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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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9153901 No.9153901 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9145216

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Thief, Deus Ex)
https://imgur.com/a/wWS8zXz

Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/CGj4gXyCzg0

IWADs and more (>6 GB): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more):
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters:
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives:
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
Doom RPG series:
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4
Doom 3 Resurrection of Evil:
https://mega.nz/file/BzxyGBBZ#cHtxsid-0wpeFltrPAYCStiwYCXshndXUCfOEXSP7gs
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA

== INFO/LINKS ==
OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/"doom thread"/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.9153905
File: 910 KB, 1329x1645, protons.jpg [View same] [iqdb] [saucenao] [google]
9153905

>>9145216
=== 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 ===

[8-6]Nostalgia a 32 map megawad was released
https://www.doomworld.com/forum/topic/130681-nostalgia-rc1-32-maps-doom-2-format

[8-4]Giftmarcher releases a surprise Quake 2 map: The Drilling Station 161
https://leray.proboards.com/thread/4171/new-q2-sp-map

[8-4]Lex Fridman interviews John Carmack for 5 hours
https://youtu.be/I845O57ZSy4

[8-4] Doom Wad Archive is shutting down :(
https://www.doomworld.com/forum/topic/130650
https://archive.org/details/wadarchive Archive Backup

[8-3]2 new tools released for BUILD game Legend of the Seven Paladins
https://gitlab.com/build-engine/lotspe The Extracter
https://gitlab.com/build-engine/lotspp The Packer

[8-1] DoomerBoards released Emerald City, a 15 map episode
https://doomer.boards.net/thread/2929/emerald-city-rc1

[7-31] DNF 2001 gets an update
https://www.moddb.com/mods/dnf2001-restoration-project/news/july-update30

[7-30]Jazz Jackrabbit TC episode 3 released
https://www.moddb.com/mods/jazz-jackrabbit-doom-tc/downloads/ultimatejjdep3

[7-29]Retroblazer, an old DarkPlaces FPS project is back
https://www.indiedb.com/games/retroblazer

[7-27]Quakewulf working a Quake 2 25th anniversary project, everyone can join.
https://twitter.com/Colonthreee/status/1552412189520273408

[7-22] Preview release of Infernal Immolation by BananaDemon
https://retrofps.boards.net/thread/22/wip-infernal-immolation-replacement-vanilla

[7-22] Randomizer for Build Engine games
https://twitter.com/BuildEnginePics/status/1550276500628324352?s=19

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9153914

>>9153905
Hey OP, you can fit more characters in the news post by trimming down Doomworld links. For example:
https://www.doomworld.com/forum/topic/130681-nostalgia-rc1-32-maps-doom-2-format
Can be cut down to:
https://www.doomworld.com/forum/topic/13068
And still work properly.

>> No.9153918
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9153918

>> No.9153921
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9153921

>>9153914
Okay so I actually fucked that up by removing one number from the end of the link there, sending you to a topic from 2003.
But my point still stands.
https://www.doomworld.com/forum/topic/130681

>> No.9153929

>>9153914
next thread someone will do that unless i end up doing again.
in any case the embed fuckery got fixed.

>> No.9153948

>>9153918
>big man hideous
That's what HD fans think they are.

>> No.9153957 [SPOILER] 
File: 551 KB, 1920x1080, Screenshot_Doom_20220806_192902.png [View same] [iqdb] [saucenao] [google]
9153957

>>9153948
But I play shorter than default height.

>> No.9153962

>>9153957
>playing a smol dude
Oh hay Kegan.

>> No.9153965

>>9153957
Kegan?

>> No.9153978
File: 2.05 MB, 1760x964, 1654084306735.png [View same] [iqdb] [saucenao] [google]
9153978

Serious Business Saturday is still going on, we'll probably play for another hour or so. Playing on the map Celestial Keys, get it here:
>>https://mega.nz/file/PKowkRBZ#uypeniVFIvJPCAMnAU5Z807AJE-YQbeoTwMAhIoeFvA
>server ip: 45.79.57.115

>> No.9153990

>>9153962
>>9153965
No, but now I gotta start keeping a tally.
I thought Kegan preferred to be a big boy in HDest.

>> No.9154004

>try Lisa from Peppergrinder
>DMR without a scope? weird
>see it has a scope version
>use it
>mfw the graphic of the scope just gets obscured by the rifle itself
>doesn't even zoom
Either some mod fucked it up or the devs did.

>> No.9154017

>>9154004
Nah, I checked out the scoped version while testing my reskin. Shid's fugged.
I don't think it ever spawns naturally with the scope, but I never hold on to the thing for any longer than it takes to yoink the battery out so I'm not sure.

>> No.9154019

>>9154004
It must have broken with the removal of the LZDoom scopes. It's due for a major reworking anyway.

>> No.9154025

>>9154019
Sure, I don't even get its niche.

>> No.9154031
File: 59 KB, 385x280, Fuckin babuins.png [View same] [iqdb] [saucenao] [google]
9154031

>>9153962
>>9153965
I actually play on the highest height possible, because I want the melee bonuses.
Also fuck you.

>> No.9154035

Tech Gone Bad is unironically a great map. Romero got some amazing mileage out of Doom 1 combat.

>> No.9154037

>>9154031
>I actually play on the highest height possible
Well, video games ARE a good form of escapism

>> No.9154038
File: 383 KB, 1920x1080, Don't talk to me or my son ever again.png [View same] [iqdb] [saucenao] [google]
9154038

>>9154037
Listen here you little shit.

>> No.9154045
File: 975 KB, 1280x720, Base_Profile_2022.08.06_-_17.04.42.03.webm [View same] [iqdb] [saucenao] [google]
9154045

The endless battle

>> No.9154053

Are there shield cores in commercial Doom now or did I fuck something up?

>> No.9154056

>>9154053
Spiritual armor was totally replaced in favor of shield cores.

>> No.9154068

>>9154045
Autoaim even screws monsters sometimes.

>> No.9154074

Okay big Hideous men, time to report in. We'll be playing Dark7, unless anyone has a major objection and would like to suggest an alternative.
I'll put the game up in about an hour, hosting a four-player game like last time, or five if we have that many. I'll reply to this post with the IP when the game goes up.
Here are the files to load, in the order I'll be loading them. Even if you already have any of these, delete your copies and replace them to be certain they're the exact same versions.
https://www.gamers.org/pub/idgames/levels/doom2/Ports/d-f/dark7.zip
https://codeberg.org/mc776/hideousdestructor/archive/main.zip
https://github.com/caligari87/Ugly-as-Sin/archive/refs/heads/master.zip
https://gitlab.com/accensi/hd-addons/hdbulletlib/-/archive/master/hdbulletlib-master.zip
https://gitlab.com/hdiscord-saltmines/hd-peppergrinder/-/archive/master/hd-peppergrinder-master.zip
https://gitlab.com/hdiscord-saltmines/hd-seasoningpacket/-/archive/master/hd-seasoningpacket-master.zip
Remember to start a singleplayer game first to set your loadout before joining.

