ihatemega.png [View same] [iqdb] [saucenao] [google]
8949597

>> No.8949601 [SPOILER] 
File: 170 KB, 1920x1080, 1653636213598.png [View same] [iqdb] [saucenao] [google]
8949601

131 lines so far, 2 encounters. I have a headache, but plenty of ideas to play into this gimmick. I'll finish this tomorrow.

>> No.8949608
File: 33 KB, 558x343, file.png [View same] [iqdb] [saucenao] [google]
8949608

https://www.doomworld.com/idgames/levels/doom2/deathmatch/a-c/admortem
Turns out Ad Mortem was taken for Doom mod titles already. Not that it was a remarkable wad, lol.

>> No.8949612

>>8949608
Ours has a subtitle in "A /vr/y Spooky Halloween"

>> No.8949617

after it got to 100% windows stopped responding for a few minutes before finally going ahead with the download. why does this site exist again?

>> No.8949632

>>8949574
>lunchlunch
>nepnep
>not washingmachinewashingmachine
sad

>> No.8949637

>>8949608
man this is why having 30 years of modding sucks, literally all the good names are taken
and for a fucking dm pack no less

>> No.8949640

>>8949637
Think of it this way. This pack is unremarkable and forgotten to the cumstains of time, Ad Mortem is the big dog that feasted on its remains and claimed its title for being a better set (and more recent.) It's a dog eat dog world. The Plutonia 3 name is taken, but that's not stopping another WAD of the same name from using it anyway and surpassing the original.

>> No.8949743

>>8949608
Just name it admortem_vr I guess. They extended letter limit at some point.

>> No.8949761

>>8949743
Horton Mortem 3D

>> No.8949785

>>8949617
>after it got to 100% windows stopped responding for a few minutes before finally going ahead with the download.
This is because Mega downloads the whole file into temporary storage, and the Save File box is actually to transfer the file between locations on your local disk. It's supposed to make operations faster.

>> No.8949827

Tfw can't figure out how to finish map. I've got it basically, it's playable, but decoration+encounts still feel lackluster, bland, boring. How to get over this?

>> No.8949830
File: 109 KB, 640x480, doom65.png [View same] [iqdb] [saucenao] [google]
8949830

>>8949827
When I want to add something but don't know what, I always add pillars and support beams at the ceiling, as well as ceiling lights. that cheers me up.

>> No.8949857

>>8949827
see >>8949830
Especially pillars and lights are easy to add and make your map look less bland.

>> No.8949880

>>8949827
You may just want to bite the bullet and post it as-is. You don't have to make a submission right away. Get some feedback once your map is playable, and maybe some kind anon will give you the inspiration you need to make it "click".

>> No.8949928
File: 517 KB, 1880x1035, deck.jpg [View same] [iqdb] [saucenao] [google]
8949928

>>8920816
>>8944472
512 lines submission
Title: Deck 512
Author: EnragedEggplant
Midi: Go Down from UT99 (sequenced by Theo Allen)
https://files.catbox.moe/gipv0h.wad

>> No.8949985

>>8949928
>Deck 512
Hm, could that be an UT refer-
>Midi: Go Down from UT99
duhhh I should l2read

>> No.8949996

>>8949928
Oh man, I wanted to make a staircase. I still will, probably.

>> No.8950046
File: 6 KB, 345x130, image.png [View same] [iqdb] [saucenao] [google]
8950046

>>8949168
No, what I'm asking is why does Doom engine only triggers this tag on specific maps.

Anyway I wrote this MAPINFO and looks like it's working, it's good I had a save on previous level so I can continue my walkthrough.
No idea what I'm actually doing since I just downloaded SLADE and read some examples on zdoom wiki.

>> No.8950050

>>8950046
>why does Doom engine only triggers this tag on specific maps
just cuz

>> No.8950059

>>8950046
>why does Doom engine only triggers this tag on specific maps.
because it's hardcoded into the engine, carmack probably figured it'd be easier to just add a hard check for those map numbers and monster types, then edit the source code if new needs arose
shit was the wild west back then

>> No.8950060

>>8950046
They programmed it this way, probably didn't want overlap in case someone else would do this. Doom 1 bosses work off the same code, I believe.

