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File: 26 KB, 750x779, [sound=https%3A%2F%2Ffiles.catbox.moe%2F2n9cz8.mp3].png [View same] [iqdb] [saucenao] [google]
8952227 No.8952227 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8944471

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.8952228

=== 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 ===
[05-26] Halo Doom: Evolved season 2 released officially
https://youtu.be/-sXI0uBU-qQ

[05-26] Ante Mortem episode 1 released.
https://www.doomworld.com/forum/topic/129400

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8952239
File: 25 KB, 556x254, file.png [View same] [iqdb] [saucenao] [google]
8952239

Idgames rejected some things today, 400minvr not included. It doesn't seem like it's accepted either.
We're at 12 submissions for 512 Linedefs now.

>> No.8952240

You sure are hung, Luke. You sure are hung.

>> No.8952245

>>8952240
He ain't coming back

>> No.8952247

>>8952239
and here I thought they accepted literally everything

>> No.8952265
File: 255 KB, 683x780, bro.png [View same] [iqdb] [saucenao] [google]
8952265

Soon.

>> No.8952270

>>8952247
They're all over the place, has stuff like this but will throw out other maps just because they can.
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/female

>> No.8952274
File: 130 KB, 1920x1080, I did it.png [View same] [iqdb] [saucenao] [google]
8952274

I beat Plutonia.
It was all around really fun. I think it was my favorite official WAD.

>> No.8952278

>>8952270
>2004
It was unironically a different time. Their standards have changed.

>> No.8952364

https://vocaroo.com/17xvEemrisbI

>> No.8952413 [DELETED] 
File: 282 KB, 522x502, 1627931678181.png [View same] [iqdb] [saucenao] [google]
8952413

Carl "Sandy" Bepersen's levels take a fat shit on everything Romero built up from DOOM E1.

>> No.8952421

>>8952413
Yeah, he dumped some real good shit.

>> No.8952436

>>8952413
You are literally a discount sipping Shazam

>> No.8952459

Any other fun community map packs like spooktober?
Not necessarily seasonal, but themed packs are fun.

>> No.8952463

>>8952459
The entire Mayhem series

>> No.8952472

>>8952459
Should have specified for Doom 2 just in case.
>>8952463
Thanks.

>> No.8952474

>>8952436
It's pretty sad how some people are so autistic they can't even articulate their opinions without image macros

>> No.8952483
File: 3 KB, 620x26, toolong.png [View same] [iqdb] [saucenao] [google]
8952483

>>8952247
They don't.

>> No.8952489

>>8952483
>too long

>> No.8952524

>>8952274
I agree, Doom 64 is my favorite of the official classic Doom games though.

>> No.8952538

just finished NOVA. what wad should i play next?

>> No.8952543

>>8952239
Did you send an email confirming your submission? That usually speeds it up a lot.

>> No.8952545
File: 3 KB, 404x63, nuts.png [View same] [iqdb] [saucenao] [google]
8952545

>>8952543
Yeah

>> No.8952556

>>8952545
Add something to the subject line next time instead of leaving it blank, Something like DOOM-FTP: Upload Verification. Otherwise they're just getting a blank redirect.

>> No.8952559

>>8952556
Whoop.
Will do.

>> No.8952573

>>8952538
Struggle: Antaresian Legacy

>> No.8952586

What's a good Doom wad for someone who doesn't like Doom?

>> No.8952592

>>8952586
Chex Quest

>> No.8952602

>>8952586
rootpain

>> No.8952629

>>8952474
He did articulate his opinion without an image macro though. Watch:
Carl "Sandy" Bepersen's levels take a fat shit on everything Romero built up from DOOM E1.

>> No.8952631
File: 316 KB, 1440x900, Screenshot_Chex_20220528_050630.png [View same] [iqdb] [saucenao] [google]
8952631

>>8952592
Best part of original Chex.

>> No.8952662

From last thread 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. Whats the stich?

>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.8952674

I'm gonna lmao my ass off when those fags completely restore DNF 2001 after years of hard work and it ends up as shitty and boring as the 2011 game but looking worse.

>> No.8952679

>>8952413
That's incorrect, Sandy.

>> No.8952690

>>8952586
Strife: Quest for the Sigil

>> No.8952719

>>8952674
>implying they're ever going to completely restore it

>> No.8952728

>>8952719
It's probably dead already.

>> No.8952734

>>8952674
gonna be hard to do that considering the game mechanics are infinitely better than 2011 even though it's like 35 percent complete and code is broken

>> No.8952757

>>8952734
That's the thing, though, they aren't. The shooting already feels like shit.

>> No.8952764
File: 251 KB, 2518x1024, p8gwdgznzuj11.png [View same] [iqdb] [saucenao] [google]
8952764

I like Duke Nukem 3D better than Doom.

>> No.8952796

>>8952764
Good for you.

>> No.8952802

>>8952764
I don't agree, but I can see why you think that, DN3D is a very excellent game, friend.

>> No.8952803

>>8952764
DN3D is better than Quake that's for sure

>> No.8952809

>>8952803
Flip of a coin for me. I have so much fun with those games.

>> No.8952810

>>8952803
Quake could've been good. All they had to do was rehash DOOM but 3D, but instead, they tried to innovate. I hate innovation and new things.

>> No.8952831

>>8952810
The 3D was kind of the problems with that, they couldn't do the numbers of enemies they could in Doom.

>> No.8952909

>>8952247
>harris's other levels are now unobtanium because idgames refused to host them
feelsbadman

>> No.8952917

>>8952909
They're shit anyway.

>> No.8952940

>>8952917
yeah but, come on. you're saying it wouldnt be cool to play a wad from like, hitler? its history.

>> No.8952942

anyone have that unreal tournament comic where the two dudes are looking at a statue of ranger saying "you think we'll ever end up like him"?

>> No.8952949

>>8952940
I have done, they're shit.

knock yourself out though.
http://www.acolumbinesite.com/eric/doom.php

>> No.8952952

>>8952602
anon pls

>> No.8952953

>>8952810
>/vr/ - Retro Video Games

>> No.8953032

>>8951914
well, like you said, the rabbit follows me now.
i don't understand why that happens though. why does the speed overflow?

>> No.8953043
File: 151 KB, 1280x1024, Shadow_Puppets.png [View same] [iqdb] [saucenao] [google]
8953043

>>8952228
>>8920816
Submission to 512 Lines of /vr/:
Shadow Puppets (V1) by Wolpertinger
Midi is Ocean Base Act 1 from Sonic Advance 3
https://files.catbox.moe/sfs9s3.zip
This theme/gimmick was originally only going to last for a short segment in a blocky techbase, but I threw that out and decided to make the whole map about it.
Difficulty and multiplayer support started, though it probably plays like shit in DM, and is a clusterfuck of friendly fire in vanilla co-op.
I'll touch up on the difficulties other than UV and fix any bugs that don't require more lines in the next couple of days.

>>8953032
The rabbit follows you, indeed.

>> No.8953057

>>8953043
>spoiler
yes, he follows me with his ass too, cooky little fella

>> No.8953062

He's done it again! Now THIS is how you make a mod showcase video
https://youtu.be/cUYtSPLbbCA

>> No.8953114

>>8952265
22 Toilets of /vr/ when?
>every map must have sector toilets
>poopoo and peepee highly encouraged

>> No.8953118

>>8952586
Just play a build game.

>> No.8953121

>>8953062
I don't like the weird texture mods he uses. There's something really fucky with his lighting too.

>> No.8953143

>>8953062
Huh this is the first I'm hearing about fallout doom. That "VATS" looks hilarious.

>> No.8953153

>>8920816
>>8952228
Submission for 512 lines of /vr/:

Electrical System by Anonymous
Midi is Heaven on their minds from JCS
https://files.catbox.moe/92kxxk.wad
This level really kicked my ass when I tested it, so any feedback on difficulty is appreciated. Maybe I'm just bad, or maybe I should add a bit more ammo and move some enemies around.
361 lindefs, so a bit on the shorter side. Difficulty levels included, basic co-op support also included if you're into that.

>> No.8953156

>>8952803
Base game of Duke was better than Quake. Quake just seemed rushed while Duke felt like complete game. But on the long run Quake won, because of it's modding scene. Duke's modding scene is quite much dead by now, while we can still expect quality level packs for Quake (2022 has been quite silent though).

>> No.8953157
File: 312 KB, 1600x900, skyline.png [View same] [iqdb] [saucenao] [google]
8953157

>>8953153
Whoops, forgot my screenie

>> No.8953159

Archies and the SSG ruined Doom 2.

>> No.8953163
File: 5 KB, 224x221, an uncanny fellow.gif [View same] [iqdb] [saucenao] [google]
8953163

>>8953159
fear him.

>> No.8953218

>>8951517
With the exception of maybe Viscerafest, nothing of value was lost.

>> No.8953229
File: 17 KB, 977x172, DoukVsQuake.png [View same] [iqdb] [saucenao] [google]
8953229

>>8952810
>they tried to innovate

Nigga they more or less were rushed to get a game out the door

>> No.8953256

The current Doom big sourceports kinda piss me off. That's kinda my only thought at the moment.

>> No.8953271

Blake Stone>Wolfenstein
Heretic>Doom
Heretic 2>Quake.

>> No.8953296

>>8953256
why?

>> No.8953309

>>8952228
>>8920816
>>8953043
Update for 512 Lines of /vr/:
Shadow Puppets (V2) by Wolpertinger
https://files.catbox.moe/lq4ic9.zip

I forgot to specify floor flats when using find+replace and edit selection, so some areas that were meant to be lit to highlight items were instead dark, oops.

>> No.8953364
File: 19 KB, 1020x720, FTz15CRXsAMlsd-.png [View same] [iqdb] [saucenao] [google]
8953364

>>8952227

>> No.8953368

>>8953364
Do I even want to know how you hold it?

>> No.8953379

>>8953368
https://www.youtube.com/watch?v=jrMkkIaplEg

>> No.8953382

>>8953271
true

>> No.8953417

>>8953159
My SCG (super cockgun) ruined your mom's pussy

>> No.8953421

>>8953271
Heretic 2 and Quake aren't even in the same genre.

>> No.8953430

>>8953417
true

>> No.8953438
File: 83 KB, 1280x960, doom00.png [View same] [iqdb] [saucenao] [google]
8953438

>>8952228
>>8920816
For 512 Lines of /vr/:
Cubic Conundrum by ASO3000
Midi is the X-Files theme
https://files.catbox.moe/66ccgj.zip

Very gimmicky map, very confusing, not sure if the "star gate get shot from the other side of the gate" transition stuff isn't too annoying/unfair, but I have another 100 lines to spare, so hit me with your best shot.

>> No.8953461
File: 26 KB, 220x230, 1624116693008.jpg [View same] [iqdb] [saucenao] [google]
8953461

>>8952803
HUH

>> No.8953464

>>8953364
does it make caco noises?

>> No.8953467
File: 250 KB, 701x1024, duke yippy ki yay.jpg [View same] [iqdb] [saucenao] [google]
8953467

>>8953461
I ain't afraid of no quake

>> No.8953497
File: 66 KB, 1280x720, colorflattest_shot0002.jpg [View same] [iqdb] [saucenao] [google]
8953497

Made a set of some flat color textures for HL1 from a random Aseprite palette, for something I just thought about doing on a whim this turned out a lot better than expected. There's something just oddly comfy about clean, spartan graphics like this.

>> No.8953550

>>8953156
>Quake just seemed rushed while Duke felt like complete game.
Quake has its own issues but Duke’s third episode feels rushed and like it’s missing something, and the game ends too soon without that fourth episode.

>> No.8953567
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
8953567

ALRIGHT MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK AGAIN. SCREENSHOT SATURDAY.
WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? POST THAT SHIT WHENEVER YOU GET AROUND TO READING THIS.

>> No.8953575

>>8953567
>>8953497

>> No.8953608
File: 24 KB, 419x598, italo kid.png [View same] [iqdb] [saucenao] [google]
8953608

>>8953567
What program do you use for texture editing? this took loke hours in Paint, no way i could do all 80 Revenant frames like this

>> No.8953618

>>8953608
Photoshop

>> No.8953643

Been making my way through Doom 1 and 2 for the first time and man, The Pit sucks ass. First level I've played where I just don't understand what they were going for

>> No.8953663

>>8953643
Yeah, Doom II has some more... abstract levels

>> No.8953664

>>8953643
Sort of like in “The Crusher”, I like some of the verticality they put into it. As to what the level is supposed to be? That I don’t know, lots of areas feel pretty abstract for what’s supposed to be taking place on earth.

>> No.8953673
File: 21 KB, 224x352, log_pill_gimp.png [View same] [iqdb] [saucenao] [google]
8953673

>>8953608
As a person with severe logtism I actually waste my time by editing more than necessary. You can cheat your way halfway through though. Most people won't notice if you you only have 2 walk sprites for certain angles. It's important that the monster will look smooth running towards you. No one bats an eye if he walks away from you diagonally with a limited animation. Especially in the heat of the battle. You can mirror some sprites even. Depends on the creature if it will looks good.

>> No.8953683

So if anyone else plays Doom Incarnate, I'm curious how/if you've disabled some weapons to get rid of redundancies.

>> No.8953694
File: 3.58 MB, 480x276, swallow this.gif [View same] [iqdb] [saucenao] [google]
8953694

>>8953159

>> No.8953719

>>8952631
>Chex
Does that cross represent the Anti-Crisp, then?

>> No.8953740
File: 6 KB, 1536x256, sky.png [View same] [iqdb] [saucenao] [google]
8953740

>>8953567
Still working on that sky transition. I know I've said it before, but I might be this close to a breakthrough.

>> No.8953816

>SSG ruined Doom 2
Plasma gun, rocket launcher, and BFG are all clearly better, the chainsaw/berserk are for enemies you don’t need to waste ammo on, and the chaingun is good for picking on faraway softies.
Despite all this I’ve seen people unironically come to the conclusion of “ssg = op”, how do they do it? Is it because they unknowingly want harder battles outside of Doom 2?
>>8953740
This is coming along nicely again, it’s great to see.