>> No.9154075

>>9154056
Oh... I never even really understood how spiritual armor even works other than just making it harder to die for a bit. What does the megasphere give you now, a full shield?

>> No.9154081

>>9154075
Yeah, Megasphere gives you a shieldcore, though it's not fully charged so you might want to give it a moment to fully warm up

>> No.9154084

>>9154075
It gives you a shieldcore that's automatically activated if you didn't already have one active. Still needs the usual time to warm up.

>> No.9154096
File: 685 KB, 1022x712, file.png [View same] [iqdb] [saucenao] [google]
9154096

>>9154038
Ew, I think I stepped in something

>> No.9154098

how did brutal doom get aped so hard by project brutality? i just finished a playthrough with it. its actually not bad. different monsters later on. weapons upgrades and stuff. thats so weird how the spin off is alot better. use to play brutal doom alot a few years ago. decided to try project brutality and its much better. maybe because ive been away from that type of game play so its "fresh" but idk i played a few levels of a wad with regular brutal doom and it just wasn't as good.

>> No.9154104

>>9154045
what wad is this from?

>> No.9154130

>>9154104
that's DBP50: Emerald City

>> No.9154152

How come skins don't work with HDest?

>> No.9154156

>>9154152
It has its own unique skin format.

>> No.9154154
File: 603 KB, 1066x415, justed.png [View same] [iqdb] [saucenao] [google]
9154154

>port retro fps game from psx and saturn to new consoles and PC.
>update and make improvements upon original.
>game sells 300 copies on playstation

Man I feel bad for the guys that took the time to port this. It's a good game that deserves more than 300 fucking copies being sold.

>> No.9154163

>>9154154
I wouldn't feel bad for Nightdive with some of the scummy shit they've done over the years.

>> No.9154167

>>9154156
I know, but I tried loading a skinpack from the mod repository and it din't work. Do I have to edit my .ini or something?

>> No.9154170

>>9154167
It's "hd_skins" for a list, then "hd_skin "x,y,z"" to change to the desired skin. It has instructions when you input the hd_skins command.

>> No.9154172

>>9154154
who the fuck buys games on playstation of the bulk is on PC, Xbox and switch?
and i am not even kidding.

>> No.9154175

>>9154170
Thank you! And sorry for bothering with something this silly.

>> No.9154179

>>9154175
It's honestly not obvious at all, I'll spoonfeed anyone any time.

>> No.9154181

>>9154154
im pretty sure you have to sign up for that, so that's not totally representative, though it does seem PC players prefer older and faster FPS games more generally.

>> No.9154193
File: 3.36 MB, 1600x900, 1634263093974.png [View same] [iqdb] [saucenao] [google]
9154193

>>9153978
That was a fun mapset, except for the few times we couldn't progress due to co-op checkpoints not being properly set up. Can't wait to see you guys next time!

>> No.9154196
File: 612 KB, 1920x1080, 1556459492392.jpg [View same] [iqdb] [saucenao] [google]
9154196

To the anon who suggested Darkmoon and Dark Universe for use with Siren in last thread; thank you! Currently a couple maps into Darkmoon and it fits perfectly. Any more mapsets like these?

>> No.9154197

>>9154074
Game's up and waiting for players now. Connect to 100.10.1.125.

>> No.9154212

>>9154130
good looks

>> No.9154218

>>9154197
Wish I could join but my connection is honestly awfully garbage. Hope you guys have a lot of fun going through Dark 7.

>> No.9154221
File: 402 KB, 999x726, CHAINGUNNERS could be here.jpg [View same] [iqdb] [saucenao] [google]
9154221

>>9154074
>>9154197

>> No.9154223

>>9154221
I kek'd

>> No.9154224

>>9154197
setting up now, here's hoping inclement weather doesn't cause a power outage

>> No.9154235

ACK!

>> No.9154236

>>9154197
>>9154235
I suppose we just restart again like last time?

>> No.9154237

>>9154236
suppose so, it might've been me because I dropped out for a moment to change my file paths

>> No.9154238

>>9154235
Imageboards really just aren't cut out for this. Took too long to get players again. I'll restart the game, everyone rejoin as quickly as possible.

>> No.9154243
File: 195 KB, 800x600, Screenshot_Doom_20220806_214836asd.png [View same] [iqdb] [saucenao] [google]
9154243

>>9152485
Making Fartyguns Killstreak work with other wads

>> No.9154246

>>9154243
Will it support music too?

>> No.9154247

>>9154238
>>9154236
So we had the right amount of players before, but the issue is that it took too long for everyone to connect? If that's the case, then where the hell did the other guy go?

>> No.9154250
File: 3 KB, 361x19, Screenshot from 2022-08-06 21-27-13.png [View same] [iqdb] [saucenao] [google]
9154250

>>9154247
>where the hell did the other guy go?
That's what I was thinking, but then I thought
>>9154237
might have meant that he tried to connect twice.

>> No.9154251
File: 100 KB, 720x1080, crimsonland.jpg [View same] [iqdb] [saucenao] [google]
9154251

>> No.9154256

>>9154247
Must've figured he'd be waiting a while and hasn't checked the thread. I'll give it ten more minutes and fill the fourth slot myself if he doesn't show.

>> No.9154261

>>9154250
That was me, I dropped out then came back, and that's when I got the ack spam. But that's the thing, it was stuck on 3/4 before I left, so I'm figuring that someone else joined at the same time I reconnected. I haven't disconnected from this one, but it's still been on 3/4.

>> No.9154269

>>9154261
I don't think GZDoom multiplayer works that way, as far as I know once you're in, you're in. Otherwise the host has to restart, so we didn't actually have 4 players.

>> No.9154273

>>9154269
So the issue was that when I rejoined, I filled up another slot?

>> No.9154275
File: 726 KB, 1237x828, asdasdasd.png [View same] [iqdb] [saucenao] [google]
9154275

>>9152485
sewernapfag reporting in, working on a different, shorter map that also has a sewer in it. yay, I guess?

>> No.9154280

>>9154273
That would be my guess, yeah. We all tried to sync with a client that no longer existed (the one you closed)

>> No.9154281

>>9154273
It's possible to back out, but maybe you did it so quickly that it didn't register or something. I dunno, I'm just gonna connect a second client and disconnect it once we're in now.

>> No.9154287

>>9154281
I got a black screen

>> No.9154289

>>9154280
I see now why GZD netplay has its reputation, but you're right, anonymous posting doesn't exactly make these things clear.