>> No.8950070 [DELETED] 

>>8950060
give or take, but tag 666 was slightly more flexible in doom 1, since instead of checking for a specific monster it checked for anything internally labelled as a boss and had looser map restrictions (dunno if it checked for ExM8's or just werked in general)
the downside being no tag 667

>> No.8950076

>>8950059
For something designed to allow people to create new content for the game, Doom is very rigidly designed.

>> No.8950114

>>8950076
>designed to allow people to create new content for the game
That's only now possible because the game has been cracked wide open from the Linux source release onwards. OG Doom modding is a horrific array of hack jobs and executable editing.

>> No.8950118
File: 82 KB, 486x576, vileguy.jpg [View same] [iqdb] [saucenao] [google]
8950118

>>8947590
>shows you all these spooky fucks at the start
>they can't see you but you know it's just a matter of you making the right move that'll unveil you to them
>CLUNK
>FWRRRROOOOOSH
>HURHARRHARRHARR
>HURHARRHARRHARR
>HURHARRHARRHARR
>HURHARRHARRHARR
>all those guys warp out into the level and are now stalking you
>the constant sound of their evil laughing under their breath
>now you've gotta head out there, and you find it to be cramped maze
>you bump into one here and there
>but then you get the times when you bump into two at a time, worse, from two directions
>you can only afford to take one hit
Hunted is some sweaty Doom-Kino and I love it.

>> No.8950124

>>8949328
holy shit. i have to play this now

>> No.8950134

>>8950114
Level creation was always intended, that's why Doom uses the wad format.

>> No.8950152

>>8950114
A lot of the tools, yeah, but you could always load a .wad of new levels from the get-go. It's just that iD's tools wouldn't run on any PC or Mac, so people just had to make their own.
The very first usermade level for Doom was a small square room made with hex-editing, and there were no node-builders yet so the level didn't even work right, but you could load it.

>> No.8950162

>>8920816
>>8944472
512 lines submission
Title: 511 lines of Horror
Author: Murm
Midi: Settlers II OST - Track 5
https://files.catbox.moe/f6nxe9.wad

Happy for now, changes might follow but we'll see. First map I've made in ages

>> No.8950169
File: 603 KB, 1920x1017, Screenshot_Doom_20220527_151055.png [View same] [iqdb] [saucenao] [google]
8950169

>>8920816
>>8944472

Submission for the 512
Title: Maybe you dance
Author: Hege Cactus
Midi: Borkesis (From Hexen)

https://www.dropbox.com/s/evtmasm0111ct86/512linedefs.wad?dl=0

>> No.8950173
File: 1.44 MB, 2050x1850, shitty screenshot.jpg [View same] [iqdb] [saucenao] [google]
8950173

>>8950162
Shitty Screenshot, hope y'all like fireblu

>> No.8950212

For me it's Bye Bye American Pie

>> No.8950227
File: 2.59 MB, 4934x5114, MAP23.jpg [View same] [iqdb] [saucenao] [google]
8950227

>>8950212
https://vocaroo.com/1lTuTXHBcsZo
:)

>> No.8950253

>>8949536
It can be a matter of a dumb perspective. If one regards Doom healthpools as “amount of SSG shots to kill” they can come to the idea that Quake’s enemies take more hits to kill on average i.e. “bulletspongeees”.
This can also be a big red flag that the person coming to that conclusion is hoarding explosives and not using them as often as they should. That’s where Quake healthpools feel like they shrink: 1 explosive to kill knights, 2 to kill an ogre, 3 to kill a fiend, 3 to overkill a death knight, and this isn’t even taking splash damage into account.

>> No.8950308

>>8945453
Woof

>> No.8950337

>>8949305
/tg/ got a wad? I thought it was just /pol/ and /g/ that got their maps done.

>> No.8950369

>>8947590
by megawad standards,this is not large.

>> No.8950374

>>8949375
>gzdoom

>> No.8950390

>>8949328
This is just Cruelty Squad

>> No.8950439

>>8949512
It's how I played. Quietud fucks all.

>> No.8950468
File: 3.54 MB, 2560x1440, Industrial Zone - Project Brutality 3.0 27-May-22 17_40_24.png [View same] [iqdb] [saucenao] [google]
8950468

>>8950046
Welp that didn't work so well, levels got all mixed up when I loaded my save file, had to delete mapinfo.
BUT a looked through zdoom wiki for something helpful and found "special" console command, so I put two and two together and voila, it's open. Thank you graf.

