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/vr/ - Retro Games


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9002019 No.9002019 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8992372

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.9002020 [DELETED] 

=== CURRENT PROJECT ===
94 PROTONS OF /vr/
See picture for details
https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA

512 LINEDEFS OF /vr/
Beta When It's Done(tm)

=== 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 ===
[06-11] The Force Engine 1.0 beta is almost done with hardware rendering
https://twitter.com/DF21net/status/1535642950939574277

[06-11] Pico Doom updated to 1.5
https://youtu.be/WORdFS8nU9k

[06-10] Duke Nukem movie in the works
https://www.hollywoodreporter.com/movies/movie-news/duke-nukem-movie-1235162997

[06-09] SLOOTER is now in early access
https://buxomdev.itch.io/slooter

[06-08] La Tailor Girl updates to 1.83
https://forum.zdoom.org/viewtopic.php?f=43&t=58343&p=1221327#p1221327

[06-07] GZDoom 4.8.0 Released
https://forum.zdoom.org/viewtopic.php?f=1&t=75532

[06-06] Turok 2+ mod released, extensive revamp for Turok 2
https://youtu.be/snx0QopGr-8

[06-04] Quakewulf releases a map for Quake 2
https://quakeulf.suxos.org/3d/maps/back4good.zip

[06-03] RAMP 2022 announced
https://www.doomworld.com/forum/topic/129564

[06-03] Action Quake is now free on steam
https://store.steampowered.com/app/1978800/AQtion/

[06-02] JPCP2 has been announced
https://www.nicovideo.jp/watch/sm40533066

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9002027
File: 2.28 MB, 1328x1644, 1654750472767.png [View same] [iqdb] [saucenao] [google]
9002027

=== CURRENT PROJECT ===
94 PROTONS OF /vr/
See picture for details
https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA

512 LINEDEFS OF /vr/
Beta When It's Done(tm)

=== 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 ===
[06-11] The Force Engine 1.0 beta is almost done with hardware rendering
https://twitter.com/DF21net/status/1535642950939574277

[06-11] Pico Doom updated to 1.5
https://youtu.be/WORdFS8nU9k

[06-10] Duke Nukem movie in the works
https://www.hollywoodreporter.com/movies/movie-news/duke-nukem-movie-1235162997

[06-09] SLOOTER is now in early access
https://buxomdev.itch.io/slooter

[06-08] La Tailor Girl updates to 1.83
https://forum.zdoom.org/viewtopic.php?f=43&t=58343&p=1221327#p1221327

[06-07] GZDoom 4.8.0 Released
https://forum.zdoom.org/viewtopic.php?f=1&t=75532

[06-06] Turok 2+ mod released, extensive revamp for Turok 2
https://youtu.be/snx0QopGr-8

[06-04] Quakewulf releases a map for Quake 2
https://quakeulf.suxos.org/3d/maps/back4good.zip

[06-03] RAMP 2022 announced
https://www.doomworld.com/forum/topic/129564

[06-03] Action Quake is now free on steam
https://store.steampowered.com/app/1978800/AQtion/

[06-02] JPCP2 has been announced
https://www.nicovideo.jp/watch/sm40533066

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9002045

>>9002019
>>9002028
Well, guess I was tempting fate...

Status update:
>19/28 maps fully completed, with another 3 just needing difficulties implemented

Of the remaining six maps:
>One is nearly built (screenshot in the last thread)
>One is being worked on
>Three are in early drafting
>One has no progress yet

It will be out this year, but possibly late this year. /vr/ will get the first release.

>> No.9002112

>>9002045
Is this an update for Temporal Tantrum?

>> No.9002134

>>9002112
Yes.

>> No.9002429
File: 1.99 MB, 501x251, kapunch.gif [View same] [iqdb] [saucenao] [google]
9002429

holy shit anons i`m a modder now

>> No.9002445
File: 196 KB, 838x450, 1460939466800.gif [View same] [iqdb] [saucenao] [google]
9002445

>>9002429

>> No.9002472
File: 866 KB, 1600x900, IonfuryFertig.jpg [View same] [iqdb] [saucenao] [google]
9002472

>>9000947
>It's been lavishly praised around here a few times and the improvements were seldom specified, so people generated their own expectations.

Yeah, I suppose it's understandable to a degree. It's a lot better than the base game imho still, the added enemy types, better levels and better mix ups (like addition of bike / hoverboat levels) make it much more fun.

>>9000958
>better autoaim
>using autoaim
shiggy diggy

>>9000997
>make the revolver do more damage
It's fine. Revolver is great for sniping, it's better than the DOOM pistol that's for sure and it one shots mosquitos etc.

>>9000970
>RR dynamite
Yeah it kinda sucks but since it's also used for the dynamite crossbow you're probably never ever tossing dynamite after you get the crossbow.
Besides the only real usage for it is to blow up those big alien cunts to prevent them from rising up from the grave (for the most part).

>> No.9002481
File: 19 KB, 700x476, 454-Casull.jpg [View same] [iqdb] [saucenao] [google]
9002481

>>9002472
>It's fine.
I disagree. It follows that stupid mindset of "Make your starting weapon so bad it makes the other guns look better in comparison." But takes it to whole new levels of terrible. Duke, Blood, and Shadow Warrior kicked that trend to the curb, and have a better arsenal for it.
All they had to do was make the revolver do more damage, and have you carry less ammo, and it'd be a great starting weapon. For fuck's sake the manual says it fires .454 Casull and yet in some ways it feels WORSE than Doom's pistol to use.

That's just inexcusable.

>> No.9002507
File: 95 KB, 640x640, alastor ices u.jpg [View same] [iqdb] [saucenao] [google]
9002507

>>9002481
based. fucking hate it when starting guns are just crutches until you find something better.
tbqh that`s why i don`t play high noon drifter anymore. i love the ability to fan the revolver, but holy shit it takes the entire clip to down a single mook. infinite ammo doesn`t make it worth it in the slightest, especially since there`s the whip.

>> No.9002545

>>9002481
>pic

Is it bad that 'casual' came to mind on first glance which I assume that bullet is anything but

>> No.9002556

>>9002481
The revolver does plenty of damage, aim for the head.

>> No.9002557

>>9002507
It absolutely does not take the whole thing. To kill a pinky if you hit every shot, maybe, but it shouldn't take more than three or four to kill anything weaker than that. Also, fanning is stupidly inaccurate and if you're taking the whole cylinder to kill an imp, you're probably missing most of them.

The Thunderhawk is another weird case in terms of the cartridges it's said to fire vs. the damage it actually does. It's a .500 magnum.

>> No.9002574

>>9002472
Funny enough, I find RR’s revolver tolerable with autoaim on. It and to different degrees Shadow Warrior are the only build games where I feel the aim assist benefits the shooting.

>> No.9002580

>>9002574
>Shadow Warrior
Funny how turning off autoaim makes hornets much more dangerous.

>> No.9002596

>>9002019
>Doom

>> No.9002614

>>9002507
Wierdly, I thought the HND revolver is actually really useful. It's just powerful enough to carry you through most low-tier enemies, and combined with judicious use of the whip, is a reasonable tactic against mid-tier enemies if you want to save ammo.

>> No.9002661
File: 66 KB, 1024x768, Screenshot_Doom_20220612_150315.png [View same] [iqdb] [saucenao] [google]
9002661

Continued working on my Holodeck map.
I am trying to come up with combat scenarios to practice, and apart from revenant punchout and cyberdemon two-shot dance I couldn't think of anything else you can practice "in a vacuum" so to say.
Does anybody have any other ideas?

>> No.9002681

>>9002661
>Computer.
>Construct an 8-unit wide pillar in the middle of the room.
>Now put an Arch-viles on both ends of the room.
>Disable safety protocols.

>> No.9002691

>>9002661
Pinky punching, mancubi projectile dodging, maybe some shit like chainsaw etiquette with a bunch of imps.

>> No.9002715

>>9002661
>>9002681
>>9002691
Archvile flame dodging with small sector cover, Pain Elemental abortion, various large horde strats (Rev homer dodging movements, infighting, etc)

>> No.9002721

>>9002681
>Computer.
>Place a rocket launcher, a backpack, and 10 boxes of rockets in front of me.
>Place 8 pain elements at the cardinal and ordinal ends of the holodeck.
>Disable safety protocols, and lock the doors.

>> No.9002767

>>9002715
>Archvile flame dodging with small sector cover
This, you could potentially have different difficulties with thinner width pop up cover sectors to really make people learn how much cover you do or don't need.

>> No.9002780

>>9002481
>>9002507
I generally don't like 'starting weapons' they are weak and unsatisfying and only used for a few levels before you have enough ammo for the actually fun guns so you never have to use it again
blood did it right with the flame pistol and its technically not even the first weapon you get

>> No.9002846
File: 279 KB, 800x450, Screenshot_Doom_20220612_155127.png [View same] [iqdb] [saucenao] [google]
9002846

I hope it's ok if I retexture and finish an old map to be a 94 Protons submission, the gameplay is close to Plutonia anyway with some TNT influences too.

>> No.9002860
File: 235 KB, 800x450, Screenshot_Doom_20220612_155642.png [View same] [iqdb] [saucenao] [google]
9002860

>>9002846
an old unreleased map*

>> No.9003017
File: 69 KB, 1024x768, Screenshot_Doom_20220612_163259.png [View same] [iqdb] [saucenao] [google]
9003017

>>9002681
One asshole is already kicking my ass with that setup. The sliding stop constantly fucks my shit up.

>> No.9003034

>>9002846
If you make it fit, go ahead.

>> No.9003046

>>9003017
lol, glad to help ;]

>> No.9003054
File: 2.27 MB, 1152x1248, jolly caco.png [View same] [iqdb] [saucenao] [google]
9003054

What a jolly fellow

>> No.9003216
File: 1022 KB, 796x842, uncanny.png [View same] [iqdb] [saucenao] [google]
9003216

>>9003054

>> No.9003248
File: 112 KB, 1024x768, Screenshot_Doom_20220612_173959.png [View same] [iqdb] [saucenao] [google]
9003248

>>9002721
This is already horrible with just 4 PEs, especially without infinite height and LS limit.

>> No.9003251

>>9003248
>>9002691
Also, I seem to have missed your post.
What exactly is about Pinky punching to be practiced separately?

And how would you go about Mac projectile dodging? Something like gangbang from two sides on a small platform in the middle?

>> No.9003267
File: 2.80 MB, 854x480, oh beehive.webm [View same] [iqdb] [saucenao] [google]
9003267

>>9002580
Aim assist or no, there's no escape from their silliness

>> No.9003284
File: 28 KB, 484x186, Untitled.png [View same] [iqdb] [saucenao] [google]
9003284

RE: >>8991090, it's probably fixed. A new version of DOOM 64 CE came out today, and it's bundled with the Windows version of GZDoom 4.8.0 so it presumably works with the Linux version as well.
https://www.moddb.com/mods/doom-ce/downloads/doom-64-ce-320-full-version

>> No.9003285

>>9003251
Yeah, dodging Manc fireballs on a small platform could work. Especially if you only give the player a Shotgun or Chaingun to deal with the Manc(s) so the fight is more protracted.
Mancs are also good at causing infighting, both because of their errant fireballs and because they're fat fuckers who block other monsters' shots, so there's another idea seed.

>> No.9003295

>>9003248
I actually didn't expect you to put that idea in. It was mostly a shitpost.
Although it would be some excellent rocket launcher discipline training.

>> No.9003342

Anyone has this wad?
https://www.doomworld.com/vb/thread/117797

>> No.9003347

>>9003295
Eh, I think it's good to know your way around PEs with the RL.
I like to put these kinds of things into my maps just to fuck with trigger-happy players a bit.

>> No.9003363

>>9003347
Genuinely based. Redead-ITA's 512 Lines map is short, but there's a Rocket Launcher ambush that caught me relaxin', so I'll vouch that it's good training.
Also God bless you for biting the bullet and doing a Holodeck map. I saw the texture in the UAC Ultra texture pack and thought about it too, altho your use (for a training map) is much more noble.

>> No.9003370

>>9003363
>I saw the texture in the UAC Ultra texture pack
Actually these holodeck textures are self-made.
I started this thing some years ago when fucking around with ACS and I thought a holodeck map would be cool to practice level alteration and all of that, so I have been coming back to it on and off.

>> No.9003376

>>9003251
>What exactly is about Pinky punching to be practiced separately?
Learning how to fight 10-15 of them at once with only your fist without getting hit. Dodging their bite between punches.

>> No.9003382

>>9003376
I would also like see some chainsaw training like >>9002691 said.
One room with a horde of pinkies, another with a handful of revenants, another with lost souls, another with pain elementals, etc.

>> No.9003386

>>9003370
>ACS
>level alteration and all of that
Oo~ so, could you actually do the difficulty-based Arch-vile pillar size like that other anon suggested? I don't know shit about ACS, but the thought of a single room actually changing based on scripting gives the Holodeck idea even more fidelity (also kudos on making original assets)

>> No.9003404

>>9003386
Technically? I know Xaser did a map that built itself like that.
https://www.youtube.com/watch?v=42JurZY_CK4

>> No.9003413

>>9003404
Oh man, I forgot about this map. I learned about it a while ago before I really knew anything about the Doom editing community.
>Xaser
Yeah okay now that makes a lot more sense.

>> No.9003418
File: 65 KB, 851x784, screamshiba.jpg [View same] [iqdb] [saucenao] [google]
9003418

>>9003267
>yfw you see the fucking bee after you pull the trigger

>> No.9003425

>>9003386
>I don't know shit about ACS, but the thought of a single room actually changing based on scripting gives the Holodeck idea even more fidelity (also kudos on making original assets)
Yeah, this concept is far from original. I think some test maps exist like that.

>> No.9003510
File: 1.28 MB, 1920x1080, Doom 64 CE 3.2.0 on Linux.png [View same] [iqdb] [saucenao] [google]
9003510

>>9003284
Confirmed it works.

The installer is a batch file for Windows, but Wine will run it if you install Wine Mono first.

>> No.9003529

>>9003425
>this concept is far from original
Well duh it's a Star Trek Holodeck of course.
But that idea probably predates Star Trek anyway. It's how you actually implement the concept that matters.

>> No.9003532

Is there an archive of Not Blood builds?
New one doesn't work with neural upscaling

>> No.9003548
File: 341 KB, 1920x1080, 1360407302742.jpg [View same] [iqdb] [saucenao] [google]
9003548

>>9003284
>>9003510
>tried it for the first time
>that soulful hud
>that atmospheric as fuck lighting
>improved but still authentic sounds, sprites, animations, gore effects
What the fuck. No, seriously, WHAT THE FUCK?
I tried smooth doom, vsmooth, smoothed and god knows what smooth else, tried vanilla-like weapon mods like dead marine, tried shitty default lights in gzdoom, tried bunch of gore mods like nash, bolognese, boiled, et cetera, et cetera. Every time I uninstalled everything after 10 minutes at most.
And then you just drop this mod here that don't even has a page on doomwiki and it has everything I ever wanted from a-bit-more-than-vanilla mod. What kind of sorcery is that. Were consoles versions of Doom really THAT good?

>> No.9003576

>playing Auger Zenith
>map 17
Holy shit, now I understand how Mt Pain feels when he describes how a map made him shit and cum. All this attention to detail, open exploration with many secrets and perfectly balanced combat. How the fuck did SuperCupcakeTactics do it? I refuse to believe he could make all of his contributions to Auger Zenith in a month.