>> No.9154290
File: 40 KB, 750x738, 1650752568403.jpg [View same] [iqdb] [saucenao] [google]
9154290

I wish sourceports stopped falling for the SDL meme. Only reason why I still use GZDoom over other sourceports even for "vanilla" gameplay is because GZDoom's OpenAL implementation is just better. I hate having to constantly change my system audio samplerate just so I don't have audio artifacts on SDL-based ports.

>> No.9154291

>>9154281
Turns out I'd fucked up my host command anyway and wasn't loading the mapset. Just hosting for three now.

>> No.9154314

>>9154251
Everyone has to do the doom thing don't they.

>> No.9154345

Don't rejoin yet, I'm going to investigate the TB desync locally. Might have to call off the session if I can reproduce it.

>> No.9154346

>>9154154
PSNProfiles only shows those who have signed up to the site or people who have had their psn name manually entered by someone to get their bot to scan their profile.

>> No.9154356

>>9153918
>finished autism suit despite retarded
>nearly normal shadow guys
>doomer seething
>including impossible pajamas
>add thanks

>> No.9154364
File: 443 KB, 1024x576, Screenshot_Doom_20220807_031451.png [View same] [iqdb] [saucenao] [google]
9154364

>>9153905
I'll aim at updating the 94 Anchor Post.

>>9152169
Gave that a spin. Tight level with a harsh and constricting start, difficult to get any safe foothold and you only have a few supplies to fall back on. Inexplicably I actually fucked up a lot and did poorly for a few tries, not sure what was up with me there.

The final Arch-vile actually fucks me pretty hard, because I tend to play very defensively, and if I hold my position and wait for him to come close he raises the nearby Chaingunners which then proceed to quickly shoot away what health I have left. I figure my only chance is to charge in there without letting him see me, then pounding him with the SSG, I do this at great risk as monsters swarm very close, but it pays off and I can fall back after getting him, so I can better manage the oncoming group.

Not much to change. There's an out of place texture in the opening to the courtyard with the rocket cache, and the two locking bars at the exit are actually not joined so you have to open them both separately (this could be an intentional stalling tactic though).
Some of the trees outside the level get cut off a bit on the side at some angles, maybe see if you can increase the space with the sky ceiling around them or something.

>>9152054
Thanks. I actually would not have suggested to add more health, I like how it chokes me, and this is supposed to be UV Plutonia.

>>9153017
I'd say to do it however you feel like, rather than feeling forced to make an outright Go 2 It clone. However, if you feel you aren't very good at slaughter gameplay yet want to make such a map, then perhaps you should try to find some kind of information or guide as to how to interpret and understand it, as well as how to play it.

>>9152954
>What if we all make a building for a city map?
That's an interesting idea, though I'm not sure how to best execute that, and how many people would be up to contribute to such a level.

>> No.9154368
File: 123 KB, 1366x768, Screenshot_Doom_20210412_121734.jpg [View same] [iqdb] [saucenao] [google]
9154368

>>9154364
Random idea, use a map from another /vr/ project for the go 2 it clone

>> No.9154378

>>9153918
>Mostly Romero

>> No.9154381

>>9154368
That's a great idea, which /vr/ project would you say has the most memorable MAP01?
It doesn't have to be MAP01, fuckin' Stanctinia used DM_Crossfire from Half Life.

>> No.9154387

>>9154381
A Casali map is fine too.
I'm surprised you even remember Stanctinia.

>> No.9154389

You think people would watch a livestream that’s just reverse engineering and hunting for funny stuff in old games?

>> No.9154392

>>9154035
He's unironically a very good mapper and level design is really one of this strongest talents. You'd think someone would realize this and try to get hire him to do a level or two for a game.

>> No.9154396

>>9154345
Okay, no dice. I've replaced all my files. I'm hosting again, you guys can rejoin.

>> No.9154397

>>9154387
To be fair, I only really remember it for the Go 2 It clone made out of dm_crossfire.

>> No.9154404

https://www.youtube.com/watch?v=-eKG-bI9f60

>> No.9154406

>>9154314
That's Duke Nukem 3D so not everyone.

>> No.9154416

>>9154396
This is a recent install so I doubt I had anything in my autoload, but I disabled it to be sure. Also unchecking the other three boxes.

>> No.9154419
File: 1.44 MB, 1088x739, 123.png [View same] [iqdb] [saucenao] [google]
9154419

>>9154406
funny

>> No.9154424
File: 262 KB, 800x600, 9Dq5zlq.png [View same] [iqdb] [saucenao] [google]
9154424

>>9153901
What map packs should I be looking at as core inspiration for doom deathmatch?

>> No.9154426

>>9154163
I enjoy how this community refuses to critique them but similar behaviors would be crucified by any other community.

For any who disagree enjoy Blade Runner Enhanced Edition

>> No.9154428

Is it just me or is anyone else getting monstrous desyncs in HDest since last update?

>> No.9154434

>>9154364
Have you checked the reworked Plutonica? I might've missed the feedback.

>> No.9154442
File: 320 KB, 600x463, flanders point.png [View same] [iqdb] [saucenao] [google]
9154442

>>9153905
By the way, there's a bug in DSDA which makes it so that custom Boss Death action calls won't work, but they do work in Woof, would anyone be greatly troubled by switching one of the target ports to Woof instead of DSDA? I'm sure DSDA will fix the bug eventually, but who knows when that'll happen.

>>9154368
Fuck me, at first I didn't understand why you'd suggest that but then it clicked! That would be INCREDIBLY cool, and really play into Go 2 It as a gimmick without making a straight up carbon copy of it.

By this, you mean copying a map and then "Go-2-It-ifying" it, right?

>>9154381
>>9154387
Well, would we strictly have to limit ourselves to MAP01s?
Actually, this seems like one of those things which we should maybe all vote on or something, let people suggest levels which would be suitable for this, and people can agree or disagree.

>> No.9154454

Same load order, no UaS?

>> No.9154457

>>9154396
I've got the game back up, make sure to remove ugly as sin and seasoning packet from the load order.

>> No.9154467

>>9154381
300minvr has the most DTWID MAP01 so it gets my vote.

>> No.9154474

the joys of mashing together multiple mods made by multiple people, dumping it all into a sourceport stew, and hoping someone doesn't vomit

>> No.9154507

Doom 32X Delta > Doom 32X Resurrection

>> No.9154514

>>9154424
crucified dreams

>> No.9154516

>>9154507
no one cares, you aren't getting caco award.

>> No.9154520

>>9154290
Audio bugs with practically every port because of SDL. Popping/clicking or crackling sound effects.
With GZDoom it has the option for HRTF which I customized so the audio totally dunks on other ports. I enjoy using GZD the most even though I'd prefer to use Crispy.

