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/vr/ - Retro Games


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9113263 No.9113263 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9101819

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:
[YouTube] SO YOU WANT TO PLAY SOME DOOM
[YouTube] SO YOU WANT TO PLAY SOME QUAKE

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.9113267
File: 2.89 MB, 1328x1644, 1657900053625.jpg [View same] [iqdb] [saucenao] [google]
9113267

=== 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

=== NEWS ===

[07-22] Preview release of Infernal Immolation by BananaDemon
https://retrofps.boards.net/thread/22/wip-infernal-immolation-replacement-vanilla

[07-22] Randomizer for Build Engine games
https://twitter.com/BuildEnginePics/status/1550276500628324352?s=19

[07-22] Chasm: The Rift re-release coming in October
https://store.steampowered.com/app/2061230/Chasm_The_Rift/

[07-22] La Tailor Girl updated to 1.85
https://forum.zdoom.org/viewtopic.php?f=43&t=58343&start=465#p1225191

[07-18] Woof! version 10.1.0
https://github.com/fabiangreffrath/woof/releases/tag/woof_10.1.0

[07-17] Ramp 2022 has been released.
https://www.doomworld.com/forum/topic/129564

[07-17] DoomRPG data reading tool released
https://github.com/anarkavre/drpgu

[07-16] Summer of Slaughter released, 38 map long slaughter WAD
https://www.doomworld.com/forum/topic/130311

[07-16] VPD-MonsterRandomizer updated
https://www.doomworld.com/forum/topic/106432

[07-16] Baphomet's Entryway, a map designed for MetaDoom
https://forum.zdoom.org/viewtopic.php?f=42&t=75938

[07-16] Quake Injector 2.0 is out
https://twitter.com/quaddicted/status/1548250418622255105 (embed)

[07-15] Copper updated to 1.19
https://www.quaddicted.com/reviews/copper_v1_19.html

[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
[YouTube] The Hordes of Odamex (embed)

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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9113273

Map12 of 512 Linedefs of /vr/
https://www.youtube.com/watch?v=n2FFjlekldQ

>> No.9113283
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9113283

Thanks for joining our SRB2Kart session. I don't know about you but I had a blast.

>> No.9113289

>>9113283
Yeah, it was fun, for sure.

>> No.9113295
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9113295

Goddam Eternal.

>> No.9113296

>>9113283
Yeah, we need to makethis one more often. Maybe once every month or something.

>> No.9113327

https://bpf.deathmask.net/

>> No.9113329
File: 397 KB, 402x473, Screenshot 2022-07-22 at 22-36-20 DALL·E Mini - DALL·E Mini.png [View same] [iqdb] [saucenao] [google]
9113329

>>9113283
It keeps interpreting "Sector Toilets" as a rest stop, I don't know what I expected

>> No.9113467

>>9113327
That site is super cool. Reminds me of the old days.

>> No.9113513

>>9113267

Unreal Tournament 99 patch v469c release candidate 2 is out.

https://github.com/OldUnreal/UnrealTournamentPatches/releases/tag/v469c-rc2

They still have a few issues to iron out before the final version of v469c is released, but you can try out RC2 if you want to help the team by doing some testing.

>> No.9113514

Is there something that gives Doom 1, 2 and so on, the feel of Doom 64 or maybe PSX Doom? The lighting and way you move in it? I just want more levels to play like that in.

>> No.9113562

>>9113513
Neat, does it make it so the viewmodels aren't huge when you have a high FOV?

>> No.9113630
File: 16 KB, 128x128, hhmMMMM.png [View same] [iqdb] [saucenao] [google]
9113630

>>9113295
>MAP30

>> No.9113673

The final boss fight + the ending sequence for Ashes Afterglow is so good when the National Anthem theme started playing I couldn't stop grinning.

>> No.9113706

512 linedefs map 13, has it been fixed?

>> No.9113718
File: 2.35 MB, 1920x1080, ut99 wepaon fov.png [View same] [iqdb] [saucenao] [google]
9113718

>>9113562
This is what it looks like when I have FOV set to 130 in v469b.

>> No.9113742
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9113742

>> No.9113745
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9113745

>> No.9113750
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9113750

>> No.9113754
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9113754

>> No.9113760
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9113760

>>9113742
>>9113745
>>9113750
>>9113754
>2007 was 15 years ago

>> No.9113762
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9113762

>> No.9113765
File: 21 KB, 560x320, death_proof_07.png [View same] [iqdb] [saucenao] [google]
9113765

>> No.9113770
File: 20 KB, 560x320, death_proof_05.png [View same] [iqdb] [saucenao] [google]
9113770

and the last one

>> No.9113779

>>9113760
If it is some Courage Wolf variation, I must tell you that CW was no earlier than 2009; in fact I remember it from 2011 or so.

>> No.9113798

>>9113779
I joined the navy in january 2009 and I'm pretty sure courage wolf is older than that but advice dog is even older, courage wolf was a parody.
15 years ago is close enough and sounds better than 14 years ago though.
Why that anon was posting that, no idea. The last 3 even have nothing at all to do with doom.

>> No.9113818

>>9113798
I think Advice Dog was also not older than 2009.
I also always thought FUCK YEAH SEAKING was from 05/06, because I remember it being the current forced meme when I came here, then found out it was 2007, so I'm pretty much a newer newfag than I thought.
Time flies, holy shit. I caught myself saying things like "...20 years ago we/I...".

>> No.9113862

>>9113779
>>9113798
>>9113818
KYM claims 2006 at earliest for the origins and initial spread, while Encyclopedia Dramatica only gives 2008 for Advice Dog spreading like wildfire on /b/ and having text plastered on the original image.

>> No.9113970
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9113970

post doom cute

>> No.9113975
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9113975

>>9113630
Actually that was MAP20.
>fifteen gorillions of obtuse switches
>that teleports sequence
>fucking archjump over some motherfucking statue which is absolutely indistinguishable from any other statue on the level
>alternative endings
I enjoyed it even though I gave up and had to check walkthrough for archjump moment because the last thing I think about when I see archies is some bingbingwahoo

>> No.9114004
File: 256 KB, 375x173, WHEN IT'S DONE.png [View same] [iqdb] [saucenao] [google]
9114004

>>9113267
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: Claimed
>Large city battle level akin to Odyssey Of Noises: Unclaimed

Minimum Goal: 15 Maps Total
Current Submissions: 11 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)
>ENDOOM
>Interpics (optionally one per episode)
>E2 Boss
>E3 Boss
>Chainsaw
>Fist
>Super Shotgun
>Plasma
>BFG9000

Reply to this post with submissions or questions.

>> No.9114042

>>9113273
Glad you enjoyed it, and glad those secrets stumped you; that's the point of secrets after all.

>> No.9114058
File: 151 KB, 640x480, doom26.png [View same] [iqdb] [saucenao] [google]
9114058

I made another map for Hell Frontier, this time it's MAP15. Been posting my progress on it last few days. Complevel 2, it has all the difficulties. Right now it's split in two wads, episode 2 is all the newer.
https://www.doomworld.com/forum/topic/115739-hell-frontier-wip-megawad-for-doom-2-episode-2-progress-711-latest-map-map15-update-230722/?tab=comments#comment-2158909

>> No.9114080

>>9113970
Would it be possible to make those table legs alpha'd or would you need some other form of fuckery to make that happen?

>> No.9114085

>>9114080
No, it would require room over room, and doom can't do it. Well, gzDoom can, but that's cheating.
Best you can do is midtextures hovering mid-air.

>> No.9114105

>>9114004
Reposting from the last thread >>9113036

>> No.9114106
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9114106

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

>> No.9114113 [SPOILER] 
File: 2.74 MB, 946x622, 2022-07-23 14-56-36.webm [View same] [iqdb] [saucenao] [google]
9114113

>>9114106
I've just finished my new map here >>9114058
Attached is the webm of the finale, it's a big spoiler, but if you don't feel like playing my map, I still think it's pretty cool so I wanted to share.

>> No.9114119

>https://www.youtube.com/watch?v=_JMl8zXiMa8
Someone remade Blood in darkplaces? Did anyone play it?

>> No.9114154

>google my last idgames submission (small speedmap) just to see if it ended up somewhere to be found
>find two youtube videos
>one is a guy recording his demo attempt (I think dsda, also found out that there already TWO speed demo submissions from two different people!!!1)
>one is a guy with some brutal doom neural upscale hd bloom extra effects + hud + sounds + new music + whatever
Is that what they call the duality of man?

>> No.9114160
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9114160

>>9114154
>brutal doom neural upscale hd bloom extra effects + hud + sounds + new music + whatever

>> No.9114179
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9114179

>>9114154
Are there no normal people left?

>> No.9114183

is it autistic that i don't like to use freelook, not even for muh authenticity but because it feels better to turn around perfectly left and right? while when freelook is on and i turn the mouse it goes diagonally and i have to correct the vertical position, it feels better when it's always centered vertically.

>> No.9114190

>>9114154
damn, reminds me of the times we did 2048 and there was so much more youtube coverage than for any other of our later projects(albeit later ones did get more twitch streams) - not only a lot of vanilla runs and eggplant speedruns but people playing with fucked up gameplay mods and vaseline texture filters
I even found some random korean guy doing a continous run, and hearing him read the text crawls ("yu havu bravedu ball's colisum") in his accent to his slanted eye audience was pretty funny

>> No.9114191

>>9114183
No, I fucking hate freelook, brah brah. I've also caught shit for disabling view bob. I love gliding around with Doom's movement.

>> No.9114205

>>9114183
Unless you're using GZDoom with hardware rendering it always feels wrong. And even then it's still not feels "off".

>> No.9114215

is there a porn or at least a dating mod about doomguy? i want to date him and see him naked.

>> No.9114231
File: 435 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
9114231

>>9114106
Redrew some more textures.
I must say, for how shitty it looks when it's big, I think it comes out rather nicely in-game.
These are still tests made with a touchpad though, I should get out the tablet and do it right.

>> No.9114278
File: 2.06 MB, 976x1046, 1655325500783.png [View same] [iqdb] [saucenao] [google]
9114278

>>9114190
HFFM triggered a lot of people no doubt, the doomworld post that was deleted, that place has a lot of lurkers looking for new wads to showcase.
Tarnsman did a HFFM run and talked for hours about banning people that deserve to be banned for various reasons, and then mentioned "respectable" people that contributed maps for /vr/ projects, guilt by association is the name of the game today, these people will not stop until every ounce of freedom of thought is banned from the internet.
Some are just scared that you will put a n-word on your next project for good measure and then they'll be retroactively racist
Also 2048 is still the best achievement of this forum, so much variety and many memorable maps.
I think new wads became too thematically repetitive with the dark wall techbases, some maps have great gameplay ideas but are not memorable because it gets mazelike.
Sorry if I was too frank about your maps, but all are good to great maps that deserve more exposure

>> No.9114298

>>9114278
Dew going full retard in the thread shortly afterward was hilarious.

>> No.9114312

>>9114278
HFFM did nothing wrong. People outside this site simply can't into 4chan humor. Also they take words way too seriously for their own good.

>> No.9114328
File: 432 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
9114328

>>9114231
Also, I think the Ad Mortem palette should be used more.

>> No.9114336 [DELETED] 
File: 32 KB, 338x424, 1658586368930.jpg [View same] [iqdb] [saucenao] [google]
9114336

>https://rentry.org/8ca3061522e0
>Views: 860
Who these dudes are? Surely you guys don't visit it daily, right? Must be web crawlers or something, I need no ill-natured strangers inside my heavenly abode

>> No.9114340

>>9114278
>freedom of thought
I fucking hate this term so much
mind-reading isn't a real thing, dumbass
you can think of the word "faggot" all fucking day and no one can stop you, not even north fucking korea

>> No.9114348

>>9114278
>Also 2048 is still the best achievement of this forum, so much variety and many memorable maps.
>I think new wads became too thematically repetitive with the dark wall techbases, some maps have great gameplay ideas but are not memorable because it gets mazelike.
I agree, though I may be biased because I love the gothic texture set. Techbases are cool too but we did have a lot of them recently - I can say this because Im making one myself for 94 prots. I'll be doing a cc4 map for an outside project soon and probably an ad mortem update and I really cant wait to switch to those more gothic like textures in there

>> No.9114351
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9114351

>>9114340
Thoughts shape language, and vice reversa, so what that anon is saying has some truth to it - what you read around forms your thoughts too
Even so, we are faggots for not talking about retro fps, so have a screenshot of my wip >>9114106 I gotta edit faster cause I will be away from the computer from 29th till the end of august

>> No.9114370

>>9114340
why are you thinking about dicks everyday anon

>> No.9114374

>https://forum.zdoom.org/viewtopic.php?f=19&t=72827
Does anyone have the files for Re-Powerslave? The google drive link there is dead.

Likewise for Re-Blood: https://forum.zdoom.org/viewtopic.php?f=19&t=64783

>> No.9114386

>>9114312
Yeah HFFM was fucking brilliant and it's great that it was done here because no one else would have the balls (though most wish they had) but it's the world we live in now.

>> No.9114387
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9114387

>>9114106
I just keep adding stuff without actually adding stuff, I don't know where I'm going

>> No.9114470

>>9114370
i can't help it, they just look strangely cute

>> No.9114531

>>9114183
If it's GZDoom gameplay mods then I don't mind, but for vanilla I prefer no vertical aiming. Even for Hexen I actually prefer using keyboard keys for looking up and down, but it's a habit I've got because I played Hexen through the Chocolate port first.

>> No.9114536

>>9114278
>I think new wads became too thematically repetitive with the dark wall techbases
It sure is visible in 512 Linedefs of /vr/, but I blame the used texture pack for the project, since it basically added only black techbase textures.

