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/vr/ - Retro Games


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File: 4 KB, 640x400, Happy belated birthday, Aniki.png [View same] [iqdb] [saucenao] [google]
9093113 No.9093113 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9083015

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://rentry.org/8ca3061522e0

>> No.9093114
File: 2.89 MB, 1328x1644, 1657586668196.jpg [View same] [iqdb] [saucenao] [google]
9093114

=== CURRENT PROJECT ===
94 PROTONS OF /vr/
Deadline extended, see picture
https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA

=== CURRENT RELEASES ===
512 LINEDEFS OF /vr/
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/512linesvr

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

=== NEWS ===
[07-13] New Adventures of Square WAD
https://www.doomworld.com/forum/topic/130277

[07-12] Improvisation by Darsycho
https://darsycho.itch.io/improvisation

[07-12] Hordamex announced
https://youtu.be/WYdTa9UXXj0

[07-12] Cutmanmike makes a vanilla map
https://www.doomworld.com/forum/topic/130209

[07-12] Doom Refired demo released
https://www.doomworld.com/forum/topic/128420

[07-11] Solar Struggle is released on idgames.
https://www.doomworld.com/idgames/levels/doom/Ports/megawads/sstruggle

[07-08] New Quake hub for mods and things
https://www.slipseer.com/index.php

[07-07] Black Mesa Demake demo for HL1
https://www.moddb.com/mods/bm-classic/news/black-mesa-classic-we-got-hostiles-demo-is-out

[07-05] New Serious Sam patch
https://dreamycecil.itch.io/sam-exe-patch

[07-05] Anon shares his punch sprite fix for Doom
https://files.catbox.moe/ptqfk2.zip

[07-01] vkquake 1.20.1 released
https://github.com/Novum/vkQuake/releases/tag/1.20.1

[07-01] Sonic Mayhem is releasing a vinyl

[07-01] DBP49 is out
https://www.doomworld.com/forum/topic/130049

[07-01] Quake 4 hinted to have a remaster
https://news.xbox.com/en-us/2022/06/30/join-the-quake-4-xbox-insider-preview/

[07-01] Sonic Mayhem Is teasing a Quake 2 Announcement
https://twitter.com/quakecomposer/status/1542567262338527232

[06-30] vkquake 1.20.0 released
https://github.com/Novum/vkQuake/releases/tag/1.20.0

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9093124
File: 81 KB, 1024x989, 1651595150313.jpg [View same] [iqdb] [saucenao] [google]
9093124

>>9093113
bros
I need a weapon animation/sprite replacement WAD so I can spice up my playthrough of basic map WADs....any good ones?
I don't want something that overtunes the weapons like 90% of weapon packs I've found, I know about smooth weapon animations but I want new models/animations of the vanilla weapons or at least something that doesn't make them OP
I've scoured multiple search engines and found nothing good

>> No.9093127

>>9093124
2048 guns

>> No.9093139
File: 2.88 MB, 1280x720, unreal.webm [View same] [iqdb] [saucenao] [google]
9093139

There is something truly magical about Unreal that no other game has captured.

>> No.9093149

>>9093124
Sorry, impossible, you're out of luck, we're in the same boat. Everything is OP as fuck to some extent.
Combined Arms is pretty decent at being not pants on head overpowered, still powerful, but fun.
Final Doomer is OP, but not not that OP I didn't liked it that much.
Also check Doom CE, there's only classic weapons but they're really nice. Though there's no weapons-only version afaik.
Also some people unironically recommended LTG, but I haven't played it yet.

>> No.9093172

>>9093127
Beautiful anon, works well
Open to more suggestions
>>9093149
Yeah I'm surprised this is such a hard thing to find if you want a vanilla experience with dif. animations

>> No.9093285

>>9093124
If all you're wanting is sprite replacements and nothing more, then you may as well rip from whatever mods or resources you fancy, then rename the frames accordingly

>> No.9093297

>>9093113
I downloaded bloodgdx to play cryptic passage and for some fucking reason the camera has a fisheye effect that gives me headache after playing for 5 minutes. Anyone else had this problem?
I also tried to play cp(the blood chapter, please don't ban me janny) in Blood fresh Supply and the textures are all fucked up.(And yes, I tried going to options>addon>cp and start the game from there but it doesn't work, the texture bugs are still there, on directx11 and the other ones)

>> No.9093302

>>9093124
HFFM Party Pack

>> No.9093317

To the mappers here, how long would you guys say you take to make a map you're satisfied with?

>> No.9093319

>>9093317
A couple of days of work, but they can be weeks apart. Plus some polish.
My maps are usually very small.

>> No.9093335

>>9093149
If you're using GZD, try pairing those mods with something like corruption cards or champions, or even just custom doom and crank up enemy health values a bit to compensate. Mods like Final Doomer are only marginally stronger than vanilla, and options like disabling reloads makes pistols weaker.

>>9093297
Have you tried messing with the FoV? Sounds like its set to something you're not used to regarding the fisheye thing in GDX. No idea about the FS issue tho, its a bit of an unfinished port since its bugs cant really be fixed.

>> No.9093342

>>9093335
Oh also to add to this, Samsara (base versions by Term or Kinsie, NOT Extra Heroes or Reincarnation) are similar as well in terms of being only a bit stronger than vanilla. The newer versions add a lot more classes from other games, but quality control and balance plummet as a result. They're fun in a stupid jank way, but don't sound much like what you'd be looking for.

>> No.9093350

>>9093335
>Have you tried messing with the FoV? Sounds like its set to something you're not used to regarding the fisheye thing in GDX.
I will try, thanks

>> No.9093351

>>9093317
That entirely depends on the map, but I always find things I want to improve even after release.
I think my quickest map was my 400min entry, but I think in the end I was almost half an hour over time and STILL found thing I would have wanted to make better.
But that attitude is not a healthy one. You have to bring things to an end eventually and say "that's it".

>> No.9093357

>>9093335
CC works great for replaying wads. But in 99% of cases I'm playing some wad for the first time and I want "authentic experience", just with some sprinkles on weapons because shooting the same guns for hundreds of hours can get a bit stale. I always end up playing with vanilla weapons anyway

>> No.9093367

>>9093317
More or less ~3 weeks, working at a 3 hour pace per day. The process starts by thinking about a concept, then drawing doodles on graph paper about what the layout is supposed to be, then start drawing linedefs and shit on GZ/Ultimate Doom Builder, erase, rework or recycle rooms and sections that look too shitty or feel kinda out of place on the map flow, sometimes erasing the entire thing and staring over, only to end up with a fucking square room and mapper's block.

>> No.9093372

>>9093317
Usually 2-3 days to make the basic map, then 3-4 more days for detailing, tweaking the combat/pickups, and adding difficulty settings.
Then 10 additional days to come up with a title.

>> No.9093374
File: 256 KB, 375x173, WHEN IT'S DONE.png [View same] [iqdb] [saucenao] [google]
9093374

>>9093114
94 Protons Of /vr/ - The Anchor Post
Extended deadline! From July 10th to August 18th

MegaUpload: https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA
>Proton Pack 1.9.1 (main assets)
>PROTDECO13 (patch for testing your levels in GzDoom)
>94SplatDefault, 94SplatNC-HUD
>A collection of MIDIs for mappers to use.
Please stake a claim on a MIDI you've settled on so that we don't get doubles, also, you are not restricted to the MIDIs in the folder, feel free to use one you sourced/made yourself.
If the assets update, I'll reply to this post stating so.

Slots:
>E1 Boss Level, x2 Paratamizers as a finale: Unclaimed
>E2 Boss Level: Claimed
>Hunted clone: Claimed
>Hunted clone 2, if it's different enough from the first one: Unclaimed
>Optional Dead Simple clone: Unclaimed
>Large city battle level akin to Odyssey Of Noises: Unclaimed

Minimum Goal: 15 Maps Total
Current Submissions: 9 Maps

To Do:
>probably alter Status Bar digits so they actually fit
>touch up Status Bar
>M_DOOM (something styled after Plutonium in the periodic table)
>Interpics (optionally one per episode)
>E2 Boss
>E3 Boss
>Chainsaw
>Fist
>Super Shotgun
>Plasma
>BFG9000

Reply to this post with submissions or questions.

>> No.9093398
File: 592 KB, 1130x900, 1655587687447.png [View same] [iqdb] [saucenao] [google]
9093398

>>9093357
I've actually been working on a "vanilla+" monster mod to offset mods that are just a tiny bit overtuned, but it's not going to be ready for release for a good bit unfortunately. The idea behind it is to give each monster slightly improved AI, maybe an extra attack or two, and make each one a toggle so you can enable or disable each enemy's upgrade to your liking. Then there are other universal modifiers like toning down or removing damage randomization, increasing enemy animation speed across the board, adjusting stunlocking, shootable projectiles, etc. The general idea is to have a vanilla centered option to be able to offset various levels of OP from gameplay mods.

I don't know if I get the appeal of "exactly the same but different sprites and sounds" though. The reason you rarely see cosmetic only mods outside of ones that add interpolation like smooth doom is because people usually want to make even at least minor changes to gameplay if they're looking to spice things up. You could easily take any assets and make your own pk3 with just the assets renamed to override the defaults in doom if thats something you really want.

>> No.9093409

>>9093374
>Current Submissions: 9 Maps
Could you perhaps upload them to mega? For reference and whatnot.

>> No.9093467

>>9093374
https://files.catbox.moe/eaxkxb.zip
Another update for Acid Vats. Fixed an issue with the Chaingunner in the dark room being stuck, and found a good place for another secret.

>> No.9093468
File: 2.27 MB, 4000x3000, final detonation.jpg [View same] [iqdb] [saucenao] [google]
9093468

To combat procrastination, I drew the next map for my wad on paper and will post it all over the internet. This usually helps.

>> No.9093481

>A mod where every other monster is the same but the archvile is an aliens-like bastard that crawls on the walls and ceiling

>> No.9093504

>>9093317
I'll quickly repeat what others have said: how long I spend on a map depends on the type of map I'm making.
>a few days for small maps (2-4 encounters)
>a week or two for medium maps (about two small maps put together)
>two weeks to a month for large maps (three or more small maps' worth of content)
That said, as I've become more experienced at mapping, I obviously find myself accomplishing more in the same amount of time from map to map. But I also find myself dragging-out development time on smaller maps lately, and I'm generally making fewer large maps (and taking longer on them)—this is mostly due to an increased focus on detailing.
Hopefully, as I become more experienced with texture sets and detailing techniques, what has become a month-long dev time on my current large map will pare-down to about 14-21 days, like it used to take, while retaining the increased quality I'm trying to achieve.

>> No.9093515
File: 1.67 MB, 285x285, uh-oh.gif [View same] [iqdb] [saucenao] [google]
9093515

>>9093481
>archvile is an aliens-like bastard that crawls on the walls and ceiling
>mfw I'm suddenly covered in fire by an Arch-vile above view height

>> No.9093560

>>9093114
>New Adventures of Square WAD
>https://www.doomworld.com/forum/topic/130277

Oh sweet finally some new levels for this game

>> No.9093562
File: 364 KB, 1536x2048, FIXWzUaXEAQJNTi.jpg [View same] [iqdb] [saucenao] [google]
9093562

So now I have beaten :
DOOM 1,2 etc
Blood+expansions
Shadow Warrior+expansions
Redneck Rampage+RRRR
Ion Fury
Duke Nukem+Duke it Out in DC / Nuclear Winter / Life's a Beach
Quake 1 and 2 (ages ago and quake isn't to me that interesting)
Half Life series (1+expansions is great, 2+expansions is ...decent9
Soldier of Fortune
Ashes 2063 + Afterglow

Looked into Strife / Marathon but wasn't super impressed in it.

Right now looking forward to Ion Fury : Aftershock and SiN Remaster.
Any other classic FPS games I should be checking out? The things I love in classic fps games usually is :
-Pulpy vibe (especially with Build Trio+RR)
-Lived-in, decorated and interactable levels with a lot of real-worldish locations, level design that has interconnectivity and a nice feeling of spatial awareness
-Gunplay with good feedback in terms of how the weapon models look(I love shit like the Shadow Warrior uzis or Ion Fury's Loverboy that look gritty and realistic, not too overdone), the audio and their effect on enemies (pain animations, flinching, gore )

>> No.9093579

>>9093468
Do you actually sketch out the whole map before starting up your editor or is it an iterative process with refinement?
I am asking because I never even have specific ideas when designing a map (apart from maybe an encounter or a setpiece from time to time), so it's usually just a bunch of too small squares and circles kinda joined together.

>> No.9093585

>>9093579
I usually improvise based of general idea in my head. Sometimes when I feel like I can't get started or layout would require precision. Usually I deviate from it when I put it into editor.

>> No.9093586

>>9093562
Why do you keep blogposting and putting pics of this tranny? The fuck is wrong with you?

>> No.9093591
File: 866 KB, 1600x900, IonfuryFertig.jpg [View same] [iqdb] [saucenao] [google]
9093591

>>9093586
>tranny
No, she's an actual woman and pretty, not a tranny abomination. But that's besides the point.

>blogposting
I'm asking if anyone's knowing of any throwback shooters or classic FPS games that might hit the general notes of games that I've enjoyed.

Oh yeah, I forgot to mention that I'm keeping track of Selaco and Cultic and that I played the FEAR 1 and expansions.

>> No.9093598

>>9093562
Hacx

>> No.9093601

>>9093317
Depends, sometimes the idea just comes to my head instantly and I can make something I like in a few days. Sometimes I'm out of ideas and spend a month making a map I'm not even that happy with.

>> No.9093602

>>9093124
Roguelike Arsenal monster pack can run standalone from the weapons, and even out weapon mods being a bit stronger than vanilla while spicing things up with some RNG.
God help you if a cyberdemon in a tight space is replaced with a cyberdemon Mk. II

>> No.9093603
File: 46 KB, 642x667, 1656702690359.jpg [View same] [iqdb] [saucenao] [google]
9093603

>>9093591
>Sel-ACK!!!o

>> No.9093608

>>9093562
>Doesn't like Quake
>Doesn't like Marathon
Pleb, shit taste tier.

>> No.9093613
File: 965 KB, 1920x1080, Screenshot_Doom_20220705_020206.png [View same] [iqdb] [saucenao] [google]
9093613

>>9093562
Try some Doom maps that have doom-cute or go for urban design, and load up Smooth Doom and Droplets with them for satisfying stuff.
As for level recommendations, I don't know. Caverns of Darkness, Phobos: Anomaly Reborn? I've replayed Dump 3 recently, and maybe maps 15, 23, 64, and 69 might be to your liking? My personal favourite was 35, though.

>> No.9093615
File: 161 KB, 666x813, 1517296283_18 gommunist.jpg [View same] [iqdb] [saucenao] [google]
9093615

>>9093603
I kek'd. But eh yeah, I've been a bit more cautious about it, not really buying the "muh FEAR A.I " propaganda (which I was glad even I think the e-celebs admit was kinda overhyped smoke and mirrors) and I despise the pink blood BUT Selaco otherwise looks pretty alright.

Also AWOL is looking sick, too bad it's like years away from release.

>> No.9093623
File: 360 KB, 1513x373, Screenshot_Doom_20220702_161904.png [View same] [iqdb] [saucenao] [google]
9093623

>>9093613
(My favourite is a bit more abstract though, but in a cool slightly trippy way)
>>9093608
Also
>Doesn't like Strife
Why did I even bother?

Also what the fuck is a pulpy vibe?

>> No.9093627

>>9093591
You must really lonely anon.

Go play Kingpin it's pretty cool. HL Echoes is also pretty neat. Poor fuck.

>> No.9093630
File: 576 KB, 1080x1080, 1623703829571.jpg [View same] [iqdb] [saucenao] [google]
9093630

>>9093608
>Doesn't like Quake
Maybe I should've gone a bit more in-depth on it. I *liked* Quake for the eerie and gothic atmosphere back in the day. Especially Quake 1 felt really grainy / gritty, but I prefer the "lived in " and interactable feel of Duke / Shadow Warrior, Half Life 1 etc. Someone said, I think it was in these threads that Quake and Duke were kinda like polar opposites in that Quake was a big push forward in graphics and tech but the only interaction you have in the game is being able to shoot enemies compared to say Duke 3d and a great wealth of it's objects and world being interactable in various ways. So saying I don't like quake, was probably wrong, I liked it, it was fun and atmospheric and I liked Quake 2 as well but hopefully my explanation gives you an idea why I'm not so big on it compared to the others.

>> No.9093643

>>9093409
Huh. You know, I really should do that.

>> No.9093658
File: 259 KB, 619x597, 1639073277420.png [View same] [iqdb] [saucenao] [google]
9093658

>>9093613
>that shotgun

>> No.9093660

>>9093613
The Corporate Ladder is such a fucking neat map.