>> No.9154535

>>9154520
Same. I'd prefer to use something like Woof because it has all of the features I would want in a sourceport, but GZDoom is customizable enough that I can just imitate Woof's feautures with something like Vanilla Essence. Demo compatibility doesn't really bother me I guess, but it would be nice to have. I'm just hyper-sensitive to audio artifacts, and all SDL-based ports just bother the fuck out of me, especially when there are moving platforms with looping SFX in a map.

>> No.9154541

>>9154467
That'd be a good one.

>>9154514
Crucified Dreams is gorgeous, but not very playable.

>> No.9154569

>>9154290
GzDoom is the only port which has good sound overall. It's so fucking janky in PrBoom+

>> No.9154584

>>9154541
>Crucified Dreams
>not very playable
Nigger I'd frag you if I could.

>> No.9154616

>>9153697
anyone have a link or know where I can get these korone skin?

>> No.9154639

>>9154616
https://dastrukar.gitlab.io/hddons-list/

>> No.9154645

>>9154535
>especially when there are moving platforms with looping SFX in a map.
Yeah we're not the only ones with this exact issue
https://www.doomworld.com/forum/topic/123071-clicking-sound-prboom/
I basically manually set GZD to vanilla essence config, and in software mode it gets the same frame rate as PRBoom+. So my only nitpicks are little things like weapon auto centering or lacking the smooth pixel scaling feature of Crispy. Frustrating that one port gets a monopoly on better audio.

>> No.9154656

>>9154424
The darkening 2.

>> No.9154658

>>9154645
>https://www.doomworld.com/forum/topic/123071-clicking-sound-prboom/
This describes my problem exactly, though I'm able to hear some artifacts with SFX like doors, chaingun firing etc. Happens on DSDA, Woof and Crispy. The only common through-line I can find between all three is the fact that they use SDL as their audio backend.

>> No.9154659

>>9154584
>if I could
Stop using CD, then.

>> No.9154674

>>9154389
maybe anon.

>> No.9154693

>>9154658
The only config option I've found to stop the popping was setting snd_samplerate (crispy) or samplerate (DSDA) to 11025. But then there's a new issue of fuzzy sound effects that periodically happens. I haven't noticed it happening in Chocolate Doom yet. It's probably a recent bug in SDL itself. There's one other option I haven't tried yet,
>https://github.com/fabiangreffrath/crispy-doom/wiki/FAQ
>In recent releases of the SDL library, the default SDL audio backend on Windows has been changed to "WASAPI", which reportedly causes some problems for some Windows users. However, it is still possible to explicitly change the audio backend back to "directsound" by setting the "SDL_AUDIODRIVER" environment variable. You can view or modify the environment variables by selecting System from the Control Panel, selecting Advanced system settings, and clicking Environment Variables.

>> No.9154726

>>9154428
It took a good two hours of testing after our failed co-op session, but I figured out the cause and reported it. Hopefully it won't be hard for Matt to fix.

>> No.9154732

>>9154364
>Not much to change. There's an out of place texture in the opening to the courtyard with the rocket cache, and the two locking bars at the exit are actually not joined so you have to open them both separately (this could be an intentional stalling tactic though).
>Some of the trees outside the level get cut off a bit on the side at some angles, maybe see if you can increase the space with the sky ceiling around them or something.
Bars were a mistake. I guess I forgot to join them.
I can't find the cutting off tress. All of them seem to be lower that the sky and sky is of uniform height.

>> No.9154747
File: 319 KB, 1627x769, thgbvtghbv.png [View same] [iqdb] [saucenao] [google]
9154747

>>9154732
I meant more width, though this would be very simple to address, just move them further away from the back edges so that they don't clip into the sky as they face the player at certain angles.

>> No.9154752

>>9154747
Ok, I can see the possible problem tree. This should probably fix it, along with wrong texture and unjoined door

https://files.catbox.moe/ch7f3n.wad

>> No.9154768
File: 27 KB, 902x480, 1648740639038.jpg [View same] [iqdb] [saucenao] [google]
9154768

>>9153918
How the fuck has faggot been written enough times on a single thread to align with maps so we could get hard fast faggot maps?
Maps is always one of the biggest words while entire threads go by without a single faggot
(I mean the word faggot written not faggot anons, there's always a faggot)

>> No.9154797

>>9154726
I was playing with a friend and our FOVs were at defaults, so it wasn't that at least. Maybe the connection was just shite for a bit.

>> No.9154814
File: 1.14 MB, 1920x1080, Screenshot_Doom_20220807_022030.png [View same] [iqdb] [saucenao] [google]
9154814

>>9154726
Sorry about whatever nebulous problem you had.
We stuck around, finished the set, and then shared in typical celebratory friendly fire with anti-tank weapons.

>> No.9154821
File: 128 KB, 1920x1080, Screenshot_Doom_20220807_022029.png [View same] [iqdb] [saucenao] [google]
9154821

Eric may have been taken from us too soon, but the two of us managed to trawl our way through the rest of the five levels in true speedrun time. There may have been a massive roadblock in the form of getting spawnkilled on map six multiple times, but through strategic item grabbing we were able to respawn with enough munitions to force our way through those faggoty archviles and their corpse curses. After long range engagements in a frozen hell, the final two levels were thoughtless breeze as Wolpertinger instantly defiled the souls and senses of two cyberdemons and a mastermind, penetrating their tight shields with the girth of his brontornis.

All in all, a fun time that was slightly marred by GZDoom's esoteric networking.

>> No.9154834

>>9154726
Just read that you found the problem and reported it. Different FOVs causing different tolerances for gun auto-lowering. I hope the fix is to just remove it because it makes heavier weapons extremely janky to use, especially if they jolt your view up when they're raised like the Maser. Also the HLAR could probably stand to sway more, it's even more controllable than the stock SMG.

>> No.9154858
File: 1 KB, 96x188, suit-flap.png [View same] [iqdb] [saucenao] [google]
9154858

Trying to make the onesie pajama with flap as suggested by some anons brought up a few problems:

a) how to make it look "backwards"
b) how to make the flap not look like ass (ahuehueheu)
c) how to make the soles look "backwards", i.e. how to make them be identifiable as soles in the first place. The idea here was that these kinds of kid's onesies always have extra reinforced soles or somesuch and that's what I want to reproduce.

>> No.9154862
File: 780 KB, 1920x1080, Screenshot_Doom_20220806_224418.png [View same] [iqdb] [saucenao] [google]
9154862

>>9154821
Shame the troubleshooting process meant we ended up short a player, and without the intended suite of niceties, but HD co-op is better than no HD co-op.

>> No.9154874

>>9154862
You can color-code greelies?

>> No.9154886

>>9154768
must have been pride month

>> No.9154887
File: 14 KB, 259x194, untitled-12.jpg [View same] [iqdb] [saucenao] [google]
9154887

>>9154874
I did something special for the Greely in my resprite because I like it so much.
The coloration is based on my own experience with the Greely's inspiration, the shotgun-style lightgun from Carnevil, which some arcades had installed with mismatched green and purple plastic for players 1 and 2. Thanks, Doc.