>> No.9114551

Speaking of texture packs, so far I have always gotten mine from realm667, but afaik there's also a repository at Doomworld? Where else do people get their textures from, and is there a repository for all of them?

>> No.9114559

so... these wads are intended to be played through with savescumming on the first run, right? it was going okay for me on hmp without saving in eviternity and then chapter 3 hit and all these extremely powerful enemies and hard to spot sergeants made me save after every encounter. at the stairs in pathfinder, map 13, i pressed a switch, my escape was blocked and nightmare demons and revenants overwhelmed me along with mancubi, an archvile (because of course), a bunch of imps and even an anachrotron, i had to load like 6 times until i survived it. i am too afraid to waste rockets or plasma but this time i used them.

>> No.9114565

>>9114559
Depends on what you prefer, if the maps is short I don't mind repeating it but playing some of those hour long hard maps blind and without saving is just a shitty experience.

>> No.9114584

>>9114559
Yes
learn the map first then dominate it
Gets too frustrating to pistol restart every map 5 or 6 times on a 32 level set just to learn the rude traps, secrets and hard encounters.

>> No.9114593

>>9114551
https://doomworld.com/afterglow/textures/

>> No.9114613

>>9114336
add the vanilla HFFM party pack that was shared here, that one is Zdoom only because of the fabulous chainsaw.

>> No.9114718
File: 382 KB, 1858x1057, Screenshot_Doom_20220723_132157.png [View same] [iqdb] [saucenao] [google]
9114718

>>9114559
eviternity's custom mobs instakill you, yeah. between the captains firing 5 plasma, cyber barons having 15 mastermind chainguns strapped to their arm, and asshole cacos firing 5 projectiles I'd say it relies on them a little too much in the later half
maps 15, 19, and 24 are an hour long even if you know what you're doing so I'd save after every key if you don't want to spend a week of your life on one level

>>9114584
>rude traps
yeah how bout another fucking slow crusher in a random cave that doesn't have the marine corpses or bloody ceiling while I'm 800/1300 monsters in

>> No.9114750
File: 49 KB, 179x266, 1634076809178.png [View same] [iqdb] [saucenao] [google]
9114750

Hey hey, I'll actually be hosting Serious Business Saturday today! This is just a preliminary post, it won't start until later today (like in 4 hours around 5pm central us time). For today's session we'll be running through another custom map that's simply labeled "Teotihuacan Pack." It's only three maps but they're all fairly long so it should be enough for today. You can grab it here:
>https://rakanishu-sed.itch.io/teotihuacan-pack
As always, just place the .gro file inside your main TSE directory.

>> No.9114760

How many monsters per map is too many?

>> No.9114769

>>9114760
If you have 400 monsters, your map is probably getting too long. But it depends more on composition. 10 cyberdemons or 100 arch-viles is probably more excessive than 1000 imps in most cases.

>> No.9114805

>>9114760
Depends on the size, the encounters and weapons
If you are generous with weaponry you can get away with lot of monsters even in smaller maps.

>> No.9114818

>>9114769
Would total HP pool be more representative?

>> No.9114827

>>9114818
There is no uniform metric. There is no such thing as too many monsters, at worst you can maybe make a map that would take too long to finish, but even this isn't critical.
It doesn't take much to kill you in Doom. There's no need to pile up hordes of tough monsters like in some RPG where everyone's health pool is in thousands by the end. Also because of infighting and dumb AI monster number doesn't always linearly translate into challenge. A ball of monsters in the middle of the room busy infighting is only marginally more dangerous than an empty room. A small room with two revenants approaching from different angles can by much deadlier.

>> No.9114829

Is there something similar to Quake Injector for Doom and idgames? Couldn't find info on that but maybe there is at least something in development.

>> No.9114835

>>9114818
Think of it more in a "time spent" way. Each enemy between you and the exit takes a certain amount of time to kill with each weapon. As you add enemies to individual encounters, the time it takes to clear those encounters increases non-linearly (because, for example, "3x Arch-viles at once" is much, MUCH more dangerous than "1x Arch-vile three times".)
So, if you're aiming for an average-length Doom map (about 5 minutes), you'll want to consider:
>which weapons you're giving the player
>how early/easily they can get them (a secret Plasma Gun at the beginning of the map is not an excuse to fill the first hallway with Revenants)
>how many encounters there are (usually about 1.5x the number of rooms you have, give or take a 0.5x variance)
>what enemies are in those encounters (i.e., how hard/long the encounters are)
It's very complex, and that's not even all the factors. You'll have to focus on one aspect at a time until you can naturally string different gameplay factors together from playing the game yourself, and from getting feedback on your maps (to refine your own creative process).

>> No.9114858

>>9114760
My rule of thumb is not more than ten monsters per minute of a normal non-speed playthrough.
So 100 monsters for a 10 minute map is about the upper limit.
Anything above is most likely slaughter.

>> No.9115016

where the fuck do i download midis? specifically one from eviternity, "restless restless" by stewboy that plays on the snow bfg map 15. it was such eargasm with fluidsynth but i can't find it with that soundfont anywhere.

>> No.9115019
File: 14 KB, 640x480, doom32.png [View same] [iqdb] [saucenao] [google]
9115019

>>9113970

>> No.9115024

>>9115019
That from DIY?

>> No.9115026

>>9115024
Yeah.

>> No.9115032

>>9115016
Just get slade and extract it from the wad

>> No.9115047

>>9115026
looks really cool

>> No.9115143
File: 508 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
9115143

>> No.9115149
File: 3 KB, 136x33, image.png [View same] [iqdb] [saucenao] [google]
9115149

>>9115143
do want

>> No.9115174

>>9114113
I'll play your wad anon, i usually really like your maps. godspeed

>> No.9115205

>>9115149
Put them tomes to stress test.

>> No.9115215
File: 84 KB, 720x720, screamcat.jpg [View same] [iqdb] [saucenao] [google]
9115215

>by pure chance stumble upon a website which hosts a bunch of MIDI renditions of movie themes
>find a few good ones I figure I can use
>find Hellraiser and Hellraiser 2
>OMG
>click on them
>it's the Halloween theme
>the same one on both links
>FUCK
>prowl through the listings further
>find The Rock
>there's two renditions of the theme
>first one is pretty good, has that long and dramatic buildup
>then it gets to the high tempo action part
>very quickly and anticlimatically goes through that first DUN DUN DUN DUN DUN DUN, DUN DUN DUN DUN DUN DUN, once, then stops abruptly
>second file is much longer
>beginning is not as good but I have hope as it reaches the high tempo action section
>the song just stops there and there's several minutes of silence
I don't think I've ever been blueballed this hard by some pieces of electronic sheetmusic in my entire goddamn life.

>> No.9115217

>>9115143
>meme standalone
>woof niche
>gzd vanilla
>zdoom end
>kart retard
I think the globe is being mean today.

>> No.9115223

>>9115016
A program like FooBar2000 can have .sf2 files applied to it. In your case, FluidSynth isn't the soundfont/instrument set you're looking for, but rather that's the method of MIDI playback, what you want is GzDoom's own .sf2 file, which is plain named gzdoom.sf2
So get some kind of software like that, point it to the .sf2 files you want to use, and you can listen to them in those.

>> No.9115226

>>9115143
>>9115217
>kart retard
I know I didn't play well yesterday but come on

>> No.9115228

>>9115143
>dick folder
>kart retard
>oh ass comfy based
>shitty secret place
>girl stupid complain

>> No.9115246

good hl1/hl2 mods for doom and viceversa?

>> No.9115252
File: 470 KB, 800x954, 800px-Eviternity_MAP19_map.png [View same] [iqdb] [saucenao] [google]
9115252

Is it just me or is it really overwhelming how many wads there are? I mean, there are dozens of long wads worth playing and they're all so brutally difficult. What really blows my mind is how professional they seem despite being made by people for free in their spare time, and how many even play them? A few thousand at most?

>> No.9115263
File: 535 KB, 1920x1080, Yikes.png [View same] [iqdb] [saucenao] [google]
9115263

>Try a mod author suggestion of combining his custom monsters with certain map packs
>its a fucking death trap
Nice prank bro its probably my fault for not picking a overpowered gun mod to go along with it,the stage is fucking stupid

>> No.9115313

>>9115263
With my acute sense of precognition I could instantly tell t'was jew-ilya map

>> No.9115354

>>9115313
bad map maker or something?

>> No.9115374

>>9115354
By no means he's lousy mapper, just with a easily recognizable "special touch". Try out MAP15 of Dreamcatcher Apparatus or MAP04 of AUGUR;ZENITH to get what I mean, they're short ones.

>> No.9115381
File: 153 KB, 800x600, 1338837715666.jpg [View same] [iqdb] [saucenao] [google]
9115381

I have come to once again ask for HDest-able wads, 1-3 players but I'll be actually taking notes this time
Getting burned out on random idgames archive wads because it's such a wild spread

>> No.9115397

>>9115354
Lol he makes good DBP maps but he's an autistic pain in the ass jew sometimes

>> No.9115450

>>9115381
>1-3 players
Not a wad recommendation, per se, but if you find a WAD with disproportionately tough multiplayer spawns, like TNT's MAP01 Cyberdemon or BTSX's Mastermind, don't forget you can use dmflags to disable them.

>> No.9115459

>>9115450
Oh yeah, learned that the hard way with Doom 2 In Spain Only MAP01.
Wait, BTSX? How is that HDestable? Do lower difficulties drop that many monsters?

>> No.9115461

TNT/Plutonia still had explosions with no vertical limit right?

>> No.9115465

>>9115461
Yes
I think the only major engine difference was the teleporter bug

>> No.9115470

>>9115461
Yes, it also still had infinitely tall monsters. I think the only change between Doom 2 and Final Doom are teleporter destinations keeping the vertical position from the teleporter.

>> No.9115475

>>9115465
>>9115470
kool ty

>> No.9115483
File: 634 KB, 800x641, 1651125514222.png [View same] [iqdb] [saucenao] [google]
9115483

>>9114750
Time for a business trip! Serious Business Saturday is starting right now. We'll be playing through a simple map pack called "Teotihuacan Pack" which boasts 3 levels. You can download it from here if you missed it earlier:
>https://rakanishu-sed.itch.io/teotihuacan-pack
Please be patient and wait for everyone else to spawn in before running off.
>IP: 45.79.57.115
>Connect via specify server

Also, if you want to spruce up your TSE install you can apply this custom patch which offers more widescreen support, borderless window mode (very useful), actual FOV settings that work, and a few other features. Follow the instructions closely and run the SeriousSam_Custom.exe to launch the game with the patch, I recommend creating a shortcut of this somewhere convenient.
>https://github.com/SamClassicPatch/SuperProject/wiki

>> No.9115491

>>9115459
>BTSX? How is that HDestable?
With spit, grit, and maybe some overpowered addons.
If you do try it, don't count on torches and lamps blocking projectiles. Thanks, compatflags.

>> No.9115502 [DELETED] 
File: 1.41 MB, 1280x720, arthur2.png [View same] [iqdb] [saucenao] [google]
9115502

been playing arthurian legends, wtf no ones seems to have paid this much attention.

its witchhaven but actually good. the engine is like BUILD2 ot something. so much depth and interactivity. i wonder what else could be made on it? might be my goty im seriously impressed

>> No.9115503

>>9115459
Multiplayer spawns kinda go all out with a lot of different maps. Some mappers are incredibly sadistic and go by retarded respawn-happy suicide horde standards. It's best to disable them whenever possible. Specially when playing Doom 2 so everyone doesn't get a Map01 deathmatch BFG.

>> No.9115517 [DELETED] 
File: 1.79 MB, 2714x2825, dan-pearce-red-queen-o-gryphon-3-gryphon.jpg [View same] [iqdb] [saucenao] [google]
9115517

>>9115502
I did pay attention and talked about it here. Where the fuck where you?

Its pretty neat and with a really nice satisfying length, my only criticism would be the weird saving, the weapon degradation ( that functions like ammo), the game on the hardest dif is hard enough, some subpar levels in the middle and a real lack of gigantic tit wenches.

But its really nice. I think the weird engine works in its favour.

I had fun, although I had a bit more fun with elderborn. Maybe after postal brain damaged success they will make a bigger better sequel for it.

>> No.9115520 [DELETED] 
File: 1.25 MB, 1280x720, arthur3.png [View same] [iqdb] [saucenao] [google]
9115520

real solid map design too

>> No.9115546

>512 Lines - Tomes & Triggers
Hmmmm, what could this be reminiscing? Anyhow, the double vile at the end got me good; I almost blew myself up with my own rocket. The fight in the "library" was a bit too easy imo. Also, you can mask closet connections with middle textures, although the tree in front of it was a clever idea. That said, you should really take those structures out of the automap. I was running around for a few minutes like a retard trying to find a secret because it showed me the lines until I said fuck it, iddt'd and realized it was just an audio tunnel.

>> No.9115553

>>9115215
I've been looking for a Hellraiser MIDI for years. I also haven't found any good Phantasm ones - there's always issues with the timing.

>> No.9115554

>>9115459
>Wait, BTSX? How is that HDestable? Do lower difficulties drop that many monsters?
The UV counts for harder monsters were often halved on ITYTD and HNTR when I tried it out with the mod.

>> No.9115586
File: 2.89 MB, 1280x720, pls.webm [View same] [iqdb] [saucenao] [google]
9115586

day ruined

>> No.9115589

>>9115586
the funniest thing is that even projectiles can go through props in vanilla

>> No.9115593

Come play Shotgun Frenzy, it's no fun being the only one to hold out :(

>> No.9115595

>>9115517
>>9115502
I've only got the demo but how tf do I make it run at a solid 144fps?
I selected @144hz in the launcher but it just farts around between 90 and 110 and feels like 45 fps

>> No.9115607

>>9115483
Game machine broke. I'll restart the server on the last level. I don't know how long it is but if we crash again in the same spot then I doubt we can continue it.