>> No.9093663

>>9093630
Quake's boss fights were also a joke,

>> No.9093668

>>9093615
Selcao was alright but yeah I'm waiting for a full release and reliable review before I drop cash on it
Better not be pozzed on full release.

>> No.9093689

>>9093342
>They're fun in a stupid jank way
This is my opinion as well. Some are better balanced than others tho.

>> No.9093695

>>9093615
>not really buying the "muh FEAR A.I " propaganda (which I was glad even I think the e-celebs admit was kinda overhyped smoke and mirrors)
The F.E.A.R AI thing was smoke and mirrors even in it's own game, it was never going to be doable in fucking GZDoom.

>> No.9093726

>>9093695
The do seem to fall back to cover in selaco. Really all I want from the ai is them to be inable to see though smoke. Nothing is more annoying than having someone scripted to pop into a room after a firefight and I can't seem him coming. Then he unloads his murder-rifle-15 into me, killing me.

>> No.9093739
File: 170 KB, 500x626, 1656681509118.png [View same] [iqdb] [saucenao] [google]
9093739

>>9093113
I just finished Lullaby.pk3 and it was fun and visually beautiful but the "slaughtershit" rooms kinda got old

>> No.9093742

>Want to try out Complex's Doom bullshit addons again just to see how bad they are
>Try out God Complex
>It's actually fun since there was an attempt to balance all of it
Weird timeline.

>> No.9093747

>>9093742
I was about to ask where the fuck the audience for Complex Super Ultra Flustercuck Champion Edition went but then I realized it's the Hideous Destructor audience now.

>> No.9093757
File: 477 KB, 1920x1080, Screenshot_Doom_20220715_164007.png [View same] [iqdb] [saucenao] [google]
9093757

Updated the RC Car DERP with brightmaps.
https://files.catbox.moe/45c8oz.zip
Load after any existing HDest brightmaps.

>> No.9093758
File: 482 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
9093758

>> No.9093764

>>9093695
I think Selaco does a great job at it. I often see them retreat whenever I push forward. They move around quite well when they are not getting stuck which the devs are working on fixing according to their blog. AI in Selaco is really good given the engine they are using.

>> No.9093768

>>9093747
I like HDest and stopped liking Complex the moment legendaries became the focus.

>> No.9093781

Anything happening on seeker tonight lads? 'Tis Friday afterall

>> No.9093782

>>9093757
Excellent work, love it.

>> No.9093791

>>9093781
Check back in an hour

>> No.9093809
File: 90 KB, 454x640, 270153-dukenukem_1_.jpg [View same] [iqdb] [saucenao] [google]
9093809

>>9093613
>Doom maps that go for urban design
I remember playing NeoDOOM and that had some city maps. I've been playing 2048 units of /vr/ and while it's not "lived in Duke3d city maps", I am enjoying the compact and tight design and good fight dynamics.

>>9093627
>You must really lonely anon
Sometimes. But I have a healthy social life.

>Kingpin
I might go for that, yeah. I would love to play SiN but waiting for the remaster.
>Half Life Echoes
Been hearing a lot of good things of that for sure.

>>9093695
>The FEAR A.I was smoke and mirrors even in it's own game
Yeah, I was happy to watch a MandaloreGaming vid where he was dissecting it, not that there's anything wrong with smoke and mirrors because when it comes to videogames they're in the end all about the illusion but it's important to understand how it actually works vs the mythical super A.I that people meme about FEAR. Still a great game btw.

>>9093623
>doesn't like Strife
Eh, more like, I watched Civvie11's vid on it, thought it looked cool but it was never one of those games that I actually played in my childhood unlike DOOM, Shadow Warrior, Duke 3d, Redneck Rampage, Blood (shareware versions) etc.

>pulpy vibe
You know, a little "trashy" comic books, movies etc, usually with some kind of low-brow but spicy vibe.

Like think of Shadow Warrior, the game that just... has fun with it's kung fu and asian tropes and combines it with a little sexy wink wink and ultra violence, has a distinct theme etc.

And how Duke 3d is like a lot of 1980s action hero movies put into a blender and again with some gory violence and a good sprinkling of tiddy.

>> No.9093821
File: 992 KB, 1433x900, stuff.png [View same] [iqdb] [saucenao] [google]
9093821

Sewer mapfag here, again - I did some of the stuff >>9079595 suggested, I'm just not happy with it yet. If I get this small area to work I'm going to apply it to the rest of the building.

>> No.9093827
File: 1.46 MB, 1920x1080, Screenshot_Doom_20220713_054543.png [View same] [iqdb] [saucenao] [google]
9093827

Been experimenting with Soundfonts lately, all engines work fine with VirtualMidiSynth except the Eternity Engine, for some reason it plays weird, out of pitch or something, is there an special setting for it? Can't find much info about it

>> No.9093831

>>9093821
>sewer
*DINNGGG*

>> No.9093839

Does anybody happen to have the Blood dynamite sprites either without hands or with Doomguy hands?

>> No.9093846

Is there a technical reason for not being able to modify the FOV in the software renderer in most ports?

>> No.9093858

>>9093586
The guy was just discussing about retro fps. There's no need to be unfriendly asshole.

>> No.9093863
File: 1.16 MB, 1920x1080, Screenshot_Doom_20220711_051012.png [View same] [iqdb] [saucenao] [google]
9093863

>>9093827
Responding to myself here, got a devbuild of eternity and it works fine now

>> No.9093865

>>9093562
Play Arcane Dimensions, it's the gateway to Quake for new players.

>> No.9093884

>>9093124
Ashes weapons are pretty fun with normal Doom critters. They aren't too strong.

>> No.9093889
File: 23 KB, 320x290, 1526247150245.jpg [View same] [iqdb] [saucenao] [google]
9093889

>>9093865
I'm making note of that in case I will get Quake on steam. I think the last time I played Quake was back in high school so I might revisit it now that it's on steam when it's on sale.

>>9093858
Thanks bub.

>> No.9093896

>>9093889
>I'm making note of that in case I will get Quake on steam.
A lot of AD maps won't work properly on Kex Quake, if at all. Just grab the game from the OP and play it through vkQuake or QSS. Even the new re-release content will work on those.

>> No.9093910

>>9093758
>nice shotgun
>ashes ahh
>enjoy wang

>> No.9093932
File: 194 KB, 1080x600, diablo-cow-level.jpg [View same] [iqdb] [saucenao] [google]
9093932

I think it could be epic to recreate the secret level of cows in Diablo 2 but in a DOOM wad, replacing the sprites of the demons with cows.

>> No.9093940

>>9093932
>images you can hear

>> No.9093945

>>9093858
I recommended the faggot some games.

>> No.9093947
File: 399 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_75_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9093947

FRIDAY NIGHT FIREFIGHT TIME!! Tonight we're playing CTF on 32in24 IV: CAPTURE THE FAG. Happy belated birthday, Aniki. Connect with Zandronum and let's steal some flags!
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.9093952
File: 2.49 MB, 960x540, remote.webm [View same] [iqdb] [saucenao] [google]
9093952

Work on the remote is going rather well, although I still don't quite understand how all the inventory stuff actually works, but at least I can now set and access the doorbuster tags.

>> No.9093965

>>9093758
Recommend resources: Comfy mapset.

>> No.9093992

>>9093947
How do I connect to a server directly through IP? I haven't use doomseeker in ages.

>> No.9094002

>>9093562
>Doesn't like Quake
>Doesn't like Marathon
>Doesn't like Strife
>Puts some roastie in his blogposts
all checks out, rope yourself

but before you do check out Deathwish campaign for blood, its arguably better than the original game so much that i seen some people say "Deathwish for x game" in regards to mods that are better then the original game

>> No.9094004
File: 366 KB, 1366x768, Screenshot_Doom_20220716_001212.png [View same] [iqdb] [saucenao] [google]
9094004

heh

>> No.9094005

>>9094004
sensible chuckle

>> No.9094008

>>9093124
I think the answer you're looking for is to try and make a weapon mod yourself.
and then you too can fall into the spiral of constantly trying to balance shit only to realize that all gameplay mods are inherently overpowered.

>> No.9094012
File: 60 KB, 620x388, 3jpgb.jpg [View same] [iqdb] [saucenao] [google]
9094012

>>9094002
It's pretty amazing. I should replay it in raze now as well.
And free.
Speaking of Half Life, some dudes are making a demake in source of the remake Black mesa.

Black Mesa source. it looks preatty neat but if they dont get enough mappers its never going to be finished.

I would love to play it however, I never really liked HL 2 engine, its wonky and feels weird. The soldiers feel limpy in Black Mesa.

>> No.9094018
File: 112 KB, 1024x576, doom spider mastermind.jpg [View same] [iqdb] [saucenao] [google]
9094018

>>9093113
There's a Doom mod I'm looking for. Played it like 5 years ago on Zandronum online multiplayer. It was a monster/weapon randomizer with pseudo-rpg mechanics where you could get currency (exp?) and open up a shop at any moment to buy stuff. It's not Doom RPG, RL Arsenal, Lithium, Doom EXP, Wrath of Cronos or Complex Doom. Does anyone have any idea what it could be?

>> No.9094021
File: 31 KB, 480x360, 1621541829326.jpg [View same] [iqdb] [saucenao] [google]
9094021

>>9094002
>doesn't like Quake
See my explanation in >>9093630

>Doesn't like Marathon
I didn't play it in my formative years and I ain't gonna be that hipster that goes to play it now. I'd rather do something like System Shock (which isn't really a shooter per se)

>Strife
I should amend, I confused Strife to another game that had time travel and you went to some medieval place and you had a pump action two barrel shotgun or something.
Oh, it was Chasm : The Rift probs.

>dumb roastie
To me she ain't.

>check out Deathwish campaign for blood
Will do!

>> No.9094032

>>9094012
and its all coming full circle, looks cool, as for deathwish im going to wait until the 4th episode + updated original episodes will come out, shit was supposed to come out late 21 early 22 when he first announced it, and now he says that we will get it at least in 2023. Also any benefits of using raze? i always used build gdx for build stuff and before that blood CM lol

>> No.9094037

>>9094032
I have been preferring raze but use whatever. It just works and has some cool features I like.

>> No.9094045

>>9094021
>Marathon
its not about being a hipster that goes along with a crowd, Marathong is a really great game and i liked it

As for blood you should really check out the mod scene for blood, there is a lot of fan campaigns that are really great despite build mapping tools being so shit

>> No.9094098

Is it true that Malefactors chaingunners firing in bursts is unintentional and they're supposed to be nonstop death-dealers like vanilla chaingunners?
that said, the grenades add up to be very deadly in maps that have the obligatory "20 commandos and a partial invis" room

>> No.9094103

>>9094098
Ah fuck. I made them too eager to shoot grenades even while they're firing their chaingun. I should fix that.

>> No.9094110

>>9094103
"fix" it by giving them a shoulder cannon and making them capable of firing both simultaneously.

>> No.9094119
File: 10 KB, 730x413, but-.gif [View same] [iqdb] [saucenao] [google]
9094119

>>9094110

>> No.9094125

>>9094110
Give them two

>> No.9094129

>>9093940
>MUH MOO MOO MOO
>MOO, MOOMOO, MOO

>> No.9094132

Posting again, NotMatador made us a 400 Minutes of /vr/ page
https://doomwiki.org/wiki/400_Minutes_of_/vr/

>> No.9094136

>>9093992
search for "friday night firefight"

>> No.9094140
File: 262 KB, 793x633, 1641968644284.jpg [View same] [iqdb] [saucenao] [google]
9094140

>>9094132
>author pages aren't auto-generated

>> No.9094218

>>9093109
They just didnt have space for them on the cart. Archviles have the most frames of any monster.

>> No.9094241

>>9094132
Neat. So how do you access this troll music? What would be a port that doesn't support umapinfo/zmapinfo? An older version of prboom?

>> No.9094251
File: 221 KB, 400x324, 1595509668602.png [View same] [iqdb] [saucenao] [google]
9094251

Holy fucking shit the SSG in Dead Marine is so satisfying

>> No.9094253

>>9094241
>An older version of prboom?
Yep, PrBoom+ 2.5.1.4 can't read UMAPINFO so the troll music is loaded instead. You also get a special INTERPIC. We put a fair amount of effort into something most people won't even see.

>> No.9094273

Map06 of 512 Linedefs of /vr/
https://www.youtube.com/watch?v=3kklglHroak

>> No.9094275

>>9093139
>playing unreal with texture filtering off
i hate pixelfags and faggots like you would be mocked back them as poorfags.
and it isn't bullshit

>> No.9094285

>>9094275
Not him but Goldsrc looks better with texture filtering off. I haven't played enough Unreal to say one way or the other on it.

>> No.9094295

>>9094008
How hard of an endeavour would this be for me as my first mod?
Is there any coding involved?
I'm more worried about making the gun artwork than putting it in the game because I'm no artist.

>> No.9094297

>>9094275
Depends on the game really, I remember not liking some smoothed textures in some games, but the games running at 30 or even 60 fps, some blurriness on my voodoo 2 w was a small sacrifice.

Unreal definitely looks better with filtering, I like homeworld with no filtering for some reason. Thief I had to play with filtering, bu recently I love playing both with no filtering, it just looks sharper.

>> No.9094301

>>9093124
Dead Marine.
As i recall, the creator ended up making changes to the weapon behavior and other stuff people didnt like. But the original version is really good and just adds animations and great sounds.

>> No.9094302

>>9094004
I love stuff like this
You don't see much of these types of references or jokes anymore in modern games because everyone's scared of getting raped by unfair copyright laws.

>> No.9094303

>>9094295
If you're just doing DECORATE shit and not wanting to go into crazy elaborate shit. It'll be fairly easy. So yes there'll be some light coding involved.
As for art you could just stick with vanilla assets and modify their behavior, or grab some sprites from Realm667, Spriter's Resource, or off the GZDoom forums.

>>9094301
The weapon behavior shit was done by a stupid child. He made Dead Marine Redux and it's so shitty that it's overshadowed Dead Marine.

>> No.9094314

>>9094285
HL was made with CRT and 3dfx GL in mind, so you get sharp textures in low res 640x480 under said screens.
in high res is a bilinear blurry nightmare because bilinear and trilinear wasn't made for higher resolutions


also lucky were the assholes who got their hands at S3 MeTaL GPU's

>> No.9094315

>>9093562
You might like Outlaws. It was made in the Dark Forces engine but it feels a lot like a Build game with a wild west theme. The gunplay isn't exactly like your average 90s shooter, everybody (including you) is a glass cannon, so it actually feels like a shootout.

>> No.9094324

>>9093827
A lot of soundfonts shit the bed in the complex midis used in doom maps, quiet dissonant notes added to chords get really drawn out
E1M8 is basically the ultimate soundfont test

>> No.9094334

>>9094275
Yeah Unreal, HL/goldsrc shit, Deus Ex, this is when I play with filtering. Most anything before I prefer it off.

>> No.9094343
File: 1.32 MB, 3264x1836, 20220715_205628.jpg [View same] [iqdb] [saucenao] [google]
9094343

>>9094253
>You also get a special INTERPIC.
I didn't know that. Cool.

>> No.9094360
File: 183 KB, 1280x1811, 43011785e36bca7f370d3b6a4cf2c530.jpg [View same] [iqdb] [saucenao] [google]
9094360

>>9094315
Good shout, and... I should've remembered to put in the post that I played a bit of it when I was a kid. The demo that had the two first levels I mean. Then I remembered trying to play it on a totally legal copy and it didn't work.

But that's definitely one I'll file under "most definitely maybe". Thanks for the recommendation!

>> No.9094368
File: 547 KB, 1920x1080, Screenshot_Doom_20220715_205847.png [View same] [iqdb] [saucenao] [google]
9094368

>Try a custom enemy mod
>There is one enemy that turns into solid stone upon death and can potentially block your way
Unnecessary feature

>> No.9094369

>>9094368
Can you break it like in Hexen?

>> No.9094374

>>9094369
No,you gotta stop shooting her as she turns to stone or she revives with full health,there is no way around it unless i missed it

Literally an invincible enemy,and other enemies damage can take her out of "Death/Stone" mode too

>> No.9094379

>>9094368
>Unnecessary feature
Is it a confirmed feature or unreported bug?

>> No.9094385

>>9093839
search zdoom forums

>> No.9094389

>>9094368
Two decades of ungodly taiwanese animation watching experience left me unprepared for this mod, weirds me out.

>> No.9094390

>>9093865
No, Quake is the gateway to Quake. If he doesnt like Quake, he wont like the same gameplay with more expansive and detailed but still abstract maps.

>> No.9094392

>>9094374
Huh.
Seeing how you're on MAP32, I guess it replaces the SS Nazis, so I guess it's not that bad. It's still pretty bad design.
I was thinking of running this for SNS when the Zandronum version comes out.