>> No.9154894
File: 2 KB, 96x188, suit-flap (1).png [View same] [iqdb] [saucenao] [google]
9154894

>>9154858
something like that?

>> No.9154901

>>9154858
>a) how to make it look "backwards"

Give it a hood with animal ears.

>> No.9154903

>>9154901
Catears.

>> No.9154918

>>9154887
That's cool!

>> No.9154919

>>9154894
>just make an open flap
Holy shit I'm retarded, that could indeed work

>>9154901
Haha no
>>9154903
NO!

>> No.9154921
File: 71 KB, 640x480, doom41.png [View same] [iqdb] [saucenao] [google]
9154921

Who needs details when you can just drown your map in darkness, right?

>> No.9154932
File: 98 KB, 1096x1290, arti.png [View same] [iqdb] [saucenao] [google]
9154932

I'm late to the Screenshot Saturday thing. But I added some extra feedback as you build up heat on the new gauge for the Sophia Blaster.

>>>/wsg/4671542

>> No.9154934

>>9154919
Splay the feet out a little and make the soles a more neutral color.

>> No.9154936
File: 870 KB, 1024x802, marie kitty.png [View same] [iqdb] [saucenao] [google]
9154936

>>9154919
Yes!

>> No.9154946

>>9154932
Neat, but I can't help but feel the spoiler-handle should snap back up on its own if the tri-missile mode is disabled by an overheat, rather than Arti pulling it back into place.

>> No.9154949

>>9154946
I could probably add that easily enough. I'll do that for both the Sophia Blaster and the Metafighter.

>> No.9154990

>>9154389
Not sure about livestreams, but I think people would watch videos about that. Maybe just do both.
>>9154426
>For any who disagree enjoy Blade Runner Enhanced Edition
And don't forget to buy it from Limited Run Games.

>> No.9155045
File: 384 KB, 1024x576, Screenshot_Doom_20220807_095846.png [View same] [iqdb] [saucenao] [google]
9155045

>>9153905
Ok, I played Demoncore (and added it to the Mega, I forgot).

This map is fucking deceptive, it starts pretty normal, but then once you get to the big fight, that gets weird FAST. There's some very slick VooDoo scripting there, and the combat is pretty merciless, took me many tries.
The use of the hell sky for when shit gets weird is interesting, in GzDoom the "sphere" which sky textures are rendered on makes this extra trippy because it distorts really weirdly as it "flows" upwards, and it's actually pretty disorienting, probably less harsh in software mode. I like this map a lot, almost Mouldy-esque.
I like the use of textures a lot.

There's a number of things about the map which doesn't really follow the rules, but honestly I'm ruing touching it as you said, because you make the visuals so perfect for this weird little map.
Possibly this level could be used as a secret level in E1, which one gets to from a non-standard secret exit in another level? That feels like a way to reconcile the transition and maybe some of the weirdness. Ergo, not so much altering the map itself.

I'll do a revised anchor post when I wake up tomorrow.

>> No.9155070
File: 186 KB, 831x978, latest.jpg [View same] [iqdb] [saucenao] [google]
9155070

Why must every single map need to be a backtracking expedition? Everything else seems really good though

>> No.9155092

>>9155070
It's an oldschool adventure game in an FPS. Using a guide is acceptable for adventure games in my opinion.

>> No.9155102
File: 132 KB, 1280x960, woof0000.png [View same] [iqdb] [saucenao] [google]
9155102

It doesn't look as bad ingame as it does in GIMP, but it still doesn't look particularly good, but I think the direction is there.

>> No.9155106

>>9155092
how do I get over my insecurity of using guides born out worry for gamer cred and "playing wrong"?

>> No.9155108

>>9155106
Remember some old games like Legend of Zelda for the NES basically required you to read the manual if you wanted to figure out what to do and where to even go. And if you're a working adult you don't really have the time to waste.

>> No.9155134

>>9155092
It's at least decent enough at telling you where to go that I only had to look up a couple of things, and in both cases immediately felt like a retard. One of them I actually noted the area, said "I should come back to this later", and promptly forgot about it.

If you really need help you can also knock the difficulty down to Greenhorn, and it will highlight important text and draw circles on your map to tell you where to go.

>> No.9155146

>>9155070
It was even fucking worse in the demo too.

Dude's obviously good at environmental design, not so much at pacing or flow.

>> No.9155156

>>9154426
I think it's born out of convenience, people tend to look the other way with shit when it's convenient even if it means they're getting screwed sideways.

There's a similar effect with GoG being slimy, they tried to argue that some of the F.E.A.R stuff on there having SecuROM wasn't DRM, and people fucking defended them over it.

>> No.9155194

>>9155156
>20 years later and SecuROM is still a thing

I remember playing Vietcong and it had some cancer DRM on there that would force the game to check your dvd drive periodically, just to see if the disc was in there, causing it spin at full blast for 10s and then nothing.

https://youtu.be/ATKUk529rY0

>> No.9155229

>>9155156
>>9155194
How can SecuROM still be a thing if you have to go way the fuck out of your way to have a CD / DVD / Bluray drive for your PC these days?
That's insane.

>> No.9155245

>>9154275
Duke?? Is that you?
Nice, I like city maps like that

>> No.9155247 [DELETED] 

>>9154364
Did you test demon core?

>> No.9155253

>>9154368
>>9154442
>>9154467
First map of 2048 is not too gothicy and could fit a Plutonia aesthetic. Or maybe a map from hffm

>> No.9155268

>>9155045
Thanks, I was worried without feedback. The extensive voodoo might not fit plutonia gameplay that much so a secret level slot or something might actually work
>There's a number of things about the map which doesn't really follow the rules
Yeah, I was worried about that with the submarine playerstart, but maybe if its on start of episode or a secret level it can work somehow. Also I hope the tek switch in core control room will work, i just slapped it on before the assets update so feel free to fix that thing if it doesnt animate still

>> No.9155269

>>9155194
Gotta punish those paying customers for the pirates.
>>9155229
GoG's support was claiming it was anti-tamper software and not DRM.

>> No.9155337

>>9154098
Does Brutal Doom and Project Brutality still destroys balance in any single wad other than the official campaigns?

>> No.9155339
File: 1.09 MB, 640x480, keys.webm [View same] [iqdb] [saucenao] [google]
9155339

Started working on the keys. Keycards will be replaced by old-timey bit keys and for the skulls I am not sure yet, so I decided to make a few concepts as per the suggestions of an anon in another thread.
The yellow key is supposed to be a "sun".
I think I like the star most.

captcha: MAP HP

>> No.9155341

Anons, I have a question: why does some single map wads use apparently random maps to replace? (Like single map wads that replaces map 21 for example) wouldn't be easier to replace map 1 always or does it have memory/object limitations that's only solved in later ones?