>> No.8953874

>>8953816
Ssg uses ammo that's more common than for your pistol. Pistol!

>> No.8953884

>>8953114
But isn't that just the DUMP series?

I think the first one even featured a massive toilet you have to jump in to progress.

>> No.8953951

>>8953874
>less shells, more bullets means a chance at encouraging chaingun spam over SSG spam, which could then lead into encouraged use of stronger weapons
Respectable, even if this would further discourage the use of the poor regular shotty. I don’t think there’s anything that can be done for that little guy besides some forced dehacked balancing and otherwise.
I’ll have to pay attention to this distribution the next time I go through 2. I only recall having tons of ammo for everything when I’d play continuously.

>> No.8953972

>>8953156
Quake won because it's a great deathmatch game released when LAN was ubiquitous, and early online support gave it legs. Btw, the Build games didn't have a big MP player base because of engine jank like explosion damage not connecting.

>> No.8953978

>>8953643
Kind of just a jumpy playrooms kinda thing (thinking gameplay here). I don’t think the actual design is meant to represent more than that. Although I have to admit some of those chambers are pretty odd/miscellaneous.

>> No.8953985

>>8953978
Even just gameplay wise it felt like a jumble of random ideas. Nothing coherent going on just single room gimmicks including a bunch of entirely optional out of the way rooms

>> No.8954041

>>8953062
I don't think I get the appeal of Halo Doom. It just looks like shit to me.
Same with the Warhammer 40k weapon set. Those sprites are massive and ugly.

>> No.8954049

>>8953816
Regular shotgun and chaingun start sucking against everything bigger than an imp. SSG is more of a psychological problem that encourages mappers to make you SSG everything, to put too many and too thick walls of meat everywhere, and to provide vastly insufficient amounts of rockets and cells.

>> No.8954058

>>8954049
>Regular shotgun and chaingun start sucking against everything bigger than an imp.
Bullshit, the chaingun is viable against the meatballs, have a high enough pain chance against chaingunners and if ammo is not a problem you can even hose down knights and mancs.
The regular shotgun can still be used against cacos (like it was in Doom 1) and revenants.

>> No.8954065

>>8954058
The chaingun is good against Revenants too because they have the same health pool and pain chance. And of course, flinching chaingunners is always valuable if there's more than one around.

>> No.8954092

Do any Doom 1 texture packs exist? Everything I am finding is seemingly for 2.
If not, what are the actual differences between 1 and 2, wad-wise? Like, how could I convert them?

>> No.8954096

>>8954092
There shouldn't be anything stopping you from using a texture pack designed for Doom 2 in Doom 1.

>> No.8954106

>>8954049
Chaingunning imps and chaingunners isn’t so bad, they go down without much hassle with a decent amount of painstating. Their chance of surviving a shotgun round really sucks, especially if they’re alone or the last of the pack.
>>8954058
I like it when I went to keep a pain elemental steady while I close the gap. Don’t know if I’d use a regular shotgun on a caco if I had the SSG, though.

>> No.8954117

https://youtu.be/aVAzKmzNQa8
Would anyone be up for a round of Serious Sam later tonight? I can host some TSE coop/DM, server will be located in US central.

>> No.8954146

>>8954092
Doom 2 has wall patches that doom 1 uses and vice versa. This would interfere with vanilla textures. Replacing textures wholesale would eliminate the problem. So would moving textures on top of existing. I'd explain in more details but I'm phone posting right now.

>> No.8954152

So, I want to get back to GZDoom.
If i just want as much QoL enhancements as possible without going too far, is SmoothDoom still the only thing I need?

>> No.8954164

>>8954058
>>8954065
Not when there's a lot of them, and you know ever since Doom 2 maps have been in the community's hands cacos and mr skeletal have been hunting in packs.

>> No.8954168

>>8954164
The SSG isn't very good when there's a lot of anything either thanks to its reload speed. I'd rather have rockets against a horde of boners.

>> No.8954189

>>8954146
Ah yes that makes sense, thanks, I'll look into it.

>> No.8954216
File: 45 KB, 540x464, tumblr_2a92a44ef1850ecaf8cd1144d968985f_306ef2d8_540.gif [View same] [iqdb] [saucenao] [google]
8954216

>>8954152
>SmoothDoom
https://www.doomworld.com/forum/topic/62403-doom-2-minor-sprite-fixing-project-v20-beta-1-release-updated-11822/

>> No.8954219
File: 15 KB, 380x220, iTR5Nlk.gif [View same] [iqdb] [saucenao] [google]
8954219

>>8954216
My only issue with this is the flame light flicker is removed which I feel looks worse overall.

>> No.8954220

>>8954219
That's easy enough to fix.

>> No.8954271
File: 163 KB, 1600x900, WhichBDthread.png [View same] [iqdb] [saucenao] [google]
8954271

>>8952227
>>8952662
>which thread should i talk about my modded Brutal Doom?
Solutions

>> No.8954280
File: 2.18 MB, 1562x771, file.png [View same] [iqdb] [saucenao] [google]
8954280

i love mapping, i suck at finishing them tho

>> No.8954287
File: 2.60 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
8954287

>>8954280
what it looks like compiled

>> No.8954306

what should i caption this forced meme?
https://youtu.be/iL0CiK1mYkY

>> No.8954320
File: 2.05 MB, 1600x900, Screenshot_Doom_20220528_131722.png [View same] [iqdb] [saucenao] [google]
8954320

>>8954280
I'm Swell at Snekifying maps

>> No.8954326

>>8954189
I am now back home and no longer phoneposting. So I can give more details.
First of all, a texture pack will naturally not include resources that are contained inside the IWAD.
With flats (Ceiling and floor textures) there should be no issues as they are simply lumps of graphical data. However, wall textures are composed of patches, that are given numbers through PNAMES and later combined into proper textures in TEXTURE1 and TEXTURE2 - which refer to them by number, apparently, so wrong PNAME will make textures look wrong.
Animation loops and switch pairs are hardcoded. Animation from Doom 2 are backported into ultimate doom, but not switches for some reason. This is not relevant for Boom and up, as they support customizable animations and switches.

If you open two TEXTUREx lumps from two different wad and copy content of one into the other, SLADE should be able to also carry over patches and adapt numerically, but I'm not sure what are limitations to this.

>> No.8954330
File: 111 KB, 1600x835, HelpWithBdWw2.png [View same] [iqdb] [saucenao] [google]
8954330

>>8954271
>More specifically i need help editing the latest version of bd ww2 with out it crashing

>> No.8954352

I think every Doom wad should make the chaingun like it is in 64

>> No.8954354

>>8954168
That was kind of one of the other points I made in the earlier post, in situlations where you'd rather have rockets the mappers are like "just make them ssg all the revenants lol"

The problem is more like the normal shotgun and chaingun are underpowered for the raised powerlevel in Doom 2 and Doom 2 custom maps, with their knights and revenants and mancubi and arachnotrons and meatballs and archviles everywhere, and the SSG has in practice been elevated to the "baseline" weapon. And because it's the baseline weapon there's much less weapon spectrum above it so everyone just makes the player use it all the time for everything from imps to barons and sometimes going full retard and expecting you to SSG cyberdemons, while if it was the Doom 1 arsenal they would be almost forced to give you rockets or cells to make the maps playable.

>> No.8954442

>>8952228
Pandemonia 2.2 released.
https://forum.zdoom.org/viewtopic.php?f=43&t=60984

>> No.8954449

>>8954326
Good to know, thanks for the explanations.

>> No.8954457

Daikatana is the REAL Quake 2.

>> No.8954464

>>8954442
what's with the custom sprites in that video tumbnails?
one is like a cyber whiplash from eternal but the other looks like something from either hell forged or hacx

>> No.8954467
File: 1.28 MB, 1920x1080, 1635966188285.png [View same] [iqdb] [saucenao] [google]
8954467

Is it possible to set a 1920x1080 resolution on the in-game settings of Halo CE? I was following the pcgamingwiki page to add some tweaks and such and I found that the display settings image is showing a 1080 resolution.
I can only get to 1600x900 max for some reason.

>> No.8954468
File: 1.80 MB, 1812x2240, coolEVIL_GodultSnekShot.png [View same] [iqdb] [saucenao] [google]
8954468

>>8954330
>Brutal doom ww2 fun with Jashinchan

>> No.8954480
File: 618 KB, 666x627, 16by9m.png [View same] [iqdb] [saucenao] [google]
8954480

>>8954467
>1600x900 is my computer monitor Resolution nice

>> No.8954483

>>8954306
>london

>> No.8954489

>>8954483
>Oi mate do you have loicense for that M0D?

>> No.8954490

>>8954480
So I herd u liek mudkips.

>> No.8954492

>>8954306
>Mom and dad are fighting again

>> No.8954529

>got to Master Levels' secret level
>GZDoom+PB shit their pants the moment cyberdemons start shooting, fps drops to 1 and it's virtually impossible to grab invul
>on 3080Ti
T-thanks graf.

>> No.8954547

>>8954219
It's worse in a lot of ways. Smooth doom needs some frames dropped and the timing adjusted. Someone else should do it though, lol.

>> No.8954572
File: 916 KB, 1920x1080, JP Doomer.png [View same] [iqdb] [saucenao] [google]
8954572

The Japanese community project is a lot of fun so far. The ESL description in the readme is very wholesome.
Thanks to the anon that recommended Final Doomer as well. I plan on playing through all of its supported megawads with the appropriate weapons packs.

>> No.8954579
File: 1.42 MB, 1920x1080, Screenshot_Doom_20210329_223745.png [View same] [iqdb] [saucenao] [google]
8954579

>>8954572
Have fun anon, I did the same thing when I started playing. Though JPCP was my least favourite.

>> No.8954595

>>8953643
Doom 1 levels actually make sense (human base => infested levels => Hell), Doom 2 levels are a complete meme. id soft gave up on any logical meaning here and just wanted them to be as "gamey" as possible.

>> No.8954601
File: 72 KB, 500x738, 1607382568617.jpg [View same] [iqdb] [saucenao] [google]
8954601

>>8954271
>Still using (((Duck Duck Go))) even after they have been caught SPYING on other users and censoring certain topics in their results

>> No.8954606

>>8954601
>caught
I think you mean openly boasting about doing it.

>> No.8954619

>>8953156
Quake was a actually a technical feat, Duke was just Doom 1.5.

>> No.8954626

>>8954601
>>8954606
source: my ass

>> No.8954637

>>8954352
Weird how 64 buffs nearly every weapon. Chainsaw, pistol, chaingun, both shotguns, and hell knights died to 2 rockets far more often than not.
I like the idea of making the chaingun shoot much faster like what Valiant tries. But I honestly feel it’s in a good spot as it is, as long as the level designer doesn’t forget about the enemies that have less health than the revenant and places them appropriately.
>>8954354
>That was kind of one of the other points I made in the earlier post, in situlations where you'd rather have rockets the mappers are like "just make them ssg all the revenants lol"
Not him but that seems like a different context. If the SSG is the best weapon at the time when these revenants spawn then of course I’ll use it. If revenants happen and I’m using something like the SSG despite having rockets and cells it’s because I feel like I can get away with it, conserving the better weapons for a more pressing encounter. I might also just berserk punch them if I feel I can get away with it and I picked one up earlier.
I would agree with people loving it too much, so much so that they think it’s as good as shooting rockets or plasma. If it’s a victim of its own success it’s because of how fun it is to use, and with this festering idea of regarding a single weapon as a character or build that you “main”.

>> No.8954640

>>8954626
https://youtu.be/GQJbjN6Er8I

>> No.8954672

>>8954619
Anons say the darndest things.

>> No.8954678
File: 1.15 MB, 828x812, Ex3a4NnU8AAkSBh.png [View same] [iqdb] [saucenao] [google]
8954678

>over an hour of footage of failed single segment runs for MAP06 and MAP07 of 400mins
>mfw thinking about trying to record a run of MAP12

>> No.8954683

>>8952270
>Since when did Doomworld become inhabited by a bunch of slack-jawed faggots who worry about whether a wad is "too offensive"? DOOM IS A GAME THAT REVOLVES AROUND KILLING, IT IS OFFENSIVE BY NATURE!!! Go have your period somewhere else pussies, this wad rules and so does Kama Sutra. I wish someone would go Columbine on all the politically correct liberal queefs who want to stifle free speech and great wads like this one.
>anonymous
>2004

>> No.8954686

>>8954678
>MAP06
I mean MAP04 which is still easy as fuck, I just don't know why I start slurping turds the moment I click "Start Recording" in OBS

>> No.8954696
File: 8 KB, 342x245, 1649963645366.jpg [View same] [iqdb] [saucenao] [google]
8954696

>Mfw I made a 11 level wad and cant get past level 5

>> No.8954703

>>8954683
You should see the one somebody wrote elsewhere about UACLabs being the most perfect, ingenious map design ever and damning evidence that sourceports ruin the soul of Doom maps.

>> No.8954709

>>8954696
As in you are trying to single-segment your own wad?

>> No.8954710

>>8954678
>mfw thinking about trying to record a run of MAP12
You can do it, I believe in you.
I just want you to earn it.

>> No.8954719

>>8954709
Nah. It's just good level design paired with better monster placement. Level 5 is the filter level.

>> No.8954727

>Start making a wad
>I want to use tag 666 so I'll definitely need to have at least seven maps
>Have only 6 good maps
>Add one throwaway map for MAP06
>Everyone: MAP06 is really good, you really make much progress here

>> No.8954729

>>8954727
>make a map
>rarely get any comments
>make a map and just add about three times as many viles and revs as I am comfortable
>great map bro, really fun

>> No.8954739

>>8954637
I don't think Valiant's buffs are sufficient especially since most of the enemies are buffed into stronger variants too. Can't remember what 64 did, I thought the weapons feeling stronger was just an illusion because of the sounds being so much meatier.

>If the SSG is the best weapon at the time when these revenants spawn then of course I’ll use it.
That's one of the things that's decided by the mapper. Also it's not just revenants, but with Doom 2's additions to the beastiary the majority of enemies on the roster are pretty tanky, so a lot of the time things get can get grindy without access to RL or BFG. I think ID should've added a "tier 2" weapon to every slot, but that's completely in hindsight because Doom 2 mapping changed so much from what the base game had.

