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/vr/ - Retro Games


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File: 733 KB, 861x1209, big guy pfhor you (marathon series by bungie).png [View same] [iqdb] [saucenao] [google]
9124675 No.9124675 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9113263

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.9124681
File: 910 KB, 1329x1645, 1658541660877279.jpg [View same] [iqdb] [saucenao] [google]
9124681

=== 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.9124691

>>9124661
Zennode is fine then. Zokumbsp is useful if you want to cram more detail into a map but still have it be vanilla compatible.

>> No.9124695
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9124695

>> No.9124710
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9124710

>>9124695

>> No.9124712
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9124712

>>9124695
>released arch-viles

>> No.9124730

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.9124740

>>9124710
Moass when

>> No.9124743
File: 2 KB, 68x39, image.png [View same] [iqdb] [saucenao] [google]
9124743

>>9124695

>> No.9124772

>>9124712
Was anyone working on a hunted clone for 94p?

>> No.9124773

>>9124743
>The Retarded Retard
Truly, this is where Portugal. The Man peaked.

>> No.9124775

I like doom.

>> No.9124796

Is there a way to see the BSP tree structure, or the SEGS/SSEGS, REJECT and BLOCKMAP information in GZDoom or other source port, or in a level editor?

I'm a beginner Doom mapper and I know that while understanding the underlying structures isn't entirely necessary for making maps, I'm still curious about them and how they work. I understand how BSP trees work, but actually seeing the nodes and splits some way would be interesting. Some kind of a top-down 2D view of everything.

SLADE can display these things in an array format, but that's not very useful. I'm not skilled enough to program my own viewer for this, at least not yet.

>> No.9124797
File: 185 KB, 1321x695, sw11.jpg [View same] [iqdb] [saucenao] [google]
9124797

Is there a way to easily and temporarily hide your weapon / disable hud in Shadow Warrior / Ion Fury / Redneck Rampage ?

I'd love to take some atmospheric screenshots of locations etc, without having my gun on the screen. The best I've been able to do is switch weapons and try to nab the screenshot while the weapon is disappearing from the screen but it's kinda finicky.

>> No.9124803
File: 285 KB, 1080x902, 4f5156499d0926686fc9e05efe4dd892.png [View same] [iqdb] [saucenao] [google]
9124803

>X requires archjump
The moment you see any monster you always shoot first, ask questions later, especially if it's fucking arch-vile setting your ass on fire for 90 whooping health points per hit and resurrecting shit left and right. How can you implement this properly?
Eternal Doom has mandatory archjump in one level, so it had to add huge "arch-jump here" text hovering before the platform AND it had to lock the archie inside the cage where you can't shoot him.
Is there a better way, or it's just a retarded mechanic that should only be used to troll completionists?

>> No.9124824

>>9124803
>X requires archjump
I only do this for secrets. And after some feedback, I've started making the Arch-vile jump secrets have another way of reaching them that just takes much longer, or is more obscured.
>The moment you see any monster you always shoot first, ask questions later
No I don't. I try to analyze the scenario as much as possible first, to make sure I don't trigger a cascading sequence of ambushes (or something similar).
Don't presume everybody else should act how you want to.

>> No.9124828
File: 714 KB, 1920x1080, furynodrm.png [View same] [iqdb] [saucenao] [google]
9124828

>>9124797
Duke, SW, and Blood all have a holster key. RR should have one as well. For IF you either have to accept the gun on the screen, or time the capture between weapon switches.

>> No.9124837

>>9124514
Zdbsp (zero reject) as it is given by UDB works even with vanilla/chocolate maps and generally gives the least upset out of all that I've tried. Most of the time it doesn't even matter what nodebuilder you use but I noticed zennode in particular sometimes creates collision issues or unprovoked HOMs so I wouldn't use it first. You can sometimes reduce visplanes or slimetrails depending on your nodebuilder by pure chance so if you're being ambitious it might be best to test a few for each map.

>>9124796
In Ultimate Doom Builder from the top bar: Modes, nodes viewer mode. I don't think slade has any equivalent.

>> No.9124863
File: 433 KB, 831x649, HUH Your Shit Up.png [View same] [iqdb] [saucenao] [google]
9124863

>>9124189
>I think I'll attempt to make a REKKR Guy with axe model as a knight replacer
Neat. Why not as a Ranger replacement though? Because "nobody would really see him, so what's the point" (which is fair)?
>this spontaneous idea is forming voltron with all my other spontaneous ideas to delay things I actually said I was going to do
Good... Good.
>so I need to set limits somewhere.
Oh yeah, absolutely.

>> No.9124896

>>9124824
Of course I meant scenarios when you already in combat. There's virtually zero wads without ambushes on this planet (unless it's some jumping map or something similar), it's the most basic staple of difficulty in Doom sadly it's also the only one quite often.
Now that I think of it, lone ambush archie standing right next to the platform that you can see beforehand might be a good hint.

>> No.9124909
File: 9 KB, 256x256, download (1).jpg [View same] [iqdb] [saucenao] [google]
9124909

>>9124675
>>9124775
>doom
more like dumb amirite?

>> No.9124910

>>9124896
>Of course I meant scenarios when you already in combat
That's more fair. I definitely wouldn't think to use an Arch-vile jump if he appeared, say, at the tail end of an arena fight or something.
I might just not be beaten down by conventional practices yet. (There are lots of popular WADs I haven't even bothered to try yet.)

>> No.9124948

Keep voting
https://strawpoll.com/polls/eJnv7311Mgv

>> No.9124950

>>9124772
I'd wait on an official answer from Chop, since there could have been one started from within the secret mapping club, but I had an idea for an archvile-filled library designed around the player avoiding the viles until they find enough rockets to deal with them, but I wanted to finish my Caged / The Twilight inspired map first, which I still haven't.
If for some reason my "soft claim" of the hunted slot from way earlier in the project is still in place, consider it relinquished. I'm sorry, I thought I had way more steam than I actually did.

>> No.9124959

>>9124675
so the marathon guy has lines in the manual?

>> No.9124962

>>9124675
>Same thing, in video format:
>[YouTube] SO YOU WANT TO PLAY SOME DOOM
>[YouTube] SO YOU WANT TO PLAY SOME QUAKE
Anon...

>> No.9124973

>>9124675
>>9124681
>(embed) (embed) (embed)
Sheer incompetence of this anon
>>9124950
>secret mapping club
Hyperturbulent homosexuality display, at least OP wasn't a fag

>> No.9124979
File: 119 KB, 1917x1080, 1640032460378.png [View same] [iqdb] [saucenao] [google]
9124979

Great work, fellas. Was sad to see it end so soon.

>> No.9124984
File: 25 KB, 144x144, sweetass3.gif [View same] [iqdb] [saucenao] [google]
9124984

>>9124973
>(embed) (embed) (embed)
>not
>[YouTube] SO YOU WANT TO PLAY SOME DOOM
There's worse things than death here.
>at least OP wasn't a fag
No, you're just overexposed to faggotry.

>> No.9124986

>>9124909
doombros, we'll never recover

>> No.9125009

>>9124803
check cydonia map31.
I guess the key is making it mandatory early enough and providing an obvious way to either kill yourself or skip the challenge.

>> No.9125014
File: 1.07 MB, 2560x1440, makkon_concrete.jpg [View same] [iqdb] [saucenao] [google]
9125014

Makkon is making a concrete texture wad

>> No.9125101
File: 256 KB, 375x173, WHEN IT'S DONE.png [View same] [iqdb] [saucenao] [google]
9125101

>>9124675
>>9124681
94 Protons Of /vr/ - The Anchor Post
Extended deadline! From July 10th to August 18th

MegaUpload: https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA
>Proton Pack 1.9.2 (main assets)
>PROTDECO14 (patch for testing your levels in GzDoom)
>94SplatDefault, 94SplatNC-HUD (tweaked the timing)
>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
>Secret slaughter map, ala Go 2 It: 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.9125104
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9125104

>>9124973

>> No.9125113
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9125113

>>9124973
>>9125104

>> No.9125121

Hexen.

>> No.9125132
File: 866 KB, 1600x900, IonfuryFertig.jpg [View same] [iqdb] [saucenao] [google]
9125132

>>9124828
Thanks bub! I'm doing something with the screenshots so I want them as clean as possible.

>> No.9125145 [DELETED] 
File: 444 KB, 612x612, inshallah.png [View same] [iqdb] [saucenao] [google]
9125145

Reminder that the discordfags behind the Duke Nukem Forever "Restoration Project" are actual pedophiles and to ignore all shilling attempts from them.

>> No.9125163 [DELETED] 
File: 29 KB, 661x623, 1650321819686.png [View same] [iqdb] [saucenao] [google]
9125163

>>9125145
>actual pedophiles
Proof or fuck off

>> No.9125171 [DELETED] 

I wonder how fast the Id team from the 90s would be cancelled or scapegoated today.

>> No.9125283
File: 297 KB, 384x576, 16304291901.png [View same] [iqdb] [saucenao] [google]
9125283

>>9125132
I don't like where this is going

>> No.9125368

I finally had that epiphany.
The hunter is the best weapon.
The hunter is the worst weapon.
The hunter can deal with every situation.
The hunter only works in specific circumstances.
The hunter is the Alpha and the Omega.
The hunter fucking SUCKS.
Don't use The hunter, use the Slayer instead.
Full auto is fun.
Full auto is a waste of munitions.
Weight is irrelevant.
9mm is only marginally more overpowered than 10mm or 4.26 because of its commonality.
You can never find enough 9mm.
7.76 is a meme.
Don't underestimate a meme's capability to fuck things up.
You're not the Boss of this mod.
The healer imp IS the Boss of this mod.
I don't want to play hd anymore.
There's 5 ninja pirates outside my room and two rocket marines overlooking the widow and I just ran out of shells, send help.

>> No.9125404 [DELETED] 

>>9125145
>discordfags
>pedos
well I am truly shocked, thanks for bringing this to my attention anon

>> No.9125417

>>9125368
>There's 5 ninja pirates outside my room
kick your way out.
>two rocket marines overlooking the window
lmao get fucked.

>> No.9125456
File: 996 KB, 1920x1080, Screenshot_Doom_20220206_184126.png [View same] [iqdb] [saucenao] [google]
9125456

I love the mac 10 in Ashes... too bad in Afterglow they painted a gay skull on it.

>> No.9125457

>>9125368
>you can fire surprisingly fast after cocking if you know the timing
>marines aren't immune to it
>loose bullets always load 3 at a time
The Boss rifle is the guy Hunter shotgun's girlfriend tells him not to worry about

>> No.9125478

>>9125457
I tried going around with a Boss and close to 240 rounds of 7.76 in both clip and loose form with an ammo pouch. I ran out before the 4th map with 6 different ammo packs not giving 7.76, just grenades, shells and a truckfull of 4.26 and pistol mags. Tossed it out, went next map. Three spawns of 7.76 boxes.
I hate myself sometimes.

>> No.9125514
File: 108 KB, 822x841, that tingly feeling.jpg [View same] [iqdb] [saucenao] [google]
9125514

>>9125014
>not making textures out of human orifices, skin conditions, and shrooms

>> No.9125517

>>9125514
hope that bottom right one doesn't get you banned.

>> No.9125602
File: 10 KB, 260x160, index.jpg [View same] [iqdb] [saucenao] [google]
9125602

>download 2hu soundfont because funny bwaa bwaa trumpets
>it actually has fantastic guitar and bass samples for general dooming
>handles subtle volume differences better than most popular soundfonts
It still crumples when trying to play stewboy midis but I've been using the microsoft GS default for far too long when this exists

>> No.9125618

>>9125602
Use RLNDGM.sf2
Musyng Kite is a really good high-quality one but RLNDGM will match most MIDIs better 'cause it's way more similar to what composers use (it's the soundfont Jimmy released his Sigil album on bandcamp for example)

>> No.9125649

>>9125368
HD shotguns are arguably the funnest weapons in the mod

>> No.9125680
File: 24 KB, 561x160, danke Doktor Greely.png [View same] [iqdb] [saucenao] [google]
9125680

>>9125649
While we're talking shotguns, I like Separated Arms' shotgun sprite. Just not for the Hunter.

>> No.9125691
File: 8 KB, 255x231, DaWereCat - Unfinished pistol.png [View same] [iqdb] [saucenao] [google]
9125691

>>9125680
I definitely cannot take credit for that sprite, it was made by a guy by the name of DaWereCat. As far as I can tell this dude only made that shotgun and this pistol.
A shame, really. They're good sprites.

>> No.9125704

>>9125691
I'll be sure to credit appropriately in the pack itself, I was under the impression that you at least de-handed it, but I suppose it could have already been hand-less. Either way, I'm adding hands to it.

>> No.9125710

>>9125704
It actually does have hands in the original sprites. But I can't take credit for de-handing that shotgun either, I had a friend help me with that one because the ridges on the pump was giving me a headache.

>> No.9125746

Map32 of 512 Linedefs of /vr/
https://www.youtube.com/watch?v=x694XNfc528

>> No.9125783
File: 344 KB, 1440x1080, ·D.jpg [View same] [iqdb] [saucenao] [google]
9125783

>> No.9125795

>>9125368
I just love the hunter, and you forgot slamfire.

>> No.9125838

>>9125101
SW1TEK button is still broken :(

>> No.9125901

I can't hit this to save my life. I tried for like 20 minutes straight. Also the strafe jump to the extra area looks brutal too.
https://youtu.be/Aw7xztglYyw?t=66

>> No.9125910

>>9125101
>>9125838
also: do I have to tag the secret non death exit as a secret?

>> No.9125916
File: 1.43 MB, 322x432, DotheStrogg.gif [View same] [iqdb] [saucenao] [google]
9125916

>>9124675
>>9124681
Quakewulf announces the 25th anniversary unit project for Quake 2, and he is teasing the first map.
https://twitter.com/Colonthreee/status/1552412189520273408
Everyone is welcome join in, therefore, it is time for the /vr/ stroggos project, if anyone is interested.

>> No.9125931

>>9124979
HFFM 2 WHEN?

>> No.9125932

>>9124803
Confirmed, I've only ever used it to troll completionists.

Although I did like that one hell map in Scythe that could be beaten in a few seconds with an arch-vile jump if you knew about it. Found out about it the first time by accident and burst out laughing.

>> No.9125936

>>9125838
Oh goddammit to fuck.

>>9125910
If you want to. Do tag it outside of the actual death sector though, so it's possible to max the level before ending it.

>> No.9125957
File: 632 KB, 1920x1080, Screenshot_Doom_20220727_184329.png [View same] [iqdb] [saucenao] [google]
9125957

>the Greely doesn't have its own muzzleflash definition
FFFFFFFUUUUUUUUUU-

>> No.9125963

>>9125957
Give me a few minutes and I'll make it a TEXTURES alias.

>> No.9125980

>>9125957
gah, what is that store brand lion face?

>> No.9125981

>>9125980
It's the power of Freedoom, anon.

>> No.9125985

>>9125957
>>9125963
Done, it now uses GSTFB0.

>> No.9125987 [DELETED] 
File: 102 KB, 1600x1000, demoncorefixplease.jpg [View same] [iqdb] [saucenao] [google]
9125987

>>9125101
94 protons submission
https://files.catbox.moe/07n6ho.zip
Map name: Demon Core
Author: Bartekmil
Midi: Yell Dead Cell from Metal Gear Solid 2 sequenced to midi by Jeff "Jeff[NZ]" Hunkin
Alright, I had to cut this level short cause I will be away whole august, I wanted it to be much longer but what can I do. I didnt play plutonia that much but I tried to make the encounters fast and intensive
SW1TEKW is still broken so please Chop can you change the texture in the core control room to pic related when the texture is fixed? Right now its a vanilla switch there cause that TEK one wont work for some reason. I also tagged the secret regular exit as a secret, dont know if we are supposed to do that but you can remove the tag if it shouldnt be that way.