>> No.9003638
File: 394 KB, 552x410, lines.png [View same] [iqdb] [saucenao] [google]
9003638

is there a way to remove random damage calculation from custom attacks in doom?

>> No.9003649 [SPOILER] 
File: 922 B, 24x28, picked up the steel boots.png [View same] [iqdb] [saucenao] [google]
9003649

>> No.9003682

>>9003638
Yes.

>> No.9003696

>>9003386
>>9003370
Do something like the 2048 units map 20 archie fight, with difficulty changing pillar size and frequency
I also had idea where pillars would randomly raise from all over the arena in random sequence so you would have to run from one end to other to shield yourself

>> No.9003702

>>9003682
thanks

>> No.9003717

>>9003576
I was gonna say "he's been mapping for 7 years by that point, of course he'd be good." But I went back and played his first map, and it's pretty fucking fun too. It would have slotted right into 400mins with some of the better maps there.

>> No.9003724

>>9003702
But in all seriousness, anon, ask less dumb questions that can't be answered by a second of googling and give a bit more information of what your problem is.

>> No.9003740

>>9003724
i`ve been looking for a way that would work for a fastprojectile for about the whole evening now and my head is starting to lose shape from all the banging against the keyboard

>> No.9003807

>>9003740
I am still not quite sure what you want to do. Can you post your code snippet?

>> No.9003809

>>9003740
Damage (expression)
For a projectile defines the damage it inflicts upon impact. The formula is random(1,8) * damage, or random(1,4) * damage if the STRIFEDAMAGE flag is set.
This also defines the damage for actors which attack like the Lost Soul. The formula for this is random(1,8) * damage.
damage is also used to define how many bullets are fired by the generic hitscan attack function A_BulletAttack.
Custom damage formulas can be specified by enclosing the value completely within parenthesis. For example: damage (random(4,8) * 5 + 6). This bypasses the normal calculation and does the exact damage resulting from the custom formula. Also, ACS_ExecuteWithResult and user variables can be used as part of the damage expression; this allows for more sophisticated damage calculations to be performed. The damage formula is evaluated at the moment the actor causes damage (e.g. projectile/hitscan impact).
Default is 0.

Using Zdoom wiki.

>> No.9003835

>>9003807
i have a fastprojectile projectile, that i`ve set to do 40 damage. i know that doom will take this 40 damage and do its random 1-3 multiplication fuckery, and i don`t want that to happen. how do i make it not happen?
>>9003809
i have in fact read this bit and put my 40 in parenthesis, but aforementioned (40) still oneshots pinkies for some reason, and i can`t quite put my finger on why.

>> No.9003840

>>9003835
>i have in fact read this bit and put my 40 in parenthesis, but aforementioned (40) still oneshots pinkies for some reason, and i can`t quite put my finger on why.
Are you by chance shooting more than one projectile at once? Is it a ripper? How fast is it anyway?

>> No.9003851

>>9003835
Post the DECORATE code

>> No.9003857 [DELETED] 

>Windows only
>Windows only
>Windows only
I will play them on Linux anyway.

>> No.9003876
File: 18 KB, 430x648, punchprojectile.png [View same] [iqdb] [saucenao] [google]
9003876

>>9003840
>>9003851
here`s the projectile itself. i`ve checked and i`m only throwing only one of them at a time, using a_fireprojectile with slight spawn height adjustment. i am doing it from an overlay though, if that matters.

>> No.9003885

>>9003876
What do those hitconnect inventories do?

>> No.9003904

>>9003876
Since you're using ZScript, have you tried DamageFunction (40) instead?

>> No.9003908

>>9003876
Also, just thinking, what does happen around the a_fireprojectile?

>> No.9003925
File: 2.58 MB, 1024x576, the_starless_and_the_bible_black_WIP.webm [View same] [iqdb] [saucenao] [google]
9003925

>> No.9003926
File: 14 KB, 529x260, hitconneeeeeeeeeeeeeeect.png [View same] [iqdb] [saucenao] [google]
9003926

>>9003904
THAT works, thank you!! guess i shoulda combed through the property list better. still no idea why regular damage didn`t though, but fuck it.
>>9003885
jump to punch connect animation. pls ignore the bullshit, i`m still figuring it out.
>>9003908
just raising the spawn height by 20 units.

>> No.9003937

>>9003926
Glad it works now.
But since you're on ZScript, you can go by easier with variables n shit instead of fucking around with a million custominventories like a caveman.

>> No.9003945

>>9003937
yeah true, thanks. haven`t really tried dealing with variables yet, i just got this trick from demonsteele lol.

>> No.9003948

>>9003945
It's how things were done in ye olden days (or if you're some kind of masochist making a Zandro compatible mod).

>> No.9003962
File: 54 KB, 779x657, kanye katsuragi.jpg [View same] [iqdb] [saucenao] [google]
9003962

>>9003948
i guess so. i`ll stick to gzd though, thank you. don`t really see it being coop-compatible anyway, sorry i suppose lol.

>> No.9003993

System Shock remake by Nightdive revealed

>> No.9004001

>>9003993
Most likely.

>> No.9004008

>>9003993
>>9004001
As in it just happened. Demo available now, apparently.
https://store.steampowered.com/app/482400/System_Shock/

>> No.9004032

>>9003386
Even VooDoo should be able to do this.

>> No.9004038

>>9004008
Didn't it had a demo already?

>> No.9004041

>>9003993
I am disappoint. I was waiting Turok 3 or Quake 2.

>> No.9004048

did you know that doomguy was based on WH40k space marines?

>> No.9004075

>>9004048
Did you know I fucked your dad in the ass?

>> No.9004076

>>9004032
VooDoo dolls don't work according to difficulty if I remember correctly, they all spawn on all diffs. Might depend on source port tho, or I could just deadass be wrong.

>> No.9004081

>>9004076
VooDoo Dolls don't, but stuff like trees, torches, pillars, they all do.

>> No.9004089

>>9004076
You could still do something like a bunch of gates that symbolize the difficulties.
Like, go left for the noobie encounter, right for UV encounter, independently of the difficulty chosen in the menu.

>> No.9004093

>>9004076
>>9004081
This is correct, voodoo dolls can be blocked by decorations or redirected with different teleport destinations.

>> No.9004094

>>9004081
Damn, you can tell I'm still a greenhorn because I forget shit like "trees trigger linedefs". Even shit like barrels under crushers hitting barrels over triggers should work, altho I still don't remember if props and monsters trigger the same linedefs (I know projectiles and propes can trigger certain ones, but not exactly which ones.)

>> No.9004095

>>9004038
Haven't clocked any links, but yeah, system shock was already being remade... what's everyone talking bout.

>> No.9004097

>>9004094
Game doesn't really differentiates monsters and decorations, so decorations on scrollers trigger what monsters trigger.

>> No.9004102

>dusk finally getting decent models
nice surprise

>> No.9004105

>>9004102
How do you know?

>> No.9004110

>>9004105
pc gaming show, they announced a hd update that adds remade models for enemies and weapons

>> No.9004113

>>9004110
Oh right I even forgot that shitfest is on.

>> No.9004118

>>9004102
Dusk? You mean Suspended In Dusk? Kind of weird for a vanilla mod made in 2005 to receive 3D models, especially long after the author's passing.

>> No.9004119

>>9004110
Shit they are showing gloomwood I guess I should stop being bitter for a little bit.

>> No.9004121

>>9004102
Not retro but good

>> No.9004142

>>9003993
it had a kickstarter 6 years ago with estimated release date in 2017
>>9004102
is it getting the sdk promised in 2018 though?

>> No.9004148
File: 448 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
9004148

>> No.9004150
File: 927 KB, 758x822, 1654496614109.png [View same] [iqdb] [saucenao] [google]
9004150

>> No.9004152

As a heads up, we're going to be running a little test on SNS tonight. Also, vrsounds works today.

>> No.9004178

>>9004094
I'm positive trees and other props don't trip linedef actions. What I mean is a column blocking the VooDoo Doll from progressing on the conveyor at all on the difficulties where you don't want the action to work.

>> No.9004181

> no news of kingpin or sin
> no 3d realms

I guess early access gloomwood in august is nice. I dont know.

>> No.9004182
File: 565 KB, 680x797, 1630416696826.png [View same] [iqdb] [saucenao] [google]
9004182

>>9004152
>Also, vrsounds works today.

>> No.9004194
File: 1.27 MB, 1920x1080, lobby.png [View same] [iqdb] [saucenao] [google]
9004194

>>9004181
Bummer

>> No.9004203

It took me getting to map 20 in tnt before I realised that I really really don't like any of the level design. Fuck me the maps drag on for absolutely forever.

>> No.9004212

>>9004194
They are fucked and honestly fuck them.

>> No.9004215

>>9004203
None at all? You didn't like Dead Zone or Stronghold?

>> No.9004217

>>9004203
There are a few standouts and I still enjoyed revisiting it, but I was surprised at now realizing how linear a lot of them were.

>> No.9004228
File: 80 KB, 386x315, 1637664037701.png [View same] [iqdb] [saucenao] [google]
9004228

>This server requires a password in order to connect, please enter this password below.

>> No.9004229
File: 1.07 MB, 1920x1080, SUNDAY NIGHT SHITSHOW 67 MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9004229

SUNDAY NIGHT SHITSHOW TIME, SHITHEADS! Tonight we're gonna be blasting through Jenesis, Jimmy's neo-classic megawad with Kegan's Malefactors to add to the chaos! More importantly, we're gonna be testing how this session performs with a password.

The password is: keganmadebrutaldoom

Got it? You better. Connect with Zandronum and let's get the shitshow started already!
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.9004232

I understand 94 protons doesn't have a set theme for each episode, do whatever?

>> No.9004239 [DELETED] 

>>9003937
so
is there a tutorial on how to use custom global boolean variables, that you can check and change at any time? is it even worth it compared to the monke methods?

>> No.9004242

>>9004215
Dead zone was pretty cool, I liked human bbq too. Its just central processing is tilting me really bad.

>> No.9004245

>>9004232
Not strictly, but I figured E1 would feature some jungle outdoors, some temples, etc, with E2 adding more techbase stuff, and a bit of hell, and then E3 going particularly hell, I'd want to save the green marble and green stone bricks to E3, not featuring that elsewhere.

It's not that rigid though.

>> No.9004259
File: 786 KB, 1440x810, cr.png [View same] [iqdb] [saucenao] [google]
9004259

>>9004242
>central processing
Understandable, it and the map after it can be really exhausting and they're back to back

>> No.9004274

>>9004150
Middle right has Doom 64 vibes.

>> No.9004292
File: 131 KB, 1242x1241, pain.jpg [View same] [iqdb] [saucenao] [google]
9004292

>>9003937
>>9003945
update: fuck variables

>> No.9004293 [DELETED] 

I guess that's what talking to Scott Miller does to you.
https://twitter.com/GetGianni/status/1535517950886744072

>>9004212
Okay, Scott.

>> No.9004352 [DELETED] 
File: 7 KB, 106x118, 1547765619300.gif [View same] [iqdb] [saucenao] [google]
9004352

>>9004293
>IM the only one whos allowed to be puke spookem!
you hypocritical old fuck, you just voiced an entire postal game! quit harassing people!

>> No.9004401 [DELETED] 

>>9004293
why is jon st. john such a petty bitch

>> No.9004410 [DELETED] 
File: 42 KB, 500x680, stick.jpg [View same] [iqdb] [saucenao] [google]
9004410

>>9004293
>JSJ tells him he doesn't care as long as it isn't political
>guy does several trans rights videos with the duke voice along with fundraiser videos, somehow failing to see how doing so could be concieved as political
>"wHy iS hE bEiNg SuCh aN aSsHoLe GuIsE"

>> No.9004467 [DELETED] 

>>9004293
jesus, I am not reading all that shit

>> No.9004475 [DELETED] 

>>9004293
>>9004352
>>9004401
>>9004410
Not Retro

>> No.9004476 [DELETED] 

>>9004475
Based.

>> No.9004481 [DELETED] 

>>9004475
Blessed.

>> No.9004495

>>9004467
TLDR:
>Gianni and JSJ were cool at first, JSJ told him to not do anything political with Duke
>He respects that wish until he decides that trans shit isn't political so he does it anyway.
>JSJ probably didn't like this, but also knew that causing a stink over it would get him cancelled to hell
>JSJ starts being a bit of a passive aggressive bitch about it ever since, without any direct clarification.

>> No.9004498

>>9004194
It is because even if I kinda hate shelly. The game is nice and build is pretty and I would like a not gay sequel one day. Not gonna happen at this rate. It was but a quick summer dream.

>> No.9004547
File: 1.46 MB, 1920x1080, memories of Moonbase.png [View same] [iqdb] [saucenao] [google]
9004547

>>9004212
Yea that's fine. They don't have much else I'm interested in. I'm pleased with what I got, and it's ironic how two of the best "new retro shooters" - this and Overload - got fairly fucked.

>> No.9004553

>>9004181
so no aftershock?

>> No.9004554

>>9004553
correct

>> No.9004557

>>9004181
Everything under the 3DR banner has been in development hell ever since Willits bought them.

>> No.9004559
File: 268 KB, 546x546, 1628918062858.gif [View same] [iqdb] [saucenao] [google]
9004559

>>9004554

>> No.9004572

>>9004557
>Willits bought them.

What?

>> No.9004582
File: 2.99 MB, 1380x1800, 16321611251.png [View same] [iqdb] [saucenao] [google]
9004582

>>9004559
>sadcac
>>9004572
yeah he's currently taking a break from raping them while he works on Space Marine 2

>> No.9004585

>skimming through PC Gaming Show
>get to the Space Marine 2 discussion
>two devs show up, one of them being none other than Tim Willits
>host asks him some shit about how doomguy compares to a space marine
>he responds by saying that doomguy was directly inspired by 40k
Has anyone from id ever said anything of this sort? Timmy Wimmy is the last person of the original team whose word I'd believe.

>> No.9004593

>>9004582
>RoboCop's smile in the second panel

>> No.9004596

>>9004585
wh40k invented the concept of space marines so obviously doomguy was inspired by it.
But seriously Tim is full of shit. id guys have said doom is a mix of evil dead and aliens countless times never wh40k

>> No.9004602

>>9004585
Even if 40k was already kinda well know alongside Dredd and such I call that bullshit marketing talk.
Military john space marine exists way before 40k.


Motherfucker why is he fucking 3drealms? What the fuck is his problem.

>> No.9004603

>>9004585
Of course not. He's full of shit as usual.

>> No.9004614

>>9004596
>>9004602
>>9004603
I figured. If he said it because he sincerely believes it and not because he's lying through his teeth for marketing, he probably thinks that GW invented the concept of a spacefaring soldier so anyone else doing it is "inspired" by them.

>> No.9004623

>>9004614
I love 40k but 40k invented nothing, and its on its way to became starcraft and gay.
It's a mish mash setting like other fantasy settings, it stole copiously from dune, famous other si fi stuff mashed it together and called it a day.

It would be slightly more genuine if he was making a starship troopers game instead and said the same thing.

>> No.9004626
File: 252 KB, 1024x768, 1627580053826.png [View same] [iqdb] [saucenao] [google]
9004626

Hope you lads had fun.