>> No.8954743

>>8954739
When mapping, I tend to see chaingun as the emergency weapon and give lots of bullets but not a lot of other ammo.

>> No.8954746

>>8954727
>>8954729
One of my maps I did while blackout drunk, the layout is shit and the encounter design barely has any thought to it but for some reason the fuckwits over at Doomworld thought it was good.

>> No.8954753
File: 949 KB, 1080x810, 1648006726458.png [View same] [iqdb] [saucenao] [google]
8954753

>>8952265

>> No.8954770

Do people actually play stuff like Tarakannik without TAS?

>> No.8954774

>>8954601
What should I use instead?

>> No.8954780
File: 98 KB, 768x432, 28370617-5125-4DDE-8271-ED41A17217F2.jpg [View same] [iqdb] [saucenao] [google]
8954780

>>8953567
WIP of my 512 map. It’s pretty jank all around and to be honest I might not finish in time but I’m having fun trying.
>>8949436
>>8949443
Thanks. I made sure to make it inviting looking. The player will spend the whole round there so throw in some intimate lighting etc. and corpses! Someone tried and failed there.

>> No.8954782

>>8954774
Bing, Yahoo, or Qwant.

>> No.8954801

>>8954727
>>8954729
>>8954746
post the maps yall are talking about I wanna see

>> No.8954808

>>8954753
>Anon, you're always in your room on your computer... are you working on cool, secret things up there?

>> No.8954810

>>8954774
Yandex unironically until it stops working for specific searches then go to google.

>> No.8954817

>>8954739
>I don't think Valiant's buffs are sufficient especially since most of the enemies are buffed into stronger variants too.
You think so? I think if would be too good if it didn’t absolutely devour its bullets, almost overstepping its boundaries against the plasma rifle’s effectiveness.
And yeah, 64 has a bunch of subtle changes both with weapons and enemies. It also has visual recoil adding to the meatiness of the weapons.
>Also it's not just revenants, but with Doom 2's additions to the beastiary the majority of enemies on the roster are pretty tanky, so a lot of the time things get can get grindy without access to RL or BFG.
I can’t recall the last map I played that was that silly and grindy, throwing “hordes” at you without horde-clearing weapons. If I had to pick the (technically) “worst” thing I played in several months, it might have to be 400m of /vr/ and I’ve yet to run into anything that silly in it it’s a blast.
This might not be worth much but I don’t find revenants particularly tanky, and a handful of them with only the SSG can be pretty fun: They die in two blasts from it and you get to manage their projectiles while reloading.

>> No.8954823
File: 394 KB, 603x451, METCOMP2.png [View same] [iqdb] [saucenao] [google]
8954823

>>8954601
(((Duck Duck Go)) use them but don't have account with duck. I use variety of search engines
>yandex
>startpage
>(((GOOGLE)))

>> No.8954827

>>8954601
back in the day i remembered using Ask Jeeves

>> No.8954832

>>8954801
MAP06 is from Hell Frontier
https://www.doomworld.com/forum/topic/115739-hell-frontier-wip-megawad-for-doom-2-episode-2-progress-511-latest-map-map17-update-290422/?tab=comments#comment-2158909
(Now it's 11 maps and counting plus 5 in episode 2 so far)

I was exagerrating about everyone, but I did get some responses like that which surprised me because I thought it's a throwaway.

>> No.8954834

>>8954601
Back on topic does anyone know the problem with BDww2 that dosen't allow for it to be edited in slade 3?

>> No.8954837
File: 233 KB, 480x492, pimpMaiMUDKIPZ.png [View same] [iqdb] [saucenao] [google]
8954837

>>8954490
>I FUCKING LOVE MUDKIPZ DOG

>> No.8954839
File: 2.70 MB, 1280x720, the_man_who_spooked_himself_to_death.webm [View same] [iqdb] [saucenao] [google]
8954839

>>8954710
>You can do it, I believe in you
Nigga u don't kno the levels of incompetence wit which u dealin
>>8954480
>wonky display ratio
>surplus-ass monitor and keyboard
>picture of Mudkip fukken duct taped to wall
Damn Danny, I TOLD this niggas you had soul

>> No.8954853

>>8952228
>>8920816
Update for 512 Lines:
Slivovitz Liver Massacre V3 by ASO300.
https://files.catbox.moe/kp9vq5.zip

Noticed some faulty and misaligned textures and the 'tism kicked in.

>> No.8954858
File: 14 KB, 262x262, doomii.jpg [View same] [iqdb] [saucenao] [google]
8954858

>d2reload is as grey, dreary and depressing as ever
how did they even achieve it. i mean it`s solid, but holy shit playing through it feels like a dead-end office job. why do i still bother.

>> No.8954860

>>8954839
>Nigga u don't kno the levels of incompetence wit which u dealin
You've committed to completing single-segment runs, you're already challenging yourself and looking to improve. It might be hard, but you're gonna make it.

>> No.8954863

>>8954839
That map really punched me in my uterus trying to single segment it, and I made the damn map

>> No.8954898

>>8954839
Believe me, I've seen worse.

>> No.8954903
File: 3.84 MB, 4564x2754, D00MERsnekSetup.png [View same] [iqdb] [saucenao] [google]
8954903

>>8954839
>Real soul
True dat mai IDDQD DOOM NIGGAS
>I've even have some William Shakespeare quotes hanging around

>> No.8954926

>>8954903
Is that a motivator poster with texture filtering?

>> No.8954928

>>8954926
>>8954903
>graf's workstation

>> No.8954932

>>8954928
Graf is a joyless asshole though, so I don't think he'd have some kind of creepy homemade fleshlight on his desk.

>> No.8954942

>>8954932
Graf is a literal boomer.
He's probably sysadmin somewhere and codes GZD in his sysadmin shed.

>> No.8954954
File: 2.61 MB, 1280x720, funning-down_spectres.webm [View same] [iqdb] [saucenao] [google]
8954954

>>8954863
I honestly don't find it too hard so far, at least not in like an unfair or grindy way. But the trap encounters are really appreciated, and they do rack up kills. Mostly the hard part is recording good footage.
That Spectre ambush next to the Berserk pack tongues my anus. God bless Woof! for making Spectres fucking impossible to see, genuinely gets me errytime.
Lots of fun. I'll hafta actually beat it later after I record and upload a couple playthroughs of 512LDs maps.
>>8954903
DoomerSnek, I don't even iddqd YOUR map edits. Add more ammo tho cuz I do have to idfa that shit.

>> No.8954975

>>8954954
>when you cannot even read your ammo counter

>> No.8954984
File: 39 KB, 507x522, THEY ALL CHINESE.jpg [View same] [iqdb] [saucenao] [google]
8954984

>>8954975

>> No.8954992
File: 33 KB, 106x166, 1645653718171.gif [View same] [iqdb] [saucenao] [google]
8954992

>>8954984
>X, O, and Triangle replaced with numbers
>Square is still just a fucking square
>entire d-pad just says "samurai"
I can't stop chuckling thinking about the nigga who designed this. He one funny MF

>> No.8955018
File: 2.89 MB, 3024x3182, CheatsFolder.jpg [View same] [iqdb] [saucenao] [google]
8955018

>>8954954
>I've been i gamer for awhile always been cheating home or console. Never multiplayer cuz dats scum

>> No.8955059

>>8954306
Redneck Rampage?
Either way, when people are goona start bringing up Marathon since Mandalore's review of it is out?

>> No.8955070

>>8955018
jashinfag operating on another level

>> No.8955078

>>8955059
We could start now if you want. I've had the trilogy sitting on my drive forever. I kept pushing it back for other games.
Seems like a lot of the complaints he had regarding the level design could be applied to Halo CE as well. Bungie's map design seems questionable at best.

>> No.8955096
File: 115 KB, 680x579, 1652747128654.jpg [View same] [iqdb] [saucenao] [google]
8955096

Is it tradition to include your own Dead Simple style map in a megawad?

>> No.8955098

>>8955096
Yes.

>> No.8955103
File: 438 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8955103

>> No.8955105

>>8955059
Not really, his viewers aren't as much obsessive, line-spouters are Civvie fans so stuff tends to go under the radar unless it's like E.Y.E or something.

>> No.8955108

>>8955103
>based wrong world playing
Lilith.pk3?

>> No.8955109

>>8955096
Yes, but modern technology means you don't necessarily have to do it on MAP07, unless you're making a vanilla compatible wad.

>> No.8955110
File: 947 B, 69x26, vrcute.png [View same] [iqdb] [saucenao] [google]
8955110

>>8955103
/VR/ cute!

>> No.8955126
File: 3 KB, 274x44, bgf.jpg [View same] [iqdb] [saucenao] [google]
8955126

>>8955103
So what is it?

>> No.8955131
File: 5 KB, 151x32, 1630215481513.png [View same] [iqdb] [saucenao] [google]
8955131

>>8955103

>> No.8955146

>>8953032
>i don't understand why that happens though. why does the speed overflow?
No idea. Only happens with negative values and only on Linux. Maybe only with deh lumps, or I imagine the bug would've been found earlier.
You'd have to ask Graf or whoever else.
If I'm right, an easy way to replicate and test the bug would be to just set the zombiemans speed to a negative value in a deh lump, then decorate, then zscript, and see if it happens on all three or just deh. But I don't have a linux install atm to try it out.

>> No.8955149

>>8955146
bummer.
sounds like a fun project for next weekend...

>> No.8955160
File: 2.87 MB, 960x540, HAMEDO_triggers_against_imp_ambush.webm [View same] [iqdb] [saucenao] [google]
8955160

I recorded playthroughs of a few 512LDs maps submitted (technically) anonymously. They're the only ones I've beaten so far.
"Hospice Relief", "Underblown Budget", and "Electrical System":
https://mega.nz/folder/R59QiJIA#5PxDJXzhqFguyhmjT29M1A

>> No.8955161

>>8954483
>>8954492
>>8955059
https://youtu.be/kGI8NQkTuPU

>> No.8955181
File: 793 KB, 2014x1076, image.png [View same] [iqdb] [saucenao] [google]
8955181

Project Brutality actually has its moments. Close quarters shotgun combat with tons of PB variations of zombies/shotgunners on the 2nd floor of Black Tower was really cool, I would gladly play full megawad of similar stuff.

>> No.8955223 [DELETED] 
File: 2.97 MB, 480x540, 1637412472359.webm [View same] [iqdb] [saucenao] [google]
8955223

>>8952227
u guys still play these?

>> No.8955275

>>8955103
>zombiemen download movement
>lazy suck evil
>making wads fun
>let sandy shogo often please
>follow muh deathmatch tools

I wanna play Alien Icarus

>> No.8955284
File: 1.48 MB, 480x299, 1640424880740.gif [View same] [iqdb] [saucenao] [google]
8955284

>>8954117
I'm starting this now if anyone is interested. Hosting Serious Sam TSE DM:

45.79.57.115

Join via direct connect (specify server). Now let's get down to some serious business.

>> No.8955306

>>8954467
You probably need a later patch, the latest one added support for a whole shitload more resolutions.

>> No.8955315
File: 538 KB, 1440x1653, 2BorNot2b.jpg [View same] [iqdb] [saucenao] [google]
8955315

>>8955070
Hell yeah iddqd idkfa cheating Snek cultist 4 life

>> No.8955320
File: 187 KB, 620x349, Gameplay_3.png [View same] [iqdb] [saucenao] [google]
8955320

thoughts on meridian?

>> No.8955326

>>8955275
https://www.doomworld.com/idgames/themes/TeamTNT/icarus/icarus

>> No.8955334

>>8955306
It's already patched to 1.10 but still the max is 1600x900
At least on the in-game settings that is, supposedly I'm playing in 1080 with the help of chimera and dgvoodoo

>> No.8955336
File: 568 KB, 750x520, Meridian.png [View same] [iqdb] [saucenao] [google]
8955336

>>8955320
I keep putting off checking it out, but despite being retro, and first person, I don't really think it's in the scope of this thread. :^)

>> No.8955339

>>8955284
gg
was fun even if I sucked

>> No.8955342

>>8955339
Oh it's not over, the server is still up. I think you just have to wait for levels to change instead of clicking exit when the end screen pops up.

>> No.8955358

>>8955326
Yeah no shit, I was thinking of an Icarus/Alien Vendetta hybrid. Would be cool to play

>> No.8955382

>>8955320
Looks like the bastard child of Doom and Marathon.

>> No.8955438

>>8955320
one of the worst wads i've ever played
>massive, labyrinth-like levels
>constantly starved for ammo
>every enemy, and i mean EVERY enemy has tiny hitboxes, most of your shotgun pellets miss them
>nearly every enemy in the game is a hitscanner with perfect accuracy
>the baron equivalent has a tiny hitbox AND IS ALSO A FUCKING HITSCANNER
>the plasma rifle equivalent USES TWO FUCKING AMMO PER SHOT FOR NO REASON
>A LOT OF THE LEVELS ARE FUCKING BROKEN, THIS DUMB CUNT FORGOT TO PUT EXIT LINES IN TWO OF THEM
I FUCKING HATE MERIDIAN

>> No.8955448
File: 165 KB, 353x565, 1642757503794.png [View same] [iqdb] [saucenao] [google]
8955448

>>8955284
>>8955342
Stopping the server for now since nobody else was joining. I'll try this again next Saturday.

>> No.8955474

>>8954942
He programs mobile shovelware.

>> No.8955515

>>8955018
>printing out cheats
reminds me of those cheat code magazines you could buy. used that shit a lot with vice city. pure, unfiltered soul

>> No.8955520

>>8955448
What a damn shame. I wish you luck next Saturday.

>> No.8955521

Map 27 of 400 Minutes seems to have a bug(?) The fireblu warp rooms just send me back to the pit area, nothing changes, and I swear I've humped and shot every wall looking for hidden switches.

