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/vr/ - Retro Games


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8961307 No.8961307 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8952227

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.8961310

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

=== CURRENT RELEASES ===
400 MINUTES OF /vr/
Idgames: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/400minvr

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

=== NEWS ===
[05-30] 400 Minutes of /vr/ is on idgames

[05-28] Pandemonia 2.2 released
https://forum.zdoom.org/viewtopic.php?f=43&t=60984

[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

[04-22] Violent Rumble got updated

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8961332

>>8961298
damn, you joke about someone needing to be a schizo to create something like that but sometimes the kernel of truth shows up

>> No.8961339

>>8961310
Man at least post the link:
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/400minvr

>> No.8961342
File: 1.35 MB, 1920x1080, Yrkd4fa.png [View same] [iqdb] [saucenao] [google]
8961342

>>8961332
Extra stuff, here's his greenlight game he attempted after archie https://steamcommunity.com/sharedfiles/filedetails/?id=533239341
Pic related is weird nonsense he would post
>>8961339
Read

>> No.8961351

What's the best retro mecha shooter?

>> No.8961357

>>8961342
There's nothing really wrong with your picrel.

>> No.8961367

>>8961342
The trailers for this game are some schizo kino for sure

>> No.8961370

>>8961351
Shogo

>> No.8961371

>>8961339
It's the second link in the post you replied to

>> No.8961378

>>8961371
lol shit I'm retarded

>> No.8961389
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8961389

>>8961378
It's okay. I'm glad I didn't call you a faggot, you seem reasonable enough.
Anyway I need to upload more 400mins footage to YouTube now that it's out.

>> No.8961392

Is it possible to use more than one skybox in a map? As in the skybox switching out when you cross a linedef?

>> No.8961394
File: 411 KB, 1920x1080, Screenshot_Doom_20220206_183628.png [View same] [iqdb] [saucenao] [google]
8961394

>beat Shadow Warrior
>beat Ion Fury
>beat Blood
>beat Half Life
>beat Duke Nukem 3d
>beat Redneck Rampage + RRRR
What's next lads ? I might play a DOOM wad or something as a refresher but really looking for some good retro shooters or a good throwback shooter (not garbo like Nightmare Reaper). Any suggestions ?

>> No.8961397
File: 145 KB, 1024x768, 1622151873425.jpg [View same] [iqdb] [saucenao] [google]
8961397

>>8961342
That's pretty sad.
Another thing that's pretty sad is one mentally ill obese german faggot here in /vr/ letting Randy Pitchford live in his head rent free and bitching about him like he fucked the guy's bodypillow.

>> No.8961398

do you think people would complain less about chaingunner/revenant ambushes if they didn’t always have the ssg out when they happened?
>>8961370
>Shogo
and that would be it, don’t think there are others before you get into actual mech games
>>8961394
mods like deathwish for blood if you haven’t already, there’s also powerslave dos or powerslave exhumed

>> No.8961402

>>8961394
Chasm: The Rift

>> No.8961405

>>8961392
You might be able to do this with ceiling height changes, but I can't say for sure. I've never used the "skybox by tagged sector" feature which I think would be required.

>> No.8961407

>>8961392
Yeah, in Boom there's a transfer sky line action and in UDMF you can do anything anyway.

>> No.8961408

>>8961397
I don't know who that is but you probably shouldn't give him attention

>> No.8961412

>>8961394
Marathon

>> No.8961413

>>8961405
>>8961407
Nice, ty

>> No.8961416

>>8961394
is nightmare reaper even a true throwback shooter? seems like it just lifts the "feel" but in service of a wacky ecs dee rougelike
anyway play half life echoes if you haven't

>> No.8961423

Lurker here, Is 400 minutes on idgames the full version or is it neutered somehow like HFFM?

>> No.8961424

>>8961394
Seconding the Deathwish mod for Blood, might be one of the best level packs for any game that I've played including commercially-produced ones. Even better if you use the custom soundtrack.

>> No.8961426

>>8961423
It's the complete, definitive version.

>> No.8961427

>>8961416
>is nightmare reaper even a true throwback shooter?
Sort of, at the least it’s certainly not retro. It’s visuals remind me of Doom with RTX.

>> No.8961430

>>8961423
If you add all enemies together and subtract the "jewish" revenants, you get a number of 1488.
This stands for the infamous "14 words" and "88" meaning "Heil Hitler". It is a hidden message to all white nationalists around the world, as you would expect from an extreme right-wing community such as /vr/.

>> No.8961435
File: 578 KB, 673x724, duke_nukem_forever_promo_1.png [View same] [iqdb] [saucenao] [google]
8961435

>>8961424
>>8961412
>>8961402
>>8961416

Thanks for the suggestions lads!

>>8961416
>is nightmare reaper even a true throwback shooter?
It isn't in my opinion but the retro fps "community pillars" aka civvie / gman shilled for it and personally to me it looked like it was a lazy bait to get the casual "boomer shooter" folk interested.

>> No.8961439
File: 18 KB, 320x200, vader.png [View same] [iqdb] [saucenao] [google]
8961439

>>8961394
Chasm: The Rift has a decent patch compilation on moddb called Chasm Portable.
I enjoyed Project Warlock and I'm sure you've heard of Dusk by now.
Star Wars: Dark Forces with DeHacker for modern controls is very pleasant. Plus the midi soundtrack is great.
There's also Doom 64 and the Nightdive remaster of PowerSlave.

>> No.8961442

Anyone got tips on increasing framerate with Guncaster? I'm playing it on Sunder and map11 chugs my framerate to 0.

>> No.8961446
File: 433 KB, 900x600, 1526665333669.png [View same] [iqdb] [saucenao] [google]
8961446

>>8961439
>sure you've heard of Dusk by now
I initially was really "ehhh" on DUSK because of it's graphical style leaning a bit too low poly for my liking but it looks better in motion ? Definitely on my radar.

I probably should've added that I like games that are light-ish on the "plot" but have a strong style to them like the Build Trio and have a sense of "intricate level design" to them, aka no open alley serious sam slaughtershit.

But so far pretty good recommends for sure

>> No.8961460

>>8961446
>I initially was really "ehhh" on DUSK because of it's graphical style leaning a bit too low poly for my liking but it looks better in motion ? Definitely on my radar.
I’d recommend things like Alkaline for Quake before diving into Dusk, that game is carried by its soundtrack and by people who haven’t played mid-late 90s shooters in forever.

>> No.8961462

>>8961394
Check out Dark Forces and Outlaws.

>> No.8961480

>>8961446
At the very least, I can appreciate Dusk for having a strong visiual style (even if it looks like crap), supporting custom maps, and having a deathmatch mode that actually works.
Better than most boomer shooters that come out in that regard.
>>8956965
>>8961310
>>8920816
V3 for Electrical System
>literally just fixes one softlock you could perform if you were retarded by throwing yourself into the skybox during the final fight, it might still be possible but you have to try even harder
>more than likely the final version
https://files.catbox.moe/1nfizf.wad

>> No.8961482
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8961482

>>8961462
>>8961460
Noted! Thanks for suggestions, all!

>> No.8961484

>>8961423
It was already neutered.

>> No.8961506

>>8961423
What is there to neuter? I mean, is the gigantic swastika in Map01 removed or something?

>> No.8961508
File: 606 KB, 1909x1009, going down.png [View same] [iqdb] [saucenao] [google]
8961508

how the shit do I get across this?

>> No.8961510
File: 490 KB, 1920x1080, Douk2.jpg [View same] [iqdb] [saucenao] [google]
8961510

>> No.8961514

>>8961508
nevermind

>> No.8961540

I got two problems because I'm stupid someone please help

first I'm trying to download the newest dsda-doom (0.24.3), but I don't see an exe in there or anything. I don't know how to run it.

second problem: I'm upgrading from 0.21.3 because in that, when I use opengl, the walls become warped when I turn or move towards them. It's very bizarre and I haven't seen anything like this in any other source port. anybody know what I'm talking about or wtf is going on? I tried recording it but when I do the problem seems to go away, but then I get massive screen tearing, and turning vsync on makes everything sluggish.

>> No.8961541
File: 35 KB, 465x604, 1809239-n517581288_2545296_4021274.jpg [View same] [iqdb] [saucenao] [google]
8961541

>have some great ideas for a comfy vanilla Doom 2 megawad consisting mostly out of techbase maps and never more than ~50 monsters per map
>too lazy and retarded to make maps
I suffer.

>> No.8961548

>>8961541
If not to inspire, try Oops All Techbase for fun if you haven’t already.

>> No.8961554

>>8961540
Your google-fu is pathetic. You literally just have to find the Doomworld thread
https://www.doomworld.com/vb/thread/118074

>> No.8961559
File: 151 KB, 816x719, Aniki Quest II.jpg [View same] [iqdb] [saucenao] [google]
8961559

We need a sequel to HFFM, a spiritual succesor of sorts - maybe a gothic textures/castley like one? Return to Castle Darkholme

>> No.8961563

>>8961559
Return to Castle Cockholme (the holme is my ass)

>> No.8961578

>>8961506
MAP07 - Kill All the N Words by TrannyPussSlayer420 was cut because it was a shit map.

>> No.8961586

>>8961559
>Return to Castle Darkholme
ASSault on Castle Darkholme

>> No.8961587

>>8961559
Wouldn’t lightning need to strike twice with another awesomegay word cloud?

>> No.8961593

>>8961587
Apparently you're just not looking hard enough.

>> No.8961607

>>8961506
Nothing lol. Shit like that was B& from the start.

>> No.8961616

>>8961389
https://www.moddb.com/games/half-life/addons/paul-blart

>> No.8961643

>>8961541
Share your ideas and maybe a more enterprising anon will stone-cold steal them (like me, I need techbase ideas, I never do techbase)

>> No.8961673

Are people actually still playing Doom?
I am under the impression that playtesting has constantly gone down from project to project. Ad Mortem had several feedback posts per thread, 400 min had like one feedback post per map, if any, and 512 lines has had no feedback so far.
Is it fatigue? Is it the mapping equivalent of "everybody posting, nobody reading"?
But where are the people who are not mapping, why don't they just try out the maps?
I know I am guilty of this too, because I have submitted stuff without testing other people's maps, but at least I have the excuse of dealing with a lot of private stuff currently, unlike all you neets.

>> No.8961679

>>8961506
Some fucking tool submitted an awful map as "Black Crime Statistics" for the sole purpose of starting shit.

>> No.8961683

>>8961673
400 mins had a large number of maps that discouraged me from committing to testing all of them. I've already promised myself I'll play through the 512 lines beta once it's assembled.

>> No.8961686

>>8961679
>>8961578
>>8961607
Yeah, I already knew that part, I was just making a snippy comment. I was just curious if anything else got neutered like the id-games HFFM, but was struggling to remember if there was anything like that in the actual release of 400 mins.

>> No.8961692

>>8961673
I still play Doom and I would like to playtest but I barely have the time for it anymore.
I've enjoyed 400 Minutes a lot for example.
Another issue that I have is that when I do play Doom, I mostly play stuff from mappers I already know and enjoy because some of them put out lots of maps and I haven't finished all of them. Then I get burnt out on their particular style and cycle through other mappers.
For example, lately I've been playing lots of Ribbiks and LunchLunch stuff because I like their styles a lot.
For the past few months it's been mostly Nicolas Monti.

>> No.8961693

>>8961686
In that case, no.

>> No.8961703

>>8961673
There were two twitch streams and already 2 uploaded YouTube plays of vr400. Are you as 3 dimensional as vanilla doom or something

>> No.8961705

>>8961673
I've given some feedback on 512 lines, but I'm guessing other playtesters are burnt-out from the previous project being a more-than-full-size megaWAD. No real problem tho, I just hope we get a couple more experienced players' feedback sooner rather than later.

>> No.8961707

>>8961673
I've been too caught up in my own work to play much non modded Doom. I'm way behind in playing /vr/ projects, I haven't even sat down and played through HFFM solo. Hell the last thing I played was a bizarre WAD a friend of mine is working on, Squenced Avacausage. Though to give him credit, the encounters are tough as nails, it was also cool to see Tarnsman play it a few weeks ago.

>> No.8961709

>>8961673
>unlike all you neets
I played a few 400 min maps during beta but just didn't have a lot to say that hadn't already been said.
I haven't played any 512 maps yet, so you got me there. Hffm was a lot longer in the oven though, and 512 was only started a week and a half ago. Everyone may just feel rushed to map rather than okay with deadlines like that.

>> No.8961715

>>8961707
>I haven't even sat down and played through HFFM solo
Same. I did play it coop though. That doesn't give a great idea of what the intended experience is tho.

>> No.8961718

>>8961673
It's tedious to download/run individual maps
I'll probably play when there's a beta or something

>> No.8961719

>>8961559
I really liked the texture set HFFM used and I wanna try playing with it some day. IIRC Fuckhead said he wanted to do an "expansion pack" for HFFM to add some more levels to it.

>> No.8961724

>>8961718
>It's tedious to download/run individual maps
You still on 56k or what?

>> No.8961732

>>8961559
Playing HFFM now. What does it stand for anyways?

>> No.8961742
File: 263 KB, 549x437, 1637817719072.png [View same] [iqdb] [saucenao] [google]
8961742

I've been approached with a proposal to extend the deadline for 512 Linedefs of /vr/ under the guise that the current deadline will choke out potential submissions. It's important to note that 94 Protons is actually, officially ready to start, so if we do extend the deadline, it's going to be a short one, I'm thinking just 3 extra days will do nicely. We'll be using the power of democracy to decide so I can pretend I'm not a total authoritarian as a leader.
https://strawpoll.com/polls/w4nWDz3dqgA

>> No.8961743
File: 795 KB, 1920x1080, AAFD+.png [View same] [iqdb] [saucenao] [google]
8961743

Man, I suck at secret hunting in Doom. Official and community wads.
Any tips?

>> No.8961752

Is ge right?
http://scar3crow.com/2017/10/the-axes-of-difficulty/
http://scar3crow.com/2013/10/the-virginal-experience/

>> No.8961754

>>8961742
I said yea because why the fuck not
Also because if the deadline ends on wednesday I will probably miss the beta as I am moving places

>> No.8961757

>>8961743
Use the automap more, you should be able to see doors and switches on it, as well as (sometimes) things that open/lower.

>> No.8961763

>>8961742
Yes
I pushed out my 512 map and it kinda shows
I would say even an extra week, or at least weekend.

>> No.8961781

>>8961742
I'd say until the weekend (sunday night) That said, what is 94 Protons?

>> No.8961786

Plutonia is my gf.

>> No.8961795

>>8961781
>94 Protons was delayed for so long some people don't even know what it is
Hilarious. 94 Protons of /vr/ was intended to be a simple Plutonia styled mapping project. The project lead Chopblock decided he wanted to delay the project for months to add a bunch of STUFF to it with MBF21.
It's less 94 Protons of /vr/ and more like 94 What The Fucks of Chopblock now

>> No.8961801

>>8961732
Hard Fast Faggot Maps
(not all of the maps are hard, fast, or particularly faggoty)

>> No.8961810
File: 203 KB, 1280x904, 19ECC4AD-D909-4F58-AB26-C11AE90F1C35.jpg [View same] [iqdb] [saucenao] [google]
8961810

>>8961742
I've seen a few posts mentioning that they have a map started, but couldn't finish before the given deadline.
If you're in that boat, and think you could finish your map with an extension, reply to this post or your map will die in its sleep Wednesday night.
Hard Mode: Post a screenshot of your progress so far.
Dante Must Die Mode: Vote yes on the poll and finish your map before Wednesday anyway.

>> No.8961816

>>8961795
>94 What The Fucks of Chopblock
If I didn't already have my map ideas and map names lined up, I would ensure there was a "94 Blocks of Chop" submitted.

>> No.8961819

>>8961816
>94 Blocks of Chop
>Starts with a slow, lengthy lift before the actual map starts

>> No.8961831

>>8961439
The only issue with Dark Forces of now, is the fact that no one has modded the MAC release with high res sprites into the force engine.

>> No.8961834

>>8961394
Chasm is already on the menu, so go try Dark Forces or Eradicator.

>> No.8961835
File: 239 KB, 555x602, file.png [View same] [iqdb] [saucenao] [google]
8961835

>>8961810
>Dante Must Die Mode: Vote yes on the poll and finish your map before Wednesday anyway.
You're on, bitch

>> No.8961838

>>8961810
I haven't even started yet, but I have an idea and if my head doesn't hurt tomorrow, I should produce it speedmapping-style.

>> No.8961841

>>8961835
Isn't that a map from that 400 lines wad?

>> No.8961846

>>8961554
okay i found the thread but the dl link is literally the exact same name as the one I got off github, but this one has the .exe and everything. why do people do this. I've gotten the normal versions off github before

>> No.8961848
File: 3.03 MB, 2560x1440, Screenshot_Doom_20220530_174711.png [View same] [iqdb] [saucenao] [google]
8961848

>>8961480
Played this on a whim and it was pretty fun. I'm just a scrub so I played on Hurt Me Plenty and while it was tense for a bit I only died once (to the archvile surrounded by hell knights). Nice line of sight blockers for every tough enemy so once you know where to stand it wasn't bad at all. I couldn't figure out how to get most of the secrets though but it also took me a minute to figure out I could just sprint to the blue key because I'm a noob.

>> No.8961854

>>8961838
Godspeed. Some great, lean maps came out of 400mins, like MAP01 which was just around 600-ish lines I think.

>> No.8961860

>>8961841
Is it? I drew these lines myself

>> No.8961878

>>8961846
didn't fix it anyway. but turning vsync on cuts it down to a "blink and you miss it" type deal. I've never had this problem with a source port before. guess I'll stick to prboom+ for now

>> No.8961884

>>8961848
Thanks for playing! Also I'm glad my work into putting in difficulty levels paid off lol, a lot of people just play UV constantly

>> No.8961908
File: 177 KB, 499x396, Ignoring Away.jpg [View same] [iqdb] [saucenao] [google]
8961908

>>8957880
To me, it seems to be about getting used to being negative about this kind of stuff. Although the amount of certain attention 3D Realms appears to get does feel pretty odd: from out-of-nowhere rumors here to Miller's weird copypastas.
>>8961394
Since a few anons already suggested Chasm and DOOM 64, I would point towards HROT. If you want older titles specifically, then Heretic/Hexen series, Soldier of Fortune and Return to Castle Wolfenstein are a good choice too. Also, how about Wolfenstein 3D and/or Ken's Labyrinth?