>> No.9004634

>>9004229
I joined too late. I wish you kept it up for those who wouldn't mind playing more.

>> No.9004635

>>9004626
I know I sure did. See you guys next week!

>> No.9004636
File: 424 KB, 1920x1080, Zandronum Screenshot 2022.06.12 - 18.59.51.53.png [View same] [iqdb] [saucenao] [google]
9004636

>>9004626
GGs

>> No.9004637

>>9004572
Willits left id for Sabre, then Sabre bought 3D Realms about a year ago.

>> No.9004638

>>9004626
ffs i'm covered by a talk bubble

>> No.9004641

>>9004638
Lmao sorry buddy, didn't mean to cuck you like that

>> No.9004645
File: 2 KB, 76x86, file.png [View same] [iqdb] [saucenao] [google]
9004645

>>9004641
it looks like he's got lil chicken legs
haha

>> No.9004648
File: 451 KB, 250x164, bane-dance.gif [View same] [iqdb] [saucenao] [google]
9004648

>>9004634
Kegan said I had to intentionally crash the server.
So I did.

>> No.9004649

>>9004637
Right during the pandemic. Jesus save us, this is why we cant have nice things.

Now I know it´s over.

>> No.9004652

>>9004648
absolute madman

>> No.9004660
File: 70 KB, 247x216, unknown.png [View same] [iqdb] [saucenao] [google]
9004660

Oh btw Anon Plays Shitwads debuted a year ago today.
Pour one out for our beloved cunt

>> No.9004662

>>9004585
That Caillou-Dr. Evil-Penguin-looking-ass motherfucker wasn't even there for the first game

>> No.9004665
File: 36 KB, 690x860, Tim ''I fucked you are gilfriend'' Willits.png [View same] [iqdb] [saucenao] [google]
9004665

>>9004557
As much as I despise Backstab Willits, 3D Realms was in deep trouble long before the acquisition.

>> No.9004672

>>9004229
>password
why

>> No.9004675

>>9004672
To prevent baka gaijin from joining.
FNF isn't going to be password protected but I'm considering keeping it for SNS.

>> No.9004678

>>9004660
F

>> No.9004684

>>9004675
don't

>> No.9004686

>>9004684
State your case.

>> No.9004691

>>9004675
Definitely keep it, as you said it keep it /vr/ and there was no trouble populating the server tonight.

>> No.9004697

>>9004038
Yeah, nothing new here.

>> No.9004706

>>9004691
>>9004675
Agreed

>> No.9004709

>>9004706
Unless the opposite side can come up with a convincing argument, I'm keeping the password system in place. I'll change it up every week and yes, I'll make it a connect password instead of a join password from this point onward.

>> No.9004716

>>9004212
The devs aren't 3DR.

Last update was in March:
https://store.steampowered.com/news/app/562860/view/3122689629911497250

>> No.9004719

>>9004716
actually a Q&A they did in early April

>> No.9004720

>>9004716
Man I really dislike how IF enemies sound and move, the sprites of them moving are just not very good, except for the flying ones or the mech.

>> No.9004730

>>9002019
what are some Good Beach Themed wads for Doom that has bright blue skies.

I already played DBP 27 already.

https://www.youtube.com/watch?v=MfAMHNy0SAw

>> No.9004739

>>9004730
Doom Vacation.

>> No.9004740
File: 23 KB, 598x279, 1653603606606.png [View same] [iqdb] [saucenao] [google]
9004740

>>9004557

>> No.9004745

>>9004720
>OVURR HEERRRE
>HOSS TILES

Honestly, I don't mind, it's not as viscerally exciting as Blood's cultists but it isn't as shrill and retarded as Duke's busted-ass audio or as forgettable as Shadow Warrior's.

>> No.9004752

>>9004730
Ray Mohawk 1+2 I guess.

Also, what's with that request? Are you ordering a wad like you're ordering fast food or something?

>> No.9004756

>>9004745
*low muffled "fleshbag..." that you can't even hear over the ion bow charging up to one-shot you*

>> No.9004758

>>9002019
Quake is great. I play the enhanced edition, and although it has bugs as I can't update it (torrent version) i love the quality custom maps available. That's all I wanted to say

>> No.9004770

https://github.com/freedoom/freedoom/blob/master/musics/d_e1m6.mid

How did this shitty song get approved, does freedoom have no quality control?

>> No.9004776
File: 330 KB, 600x400, tim willits.png [View same] [iqdb] [saucenao] [google]
9004776

>>9004585
>Tim Willits telling fucking lies
Wow, stop the goddamn presses. The iD guys were always pretty open about the influences that made Doom, Dungeon's & Dragons, Evil Dead 2, Aliens, etc, etc. Of all the influences that have been talked about by the devs, Warhammer 40.000 has never been one of them, ever.

Now this renowned bullshitter and weasel who wasn't even there for the first game hatches this rotten egg? Pardon me for disregarding it as completely made up.

>> No.9004780

>>9004770
What in God's name ever game you the impression that FreeDoom had any sort of quality control?

>> No.9004787

>>9004745
I hate dukes audio
the octobrains make annoying noises, and the sounds in tubes of underwater just get fucked

>> No.9004791

>>9004780
I like some of the monsters like the hell knight and the caco, and most of the music is much better than what I posted.

>> No.9004798

>>9004745
Even the death animations of the grunts are kinda lame. They just fall forwards or backwards but not in a fun way like blood or SW enemies and I dont know why.

>> No.9004805

>>9004776
I wouldn't say 40k was nothing but yeah I agree. Again I would go more for starship troopers. Or other sci fi.

>> No.9004823
File: 51 KB, 316x525, _1907233.jpg [View same] [iqdb] [saucenao] [google]
9004823

>>9004596
Starship Troopers did space marines way before that, and it's probably not the first either. The first space marine was probably conceived of when people realized that since we're shooting stuff up into space now, probably we would need armed forces to protect our interests from other people shooting stuff into space or/and hypothetical alien lifeforms looking to steal our chicks.
Hell, people were probably thinking about it around the time Jules Verne started writing about space travel.

>> No.9004832

Map12 of 400 minutes of /vr/
https://www.youtube.com/watch?v=7UmVSbl-GKo

>> No.9004835
File: 1.17 MB, 1440x810, 16543635309301.png [View same] [iqdb] [saucenao] [google]
9004835

>>9004798
I like the variety of normal and headshot deaths, and like Blood it's a build game with actual gibs. The animations are otherwise fine and I have no clue where you're coming from, I'm glad you're with me in saying "I don't know why".

>> No.9004842

>>9004823
True its in the culture continuum, but I dont doubt the claims that they were thinking of Aliens, D&D and Evil dead.

Its pretty clear they were going for the sci fi fantasy in general no big inspirations, its a simple videogame. If nothing else romero was giving it the heavy metal satanic angle.

Doom Eternal is the one one could say its inspired by 40k, except even the warp in 40k is more hellish and satanic than the silly aliens form eternal.

>>9004835
Its just the regular death animations you see more. I like the gibs with the chain gun as well.
I just think regular ones could be better.

>> No.9004847

>>9004842
>Its just the regular death animations you see more.
I know what you meant, I think they're fine.

>> No.9004916
File: 9 KB, 216x234, index.jpg [View same] [iqdb] [saucenao] [google]
9004916

>>9004660
guess what, faggot? i'm dragging you back to where we all started

that's right, we're replaying touhou doom, except this time on lunatic, because we fucking hate ourselves
>https://youtu.be/F_tSjczXjlM

>> No.9004925

>>9004916
goat bleats
Welcome back, cunt.

>> No.9004928

>>9004916
Ah fuck I wanna watch. Can't get to a computer ATM.
Godspeed anon.

>> No.9004938
File: 1.52 MB, 635x457, 1481935220088.gif [View same] [iqdb] [saucenao] [google]
9004938

>>9004916
Oh.

>> No.9004946

Do you play games on the build engine like Duke Nukem and Blood with autoaim?

>> No.9004954

new to doom modding fag here. I see doom builder has 40 gorillion forks but which would be best for a new guy? Ultimate doom builder?

>> No.9004961

>>9004495
Eh, seems more like JSJ realized Gianni is making money off the impression and became jealous.
Even though he has a way better career even without Duke.

>> No.9004962

>>9004946
Usually. I grew up playing with keyboard only so it feels more natural than mouselook and vertical aiming.

>> No.9004969

>>9004954
Yes, UDB. Most up to date and most features

>> No.9004970
File: 777 KB, 960x540, dukeweird.png [View same] [iqdb] [saucenao] [google]
9004970

>>9004946
Duke, Blood, Ion Fury, all no
RR yes, SW usually

>> No.9004973

>>9004946
Sometimes I turn it on in Shadow Warrior, like when you're fighting those damn dirty hornets. And i left it on in Redneck Rampage because the hitboxes and spread can be kind of retarded without it. But usually it's off. Why have autoaim when you have free mouse aim since DOS?

>> No.9004975

>>9004954
>doom builder has 40 gorillion forks
That's your first mistake youngblood, might wanna get your eyes checked.

The currently supported DoomBuilder forks are DBX and UDB, you can pick either but my suggestion is UDB.

>> No.9004981

>>9004946
I use a trackball mouse and greatly reduce vertical sensitivity, so yes.

>> No.9004995

>>9004946
I disable autoaim for non-hitscan weapons.

>> No.9005007

>>9004946
I turn it on and off when needed, unless it's something like eduke or raze where it's hitscan only

>> No.9005015

>>9004995
thats just cheating

>> No.9005029

>>9004946
Duke and RR on, Blood and SW off

>> No.9005061

are there brootal dewm equivalents for the games on the build entgine?

>> No.9005094

>>9005061
There are numerous attempts with Duke, but given that the modding scene for build games is generally ass, you'll probably struggle to find anything satisfying.

>> No.9005104
File: 50 KB, 704x577, 1589470702377.jpg [View same] [iqdb] [saucenao] [google]
9005104

I've been updating many of my files since they're outdated for the most part, and I've noticed Smooth Doom seems to have less features now.
What happened here?

I really miss those spinning keys. The monster variants and the Doom64 weapons were neat too.

>> No.9005109

>>9005061
https://www.youtube.com/watch?v=d5_BB_QdY-I

>> No.9005112

>>9005109
>7 minute video
>trailer

>> No.9005115

>>9004946
it's always off for me

>> No.9005118

Has anyone tried Forgive me Father and does it belong here? If so, how is it for Lovecraftian dooman?

>> No.9005119

>>9005118
not retro. We have enough people discussing non-retro shit here right now

>> No.9005135

>>9005119
My mistake. Carry along.

>> No.9005136 [SPOILER] 
File: 94 KB, 1024x720, cho aniki.jpg [View same] [iqdb] [saucenao] [google]
9005136

>>9004916
a brief summary of today's stream is
>anon is slightly better at doom
>with my wider perspective of and experience with doom, i can still say touhou doom is a bad wad
>a problem with porting touhou's projectiles is your character can only face one direction at a time
>especially if you need to shoot the boss
dunno if i'll go back to regularly streaming, but it's a possibility in the future
we'll see if i go back to regular streaming, it was good to see you all again

>> No.9005139

>>9005136
You don't have to just play shitwads, you know. We've got some content backed up, after all.

>> No.9005159

>>9005139
>Ad Mortem
>400 Minutes
>Soon to be 512 lines
gonna be a busy boy

>> No.9005165
File: 741 KB, 981x524, .png [View same] [iqdb] [saucenao] [google]
9005165

>>9005136
GZDoom was a mistake.

>> No.9005245
File: 488 KB, 398x478, 1642725176770.gif [View same] [iqdb] [saucenao] [google]
9005245

>>9005165
wayment, you can sell fangames on steam?

>> No.9005251

>>9005245
It depends on the IP.

>> No.9005265

>>9004596
>wh40k invented the concept of space marines
Holy fuckin no.

>> No.9005367

>>9004946
I always play with it on because I'm usually finding the game completely broken without it
I cannot even think of a time where it's fine in any of the build engine games
you could probably play through blood with a gamepad using only buttons

>> No.9005370

>>9004675
>Don't put a password
>Why?
>...
Password stays on, boys.

>> No.9005382

Every so often it's nice to see the retro shooter community come together to agree that Tim Willits is a fucking retard.
A good mapper, time to time, tho.
Don't like to critique a fuckin retard without saying something nice.

>> No.9005426 [DELETED] 
File: 80 KB, 1107x433, 592418921.png [View same] [iqdb] [saucenao] [google]
9005426

Video games as means to get into bad blood. Overreaction notwithstanding, Irkalla MAP04 was actually pretty mean.

>> No.9005435

>>9005426
I love Hexen too but this guy is just retarded. I wouldn't mind some maps for Hexen with currently difficulty standards cause regular Hexen is just too easy and there's a lot of potential for fun hard combat with how varied the inventory is.

>> No.9005475
File: 109 KB, 249x303, Portable morale boost.gif [View same] [iqdb] [saucenao] [google]
9005475

working on that new chainsaw replacement, this is gonna be fun

>> No.9005482

I just put GZDoom on my PC and I have Hexen, Doom, Doom 2, and Chex Quest installed. What other IWADS should I get?

>> No.9005494

>>9005482
Heretic is fun too, and the Final Doom wads if you don't have them yet

>> No.9005495

>>9005482
TNT, Plutonia, Hexdd, Strife1 (and Voices)

>> No.9005505

>>9004602
>Motherfucker why is he fucking 3drealms? What the fuck is his problem.
I don't trust Willits just as much as other anons, but do we actually have any proof that he's messing with 3DR?
>Aftershock & WRATH have the same issues because of tech shenanigans.
>Cultic with Core Decay are kind of more active.
>All of these games are developed not by Slipgate folks, except for WRATH I think. They're busy with Graven, RTS (should be shown this year), maybe new Painkiller, 2001 FPS thing and who knows what else.
>Kingpin, yeah. Also them, I believe. And Interplay, who are... Eh-h-h... SiN is mostly Nightdive and Rise of Triad re-release was fully "hijacked" by nu-Apogee.
The only public thing we have is Miller being a passive aggressive bitch, similarly to JSJ. Not to mention that he actually fucked them over. Allegedly.
>>9004961
Does he though? Nowadays, that is. I may be clueless, but I'm pretty sure he's just "Duke voice" and he was "meh" at being in World Tour. And I don't really care about Duke, but that was just sad.
>>9005118
It kind of belongs here, actually-ish. Some games are being discussed here regardless of the engine they've been made on, which is a reason for some anons to bitch about. Honestly, I don't think it's that big of a deal until someone spergs out completely. Otherwise we should just go all in and not talk about standalone games on GZDoom.

>> No.9005548

>>9004730
https://www.doomworld.com/forum/topic/94682

>> No.9005607

>>9004596
>Tim is full of shit.
Dude always has been.
>>9005265
Games Workshop have always basically taken shit from other IPs, especially with 40k where it's like Dune plus Starship Troopers plus a bunch of other crap.

Tim is doing the same retroactive bullshit that 40k fans are probably going to do when the most recent retelling of Dune gets to the god-emperor stuff.

>> No.9005630

>>9004623
It makes their decades old feud with Blizzard all the more funny since they both started copying from each other after a deal for Blizzard to make a Warhammer game fell through.

>> No.9005650

>>9005607
I fucking hate tim so much. so glad he left id, now I just wish he would leave the industry.