>> No.9155345

>>9155339
I like them, would use these keys right now if the wad was available

>> No.9155348

>>9155341
Sky textures and/or music.

>> No.9155384

so I've played

Wolfenstein
Doom 1&2
DN3D

what now, Blood?

>> No.9155385

>>9154290
Retards fell for it because they don't want to code.
i wish Roland, Yamaha and Creative could team up to release their own take for free.

>> No.9155393

>>9153905
That Forgotten Sepucher guy really made a good Q2 map.
the only issue is the makron trap, and its the makron, not the jorg suit

>> No.9155407
File: 2.93 MB, 1380x1510, SnekShot.png [View same] [iqdb] [saucenao] [google]
9155407

>OG post from /a/ Jashinchan Dropkickku Thread https://desuarchive.org/a/thread/241062918/#241088832
Hello D00MER SNEK here with a 12 lvl doom2 megawad "12 More Days of Snekmas"
>Great Christmas midi tracks plus a johnny cash -hurt thrown in desuno
>New Custom tile textures
>Warning high monster count on most maps so if run with brutal doom Caveat emptor.
>dwnld lnk https://files.catbox.moe/ze2oym.wad
ALWAYS REMEMBER TO RIP AND DROPKICK SNEKS!... FEED Cutout
END of Transmission.
warning

>> No.9155419

>>9155339
nice sprites
>>9155384
i'd also recommend quake, heretic and shadow warrior

>> No.9155427

>>9155384
I’d turn around and complete Final Doom, or at least it’s harder half: Plutonia. It’ll help bridge the difficulty gap you’d run into with Blood or Shadow Warrior.

>> No.9155430

>>9155339
I like the moon most.

>> No.9155431
File: 2.01 MB, 1380x776, VictorCharlie12oClock.png [View same] [iqdb] [saucenao] [google]
9155431

Vietcong 2 is fun w/tha Mauser C96 but i liek Vietcong First Alpha for the tt-33 7.62 pistol
>ps why i dont have a physical copy of Vietcong 1 is beacause i play with PC digital copy but i have the ps2 port purple haze im glad the cheats work with both Desuno?

>> No.9155436
File: 1.75 MB, 1380x768, BrutalDoom21vSnekShot.png [View same] [iqdb] [saucenao] [google]
9155436

>>9155337
>doesn't destroy my game-play balance since imma IDDQD IDKFA boi and it's very easy on brutal d00m v21 to clean the gore so that there is no lag

>> No.9155460

>>9155348
This. Some people who cant into XWE/MAPINFO would just have their single map be set to MAP 28 or something just because they liked the music on that level and the text file would just tell the player to warp there to play their map. Was very common with 90's maps.

>> No.9155463
File: 252 KB, 960x666, BaseSnek.png [View same] [iqdb] [saucenao] [google]
9155463

>>9155194
>SecuROM
thats why god invented cracked copies annon no need to kvetch dude
>>9155269
Based Polish Game Company without them i would never been able to play Blade of Darkness, Cliver Barkers Undying and Chaser (pc game the one cheats works)

>> No.9155480

>>9155463
>Based Polish Game Company without them i would never been able to play Blade of Darkness, Cliver Barkers Undying and Chaser (pc game the one cheats works)
Most of the time all GOG does is bundle in community fixes into their installer and call it a day.

>> No.9155534
File: 1.41 MB, 1920x1080, A Bit Past Screenshot Saturday.png [View same] [iqdb] [saucenao] [google]
9155534

>>9152485

>> No.9155543
File: 494 KB, 492x503, 1655602731742.png [View same] [iqdb] [saucenao] [google]
9155543

>In the middle of a map pack
>Wonder why a certain door/exit/thing isnt triggering
>custom enemies from another wad are missing the trigger flags
FUCK

>> No.9155556

>>9154098
PB is still terrible. I'd argue it's even worse than BD just because the weapon/mechanic bloat is not conductive to fun gameplay. Even BD is antithetical to what makes Doom a fun game, at the very least it's not horribly bloated like its other "Brutal" contemporaries like Complex Doom, PB, etc.

>> No.9155559

>>9155556
Even if BD*

>> No.9155568

>>9154246
Yes, but just the fartygunskillstreak music pack

>> No.9155578
File: 276 KB, 456x442, Doomjudge.png [View same] [iqdb] [saucenao] [google]
9155578

>>9155556
>>9155337
How much of a bloated monstrosity is BD now anyway? The mod is over a decade old at this point, you'd think most mods would just be one & done after a given point.

>> No.9155579

>>9155568
*right now.

>> No.9155580

>>9155556
>Complex Doom
The fun thing now is you can draw parallels between that and Hideous Destructor.

>> No.9155581

>>9155578
The mod itself is not as bloated as all of the brutal clones that have come after it, but performance-wise it's still "bloated", but that's a backend issue.

>> No.9155585

>>9155581
There are so fucking many of them on the GZDoom gameplay release board.

>> No.9155592

If a wad is over 50MB i simply dont download it

>> No.9155596

>>9154045
is that a map mod? what's it called?

>> No.9155597
File: 277 KB, 888x1200, tumblr_p8zf10P8rf1tg94xho1_1280.jpg [View same] [iqdb] [saucenao] [google]
9155597

>>9153901

>> No.9155604

>>9155581
>but performance-wise it's still "bloated", but that's a backend issue.
It got somewhat better with the last release, apparently the next one has a big focus on optimization.
https://twitter.com/BrutalDoomGuy/status/1543298720820875266

>> No.9155606

>>9155585
Unfortunately most people's idea of "improving" a mod is just adding more shit into, hence why OG Brutal Doom itself is now in some ironic sense the least bloated of them all. There are some mods that have tried to distill BD's "appeal" and cut down on all of the unnecessary shit. But honestly, mods like Supercharge and Dead Marine do a better job of distilling some of the reasons why Brutal Doom caught on in the larger gaming community, while still preserving some sense of coherent gameplay.

>> No.9155621

>>9155585
There's also lots of those on Moddb, in addition to tons of other various edits and skinpacks.
>>9155606
Babel hits the spot for me in this regard.

>> No.9155635
File: 34 KB, 1760x1856, 1631650619985.png [View same] [iqdb] [saucenao] [google]
9155635

I am retarded and I can't figure out Map 30 of 2048 units. I'm holed up in a small cuckshed with a message pointing towards a bloody screen saying "destroy it before it kills us all" but I can't interact with the thing nor can I destroy it. What's the issue..?
Also shooting at the Icon of Sin doesn't seem to do anything.

>> No.9155637
File: 2.94 MB, 854x480, Doom 3 2022081.webm [View same] [iqdb] [saucenao] [google]
9155637

This game sure loves it spiders.