>> No.8950550 [SPOILER] 
File: 207 KB, 1917x1080, 1653665187486.png [View same] [iqdb] [saucenao] [google]
8950550

>>8950162
Just an heads-up: this Cacodemon on the way to the blue key appears to be stuck in the lamp. Fun map

>> No.8950569
File: 892 KB, 3840x2160, fork in the road.jpg [View same] [iqdb] [saucenao] [google]
8950569

>>8948204
>This looks great.
Thanks.
>>8948491
Well, it compiles pretty fast and there's a whole other section of level behind those doors so idk.
Lighting is gonna be a bitch though.

>> No.8950593

>>8950550
Hmm, seems to work on my end fine. Might move it a bit just to be sure when I implement lower difficulties too

>> No.8950627

>>8944471
I'm having mouse issues with some old fps games like Shogo, Soldier of Fortune and Unreal where when I move the mouse it sorta jumps around all twitchy like. This doesn't happen to other games so its confusing the hell out of me.

Any way I can fix this?

>> No.8950664

>>8950627
https://www.pcgamingwiki.com/wiki/Home

>> No.8950676

>>8950627
You probably have to mess around with mouse sensitivity and acceleration settings

>>8950664
You can also check out this site to see if there are some compatibility patches you're missing which might be fucking up your mouse controls.

>> No.8950731

>>8949328
>it's Zandronum compatible

ARCHIE.wad for SNS????

>> No.8950767

>>8950676
I think I sorta figured out the issue with Shogo. So in order to run the game at 60fps you have to use dgvoodoo, but something about voodoo is making the mouse all fucky and twitchy.

However if I switch to software mode the mouse is fine. So its either better graphics with broken mouse aim or worse graphics with fixed mouse aim.

>> No.8950782

>>8949328
>>8950731
>these slaughtershit maps
>these particles
I'm pretty sure it will be equivalent off y2k mindcrash, but with fires instead of beef brain.

>> No.8950797

Hey anons, I've been into boomer shooters since the 90's and i want to know what are some good new Duke Nukem mods? Preferably with little to no sewers.
I'm using eduke32 and not the cursed randy version, he's so greasy.

>> No.8950823

>>8945874
this is a very cute image, I will steal it.

>> No.8950824

>>8920816
this is for the 512 project
https://files.catbox.moe/7rx7hf.zip
map name is Mission Vambee
song is Hidden Temple from brave fencer Musashi

>> No.8950828

>>8950767
Wait nope software mode still has fucked mouse aim.

Fuck.

>> No.8950884

>>8950797
I only know of Alien Armageddon and Duke Hard when I poked into those eduke forums forever ago. I also haven’t finished either of them.

>> No.8950943

>>8950797
Yeah try AMC TC.

I just found out you can use the lighting improvements of world tour in raze and it looks incredible.

>> No.8950957

>>8950797
>little to no sewers
fuck off CV11

>> No.8950976

>>8950627
Use SOF plus patch with soldier of fortune.

>> No.8950981

>>8950943
>World Tour lighting
Ut oh, I love that shit but didn’t want to give Randy money for it yet, is it up there in the links at all?

>> No.8950987

>>8950981
Why would you give him money just pirate world tour and paste the files on Raze.

I bought it cause I dont care about randy memes.

>> No.8950993

>>8950390
>anything with garish visuals is now cruelty squad
negative IQ post

>> No.8950997

>>8950987
>Why would you give him money just pirate world tour and paste the files on Raze.
Nice, that’s actually exactly why my post asked if it’s in any of the links up there at the start of the thread. If not I’ll do some digging.
Thanks.

>> No.8951001

>>8950976
Oh shit that fixed it. Thanks man. Now if only I can get Shogo and Unreal fixed.

>> No.8951010

>>8951001
No problem.
There are work around for both shogo and unreal but I forget what right now. Just search online like on widescre patches

>> No.8951018
File: 188 KB, 1280x720, aNewEvil.png [View same] [iqdb] [saucenao] [google]
8951018

Playing thru this abortion of a mod is so goddamn bizzarre

>> No.8951043

>>8951018
soul of evil?

>> No.8951049
File: 256 KB, 629x645, Hung Imp.png [View same] [iqdb] [saucenao] [google]
8951049

Yo dawg

>> No.8951050

>>8951010
Unreal is mostly fine, but Shogo is super frustrating. Like I have to move the mouse very carefully unless it'll freak out.