>> No.9125990
File: 1.67 MB, 400x225, rabbit_gif_17.gif [View same] [iqdb] [saucenao] [google]
9125990

>>9125963
>>9125985
Thanks.

>> No.9125996
File: 164 KB, 1551x770, demoncorefixplease.jpg [View same] [iqdb] [saucenao] [google]
9125996

94 protons submission
https://files.catbox.moe/07n6ho.zip
Map name: Demon Core
Author: Bartekmil
Midi: Yell Dead Cell from Metal Gear Solid 2 sequenced to midi by Jeff "Jeff[NZ]" Hunkin
Alright, I had to cut this level short cause I will be away whole august, I wanted it to be much longer but what can I do. I didnt play plutonia that much but I tried to make the encounters fast and intensive
SW1TEKW is still broken so please Chop can you change the texture in the core control room to pic related when the texture is fixed? Right now its a vanilla switch there cause that TEK one wont work for some reason. Secret normal exit is tagged as a secret but you can visit it and still complete 100% map with the normal death exit

>> No.9126005

>>9125916
i do not trust /vr/ even for quake mapping in general seeing that most /vr/ maps were meh to say at least outside Virtual Rumble

>> No.9126021

>>9125101
>>9125838
Ok, I found the error, a stupid one, and not SWITCHES fault, this time. Also fixed the 120 wide DOORWOD textures, adding black spaces on the right side, just account for this when using them.

>>9125987
>>9125996
Already fixed the texture so it should work as intended. I'll see if I can playtest this when waking up after surgery tomorrow.

>> No.9126032

>>9126021
>I'll see if I can playtest this when waking up after surgery tomorrow.
damn, hope everything goes well then

>> No.9126062

>>9126032
It's the gallbladder this time, which will be a million times less invasive than the shit they did to my eyes last year, that shit was crippling.
Kegan had basically the same procedure done when his appendix burst a year or so ago, and he was up and walking out of the hospital a few hours after waking up, the modern technique for these two organs is pretty chill on your body.

>> No.9126082
File: 308 KB, 1300x825, 1525260348184.jpg [View same] [iqdb] [saucenao] [google]
9126082

>>9126062
I should point out it didn't burst, it slightly ruptured. Which made surgery risky for like a month so I had to endure that shit for a month while taking antibiotics. That was the worst summer of my life.
But yeah thank fuck for modern medicine.

>> No.9126108

>>9124695
>free demons
>cyberdemon slaughtershit
>literally pajamas
>shotgun desert

>> No.9126157
File: 34 KB, 500x442, 1657458228732.jpg [View same] [iqdb] [saucenao] [google]
9126157

That map 13 bug in the idgames release of 512, has it been fixed?

>> No.9126161
File: 67 KB, 384x384, mfw_.png [View same] [iqdb] [saucenao] [google]
9126161

>>9126157
Yeah, the MAP13 of the idgames version is the correct MAP13 now.

>> No.9126162

>>9126062
Ooh, sounds like something laparoscopic then, that's much less invasive than opening up the whole stomach.
I should also add that for Demon Core that map starts without the portal thingy cause you start near a submarine(sorry, I did that way before the exit thing was announced) - if you cant fit the map at the start of episode you can add the portal entry yourself or I can try to hotfix it tomorrow

>> No.9126175

>>9124695
>extra fire hours
>mind plain floors
>retard must happen
I would play these wads on name alone

>> No.9126179

>>9126161
Maybe the doomworld thread should be updated? There's a post telling people to wait for a fix.

>> No.9126207
File: 12 KB, 697x617, 1503198942017.png [View same] [iqdb] [saucenao] [google]
9126207

>>9126179
Good idea, thanks. I made the original post telling people about the bug, so I'll take responsibility. (Not to mention it was my map, and arguably my fault the bug happened.)

>> No.9126231

>>9126207
Old map 13 was fucking awesome despite the bug, congrats.

>> No.9126253

>>9126231
Thanks. It's just MAP29, but it was copied to the wrong slot because I submitted updates to 6 maps at once and fucked-up the project lead.
This breaks the map because the exit door won't open unless it's in the MAP29 slot (due to a trigger in UMAPINFO.)

>> No.9126276

HOW THE FUCK DO I EMULATE DOOM PSX? IT JUST HANGS AT THE LOADING SCREEN NO MATTER WHAT I DO

AAAAAAAHHHHHHHHHHHHHH!

>> No.9126308

>>9126276
use psxfin

>> No.9126325

>>9124730
play it with rednukem or buildgdx if they have linux versions

>> No.9126331

anyone got a link for the differences between BUILD .map 6,7,8,9. Found an ionfury map that is version 9, cant find any details on what changed in the format

>> No.9126352

>>9126308
i figured it out, you gotta boot it with the cue file instead of bin. retroarch didnt even work when i tried that but epsxe did.

>> No.9126357

>>9126352
>epsxe
use duckstation gramps

>> No.9126378

>>9126357
>queer soimale shit thats been out for a few years and gets shilled constantly by zoomers instead of the tried and true OG that's been perfected over 2 decades
no thanks. game runs perfect on epsxe.

>> No.9126412
File: 26 KB, 990x357, Screenshot_20220727-191506~2.png [View same] [iqdb] [saucenao] [google]
9126412

>>9126082
>not burst
>it slightly ruptured
I hate to burst your bubble, but if I slightly ruptured it it wouldn't be much different.

Glad your okay.

>> No.9126418

>>9126357
I've never had a reason to upgrade. Tried to recently and duckstation ran like shit on my new(ish) phone. Got epsxe and it runs butter smooth just like it did on my fucking Xperia play nearly a decade ago.

>> No.9126462
File: 2.86 MB, 640x480, 21reload.webm [View same] [iqdb] [saucenao] [google]
9126462

While experimenting with Mbf21 dehacked I managed to find a way to make a limited reloading system where an animation plays after a given number of shots. The way it works internally is extremely convoluted so I made a demo map and a text file to try and explain it all. Complevel 21, tested in dsda-doom and woof.
https://files.catbox.moe/fz45c8.zip
It's pretty much just an experiment but I'd also like to submit this to the "vr mondo project" if you want it.

>> No.9126469

>>9126462
you should make the pixels around the edge of the blue muzzle flash slightly darker so they dont look so much like a garish white outline. other than that, cool.

>> No.9126483

>>9126469
The sprites are just stolen from Realm667. People use it for a railgun a lot in deathmatch.

>> No.9126487

>>9126483
so change it FAGGIT

>> No.9126492

>>9126462
Now make the pistol work like Duke's.

>> No.9126493
File: 916 KB, 1920x1080, Screenshot_Doom_2.png [View same] [iqdb] [saucenao] [google]
9126493

>>9124775
Me too.

>> No.9126513

>>9126462
Sick! Can you make Doom's pistol behave like Duke's this way?

>> No.9126523

>>9126462
Do you have a source DecoHack file for that as well?

>> No.9126556

>>9126513
Yes.
>>9126523
Sorry, but there is no decohack file, I wrote it by hand. I did my best to explain how it works in the .txt file so you might be able to recreate it with that along dehacked. I'm not really sure how to write decorate myself but I can read it over if anyone wants to try converting it.

>> No.9126730
File: 2.74 MB, 1920x1080, exposed.webm [View same] [iqdb] [saucenao] [google]
9126730

>>9124775
Same

>> No.9126761

>>9126005
>most /vr/ maps
If you're referring to HUH you're a massive faggot because it was explicitly a newbie project.

>> No.9126961

>>9126730
what the fuck is that switch?

>> No.9127029

>>9126961
two thumbs


maybe

>> No.9127048

>>9126961
You don't want to ask that question.

>> No.9127051

>>9127029
>>9127048
if it's a guy's hole, at least it better be aniki's cause he has nsfw material you could use and it'd be fitting for a hffm2

>> No.9127062

How long are the maps in the Ashes games, just twenty minutes or hour long treks? Is it a survival horror tryhard with limited ammo or actually fun?

>> No.9127068

>>9126487
Not that anon but how this shit looks is probably the least important thing, he did the dehacked magic, now someone else with artistic skill can substitute the looks
>>9126462
Great work man, a duke like realoding with 2048 units pistol would be great for some other vr project

>> No.9127071

>>9124984
Further evidence that h-doom is completely unnecessary.

>> No.9127072

>>9127062
it feels like a story-heavy build engine shooter, and the maps are huge and interconnected

>> No.9127074

>>9127062
Actually fun, even on the mode that lowers available ammo and enemy health. Maps are 20-40 mins each.

>> No.9127093

>>9127074
okay. i feel like 20 minutes is the best length because doom is very action heavy and that gets very repetitive after a while. same reason why sonic fans whine about metropolis zone and such lol

>> No.9127104
File: 80 KB, 1200x675, thatfuckingcat.jpg [View same] [iqdb] [saucenao] [google]
9127104

Why the fuck do my maps always end up being more like Chasm maps, as in everything is rather flat. My maps are adventurous and long with a lot of stuff happening, but every time I'm mapping, they always lack a lot of verticality. Monsters are above you sometimes on places where I put them, but I always fuck up the parts where Doomguy is supposed to jump down somewhere or climb stuff - I just forget to do it and then my maps feels flat to me. My testers never complained about this and another guy even said my maps don't have that problem, but I still feel like what I'm doing is not doomy enough.

>> No.9127110

>>9127104
Maybe try adding more detailing that makes rooms look a bit less flat, like a floor sunken in the center of the room with a different texture, some parts of the ceiling protruding down, a platform with stairs leading to it just to place some ammo or an imp on it.

>> No.9127114

what soundfont should I use if I want to hear the music at a decent volume but I also want to clearly hear the boom of, say, the SSG? Right now I can barely hear the damn thing. I'm using the default one in dsda

>> No.9127125
File: 150 KB, 400x400, this makes perfect sense.jpg [View same] [iqdb] [saucenao] [google]
9127125

>>9127104
My maps tend to be pretty adventurous too, but I explicitly start them with a vertical section (such as on a ledge overlooking an arena) so that I don't accidentally a flat map along the way.
Giving the player access to any ledge where I put a hitscanner also helps that somewhat, because I just include verticality in certain arenas as a matter of course.
I'd encourage experimentation. Maybe start a map with a purposefully-vertical setpiece, then branch the rest of the map off that organically.

>> No.9127149

>>9127104
Easy way: instead of hallways make stairs. If rooms connected in such a manner touch walls, make a window.
Add bodies of water and rocks/hills and make the player go there.
Look at e.g. The other Dario from Ad Mortem.

>> No.9127302

>get through Blood with its occasionally exhausting six key hunts
>try Redneck Rampage
The keys are all the same color and the doors they unlock aren’t marked, so you don’t know which key opens which and the first level has each locked door far apart from each other.
Is this a joke? I found out ports can provide colored keys and messages to help but I still have to ask if the devs were actually serious about this. I can’t imagine they did this in good faith.

>> No.9127324

As a newfag into the Doom wads and considering the colossal amount of content out there, which ones should I start playing?

Should I just get the lists from the Cacowards and go for there or is there too many great things that don't get there?

>> No.9127330

>>9127324
Play all of our wads.

>> No.9127332

>>9127149
Funny you mention that map because I was just thinking that, as the author of that map, it's one of the few times I haven't made a fairly flat map. Even in that map, outside of the lava room it's pretty flat.

So my answer is the same: if you struggle to make non-flat rooms, like I do most of the time, at least connect them with lifts and stairs instead of hallways so it's less obvious.

>> No.9127345

>>9127324
https://rentry.org/8ca3061522e0
https://www.digitaleidoscope.com/doom/
https://1drv.ms/x/s!Aq6hP65AvD7wpHDw095vKfGEw-3A
https://onemandoom.blogspot.com/p/index-of-reviews.html
https://doomwiki.org/wiki/Doomer_Boards_Projects
https://www.doomworld.com/forum/topic/107015-wad-progression-for-skill-improvement/
https://www.doomworld.com/idgames/?random

Start with anything that strikes your fancy - be it the name, screenshots, designated source port or else; Don't overthink it and just have fun, trust your instinct and find your own personal greats.

>> No.9127349

>>9127324
Try out some famous mappers and see if you like any of them, if you do download all of their stuff and play through it.
Make sure you have at least 2-3 favs so you can cycle through them to avoid burnout.

>> No.9127374 [SPOILER] 
File: 2.35 MB, 3225x2616, 512linesvr_u-MAP01.png [View same] [iqdb] [saucenao] [google]
9127374

>>9127345
>ISO views on the Rentry
Oh God, oh jeez, oh man, oh God, I forgot to generate the 512 Lines ones after the idgames release.
Here's a link for Rentry anon; I'm generating them now and uploading them along the way, so they should all be in there by later today:
https://mega.nz/folder/pwdXHLLS#uV45iSn9P2SyhLy0u_1Cqw
(As a reminder, HFFM and Ad Mortem failed to generate the ISOs. However, I plan to do the rest of the X00 Minutes of /vr/ series as well, so I'll post a link to those galleries once they're all finished.)

>> No.9127389

I love Hideous Destructor so much! Holy shit!!
Still don't know why the same cyberdemon can eat 1 to 5 HEATs/bolts before death though

>> No.9127394

>>9127330
>>9127345
>>9127349

Thank you for all the recommendations and orientations!

>> No.9127425 [DELETED] 

>>9127374
Done, and thanks, they're nice to look at.
>I'll post a link to those galleries once they're all finished.
I'd appreciate having a single link encompassing all the galleries for minutes series assorted into folders, just so I wouldn't have to bloat the page with extra text. Something like this:

Minutes of /vr/ ISOs (linked main folder https://mega.nz/folder/ExVgAaiB#ukFzsaQAfoQ0nWzpJUHvbw))
── 100 minutes
── 200 minutes
── 300 minutes
── 400 minutes

>> No.9127426

Trying to run Ion Fury through eduke32 on a shitty, shitty laptop that I have, man how huge did they make those levels.
I get single digits most of the time.

>> No.9127427

Done, and thanks, they're nice to look at.
>I'll post a link to those galleries once they're all finished.
I'd appreciate having a single link encompassing all the galleries for minutes series assorted into folders, just so I wouldn't have to bloat the page with extra text. Something like this:

Minutes of /vr/ ISOs (linked main folder https://mega.nz/folder/ExVgAaiB#ukFzsaQAfoQ0nWzpJUHvbw))
Minutes of /vr/ ISOs/100 minutes
Minutes of /vr/ ISOs/200 minutes
Minutes of /vr/ ISOs/300 minutes
Minutes of /vr/ ISOs/400 minutes

>> No.9127430

>>9127374
>>9127427

>> No.9127435

>>9127425
>Something like this:
Alright, I got you. I just renamed that linked folder to "400 Minutes", but I can undo that and create a 400 Minutes subfolder and move all those pics (and the new CREDITS.txt) into said subfolder.
Good catch, mentioning it before I started generating the other X00 Minutes images. Thanks.

>> No.9127436

>>9126462
Genuinely cool

>> No.9127448

>>9127389
I’m at map22 of Hellbound, nearing that final stretch. Besides what’s in Ugly as Sin, I might consider that helmet mod because “surprise, your head got shot” has been the biggest thing to suddenly end my runs. I’m assuming that’s what’s happening on the rare occasion a zombiedude drops me in a few rounds despite wearing blue armor.

>> No.9127451

>>9127324
idgames has a random button.

>> No.9127452

>>9127448
It's the co-op life for me so deaths aren't as big an issue, but I am wondering what addons could spice things up a little. Eyeing that Peppergrinder mod for now.

>> No.9127453

>>9126493
Very cool.

>> No.9127457

>>9127451
This is how I found the megaWAD that got me into Doom 2 mapping.
Luv me Random File
'Ate the Top 100 WADs List
Simple as

>> No.9127459

>>9126493
Is that from the April 1st wad for Dean of Doom?

>> No.9127460

>>9127389
HEATs pierce shields rather than breaking them and aren't likely to oneshot a cyberdemon unless you land a near-perfect shot to their center. Even being a little bit off will reduce the damage drastically.