>> No.8961934
File: 357 KB, 800x600, Steamy Slave.jpg [View same] [iqdb] [saucenao] [google]
8961934

>>8961351
Slave Zero

>> No.8961951

>>8961351
Future Cop LAPD

>> No.8961952

>>8961795
94 Months of Cockblock.

>> No.8961957

Maybe I should learn how to do MBF21 and add a bunch of awful shit to it.
25 terrible monster ideas of /vr/

>> No.8961970

>>8961742
Yea. I might actually get mine done then. I've been hauling ass on it in like 15 minute chunks the last two nights, and I'm at 417 lines and beginning enemy placement and testing etc.
So cool. That's good to know.

>> No.8961986
File: 1.66 MB, 2230x834, scratch.png [View same] [iqdb] [saucenao] [google]
8961986

>>8961970
>>8961810
this'n
there are some pretty bare areas still, but I have ~100 lines to go to do some hopefully fun things.
My plan was to do the basic layout in 300 lines then use the other 200 for detailing and monster encounter setup etc... Idunno. Never did a mapping limitation like this.

>> No.8962035

>>8961986
I like your shapes and magma corridors. Looking forward to trying it out.

>> No.8962057

>>8961394
heretic was great when i played it
expansions like opposing force and the mission packs may be good to chack out if you have not already
DUSK is good all around
ULTRAKILL is great if you're into that stuff (though calling it fully retro inspired is a bit of a stretch)

going into mods would take too long and probably would be similar to everyone else.

>> No.8962062
File: 71 KB, 811x791, petpe.jpg [View same] [iqdb] [saucenao] [google]
8962062

>>8961743
hump any suspicious walls i guess, not like anything bad`s gonna happen.
(looking at you, insanity`s requiem)

>> No.8962065

>>8961426
>>8961430
>>8961484
>>8961506
I just always look for whatever version has the most original content even if it is Cacodemons with dildoes in their asses

>> No.8962076

>>8962065
Well, this is it. I added deathmatch starts to maps that didn't have any. MAP17 and MAP35 have full support.
400 Minutes of /vr/ FNF when?

>> No.8962102
File: 75 KB, 482x427, 1595509668610.jpg [View same] [iqdb] [saucenao] [google]
8962102

It's a subject that's been beat to death by this point, but DNF2001 has just enough fun content even in it's broken state to make me really want more and knowing I won't gives me the big sad.

>> No.8962108

>>8961310
Action Quake 2 is getting rereleased on Steam as AQtion
https://store.steampowered.com/app/1978800/AQtion/
https://leray.proboards.com/thread/4165/aq2-aqtion-on-steam?page=1&scrollTo=31348

captcha: HOHHH

>> No.8962118

400 minutes of /vr/ Map01
https://www.youtube.com/watch?v=pk2sJ6iStSs

>> No.8962120

>>8962118
Someone beat you to posting it last thread. Congrats, you've reached e-celeb status

>> No.8962128

>>8962102
they should have remade the entire of duke 3d.

>> No.8962131

>>8962120
Huh, I didn't notice it behind all the e-fame.

>> No.8962180
File: 483 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8962180

>> No.8962234

I completed Ultimate Doom blind and now want to try pistol starting and aiming for 100% kills/secrets.
Is there a recommended document that outlines which levels have broken secrets or you can't get all kills on?
Preferably something that's easily referenced on a phone. Or are wiki pages and YouTube videos my best bet?

>> No.8962258
File: 4 KB, 166x45, file.png [View same] [iqdb] [saucenao] [google]
8962258

>> No.8962270

>>8962234
Off the top of my head there are no “broken” levels in Ultimate Doom. Everything can be 100/100/100. Unless I’m forgetting something. I guess you need to know to save a rocket in e3m6 but then again I’m not sure it’s essential.

>> No.8962290

>>8962270
E4M3 has 2 secret sectors that are blocked off by torches.

>> No.8962313

>>8962270
>I guess you need to know to save a rocket in e3m6 but then again I’m not sure it’s essential.
You can make the jump to the secret exit without rockets.

>> No.8962315

>>8961732
Hungry FrankenFurter Madness

>> No.8962317

>>8961743
I suddenly become a pro at secret hunting when I'm trying to find the exit.

>> No.8962323

>>8962180
>ww2 coming
oh NO

>> No.8962350

>>8961394
play serious sam

>> No.8962368
File: 2.26 MB, 1920x1080, ferrisuk.png [View same] [iqdb] [saucenao] [google]
8962368

>>8962258
>play game
Okay.
I've been cycling between 400m, Ion Fury, and Duke's World Order.

>> No.8962375
File: 31 KB, 515x302, pipe.jpg [View same] [iqdb] [saucenao] [google]
8962375

>>8962258
i mean, this isn`t /v/, so it`s no problem

>> No.8962387

>>8962270
>he forgot E4M3 and E4M7
oh no no no no no

>> No.8962402

>>8962290
>>8962313
>>8962387
Oh fuck my ass and call me Kelly I guess
My memory has spectre effect on

>> No.8962425

>>8961732
Horny Friends For Men

>> No.8962449
File: 168 KB, 634x712, handschange.png [View same] [iqdb] [saucenao] [google]
8962449

>clock changes
Realized 16 maps in, holy shit

>> No.8962450

>>8962234
You'll learn more through the doom wiki and speedruns honeslty.

>> No.8962489
File: 27 KB, 875x420, file.png [View same] [iqdb] [saucenao] [google]
8962489

>>8961742
>>8961310
Alright, the deadline has been extended to June 5th, 11:59 PM EST.

>> No.8962493

>>8962489
5th of June? Fuck me, I may as well go play some Plutonia this week to get into the groove.

>> No.8962496

>>8962449
how does this work?

>> No.8962507

>>8962496
It's just a separate interpic for each map.

>> No.8962539

>>8962507
that's a lot of interpics

>> No.8962547

>>8961801
>(not all of the maps are hard, fast, or particularly faggoty)
blunder of the millennium

>> No.8962551 [SPOILER] 
File: 1.32 MB, 1575x1912, 1653963865629.png [View same] [iqdb] [saucenao] [google]
8962551

>>8962547
hey my map has not only has 18 naked demons in the showers but also a giant cockship so you can't say it isn't faggy

>> No.8962554

>>8962180
>crashing moment, google release computer system, nigga follow pirated
what did it means by this?

>> No.8962557

>>8962539
for you

>> No.8962580

>>8960638
I just started playing these games and finished Doom 1 and Hell on Earth. Are those wads I could play once I finish TNT and Plutonia? Ultra crispy sounds familiar as I've played Blood before, although just vanilla Blood.

>> No.8962591
File: 1.52 MB, 1920x1080, IMG_20220530_232827_548.jpg [View same] [iqdb] [saucenao] [google]
8962591

>>8961307

>> No.8962596

>>8962591
all i want is some proper high poly models of the player model.

>> No.8962615
File: 570 KB, 640x480, Counterattack_title.png [View same] [iqdb] [saucenao] [google]
8962615

Alright, I'm on map 4 of Counterattack and I'm getting sick of zombiemen nibbling away from barely visible terraces. How did this wad get so much attention? When it's not unfun, it's boring..

>> No.8962634

>>8962615
The incredibly distinctive settings formed only from stock textures, with large, interconnected maps that open up like onion layers to form new passageways, larger arenas, and clever modes of progression, punctuated with heavy zombie men usage to achieve a classic KDITD feeling does nothing for you? You got filtered hard, anon

>> No.8962703

>>8962591
>Unreal
>1920x1080
>HUD not incredibly small
Since when?

>> No.8962706

Is blade of agony really that bad?

>> No.8962710

>>8962634
I'm thinking pretty much the opposite, it wants to be clever with Metroid inspired maps that gradually open and fill up, but the layouts were designed around the setpieces and it's too obvious. There's no flow and the maps are a chore to navigate.
>classic KDITD feeling
Sniping a dozen zombiemen while a group of cacos gets stuck on detailing is not how I remember KDITD, but it's something normal in this wad.

>> No.8962728

>>8962591
How'd you scale the hud?

>> No.8962729
File: 2.62 MB, 1920x1080, IMG_20220531_003228_125.png [View same] [iqdb] [saucenao] [google]
8962729

>>8962703
Next patch

>> No.8962738

>>8962703
>>8962728
https://www.oldunreal.com/phpBB3/viewtopic.php?p=100411#p100411

>> No.8962774

>>8961743
just beat it normally

>> No.8962798

>>8962729
howd you get it to look unfiltered but still use high res and hud scaling too?

>> No.8962807

>>8962798
>set actor bNoSmooth true
>set texture bNoSmooth true
on every load
>set input "key" set actor bNoSmooth true | set texture bNoSmooth true

>> No.8962847
File: 3 KB, 216x31, always makes video.png [View same] [iqdb] [saucenao] [google]
8962847

>>8962118

>> No.8962858

>>8961679
>awful
was it? got a copy?

>> No.8962884
File: 89 KB, 297x500, 512 linedefs mapping.png [View same] [iqdb] [saucenao] [google]
8962884

>> No.8962895
File: 2.81 MB, 854x480, Unreal Engine 3 2022.05.31 - 01.12.02.01.webm [View same] [iqdb] [saucenao] [google]
8962895

>>8962847

>> No.8962917

>>8962858
I don't, but to paint a picture, the map basically used Doom's monsters in the most obnoxious and least fun ways possible, like forcing you to fight 8 pain elementals with only a rocket launcher. As shitwad anon put it, it's easy to kill the player, but it's much harder to thrill them.

>> No.8962952

>>8962807
good to know, though it reminds me how much i find Unreal's console commands so weird when so much i'm used to is "quake-style" commands

>> No.8962958
File: 239 KB, 800x800, attn.jpg [View same] [iqdb] [saucenao] [google]
8962958

looking for feedback before i submit this to the 512 project
https://files.catbox.moe/yn2q5n.zip

>> No.8962971

>>8962807
>on every load
Doesn't Unreal have autoexec files?

>> No.8963010

>>8962807
>>8962971
Alternatively,
Options -> Advanced Options -> Rendering -> OpenGL Support -> NoFiltering = True

>> No.8963036

>>8962076
Next friday, duh
>>8962958
I'll try to play this this evening if I manage

>> No.8963090

>>8962710
>Sniping a dozen zombiemen while a group of cacos gets stuck on detailing
Yet you still struggle.

>> No.8963080

>>8962858
https://files.catbox.moe/hy1aay.zip

I tried it a few times, couldn't get very far. Seems designed to piss you off but like I said, I haven't really tried to beat it yet. Have to fight a bunch of pain elementals with no cover and only a rocket launcher, pop-up enemies when you try to move out of the middle, and as far as I'm aware the pit is inescapable.

>> No.8963145

>>8963080
Oh, THIS was Shittlecock? I was wondering why I didn't remember it.
It doesn't really seem that hard, and I'm shit at Doom. I just rocket the pop-up Baron near the Plasma Gun and use the HP and armor refresh along with the ammo and Invis to start culling PE's. Dunno if it's feasible far beyond that tho, since I haven't beaten lots of 400mins slaughter-y maps that seems nakedly sadistic, but it never seemed worth cutting on quality alone. It doesn't even have a hot start, unless you get really unlucky with the one Former Human that sees you from a million miles away.
That fuckin' MIDI is bumpin' too. Shame Black Crime Rates couldn't just go Anonymous at least, or go with "Black Crime Rates 13/50 In My Book" or something creative.

>> No.8963179

>>8963145
I did give the author a chance to change his name and let the map in. You can probably imagine how that went.

>> No.8963182
File: 184 KB, 1300x814, 6d7151c2e08ff451db41fe37efa7c4ad.jpg [View same] [iqdb] [saucenao] [google]
8963182

brutal doom 1 episode 2: nightmare 100% secrets is here!

the long awaited sequel to the first episode

This time its a real bloodbath

>> No.8963189

brainlet here, can someone explain the need for wads to be boom compatible and mbf21?

>> No.8963190

>>8963189
Boom's just widely accepted, it runs on most ports and from a mapping standpoint, it's a good sweet spot between vanilla's limitations and the full retard feature creep of UDMF.

>> No.8963194

>>8963145
Yeah I didn't even know there was an invis, just got filtered and put it aside for the time being.

And while it is a shame that the sperg author wouldn't change his name, I suspect the people in this thread proclaiming the map to be "awful" are just butthurt niggerfaggots.

>> No.8963234

>>8963182
its really gore-tastic!

>> No.8963249

>>8963189
MBF21 is the latest fad.

>> No.8963291

it's 4 in the morning, is anyone gonna host a game??

>> No.8963301

>>8963291
Join /vr/ Sucks at 51.161.34.159:10666 on Zandronum

>> No.8963317

>>8963249
>>8963189
>latest fad

Just wait until dsda-doom finalizes its support for doom-in-hexen

>> No.8963334

>>8963301
i have to download the mods you're using i think, it will take a little bit

>> No.8963351

>>8961310
>>8920816
Update for 512 Lines of /vr/:
Shadow Puppets (V4) by Wolpertinger
Midi is Ocean Base Act 1 from Sonic Advance 3
https://files.catbox.moe/35kmft.zip

Tweaked enemy placement, deepened some paths to make room for more ammo, better balance of ammo types overall, moved an item to a new secret. Ending illusion is now more convincing, the shootable exit now has measures to prevent accidentally leaving the map if fighting the Mastermind with hitscan.

>> No.8963393

>>8961673
I did offer feedback on a few 400min maps, gave some cursory praise to eggplant's 500 lines submission, and as far as I'm aware I was the only person who gave feedback on anon's map up in the news post, who is apparently the guy trying to do a starfox style branching path set up. Never got back to him on that updated version though, but it's an interesting concept.

I've just been busy as hell with my own shit, and to be honest running multiple projects this close to each other, especially quickies, leads to burnout on everybody's end. I hope 94 protons is something that goes on for a month or more so we have time to digest what's being offered.

I do feel bad when I see a map not getting feedback, but hopefully more people will grab the beta when all the wads are conveniently packaged and then we'll see what they think

>> No.8963417

I miss when decino would play something other than slaughtershit all the time, the Plutonia and TNT playthroughs were the most interesting.

>> No.8963440

>>8963417
I got kind of bored of him before then, it's a shame ones like this dude aren't doing better since I find his more interesting.
https://www.youtube.com/user/MaoZeDingDong/videos

>> No.8963442

>>8961394
Unreal, Quake, (Arcane Dimensions, Rubicon Rumble).

>> No.8963473

>>8963417
What are the alternatives to decino? I'd like to branch out too.

>> No.8963513

that was a really fun match, thanks bros

>> No.8963564

>>8962234
You usually just play the level until I'm completely out of options, then I check the wiki for what kind of bullshit they got for me. Takes long, but I feel satisfied.

>> No.8963614

>>8963249
MBF21 fixes shit that's broken in Boom and lets you go past simple limits which really should have been passed 20 years ago. It's Boom but ten times as good. I'd call Eternity a fad, because the only time anyone ever gave it any attention at all is Heartland.

>> No.8963631

>>8962591
>>8962729
>>8962738
AAAAAAAAAAAA WHY DID I HAVE TO BEAT UNREAL AGAIN NOW? Man, looks like I may have go for that OldUnreal!Unreal playthrough much sooner than I thought... Or I could fuck around with bots or something.

>> No.8963635

>>8963179
Maybe you should've just let his map in and not cuck out?

>> No.8963649

>>8963631
you uh, wanna play it co-op, bro?

>> No.8963650

>>8963649
You know, I'd like to see how co-op would play out. Maybe there'll be some notable differences.

>> No.8963656
File: 2.90 MB, 640x360, 400mnicetryambush.webm [View same] [iqdb] [saucenao] [google]
8963656

>>8962847

>> No.8963667

>>8961370
You M. A. D.?

>> No.8963669

>>8963317
>doom-in-hexen
Frankly baffling that this isn't more prevalent.

>> No.8963671

>>8963614
The Eternity hype was outright murdered by MBF21. And that's a good thing, because Eternity is a trashfire of a port.

>> No.8963672

>>8963669
Because UDMF exists?

>> No.8963682

>>8963672
B-B-BUT MUH CHICKENSHIT

>> No.8963707

>>8963669
It's really only any use for mapping for the multiplayer ports at the moment, since Odamex and ZDaemon don't support UDMF at all and Zandronum's support is a decade out of date.

>> No.8963712

>>8963707
Huh, but didn't Odamex recently implement UDMF? Or is it work-in-progress?

>> No.8963715 [SPOILER] 
File: 973 KB, 2560x1440, Screenshot_Doom_20220531_072326.png [View same] [iqdb] [saucenao] [google]
8963715

>>8963351
How do you get out of this pit?

>> No.8963729
File: 481 KB, 500x281, 1438624133348.gif [View same] [iqdb] [saucenao] [google]
8963729

>>8963614
As much as I respect skillsaw, it was kinda dick move to make everyone use this shit no one would ever downloaded otherwise, just because you want to be a very special and important snowflake. Unless there was some other important reason, but I'm 99.9% sure there wasn't.

>> No.8963730
File: 150 KB, 1440x738, robutts.jpg [View same] [iqdb] [saucenao] [google]
8963730

>>8961559
do it for him

>> No.8963743

Project Babel update when?

>> No.8963746

>>8963743
I forgot, wasn't the dev working on that? I think it was a big under the hood update.

>> No.8963748

>>8963712
I didn't see any mention of it skimming over their Github releases. You might be thinking of UMAPINFO or MBF21, which were added recently.

>> No.8963782

>>8963730
is this an edit, or was aniki really too good for this world?