The weird thing is that paying with a controller through steam works really well its just that there's no aim assist for it.

So If all else fails I'll just play it with a controller I guess. Really wish Nightdive would remaster this game so I can play it without any issues.

>> No.8951064

>>8951050
>Really wish Nightdive would remaster this game so I can play it without any issues.
That would involve Epic, wouldn’t it? That’s one hell of a monkey paw, as if suffering through Bethnet stuff wasn’t painful enough.

>> No.8951071

>>8951064
I'm willing to suffer through Bethnet shit as long as I can play the game at the best it can be.

>> No.8951128

>>8951071
Doubtful if it would be “the best”. It would certainly be “the easiest” to get into, though. There’s a chance their Unreal port would have a messy launch like some of the others they’ve put out, there’s the redtape they’ve have to go through with Epic, and there’s the ugly chance of it being Epic Game Store exclusive.

>> No.8951141

>>8951064
They're begging for Nightdive to do it so that's already a monkey paw wish.

>> No.8951209
File: 1.02 MB, 960x540, hey how's it goin.gif [View same] [iqdb] [saucenao] [google]
8951209

>>8951049

>> No.8951284

>>8951141
>Nightdive prettying up Unreal over Quake 2
that would be just my luck

>> No.8951296

I would play an Unreal 3, with some UT engine as long as the bimbo from U2 is in there as well. It was honestly a very comfy videogame pulpy sci fi setting.

>> No.8951329

anyone else experienced a bug in rekkr where animals like rabbits and crows are zooming around the level instead of moving normally? it happens to me both with REKKRSL.wad from the mega and with the 1.16a wad from doomworld.

>> No.8951346

>>8951329
That sounds funny and scary, post webm?

>> No.8951350
File: 1.56 MB, 1380x776, OldBDww2copy.png [View same] [iqdb] [saucenao] [google]
8951350

Hello D00MER SNEK here. I need help in slade3 on editing Thorir's brutal doom ww2 since i can't it keeps crashing when i edit the lastest copy but my old bdww2 fine and dandy. Tell me whats FUBARin' da WAD?
>bd ww2 edited dwnld https://files.catbox.moe/an48my.zip edited old copy
==================================
>bd ww2 OG dwnld https://files.catbox.moe/wagvto.zip this is the latest copy unedited

>> No.8951358
File: 256 KB, 500x375, (disgusted HUH).png [View same] [iqdb] [saucenao] [google]
8951358

>>8951350

>> No.8951436

>>8951346
it'll take a while, hold on

>> No.8951485

>>8951064
I don't think Epic would ever get interested in a re-release of their older game. I mean, do they even sell that stuff on their shitty store? "At best", you'll get a typical modern lazy reboot that's been promoted as a remake like the others. Since they're going on in with "muh graphics" card for Unreal Engine 5, that's really the only option you can get. And even then I doubt that anything comes out of it. Nothing worthwhile, that's for sure.
There're more chances for Marathon reboot/continuation as PlayStation exclusive. And new Quake from Human Head... Roundhouse Studios, whatever.
>>8951128
>there’s the ugly chance of it being Epic Game Store exclusive.
Chance? You're been very generous, anon. There's no reason to expect a new Epic Games release to NOT be an exclusive for their shovelware platform on PC.

>> No.8951486

>>8950943
>you can use the lighting improvements of world tour in raze and it looks incredible
how to enable them?

>> No.8951517

1C is a co-publisher for WRATH: Aeon of Ruin, Graven, Dead Templar, Viscerafest and some othe retro-inspired shooters.
With Russian financial transactions are blocked in and out, whatever financial support for these projects 1C was providing is cut, and it'll likely affect their development.

>> No.8951528
File: 37 KB, 605x445, why.jpg [View same] [iqdb] [saucenao] [google]
8951528

>>8951517

>> No.8951589
File: 280 KB, 1500x539, imasky.png [View same] [iqdb] [saucenao] [google]
8951589

>>8951517
At least it's not getting sabotaged by TWillits like 3D Realms is at the moment.

>> No.8951604

>>8951486
There is an enhancement pack that uses world tour lighting.
You can pick and choose what you want on raze. It looks really nice.

There is some stuff there I dont like but you can leave those out.

moddb.com/mods/enhanced-resource-pack-for-duke-nukem-3d/downloads/duke-nukem-enhanced-resource-pack-for-raze

>> No.8951613

Can somebody explain to me what could possible make the bunch of zombiemen I have put in another room with the door closed alarmed right at level start so they start coming to my room?