>> No.9127465

>>9127452
I’ve seen it getting the most praise for it’s “Vera” LMG, like a lighter vulcanette, and it’s “bastard” rifle. If I get bored of my current loadout I’ll give the mod ago, that’s a big “if” so far.

>> No.9127469

>>9127460
That's weird. I guess I must be landing perfect shots every time on Tower of Babel and nowhere else then. God I love how the already ever threatening Cyberdemon has become mortifying for me in HDest.
>>9127465
What is your current loadout? I'm warning you, I'm going to laugh if it's either of the 7mil guns, but not in a demeaning way.

>> No.9127471

>>9127457
>This is how I found the megaWAD that got me into Doom 2 mapping.
Which megaward would that be anon?

>> No.9127472

>>9127471
Diet 32in24. Thanks for asking.

>> No.9127475

>>9127469
>What is your current loadout?
Buster and slayer with some standard stuff.
>I'm warning you, I'm going to laugh if it's either of the 7mil guns
I’m super bad and terrible so you can laugh at me anyways. Are you referring to “7mil” i.e. 7.76, so the Lib and Boss?

>> No.9127478

>>9127475
>the Lib and Boss
Yes, those.
Respect from a fellow slayer buster though. Childhood is idolizing Hunter, operatorhood is realizing Slayer makes more sense.

>> No.9127482

>>9127478
Cheers. The slayer is what got me glued to the mod, while the funbuster is one of my favorite takes on an “energy weapon”.

>> No.9127485
File: 85 KB, 811x597, a.png [View same] [iqdb] [saucenao] [google]
9127485

Sewermapfag here, slowly working on that title pic. That's supposed to be an Archvile, that other anon guessed right. Anatomy is a nightmare and I'll never get this shit right, so I might as well get it over with.

>> No.9127510
File: 2.94 MB, 960x540, Replay_2022-07-15_09-46-36.mkv.webm [View same] [iqdb] [saucenao] [google]
9127510

>>9127465
For me, it's the sawed off Slayers. Slinging two of them around and just decimating groups of imps or zombies never gets old.

>> No.9127521

>>9127510
Oh shit thanks for reminding me. I may have a hard time letting go of the Oh slayer’s tightspread but I saw the magic that was done in your HFFM playthrough.
It inspired me to try two slayers for a few, far from the same but it was fun.

>> No.9127525 [DELETED] 
File: 210 KB, 1920x617, 1654195191522.jpg [View same] [iqdb] [saucenao] [google]
9127525

white CJ looks like Sam without sunglasses

>> No.9127527
File: 33 KB, 795x443, 1638962097727.jpg [View same] [iqdb] [saucenao] [google]
9127527

white CJ looks like Sam without sunglasses

>> No.9127532

>>9127521
>HFFM playthrough
Link, NOW. Please.

>> No.9127536

>>9127510
>2 shotgun swap meta
we GunZ now

>> No.9127540

>>9127532
https://www.twitch.tv/collections/Rt3AFiAD9xaV9Q
I swapped out my "lighter" SMG/Sawnoffs/TB/Bronto/Lotus kit early on for the more ruthless Vera/XTB/BFG setup, I'd recommend my Plutonia run if you want to see more of that.

>> No.9127549

>>9127540
Holy shit, you're the guy from the HDest thread! Finally something HDest to watch that's not Fort of Hard Knox or ZikShadow, thanks.

>> No.9127559

>>9127540
Do you mean you used *all* of those weapons? My math might be way off, but no way that's below even 1200 blocks.

>> No.9127565
File: 806 KB, 1920x1080, Screenshot_2022-07-28_11-44-49.png [View same] [iqdb] [saucenao] [google]
9127565

>>9127559
Yes. I pack relatively light on ammo and abuse the hell out of stims.

>> No.9127575

>>9127453
No, it's a map I generated in Obsidian. It has some kinda skybox generator or something. Sometimes they come out pretty cool.

I've been playing DRLA with randomly generated maps and some other addons. The ones Obsidian spits out for me are surprisingly decent, depending also on the settings you put in. It keeps a randomness to it so I don't get used to the enemy placement, item placement or secrets.

>> No.9127583

>>9127565
God damn that's a lot, no way.
What's the lotus cannon do?

>> No.9127590
File: 281 KB, 1920x1080, 20220720211657_1.jpg [View same] [iqdb] [saucenao] [google]
9127590

>>9127302
It's puzzling since Redneck Rampage isn't... *bad*, most of the game is still very fun (though Redneck Rampage Rides Again is arguably better), maybe they thought color-coded doors and keys would be too "videogamey" in their realistic-ish artstyle but fuck me, it's pretty bizarre.

I had that gripe, Civvie11 had it too etc so you're definitely not alone.

>> No.9127595

Man, Message for the Archvile is pretty sick on real instruments.

>> No.9127597

>>9127565
If that loadout hovers around 1000 weight, that’s nowhere near as bad as I thought. Nice.
Is the custom blue colored laser a newer feature? I’m still running some some older 4.7 builds as I wrap up this playthrough.

>> No.9127601

>>9127597
The light/laser is from Ugly as Sin, I think.

>> No.9127610

>>9127601
Yeah I got that going, it’s not been obvious how I can easily change the color unless I just need to pop into it through Slade real quick.

>> No.9127617

>>9127583
It's a 7.76 revolver carbine, more or less a sidegrade to the Boss. It weighs a lot less and is much more comfortable in close quarters, but suffers in velocity, accuracy, and comfort. The double action trigger delay is the longest of any gun in either stock HD or Peppergrinder.

>>9127597
Ugly as Sin added custom laser colors recently, yeah. You can select a few presets from the menu or set your desired RGB value with a console command.

>> No.9127680
File: 21 KB, 533x237, 1653302983408.png [View same] [iqdb] [saucenao] [google]
9127680

Interesting

>> No.9127752

>>9127590
It’a at least made me look at Blood’s key progression more favorably, like how all six keys aren’t always used.

>> No.9127798

I have been using Webm for Retards for the past few years.
I wanted to update and realized apparently I already have the latest version.
Has there been any substantial progress in making webms in the past few years and should I use something else?
I liked being able to easily trim, crop and resize.

>> No.9127803
File: 2.87 MB, 960x540, HAMEDO_triggers_against_imp_ambush.webm [View same] [iqdb] [saucenao] [google]
9127803

>>9127798
I straight-up use ShotCut for my WEBMs. Even if it's just taking a YouTube video, clipping a segment, and resizing it to fit on 4chan.

>> No.9127808

>>9127595
i think it's on my top 5 of doom 1/2 tracks. that build up is great

>> No.9127832
File: 2.45 MB, 2460x2815, 200minvr-MAP02.png [View same] [iqdb] [saucenao] [google]
9127832

>>9127427
It's Coming It's Real

>> No.9127845

>>9127798
I've stuck with a webm for retards build from 2017 and it's served all my purposes. I think there was some github drama around the name and it got changed, I don't know if that version is any different.

>> No.9127861

>>9126961
I turned nikacado's coin slot chocolate starfish into a switch.

>> No.9127901

>>9127803
>ShotCut
Thanks for reminding me. I was trying to remember the name of that yesterday. I use open shit right now but it crashes whenever I scrub through video.

>> No.9127995

>>9127803
I use it for my own recordings, so taking anything from yt wouldn't help me

>>9127845
Yeah, "...for Retards" moved to gitgud and that is also the latest build I have.
I just thought compression and encoding might have improved, so I could make longer videos with better quality.

>> No.9128020

>scan with medkit
>0 blood loss
>get hit by a fireball, not a bullet
>check for burns
>blood loss: 10 US pints
how the fuck does this system work

>> No.9128038

>>9128020
If you're using a recent master, blood loss readings haven't been remotely accurate since they got an extra digit with the new wound system, don't worry about blood unless you get winded before you feel you should sprinting around, or notice the bars getting low on the EKG health gauge at the bottom of the screen.
Either way, scans are less accurate if you're moving or have your armor on.

>> No.9128078

>mandalore had basically nothing bad to say about Durandals combat
Surprised me

>> No.9128115

>Security was an eternal champion type of guy who is reincarnated into different roles over time and space
Pretty damn based.

>> No.9128126
File: 186 KB, 1331x733, sw5.jpg [View same] [iqdb] [saucenao] [google]
9128126

>> No.9128130
File: 9 KB, 241x182, 1659037695156.jpg [View same] [iqdb] [saucenao] [google]
9128130

>>9127459
>>9127549
>>9127590
>>9128078
>>>/vt/ here, place you forgot
Is it too cramped for you dumbos in there already? Go back

>> No.9128137

>>9128130
I wouldn’t mind if >>9127549 stuck around, I think he’s been showing us some of his personal HD edits.

>> No.9128138
File: 1.81 MB, 960x1200, 1650047328428.png [View same] [iqdb] [saucenao] [google]
9128138

>> No.9128143

>>9128137
He's been here for a long, long time. Way longer than you may think.

>> No.9128160

>>9128143
>Way longer than you may think.
I assume everyone here either started posting this morning or when Moot cut off from SA.

>> No.9128164

>>9127995
>I use it for my own recordings, so taking anything from yt wouldn't help me
That's not what I mean. I use it for my own video editing as well, but it can be used just as effectively for simply generating WEBMs from existing footage; using YouTube videos was just an example, it would work just as well with literally any other MP4 footage as well, obviously.

>> No.9128215
File: 174 KB, 1152x864, doom00.png [View same] [iqdb] [saucenao] [google]
9128215

I really don't know how to finish this level.

>> No.9128225

>>9128215
Find the teleport to the blue key doors in the start room, and then blow yourself up against the wall and slide under them instead of using the key.

>> No.9128235

>>9128225
Don't tell me that's the intended way to finish the level.

>> No.9128261

>>9128235
No, but it's the cool way to exit the map. You can just use the blue key directly on those doors. You should be pistol starting anyway, especially the next map, for no particular reason. :^)

>> No.9128269

>>9128261
I did pistol start the map. All that ammo and weapons were stuff I got in the map.

>> No.9128283

>>9128269
I just assumed you were opposed to a death exit, given your response to the proposed corpseslide technique.

>> No.9128289

>>9128283
Oh I had no problem with it. I just didn't think it was the intended way.

>> No.9128294

>>9128235
No, but it is the sub-60-second Pacifist strategy lmaoo
Realistically, it's just a really fucking tough map. The author encourages playing on lower difficulties if it's too tough at UV, and further, he'd probably endorse skipping his map if it's just too fucking hard for you. (I still haven't been able to single-segment it fairly, myself, but he was totally understanding when I told that.)
Here's a demo of that map, courtesy of the author himself, so you can watch how he does it (I can't replicate his effectiveness, even as early as the Sea of Revenants): https://files.catbox.moe/3a655z.lmp
It was recorded with the beta, and probably using DSDA, but I just watched it on the latest version of the WAD from idgames in the latest version of Woof! on -complevel 9, and it didn't desync as far as said Revenant Sea, so maybe it will help you to watch.

>> No.9128387

>>9125101
>>9125996
https://files.catbox.moe/zn2tca.zip
here's hotfix to demon core with the proper switch texture, 1.9.4 still doesnt work but I guess you'll sort this out to work like intended. Sorry again for jumping ship - if playtesters find this terrible/unplayable you can either throw this out or change it yourself

>> No.9128438

>>9127798
>>9127995
>I just thought compression and encoding might have improved
now that we have VP9 support, you can replace "libvpx" to "libvpx-vp9" in the batch script. it's gonna take forever but you'll be able to do longer videos than before.

>> No.9128442
File: 2.91 MB, 640x360, catch_Doom3.webm [View same] [iqdb] [saucenao] [google]
9128442

>> No.9128478

>>9128442
only far cry and hl2 fanboys hated this

>> No.9128487
File: 2.37 MB, 1920x1080, Lobby.png [View same] [iqdb] [saucenao] [google]
9128487

>>9128478
A modded replay on Nightmare has been more fun than I thought. When I tried it years ago through the BFG edition it kind of sucked and I couldn't skip the cutscenes.

>> No.9128496
File: 162 KB, 1280x720, zhtwxozd2svdkv9sseqe.jpg [View same] [iqdb] [saucenao] [google]
9128496

of the thousands fps, new and old that I played, could never seem to get into the marathon series, first one filtered me pretty hard with the mazey maps. is the 2nd one better? seems to be the most popular one

>> No.9128528

>>9128496
There's still mayor mazes but the gameplay is a lot smoother and dynamic than in M1. Just, make sure to put up your own playlist as you play it. And make sure it's low enough to let you hear things, to not get blindsided by enemy teleportations and sneak attacks.

>> No.9128541

>>9128215
Here's a demo of my own. I'm still not particularly consistent with it but it might be useful.
https://files.catbox.moe/v1h1o7.lmp

>> No.9128549

>>9128528
I'll check it out tonight, much appreciated

>> No.9128574

What command do I to do my shotgun the long shotgun in Quake 1? "r_drawviewmodel_quake 1" barely seems to make a difference compared to some videos I've seen. Using Ironwail because it was recommended here.

>> No.9128636

Map06 of 10x10
https://www.youtube.com/watch?v=L7kdz0NysqA

>> No.9128640

>>9128487
For me mix a little bit of the atmosphere from 3 into 2016 and eternal and would stop hating those new doom games.

I honestly liked doom 3 at the time because SS2 for me was a defining game. Its so fucking cool.

>> No.9128661

Didn't know Johny Depp plays Doom, weird accent tho

>> No.9128681
File: 323 KB, 400x520, 1495342744534.png [View same] [iqdb] [saucenao] [google]
9128681

>>9128640
>For me mix a little bit of the atmosphere from 3 into 2016 and eternal and would stop hating those new doom games
That's what I liked with 2016: The silly "chronicles" shit is more detached and less in your face and the game more closely follows 3's tone and story structure, going through the UAC Mars base and hopping into Hell once in awhile.

>> No.9128695
File: 138 KB, 782x470, long shotgun idk.png [View same] [iqdb] [saucenao] [google]
9128695

>>9128574
Are you talking about something like this? It's probably a combination of high FOV and the "scr_ofs" commands:
>scr_ofsx
>scr_ofsy
>scr_ofsz
Mess with those and the FOV. This is assuming I'm not totally wrong about what you're asking.

>> No.9128716

>>9128695
Looks like that did the trick, thanks anon. I don't recall having to use that specific command in older versions of Quakespasm to get that look, but whatever.

>> No.9128742

Speaking of FOV, how do you guys feel about changing Doom's FOV in sourceports like GZDoom? Not trying to stir up GZDoom or vanilla purist hate or anything, just wondering if you guys feel like anything above Doom's default FOV feels "uncanny" and such. With full mouselook I think I actually prefer higher FOV's in Doom, but with vertical mouselook disabled it does look weird going above 90 FOV.

>> No.9128750

>>9128742
I like it wider, but I generally play with software rendering these days so I can't fully take advantage of that kind of feature.

>> No.9128751

>>9128742
120 is normal for me. It does look a bit odd when going for melee attacks, but it's otherwise alright and even advantageous, specially in widescreen.

>> No.9128759
File: 2.48 MB, 1920x1080, ironwail70.png [View same] [iqdb] [saucenao] [google]
9128759

>>9128716
Glad to help. I ran into the same issue awhile ago after an update.
>>9128742
I prefer a 90 or 100 FOV.

>> No.9128763

>>9128759
>I prefer a 90 or 100 FOV.
Same, I can respect people who can deal with the whole "fish-eye" illusion when going to high FOVs, but 100 FOV is the sweet spot for me personally.

>> No.9128772

Attempting to make a Corzo skin for HD since someone made a HND weapon add-on and I'm having a few small issues. His standing sprite is his ready-to-fire CORZE sprite instead of CORZA, and his color scheme is off and I want to make him use his normal one. And a slightly bigger issue is I want to include his footstep sounds, or at least the spurs, and make them play nice with Immerse, with how the footsteps speed up if you have one of the sliders turned up. But I haven't the foggiest idea on the best way to do that. Might just abandon that idea because I think it's beyond me.