>> No.8955549

>>8955521
What exactly are you having trouble with? The FIREBLU rooms are supposed to send you back

>> No.8955557
File: 925 KB, 1920x1080, 1612152130082.png [View same] [iqdb] [saucenao] [google]
8955557

>>8955448
I would suggest adding a download link to your post with a copy of the game, ready to run out of the box. More importantly, be consistent, you're going to start out weak. Pic related is SNS 4.

>> No.8955583
File: 670 KB, 720x360, I must go, my planet needs me.webm [View same] [iqdb] [saucenao] [google]
8955583

>>8950169
>Midi: Borkesis (From Hexen)
>There's no MIDI in the WAD
It's always funny when coders make maps

>> No.8955585

>>8955583
I'm no coder.

>> No.8955587

>>8955585
DECORATE is enough of a coding language for me

>> No.8955591

>>8954932
No you don't understand
That IS Graf

>> No.8955595

>>8955103
>ww2 exists

>> No.8955598
File: 2.11 MB, 627x704, 1645225140591.gif [View same] [iqdb] [saucenao] [google]
8955598

>>8955557
It's in the OP mega already, so I should just remind people about it. Also I should probably make a serious image to go along with my serious post.

>> No.8955601
File: 4 KB, 186x25, file.png [View same] [iqdb] [saucenao] [google]
8955601

>>8955103
oh NO

>> No.8955605

>>8955181
as far as the Master Levels go I was always fond of Black Tower

>> No.8955609

>>8955587
That and if I was more of a coder I would have been able to make a functioning door.
My problem is I'm just weapon maker and an artist.

>> No.8955610

>>8955598
>Also I should probably make a serious image to go along with my serious post.
Yeah, something attention grabbing, you can also TYPE ALL IN CAPS for some parts to amplify the effect. You don't have to do a unique image every session either, by the way.

>> No.8955651

>>8955591
So that's Rachael's desk?

>> No.8955652

>>8955609
Your mods are fun. Quit getting down on yourself, phaggot

>> No.8955658
File: 136 KB, 500x422, the inner machinations of my mind are an enigma.jpg [View same] [iqdb] [saucenao] [google]
8955658

>>8955652
Oh I ain't, I'm just calling it as I see it. Are you saying I HAVEN'T been making weapons and art for the past 7 years?
I'm actually pretty proud for what I've been doing recently, I think my gameplay shit's getting more refined and I like the art I make. Still got a lot to learn though.
Even more whenever I get around to switching engines.

>> No.8955663

>>8955658
Nevermind, I thought I was talking to Hege.
Your mods are shit, fuck you manlet!

>> No.8955665

>>8955663
Fight me. I'll show you who's the boss of this gym.

>> No.8955669
File: 10 KB, 532x456, Cacoswole.png [View same] [iqdb] [saucenao] [google]
8955669

>>8955665
C'mom, let's go!

>> No.8955718

>>8953643
I am also playing through Doom 1&2 my first time and I love them but I just played the level you mentioned and it is a decline in comparison to 1. I was expecting 2's levels to be even better but oh well. I have loads of wads to play after this plus Blood, Ion Fury and Duke.

>> No.8955729

>>8955718
Doom 2 was a product of an id that was already coming apart at the seams, John Romero was more absent than he was there and Sandy was stuck doing most of the maps despite having American Mcgee there as well.

>> No.8955741

>>8955718
>Blood, Ion Fury and Duke.
Have you already scratched off Shadow Warrior, or no interest?

>> No.8955778

>>8955598
>>8955448
>>8955284
sorry i missed it, been wanting to play one of these doom games with you guys all week!!

>> No.8955797

Is TNT Evilution worth playing?
>>8955718
I found Plutonia to be quite a step up from Doom 2's base maps.
Definitely more frantic.

>> No.8955834

>>8955797
>Is TNT Evilution worth playing?
Yes

>> No.8955924
File: 2.76 MB, 1920x1080, cacodemons.webm [View same] [iqdb] [saucenao] [google]
8955924

I love Cacodemons.

>> No.8955926

>>8955718
I love Sandy he really put in the hours back at id, but I have to say I enjoy Romero's levels more, and I think out of all of them, Romero had the best idea of what made an interesting Doom map. So when he started to check out, the quality decreased. I really wish that guy had kept his ego in line and prioritized making good games. At least we got Sigil, which was both fun and it filtered a bunch of people. Maybe Sigil 2 will do the same. Still haven't played One Humanity though.

>> No.8955943

>>8955741
My list is longer than the 3 I mentioned. I just didn't want to list a bunch of games. SW is under those in terms of play order. After those I'm diving into more recent releases like Amid Evil, k, etc. I want to play some player made DOOM levels or lengthy mods too but there's so many games to play yet.

>> No.8955946
File: 2.62 MB, 1920x1080, cacodemons2.webm [View same] [iqdb] [saucenao] [google]
8955946

>> No.8955960

>>8955924
>>8955946
>chaingun just fires in a super burst

>> No.8956030

>>8955960
it's gotta spin up first
he just timed one bullet ofc
pro move desu

>> No.8956061

>>8955797
For the most part it's pretty good. Some levels are a little... weird, like Metal and Habitat, but it's overall a good set.

>> No.8956164

>>8955126
LZDoom

>> No.8956191

>>8955718
Doom 2 is a more mixed bag, lots of good levels, but also some weak and bad ones. Sandy was definitely overstretched, and just one more level from American and Romero would really have rounded it out better.

The Pit feels to me like Tricks & Traps 2 : Not As Good
There's great maps after, but there's also some bleh ones. Keep at it, it's worth experiencing, some of the best levels are in the last third.

>> No.8956223

>>8956164
LZDoom was effectively rolled into GzDoom, all it's lacking is the true PRNG mode.

>>8955797
TNT is more mixed than Doom 2, it has some weak and even terrible levels, but also some which are incredibly good.

Metal, Habitat, and Baron's Den are the worst maps, and really not very good, annoying and unintuitive progression, dull exploration, etc. If you were to feel numb when playing these, like you can't go on, nobody will really hold it against you if you skipped them, because there's better levels later.

TNT can be a little long winded at times, a couple of the levels are kinda huge, and it leans a lot on exploration and atmosphere. If Plutonia is about short and punchy arcade-like maps, then TNT is more about the adventure and journey, and the music really befits this. It's not for everyone, but it's well worth trying for Stronghold, Dead Zone, Wormhole, Storage Facility, and Heck alone, just to name some of the best maps.

>> No.8956251

>>8955126
>>8956223
There's also K8Vavoom, but barely anyone makes stuff for it and I'm not sure how well optimized it is compared to GZDoom.

https://www.youtu.be/zlehPJ0tJJs

>> No.8956382

so, multiplayer tomorrow??

>> No.8956385

>>8956382
Yes, 6:00 EST as usual.

>> No.8956386
File: 1.43 MB, 1280x800, Brutal_Doom_Hell_on_Earth_title.png [View same] [iqdb] [saucenao] [google]
8956386

>hey bro, here`s your double boss with lightning fast aoe projectiles in a cramped arena
>here, have another one surrounded by rubble that you randomly can`t walk over
what the fuck was he thinking?

>> No.8956419
File: 37 KB, 589x558, assdoom.jpg [View same] [iqdb] [saucenao] [google]
8956419

>>8956386
>pic
I'd like to think Doomguy's asscheeks broke that cinderblock.

>> No.8956428

>>8954529
Only use gzdoom, if your computer can do vulkan.

>> No.8956465

>>8956223
Metal cracks me up, because that wide open room at the end with the pillars you have to raise suddenly opens up a shortcut that skips to the last ledge near the end, as if they realized the level was a terrible idea midway through.

>> No.8956585
File: 72 KB, 1080x969, 1640140733329.jpg [View same] [iqdb] [saucenao] [google]
8956585

I wish more mappers included optional areas and side rooms like in OG DOOM. E1M2 and E3M3 are 2 of my favourite maps, and you can skip over so much of them if you want (but why would you want to? You're not some kind of speedrunner, are you?)
I don't know why I like optional content. I guess it feels sovlful and reminds me of simpler times, before archie spam became the average mapper's definition of "fun."

>> No.8956586
File: 388 KB, 1284x980, homer.jpg [View same] [iqdb] [saucenao] [google]
8956586

>>8956585
>entire optional wing with extra guns and resources locked behind its own colored key
instant nut every time

>> No.8956587

>>8956428

What, you recommend vulkan only for gz?

Explain it to a baby

>> No.8956589

>>8956586
Stealing this idea for a level, thanks anon.

>> No.8956592
File: 87 KB, 1280x718, IMG_20220529_093957_041.jpg [View same] [iqdb] [saucenao] [google]
8956592

DOOT

>> No.8956593 [SPOILER] 
File: 1.36 MB, 300x281, 1653809672280.gif [View same] [iqdb] [saucenao] [google]
8956593

>>8956589
you`re a blessing upon the mapping scene, anon

>> No.8956595

>>8952228
>>8920816
>>8953309
Update for 512 Lines of /vr/:
Shadow Puppets (V3) by Wolpertinger
https://files.catbox.moe/h2u525.zip
Difficulties other than UV implemented and tested..

>> No.8956604

>>8956592
Saints Row IV (2013)

>> No.8956606

>>8955078
The series is in my to-play list, but I have no idea when the time comes. Mostly interested in story/lore stuff since it seems neat. As for the gameplay, well... I would've used guides/walkthroughs anyway.
I'm not against playing early Halo games either, but I feel like I'm gonna hate that series after going through all Marathon titles.
>>8955105
Good point.
>>8955161
Oh yes, the Thanksgiving party.

>> No.8956639

>>8956606
The gameplay in Marathon is pretty cool actually, the second game is probably the most fun, as it doesn't have the obtuse puzzles the first game has and it's not as mazy. Although it has a different flaw of putting an underwater section in almost every map.

>> No.8956642

>>8956585
I like the idea too, as a mapper I'd say the main reason people don't do that as much nowadays is probably that they don't want to spend a lot of time making an area people could skip or wouldn't notice.

>> No.8956678

>>8956419
i'd like to think doomguy's haircut enraged the cyberdemon

>> No.8956689
File: 277 KB, 960x540, Screenshot_Doom_20220529_102909.png [View same] [iqdb] [saucenao] [google]
8956689

>>8953608
Pirated copy of Adobe Photoshop CS6

>>8953567
Almost there now.

I think I'm open to someone coming up with a better visual extra for the death exits at some point, the inverted, backwards burning flames don't look that bad, but I think it could be a lot better. Again, I want people to freely use death exits, just that they should be visually obvious and that a 'progressive' exit exists somewhere in the level, maybe as a secret.

>> No.8956701

>>8956689
>Again, I want people to freely use death exits, just that they should be visually obvious and that a 'progressive' exit exists somewhere in the level, maybe as a secret.
I like this idea.
I also like the idea of forcing the player to choose to either death exit, or keep their weapons, but start the next map with 1 health and no armor thanks to a barrel telefrag on a -20% exit floor.

>> No.8956716

>>8954839
>got bluescreened and just stood in front of archie instead diving behind the box
>box that was used less than 3 seconds ago
I hate when that happens.

>> No.8956718

>>8956701
Eh, the only way you can be that harsh is if you know for a fact that the level following yours isn't a hot start and that the player can't be fighting hitscan enemies until they find some health.

But I think the option for a 'better' exit for continuous is a cool idea, maybe it'll work. That way, someone who wants the continuous adventure experience and carrying over their shit for the entire episode can be rewarded with the option of just that if they find the secret normal exit, but if they just can't, oh well, looks like the next level is a pistol start.
Shouldn't be so obscure that people would never get it, like you need to press use in a correct sequence on a series of door tracks, but it shouldn't be like "You'll never guess what's behind this offset texture!"

>> No.8956725

>>8952228
>>8920816
Update for 512 lines of /vr/
Deck 512 (v2)
https://files.catbox.moe/1w4zja.wad
Added coop and deathmatch support.

>> No.8956739

Original version of TNT Habitat.

https://www.doomworld.com/idgames/levels/doom2/s-u/time2die

>> No.8956752

>>8956718
It was more a general idea than one specific to 94 Protons. I'll probably use it when I make my own episode, but I agree, it would just be a hassle when ordering maps in a collab.

>> No.8956831

>>8956739
Doesn't look like it.

>> No.8956840

>>8956585
I always like that, but whenever I map I just never find a chance to do that. I do have about 100 or so lindefs left in my 512 map... brb

>> No.8956872

>stimpacks on 20 damage floor
Absolutely devilish!

>> No.8956925

>>8956428
>3080Ti
Well take a wild guess, can it do vulkan. I blame those fancy lasers PB adds on everyone who shoots rocket. The beginning of Mephisto's Maosoleum had only ~7 revenants, and every time I saw their lasers Doom stuttered like crazy, even though fps counter wasn't catching any drops. And all cyberdemons use this targeting(?) laser.

>> No.8956953
File: 551 KB, 407x287, 1506717944951.gif [View same] [iqdb] [saucenao] [google]
8956953

>>8956585
Yeah, that's the stuff. It reminds of times when games were made for fun and people could actually do fun stuff because "why not?". Bless people who are still doing it.
Now everything is so expensive and has to be hyper-optimized by managers and financiers and market researchers and diversity managers and managers of managers, there's just no place for secrets/optional areas where nothing happens.
And even when it's not expensive or fucked by the management, people still tend not to do it because the primary audience for video games is the whole new generation of ADHD twitch streamers and their viewers and they will never appreciate stuff like that because they never experienced stuff like and don't know the joy of the discovery.

>> No.8956965
File: 317 KB, 1600x900, apeekofsunshine.png [View same] [iqdb] [saucenao] [google]
8956965

>>8920816
>>8952228
>>8953153
Update (v2) for Electrical System
https://files.catbox.moe/ea3zua.wad
>a little bit more health and ammo placed throughout the map (in particular, some new ammo boxes near the red key door and an extra stimpack in the blue key room)
>two new secrets, one which requires an archvile jump lol, don't worry you get your health back
>final fight made a little bit more interesting

>> No.8956974

>>8954529
PB is effects heavy and built on Mark's tagliatelle-ass code, I'm not surprised.