>> No.8951641

>>8951613
Force the player to shoot at a switch at the start of the map, join a sector that can hear the player's start point with one in or adjacent to the room with the zombiemen.

>> No.8951643
File: 2.91 MB, 1280x720, 1631261103170.webm [View same] [iqdb] [saucenao] [google]
8951643

>>8951346
the game in general feels like jittery and sped up, i don't know why
sorry it looks like shit, i'm not very good with ffmpeg yet

>> No.8951646

>>8951641
Sorry, I was being misleading.
I mean, I have them in another room with the door closed and without any of my doing, just by starting the level and standing still, they keep coming for me.

>> No.8951652

>trying to play Ashes 2063
>play at low resolution, HUD is fucking huge and I can't scale it down
>transparent objects are fucked in truecolor software render
>sky is fucked in doom software render (and game also looks like shit)
>both are fine, but mirrors are fucked in hardware render
help me please, I just want to pretend Ashes is an actually old game

>> No.8951669

>>8951643
He was right, that is funny and scary.

>> No.8951674
File: 1.13 MB, 1440x810, 000121502.png [View same] [iqdb] [saucenao] [google]
8951674

>>8951643
>push it in the bush there rabbit haha
no clue why that's happening besides a port version or an issue with load order.
Ashes was fun btw but not very software mode friendly.

>> No.8951682

>>8951613
>>8951646
Alright so I found out that it's exactly 1 of 5 zombiemen.
WIth his back turned he won't do anything, but as soon as I am in his vision cone (even through the walls) he gets alarmed.
Could it have something to do with the nodes or visplanes? Like there's an error so he can see me through walls.

>> No.8951685

>>8951674
>a port version
i'm using the latest stable version of gzdoom and the rekkr wad from the mega archive
>or an issue with load order
very unlikely considering i'm just running "gzdoom -iwad REKKRSL.iwad"
i checked if it had to do with the framerate being too high (i have it capped at 144), i capped it to 60 for the webm and it still happened so it's not that either

>> No.8951693

Alkaline is really cool. I love the tech based levels in Quake 1. This could honestly be its own game. Not as out there as arcane dimensions bu I had more fun.

I wonder what cool singleplayer concepts you could pull out of this.

>> No.8951697
File: 174 KB, 1280x960, doom03.png [View same] [iqdb] [saucenao] [google]
8951697

I had this idea for a Cube-inspired map (also shamelessly stole from Sisyphus's Chrysanthemes), but I am not sure if I can pull it off.
I am still way below 512 lines, but the map is already as big as it can be within those limits and I am not sure if I can fill it with enough bullshit to throw at the player.

>> No.8951705

>>8951682
You can always use Map Analysis mode in UDB to see if there's something wrong with your map

>> No.8951708

>>8951589
Supposedly Wrath is getting screwed by 3DRealms right now.

>> No.8951716

>>8951708
Called it and does not surprise me one bit.
Oh well its cursed.

New blood seems a bit steadier. So I hope fallen aces and gloomwood come out fine and do well.

>> No.8951719

>>8951685
>very unlikely considering i'm just running "gzdoom -iwad REKKRSL.iwad"
There it is.
Where is REKKRSL.deh and REKKRGZ.pk3?

>> No.8951720

>>8951708
Wrath has been my most-anticipated game for the past couple years, and it hurts how fucked the development is. Especially after the lead left not too long ago.

>> No.8951727

>>8951720
Yeah, project leads leaving games is always a really, really bad sign, especially when it's the dude who came up with the idea in the first place.

It's them essentially saying it's no longer what they wanted it to be and they've no confidence it'll ever get better.

>> No.8951728
File: 36 KB, 750x898, uwu click.jpg [View same] [iqdb] [saucenao] [google]
8951728

>>8945048
i really like how there`s six guns on slot 5.
great production value, but weapon slots generally don`t make sense. plus custom spawn presets would be lit.

>> No.8951743

>>8951719
they were all in the same folder, i ran the wad from there.
now i tried separating them and specifying them with the -file option but the bug still happens. it doesn't matter which order i load them in, it still happens.

>> No.8951746
File: 293 KB, 415x350, josuke gets iced.png [View same] [iqdb] [saucenao] [google]
8951746

>>8951708
>>8951720
>wrath
fuckin hell, how many years has it been?