>> No.9128781

>>9128772
>His standing sprite is his ready-to-fire CORZE sprite instead of CORZA
That's just how HD works, the standing sprite is the E frame, A-D should be a walk cycle.

>> No.9128787

>>9128742
i get headaches if i'm playing on a widescreen monitor at 90. i wish woof's software renderer supported a higher fov.

the only disadvantage is that the fist, chainsaw and rocket launcher are harder to use.

>> No.9128793

>>9128787
I thought woof was a mix between hardware rendering and software rendering

>> No.9128797

>>9128781
Ahh, okay. Well if it's not a bug, then it's fine. Dunno how I never noticed that. EDay has mirrors.

>> No.9128802

>>9128759
>I prefer a 90 or 100 FOV.
Same. 100 is about right most of the time.
I remember when it was common for console games to have 60 or 70 degree fov and that was often annoying. It's the only thing I don't like about battlefield bad company.

>> No.9128803

>>9128772
>his color scheme is off and I want to make him use his normal one.
Are his pants turning grey or something? I've noticed player sprites tend to get clamped to the palette. You could try to make his pants green and then adjust your player color to a denim blue.

>> No.9128806

>>9128772
>His standing sprite is his ready-to-fire state
HD default marine also acts in that same way. When you stand still, HD interprets it as you holding your weapon at high-ready, meaning it matches that "ready to fire" prefire sprite.
>I want to include his footstep sounds and make them play nice with Immerse
Just replace the sounds? Don't worry that they don't end up exactly down to a T. Slight imperfections is something that can be adapted to and you can always adjust it later. I wish I could help you with this but I honestly don't know the slightest thing with how that addon works.

>> No.9128810

>>9128772
>His standing sprite is his ready-to-fire CORZE sprite instead of CORZA
That's just how the HD player works. E is your standing frame, A-D are only used during movement.
>his color scheme is off and I want to make him use his normal one
In the skin's default block, set hdskin.translate false.
>footsteps
I think that's outside the scope of what a skin can do. You could make it his landing sound and it'll play pretty much every time you jump or hit the ground.

>> No.9128812

>>9126462
If you switch away before emptying the magazine, it'll be reloaded automatically.

>> No.9128824

>>9128793
afaik it uses sdl to draw the screen, which is probably hardware accelerated. the actual rendering is software though.

>> No.9128849

>>9128806
I was thinking about that. There's a lot of overlap so I could replace a lot, but they both have a few different floor settings. But it was mostly the spur sounds I wanted and I'm not sure how to include those. Although I said it was a slightly larger problem I can live without this.

>>9128810
>In the skin's default block, set hdskin.translate false.
Thank you! Though he already has a landing sound.

I guess it's pretty much done now. Other than maybe some sounds I'm not sure will even play. But it has all the important ones.
https://files.catbox.moe/slh7pb.pk3

>> No.9128853

>>9127861
JESUS CHRIST WHY?

>> No.9128859
File: 797 KB, 689x943, 1557347533853.png [View same] [iqdb] [saucenao] [google]
9128859

>>9125121
It's true.

>> No.9128864

>>9128859
>Don't speak to me or my son ever again.

>> No.9128896

>>9128859
I hate how most mods paint Parias as this generic holy warrior that can do no wrong. He's the cleric of a heavy metal inspired church for fucks sakes.
He fucking rips the shit out of his enemies with a mace and poisons them with a staff that literally drains the life out of them as well as its user. When that doesn't work, he burns the shit out of them with a bolt of pure hellfire that would also burn his own skin if he wasn't wearing protective gear. His ultimate weapon summons the ghosts of the slain to cause even more death and destruction at his wake.

It really doesn't fit that he's given a meme spear or some wimpy light stick.

>> No.9128974

>>9128853
Well, Doom IS about Hell invading...I bet all the buttons/switches of Hell are made out of somebody's asshole.

>> No.9129003

faggot faggot faggot faggot faggot faggot
Seeding for the word cloud

>> No.9129009

>>9128742
I play with high FOV in other games, but Doom looks weird so I don't change it. I'm not using a widescreen monitor though.

>> No.9129019

If you host SRB2Kart again I'll play.

>> No.9129029
File: 348 KB, 1704x943, Hexen hammer'd.png [View same] [iqdb] [saucenao] [google]
9129029

>>9128896
>meme spear
Walpurgis, right? Great mod, but yeah, I don't like how much they changed Cleric in comparison to the other classes. Removing a weapon as awesome as Wraithverge should be a sin.

>> No.9129034

>>9128742
I prefer 120 but can live with 90. 120 kinda spoiled me permanently for all FPP games.

>> No.9129042

>>9128974
I'll just assume it's a Mancubus's asshole.

>> No.9129121
File: 1.28 MB, 1920x1080, Screenshot_Doom_20220728_225625.png [View same] [iqdb] [saucenao] [google]
9129121

Lmao, zorcher.

>> No.9129124
File: 490 KB, 2325x1440, Gzdoom-4-8-0 Screenshot 2022.07.28 - 21.56.43.98.jpg [View same] [iqdb] [saucenao] [google]
9129124

>godzilla roar

>> No.9129139
File: 1.15 MB, 974x554, 9d0.png [View same] [iqdb] [saucenao] [google]
9129139

>>9129121
I have the worst RNG rolls with the Zorcher. When I zap my teammates or enemies, more often than that they pop up about 20 feet away from where I hit them.
Meanwhile when one of my asshole squadmates zorches me I get banished into an inescapable monster closet or get sent into a far corner of the map with a hurtfloor and I'm left stranded.

>> No.9129165 [SPOILER] 
File: 2.05 MB, 1280x720, boner balls.webm [View same] [iqdb] [saucenao] [google]
9129165

>>9129139
You just have terrible luck in general when it comes to HD.

>> No.9129191
File: 2.93 MB, 1280x720, fuck_glass_houses.webm [View same] [iqdb] [saucenao] [google]
9129191

>>9129165
Just because you're right, doesn't mean I need to be reminded of it.

>> No.9129225

>>9129029
Walpurgis. WoC. I think even some other Hexen mods did that too. It's disgusting. It's like the WoW brigade just came around and said "yeah this is a human paladin" like a bunch of retards.

>> No.9129232

when did UV+ catch on instead of solo-net? the latter is less vague and actually tells you what it is in the name

>> No.9129235

>>9129165
>>9129191
I think my luck is worse. Is it normal for every single chaingunner in a map on a direct angle to the only means to move foward to be replaced by a HERP?

>> No.9129248
File: 287 KB, 891x689, hex.jpg [View same] [iqdb] [saucenao] [google]
9129248

>>9125121
It's fun!

>> No.9129274
File: 479 KB, 1920x1080, Screenshot_Doom_20220729_000318.png [View same] [iqdb] [saucenao] [google]
9129274

I found a trick to separate the derp's back sprite from its controller sprite, I guess now I need to make an RC controller for this little guy.

>> No.9129306

>>9129235
>hear beeping of a sentry
>ignore it, assuming it's somewhere unable to see me
>go into dark room
>get fatally incapacitated by a tiny object that I can't see
>spend final moments bleeding out while watching a stupid raspberry pi with a beretta roll aimlessly around, taunting me

>> No.9129309

>>9129232
rolls off the tongue better

>> No.9129320

Where do I get the Blood Cultist skin for HDest? Is there a good place for skins in general? All I got is https://dastrukar.gitlab.io/hddons-list/ and it's not there. Anyone share their trove?

>> No.9129324

>>9129320
It's part of Saltshaker, which has a bunch of other skins, and should be on that site.

>> No.9129335

>>9129232
>implying it "caught on" just because muh e-celeb says it

>> No.9129340

>>9129306
It was worse when fucking regular rifle zombies could become DERPs once Matt had the brilliant idea of using them against the player. Every single attempt at Map02 of Doom 2 instantly ruined for close to a month straight because they din't even miss when you moved fast enough and had more HP than a Marine.

>> No.9129367
File: 429 KB, 1920x1080, Screenshot_Doom_20220729_010801.png [View same] [iqdb] [saucenao] [google]
9129367

Nice.
All I had to do was name the actual back sprite "DERPA5A5" and put the sprite I wanted for the controller in as "DERPA5"
https://files.catbox.moe/jfeipu.zip

>> No.9129397

>>9129367
>>9129274
Neat. Like I was saying for some reason with the vanilla DERP it was easy to distinguish DERP from the controller, but with your replacement I was having trouble telling them apart. This ought to help
>>9129340
Kek

>> No.9129438

>>9129340
I think the worst part for me is that they don't have traditional health, but that weird system where any bullet or piece of shrapnel carries a chance of disabling them. I only recently discovered that you can hack them, and before that I'd play single-shot peekaboo with these dicks that have perfect accuracy and open fire on your hitbox before you even make eye contact

>> No.9129441

>>9129438
Playing through the Bootcamp map and learning about hacks is why I start with a DERP in my backpack now.

>> No.9129452

>download the fanmade Marathon 2 soundtrack
>the modded map file to add the music into the game was hosted on fucking megaupload

I ended up modding the map file with tools myself, but I've noticed a bunch of the songs are just not made for looping, and the playlist arrangement wasn't exactly fitting the best. Would anyone be interested if I later shared the map file with the fixed song arrangement?

>> No.9129461

>>9129438
They have health, actually. You can check it by punching them, and they break when it hits zero.
They're weak to a lot of the same things that unarmored targets are (buckshot, shrapnel) but they have tiny hitboxes and can't be wounded at all, which makes them comparably resistant to larger calibers.

>> No.9129462

>>9127374
What program did you use for the isometric view anon?

>> No.9129483

>>9129452
Or if someone wants to do it themselves:
>download a program called Atque
>open the program, you can drag the Marathon 2 Map.sceA file to split it into a folder containing each level and a Resources folder
>go into the Resources folder and make a new folder there named TEXT
>make a text file in there named 00128.txt
>example of how the script should go:

<marathon_levels>

<level index="0">

<music file="Music/EXAMPLE.mp3"/>

</level>

<level index="1">

<music file="Music/EXAMPLE2.mp3"/>

</level>

(insert the rest of levels here, the level index starts at 00 for map 1 and will end at 27 for the last map, further indexes are for multiplayer maps as far as I know so you could do those too if you want)

>end the file with a </marathon_levels> line
>make a folder called Music inside the Marathon 2 folder, not any of the extracted map folders, and put the music files in that folder

>> No.9129485

>>9129483
And I forgot the last step:
>drag the split map folder when you're finished making the text file into Atque again, to compile it into the new Map.sceA file, rename it if needed and replace the original one with it

>> No.9129489

>>9124695
>yes settings
>feels based
liking woof 10.1.0, bros

>> No.9129542

>>9126761
Maybe he's that one guy who was inexplicably furious and out of his mind that HUH, a newbie project mostly by people who had not mapped before, wasn't some sort of complex and well planned masterpiece for the ages.

>> No.9129552

>>9127451
I love the Random button, but it wouldn't be my first suggestion to someone who's looking to get into Doom .wads, because the odds are you'll just run into so many old duds, I'd say to try a megawad first.

>> No.9129597
File: 12 KB, 341x284, jeeves.jpg [View same] [iqdb] [saucenao] [google]
9129597

>STILL no infinitehypersex.wad or even news
This is going to be Mordeth all over again, isn't it?

>> No.9129647
File: 117 KB, 348x425, 1656308788044.png [View same] [iqdb] [saucenao] [google]
9129647

>>9126418
>Doom
>Made for DOS
>Ported to Jaguar
>Ported to Playstation
>Emulated on a fucking phone
>On ePSXe no less
>A decades old Windows XP emulator
>Ported then abandoned to Android
>Just so anon could listen to the atmospheric ambience on tinny tiny speakers and rub the screen with greasy fat fingers to simulate a digital-only pad

>> No.9129656

>>9129462
wad2pic
https://github.com/gamescomputersplay/wad2pic
>>9127427
I got the rest of the Minutes of /vr/ isometric images uploaded to that folder earlier, just so you know.

>> No.9129820

>>9127536
My favorite part of Gunz was to fuck with butterflyers by overwhelming them with heavy firepower (rolling around and jumping like a madcunt while firing away with rockets and my beltfed machinegun). They were so fucking pissed at me countering their bugged meta that I occasionally got votekicked. Lmao, faggots.

>> No.9129827

>>9127861
That is fucking heinous.

>> No.9129853

>>9129003
Who are you calling a faggot, you goddamn turkeyknob?

>> No.9129865

Can I just ignore the extended medical and food/drink in Ugly as Sin? I just want the rest, and speaking of the rest, why are some advanced AI options greyed out, like stealth and search?

>> No.9129921

>>9129865
>Ignore medical
Feel free. Besides, it's commented out when you play the newer versions because the update to match the new medkits isn't done yet.
>Ignore Food/Drink
Yeah, just do this too. It's mostly for RP, they only give you a little stamina bonus if you eat them. I don't remember if this is default, but just make sure you uncheck "Starvation" and "Grumbles when not using starvation (or something like that)" and you're good
>Greyed out
Because they're vestigial/not working

>> No.9130035
File: 210 KB, 361x361, 1344694827565.png [View same] [iqdb] [saucenao] [google]
9130035

>reelism 2 desyncs after about 10 minutes of online play
Coop bros...

>> No.9130046
File: 141 KB, 317x401, 1651040539949.png [View same] [iqdb] [saucenao] [google]
9130046

>>9130035
>it is the year of our Lord 2022 and we STILL don't have a proper server/client multiplayer setup for GZDoom

>> No.9130054

>>9130046
>tfw Hideous Destructor coop
>Out of Sync with: 1
>Out of Sync with: 1
>Out of Sync with: 1

>> No.9130120

>>9130054
>>9130046
REEEEEEEEEEEEEEEEEEEEEEEEEEEEE

What can be done about this?

>> No.9130125

>>9130120
Get a richfag to bankroll a professional devteam to give us GZDoom+gud networking

>> No.9130129

>>9130120
Make sure GZDoom versions are identical, make sure your files are identical and loaded in the same order, disable autoloads, save often. If a desync happens and nothing is obviously wrong with anyone's files, take everything out and launch a game with no files, then start adding one at a time until it desyncs again to find the culprit.

>> No.9130142

>>9126276
play DOOM CE boomer, it keeps the PC stuff while adding back in the console stuff.

>> No.9130156

>>9128742
I go with 110 personally when i can.
it has the feeling of speed and at the same time visibility i kind of ask for!

>> No.9130218
File: 848 KB, 3500x2225, bbe59b6efc197e6397b7811e1e76f04b.jpg [View same] [iqdb] [saucenao] [google]
9130218

ALL RIGHT, BABES, BABES, BABES! COME ON IN BABES LOVERS! HERE AT THE HOLLYWOOD HOLOCAUST WE'RE SLASHING BABES IN HALF! GIVE US AN OFFER ON OUR VAST SELECTION OF BABES, THIS IS A BABES BLOW OUT! ALL RIGHT, WE GOT WHITE BABES, BLACK BABES, SPANISH BABES, YELLOW BABES, WE GOT HOT BABES, COLD BABES, WE GOT WET BABES, WE GOT

>> No.9130260

As someone that knows very little about Doom modding or Build stuff, are there any TCs, maps, mods, addons, or ports that make weather possible or have weather in their mod? I think I'd like clearing a map with just rain on screen and as the only source of sounds besides gunshots and footsteps. Snow could be much cooler visually but is obviously much more quiet than rain.

>> No.9130269

wangGDX or VoidSW?

>> No.9130273

so what's the best wad of 2022?

>> No.9130289

>>9130260
Auger Zenith has a rain effect on some maps, and it's vanilla-compatible.

>> No.9130308

>>9130273
Year is only half over retard

>> No.9130313
File: 351 KB, 1024x768, 1658795997122869.jpg [View same] [iqdb] [saucenao] [google]
9130313

To the anon who posted this in the last thread - can you tell me what gun that is? Is it yours?