>> No.9005685

>>9004585
maybe new doom but old doom has so much documentation and shit, so doom should be known to not have inspiration by warhammer in general
"space marines" also probably existed before 40k but this is games workshop we're talking about, who built a franchise out of taking inspiration from various other media yet wants to act like they pioneered sci-fi/fantasy so hard, they even get fan projects and other companies in trouble for stupid copyright bullshit
all in all, tim caught lying again and unlike sandy petersen, he doesn't have the old man memory to justify it
also, even if doom is inspired by warhammer, it's mostly a "diet version" of it like any other moba or wrpg that took the same influence
at least blizzard started with a style that was charming at first

>> No.9005694

Where was the goldeneye remake?

>> No.9005695

>>9005245
>>9005165
touhou games can be sold because of zun's policies
though they may or may not be why some people get confused over touhou because they forget these are still fangames and not spin-offs that just happen to be from a different dev
>>9005475
how will it work?
this is a milestone in doom modding, holy fuck

>> No.9005707

>>9005695
you'll throw out the pearl, it smashes and a small Past Linked Arti hops out and proceeds to run around and stab shit for awhile, causing a ruckus and drawing aggro.

>> No.9005729
File: 967 KB, 998x896, Texture Alignment.png [View same] [iqdb] [saucenao] [google]
9005729

>> No.9005749
File: 62 KB, 900x948, 1623444848692.jpg [View same] [iqdb] [saucenao] [google]
9005749

>>9005729
why is "uac 2" lawful evil?

>> No.9005753

>>9005749
Maybe because boxes are used so often as filler

>> No.9005758

>>9005505
>Otherwise we should just go all in and not talk about standalone games on GZDoom.
That sounds incredibly bitter.

>> No.9005760

>>9005753
>Maybe because boxes are used so often as filler
No, they're used as containers.

>> No.9005785
File: 592 KB, 400x225, Oldmanyellingatghosts.gif [View same] [iqdb] [saucenao] [google]
9005785

>>9005729
Goddamn telepathy, yesterday I thought about requesting this image

>> No.9005790

>>9004709
I think it should stay a join password. There's no reason to make it a connect password.

>> No.9005801
File: 1.64 MB, 616x466, im_already_doomed.gif [View same] [iqdb] [saucenao] [google]
9005801

>>9005790
Making it a join password means people can join in, spectate, constantly ask for the password, and then that means one of two things will happen:

A) they keep asking until someone tells them to fuck off or they get bored and leave

or

B)Someone tells them to check the thread. This one can be a problem because it can potentially invite more people outside of /vr/ to here. Someone had argued that making the server password join only as some weird exclusivity thing but that's just gonna drive people to want to come here more and annoy us. You might as well cut the bullshit and just prevent people from joining if they don't know the password.

and as I said during the session earlier: I feel like it's kinda pulling the same shit as locking mods behind discord servers or some weird paywall, like you're advertising a thing exists but it's only for the super cool kids club.

>> No.9005817

>>9005801
>same shit as locking mods behind discord servers or some weird paywall, like you're advertising a thing exists but it's only for the super cool kids club.
Damn, didnt know there's stuff like that in the doom community. That is some next level faggotry
>>9005790
On the contrary, like the anon below said, there is no reason for it to be a join password instead of connect - why would you let people connect but not join? To watch us?

>> No.9005829

>>9005817
Actually, why is password necessary at all? I know for a fact none of you are capable of giving a good enough reason for that. I bet it's going to be something like "muh sekrit club" or somewhere along these lines.

>> No.9005832

>>9005817
>didnt know there's stuff like that in the doom community. That is some next level faggotry
There's some value to it if it's a test build located on a dedicated testing and feedback server, because that way you may hook people for feedback who would normally just download and leave, since they're already in the server they might as well say something. Doing it permanently is intensely homosexual, though.

>> No.9005834

>>9005829
That's what I would guess too. But ultimately I'm fine with a password if it means only /vr/ people join the /vr/ server. We didn't have any issues with populating the server earlier.
Now I've only joined for Sunday Night Shitshows so I'm not sure how much of a problem it is where a surplus of non-/vr/ users join.

>> No.9005842

>>9005109
already knew about this one
tried it out, but not that fun

>> No.9005849

What has even happened to provoke this autistic password discussion if there haven't been any issues before?

>> No.9005854

>>9005729
Where do the tek textures end up also?
on good spectrum?

>> No.9005865

>>9005109
Jesus christ this looks retarded.

>> No.9005873

>>9005829
If a password keeps shrieking faggots like you out, then I welcome it.

>> No.9005874

>>9005873
But... He's here in the thread. In fact if anything he might join just to spite YOU now.

>> No.9005876

>>9005874
He'd have to know and use the password though.

>> No.9005882

>>9005729
FIREBLU is a good texture and I will die on this hill

>> No.9005884

>>9005882
*ding* Sewer Count!

>> No.9005892

>>9005884
nice fucking model! *honk honk*

>> No.9005894

>>9005884
>>9005892
I'm not mad. I'm just disappointed in your stupid behavior.

>> No.9005907

>>9005749
probably because they can be a bit fucky to align properly

>> No.9005913

civvie fans are so annoying baka be original fagtards

>> No.9005963

>>9005829
>I know for a fact none of you are capable of giving a good enough reason for that
Nice bad faith, faggot. I'm with that other anon; you yourself may not get filtered, but prissy bitches like you getting turned away by the password is a demonstrably good idea. Thanks for proving the point.

>> No.9005971
File: 633 KB, 1040x1170, Screenshot_20220613-090950_Brave.jpg [View same] [iqdb] [saucenao] [google]
9005971

>>9002019

>> No.9006026

>>9005971
atleast 5 duke-doomguy hybrids and ghost of ranger and doomguy tarbaby in top right

>> No.9006028

>>9005873
>>9005963
In other words, there's absolutely no reason for a password to be there. Thank you for proving that password is not needed.

>> No.9006056

>>9006028
You're really dense so here's a reason: the server is visible in Doomseeker, which means anyone who installed doomseeker can see it and join, even if he's outside of here. Satisfied faggot?

>> No.9006060

>>9005834
>Now I've only joined for Sunday Night Shitshows so I'm not sure how much of a problem it is where a surplus of non-/vr/ users join.
That never ever was a problem. Password requirement is completely pointless. There's a point in having a password if you're performing closed alpha/beta testing of a mod/map pack or if it's a dedicated competitive server like all those private CTF servers. Even then, only the former required a connect password while latter used and still uses join passwords. SNS is neither of those. FNF at least can use the dedicated competitive server argument for having a password.

>> No.9006065

>>9006056
That's not a viable reason. Again, "sekrit club" is not even remotely good argument. You need a much better argument than that.

>> No.9006068
File: 69 KB, 648x574, CnMgQQmgHeg.jpg [View same] [iqdb] [saucenao] [google]
9006068

>>9002019
Beat the Blood first time in my life. Did it on Fresh Supply with the Extra Crispy diffculty. I know this is a so-called "coop mode", but god damn that was pretty hard.
I have no idea how people did it back in 1997 on DOS version even in coop.
Underwater sections are pure cancer with close to zero hit detection and I did my best to avoid them as much as possible, even if that would cost me hp or jumpboots resource. Hitscanner enemies are all over the place, but unlike Doom or Duke Nukem, where you could easily kill them, they are something else - they can see you from behind, don't make any noise while idle, have pinpoint accuracy, hurt like hell and very fucking hard to kill, especially when they go prone. With any other enemy being easy to outmaneuver - these fuckers are basically pace-stoppers.
And this trend is felt all over the game: we run out of enemies? Just make more bullet-spongey version of the previous one! Or the more annoying like hands and spiders. And making levels pitch-black with almost no way to see what is ahead is just fucking mean. Also level design became more and more bland and weaker towards the end just like in original Doom. It felt like game designers run out of steam midway through. Boss fights are insanely gay too. On Extra Crispy they are even double the gay.
Fresh Supply don't fixing many levels bugs was a bummer too. Nightdive did one hell of a job with the Powerslave - but Fresh Supply is just meh. Well, I pirated it so no hard feelings there.
At least weapons are fine and dandy. Sound is nice too. CD-tracks are pretty atmospheric and reminded me of "Fueled by Hate" track from "Manhunt".
Outside of the atmosphere and some minor cool details Blood is kinda regular for it's kind. I understand why people love it so much, but PSX Doom and Doom64 did the same, but were left out of the focus.

>> No.9006081

>>9006060
>>9006065
I personally don't give a shit whether there's a password or not, one reason I can think of is that I find smaller servers more fun. When there's a lot of people things just turn into a chaotic clusterfuck.

>>9006068
I agree about the spongy miniboss enemies, they're one of the worst things about Blood gameplay. I've never noticed any level being too dark though, but that definitely depends on monitor brightness settings and so on.

>> No.9006083

>>9006068
t. Filtered Slav

>> No.9006094

>>9006081
Now this is a point I can agree with. In this case it's understandable why a password would be a good idea.

>> No.9006098

>>9005729
You know whats chaotic evil? The gstone bricks with seams that dont line up to 8/16 units. So you have to manually enter precise sector heights if you want a window or anything else that matches the brick seams.

>> No.9006105

>>9006081
>one reason I can think of is that I find smaller servers more fun.
Ok I phrased that in a bad way, I meant the reason why I find smaller servers more fun, which could make using a password sensible, is that it could be a chaotic clusterfuck with many people.

>> No.9006109

>>9006105
most mappers in general suck ass at texture alignment and just let Doom Builder do it without actually taking the time to move pixels around. I can't stand it when I see a gray texture line not connect with another one.

>> No.9006110

>>9006094
No it isn't. If the amount of players is an issue, a limit can be set. This has nothing to do with a password.

>> No.9006115

>>9006109
>being this autistic about texture alignment
Maybe if you cared more about the gameplay and stopped staring at walls you'd get better at the game.

>> No.9006117

>>9006065
>That's not a viable reason. Again, "sekrit club" is not even remotely good argument
If you put something in quotations and misspell it doesn't refute that argument. Nobody's trying to make a club or a trannycord circlejerk here, it just makes sense that if we host a server for all anons who browse here its stupid that any random faggot that boots up doomseeker and wants to play doom will probably select our server because it has people in it - this only bloats the server like >>9006081 said, and bloats it with people who dont give a fuck where they play (cause they just want to play doom) and at that point it makes no sense to host SNS or FNF - if anyone can join then why dont we just all fuck off to a random existing public server?

>> No.9006124

>>9006115
Hey at least mappers who do texture alignment meticulously can be happy there's someone who appreciates that

>> No.9006126

>>9005913
Oh, hi cancermouse.

>> No.9006138

>>9006117
Because a random existing public server doesn't have neat stuff like vrsounds or even if it does it'll be limited? Besides, outsiders never ever were a problem and I highly doubt they will ever be. You are trying to fix a problem that doesn't exist.

>> No.9006140
File: 195 KB, 804x804, dark souls get gud.png [View same] [iqdb] [saucenao] [google]
9006140

>>9006115
yeah okay let me just start mapping 1-color slaughtermaps with contrasting pallettes, look at how original I am! Cacoward material right here baby!

>> No.9006149

>>9006138
>a problem that doesn't exist.
Agreed, whether anon hosts a server with a password or not doesn't matter.

If you have an issue with it, you're better off hosting your own server for these threads instead of kvetching and shitting them up.

>> No.9006150
File: 3.29 MB, 319x215, 1646316049471.gif [View same] [iqdb] [saucenao] [google]
9006150

The thing that's worse than people not properly aligning their textures is not using TRIMS.
I FUCKING LOVE TRIMS!

>> No.9006162

>>9006138
>Besides, outsiders never ever were a problem and I highly doubt they will ever be. You are trying to fix a problem that doesn't exist.
I guess you're right on that, Im not joining that often and there were maybe one or two occasions where some sperg arrived and had to be kicked, so not much - however, the password seems to be such an effortless way of prevention if a problem ever arises that I wouldn't mind if whoever's in charge of SNS/FNF decides we should have it

>> No.9006189

>>9006110
Why do you give a shit?

>> No.9006191

>>9006126
Cancermouse is unironically the only good CV-11 gag that's been beat into the dirt.
For now.

>> No.9006194

>>9006150
Not familiar with the lingo, what are trims?

>> No.9006206

>>9006068
>I have no idea how people did it back in 1997 on DOS version even in coop.
They could’ve just as easily regarded it like Doom’s “nightmare” difficulty and played on a setting they found more enjoyable.

>> No.9006220

>>9006194
Wall trims, special border textures used between different wall segments and doorways. Rule 2 of Romero's design rules.

>> No.9006226

>>9006150
>puts two different flats right next to each other without trims or height differences in your path

>> No.9006229
File: 141 KB, 317x401, 1626056771459.png [View same] [iqdb] [saucenao] [google]
9006229

>>9006226

>> No.9006230

>>9006220
Any angle greater than maybe a 110 deg angle needs a border for sure, imo. Under that and you can get away without it, depending on what the textures are

>> No.9006231
File: 868 KB, 1841x771, Screenshot 2022-06-13 104013.png [View same] [iqdb] [saucenao] [google]
9006231

>>9006150
>tfw can't into trimming
I wish I could convince somebody to just touch-up the detailing in one or two of my maps so I have an example to follow.
Damn, I hate being a pastiche autist.
>>9006220
Oh, I thought you meant "trims" like these.
Regardless, I'm trash at following Romero's rules for visuals anyway. Altho his ideas about gameplay and level layout are stellar; I'm sure I learned a lot about game design from him secondhand (for example, I wouldn't be surprised if Daisuke Amaya shared influences with Romero.)

>> No.9006235

>>9004585
>Timmy Wimmy is the last person of the original team whose word I'd believe.
He was only the "original team" in so far as he contributed two maps to Episode 4.

He's basically operating off stolen credit by implying he had any input or insight on Doom or Doom 2 beyond that.

>> No.9006246
File: 658 KB, 1372x771, 1638339449407.png [View same] [iqdb] [saucenao] [google]
9006246

>>9006231
If you are looking for feedback then here's what I have for that specific scene. It's mostly just adding some extra flair so these walls don't look extremely bland and have a chance to stand out. What you have on the far right is great, the left side just needs a bit more work.

>> No.9006253

>>9006220
You're describing support textures, not trims.
Trims are horizontal.

>> No.9006257

>>9006140
Oh it's the bitter Ribbiks' rape victim again.

>> No.9006259

>>9006253
fuck I've always called them trims

>> No.9006270
File: 807 KB, 1843x770, Screenshot 2022-06-13 110744.png [View same] [iqdb] [saucenao] [google]
9006270

>>9006246
>dat red pen markup
My sincerest thanks fampai. I appreciate the approval of the detailing on the right—I've been fucking with it for 10 minutes, but hearing that it looks fine puts my mind at ease. I think I can move on to detailing the rest now.
I actually had another water window up high in the big "More detail here?" wall, but it felt super redundant with the other ones so close by, so I ripped it out. Maybe I'll add it back, or put some more piping in it instead of water.
Also, if you (or anyone else) feels like further critiquing, I'm having a problem visually with this "walkable vs non-walkable" height difference in my wall texture choice. I've thought about putting a rock pillar at the corner where the textures meet (like the one in the middle of the small waterfall in the background), but I worry it'll look awkward with how tall some of them would have to be.