>> No.8956978

>Playing Halo CE
>The Library

It's a shame they were so lazy with the level design, cause the gameplay is probably the best balanced out of all the Halo games

>> No.8956982

>>8956587
He's dumb, whether or not Vulkan gives you better performance depends on what hardware you have.

>> No.8957057

>>8956978
The rocket flood in that level still give me nightmares.

>> No.8957124
File: 267 KB, 1200x1200, a0600190616_10.jpg [View same] [iqdb] [saucenao] [google]
8957124

Any recommendations for slaughter wads with a lot of fairly open and outdoor areas? I found a MechWarrior mod that I would like to try out with them.

>> No.8957134

I've been following Dumptrucks Trenchbroom tutorials. I like the crossbow from 'In The Shadows' and I have some questions:
1. What is the difference between a .fgd file and a .qc file? They both seem to deal with the properties and behaviours of entities?
2. The crossbow appears in Trenchbroom, but not when the map is compiled, as opposed to the super nailgun. Would there be a problem with the .fdg file or the .qc file?
3. The .qc file decides into which wielded weapon a picked-up weapon turns into, and which projectile it shoots?

4. I've made a simple moving platform. If I add a rectangle to the platform with the brush tool, the func_train property doesn't carry over. I should always select all the brushes first, before adding the func_train property?

>> No.8957164

>>8957134
1. .qc is uncompiled source code. you need to compile it into progs.dat for anything to happen in-game. .fgd is a definition file, it actually doesn't affect anything at all, only allows easier referencing from trenchbroom itself. you can type classnames and other fields by hand without an fgd and it will work exactly the same.
2. the problem is with progs.dat and indirectly .qc. but maybe the only problem is that you aren't launching with a correct mod (in qss/vkq you can do "quake -game its -game mymod")
3. kinda, see above.
4. select the new loose brush(es), then ctrl+select the func_train, right-click and move brushes to func_train entity.

>> No.8957168

>>8955515
> \_̢____§($৮$)§=¥§ Mostly printed out cheatplanet/CheatCodeCentral twisted metal 4 and lego Loco Buying secret codes for consoles 2007 book pure soul back in grade school plus middle school mid 2000s

>> No.8957176

>>8957168
Donated my copy of "Brady games secret codes for consoles 2007" to my local goodwill since sum fellow gamer needs it more than i do since i have a printer and flash drive worth of cheats.

>> No.8957293
File: 44 KB, 429x600, 1650377651531.jpg [View same] [iqdb] [saucenao] [google]
8957293

>>8956585
>put optional side areas in my maps
>"bro why is this even here you don't need to do any of this shit to beat the map"
I fucking hate the people who actually like playing Doom and they hate me.

>> No.8957324

>>8957293
Don't listen to those faggots, anon, I understand.

>> No.8957373
File: 42 KB, 572x421, image.png [View same] [iqdb] [saucenao] [google]
8957373

Anyone have original (BD) version of https://doomwiki.org/wiki/Redemption_of_the_Slain please

>> No.8957383

>>8956585
People are generally hesitant to do that because they only expect people to play their map a maximum of one time, so they make sure that people can see everything the map has to offer in that single playthrough.

>> No.8957396

>>8957383
Virtually nothing stops you from exploring everything on first playthrough.

>> No.8957397

>>8957293
>>"bro why is this even here you don't need to do any of this shit to beat the map"
Makes you wonder how they’d feel about secrets.

>> No.8957401

>>8957373
ROTS.pk3: https://files.catbox.moe/p5grdp.pk3
not sure if it had any readmes included, I don't have anything else.

>> No.8957404

>>8957293
>>8957397
Is this attitude really that common though? I don't remember seeing anyone complaining about bonus areas, but maybe I haven't watched enough playthroughs to notice it.

>> No.8957408

>>8957396
That's true, but people don't want to risk having a hidden area not be discovered.

>> No.8957425
File: 185 KB, 1024x768, 1529562995067.jpg [View same] [iqdb] [saucenao] [google]
8957425

>>8957401
Thanks.

>> No.8957428
File: 700 KB, 360x203, spoony really.gif [View same] [iqdb] [saucenao] [google]
8957428

>>8957397
>>8957404
I've seen people get 0/3 secrets in a map and then complain that it felt too empty. And they're not wrong on a case-by-case basis (big empty maps with like 5 cacos and 2 wall textures suck balls), but the phenomenon starts to blur together as kinda whingey.
It's the same as shitter complaining that any map with more than 5 cacos in a room is slaughtershit, just a different face of the die.

>> No.8957463
File: 6 KB, 576x300, 1489375644193.png [View same] [iqdb] [saucenao] [google]
8957463

>>8955924
>>8955946
What's the source on this, if I may ask

>> No.8957492

>Are you sure? This mode isn't even remotely straight
I'm fucking losing my shit over here

>> No.8957508

>>8955924
>>8955946
Reminds me more of serious sam

>> No.8957542

I feel like nonlinear, adventurous, exploration-heavy maps are simply out of style.
People prefer linear maps where you don't let go of LMB throughout.
Just constant fighting, little to no actual progression.

And then when something is more complicated than "push button, receive key" and maybe you won't see everything that's not on the main path, people get pissy. It's especially egregious when these people are (UV)-max fags and complain they have to go back there and there or make a detour of two seconds to kill an enemy.

I remember a few threads ago we collected some nice ideas to annoy 100%/cheevo fags.

>> No.8957550

>>8957542
>I remember a few threads ago we collected some nice ideas to annoy 100%/cheevo fags.
You wouldn't happen to have saved those?

>> No.8957557

>>8957550
No, I don't think so. It was from before 400 minutes, you must look in the archive.
I think one suggestions was a secret only reachable by archvile jump, but there is no archvile nearby so you have to lure it back to the spot, or having a secret room with just a single enemy to kill that gets only accessible right before you reach the end of the level or something.
You must look in the archive.

>> No.8957563
File: 529 KB, 1420x775, m_(1).png [View same] [iqdb] [saucenao] [google]
8957563

>>8956586
I was already gonna do this for my 512 map (only red key is required to exit)

>> No.8957573

>>8957557
>>8957550
I wanted to look it up myself, found it:

https://desuarchive.org/vr/thread/8852613/#q8855180

>> No.8957587
File: 18 KB, 239x400, 443.jpg [View same] [iqdb] [saucenao] [google]
8957587

>>8957557
>secret requires archvile jump
>no archviles in the map except for one in a secret behind a fake wall halfway across the map
>drag archville all the way to the archville jump secret
>make the jump, it's a secret exit with no way out so you can't get 100% kills and 100% secrets without somehow killing the archville mid jump

>> No.8957592

how do i get motivated into mapping?
i still have a draft from months ago and it's my first map

>> No.8957605

>>8957592
Nobody can tell you what will make you want to map. But try figuring-out what stimulated that part of your brain that goes, "I want to do this" and then use that as motivation.
For me, it's just playing other peoples' maps. I can't go 5 minutes without finding something that I want to rip-off.

>> No.8957612

>>8957592

Kinda what anon here said
>>8957605
When I play other wads I sometimes see stuff so impressive or cool I just feel like I have to try doing something similar myself just to prove I can do that too. I also find it more motivating to map when I'm making a submission for some kind of a group effort.

>> No.8957641

>>8957592
>i still have a draft from months ago and it's my first map
Your first map will probably suck anyway, so just finish it. If you like the ideas you had for it you can either take them out and use them later elsewhere or just use them later on by stealing from yourself.
Dwelling over a map for too long is a bad thing, no matter for whom.

>> No.8957719
File: 306 KB, 1280x960, doom02.png [View same] [iqdb] [saucenao] [google]
8957719

400 min MAP33

It was ok. Rather ugly, but serviceable.
The staircase to the revs was REALLY rough. Glad it wasn't along an abyss. Also, HOM at this spot.
Also, how is the vile up there triggered exactly? I swear on one attempt I passed there without it ever appearing.

>> No.8957747

>>8957592
Have fun and make your house or something for your first map and let your nephew play it, that way you’ll learn the basics and can mess around
Don’t make your “first map” be a full release, no offense. There’s too many of those uploaded

>> No.8957751

>>8955926
One Humanity is a WIP of a Sigil 2 map anyway

>> No.8957793

400min MAP34

iddqd'd when I reached the nuke canyon.
Unlike lunchlunch's map this one was also ugly.

>> No.8957796

Not really feeling any of the other OP mods at the moment so I'm going back to the Russian Overkill + Colourful Hell combination for Sunder. Can I throw Champions on top of this without it breaking?

>> No.8957803

>>8957793
*nukage

>> No.8957806

>playing Duke Nukem 3D with Raze
>auto-aim makes chaingun and shotgun spread tighter (either that or I'm crazy)
It wasn't like this on DOS, was it? I'm assuming it's a bug.

>> No.8957828

>>8957806
>auto-aim makes chaingun and shotgun spread tighter (either that or I'm crazy)
Nope, you’re not crazy. Happens for Shadow Warrior as well with its uzis and riot shotgun. I was shocked simply because I was forever used to playing these games without their autoaim.

>> No.8957842

>>8957828
ok. I've turned auto-aim off anyway, because it was getting in the way of shooting explosive objects when enemies were near them (and in this case I don't care if that's the vanilla behavior; it was annoying). I was just surprised at how many more shotgun shells it took to destroy a turret, for example, with auto-aim off. (No I wasn't just missing; auto-aim was apparently turning my buckshot into slugs.)

>> No.8957864
File: 946 KB, 1920x1080, Screenshot_Doom_20220529_185911.png [View same] [iqdb] [saucenao] [google]
8957864

>>8957796
seems to be alright, though I don't think gzdoom is gonna be able to handle the later levels in this wad

>> No.8957868

I'm almost done with Dreamcatcher Apparatus, what's a good short wad to play next?

>> No.8957873

>>8957868
HFFM

>> No.8957880

>>8951708
According to fucking who? What is with people posting completely random rumors and everyone here believing them instantly?

>> No.8957882

>>8957404
I remember people complaining about the torture garden from Ad Mortem - it had a lot of additional areas that you could skip and just go to exit and some people were confused on here and asked why did the author even add it.
I liked that map, maybe that's just a couple of people who do that
>>8957397
yeah exactly, secrets are a definition of that - maybe its the domination of speedrunners and uvmax and dsda that made people retarded like that and that they want to always 100% everything - no offense to speedrunners

>> No.8957904
File: 117 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
8957904

>>8957882
>the torture garden from Ad Mortem
yeah no, that map has schizo key logic

>> No.8957925

>>8957164
Thanks for the answers. I started from scratch because the map crashed when I entered that command. Hopefully the tutorials from insideqc will do. If I understand correctly how to compile:
1. I put the edited .cq files in the .qc source file folder;
2. I open progs.src with fteqcc;
3. rebuild?
Also, I get an error in subs.qc, a file I never touched.

Adding a new weapon sure is a hassle.

>> No.8957938

>>8957925
yeah, pretty much. an error or a warning? original progs have some warnings, that's nothing to worry about. but if it's an error, follow the lead and see why it might be breaking down.

>> No.8957950
File: 775 KB, 360x270, killem.gif [View same] [iqdb] [saucenao] [google]
8957950

>>8957397
>Secrets w/moar monsters
I idclip dat shit Nibber
>kill them.kill them all!

>> No.8957989

>>8956386
Yeah, the Infernal Demon boss fight in the city sucks. Sometimes I just turn on noclip.

>> No.8958117
File: 3.14 MB, 498x280, 1634571983412.gif [View same] [iqdb] [saucenao] [google]
8958117

>>8956872

>> No.8958150

>>8956872
>20% damaging floor
>no radsuit
>only a line of health bonuses
splish splash little wagie

>> No.8958179

>>8958150
since we're talking about how to fuck with UVMaxfags, how about a secret at the end of a 20% damaging tunnel. The map contains no radsuits, no health, and no armor, so the only way you'll have enough health to make it to the secret and back is if you don't take a single point of damage throughout the entire level

bonus points if, as part of the normal progression path, you have to cross over a damaging floor that's just small enough to make it a dice roll if you actually take damage.

>> No.8958216

>>8958179
>to make it a dice roll
Yeah, if you're bad.
Damaging floors hurt you on the same tics the weapon bobbing peaks.

>> No.8958240

>>8958179
>bonus points if, as part of the normal progression path, you have to cross over a damaging floor that's just small enough to make it a dice roll if you actually take damage.
That's just a dick move and I have such a segment in one of my recent maps

>> No.8958260

>>8958179
>entire map is 20% damage sectors with a stimpack every 64 units to heal you
>only one radsuit in a secret

>> No.8958265

>>8958260
>chaingunners, chaingunners everywhere

>> No.8958281

>>8958260
>there are also at least 10 other secrets that contain nothing or just insignificant stuff like a couple of armor bonuses

>> No.8958291
File: 3.54 MB, 1080x700, 1622960684745.gif [View same] [iqdb] [saucenao] [google]
8958291

>>8958265
>mandatory trap teleports archiviles around the map

>> No.8958293

>>8958281
you are like a little baby, check this:

>a secret sector that is just that, a secret sector and nothing else

>> No.8958294

>>8957938
Errors about unknown value "self" and expected expressions. I do not know what this means (yet). Does a change in one .cq file affect another .cq?

>the stimpack is agressive
>accessing one secret destroys the access to another

>> No.8958307

>>8958216
>just tried it
>you're right
almost 3 decades of playing doom and never knew this. man that's hard to time though

>> No.8958308

I'm really trying to like the JPCP but the last third is a slog. So many maps that leave me wondering what the fuck I'm supposed to do to progress.
Map 26 and 27 in particular seem very obtuse.

>> No.8958313

>>8958240
How about a secret sector in a secret sector at the start of the map, with a door to the second secret sector that only opens up once you've got to the end room of the map, so they've got to traverse the entire map as well as the hurt floors.

>> No.8958317

>>8958313
as long as the first secret is a mandatory secret

>> No.8958330

>>8958317
Shove a key in it and make it look like that's all there is in the first secret?

>> No.8958331

>>8958330
Yup. Truly evil.