>> No.9130316

>>9129656
Many thanks anon.

>> No.9130319

>>9130269
I like void over gdx, but for SW I prefer Raze. Classic Redux is a last resort.

>> No.9130353

>>9130308
kys tranny. it's obvious that i meant so far in the year

>> No.9130507

>>9130319
>Classic Redux is a last resort.
What's wrong with Classic Redux? I played it a few years ago and it seemed alright.

>> No.9130523

>>9130507
Not that anon but the mouse aim is fucked.

I am just using raze from now on.

>> No.9130590

>>9130507
It doesn't render the landmines correctly, making the later levels way more frustrating than they already are.

>> No.9130651

>>9130590
There's a fix for that, I think it involves changing their offsets

>> No.9130825

>>9130353
>polshit only pretending to be retarded
sure thing kiddo, now go back

>> No.9130942

>>9130289
I hadn't heard of it before. Upon a fast Youtube-ing, it looks like an 80's-ish cyberpunk map pack? The snare in the music is 80s-drum-pad as fuck. The rain I saw looks good at a distance but a little weird up close. The sound of it is cool though. Especially that it gets louder or quieter the closer you are to it. I guess I've got a good chunk of fresh maps to play through now.

>> No.9130965

>>9130260
>>9130942
Yeah, Augur Zenith is a Doomer Boards Project, they tend to be close to vanilla, so the rain there is kind of a hack. You can do better rain/snow in a more advanced port. There's also this mod: https://forum.zdoom.org/viewtopic.php?f=43&t=70432
Which will allow you to add rain/snow to anything, but you'll have to toggle it yourself with a hotkey.

>> No.9131004

Does (G)ZDoom make lost souls remember their target after attacking instead of attacking once and then defaulting back to the player or am I crazy?

>> No.9131012
File: 624 KB, 1920x1080, SOF2THUMB.jpg [View same] [iqdb] [saucenao] [google]
9131012

i recently replayed soldier of fortune 2.
someone here might be interested*? killer game
https://youtu.be/JR-5EMRh_rE

>> No.9131024

>>9130965
That's handy. Thank you. I was hoping I'd be able to slap the weather into other maps just for fun.

>> No.9131030

>>9130289
How did they do it? Haven't played a;z yet

>> No.9131040
File: 2 KB, 64x256, SMGTA0.png [View same] [iqdb] [saucenao] [google]
9131040

>>9131030
It's just a big rain sprite applied to a dehacked decoration.

>> No.9131050

>>9131040
Ah. Simplest way to do it. Makes sense.

>> No.9131054

>>9130319
I don't know how people like Raze. I have nothing against GZDoom but Raze just feels weird. It's just an amalgamation of sourceports wrapped in GZDoom and typical Graf-isms.

>> No.9131060

>>9131040
>>9131030
There's sound associated with it too.

>> No.9131076

>>9131060
There's a separate ambience thing that (I think) has a looping state that calls for a "scream" every 150 tics, but the scream is actually the rain noise. There are a few other dehacked ambient sound things, too.

>> No.9131082

>>9131054
Plays the same for me as VoidSW but with proper widescreen assets and other options.

>> No.9131104

>>9131076
Yeah. Ad Mortem used something like that.

>> No.9131134

>>9128487
i wish someone could hack PBR into Doom 3 and finish the reverse engineering of Quake 4

>> No.9131137

>>9131082
Doesn't VoidSW already support widescreen assets? Last time I played SW I simply dragged them from my Steam install of Classic Redux to the root folder

>> No.9131169

They should make a DOOM wad where you play as a trashcan that throws half eaten hotdogs and empty bags of lays potato chips.

>> No.9131176

>>9131169
Very few people want to waste their talent and time for shitty gimmick ideas some kid thought up. But you have all the tools so you can go ahead!

>> No.9131284

>>9131040
>>9131076
That's really awesome.

>> No.9131301

How did A;Z make breaking glass though?

>> No.9131302
File: 1.86 MB, 1920x1080, ScreenshotDoom2.png [View same] [iqdb] [saucenao] [google]
9131302

Just posting a random screenshot.

>> No.9131305

>>9131302
Is this increased FOV?

>> No.9131308

>>9131301
https://doomwiki.org/wiki/Instant_raising_and_lowering_sectors

>> No.9131314

>>9130289
This >>9131301
AZ seems pretty cool just from the weather and windows alone. The overall style and music are good also.

>> No.9131319

>>9131305
Oh yes. I'm too used to high FOVs. That's 125 I believe.

>> No.9131329

>>9131301
From a glance in the editor, looks like the instant raise setup described in >>9131308 combined with a DEHACKED actor to play the glass breaking sound.

>> No.9131347

>Dean of Doom will never make a video about your wads

>> No.9131391

>>9131347
HFFM review when, Dean?

>> No.9131410

>>9131347
That's a good thing.

>> No.9131514
File: 83 KB, 1080x608, FB_IMG_1659129871046.jpg [View same] [iqdb] [saucenao] [google]
9131514

>>9124681
RetroBlazer, an old DarkPlaces FPS project that was mostly silent since 2012 after neat demo, resurfaces with a new screenshot and the promise of overhaul.
facebook dot com slash 251002198302385 slash post slash pfbid02gCdf5AXrkbEtcVYA14VEA58zzQdJFf59Cv5Jd4HHDqoZ2RiqbNEavtnD9msV38gMl

Damn, i remember being hyper for it. Crazy how it missed the whole "boomer shooter" craze desite actually preceding it by several years.

Fuck filters while we are at it

>> No.9131568
File: 585 KB, 1024x768, VALIANT.jpg [View same] [iqdb] [saucenao] [google]
9131568

>new dehacked monsters that break balance
>new op dehacked weapons that suck
>ost is better than gameplay
>incosistent episodic themes
>nonsense story
>iwad sequel wannabe
>moon levels
>long boring maps
>terrible pacing and level balance
Be STRAIN, pic unrelated

>> No.9131572
File: 381 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_77_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9131572

FRIDAY NIGHT FIREFIGHT TIME! Tonight we're going back to Doom and fragging on UDMX + UDM3. Connect with Zandronum and join the firefight!
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.9131581

>>9131104
>>9131284
It was really cool. I just placed a singular wood creaking noise into the map and everybody I watched play the map thought it was an ambush (doors opening). Even once they figured it out, it kept people on their toes in what is normally a pretty safe section of the map.

>> No.9131624

>>9125957
that would look pretty cool if it gradated into transparency instead of having a definite edge

>> No.9131648

>>9131624
The problem at the time was that it was the same graphic used for the hunter, at the same position, when the sprite I used for the Greely was much shorter, and thus lower on the screen.
Maybe I'll gradient/blur the edges of the muzzleflashes in my resprite someday, but I like them hard doom-style on the edges for now.

>> No.9131674

>>9131568
play VE then.

>> No.9131707

>play HD
>get to MAP07
>since I'm a wuss and playing on easy it's basically over before it began because I got like 7 different backpacks all filled with different stuff
>leave the map with like 10 zerks, rockets, batteries and other crazy shit
>enter the baron+cyberdemon room in Tits'n'Ass
>get rekt because for some reason the invuln spheres are exploding eventually and the archviles are just some green shadows that keep ressing the barons constantly

I have no idea how either berserk, invuln or viles work here.

>> No.9131710

>>9131707
Green Viles come from breaking open invulns, they are friends, and resurrect monsters as friends.

>> No.9131718

>>9131707
Shooting at or having anything break an Invuln Sphere makes it spawn a +Friendly Archvile that revives things on your side.

Berzerk increases pretty much all your relevant stats, as in carry capacity, strenght, speed, health and stamina regeneration, make you nearly immune to pain, allows you to ignore wounds for a significant amount of time, etc etc. In exchange, it makes you highly prone to constantly fucking scream, alerting enemiesn nearby, makes you shoot weapons or fist wildly at random and, once it runs out, returns a portion of the wounds you took while berserk back, ontop of whatever wounds you still have open. It also has a very high chance of just causing 1-3 points Fatal/Aggravated Wounds (that can only be healed with blues or by exiting the map with max health) which reduce your maximum health and also may just rarely kill you from exertion because your heart rate is still a thing and you can still have a heart attack.

Invuln works the same as in regular doom. Immunity to all sources of damage. That is, if you pick it up. It's often better to pick it up than to break an invuln sphere, but it's a tactical choice to have an Archvile on your side generating an army for you sometimes. Just don't get in their way.

>> No.9131719

>>9131710
>>9131718
I see, thanks. Good I have picked up all soul- and megaspheres so far, that should give me enough blue to alleviate some of the zerk side effects, right?

>> No.9131721

>>9131719
As long as you haven't been spamming Stimpacks, yeah. Using 'mundane' chemical agents tends to remove most effects of blues from your system at an accelerated rate.

>> No.9131724

Map16 of 512 Linedefs of /vr/
https://www.youtube.com/watch?v=PWW7CliSMdk

>> No.9131773

>>9129552
Old duds are how I got into it though. I get that the novelty of diy maps is gone though, since there are mods for games that surpass what professional devs turn out.
But it's worth a gamble before hoop ng off to the top 100 I think.

>> No.9131823

>>9131302
Cool mugshot.

>> No.9131832

>>9130313
Not him but 99% it's a Tootsie Toy Dakota

>> No.9131836

>>9131707
>7 different backpacks all filled with different stuff

Jesus fuck, I thought I was bad with weight.

>>9131718
Another thing about invulnerability, if you've been taking lots of imp and baron balls to the face while it's active, you will very much still be on fire when it wears off unless you can shake it off beforehand.

>> No.9131908

>>9131836
>Jesus fuck, I thought I was bad with weight.
I think he's just referring to the stack of backpacks at the start of MAP07

>> No.9131934

>>9131908
Oh. Right. I haven't played standard Doom 2 in forever.

>> No.9132036

Do people actually think the SSG is "unbalanced"? I've never heard of this sentiment until I started talking about Doom with people outside of /vr/.

>> No.9132037

>>9131823
Each of the classes from DLRA and the addon that adds a couple more classes, gets their own mugshot and sounds.

>> No.9132058

>>9132036
It's a weapon that's as powerful as rockets without the splash damage downside and uses a very common ammo type. While it is powerful, I think the new enemies that Doom II added balance it out.

>> No.9132061
File: 138 KB, 1753x967, lmao.jpg [View same] [iqdb] [saucenao] [google]
9132061

>>9131347
>Dean of Doom

>> No.9132062

>>9132036
In the context of Doom 2 itself, it's a little overkill, but that's just because you get a shitload of shells and not enough mid-tier monsters to use them on

>> No.9132068
File: 51 KB, 1600x1200, DOOM03.png [View same] [iqdb] [saucenao] [google]
9132068

My new Doom 2 map. For doom2.exe.

>> No.9132072

>>9132061
>Ribbiks
Should be graded as F. Anything above D is too generous

>> No.9132073
File: 58 KB, 1600x1200, DOOM04.png [View same] [iqdb] [saucenao] [google]
9132073

>> No.9132075
File: 60 KB, 1600x1200, DOOM06.png [View same] [iqdb] [saucenao] [google]
9132075

>> No.9132078
File: 53 KB, 1600x1200, DOOM07.png [View same] [iqdb] [saucenao] [google]
9132078

>> No.9132080
File: 50 KB, 1600x1200, DOOM08.png [View same] [iqdb] [saucenao] [google]
9132080

>> No.9132093
File: 389 KB, 997x1584, 1506173745311.jpg [View same] [iqdb] [saucenao] [google]
9132093

>>9132036
Chaingun still has a niche and the SSG is not more effective than a rocket launcher or plasma rifle. It's more the regular shotgun getting fucked on even harder, that thing just serves to make pistol starts interesting.

>> No.9132251

>>9132061
That's fair if you're UV-maxing saveless since some encounters are RNG-dependent, as he correctly pointed out. So did Decino and so would anyone who's played it. That being said, MtPain doesn't play saveless, so I think the criticism is less valid coming from him.

>> No.9132292

Started up Thief Gold for the first time and finished the first mission. It's pretty fun so far. The guards being able to hear you even when walking slow can be a bit frustrating though. So far it reminds me of thief guild stuff from the elder scrolls games.

>> No.9132304

>>9132292
>The guards being able to hear you even when walking slow can be a bit frustrating though.
You have to consider the surface you're walking on, tile is loud, carpets are quiet. Later on you get moss arrows to make quiet surfaces anywhere you absolutely need them.

>> No.9132308

>>9132304
Yeah I need to get better at paying attention to what I'm walking on. I just get so impatient sometimes slow crouch walking.

>> No.9132316

>>9132308
>slow crouch walking.
Upright walking will suffice most of the time, provided you consider the surface. Crouching is mostly to have a smaller profile for hiding in the shadows, but Thief games don't really use crouch as a "stealth mode"

>> No.9132365

>>9132308
you can also tap the forward key to not make any noise. i don't consider it an exploit since it's incredibly slow.

make sure to lean into doors, too.

>> No.9132372

>post map on DW
>instead of feedback everyone is just posting their shitty videos with crosshairs and 100 mods
So this... is Doom community in 2022

>> No.9132384

>>9132372
The internet is fucked man. Everyone wants to gain some type of following.

>> No.9132391

>>9131514
the craze is still on to an extent, though it will probably die down after awhile.

>> No.9132412

>>9132372
I'll give feedback now if you post it.

>> No.9132460
File: 55 KB, 750x704, shotty.jpg [View same] [iqdb] [saucenao] [google]
9132460

>>9132036
it's not unbalanced, it's just that it's measure of utility and it's theming is kind of perfectly matched to the monsters added.

my criticisms of the SSG is that it started an extremely lazy convention of putting 2 shotguns in certain games just so you can run around with the first one for five minutes. as well making the shotgun in general the "crutch weapon" in a lot of games.

>> No.9132467
File: 205 KB, 780x520, big gun.jpg [View same] [iqdb] [saucenao] [google]
9132467

>> No.9132484

>>9132460
It maybe also started the trend of video game shotguns being completely worthless outside of point blank range.

>> No.9132570
File: 609 KB, 1260x704, file.png [View same] [iqdb] [saucenao] [google]
9132570

>>9132061
>student of /vr/

>> No.9132587

I'm sorry, everyone. I'm going to just start Scythe 2 without finishing MAP30 of Scythe 1.

>> No.9132593

>>9132587
At least finish it with the key skips

>> No.9132594

>>9132587
This is a heinous crime I can't believe you're playing a single player videogame how you want to what the fuck anon

>> No.9132608

>>9131674
he's talking about Strain, you know..

>> No.9132689

>>9132036
My biggest problem with it is getting it in Map02 in the vanilla Doom 2 campaign. That'd be like getting the rocket launcher for free in Doom 1's episode 1.

>> No.9132702

>>9132689
You basically get the Rocket Launcher for free in Map01 of Doom 2 as well. The bigger issue is that the SSG isn't inside a secret.

>> No.9132720

>>9124681
jazz jackrabbit TC episode 3 released
https://www.moddb.com/mods/jazz-jackrabbit-doom-tc/downloads/ultimatejjdep3

>> No.9132723

>>9132702
Yes, but like you said, the rocket launcher is a secret and rockets are a rare commodity for most of the first episode. Meanwhile the supershotgun is just plain free, and shells are plentiful. The regular shotgun barely has a chance to shine even if you get it in the secret in map01.

>> No.9132758
File: 453 KB, 1920x1080, Douk9.jpg [View same] [iqdb] [saucenao] [google]
9132758

>>9132484
That's bullshit. There are plenty of good shotguns with long-ish range that came after DOOM2. Outlaws, Duke Nukem 3d, shadow warrior, Blood (it's long range considering it's a sawn-off).
Besides, videogame environments by nature are relatively boxed-in unless you're playing some kind of a battlefield-ish game with large sprawling landscapes. As such, the shotgun needs to be "powerful but with limited range", otherwise it's going to always be the absolutely dominating option. Unless of course you don't care about balance.