>> No.8963791

>>8963782
https://twitter.com/billyherring777/status/839691233257644032

>> No.8963792

>>8961394
Overrated ugly fangame for psychos.

>> No.8963795
File: 649 KB, 1182x1201, 1639537204057.png [View same] [iqdb] [saucenao] [google]
8963795

>>8963791
asbolute legend
taken too soon

>> No.8963809

>>8961394
I'd continue by playing Ashes (doom wad). The whole wad feels like a build game.

>> No.8963829

>>8963682
But what does Doom In Hexen actually offer?

>> No.8963836

>>8963829
Nothing that doesn't already exist.
People just hate GZDoom and in consequence UDMF.
If you released something like MBF25 that had all the features of UDMF without being UDMF, everyone would love it.

>> No.8963890

>>8963829
Hexen features, since it's basically just writing a Doom map in the Hexen map format.

>> No.8963959

anyone up for some deathmatch again? i had a lot of fun earlier

>> No.8964000

Was 512 lines deadline extended or not?

>> No.8964012

>>8962489
>>8964000

>> No.8964027

>>8963729
Eternity has seamless portals that let you stack room over room and Heartland was designed around that. It plays more like a Build game than a Doom wad 2bh

>> No.8964050
File: 6 KB, 250x216, face.jpg [View same] [iqdb] [saucenao] [google]
8964050

is there anything particular i gotta do or set up to play Doom in co-op?

>> No.8964057

>>8961394
Serious Sam, Painkiller, Quake. Also you should have beaten Wolf 3D and Rise of the Triad, ya heckin' DOOFUS.

>> No.8964061

>>8964050
local or over LAN?

>> No.8964065
File: 67 KB, 400x657, 1649461557494.jpg [View same] [iqdb] [saucenao] [google]
8964065

>>8964050
Download Zandronum. It comes with Doomseeker, which will let you play games online and download the custom WADs being played automatically in most cases.
>mfw Doomseeker downloads 400minvr.zip from idgames

>> No.8964073

>>8964061
if i can do splitscreen then BOTH, fuck yeah

>> No.8964078

>>8964073
https://doomwiki.org/wiki/Splitscreen

>> No.8964123

>>8963729
It uses features that are not even possible in gzdoom atm (and probably never will be). One of these are seamless portals like the other anon mentioned and one is horizontally moving platforms (train in the beginning, and few unique combat scenarios). It's not a dick move to make unique wad on a niche source port. You can always download the source port for free.

>> No.8964129

>>8964027
>>8964123
I thought you can do "room over room" in gzdoom without any portals.

>> No.8964130

>>8963393
>anon's map up in the news post
Oh god I didn't realize that got put in the news post. Thanks again for your feedback on that—it was reassuring to know that my desire to make big-ass maps isn't entirely unappreciated.
But once the 512 Lines project wraps-up, I'm gonna be revamping the project, so that link can be removed from the news post.
>>8961310
Again, thank you for doing so, but there's more valuable uses for the character limit. Next thread, maybe use that space to mention the 512 Linedefs deadline extension?

>> No.8964143

>>8963635
No.

>> No.8964146

>>8963635
t. That mapper

>> No.8964147

>>8963036
thank you
i didnt put easy or medium mode in so if its to hard i can fix it.

>> No.8964164

>>8964143
Yes.
>>8964146
Not that mapper. Also, are you sure you should be here and not back in Doomworld where you belong?

>> No.8964207

Here's feedback for the 512 Lines maps that I couldn't beat after a half-hour of attempts:
>>8929662
>"Egg Shell Sandwich" by Hand-peeled
10/10 MIDI, immediately gets you in the mood. Fuck you very much for the Chaingunner at the start, it feels like a crapshoot whether he'll start blasting you or not, which is double rude considering there's no health in the immediate next arena (where you get the Rocket Launcher against a bunch of pinkies.) The blue armor is nice, but a Medkit or two would be better, especially considering you revisit that fucking arena (which is the battle that made me give up trying.)
The Arachnotron ambush is dickish, but mostly because the Imps and Revs can very easily body you into getting gibbed an an Arachnotron. My blue armor never lasted this long either.
Highlight for me is the room with the teleporting monsters, but I can't clear it without the secret. Overall really fun map, though clearly out of my wheelhouse.
>>8935378
>"Flynn Taggart Dies In Magma" by NepNep
Talk about a fucking "hot" start. The abundance of Medkits at the start made it feel less frustrating and more "instructive" somehow, but the opening room is still incredibly grindy. I've even found it a bit RNG-y, having been mowed-down before I could even get to the Shotgun and kill a single Chaingunner.
This map just feels incredibly mean-spirited. I didn't really have any fun with it until the final room, which feels tough but much more fair with all the infighting that can happen and the significant reduction in hitscanner-and-Revenant spam. And I only even get to the end room once every 12 attempts maybe.
Another map clearly not meant for someone like me. But at least it fits with its internal theme of blatantly trying to kill the player. (The normal-speed lifts in the magma torture my patience.)
Oh yeah, another sick fuckin' MIDI tho. The heavy metal sounds fits the cruelty of the gameplay really nicely.

>> No.8964217

>>8964123
I've seen seamless portals and horizontal platforms in GZ (e.g. in Blade of Agony). I think the limitation is that enemies don't see you through the portals though.
>>8964146
also not that mapper, and I think it wasn't handled right. at first it was in the map list and then it just quietly wasn't in the release version without any comments.
if you don't put "be worksafe" in project rules in advance, don't use a trip to discuss the issue, and then don't even announce that you've thrown out a map, it does come off as sketchy to me.

>> No.8964224

>>8964164
A lot of mappers actually expect to have an audience to play their map. If it's absolutely essential for you to make your map named niggerfaggot, then make your own project instead of adding it to a CP where you sabotage everyone else for no reason. When a couple dozen other anons expect the project to actually go somewhere, and one throws in nigger just to prevent this, then everyone else has the right to tell him to fuck off.
I'll also remind you 300 Minutes of /vr/ had an author named FAGGOT who made maps titled PERFECT FAGGOT and FAGGOT BENEATH and he too was asked to change his names, which he did without being a sperg.

>> No.8964227

>>8964224
>sabotage everyone else for no reason
>just to prevent this
How?

>> No.8964228

>>8964224
He should have called organizer anon a FAGGOT and told him to fuck off back to wherever he came from.

>> No.8964231

>>8964224
>When a couple dozen other anons
if we're playing democracy, put it to a poll. don't just put words in other mappers' mouths, it's annoying as shit.

>> No.8964235

>>8964224
What if not everyone wants to get cucked by doomworld's gay "rules"? This is how dictactorships form.

>> No.8964236

>>8964123
UDMF has seamless portals and horizontally moving platforms though.

>> No.8964238

>>8964235
Then host your own project where you're allowed to do that shit like HFFM.

>> No.8964240

>>8964238
You don't need to make your own project for that. All 4chan projects are allowing that crap by default and if they forbid it then they shouldn't be on 4chan.

>> No.8964241

>>8964238
who and at what point said it wasn't allowed in 400min? quote the exact post.

>> No.8964248

>>8964129
It has its own limitations but 3d floors can do it

>> No.8964252

>>8964227
>everyone makes normal maps with regular names
>in comes KILL KIKES KONSTANTLY by 1488DeadBlackBabies
>project can't exist anywhere else because of one edgelord

>> No.8964258

>>8964252
Ever thought the problem is the actually fact that the project "can't exist anywhere"?

>> No.8964259

>>8964252
it can exist just fine

>> No.8964261
File: 25 KB, 1823x155, 1648612025101.png [View same] [iqdb] [saucenao] [google]
8964261

94 Protons isn't letting this shit slide either btw, see pic related

>> No.8964265

>>8964261
What is 94 Protons?

>> No.8964267

>>8964252
Then do what was done with Hard Fast Faggot Maps.
>>8964261
Then 94 Protons is not a /vr/ project.

>> No.8964268

>>8964261
yes, making rules clear in advance (or literally at any point) is a much better way of handling this. but it's 94 protons, so it's a hypothetical issue anyway.

>> No.8964270

Why even allow someone to have their map be attributed to some edgy screen-name if it's clearly not an actual username and it's just to stir up shit?

>> No.8964272

>>8963715
There's a shootable switch that raises the floor, should be brighter than the surroundings.

>> No.8964274
File: 203 KB, 561x451, 1633563350110.png [View same] [iqdb] [saucenao] [google]
8964274

>>8954853
>"Slivovitz Liver Massacre" by ASO3000
I've already complimented your MIDI choice to you once, but I'll say again that it's good. Thankfully all these maps that I can't beat have GOOD beats.
The Pain Elemental-Chaingunner room with the nukage is a brilliancy IMO, absolute stunner of an encounter all around. The fucking Arch-vile star room sucks my balls tho, and I fucking hate having my balls sucked. I've slammed my face into that room over and over with middling success at best, ironic since I stumbled my way through it on first clear. Now I can't even remember what's past that because I've died to it so many times... Oh I just idclip'd to see, that's right this is the map that only works on "-complevel 9". Damn I really want to say more about this map but it just stone-cold rolls my ass.
>.
I've played a couple other maps, but since I'm not getting anywhere with them after about 15 minutes each I'm not putting in any more effort. Somebody with more schkillz than me can have a go. Ganbatte kudasai.
>.
Also apologies that I can't give more helpful critiques to the maps that I did comment on. Hopefully what I have said will at least be useful to you in some way. Thank you all so much for your contributions.

>> No.8964278

>>8964272
Ah, it's shootable, duh. Thanks!

>> No.8964280

>>8964270
why allow anything? why disallow anything? the lead's own map had an edgy title, and there weren't any pissing girls in it, now what?

>> No.8964282

>everyone ignoring that the map was purposely shit so it would draw ire regardless
Even if it wasn't explicitly excluded for faggotry people would've wanted it excluded for quality. At which point the mapper would've went off about censorship anyway. It was an obvious ploy.
But the next trick in the handbook is double down, so he'll just samefag in the thread until until we hit 20 deleted posts.
Quality shit.

>> No.8964284

>>8964282
>people would've wanted
stop it

>> No.8964286

>>8964282
It really wasn't that bad dude. There were way worse submission; in fact, I guarantee the streamers that've covered 400mins so far would've liked "Shittlecock" more than "I'll Be Here 'Til I'm Dead". (Real!) (Not clickbait!)

>> No.8964292

I want neither tranny nigger shit or /pol/ shit in my Doom, fuck off with putting politics into everything

>> No.8964295

>>8964286
What's wrong with IBHTID? I remember watching one of the streamers that said they liked the idea of IBHTID.

>> No.8964297

>>8964267
>Then do what was done with Hard Fast Faggot Maps.
Censor it? The entire excuse this faggot wanted to bitch about his map being rejected?

>> No.8964302

>>8964297
Make two versions. One is uncut, released here and maybe on DBP, if one so wishes. The other one is for Doomworld, that has different names for offending maps.

>> No.8964303

>>8964278
It was only a shootable switch because of a previous iteration of that room, I might change it.

>> No.8964306

>>8964302
Why cater to Doomworld at all?

>> No.8964307

>>8964306
Exposure

>> No.8964308

>>8964295
It's big, open, and vacant. Someone described it as a "slaughter map where the creator pussied out at the last second", and that's pretty accurate. Though the truth is that I'm just so new to mapping and so bad at Doom that it emerged from an uncomfortable middle ground between "spectacular display" and "My First Map.wad" levels of detailing and encounter design. I could go on, but I won't gush self-criticism.
By comparison, "Shittlecock" employs techniques like pop-up monsters which "I'll Be Here"'s creator clearly didn't know about, or some of the enemies like the Manc and Arachnotron in the watery cave would have been done that way. And for ostensibly the same purpose: to stuff the player's forward movement along a desired path and, specifically, away from a threat (the PE's in Shittlecock, the Cyberdemon in I'll Be Here). But Shittlecock doesn't waste you fucking time with a long hallway to the "ambush", and there's something worth getting on the other side that you think is merely trapped with the explosive barrels (also pretty smart IMO, as pre-exploding them should damage the Baron I think).

>> No.8964310

>>8964295
What? Who where?

>> No.8964315

>>8964310
I think he's talking bout stxvile's stream: https://www.twitch.tv/videos/1481278751
There's been a couple others, but I forget their names.

>> No.8964316

>>8964315
>stxvile
Nice. That's pretty high praise then.

>> No.8964325

>>8964307
I couldn't give two shits about exposure.
Besides, because of my contributions and wanton posting in these threads, you can now trace a direct line between my real name and me saying "nigger", so the longer that takes to burble-up the funnier it'll be.
>>8964316
I think "I like the idea of this map" was literally the only words he spoke about that map. I don't read that as "high praise", I read that as "polite dismissal".
I don't mind. In fact, I'm solely focused on reviews of my 512LD maps to see how I've improved.

>> No.8964329
File: 2.35 MB, 2560x1440, Screenshot_Doom_20220531_121520.png [View same] [iqdb] [saucenao] [google]
8964329

>>8964303
Finished it and had a lot of fun. Really cool concept only being able to see silhouettes made it very visually striking. Pretty difficult even on Hurt Me Plenty for me, had a good amount of trouble with the Revenant ambush and that asshole Archvile that spawns if a barrel is shot.
Only part I didn't really like was the invisible walls at the end. I expected them to line up with the triangle on the floor but it doesn't so it made dodging around confusing at first.

>> No.8964328
File: 114 KB, 1080x1350, 229d6625047c2460500aaf780afc7988.jpg [View same] [iqdb] [saucenao] [google]
8964328

>>8963182
https://youtu.be/20-xHgxF1zs

>> No.8964336

>>8964325
Will have to check the actual video to see.

>> No.8964340
File: 40 KB, 736x735, face2.jpg [View same] [iqdb] [saucenao] [google]
8964340

>>8964078
yo do none of them support four player splitscreen? i'm sure console rereleases of Doom have

>> No.8964359

Do you prefer levels that feel like real places with identifiable purposes, or more abstract and gamified levels?

>> No.8964363
File: 129 KB, 640x480, doom73.png [View same] [iqdb] [saucenao] [google]
8964363

I made a new map for my Doom 2 wad. It's kind of a throwaway, but I wanted to try a gimmick.
https://www.doomworld.com/applications/core/interface/file/attachment.php?id=185437

Doom 2 iwad, complevel 2, difficulty implemented, MAP16 slot.
Maps 12, 13, 14, 17 and 18 are also present but have been already tested.
Doomworld thread for other maps etc.
https://www.doomworld.com/forum/topic/115739-hell-frontier-wip-megawad-for-doom-2-episode-2-progress-611-latest-map-map16-update-010622/?tab=comments#comment-2158909

>> No.8964367

>>8964340
https://www.doomworld.com/forum/topic/91789-splitscreen-branch-34203ah2/
It's out of date, but still fine for vanilla/boom

>> No.8964371

>>8964359
i like the first to as great a degree as possible, my favorite levels are fantastical places that still have a touch of 'demons congregate here'

>> No.8964373

>>8964359
I think it's important to be able to identify individual locations on the map, but Doom isn't very conductive to realism.

>> No.8964385

>>8964359
Just have a consistent texture set and memorable, cool looking (not inherently realistic) structures and I'll be fine either way.

>> No.8964410

>>8964307
Only the compromised versions get exposure. What's the point? It's not like Doomworld regulars will drop their latest technicolor pentagram slaughterwad to play a /vr/ community project, anyway.

>> No.8964420

>>8964328
what did he mean by this?

>> No.8964429

>>8964207
>Egg Shell Sandwich
Thanks for playing anon.
If you run in a circle to grab the SSG and immediately hide behind the central structure the chaingunner will usually not hit you (I just tested it, he only hit me 2 out of 10 times). I'll add some extra health to that room though (during the final battle, there's also medkits in the monster closets).
I'll also tweak the arachnotron room a bit since it also was the least consistent one for me. Maybe I'll just make the room a bit bigger so you have more space to dodge/evade.

>> No.8964463

>>8964429
>there's also medkits in the monster closets
Damn, if I didn't get waffle-stomped by the Archies I might have found those. But that's a fair bit. I appreciate you double-checking my own tests with the Chaingunner. Like you said, it's not often, but it's not exactly a Nat 1 event either.
For the Arachnotron room, a little more space might help. Altho once I can get the Imps culled a bit, maneuvering becomes much easier. It might help to just reduce their numbers a bit even, since you can't really stay in once place and thin their numbers effectively.
... Holy shit I just double-checked in UDB, yeah I'd say in that small of confines, 16 fucking Imps gets out of hand fast with 4 Revs and 4 Touhoutrons applying pressure. I wonder if my successful attempts always involved the Plasma Gun or well-placed Rockets and I never realized. But a bit more room would still help tremendously at making Rockets more viable in those quarters too, for more than the first 2 seconds that monsters are 'porting in.
Take all this with a grain of salt, I am extremely bad at crowd control in Doom 2 so that might just be hamstringing me. The first two encounters seem heavily assisted by manipulating infighting, so there might still be a way to trigger than consistently for the Arachnotrons and I just can't figure it out.

>> No.8964501

Eric's streaming 400 Minutes of /vr/ with HDest on Bezo's platform
eric631

>> No.8964510

>>8960660
Does the function:
>void() W_FireSuperSpikes =
With the line
>self.attack_finished = time + 0.2;
decide the delay between the shots of the supernailgun? If so, when I change it to a higher number, compile it and paste in my mod folder, nothing happens. What am I doing wrong.

>> No.8964513

>>8964501
Which one is Bezo's platform?

>> No.8964520

>>8964359
Both are good. You can even do something that's both at the same time.

>> No.8964521

>>8964367
gee wilikers thanks mister! that looks really tight

>> No.8964529 [DELETED] 

Update for 512 Lines of /vr/:
Shadow Puppets (V5) by Wolpertinger
Midi is Ocean Base Act 1 from Sonic Advance 3
https://files.catbox.moe/6jj78f.zip

Changed a shootable switch to a normal use-activated one, and made it smaller. Finding it is supposed to be the solution, not figuring out what to do with it.