>> No.9094395

>>9094389
The whole mod's art makes me think of those weird H-games were the main focus is the little girl protag getting fucking murdered.

>> No.9094403
File: 413 KB, 1280x720, oof.webm [View same] [iqdb] [saucenao] [google]
9094403

>>9094368
So like a Hexen slaughtaur except instead of blocking you and being annoying when alive they block you after they die.

Maybe you could do some funny stuff like make a staircase or platform but yeah sooner or later you'd sokoblock your way into a softlock.

I thought about similar ideas with dead players becoming obstacles but it seems mostly pointless outside of multiplayer.

>> No.9094415

>>9093865
this is like saying BD is the gateway to doom. what kind of retarded shit are you smoking

>> No.9094442
File: 1.06 MB, 1440x810, e4.png [View same] [iqdb] [saucenao] [google]
9094442

I like this gateway to Quake

>> No.9094493

>>9094415
I learned to enjoy Quake through AD, when coming from Doom. Maybe it's the more powerful shotguns or slaughtery gameplay similar to Skillsaw wads, but it just hit me more. Quake's gameplay started feel more natural and I started enjoy official releases and non-AD campaigns too.

Unironically BD was gateway to Doom for many zoomers. I never liked it myself.

>> No.9094503

>>9093695
its smoke and mirrors, but that doesn't mean it's not possible in GZdoom, the demo does it pretty well already and it's far from done.

>> No.9094514
File: 401 KB, 1920x1080, Screenshot_Hexen_20220715_211324.png [View same] [iqdb] [saucenao] [google]
9094514

A mod instantly wins my heart if it has Demon's Crest music.

>> No.9094516

>>9093342
>>9093689
Would the new Samsara be better received if it lets you blacklist certain classes for deathmatch and other multiplayer modes? A good number of them like some of the Build engine classes feel like they just fit in while the rest of the choices are like white noise that makes you ask why they would be included.

>> No.9094552

>>9094516
There's a ban option in the serverside menu. Though, if you're going to ban the classes that are unbalanced and unpolished (nearly all of the new ones) then you'd just be stuck with the first 8, and at that point you may as well be using the original Samsara.

>> No.9094557

>>9094368
The novelty of an angel monster pack is nice and it is creative, but man, I wish there was an option to switch or turn off those voices.

>> No.9094585

>>9094516
All the "new" """additions""" are implemented in a poor, overpowered manner that only fits in a coop/survival setting. As >>9094552 said only the original samsara classes are balanced towards all gamemodes with the exception of probably CTF due to Parias speed and jumpheight and SecOfficer's air momentum.

>> No.9094586

>>9093858
Posting this type of shit is what causes generals to spiral uncontrollably into in an unrecoverable state consisting only of goading, updates on inter-community drama, and image macros. It fucking sucks. Take /tf2g/ for example, that general is fucking soiled. It's now just another /qa/ shitposting ground. Anon had every right to be an unfriendly asshole, don't let a general like /doom/ that actually puts out quality shit go down the loo because we can't keep idiots in check.

>> No.9094589 [DELETED] 

>>9093858
>t.ranny

>> No.9094593

>>9094585
>All the "new" """additions""" are implemented in a poor, overpowered manner that only fits in a coop/survival setting.
It's terribly un-optimized for even those purposes. We ran a test on the SNS server and had packet loss every 5 seconds. It's terribly unstable because the developers can't optimize their code for multiplayer, one of the primary attractions of Samsara.

>> No.9094595

>>9094379
Feature, as far as I'm aware.

>> No.9094606

>>9094593
That's kinda why Term has absolutely nothing to do with the """new""" project, right?
Doesn't surprise me when the first addition is literally just Caleb.

>> No.9094607

>>9093114
Copper is updated to 1.19
https://www.quaddicted.com/reviews/copper_v1_19.html

>> No.9094609

>>9094606
That and the fact Term that stopped working on Samsara forever ago. And also how he severed ties with the Doom community at large.

>> No.9094612

>>9094609
Don't blame him. Shit has been going downhill for a while. He did fuck up a few times too but I'm not surprised everything's just at this state of decay.

>> No.9094620

>>9094612
I don't blame him at all. Having any form of leadership online is the internet equivalent of herding autistic monkeys.

>> No.9094627

>>9094620
>>9094612
plus, considering all the shit he went through (e.g. the whole "sexually harassed by some jackass who never even got exposed" thing), it's not surprising he doesn't really want anything to do with the community anymore

>> No.9094630

>>9094627
Well that just goes without saying, doesn't it?
Let's get back on topic before we turn this to drama central.

>> No.9094654

>>9094552
>>9094585
I also had that balance thing in mind but reading through the recent changelogs a good number of the nu classes have nerfs exclusive to deathmatch and competitive modes as well as overall nerfs so perhaps the balancing issue is being addressed? Can't say it is not unbalanced anymore as that many classes would still lend to balancing issues.

>> No.9094672

>>9094654
Maybe. I remember some classes being too weak, so if everything’s getting nerfed then there might still be big issues, but testing deathmatch against other humans isn’t something you can do whenever . I think my biggest gripes with Reincarnation were the subclasses and the removal of some hitscan, which is something new they added on top of the existing problems of Extra Heroes

>> No.9094682

>>9094672
>but testing deathmatch against other humans isn’t something you can do whenever
Even harder is testing deathmatch with people who are actually good at it. Bad deathmach players can't determine what makes a good or bad deathmatch mod which is why TWANGO will never be good

>> No.9094693
File: 1.40 MB, 753x510, 1656342518860.gif [View same] [iqdb] [saucenao] [google]
9094693

>>9093515
Take cover and wait
Or use archviles in smaller rooms only where you can still shoot them in the ceiling but you habe to maneuver
Depends on how the mapper uses it
Maybe he can only attack from the ceiling not ressurrect

>> No.9094715

>>9094609
I don't blame him, Samsara was a pretty fucking hacky mod even for some of his less recent ones (lol cyberrunner) and even at the best of times you end up tying yourself down with an unpaid tech support job if you're not careful.

Goes double for people running old mods with newer builds of GZDoom, shit's hostile as fuck to old mods.

>> No.9094736

>>9094672
Franken-Parias was so much better than the fuckin random GBA Castlevania weapons they threw in to separate them.

>> No.9094738
File: 493 KB, 959x540, doom00.png [View same] [iqdb] [saucenao] [google]
9094738

>> No.9094753

>>9094738
That's fucking adorable.

>> No.9094778

>>9094736
A good number of them were straight up ripped from the Realm667 armory. Same thing happened with Corvus where he got his tome go from a BFG spawn to a Berserk spawn and had the D'Sparil staff from R667 as his BFG.

>> No.9094812

>>9094736
A lot of those more questionable arsenal changes Term did were his attempts at giving characters specific roles and trying to make them able to beat the IWADs and as many user maps as possible, and combining Hexen's classes into one let Parias be the dedicated melee guy. This went over the heads of the people trying to keep the mod alive, and breaking him back into three classes did nothing but bloat things and make them all mediocre.

>> No.9094891

>>9094392
It replaces the cacodemon i believe,pic was unrelated

>> No.9094893

>>9094891
Okay that's fucking stupid

>> No.9094935

>>9094607
>gibbed grunts and ogres now drop ammo
These changes are getting out of hand. I like it the way it is now.

>> No.9094947

>>9094935
Yeah, Copper was best when it just fixed bugs and made co-op feel less tacked-on. Now it's just getting weird.

>> No.9094970

>>9094947
Happens with so many things that fix something, they don't know when to call it quits and find more shit to needlessly change.

>> No.9095015

>>9094374
Huh, weird. Have you asked on a forum about it?
That said, if you hate it that much, just change it.
A_NoBlocking on one of the death frames should do the trick.

>> No.9095032

What DBP wads should I play next? Kind of overwhelmed with the quantity. I finished Alien Bastards, Luminous Gloom, Auger Zenith, Dreamcatcher Apparatus and Mausoleum Nefarium.

>> No.9095035

>>9095032
Evil Egypt

>> No.9095039

>>9095032
DBP20-23

>> No.9095040

>>9094018
Death'N'Decay?
Works in Zandronum and has a hardcore mode wherein you need to finish a map to keep the XP and items You earned in that map.

>> No.9095041

>>9095032
Some of my favorites (besides ones you already listed) were Occult Secrets of the Third Reich on Mars, Dead but Dreaming, City of Damned Children, and Funnelcake Apparitions.

>> No.9095080
File: 10 KB, 250x260, 1651242882859.jpg [View same] [iqdb] [saucenao] [google]
9095080

>>9094415
>this is like saying BD is the gateway to doom
I got into Doom via Brutal Doom, but not by actually playing it. I saw some video coverage of the mod and thought it looked cool, and said to myself "maybe I should finally get around to playing Doom 1 and Doom 2." By the time I finished both games vanilla and tried out BD, I only played it like 30 minutes before getting bored of it.

>> No.9095082

>>9094415
>this is like saying BD is the gateway to doom
So, pretty much true?

>> No.9095145

>>9095082
Wrong.

>> No.9095151

>>9095145
So let's assume you weren't alive when Doom(2) came out and don't have a big brother or a dad who played it, or simply missed out because your family didn't get a computer until the 21st century, how do you get into Doom?
Note that getting into Doom via streamers and the like is as bad, if not worse, than getting into it via BD.

>> No.9095158

>>9095151
I browsed old games and specially FPS games. Saw that there's skulltag/zandronum with lots of players and mods and just hopped on that.
Pirating doom 2 is a lot easier than watching some retard play some dumb brazilian-made mod for it.

>> No.9095185

>>9093113
Dearest doomchads: I am trying to get into wadmaking, and I see many wads that have a folder with a single .exe file and many wads and .pk3 files that the .exe file effectively loads all at once, taking all mechanics, enemies, weapons, maps and everything else with it. I want to know how to do this, and I believe it might be a GZDoom file that has its directory in the same directory the wads are in, though I am not sure yet.

How do I do this?

>> No.9095295 [SPOILER] 
File: 1.13 MB, 3307x4677, JeffNo.jpg [View same] [iqdb] [saucenao] [google]
9095295

>>9094360

>> No.9095321

>>9093113
Is there any reason why theres serious sam stuff included in the OP's links, but not actually mentioned in the OP?

>> No.9095329

sorry for the noob question
How do I start a Quake coop server with a custom map? Simply going to multiplayer only gives me vanilla Quake maps. I use Mark V if that matters

>> No.9095330

>>9095321
There's only so many characters for an OP, we can't list every last game that can be discussed.

>> No.9095371

>>9095151
>Note that getting into Doom via streamers and the like is as bad, if not worse, than getting into it via BD.
I’d still prefer that over getting into BD via streamers and tubers. Dumbass.
Ultimately it doesn’t matter as long as they come to enjoy and appreciate traditional gameplay in the end. I can also sympathize with someone getting “wow’d” by BDoom since I was similarly impressed with all of ZDoom’s features when I first came across it in the early 2000s. I was also a shitty teen at the time so I’ll assume that’s what BD fans are as well.

>> No.9095413
File: 445 KB, 1920x1080, Screenshot_Doom_20220716_183201.png [View same] [iqdb] [saucenao] [google]
9095413

>when wads had soul
Congestion Control 2 (2003)

>> No.9095414

>>9095151
>Note that getting into Doom via streamers and the like is as bad, if not worse, than getting into it via BD.

Why??
This mindset is retarded. Why does it matter how someone comes around to enjoying good old classic first person shooters?

>>9095080
Of course it's going to be boring if you just finished Doom 1 and Doom 2 and (presumably) went into the same old Doom 2 levels with Brutal Doom.

>>9095371
>Ultimately it doesn’t matter as long as they come to enjoy and appreciate traditional gameplay in the end.
Exactly. It's only a problem if the Brutal Döömers insist that BD is the be all end all and everything should be based on it.

>>9094586
Why is asking for recommends on classic FPS games / throwback shooters bad or "shitposting" exactly?
Literally on-topic discussion in a constructive manner, you should be more concerned over clear bait posts like "Quake was always shit, change my mind (you can't)" etc.

>> No.9095418

>>9095414
>Why is asking for recommends on classic FPS games / throwback shooters bad or "shitposting" exactly?
That would be fine if that’s all it was.
>you should be more concerned over clear bait posts like "Quake was always shit, change my mind (you can't)" etc.
That kind of crap is easily ignored and dismissed as it was in the previous thread.

>> No.9095434

So what's the deal with Hideous Destructor these days?

>> No.9095435
File: 117 KB, 510x798, HDest perks 2.png [View same] [iqdb] [saucenao] [google]
9095435

>>9095434
It's fun.

>> No.9095449

>>9095434
I tried it on a whim a few weeks ago and I can't stop. Send help.

>> No.9095450
File: 62 KB, 900x948, 1623444848692.jpg [View same] [iqdb] [saucenao] [google]
9095450

>>9095418
>That would be fine if that’s all it was.
It... was all that it was. But hey, whatever.

>> No.9095458

>>9095434
It’s decent, the past few weeks it roped in a handful of anons and they’ve been pouring into it.
>>9095450
>But hey
I recognize this posting habit, I wouldn’t keep using it.

>> No.9095463
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9095463

GOOD MORNING MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK YET AGAIN: SCREENSHOT SATURDAY. WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S A GOOD TIME TO POST THAT SHIT

>> No.9095467
File: 140 KB, 1597x900, nugg0007.png [View same] [iqdb] [saucenao] [google]
9095467

>>9095463
Some slow progress on my 94 Protons submission

>> No.9095469
File: 272 KB, 1597x900, nugg0008.png [View same] [iqdb] [saucenao] [google]
9095469

>>9095463
>>9095467
And a somewhat more Plutonia-style outdoor arena.

>> No.9095498

>>9093114
Quake Injector 2.0 is OUT, no more java
https://twitter.com/quaddicted/status/1548250418622255105

Fagweather must be raging atm.

>> No.9095509

>>9093124
I’d download something like Doom Roguelike Arsenal. Not to play the mod itself, but so you can browse through a huge number of different weapon sprites and start picking which ones you like for your own personal “skinpack”. I’d recommend using Slade to view the mod’s files.

>> No.9095520

>>9095498
does this thing help me with this?
>>9095329

>> No.9095525

>>9095469
Those techstyle demon portraits are kino textures, choppie got this one right

>> No.9095528

>>9093124
>>9093149

>Also some people unironically recommended LTG, but I haven't played it yet.

Do try it out but it won't be simple weapon pack since its all about the armor management which causes so many effects than the simple ones.
Shouldn't be OP at least tho.

>> No.9095531

How is the correct way to play doom wads when it comes to saving? I always feel like I'm cheating if I'm saving too much.

>> No.9095536

>>9095531
There’s no “correct way”, only what you feel is appropriate. You admit to feeling like you’re cheating if you’re saving too much, so you just need to start limiting yourself.

>> No.9095574

>>9094715
>GZDoom hostile to old mods
And the worst thing is that those old modders made the mods ZDoom only
Wolfendoom for example, was made with a custom Windows 9x port specifically to play it, then it was updated to very old early 00's ZDoom, then it became obsolete and in 2015 someone updated some Wolfendoom episodes to play nice with new (G)Zdoom, but even that 2015 updated edition has been broken again by newer GZDoom updates. Wtf is this bullshit?

>> No.9095596
File: 5 KB, 63x114, DETOC0.png [View same] [iqdb] [saucenao] [google]
9095596

>>9095463
>>>/wsg/4632844
(no sound, just too big for /vr/)
Remote detonator is almost finished.
It can set tags, detonate specified tags AND detonate all deployed doorbusters at once, independently from tag, it can query as you would with 123.
What I want to do is to only cycle through the actually deployed tags and I have to figure out how to disable switching to it when the remote item is in the backpack.

>> No.9095616

>>9095531
There's an in game save option for a reason. If I'm playing a large map with 700+ enemies and I know that it will take me 30+ minutes to complete it, I'm sure as hell saving whenever I feel it's appropriate. There's a difference between dropping a mid-level save and just outright savescumming every encounter. But savescumming itself is allowed by the game so it's up to your own onus to play however you want.

>> No.9095626

>>9095458
People will talk how they want, nobody cares if some autistic internet detective notices it.

>> No.9095628

>>9095616
no, up YOUR onus buddy

>> No.9095637

>>9094970
Whats the ideal version of Copper to play on?

>> No.9095645

>>9095531
Saving doesn't make you invincible. You still need to beat those enemies, imagine being a little kid not being able to beat that Cyberdemon. Saving doesn't help you here.
Also, saving at the wrong time can fuck you up completely and if you don't happen to have another save from earlier you'll have to restart the whole level, or if the save is too old you have to redo even more.
Play as you like, it's a fucking singleplayer game.

t. saves after every encounter.

>> No.9095652

>>9095626
This, and it also makes it easier to filter their posts.