>completely worthless outside of point blank range
That's most often a hyperbole and when it isn't, it's an isolated case of poor balancing.

>>9132460
If your only criticism is what it may or may not have inspired in future games, it's not a very convincing argument imho.

>>9132689
Well that just means the game's able to roll out more advanced monsters at you quicker because you have the SSG to take care of them with. And it's not like DOOM 2 campaign have a consistent build-up of challenge, it's all over the place so having a traditional "weapon progression" would be kinda weird imo.

>> No.9132760
File: 869 KB, 1920x1080, Screenshot_Doom_20220206_182907.png [View same] [iqdb] [saucenao] [google]
9132760

>>9132723
>the regular shotgun barely has a chance to shine
The pump shotgun is still plenty useful against marines, imps and pinkies at medium range and can be a better choice against hell knights / cacos from further away if you can't / don't want to get close.

>> No.9132761

>>9132570
>not a doom god
desu, he's definitely a minor doom god by now

>> No.9132781
File: 388 KB, 621x620, image_2022-07-30_142209964.png [View same] [iqdb] [saucenao] [google]
9132781

In about an hour I'm gonna get baked for the first time since 2013. What are some good wads to play when baked? You can recommend literally anything, don't feel like you can only recommend new/obscure shit. Like if you wanna say Scythe 2 go ahead and say it, doesn't matter.

>> No.9132796

>>9132781
Dungeons of Kremlin (original, not the remake)

>> No.9132797

>>9132781
DUDE
WEED
LMAO
DBP45: Vrack Botanicals

>> No.9132798
File: 638 KB, 1920x1080, Douk14.jpg [View same] [iqdb] [saucenao] [google]
9132798

>>9132781
>wads
About about total / partial conversions?
Anyway, Zen Dynamics was / is cool.
Dunno if being baked is different but if I wanted some chill drunk fun I'd instead play something like Shadow Warrior or maybe Duke 3d.

>> No.9132805

>>9132798
>About about total / partial conversions?
those are welcome too. fuck, anything is welcome. other video games (new or retro), anything. preferred FPS/TPS stuff tho.

>> No.9132836

>>9132805
I'd play Doom Golden Souls 2, or maybe some Sonic Robo Kart 2 if you can find a server.

>> No.9132857

>512 Lines - Hit Play Half Cocked
This was a fun map. I have no idea what the intended progression was, but I jumped right into the lava channel first and punched the vile to death and kinda stumbled my way from there. Making a Romero head repopulate the map right before the exit was pretty evil and cool.
What was the yellow key for, though?

>> No.9132975

>>9132460
>my criticisms of the SSG is that it started an extremely lazy convention of putting 2 shotguns in certain games just so you can run around with the first one for five minutes.
It’s a tricky thing to balance. Even in Half-Life and Blood I’m pulling the doubleshot most of the time, and would always just prefer switching to a different gun rather than using the single primary fire.
It’s also not exclusive to shotguns as Quake 1 would demonstrate with its nailgun to supernailgun. Ironically the regular shotgun maintains a purpose as a sniping/poking weapon, and the grenade/rocket balance is nearly perfect.
>>9132723
The shotgun is a better ranged option than the super, but the chaingun is a better ranged option than both. The only use it maintains at that point is the rare situation where you want to poke at an enemy at some distance while taking cover between shots.

>> No.9132982

>>9132036
Only if you play continuous.

>> No.9133096
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9133096

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.9133106

im having a lot of fun with brutal sigil :^)

>> No.9133163
File: 99 KB, 220x307, t2s-creeping.gif [View same] [iqdb] [saucenao] [google]
9133163

>>9132781
>IVE GOT A BONE TO PICK WITH YOU!
IVE GOT A BONE TO PICK WITH YOU
>IVE GOT A BONE TO PICK WITH YOU!

>> No.9133189
File: 110 KB, 1757x604, textures.jpg [View same] [iqdb] [saucenao] [google]
9133189

>>9133096
Making textures makes me want to kill babies, even if it's just shitty doodle-style textures I spend too much time on. At this rate I will probably spend a total of over 100 hours on this.

>> No.9133192

>>9124675
what was the name of the mod that allows you to change monster spawn radius/numbers? i wanted to replay doom 1 with HD and i want more enemies but i forgot its name, anyone knows what mod im talking about?

>> No.9133213

>>9133163
i didnt get the weed :(
my cook is a twat, didnt deliver

>> No.9133225

>>9132857
Doesn't the yellow key let you access the starting point again? It's been a while since I played, but I seem to remember there being a yellow door in the middle of the map somewhere.
Also, that was probably my favorite map in the pack. GG WP Revae, Rekkr is in my backlog nyaow.

>> No.9133234
File: 79 KB, 900x1000, 1622247298838.jpg [View same] [iqdb] [saucenao] [google]
9133234

>>9133213
Woof. I'll eat an entire pack of edibles and smoke, like, at least 0.5g of concentrates in your honor tonight (and do some mapping to make it count.) That's only about twice my usual daily intake lmaooo. I have a serious substance abuse issue.

>> No.9133238

How do I make Ion Fury not run like shit?
I have all my drivers up-to-date, I use OpenGL and the set resolution is 1024x768, yet the game still runs like shit.
I think it's the particles or effects causing the issue, alongside with the sheer size of the maps, because the game dips when looking at a larger area and when firing the SMG.
I have most of the fancy shit disabled (voxels, 3D models, vsync, some other shit in the .cfg)

>> No.9133246

>>9133238
Lowering the resolution doesn't help and Software runs even worse, I'm assuming it's too much strain for my shitty CPU.

>> No.9133252

>>9133234
Take it ez anon. Have the fun I was expecting to have :(

>> No.9133253

>>9133238
Is your computer a potato? Are you even meeting the minimum requirements?

>> No.9133258

>>9133252
What's something you like about Doom maps? I'll try to work a mechanic or gimmick into a map for you (it'll also help get my creative juices flowing, after shackling myself to community projects for two months straight.)

>> No.9133265

>>9133189
Love seeing it though anon

>> No.9133268

ok so i just killed a white lab coat wearing person/ enemy while playing brutal doom 1. What the fuck did i kill?

>> No.9133272

>>9133258
My preferred style of maps are those that put 95% of the emphasis on gameplay and flow well. I don't like maps that are complicated for the sake of being complicated. I also like pretty maps that have a nice aesthetic but I don't care for those that make atmosphere the point (but maybe if I was stoned this would be different). I don't dig slaughter but it's okay in small doses, particularly "mini slaughter". Skillsaw imo is the master of all this. Love the natural flowing gameplay he produces; his combinations of enemies and everything just feels so good. I hardly ever get lost in his maps even though they're technically very complex and gorgeous looking too. Imo nobody elevates the doom formula like he does. So yeah, just make good maps with good gameplay bro.

>> No.9133276

>>9133272
>Skillsaw
I need to play some of his maps. He's one of those names I see thrown around as one of the Titans of Doom mapping.
If nothing else, thanks for the excuse to actually give some of his work a try, for reference. My maps tend to be fairly open, but they don't "flow" so well, so this could be a good excuse to try and nail that down.
Thanks for the inspiration, if nothing else. Hopefully I can just make a couple solid maps in the near future, and those'll be fun enough for you (and anyone else who plays them.)
Take care, and good luck with your good stuff.

>> No.9133284

>>9132036
I think it's a great weapon which allows a lower tier of ammo to punch above its weight at closer ranges (and to bowl over lots of weak monsters in a swathe). It was a good addition to Doom 2 because Doom 2 also raised the stakes with new and harder monsters, however the game basically gives you the thing right away in Map 02, and even assuming that you save conservatively, as in, only once, at the start of a level, you will always have this gun at all times, a gun which punches fairly hard for a very common ammo supply, and you'll have a backpack as well so you can always carry and shoot lots.

I think this is one of those things where Doom 2 should just have had episodic division for the levels like the first game, so that every 7th or 8th level or so you started out scratch and had to begin rebuilding your arsenal again, that way the new monsters could also have had more of an impact, because maybe you run into an Arch-Vile while you DON'T have the best weapon for tackling him with, the Super Shotgun, and you have to fight him differently.

>> No.9133289

>>9133276
Godspeed anon. You should definitely play his wads, like right now. Vanguard, Valiant, Ancient Aliens and Heartland are all excellent (though I'm not fond of the Eternity engine which Heartland runs on unfortunately). Glhf.

>> No.9133292

>>9132036
It's not unbalanced at all. Every weapon in Doom 2 has its use given a situation, excluding the pistol when you have the chainsaw.

>> No.9133296
File: 151 KB, 816x719, Super_Castle_Darkholme_IV.jpg [View same] [iqdb] [saucenao] [google]
9133296

>>9133289
>Valiant
This is actually the one I've played. Haven't put too much time into it, but it gives me a good starting point.
>Ancient Aliens and Heartland
These are also WADs I've had on my radar for a while. To be honest, I'll use Heartland as an excuse to try out Eternity engine (which I've barely touched to date.)
Thanks again for the recs. It's probably better that I take a short break from mapping to do some WAD studies in the meantime.

>> No.9133298

>>9133268
What level are you playing it on? I at least know that Project Brutality adds “labcoat” zombies, unsure about BD.
>>9133284
>because maybe you run into an Arch-Vile while you DON'T have the best weapon for tackling him with, the Super Shotgun, and you have to fight him differently.
Archviles get wrekt faster by rockets or plasma. I still agree with you though, there’s seems to be a number of players who “don’t need nothin but the super shotty” and need to be reminded of the other weapons.
The episodic format also gives the plasma rifle more of a chance to shine before grabbing a BFG.

>> No.9133301

>>9133298
nuclear, e1m2. in the maze

>> No.9133307

>>9133298
>>9133301
ah ive found it. Brutal dooms main file comes with the ad on
"Chainsaw Zombie Scientist Brutal Doom addon"

>> No.9133312

>>9133307
There we go, makes sense. It would’ve had to be a BD feature if it was on a vanilla map.

>> No.9133386

>>9133253
I do, I think the biggest bottleneck is the CPU because it's a shitty laptop with a ~2014 i5, 1.6 Ghz.

>> No.9133391

>>9132857
>>9133225
Yeh, yellow key is for getting back to the center, and alternate path.
There's no single intended path, you can go whichever way you want.
>Rekkr is in my backlog nyaow
Noice.

>> No.9133404

>>9133386
dude potato mode to the max

>> No.9133406

>>9133253
>>9133386
Just for reference, I can play huge maps in Quake without a hitch (using Ironwail), and newer games like the Homeworld remaster/ remake run smooth at medium-high settings, but I believe the Build engine is quite CPU intensive.
The newest game I tried that can run smoothly fully maxed out (including post-processing effects) is Stalker ShoC, but I haven't tried that many newer games.
And I made sure the game is using the dedicated GPU, not the integrated one.

>> No.9133419

>>9133406
Even the Switch runs into issues with it, it’s set to 30 frames by default and the inconsistent 60 frames option is behind a Konami code.

>> No.9133431

>>9133406
yeah but iron fury is both really good looking and really lighting intensive, the game uses so much lighting for scene effects. its its main way of looking good. On top of that it has more explosions than any other build engine project

>> No.9133434

>>9133419
That's the thing, I'm assuming it's partly because of the maps' size and partly because of all the effects (little flames, explosions, smoke, fog).
Sad thing is that you can't disable them, but I saw some Romanian dude running it on youtube on fucking Windows XP buttery smooth so I assumed it would be fine.
I've played through all of the OG Build games at 60 FPS with VSync enabled without any issues as well, so it's definetly something Ion Fury specific.
That's ok though, I don't really enjoy the level design anyway and Shelly is very annoying so I can put the game into my backlog till I manage to find the funds to buy a new computer.

>> No.9133436

>>9133434
some people prefer installing windows xp on their main pc

>> No.9133457

>>9133436
Yeah, but isn't Windows XP 32-bit mostly? Which would mean that you're stuck with 2-3 GBs of RAM for games and the OS won't take advantage of multi-threaded CPUs, which usually don't perform that well on a single thread?

>> No.9133476

>>9133434
>I've played through all of the OG Build games at 60 FPS with VSync enabled without any issues as well, so it's definetly something Ion Fury specific.
Absolutely. None of them are as close to as packed and detailed as IF is, besides maybe Redneck Rampage to a degree.
I can’t relate to your issues with it but I can with the GZD game inspired by it, I have to disable a lot of Seleco for it to run smoothly.

>> No.9133491

>>9132781
lilith.pk3

>> No.9133536
File: 1.69 MB, 3840x2160, fifty_percent_pork_fifty_percent_tapeworms_is_a_reference_to_the_description_of_porkchops_in_the_restaurant_from_Brave_Fencer_Musashi.png [View same] [iqdb] [saucenao] [google]
9133536

>>9133096
Hurt my back and can't sit at my desk for too long, so here's a screenie from my DBP50 submission that I finished this past week. The other entries are, by and large, much more visually impressive, and they rock stellar—if sometimes ball-bustingly difficult—gameplay.

>> No.9133548

>>9132372
I'm gonna take a guess that they're running Project Brutality with a Neural Upscale and 50 filters of reshade absolutely caked onto GZDoom at 4k

>> No.9133561

>>9133536
Very sexy

>> No.9133571

>>9133536
Looks cool, maybe I should play one of the DBPs sometime.

>> No.9133587
File: 319 KB, 1920x1080, 20210522175731_1.jpg [View same] [iqdb] [saucenao] [google]
9133587

>>9133536
Heckin' love that lived-in feel.

>> No.9133606
File: 3 KB, 676x228, snorefest.png [View same] [iqdb] [saucenao] [google]
9133606

>>9133096
To get away from the textures a bit I did some more death state editing.
The plan is to give all the smaller humanoids a ZZz death state, but I am still undecided what to do for the others. Cyberdemon and Spider Mastermind will just poof away or something.
I am working off the goreless sprites here.

>> No.9133607

What a missed opportunity Ion Fury was. An almost amazing game hampered by modern limp dicked lack of vision.

>> No.9133625

>bitter IF returns with more “whadda missed opportunity” doomposting
There’s people that enjoy the protag and people who enjoy the game in spite of the protag because they can turn her off. It’s far removed from more objective concerns.

>> No.9133631
File: 1.97 MB, 3840x2160, 1636688269003.jpg [View same] [iqdb] [saucenao] [google]
9133631

I wish she was real guys, I really do

>> No.9133634

>>9133606
Adorable, getting visions of “Doom no ultra violence”.

>> No.9133637

>>9133561
>>9133571
Thanks for the compliments.
Definitely check out some of the earlier DBPs, if you haven't. The most recent one (#49, "Mausoleum Nefarium") has a stellar aesthetic.
>>9133587
Thanks. It's something I found so endearing about Duke3D (and other Build games, of course) that it greatly influences my own mapmaking. The idea of making a location feel like it has an immediate utility to the monsters present is important to my design philosophy—arguably, it's the backbone of my mapmaking in general.
You might want to check out DBP#37, "AUGER;ZENITH". It's got a cyberpunk aesthetic, which at the very least lends to it an urban life feeling throughout the maps I've seen (haven't played it myself, but I've seen and heard great things.)

>> No.9133638

>>9133631
unf

>> No.9133642

>>9133606
>Cyberdemon and Spider Mastermind will just poof away or something.
I think this is a good idea. Make 'em vanish in a puff of off-white smoke (lavender or light blue or something; just not straight white-grey, or it might lose some of the dreamy feeling.)

>> No.9133643
File: 11 KB, 759x252, fBhsxFS.png [View same] [iqdb] [saucenao] [google]
9133643

>>9133634
>“Doom no ultra violence”.

>> No.9133654

>>9133634
Yeah that's exactly where I stole the sprites from

>> No.9133664

>>9133637
>(haven't played it myself, but I've seen and heard great things.)
It’s too good, imba and OP, as colorful as AA but in urban environments. I’ll be looking into DBP50.