>>8964329
Thanks for the feedback.
Allowing the player to move freely around the entire area exposes some HOMs, but I moved the ammo pickups to line up with the edge of the impassable lines instead of right behind the pillars, hopefully that makes the walkable area more intuitive.

>> No.8964537

>>8961310
>>8920816
Update for 512 Lines of /vr/:
Shadow Puppets (V5) by Wolpertinger
Midi is Ocean Base Act 1 from Sonic Advance 3
https://files.catbox.moe/6jj78f.zip

Changed a shootable switch to a normal use-activated one, and made it smaller. Finding it is supposed to be the solution, not figuring out what to do with it.

>>8964329
Thanks for the feedback.
Allowing the player to move freely around the entire area exposes some HOMs, but I moved the ammo pickups to line up with the edge of the impassable lines instead of right behind the pillars, hopefully that makes the walkable area more intuitive.

>> No.8964556

>>8964510
In that particular case, attack_finished would only really affect how quickly you can switch weapons after firing or start firing again after completely stopping. The nailguns are animation-driven with W_FireSuperSpikes being called from player_nail1 and player_nail2 which loop each other as long as left click is held.
If you want to change fire rate, put self.nextthink = time + #; in both of those animation functions with # being the time in seconds between animation frames (default 0.1).

>> No.8964563

anyone up for a deathmatch?

>> No.8964593

>>8963440
heh, thanks. After reading this thread, I think I'll include shittlecock in the 400min video. Because I'm an ass lol

>> No.8964602

>>8964510
adding to the other anon's answer:
http://www.cataboligne.org/extra/qcmanual.html#Definition_of_a_frame_function

>> No.8964603

>>8964295
I warmed up to it quite quickly, even though I didn’t like the song. Fun and open with some options, that back river with the bluekey elevator was especially cool.
>>8964308
>Someone described it as a "slaughter map where the creator pussied out at the last second", and that's pretty accurate.
What part of any of this is considered “slaughter”?

>> No.8964610 [DELETED] 

>>8964328
>when I posted e1
>DUDE ITS JUST LE E1 EVERYONE HAS LE DONE THAT

>when i post e2
>*crickets* *crickets*

explain.
>>8964328
I feel like this literally picks up after the end of e1

this is a space marine gameplay. non-tas'd is imperial guard tier

>> No.8964632 [DELETED] 

>>8964610
>this is a space marine gameplay. non-tas'd is imperial guard tier
What?

>> No.8964643 [DELETED] 

>>8964632
It’s apparently some spaz who got doxxed in /sg/ for doing stuff like what you’re seeing now.

>> No.8964657
File: 830 KB, 850x724, 1638902372853[sound=https%3A%2F%2Ffiles.catbox.moe%2Fa6du3r.mp3].png [View same] [iqdb] [saucenao] [google]
8964657

>> No.8964660

>>8964603
>What part of any of this is considered “slaughter”?
The big open arenas with a ton of enemies (the room with the exit lift, the big waterfall room) have the "dodge a bunch of enemies while picking them apart" approach as an option, so treating them as slaughter-lite makes some sense. And as the most direct approach, it needs to be treated with the most attention IMO, or you risk making the player feel like they have to solve an esoteric puzzle vs a challenge of skill.
"I'll Be Here" also has the opposite problem, where these same arenas can just be entered and exited freely, making them less of challenges and more of set pieces.
Basically, I can see how a more experienced player could easily misinterpret the intentions of the map, because I was very naive while making it, and looking back with some of the experienced I've gained since then, it shows. I greatly appreciate your appraisal of my map, by the way. Thank you very much for the engagement!

>> No.8964670 [DELETED] 
File: 63 KB, 1024x377, wh40k.jpg [View same] [iqdb] [saucenao] [google]
8964670

>>8964632
a space marine is a genetically modified super soldier designed for combat against the various xenos species in the Warhammer 40k universe

they are not however the best that the imperium of man has to offer.

the one I mean by space marine here in this diagram is the primaris space marine, created during the 31st millenium

there are a quadrillion or so imperial guard and significantly less space marines, perhaps about a 100 thousand. So that should give you an idea of just how expendable and pathetic an imperial guard is because they regularly are used as cannon fodder

>> No.8964671

>>8964274
Hey man thanks for the feedback and especially for the nice words. Honest praise just feels good and makes me think I made the right (mapping) decisions. Glad I got some more maps out before rl hit me hard; right now I am relegated to checking a thread once a day or so because I just have no time.
The secret to the archvile room is to take a step back and be quick

>> No.8964681
File: 797 KB, 1280x720, 649849877.png [View same] [iqdb] [saucenao] [google]
8964681

>>8964670

>> No.8964692

>>8964681
>hearing Walt's words in my head
O I'm laffin
He's talking about the gameplay in the video being top-tier, i.e. "Space Marine"-tier, versus middling or lowbie, i.e. "Imperial Guard". I think.

>> No.8964780 [DELETED] 
File: 56 KB, 1280x720, mancubus.jpg [View same] [iqdb] [saucenao] [google]
8964780

now i can begin playing e3 over and over again until I figure out how to deal with the spider and the mancubi

i saw a vanilla doom 2 nightmare 100% speedrun that was like 40
minutes by zero master

>> No.8964816

do you guys have the latest updated version of the Doom Zero WAD ?

>> No.8964823

>>8961307
>THOSE CITY SLICKERS ARE GOING TO PAY FOR RUINING MY CROPS

Chuck Nuckem Sneedever

>> No.8964825 [DELETED] 
File: 56 KB, 1280x720, mancubus.jpg [View same] [iqdb] [saucenao] [google]
8964825

now i can begin playing e3 over and over again until I figure out how to deal with the spider, mancubi, and every secret's location

i saw a vanilla doom 2 nightmare 100% speedrun that was like 40 minutes by zero master

>>8964328
having weapon proficiency (knowing what weapons work good against certain enemies. e.g. minigun (close range), plasma rifle (med-long range) against cacodemons, and barons. And a solid knowledge of where berserker kits and backpacks helped in not wasting any ammo.

When I have knowledge where things are I can practically loop around the map in the circle, collect keycards/skulls, and waste less time staring at a map

the final boss and the ceiling crusher traps gave me severe anxiety. Where as barons and cacodemons are real bullet sponges

>> No.8964832
File: 56 KB, 1280x720, mancubus.jpg [View same] [iqdb] [saucenao] [google]
8964832

now i can begin playing e3 over and over again until I figure out how to deal with the spider, mancubi, and every secret's location

i saw a vanilla doom 2 nightmare 100% speedrun that was like 40 minutes by zero master

>>8964328 (You) #
having weapon proficiency (knowing what weapons work good against certain enemies. e.g. minigun (close range), plasma rifle (med-long range) against cacodemons, and barons. And a solid knowledge of where berserker kits and backpacks helped in not wasting any ammo.

When I have knowledge where things are I can practically loop around the map in the circle, collect keycards/skulls, and generally waste less time overall

the final boss and the ceiling crusher traps gave me severe anxiety. Where as barons and cacodemons are real bullet sponges


I havent gotten the chance to see what is at the end of e3 before, because I have yet to have finish it. So im excited to be suprised at what happens when i get there

>> No.8964835

>>8964816
Is that not on moddb?

>> No.8964846

>>8964835
i thought it was a paid only affair, is it really free?

>> No.8964860

>>8964846
No. Almost all of them free.
https://doomwiki.org/wiki/Official_add-ons

>> No.8964862

>>8964832
Play Hideous Destructor like a real man

>> No.8964865

>>8964846
It was bundled with a re-release but it's still free.

>> No.8964867

>>8964832

since the completion of this i can now move on to e3. I could rewatch it again and again and become inspired to see what could be possible on episode 3

What areas could I improve on?

Basically I think I should shoot at mancubi and spiders with the plasma rifle or minigun

But idk, the varying BFGs that are strewn around in episode 3 are quite new to me and I dont quite have an idea of how to properly apply them yet

>> No.8964875

>>8964862
>play boring mod because I say so
no. theres a reason why hideous deatructor isnt popular like brutal doom.

On the opposite spectrum project brutality has far too many weapons
as you can see here >>8964328 the axe is very effective yet simplistic.

>> No.8964884

>>8964860
>>8964865
oh wow

>> No.8964893
File: 51 KB, 900x900, marauder.jpg [View same] [iqdb] [saucenao] [google]
8964893

>>8964875
I use axe because it makes me look cool you see because the axe is this cool berserker weapon, akin to fighting tooth and nail like a wolf or a bear.

>> No.8964924

>>8964660
>The big open arenas with a ton of enemies have the "dodge a bunch of enemies while picking them apart" approach as an option, so treating them as slaughter-lite makes some sense.
That seems like a standard strategy regardless of mob size so I guess the idea of it being considered “slaugtherish” isn’t clicking for me. It felt like a practical amount of enemies that are engaged and dealt with practically, sometimes unconventionally considering I got some barons and knights crushed and the cyberdemon telefragged.
I’m also just a scummy player who doesn’t design maps so you’d probably know more about what is and isn’t than I would, even if you’re “startin out”. I just found it odd because I didn’t feel any “slaughtery” pressure that I’d normally associate with the term, even if the map wasn’t an easy breezy picnic.
>spoiler
Hell yes anon, keep it up.

>> No.8964937

thoughts on this mod?

https://www.moddb.com/mods/brutal-doom/addons/brutalized-doom-and-doom-ii

I think it'll be cool to see it tas'd 100% secrets -fastmonsters on nightmare

>> No.8964945

>>8964862
Play La Tailor Girl like a real man

>> No.8964952

i had a really old version of Doom Zero, 1.8, it's on 3.0 now!
and thanks for showing me all those other cool WADs too.

does anyone wanna play some versus one another?

>> No.8964960

>>8964359
Abstraction where it resembles caves and temples.
Realism and most technological abstractions tends to take away the gameplay aspect for me because I find that the gameplay literally funnels into simple corridor shooting.

>> No.8964963

>>8964862
>play this mod that imitates real life in a video game space instead of super testosterone berserker rip and tear simulator

yeah no thanks

>> No.8964979

>>8964975
im 20

>> No.8964995

>>8964924
>It felt like a practical amount of enemies that are engaged and dealt with practically, sometimes unconventionally considering I got some barons and knights crushed and the cyberdemon telefragged.
Fucking blessed, this is the type of stuff that I love to see players do in my maps.
I think my map clicked with you, but it's lop-sided. It's not clicking with players who see the large rooms and go, "Where's all the enemies?" There's also some practical approaches that I might have flubbed, like not properly giving the player cover in a couple places, like you said not applying slaughter-ish pressure to large arenas, which probably leaves some players scratching their heads as they casually run past entire encounters.
I won't pretend to know for sure whether that map's any good or not, but it's given me a lot to think about for my 512LDs submissions. (That said, I might still fail in many technical aspects of mapping, like adequately conveying information to players, or making encounters boring for highly-skilled players.)
Thanks for the encouragement. I'll keep your words in mind as I work on my Episode-length WAD.

>> No.8965010

>>8964995
>or making encounters boring for highly-skilled players.
Eh, that's a point I wouldn't sweat. If someone only feels validated if they can kill a room with 50 revenants while being chased by seventeen archviles from all directions it's their problem. It's like people who can only get hard from brasilian teenage tranny vomit porn anymore.There are enough maps for them.

Make the maps you want to see and that you would like to play. I do.

>> No.8965012
File: 771 KB, 839x723, project brutality weapon:ammo wheel.png [View same] [iqdb] [saucenao] [google]
8965012

>>8964875
I mean has anyone who plays project brutality ever sat down and thought do I actually need to carry 40 weapons?

I mean dont get me wrong,>>8964328 In this entire video I only ever touch the m60 with grenade launcher only once and that was just to disarm it of its grenade so I dont accidentally harm myself

>> No.8965023

>>8965012
I mean there could be some instances where it could be a unique challenge such as being forced to use the break action grenade launcher for several maps until finding a semi auto one in the bonus map

>> No.8965042

>>8965010
While I won't cater to that type of player, I'm not going to dismiss their comments entirely either. A player who can handle high-intensity slaughter maps has skills and experience I lack, and I'll pick and choose the information they share for what I think will make my maps work better, without necessarily giving-up the things I enjoy about them.
For example, I don't want encounters to feel unfair. So if a player with a lot of expertise says something like, "this ambush would be harder if you added X or removed Y," or "this trap is bullshit because you have to know X or Y happens no matter what," I'll at least take those comments seriously, even if I don't immediately change my mapping practices/techniques immediately to accommodate.

>> No.8965061

>>8964945
It's actually really fun, it's like Kid Chameleon Doom but with tiddys.

>> No.8965068
File: 447 KB, 1920x1080, 2022-05-31-222159_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
8965068

>>8961310
For 512 linedefs of /vr/
Update for "Egg Shell Sandwich" (v2) by Hand-peeled
https://files.catbox.moe/nwe4ss.wad
Mostly small tweaks, also lower difficulties are balanced a bit better. Also included a demo.

>> No.8965073

>>8964995
>I think my map clicked with you, but it's lop-sided. It's not clicking with players who see the large rooms and go, “Where's all the enemies?"
There we go, now I’m far less confused on where they’re coming from. I still don’t fully agree with it because I saw all the space and went “wow, cool big ass water cave!”, and because it’s Doom I still had to get in the enemies’ faces to properly engage and kill them.
The choices at the start, the cybie key guard, finding out I can route back to the start for the soulsphere after fucking uo near the end and seeing I can take a blue key elevator back up - all fun, and memorable, thanks man.
Keep up the great fuckin work, I look forward to more of your maps.

>> No.8965075

>>8965012
Project Brutality is basically done by idiots who scrape other mods for guns and features to cram in there with little thought to how stupid it ends up.

They do other retarded stuff though, like trying to have testers sign an NDA, losing their minds because their "secret" github called "totallynothentai" was known by fucking everybody, and the time they lost their Discord server because the admin fell for a steam happy hour scam.

>> No.8965087 [DELETED] 

>>8965073
I'm glad to hear you had so much fun! I still have to say, there's things like the line of hitscanners in the waterfall cave that could be seen as obnoxious with how little cover there is if you're fighting them from the other side of the room, but it's something I can learn from and account for next time.
If you get the chance, I'd be honored if you'd play my 512 Lines submission and tell me what you think: https://mega.nz/folder/F8VmlbLC#m0rXmXIhBZ78cZ8tK7D_Aw
Thanks again for your kind words.

>> No.8965092
File: 2.94 MB, 640x360, 1642699188232.webm [View same] [iqdb] [saucenao] [google]
8965092

>>8964862
A normal STALKER fan would find it appealing, at least.
As realistic as it is, the speedy switching does feel somewhat “super powered” especially when someone’s this good at it.

>> No.8965095

>>8965073
I'm glad to hear you had so much fun! I still have to say, there's things like the line of hitscanners in the waterfall cave that could be seen as obnoxious with how little cover there is if you're fighting them from the other side of the room, but it's something I can learn from and account for next time.
>.
I had a pointless shill section in my original post asking you to play my maps, but I rescind that request: please playtest some other 512LD submissions if you get the chance, instead. I've already gotten some feedback on mine, so other maps that haven't been properly reviewed yet deserve the attention more.
Thanks again, regardless.

>> No.8965101

>>8964963
This has to be trolling.

>> No.8965107

>>8965092
Yeah, realistic damage goes both ways, aside from fantastical elements like shields. It's a good chunk of what makes HDest so fun.

>> No.8965113

>>8965095
You got it, I’ll tend to some real life priorities and then check some maps.

>> No.8965114

>>8965012
>I mean has anyone who plays project brutality ever sat down and thought do I actually need to carry 40 weapons?

Yes. It's why I disable a lot of the extra ones and set some to upgrade others. Like the SMG and Carbine are completely superfluous and unnecessary. The DMR works just fine as an automatic fire weapon. Too many weapons in PB step on each others' toes.

It's actually kind of annoying, because the version I have has bugs with the weapon CVARs that were present in 2.01 but fixed in the 3.0 Test from a few years ago. Disabling the SMG and Carbine don't disable shit so you have to turn off the enemies that drop them. Nailgun, too. And you barely get any pistol ammo unless you keep the ZSec troopers enabled, so I have to keep dropping this fucking SMG over and over again. The Revolver and Desert Eagle have this weird bug where if you set it to upgrade the pistol, it won't let you switch away from it until you turn it off.

>> No.8965117

>>8965075
>They do

You mean they did. Their github is totally open and anyone can download it now.

>> No.8965134
File: 23 KB, 427x200, R006X0.png [View same] [iqdb] [saucenao] [google]
8965134

>>8965075
Yeah, it's bloated to hell and back, but some guns are really sexy.

>> No.8965151

I thought most people moved on from Brutal Doom/Project Brutality.

>> No.8965185
File: 3.86 MB, 2560x1440, Screenshot_Doom_20220531_164926.png [View same] [iqdb] [saucenao] [google]
8965185

>>8965068
I'm just a scrub so it's probably my inexperience but this was the hardest of the 5 or so submissions I played so far (all on Hurt Me Plenty). I had to rely a lot on Pinkies being meat shields while kiting Revenant missiles. I liked looping back to the main room as things kept escalating. Its one of my favorite features in maps in general and I figured the restrictions on this project would make people do that a lot.

>> No.8965192

>>8965134
Still not sure if I want either of the guns in that slot enabled. Though I guess the freeze gun is useful for changing explosive barrels.