>> No.9006295

>>9006270
I'm not really sure what you mean, but one thing that stands out to me is the texture used for the little "step-ups" in the grassy terrain. I think they should be the same dark brown rock texture you're using for the walls instead. Would add some more contrast to them and help show that the terrain has different heights.

>> No.9006310
File: 65 KB, 800x600, get_a_feeling_so_complicated.jpg [View same] [iqdb] [saucenao] [google]
9006310

>>9006295
>I think they should be the same dark brown rock texture you're using for the walls instead. Would add some more contrast to them and help show that the terrain has different heights.
Thanks again for the critique! That was actually how I was originally doing things, I tried differentiating the "step-ups" with a grassy texture to show what you could vs couldn't climb (ie. what was and wasn't a "hill"), but yeah it wasn't working.
>tfw anon literally catches me fakin' and tells me to just b myself

>> No.9006313
File: 170 KB, 1280x1280, DoomPaper.jpg [View same] [iqdb] [saucenao] [google]
9006313

>>9005758
This entire thing is bitter, so that checks out.

>> No.9006314
File: 1008 B, 32x8, GRASSTEP.png [View same] [iqdb] [saucenao] [google]
9006314

>>9006270
>>9006295
>one thing that stands out to me is the texture used for the little "step-ups" in the grassy terrain

Try this

>> No.9006316
File: 7 KB, 56x95, 1649424877004.gif [View same] [iqdb] [saucenao] [google]
9006316

>>9006310
just doom yourself my man

>> No.9006319

playing through base doom II for the first time on UV, i don't like it as much as ultimate doom. Maybe I just suck at it.

>> No.9006326

>>9006313
The post you’re quoting or the one he’s quoting?

>> No.9006348

>>9006319
Bestiary is great, ssg is a good addition, but the levels aren’t as good and not nearly as colorful as Doom 1’s were.
That said, I’d rather replay a chunk of 2 rather than revisiting Thy Flesh Consumed.

>> No.9006395
File: 398 KB, 320x200, ezgif.com-gif-maker(21).gif [View same] [iqdb] [saucenao] [google]
9006395

>Day one billion of trying to make intermission screen that doesn't suck lmao.
I wish I learned how to draw.

>> No.9006403

>>9006326
Huh?

>> No.9006409
File: 142 KB, 192x282, 1632888454631.gif [View same] [iqdb] [saucenao] [google]
9006409

>>9006403

>> No.9006414

>>9006395
That'd be pretty neat for a mapset that had branching level paths.

>> No.9006420

>>9006414
It probably would be.

>> No.9006426

>>9006395
lmao at first I thought this was supposed to be a 512 lines intermission

>> No.9006435

>>9006426
Lucky you it wasn't.

>> No.9006456

>>9006414
Hell, I figured it was. There's at least two anons that've mentioned working on mapsets with that gimmick.

>> No.9006498

>>9006409
What does this gun shoot?

>> No.9006537

>>9006498
HUHs

>> No.9006565

Name a better wad than Plutonia at the time.
You can't.

>> No.9006585

>>9006565
You're right, there are some 90s wads that also have great maps, but Plutonia's biggest strength is that it has no bad maps, while most of 90's megawads are often very mixed. Could be the effect of the wad being done by only two guys who were already established as great mappers, so there was no chance of some random guy making another Habitat.

>> No.9006590

>>9006565
Memento Mori 2 is quite great. Nothing better or as influential as Plutonia at 1996 though.

>> No.9006598

>>9006585
Guy who made Habitat also made map01 of Icarus, but map01 of Icarus is actually great.

>> No.9006619

Tried the Selaco demo long enough to not be impressed, the reloads feel like they're missing frames and the AI sure isn't any kind of Fear "smart" AI like they've been hyping it up to be.

>> No.9006627

>>9006619
Its packed with detail and looks a lot like SS2 which I love. Feels fine to shot.

I just find what they are doing with logs and main character really trash.

But I will wait and see. The devs got really fucking pissed when I said to them it was another boring brunette\bootleg shelly. Very pissed.

>> No.9006634

>>9006627
I legitimately can't remember when was the last time I enjoyed reading notes in any game.

>> No.9006635

>>9006627
The detail's not bad, even if the kid's drawings at the start are full of GREETINGS FELLOW RETRO GAME APPRECIATOR shit, as well as references to crap like Hedon and Viscerafest.

Kind of gives me the impression that's what they care about most though, the appearances of stuff.

>> No.9006640

>>9006634
Good point.

There are some recent games that have good writing. But its very few and far between.

I do wonder if there either a shortage of writers and artists in the west or if its just that the worlds are not connecting enough.

>>9006635
I shows effort, its irrelevant if I personally like it. One has to be honest. I fucking hate with all my guts the futa hedon female fan art green orc faggotry that goes on there but I cant deny its a decent game. Just by the first few levels alone.

Although the appeal to recent boomer shit and youtubers does raise some concerns. But then again its their choice. The game itself is another matter.

>> No.9006664

>>9006640
>but I cant deny its a decent game. Just by the first few levels alone.
Hedon's got some really neat environmental design, it's just not really the best encounter design, or enemy design.

>> No.9006667

>>9006635
>as well as references to crap like Hedon and Viscerafest.
i always thought a problem with indie devs is when they get too close like that
i get you don't want to have mean competition or something, but it seems a bit forced and unneeded
if some other devs literally helped you get where you are, i can see something
otherwise, it feels too polite for its own good
the more this friendship club stuff is seen, the more it gives aspiring/potential devs fear that their project may never succeed because it's not part of some clique
>>9006640
and with youtubers, it's probably worse because being a youtuber or "personality" is not the same field as actually making the product
at the same time, it says something when they go for "boomers" like gmanlives and civvie, as opposed to the newly introduced personalities like midnight or mayo lol

>> No.9006668

>>9006635
Those drawings are made by backers, not by the devs.

>> No.9006669

>>9006664
I like the music as well, shame about everything else.

>> No.9006678

>>9006668
>paying for the right to make art assets
Jesus.

>> No.9006686

>>9006640
>I do wonder if there either a shortage of writers and artists in the west or if its just that the worlds are not connecting enough.
It's a shortage of ones who aren't either shit or trying to bootleg something more popular.

I was playing some Portal knockoff puzzle game the other day and shit rapidly descended to direct fucking Cthulhu references all over the walls and shit.

>> No.9006687

>>9006686
Indeed maybe its not artists and writers supporting the coders.

I think its a cultural problem, games need strong directors. Like Japs seem to do.

>> No.9006698

>>9006634
They used to be well written and interesting. Great world building shit like in Thief. Most recent games logs all feel like they're written by the same person, and that person is bland. DE:HR had some good ones, but still suffered from much of the same problems.
I liked Bioshocks as well, but you could just listen to those.

>> No.9006713

>>9006667
>the more this friendship club stuff is seen, the more it gives aspiring/potential devs fear that their project may never succeed because it's not part of some clique
That's an interesting thought. The whole "that's one doomed space marine" and jabs that other games did back in the 90s was friendly banter, but it was still competitive banter.
On the surface it seems like that antagonism might scare some less confident devs away. But I bet the opposite is true, like you said. If you feel alienated from the clique you probably don't feel like it's worth trying tonesge your way in. Even if you're confident in your abilities you feel it's a rigged game.
::thinkingemoji::

I kinda wish 4chan kept the dipshit emojis they had on April fool's

>> No.9006717

>>9006713
>tonesge
to wedge

>> No.9006723

>>9006634
Last for me was Gunpoint, which gets away with it because Tom Francis is good at writing stuff like that.

>>9006698
It seems like an afterthought these days, while also being treated like an obligatory feature.

SS1 treated it well because it was the only way they could pull off that sort of shit back then.

>> No.9006759
File: 2.95 MB, 640x360, scsc.webm [View same] [iqdb] [saucenao] [google]
9006759

>>9006619
Finding flanks was fun, the typical "dodge/dash" movement mechanics complimented this better than I expected. Ran worse than Supplice but better than Age of Hell.
Okay/10, not hyped but might enjoy it if level and fights vary throughout, it will be in huge trouble if they don't.

>> No.9006781

>>9006698
>>9006634
Not retro obviously, but new Prey is probably the closest things nowadays to being as good as System Shock 2, would honestly recommend.

>> No.9006806

>>9005494
>>9005495
Ty

>> No.9006845

>>9006686
>I was playing some Portal knockoff puzzle game the other day and shit rapidly descended to direct fucking Cthulhu references all over the walls and shit.
Magrunner's good though.

>> No.9006928

>>9006619
i liked it alot (though i may need to play it again to get a better picture),though i also love FEAR and like the new boomershooters (not much that's nearly as good as something like AD or skillsaw,but i like them),so milage may vary.

>> No.9006930

>>9000695
I fixed the incompatibility problem by dumping the contents of Quoth PAKs into the Warpspasm mod folder, seems to work fine mostly - aside form replacing the original (Neharha) sword with the Quoth hammer, but at least the enemies have working models and sounds now
>BTW why does it seem that Quoth has duplicate sounds/graphics with the same name but different file sizes?

>> No.9006931

>>9006845
Says an awful lot that Portal knockoff and Cthulhu shit is all you need to know what it is though.

>> No.9006957

>>9006930
...or you could check the readme instead? you're supposed to put quoth and warp side by side and launch the game with "-quoth -game warp".
even if that's somehow not an option, you should rename the paks so that the ones from quoth come first and the ones from warpspasm second (because it adds some skins and you might get index out of range errors otherwise).
>Quoth has duplicate sounds/graphics
pak0 is the initial release, pak1 and pak2 are updates

>> No.9006961

>>9006931
Isn't that how most games are?
Doom is just "demons on mars", Quake is just "Doom with Cthulu shit", etc.

>> No.9006994

I thought that I would let you all know that for the past week, there's been an attempted DDOS attack on the server. It's already being mitigated so you guys don't have to worry, but it seems we've pissed somebody off.

>> No.9006998

>I'm not in danger, duke, I AM the danger! A guy opens the door and gets mauled by monsters, you think "That's one doomed space marine". I'm the one who dooms.

>> No.9007035
File: 2.86 MB, 800x450, Desktop 2022.06.13 - 17.17.19.01.webm [View same] [iqdb] [saucenao] [google]
9007035

not /vr/ but I guess it's based on FEAR, but FWIW the second Trapang2 demo is out and it seems much improved. Gets a lot of basics down well better than Selaco
Camera sway during reloads and lads dropping armour plate during their ragdoll are kind of lame, but eh.

A lot less I-just-downloaded-UE than the first demo

>> No.9007102

>>9005136
The first episode is pretty shit because the levels have been mostly unchanged from a previous touhou wad by a different author who is bad at level design. The episodes after that are wholly original compared to the old touhou wad so they might be a bit better. You may need to bind the secondary mouse key and item keys to something comfortable because the new weapons and spell cards are what you will have for those episodes.

>> No.9007112

>>9006994
MM8BDM spergs jelly of their playerbase being stolen

>> No.9007119

>>9006994
The fuck? is this because of the pw?

>> No.9007142

Hunted it's an easy map.
Get over it.

>> No.9007146
File: 607 KB, 2000x2317, 1641686842854.jpg [View same] [iqdb] [saucenao] [google]
9007146

>>9006994
>>9007112
They hate us cause they ain't us
Im guessing its probably some random troll thou, maybe even from here. SNS/FNF lives on!

>> No.9007148

>>9007112
I honestly don't get the deal with MM8BDM but I'm getting sick of those LMS servers being everywhere.

>> No.9007158

>>9007112
>>9007148
IDK if they're better or worse than that one server of furfags that got angry as fuck if you joined their GMOTA server.

>> No.9007160

>>9006994
Password guy mad that we keepin' the password.

>> No.9007176

>>9007119
>>9007160
The password was put in place just yesterday, so no. This has been going on for a week already. I'll say again it's not a big deal and I have it under control, but it is hilarious to me that somebody got offended enough to try and take down a fucking Doom server.

>> No.9007190

>>9007102
He's already played the WAD in its entirety except for the TLB. He's just doing it on Lunatic this time.

>> No.9007227
File: 203 KB, 1024x768, 20150514105959_91ab0753.jpg [View same] [iqdb] [saucenao] [google]
9007227

What's the quickest way to resize multiple images? I've been using GIMP and the workflow is just slow as fuck. I know I could dump them into a folder and create a python script to loop through them and run ffmpeg on them, but I have to open up my VM and move the files around. Makes sense when I have 40 images, but when I have 10 a lot of times I don't want to bother.

>> No.9007238

>>9007227
if I have a shitload of images I want to edit in sequence, I use Metamorphose to rename all of the images to something like "gun 01" and it goes in order. After the sprites are renamed if I just drop gun 01 into Aseprite, it asks me if I want to add everything else in the sequence to the project. Libresprite, which is a free offshot of Aseprite, should have the same feature.

Hell, if you don't want to bother with Metamorphose, you could dump all of the images into SLADE and mass rename them there, then extract them out again and go from there.

>> No.9007245

>>9007227
Setting up an action in Photoshop. It's easy to just record it, do it, and play it back.

>> No.9007263

Map13 of 400 minutes of /vr/
https://www.youtube.com/watch?v=sfxKM4Pw-pc

>> No.9007264

>>9007227
Using Photoshop, you could load everything into a stack. Assuming they're all the same resolution and you want the same output, you can do that.

>> No.9007278

>>9007227
viewers like acdsee/faststone/irfan usually have a batch convert mode that allows resizing. gimp actually has several (bimp, script-fu, python), but I never bothered learning them. if it's a common task for you, just make a batch/python/shell script and reuse it when needed.

with imagemagick you can do something like:
>magick mogrify -alpha on -filter RobidouxSharp -distort resize 50%% "*.png"
to resize everything in place

>> No.9007282

>>9007263
This map was even more ammo-starving in the first couple versions (when it didn't have any secrets, or, like, just the Soulsphere behind the switch.) Still, I like it, even the "one-at-a-time" Arch-viles since you can choose how many to fight at once if you want a spicy marinara (and because it lulls you into a false sense of security before the actual double Arch-vile at the end.)

>> No.9007284

>>9007278
(double %% is win batch escaping)

>> No.9007295

>>9007263
Tarnsman had the same complaint you did about the Archviles. Double-Archvile fights are way more engaging. Which is why I'm loading up my 94p map with a bunch of them.

>> No.9007301

GZDOOM is not multithreaded right?

>> No.9007306

>>9007301
Nope.

>> No.9007313 [SPOILER] 
File: 645 KB, 1600x900, it_rises.png [View same] [iqdb] [saucenao] [google]
9007313

>>9007295
Same. Just added in a double-archvile fight near the end of my map.
Gonna have an entire optional blu key area that has a secret for the death exit too.

>> No.9007316

>>9007301
Only on few features such as audio and some rendering. Everything else is single thread.

>> No.9007325

>>9007227
>I've been using GIMP and the workflow is just slow as fuck.
You have my sympathy, the last time I was forced to use that intentionally nonstandard pile of arse I had to set up afk scripts just to automate some of that shit.

>> No.9007343
File: 86 KB, 1113x616, Screenshot 2022-06-09 221756.jpg [View same] [iqdb] [saucenao] [google]
9007343

>>9007245
>>9007264
is Photoshop easy to pirate? I flat out refuse to give Adobe one red cent of my money for their subscription garbage.