>> No.9115613

>>9115553
I've found so many versions of Ozzy Osbourne's Hellraiser, nice enough, but not what I'm looking for.

>> No.9115620

>>9114119
It's just multiplayer. More faithful than one would expect.

>> No.9115630
File: 2.81 MB, 1600x900, 1637795270568.png [View same] [iqdb] [saucenao] [google]
9115630

>>9115483
>>9115607
Well it didn't crash the second time, but that's all we'll be playing tonight. Thanks to everyone who came! See you next week hopefully.

>> No.9115648

>>9113970
Is that a sector banana?

>> No.9115684
File: 13 KB, 258x396, FYY7nrQWQAQv2Ra.jpg [View same] [iqdb] [saucenao] [google]
9115684

>>9113267
So, Marphy found the rubber demon costume from the cancelled 3DO Doom FMV sequences, apparently a generic design by some company, and they still rent it out.
https://globaleffects.com/GEI_Site/C_d04_frameset.html

>> No.9115687

does anyone know how to remove the damn adrenaline screen shake in HD when you get hit and stuff?

>> No.9115691

>>9114191
I turn it way down, myself. .05 usually, or .10 for stuff like DemonSteele.

>>9115143
>gay fusion
>suck sprite please
>mouse imps
>hexen bothered
>terms chaingun contributions

>> No.9115697

>>9114760
When the game slows down.

>> No.9115701

>>9114191
Fuck head bob

>> No.9115708

Map13 of 512 Linedefs of /vr/
https://www.youtube.com/watch?v=g_wEI3sFptY

>> No.9115713

>>9115687
It's pretty integral to the mod, to get rid of it would be to rewrite or remove a good portion of the pain system / player ticker.

>> No.9115715

>>9115593
Last I played it some guy other than the author was trying to "rebalance" it, and it ended up being worse than the original.

>> No.9115730

>>9115687
Sure, it's easy:

1. Open in SLADE
2. Remove pain shake effect
3. ???
4. PROFIT!

>> No.9115778

is there a list of retro fps worth playing?

>> No.9115793
File: 161 KB, 1920x1037, fix.png [View same] [iqdb] [saucenao] [google]
9115793

>>9115730
Sick, thanks lad. That set me on the right path.
I couldn't find pain shake, but found a +nopain option elsewhere in the files. Added that to the player's config and renamed the heartbeat OGG and we're good to go!
It's nice because it still gives a bit of shake if you sprint or are on fire, and getting hit throws off your aim as well.

>> No.9115795

>>9115595
I only played it at 60.

>> No.9115810

>>9115793
>adding +nopain to the player actually mitigated the pain shakes
Color me surprised, I was under the impression that property was just to prevent actors from ever switching to a painstate, but I guess HD hijacked it for other purposes, or at least associated additional functions to it.

>> No.9115815

>>9115778
DOOM
DOOM 64
Quake
Quake 3
Timesplitters 1-3
that's it, thank me later jabroni

>> No.9115835

>>9115810
Ah, that usually controls the stun thing for enemies? I don't know much about Doom modding.
Intersting.

>> No.9115850

>>9115815
what about new retro style fps?

>> No.9115881

>>9115850
Rekkr, Ion Fury, Hedon, any others that use a similar older engine or source port. The rest are not retro or relevant to the thread.

>> No.9115896

>>9115881
>The rest are not retro or relevant to the thread.
I feel like a lot of the 'retro style' FPS games that have come out aren't really retro in their style at all. The grand majority of them are focused on movement gimmicks and going really fast. I think it would be more apt to call them mover shooters than boomer shooters.

>> No.9115908

>>9115850
>new retro
dont you have corn syrup and tiktok to digest?

>> No.9115909
File: 1.44 MB, 400x239, lament configuration.gif [View same] [iqdb] [saucenao] [google]
9115909

>>9115553
I found these.
First one claims to be from Hellraiser, but I can't place it at the moment, so not sure if it actually is.
https://files.catbox.moe/e0w5zb.mid

Second is the Phantasm theme, but only a short snippet.
https://files.catbox.moe/3tpgln.mid

>> No.9115924
File: 1.72 MB, 480x270, pinhead.gif [View same] [iqdb] [saucenao] [google]
9115924

>>9115553
>>9115909
Oh, and I did actually find a piano cover of the Resurrection theme from Hellraiser, a good one, and it is offered in MIDI, but it's not for free (like $6), and it's not clear if it's at all instrumented or not or if you'd have to arrange for that yourself.
https://www.youtube.com/watch?v=c5rYdonXyaU

>> No.9115939

>>9115896
Yea, those games are like that new game called Quake, that the kids these days play.

>> No.9115969

Been trying out weapon packs lately and I think I tried the most known/popular ones. I liked a couple of them. However, I am now interested in any that you anons might consider 'uncommon' or maybe 'underrated' instead. Perhaps a very new pack that has yet to be tried by many?

>> No.9115996

>>9115483
>>9115630
Are there plenty of SS mods?

>> No.9116004

>>9115996
There's a bunch around, but finding them can be a little troublesome.

>> No.9116009
File: 154 KB, 500x281, very high full auto.gif [View same] [iqdb] [saucenao] [google]
9116009

Are there any Matrix styled wads?

>> No.9116013

>>9116009
There's this.
https://forum.zdoom.org/viewtopic.php?f=43&t=71487

>> No.9116017
File: 484 KB, 620x620, DOOM Pantera.png [View same] [iqdb] [saucenao] [google]
9116017

>>9116013
Looks good, ty anon.

>> No.9116116

>>9115896
Aren't those already called twitch shooters? Maybe not the most apt term anymore given the potential confusion with the streaming platform but its been around for a while

>> No.9116142

>>9114613
Thanks for noticing anon. Now question lies whether I should leave the old one in its purple flesh fidelity or outright replace it. There are also missing dehacked text lines for message feed in both iterations as I found out, but that seems intentional.

>>9113267
>[YouTube] The Hordes of Odamex (embed)
Dissappeared links both on news and op post.

>> No.9116160

>>9116142
HFFM is also the only one lacking download mirrors, it would be nice to have something without registration wall

>> No.9116175

>>9115252
I only play about half of the big wads. By which I mean I play most of the ones that come out halfway through.
Honestly shorter maps would be nice. Grand adventures are neat if they can hold my interest, but I find the more abstract a map is the less I'm interested long-term.

>> No.9116176
File: 756 KB, 3077x1595, mead hall.jpg [View same] [iqdb] [saucenao] [google]
9116176

>>9114106
Still working on Rekkr E1M1 in Quake, getting into the 2nd half of the map. Not sure if I should keep the red key building fairly 1:1 or go for max comfy.

>> No.9116182

>>9116176
Revae here, if my opinion matters, I would go for maximum comfy.
This is dope by the way, but I'm biased.

>> No.9116193
File: 594 KB, 3840x2160, rekkrroom.jpg [View same] [iqdb] [saucenao] [google]
9116193

>>9116182
Thanks chief, will do.

>> No.9116231

>>9115778
DOOM games
quake one
the build 3
after that go from there
DOOM mods are great
>>9115850
id say to just look at steam reviews,though alot of them are not really for this thread as the other anon said, its not banned totally, but id say to avoid it as a main topic.
>>9115896
i think stuff like nu-DOOM and general evolution of the genre have alot to do with that, even though the "resurgence" is only about 3-5 years old, they feel a need to be different from the games that came before, it gets harder and harder to justify "DOOM or QUAKE...again..."
verses something like DOOM wads which the purpose is making more classic DOOM.

>> No.9116290

So what's with this news of GZDoom potentially having .IQM model support? Does that mean anything other than making it easier to implement models with skeletal animations for mods?

>> No.9116314
File: 3.06 MB, 2732x1536, download (19).png [View same] [iqdb] [saucenao] [google]
9116314

Ideaguying right now
help me out bros

>this image
>doom engine
>full game

>> No.9116317

>>9115263
Yeah, fuck this map forever.

>> No.9116360

Top 15 Duke Nukem 3D maps confirmed:

1. Dark Side
2. LA Rumble
3. Hollywood Holocaust
4. Golden Carnage
5. Flood Zone
6. Derelict
7. Lunar Reactor
8. Death Row
9. Duke Burger
10. Mirage Barrage
11. Freeway
12. The Abyss
13. Spaceport
14. Fusion Station
15. Toxic Dump

>> No.9116361
File: 6 KB, 1024x512, 1658645801985.png [View same] [iqdb] [saucenao] [google]
9116361

What's the status on Dreamland wad, is sky anon still around here? I hope you won't get lost. Maybe we could include crayon textures >>9114231 anon is making to steer the idea into clearer direction. Of course it's dependent on whether they fit theme's yet undecided perspectives, and more importantly, if crayon anon would like to take the part. One thing to note, I expect this project to take place in next year at most soonish considering how much work we're undertaking this year.
I also found my old post https://desuarchive.org/vr/thread/8893550#8893792
>We could make up some interludes to fill into mapslots. As basic example: Doomguy wakes up from the need to take a leak, and before he could drop his pants upon reaching exquisitely done toilet sector, he finds himself back into demon-filled dream. In another one he sleepwalks down an empty highway, cliche but could be fun.
Perhaps we should brainstorm this a little in meantime, bring out buried in the old threads ideas and cook up something fresh so I could write it all down to notepad or something, for the better times.

>> No.9116370

>>9116314
Desert game settings are underappreciated, so I think you're winning just with that already

>> No.9116374

>>9116314
download the aaliens texture set and you've already got nevada

>> No.9116425

>>9116314
Ashes 2063
If it doesn't fit your vision, make what you want to see

>> No.9116520

How many people play wads? What are the download counta for the most popular fan wads?

>> No.9116527

>>9116520
>How many people play wads?
A couple thousand million or so. Just about anyone that ever touched Doom 1 or 2 since 1993 and foward, really.
>What are the download counta for the most popular fan wads?
From which site?
There's no counter anywhere because everything is backed up by several different people across several different archival hubs with one of them even having several mirrors of its own handled by others. It's unquantifiable the amount of wads downloaded, possibly reaching double or triple of that of people who actually played those wads because of redownloads, backups or what have you.

>> No.9116535

>>9116520
When I was posting release candidates for Solar Struggle on Doomworld, each revision got about 500 downloads. There's no statistic for idgames.
My personal wad''s releases total about 50 per revision, I assume if I'm ever done with it, there would be more downloads for finished one.
If you are famous, like skillsaw, you probably get thousands.

>> No.9116542

>>9116535
Okay thank you. It's funny how fan games can be on par or better than official releases, but the difference in how many who experience them is dramatic. Same happens with Pokemon, Fire Emblem or Mario World hacks, people investing months of their lives crafting something special for free just for a few thousand or hundreds in the case of Fire Emblem, it's insane when you think about it

>> No.9116550

>>9115252
oh look how good that map is. I'm gonna coooooooooomingg. Post maps like this pls

>> No.9116556

>>9116542
The kinds of people who make those oftentimes have aspirations to make their own games someday.
It's not about the recognition, it's about bettering their own skills in a familiar environment, so that they eventually have the confidence to do it all from scratch.
At least, that's how it is for me.

>> No.9116574

>>9116361
Comfy sky anon and crayon anon are the same person; I should know, it's me.
And yeah, if I manage to finish that shit I could take the lead, though I am not sure if a mere texture replacement is enough, so I have already been on the lookout for alternatives that are not gothic, jimmytex or any other of those overused sets and found echtex, which has some stuff I haven't seen so often. Although I would like to use the Ad Mortem palette, I'll just have to see how it works with the skies.
I also thought if we could allow custom textures people made as long as they are in the doodle style.

I also got some posts from older threads already copypasted in a file, see https://pastebin.com/J9U6K1BZ

But as you said, won't happen too soon, after participating in Ad Mortem and then the other two projects right back to back I feel pretty burnt out right now.

For when it happens, I would like to make it a (limit removing) vanilla project, maybe even hard vanilla, and a stipulation I find important and really want is that every map should be beatable keyboard only, so you can play the wad with your laptop in bed. Other suggestions are
>Short and sweet levels, maximum of 66 sectors (less that E1M1), maximum of 66 enemies, 6 maps (or more), 6 days per map, 6 days testing so we won't spend eternity in limbo
>Try and adhere to Romero's level design rules
>Focus more on free-flow/emerging gameplay and roaming monsters instead of setpieces, on exploration, non-linearity, having monster closets, repopulating old areas and so on.
Another thing I would like to try is to use Doom 1 iwad, because I feel people rely too much on revenants, archviles and the ssg.

>> No.9116579

>>9115263
What monster mod?

>> No.9116589

>>9115684
Damn, Marphy is a good guy
>Generic design
Weird, I must be naive (cause obviously horned demons are pretty generic) but I always thought it was a dedicated doom costume and they were trying to get cyberdemon's head copied. Wonder what the full cutscene would look like

>> No.9116626

>>9116579
Angelic Aviary. Something about that mod seems off to me but I guess people like it.

>> No.9116629

>>9116626
>Something about that mod seems off to me
Probably the kawaii angels and their horrible deaths giving off a bit of a fetish-y vibe.

>> No.9116630

>>9116629
It's the art style that gives me that vibe specifically.
I ain't sure how it plays though, so I can't pass judgement there.

>> No.9116657
File: 556 KB, 1920x1080, penthouse.png [View same] [iqdb] [saucenao] [google]
9116657

wtf Dook is a manlet?!

>> No.9116701

>>9116657
https://www.youtube.com/watch?v=TjSSJibDCf4

>> No.9116721

>>9116657
DAMN I'm small
Hail to Warwick baby

>> No.9116740

>>9115850
They're not allowed to be discussed here nowadays.