>> No.8958340

>>8958313
>>8958317
>>8958330
Now that's just Dark Souls tier bullshit

>> No.8958386
File: 66 KB, 617x475, vidya.jpg [View same] [iqdb] [saucenao] [google]
8958386

between all those games in the op, which is your guys' favorite to play in deathmatches?

>> No.8958396

>>8958386
My personal favorite DM game will probably always be Quake 3/Live, but I've played a lot more Doom DM than Quake lately thanks to FNF.

>> No.8958407
File: 76 KB, 1322x991, couch_gondola.jpg [View same] [iqdb] [saucenao] [google]
8958407

>>8958216

>> No.8958414

>>8958396
>thanks to FNF
what is FNF ?

>> No.8958429

>>8958414
Five Nights at Freddy's

>> No.8958431

>>8958414
Friday Night Firefight: our Zandronum matches that happen just about every Friday. Usually DM, but sometimes TDM, CTF or other competitive-style mods like Push.

>> No.8958462

>>8958386
Q1 or Q3A. I'm done with those games though, it's just Doom for me now.

>> No.8958471

>>8958386
not sure if it's in the op, but unreal tournament. i always enjoyed id's single player more, but for whatever reason I really only played UT when it came to multiplayer.

>> No.8958583

>>8956585
Agreed. I really enjoy the open-ended exploration of Doom 1. I think many people today dont design that way because they dont want players to be able to miss any areas they worked on.

>> No.8958616

What does the ring icon next to the map on Halo CE multiplayer represent? I wish the game had tooltips or something

>> No.8958621

>>8958294
a function can be trying to call some function from another qc file, yes. too vague to give any specific advice.

>> No.8958629
File: 469 KB, 1280x720, SUNDAY_NIGHT_SHITSHOW_66_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8958629

SUNDAY NIGHT SHITSHOW TIME!! Tonight we're playing Survival Invasion on Satan's Covenant. Connect with Zandronum and let's show these demon bastards what for!
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.8958675

>>8958629
we aren't gonna blow each other up?

>> No.8958690

>>8958621
Where do you get your base .qc files from? Github? id1qc.zip? Somewhere else? Sorry if I sound like a dillhole with these questions.

>> No.8958696

>>8958616
can you take a picture cause I'm not sure what you're talking about. It's been a while since I played Halo.

>> No.8958702
File: 346 KB, 293x492, 1652148272374.png [View same] [iqdb] [saucenao] [google]
8958702

>>8958629
am in

>> No.8958703

>>8958616
I'd say ask halogen on /vg/, but ever since the infinite trailer drove them insane and a group of discord fags got in with a janitor it's been unusable
Quick google search says that's an indicator that the server is pure vanilla, even the gametype parameters haven't been fucked with

>> No.8958726

Is raze the best option at this point to play the older build engine games in one place ala Duke, Shadow Warrior, etc?

Likewise, does anyone have a link to a raze compatable version of World Tour's fifth episode? I'm not buying the Randy edition just to find out if it's bad.

>> No.8958735

>>8958726
It's either that or build gdx. Raze is easiest.

>> No.8958737

>>8958690
I'd use this one I guess: https://github.com/Jason2Brownlee/CleanFixedQuakeC
there are a bunch of similar "clean qc" things out there, it doesn't really matter which one specifically you use

>> No.8958762
File: 81 KB, 630x1200, MV5BOGQ2NDc3YzQtYTZjZS00YzU1LWI4N2YtYWU3OTk5MGUzNGM1XkEyXkFqcGdeQXVyMTA0MTM5NjI2._V1_UY1200_CR85,0,630,1200_AL_.jpg [View same] [iqdb] [saucenao] [google]
8958762

>>8958726
Honestly I like it since its easy to setup, moddable, has small improvements and pallete emulation which makes a big difference. Optional shit like Ambient Occlusion looks nice as fuck.
Has that nice thing which does not warp vision too much when looking up and down etc.
I am nearing the end of SW and yes indeed, it deserves to be at the top alongside Duke and Blood.

In fact Duke and Caleb are awesome, but maybe its because of the freshness\playing recently I feel like Lo Wang has more shit to say in the levels?
I love him he feels more endearing, how can people say hes racist my god how far we have fallen, the dev that did his voice captured the tone perfectly. Although I have a thing for older mature characters.

Not enough grizzled strands white bearded 50 year old Knights in videogames I say like Severance.

Also the level design is really fun. But its on the same level as Duke and Blood.

The tone is pure fun something SW2013 and the other shit games fail horribly. Now that I can compare.

>> No.8958769
File: 54 KB, 186x578, 1630469568009.png [View same] [iqdb] [saucenao] [google]
8958769

>>8958696
>>8958703
This ring.
Also how'd you find it on Google? I tried searching for info on it but found nothing.

>> No.8958780

>>8958769
"halo ce server browser ring icon"

>> No.8958787

>>8958780
I tried many times and I never thought about adding the "browser" word.
Fuck me

>> No.8958847

>>8952586
brutal doom

>> No.8958857

400 minutes of /vr/ disappeared from the incoming directory, but did not appear in the list of rejected wads. I hope this means that it's about to be up on idgames.

>> No.8958864

>>8958762
I love SW's story
Zilla fucks with you for no reason and kills your mentor
*carnage ensues*

>> No.8958886

>>8958762
retarded pussies don't watch kung fu movies and will cry as soon as they hear a stereotypical accent despite that it's cheesed up for the humor and fun

>> No.8958904

>>8958787
happens, trying different combos afterwards got me fuck all so I guess I was just lucky that's the first thing that came to mind

>> No.8958909

>>8958762
Personally I liked Shadow Warrior the least of the three. Mainly because I didn't enjoy the weapon selection, but also some of the levels had very convoluted layouts.

>> No.8958952

>>8958864
>>8958886
>>8958909


Forgot to say the music is fucking awesome, I like it better than duke and Blood.
Really the modern SW looks so lame in comparison.

>> No.8958962

>>8958886
He's just fucking awesome. The lines are really well delivered and natural. I love when he says dumb shit like " this is real thing not tournament!" or something like that.

>> No.8958972

>>8958909
Funny you say that I am enjoying the weapons more than duke and blood, Blood is great to play but eventuality gets a bit tiresome. Duke you sometimes forget about the later weapons.

Every single weapon in SW is nice and I like that there is enough ammo to just go loose. My only beef is that the rockets and grenade launcher dont feel as tight as later 3d games. Not only that but the art is impressive for the weapon sprites, but thats a overall strength of the game.

IFury also has nice weapons but I dont know the original trio seemed to know how to make death animations better on the enemies. And overall movement.

>> No.8959042

>>8958952
In SW3 he looks like someone going through a mid-life crisis trying to look cool for zoomers.

>> No.8959047
File: 102 KB, 864x486, 49750EBF-FB18-4196-A8BA-21F4981403F0.jpg [View same] [iqdb] [saucenao] [google]
8959047

>>8920816

For 512
Tomes & Triggers (1.0) by desert yeti

HTTPS://files.catbox.moe/liilod.zip

Music: Return of the Troubles , Jeremy Doyle (TNT Evilution midi pack)

A small foray around a marble demon dwelling. I would appreciate feedback towards health and ammo balancing.

>> No.8959063

is there any easy way to get AWO working on raze? i have world tour cracked but the shitty script that supposed to extract it only takes steam installs

>> No.8959068

EDay with Doom Incarnate. The food and faucets are actually pretty useful to get past health thresholds to activate regen.

>> No.8959070

>>8959042
thats why we don't have old wang no more
he gets to keep his honor

>> No.8959093

>>8958294
hard to say without seeing the code. try compiling the original package without changes to make sure its working to begin with

>> No.8959105

>>8958386
Blood bloodbath is underrated. The shotgun is great and theres all sorts of gadgets to play with to surprise people.

>> No.8959114

>ancient aliens map 1 has a cyberdemon used as a turret with long corridors in the first area
That was quite the introduction. I'm scared now.
I just wanted to blast some demons.

>> No.8959123

>>8959114
>I just wanted to blast some demons.
It’s a mancubus on the lower difficulty I believe

>> No.8959127

>>8959114
If you don't know the secrets beforehand and are pistol starting, you're going to get walled.

>> No.8959131

>>8959063
Here's the grp done with that shitty script.
https://files.catbox.moe/xp5s1w.zip
Just put it somewhere Raze can read it and you're done.

>> No.8959134

>>8955946
Hotel Inferno 2 - Cathedral of Pain. Great movie.

>> No.8959135
File: 332 KB, 1920x1080, Screenshot_Doom_20220529_145636.jpg [View same] [iqdb] [saucenao] [google]
8959135

>>8958629
Survival Invasion still going strong!

>> No.8959139
File: 54 KB, 1280x720, hail to the king.jpg [View same] [iqdb] [saucenao] [google]
8959139

>>8959131
god bless you anon

>> No.8959154
File: 2.92 MB, 1920x1080, Screenshot_Doom_20220530_111154.png [View same] [iqdb] [saucenao] [google]
8959154

Rate my lighting.

>> No.8959158
File: 1.11 MB, 1920x1080, zandronum 2022-05-30 02-56-42-26.png [View same] [iqdb] [saucenao] [google]
8959158

>> No.8959159
File: 26 KB, 107x89, iron lich.gif [View same] [iqdb] [saucenao] [google]
8959159

>> No.8959190
File: 3.08 MB, 2560x1440, Screenshot_Doom_20220529_212223.png [View same] [iqdb] [saucenao] [google]
8959190

Just finished Doom 2 for the first time. Great game that still holds up. My one complaint is how was I supposed to know to shoot this wall? There was only one other wall I can remember that could be shot and that was just for a secret

>> No.8959193

>>8959190
Reminds me of that one button you have to shoot in episode 1 of duke 3d where you have that one section with moving platforms but only if you shoot the button
almost never do you need to shoot the button and then later on in the final level of episode 1 you see eye-like symbols that you could only assume to be buttons you were meant to shoot

>> No.8959215
File: 527 KB, 3840x2160, Screenshot_Doom_20220529_213425.png [View same] [iqdb] [saucenao] [google]
8959215

oh shit, i missed a megawad last month

>> No.8959238

>>8959114
IIRC the authors said they put that in explicitly to let players know exactly what theyre in for on UV. You can always turn it down to normal difficulty.

>> No.8959242
File: 60 KB, 883x289, carmack about interactive movies.png [View same] [iqdb] [saucenao] [google]
8959242

>> No.8959298

>>8959242
based carmack

>> No.8959301

>>8959242
He was right. I think the focus on whizzbang graphics hurt the gaming industry as well though, and he's definitely partly to blame for starting that trend.

>> No.8959304

>>8959242
>1994
>same year System Shock came out
lol

>> No.8959306
File: 749 KB, 1808x827, a1.png [View same] [iqdb] [saucenao] [google]
8959306

>>8953567
What the fuck was I thinking when I started this map? It's month 3 now and I'm only now getting to the finish ...

>> No.8959319

>>8959127
Is Ancient Aliens supposed to not be pistol-started? Or is it just a particularly hard wad? That's usually how I play wads, but I've never come around to trying that one yet.

>> No.8959330

>>8959242
>1994
jesus no one learns anything in this game industry and still pushes head on force forwards towards insane graphics

>> No.8959339

>>8959319
It's definitely a pistol starter, but single segment gives you some breathing room while getting your bearings, personally I didn't but I also ran into some ass reamings like doing sinkhole pistol start blind
I'd put it somewhere around the transitional difficulty between stuff like early-mid scythe or doombound and ribbicks land, hard but doable by humans with a little perserverence

>> No.8959341

>>8959304
Marathon have a better story.

>> No.8959346

>>8959341
*had

>> No.8959349

>>8959306
>that waterfall on the right
Yeah that looks like it would take 3 months.
I'm looking forward to playing it anon. Looks right up my alley.

>> No.8959350

>>8952831
And I'd argue that Doom levels which had you shooting endless hordes were the worst. It was all about that level design and enemy placement.

>> No.8959353

>>8959339
Thanks for the information, that helps a lot. It also occurs to me that I could just drop the difficulty from ultra-violence if I really can't hack it, an option I always forget exists.

>> No.8959354
File: 77 KB, 650x407, 1644928485831.jpg [View same] [iqdb] [saucenao] [google]
8959354

Me? It's the dopefish.

>> No.8959370

Thoughts on Nofrag?

>> No.8959376

>>8959354
>Swim, swim, hungry.

>> No.8959390

>>8959376
http://www.dopefish.com/stuff/lofish.wav

>> No.8959407

Not gonna get my 512 submission done in time.
Might plug away at it anyway over time. Good luck everyone else.
captcha: PYNYS

penis

>> No.8959409

>>8959123
>>8959238
Ah. I dropped it down to HMP just to check and it was still there.
I bumped it up to UV and found a secret to telefrag it. That's some good design right there.
Looking forward to what this has to offer. Really dig the aesthetics so far.

>> No.8959435
File: 1.37 MB, 2560x1440, Screenshot from 2022-05-29 22-33-40.png [View same] [iqdb] [saucenao] [google]
8959435

>>8958726
followup on the world tour shit: i was unable to find the packed version, and couldn't make my own pack from a pirated copy, but just putting the pirated files in my raze directory seemed to work fine. can't speak for the quality of it yet either way, but now i can play randy's cursed bullshit.

>> No.8959462

>>8959435
there was another anon who was kind enough to give it to me eariler you can download it if you have any issues >>8959131
I had the same issues

>> No.8959464

>>8959354
I love that dopefish is in so many games

>> No.8959505

>>8959462
Oh, dang. I missed that download when I looked earlier. That's definitely a lot smaller than the full thing. Given I already have dn3d from my old megaton edition, all I need is ep 5 anyway to save space. Thanks, anons.

>> No.8959574

>>8959349
that waterfall took me maybe 30 minutes, that entire green area in the center alone took 2 weeks.

>> No.8959591

>>8959574
Poor wording. I just like the waterfall, and the map overall looks like it has a lot of detail.
>that entire green area in the center alone took 2 weeks
Why?