>> No.8951749

>>8951746
It was announced in March 2019.

>> No.8951754
File: 8 KB, 344x343, 1bbea200802768177cfce17f870d194e.jpg [View same] [iqdb] [saucenao] [google]
8951754

>>8949556
Why dont we get teams like Ritual now instead of back then.
I want a Hunter like Fakk2 in a modern engine so bad.

>> No.8951773

>>8951743
The only thing I can say is that AFAIK Sunken Land was the commercial release and was bundled with a copy of GZDoom. It is likely no longer compatible with more up-to-date versions of GZDoom, you may have to track it down. The version of GZDoom it uses is also custom btw, so that's likely an issue.

>> No.8951787

>>8951773
>The version of GZDoom it uses is also custom btw, so that's likely an issue.
Not really. Just some edits to info panel in explorer.
>>8951743
downloading newest gzdoom release to test. 64bit or 32?

>> No.8951791
File: 395 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_68_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8951791

FRIDAY NIGHT FIREFIGHT TIME! I'm late to making the post, sorry about that. Tonight we're fragging on The Last Strike Deathmatch 2. Connect with Zandronum and let's get this shit going!
51.161.34.159:10666

>> No.8951793

>>8951787
>64bit or 32?
64bit on linux

>> No.8951815

I hope Core Decay does not get fucked. There as little to show but it looked interesting.

>> No.8951827

>>8951793
>linux
Well shit, I can't test that conveniently. I tried making a Linux build awhile ago and had the same issue. Made a bug post about it and then gave up a few days later assuming I was just doing something wrong in the build process. Guess I wasn't, if it's happening in the official builds. Maybe GZDoom just hates deh lumps on Linux.
Not much I can do about it. Srry m8.

https://forum.zdoom.org/viewtopic.php?f=7&t=73881&p=1205975#p1205975

>You have to report this to the maintainer of the package you are using.

>> No.8951832

>>8951827
Oh. Another thing. Th rabbits have a negative speed. So I assume that's the reason. It's overflowing. Underflowing. Uberflowing.

>> No.8951847

>>8951832
>>8951827
>>8951793
More to that:
https://www.mediafire.com/file/wfpecq0zo7ga3a7/REKKRSLLinuxFix.deh/file
Try that. They still won't act "right" because they'll follow you instead of running away, but it should be better anyway. Will make getting mana easier too.

>> No.8951860
File: 147 KB, 700x232, unknown-350.png [View same] [iqdb] [saucenao] [google]
8951860

>> No.8951894

>>8951773
As far as I can tell it uses 4.6.1 with some superficial changes and stuff set as default.

but any change can fuck things sideways since Graf has a passion for screwing over support of stuff and being pissed at people sticking to old versions.

>> No.8951896

>>8951847
thanks man, i'll report back in about 6 to 18 hours after i get some shut eye.
also, that forum link made me realize zmusic 1.1.8 is out but it's tagged on the github page and not an official release. who the hell does something like this?

>> No.8951914

>>8951896
No. Lemme know how it goes. Shouldn't break anything, anyway.

>> No.8952013

>>8951914
Np. I mean. Fuggin phone.

>> No.8952040

>>8951043
its unfinished prototype of sorts - A New Evil
Scrags bleeding green is kinda cool, however Shamblers being retooled into Archviles certainly is NOT

>> No.8952148

>>8949928
>dat Unreal shit
very good. this was an enjoyable little arena, although the elevators are a bit obnoxious.

You've just given me an idea though. I've been wanting to make Doom WADs, might try making arenas like this based off my favorite FPS levels/dm maps

>> No.8952162

>>8950076
You have to keep in mind that at the time they just figured people would make a single level and call it a day. Making an entire set of 32 levels was unheard of this early on, so a lot of engine features don't really account for the game being modified.

>> No.8952165

>>8951697
>I am not sure if I can fill it with enough bullshit to throw at the player.
If you're under budget, add some doom cute.

>> No.8952171

>>8952162
Yeah, I guess you're right. But some more modularity would have been beneficial to all those involved. It's one of the reasons I don't like mapping for vanilla- generalized actions are too good.

>> No.8952191

>>8951860
what the hell have you created

>> No.8952214

>>8951517
damn,fucking sucks.

>> No.8952232

NEW THREAD
>>8952227
>>8952227
>>8952227