>> No.9007345

>>9007301
The way I've heard it, it's not even possible to multithread Doom's game logic. Either you completely break determinism (because the game won't yield the same results on different thread counts), or you keep all threads synced to one and end up with no actual benefit and the same single-thread bottleneck.

>> No.9007351

>>9007343
Very, just need to turn off your internet during installation and block the program from inbound/outbound connections.

>> No.9007356

>>9007227
https://github.com/over-engineer/Batch-Image-Resize

>> No.9007357

>>9007343
I'm using CS3 that some kid passed me on a flash drive way back in high school.

>> No.9007358

>>9007343
Some of the older ones are easier to pirate than the modern rent service bollocks stuff.

There was even a semi-hoax a long time ago about Photoshop CS2 being free because it was easy to pirate straight off Adobe's own servers at the time.

>> No.9007363

>>9007345
>because the game won't yield the same results on different thread counts
That sounds like something that could be band-aid fixed with a launch parameter to limit the thread count for multiplayer games / demo playback. I think it would be worth trying at least.

>> No.9007430

>>9007035
I can't comprehend why they would include bullet/pellet trails, excessive amount of strawberry jelly and gmod tier physics. It's not really appealing to me. The only thing so far they have over FEAR are the modern graphics.

>> No.9007443

>>9005894
oh
oh no

>> No.9007459

>>9006498
Huge Ugly Heads

>> No.9007463
File: 39 KB, 292x479, baratus strength.jpg [View same] [iqdb] [saucenao] [google]
9007463

>>9004041
Well the good news is that the team that's spinning it's wheels on the System Shock remake for years is separate from the team that does the ports and remasters. At least I think they are.

>> No.9007467
File: 833 KB, 649x1080, 1650955881916.png [View same] [iqdb] [saucenao] [google]
9007467

>>9006627
>The devs got really fucking pissed when I said to them it was another boring brunette\bootleg shelly. Very pissed.
I thought this was Shelly fanart when I first saw it.

>> No.9007479

>>9007467
even the armour looks the fucking same

>> No.9007483

>>9007345
GZDoom already breaks demos with every update, so I don't think that's a relevant consideration.

>> No.9007496

>>9007483
Nobody seriously doing demos uses GZDoom anyway.

>> No.9007517
File: 388 KB, 412x500, doom3guy grin.png [View same] [iqdb] [saucenao] [google]
9007517

>>9004916
Anon! You're alive! Good to have you back.

>> No.9007530

>>9004946
On because the aiming in Build games was designed with it in mind.

>> No.9007537

>>9007227
What map is that?

>> No.9007539

>>9007313
Fuck, that's pretty. I know the wait was long but these assets are nice to have around - will make 94p a little bit more duke3d like without straying from Plutonia territory too much

>> No.9007549

What's the better doom multiplayer source port for custom yet still somewhat vanilla deathmatches? QZandronum has features that allow for less lag to happen on maps and mods as well as built in support for quake movement for those into that, but Odamex has MBF21 support so it could support mods that aren't decorate yet still offer a different deathmatch experience.

>> No.9007575

>>9006931
I don't know that having an easily-describable identity is a bad thing.

>> No.9007593
File: 367 KB, 960x540, Screenshot_Doom_20220614_024048.png [View same] [iqdb] [saucenao] [google]
9007593

>>8999226
Alright, that was a really good level, great to look at, fierce and fun to play. It took a few tries, but I got it, and I actually beat the level without even finding that one generous secret with the plasma rifle.
Only things I'd point at is texture alignments on this exit teleporter, as well as a suggestion of maybe putting some of the rockwall textures on the side on a couple of the cliffs in the shots where you can see outside jungle.

I would have played it earlier but I was up all night working on 94 stuff and then slept all day.

>> No.9007601

>>9007467
Change the hair color and armor color at least.

>> No.9007605

>>9006619
Is the Selaco demo on Steam more up to date than the patreon one dropped a few weeks back? Or is it literally the same

>> No.9007630

>>9007605
Same level but a whole lot of things have changed.

>> No.9007647

I like shootin’ barrels and watching the demons blow into giblets, it’s so cathartic.

>> No.9007648

>>9007630
Ill check it out then, thanks

>> No.9007651

>>9007647
I like mods that let me pickup, place, and throw barrels. Very fun, very useful.

>> No.9007653
File: 133 KB, 960x540, Screenshot_Doom_20220614_021623.png [View same] [iqdb] [saucenao] [google]
9007653

>>9007593
This little cubby on the side for lowering the lift for the rocket launcher is fun little detailing by the way. Love the texture and prop usage overall.

>> No.9007654
File: 628 KB, 1611x904, ss_457e98357fbca865fba15b83ee728a1b5b5bb756.jpg [View same] [iqdb] [saucenao] [google]
9007654

>>9007575
It's bad when it's easily describable as being absolutely derivative of other things.

Pic fucking related, Cultic is Blood but uglier and on fucking Unity.

>> No.9007674

>>9007654
>Pic fucking related, Cultic is Blood but uglier and on fucking Unity.
Dusk was Quake Blood and it was just as ugly if not moreso and it went well anyways.
It too is an amazingly non-retro game. It’s funny how much people want to talk about them here when it’s mostly how much they suck.

>> No.9007716

>>9007654
>It's bad when it's easily describable as being absolutely derivative of other things.
No it isn't. Rekkr is just Doom plus Vikings, and that's great. Cultic is shit because it's just Blood, not Blood plus X.

>> No.9007717

i would post something here about the new organ grinder, but fuck tastyspleen and Quadz wife who took over the forums.

>>9007483
GZD Never had working demos, even the stock ones for DOOM, HERETIC and HEXEN doesn't work either.

>> No.9007734

>>9007717
GZDoom isn't compatible with the vanilla demo format, but it can record its own demos and then play them back as long as you match the GZDoom/mod versions to exactly what it was when it was recorded.

>> No.9007736

>>9007674
>It’s funny how much people want to talk about them here when it’s mostly how much they suck.
cause people who feel neutral-positive don't feel a strong need to mention them alot in the /VR/ (being that it could be seen as off-topic).

>> No.9007737

>>9007674
To be fair, Dusk only really starts showing its identity with the second episode (especially Escher Labs). I put off playing it for a while because the footage I saw of the first episode made it look boring and derivative, glad I looked past that since the third episode is awesome.

>> No.9007752

Finally someone fixed Hexen.
https://www.youtube.com/watch?v=D26pSImvw1g

>> No.9007754

>>9007737
the third episode is really the strongest by a long-shot,especially the second to last level,where they make sure to bring the enemy roster at full force.

>> No.9007761

>>9007754
I liked it the whole way through. Ramped up really nice. First episode is fun to just blast through imo, and I like the scenery.

>> No.9007771

>>9007761
me too,its a fun game,just it's clear that the later levels are significantly better.

>> No.9007775

>>9007752
>fixed
filtered.

>> No.9007789

>>9007752
those neural upscales looks bad due to the shitty models used for it.
also no edits to fix artifacts, so fuck those doomworld releases.
even the doomsday texture pack is still better than this shit

>> No.9007808

>>9007343
rutracker

>> No.9007813

>>9007752
Hexen already has the best sprite and texture work of any Doom engine game. Its problems have nothing to do with its visuals. But you know this, you're just stirring up shit.

>> No.9007851

>>9007430
the trails and stuff is a bit much I agree, but the comic gore is kind of what it's going for I guess. It's like a higher detail version of FEAR's guys becoming clouds of blood.
I assume the Source style physics are also intentional -- they even have similar corpse collision sounds as 2005 games.

The physics are fine desu. A lot of games just omit physics altogether meanwhile HL2 era stuff makes everything physical even if it's unrealistic.

I wouldn't do the FX how they did it tho. But at least it's toned down from the first demo.

>> No.9007857

>>9007752
>"fix" Hexen
>not revamping the level design to be less obtuse
>not giving each class another new weapon and adding a couple new enemies to make combat more fun
>instead replace it's already gorgeous spritework and texturework with hideous as fuck neural upscales and filtered bullshit

>> No.9007865
File: 66 KB, 3303x1983, twpjdAP.png [View same] [iqdb] [saucenao] [google]
9007865

1996 was the peak

>> No.9007907

What's the best work of DB2?

>> No.9007909

>>9007865
idgames?

>> No.9007910

>>9007907
*Fork

>> No.9007926

>>9007907
UDB

>> No.9008016

>>9007907
Ultimate Doom Builder is the latest. You can honestly get by with something older such as Doom Builder 2, or GzDoom Builder (bugfix), they're just as easy and userfriendly, they'll do Doom, Boom, UDMF, Hexen, Heretic, Strife, etc, just fine, however Ultimate Doom Builder also supports MBF21 (Boom map format but with bugfixes and new features), which is very nice, and it also gets regularly updated, unlike the old ones.

Also, the older ones wouldn't let you turn off the bilinear filtering (ergo Graf Vision) in the 3D mode, while UDB lets you do exactly that, which I appreciate very much.

>> No.9008074
File: 224 KB, 2301x1295, skytest2.jpg [View same] [iqdb] [saucenao] [google]
9008074

Gave up on palletizing this skybox. Looks decent enough and I guess there's no point if nobody else does it.

>> No.9008076
File: 349 KB, 574x560, 1605368015693.png [View same] [iqdb] [saucenao] [google]
9008076

Hideous Destructor should have hunger and thirst meters (turn all that free beef from the dead demons you kill into delicious food gordon ramsay would turn you into swiss cheese alongside his fellow chaingunners to call your food garbage as he steals the food you just made) just as an excuse to add a dedicated piss button, you are a normal bitchmade human being in that mod so it makes sense you have human needs.
And also a dedicated taking a shit action by using the piss button while squatting with the bandaging mode active.

>> No.9008081

>>9008076
Haha yeah and you should be able to throw the shit at the demons. Or put it in your reloading device to make shit bullets. Or maybe they add a new chemistry set item and let you distill your shit and piss down into sulfur to make gunpowder

>> No.9008082

>>9008076
Ugly as Sin or one of those mods adds in hunger mechanics and it sucks. There's a taunt button that lets you use custom noises, and you can add in a fart effect to wake up demons.

>> No.9008117

>>9008081
Throw a turd to cause infighting as the monsters try to figure out who took a deuce

>> No.9008119

>>9008082
Nowadays the hunger mechanic is alright. There's no downsides but eating food boosts your stamina regen

>> No.9008126

>>9008074
is that you summeranon? still working away at the mod?

>> No.9008145

>>9008126
No.

>> No.9008150

>>9008126
>is that you summeranon?
No, I am building upon GZD.

>still working away at the mod?
Kinda, but slowly. Not having much fun at the moment. Spriting is hard.

>> No.9008198

>>9008081
I vaguely remember a mod that lets you do exactly that and it makes the demons violently ill.

>> No.9008213

>>9008081
haha

>> No.9008216
File: 462 KB, 500x500, 1600144522924.png [View same] [iqdb] [saucenao] [google]
9008216

what are your personal/recommended keybindings for hideous destructor lads?
I just downloaded it because It looks like an interesting mod, but I'm already overwhelmed by all this shit you now have to do.

>> No.9008221

>>9007654
>uglier
There's a new demo and it seems to look better now.
>and on fucking Unity.
As if that's a bad thing. The engine itself is fine and a bunch of lazy junk shovelware doesn't make it bad.

>> No.9008245

>>9008216
I use ESDF, which gives me more keys around my movement to work with, so these aren't my binds, but rather how I set it up when packaging HDest for friends:

WASD - Move
Space - Jump
Shift - Sprint
Caps Lock - Toggle Walk/Jog
Ctrl - Crouch (Hold)
Alt - Crouch (Toggle)
Z,C - Lean Left/Right (zoom leaning disabled)

E - Use (Hold to view full inventory and a list of controls for your current weapon/tool)
Tab - Weapon 9 (to make bandages/medkit quickly available, also handy to check for bleeding)
K - Feign Death
B - Taunt

Left Click - Fire
Right click - Alt. fire
Middle Mouse - Zoom (zoom leaning disabled)
Mouse4 (Bottom Thumb) - Reload (NOT R or a keyboard key, this is important for the mag manager)
Mouse5 (Top Thumb) - Unload (similarly important for the mag manager)
R - Alt. Reload
Q - Fire Mode
U - Drop Weapon
L - Drop One Unit of Ammo
I - Cycle Same Weapon Stack

T - Use Inventory Item
F,G - Previous/Next Inventory Item
J - Drop Item
P - Strip Worn Armor
; (semicolon) - Purge Useless Ammo
M - Mag Manager / Item Manager

X - Rangefinder
Del - Detonate Doorbuster (bind del "db 999" in console, seriously why isn't this in the menu)
Home - Toggle Automap (not tab since that's for meds)

>> No.9008267

>>9008245
Thx anon. I don't have a fancy mouse with extra buttons so I'll have to play around with the reloading binds. See what works out best.

>> No.9008284

>>9008267
Good luck, make sure you can still move around relatively freely while loading and unloading mags and weapons, maybe V and B can substitute for mouse thumb buttons with this goal in mind, and you can move the taunt somewhere else (honestly I've since swapped the taunt key with play dead anyway, since play dead is useful more often as a makeshift prone/crawl.)

>> No.9008317 [SPOILER] 
File: 702 KB, 1600x900, doom09.png [View same] [iqdb] [saucenao] [google]
9008317

>>9007539
These assets and textures are really really nice. I haven't even really looked at the skyboxes or the midis yet either.

>> No.9008368

>>9007865
If that graph was based on the total amount of maps rather than files, it'd probably look very different with so many megawads and episodes being made these days. If it was linedef or sector count, it might even be steadily growing.

>> No.9008376

>>9007653
I just had to use the desk chair decoration in some way so I came up with this.
I couldn't resist finetuning a few things already so I'll probably submit a new version next weekend.

>> No.9008394

Anyone got the deets on what happened with Deluge? It seems like one of the creators tried to ragequit and delete fucking everything. why tho?

>> No.9008420

>>9008394
Some internal bitchfit power struggle where one of them tried to go scorched earth on all the files and social media shite.

Apparently they didn't lose anything from it but who knows for sure.

>> No.9008424

Man, fuck Dash Tower.

>> No.9008434

Is there any other projects going on besides 94 protons? I’m not super huge on Plutonia

>> No.9008435

>>9006957
When I did done just that QSs failed to carry-over the entities dependant on Qoth but not included in WS directory itself, I've already at the third level so I don't mind a gimped experience as long as nothing is unplayably broken yet

>> No.9008467

>>9008434
There were plans to do a comfy dream themed wad during 400 mins development, but that's after 94 protons if it happens.

>> No.9008472

>>9008467
Ah okay then. I’ll just take a breather then until then.

>> No.9008562

>>9004582
But Rurouni Kenshin is created by a convicted pedophile.

>> No.9008567

https://www.youtube.com/watch?v=QBOq2P02-fA hud showcase

>> No.9008569

>>9008567
Neat hud, but I feel like the text could be more diegetic

>> No.9008589

>>9008567
Looks like an edited collection of about thirty other mods.

>> No.9008607
File: 301 KB, 1920x1080, 20220614200052_1.jpg [View same] [iqdb] [saucenao] [google]
9008607

I was skeptical as hell but the demo ran really smoothly. GrafZahlDoom literally won.

>> No.9008636

>>9008607
I finally found out that GZ in GZDOOM stands for Graf Zahl

>> No.9008641

>>9008636
Graf wishes it did, it's OpenGL ZDoom.