>> No.8959596

Speed is the hardest Plutonia map.

>> No.8959598

>>8959131
imagine being so starved for money you lock a duke level set out of common source ports
I hope Gearbox loses Duke

>> No.8959615

>>8959154
Pretty.

>>8959158
Erotic.

>> No.8959616

>>8958762
>SW2013
every time i think about that game i get unreasonably mad and want to make an essay on how much i hate that game.
if this is how others feel about nu-DOOM,i now get them.

>> No.8959620

>>8959598
>atomic edition is not available aymore except for that meme ZOOM platform
what's wrong with this world?

>> No.8959626

>>8959616
Hi. I liked the game, it's not perfect, but it was fun.

>> No.8959628

>>8959616
I genuinely had a hatred for nu-doom but I now cannot even be assed to be mad
they're enjoyable but there's just plenty of shit choices game wise and visually that make it hard to enjoy them
not mentioning it's just quake with arenas that are locked down

I had the same feeling about SW2013 but I atleast could enjoy it without awful things reminding me how much it could be better

>> No.8959631

>>8957463
Hotel Inferno 2 - Cathedral of Pain. Great movie.

>> No.8959640
File: 429 KB, 1920x1080, Screenshot_Doom_20220529_175614.png [View same] [iqdb] [saucenao] [google]
8959640

>>8959135
>>8958629

>> No.8959646
File: 1019 KB, 1920x1080, Zandronum Screenshot 2022.05.29 - 22.51.34.27.png [View same] [iqdb] [saucenao] [google]
8959646

>>8958629
6
fockin
hours...

I can't believe we the whole thing
G.G.

>> No.8959650
File: 1.62 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
8959650

Wololo has a funny accent

>> No.8959652
File: 500 KB, 1920x1080, Screenshot_Doom_20220529_210314.png [View same] [iqdb] [saucenao] [google]
8959652

>>8958629
>>8959135
This beast of a wad has been slain

>> No.8959653

>>8959114
For some reason Ancient Aliens has some of its trickiest maps in the first episode.

>> No.8959659

>>8959127
I did it after a handful of tries.
how could you possibly know the secrets beforehand? lmao

>> No.8959667

Total noob here. Is there a convenient "edition" of Shadow Warrior everyone uses? I tried a "complete" version on GOG and I had to rebind all the controls via DOS and it still felt a little weird. Is there an edition that is modernized? Just in terms of controls and available display resolutions? So I can boot it up without rebinding a bunch of shit in 800x600?

>> No.8959668

>valvetime.net forums are dead
Where am i supposed to go now?

>> No.8959670

>>8958629
>SNS #66
>Satan's Covenant Invasion
>Session took 6 hours
>Took place shortly after release of 6.67 hours of /vr/
coincidence? I think not

>> No.8959672

>>8959667
I played it in Raze.

>> No.8959673
File: 46 KB, 300x272, ss.png [View same] [iqdb] [saucenao] [google]
8959673

>> No.8959674

>>8959667
Get the classic edition from GOG (or OP). Slap that shit in Raze.

>> No.8959687
File: 227 KB, 1920x1080, Assyrian (Tomb).png [View same] [iqdb] [saucenao] [google]
8959687

>>8953567

>> No.8959697

>>8959628
i think the problem for me is that the flaws of nu-DOOM at least make sense,but im constantly asking why for nu-SW,like
>why is the movement so modern? (with stuff like sprint in lieu of a faster movement speed)
>why do the guns do such poor damage?
>why does the sword make you do these weird key combos?
stuff like the level design or glory kills whether you like them or not,at least have a reason for why it is the way it is.

though maybe im thinking ad-hoc (im a zoomer that got into classic FPS in like 2017 and taking the full plunge in 2019) and the game made more sense at the time.
>>8959114
don't be,skillsaw is really good at equipping the player for anything he will throw at them.

>> No.8959708

>>8959687
What wad?

>> No.8959719
File: 201 KB, 1920x1080, Sumerian (Ziggurat) (8).png [View same] [iqdb] [saucenao] [google]
8959719

>>8959708
work-in-progress total conversion kinda deal themed around ancient civilizations, designed for Doom Retro. Uses MBF21 and DEHEXTRA. Have another screenshot featuring one of the wad's new elements, breakable pottery with goodies inside.

>> No.8959750

>>8959114
Ancient Aliens is fucking awesome. Don't be turned off by the weird cyberdemon in a cage thing in the first map. Every episode of it feels really unique.

I also love Alien Vendetta but it's got a slightly more dated feel to it.

>> No.8959751

>>8959719
what source port are you using?

>> No.8959760

>>8959687
>>8959719
Cool as fuck!

>> No.8959790

>recording gameplay of the same WAD in two different sourceports
>same resolution, both opengl
>get over 200 fps in prboom+
>barely sustain 60 fps in gzdoom

My comp is old, but is this normal? Is there a reason for the massive discrepancy? The map it tanked the hardest on had a lot of monsters, which I understand gzdoom has trouble with, but even aside from that it was having some problems.

>> No.8959796

>>8959790
GZDoom is badly optimized and Graf's answer is "fuck you, get a better PC".

>> No.8959798

>>8959790
GZDoom has issues and there's no one exactly there to replace it

>> No.8959804
File: 526 KB, 854x480, Sneed Feedem.png [View same] [iqdb] [saucenao] [google]
8959804

I'm Sneed Feedem, and I'm coming to fuck 'n' suck the rest of you city slickers!

>> No.8959809

>>8959790
PrBoom+ is lightweight as fuck, while GzDoom renders in OpenGL or Vulkan, and has a lot of provisions for various advanced graphical effects.
GzDoom is however still single threaded, because it's still Doom underneath all that fancy shit, and unlike PrBoom+ and other ports, the monsters aren't hard coded, so that takes up more memory.

Something I think you should try is to run GzDoom with the GLES renderer, it's for compat with older and weaker machines, it often gives better performance there.

>> No.8959818

>>8959751
I'm using Doom Retro in the screenshots. As I mentioned, this work-in-progress is designed specifically for Doom Retro and uses a lot of its unique features (translucency, submerged items in liquids, bobbing floating items, drop shadows, etc.) but it runs just fine in ports that support MBF21 (though the stable version of GZDoom has a specific bug that's since been fixed in dev versions and will probably be gone in stable release by the time this ships).

>>8959760
Thanks! Hopefully I can get six or seven maps done by the end of the year and I can share it. I want to have the full experience be about double that in size.

>> No.8959852

>>8959596
I don't know if it's the hardest, but it's one of the most unpleasant to play. Tedious, frustrating, chaingunner ambushes all the time, one of the most annoying music tracks to be looped, easy to fall off and have to do a bunch of teleporters and stairs over again... it's a succunt reminder of why I hate Plutonia map design.
I think the only redeeming factor is the little bit in the middle with the teleporting archviles. Too little.

>> No.8959854

>>8959798
Maybe Eternity one day, but that's a long way off.

>> No.8959861

>>8959854
on my PC,eternity is sometimes even worse.
though it seems to be an issue with my FOV.

>> No.8959862

>>8959242
Based, so fucking based.
I hate fmv games wave so hard - that's partially why I love Rondo of Blood so much - despite being 16 bit they used up the CD space well with music and short cutscenes.

>> No.8959865

it's monday, are we gonna play some deathmatches, bros?

>> No.8959902

>>8959672
>>8959674
Got it. Thanks guys

>> No.8959903

>>8959804
I never saw a redneck rampage sneed meme

>> No.8959925

>>8959861
Eternity at least has excuses in that it's not done yet, fuck knows what Graf's excuse is, probably that he needs to purge more legacy support.

>> No.8959929

>>8958762
>Hadow Warrio

>> No.8959940

>>8959719
I don't think I've ever seen a Doom Retro mod before, that's neat.

>> No.8959942

>>8955059
Tried to play Marathon again after seeing that video was up. Got 2 levels farther than last time before giving up again. Watched videos on the sequels. I feel like I've just been beaten in the head with a lead glass ashtray.

>> No.8959967

>>8959865
Depends if anyone hosts it. Are you gonna host?

>> No.8959981

>>8959942
Clarification: The feeling is not due to the series having depth. It's due to it having the absence of what I'd consider depth, yet what I've seen others praise relentlessly. The first game had some of the most frustrating level design I've ever experienced and the only interesting point was the narrative. But learning that the narrative spirals away into some masturbatory time travel and multiverse plot? It's babby's first creative writing experiment.
So the surge of attention to the series may not be what fans of the series are hoping for.

>> No.8959996

>>8959093
Compiling the original package works, so there is surely something wrong with my edited .cq files. I noticed several lines missing.
Earlier this thread I was told to run the command "game mymod". I pointed Trenchbroom to my mod folder under tab view. What step am I missing?
If I rename the new weapon files to g_nail2.mdl and v_nail2.mdl, not all of them appear when I run that command. Is there something wrong with the .mdl files themselves?

>> No.8960024

I swear eduke32 has downgraded in quality
just trying to finish lunar apoc and I kept crashing I just said fuck it and used raze instead

>> No.8960032

>>8952228
>40k fps game leaked
quick rundown?

>> No.8960067

>>8960024
The latest version crashes 70% of the time for me when loading a save. It's weird.

>> No.8960078

>>8959790
If you have an older computer, why don't you use the ES renderer? It was added exactly for older machine support.

>> No.8960124

https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/400minvr
It's up.

>> No.8960126

>>8960078
>>8959809
I'm using 4.5 and don't see this option. I assume I'll have to dl a new version. Again. I'll do it tomorrow.

>> No.8960131

>>8960124
Paging news post >>8952228

>> No.8960132

>>8960124
it's about time

>> No.8960136

>>8959981
There's no time travel in Marathon, and "multiverse plot" is pretty misleading as well. Imagine trying to spoil a storyline for a game you want to like, and then writing it off after watching some youtuber's false interpretation.

>> No.8960140

>>8960136
I'll be honest, I have no idea what the hell is happening in Infinity.

>> No.8960143 [DELETED] 

>>8952227
it's time to talk about how Facing Worlds sucks
https://www.youtube.com/watch?v=LuUIeEgT22M

>> No.8960148 [DELETED] 

>>8960143
It's time for you to learn how to articulate your own opinions having to rely on somebody else's video to do it for you and have an actual conversation for once, you socially inept cretin.

>> No.8960152
File: 198 KB, 801x536, iron512.png [View same] [iqdb] [saucenao] [google]
8960152

For the 512 challenge.

I started a bit too late on this challenge but I wanted to give an attempt regardless. Coming up with any decent ideas on short notice isn't my strong suit.

name: iron512
no music

https://www.mediafire.com/file/yw3gnlghtcap1q4/iron512.wad/file

>> No.8960157

>>8960152
You might wanna tag the news and/or project post, like so:
>>8952228
>>8920816

>> No.8960158

>>8960143
Aready did this, dude has some gaping flaws in stuff and acts like there hasn't been like twenty revisions of Face including the UT4 versions.

>> No.8960168

>>8960136
>There's no time travel in Marathon
You go sideways and backwards multiple times in Infinity.

>> No.8960169

>>8960158
worst one was the tf2 fan remake

>> No.8960173

>>8960140
It's a sci-fi Borgesian story that takes both major and minor plotlines from the first two games where the the pursuit of omniscience is seen as folly in a world where memetic enemies exist.
>>8960168
No it doesn't. You see perspectives of many timelines but in no way do they intersect nor do you or Durandal travel between them.

>> No.8960194
File: 205 KB, 1296x2520, 40k canon argument.png [View same] [iqdb] [saucenao] [google]
8960194

>>8960173
>nor do you or Durandal travel between them.
How do you explain the Electric Sheep/Dream levels, and the fact that you have to put in a bunch of work in order to find the bad ending level Except for Where Are Monsters in Dreams, where they screwed up the terminal assignment, or the fact that you have to go sideways from Hang Brain to get yourself into an environment where you can splice Durandal and Thoth?

>> No.8960197

>>8960194
>or the fact that you have to go sideways from Hang Brain to get yourself into an environment where you can splice Durandal and Thoth?
I should say, something you can only do because you brought him with you.

>> No.8960228

>>8960194
>the Electric Sheep/Dream levels
Artistic, symbolic representations of either death, inner turmoil, and/or simply the story structure itself. Not literal temporal events which take place in the Marathon world.
>and the fact that you have to put in a bunch of work in order to find the bad ending level
Same reason you have to put in extra work to get the full ending of Symphony of the Night? Not sure what that's supposed to prove wrt time traveling. The bad ending levels seem quite absolute with no indication that Durandal is time-teleporting you into alternative universes to save you.
>or the fact that you have to go sideways from Hang Brain to get yourself into an environment where you can splice Durandal and Thoth?
>I should say, something you can only do because you brought him with you.
The game repeats and/or strongly implies the repetition of objects and areas between timelines and games. For example, the water processing plant where you start your journey in Marathon 2: Durandal in Waterloo Waterpark is referred to at the end of Thing What Kicks, the former a comfortable almost carefree exploration mission, the latter likely to be yet another wasted diversion after wasting time swimming through sewage in the armpit of L'howon. Or simply the fact that you reactivate various Thoth computers multiple times in different timelines. The security officer plausibly simply attains the chip "again" in more than one timeline. After all, it's sitting in the bottom of a pool in Strange Aeons anyways.

fwiw, I don't agree with the premise of that "canon" interpretation that All Roads Lead to Sol represents a failed timeline, considering that it has an explicit epilogue scene contradicting any kind of apocalypse. Meaning that the chip is only necessary for success when certain conditions have been met.

>> No.8960362

>>8957719
The archvile is behind a fake wall that has some debth to make it so it doesnt auto activate from the smallest move and waits for player to get slightly out of way

>> No.8960439

>>8960024
I never understood why EDuke32 was such a clunky piece of shit. Say what you want about GzDoom and its quirks and flaws, at least it doesn't break compatibility with every single mod ever made for when it makes a small update, I don't understand how EDuke32 does that, it must be completely infuriating to try to mod for.