>> No.9133668

>>9133625
>because they can turn her off.


Sad as fuck.

>> No.9133687

>>9133668
Even Duke had a “Duke talk” option. Voiced FPS protags are not for everyone.

>> No.9133690 [DELETED] 

DUKE BROS NOOOOOOOOOOOOOOOOO
https://rpgcodex.net/forums/threads/which-game-was-best-duke-nukem-3d-blood-or-shadow-warrior.144022/

>> No.9133694

>>9133654
>>9133643
Beautiful.

>> No.9133735 [DELETED] 

>>9133690
rpgcodex always has shit opinions

>> No.9133789 [DELETED] 

>>9133735
wrong

>> No.9133804
File: 104 KB, 1280x960, woof0003.png [View same] [iqdb] [saucenao] [google]
9133804

>tfw 108% awake
YEAAAAAAAAAAAAAAAAAAAHHHH

>> No.9133824
File: 479 KB, 1903x1043, thispleasesthewang.jpg [View same] [iqdb] [saucenao] [google]
9133824

>>9133607
>modern limp dicked lack of vision
What's that supposed to mean?
Such a cynical take and Ion Fury had tons of SOVL in it's secrets, it's clear passion for the genre, the weapons feeling satisfying and all in all the entire experience feeling like an authentic throwback, vs the ones just cashing in on the "boomer shooter" *spits* trend.

>> No.9133825
File: 676 KB, 1024x768, kmquake2_121.jpg [View same] [iqdb] [saucenao] [google]
9133825

This is becoming no longer remotely fun in any sence, the Daikatana fog only hinders the player and makes sniping impossible

>> No.9133834
File: 262 KB, 1024x768, kmquake2_122.jpg [View same] [iqdb] [saucenao] [google]
9133834

>>9133825
I also played thru SoE in the meantime to actually enjoy wasting my time with something more enjoyable, no idea if Ill bother finishing this ordeal

>> No.9133838

>>9133824
>What's that supposed to mean?
“Hide and ignore my post because I’m just here to shitpost” is what they’re really saying.
>>9133825
What fresh hell is this?

>> No.9133839
File: 163 KB, 1920x1080, 20210605150220_1.jpg [View same] [iqdb] [saucenao] [google]
9133839

>>9133637
>You might want to check out DBP#37, "AUGER;ZENITH"
Hah, I actually downloaded that today, along with Zen Dynamics and Occult Secrets of the Third Reich.

> It's something I found so endearing about Duke3D (and other Build games, of course)
Yeah, especially back in the late 1990s it was so amazing to boot up Shadow Warrior (shareware version lol) and to witness that realistic-ish city street with cars, parking meters and even a moving car that goes and explodes along with the realistic looking Uzis and so on, it's hard to explain to people that grew up with near-photorealism being essentially the standard why those kinds of locations were (and to me still are) so impressive.
Especially Half Life 1 with the Black Mesa Research Facility left a forever lasting impression on me in that regard.

>> No.9133841
File: 49 KB, 318x329, sheet.png [View same] [iqdb] [saucenao] [google]
9133841

>>9133096
Been crunching monster sprites into, I guess, 5 bits? As a possible replacement for current sprite set in DIY which is so monochrome it's hard to see at times.

>> No.9133854

>>9133841
Are you interested in shifting focus towards the comfy sleepytime project? Crayon style and all.
Or are you just "un-simplifying" the DIY sprites?

>> No.9133870

>>9133854
I'm not really an artist, those aren't "un-simplifying" those are "simplifying original but less". Unless you need someone to fiddle with color transition, I doubt I could help you.

>> No.9133876
File: 599 KB, 1024x768, kmquake2_123.jpg [View same] [iqdb] [saucenao] [google]
9133876

>>9133838
A fucktardedly hard Q2 super-mod thats thematically a recreation of Zelda64 called "Legend of Medalions: the Circle of God" - made by the same Russian/Estonian fellow who did those bullshit hard (Final)Doom(2) remakes in KnightmareQ2
If your type of fun is binding 'give adrenaline' to an auxilliary mousekey and frantically clicking it whenever the screen gets flooded with hitscanners and HomingMaidens in an open area, then be my guest friend

>> No.9133890

>>9133870
I see, no problem. So far there aren't any sprite changes planned beyond sleeping death states anyway, but one should seize opportunities as they arise.

>> No.9133902

For someone who has not played anything from Doom aside from the vanilla games, is this list a good place to start with custom levels?

https://doomwiki.org/wiki/Top_100_WADs_of_All_Time

>> No.9133903
File: 728 KB, 2560x1440, Screenshot_Doom_20220730_032950.jpg [View same] [iqdb] [saucenao] [google]
9133903

Holy kino. I will never switch back to brightmap-less ports.

>> No.9133908

>>9133902
Sure, this and Cacowards listings.

>> No.9133919

>>9133902
It is, but you still have hundred of wads to pick from, considering some of them easily take 20+ hours to beat. If you already know what kind of wad you want to play (i.e. some ultra old vanilla wad or some slaughter or some exploration or some horror or whatever) and you know which wad suits your needs, it's a good list.
But if you just want to start from somewhere, I think this list is much better https://www.doomworld.com/25years/the-roots-of-doom-mapping/

>> No.9133925

>>9133876
I’m disgusted but also interested

>> No.9133928
File: 680 KB, 2560x1440, Screenshot_Doom_20220730_032959.jpg [View same] [iqdb] [saucenao] [google]
9133928

>>9133903

>> No.9133971

40k stuff
https://www.youtube.com/watch?v=k9Y-M83nBrk

>> No.9133973

Dumb question, but... what's up with running in QuakeSpasm?

>playing Quake with QuakeSpasm
>run button changes my forward/backward speed
>run button doesn't affect strafe speed (always fast)
>run button doesn't affect diagonal speed (which always feels like walking speed in the forward forward/backward direction plus running speed left/right, so when I go diagonal I feel like I'm moving way too much to the side)

>switch "always run" option from "off" to "QuakeSpasm"
>same as above but run now button has inverse effect on forward/backward speed
>diagonal still feels like shit because the left/right movement is much greater

>switch "always run" option to "vanilla"
>moving diagonally is no longer too slow in the forward/backward direction, but there's no way to stop running

Were the non-vanilla options done like that on purpose to make diagonal movement less overpowered?
I want the diagonal movement to be equal parts forward/backward and left/right, but I also want to be able to control whether I'm running. None of the options do that.
It's been too long since I played vanilla Quake to know how it actually was, so I'm not sure exactly how fucked up this is.

>> No.9133979

>>9133457
yes but those people get xp professional x64

>> No.9134065

>>9133973
Maybe I'm dumb; upon further research, I see the movement speed values in QuakeSpasm are apparently the same as those in vanilla.
>cl_forwardspeed 200
>cl_backspeed 200
>cl_sidespeed 350
So I guess I just forgot that, in vanilla quake, simply walking diagonally was more sideways than forward...?

I think it's still fucked though. Nothing I do in QuakeSpasm seems to alter the side speed, so it's always 350, and when moving diagonally, it's always 200 forward and 350 sideways. With always-run disabled, pressing and releasing shift has no effect on sideways or diagonal movement speed. It only does anything when I'm running straight forward/backward, and if I'm running forward (speed 400 I guess) and then start going diagonally, my forward speed drops to 200. Just feels like ass.

>> No.9134083

How do I get rid of the crackling sound when escalators/crushers etc move? Using Woof btw.

>> No.9134085

>>9133839
Why did Gordon have a picture of his colleague's daughter in his locker?

>> No.9134102

>>9133971
>2D
>when games were 3d already

>> No.9134117

>>9133971
>was expecting info on the cancelled 40k FPS that’s actually retro
What engine is this running on?

>> No.9134132

>>9133902
Any place is good >>9127345

>> No.9134139

>>9134117
UE4 or 5

>> No.9134145

In DEHACKED patches what is the difference between

Doom version = 19

And

Doom version = 21?

I've seen both used.

>> No.9134148

>>9134085
>a different level designer did a revamp of the Sector C locker room to modify Gordon's locker, replacing what was previously a pin-up poster with different details, including the Isabel baby photo
lol that meme with him as a coomer was actually closer to what could’ve been

>> No.9134156

>>9134139
Yuck. Might still be cool.

>> No.9134173

>>9133834
>SoE
?

>> No.9134184

>>9133919
To be sure, I'm not sure about the difference between vanilla, slaughter and exploration in Doom sense. Also I'm surprised to know that there are 20+ hours stuff out there, I always thought that Doom wouldn't take more than 5-6 hours to beat.

I'll take a look at this list, thank you.

>> No.9134189
File: 50 KB, 1280x720, Screenshot_Doom_20220723_051002.png [View same] [iqdb] [saucenao] [google]
9134189

>>9134184
>5-6 hours to beat
heh

>> No.9134190

>>9133973
Yes, it's confusing. Because movement is based on acceleration with a maximum speed of 320 due to ground friction. When you hold shift with always run off it doubles only the forward/backspeed from 200 to 400, while sidespeed is always 350. Although top ground speed is 320 the acceleration speed influences the angle you move. You can strafe at 45 degrees if you do cl_forwardspeed 350 cl_backspeed 350.

>> No.9134219

Anybody know what's the best way to play Strife?
I've read on some wiki that Strife:VE implements some graphical features that are not in Chocolate Strife, and that GZDoom does not support some mode. But that information seems stale.

>> No.9134227

>>9133902
Plutonia was robbed

>> No.9134237

>>9134227
Why would an IWAD be on a list of the top 100 PWADs?

>> No.9134239

>>9134190
Thanks. I just found out about sv_maxspeed before you posted, and saw it was indeed set to 320 by default. So yeah, if the sideways walking speed of 350 is already breaking the speed limit, it's no surprise that the run button doesn't do anything. I'm not sure if I understand exactly how sv_maxspeed applies to diagonal movement, but I assume the diagonal walk speed also hits the speed limit even before run is applied. Is this really how vanilla was (speed limit included)?

Also, is it common for players to set forward/backward speed equal to side speed? The default setting just feels really fucking weird after playing other games, although I've gotten used to it before (when I played through the mission packs earlier this year). I haven't ever learned bunny hopping or any of the advanced movement techniques though. So I probably play like someone's grandma, only leaving the ground when I need to jump over a lava pit.

>> No.9134273

>>9134145
It differentiates between doom engine versions where 19 is Doom 1/2 version 1.9 and 21 is Ultimate doom. I'm pretty sure only practical difference is version 1.9 doesn't have the level names for episode 4, otherwise the engines are the same. Modern ports don't support anything lower than version 1.9 and they don't care about offsets because they're not actually altering the .exe like dehacked did but if you were running on dos I think this information is needed because the data chunks were shifted between versions.

>> No.9134294

Community projects are a great way to make someone else implement your ideas and boost your visibility.

And submitting to community project is a great way to see your hard work disappear into the nether because the lead freaking died or something.

>> No.9134297

>>9133841
Should be dithering these lil muffugas

>> No.9134302

>>9134189
which level is this?

>> No.9134303

>>9134239
I assume most people use the QuakeSpasm always run option and just get used to the angle. That's my config at least. The old manual way was typing +speed in the console or autoexec.cfg. I think you could probably still strafe jump with edited forwardspeed since you only need to tap +forward for the single frame that you touch the ground between hops.

>> No.9134304

>>9134297
Dithering always looks weird in practice. To me anyway.

>> No.9134323

>>9134294
I'm not fucking dead, I'm just kind of bodied. I made another stupid error in the SWITCHES lump which I fixed, I'll see if I can muster the energy to go through that last level submission and then see about getting more work done.
Unless you meant Vaeros, in which case I'm pretty sure he's alive.

>> No.9134326

I don't suppose anyone knows what's up with simplici7y? I was thinking of replaying Marathon until I remembered Colony Ship For Sale and decided I might finally give PID a go, but the site's been down the last few days.
I know there's a version in the OP drive, but it's a few years out of date.

>> No.9134328

>>9134302
>see screenshot
>see “map 20: 20 silures”
>google “doom map 20 20 silures
Eternal Doom, map 20: 20 Silures

>> No.9134342
File: 1.47 MB, 1600x900, spasm0000.png [View same] [iqdb] [saucenao] [google]
9134342

>>9134173
Soul of Evil - the sequel mod is even better in all ways, only problem is that you cannot order your allies to stay in place

>> No.9134353
File: 1.48 MB, 480x299, 1646987914467.gif [View same] [iqdb] [saucenao] [google]
9134353

Heyo, Serious Business Saturday is going to start in about an hour. If you want to download the map early that we'll be playing you can grab it here:
>https://rakanishu-sed.itch.io/jacobs-rest
>download the version called "Jacob's Rest (TSE)," not the other ones. Please follow the instructions carefully.

Also, if you missed it last time there's a nice fan patch for TSE which adds more widescreen support, borderless window, proper fov adjustment, and more. You can get that here: https://github.com/SamClassicPatch/SuperProject/wiki

>> No.9134416
File: 516 KB, 1901x1063, XBOXSERIES1Box.png [View same] [iqdb] [saucenao] [google]
9134416

KAKAROT

>> No.9134434
File: 543 KB, 1920x1080, 100m.jpg [View same] [iqdb] [saucenao] [google]
9134434

>>9134239
PS I checked and yes, you can still bunny hop even if you set cl_sidespeed 200 and +speed or always run to QuakeSpasm. Though I get worse initial momentum from the first circle jump so it's not optimal for speedrunning if that matters.

>> No.9134474

>>9133631
god i need her in my life so much

>> No.9134482

>>9132781
https://youtu.be/ps_LPHBwX6I

>> No.9134496

>>9134273
Thanks for the answer. So if im making a wad for vanilla doom 2 I should just use doom version = 19 then? Its not like I'll need ultimate doom support or anything.

>> No.9134502

>>9134237
hell to pay and perdition's gate were robbed then

>> No.9134515

>>9128496
The 2nd is so much better and I enjoy the 1st.

Playing that shit with an uncapped framerate on the hardest difficulty is life-changing.

>> No.9134518

>>9134189
>TIME: SUCKS

>> No.9134529
File: 793 KB, 1200x800, 1636057201446.png [View same] [iqdb] [saucenao] [google]
9134529

>>9134353
It's Serious Business Time, men. Grab your briefcase, your lunch, and some extra rockets because it's time to get serious. Today we'll be playing through a very cool map called Jacob's Rest. It has a lot of custom assets including custom enemies, you can download it here in case you missed earlier:
>https://rakanishu-sed.itch.io/jacobs-rest
>Download the version called "Jacob's Rest (TSE)," not the other ones. Please follow the instructions carefully.
>server ip: 45.79.57.115
>join via specify server
As always please wait for people to join before running off. Got to keep some respect while you're mowing down Mental's horde.

>> No.9134596

>>9134496
Testing it, it seems like it doesn't matter at all between those versions for doom2. The offsets are different but as long as that line is there dehacked.exe seems able to translate the differences. I think the convention is to use 21 just because it's the latest engine version but either's fine.

>> No.9134630

Do you keep any kind of control, spreadsheet or whatever for your doom adventures?

I have a very simple one where I store some notes about what I've played and I just realized that so far I've played 417 Doom Megawads in a grand total of 3362 levels.

>> No.9134642
File: 134 KB, 2167x1547, uncledoomguy.png [View same] [iqdb] [saucenao] [google]
9134642

Had an idea for a titlescreen or something for the comfy sleepytime project, see pic related.
Obviously this is just a shitty pastejob and someone with talent would redraw it correctly in the style.

>> No.9134670
File: 155 KB, 512x512, rsz2_demon_fucker_permit.gif [View same] [iqdb] [saucenao] [google]
9134670

>>9133631

>> No.9134673
File: 978 KB, 1600x900, spasm0004.png [View same] [iqdb] [saucenao] [google]
9134673

>>9134342
Also the way how each next level strips you naked I find a little bit annoying, but it isn't a signifficant showstopper for me

>> No.9134674

>>9134596
K thnx

>> No.9134679

I'm sorry that the Canadian forced you guys to play megagame.wad last SNS, I promise we'll be back on track tomorrow with something even more insufferably stupid.