>> No.9095698
File: 173 KB, 1920x1017, Screenshot_Doom_20220716_175734.png [View same] [iqdb] [saucenao] [google]
9095698

Thorn on the side

>> No.9095709
File: 460 KB, 1881x922, ayyy.jpg [View same] [iqdb] [saucenao] [google]
9095709

>>9095463
Slowly working on this map again lately.

>> No.9095712

>>9095709
Needs at least 5 chaingunners at the start

>> No.9095714

>>9095712
Very funny especially with this map being a fist start

>> No.9095715
File: 381 KB, 740x370, Blain, Cooper.png [View same] [iqdb] [saucenao] [google]
9095715

>>9093374
Alright, updated the Mega so that it now features the current submitted levels and their latest version. Watered down has v2 and v3 listed because I still want to hear the author's input on the changes.

Also, since we have a custom difficulty name for Nightmare, "94 Ways To Die!", how about we come up with ones for the rest of them? I figure "No Time To Bleed" could work for Ultra-Violence, what are some other ones which would be cool/fun? Something denigrating for the lowest skill level perhaps.

>> No.9095717

>>9095520
learn 2 bat file

>> No.9095758

>>9095714
>fist start
>prison break
Instant kino. I need to get around to making the fist silent in my MBF21 WAD for my own prison break map, too.

>> No.9095791

>>9095498
Fagweather must be raging atm.
thanks god some competition made them make an .exe

>> No.9095797
File: 376 KB, 1280x960, 1635969114494.png [View same] [iqdb] [saucenao] [google]
9095797

>>9094275
you can change pixel density in unreal so I don't think playing without filters is the way to go

>> No.9095802

>>9093758
>killing died
mm, eternal bros?

>> No.9095818

>>9095295
why contain it

>> No.9095824
File: 759 KB, 1920x1050, file.png [View same] [iqdb] [saucenao] [google]
9095824

>>9095463
Gonna start a small map for 94 Protons.

>> No.9095831

>>9095637
None
It was never good

>> No.9095841
File: 287 KB, 1024x768, Screenshot_Hexen_20220716_191304.png [View same] [iqdb] [saucenao] [google]
9095841

>BEHOLD: THE ULTIMATE PLEB FILTER

>> No.9095850

>>9095637
Whatever version Underdark Overbright initially came with. Didn’t feel too intrusive with the changes at the time.

>> No.9095851

>>9095463
I drew a map layout on paper and posted it here.

>> No.9095860

>>9095831
The problem is that despite changing "subtle" stuff, if levels aren't designed for it it may have unintended consequences (ogres become much harder, shamblers become harder; vores, zombies and spawns become easier). I don't know why people want to use it for levels not designed for it, it just changes the balance too much. I've also seen it outright break vanilla maps (buttons not working).

>> No.9095863

>>9094275
But that video has texture filtering on? It doesn't have detail textures though.

>> No.9095867

are PC games retro up until 2007 or 2001?

>> No.9095876
File: 3.31 MB, 2560x1440, vkquake0000.jpg [View same] [iqdb] [saucenao] [google]
9095876

>>9095797
You can change the pixel density on any game starting from Quake (yes even in software MS-DOS Quake 1.01), but it rustles some people's jimmies when you do so.

>> No.9095879
File: 183 KB, 1280x720, maxresdefault (2).jpg [View same] [iqdb] [saucenao] [google]
9095879

>>9095867
>CoD 4 is now retro
I miss the mods and dedicated servers.

>> No.9095880

>>9095876
and which command line is?

>> No.9095881

>>9095797
hey, what if
what if
we made a console
with 4 (FOUR) kilobytes of texture memory
and with mipmaping, so you can effectively use 3KB
enough for a great 32x32 16-bit texture, with some space to spare!
god I hate the blurstation 64 so much

>> No.9095886

>>9095880
What? It's a property of the level, you set the density in your level editor. The density is up to the level designer, unless you use external replacement textures which implicitly adjust the density to match the dimensions.

>> No.9095890

>>9095860
>I don't know why people want to use it for levels not designed for it, it just changes the balance too much.
For me, that’s also a bit of a moot concern: Most if not all of the map packs I’ve been recommended and exposed to over the last few years all have their own gameplay changes, and are incompatible with copper anyways.
>>9095867
Any game up to 2007 is now concerned “retro”.

>> No.9095891

bilinear filtering only looks good at low 90s resolutions

>> No.9095895

>>9095841
Also, what version of the monster mixer should I use with Kinsie's Samsara?

>> No.9095897

>>9095879
I played on quick respawning hardcore servers, lots of dumb fun when they reached 24-32 player counts.

>> No.9095910
File: 50 KB, 600x450, 1461832482406.jpg [View same] [iqdb] [saucenao] [google]
9095910

>>9095867
As far as /vr/'s rulings go, discussing any PC releases up to December 2007 is fair game. No idea about ongoing online games launched before 2008 despite these rules changing two years ago. So yes, FPS games like CoD4, Crysis, and UT3 would technically be retro, but they don't really get discussed in these threads in particular as the interest is more into Doom and 90's FPS specifically, as well as the odd early 00's FPS.

>> No.9095913
File: 109 KB, 976x549, _86679058_f2000_976.jpg [View same] [iqdb] [saucenao] [google]
9095913

>>9095841
An assault rifle with a grenade launcher would do a lot to improve Hexen's combat.

>> No.9095971

>>9095841
>>9095913
Is Marathon the first shooter with an “alt fire?” I almost thought it was Heretic, but those are tomed versions of the weapons without a dedicated alt fire button and Marathon was out just a few days before anyways.

>> No.9095976

>>9095881
Doom 64 already does that with 3-point filtering, hence why the damn thing is sharp smooth.
Quake 2 got upscaled stuff at yamagi and KMQ2 but nothing on par with chebz lanczos filtering fork, also external textures support
Quake 1 is stuck with shitty bilinear til this day
https://www.vgamuseum.info/index.php/benchmarks/diag-graphic/item/869-anisotropic-filtering

>> No.9095996

>>9094586
The anon who you originally insulted spoke in a constructive manner. Sure he's a newb, but of course this community should be welcoming to newbs, because newbies keep the community alive when old ones quit. Of course you can act hostile towards baiters and such, but the guy was constructive, and thus a fine addition to community when he eventually gets more experience. No need to drive him away.
Unneeded elitism kills communities too. If we soon start insulting new mappers for asking mapping advice, we get less contributions to community projects. And when
we are out of community projects, only ones posting here are baiters and the community is dead.

As an oldfag, I'd give you few advices too. Don't bring /pol/ shit into a /vr/ and never insult constructive posters. Keep on topic and respect your /vr/ brothers. Keep your elitism on check.

>> No.9096001

>>9095910
>but they don't really get discussed in these threads in particular
that's alright, thing is, I didnt want to make a new thread just to ask that.

>> No.9096008

>>9095971
System Shock kinda does, considering you can switch your energy weapons to overload and load alternate ammo types, I guess.

>> No.9096010
File: 917 KB, 728x872, aa.png [View same] [iqdb] [saucenao] [google]
9096010

>>9095976
Why are you linking an anisotropic filtering website? All modern Quake ports support anisotropic filtering (and if they didn't, you could force it via video driver options).

>> No.9096030

>>9093821
It's looking decent enough so far.

>> No.9096050

>>9096008
>leaning, jumping, crouching
>managing mags with alternate ammo types
>cursor aiming becomes an inadvertant prototype for the “unlocked hipfire” seen in select tactical shooters
Hot damn.
>>9095996
>No need to drive him away.
Yes, more people here would be great as long as they’re not annoying cunts with their coom or bait posting.

>> No.9096107

>>9093114
https://forum.zdoom.org/viewtopic.php?f=42&t=75938
Baphomet's Entryway - A map designed for MetaDoom!

>> No.9096125

>>9095996
I think we already drove off a lot of people related to gzdoom gameplay modding so I agree with you, we need less gatekeeping

>> No.9096134

>>9096125
I'm still here, I just haven't done any gameplay modding in a while due to a long focus on mapping.
Who's been 'driven out' really? Scroton I think left the community in its entirety because he went completely nuts, Marrub went nuts in his own way, and Term I think is just keeping a low as fuck profile in general because he fucking hates the ZDoom community.

>> No.9096137

>>9096134
Wasn't Term a victim of sexual harassment?
It's something i still recall in a twitlong he posted like 2 years ago
Kinda sad because he was like one of the nicest people

>> No.9096150

>decino savescumming magnolia
it can't be...

>> No.9096158

How would you rank the Doom enemies by their IQ?

>> No.9096164

>>9096134
>Who's been 'driven out' really?
A specific tripfag that I would prefer not to talk about, but I think that was for the better. Outside of that, you're right that most people left on their own accord, whether it's because they went insane or because they left for greener pastures.

>> No.9096165

>>9096134
Marisa used to post here

>> No.9096171

>>9096150
He did use saves on Sunder too, he's not that insane to do those saveless.

>>9096158
Archvile>Spiderdemon>Cyberdemon>Hell Knight=Baron>the rest
Although despite being called the Mastermind, it does often get stuck like a dumbass, so maybe it should be lower. Hell Knights and Barons are higher than the others because they're smart enough to not fight each other.

>> No.9096186

>>9096158
Arachnotron is definitely the most annoying enemy in Doom's roster. They're too smart for their own good

>> No.9096193

>>9096134
>>9096165
Marisa for example, may have been annoying but knew zscript somewhat
My point is each time someone comes here and tries to make a gameplay mod but needs help theres maybe one person who knows this shit and they cant always be here, if we got no one to teach here then we'll simply have less new people trying that and in effect even less new people in the future because then there will be nobody left to teach.
I know you can probably learn this stuff from tutorials, just like you can learn mapping, but I know I did learn a few tricks helpful for my maps by lurking and asking around here and I know for sure that attracts people to stay in the community like I did.>>9096171

>> No.9096213

>>9096193
>knew zscript somewhat
Understatement if I ever heard one.

>> No.9096247

>>9093114
https://www.doomworld.com/forum/topic/106432-vdp-monsterrandomizer-updated-july-16-2022/?page=2&tab=comments#comment-2520980
https://www.youtube.com/watch?v=KAwauiVrZNU
VDP-MonsterRandomizer - UPDATED July 16 2022

>> No.9096258

hideous destructor and the psx soundtrack go really well together

>> No.9096276

>>9094132
Matador went ahead and completed the page. Thanks buddy!
I have to ask, are we getting in your way at all by making these pages before you do?

>> No.9096401

>>9096258
HD and Hodge is a good combo for sure. Faster, actiony tracks can often be at odds with the mod’s gameplay.

>> No.9096402

>playing UT1999 campaign
>no issues with deathmatch
>no issues with domination
>no issues with CTF
>suddenly assault
>entire team is now following my lead, and immediately runs back to spawn if I die
>I have to do everything since not one AI teammate will do fuck all
>have to literally lead them to guns otherwise they will come running with the fucking pistol
Fucking hell, it was the worst gamemode in multiplayer, and it also manages to be the worst gamemode in singleplayer as well.

>> No.9096409

>>9094275
Unreal looks good either way, but I prefer it's software filtering. Unfortunately software rendering seems to be broken in newer patches.

>> No.9096414

>>9096402
Tell them to freelance and they'll try to do their own thing, but you probably knew that already if you managed to beat both Domination and CTF.

>> No.9096423

>>9096402
>was the worst gamemode in multiplayer
Assault was amazing in mp if you had two decent teams together.
What skill level are you playing on btw? P sure the bots will attack, but not take objectives, if the pathing is set up correctly.

>> No.9096429

>>9096213
This. Despite what you may or may not think of them you need to give the devil his due.
And desu the only thing I had against them was tripfagging when it wasn't necessary. And they stopped that for a while. Hell they could be here right now.
Maybe... Behind you!!!

>> No.9096450

>>9096010
for me it's vkquake supersampling

>> No.9096456

>>9095876
yes but pixel density is uneven because it was set by the level designer so you still have different pixel densities, just more dense

>> No.9096501
File: 11 KB, 83x79, 1626763991624.gif [View same] [iqdb] [saucenao] [google]
9096501

Gonna take another break from hosting Serious Business Saturday. I feel like garbage and got too much stuff going on.

>> No.9096580
File: 205 KB, 1337x731, sw7.jpg [View same] [iqdb] [saucenao] [google]
9096580

>> No.9096605

>>9096501
/v/ is going to be playing Classic this week, in about an hour.
https://steamcommunity.com/groups/serioussaturdayswithv/events/6173889246018176439

>> No.9096621

>>9096193
True. Even still in 2016 when I asked about scripting for a mod I was doing, some anon delivered an acs script that did what I wanted.
Today I am under the impression that most people don't even know decorate.
And the few mappers who regularly participate here don't leave their Boom/MBF21 comfort zone. I'd really like to see another DUMP weapons or just a vanilla mapping project.

>> No.9096625

>Matt fixed zerk screams getting cut off by pain grunts
Yes... hahaha, yes!

>> No.9096634

>>9096605
That's literally the same map pack I hosted last week lol.

>> No.9096640
File: 117 KB, 981x542, file.png [View same] [iqdb] [saucenao] [google]
9096640

DBP 48 got taken down from moddb by the uploader/project lead.

>> No.9096641

>>9096634
Yeah, I brought it up to them last week.

>> No.9096645

>>9096621
Be the change you want to see. If you're tired of there being so many boom-compatible projects, host one yourself. Hell, make it one that people need to submit a weapon or monster for with their map so they can have an exercise in Decorate code.

>> No.9096646

>>9096645
This. Host a legally distinct DUMP project or something.

>> No.9096653

>>9096621
Kinda offtopic, but
DUMP 3 is my all-time favourite wad. What are some other good megawads with loads of different mappers? I only know of the other /vr/ projects and the Community Chest series

>> No.9096656

>>9095867
until 2007, but not really for these threads, stuff like HL is good, but going beyond gets controversial and other than a few throwbacks that are let slide, anything past 2004-5 is a total no no, even if they are allowed in the board

>> No.9096669
File: 80 KB, 502x386, 01.png [View same] [iqdb] [saucenao] [google]
9096669

>9096580
>posts same capture pic three times within a week
What's going on here? I'm curious.

>> No.9096674

>>9096621
Funnily enough, I started Doom modding by doing Dehacked and ACS stuff in ZDoom, stopped playing Doom for some time, and when I came back to it I forgot all about ZDoom scripting and started mapping instead.

>> No.9096676

>>9096669
Discord raid

>> No.9096680

>>9096669
Genuine honest to God autism. We have some obsessive boys that lurk /vr/. I wouldn't pay them too much attention.

>> No.9096681
File: 794 KB, 1620x806, theaymaraslivedinpeace.png [View same] [iqdb] [saucenao] [google]
9096681

>>9095463
some jungle temple stuff

>> No.9096682
File: 64 KB, 827x827, disgusted.jpg [View same] [iqdb] [saucenao] [google]
9096682

So did everyone already give up on the DNF2001 restoration?

>> No.9096683
File: 289 KB, 1920x1080, 20210707192445_1.jpg [View same] [iqdb] [saucenao] [google]
9096683

>>9096669
I just like posting my screenshots here and there, why else would I take screenshots.

>> No.9096692
File: 185 KB, 1321x695, sw11.jpg [View same] [iqdb] [saucenao] [google]
9096692

>>9096676
>discord raid
I've been here since last year and I browse the thread every day. I don't mean to be discruptive or anything, just that the reason I take screenshots in games is sharing them online, of course. I'm right now a bit tired and a bit boozed so I wasn't coming up with any real text to accompany the screenshot. I apologize.

>> No.9096701
File: 38 KB, 356x287, 02.png [View same] [iqdb] [saucenao] [google]
9096701

>>9096683
I've seen that and >>9096692 too! You need new material, anon - and I'm not talking about stuff like >>9081951 and >>9093562
You said you've beaten all these games so come on man, show it off or gift us some new ones.

>> No.9096724
File: 33 KB, 252x235, 1528476898450.png [View same] [iqdb] [saucenao] [google]
9096724

>>9096681
Merging the red skull wall with the blood like that is comfy gore.

>> No.9096731
File: 671 KB, 1920x1080, Screenshot_Doom_20220206_182717.png [View same] [iqdb] [saucenao] [google]
9096731

>>9096701
Yeah for sure man, I'll definitely take new screenshots. I'm pissed that I didn't take enough screenshots during my first full playthrough of Redneck Rampage and especially Redneck Rampage Rides Again, those had some really interesting scenes for sure.

>> No.9096743

>>9096682
nope, they are keeping low profile due to the last time with the gloryhound faggots who never played douk wanting the laurels.
the updates will be posted at moddb, duke4 is involved in this project it seems.

>> No.9096782

>>9096605
Nevermind, the server keeps crashing.