>> No.9116746

>>9115881
Only REKKR is allowed, but not the commercial version.

>> No.9116753

>>9115896
>going really fast
Like Doom?

>> No.9116802

>>9116314
Dopesmoker Doom?

>> No.9116849

>>9116574
Some things I thought of, for consideration. Maybe too much work but fun to think about anyway.
>"goreless" sprite set
>Doomguy in pajamas
>Demons in pajamas
>weapons and projectiles replaced with nonlethal variants

Then it's kinda like Doomguy having a sleepover with his buds.

>> No.9116851

>>9115553
>Phantasm
https://files.catbox.moe/7ceyze.7z

>> No.9116856

>>9116851
Where'd you find this?

>> No.9116860

>>9116856
geocities midi archive, from archive.org
tweaked myself

>> No.9116868

>>9116849
Kind of like that Commander Keen dreams episode, huh? Doomguy could be in pajamas but enemies would be too much I guess
As for goreless deaths you could remove blood and make stars spin over corpses heads like in Keen while gibs could either be them teleporting out of existence like in chex or popping like balloons with no visible blood

>> No.9116872

>>9116574
Please don't do sector limit, it's pain.

>> No.9116879

>>9116860
Can you link me to it? It's not as easy to find this stuff around these days.

>> No.9116890

>>9116879
come on, I gave you the keywords and the site to type them into. it's the archive itself, not the web archive.

>> No.9116902
File: 578 KB, 1920x2140, doom01.png [View same] [iqdb] [saucenao] [google]
9116902

>>9116849
>>9116868
Sounds cool, but sprites is a whole other thing than just editing textures, but if anyone wants to do it, be my guest.
I like the idea with the stars over the corpses and fading out of existence.
Getting all the enemies into pajamas sounds fun - who did the sprites for HFFM?

>>9116872
Don't worry anon, so far it's just suggestions; I just thought a sector limit might be a bit easier to do than a linedef limit, as you can join sectors and reuse them better than e.g. a linedef. It's mainly to prevent too large maps. I think some kind of limit should be there.


Here's some more progress, including one of the comfy skies, all within the Ad Mortem palette.

>> No.9116929

>>9116890
Sorry, I'm very dumb :(

>> No.9116934

>>9116314
Dune?
Overall dune weird sci fi like metabarons? Moebius ?


In any case I love desert settings, It makes hl ultra comfy.

>> No.9116938
File: 591 KB, 856x480, 1658671953758.png [View same] [iqdb] [saucenao] [google]
9116938

>>9116902
I wonder if haphazard texturing would look any good with finalized texture set, given example relies upon color composition the most I think

>> No.9116942

>>9116574
>I would like to make it a (limit removing) vanilla project, maybe even hard vanilla, and a stipulation I find important and really want is that every map should be beatable keyboard only, so you can play the wad with your laptop in bed.

Seconding this suggestion, I usually map for zDoom just because lots of the extra features provide convenience, but authentic vanilla wads are the most kino doom vibes.

"keyboard only doom" would be a fun theme too. I always test my wads with keyboard, even though I mostly play with mouse, and it's a comfy as fuck way to play.

>wasd for movement
>left and right arrows for strafing
>up arrow to shoot, space for use

>> No.9116950

>>9116902
The sprites from this could possibly be used.
https://forum.zdoom.org/viewtopic.php?f=43&t=59415&sid=b8ec5bb10be9d327754a7cfb9ebc592d

>> No.9116973

>>9116746
Says who.

>> No.9116986

>>9116973
Anon's autistic brain, obviously

>> No.9116993

>>9116902
>>9116950
Let's add ZZZ's to the death animation and yawns and snores as pain/death sounds.

>> No.9117047
File: 67 KB, 612x1201, doom punchout.png [View same] [iqdb] [saucenao] [google]
9117047

>>9113263
Is there a way to increase the amount of weapons you can carry in Doom RL Arsenal? 6 is pitiful.

>> No.9117108

>>9113263
what map is in the OP pic?

>> No.9117115

>>9117108
>>9116176

>> No.9117156

is reelism 2 any good?

>> No.9117176
File: 327 KB, 621x446, ranger reads a post.png [View same] [iqdb] [saucenao] [google]
9117176

>>9117047
What do you need more than six guns for in DRLA? I'd imagine you can edit the files to raise the cap but the last time I played it back in like 2016 it was more often than not fine given what monstrosities you can already get.

>> No.9117187
File: 118 KB, 1024x946, NO 3DPD.jpg [View same] [iqdb] [saucenao] [google]
9117187

>>9114351
Same dude, different shades

>> No.9117208

>>9117176
Weapon assemblies. Let's say you find a new recipe that requires a specific weapon (eg: napalm launcher or combat shotgun) and would like to progress towards completing it. Finding weapon mods isn't exactly the most frequent thing, and I might not like having to use the required weapon in question in the meantime over a different gun that I have.

Like, I'm not asking for much. Vanilla Doom 2 had 9 weapon slots, I would expect gameplay mods to at least have that amount, or have a storage capacity upgrade system perhaps.

>> No.9117224

>>9117156
i liked it

>> No.9117228
File: 111 KB, 1280x720, no one had the guts.jpg [View same] [iqdb] [saucenao] [google]
9117228

>>9114386
As a classic retro videogame had as a tagline:
>"No one had the guts... until now!"

>> No.9117336

>>9116938
What's haphazard texturing? Is there a system behind it?

>> No.9117339

>>9117228
>SAY NO OR DIE
beyond based
loved this game

>> No.9117393

Shoutout to the Anon who made the opening map of Ad Mortem with a King Diamond midi. [OK symbol emoji]

>> No.9117491
File: 234 KB, 1426x816, difficulties.png [View same] [iqdb] [saucenao] [google]
9117491

>>9113267
>>9114004
Updated ProtonPack to V1.9.2 and ProtDeco to 14, fixes a number of things, including the switches. Also added new difficulty names, tell me if you like those or not.
I'll get to looking over the new submissions, I apologize for some absence, I wasn't healthy.

>> No.9117503

>>9116361
A dream theme?
Recursive hallways
Non Euclidean hallways
Falling and waking up right before you impact
Sleep paralysis (demon)
Ghost monsters

>> No.9117510

>and if i would be completely honest here i'm not even fond of the free advertising
Duly noted amigo, excuse my transgression

>> No.9117556 [SPOILER] 
File: 353 KB, 1600x900, spooky.png [View same] [iqdb] [saucenao] [google]
9117556

I was doing yet another Whispers of Satan playthrough and then I saw it. It's been there all these years, on map 30. Right there in that dark, gloomy corner, staring at you. It legit scared me when I finally noticed it.

Look closer...

>> No.9117667 [DELETED] 
File: 98 KB, 263x249, HOLY SHIT.png [View same] [iqdb] [saucenao] [google]
9117667

>>9113263
I know this board as whole probably hates these kinds of games, but I just found the Dopefish in the last fucking place I'd expect it to find him in.

>> No.9117671

>>9117491
The two easy difficulty names don't really line up with the rest.

>> No.9117783

>>9117491
I feel like these would work better with >Slaughtershit being the replacement for Nightmare, and the rest being shifted up.

>> No.9117784

PC port of PO'ed when?

>> No.9117849

>>9116938
Is this a Nicolas Monti map?

>> No.9117885

>>9116657
the babe's a giantess

>> No.9117887

testing...

>> No.9117891

>>9115143
>face seems fully evil
>romero combat added

>> No.9117901 [DELETED] 
File: 5 KB, 770x24, 1652707697666.png [View same] [iqdb] [saucenao] [google]
9117901

Is this an out of season April Fool's joke?

>> No.9117902
File: 615 KB, 1280x720, SUNDAY_NIGHT_SHITSHOW_72_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9117902

SUNDAY NIGHT SHITSHOW TIME! Tonight we're playing Another Mayday, TerminusEst13's survival invasion mod for Mega Man 8-Bit Deathmatch. That's right, we're finally playing megagame.wad. The password is "gutsmansass". Connect with Zandronum and let's see who can collect the most Zenny!
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.9117903
File: 3.71 MB, 498x280, 1646466581335.gif [View same] [iqdb] [saucenao] [google]
9117903

>>9117887

>> No.9117914

>>9117902
NO MORE MEGAGAME.WAD IT SUCKS ASS is going to go ballistic

>> No.9117929

>>9117914
Good. Goood.

>> No.9117932
File: 879 KB, 640x480, dreamerhumans.webm [View same] [iqdb] [saucenao] [google]
9117932

>>9117503
Yes, absolutely. Inventive architecture, experimental progression and non-euclidean geometry is (or should be) explicitly allowed and encouraged.
For example Tuck me into Ramza's Foreskin from 400 minutes is a map that gave me a pretty dreamlike feel, though I can't even say what exactly was unconventional about it, just that it felt vastly different to the other maps around it.
Maybe we should also add the stipulation to only map sleep-deprived or something.

>>9116993
>>9116950
Right, the no gore project is certainly a good base to start off with the sprites. Sadly, all its effects with the stars and lights and POOFs are made through advanced scripting, so until we actually get an UDMF project (cue the projected HDest mapping project) going here, I can't see it working like it does in GZD.
So I made a few quick edits to see what could and could not work.
I made a ZzZ death animation for the zombiemen and an anime-style nose bubble for the shotgunners - this works through Dehacked because I figure we wouldn't have an XDeath anyway, so I hijacked some frames there. I think I like the ZzZ more.

>>9116942
Yeah I also prefer vanilla when I'm not doing UDMF stuff. For me it's
>wasd for movement with strafing
>left and right arrow for turning
>ctrl/num0 for shooting
Replayed Doom Ultimate on UV that way last year, though I think for the first few maps of E4 I really did switch to mouse temporarily.

>> No.9117936

>>9115850
>>9115810
I got you. Try:
>Retro
Doom 1 and 2 (+Plutonia and TNT), Doom 64, Quake 1 (w expansions) and 3 (2 is ok but feels slower to me), Chex Quest 1 - 3 (Cereal Doom), Heretic (Fantasy Doom), Hexen 1 and 2, Duke 3D w expansions, Blood, Shadow Warrior, Unreal 1 and the Tourneys, and Serious Sam
>Retrowave
Ion Fury, Amid Evil, Dusk

Besides those, you got a shitload of very great Doom wads (Augur Zenith, BTSX, Ancient Aliens, Going Down) and amazing fan made add ons like Deathwish for Blood and Arcane Dimensions for Quake. I've beaten every single one of these (and more) on their UV/Nightmare equivalent so I can vouch without bs.

>> No.9117939

more maps need secrets that allow you to get to obligatory keys/areas early.

>> No.9117948

>>9117047
Fug, I was thinking of making this exact thing as a map where you basically punch out every demon until you reach a Cyberdemon in which you can pick up BFG shots as the Special punch.

>> No.9117951

>>9114004
Gave the last version of Parasocial Love a run, it's as good as ever and I tried an alternating route. Not entirely sure on what changes there were besides the music, the secret soulsphere I think is new.
Consider playing some with the added brighter green mold rock flat to match with those green walls in places. Maybe not everywhere, as you'd lose contrast that way, but in a few spots in the ceilings and what not. Oh yeah, and maybe make a recessed space in the floor of the non-kill exit and see if you can fit the top of the teleporter in there, if it's too tall, maybe the top part can sit a raised slightly into a skylight (which shouldn't conflict with the outside appearance of the structure).

>>9117671
The brown one just won't given the > but I guess the other one can be adjusted.

>>9117783
Nah, see, because
>slaughtershit
is a scrub quote.
How do you mean shifted up?

>> No.9118001

>>9117932
Zzz is better than anime bubbles because 1) Doom is not anime enough 2) you need an actual face to pull off these bubbles.

>> No.9118019

>>9117932
>>9118001
I actually like bubbles more but Im willing to go with what is more popular among anons

>> No.9118038

>>9117951
I'd suggest at least one of them being "Skelephobia"

>> No.9118041
File: 484 KB, 1024x576, Screenshot_Doom_20220725_004956.png [View same] [iqdb] [saucenao] [google]
9118041

>>9114004
I gave Plutonica 3.5 a look. It's nicer to look at, and the starting area is now actually quite vicious (mind that Plutonia's Map 10 starts you with a chaingunner behind your back, so we're not as harsh, yet). The blood pumping machine and secret sector toilet being gone is a bit sad though. I still think you oughta switch some of the large gnarled trees for some of the ones I added.

The Revenant still spawns in a pit where he can do nothing and you can get stuck. Aside from fixing it so it raises to a pillar, I honestly want to suggest to change him out for an Arch-Vile and then have something teleport in to the Mancubus room to put more pressure on the player. The sliding floor being changed to blood is better visually, and doesn't pull the player, I figure you should be able to use the floor transfer effect to cover it up though.
Music is still low in volume, and I think it could still need some sort of drum beat (maybe an additional instrument beyond that) to go with it. Imps in that pit in the Red Key area could easily be sniped by me before going in, perhaps they would be better off teleporting in after the Baron is released.

Overall it's improved. It looks a lot nicer and much less plain, and the start is mean.

>> No.9118048

>>9118041
Oh yeah, and that one scrolling wall effect with the translucent overlay on the left side of the map, that's novel and interesting to look at, I wasn't even sure what I was looking at at first. It looks REALLY cool, you should put it in more places in the map.

>> No.9118054

>>9118038
Damn, that's actually pretty good, much better than some barely known Full Metal Jacket quote.

>> No.9118064

>>9118054
"Better You Than Me" doesn't really have anything to do with easy difficulty nor Plutonia.

>> No.9118080
File: 664 KB, 1100x907, image.png [View same] [iqdb] [saucenao] [google]
9118080

Guys, halp. I can't go back from true color.