>> No.9155638

>>9155606
Yeah, stuff like Samsara went down the same path as Complex Doom and BD and stuff where people just lumped more and more crap on top of it till it was barely stable at best.

and yeah, a lot of those "I fixed BD" mods are really stupid, some of them by hilariously bitchy developers who seem to be doing it because they detest BD.
>>9155621
>There's also lots of those on Moddb, in addition to tons of other various edits and skinpacks.
Oh fuck, that reminds me there's one called Lithium Heat and it's just Lithium smooshed with a bunch of Yholl's and other people's mods and it's worded as if it's taken a lot of effort to craft that pile of arse together into an original experience.

>> No.9155639

>>9155621
Babel is a good "hard mode" mod, but I don't think a majority of the BD fanbase enjoys BD because it makes the game more challenging (even though in reality BD makes some things impossibly hard, and some things extremely easy compared to vanilla). They play BD because of the visual gore feedback, loud weapon noises, and modernities like fast weapon switching + reloads. In that sense, I feel like Supercharge and Dead Marine fill that broad appeal better than mods like Babel.

>> No.9155646

>>9155637
Doom 3 really is the perfect horror shooter.
They just should have named it something else.

>> No.9155650

Have a question about something. Was playing Shadow Warrior some time ago and my SO was talking about how "It's seen as one of the hardest retro shooters, right?" I'd never heard that in reference to SW before, is this true?

>> No.9155652

>>9155650
Blood is harder

horrible blogpost btw

>> No.9155656

>>9155637
>>9155646
DOOM 3 isnt so much a game as a satire of the FPS genre. the gameplay consists of walking through endless identical metal corridors, shooting a small variety of identical enemies, talking to identical NPCs (who all happen to be some derivation of a bald guy with green eyes or a half asian dude in a yellow jump suit with a Wally Cleaver hairdo), listening to some faggot on a radio tell you where to go next while you happen upon "audio logs" filled with meaningless purile dialogue that serve as a weak attempt to fill in backstory, and occasionally you'll be tasked with doing random dumb unfun shit like picking up toxic waste barrels with a claw machine like you're a fucking waste management technician. add to this the game's notoriously shit weapons, B movie monster closet jump scares (if you can even call a dead Howie Mandell lurching at you from around a corner "scary"), retarded enemy designs such as a flying bald woman's head with pirhana teeth, a fucking sprint meter, a flashlight that you had to toggle because the Xbox version couldn't handle gunfire and dynamic lighting at the same time so they gimped both versions (because, big surprise, DOOM 3 is a console shooter and a bad one at that), reddit-tier references and in-jokes like the heckin' wacky turkey puncher arcade machine, and of course, the "plot" which is akin to an especially bad vin diesel movie and -- despite a 5min+ long unskippable intro sequence and multiple cutscenes -- somehow manages to be less enthralling than the original game's story which barely existed at all. DOOM 3 is one of the biggest pieces of shit ever made.

>> No.9155660

>>9155639
I'd say something closish to BD in those terms would be Dakka, wack it with a monster/gore mod (even Ketchup or Bolognese) and you've got something relatively close to that.

Personally I don't mind BD, it does it's own thing and gets a lot of people into the community that otherwise might not have been in. It does suck that it's existence caused (and still causes) a lot of bitterness in the community.

>>9155650
In a way it's seen that way because of how bullshit the higher tier ninjas and stuff can be, but there are ways to handle them.

>> No.9155663
File: 812 KB, 1920x1080, chapelofStrogg.png [View same] [iqdb] [saucenao] [google]
9155663

>>9155639
You can sort of see this exemplified with the numerous instances of people going "but BD has a classic mode for the purists" while being unaware with just how much it deviates from classic gameplay.
There's a horde of people enjoying gameplay mods without realizing what all the mod does, or even what exactly they enjoy about said mod.
>>9155646
>They just should have named it something else.
Another case of the "Quake 2" problem.
>>9155650
Yeup. If you go in without knowing much about shadow ninjas or coolies, you can have a pretty bad time.

>> No.9155667

>>9155637
>>9155646
>it should have been something else
if you mean a spin-off like "doom: something something", i can see that
but it's setting is clearly at least partially about the influences behind classic doom, even if they forgot a lot of other things
this whole stuff about "what makes a real doom game" feels weird when wads exist
even a game like quake or heretic could be seen as a follow up to classic doom
quake 2 i get because it's a whole different setting while doom 3 is still about demons and uac
even worse is prey 17 and prey 06 because it's the same name under 2 different games in a 2 games only series
>>9155638
i still remember term making fun of a mod that did the crossover thing before samsara
one of its problems was lacking a "universal ammo" system, so you had randomized items that could not work for some characters
and now, the new samsara mod does this exact problem
sometimes, they can even repeat mistakes of the past

>> No.9155672

>>9155656
Nail on the head. I feel as though the fundamentals are all there, they just weren't utilized. Every single weapon sucks ass (and no, your Trent Reznor sound replacements don't make the shotgun any less shit) and the fact that the flashlight is its own weapon slot AND that people defend such horrible design boggles the mind.

It's a horrible game even if viewed in a vacuum where no other FPS exists.

>> No.9155675

>>9155663
>There's a horde of people enjoying gameplay mods without realizing what all the mod does, or even what exactly they enjoy about said mod.
Which is fine, usually, but it's also the same ones who demand to be spoon fed patches or ways to make mods work together.

>> No.9155683

>>9155656
For better or worse, 3's designs could at least get some credit for some experimentation
Like a sci-fi equivalent of Bosch Hell paintings, in a future where we opened a portal to Hell
The worst part about the demons is how less talkative their gameplay is compared to other games
Most enemies either have the same mechanisms or are barely unique
Maybe you get to "feel" how the Sawyer or Sabaoth attack you, but they're exceptions
Maybe the level design affected how enemies behave

>> No.9155684
File: 433 KB, 900x600, 1526665333669.png [View same] [iqdb] [saucenao] [google]
9155684

>>9155635
Nevermind that, just got past it. Turns out you had to Go back to the switch, then run back to shoot at the screen a few times .
Overall, 2048 units of /vr/ was a great wad, full of satisfying levels. I particularly liked the way some of the levels were decorated to feel really "lived in" or purposeful and they were well interconnected. A lot of devious ambushes that still didn't go overboard and I was able to do the vast majority of them on UV without saving in the middle of the levels. There were a few exceptions but those were clearly designed purposefully as "boss levels" or otherwise hard levels to begin with.
Big ups for the textures, the guns and the overall look and feel of the experience. This wad was one of the ones that genuinely rekindled my interest in DOOM and I'm looking forward to 94 Protons a lot.
Good shit lads.