>> No.8965213
File: 1.20 MB, 1600x720, titlepicBDww2Sneked.png [View same] [iqdb] [saucenao] [google]
8965213

>>8962323
>ww2 coming
new Brutal doom ww2 update soon
>TANKS M4 Sherman, TIGER I and ETC
Tiger I test vid https://www.youtube.com/watch?v=LpiegJozxRw [Embed]
Sherman test Vid https://www.youtube.com/watch?v=RU63NQSYAsE [Embed]
>> still need help with editing brutal doom ww2
>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.8965226
File: 1.17 MB, 1600x900, BrutalDoomScrenCap6.png [View same] [iqdb] [saucenao] [google]
8965226

>>8965151
>no
Brutal doom is fun with mod stacked on top of BD

>> No.8965251
File: 175 KB, 1917x1080, revenant_stripper_room.png [View same] [iqdb] [saucenao] [google]
8965251

>>8961310
>>8937907
>>8920816
512 Linedefs Update for Hospice Relief:
https://files.catbox.moe/cpw4j8.wad
>Tweaked some encounters around
>Added a little bit more ammo
>Made one of the secrets a little less hard to find
Still pretty short, too bad I'm all out of linedefs

>> No.8965267

HDoom revitalization project when?
I demand more lewd doom mods.

>> No.8965271

Can someone link me the 2001 build pretty please

>> No.8965295

>>8965271
it's on archive dot org
op needs to update the opening post

>> No.8965308
File: 692 KB, 486x312, umf.gif [View same] [iqdb] [saucenao] [google]
8965308

>>8965151
I like some of their ideas but they're both too bloated and dumb.
I fucking love Babel.

>> No.8965314
File: 946 KB, 1851x935, 1635911456154.jpg [View same] [iqdb] [saucenao] [google]
8965314

With the deadline extension for 512 units of /vr/, I feel like redoing this map from scratch. Is it fine or does it look like shit?

>> No.8965330

>>8965314
Looks a touch on the boxy side, but otherwise fine. Dunno why you'd wanna waste time by starting over.

>> No.8965332

>>8965314
Looks fine to me so far. The hallways might need a little love, but other than that bottom room the rest seem to have decent detailing from this view.
Hard to tell without texturing or a 3D view tho.

>> No.8965337
File: 10 KB, 288x175, 1khdbf.jpg [View same] [iqdb] [saucenao] [google]
8965337

Was it ever explained how in Duke Nukem episode 5 during the intro (The birth i believe?) they managed to sneak a camera inside the broodmother chamber? also shes my waifu btw

>> No.8965353
File: 2.92 MB, 854x480, worockethall.webm [View same] [iqdb] [saucenao] [google]
8965353

>>8965337
Probably a little drone or something, or whatever.
That's episode 4 by the way, episode 5 is World Tour and it kicks ass so far. It got linked in the last thread.

>> No.8965359

>>8965330
>>8965332
Thanks for the feedback. Unfortunately, I haven't even started working on height differences, so I can't show a more detailed screenshot.

>> No.8965361

>>8965337
the alien queen or the chick the aliens were raping?

>> No.8965368

>>8965337
They said in the intro it was shot by an undercover operative, which I like to headcanon as one of their own soldiers with a halloween costume on

>> No.8965375

>>8964556
>>8964602
Which also has an effect on self.weaponframe. And the new model I used has 6 frames. So you get an odd effect. But I found some code on how to play six frames in once click. Boy, those damn engrossing technical details.

>> No.8965392

Map02 of 400 minutes of /vr/
https://www.youtube.com/watch?v=QJjKbVHt8lU

>> No.8965395

>>8965392
>Yes, I'm still mad
Really living up to your namesake

>> No.8965414

>>8965185
Thanks for the feedback, anon
I'm not all that sure how to handle easier difficulties. So I've kind of been experimenting here with keeping the monsters mostly the same, and instead having extra health and bigger guns on the lower difficulties.

>> No.8965428

>>8965414
I'll say the hard part for me was surviving the fights rather than having enough ammo to kill everything. In fact I'm pretty sure half the kills were from infighting while I ran for my life

>> No.8965434

>>8965392
I eagerly await your playthrough of map36.

>> No.8965438

>>8963650
If looks like there's one more day of Unreal's co-op on Clovr. Just in case if you're still interested:
http://clovr.xyz/U.html

>> No.8965448

>>8965438
i dont understand clovr ..

>> No.8965474

>>8965134
I always end up wondering where they nicked the base sprites from, because I don't believe anything is done from scratch in that mod.

>> No.8965497

If I wanted to get into one of the brutal mods, which is better? Brutal doom or project brutality?

>> No.8965518

>>8965448
It's just an automated little home server, that's all. There's not much to understand.

>> No.8965538

>>8965497
Just get both and try them, see which suits you best.

>> No.8965559

>>8962128
Someone was remaking the entirety of Duke 3d. They were C&D'd.

>> No.8965567

>>8961307
Any DECORATEfags here? I can't figure out how to add dynamic lights to frames, how do I do it through the gldefs?

I tried the object method:

Object MyWeapon {Frame MYWPA {WeaponLightA}}
pointlight WeaponLightA
{
Color 0.1 0.0 0.0
Size 35
attenuate 1
}

But it doesn't work. The only one that works is A_AttachLightDef("WeaponLightA", "WeaponLightA") but it's a permanent effect and must be removed with A_RemoveLight which really messes up my code. I just want the dynamic light to be attached to the frame itself so when that frame is erased the dynamic light is erased with it.

>> No.8965565
File: 5 KB, 190x265, vidya.jpg [View same] [iqdb] [saucenao] [google]
8965565

do you guys like Blood as much as some of the other games in the op?

>> No.8965578

anyone have any protips for getting Requiem Avenging Angel to run on modern machines in the best way

>> No.8965585

>>8965497
I prefer PB for the enemy variety and the weapon animations and added features like double jumping and ledge climbing. I really like ledge climbing, I wish more mods did it.

>> No.8965587

>>8965565
Yeah man, Blood is great.

>> No.8965604
File: 2.37 MB, 1920x1080, build_squad_go.png [View same] [iqdb] [saucenao] [google]
8965604

>>8965565
I like Doom and Quake just a bit more, and mostly because they have more support than the rest.
I otherwise love all three four of the build games equally, and Redneck Rampage is alright.

>> No.8965609

>>8965559
Good thing you cannot C&D a mod
https://www.youtube.com/watch?v=q9-JsBAwE6k

>> No.8965659

>>8965565
Blood is my favourite.
Though I still need to go through Death Wish.

>> No.8965663

>>8965604
Based TekWar enthusiast.

>> No.8965670
File: 219 KB, 493x516, image.png [View same] [iqdb] [saucenao] [google]
8965670

>played trough half of Mordeth
>wonder why it's so visually bland and boring for something so hyped
>turned out modern ports won't load any resources from the regular version I downloaded from idgames and there is a "fixed" version all this time
Welp.

>> No.8965671

>>8965609
Mods get those all the time.

>> No.8965734

>>8961394
terminator future shock

>> No.8965771

>>8962706
it's not bad at all

>> No.8965839

>>8962706
Nah it's p good.

>> No.8965843

>>8965434
>reached map36
Oh fuck off
That was a lot of fun and facerocketing

>> No.8965848
File: 31 KB, 800x600, 1652636757297.png [View same] [iqdb] [saucenao] [google]
8965848

>> No.8965849

does anyone know how to make the ssi files from the duke it out in dc disc work for raze? it just crashes for me but on eduke it runs flawlessly. why would someone make a source port for duke nukem that can't even run its expansions???? sounds like a sloppy job

>> No.8965850
File: 366 KB, 1600x900, Screenshot_Doom_20220531_180909.png [View same] [iqdb] [saucenao] [google]
8965850

quick question: when you play through maps you haven't played before, do you first do it vanilla or with the gameplay mod of your choice? been becoming more guilty of the latter lately

>> No.8965852
File: 10 KB, 458x131, 1648536251898.png [View same] [iqdb] [saucenao] [google]
8965852

Heh

>> No.8965863

>>8965850
I try. There's times where I've wanted to play a certain mod but through new levels. On the flip I've found favorite maps to play vanilla this way.

>> No.8965865

>>8965850
Whatever gameplay mod I'm in the mood for or seems to be a good fit, anything I want to give feedback or critique on however, I make sure to play in vanilla.

>> No.8965873

>>8965850
I usually use a Vanilla-ish mod like Dakka, where it's not like a Pillowblaster win the game for you mod but it's not quite dragging it out the way vanilla can feel.

>> No.8965878

>>8965850
Vanilla pistol start every time

>> No.8965886
File: 130 KB, 737x960, Corzo and Basilissa.jpg [View same] [iqdb] [saucenao] [google]
8965886

>>8965850
Gameplay mod. High Noon Drifter became the default for a while.

>> No.8965896

>>8961307
Formerly Nukum

>> No.8965902

>>8965107
There's not enough games mixing high detail realism with really outlandish and fantastical elements.

>> No.8965925

It looks like Dead Marine hasn't been updated since 2019. What's the best vanilla+ wad?
Just some nicer looking or nicer sounding guns is good enough.

>> No.8965969

>>8965902
NLC 7 for STALKER does that nicely imo
and you can actually talk about it here because SoC is just below the new /vr/ cutoff point

>> No.8965973
File: 117 KB, 778x850, Legendary Mercenary.jpg [View same] [iqdb] [saucenao] [google]
8965973

>>8965850
At this point, yeah. I just play with mods.

>> No.8966003
File: 12 KB, 225x225, vidya.jpg [View same] [iqdb] [saucenao] [google]
8966003

is Chex Quest pretty good, does it have multiplayer, do you guys ever get down on it

>> No.8966018

>>8966003
It's mostly Doom with a few changes to a couple monsters.

>> No.8966069

>>8965973
I'm gonna run through Cyb's Freaky Colonoscopy with Past-Linked eventually. Seems fitting.

>> No.8966080

>>8966069
I'm not sure if I want to know why you think that's fitting.

>> No.8966091

>>8966080
Just because it's a weird map and C_A is a weird mod. And it kinda makes me think of Lord Jabu Jabu, so there's the Zelda link.

>> No.8966095

>>8966091
>Inside Lord Jabu Jabu's Backdoor

>> No.8966113

>>8963656
Take a seat boneheads.

>> No.8966115

>>8963795
>Xenoblade Chronicles

>> No.8966137

>>8965151
Most people did but this one anon seems to really like it. Whatever floats their boat, I guess.

>> No.8966140
File: 69 KB, 794x800, slumber.jpg [View same] [iqdb] [saucenao] [google]
8966140

hey fellas, do you know any spooky megawads? i want something to run ashes weapons on, but i`m kinda tired of replaying afterglow.

>> No.8966161

>>8966140
Unloved
Hellground
PSX Doom
Doom 64

first things i think of
I have no idea if any of these are compatible with your mod

>> No.8966168

>>8966140
>>8966161
Seconding PSX Doom and Doom 64, check out consolation prize to play the maps with gameplay mods.
https://forum.zdoom.org/viewtopic.php?f=19&t=55298&sid=7eb6c8b2020e4bf21d1cb93a26d38145

>> No.8966181
File: 8 KB, 218x250, violence has escalated.jpg [View same] [iqdb] [saucenao] [google]
8966181

>>8966161
>>8966168
fuckin hell anuns that`s some clean shit, i never actually knew about consolation prize. you have my thanks and my needy tongue.

>> No.8966201

>>8966181
Hell yeah, I usually recommend PSX Doom Consolation Prize as a starting level set for Hideous Destructor, since Doom 1 itself fails to properly introduce players to the concept of shields before pitting them against two walking psychokinetic bunkers at the end of E1.
PSX Doom, on the other hand, has Pain Elementals in a few maps in episode 1, giving new players more of a chance to experiment and find out what weapons work well against heavily shielded enemies before taking on the bruiser brothers.
Also because it saved Archviles as a surprise for when they moved on to other map sets, but that means less now that they've been reworked.

>> No.8966202
File: 793 KB, 498x498, kirby-headphones.gif [View same] [iqdb] [saucenao] [google]
8966202

Give me wads with the best songs.

>> No.8966214

>>8966140
Darkmoon.

>> No.8966216

>>8966202
Memento Mori just for the song that plays on Map10

>> No.8966224

>>8965578
dgvoodoo

>> No.8966291
File: 161 KB, 1191x776, temp.png [View same] [iqdb] [saucenao] [google]
8966291

>>8961310
Submission for 512 Lines of /vr/:
Hit Play Half Cocked - Revae
https://www.mediafire.com/file/mpkicu54tilq6be/512Revae.wad/fileMusic is Voltage by Dragonfly

511 lines. I don't think anything is outright broken, but it wouldn't be the first time.

>> No.8966301

>>8964593
Add what happens when you play in a port that doesn't have mapinfo like PrBoom+ or you're a triple nigger

>> No.8966329

>>8965251
I liked it. Did a lot in that space. None of it felt cut down to me, despite the limitations. A lot of detail packed into 512 lines. I missed a secret though. Dunno where. Got the one that opens when you walk on the hell knight platform, and the one that takes you outside, which was neat.

>> No.8966351

>>8965609
could never get far enough in that mod without it crashing randomly in the middle of a firefight

>> No.8966358

>>8966291
Whoops
https://www.mediafire.com/file/mpkicu54tilq6be/512Revae.wad/file
Accidentally the post.

>> No.8966362

>>8965850
I try vanilla, but honestly the vanilla weapons and monsters just bore me now

>> No.8966383
File: 181 KB, 540x496, ALWAYS BET ON DOUK.png [View same] [iqdb] [saucenao] [google]
8966383

>> No.8966414

>>8966202
Heartland has a pretty great soundtrack
https://www.youtube.com/watch?v=CjKjaGMc3mM

>> No.8966434

>>8966202
Dakka
https://www.youtube.com/watch?v=DgCBGY-_vh8

>> No.8966435

>>8964862
No, thanks. I like Doom 2, not Rainbow Six.

>> No.8966497

>>8966434
I can't overstate how much I love this song.

>> No.8966530

>>8965848
>heh, whadda mess

>> No.8966540
File: 154 KB, 1920x1080, Screenshot 2022-06-01 023108.png [View same] [iqdb] [saucenao] [google]
8966540

>>8966291
>>8966358
The fucking Romero head exploding killed me and jumpscare'd me, GG WP
Love it. Love it love it love it. Decent MIDI, but that and the overly-even lighting were the worst parts of a fun-as-fuck map. I beat it twice using different routes, and had a blast. By the time I had to do the Red Key door switches (a second time), I had the map layout down pretty well
I really don't have any major complaints. Highlight for me was probably teleporting to the soulsphere before triggering the fight there, or hearing Romero's head behind the wall and realizing what the red key was for.
Oh, I did idclip the first time I "beat" the map, because I didn't realize that floor to the Blue Key arena would re-raise. I don't know if it's necessary to keep it lowered until the player goes all the way to the exit, especially if they want the second Radsuit early (which would be double-edged, like grabbing the 'zerk pack straightaway or going for the Chaingunners with just a Pistol.).
I really like the sense of progression too. I can't compliment that enough, but it ties into the "learning the layout". This might also be a great deathmatch map, tho I can't say for certain with my limited experience.

>> No.8966565

>>8966540
Glad you liked it anon.
I'll see what I can do about the lighting. It has deathmatch spawns, but thats all. Should probably do a bit more for that.
No secrets, I ran out of lines.

>> No.8966569

>>8966435
Sounds like LitDoom is more to your liking
https://www.youtube.com/watch?v=CLi-xtRDDDg

>> No.8966574

>>8966569
Why do his eyes retract into his skull as he pulls the charging handle on the shotgun?

>> No.8966596

>>8966565
It's k, you don't need to have a secret hunt on every map. Especially with how your map "develops", a secret hunt would obviously get in the way during the ending segment.
That said, I was IMMENSELY disappointed to not find a secret on the platform with the 3 imps in the room where you raise the L-shaped lift. But after beating it, I realize that the map gives you more than enough resources for each encounter if you know how to spend 'em, so a secret is pretty redundant to the Red/Yellow key room anyway.

>> No.8966603

>>8966574
The tacticool features are giving him micropsia.

>> No.8966614

Is there any way to read player movement inputs in QuakeC? If not, would it be a sin to double bind WASD to movement + impulses in a rc file?

>> No.8966647

>>8965850
almost always vanilla
>>8966003
its fun.
>>8966202
https://www.youtube.com/watch?v=RMhQJKz-lgU
https://www.youtube.com/watch?v=L4yLckVpCS0

>> No.8966653

>>8966329
Thanks for the feedback anon.
The fact you couldn't find the secret is ironic since that secret was the one I was trying to make easier to find. In the revenant stripper room, there's a fake wall you can jump through via the lift on the other side of room from the chaingun. You can use the tech pillars as a guide.

>> No.8966730

In DN: Alien Armageddon, how do you get more rescue spray?

>> No.8966796

>>8965567
No idea, code looks like it should. I haven't done anything with lights for time though, so
Question: Is MYWPA is the only sprite you have or are there also MYWPB/C/D etc.? If the former, it's obvious the light is constantly attached.

That said, why would the A_RemoveLight mess up your code? You can attach several functions to one frame, like
MYWP A 2
{
A_Action1;
A_Action2;
A_RemoveLight;
}
MYWP B 2
MYWP C 5

etc.

>> No.8966809

>>8961389
i watched paul blart yestersay and it actually wasn't that bad

>> No.8966909

>>8961724
See, I just spent 25 minutes searching the threads for maps that don't have any feedback yet (as far as I could find), making sure I have the latest version of them, downloading and organizing them so I know which one is which. And that's only for 7 maps.
And now I'm out of time so I'll play them later today after work probably.
Call me lazy, but If everything is compiled in a single wad that's much less of a hassle.

>> No.8966913

>>8966909
If you were just lurking moar you wouldn't have these problems.
Just quit your job bro, /vr/ is way more fun than working.

>> No.8966931

Ok, so this is a weird question maybe, but using UDMF mapping, can I refer to a sector by its coordinates? Or retrieve the sector tag from coordinates? Basically I have a big grid of sectors (45x45) and I want to have things happen through script on certain sectors depending on their [x,y] and making a list linking each special to a certain [x,y] seems clumsy (not to mention there's 2025 of them)

>> No.8966935
File: 1.41 MB, 800x450, early super machinegun and grenades.webm [View same] [iqdb] [saucenao] [google]
8966935

This thing's coming along pretty well I think. I'm replacing the old Bionic Rifle and wire with this machine gun and a grenade toss altfire. Once I get this finished up you'll earn grenades by shooting monsters.
It's pretty strong for a pistol slot, but the HALKEN laser in the other set is pretty fucking strong too.