>> No.8960461

>>8960173
>No it doesn't. You see perspectives of many timelines but in no way do they intersect nor do you or Durandal travel between them.
But you were dead a thousand times. Hopeless encounters successfully won. A man long dead, grafted to machines your builders did not understand. You follow the path, fitting into an endless pattern.

Yours to manipulate, to destroy and rebuild.

Boot up Forge.

>> No.8960464

>>8960439
>at least it doesn't break compatibility with every single mod ever made for when it makes a small update
A lot of the time it does break compatibility in fucking stupid ways.

>> No.8960472

>>8960461
Eat The Path Term 1 says roughly similar shit.
>There is only one path and that is the path that you take, but you can take more than one path.
>Cross over the cell bars, find a new maze, make the maze from it's path, find the cell bars, cross over the bars, find a maze, make the maze from its path, eat the food, eat the path.

>>8960228
>Not sure what that's supposed to prove wrt time traveling.
Have you not read the MSP discussion that diagram comes from? The argument is that Electric Sheep is your Jjarro implants activating after the timeline's set for destruction, and you have to deliberately fight the implants (find the secret exit term) to see the timeline through to the AMS variant.

>> No.8960474

>>8960464
In small ways over a long period of time. You don't have basic shit just breaking because there was a small bugfix.

>> No.8960481

Is there any way to play Half Life with palletization without using the buggy software renderer? I turned texture filtering off but I still need more crunch.

>> No.8960483

>>8960472
>Eat The Path Term 1 says roughly similar shit.
>>There is only one path and that is the path that you take, but you can take more than one path.
>>Cross over the cell bars, find a new maze, make the maze from it's path, find the cell bars, cross over the bars, find a maze, make the maze from its path, eat the food, eat the path.
You forgot the clearest line:
>Find the right way down through the maze, to the food, then find the exit. Push the exit button. If the food tastes awful, don't eat it, go back and try another way.

>> No.8960528

>play doom
>take teleporter
>get warped to dark room
>surrounded by pinkies
>unavoidable damage on all sides, even if you're prepared
Gee, I wonder who made THIS map.

>> No.8960530

>>8960528
If it were Revs and a 21st century map you would love it.

>> No.8960542

>>8959596
I’d second that. It gave me the hardest time during a pistol start, too. That mancubus watching over the bloodpool kept fucking with me.

>> No.8960547

>>8960528
Why didn't you look like goku?

>> No.8960552

>>8960528
git gud fgt

>> No.8960562

>>8959697
>>why do the guns do such poor damage?
>>why does the sword make you do these weird key combos?
Large health pools is how Flying Wild Hog prefers to pad out their fights. The newer Dooms draw out their encounters as well but through throwing another wave of enemies at you. I think the newer Doom route is better for not making your guns feel weak.
I suppose there’s also the idea of a beefy enemy giving you the opportunity to “style” on them like a first person Devil May Cry attempt. I think this is what they were trying with the key combos for sword attacks and spells. I don’t think it translated well for their reboot.

>> No.8960590

>>8960528
Bro, ya gotta learn the Pinkie Tango, first strategy in this informational video:
https://www.youtube.com/watch?v=HJcf0aOwmiA

>> No.8960598

>>8960530
How do I even deal with revenants in a low mobility area?
Having a wad teleport a revenant in your face on a narrow walkway annoys the shit out of me.
Their punch is hard for me to bait out without getting far enough away to trigger a missile attack.

>> No.8960614

>>8960598
I like using chainsaws against solo revs, though its risky because the pain stun may not work. I would not try this in levels with no healing available.

Mancubi can sometimes get chainsawed but the damage is very high if the painstun doesnt remain consistant

>> No.8960615

Is there a supplemental monster pack for ancient aliens?
I like the custom sprites they have for a handful of monsters. It’s a shame they all didn’t get that treatment.

>> No.8960629
File: 182 KB, 537x549, skelesneak.png [View same] [iqdb] [saucenao] [google]
8960629

>>8960598
For a lone Revenant it's fairly easy as long as there's any kind of space to move at all.

>if you're under 300 map units away from him, he won't instigate with a ranged attack and will instead try to move in to punch you
>but his punch doesn't reach even nearly that far so you can avoid the clobbering by baiting his fist or just staying the right distance away
>keeping the right pace you can stay in that range of a boner and he'll never try to open with a rocket
>however every time you hit a boner and he goes into his pain state, he WILL proceed to fire off a rocket in retaliation when next he can, before resuming his melee range behavior
>you can delay this by hiding behind cover, in which case he'll try to get a line on you so he can shoot that rocket he owed you
>you can of course dodge non-seeking rockets when there's room, but for seekers you've just gotta keep them in mind and try to dodge them again and again or guide them into walls (or better, other monsters)
>you can also delay it by continuing to stun him
Multiple boners makes it more complex, but try to make use out of open space and also cover.

See the curriculum for more information: >>8960590

>> No.8960638

post some good wads to play mods like doomed redneck and ultra crispy

>> No.8960643

>>8959697
>why do the guns do such poor damage?
>why does the sword make you do these weird key combos?
Thats my favorite part of Sw13. Its not a traditional shooter, its really a hack and slash with supplemental guns. The sword moves are really fun.

>> No.8960646

>>8959719
Sounds very cool. Will it also work with dsda doom?

>> No.8960660

>>8959996
Missing brackets (there must be an opening and closing bracket for every code block to separate them) often cause strange errors like what you said earlier
The game command is for when you launch the game
New models will only appear in TB if theyre in the FGD file. They could still appear in game even if they arent in TB since the FGD isn't game code, its just got TB

>> No.8960682

>>8960598
>How do I even deal with revenants in a low mobility area?
Kill them asap, no differently than any monster spawned in a hallway. Hopefully the mapset (which one by the way?) provided you a plasma rifle before it tossed you in there.
>>8960615
Nothing comes to mind regarding fitting placements for the rest, but if you do find some you like just plug them into AA’s wad.

>> No.8960695

>>8960682
>which one by the way?
The JP community project did it a couple times.
I forget the plasma rifle can stun them easily.
I could probably bait out the punch to swap to it then unload on them. I'll have to remember that.

>> No.8960710

>>8960695
>I forget the plasma rifle can stun them easily.
Stunlocks nicely while killing them quickly. If you have it readied when an ambush happens they’ll have a much harder time fucking you.

>> No.8960759

400 minutes is up on idgames, btw

>> No.8960808
File: 223 KB, 1065x1230, 1621966089372.jpg [View same] [iqdb] [saucenao] [google]
8960808

Whats your favorite sounds from any of the classic shooters?
>Wolfenstein 3D Picking treasure sound
>Corvus laugh sound from heretic
>Weirdo Eldrich sounds from heretic evil wizards
>SuperShotgun shooting from DOOM
>Caleb voice in general

>> No.8960820

>>8960808
Wolf3D: “AIEEE”
Dooms: SSG’s boom and the way it ever so slightly gets cut off by the reload sounds, tied with a revenant alert
Duke: “You guys suck”
SW: “I kill yooooou”
Blood: that screeching cultist death knell
Heretic: Revving up the gauntlets
Hexen: Gibbing ettins as a fighter or the chanting wizards (good taste)

>> No.8960827

>>8960136
If I were trying to "spoil" Marathon, it'd involve going off on some long-winded tangent attempting to use the full breadth of my worldly experience to amass a totem pole of references to psychology and pop culture as I attempt to speculate the nature of a greater whole. I was just commenting that the experience as it stands without playing dueling banjos with fanfiction is one of the more frustrating ones.

>> No.8960834

A LITTLE AMERICAN

>> No.8960847

>>8960808
The Mancubus dying.

>> No.8960850

>>8960847
i can hear the grease flopping from my screen

>> No.8960851

>>8960847
That, the Pinky, and the Arachnotron.

>> No.8960861

>>8960808
Hearing grenades bounce in Quake is so satisfying to me for some reason
Hell, practically every sound from that game is ingrained in my memory. Best sound design in an FPS I feel.

>> No.8960881

>>8957747
>Don’t make your “first map” be a full release, no offense. There’s too many of those uploaded
You can still post it in the thread, or some screenshots. I'd like to see my house.wad.

>> No.8960885

How does Wolfenstein 3D hold up today?
Still worth playing for fun or is it more of a gaming history interest now?
Same question for Spear of Destiny.

>> No.8960906

>>8960808
Just barely classic, but the CE shield recharge might as well be pavlov's bell
Super shotty is cheating, so while a lot of people get autistically angry at its mere inclusion in maps the chainsaw gluing itself to a pinky and hearing the pain state proc then immediately get cut off 15 times a second ensures I'll never fully let go of the janky thing
Boner punch thwak

>> No.8960935

>>8960885
>How does Wolfenstein 3D hold up today?
It’s fun for a bit once you realize how fun it is to strafe and move with the mouse because there’s not many/any movement mechanics. It otherwise hasn’t aged as well as Doom due to the limited roster, weapons, and level design.

>> No.8960942

>>8960935
also the secrets all being wallhump simulator because the engine couldn't pull off environmental hints like doom's

>> No.8960946

>>8960942
One of the benefits Wolfenstein has over Doom is that you can just hold the action button against a wall while running along it and any secrets will open up that way.

>> No.8960948

>>8960861
I agree. If I had to pick, the death knight pain noise may be the “worst”. I cannot pick a “best” sound since they’re all so good.
It could’ve been a huge waste of time and money having Trent do everything, it’s amazing how well he nailed it.

>> No.8960968

do you guys think that ARCHIE.WAD from /g/ will ever get updated to support newer gzdoom versions?

>> No.8960969

>>8960885
I'd say it's still a fun game, try out the first three episodes at least because they're the best ones, especially the third. The action feels snappier than Doom because there are no bullet sponges except the bosses, so on the highest difficulty everything dies in a moment, including you. It can occasionally have some really fun fights when you're surrounded so you have to dash from wall to wall while mowing down enemies with a chaingun.

>> No.8960994
File: 324 KB, 640x480, x6wm7Kd.png [View same] [iqdb] [saucenao] [google]
8960994

I SAID: FOUR HUNDRED MINUTES OF VEE ARR IS ON IDGAMES NOW

>> No.8960997

>>8960994
Do we play it for the next SNS?

>> No.8961020
File: 184 KB, 1024x768, 1637906559394.jpg [View same] [iqdb] [saucenao] [google]
8961020

>>8960994

>> No.8961094

>>8960968
No

>> No.8961131
File: 41 KB, 200x200, 1627353277593.gif [View same] [iqdb] [saucenao] [google]
8961131

>>8960994
When are we going to have a /vr/ project that lists anonymous multiple times for each anon without a name?

>> No.8961134

>>8961094
why :(

>> No.8961138

>>8960808
Hexen cork sound.

>> No.8961140

>>8960643
using the sword is not the problem (i actually love using the sword in the OG game),it's that it feels awful to use,like actually straining on my hand,while also making the shooting part intentionally bad (much unlike the OG which had some solid guns)

>> No.8961149

deathmatch later tonight bros??
whichever game you like

>> No.8961191

>>8961131
That doesn't account for when one anon clearly made multiple maps, like Devil Garden and Monster Mash in Ad Mortem.

>> No.8961197

>>8961140
>like how melee feels better in the sequel
>like how it’s not purely “linear”
>everything else feels like a step down
>nonlinear level progression is the result of proc genned RNG
>weapons still feel dinky, fights still drawn out
>not full BorderlandsDestiny shootlooting but has enough “are pee gee” mechanics to be at odds with what you want in a shooter
Despite enjoying the gameplay more in the sequel, I managed to finish 2013. This could have been me doing a “spiteful playthriufh” after exposure 2016’s gameplay directions, a title I’m now much more favorable to. I tried hard to like the SW reboots but at their best they’re just not my games, and at their worst I think they’re not that great. I don’t know how improved things are with third one.

>> No.8961208

>>8960646
It ought to!

>> No.8961212
File: 584 KB, 1280x960, doom00.png [View same] [iqdb] [saucenao] [google]
8961212

400min MAP35

Started off pretty cool. Close quarter combat with few, but dangerous enemies in tight spaces.
The spiderdemon surrounded by meatshielded viles was also cool.
The slaughter area wasn't.
I still don't find "run around with a BFG holding LMB and avoid a million revenants" engaging gameplay. It's just tedious, nothing more.
Did this one legit because at least until that point it was fun.


400min MAP30

A house of fun. Pretty cool concept, though I am not quite sure what I actually did. The Romero head was supposed to be a shooting gallery target, right? But what did the switches do? I was just running around, rocket launching in every direction and hitting those eye switches until I even climbed the steps.

Will do the secret levels next, but outside the review.

All in all this was a fun wad. I am not a fan of slaughter, so feel free to disregard my opinion on the respective maps.
Lots of pretty cool concepts, the shortness of the maps really makes almost everything bearable and keeps it fresh.
Acid Curve is probably still my favorite level.
Absolutely *LOVED* the hud, I think I will extract it and use it as my standard hud. The "time" theme was really well executed and the credits screen was really cute.
I think everyone involved here did great work, and then everyone started clapping.

>> No.8961216

>>8961212
The switches lower the walls blocking you fro, shooting Romero.

>> No.8961273

>>8960994
Probably not. It's a very short WAD, if we do we should play it in conjunction with another short WAD like a DBP.
>>8961149
Host u fuggin maget

>> No.8961274

>>8961212
>I still don't find "run around with a BFG holding LMB and avoid a million revenants" engaging gameplay. It's just tedious, nothing more.
What’s the most interesting encounter you’ve had using the BFG lately?
I can’t recall many that were more favorable and interesting than when I was pitted against some assisted cyberdemons using the plasma rifle.

>> No.8961298

>>8961134
The author was an unironic schizo who went mad after his WAD didn't win a cacoward, and then after his game failed to get greenlit on steam. He hasn't been seen for years.

>> No.8961314

NEW THREAD
>>8961307
>>8961307
>>8961307

>> No.8962150

>>8960472
>>8960483
I see Eat the Path as a symbolic level as well, more a message to the player than the character. Even if the security officer is jumping into new timelines following death/loss, there's no indication he has control over it or that anything outside of the dream levels is conscious of it.