>> No.9118084

>>9117948
Go ahead.

>> No.9118113

>>9118080
If you're using GZDoom or Zandronum, go to Display Options and change Render Mode.

>> No.9118114

>>9114004
https://files.catbox.moe/ca61gg.zip
v9 for Bloody Pulp. Got rid of the sky change from last time and changed the midi. Now it's Go Green Ranger from the Mighty Morphin Power Rangers: The Movie game on Genesis.

>> No.9118115
File: 145 KB, 1280x720, better you than me.jpg [View same] [iqdb] [saucenao] [google]
9118115

>>9118064
Yeah, it's a quote from Full Metal Jacket, where the guys are looking down on their dead CO and saying their respects, and ever the uncaring asshole, Animal Mother just says "Better you than me."
I was up late when I added that one, it seemed to have made more sense at that moment rather than now when I actually think about the nature of the quote and the implications of it.

Maybe the rationale is thinking someone going and dying on a higher difficulty, and then them feeling they're better off playing on a lower difficulty with a lower risk of dying? Still not great. Skelephobia is much better.
I'm open for more suggestions on difficulty names, the one I'm particularly attached to is 94 Ways To Die, because I just want to use the number 94.

>> No.9118120

>>9118115
When you explain it that way, it sounds much better.

>> No.9118128

>>9118113
No, it's not like I'm incapable, I just can't play with 8-bit colors after playing with true color enabled, it doesn't feel right.

>> No.9118129

>>9117902
We'll be back up with a short Doom wad in a few, so stick around,

>> No.9118136

Been out of the Quake game for a while. Is Quakespasm still the go-to source port or has it been usurped?

>> No.9118139
File: 70 KB, 1280x960, Screenshot_Doom_20220724_204317.png [View same] [iqdb] [saucenao] [google]
9118139

>>9117902

>> No.9118140

>>9117902
Alright, for those of you who want to keep going, we're playing Fava Beans for Doom 1. Let's finish this night off with something more familiar
51.161.34.159:10666

>> No.9118141

>>9118136
vkQuake is objectively better if your video card supports Vulkan. Ironwail will give you better performance on toasters though.

>> No.9118142
File: 582 KB, 1280x720, FMJ_401.jpg [View same] [iqdb] [saucenao] [google]
9118142

>>9118120
It's still weak though, because even if Animal Mother is a douche, he's also hardboiled and fearless, he plain rushes towards the sniper that's pinning them down, blazing away with the M60 in just one hand, absolutely balls to the walls.
Actually, looking back at the clip again, maybe he's not entirely as selfish and uncaring as I recall, he charged into the line of sniper fire to save Doc Jay and 8 Ball, in direct defiance of Cowboy's orders.

https://www.youtube.com/watch?v=txGegkyZ5cs

>> No.9118146

>>9116142
Leave both
The vanilla one is just the zdoom one with the frame images removed but the sprite still looks like a dildo instead of a chainsaw when you get it so it's slightly weird.

>> No.9118148
File: 197 KB, 1901x913, 1636191384375.jpg [View same] [iqdb] [saucenao] [google]
9118148

>>9118139

>> No.9118149

>>9118140
>>9117902
Oh, and the password is still the same, "gutsmansass". If Doomseeker tries downloading a huge file just right click the file and skip it.

>> No.9118150

>>9118140
>1.25GB download
Did something fuck up?

>> No.9118154

>>9118150
some fucked up bug where the download size is misreported, cancel it and try again

>> No.9118161

Map14 of 512 Linedefs of /vr/
https://www.youtube.com/watch?v=rKvjf9B5uoY

>> No.9118174
File: 661 KB, 960x1080, Screenshot_Doom_20220724_200727.png [View same] [iqdb] [saucenao] [google]
9118174

>>9117902
Thanks for joining. Rest assured that we will never play Mega Man 8-Bit Deathmatch ever again.

>> No.9118181

>>9116993
>>9117932
The arch-vile better be a sleep paralysis demon fused with an alarm clock so it could resurrect sleeping demons by waking them up.

>> No.9118182

>>9118174
good, because it shit ass

>> No.9118202
File: 215 KB, 1280x960, Screenshot_Doom_20220724_210805.png [View same] [iqdb] [saucenao] [google]
9118202

>>9118174

>> No.9118251

>>9116176
>Rekkr E1M1 in Quake
is there anyway we can follow you on this project you got a twitter?

>> No.9118342
File: 369 KB, 1502x1435, rekkrcontinues.jpg [View same] [iqdb] [saucenao] [google]
9118342

>>9118251
>is there anyway we can follow you on this project
I'll post significant updates here. It's just going slowly because I'm converting textures as I go and figuring out how best to shape terrain and whatnot to add some 3D details that wouldn't really be possible (or at least not look good) in Doom.
>you got a twitter?
I'm not too inclined to shill such things on an anonymous imageboard. I'm not posting this stuff there anyway.

>> No.9118415

>>9118142
I'm too young to die = I'm only 94

Also:
ITYTD = 91
HNTR = 92
HMP = 93
UV = 94
NM = 95

>> No.9118445

>>9117902
The enemies spawn in a weird way in that invasion wad. They appear all over the place and behind you without making a sound. At least in stage 2 they were all coming from one direction.

>> No.9118483

Tried DoomRL Arsenal for the first time. I was having a gay ol' time with it for a few levels when I suddenly couldn't shoot anymore at the start of the next level. Made a save to try and reload, still nothing so I started a whole new run just to see, but I could shoot fine on the new run. I loaded the original back up and still couldn't shoot any of my guns or even punch. I restarted Doom entirely and still couldn't shoot so I guess that save is just borked. I was expecting the run to end from dying rather than a bug. Is that a common bug? I googled it and searched on some sites that discuss DoomRL Arsenal and I didn't see anyone else have that issue. I really hope it was a one-off because I like the mod.

On a slightly different note, what difficulty should I play DRLA on? Ultra-violence seemed much easier than it should have been. Any addons worth using with DRLA?

>> No.9118494
File: 141 KB, 820x627, 1578095538904.jpg [View same] [iqdb] [saucenao] [google]
9118494

>>9116176

>> No.9118537

>>9118483
Try suiciding then resurrecting to see if it works.

>> No.9118551

>>9118483
The mod is a bit buggy. I have seen that bug once or twice but don't know what causes it.
It's not made for pistol starting so it's always going to be easier than pistol start UV max dosbox doom2.exe final destination. Maps that expect you to grab a rocket launcher, 50 rockets, and hold that shit down for 30 seconds straight might be harder though if you're not kitted out due to the DRLA rocket launcher being single shot.
I haven't tried it but there is an addon that adds a class that pistol starts every level but gets better RNG as the map count gets higher, if you think that would be more your speed than bringing 600 cells into every level

>> No.9118583

What was the first FPS that was designed for a continuous play?

>> No.9118641

>>9117939
What maps do this other than O of Destruction?

>> No.9118663

I had the weirdest dream. I was back in school in the gym and a washed up Duke Nukem was the gym teacher. He was having an interview to get a better job at the same time all the kids were running around and I had the bright idea to blast super loud noise over some speakers to interrupt his interview. The speaker power went all the way up to 300% and it was ear shatteringly loud. The interviewers left and Duke was left so upset he was choking back tears. He then sent a group of assassins to kill me and my friends. It became an intense game of cat and mouse as we were dodging around gym equipment trying to escape.

>> No.9118669

>>9118537
No dice. Still couldn't shoot. Oh well.

>>9118551
Thanks.

>> No.9118712

>>9118583
What do you mean?

>> No.9118727

don't publicly list your server without a password on Doomseeker if you actually wanted it to be private
fucking assholes

>> No.9118750

>>9116425
My idea would be more ambient atmosphere
>large, linear maps of desert
>small things hidden on your path for lore
>hidden back lore that's deep and esoteric, flashback/spirit walk sections
>sick midi soundtrack that mixes doom metal and desert beats

>> No.9118757
File: 504 KB, 640x400, download (2).png [View same] [iqdb] [saucenao] [google]
9118757

>>9118750
https://www.youtube.com/watch?v=IprDFN5KGPM

You'd play as a caravanner transporting sacred herbs in vast, empty open desert levels, part two you save a small oasis town from an attack, part 3 you're caravan falls into a sand covered ruin, killing everyone but you, based on the Lovecraft novel with Harry Houdini in Egypt.

>> No.9118758

>>9118483
>>9118551
>>9118669
I replicated the bug multiple times now. Not sure what specifically causes it, but I made a save just before the very end of a level, started the next one and had the bug. Then reloaded the initial save again, re-finished the previous level, and could shoot fine at the start of the next level. I repeated that process multiple times out of curiousity and got the bug about 50% of the time. It must be something I do in particular since it doesn't sound like a really common bug for most others that play DRLA and it seems to happen to me regularly.

>> No.9118778

>>9118583
All of them. Pistol starts were for making sure dying and restarting didn't hard stop the player's progress.

>> No.9118782

Vote please
https://strawpoll.com/polls/eJnv7311Mgv

>> No.9118783

>>9118758
Figured it out. Somehow the gameplay restriction setting in my settings keeps switching to random instead of no restrictions. Not sure how because I haven't fucked with settings at all, but it was all probably my own dumb fault.

>> No.9118815

Odd question for Duke Nukem 3d, but is there a mod that allows you to save the babes? I believe Duke Nukem 64 allowed you to do that and there is that mod that ports it, but is there something for the vanilla maps?

>> No.9118938

>>9118783
Read-only .ini? Sounds like the only reason such a thing would happen repeatedly.

>> No.9119045
File: 142 KB, 1520x647, asssssss.jpg [View same] [iqdb] [saucenao] [google]
9119045

>>9114106
I am not very original when it comes to room design.

>> No.9119047

>>9116176
>>9116193
>>9118342
Keep up the good work, anon.

>> No.9119053

>>9119045
Looks cool, just add some more fancy lighting and it'll be great.

>> No.9119094
File: 401 KB, 1600x900, ss_0e7673263d1e4b307aa012b2da31108171594895.1920x1080.jpg [View same] [iqdb] [saucenao] [google]
9119094

>>9113263
Hey guys. Could you advice fps with magic similar to Hexen/Heretic? I found Hands of Necromancy recently, it's really good, but I want something more.

>> No.9119115

>>9119094
Also, is there non-java source port for Witchhaven?

>> No.9119265

>>9118415
I don't understand.

>> No.9119272

>>9118757
I enjoyed that novel. It was ghost-written for Houdini with Houdini being the protagonist. 90% is quite realistic adventure clearly tailored for Houdini. He meets thugs at Egypt and gets to thrown into some catacomb and tied up with all them ropes. After houdining himself out of those, the story takes another turn as Lovecraft couldn't keep his yog-sothery even out from his ghost writings. So Houdini meets up some undead cult which summons some eldritch gods into our reality.

>> No.9119308

Are we supposed to believe and accept that doom 64 couldn't handle doom 2 enemies or proper shotgun animations because of the cartridge space when that console had fucking resident evil 2?

>> No.9119309

>>9119308
Resident Evil was all pre-rendered back then.

>> No.9119317

>>9119309
I just looked it up and apparently doom 64 is 7 mb but the limit in 1997 was 12 mb, and re2 came out in 1999 when the limit was raised to 64 mb

>> No.9119320

>>9119308
Resident Evil 2 used a much more expensive cartridge. Doom 64 could have used a larger capacity cartridge but it may have made the game not economically viable for Midway, they won't know for sure if the returns will be good enough for that. If you make the cartridge more expensive, you make the game more expensive for the consumer to buy, which can have a chilling effect on sales.
Considering how many people seemed to have thought that Doom 64 was just another console port like any other, perhaps it wasn't marketed as well as it could have been.

>> No.9119327

>>9119308
There were different cartridge sizes, so maybe Midway cheaped out. That, or it was a RAM issue. The archvile was cut from the PSX because of how many frames it had.

>> No.9119342

>>9119327
RAM was definitely part of it, there are limits to how many sprites and textures could be loaded into memory at a time during a level, and on the N64 and PSX those limits were slim.
The Nightmare Imp in Doom 64 was slick for how it's the same sprites and sounds as the Imp which is already loaded into memory, but repaletted, given pulsing visibility, and with boosted stats, ergo it costs almost nothing at all in cartridge space and RAM.

>> No.9119347

>>9119342
I wonder if there was enough RAM to keep those tracking fireballs loaded in each level. I would have rather seen a Nightmare Demon that acts like a Revenant than just another Imp in a game full of big Imps.

>> No.9119349

>>9119347
I guess it would be nice if Nimpballs were at least partially tracking.

>> No.9119352

>>9119349
Pinkies function more like Revenants than Imps do, but either way something more interesting would have been appreciated.

>> No.9119431

>>9119308
i recall that ps1 had to cut the archvile from animation issues and those cut new enemies

>> No.9119438 [SPOILER] 

>>9117510
it's all good, an0n
thanks for your comprehension (─▽─)

>> No.9119483
File: 2.07 MB, 1280x1024, casestairs.webm [View same] [iqdb] [saucenao] [google]
9119483

It's not much, but I figured out how to do a special thing by myself without asking for help.

>> No.9119494

>>9119352
Reworking the pain elemental into something stronger to make up for missing enemies was a cool idea. If only they did the same for the nobles, or at least the baron, seeing how common they are.

>> No.9119503

>>9119494
Making them throw two projectiles at once, like Ad Mortem's Satyrs would have been neat.

>> No.9119515
File: 84 KB, 584x584, adriakjmn shepahard.jpg [View same] [iqdb] [saucenao] [google]
9119515

I wish Shepard was real.

>> No.9119518

>>9118782
Ok, but only cause you said please.