>> No.9008643

>>9008641
that makes way more sense

>> No.9008657

>>9008641
It's both.

>> No.9008675
File: 2 KB, 224x272, Doomjak.png [View same] [iqdb] [saucenao] [google]
9008675

>>9008607
He can't keep getting away with it! We need to stop him from winning again.

>> No.9008687
File: 322 KB, 900x692, 1546614436927.gif [View same] [iqdb] [saucenao] [google]
9008687

>get the random burst of soul sphere energy or whatever in hideous destructor and it resurrects a healer imp
>he resurrects other dead monsters near by and they're on my side as well
>become a pseudo-necromancer for the rest of the level
i didn't know that could happen, fucking neato
whats the most powerful demon a healer imp can resurrect anyway? i noticed when he resurrected a hell knight it kept screaming in pain occasionally so i assume theres a limit to what he can resurrect

>> No.9008712

Are there any doom mods where you play as an archvile?

>> No.9008717

>>9008712
beast incarnation

>> No.9008723

>>9008717
Sweet, thank you

>> No.9008752

>>9008607
the engine is modded though.

>> No.9008794
File: 553 KB, 1179x2678, doom_general.png [View same] [iqdb] [saucenao] [google]
9008794

>> No.9008824

>>9008794
glorious

why does prof.Layton hate Hexen, though?

>> No.9008845

>>9008824
Puzzles

>> No.9008920
File: 165 KB, 824x2426, most blue.jpg [View same] [iqdb] [saucenao] [google]
9008920

>>9008824
Probably because of the puzzle stuff, though the Layton games are just as fucking stupid at times.

>> No.9008950
File: 19 KB, 579x277, temp7.png [View same] [iqdb] [saucenao] [google]
9008950

Wear prickly ouchies

>> No.9008987

>>9008687
wait until you see what happens when you break open a Inv sphere

>> No.9009013
File: 22 KB, 652x656, 1618091557348.png [View same] [iqdb] [saucenao] [google]
9009013

>>9008950

>> No.9009040

>>9008950
Aw dayum, finally the cactus outfit cometh

>> No.9009062

Out of curiousity, is there a way to play Doom and whatnot on OSX?

>> No.9009075

>>9009062
source ports

>> No.9009086

>>9008950
I swear the hud tag name for that for her better be Thorny.

>> No.9009190

>>9008424
LOL (loving every laugh)

>> No.9009212

So I was playing Golden Souls and didn't realize there was another verison, or sequel? I was playing the legacy version I guess, so I checked out the "remastered" version but it seems totally different. Is it a sequel or just a very big change to the original? Should I finish legacy first? I've been enjoying legacy a lot and the remastered one seems good too.

>> No.9009232

So is "Tuesday Night Terror" a thing, or are people mainly playing on a weeked?

>> No.9009237

>>9009232
It's not unless someone decides they want to make it a thing.

>> No.9009247
File: 220 KB, 500x463, 1652269440068.png [View same] [iqdb] [saucenao] [google]
9009247

>HFFM party pack crashes map 5 of 400 minutes for some reason in the very beginning
(Playing on dsda-doom with 2048 guns too)

>> No.9009263

Can voodoo dolls telefrag monsters?

>> No.9009270
File: 10 KB, 594x120, file.png [View same] [iqdb] [saucenao] [google]
9009270

>>9009247
I think I found your culprit. MAP05 is the first map with a chainsaw as far as I'm aware so that's why it's only crashing now.

>> No.9009274
File: 35 KB, 754x525, file.png [View same] [iqdb] [saucenao] [google]
9009274

>>9009270
Also, I'm disappointed this doesn't have the item pickup lines. Some of the jokes are lost.

>> No.9009275
File: 84 KB, 1024x768, Screenshot_Doom_20220614_193620.png [View same] [iqdb] [saucenao] [google]
9009275

Implemented difficulties for the combat scenarios.

This is the highest tier training. The moment you pick up the Berserk it puts you at 1HP. I tried giving the player the "TOUCHY" flag, but for some reason it doesn't really work.
For some reason though I find Revenant punching in GZD to be WAY easier than in e.g. DSDA and I can't say why. It feels like there's less inertia when bobbing back and forth so I can get in the rhythm better.

>> No.9009282

>>9009270
What's so cursed about HFFM's chainsaw that'll crash another mod?
Now that you mention it there really is a console message
>createPatch: Unknown patch format CSAWA0

>> No.9009285

>>9009237
I reckon it could be kinda cool. You could expand it it to have daily themes too

Monday Night Madness = Slaughter wads
Tuesday Night Terror = Horror wads
Wednesday Night Wackiness = Joke wads and Terry wads
Thursday Night Thirst... For Blood! = Gigantic map wads
Friday Night Frenzy = Invasion wads
Saturday Night Shitshow = Mysterybox style
SUNDAY SUNDAY SUNDAY NIGHT SHOWDOWN LIVE AT THE ARENA! = Deathmatch wads

>> No.9009287

>>9009062
sourceports mostly support macOS (and mods bundled with the windows version of GZdoom work with the mac version),also crossover (paid, there's a free version called WINE,but it has problems due to the changes macOS has been making) for anything windows-only.

>> No.9009291

>>9009282
It's a PNG instead of Doom format.

>> No.9009292

>>9009285
I've been hosting Serious Business Saturday recently.

>> No.9009295

>>9009291
Why though? An error? Or is it supposed to be played on GZDoom only, or to serve as a tool for other modders instead of a wad?

>> No.9009296

>>9009275
Punching is definitely easier in GZDoom, other anons have mentioned the same

>> No.9009297

>>9009295
Beats me. Hopefully fuckhead is still around to answer.

>> No.9009302

>>9009297
Oh
Thanks for the answers anon

>> No.9009327

>>9009285
I don't have the time or motivation to host every day desu. I also want other anons like >>9009292 to have time to host their own things.

>> No.9009330

>>9009275
Holodeck anon, if Kill Player sector effect from mbf21 also depends on weapon bobbing state then I think I have an idea for you

>> No.9009353

>>9009275
AFAIK, GZDoom eschews the blockmap or some other archaic, bug-prone aspect of Doom's original engine. A consequence is that melee attacks are easier, both for the player and for the monsters.

>> No.9009356

OK hear me out
>The year is 2100
>Space stuff
>Terraforming is going slower than expected so humans set up space station farms
>Cozy green space farms
>But lab-grown meat is very effecient
>Bionics increase peoples' nutrient needs and they need the protein
>Meat Stations are a hot commodity
>Everyone wants to eat the meat
>Sometimes Meat Stations crash and meat goes everywhere
>"Meat Station 2100"

>> No.9009375

>>9009330
Can I use MBF21 stuff in an UDMF map?

>> No.9009380 [DELETED] 
File: 1.02 MB, 1600x900, spasm0000.png [View same] [iqdb] [saucenao] [google]
9009380

>>9008435
I like how WarpSpasm keeps repopulationg the map with each objective completed more than just an ambush spawn after grabbing a key item, any more mods that are like it?

>> No.9009409

>>9008794
>Ion Fury bickering
>Unity/UE4 “retro” shooters
>change BTSXE2 to 3
Would these be appropriate additions?

>> No.9009468
File: 36 KB, 693x670, back the fuck up.jpg [View same] [iqdb] [saucenao] [google]
9009468

>>9009409
>btsx 3 is a thing

>> No.9009470

>>9002019
>GZDoom lights of /vr/
>A set of maps where "dynamic" lights from lamps are the only source of illumination and all open spaces are taking place during night.
>Quakedoom of /vr/
>A set of maps where "QuakeStuff v1.2" and Quake textures are used to create levels for the Doom Engine.
>DeusEx of /vr/
>A set of maps where only the textures from the "Diabolous Ex" are allowed.
>Mother of /vr/
>A set of maps based on the MotherMother songs both thematically and stylistically.
If only it was true...

>> No.9009475

>>9009470
>if only it was true..
Start mapping yourself, literally no excuse to not start working on that shit unless you're one of those "people" that wants others to do all the work.

>> No.9009490

>>9009470
>DeusEx of /vr/
>A set of maps where only the textures from the "Diabolous Ex" are allowed.

If you prepare the resources and can lead the project I think you could get it done, cause it sounds like an idea I would participate in.

>> No.9009502

>>9009468
The character in the panel asks “BTSXE2 when”, the image could use an update.

>> No.9009503
File: 391 KB, 512x512, 1611791428_lolok.png [View same] [iqdb] [saucenao] [google]
9009503

>>9006627
>The devs got really fucking pissed when I said to them it was another boring brunette\bootleg shelly. Very pissed.

Yea if you act the same to them as in these threads (obnoxious and obsessed) no wonder they'd get pissed. You seem like a very miserable person to be around even virtually.

>> No.9009505

>>9009490
That'd actually be pretty neat since it did have a separate texture pack and it was pretty great stuff.

>> No.9009527
File: 13 KB, 384x253, 134489541354.jpg [View same] [iqdb] [saucenao] [google]
9009527

>>9009503
Lel

>> No.9009532

>>9009375
Hmm, if its UDMF then you probably got handier stuff than MBF21 tags, I didnt know you were using UDMF
Welp, whatever sector effects UDMF uses you can make sort of a weapon bob timing exercise so people can learn to time bobbing to avoid floor damage

>> No.9009536

>>9009470
>Meat Station 2100
>>9009490
>If you prepare the resources and can lead the project I think you could get it done, cause it sounds like an idea I would participate in.
Same, rip assets from Auger Zenith while you're at it

>> No.9009538

>>9009470
>>9009490
>>9009536
If it's Deus Ex themed, why not make it a Strife mod?

>> No.9009540

>>9009532
Yeah, what I am doing couldn't be done with anything less (and I have already reached the limits of what can be done purely with ACS and don't feel like adding a bunch of ZS stuff).
Though I didn't really want to do that kind of pure movement stuff anyway.

>>9009490
DEX textures are great, Judge Doom has a map made with it.

>> No.9009570

>>9009538
I think people may be more interested in the Deus Ex aesthetic with Doom gameplay.

>> No.9009573
File: 1.42 MB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
9009573

Getting close to finishing my second map lads

feelin comfy

>> No.9009574

>>9009503
I dont know anon on top of the mountain you cant see the mountain, I was precisely praising the SS2 like assets and said she could use some work. I didn't outright say she was TRASH.

She is someone's snowflake that is very much clear.

>> No.9009582

>>9009573
Wow, great work anon, but how does that big open area look despite being so square?

>> No.9009595

>>9005607
No fucking way in hell God emperor will have a film.

>>9005650
I think Emil in bethesda is even worse cancer. Cant believe he worked for LGS.

>> No.9009602

>>9009574
Maybe, I don't know. It's not your specific post but the consistent bellyaching of Shelly that's definitely making me understand why the devs would be pissed.
Also videogame devs are usually aware that all of their responses etc will affect their PR and they try to be nice to most people.. if you got a dev pissy then you were probably going out of your way to be very negative on them.

>> No.9009607
File: 1.29 MB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
9009607

>>9009582
The actual play area outside won't be too big, the large square is just to contain mountains that'll be in the background and whatnot.

It's the last part of the map left to work on and shits kinda daunting desu but I figured to learn how to make decent outside areas I might as well try jumping in the deep end.

>> No.9009609

>>9009607
cool

>> No.9009614

SOUL
https://www.youtube.com/watch?v=mDXjrhZYq9w

>> No.9009615

>>9009602
There’s the person you quoted and/or the person flailing about IF being a “wasted opportunity” and having “buyer’s remorse” because of how obsessed they are with the main character. It’s far less fun and much more pathetic than the “rekkr more like shittr lol” posting.

>> No.9009616
File: 128 KB, 500x500, 1631399458565.jpg [View same] [iqdb] [saucenao] [google]
9009616

>>9009573
>that fucking map name
Legit can't wait to try this out. God bless, OK???

>> No.9009621

>>9009615
>"Shelly? More like SHITTY!"

>> No.9009623
File: 384 KB, 1920x1080, notshelly.jpg [View same] [iqdb] [saucenao] [google]
9009623

>>9009615
Its not so much the main character but overall the game itself, even the shit bland antagonist and how they act. Pretty far off from the build trio hell even redneck rampage. It's mild and boring. Never said its a shit game to actually play.


Hell, who knows snowflaky Dawn, with her cute choker might actually be a better character in the end.

>> No.9009625
File: 260 KB, 640x360, yasunice.png [View same] [iqdb] [saucenao] [google]
9009625

>>9009573

>> No.9009637

>>9009621
Cute.
>>9009623
Not so much. Like clockwork, the same obsessive shit every time. Tiresome.

>> No.9009640

>>9009247
>>9009270
>>9009274
>>9009282
>>9009291
>>9009295
>>9009297
>>9009302
Ok, so, I should probably have made a paletted version. I'll try to remember to do that one day, along with pickup messages.

>> No.9009642

>>9009287
>>9009075
I wound up testing it out myself anyway. I have a mac laptop I occasionally use to record shit in Logic X and if I need to use a computer somewhere away from home. It seems to work the same, at least to the average user like myself. I used GZDoom. Played a little Doom 1&2. Tried a couple pk3s as well and it seemed the same as my PC. Now I can play some Doom on trips if I want to.

>> No.9009646

>>9009637
I am may not believe this but I rarely ever talk about IF, and there are other anons bringing it up from time to time.

>> No.9009650

>>9009275
Hit detection as a whole is much more reliable and userfriendly in GzDoom. Punching an Arachno in vanilla is like pulling teeth, you basically have to turn at the same time to have even a chance to hit at all, while in GzDoom it just plain works.

>> No.9009660

>>9009646
Whether or not I believe it doesn’t matter, it’s the same garbage each time. It often leads into some random imsim discussion and how much someone is looking forward to Gloomwood, a shit circle of life indeed.

>> No.9009670

>>9009650
>hear people complain about berserk punching detection
>”heh good thing I’m not one of THOSE scrubs” *launches GZD*
I’m glad I never shitposted about it because I still feel salty about not realizing how easier melee was.

>> No.9009673
File: 126 KB, 810x547, American_McGee_at_id_Software,_6_October_1995_(by_Ian_Mapleson,_administrator_of_the_Doom_Help_Service).jpg [View same] [iqdb] [saucenao] [google]
9009673

>> No.9009709
File: 129 KB, 970x1125, 1621237106539.jpg [View same] [iqdb] [saucenao] [google]
9009709

>>9009640

>> No.9009718

Holodeck guy here again, as I said, to me it feels like it's the movement.
I have never had trouble punching skellies in any port, but I have always had trouble not getting punched in turn, simply because I feel that back-forth movement in DSDA is "slower" than in GZD.
Then again, I'm a fucking scrub anyway. Managed to punch two of them, but the triple rape gang really did rape me.

>> No.9009732
File: 260 KB, 576x494, 1636659739523.png [View same] [iqdb] [saucenao] [google]
9009732

>> No.9009764

>>9009709
Just for you bud, I did a quick edit to the party pack to make it vanilla compatible. tested in chocolate doom.
https://files.catbox.moe/54hnlv.zip

>> No.9009774
File: 556 KB, 638x641, 6f10f1352bf0d41ca42a0a94aec3be2fa72da439d81f1976fe55b827945d9041.png [View same] [iqdb] [saucenao] [google]
9009774

>>9009764
My hero

>> No.9009795

>>9009764
good work anon

>> No.9009862

>>9009602
I've heard it on several different discords that the dude is a little touchy about whoever her name is, Selaco or whatever.