>> No.8966938

>>8961310
For 512 linedefs:

Update to Iron512:
Tried to change up an encounter and do some texture fixing.

Iron512(V2):
https://www.mediafire.com/file/q13feorcrqdotnt/iron512vers2.wad/file

>> No.8966948 [DELETED] 

>>8964862
> Play Hideous Destructor like a real man
It is a tranny mod. Literally trans rights nonce in tranny colors appears on the screen when you start the level.
Fuck. That. Shit.

>> No.8966949

>>8966931
Addendum, is there an easy way to mass assign tags, or will I have to manually do it for every one?

>> No.8966958

>>8964513
jeff bezos is the CEO of amazon, which owns twitch.tv

>> No.8966979

>>8966949
No idea about the coordinates thing, but you can select all the sectors you want and assign a tag to them. Or do you mean mass selecting sectors and then giving each of them a unique tag? I don't think UDB can do that.

>> No.8966993

>>8966540
That's a really weird way to use Japanese numbers.

>> No.8966994

>>8966291
Really fun map, loved how open ended it was and the little twist and race against time with the Romero head

>> No.8967014
File: 492 KB, 1726x1781, 1496873828165.png [View same] [iqdb] [saucenao] [google]
8967014

>>8966140
Not exactly a wad and you probably won't be able to run it with ashes weapons, but Siren is really neat spoopy TC.

>> No.8967035

>>8966979
Yeah, they all need unique tags. Oh well, autistic grinding it is then. It'll be worth it in the end for my gimmick map, I'm sure.

>> No.8967046

>>8961559
How about
Deep Dark Darkholme Maps?

>> No.8967069

>>8967035
You can set a range of tags for selected sectors and lines in UDB with the "tag range" button on the top bar. You can also increase values relativley with "++" and "--". So if you wanted to raise the all the tags of your selection by 32 you'd put "++32". This also works with sector heights and brightness values.

>> No.8967075

>>8961559
ASSault on Van Sama.

>> No.8967078

>>8961673
I would play Doom, but everyone shrieked at me for playing Brutal Doom, and said it wasn't allowed, so now I just don't play Doom at all anymore.

>> No.8967085

>>8962180
>thanks gzdoom

>> No.8967086

>>8967069
God bless anon, thank you

>> No.8967097

>>8967069
SHIIIIIIIIIIEEEEEEET and I thought I was relatively well-acquainted with UDB.
I really wish I had known that before tagging 21 sectors per hand.

>> No.8967098

>>8962180
>playing games
>... maybe

>> No.8967123

>>8967078
If you just load in Brutal Doom on vanilla maps, then yes, it seems mediocre.
Start with playing Vulcan wad, if you want BD gameplay on maps which are supposed to accomodate it.

>> No.8967142

>>8966113
i go back to that video pretty often

>> No.8967224
File: 113 KB, 1705x1725, stupid.png [View same] [iqdb] [saucenao] [google]
8967224

I'm stupid, what am I doing wrong with my switch/cases here? directionold is an int that can only have values 0-5 if that matters.

>> No.8967254

>>8967224
is that semicolon meant to be there next to (directionold) ?

>> No.8967257

>>8967224
I don't think the semicolon behind the switch is needed

>> No.8967259

>>8967254
>>8967257
Yeah that was it, filename was related indeed

>> No.8967279

>>8966948
Why do people troll like this?

>> No.8967327
File: 2.31 MB, 1280x720, Kino Life.webm [View same] [iqdb] [saucenao] [google]
8967327

OpenGL was a mistake.
Retvrn to software.

>> No.8967331
File: 15 KB, 377x207, logo.gif [View same] [iqdb] [saucenao] [google]
8967331

Another month, another /vr/mondo post. You have 7 months left to make something if you want to.

The /vr/ Mondo Project is a rip-off of the Doomworld Mega Project series. The purpose of the project to encourage creativity and bolster /vr/ as a mapping and modding community.
RULES:
- Submit as times as you would like by the end of 2022.
- Any kind of playable custom content for any DOOM IWAD is considered a valid submission. Maps, gameplay mods, etc.
- Updates are allowed but will be considered new submissions.
- Include the phrase "/vr/ Mondo Project" with your submission so that I can find them all.

The submissions will be compiled into a zip with each submission given its own folder. Please include a txt with some information about how to play your submission and credits for any resources used.
I will be reposting this at the start of each new month. Please do not add this project to the news post.

>> No.8967345

>>8967327
software doenst even werk at my native resolution

>> No.8967351

>>8967345
>native resolution
Take the low-res pill, anon. I run the game in 1280x720 in windowed then stretch it to 4k with Lossless Scaling set on nearest neighbor. The chunkiness is unmatched.

>> No.8967357

>>8967351
but the chunky could be done without stretching the screen out if ports weren't shit and had resolution scaling like quake source ports

>> No.8967402

>>8966569
>>8966574
That's fucking uncanny as fuck, why would you do that field of view shit when he racks the bolt? It doesn't look good and it's not realistic.

>> No.8967407
File: 29 KB, 292x294, cold_sweats.jpg [View same] [iqdb] [saucenao] [google]
8967407

does anyone want to jump into some multiplayer today?

>> No.8967418

>>8963792
Huh?

>> No.8967446

What’s the best way to edit DOOM midi music using my existing DAW (Reaper) I don’t want to learn a tracker. Is there a VST I can download that will get me “close enough” to the fluidsynth midi synth so I can edit on my daw and just load the files in my WAD. Setting up fluidsynth itself seems like a major pain in the ass. Not super familiar with how soundfonts work either as I usually work with software synths with oscillators and shit

>> No.8967474

>>8967446
output to VirtualMIDISynth? not sure if that answers your question.
and use this as a reference soundfont (for volume levels etc): https://musical-artifacts.com/artifacts/724/RLNDGM.SF2_for_SoundFont-Midi-Player-Android.zip

>> No.8967491
File: 426 KB, 3840x2160, closer.png [View same] [iqdb] [saucenao] [google]
8967491

Aw yeah, it's almost working

>> No.8967495

>>8967491
What are you doing, exactly? A map you have to punch your way through?

>> No.8967501

>>8964261
I think what I'll do is to stay with that rule for the base project.

However, something I also want to do is to allow a map to contain its own Easter Egg, where the author can put something outlandish and wacky, or almost whatever they want, as long as it's not social commentary or explicitly not safe for work, and the Easter Egg isn't a bitch to implement on my end (so maybe one or two textures or sprites). Can be hidden outside the map, or concealed fully in a secret area (shouldn't be visible unless you discover it).

Since some people have expressed interest in it, here's the compromise I'm considering: a "Dirty Bomb" patch after the project is done, where you can replace your Easter Egg with almost anything, your favorite edgy and offensive joke, your loli/shota waifu/husbando, a famous anus, etc.
All I'd ask for there is that you've taken some pics of your level during development (in the editor, ingame), to prove your identity definitely when submitting, and also nothing that's outright illegal, or any kind of forensic evidence or IRL gore, nor medical textbook stuff like Harlequin Babies or infected abscesses or shit, for my own sake.
You would submit it contained in a .wad file and paletted, as to not possibly get jannied, and to not ruin the surprise.

That's my idea, how would you guys feel about that?

>> No.8967503

>>8967491
there are spinners on every junction arent there

>> No.8967504

>>8967495
Once it's down, it'll create a random map every time. It's supposed to generate a maze on the grid. For testing purposes, right now the starting location and exit are fixed (where I am, and bottom right). Once I get the code for generating the path working, I'll work on generating weapons, ammo, and spawn the player in that little room on the left where they push a button to active the switch and teleporter to start.

>>8967503
No, just my own little "coding" exercise

>> No.8967510

>>8967504
Neat. How do you randomize it? What engine are you using?

>> No.8967529

>>8967510
GZdoom, mapped in UDMF format. Use ACS with a 45x45 grid of sectors with floor and ceiling height 0 as my "workplace". I'm shit at this though, and I'm slowly trying to fight where my errors are. Once I have the map making script working, filling it in is trivial by using a for-loop to go over all sectors 1-2025, and using various odds of spawning things in any sector where ceiling height is 128 (ie it had path made)

>> No.8967589

Can't say I can recommend the hardest difficulty of Alien Armageddon. Stuck at the Battlelord because spam and sponge and pain.

>> No.8967590

>>8966574
>>8967402
>”tacticool” eye sinking!
This might say more about me than anything else, but does this trope exist outside of Doom mods?

>> No.8967594

>>8967589
I can recommend it, however, if you're a fan of the hardest difficulty of Blood. Because it's up there.

>> No.8967597
File: 221 KB, 540x623, chad.png [View same] [iqdb] [saucenao] [google]
8967597

>>8961394
System Shock.

>> No.8967606

>>8967590
I haven’t seen it anywhere else, and I can’t think of why it’s so prevalent with zdoom mods. Maybe it’s because ZoomFactor is an easy thing to implement, and the train of thought is “camera moves when thing happens = cool and immersive.”

>> No.8967614
File: 137 KB, 1920x1080, Screenshot 2022-06-01 114733.png [View same] [iqdb] [saucenao] [google]
8967614

>>8966993
Ya, I think the JPCP HUD just replaced numerical sprites, so you get some quirky results.
>>8966938
It looks like you can get stuck in this triangular space by the lift next to the Archvile. (Pic related)
I liked this map by the way. I don't really have much to critique; maybe choose a different lift texture, since I had trouble telling what was supposed to be a lift at first (I had to start using SUPPORT2 for my lifts for this reason.)
Some of the encounters felt a little unfair on first attempt, but mostly because of some betrayed expectations (like the crate in the last arena not touching the wall, so the Revenant can shoot you while you're hiding behind it if you don't position yourself correctly.) Others felt trivial. I didn't even realize there was a switch to raise the floors in the Yellow Key room at first, since you can just kinda walk over the gap to the platform, so raising the floors just let the monsters loose (which didn't really make that room any harder.)
So overall pretty decent, maybe needs some visual polish but I can't give much help there. I like the encounters, but their difficulties are paced a little awkwardly.

>> No.8967616

>>8967614
Oh I should also clarify, that triangle space will still kill you if you get stuck in it because of the damaging floor, but that's a fucking dick move after the battle right before this.

>> No.8967626

>>8966574
Yeah, that's fucking silly. I can understand a slight push or pull when takeing damage or experiencing heavy recoil, but that's like someone is yanking on his optic nerve. And all he's doing is running the bolt. Silly.
Looks kinda fun otherwise.

>> No.8967637

>>8967614
I'm pretty sure every lift used the same texture and it wasn't used anywhere else. I remember thinking it was pretty intuitive when I was playing

>> No.8967641

>>8965969
Misery and its derivatives are excelling at this too, even though the sequels are beyond the new cutoff point.

>> No.8967648
File: 106 KB, 300x300, EXwOm3QVAAw9FH2.png [View same] [iqdb] [saucenao] [google]
8967648

>mfw I charge my tactical shotgun

>> No.8967649
File: 134 KB, 1920x1080, Screenshot 2022-06-01 121222.png [View same] [iqdb] [saucenao] [google]
8967649

>>8967637
Once I figured-out the right texture in the first room, it clicked for me. But on that specific wall, the lift texture blends with the surroundings unless you know to look for it.
Like here, it just looks like a bridge to me because of the specific location. But this is also in the final arena, so by now you'd know what it means.
>second pic incoming

>> No.8967656
File: 144 KB, 1920x1080, Screenshot 2022-06-01 121341.png [View same] [iqdb] [saucenao] [google]
8967656

>>8967649
At the start tho, I kept humping the wall on the left because of the vertical strip in the center. Then, like I said, I tried the actual lift and it clicked.
This is probably all my own autism tho, I'm repeatedly told that I'm bad at making lifts visually clear.

>> No.8967673

>>8967594
That’s a hard sell with Extra Crispy “healthwalling” everything with the HP boosts. I haven’t tried AA in awhile but the first few original levels as Bombshell were fun.

>> No.8967678

>>8967656
>>8967649
Yeah I get what you're talking about now. It's a matter of expectations I guess. I haven't played very many community maps so I'm going into it with less experience but also less preconceptions due to typical texture usage.

>> No.8967687
File: 122 KB, 1554x642, BDcod85gzdoom.png [View same] [iqdb] [saucenao] [google]
8967687

>>8967123
D00MER Snek Here...
>BD heavily modified versions packed on top of Mega wads and Map Pack wads are Fun as hell
>wad is cod brutal doom v85 brutal doom gameplay style wad
>gzdoom 3.2.1 x64
>TT-33 firing PDW rnds fucks even a Hell Barron with only a few mags
https://mega.nz/file/Rnp3QTzY#e-VhNnfJ3vLXNO0KfVQ5u4sG2dDn8eYqTIRRPS5iMHo
>additional map EVIL god VILLAGE dwnld https://files.catbox.moe/dadntx.zip
>additional map SNEKnomaly Report dwnld https://files.catbox.moe/a6souz.wad

>> No.8967697

>>8967687
my Playstyle is IDDQD, IDBEHOLDS and IDKFA when i run low on ammo by muscle mass.

>> No.8967708

>>8967673
I am playing through the original DN3D with the AA changes. It adds all the random enemy modifiers and on the higher difficulty they tend to just zoom and slide-step around. And then you have things like the Battlelord where it's just spamming pipes. Though I did just beat it by digging into the upgrade system and buying the mod that lets the holoduke deal damage. Dropped the holoduke by it as it came up and then just hit it with rockets while dodging the odd pipes aimed dukeward.

>> No.8967724
File: 537 KB, 320x240, 1417278795777.gif [View same] [iqdb] [saucenao] [google]
8967724

>>8967687
>The Entertainer starts playing
Blessed

>> No.8967727

Final Doom should be free.

>> No.8967738
File: 20 KB, 212x421, vidya.jpg [View same] [iqdb] [saucenao] [google]
8967738

you guys do play deathmatch with these games on the weekdays, right? it seems like an awful lot of map making is done, but what about playing?

>> No.8967751

>>8967738
Playing?

>> No.8967754

>>8967327
Can i software the shit out of xash3d?

>> No.8967773
File: 593 KB, 1280x1024, Plutonia Map 25 - Temple of Darkness.png [View same] [iqdb] [saucenao] [google]
8967773

Hello i'm the worst Plutonia map.

>> No.8967774

>>8967738
>you guys do play deathmatch with these games on the weekdays, right?
Only Friday Night Firefight currently, unless you wanna set something up.

>> No.8967790
File: 715 KB, 1920x1080, 2022-06-01-170306_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
8967790

>I actually like MAP 21 of Doom II -- lunchlunch
"I actually like Nirvana" might still be a better title since it's less verbose.
Doesn't seem to use the texture pack. It's basically a slaughtermap version of Nirvana so that makes sense, but I still have to complain about it.
Final battle took me a lot of tries, especially since there's very little armor and all the health is piled up in one spot, but I suppose that's kind of the point.
Pretty fun map otherwise.

>Maybe you dance -- Hege Cactus
Again doesn't seem to use the texture pack. Map looks very basic in general and uses only 167 linedefs, so hopefully you're still intending to make it look somewhat decent.

The first bit with the chaingunners seems like an RNG grind.
The fight in the second room was enjoyable, at least.
Last fight (archies on ledge and whatever remains on the pyramid) is just annoying. Fighting monsters on ledges is usually not very fun. It might be an idea to release the archies in the lower area instead. Maybe after you press the plasma rifle switch you can drop the pyramid down to floor level so these monsters start roaming, which is always more enjoyable than keeping them on a ledge (but keep some pillars to allow hiding from the archies though).

Inner linedefs of the elevator are untextured so they create a hall-of-mirrors effect.
From the looks of it there's archviles and revenants in the second room that are supposed to pop up when you go near them, but the floor is already raised and they tend to block you when you try to jump off the ledge.

>> No.8967798
File: 13 KB, 489x514, 1397797136578.png [View same] [iqdb] [saucenao] [google]
8967798

>>8967790
only 167? I think I might've horribly miss calculated cause I thought the side defs also count to it. I'll do some more rehauling to this map if that really is the case to make it more oomph and maybe even more longer.

>> No.8967803

can i play the world tour Duke 3d episode with eduke? is it in the mega?

>> No.8967805

>>8965886
Same, I really like High Noon Drifter

>> No.8967807

>>8967754
You can, but it was pretty buggy for me. The game would frequently crash after switching areas or reloading a save after dying.
Might just be me though.

>> No.8967812

>>8967774
yeah i'm down to play some deathmatch of doom or quake or anything really, whenever today?

>> No.8967825
File: 135 KB, 450x450, 18a7011ff407e5b125cfef5c567363cf1e677ca2.png [View same] [iqdb] [saucenao] [google]
8967825

>>8967798
>cause I thought the side defs also count to it.
holy shit anon you're killing me

>> No.8967829
File: 14 KB, 647x73, wtf.png [View same] [iqdb] [saucenao] [google]
8967829

just by looking up duke nukem forever I feel like google is trolling me and suggesting me shit or I'm finding patterns and coincidences by pure accident

>> No.8967840

>>8967825
I am an idiot I know
Atleast this map is gonna be way prettier when I am done rehauling it

>> No.8967947

New 40k retro FPS coming next year

>> No.8967970

>>8967947
Bullshit. Videogames are dead. Its all mobile from now on.

>> No.8967972

Hello. I like doom.

>> No.8968019

>>8961310
Update to 512 submission;
Maybe You Dance
-Rehauled majority of the map to make it more fun and look prettier

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

>> No.8968024
File: 53 KB, 682x458, 8586f0c777e25d98b80e2119c82b2ffc.jpg [View same] [iqdb] [saucenao] [google]
8968024

>shit how do we make a level
>idk just like make a corridor and a room and copypaste it a few times

>shit we've run out of time to make the second half of the game
>just copy the first half lmao

Still the pinnacle of console FPS games

>> No.8968045

>>8968024
Halo 1... did not age well...
but in all seriousness its nostalgia. Halo 1 is easily the worst classic halo game. The only thing it has over the other games is how cool silent cartographer is.