>> No.9134686
File: 229 KB, 256x135, 894.gif [View same] [iqdb] [saucenao] [google]
9134686

>>9133631
>dat shotty poster

>> No.9134734
File: 388 KB, 412x500, doom3guy grin.png [View same] [iqdb] [saucenao] [google]
9134734

>>9134679
Oh boy

>> No.9134745
File: 2.77 MB, 1920x1080, 1640860679914.png [View same] [iqdb] [saucenao] [google]
9134745

>>9134529
Thanks for all the fun, see you next week!
And next time if you're having connection issues then please tell me here in the thread.

>> No.9134754
File: 130 KB, 737x960, Corzo and Basilissa.jpg [View same] [iqdb] [saucenao] [google]
9134754

>>9133536
Ashes Weapons would go great on this.

>>9133606
Some of the other demons might work with the snore bubble you showed earlier. Like the Mancubus, maybe.

>>9133631
I like this one.

>> No.9134758
File: 1.63 MB, 1920x1080, Caco-Cola.png [View same] [iqdb] [saucenao] [google]
9134758

I like to enjoy a nice cold vanilla Caco-Cola while I rip and tear.

>> No.9134767
File: 1.08 MB, 1280x960, 1649545954487.png [View same] [iqdb] [saucenao] [google]
9134767

>>9133631
Alright, which one of you took it?

>> No.9134775

When doomguy baits an attack from a pinky and moves back in my head-canon doomguy kisses the pinky on the hump of his nose cuz doomguy is gay. Anyone else? I hope you can't unforget this every time you bait a pinky attack lmao.

>> No.9134797

>>9134642
At first I was thinking a helmetless player sprite would be appropriate for Doomguy in his pajamas, but now I'm thinking it would be better/funnier if he just had a sleeping cap on his helmet.

>>9134775
I'm going to imagine that HDoomguy does this.

>> No.9134817

>>9134775
I just assume I'm Goku now ever since that video on how to fight the demons in doom.

>> No.9134829

>>9134596
Well, i came up with another question. What is the difference between MAPINFO and ZMAPINFO lumps? I get the impression that ZMAPINFO is zdoom specific, so does than mean that MAPINFO is Boom specific? Should a wad seeking to have the widest level of compatibility have both ZMAPINFO and MAPINFO, or is one preferred over the other? They both seem to be coded slightly differently but they both seem to achieve the same thing.

>> No.9134845

>>9134679
TNT3 here we come!

>> No.9134846

>>9134754
God, I love High Noon Drifter so much. Both Corzo and Basi are so much fun to play as.

>> No.9134856 [SPOILER] 
File: 1.23 MB, 1920x1080, MAINFLAT.png [View same] [iqdb] [saucenao] [google]
9134856

>>9133096
It's not much, but I've started work on a SFW version of my project. It'll still be raunchy, but you'll be able to play it on YouTube.

>> No.9134864

>>9134775
It’s a bit like sticking a finger into a mouse trap and pulling back at the last second, but instead it’s an entire arm and the mouse trap is alive

>> No.9134868

>>9134775
how he kiss through helmet?

>> No.9134880

>>9134775
WRONG
He actually touchs penis tips with the pinky then retreats.
Obviously he flaunts a permanent boner due to the guns and the adrenaline, that can't be contained inside the armor, and the pinky is a naked hellish creature of sin

>> No.9134891

>>9134880
So he always knows the exact limit of the safe distance
When you get hurt it's because you're being too gay and enjoying it more than you should

>> No.9134904

Map17 of 512 Linedefs of /vr/
https://www.youtube.com/watch?v=HeJtCWC2x4k

>> No.9134906

>>9134891
Well yeah this is a pretty standard strategy for maintaining self restraint, you gotta have some kind of feedback mechanism to gauge your actions by.

>> No.9134909

>>9134880
can you believe some people still think the rip in Doomguy's shirt is from a demon clawing him and not poked through by his gargantuan hardon

>> No.9134916

>>9125101
ProtonPack V1.9.5
Switch should be fixed now. I'll have to recover further.

>> No.9134925
File: 1.01 MB, 1280x871, Corzo transparent.png [View same] [iqdb] [saucenao] [google]
9134925

>>9134846
Been my favorite mod since it came out. Treasure Tech and GMOTA aren't too far behind.

>> No.9134946
File: 395 KB, 1475x737, GMOTA_Meeting_Basilissa.png [View same] [iqdb] [saucenao] [google]
9134946

>>9134925
I consider it Term's best gameplay mod, the gameplay ideas hit their fullest potential I think.

>> No.9134968

>>9134829
It's never detrimental to have multiple mapinfo lumps (Z/E/Umapinfo) as long as their formatted how you want but it may also not be necessary at all. Check doomwiki.org
Mapinfo is a lump for assigning stuff like levelnames and skies that was first introduced by hexen. Zdoom and its derivatives support it for doom, but will prioritize zmapinfo since that format allows for more features but came later. Boom (the sourceport from the 90s) doesn't support any mapinfo so if you wanted to change level names you'd use dehacked. It also doesn't support changing skies per level, that was a feature added by MBF with sky transfers. However, most modern ports (Prboom+, dsda, Woof, eternity, crispy doom) allow you to change these things with Umapinfo. They also support dehacked and mbf sky transfers so you might not need any mapinfo if that's all you want to change. The real benefit of umapinfo is altered level progression and episode format, but some people consider sky transfers to be confusing or tedious I think. Seriously read the wiki.

>> No.9135003

>>9134219
I've been playing Veteran Edition myself. GZD is perfectly functional, but VE is basically Chocolate Strife with some quality-of-life improvements.

>> No.9135007
File: 518 KB, 1600x3111, Corzo White.jpg [View same] [iqdb] [saucenao] [google]
9135007

>>9134946
I'd say I agree with that. Though, at times I do wish there was more overt magic in it, fitting the weird west and magic gunslinger thing. Most of the magic Corzo does is very subtle and in lore stuff that you'd never know about unless you read it. And the staff, I kinda wish it was an ice staff for just a bit more variety, since Basilissa already has fire. And because ice deaths are already in GZDoom. I don't find the staff too satisfying unless I'm using a monster mod that has fire deaths.

>> No.9135010

>>9135007
I think there's just enough weird magic artifacts, personally. Though I do agree the staff is kinda lackluster.

>> No.9135012

>>9134904
You can also skip the Blue key by entering the back window via that thin ledge, making only the Yellow key necessary.
Thanks for playing my map.

>> No.9135081

>>9134968
Thanks for the response, looks like having both ZMAPINFO and MAPINFO is what the zdoom wiki suggests too. I will look into what umapinfo is.

>> No.9135249
File: 11 KB, 216x520, only one eighth of this bullshit has been comprehended.png [View same] [iqdb] [saucenao] [google]
9135249

>>9135007
>Most of the magic Corzo does is very subtle and in lore stuff that you'd never know about unless you read it.
There's lore? Where would one read it?

>> No.9135274

>>9130313
That guy, Tootsie Toy like >>9131832 said.
No it's not mine I just have it.

>> No.9135275
File: 1.04 MB, 1280x871, Corzo.png [View same] [iqdb] [saucenao] [google]
9135275

>>9135249
Yup! It's all in the High Noon Drifter pk3, in the zactors folder. Mostly everything in weapons and items has lore at the very top to read, from a neutral perspective, and from Corzo's. Term was super thorough and I love this shit.

This is Corzo's entry in player.zsc
>...You wanna know 'bout me? Not gonna find a whole lot, friend. I try to keep a low profile, try not to attract much attention.
>I'm a touch different from most. Ain't really a normal man no more. But that's fine--s'long as I can walk, I can keep on going and doin' what I do.
>Lotta folks out there need a helpin' hand, especially with some bad critters stalkin' the night nowadays. I'm here to help, 'fore I move on to the next place or take a skip across planes.
>S'wide world out there. And this ain't the only world, either. Reckon I'm gonna make a fuss in a lotta places 'fore the end of time claims us all.

>> No.9135282

>>9135249
Sometime it pays to peek inside mods. I put a bunch of flavor text/lore shit in Combined_Arms, and I'm adding that to GMOTA too. I love flavor text.

>> No.9135331

I never paid attention to weapon mods and I've recently been thinking that it could be interesting to have a short list of the best ones for whenever you need to spice up vanilla maps. So any suggestion for best weapon mods? I'm mostly interested in stuff like this:

-Power balance similar to the original weapons. No overpowered stuff.
-No large number of weapons. Ideally a set of 7-9 weapons.
-Assets that go in line with Doom's visual style. No guns ripped from other 90s games.
-Bonus points for interesting/fun mechanics that don't get tedious after a while.
-Alt-fires and reloading are fine. Requiring ZDoom is fine.

I think the only one I have saved is Eriguns.

>> No.9135338

>>9135331
Legendoom is a good one, Final Doomer too, but that might be leaning a bit too much into overpowered.

>> No.9135398
File: 787 KB, 1920x1080, Screenshot_Doom_20220731_012237.png [View same] [iqdb] [saucenao] [google]
9135398

I zorched a toilet today.

>> No.9135498

>>9135398
Nice sprites! What other mods are you using on top of HD for the armor, weapon, etc?

>> No.9135531

>>9135498
That's my reskin pack comprised mostly of weapon sprites by TypicalSonicFan/SoniK.O.Fan, but there are plenty of other sources and edits I did myself.
There are a couple things I custom-tailored to this Ashes playthrough, like the custom stance indicator silhouette, and the RC Car DERP (not pictured here)
I'm waiting until I finish Peppergrinder support and make cookoff rotations for the new ZM66 sprite I switched to before I update the version of the reskin on my dropbox.

>> No.9135535

>>9135531
Cookoff rotations are in the pain in the ass. If it helps at all, please feel free to use the ZM cookoff sprites from Separated Arms if they can serve as a reference or something to build off of.

>> No.9135547
File: 21 KB, 432x288, 1471317651673.jpg [View same] [iqdb] [saucenao] [google]
9135547

>>9135535
>are in the pain the ass
I really need to stop multitasking so much. The offer still stands though.

>> No.9135581

>>9133973
>cl_backspeed 200
>cl_forwardspeed 200
>cl_sidespeed 200
>cl_alwaysrun 1
>bind "ALT" "+speed"
can strafe at 45 degrees, can walk, but walking diagonally is still slightly faster.

>> No.9135602

Is there any way in HD to quickly jump out of the way/into cover?
I have lost count of the times I ate an Imp fireball because my dude couldn't sidestep quickly enough.

>> No.9135604

>>9135602
crouchslide dodges are your friend.

>> No.9135691

>>9135604
And if you press jump during one of these while going backward or forward, you'll do a roll in that direction.

>> No.9135719

>>9134925
I just really like how High Noon Drifter goes out of it's way to be compatible with damn near every doom engine game. That's just neat. It was fun just blasting through Chex Quest as Corzo.

>> No.9135778

>>9135719
Hedon Noon Drifter when?

>> No.9135785
File: 2.92 MB, 960x540, Replay_2022-07-31_08-14-25.mkv.webm [View same] [iqdb] [saucenao] [google]
9135785

>>9135602
Fist lunge + jump + crouch to extend airtime
Rolling can get you more speed, but it also locks up your controls for several seconds and can be very disorienting, neither of which are desirable in the middle of combat

>> No.9135803

Started writing up my map for the projected HDest mapping project and it slowly starts to feel like the scope is getting out of hand.
The way the story is going right now I am already at one hour of gameplay or so.

>> No.9135804

>>9129121
>>9129124
What wad?

>> No.9135807

>>9135804
Ashes (2063/Afterglow)

>> No.9135813

>>9135807
Thanks anon, looks cool

>> No.9135881

>>9135785
How the fuck do you a cyberdemon in 1 hellzing shot and 1 grenade from a fucking blooper

>> No.9135896

>>9135881
The potion shot of the Helzing breaks any shield in one hit, and a direct hit from a grenade on an unshielded enemy is almost certain death, even for a cyberdemon.

>> No.9135903

>>9135896
That sounds overpowered as fuck to me, even by HDest standards.
Good.

>> No.9135909
File: 1.76 MB, 1280x720, Replay_2022-05-29_03-24-54.mkv.webm [View same] [iqdb] [saucenao] [google]
9135909

>>9135903
It's not too different to what you could already achieve with stock weapons.

>> No.9135912

>>9135909
Arguably, a potion, a hellzing, and a loaded blooper are easier to come by than a bronto+liberator.
I remember that clip. You posted it to a similar question I asked back then. Time is a flat circle...

>> No.9135940

>512 Lines - Hospice Relief
Very nicely laid out map. I dig the grates you can see through into the next area. The fights felt a bit uninspired though, pull lever - receive monsters. The only idea I would say was actually cool was giving the player a rocket launcher and then teleporting in a bunch of spectres. However, that one also kinda fell flat because it was only demons around anyway, so I just SSG'd everything because there were so many shells laying around. Conversely, the map felt rather cheap on health. With a more inspired combat layout this could have easily been one my favorite maps so far.

>> No.9135957

>>9135940
Biggest blunder in this map, IMO, was removing the Revenant reverse-ambush from the grate next to the SSG (you used to be able to snipe a Rev through that grate, and that type of shit makes me smile.)
Still love some of the secrets, tho. I can dig an obtuse walk-trigger secret.

>> No.9135972
File: 11 KB, 1142x64, file.png [View same] [iqdb] [saucenao] [google]
9135972

What did Matt mean by this commit?

>> No.9135974

>>9135972
Why don't you look in the code and tell us?

>> No.9135992

>>9135972
He just reduced its ability to doorbust that he added in the very previous commit. Not by a whole lot, it still breaks sectors I'd expect to need more than one HEAT or doorbuster for. I think he did end up reducing the projectile speed in the commit that added doorbusting though.

>> No.9136073

>>9133664
>It’s too good, imba and OP
This got a genuine gut laugh out of me.
>as colorful as AA but in urban environments
I haven't played AA either, but again, I've seen enough to get the idea.
>I’ll be looking into DBP50.
I'm sure the other contributors will greatly appreciate any feedback you can give them. Thank you for your consideration.

>> No.9136084

>>9133631
>>9134767
I would if her nose wasnt missing

>> No.9136101
File: 1.76 MB, 1600x900, spasm0007.png [View same] [iqdb] [saucenao] [google]
9136101

>>9134673
Killing zombies with melee makes me think of AD

>> No.9136107

Hey fellas uuh, thread's bout to fall off

>> No.9136129
File: 1.69 MB, 1600x900, spasm0009.png [View same] [iqdb] [saucenao] [google]
9136129

>>9136101
And apparently now both the Cultist's acid bolts and Drake spittles now have a random chance to poison you. . .

>> No.9136130
File: 817 KB, 1920x2683, hedon___e1m1_sampler__2_magazine_cover_by_wallacewest_deonkej-fullview.jpg [View same] [iqdb] [saucenao] [google]
9136130

>>9135275
>>9135282
Damn, that's cool! I had no idea. I'll check that stuff out, thanks!
>>9135778
Zan on Basilissa wrestling match when?

>> No.9136145

about an hour or two into ashes afterglow and i can't find the way from "flooded district" to "the gap". i love everything else about the game but the way it hides shit like this makes me not want to play.

>> No.9136157

>>9136150
>>9136150
>>9136150
MIGRATE!

>> No.9136167

>>9128574
You got the variable name wrong, is probably the issue
r_viewmodel_quake 1 (without the "draw") makes the weapon behave like the original software quake implementation, where it isn't rigidly fixed to the screen but changes position based on the angle you're looking up or down by, simulating the change in how you hold the gun if you're pointing it up or down. It also has the effect that in the neutral position the gun is further forward compared to the screen-locked version that was the default behavior in glquake.