>> No.9119529
File: 1.63 MB, 1076x1501, craiyon_132333_Duke_Nukem_and_Doomguy_rocking_out_at_a_heavy_metal_concert_nbsp_.png [View same] [iqdb] [saucenao] [google]
9119529

>>9113263

>> No.9119605

>>9119265
Use increasing numbers with the puns until UV is 94

I'm too young to die = I'm only 91
Hey Not Too Rough = Hey 92 is too rough
Hurt Me Plenty = Hurt Me 93 times
Ultraviolence = 94 Ways to die
Nightmare! = 95 unfair deaths or something

I don't know I was drunk when I thought of that but now I don't know if I like it anymore

>> No.9119613

>>9118641
Circle of Death

>> No.9119623

>>9119308
>>9119327
>>9119320
The 64MB cartridges and compression methods RE2 used did not exist in 1997.

>> No.9119637
File: 46 KB, 682x363, mill-lol.jpg [View same] [iqdb] [saucenao] [google]
9119637

Im playing TNT again and holy crap MAP18 is so weird. Who made this shit? Also there's a part where a switch tiles vertically (so there's 2 switch graphics). Pretty bad for an official/fanmade whatever release.

>> No.9119643

>>9119637
Filtered

>> No.9119652

>>9119643
I still love both wads, it's just kind of weird. Also the doors are primarily used in Plutonia. It makes me wonder if this level was something that might've been repurposed for tnt.

>> No.9119653

>>9119637
It's weird but it's not bad, also it was made by one of the Casalis.

>> No.9119657

>>9119637

For some reason pretending TNT isn't shit is a meme in these threads.

It has a few really nice levels but yeah, the quality is all over the damn place.

>> No.9119661

>>9119657
It doesn't even come close to the some of the great fanmade stuff but I'd say it's roughly equal to Doom 2's campaign, even if Doom 2 didn't have shit like Habitat.

>> No.9119663

>>9119094
Hedon for your Hexen fix
Amid Evil for Heretic

>> No.9119669

>>9119661
It's the worst official iwad imo

>> No.9119683

it blows my mind that someone composed a FORTY MINUTE MIDI for some fangame barely anyone will play
https://youtu.be/V9k-ArW1lP0

>> No.9119691

>>9119661

What would be really cool is if a group of modern mappers did a remaster that un-fucks or just straight replaces the worst levels, while leaving the good ones and just adding a few more details and/or secrets.

>> No.9119703

>>9119637
Those doors are weird, but I like the level overall. One of Milo's maps, he made half of Plutonia.

>>9119657
TNT has good and bad parts, it's not even in quality and there's lots of different perspectives on it. There's parts in it which I think are much better than Doom 2, such as Stronghold and Dead Zone.

>>9119661
I'd say that's about fair.

>> No.9119708

>>9119683
It's mostly bit and pieces of his older tracks stringed together.

>> No.9119712

>>9119708
okay that makes sense then.
my favourite composer is stewboy anyhow
https://youtu.be/clompRstc30

>> No.9119714

>>9119691
Might as well just do highly polished MBF21 remakes of the good levels, and then revamp or outright replace the weak and bad levels. Perhaps reimagining something that has elements of the trash maps but turned into something that's good.

There's a lot of subjectivity in this though. A lot of people would argue that Central Processing is an annoying level, and I get that because it's as big as my mom and about as hard to figure out, but at the same time I also enjoy the lengthy and protracted exploration through these gigantic complexes.

>> No.9119735

>>9119637
>Mill
Very nice. This map is not only solid proof of why TNT is worse with chaingunners, but also a personal favorite.
>Also the doors are primarily used in Plutonia
>>9119653 is on the money, this map was made mostly by Dario.
>>9119669
This is a fair, I have both TNT and Doom 2 constantly competing for last place and the Master Levels don’t even count. I also don’t enjoy Thy Flesh Consumed beyond the first two levels.

>> No.9119740

>>9119735
The mapping for Doom evolved towards highly orchestrated setpieces and "exploratory" maps kinda fallen to wayside. People who want to fuck around in empty rooms can just play some walking simulator now.

>> No.9119743

Hey, does someone have a clue on how to download DOOM Unity edition without having steam? I want to play doom co op with friends on local.

>> No.9119746

>>9119743
You could emulate the Switch version.

>> No.9119749

Have to say I disagree with some of this choices for each letter but overall is a good fun and a good tribute to everything Doom
https://youtu.be/MA71yxUpBmw

>> No.9119754

>>9119714
I like it and Administration Center, though I can imagine how tough it can seem having to do them one after the other. TNT also has my favorite official secret map with Pharoh, it too is large and lengthy.

>> No.9119817

>>9119743
>>9119746
Probably can also emulate Android version?

>> No.9119819

>>9117936
Thanks

>> No.9119820

I like TNT.

>> No.9119832
File: 33 KB, 428x288, v1.gif [View same] [iqdb] [saucenao] [google]
9119832

>>9118181
You gave me an idea here.

Downside is that I noticed that with the sleep animation it doesn't seem to be able to resurrect dudes and I am not sure if it's possible at all with dehacked.

Then again, there's still ample time until the project can even start, so maybe some smart anon can figure out something in the meantime.

>> No.9119843

>>9119817
No splitscreen on that version.

>> No.9119859

How disorienting would it be to play Doom or Duke 3D on a VR set? I mean, with the looking up and down weirdness of the original engine.
Also is there a VR game that has sprite based enemies/ decorations?

>> No.9119872

>>9119859
There is a VR Doom already and it's not more disorienting than any other VR application.

>> No.9119879

>>9119872
no nuDoom please

>> No.9119882

>>9119879
You dumb or something?

>> No.9119936

>>9119843
Iirc doomsday has split screen.

>> No.9119940

>>9119820
Best MAP01 music in the IWADs
https://www.youtube.com/watch?v=6b0PNXLtQ1E

>> No.9119941

>>9119936
>>9119843
>>9119743
https://doomwiki.org/wiki/Splitscreen

>> No.9119943

>>9119859

The engine is basically fine for VR, if a bit surreal.

The part that will make you wanna hurl is doomguy running at 4,000mph. Doesn't feel wierd on a screen, feels all kinds of wrong in VR.

>> No.9119972
File: 285 KB, 826x649, unknown.png [View same] [iqdb] [saucenao] [google]
9119972

Should I be embarassed that I savescum sometimes when i cant do an entire level in one run?

>> No.9119981

>>9119972
You should be embarrassed about telling other people how you play a singleplayer game.

>> No.9119986

>>9119972

There are two kinds of people: People who give a shit what kind of arbitrary restrictions you enjoy imposing on yourself when you play videogames, and people who have sex.

>> No.9119987
File: 713 KB, 800x974, 800px-Eviternity_MAP32_map.png [View same] [iqdb] [saucenao] [google]
9119987

>>9119972
If you can't beat this map first try no saves uv max on dosbox no items final destination you don't belong here bitch boy

>> No.9119991

>>9119987
>not uv tyson
ngmi

>> No.9119996
File: 1.72 MB, 306x334, 1654909067657.gif [View same] [iqdb] [saucenao] [google]
9119996

>>9119972
Researchers discovered you should save once before each key for maximum enjoyment. Any more than that and you're spoiling yourself also you're a homo. Do you believe in science?

>> No.9120000

>>9113263
Going Down saveless pistol start is pretty hard, right?

>> No.9120041

>>9120000
honestly not really if you know where and when to hold down the rocket launcher to keep the crowds under control, and I think that's an intentional design choice. but on the first playthrough you won't know the traps and secret supercharges to it will be pretty hard
map 10 and 27 are the hardest map even without a pistol start

I was going to ask on a scale of going down to italo doom how hard HFFM is, I haven't played it yet

>> No.9120045

>>9120000
I'd say harder than Valiant, but easier than Speed of Doom. So it entirely depends on if it's your first time doing UV saveless pistol starts or not.

As usual I would recommend running a map first with saves to practice hard fights, and THEN doing attempts instead of slamming your head against the wall over and over like I used to do

>> No.9120047

>>9119743
Same guy here, what is the best way to play doom with a xbox control?

>> No.9120063

>>9120047
GZDoom. Unless you want the split screen still.

>> No.9120075

What are the best wad soundtracks? I want something for a car trip

>> No.9120081
File: 503 KB, 1024x576, Screenshot_Doom_20220725_193205.png [View same] [iqdb] [saucenao] [google]
9120081

>>9113267
>>9114004
Gave Recycling Center a run. Solid level, very hard, imposing use of a Cyberdemon. Only change I can think of to suggest is to make it so the center platform in the main arena have a cutout or two which the player can use as a stair step to get back up, because otherwise they're kind of just fucked if they fall off into the slime at the start.
If you make them wide but slim front to back then monsters can't ascend or descent them. If you're dead set on this being the player's doom though, I also wouldn't fight hard against it, it's at the start of the map so there's not a lot of progress lost if you bite it.

>> No.9120090
File: 163 KB, 1024x576, Screenshot_Doom_20220725_193802.png [View same] [iqdb] [saucenao] [google]
9120090

>>9120081
Also, how the fuck did you do the witchcraft of having more Fatsos and Arachnos after the courtyard is opened and the stairs are raised?

>> No.9120093

>>9117951
>How do you mean shifted up?
ITYTD = BETTER YOU THAN ME
HNTR = NO TIME TO BLEED
HMP = ONE SHOT AT GLORY
UV = 94 WAYS TO DIE
NIGHTMARE = >SLAUGHTERSHIT
My reasoning being that some of the feelings match (namely ITYTD -> BYTM, and the general escalating sense of willingness to participate in violence in the respective name sets).
Also because Nightmare was a joke difficulty, so giving it the joke name (couple with the connotations in difficulty) make it fit there better, too.

>> No.9120097

>>9117932
>Ramza's Foreskin
Play this and tell me what you think:
https://mega.nz/folder/w11wkKoD#bG_l39UA5pcgf-DFp9pBbw

>> No.9120120
File: 314 KB, 1432x1070, byrgytrgvbt.png [View same] [iqdb] [saucenao] [google]
9120120

>>9120093
I see. The idea though with
>slaughtershit
is that it's phrasing sometimes used by people who don't want to admit that a mapset or/and difficulty level is above their skill level, feel that their pride is hurt, and then just disregard the maps as for 'no-life weirdos who play slaughter maps'.
Therefore, the lowest skill level possible, which doesn't just decrease the monster count the most and give the most supplies, but even gives you double the ammo from pickups and reduces the damage you take. On Skill 2, you're playing as how the author of the map set it up, but on Skill 1 you go further and make it even way more easy than that.

>> No.9120142
File: 553 KB, 307x234, thinking.gif [View same] [iqdb] [saucenao] [google]
9120142

>>9113267
>>9114004
Thinking about it, I realize that we need an actual slaughter map, nothing too insane, basically on Go 2 It's level and scale, and it would be a secret level.
Is anyone interested in doing that?

While I'm at it, also, Parasocial Love is supposed to feature the Paratamizer monster before the exit, and killing him opens the path to the exit, but the author couldn't get the death action to work properly with anything but the regular Cyberdemon, is anyone who's familiar with UMAPINFO willing to take a look at that?

>> No.9120143

>>9120120
>it's phrasing sometimes used by people who don't want to admit that a mapset or/and difficulty level is above their skill level
Yeah, and only a moron would play on Nightmare and then complain that it's "too hard".

>> No.9120151

What do we think of punisher.wad and punisher2.wad the first slaughter maps?

>> No.9120153

>>9120142
>the author couldn't get the death action to work properly with anything but the regular Cyberdemon
No, I told you it worked with all the default BossAction monsters (e.g. Barons and Mancs), but not with the custom monster or existing enemies without BossActions (e.g. Arch-viles and Former Sergeants).

>> No.9120158

>>9120143
Those people would never ever pick Nightmare though.

>>9120153
Right, I phrased it oddly.

>> No.9120194

>>9119483
That's nice, I figure out most stuff by myself too and its more satisfying that way - though it has some side effects like sometimes using a sub par method - I figured out voodoo dolls scripting by myself in my first big map for 2048 when someone mentioned the voodoo dolls and conveyors but because I didnt ask around anyone I used wind instead of the normal scroll by line vector action which seems retarded now

>> No.9120223

>>9120120

>The idea though with slaughtershit is that it's phrasing sometimes used by people who

We get that, the issue is that it's kind of a reach to expect anyone to get the "joke" there in the first place, because it's not funny, but also it just plain doesn't make any sense as a difficulty setting. To me it reads like this:

"What difficulty do you want?"

"Slaughtershit!"

You know? Even if it's paraphrasing a scrub who thinks slaughter maps are bad because they're hard, that's still like the player is saying they WANT it to be that hard. At least if you put it as nightmare, it's more understandable what the butt of the joke is.

>> No.9120263
File: 117 KB, 400x378, plutonia gameplay experience.png [View same] [iqdb] [saucenao] [google]
9120263

>>9120194
>I used wind instead of the normal scroll by line vector action which seems retarded now
That's okay. I learned how 2 voodoo more-or-less the same way, but I had lifts lowering that caused conveyors to trigger, instead of just having a constant conveyor with a door blocking the doll (like I tend to do now).
I also started cracking open maps from more experienced mappers to learn how they implement tricks that I want to emulate (I did that for my monster closets in 512 Linedefs, since the ones in my personal maps were jank as fuark.)

>> No.9120390
File: 413 KB, 1920x1080, pizzatime.jpg [View same] [iqdb] [saucenao] [google]
9120390

Ion Fury's voxel food makes the game incredibly sovlful.

>> No.9120418

>>9119972
I play with infinite lives and items respawn.

>> No.9120430

>>9116629
>>9116630
Angels are my fetish.

>> No.9120485

>>9120390
what's up with the hud face

>> No.9120507

>>9120485
Maybe he has shit taste.