Not YandereDev tier touchy but enough to flip their shit at a few places where they've asked for feedback on the game and gotten it in a way they didn't want.

Personally I don't think her design is bad, I just think it's boring, which is kind of worse in some ways.

>> No.9009898
File: 2.68 MB, 400x225, 1649092238563.gif [View same] [iqdb] [saucenao] [google]
9009898

>>9009732

>> No.9009912

>>9009862
>I've heard it on several different discords that the dude is
hope you’re not >>9006627 because you’d be affirming your rent free obsession with this inane faggotry.
if not it’s impressive that there’s two anons with the same post spacing habits going to discussions for characters they claim to be indifferent towards.

>> No.9009919

>>9009912
Probably the same sperg who's brought threads to a halt obsessing over other female protags here.

>> No.9009924

>>9009912
No >>9009862 Is not me. But he is kinda right I got the usual mob aggressiveness in discord, which is usual for discord anyway.

>> No.9009937
File: 20 KB, 618x163, 013.png [View same] [iqdb] [saucenao] [google]
9009937

>>9009912
I don't know what the fuck you're on about, dude.

>> No.9009945

>>9009924
>No 9009862 Is not me
refer to 'impressive' portion of post
>>9009919
It's either autists from the same discord or one obnoxiously obsessed poster realizing the schizo shit he can pull on an anonymous board, doesn't matter either way

>> No.9009953

>>9009919
Can only think of supplice which is also kinda boring. When is it coming out anyway.

>> No.9009959
File: 67 KB, 945x598, you4me.png [View same] [iqdb] [saucenao] [google]
9009959

>>9009953
rent free anon
>>9009937
with 4chan x you can schizo any thread you want

>> No.9009962

>>9009953
Sometime this year, maybe.

Demo plays like a vanillaised Pillowblaster mod, which some people probably do want.

>> No.9009975

>>9009912
It's not just the spacing, they make ESL errors in very similar ways.

>> No.9010008

>>9009975
Maybe he's the Mario All Stars autistic hater from non-Doom threads because he was sperging just the same there with the (you) screenshots and samefagging different personalities "He's not me but he's right".
Or maybe obsessed sperg patterns are just too similar among newfags.

>> No.9010014

Damn, shut up

>> No.9010020

512 Linedefs of /vr/ beta should hopefully be out before the thread dies. I procrastinated on making CWILV lumps but I'm doing it now.
Are you still around TITLEPIC anon? We still need that, not to mention an M_DOOM, INTERPIC, ENDOOM, BOSSBACK, the usual. Text crawls are also open for anyone who wants to write those.

>> No.9010096
File: 2 KB, 232x102, 1622843797219.png [View same] [iqdb] [saucenao] [google]
9010096

>>9010020
I wouldn't mind doing text crawls. Give me a sec to look back at the map order and dust off the ol' WhackEd

>> No.9010107

>>9010096
By the way, this project uses UMAPINFO to supply special actions for some maps, so use that.
Here's the rough map order
https://pastebin.com/HMUiqJFq

>> No.9010113

>>9009673
Man, I'm glad that he turned out alright in the end.
Had a bad run at life up to that point and frankly his experience at id was fucked up. Fuck that egghead.

>> No.9010119

>>9010113
yeah, American McGee's life was fucking awful and it's good to see the guy's doing fine in spite of it
seriously, his life story feels like something out of a dark comedy flick

>> No.9010121

>>9009673
>>9010113
>>9010119
Last I heard he was trying to get a new Alice game off the ground. How's that coming along?

>> No.9010130

>>9010119
I don't think they ever found his sister who went missing, after the police went out of his way to not help his family.
>>9010121
I dunno about a game but David Hayter is doing the TV adaptation of I think the first Alice.

>> No.9010146

>>9010130
David Hayter? Is he directing or something? That's a weird career swerve.
I suppose it's not like he's too busy with anything else these days.

>> No.9010148

>>9010107
Alright, give me like a half hour to a hour (this is my first time poking umapinfo, but it already seems kinda simple to use compared to WhackEd), and I'll have some text crawls ready.

>> No.9010157

Map14 of 400 minutes of /vr/
https://www.youtube.com/watch?v=EwF7ws8AKwo
Has some 90s energy in it, but overall enjoyable to play.

>> No.9010183

>>9010146
He's an accomplished director and screenwriter on top of the other stuff he's known for so it's maybe got a chance of not being shit.

>> No.9010190

>>9010183
Huh, I didn't know that, I thought he literally just did Snake and nothing else.
So, do we know why he went with Alice? Is he known for being a fan of the series, or did he just want to work on something video game related and grabbed the first IP he could get his hands on?

>> No.9010203
File: 23 KB, 800x341, 1991a09943.jpg [View same] [iqdb] [saucenao] [google]
9010203

>>9010190
fun fact david hayter was the writer for the original x-men movies and even has a brief cameo in the first x-men movie

>> No.9010212

>>9010190
Not that anon but yeah, he's had a really okay career he is not only David, I mean Snake.
I know he did scorpion king screenplay and watchmen.

On top of some other VA.

From his interviews I get the feeling he's 90s pc gaming gamer, i mean he was in his 20s in the 90s but dont quote on that, he might not give a single fuck.

But maybe yeah he knows Alice.

>>9010203
Yeah forgot also xmen.

>> No.9010221
File: 112 KB, 757x1081, guyver_dark_hero-759104965-large.jpg [View same] [iqdb] [saucenao] [google]
9010221

>>9010190
>>9010203
>>9010212
He was in some pretty fuck weird stuff in the 90s too, something which he absolutely fucking loves he did.

>> No.9010224

>>9010121
Not too sure, all I know is that McGee is unable to find a publisher willing to support his game.
>>9010130
>I don't think they ever found his sister who went missing, after the police went out of his way to not help his family.
Remember when game journalists made fun of him for that?

>> No.9010264

>>9010121
Alas still no publisher yet and he's been live streaming less lately which is a shame.

>> No.9010268

>>9010224
>Remember when game journalists made fun of him for that?
Yep, even the part where somebody was making threats at him and his sister specifically because of that shit.

>> No.9010271

>>9010121
>>9010264
I remember he was trying to get a game off the ground with an artist called Jennifer Dawes doing her brand of sickeningly cute shit to offset his sort of horror vibe the game had going but I've seen nothing of it for years now.

Before that he was selling some card game that I think was crowdfunded.

>> No.9010310
File: 144 KB, 982x675, 1640245485412.gif [View same] [iqdb] [saucenao] [google]
9010310

>>9010157
<3
I didn't want to shit-up the YouTube comments, but to commentate a bit:
>the Cyberdemon telefrag is intentional, but the teleporter also serves to give him a bit of unpredictable mobility
>the final fight was rushed, so the "lacks sophistication" comment is accurate; it was very much a room full of bullet sponges meant to dissuade the player until they had all the weapons, and not much else was put into it
>there's a rocket launcher in the big waterfall room, but it isn't highlighted and I see a lot of people miss it; I sincerely apologize for highlighting literally every stalagmite in that room and not the fucking weapon for some reason, I can see that being frustrating
Also, I couldn't understand what you said at the beginning—some comparison, "this looks like a [???] map". But I appreciate your appraisal! Thanks again for the playthrough, and I look forward to you playing my next map in the WAD.

>> No.9010317

>>9010310
>this looks like a [???] map
I was saying that this looks like a D2TWID map. I vaguely recall something similar there.
And thanks for the comments!

>> No.9010324

>>9010317
>D2TWID map
I have never played that, so I'll take it as a compliment that my map was compared to an established megaWAD! Thanks again.

>> No.9010328

>>9010224
>Remember when game journalists made fun of him for that?
I don't. I remember reading about it. What journalists?

>> No.9010332

>>9010324
D2TWID is very good, it's like a high quality 1995 style mapset.

>> No.9010336

>>9009602
Eh, these days devs seem pretty prone to lashing out in general. The whole "entitled gamers" narrative gives them justification.

>> No.9010393

>>9010336
To be fair even small time nobody devs get fucking absurd requests and complaints from people who have no idea what they're talking about.
Turning it against "gamers" is dumb though. Not a good look. Better to just ignore it.

>> No.9010397

>>9008567
What version of PB is this? I've never seen those zombies in PB before.

>> No.9010421
File: 558 KB, 1149x754, 1651702285369.png [View same] [iqdb] [saucenao] [google]
9010421

>>9002027
>>9010020
>>9010107
>>9010148
Alright, this took a bit longer than aticipated, mostly because this was my first time messing around with umapinfo and the first time I touched any of the intertext stuff since HFFM. I made the text crawls for MAP06 to MAP07, MAP11 to MAP12, MAP20 to MAP21, and the ending text crawl. I took the formatting of most of the umapinfo file from 400 mins of /VR/ because the best way to learn is just by studying other people's works.
I deliberately skipped over the secret text crawls (assuming map31 and map32 are even still secret maps in 512) because I crawled through the archive and the past few threads and cannot, for the utter life of me, find "Jackie Chan Doesn't Want Any Trouble" and "this is nice map". And I don't want to write a text file for a map I haven't at least taken a quick looksie at.
The zip files have the UMAPINFO.txt file inside it. All you gotta do is dump it into the wad or copy the intertext stuff if that's all you want. I gotta go now, hopefully this is good enough for 512.
https://files.catbox.moe/4qgyzd.zip

>> No.9010451

>>9010146
>>9010190
>>9010203
He also partly wrote the Watchmen movie.

>> No.9010461

I was thinking the Icon of Sin (or other graphic) slowly going from vertices to full color image would be a cool 512 interpic

>> No.9010471

>>9010421
>I crawled through the archive and the past few threads and cannot, for the utter life of me, find "Jackie Chan Doesn't Want Any Trouble" and "this is nice map".
That makes them true secret maps.
Thanks for the help, how would you like to be credited?

>> No.9010484

So I just did a fresh, first time install of GZDoom on this machine and pinkies can now bite me thru the chainsaw attack? WTF? I certainly don't remember that happening when playing Doom II when was a kid, I don't even remember GZDoom doing this on my last machine. Is there a setting changes this?

>> No.9010508

>>9007517
Not for long. He's already dead again.

>> No.9010518

>>9010484
Chainsaw has always sucked, but you can mitigate it somewhat by backpedaling to fight the pull of it.

>> No.9010528

>>9010484
That's stock Chainsaw behavior, if anything it's better in GzDoom because hit detection is much more reliable.

>> No.9010538

>>9010528
Hit detection is better, but the RNG tables are different, so the dicerolls for flinch are probably more inconsistent.

>> No.9010542

I just want a new Doom 2 megawad that's mostly techbase and has small/medium maps with never more than 50-75 monsters.
I would call it "Comfy Doom".

>> No.9010547
File: 1.97 MB, 1920x1080, PrettyPretty.png [View same] [iqdb] [saucenao] [google]
9010547

Gosh some of these levels are pretty...

>> No.9010583
File: 342 KB, 1080x1920, 1643686063496.jpg [View same] [iqdb] [saucenao] [google]
9010583

Alright I'm a lazy shit, would you guys mind if I saved CWILV lumps for the RC?

>> No.9010584

>>9010583
Honestly, I think people would be fine with an "alpha" that's barebones—the maps arranged with placeholders—at this point.

>> No.9010592

>>9010584
I was thinking that too. Once we get the graphical lumps filled in we can start calling it an RC.

>> No.9010593

>>9010328
I don't want to derail the thread with this shit, but McGee was shitting on journalists during GG and they made threats towards him that eventually lead to his sister being missing and no attempt being made to find her.

>> No.9010605

>>9010592
Plus, the longer it takes to put a collection in peoples' hands, the longer it'll take for bug reports and fixes. That stuff can be done in parallel with graphical work, so it's more pressing IMO.

>> No.9010610
File: 97 KB, 320x320, 1148489-crag_hack.png [View same] [iqdb] [saucenao] [google]
9010610

>>9010508
don't make me slap you you fucking poof

what would you degenerates like to see me play? should we continue with touhou doom or did we have something else in mind?

>> No.9010637

>>9010610
If you want fresh shit, play DBP48
If you want fresh shit from us, play 400 Minutes

>> No.9010641

>>9002027
512 LINEDEFS OF /vr/ JANKY BETA!
https://files.catbox.moe/0nx13f.zip
TO DO:
>TITLEPIC, INTERPIC, BOSSBACK
>Re-arrange map order if necessary
>D_DM2TTL, D_DM2INT, D_READ_M
>CWILV (I'll do these)
>ENDOOM
>Maybe add co-op starts?
Well here it is. Play in a UMAPINFO port like DSDA, use -complevel 9, the usual. Feel free to post feedback, suggestions to replace the placeholder lumps, nonsense about how this isn't a real /vr/ project, all that stuff.

>> No.9010643
File: 133 KB, 1253x379, 1633095691860.jpg [View same] [iqdb] [saucenao] [google]
9010643

>>9006619
moar liek Selacolol

>> No.9010645

>>9010637
yeah, fuck it, 400 minutes seems to be the play here
>https://youtu.be/U-i8J_pUf2E

>> No.9010646

>>9010641
>>9010645
AHH MY ATTENTION SPAN

>> No.9010652

>>9010646
I'm saying as the lead to get the fuck in the stream lmao

>> No.9010653

>>9010397
It looks like one of those PB addons that add extra monster variants to the game.

>> No.9010668

>>9010518
>>9010528
>>9010538
I just don't remember a pinky getting a bite thru the chainsaw attack, like, EVER, not once. Maybe because I would always press back when playing as a kid. But just now I was playing with fast monsters on and that one pinky room on Military Base was killing me pretty consistently and that's never happened to me before.

>> No.9010678

>>9010668
Pinkies can almost always get a bite in through the chainsaw with fast monsters, both their movement and attacking frames are half their usual duration.

>> No.9010681
File: 90 KB, 1280x720, virgin.jpg [View same] [iqdb] [saucenao] [google]
9010681

>>9010641
>That titlepic and song

>> No.9010686

>>9010681
Feel free to suggest alternatives instead of being a bitch.

>> No.9010736

>>9010668
>But just now I was playing with fast monsters on
Yeah, that'll do it, Pinkies don't just run twice as fast on fast monsters, they'll also attack twice as fast, giving you a smaller window for stunning them.

>> No.9010785

>>9010641
Status bar looks fucking cool, as is the first half of the maps (all I really explored) so far
>Sonic 2 menu music
You’re not funny…

>> No.9010791

>>9010785
>>>Sonic 2 menu music
>You’re not funny…
Huh? What about it?

>> No.9010864
File: 1.81 MB, 320x400, 1637560966092.gif [View same] [iqdb] [saucenao] [google]
9010864

>>9010785
>Status bar looks fucking cool

>> No.9010875
File: 304 KB, 632x590, 1636533669724.png [View same] [iqdb] [saucenao] [google]
9010875

>>9010645
in summary
>anon's brief boost in confidence is quickly shattered on the altar of /vr/
bye

>> No.9010882

>>9010875
>that image
Oof right in the nostalgia

>> No.9010949

Im rarely on stream because of timezones, but its good to have shitwad anon back

>> No.9010964

NEW THREAD
>>9010960
>>9010960
>>9010960