>> No.9096834

Map07 of 512 Linedefs of /vr/
https://www.youtube.com/watch?v=2lV0CTtoZug
reeeeeeeeeeeeeee

>> No.9096869

>>9095295
we can go bigger

>> No.9096901
File: 291 KB, 1920x1080, 20210703170637_1.jpg [View same] [iqdb] [saucenao] [google]
9096901

Yeah, I'm genuinely pissy that I didn't take screenshots of my playthrough of Redneck Rampage because for all the dog shit the game had / has in terms of the gameplay, the game had some really solid environments in terms of graphics and general atmosphere.

Kinda ditto for Shadow Warrior, but at least I took some screenshots ?

>> No.9096907

>>9096409
>I prefer it's software filtering.

I would kill to be able to use Unreal software filtering in... Everything.

>> No.9096925
File: 83 KB, 1024x576, 3-1-1024x576.jpg [View same] [iqdb] [saucenao] [google]
9096925

I am thinking of making a Retro FPS, but I don't want to make arenas, I just want to make it like a corridor shooter.
Wanted to ask if anyone noticed a pattern with the placement of enemies in corridors?
Is it just mostly enemies being placed in a corridor or are there any other strategies to making enemy placement interesting?
Like is hiding enemies the biggest thing?
>have an enemy hid behind pillar
>trigger shooting animation when player reaches certain proximity

I guess I could do something like Aliens and have an emey drop behind you coming from a vent. that would be pretty neat.

>> No.9096935

I just started testing out Woof, how do I stop it from autoplaying demos in the main menu like in DSDA?

>> No.9096960
File: 639 KB, 1436x1438, overdrive.jpg [View same] [iqdb] [saucenao] [google]
9096960

What are some good Quake packs for rampaging? All the ones I've played recently have been too atmospheric, I just want to gib shit

>> No.9096965

>>9096834
>avril avigne or some other teen star song as midi
fucking kino lol
>>9096724
thanks anon, other jungle level in the set already has some creative gore so I felt inspired to think of something too

>> No.9096980
File: 831 KB, 1920x1080, unknown.png [View same] [iqdb] [saucenao] [google]
9096980

>>9093114
Summer of Slaughter released, a 38 map-long slaughter-themed megawad.
https://www.doomworld.com/forum/topic/130311-the-summer-of-slaughter-rc1-38-map-slaughter-compilation/

>> No.9097061

>>9096925
Most will have monster closets. A lot of quake is corridor shooting, and that has plenty of walls opening up to reveal enemies.
But with this style you will often end up with the optimal play being to bottleneck enemies in a doorway. How are you going to avoid that?

>> No.9097195

>>9095797
I played it unfiltered and dont recall any obvious differences in texel density. Because it has detail textures that would cover that up even without bilinear filtering.

>> No.9097235

>>9096429
The actual bad stuff they did was outside of /vr/ where they had the sway to get people banned.

>> No.9097257

Is Heretic balanced for pistol starts?

>> No.9097275
File: 192 KB, 1162x724, 2022-07-16 23_48_13-Download Monster Land - My Abandonware — Mozilla Firefox.png [View same] [iqdb] [saucenao] [google]
9097275

>> No.9097276

>>9097257
Only if you hate yourself past Episode 4. Otherwise, mostly yeah.

>> No.9097296

Favorite SC-55 soundfont?

>> No.9097302

Can you play pk3 on chocolate/crispy doom? Can it also play multiple pk3s at once like gzdoom?

>> No.9097304

>>9097296
https://github.com/trevor0402/SC55Soundfont/releases

>> No.9097338

>>9097257
Not only measly firepower won't do you any favors, game usually forces you getting into harm's way so you could reach for a new weapon. To make a parallel with Doom, at times you will be facing big quantities of Hell Knights and Revenants only with your starting pistol. What one might find enjoyable about fully clearing a Doom level, would be a different case with Heretic. Also, you would be doing yourself disservice by not transferring unused Tomes of Power between the levels, they are your bread and butter to get through. So no, I don't believe it was balanced.
Anyway, treat this game as an adventure and not action thriller, that way you will find your experience enjoyable.

>> No.9097369

>>9097338
It seems more fun to use the tomes within the level rather than stockpiling a hundred of them for a fight I might never use them on.

>> No.9097374

>>9097369
You can only take 1 of any given artifact to the next map anyway (except Wings of Wrath which aren't allowed to be transferred)

>> No.9097392

>>9096960
Anything by Tronyn really. Hundreds of monsters per map.

>> No.9097461
File: 52 KB, 244x284, 1658031397610.png [View same] [iqdb] [saucenao] [google]
9097461

>>9097392
Will check out, thanks. Love me quad love me gibs simple as

>> No.9097486
File: 1.00 MB, 1200x675, hero.png [View same] [iqdb] [saucenao] [google]
9097486

finally got around playing this.. why does it get so much praise again?

i dunno lads it's kinda dull. it's funny just how crucial three missing enemies can be to keep the encounters fresh. I miss archies and revenants :[

>> No.9097498

>>9097486
I had a pretty fun time but yeah missing some of the cast really takes the edge out of a lot of the fights.

>> No.9097512
File: 2.45 MB, 1920x1080, Screenshot 2022-07-17 003216.png [View same] [iqdb] [saucenao] [google]
9097512

>>9095463
I was trying to generate a WEBM under the file size for a fucking hour and technically missed Screenshot Saturday, holy shit you cannot fathom how sincerely incensed that shit makes me.
Whatever he's a fucking screenshot of my faggot map.
Layout's mostly done. I plan on adding a small wooded grove in the hill on the opposite side of the tenement, but other than that it's detailing and encounters. If I can't get this thing presentable by next week, I'm not sure I'll bother submitting it to the DBP at all.

>> No.9097549

>>9097486
the atmosphere is great and the level design is consistent (no meme stuff)
though you're right, now that most doomers have played this one (on PC at least), the problems are really hard to ignore.

>> No.9097657

>>9097486
I had fun with it, it was strange but the athmosphere was really well done and felt unique in a way few doom wads can do

>> No.9097664

>>9097486
At the time of its release it was pretty fresh… colored lighting, basic rooms over rooms and great ost. Greater sprite resolution than classic doom. It was kind of a de facto “doom 3” during the late 90s

>> No.9097675

>>9097664
I don't know if I would say it was "fresh"... At the time people were pretty turned off by sprite-based shooters because full 3D rendering was the new meme. The overall response was: "Really? Just more Doom?" The N64 audience also could care less about Doom. Even if they did they could just play Quake on their dad's shitty IBM PC. Blood came out only a couple of months after D64 and even though that kind of flopped too for similar reasons, I feel like it had more of a cult (no pun intended) status than D64.

>> No.9097682
File: 96 KB, 680x680, pepe silvia.jpg [View same] [iqdb] [saucenao] [google]
9097682

>>9093113
Am I late to the party or are we already aware of running Doom inside of Doom? It truly runs on anything now.
https://youtu.be/c6hnQ1RKhbo?t=622

>> No.9097729
File: 453 KB, 1920x1040, circle at 2022.07.17 16-35-53.501 [R3977].jpg [View same] [iqdb] [saucenao] [google]
9097729

>>9093374

"Circle of Torment" by Washing Machine Enthusiasts (alternate automap name: Homage of Destruction)

Featuring such Plutonia-isms as:
>an invisible bridge marked by candles
>infinitely resurrecting chaingunners
>lack of thematic consistency
>surprise revenants
>hey, I recongise this room from the IWADs

https://drive.google.com/file/d/11hYO7w82KYnqpdbKehZWEBY01Qj6biwo/view?usp=sharing

>> No.9097740

Anyone have a relatively fast method for applying an arbitrary palette/lut/etc to images for texture generation? Aseprite is great for 8-bit palettes like Doom's but I want to experiment with creating a sort of fusion palette between several different FPS palettes simultaneously, and then potentially reduce or adjust as needed from there.

>> No.9097745

>>9097729
>>9093374
Forgot to mention, difficulty levels are fully implemented, and the music is "Concocting Erinon's Milkshake" by Cammy.

>> No.9097897
File: 1.68 MB, 1856x829, asss.png [View same] [iqdb] [saucenao] [google]
9097897

>>9095463
I'd usually announce myself as the sewer mapfag, but these fucking CIVIE fanboys with their *DINGS* are starting to piss me off. Anyway, here's more of the monastery thing.

>> No.9097901

>>9097897
Based, also the screens remind me of 2048 Units of /vr/ because of the texture pack.

>> No.9097909

Where does the
>It's an abstract kind of hell.
thing actually originate? Did Sandy say this at some point?

>> No.9097927

>>9097897
>fanboys
I'm willing to bet it's just one obsessed anon. You shouldn't let loud retards push you into acting one way or the other.

>> No.9097975

>>9097927
It can go either way really, I've come across that dudes fans both in groups and individually and in both cases they insisted on spamming that shit everywhere, so I can't blame seweranon for not wanting to deal with that shit.

>> No.9097981 [DELETED] 
File: 226 KB, 901x1073, fireblu.jpg [View same] [iqdb] [saucenao] [google]
9097981

Any graphics design peeps have a relatively fast method for applying an arbitrary palette/lut/etc to images for texture generation? Aseprite is great for 8-bit palettes like Doom's but I want to experiment with creating a sort of fusion palette between several different FPS palettes simultaneously, and then potentially reduce or adjust as needed from there.

>> No.9098000

>>9096834
>reeeeeeeeeeeeeee
:^)
But in all seriousness: Just out of interest, did you ever try to just run by the PE, grab the chaingun and then hose him down?
Because I designed that encounter specifically to fuck with people employing peekaboo strategies. From the backside you also have a free line of sight to everything in that room, so you won't have to tiptoe on the debris to shoot the chaingunners.
The drawback is of course that you might eat some lead in the process.

That said, already excited for your playthrough of MAP25 :^^^)

>> No.9098004

>>9098000
>Just out of interest, did you ever try to just run by the PE, grab the chaingun and then hose him down?
Nope, never tried that. Too big of a wuss.

>> No.9098007

>>9098000
I'm still waiting for that demo, asshole. Your Arch-vile/Shotgunner room fellates cocks, and your "explanation" of how to consistently approach it (>just shoot them til they die) is nakedly useless.

>> No.9098017
File: 27 KB, 386x530, c773ccf0ff43d7b21ee128cd88f4c7234b52e0b5.jpg [View same] [iqdb] [saucenao] [google]
9098017

>>9098007
>20 years later
>still mad
My, my, not with that attitude, young man.

>> No.9098026

>Ribbiks makes a highly inconsistent bullshit fight
Based! Genius!
>Anon makes a highly inconsistent bullshit fight
NOOOOOO! POST DEMOS ASSHOLE

>> No.9098028

>>9098026
dangerously based

>> No.9098030
File: 239 KB, 680x418, c72.png [View same] [iqdb] [saucenao] [google]
9098030

>> No.9098037

>>9097061
you can make it linear without using one single corridor

>> No.9098038
File: 514 KB, 1798x1232, 6D6BE655-5B20-4EFB-8108-46F21C5065A8.jpg [View same] [iqdb] [saucenao] [google]
9098038

>>9098017
I will never not be mad. I want to love "Slivovitz Liver Massacre", but it's obvious you use your skills to frustrate the player more than anything. And I'm not masochistic enough to enjoy getting sucker-punched in the middle of having a nice time. Like this clown >>9098026 mentions, the writhing masses will gobble-up your slop like they do Ribbiks'. I have better uses for my time.
However, you gave me a 10/10 idea for a map name, so you're at least good for something.

>> No.9098045

>>9098038
i didn't like the map myself but if it made someone write a seething post like this i sure appreciate it more

>> No.9098054

>>9097486
>I miss archies and revenants :[
No chaingunners? You’re just a bitch. I missed them too though.
But despite that I enjoyed 64 way more than I thought I would. Good levels, tone, and the existing monster changes are fun: shadow imps, arachnotrons shooting double, ideal lost soul changes, and great pain elemental buffs. The cyberdemon angled rockets are a solid idea too. Playing through D64 for Doom 2 had me missing all of this despite additional monsters.

>> No.9098079

>>9098026
fuck Ribbiks and FUCK one color maps

>> No.9098083
File: 22 KB, 410x598, 20.jpg [View same] [iqdb] [saucenao] [google]
9098083

>>9098079

>> No.9098102

>see megawad
>created by ribbiks, skillsaw etc....
>puts wad on the ignore list

>> No.9098112
File: 475 KB, 500x366, UWAWAWAWAWAWAH.gif [View same] [iqdb] [saucenao] [google]
9098112

>>9098045
>i didn't like the map myself
It's probably my 4th or 5th favorite map in the set, even with the morale-crushing experiences it thrusts upon (or into) me.
>if it made someone write a seething post like this i sure appreciate it more
I'll risk feeding ASO's ego further and say that I could probably write a small essay about Slivovitz Liver Massacre, because it's got so much that I adore. I've even previously mentioned that strategy against the Pain Elemental to Eggplant before it was posted here, and I posted a WEBM of the inverted-controls slime bug on higher complevels. But I won't write that essay, because I'd either be talking out of my ass or barking into a void—most likely both.
All of this is to say, I wouldn't credit the map itself too much for causing my autistic schizo seething. It's just a really subtle troll map that made me think it wasn't a troll map, but it got me cuz I'm a stupid fucking faggot please rape my face.

>> No.9098119

Hey all, new to the thread. I checked the FAQ and the text files that came with it, but I snagged Heretic 2 and the opening cinematic didn't play. Game runs perfectly fine but the cinematic was nowhere to be seen. I dunno if I missed something somewhere or it's just something I gotta deal with. Sorry for the dumbass post and if I'm just blind.

>> No.9098128
File: 1.16 MB, 1057x597, cazzo.png [View same] [iqdb] [saucenao] [google]
9098128

>>9093113
I started playing Grezzo 2 recently, can't stop, the "random fucking levels" category is really fun imo
Anyone else try it? Once you get past the edge it's pretty good desu

>> No.9098143

>>9098128
Grezzo 2 makes me wish I was Italian, it must be twice as fun when you actually understand the jokes and references.

>> No.9098202
File: 574 KB, 2587x749, retard.jpg [View same] [iqdb] [saucenao] [google]
9098202

My brain is having a complete meltdown. Can someone tell me how I make it so there's not this jank cutoff and make the wall continue like I shittily made in mspaint here?

>> No.9098207

>>9098202
You have to raise the sky and make the wooden part a raised platform instead.

>> No.9098235

>>9098207
Thanks anon, that fixed it

>> No.9098243 [DELETED] 

how often do you use the chaingun, against which enemies? should i use it to finish off enemies to save ammo?

>> No.9098247

how often do you use the chainSAW, against which enemies? should i use it to finish off enemies to save ammo?

>> No.9098251

>>9098247
Almost never, unless there is no other option available.

>> No.9098259

>>9098251
i mean if i count my shots and i know for a fact that the enemy has little health left it's always optimal to finish him with the saw, no? barring hitscanners

>> No.9098260

>>9098259
Depends on the enemies. Bigger ones like Arachnotrons and Mancubi have very finicky hitboxes. You'd probably be fine against Revenants and Cacos if they're low enough.

>> No.9098264

>>9098247
If it’s a lone imp or demon it’s not a bad idea, especially if ammo’s been tight. If the level/set has been drowning me in shells I might not consider pulling it out.

>> No.9098267

>>9098247
I always use it against Demons and Spectres, I think it's pretty good against Zombies and Imps too, maybe even Revenants too due to their pain chance.

>> No.9098326

why couldn't doom sound like this in 1993?
https://youtu.be/oTQIiIKummw

>> No.9098348

>>9098326
>Stage 8
Such a God damn good song. I plan to use a MIDI of it in a Doom map at some point, if I ever make one worthy of the track.
Stage 1 is a fucking banger too.
https://youtu.be/IJE-iAE1Mt8

>> No.9098359

>>9097729
https://files.catbox.moe/q45pdp.zip
Neat level. Short and sweet. A little easier than its inspiration, but that's not a bad thing at all.

>> No.9098396

>>9097512
Lookin good. Although the grey doom bricks might stick out too much.

>> No.9098397

How hard would it be for someone without modding knowledge to replace the default doom weapon set with their D64 counterparts? I wanted a mod that does that, but with the animation style of not having any visible hands reload for the shotguns.
Are there already resources out there to grab the animations, or would I have to extract them myself?

>> No.9098403

>>9097909
It was an unrelated feelsguy meme, sandy is an edit

>> No.9098408
File: 108 KB, 1218x894, 333.png [View same] [iqdb] [saucenao] [google]
9098408

>>9098397
It may take thirty minutes or an hour to get the general grasp of it, but it's not too different than just moving/replacing files in a folder. I'd recommend using Slade, and you'd need to grab the frames from the main .wads themselves.