>> No.8968048
File: 2.95 MB, 1280x720, 1654107390377.webm [View same] [iqdb] [saucenao] [google]
8968048

>>8967970

>> No.8968054

Another smurf game? Well I dont expect it to come out, not even space marine 2 at this point.


Looks like Proteus but wearing the skin of 40k.

>> No.8968060

>>8966202
https://www.youtube.com/watch?v=SZKdVQxfE7A

>> No.8968071

>>8968054
>Looks like Proteus but wearing the skin of 40k.
This, exact same shit of designing something half-decent then slapping crap on top to make it look worse.

>> No.8968076

>>8968071
I was not necessarily complaining , its what the guy from proteus should have done from the beginning since its obvious he has zero artistic vision.

>> No.8968080

>>8961307
I feel that Quake 2 Devastation and Quake and Conquer were prototypes for CnC Renegade gameplay
https://web.archive.org/web/20000930180419/http://www.planetquake.com/devastation/sshots.shtm

many stuff there was in Renegade MP, i would put battlezone too, but that game and community are dead.

>> No.8968083

>>8968048
Isn't this the dark crusaders game that was cancelled and posted here on news from 1996?
This looks interesting to say at least.
If they give the option to play as Scout, Marine and Terminator would be nice.

>> No.8968132

https://www.youtube.com/watch?v=fZp7VwCbwpo

>> No.8968161
File: 27 KB, 356x479, pogger.jpg [View same] [iqdb] [saucenao] [google]
8968161

>>8968024
i thought that was a genius move, the introduction of a slew of new enemy varieties added the spice the later half of the game needed, not only did i not mind going back through old levels backwards, it added to the immersion and atmosphere

>> No.8968165
File: 508 KB, 1920x1080, 2022-06-01-201732_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
8968165

>Mission Vambee -- Anon
If you grab the secret blue armor at the start it's a pretty fun little map. If not, it's mostly frustrating. Maybe add a non-secret (green) armor at the start.
Monsters that are supposed to teleport into the yellow key room never woke up.

>forkheads.tk -- RancidSam
Pretty fun map, though I ended up save-scumming quite a bit towards the end to kill the cyberdemons because I kept catching random rockets.
It took me quite a few attempts before I noticed the steep bit of staircase I was supposed to take. Maybe texture it differently. The elevator after the blue door also doesn't look like one so you're likely to run past it.
Please give me more health than a single soulsphere if I need to kill four teleporting cyberdemons.
Not sure if it was intentional, but most cyberdemons ended up walking out of the door next to the blue key and got kind of stuck on the walkway.

>> No.8968171
File: 492 KB, 1920x1080, Screenshot_Doom_20220115_144355.png [View same] [iqdb] [saucenao] [google]
8968171

>>8964057
>Serious Sam
I have played both The First Encounter and The Second encounter. Both were good when I played them, these days I don't like arena-based slaughtergames and a game being nothing but horde management.

>Painkiller
Ditto with above pretty much. Have played Painkiller, was fun for a while, ended up not playing the expansions for the same reasons I don't enjoy Serious Sam anymore.

>Quake
I played both Quake 1 and 2 though not in recent years. I used to love 'em especially Quake 1's gothic (?) vibe, now find almost no reason to play.

>Wolf 3d
My first fps game! The problem I have with Wolf3d is that the level design feels so archaic after DOOM that I'd rather keep the good memories.

>Rise of the Triad
Watched a Civvie11 vid on ROTT and didn't feel like it was worth my time based on that look.

Still, thank you and everyone else for a lot of good suggestions. Honestly didn't think I'd get this much replies, a lot of them

>>8963809
My screenshot is of Ashes 2063, I played through the first ep, currently on Afterglow and I'm definitely loving it. Mainly wondering about what afterwards.

I feel like the Ashes dev(s) get what is appealing about Build Engine shooters, it's got that really good "pulpy" vibe going on and it's referential humor feels almost natural (well, sometimes it's a bit in your face) and it has it's own identity. Not to mention they did not forget a little T&A. I love a dev that doesn't shy away from a little pulpy carnal lust / sexy ladies be they strippers or posters etc.. Kind of wish Ashes dev would end up developing their own game, they could probably outdo some of the soulless "boomer shooter" cash-ins.
Not talking about Ion Fury though because I love Ion Fury.

>> No.8968184
File: 52 KB, 299x366, Cum.png [View same] [iqdb] [saucenao] [google]
8968184

I looked up Doom on AliExpress
This was on the first page.

Captcha KKK N8

>> No.8968187

>Use the smoke bomb right as I kill a boss or after a big chaotic fight win

I AM THE SHADOW WARRIOR

Shit like this that reinforces the game even unintentional is fucking great. Just finished it and fucking loved SW. I want much more.
Gonna try the expansions.


>>8968171

The white haired scavenger girl, and the flirty talk with the bar girl is pretty neat in Ashes. The dev has his heart in the right place.

Ion Fury is good for one run but it's just no fun. From Shelly which is lukewarm to bald evil dude. Meh.

>> No.8968204
File: 633 KB, 720x480, aniki posting.png [View same] [iqdb] [saucenao] [google]
8968204

>>8968165
>forkheads.tk -- RancidSam
Sorry, that's an outdated version of the map. Here's a link to a folder with it (SecondEncounter) and my other submission (FirstEncounter):
https://mega.nz/folder/F8VmlbLC#m0rXmXIhBZ78cZ8tK7D_Aw
The new version includes a bunch of Medkits near the exit door, reskinned lifts (along with a slightly reworked lift past the Blue Key door), and the Cyberdemons are now properly confined to their teleport pads (as of my testing so-far.)
Thank you so much for playing my map tho! I'll look into texturing the stairs more obvious, so thank you for that feedback.
(If you want to check out the updated version, I encourage iddqd'ing just to see the differences.)

>> No.8968205

>>8968132
>no name
>no theme
>no encounters
>no weapons
>no midi channels
idungeddit

>> No.8968207
File: 350 KB, 3840x2160, broken.png [View same] [iqdb] [saucenao] [google]
8968207

Fuck me, can't get it to work properly. Something about my detecting walls is wrong I think, since if I force start the start point of the maze in the middle area it'll generate something like this, but if I spawn it in a wall (or god forbid, a corner), there's a decent chance it fucks up. If I used my print commands right, it basically tries to go out of bounds, and this might also explain why it's making lines on the even coordinates (it should only be on odd).

I'd upload the wad so far to catbox now but it seems broken, might upload later if anyone wants. Or if for some reason you want to look at my godawful code, see https://pastebin.com/0GL9gbQH

>> No.8968217

>>8968048
>sprites align to camera actor instead of parallel to the view plane
into the trash fire this cardboard cutout goes
why do developers even do this

>> No.8968218
File: 326 KB, 1920x1080, 20210703170327_1.jpg [View same] [iqdb] [saucenao] [google]
8968218

>>8968187
oh no not the "ion fury is boringggg zzzz" dude
I'm not exactly screaming "YASSS KWEEN" at Shelly or think that Hugh Janus is the villain of the century or anything but IF is competent, it *has* an recurring antagonist and an easy on the eyes protagonist even if Ion Fury could definitely go more shamelessly pulp-y and sexy.

>> No.8968220

>>8967803
Yes, but you need stopgap.

>> No.8968236
File: 537 KB, 1440x1653, B97D77F2-D538-4E25-9AB4-67FAB33C266D.jpg [View same] [iqdb] [saucenao] [google]
8968236

>>8967724
Yes very fun midis I picked out and imported into deez wads

>> No.8968242

>>8968217
I'm a bit dumb, what does that mean?

>> No.8968246

>>8965849
Yea. Raze can't do expansions. This is why I use Eduke. Expansions are as important as the base game for me.

>> No.8968247

>>8968048
i kinda wish to know in what kind of backwards ass universe 1999 games were ugly and chunky as that 40k game trailer
because everyone even their mothers was rocking 3dfx cards with filtering and AA on, even on Q1, Q2, HL and Q3A.

also particles weren't 1995-1996 square, they were all round and smooth.

>> No.8968251

>recently discovered Ballistic Weapons
I can't believe I haven't heard of or seen this in my hunt for old shooter mods, it scratches this new itch HDest gave me of "retro FPS but with in-depth weapon mechanics and everything can die instantly"
Do UT2004 mods override default binds? I've got both this and ChaosUT2, and my keyboard real estate is running out.

>> No.8968254

>>8968161
I hated Two Betrayals cause it was a clone of an already repetitive mission, but probably if not for the fact Assault on the Control Room exists I wouldn't mind it that much. Keyes and especially the Maw were actually not that bad and they at least tried to make it different enough. I still cannot understand what they were thinking putting the Library into the game.

>> No.8968267

Are the quake 2 mission packs worth bothering with? I never played them but everywhere I read says they are horrible

>> No.8968272
File: 735 KB, 1920x1080, Douk16.jpg [View same] [iqdb] [saucenao] [google]
8968272

>>8968247
This, it feels almost like a Nightmare Reaper tier cashgrab to ride on the "boomer shooter" trend. At least Boltgun's got actual level design but it doesn't fill me with the greatest confidence.

>> No.8968275

>>8968246
I am playing world tour right now on raze what the fuck are you talking about?

>> No.8968282
File: 7 KB, 1288x138, 512barpreview.png [View same] [iqdb] [saucenao] [google]
8968282

Started on a STBAR for 512 lines, what do you guys think? Worth pursuing? Should I pull a flat from the UAC Ultra texture pack or stick with the grid pattern?

>> No.8968283

>>8968282
Cute.
Keep going

>> No.8968284

>>8968048
>statue models detailed down to individual fingers, yet tiny sprites for enemies and weapons.
looks like it could be decent I guess. things seem varied enough and no major red flags.

>> No.8968287

>>8968282
I like grid pattern, as long as data is readable.

>> No.8968291

>>8968247
>>8968272
It's the Prodeus crap all over again, I remember people swearing blind that FPS games in the early to mid 90s looked exactly like Prodeus, somehow.

>> No.8968295

>>8968282
Not sure what you're going for, but go ahead anyway.

>> No.8968297
File: 474 KB, 401x600, 1629995085676.png [View same] [iqdb] [saucenao] [google]
8968297

Mapping is like farting. If you have to force it, it's probably shit.
So riddle me this, humble anon. Are you a bad mapper, or are you a mad brapper?

>> No.8968301

>>8968282
Looks neat, I don't think I've ever seen a status bar based on the map editor.

>> No.8968302

>>8968291
this is why i hope for a quake 2 remaster that shuts them all off and shows how it is done.

>> No.8968303

>>8968048
“Boomer shooters” aside, this doesn’t look like it’ll break the trend of 40k games being mediocre at best

>> No.8968306

>>8968282
Totes adorbs. Like >>8968287 said, as long as everything's readable, it's a good direction to take.
>>8968295
Since the theme is a technical limitation revolving around linedefs, I think the idea of a HUD based on editor linework and minimal roundness would be a good visual compliment. And I think that's what anon's getting onto with his pic.

>> No.8968308
File: 272 KB, 1920x1080, 2022-06-01-213330_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
8968308

>>8968204
Yeah that's better.
Medkits don't help much against cyberdemon rockets, but the extra blue armor does.

>>8968019
That's a lot more playable. I've never been so happy to see one of pic related.
PS In a dropbox link you can replace the dl=0 at the end with dl=1 to skip the annoying dropbox page.

>> No.8968309

>>8968297
My 400min map was at least not called shitty, so fuck off Riddler, you suck anyway.

>> No.8968312

>>8968024
>the pinnacle of console FPS games
>when the Timesplitters series exists

>> No.8968314

>>8968048
Why does the bolter eject casings into the middle of the fucking screen?

Why would you do that?

>> No.8968323
File: 17 KB, 338x437, raze.png [View same] [iqdb] [saucenao] [google]
8968323

>>8968246
>Raze can't do expansions

>> No.8968324

>>8968309
Are you trying to say your forced your map but it ended up not shitty? I guess in this analogy there were some undigested corn pieces that saved the map.

>> No.8968325

>>8968242
sprites are perpendicular to the ground instead of always facing you up and down as well as their usual left and right

>> No.8968334

>>8968283
>>8968287
>>8968301
>>8968306
Thanks guys, I think I'll stick with the grid background for the bar itself and pick a flat to texture the numbers with.

>> No.8968345

>>8968334
>and pick a flat to texture the numbers with.
You mean something like FLOOR0_1?

>> No.8968347

>>8968308
>the extra blue armor does
Oh yeah, I completely forgot about that. There's a Megasphere in an unmarked secret in the version you played before, and I broke it up into a Berserk in the "secret" and Blue Armor elsewhere. That way, you should be able to survive one Rocket head-on with 100% health and 200% armor, then top off with the Medikits once (and maybe use them if you take limited splash damage from the Rockets instead of direct hits.)
Also, per >>8968019, I agree about the Invisibility. I don't remember if that secret was there in the original, but it turned that fight from a 6/10 (honestly interesting to approach, but does feel RNG-y due as much to auto-aim finnicky-ness as anything else) into a 10/10 comedy moment.
Which is good because the rest of the map still has me beat. I've died to the Mancs and Spectres crowding the bottom of the lift up to the Rocket Launcher, and took a break. But that second room with the Cyberdemon approaches brilliancy, if not achieves it, IMO. The specific placements of the enemy pop-up triggers makes the arena way more interesting for me, and I'm excited to see more skilled players approach it.
Also, much better texturing (altho it needs some touching up, I don't have a screenie but I seem to recall DOORTRAK bleeding around a corner in the first room.)

>> No.8968352

>>8968207
https://files.catbox.moe/2brvkx.wad
The wad if anyone is interested. UDMF map, broken idea so far.

>> No.8968353

>>8968045
>halo 2 is a clusterfuck hacked out in 30 seconds with a busted legendary and fucked weapon balance
>halo 3, as much as I adore it, is like 80% road trip simulator, has slightly improved but still wonky balance with the worst ratio of useless weapons
I dunno, as ambitious as it was and as much as its story and locations were the best 2 is such a hot mess I'd be hard pressed to call it better than CE

>> No.8968371

>>8968325
camera-facing sprites don't make sense with freelook
and look terrible anyway
i think that footage may even be using voxels, but it's too blurry to tell

>> No.8968379

>>8968353
Halo CE would easily be the better one for me if only the Library was replaced with something decent, cause it's a shit stain on an otherwise nice game. The Flood levels in 2 can be somewhat boring but they're not awful, and they're usually short anyways.

>> No.8968391

I'm gonna give feedback for a few 512 lindef maps. I know I'm missing some so if you want me to play something reply here.
"511 Lines of Horror"
One of your cacos is stuck in a light. The secret by the yellow key can't be opened because you didn't tag the door. In general your secrets don't make much sense. I feel you shouldn't use misaligned textures to indicate a secret if your normal walls' textures are also misaligned. It's easy to miss all the secret weapons which is especially bad since this map is a slog without them. I'd recommend giving the player a better weapon outside a secret at some point. I'm guessing you tested this in some variety of zdoom port since they automatically fix some of the issues I mentioned above. It's advised to test your maps in a variety of ports.
"CordovaTown"
The bfg right before the exit seems kind of pointless. Maybe put it slightly earlier or put another encounter after it. Otherwise good map.
"Cubic Conundrum"
The midi is extremely funny. I feel you should remove the voodoo dolls completely since it's easy to become a zombie. The silent teleports are extremely obvious since you're using thing teleports and because the trigger and destination aren't synced. It's easy to teleport from a closed door to an open door and vice versa. I'd recommend switching to a line to line teleport for each and joining the relevant door sectors so they always move in unison and moving the midtextures so they obscure the teleport better. I can upload an example of what I mean if you want. I also feel like the monsters should be more stealthy so they're not all chasing you as soon as you make a sound.
"Deck 512"
No major issues. The fact you can trigger the lifts by walking over them is kind of annoying and the locked exit doors also don't have lower unpegged tracks which looks weird.
"Electrical System"
I don't like archvile jump secrets, otherwise good map.
continuted...

>> No.8968396

>>8968391
"Flynn Taggart Dies In Magma"
This map is unbeatable because the lift trigger in the red key room is facing the wrong way. Please play test your maps. Some of the lines in that room also cause a visual glitch in software mode, try just moving around some the vertices.
"HopsiceRelief"
My only complaint is some questionable texture alignment, but that also goes for every other map. Good job.
"I Actually Like MAP21 Of DOOM II_2"
I preferred the old name. No issues but I liked your 400 minutes map better. Also, I'm not sure if your being ironic but I always thought Nirvana is a fine map.
"Iron 512"
There's a big HOM behind the lift to the archvile room. You can also get stuck if you fall on the lava side of the lift after the archvile. Some fence is non blocking in the end room, cacos are flying straight through them. It'd be nice to be able to backtrack to the start.
"Shadow_Puppets"
Probably my favorite of the maps so far, that ending is very clever. You can raise the dark pit up early if you know it's coming. I feel like the exit should be a normal switch rather than a shoot switch since it's too easy to trigger on accident and impossible if you happen to run out of certain ammo.
"Slivovitz Liver Massacre"
Resources feel very low at the start of the map. The first archvile room is RNG since sometimes the shotgunners won't shoot in time. Please add cover. The perpetual lift by the berserk is annoyingly slow. The midi is also grating.
"Underblown budget"
No problems other than a bit short and no midi. You could probably save a lot of lines if you removed the stairs at the start. Stairs are like the least lindef efficient method of changing elevation.

>> No.8968405

What's the name of that recent Doom 2 but modern-ish wad?

Thought it was Re-Doom but I was wrong.

>> No.8968424 [DELETED] 

>>8968391
>>8968396
Thanks for your feedback, especially on Cubic Conundrum. Maybe it's not TOO gimmicky after all. The idea with joining the doors is brilliant, because that was actually something that annoyed me.
How would you suggest moving the midtextures? I tough about moving them right behind the doors, though I am not sure if I could stay inside the limit that way. The monster onslaught is a feature, but I will think about the voodoo dolls. All of this applies if I find the time, because RL is currently not leaving much room for anything but checking out this thread from time to time.