>> No.9120549

>>9120485
The mark of the cumbrained beast.

>> No.9120586 [SPOILER] 
File: 344 KB, 620x620, 1658795571081.png [View same] [iqdb] [saucenao] [google]
9120586

>>9120485
Maybe her butt hurts

>> No.9120604

>>9120390
Maybe it's Maybelline

>> No.9120612
File: 351 KB, 1024x768, DSCI0001.jpg [View same] [iqdb] [saucenao] [google]
9120612

>>9120604
oops
>>9120485

>> No.9120637

I liked DOOM before it was cool.

>> No.9120643

>>9120586
From what?

>> No.9120658

>>9120637
I was cool before I liked DOOM.

>> No.9120681
File: 701 KB, 680x501, 1644108211288.png [View same] [iqdb] [saucenao] [google]
9120681

>> No.9120689

>>9118938
It was just my own stupidity. I set it to no restrictions the first time I played it and must have accidentally set it to random while messing with other settings. It wasn't set to read-only in properties. Maybe scrolling the mouse wheel fucked with it. Doesn't matter now.

>> No.9120695
File: 828 KB, 945x968, 1658797070477.png [View same] [iqdb] [saucenao] [google]
9120695

>>9120643

>> No.9120729

There is no escape from demonic horrors of Mars, just who dared to open the box of Sound Ideas sfx library?
>>>/wsg/4649911
>>>/wsg/4649913

>> No.9120742

>>9120729
Lol what the fuck?
What anime is this

>> No.9120749

Hey, any anons that have used DoomRL Arsenal and Oblige together got any tips for which settings work best to generate decent levels? I made a couple with default settings and some with slight changes. Even with level size set to regular they seemed kinda large.

>> No.9120756

>>9120742
Orbital Children which is quite recent, and Malice Doll

>> No.9120772

I mean it seems like it was a pretty famous sound library.

I was watching an old movie last week and it had the door sound effect as well.

>> No.9120835

just finished NEIS episode 1. i really liked e1m7, it reminded me of marathon 2.

>> No.9120923

>>9119683
the DOOM community is pretty large, probably thousands of people played it (it was large enough to be noticed by ID), though it being 40 mins is probably superfluous.

>> No.9120925
File: 14 KB, 480x326, 1623792361283.jpg [View same] [iqdb] [saucenao] [google]
9120925

>> No.9120937

>>9120925
>MY
>ASS
>IS
>HEAVY

>> No.9120960

>>9119529
Kind of hard to tell what Doomguy's role is in those images. Duke appears to be vocals and rhythm guitar so I'd assume DG is on lead but I can't make out an instrument in his hands except for one picture. Who would be bass and drums in that line up?

>> No.9120984

>>9120925
>uses m203
nothing personnel kid

>> No.9121036

>>9120960
The AI barely has a concept of what doomguy is, probably because it's only a fan name so there isn't many hits for it online, and visually he pretty much only exists in fanart

>> No.9121041

>like the look of software rendering
>only gzdoom supports increasing the FOV

>> No.9121054
File: 15 KB, 400x307, 1496789356581.jpg [View same] [iqdb] [saucenao] [google]
9121054

>>9121041
I think either Chocolate or Crispy Doom allows you to change the FOV while retaining the look of software rendering

>> No.9121061

>>9121054
yeah but i play a lot of boom maps. neither dsda or woof support that. unfortunate, really because i can't go back to 90 FOV.

>> No.9121079

>>9120925
>survives entire smg magazine at medium range
>GO RECON
>proceeds to shotgun you once for 50 health

>> No.9121101

>>9121079
i'm so happy valve finally patched the SMG

>> No.9121112

Take the unofficial commercial wad pill

>> No.9121170

>>9119529
center right is a little LEWD

>> No.9121171

>>9120643
constipation from all that cheese

>> No.9121254

>>9120960
In the 2nd picture it looks like doom guy is holding some air duster or something. I want to pretend he's playing the triangle instead. He'd probably want to play the drums though since you can beat them senseless.

>> No.9121269

>>9121079
smg sucks only use pistol

>> No.9121276

Map15 of 512 Linedefs of /vr/
https://www.youtube.com/watch?v=QEkVzLV8y3Y

>> No.9121343

>>9120093
Agree with this one, also 94 Ways To Die sounds too cool not to be the UV equivalent.

>> No.9121346

>>9121101
Huh? When? Where?

>> No.9121541
File: 3.82 MB, 1698x2067, doomguy_eating_spaghetti_with_a_chainsaw_br_.png [View same] [iqdb] [saucenao] [google]
9121541

>>9113329

>> No.9121598
File: 3.42 MB, 1698x2067, very_based.png [View same] [iqdb] [saucenao] [google]
9121598

>>9117187

>> No.9121601

>>9120093
What about Skelephobia as the NM replacement?

>> No.9121605

>>9121101
AND YET the music is still glitched with mods and other campaigns GHHHHAAAA

>> No.9121643
File: 13 KB, 96x116, DUTST01.png [View same] [iqdb] [saucenao] [google]
9121643

Amen, hallelujah and peanut butter.

>> No.9121682

>>9121643
If you wanna talk like a fuckin' chaingunner we'll send you to rip-and-tear school

>> No.9121702

>>9121682
Do chaingunners really like peanut butter or something?
I bet they like chunky, because they're fucking assholes.

>> No.9121715

>>9121702
Check out this fag with no teeth.

>> No.9121717
File: 2.74 MB, 2997x2000, why am I losing health.gif [View same] [iqdb] [saucenao] [google]
9121717

>>9121715
Chaingunner spotted.
I think so at least, it's hard to tell. I can only see two pixels of your sorry ass from the other side of the map behind a vine midtexture.

>> No.9121740
File: 2 KB, 41x56, DUTCA1.png [View same] [iqdb] [saucenao] [google]
9121740

>>9121682
Quickly put a hole in the man who tries to put five eggs into three baskets.

>> No.9121823

>>9121041

GZ can be made to look like software near exactly. Shadow and lighting options are all in the main graphics menus, but the most important is:

>display settings
>hardware renderer
>post-processing
>tonemap
>palette

There you go, now it looks like software with all the advantages of hardware.

>> No.9121824

high color software rendering is comfy

>> No.9121827

>>9121824
>no brightmaps
Close, but no.

>> No.9121853

>>9121827
i'm a simple man, i mostly only play classic/simple wads

>> No.9121856

>>9121541
His fucking chainsaw is a tongue and also replaced his hand in one of these. Kinda funny but also nightmarish. Although out of all 9, that one is the closest to Doom Guy literally eating spaghetti with a chainsaw.

>>9121598
The visions of a based schizo.

>> No.9121956
File: 343 KB, 245x222, EtAABjfUtODwA.gif [View same] [iqdb] [saucenao] [google]
9121956

>>9121856
>eating spaggetti with a chainsaw
>his chainsaw is a tongue
>literally eating the spaggetti through the chainsaw

>> No.9122003

>>9121643
That's the wrong sunglasses.

>> No.9122014

>>9120223
I guess you're right. What would work better for a Skill 1 name in that case?

>> No.9122017

>>9122014
Not that anon, but I think Better You Than Me works well as the easy skill name.

>> No.9122020

>>9120960
For some reason I can only really see Lo Wang playing drums

>> No.9122021

>>9122003
Well I'm shit at art, so I had to take them from the marine who wears shades and make them more round. Dutch wears round shades. Good enough for me.

>> No.9122086

>>9122014
Merited fear of hitscanners

>> No.9122121

>>9122020
>good with handling swords and chopsticks
Makes sense.

>> No.9122136
File: 217 KB, 1439x1073, 45745756856865.jpg [View same] [iqdb] [saucenao] [google]
9122136

>>9116657
Is that a custom map? I don't recall seeing that babe model in the original game.

>>9120549
There's absolutely nothing wrong in being a coomer. After all,Douk, Shadow Warrior etc had a good measure of eye candy and t&a mixed in, it's almost like coomerism and creativity goes hand in hand (see also ; comic books)

>> No.9122148

>>9122136
Weird how the most coombrained 90s shooters also happened to have garnered the least amount of support. Blood has more quality and renowned mapsets over Duke and Shadow Warrior, Quake 2 managed some great maps over Sin, and this isn’t even thinking about the classic Dooms and Quake with their sexless settings unless you’re about demon asses.

>> No.9122160
File: 274 KB, 689x1024, 1530962692230.jpg [View same] [iqdb] [saucenao] [google]
9122160

>>9122148
I see what you're trying to do there but I don't think at all that the coomerism played any sort of role in whether something was or wasn't more popular for modding.

Also Blood's got some erotica going on, a bit necro-erotic in some parts though, but it has some voluptuous and definitely sexual murals etc.

>Doom
Doom is really good base for making custom content for since it has an amazing monster balance especially after DOOM 2 so then it's all about creating levels for it. Also, DOOM made it possible to easily put custom sprites in so the coomers have made more than a few mods of sexual content lol.

>> No.9122215

>>9122086
ooh, this one's good. Dunno if it would fit a difficulty level but we should incorporate it somewhere, either difficulty or level name or text or whatever

>> No.9122224

>>9122160
>I see what you're trying to do there
Yeah, cooming is never as important as the coomers think it is. You prove this with your pathetic grab of Blood’s few and scant erotic points. It’s not too far off from the people who place way too much emphasis on how important Duke’s character is to his game, neglecting how much of a laughing stock he would be if his game wasn’t awesome and was just another shitty Wolfenstein 3D clone.

>> No.9122225

>>9116176
Lookin very good. IMO adjustments for scale to keep the action flowing are more important than complete accuracy.

>> No.9122232
File: 31 KB, 320x442, c0f83174d3593dc67fef20a5443da0543f347ae4.jpg [View same] [iqdb] [saucenao] [google]
9122232

>>9122136
A bit of madness and sexy is just the spice of life.
Sure you dont need it, but depending on what you are going for its essential.

Its a case by case thing. Just dont let the DM go full fetish and its fine.

>> No.9122237

>>9118128
Being able to see the textures at different light levels with the same colors (not fading to bitcrushed grey and brown) is just an objective improvement

>> No.9122258

>>9120612
Wrongly quoted something? Also, what gun is that?

>> No.9122262

>>9121041
I bet you also play with infinitely tall actors off

>> No.9122264

>>9119832
lmao based
>round the cock

>> No.9122269 [DELETED] 

>>9122136
>There's absolutely nothing wrong in being a coomer
There's a difference between being a coomer and having a libido. A coomer has a mental issue they need to sort out.

>> No.9122402
File: 40 KB, 800x600, squareabout.png [View same] [iqdb] [saucenao] [google]
9122402

Time to make a secret map, with really primitive geometry. This layout seems foolproof.

>> No.9122404

>>9122402
I hope the direction is properly telegraphed.

>> No.9122409

>>9122404
Yeah, I'm going to make like big frames covered in arrows. The back line of each is a teleport that telefrags voodoo doll if crossed backwards.

>> No.9122418

>>9122409
What format are you making this for? Because I'm not sure if vanilla/boom's teleporters care about the line's orientation.

>> No.9122420

>>9122418
They do. Most teleporters land you on a teleport pad surrounded by outwards-facing teleport lines.

>> No.9122470 [DELETED] 
File: 9 KB, 259x194, proxy-image(4).jpg [View same] [iqdb] [saucenao] [google]
9122470

>>9122402

>> No.9122473

I put together a Hideous Destructor player skin of Dutch from Black Lagoon. Not 100% satisfied with the mugshot but that's the best I can do.
https://files.catbox.moe/f46xze.pk3

>> No.9122478
File: 1.33 MB, 2272x1704, Z(13).jpg [View same] [iqdb] [saucenao] [google]
9122478

>>9122402

>> No.9122481
File: 128 KB, 770x433, 9k=(27).jpg [View same] [iqdb] [saucenao] [google]
9122481

>>9122478

>> No.9122524

>>9120081
>>9120090
Thanks for the feedback. The map is called "Recycling Complex" where "complex" is a play on simple (i.e. dead) and recycling is a reference to the reuse of the 666/7 triggers and monsters along with the generally cyclical progression of the map. I didn't really expect anyone to get all that so I figured I'd take the opportunity to explain it once. The repeated monster effect works by killing some mancubi/spiders with crushers remotely at the start of the map then releasing some archviles later to resurrect them. Those ones being the same archviles you fight at the end.
As for the start, you could potentially get back up if you stunlock a mancubus on the lift with the chaingun, but overall the platforming is meant to be pretty punishing to make sure the player doesn't just ignore the mechanic so I've opted to keep it as is. Here's a small update to fix some missing and incongruous textures.
https://files.catbox.moe/hh05gm.zip

>> No.9122538

>>9115149
Me too. I rec Heretic Treasure Chest, there are few nice slaughtermaps, especially recommend the last map from one of three episodes (don't remember which), featuring a massive bullethell slaughter. Due to way enemy projectiles work in heretic it just felt so novel and cool.

>> No.9122629

>>9119663
hedon is garbage

>> No.9122632

>>9122481
Why?

>> No.9122636
File: 85 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
9122636

Whats the wad equivelant of this

>> No.9122647
File: 1.10 MB, 640x480, demonharvest.webm [View same] [iqdb] [saucenao] [google]
9122647

Had an idea and executed it.
A hanging conveyor belt with demons brought in for their cow college graduation.
Did this with invisible 3D floors and Thrust_Thing, running from a script. The demons are constantly spawned and removed, though I am thinking of just killing them to troll people seeing the kill counter go up constantly and wondering what's going on before they discover this thing.

>> No.9122653

>>9122647
Wouldn't constant killing and spawning new one cause any issues?

>> No.9122656

>>9113513
>>9113718
I've never been able to fix the mouse input feeling dogshit on ut99

>> No.9122664

>>9122653
What do you mean?