>> No.9098414
File: 27 KB, 488x343, error.png [View same] [iqdb] [saucenao] [google]
9098414

i wonder if that metadoom mapset was made with the github version because i got gzdoom 4.8.2
sadly, my zdoom count is dead for some reason

>> No.9098417
File: 22 KB, 189x198, 1384362516754.png [View same] [iqdb] [saucenao] [google]
9098417

We're playing Sunlust with Bring Your Own Class for SNS tonight.

>> No.9098421

>>9098408
Thanks I'll try it out. Although I have to ask: are 64 weapons different from OG doom in terms of stats? I couldn't tell, but it felt like some of them fired faster. I'm curious if that would affect weapon frames since I'd want 64 weapons to have vanilla stats.

>> No.9098425
File: 72 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
9098425

Is there a way to change classes in Wrath of Cronos in an already-started playthrough? Changing it in the player setup menu didn't work.

>> No.9098427

>>9098038
>but it's obvious you use your skills to frustrate the player more than anything.
Well, a lot of feedback I got in the past (even before making maps for community projects) was along the lines of "this and that encounter is too easy" and because I think archviles and revenants are really overused, I decided to double down on my FUCK YOU and make this, and 400min's Biskelion really inspired me with its sadism and evilness.
Also, please share your map name idea, I hope it's something like "ARCHVILES TONGUE MY ANUS".

>>9098112
Please write the essay, I am interested in how other people perceive what I did vs. what I did intend. I think it can help me grow as a mapper, especially with this being another experiment to see what can be done and how.
I feel I still have to find my style.
My next map will be comfy and explorative, just how I like them.

>> No.9098428

>>9098414
Check your load order and make sure MetaDoom is loaded before the mapset. Worked fine for me with GZDoom 4.8.2 and MetaDoom 7.1.

>> No.9098432

>>9098428
ok
right now, i took it from github and did that makefile process thing lol

>> No.9098434

>>9098421
The shotguns and chaingun felt faster while the plasma gun was slower, but it won't be a worry when it comes to replacing the frames.

>> No.9098436

>>9098421
The chaingun fires faster, and the plasma gun fires slower while not having a pause after letting go of the trigger. The pistol also felt faster, but I'm not sure. Unsure for the other weapons as well.

>> No.9098442

>>9098326
because it would've been extremely annoying when you slouch around a map for 20 minutes. Players back then didn't usually speedrun like faggots.

>> No.9098497

>>9098417
If you do, be sure to use 0.9.6.4.9.2. That’s the most current release.

>> No.9098505

For me, it's Derelict.

>> No.9098552

>>9094275
It's in software mode, and it does have dithered filtering, you utter imbecile.

>> No.9098557

>>9096907
It would be nice.ive read that it isn't a complicated algorithm. Might be able to just make a shader for it. I'ma look into it.

>> No.9098559

>>9096907
Why? It's just an inferior bilinear filter.
As a software solution, it's brilliant, though.

>> No.9098613

Baphomet's Entryway review:
>Visually, it's nice looking
>Level design in itself isn't so hard
>All secrets were easy to find
>Meathooking with anchors can feel a bit weird, i recommend building up some momento from running or something
>The used enemy roster wasn't bad either
>Weapon selection can be a bit weird and i didn't mind the GL over RL at first but i felt the absense of the Plasma Rifle
>Final boss was okay, the room felt a bit tight and most of my strategy was running around and make use of the flame belch
Overall hope DrPySpy isn't the only one thinking of making maps for MetaDoom.
Maybe i should do one myself when i stop being a lazy bum.

>> No.9098621
File: 662 KB, 1974x1500, RobertWilliams_01.jpg [View same] [iqdb] [saucenao] [google]
9098621

How do I actually access properties in Zscript within a Class definition?

https://zdoom-docs.github.io/staging/ZScript/Classes.html
Looking at this documentation I should be able define and access property like this:
https://pastebin.com/jbLQ393H
Everything works until I try to actually access the property in the `Truth()` class method.
Then I get `bullets is not a member of TestFlower`
I've tried replacing TestFlower with 'invoker' and just removing the class definition and just calling 'bullets' but neither has worked. Is there a `this` or `self ` identifier I should be using since I am accessing the property from within the class itself? I have a programming background but do not have a C++ background which seems to be a requirement of writing stuff in Zscript.

>> No.9098629

>>9098621
What's strange is that if I switch "bullets" with just "Health" it all of the sudden works. Health is a property of the superclass 'actor' I'm guessing, so accessing a property of a super class can be done just by invoking it directly without any prefix, but accessing a property of the class itself doesn't work? Maybe if I subclass `TestFlower` and include the function within that it will work? I'm guessing this is something with C++ inheritance that's baked into ZScript that I just do not understand. I have a Javascript/Python background so I have no idea what the fuck I'm doing here.

>> No.9098631

>>9095715
Oh shit, my bad for not coming back for you. I've been busy with irl stuff, just went to a wedding, but whatever. I took a quick look over Watered Down V3 and it looks fine to me. Thanks a lot for going through and fixing the textures, alignment's a bitch when you're working with non-square and non-triangle rooms.

>> No.9098648
File: 49 KB, 680x1000, 3a7ca2ab730e84b959578777f624f46c.jpg [View same] [iqdb] [saucenao] [google]
9098648

>>9098629
>>9098621
Guess. I was wrong, subclassing doesn't work either. Man what the fuuuuuuuuuuu

https://github.com/coelckers/gzdoom/blob/89f5428a9ac35195f65fe74d9d4c74a5b7b2038c/wadsrc/static/zscript/actors/actor.zs#L77-L1366

According to this I should just be able to define an int

int bullets;

Then set it as a property

property bullets: bullets;

Then set it in the default like so

bullets 1000;

Then I should just be able to reference it within the class whenever I want, but apparently no.

`@property@Bullets is an unknown actor property`
Man I feel rarted

>> No.9098658

>>9098648
>>9098621
No idea what exactly you are doing, but I have this in one of the SummerFun classes and it works:

Class Waterpool : Actor
{
int user_fillamount;
int user_fillinterval;
int user_fillradius;
int poolgive;

Property WaterAmount: user_fillamount;
Property WaterInterval: user_fillinterval;
Property WaterRadius: user_fillradius;

Default
{
Height 24;
Radius 12;
+NOINTERACTION;
Waterpool.WaterAmount 20;
Waterpool.WaterInterval 1;
Waterpool.WaterRadius 48;
}


You probably forgot to put the class name before the property (like you also would with e.g. inventory.maxamount)

>> No.9098661

>>9098505
That mission has no fucking ammo

>> No.9098671

I've played through Super Sonic Doom, it's flawed as fuck, but I loved the exploration and variety it has, is there some other Doom (or other idTech1 game) mod that is similar to it? I've only tried License to Spell Doom from TUD's other mods, is Fragport worth checking out?

Old ZDoom mods are pretty comfy I must say. Speaking of which, is there any use for the classic Boom Transfer_Heights effect when making maps for GZDoom nowadays? Unlike Transfer_Brightness, I can't think of anything that's not easier to do with 3D floors.
>>9098648
Custom properties need to be addressed with the name of the class first, see here: https://zdoom.org/wiki/ZScript_custom_properties
Or here, I'm too slow: >>9098658

>> No.9098703

>>9098658
>>9098671
That's not it. Here's the whole class
https://pastebin.com/7Y1HC3eD

I have the class before the property. The failure in the compilation happens in the method call, not the default block. If I leave the method commented out or just refer to something else in the function (like an int defined within the function), It's like it is not aware of the property when it is trying to compile.

>> No.9098715

For all of its flaws, I enjoy every playthrough of Half Life 2 and its episodes, it's able to capture a feeling that none of the other heavily story based shooters it inspired like Bioshock could. It's not a game meant to be replayed immediately and speedran like Doom or Quake though. I'm convinced it's the artstyle and music.

>> No.9098726

When are we going to get a complevel for DSDA that allows for an inventory in Doom?

>> No.9098742

>>9098417
S-sunslut?! We're going to fuck the sun tonight?

>> No.9098747 [DELETED] 

>>9098703
try using invoker.bullets

>> No.9098754

>>9098703
scratch that other post. You're referencing the property here, not the variable that contains the value.

It should be "y" instead of "TestFlower.bullets".

>> No.9098770

>>9098726
>2022+0.583
>caring about DSDA

>> No.9098805

>>9098726
At that point there would really be no reason not to just use GZDoom instead.

>> No.9098810

>>9098715
People often shit on Half Life 2 because "tech demo" but all that fun physics stuff is what makes this game more interesting to play than the first Half Life to me, and the shooting just feels better here.

>> No.9098870

>>9098726
GZDoom already allows for an inventory

>> No.9098889

>>9098726
I'm already getting enough AIDS from dealing with BOOM bullshit just so the pseudo-purist faggots and speedrunners stop crying. I had much more fun making maps with occasional DECORATE monsters, but nobody wants to play that apparently.

>> No.9098909
File: 172 KB, 1920x1080, Screenshot_Doom_20220717_191918.png [View same] [iqdb] [saucenao] [google]
9098909

I think that's it with the remote for now:
It only works with the Doorbuster and it can not be put in the backpack because I don't understand how the fucking backpack works.
Apart from that you can set tags and query, set the remote to specified tags, but also detonate all deployed doorbusters at once, independently from tag.

https://www.dropbox.com/s/qfsklupjut1oqbq/dbdetonator.pk3?dl=0


>>9098889
I feel you bro. Maybe we should start a HDest mapping project?

>> No.9098917

>>9098671
Lost Civilization is the most perfected exploration wad. Absolutely huge outdoor maps, but still detailed and full of content.

>> No.9098925

>>9098889
Then just map with vanilla format.

>> No.9098943

>>9098925
A vanilla mapping project would be cool, too.

>> No.9098954

>>9098943
I would love to participate in one myself, even if going full vanilla with all those visplane limits and shit. But I'll probably be too tired now after the streak of mapping projects going on now.

>> No.9098956

>>9098427
>Please write the essay
No. I've already admitted that you successfully trolled me. I have no interest in engaging with you any more.

>> No.9098962

>>9098909
>Maybe we should start a HDest mapping project?
I don't have a reaction image to convey how excited even the idea of this makes me.
How much overlap is there between mappers and Destructors here anyway?
I only know of two for sure, of which I am one, but maybe some of the anonymous mappers are also some of the anonymous HDest players.

>> No.9098967
File: 285 KB, 1920x1017, Screenshot_Doom_20220717_213910.png [View same] [iqdb] [saucenao] [google]
9098967

She's gonna leaf

>> No.9098970
File: 43 KB, 400x233, Garden_of_Eatin___Logo.jpg [View same] [iqdb] [saucenao] [google]
9098970

>>9098967

>> No.9098982

>>9098954
>But I'll probably be too tired now after the streak of mapping projects going on now.
Yeah I wouldn't want to start one now, anyway, I'm also burnt out.
Wasn't the projected comfy mapping project supposed to be vanilla or at most limit-removing vanilla?

>>9098962
I am also one of those, but I am too bad and unexperienced with HD right now, so I am not sure how exactly I could tackle such a map, because especially with how enemies differ from regular Doom you can obviously not set up maps like you would for a non-HD map.
Nonetheless I have actually started working on a map not too long ago, lots of (I think) cool ideas, but it lacks the overall guiding thread. What I would suggest though for such a project would be that since pistol starting is really not a thing, everyone makes their map with a specific loadout in mind which can be forced via ACS.

>>9098967
ughhhthicker.tiff

>> No.9098989

>>9098810
It also helps that the voice acting is still better than 99% of video games, even ones that hire hollywood actors, Alyx and Breen are nigh perfect performances

>> No.9098991

>>9098982
>everyone makes their map with a specific loadout in mind which can be forced via ACS
That's a really neat idea for an HDest collab. You could even have some sort of mission selection map/menu that outlines the map you're going into and what you'll have to work with.

>> No.9098997

>>9098989
>>9098810
>>9098715
name some good source mods

>> No.9099001

>>9098991
>You could even have some sort of mission selection map/menu that outlines the map you're going into and what you'll have to work with.
Sounds nice.
And since we have been talking about DUMP not too long ago, why not just allow people to bring their own stuff in? From reskins like e.g. the RC car derp to completely new weapons and such.
That way you could get mappers and modders together and maybe draw some fresh meat into the grinder.

>> No.9099027

>>9098991
>>9099001
>Missions made specifically to beat using a specific given weapon selection
Shit that sounds cool, if you do it I might try getting into HD just to check it out.

>> No.9099036

>>9098967
It's covering the important bits.

>> No.9099106

>>9098889
udmf sux lol

>> No.9099118

>>9098967
those eyes

>> No.9099126

>>9098967
When will this mod go full smut?

>> No.9099142

>>9099126
When (you) make a monster pack with animations similar to H-Doom or MGQ3D.
It's better as ecchi.

>> No.9099158
File: 247 KB, 216x453, unknown2.png [View same] [iqdb] [saucenao] [google]
9099158

>>9099142
>spoiler
I agree, but maybe that's just because I'm into ENF

>> No.9099162

>>9093113
I'm being filtered hard by Rise of the Triad
It's like Doom, but weird and primitive, and it came 1 year after Doom

>> No.9099173

>>9099162
It's because ROTT uses a very modified version of the Wolfenstein 3D engine and is based off some of Tom Hall's ideas he wanted to put in Doom
I also wonder what he thinks of some other classic FPS titles like Hexen and Marathon

>> No.9099175

>>9099162
>It's like Doom, but weird and primitive
It's more like Wolf 3D but branched off in a different direction from Doom

>> No.9099181

>>9099173
>I also wonder what he thinks of some other classic FPS titles like Hexen and Marathon
I especially want to know what he thinks of Marathon given his attempts at storytelling during Doom's development.

>> No.9099186

>>9099175
>>9099173
>>9099162
Why the fuck do I need to collect coins(whatever the fuck that grey thing is)? Im not playing fucking mario bros
Come on now

>> No.9099193

>>9099186
Because Hall wanted to emphasise on the arcade aspect of Wolf 3D
I think collecting 100 coins means a new life, like in Turok as well

>> No.9099216

>>9099186
you don't have to collect them if you don't want to
they're just for extra lives, which are completely pointless if you're playing with saves

>> No.9099239

I'm confused by the video settings in vkQuake (I imagine it's similar in QSS). There's refresh rate and max FPS. I'm guessing I set refresh rate to my monitor's rate, but what do I do with max FPS? I tried setting it to multiples of my monitor's refresh rate, but that introduced tearing.

>> No.9099246
File: 525 KB, 1920x1080, Screenshot_Doom_20220717_161544.png [View same] [iqdb] [saucenao] [google]
9099246

new peppergrinder weapon out now
it's a .50 OMG rifle with a few unusual quirks, including two-round hyperburst (with properly delayed recoil so that the second round is actually fired before the recoil of the first one is felt)

>> No.9099256

Apparently the only really active doom websites are zdoom forums and doomworld.
There is a russian forum and doomer boards but they are so dead lol
So your options are here, doomworld and zdoom forums.
What happened?

>> No.9099258

>>9099246
Wait, so does it have two barrels or what?

>> No.9099260

>>9099246
Nice, I've been waiting for an update to the ZM69 for a while, this will more than do.

>> No.9099272

>>9099258
it has the funny AN-94 pulley system, which works by having a sort of buffer between magazine and chamber where the second round is held, then retrieved and fired before the recoil of the first shot is felt by the shooter

>> No.9099278

>>9093114
https://www.doomworld.com/forum/topic/117360-doom-rpg-reverse-engineering-project/?page=3&tab=comments#comment-2521350
https://github.com/anarkavre/drpgu
>I'm sorry I have been gone so long, but I finally decided to release the Doom RPG Utility that I created. It contains all of the .h and .c files to read the game data files. The project is a bit rough still, but fairly simple to build. Feel free to ask me any questions if you have issues.
More DRPG news

>> No.9099282

>autism makes playing boomer shooters a slog because having to search every possible area i can think of for secrets
trying to play ion fury and its taking ages

>> No.9099291

>>9099272
>pulley system
You should post this on /k/ and report back here with the results.

>> No.9099331

>>9099256
Doomerboards.

>> No.9099361

>>9099158
Based taste.

>> No.9099435

>>9099331
It's now fully compromised of doomworld tourists by the looks of it. No one of significance from the old regulars is left, or just any significance. Egomaniacs and indulging in self-importance done runs on this place.

>> No.9099442

>>9098989
Celebrity voice actors usually suck compared to professional voice actors.

>> No.9099462

>>9099256
>doomworld and zdoom forums
Just like in 2010-2017. Occasionally some communities die, occasionally new are formed. It's part of reality, but still the fact is that Doom still has the biggest and most active modding community.

>> No.9099469

>>9099256
Also there apparently is shitloads of doom communities in discord, but i'm too old to know more about those.