As for SLM, HOW DARE YOU CRITICIZE THE MIDI CHOICE. Talking about resource scarcity, did you by chance try to shoot everything from the nukage room entry instead of beelining to the chaingun? Because that was one thing I noticed when playtesting - if you hesitate at that spot, you will be out of ammo pretty quickly. What exactly is your problem with the lift, taking too long to go up again so you can grab the secret? In that case, it will stay like this, because it's a secret after all :^)

>> No.8968427

>>8968396
>"Flynn Taggart Dies In Magma"
I think Nep posting an update that fixed that lift issue after I told him about it.
...
Yeah, it's here >>8935378.
Doesn't fix the software mode line issue you mentioned, but he did fix the floor not dealing damage too.

>> No.8968434
File: 110 KB, 676x1403, 1356434322.png [View same] [iqdb] [saucenao] [google]
8968434

>>8968391
>>8968396
Thanks for your feedback, especially on Cubic Conundrum. Maybe it's not TOO gimmicky after all. The idea with joining the doors is brilliant, because that was actually something that annoyed me.
How would you suggest moving the midtextures? I tough about moving them right behind the doors, though I am not sure if I could stay inside the limit that way. The monster onslaught is a feature, but I will think about the voodoo dolls. All of this applies if I find the time, because RL is currently not leaving much room for anything but checking out this thread from time to time.

As for SLM, HOW DARE YOU CRITICIZE THE MIDI CHOICE. Talking about resource scarcity, did you by chance try to shoot everything from the nukage room entry instead of beelining to the chaingun? Because that was one thing I noticed when playtesting - if you hesitate at that spot, you will be out of ammo pretty quickly. What exactly is your problem with the lift, taking too long to go up again so you can grab the secret? In that case, it will stay like this, because it's a secret after all :^)

>> No.8968440

>>8968396
>Shadow Puppets
I'm glad you liked it.
I'll give the problems you raise another look. I have a solution in mind to solve both accidental exits and running out of ammo at the end.

>> No.8968443

>>8968391
for Cordova town i think i'll move the bfg behind the cyber so you still have to risk it for the biscuit
then submit it. thanks for letting me know

>> No.8968452

Bongs, explain yourselves
https://www.youtube.com/watch?v=4EGY-NfW4n4

>> No.8968458

>>8968427
I tried to get the latest versions but I missed this one.
>>8968434
For cubic conundrum you can put the midtextures on the doors themselves to save the most lines. Here's the example wad I mentioned:
https://files.catbox.moe/xgoww2.wad
For SLM, yeah ammo is scarce at the start. Running past everything is not very intuitive. As for the lift, I don't really follow why secrets or lifts should be any slower than they need to be but it's a relatively minor gripe.
>>8968440
>>8968443
Glad to be of help.

>> No.8968462

>>8968391
>"511 Lines of Horror"
Thanks for the feedback, I'll definitely use this. As for not testing it in other ports, that was sloppy indeed. I'll see if I can do something about the signalling of the secrets, and at least throw another weapon in the nonsecret route as well as fixing the chaingunner secret door. Also noticed in quick test that secrets don't even activate/count properly on dsda, so I'll have to fix that too

>> No.8968463

>>8961307
>>8961310
Screen Dream by zipon
https://files.catbox.moe/hfxil5.wad
song is UNATCO Combat Theme from Deux Ex
sorry for submitting this so late, but i completely forgot about 512ld until yesterday

>> No.8968480

>>8968458
Thanks for the example, for some reason I was under the impression that when I use lower unpegged textures on doors the door textures will behave like shit, but on second thought it's pretty logical. That will save a lot of lines I can use elsewhere. Thanks man.

>> No.8968484
File: 210 KB, 1920x1080, 2022-06-01-222940_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
8968484

>Cubic Conundrum -- ASO3000
I've never been this lost in a 3x3 maze.
Besides the points from the other anon, you should probably indicate the exit switch with an exit sign.
Monster teleport rooms are kind of close to the main game area so I spent a while chasing revenant sounds while they were still in their teleport rooms. Though for a map like this that might not matter.

>Iron512 -- Anon
Easy but otherwise solid. I also got stuck in the little triangular lava sector next to the lift.

>> No.8968489

>>8968282
I like it a lot. A+

>> No.8968492

>>8968291
>, I remember people swearing blind that FPS games in the early to mid 90s looked exactly like Prodeus, somehow
I don't remember that at all. I remember a lot of people talking about their level editor autoscalong textures.
Unless you're talking about the level design itself in which case it's not far off.

>> No.8968493
File: 241 KB, 1280x960, EtFlSaJXMAEfqzF.png:large.png [View same] [iqdb] [saucenao] [google]
8968493

>Deadly Kiss an expansion for Shadow Warrior featuring Wang sister was cancelled back in the day.

Shit I didn't know that. Fuck what a shame.

>> No.8968494
File: 39 KB, 610x404, file.png [View same] [iqdb] [saucenao] [google]
8968494

https://files.catbox.moe/djhhyv.zip
Here's the current submissions for 512 Linedefs of /vr/. I've been checking the thread on and off so I might have missed something. Please check if your maps are the correct versions

>> No.8968505

>>8968493
>no goofy over the top one liner spewing cute kunoichi
god truly hates build and its fans doesn't he?

>> No.8968513

>>8968505
I can only imagine the emasculating dick jokes if she is anywhere close to her brother.

>> No.8968514
File: 32 KB, 145x200, turret-1.jpg [View same] [iqdb] [saucenao] [google]
8968514

https://web.archive.org/web/20000818180617/http://www.planetquake.com/polycount/reviews/quake2/turret/turret.shtml
Found an interesting model at the archives

>> No.8968524

>>8961310
>>8920816
map for 512
https://files.catbox.moe/6jyc3d.zip
name is Cordova Town
song has the same name. its from Castlevania Curse of Darkness

>> No.8968549

>>8967123
nah Brutal Doom isn't allowed so I'm just not going to play Doom anymore. the consensus has spoken, if you play Brutal Doom you aren't a real Doom player.

>> No.8968574

>>8967078
>everyone shrieked at me for playing Brutal Doom, and said it wasn't allowed, so now I just don't play Doom at all anymore
>>8968549
>nah Brutal Doom isn't allowed so I'm just not going to play Doom anymore
You sound like a bitter teenager with a shallow personality. Grow a fucking spine, twat.

>> No.8968596

>>8961310
submisson for 512 linedefs
Romero's secret pizza party by Jarmo
midi aint the best but its some version of Funiculi Funicula
https://files.catbox.moe/gakqe5.wad

>> No.8968606

Is there any footage of whatever the fuck this cancelled 40k game is in the OP paste?

Dark Crusaders? What is it a fan mod? Can't see any videos or anything about it

>> No.8968608

>>8968494
>>8961310
https://files.catbox.moe/vie947.wad
Updated 511 lines of horror. Changed some textures that should make at least 3 secrets easier to find, fixed a stuck Caco, weapons/ammo should be slightly more there, and implemented difficulty levels a bit.

>> No.8968617
File: 4 KB, 125x134, Marathon 3 - Durandal.png [View same] [iqdb] [saucenao] [google]
8968617

I missed out on the Marathon discussion in the previous thread but I wanted to show that Marathon 3 was indeed in the works but then canned. This is the only surviving asset found on an old website of a Bungie employee ranting about work and wanting vacations.
Outside of that, several Bungie employees have said that Halo was indeed originally a Marathon game before being acquired by Microsoft. The whole concept on the game was pretty chaotic, at first the game was called Marathon 4, then Halo, then Destiny, and then back to Halo. Then they said it was a sequel to Marathon 2, then a Marathon reboot, then a spin-off taking place in Marathon's universe. It's the reason why everything in the 1998 build of Halo was different (developed for PC, different designs, unlimited weapon inventory, Master Chief being called Cyborg in the game files, the Cortana emails, etc).

>> No.8968626

>>8968494
>>8961310
Update for 512 lines by ASO3000

>Cubic Conundrum v2
Added some line teleports and changed the warp texture placement to make transitions smoother; didn't work out for all of them as some tags were getting in each other's way and I'm too tired and drunk to untangle all the tags right now.
Also added exit sign and moved the monster closets further away.

>Slivovitz Liver Massacre v4
Added some more ammo to the start.
The perpetually moving platform doesn't have any other speed as far as I could see, so it will most likely stay that way.
Note that this map might be broken outside of complevel 9.

Since I will probably be offline (like, without internet) from the weekend on for some time, these are for now the final updates.
I will try to check in via mobile from time to time, but if nobody discovers any severe issues, these will probably be the final submissions from me.

https://files.catbox.moe/b2eqn6.zip

>> No.8968628

>>8968617
And the main reason why pre-Halo Marathon 3 was canned was because they were trying to make a 3D FPS competitor to Quake set in a medieval world (kinda like Quake too), but developers were not having fun making the game, often making some in-jokes about big ass armies and battles happening between wizards and knights. Then that inside joke turned into Myth.

>> No.8968629

>>8967501
No one has any input on this then? No interest at all?

>> No.8968630

>>8968024
>Still the pinnacle of console FPS games
that's not perfect dark

>> No.8968636

>>8968606
https://www.youtube.com/watch?v=w6oXt9OKKNo

>> No.8968639

>>8967501
>>8968629
512's original deadline was today, so I think people are a little preoccupied.
That said, I think your idea doesn't warrant any real opposition. HFFM sets a good precedent for a "clean" release that's more public friendly, but at the same time that project is purposefully exploitative. If you want 94P to be takes as a Plutonia parody or satire or such, it'd be fine to allow a "filthy" version of map submissions. But if you want to simplify the project from a PR perspective, it'd be better to make the rules as specific as possible and not confuse things any more than they need to be.

>> No.8968643

>>8968639
>rules as specific as possible
Should have said "as strict as possible", like you shouldn't have a bunch of exceptions or whatever if that's your intent

>> No.8968648

>>8968629
Sounds cumbersome for a community project to me.

>> No.8968653

>>8968648
And pointless.

>> No.8968668

>>8968626
You can make fast perpetual lifts with boom generalized lindefs. I don't think anyone will be playing outside of complevel 9 since it's the project specification.

>> No.8968669

>>8968629
I mean, I'd say you're overthinking it, but those are clear rules, so I've got no complaints. "entrant is allowed 1(one) easter egg upon filing form 593-Z" seems kinda like joking on command though, but whatever.
to be clear wrt yesterday's discussion, I do think that any decisions are up to the lead at the end of the day, even if I'm shitting on said decisions in the thread afterwards. clear rules are there to establish trust.

>> No.8968670
File: 8 KB, 250x250, vidja.jpg [View same] [iqdb] [saucenao] [google]
8968670

i was enjoying some multiplayer Doom earlier but someone left and it was just bots at that point. is anyone down to play?

>> No.8968673

>>8968653
Yeh. It's a big to-do to appease a tiny percentage of idiots.
If anyone wants a no-rules-on-content wad they can start it themselves. And they should, those things turn out funny sometimes.

>> No.8968681

>>8968653
Know what else? It's not Plutonia. I don't even know why this is called 94 Protons anymore. What the fuck do palette swap boss fights, excess decoration items, an episodic format, sound "enhancements," and easter eggs with God only knows what have to do with Plutonia? This is not looking to be a simple Plutonia project, this is going to be fucking Knee Deep in ZDoom for Plutonia.

>> No.8968696
File: 738 KB, 1920x1080, 2022-06-01-230640_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
8968696

>You're not the kind that needs to tell me about the birds and the bees -- RancidSam
Pretty cozy map with lots of different paths you can take.
20 damage lava is a bit much if you have to go through it. Especially since it's a map with lots of secrets. The player might end up spending a lot of time exploring and those radsuits will run out fast. Maybe reduce damage to 10 or add a few extra rad suits at the end of the map.
If you take the lower door into the final room, the mancubi peek out of their hidey holes.
I think you're meant to only show one switch of that switch texture, not all three of them. Would be nice if the bridge that rises is lowerable from the sides, too.

I'm not sure how to get the secret plasma. I'm guessing you're meant to do an arch-vile jump but it's kind of awkward to navigate an arch-vile in the right spot. With the 20 damage floor and limited radsuit you don't really have much time to try either. The first time I managed it the jump didn't get me enough height.
I'm not too fond of missable secrets either, so consider not marking it as secret, or lowering the platform once you enter the final room.

>> No.8968726

>>8967501
I, and a number of anons, have already made maps in preparation of this project. Just keep it as Plutonia, man.

>> No.8968731

does this mean we're never getting a Gayniggers From Outer Space community project?

>> No.8968738

>>8967501
I think you're basically creating a content roadmap for a Doom wad (this plus the GZDoom patch), and creating an excuse to tinker with the project beyond its release date. I don't care that you "allow" me to add an easter egg, I'll do it if I want to. I'm not revisiting my map to make it say nigger, it's like revisiting a college essay to give it the Planes, Trains, and Plantains treatment. I just want to be done with the thing.

>> No.8968742

Is Duke a Doom clone?
Discuss.

>> No.8968745 [DELETED] 

https://a.pomf.cat/jzxxbj.zip
christmas came early

>> No.8968756

>>8968742
>fully 3d
>no super shotgun
>mouse aim
>half the enemies are hitscan
>levels aren't maze like at all
no.

>> No.8968764

>>8968405

Cough

>> No.8968772

>>8968756
Build isn't true 3D.

>> No.8968779
File: 9 KB, 1288x138, 512barpreview2.png [View same] [iqdb] [saucenao] [google]
8968779

Alright, I'm gonna move on to the numbers now.

>> No.8968781

>>8968779
I love this shit, lol

>> No.8968782

>>8968772
I don't even believe you for a half second.

>> No.8968787

>>8968782
It still uses sectors.

>> No.8968791

>>8968779
Nice HUD

>> No.8968794

>>8968779
I hope this trend of custom statusbars for our wads continues.

>> No.8968798

>>8968782
It's all portals homie. At some point it doesn't matter, but he's right that it's basically as 3D as Doom, it just does some fun seamless teleporting tricks. And slanted floors.
It has z position for object collision too, but so did heretic.

>> No.8968804

>>8968794
Same. This one is particularly good imo. Depending on how he does the numbers.

>> No.8968807 [SPOILER] 
File: 2.85 MB, 1280x720, kind_wad_plasma-fun-secret.webm [View same] [iqdb] [saucenao] [google]
8968807

>>8968696
Thank you so much for to playing my map! Your first sentence description is all I could hope to hear from a player, so I'm glad my intentions shined through!
>or add a few extra rad suits at the end of the map
That's a good idea, thanks. I often neglect how long it might take somebody who didn't make the fucking map to navigate it, so this is the type of feedback I find most useful (along with detailing advice.)
>>8968696
>If you take the lower door into the final room, the mancubi peek out of their hidey holes.
Thanks, those were originally different enemies, so I deepened the hole to account now. (I think in testing, I just fucking barreled through the door instead of checking for that, so much appreciated!)
>I think you're meant to only show one switch of that switch texture, not all three of them. Would be nice if the bridge that rises is lowerable from the sides, too.
These are both great bits of advice. I actually changed that switch on my other map for that reason after realizing the top half changes too, so thanks for reminding me on this one! And the lift lines on the sides of that middle is pretty genius, another good change.
>I'm not sure how to get the secret plasma.
I can upload a WEBM if you want, but you're supposed to make a jump across the 4-unit-wide ledge along the doorway, starting from the Green Armor platform.
Fuck it I made the WEBM. The trick is walking into the wall to check your angle; you want to be moving forward as slowly as possible while holding just left; that'll let you know you can sprint across.
>>8961310
Updated "You're Not The Kind[...]" with the suggestions above. Also make sure you have the latest version of my other submission, I might have silently slipped-in a bugfix or texture change or something (I re-uploaded it too just in case.)

>> No.8968812

>>8967331
>- Updates are allowed but will be considered new submissions.
why?

>> No.8968813

>>8961310
Tomes & Triggers v1.5 by desert yeti
Significant map adjustments to facilitate combat-friendliness, and balance to nasties and goodies. Outer bounds are about 15% further.

https://files.catbox.moe/1e2uv5.zip

>>8968494
You beat me like the IRS. If you played the v1 just know that the map is much more forgiving and streamlined now, so critique might be annulled already.

>> No.8968820

>>8968779
This looks sick

>> No.8968842

>>8968807
Oh god dammit I didn't put more Rad Suits in
I'll post about another update after I finish looking over the stairs in Forkheads.tk and update that map.

>> No.8968845

>>8968812
Y'know what, I'm sure I had some convoluted reason for that rule when I started but now I'm drawing a blank. I'll remove that rule for next months post.

>> No.8968859

if anyone wants to play some deathmatch i got a server hosted for a while?
192.168.254.27:10667

>> No.8968874

>>8968779
Wow, that's amazing

>> No.8968875

>>8968859
Based being the change you want to see
Server name?

>> No.8968891

>>8968859
>192.168.254.27:10667
Oh that's...
That's adorable.
We can't join that it's a local IP.

>> No.8968893

>>8968891
I can't blame him for trying
But that IS adorable

>> No.8968894

>>8967970
>JUST GIVE UP! SWALLOW MORE BLACKPILLS!
How can videogames as a whole be "dead", Dr. Dipshit Doomer? There have been people who said the same shit that vidya was over and done for (or was very close to it) during the crash that started in mid-1983, but it eventually ended in the later months of 1985 or maybe early 1986. People also said that VHS and Betamax would lead to the death of movie theaters.

>> No.8968914

NEW THREAD
>>8968908
>>8968908
>>8968908

>> No.8968920
File: 2 KB, 34x34, temp.png [View same] [iqdb] [saucenao] [google]
8968920

>>8968779
Just a thought.
The arrow could turn when he gets shot too. And the ball could turn red when he dies.
I didn't size this out or anything, just a concept.
I don't know how much height you actually have. this is 34x34 I think.