>> No.9122667

>>9122664
Like piling up of corpses or indices overflowing. I don't know about limits of gzDoom, but I have a bad feeling about non-stop spawning.

>> No.9122671

>>9122647
Make it a button press that brings them along. Also, couldn't you just use an invisible teleporter?

>> No.9122676

>>9119663
>Hedon for your Hexen fix
Maybe, it seems less like Hexen and more like Strife.

>> No.9122686

>>9122667
Ah yes, well corpses don't have collision so I don't see a problem there. No idea with overflowing indices, but at that rate you'd need to spend hours in that map for any substantial amount of corpses to pile up.

>>9122671
No, I have other plans than a button press. Or maybe I will do that? No idea yet.
>Also, couldn't you just use an invisible teleporter?
In which way? This was the only practical solution I could come up with.

>> No.9122726

https://www.doomworld.com/forum/topic/130496-what-are-your-pet-peeves-in-maps-when-speedrunning/

This thread gives great mapping suggestions.
Is there anything better than trolling speedrunners?

>> No.9122743

>>9122686
I didn't mean to say an invisible teleporter, I meant a silent one. So the pinkies get cycled through when they're out of sight.

>> No.9122746

>>9122726
>Lack of crushers, instadeath floors or other things to make picking off monsters on ledges and stuff not a chore to do
what the fuck? Who does this ever? Like instadeath floors is a new thing in boom/mbf21 kind of mapping. I mean I know you can put in crushers like lunchlunch did in Kratom Withdrawal to make it less of a chore, but from what I understand pet peeves are supposed to be things that annoy you, not lack of something you want to see

>> No.9122748
File: 867 KB, 220x220, michael-jackson-dancing.gif [View same] [iqdb] [saucenao] [google]
9122748

>>9122647
Nice.

>> No.9122751

>>9122726
I want to put a victory lap on a map sometime, activated by killing a Keen in the first room after getting to the end of the map.

>> No.9122752

>>9122746
Sometimes enemies don't seem like they are supposed to be killed, like stationary arch-viles on area-denial duty or something, and it's a good practice to kill them after encounter is over.

>> No.9122753 [DELETED] 

>>9122269
A coomer is anyone who watches porn. The point of the meme is to make fun of people who prop up the (((disgusting business))) and hopefully shame them into changing

>> No.9122759 [DELETED] 

>>9122753
No it's not, you retard. They're the kind of people who never stop talking about porn.

>> No.9122761

>>9122743
Ah yes, I see what I mean. That could indeed work, but then you wouldn't have a potentially infinite line of them when shooting one down and frankly, I don't feel like also checking if there's also one right at that spot where I shot one down etc.

>> No.9122769

>>9122148
Technically there was Quake III Arena, with characters like Hunter and Slash, getting a lot a mods but it's not as relevant to the modern modding scene.

>> No.9122774 [DELETED] 

>>9122753
A coomer is supposed to be the extreme opposite of a nofapper, not anyone who ever touches their penis

>> No.9122884

>>9122769
Was Paul Steed the major contributer for all these ladies? Was he also the first major ex-idSoft person to pass away?

>> No.9122896
File: 156 KB, 604x424, 1570202042216.png [View same] [iqdb] [saucenao] [google]
9122896

Hunter and Slash deserve their own game.

With fantastic action, TnA physics and metal soundtrack.

>> No.9122897

Does anyone remember that anon that was making a japanese wad inspired by Cosmology of Kyoto? stuff looked pretty neato, but hasn't posted in 4~ years or so

>> No.9122903

>>9122896
Sounds great, keep us updated about the progress.

>> No.9122915

>>9122160
FULLY. MODELLED.

>> No.9122920

>>9120612
Nice Dakota

>> No.9123094

>>9122632
To give that anon some ideas about a simple map of roundabouts and crossings

>> No.9123104

Anyone have the picture of Serious Sam sitting down and being sad?

>> No.9123175

>>9122086
Ok, that's fucking good, and I'm gonna try that, but I'm also worried that it won't fit.

>> No.9123190
File: 165 KB, 353x565, 1653294709149.png [View same] [iqdb] [saucenao] [google]
9123190

>>9123104
Here you go.

>> No.9123193
File: 1.05 MB, 1899x842, Screenshot from 2022-01-25 08-00-17.png [View same] [iqdb] [saucenao] [google]
9123193

>>9122215
The whole thing could just be one of the intermission texts, if they aren't already written.

>> No.9123264
File: 617 KB, 1000x1379, Sorlag cute.jpg [View same] [iqdb] [saucenao] [google]
9123264

>>9122896
Only if Hunter gets to fight Sorlag as a rival character. Whivh unlocks Sorlag as a playable character

>> No.9123274
File: 232 KB, 500x500, 1644183906341.png [View same] [iqdb] [saucenao] [google]
9123274

>>9123190

>> No.9123287

How fucking low do I have to set chaingunner spawns in Obsidian to not run into a group of twenty chainfuckers 3 times a map, every map? I could live with it a little more if they didn't also snipe me through a sliver of a window/doorway from across the map. Bastards.

>> No.9123302

Map31 of 512 Linedefs of /vr/
https://www.youtube.com/watch?v=GY0Wi0JCQR0

>> No.9123312

>>9123302
>Jackie Chan Doesn't Want Any Trouble
...From Gangsters and Ninjas While Holding A Baby And Wearing Roller Skates In A Ladder And Chair Factory

>> No.9123327

>>9123264
Sure who does not love the old rival joining up against a great evil.

They can even have babies.

>> No.9123337
File: 1.08 MB, 600x609, 1655910153177.gif [View same] [iqdb] [saucenao] [google]
9123337

>>9123327
Whoa whoa whoa, hold on anon. You can't just say something so based on a board like /vr/!

>> No.9123409

whats the current best way to play blood as someone whos been out of the retro fps scene the last few years? Is dosbox still the best way to go?

>> No.9123431

>>9123409
Dosbox with One Unit Whole Blood. If you feel for a port, there’s Nblood/Raze and BuildGDX.

>> No.9123521
File: 34 KB, 625x415, Sad Jackie Chan.jpg [View same] [iqdb] [saucenao] [google]
9123521

>>9123312

>> No.9123589

>>9121346
like 2-3 years ago. it doesn't spread like crazy anymore so it's actually useful at range. that was the intended behavior all along.

>> No.9123594

>>9122262
i keep that on for balance reasons. literally the only thing i want to change is the FOV. i could even deal with the game being stuck at 320x200.

>> No.9123612

>>9123409
>as someone whos been out of the retro fps scene the last few years
For this criterion, I would omit DOSBox. It's super comfy if that's your thing, but you need to edit the DOSBox config to make it look right, and I don't feel like explaining that shit. Just use NBlood or BuildGDX or Raze

>> No.9123652
File: 2.62 MB, 2000x1490, 1635733714714.png [View same] [iqdb] [saucenao] [google]
9123652

>> No.9123654
File: 712 KB, 3093x1698, door troubles.jpg [View same] [iqdb] [saucenao] [google]
9123654

Fucking doors, how do they work?
I guess I'll just make it go to the side or something, idk.

>> No.9123668

>>9123652
I want a HL game made in GoldSrc but with the details you can now cram into it like Echoes.

Where the resonance cascade never happens, you still play as Gordo, but you can walk around Black Mesa in sandbox mode talking to people.

And you have missions where you travel to the Borderworld, explore, set up camp which was the best idea in Black mesa Xen. Catalogue alien species like subnautica.

Hell you can even bring in military and Shep for more action packed missions in Xen when things get hotter.

Basically Stargate now that I think of it.

>> No.9123674

>>9123589
Huh. I guess now I can also mod the damage value so that it isn't inexplicably weaker than the shorter barreled gun that fires the same cartridge.

>> No.9123745

>>9123668
>Basically Stargate now that I think of it.
The fact that there was never a Stargate Doom/Quake clone angers me greatly.

>> No.9123798 [DELETED] 

>>9123302
>Jackie Chan Doesn't Want Any Trouble
Surely his brother Bruce Lee will come to help

>> No.9123815

>>9123302
>Jackie Chan Doesn't Want Any Trouble
Surely his brother Bruce Three will come to help

>> No.9123856

I've been at full weight capacity for the last few maps because I refuse to leave behind the Mauler, Fulgur, or BFG.

I've been enjoying the Mauler. Being able to just delete a Baron at close range is wonderful. The Fulgur is a really good weapon too.

>> No.9123898

>>9123856
You have a problem.

>> No.9123901

why are the coop weapon spawns in doom 2 all kinds of fucked? why did they think it was a good idea to give you the BFG in map01?

>> No.9123904

>>9123901
Turn off multiplayer spawns. Weapon spawns (which were intended for Deathmatch) and extra monsters (which were intended for Co-op) aren't discriminated and both use the same setting.

>> No.9123910

>>9123654
That's looking cool. Adding the roof on and all.
And It's not like I had an option of door style in a vanilla mod. Could've made the building taller I guess, but did anyone even notice anyway?

>> No.9123915

>>9123910
You could've made it a lift par faux door.

>> No.9123919

>>9123898
Yes I do. Luckily you can still just sonic roll around when you're at full weight, so I've been doing that when I need to haul everything to a new area when the monsters are dead.

>> No.9123930

>>9123915
Key door.

>> No.9123939

>>9123930
Ah, sorry. My condolences, then.
Sometimes I hate these vanilla doom limitations. Fucking Carmack, making me turn a "S1 Floor Raise to Next Floor (Blue)" into an entire god damn building to properly execute.

>> No.9123980
File: 381 KB, 889x1200, penthouse-vintage-magazine-may-1-1997.jpg [View same] [iqdb] [saucenao] [google]
9123980

>>9122136
>Is that a custom map? I don't recall seeing that babe model in the original game.
It's an official addon sanctioned by GT Interactive called Duke Nukem's Penthouse Paradise that was developed by Intersphere Communications for Penthouse Magazine. It was apparently made for May 1997 issue of the magazine.

>> No.9124034

>>9123898
When you're in that deep, your blood is half stims and half berzerk. He ain't worryin'bout no weight no more.

>> No.9124041

>>9123980
>Not even mentioned on the cover

>> No.9124042

Is there a general place to release BUILD engine tools too?

I've been working on understanding the file formats of the BUILD engine because i was learning how to create a raycaster and needed a map format.

Now i've created a *.GRP pack/unpack tool in Fennel/Lua

>> No.9124127
File: 105 KB, 817x845, door sock.jpg [View same] [iqdb] [saucenao] [google]
9124127

>>9123910
>That's looking cool. Adding the roof on and all.
Thanks chief.
>Could've made the building taller I guess, but did anyone even notice anyway?
I think I noticed it on the 2nd playthrough, but only because I was using a very high fov. I think I'll try pic related from earlier in the level and hope it doesn't look too weird.

>> No.9124143

>>9123327
>>9123337
Isn't Sorlag a female though? Or you're talking about adoption? Or you want Hunter to have a penis?
>>9124127
It's going to be just a map, yeah? Asking about Quake version of REKKR enemies is probably too retarded, but still.

>> No.9124189
File: 136 KB, 1407x1758, chad rekkr virgin sigil.jpg [View same] [iqdb] [saucenao] [google]
9124189

>>9124143
>It's going to be just a map, yeah? Asking about Quake version of REKKR enemies is probably too retarded, but still.
I think I'll attempt to make a REKKR Guy with axe model as a knight replacer for... reasons... but this spontaneous idea is forming voltron with all my other spontaneous ideas to delay things I actually said I was going to do, so I need to set limits somewhere.

Speaking of, how many would-be Violent Rumble mappers are working on 94 Protons? I uh, kinda figured it was just a meme and wouldn't happen.

>> No.9124339

>>9124189
Which is a meme, Rumble or Protons?

>> No.9124348

i got the redneck rampage zip from the google drive, how do i run the .conf files through dosbox itself/through linux? Can only really find windows based solutions on google.

>> No.9124373
File: 2.70 MB, 1182x620, 1650631303626.webm [View same] [iqdb] [saucenao] [google]
9124373

Bolognese, Ketchup or Nashgore?

>> No.9124436
File: 26 KB, 500x500, rf.jpg [View same] [iqdb] [saucenao] [google]
9124436

>>9124373
Droplets

>> No.9124438

Serious sam weekends when

>> No.9124473

>>9124339
Protons, or so I thought.

>> No.9124514

If I am making vanilla maps, what nodebuilder should I use? Will zdbsp do some newfangled stuff I don't want or am I good here?

>> No.9124516

>>9124438
About month or 2 ago?

>> No.9124532

>>9124438
I LITERALLY just hosted it last weekend and will probably host again Saturday.

>> No.9124535 [DELETED] 

Is quaddicted working like shit for anyone else? Is it because of the new site version they are making or something?

>> No.9124537
File: 43 KB, 379x411, 1621533931587.png [View same] [iqdb] [saucenao] [google]
9124537

>>9124473

>> No.9124543

>>9124143
For a second I forgot who Hunter was, but my post still stands. No, I do not want that however.

>> No.9124629

>>9124514
Depends on what you want to do. For vanilla I like zokumbsp

>> No.9124661

>>9124629
Let's say I want to stay as closely as possible to the 90s and only test on choc for strict vanilla.

>> No.9124676

New thread
>>>9124675
>>>9124675
>>>9124675

>> No.9124994

>>9124373
Isn't Bolognese just a more optimized version of Ketchup?

>> No.9125024

>>9124994
>optimized ketchup
FUCKING SPEEDRUNNERS

>> No.9125146

>>9124143
Futas are just closet trannies.

>> No.9125308

>>9123939
>making me turn a "S1 Floor Raise to Next Floor (Blue)" into an entire god damn building to properly execute
Elaborate. With pics, preferably.