>> No.9099470

>>9099442
Yeah, Mark Hamil is one of the only exceptions to this rule

>> No.9099481
File: 922 KB, 1280x720, SUNDAY_NIGHT_SHITSHOW_71_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9099481

SUNDAY NIGHT SHITSHOW TIME!! Tonight we're plowing our way through Sunlust with the Pizza Tower discord's Bring Your Own Class mod. The password tonight is "broussard". Connect with Zandronum, pick a class, and let's get this shitshow on the road!
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.9099482

>>9099481
This should be good.

>> No.9099489

>>9099481
It's time

>> No.9099492
File: 92 KB, 200x200, 1647181759581.gif [View same] [iqdb] [saucenao] [google]
9099492

>>9098967

>> No.9099505

>>9099481
>3 hours left on the sentinel wadseeker download
WHAT THE FUCK!!??

>> No.9099513

>>9099505
seems to be downloading faster in the browser https://allfearthesentinel.net/zandronum/download.php?file=byocv0.9.6.4.9.2.pk3

>> No.9099529

>>9099481
F

>> No.9099552

>>9093114
[07-15] Ramp 2022 has been released.
https://www.doomworld.com/forum/topic/129564-ramp-2022-done/
A post announcing it in the thread calls it a public beta, but neither the OP nor the download site calls it that. I don't know if there's been updates in the last two days.

>> No.9099592

>>9099481
Damn you better find that body for player 12 and 14!

>> No.9099596

>>9099592
It's a feature

>> No.9099625

>>9099470
He did voice acting before he got really big with Star Wars so it kind of makes sense that he'd be good at it.

>> No.9099696

We dead again

>> No.9099702

>>9099696
>MAP24: Dying On Cue

>> No.9099703

Yeah we're super dead

>> No.9099705

>>9099696
Oh, it's not just zandy being shite?

>> No.9099706
File: 315 KB, 922x1796, sns.jpg [View same] [iqdb] [saucenao] [google]
9099706

>>9099696
Huh huh, what a mess

>> No.9099707

>>9099703
Not dead, just slowed the fuck down by a 1000 monster map

>> No.9099713
File: 77 KB, 300x490, 1635597825119.png [View same] [iqdb] [saucenao] [google]
9099713

>>9099481
>cheese pizza edition

>> No.9099762

Map08 of 512 Linedefs of /vr/
https://www.youtube.com/watch?v=KomB5wz2okg

>> No.9099768

>>9099435
I only ever checked on it rarely anyway.
/vr/ is the only doom community for me.

>> No.9099781

Man the server is totally fucked for me, I can't even join the game or chat anymore.

>> No.9099785

>>9099781
Looks like we're due for an upgrade, the feeble hardware it has now simply isn't cutting it anymore.

>> No.9099801

>Added RMAPINFO
>UMAPINFO lump won't be used on GZDoom (you'll need to delete the MAPINFO lump in slade) since GZDoom favours MAPINFO and ZMAPINFO before UMAPINFO.
>Also, to play this in Doom Retro, you'll have to delete both since it does not support either formats and will crash.
Heh, astonishing

>> No.9099815

>>9097486
>missing monsters
coming soon for vanilla doom

>> No.9099816

>>9099801
Doom Retro is a weird case, there's a bunch of cool changes I actually like, but at the same time you can't even configure complevels so you have to play vanilla levels with boom shit like monsters falling off ledges. I wish other ports borrowed the dithered software mode feature from it.

>> No.9099832

>>9097486
>i dunno lads it's kinda dull. it's funny just how crucial three missing enemies can be to keep the encounters fresh. I miss archies and revenants :[
The only people who miss archviles and revenants are weirdos like us who play too much doom. I'm pretty sure the exclusion of enemy types like revenants and chaingunners were positive changes for most normal players who find them overbearing.

>> No.9099852
File: 689 KB, 1920x1080, Screenshot_Doom_20220717_203351.png [View same] [iqdb] [saucenao] [google]
9099852

>>9099481
That certainly was something. By some miracle we were actually able to beat God Machine. GGs boys.

>> No.9099856

>>9099852
Was fun, it was truly a Sunday Night Shitshow™.

>> No.9099870
File: 414 KB, 1280x960, Screenshot_Doom_20220717_200324.png [View same] [iqdb] [saucenao] [google]
9099870

>>9099481
>>9099852
You should use Bring Your Own Class again.

>> No.9099874

>>9093374
>>9097729
>>9098359
Version 2 of Circle of Torment / Homage of Destruction.

Fixes:
>added monster blocking lines so centre chaingunners will always resurrect, no matter what, until the archviles are crushed
>fixed a potential softlock in a the library secret
>fixed a vertical texture alignment error on a monster closet door
>added a switch upper texture to the library secret so it makes the switch sound

https://drive.google.com/file/d/1aC04BbHDeayqKI5VdNW4v8v84sIqrh7X/view?usp=sharing

>> No.9099876
File: 307 KB, 1280x960, Screenshot_Doom_20220717_213420.png [View same] [iqdb] [saucenao] [google]
9099876

>>9099870

>> No.9099908
File: 372 KB, 800x556, SNS71.png [View same] [iqdb] [saucenao] [google]
9099908

>>9099481

>> No.9099958

Doom deathmatch seems pretty underrated. Was it ever popular in its day? We usually hear about the single player and the infinite number of wads but not so much on the multiplayer.

>> No.9099976

>>9099958
It literally invented deathmatch.

>> No.9099982

What's the best way to play doom on multiplayer servers nowadays? zdaemon?

>> No.9099983

>>9099982
Probably Zandronum with Doomseeker.

>> No.9099985

>>9099982
Either Zandronum or Odamex, both of which can be used with Doomseeker.

>> No.9100000

>>9099958
>Was it ever popular in its day?
Bit of an understatement if I do say so myself. Doom DM was huge

>> No.9100019

>>9100000
Checked and true.
Network administrators back in the day often had to ban multiplayer sessions or outright remove the game from systems.
https://doomwiki.org/wiki/KillDoom

>> No.9100032

>>9100019
>"Since today's release of Doom, we have discovered [that the game is] bringing the campus network to a halt.... Computing Services asks that all Doom players please do not play Doom in network-mode. Use of Doom in network-mode causes serious degradation of performance for the player's network and during this time of finals, network use is already at its peak. We may be forced to disconnect the PCs of those who are playing the game in network-mode. Again, please do not play Doom in network-mode." ― Carnegie Mellon staff
Funny.

>> No.9100034

This is a stupid question, but are the weapon sounds for D64 supposed to be midi files in Slade? Are they going to be fine if I can/do convert them to the doom audio format?

>> No.9100039

>>9100034
>but are the weapon sounds for D64 supposed to be midi files in Slade?
Yes, the actual sounds are stored in the Doom 64 soundfont file.

>> No.9100053

>>9100039
>the actual sounds are stored in the Doom 64 soundfont file.
So I need a program to extract the actual audio files from the soundfont?

>> No.9100060

Do people still play and mod Halo Custom Edition? There were a couple of pretty good single player campaigns people made

>> No.9100069

>>9100060
>Play
Yes, but there's not a wide selection. From what I recall playing a few years back it was mostly Mexican servers running.
>Mod
There's still not a huge scene for it, even for the recent official modding tools. Most people are focused on Halo 3 for modding, and it's still gonna be a while before anyone makes anything substantial.

>> No.9100078

>>9100069
Damn, maybe i should just get off my ass and really learn gzdoom builder or try my hand at Halo 3 mods, be the change I want to see in the world

>> No.9100083

>>9099762
Nice play. I haven't seen anyone try to shoot the gore shelf like that yet. The map was supposed to be more relaxing, hence the BGM and lack of monsters. I am still impressed at people rationing so much ammo and by berserk, I need to factor that in to my next map design.

>> No.9100124
File: 46 KB, 512x444, doomguy means business.png [View same] [iqdb] [saucenao] [google]
9100124

Punchman is in charge of the next FNF and SNS by the way. What WADs will we play? Only he knows.

>> No.9100126

>>9100078
The patrician choice would be to do both.

>> No.9100193

>>9100124
Who's the host normally?

>> No.9100196

>>9100193
Me, Anonymous.

>> No.9100202

>>9100196
Faggot.

>> No.9100205

>>9100193
the church of scientology

>> No.9100223

>>9100124
10000 revenants here we come!

>> No.9100237
File: 553 KB, 1920x821, 1637126601172.png [View same] [iqdb] [saucenao] [google]
9100237

>>9100202
Ha ha ha, that's me!

>> No.9100264

>>9100223
Hope it comes with an extra side salad of berzerk.

>> No.9100273

>>9099246
After playing around with it a bit:
The gun still uses the old decimal-point bullet drop standard, and it's possible to cut off the thunderous firing sound by reloading the chamber with a loose round immediately after firing.

>> No.9100326

>>9100273
Bullet drop as a whole is pretty fucked at the moment. It was really only tuned for 7mm, and even that's way off now (300 bullet drop on a Liberator or Boss is way high at 300 meters when it used to be zeroed). I set the default drop for the ZM94 to zero at 300 meters and there's really no reason to touch it beyond that. I'll fix the sound channel thing though.

>> No.9100337

>>9100326
>Bullet drop as a whole is pretty fucked at the moment. It was really only tuned for 7mm, and even that's way off now.
I'm aware, I was referring to how it's presented in the interface: with a decimal number as opposed to the three-digit number used by the lib and boss, but I guess even then it's probably better to wait until stock HD sorts its standards out anyway.

>> No.9100424

>>9099239
max fps (host_maxfps) should do the same thing as in other ports, vid_refreshrate is strictly to set the video mode. it does seem kinda weird, you'd think the game would be able to detect that from desktop mode.
setting game fps to a multiple of refresh rate probably makes sense for 60hz displays, for everything else you would just set both cvars the same. ideally you would be able to set both to 60 too, but afaik currently 60fps is subtly broken and the attempt to fix it got reverted.

>> No.9100452
File: 687 KB, 1080x1331, 1606328367231.png [View same] [iqdb] [saucenao] [google]
9100452

>>9097486

Decent for the time. Worth some of your time if you feel like it

All aesthetics. That is, the music, appearance, redesigns, the general feeling.

Gameplay is average. All levels blend together. Just about any cacowad beats in every regard

>> No.9100606

>>9093663
well propper bosses would have broken the flow imo. trial and errors+sudden bump in difficulty...
i agree they could have been a lil harder tho.

>> No.9100609

>>9097486
It has the best level design out of any Doom game. But not having those two enemies does hurt it, yes.

>> No.9100612

>>9094012
meh, i'll wait for the rederederedemake redux PS1

>> No.9100667

The Supplice demo is a lot of fun. I think I like it more than Selaco purely because the gun sounds are amazing.

>> No.9100750

>>9093374
Version 2 of Plutonica
Delayed the revenant spawn a bit more and replaced the starting teleporter with the Plutonia teleporter pad.
https://files.catbox.moe/hp43yv.wad

>> No.9100865

>>9099852
Who are the fox and the witch?

>> No.9100869

>>9099908
CARMELA CAN YOU PLEASE SHYT THE DOOOOOOOOOOOOOR

>> No.9100873

>>9100865
Kyuteru and Gammu, both made by the same guy. He also made the Metal Slug class, and Lother.
touch fluffy tail

>> No.9100889

https://www.youtube.com/watch?v=PbSPB_l0tNc


Voxelchads...................

>> No.9100907

>>9093114
Woof! version 10.1.0
https://github.com/fabiangreffrath/woof/releases/tag/woof_10.1.0

Highlights:
- zip archives support
- music packs support
- console output on windows
- solid color statusbar background
- other qol tweaks

>> No.9100913

>>9093467
>>9097729
>>9097745
>>9099874
That's great, I'll give these a look.

>>9098631
Glad to hear, I don't want to step on people's toes too much. Hope you had a good time.

>>9100750
I'll give this one a look over first. I actually had a number of criticisms for this level, sorry to say.

>> No.9100975 [SPOILER] 
File: 6 KB, 124x191, 1625585122660.jpg [View same] [iqdb] [saucenao] [google]
9100975

GEROXE CRUO

>> No.9101028
File: 247 KB, 1917x1080, woof0002.png [View same] [iqdb] [saucenao] [google]
9101028

>>9100907
very based

>> No.9101048

>>9101028
R.I.P.
GRNROCK
2022

hopefully all other sourceports will implement this feature as well

>> No.9101052

>>9101048
Hopefully all source ports just implement widescreen HUDs.

>> No.9101056

>>9101052
Can't expect them to implement widescreen HUDs for all megawads and shit, so that's a nice solution.

>> No.9101058

>>9100667
It’s much more traditional of a shooter as well, it has that appeal going for it. Selaco’s doing something weirder that could be fun if pulled off right. It will be fun tinkering with both.

>> No.9101071

>>9100907
Did they fix the fucking -warp offset bug? I'm tired of that shit.

>> No.9101086
File: 21 KB, 256x256, 1658148134549.png [View same] [iqdb] [saucenao] [google]
9101086

Eventhough I'm close to clueless about computers, I tried my hand at editing project files of one handy QT wad launcher for dsda-doom in order to adapt it for woof, with cmd line parameters being similar and all that.
https://github.com/Pedro-Beirao/dsda-launcher
Pretty simple venture by the looks of it, but still, qmake produces error on my msys2 environment and doesn't let me try out the results. Here is link for source files and custom icon I made, if anyone wishes to take over. I haven't fiddled with UI, so resolution selection and other pointless settings are still there.
https://files.catbox.moe/x51tto.zip
>>9101052
Just drop patches into autoload folders
https://www.doomworld.com/forum/topic/121385-widescreen-assets-pack-and-appreciation-thread/
https://www.doomworld.com/forum/topic/122892-umapinfo-appreciation-thread/

>> No.9101090

>>9101086
I tried to compile original launcher and it likewise states:
>$ qmake ..
>Cannot read C:/MSYS2/home/User/Sources/woof-launcher-master: ???????? ? ???????.
>Error processing project file: ..

>> No.9101109

>>9100907
>>9093374
Speaking of, I think Woof crashes when testing 94 protons, I have yet to test it with newest woof and protonpack when I get home but 1.9 crashed woof version I used

>> No.9101123

>>9100907
Woofbros we just can't stop winning

>> No.9101131 [DELETED] 
File: 22 KB, 256x256, 1658149963119.png [View same] [iqdb] [saucenao] [google]
9101131

>>9101086
What do you know, I don't know a thing about image editing either! Just look at those ugly aliased edges, fixed. Drop it into woof-launcher folder as replacement.
https://files.catbox.moe/kkq3fl.ico

>> No.9101134
File: 7 KB, 106x118, 1653882294239.gif [View same] [iqdb] [saucenao] [google]
9101134

>>9100975

>> No.9101145
File: 22 KB, 256x256, 1658150514197.png [View same] [iqdb] [saucenao] [google]
9101145

>>9101086
What do you know, I don't know a thing about image editing either! Just look at those ugly aliased edges, fixed. Drop it into woof-launcher folder as replacement.
https://files.catbox.moe/2sfi4w.ico v3

>> No.9101201

what madman decided that "shub-niggurath" were a good name for a villain?

>> No.9101226

>>9101201
Probably someone knowing about lovecraftian lore and knowing what Shub-Niggurath is

>> No.9101229

>>9101201
Lovecraft named his deities with alien and inhuman sounding names. They are not as much villains as they do not care about mortal struggles or humans. That doesn't make them evil or villains as humans are just insignifant, weak and flawed beings in cthulhu mythos. Empathy and intelligence are just human feats that are not needed by higher beings. Mankind itself gets wiped and nobody can do anything about that as it has already happened in future and time cannot be changed.

Sandy liked the whole cthulhu mythos thing, so he took lot of stuff into Quake from it. Basically Shub-Niggurath in the game is just a Dark Young (a spawn of the deity). Dark Youngs have size of big tree while Shub-Niggurath's scale is cosmic.

>> No.9101235

>>9101226
>>9101229
>lovecraft
okay everything makes sense now kek

>> No.9101238
File: 1.05 MB, 1441x899, asss.png [View same] [iqdb] [saucenao] [google]
9101238

Well this is as far as my creativity goes, I guess.

>> No.9101242

>>9101238
Looks cool. Put a megasphere in the middle of those candles and put a ton of monsters in the map.

>> No.9101261
File: 114 KB, 398x398, doom64.png [View same] [iqdb] [saucenao] [google]
9101261

doom 64 sisters...

>> No.9101263

>>9101238
It certainly looks nice. Lots of people, me included, neglect ceiling structures and bordures.

>> No.9101267

>>9101261
Doom 1/2 OST is meh. At least console soundtracks are atmospheric.

>> No.9101268

>>9101235
>Lololol le ebin niggerman
Read a book nigger, like seriously. I suggest The Rats in the Walls or The Music of Erich Zann.

>> No.9101273

https://doomer.boards.net/post/44932/thread
>/reee are/ is currently experiencing something of a pharaonic curse: with dorks and their mod mollycoddling talks bedevilling the land and mecenas getting their protons shit pushed in (well-deserved? Maybe so.. for consecutive CPs indeed angry God's Will and pours salt into any darkman's wound).
I think it was a compilment? If it's about us anyway, ending is indecipherable.

>> No.9101282

>>9101273
is there any way to make the Doomer boards look less like complete dogshit, I can't find a way to change the visual design.

>> No.9101289

>>9100907
>- zip archives support
Wait a second, have all sourceports been able to play wads from zips this entire time? I've been unpacking for years now without knowing about this.

>> No.9101291

>>9101273
What is it with Doomer Boards and it bringing all those schizo tier posters.

>> No.9101293

>>9101273
what the fuck is that last post even saying?

>> No.9101298

>>9101291
How do you think DB was conceived in the first place?

>> No.9101301
File: 1.41 MB, 320x240, 1629926999778.gif [View same] [iqdb] [saucenao] [google]
9101301

>>9101273
what the fuck?

>> No.9101312
File: 407 KB, 674x428, baron.png [View same] [iqdb] [saucenao] [google]
9101312

>>9101273
has anyone really been far even as decided to use even go want to do more like?

>> No.9101324

Anyone know of the best sound mod for Quake? Think Nightdive upped the quality of sounds and it makes playing on vkQuake kind of sad since it just sounds worse

>> No.9101325

>>9100889
What the hell are people using to record their games that it sounds like being played through a crappy megaphone? It's not just loud, but the quality is fucked too like it's been put through a high-pass filter. I just use Shadowplay, I think AMD owners have something similar to it, and I haven't had sound issues with recording via OBS.

>> No.9101331

>>9101273
>>9101291
>>9101293
The signature is some gibberish written in Uzbek, dude is on different plane of existence altogether.
Being such lowly creatures who're inept at comprehension, I say we should pray to him.

>> No.9101338

>>9101289
PK3s are just renamed ZIPs.
>>9101273
...what

>> No.9101345

>>9101331
>dunking on Uzbeks
Say, you're not a Kazakh, by chance?

>> No.9101358

>>9100889
How can somebody not get triggered by that squashed status bar is beyond me.

>> No.9101370

>>9101345
No, I've just discovered this language through search engine. But you mustn't give up in your search of fellow doomer, I bet there are Somalis around here, what to say about Kazakhs.
>>9101358
Likewise, correct aspect is just one switch away.

>> No.9101383
File: 71 KB, 800x533, as606.jpg [View same] [iqdb] [saucenao] [google]
9101383

>>9101261

>> No.9101384

>>9100889
Is this the guy's first time playing the map?

>> No.9101391
File: 461 KB, 1024x576, Screenshot_Doom_20220718_154222.png [View same] [iqdb] [saucenao] [google]
9101391

>>9100750
There's a few things I think this level needs improving on.

>MIDI
Has promise, but sounds like an unfinished draft, the volume is very low. I'd suggest raising the volume and then adding a pair of tracks to it, drums and guitar wailing and what not.

>Gameplay
Good at times, but also somewhat dry too, mainly in the starting outdoor area, which feels like it's too large for the enemy encounters there. Cutting it down to roughly half the size would make a big difference for the same amount of enemies and their ability to threaten you.

There's a Hellknight which comes and ambushes you from behind when you go to the area with the Red Key, I think that's good, but you should replace him with a Baron to make the encounter much more menacing, so that the player really has to make space and they really have to focus fire, also if you change the timing so that it opens after the player has already taken a couple few steps into the room I think that would make it much harder to avoid him and you couldn't fall back (maybe he teleports in behind u instead of coming out of a closet), forcing you to flee forward.
There's also the pit with the two Specters in that room, they are basically completely helpless because it's easy to just not drop into that pit, and they can't get up.

>Bugs
The pistons on the big pumping machine outside don't move anymore. Also the floor underneath that wood door to the Red Key area scrolls to the right for some reason.
There's also a Revenant which teleports in before here, and I assume what's supposed to happen is that a pillar is supposed to form so that he can shoot at you, but instead it becomes a pit he's stuck in, and he's helpless. Also if you fall into the pit you can't get out.

I could never get on top of the cliffs to get the Berserk Pack and Armor, does that require a straferun?

>> No.9101392

>>9101324
grab the nightdive sounds and change snd_mixspeed. there's nothing a mod can really do beyond that, is there?

>> No.9101396
File: 738 KB, 1024x576, deetstonica.png [View same] [iqdb] [saucenao] [google]
9101396

>>9100750
>>9101391
>>9093374
>Visuals
Somewhat plain, however it would be easy to touch up.

I think some vertwood posts here and there could look nice (the contrast with the wood poles here and the horizontal wood paneling behind like in this image I think looks very good and striking and could be exploited more), and maybe above player movement height you could have a small overhang or something with a different wooden texture. If you were to space the vertical posts wide enough the player wouldn't get caught on them (optionally just use blocking linedefs), potentially squeeze in some framed skin in one or two spots, and perhaps a ceiling beam running across in a couple of places.
Also indents up in the wall like this.

For outdoors, I would suggest to mix up the trees, I added a bunch of variants of the classic gnarled Doom tree, which would blend well here.

>> No.9101397

>>9101261
I hate uneducated but loud normalfags with no sense of beauty so much.
https://www.youtube.com/watch?v=eVXP_ZTpXIk

>> No.9101406

>>9101261
It lacks variety, but it ultimately fits Doom 64's tone and aesthetics. I wish it was more like Quake's ambient soundtrack, or like original Doom's spooky songs.

>> No.9101438

>>9101396
>If you were to space the vertical posts wide enough
I meant space them tight enough.

>> No.9101450

>>9099470
That's because he refocused his career in the face of typecasting.

>> No.9101453

>>9097897
>these fucking CIVIE fanboys with their *DINGS* are starting to piss me off
That was me, I didn't know it was this annoying.
I'll cool it so you can introduce yourself as the sewer mapfag in the future if you wish.

>> No.9101464
File: 232 KB, 590x449, carmack sword.jpg [View same] [iqdb] [saucenao] [google]
9101464

>>9100019
>>9100032
As told by Sandy:
>promise multiplayer when Doom is first announced
>netcode outsourced to some guy from another company
>coming close to release, they contact the CEO of that company and ask how work is doing
>"lmao none at all, that guy is a compulsive liar, he's done nothing you asked him!"
>FUCK.bat
>"Uh, Carmack's a programming genius, he can probably pull it off!"
>Carmack has never written netcode before in his life
>this shows
>in quick internal testing, Doom's netplay works
>however when it's finally released, it turns out that this netcode is totally dildos
>it floods your network with garbage packets of data, which means that if you aren't the people connected and playing Doom, the network is gonna be unuseably slow
>sysops around the world collectively REEEEEEEEE
>formal bans on Doom's netplay on university and college campuses, utilities like KILLDOOM are made, etc
>Carmack has to completely rewrite the netcode in a patch
You gotta start somewhere.

>> No.9101471
File: 132 KB, 425x485, 1658160103738.png [View same] [iqdb] [saucenao] [google]
9101471

>>9101273
>Tell your air controller that i'm close.
Lost it at third spoiler, Barry White is good one too. Guy is more intelligent than he appears to be.

>> No.9101479

>>9101273
Did it get jannied?

>> No.9101497

>>9101392
Its using the same pak as I dumped it into the steam install folder so then I should just need to change snd_mixspeed right? Just odd a different engine is using the same game files and it sounds so different.

>> No.9101509

>>9101268
>jokes about Niggerman
>recommends Rats in the Walls
Kekeke.
Anyway for me it's The Outsider, or Dagon. I love the intimate human stories like Cool Air and The Statement of Randolph Carter, as well as the "man's brush with elder horrors" stories like Pickman's Model and The Call of Cthulhu.

>> No.9101524

>>9101509
Uhhh, can you remind me of what the second two were about? Dagon was the german sub captain or something and The Outsider was about the guy coming back to his ancestor's village witnessing the cult meeting, right?
I have always found Pickman's Model rather boring, no idea why. It was the very first Lovecraft story I ever read and it never made an impression on me. The second one was Erich Zann though, and that one did make an impression.
The Call of Cthulhu is okay, it's a cool adventure story, reminiscent of stuff like Poe's "In the maelstrom". I also like the one where the shipwrecked dude lands on some huge black landmass, but I can't remember the name.

>> No.9101528

>>9101273
I was expecting a “nevermind” at the end of that.

>> No.9101531

>>9100907
>- zip archives support
Wait, so does that mean I can now completely forego .wads forever? Based Fabian

>> No.9101535

>>9101524
>coming back to his ancestor's village witnessing the cult meeting
that's "The Festival". "The Outsider" is about a castle hermit.

>> No.9101542

>>9101497
honestly, I'm not actually sure, don't use hq sounds myself.
but it has to be down to two things: sound files and output mix. QS/vkQ also have a snd_filterquality, play around with that as well, it's probably documented somewhere.

>> No.9101543

>>9101531
I think only GZD had zip support before this, I'm not sure though, I only use GZD and Crispy.

>> No.9101548

>>9101543
>I only use GZD and Crispy.
If you also used Choc I would call you a gentleman and a scholar.

>> No.9101549

>>9100907
Can I make Woof run at my monitor's full resolution yet? The only reason I don't use it is because of the black border.

>> No.9101551

>>9101535
Huh, I don't think I have ever read that story, but the synopsis sounds rad.

>> No.9101552

>>9101528
I hope more unabashed weirdos like these two pop up in these communities, their ramblings are leagues more fun than the usual circlejerks, and some of them like CBM may end up producing schizokino

>> No.9101554

>>9101548
I like Choc but I feel like Crispy does everything Choc can + playing limit removing wads. I usually don't have a reason to use Choc over Crispy unfortunately.

>> No.9101556

>>9101549
No, Woof runs at an aspect-correct fixed resolution by design. It was originally meant to be Crispy Doom for MBF.

>> No.9101557

>>9101524
What >>9101535 said about The Outsider is correct. At the end, he sees his reflection and realizes that, during his isolation, he's become a ghoul.
>I also like the one where the shipwrecked dude lands on some huge black landmass, but I can't remember the name.
That sounds like Dagon. A guy wakes-up on a rowboat in the middle of a great mass of, what he assumes is, volcanic ash spit-up from the sea floor. When he ventures out onto it to explore, he goes over a hill and sees the titular Dagon, a massive fish-man monstrosity clutching an ancient stone pillar. The guy runs back to his boat, rows away, and passes-out, later to be rescued.
Pickman's Model is good, to me, because it completely lacks any explicit supernatural elements until the very end. I like those kinds of twists in Lovecraft's stories, which is probably why I love a lot of his earlier short works (more than, say, Herbert West–Reanimator).
>it's a cool adventure story
I actually like the early mystery elements with the cult and Inspector Legrasse, but yeah, Cthulhu getting clocked in the noggin' by that boat at the end is 10/10 adventure story kino.
Man, Call of Cthulhu: Dark Corners of the Earth was pretty good from what I recall. I wonder if it holds up.

>> No.9101560
File: 383 KB, 1024x576, Screenshot_Doom_20220718_183435.png [View same] [iqdb] [saucenao] [google]
9101560

>>9097729
>>9099874
>>9093114
>>9093374
Excellent level, probably my favorite use of Infinite Chaingunners to date, and nicely challenging. Brief but intense, with cheeky traps, and threatening use of Pain Elementals. I like that after you've reached the exit, you can get up on the sides of the center platform to gather up the guns, because you probably expended a lot of your ammo so that's a bit of windfall for progressive play.

Not a lot to change, starting teleporter should be updated, and that path where you get ambushed by a wall of chaingunners has a spot where you can fall down but not get out. Pic related, maybe put some railing on the sides or something.

>> No.9101562

>>9101109
Woof isn't 100% compatible with MBF21 or something like that, so there isn't all that much that can be done about it unless you wanna figure out a compat patch at some point. No idea if more ports will complete MBF21 support, source port devs seemed somewhat hesitant about it.

>> No.9101564

>>9101552
Play fuhrfacy.wad and voivorbs.wad, they're by him.

>> No.9101567

>>9101562
I thought Woof spearheaded the whole MBF21 complevel, how does it have less compatibility?

>> No.9101582

>>9101567
It's DSDA which does, I think.

>> No.9101591

>>9101562
>No idea if more ports will complete MBF21 support, source port devs seemed somewhat hesitant about it.
Because in essence it's retarded.
Boom is already a retarded mess of random, arbitrary features and MBF21 is just expanding on that.
And with how it introduced DEHextra, you're just one step away from DECORATE/ACS anyway, so any further development in that direction would basically lead to what UDMF already does.
Also, DSDA is retarded. I will never not be mad about demos recorded on newer versions being incompatible with older versions.

>> No.9101601
File: 93 KB, 256x256, Circle_gzdoom.png [View same] [iqdb] [saucenao] [google]
9101601

>MBF21
>DEHextra
>demos
>wallrunning secrets
Not my problem

>> No.9101607

>>9101464
Ackstually the original netcode is better if the only thing you ever want to do in your network is play a game of doom (only one, not several simultaneously). Seems like a reasonable assumption to me.

>> No.9101625

um... i played quake for the first time and in the final level the first two times i used the teleporter it didn't kill it, but the third time it randomly did? is it random if you kill her or not or does it have to do with the momentum you enter it with

>> No.9101635

>>9101625
The teleporter takes you to the spiky ball flying around, you have to take it when it floats inside her.

>> No.9101671
File: 204 KB, 1024x576, Screenshot_Doom_20220718_192800.png [View same] [iqdb] [saucenao] [google]
9101671

>>9093467
>>9093374
Got around to Acid Vats finally, sorry for the delay. Very good level, harsh and sweaty, with intense music which sells the constant urgency and danger, it's also very nice to look at, love the texture usage.
Start teleporter is somewhat nonstandard, but in a nifty way, the thing basically built into the floor/wall, that's cool. Death exit should teleport you to a secluded death exit box (with the blaring red death exit texture as a sky and 0 lighting, see Watered Down V3 for an example of how that is set up).

If you look around you can get a Red Key and use it to drain something, but I'm not sure what that was, is that for the final room? I couldn't figure out how to open the last green door, I presume there's means to kill the Spiderminds in there somehow.

Overall, this level was really mean in a very fun manner.

>> No.9101686

>>9101671
There's a pool by the Mastermind that lowers when you press that switch. It kills the Masterminds and opens up that green door near the exit.

>> No.9101692

>>9101591
Yeah, the way I understand it is that DeHacked as it is, is a pain to keep around on the dev side because it really is a crude hack approach from 28+ years ago, and prevents optimization of other parts of the code, but DeHacked also has 28+ years of legacy content, so therefore it's supported.

Now you've got all this extended DeHacked stuff which means having to add a lot of that shit for compat, when a lot of what stuff like MBF21 does would better be approached with a more sober format (one which is also readable by human beings), such as ZDoom's Decorate or Edge's DDF. Wouldn't have to be copies of those, but they're examples of far more convenient approaches.
Supposedly Kraf has a goal of some sort of Decorate or Decorate-ish support in the future some day, but who knows when that is, and that'd mean that maybe a lot of MBF21 code would need to be replaced one day.

>> No.9101694

>>9101686
That did not happen for me, so I guess take a look at that.

>> No.9101703

>>9101635
ohhh

>> No.9101705 [SPOILER] 
File: 463 KB, 1920x1080, doom79.png [View same] [iqdb] [saucenao] [google]
9101705

>>9101694
It's well-hidden.

>> No.9101710
File: 299 KB, 535x548, wicked.png [View same] [iqdb] [saucenao] [google]
9101710

>>9101705
Ooooh!

>> No.9101714
File: 1.61 MB, 1920x1080, 1647810830134.png [View same] [iqdb] [saucenao] [google]
9101714

>We're on page 10 and nobody wants to make the new thread!
>Well, all good things must come to an end.
>What's that have to do with /doom/?
>DOHOHOHOHO!

>> No.9101720

>>9101714
Frig off, Waldorf
Frig off, Stantler

>> No.9101721

>>9101542
Roger thanks

>> No.9101725
File: 102 KB, 765x1000, 1648869496191.jpg [View same] [iqdb] [saucenao] [google]
9101725

>>9101720
>Frig off, Stantler
That's not very nice, what did he ever do to you?

>> No.9101738

>>9101601
Those all except demos are gzdoom compatible. What's your point?

>> No.9101789

>>9101607
>Ackstually the original netcode is better if the only thing you ever want to do in your network is play a game of doom
That's essentially what he said.

>> No.9101793

I'll make the new thread because no one else knows how to apparently

>> No.9101825

NEW THREAD
>>9101819
>>9101819
>>9101819
400 Minutes of /vr/ has been kicked from the releases tab