>> No.9155685

>>9155660
>I'd say something closish to BD in those terms would be Dakka
I guess we can keep arguing semantics until the internet blows up due to solar flare, but mods like Dakka for me are more inline with Russian Overkill. Which isn't *EXACTLY* the appeal of BD to a lot of these people, but again, we could just keep going in circles about this with endless speculation as to why BD caught on instead of other gameplay mods. For me the most obvious explanation is the outward visual presentation that BD gives to new players.

>Personally I don't mind BD, it does it's own thing and gets a lot of people into the community that otherwise might not have been in. It does suck that it's existence caused (and still causes) a lot of bitterness in the community.
I agree with this sentiment. I know people overemphasize the damage BD has done to the modding community, but people also don't realize that there are plenty of doomers who got into playing Doom due to shit like BD, and then later converted to just enjoying Doom in general. I do think it sucks that there is a subset of the Doom community that is almost evangelically obsessive with BD though, and could give less of a shit about vanilla gameplay or other non-BD derivative mods. I always get recommended YouTube videos from channels that exclusively upload Brutal Doom-related gameplay since the Google botnet has clued into the fact that I like Doom and Doom modding. And some of the obsessiveness and dickriding for BD is almost cultish in these insular communities.

>> No.9155689
File: 1.84 MB, 1920x1080, 3ceilingcyst.png [View same] [iqdb] [saucenao] [google]
9155689

>>9155667
>if you mean a spin-off like "doom: something something", i can see that
>but it's setting is clearly at least partially about the influences behind classic doom, even if they forgot a lot of other things
Main thing is placing it on Mars as opposed to its moons. I'm otherwise not too offended by it being called "3".
>>9155672
Vanilla D3 got boring as fuck real fast, so I went to FEAR. Sadly, that didn't hold up too well either and I get bored of it nearly as quickly.
With some sound changes and gameplay fixes this has been much more fun and even exciting on Nightmare. I'll look to see if FEAR has any similar minor fan fixes.

>> No.9155696

>>9155689
>Vanilla D3 got boring as fuck real fast, so I went to FEAR. Sadly, that didn't hold up too well either and I get bored of it nearly as quickly.

You're joking right? FEAR has aged like fine wine.

>> No.9155705
File: 686 KB, 1141x1338, 1651534361533.jpg [View same] [iqdb] [saucenao] [google]
9155705

>>9155650
>I'd never heard that in reference to SW before, is this true?
I don't know what the "common consensus" is on SW but I think saying it's one of the harder ones is not what I personally disagree with. Especially on it's UV equivalent (Who Wants some Wang) it's quickload city.

It's kind of like Blood in a way where the game does blatantly dickish ambushes and has a lot of very deadly hitscanner activity BUT you, the player, also have very powerful tools to deal with the bullshit.

>>9155646
>>9155637

I don't think DOOM 3's the worst thing out there but one thing it got wrong for sure is the lack of proper feedback in it's gunplay. The only enemies that react to being shot (other than dying) are the lumbering melee zombies, zombie marines / sergeants / imps barely flinch if you shoot them with the shotgun (but don't kill them). There's less of a feeling of proper carnage since the corpses fizzle away, the imps / hell knights look way too similar and in general the feeling of powerful weapons just isn't there. The UAC assault rifle feels wimpy, not just because of it's power, but the weapon sounds and the aforementioned lack of proper feedback on enemies.

>> No.9155708

>>9155407
What the fuck am I witnessing?

>> No.9155714

>>9155656
Doom 3 and Dead space occupy the same space for me. Good games with good atmosphere but the story is dumb fucking shit. its okay.

I prefer the horror approach and trying to be SS2.

>> No.9155718

>>9155637
Why didn't the plasma gun's projectiles cast dynamic lights?

>> No.9155719
File: 31 KB, 680x392, 333.jpg [View same] [iqdb] [saucenao] [google]
9155719

>>9155685
>but mods like Dakka for me are more inline with Russian Overkill.

>> No.9155720

>>9155556
On one hand I can understand an "I shouldn't have to do this" mindset, on the other, you can very much disable a bunch of the weapons so that it isn't bloated.

>>9155639
>They play BD because of the visual gore feedback

Yes. Monsters reacting properly to different damage types and where you actually shoot them is a big part of the appeal. I play with BD monsters with a few other mods for this reason.

>> No.9155738

>>9155685
>I always get recommended YouTube videos from channels that exclusively upload Brutal Doom-related gameplay since the Google botnet has clued into the fact that I like Doom and Doom modding. And some of the obsessiveness and dickriding for BD is almost cultish in these insular communities.
I've recently been getting this with Hideous Destructor, it's like the Legendary Clusterfuck shit all over again.

>> No.9155741
File: 2.94 MB, 640x360, FEAR2022flyboxes.webm [View same] [iqdb] [saucenao] [google]
9155741

>>9155696
>You're joking right?
Variety is big for me in shooters and FEAR doesn't do enough for me to justify the lack of it. It was also much slower and linear than I remembered.
They're both evenly disappointing than what I remembered honestly, but at least modded 3 is keeping me interesting in a full playthrough.
>>9155738
I've been loving HD while at the same time being concerned about this.

>> No.9155747

>>9155718
because back then there was a much bigger emphasis on performance way back when and having all those individual light sources being calculated all at the same time would blow up your computer

>> No.9155748

>>9155719
It's true though. Both mods exist to make hard mapsets easier. If Babel is a "hard mode" mod for Doom, then Dakka is an "easy mode" mod. Not that there's anything inherently wrong with easy mode mods, they have their appeal and I do find Dakka more fun than stuff like Russian Overkill. But at the end of the day, the endgoal of Dakka is so that you can finally get your saveless UV-Max Sunlust run finished without pulling out your hair.

>> No.9155750

>>9155747
Well, are there any mods that accomplish that?

>> No.9155761

>>9155741
I agree with you Fear is great game, but the environments and shit story setup kind hurts it. It was always their problem really after the 90s, although I like Condemned as well.

They were at their best at shogo, Claw and NOLF. too bad we will NEVER ever get another games on those series.

They are WB bitches now.

>> No.9155767
File: 248 KB, 620x349, shot00002.png [View same] [iqdb] [saucenao] [google]
9155767

>>9155750
https://cdn.discordapp.com/attachments/810405089754873906/1005859052514979870/zzPlasma_Light.pk4

>> No.9155768
File: 130 KB, 689x938, 17be4d6ada6ccfa6e04187eee9990b08.jpg [View same] [iqdb] [saucenao] [google]
9155768

>>9155741
The core combat of FEAR is super satisfying but the player's movement speed is kinda geriatric-tier slow and the enemy variety is the biggest offender. Overall good game but repeats itself a lot.

>> No.9155771

>>9155767
Not bad.

>> No.9155773

>>9155748
The scale between Dakka and any of the Pillowblaster mods is immense, even more so between Dakka and Russian Overkill.

Dakka is closer to something like the first two weapon sets in Combined Arms, or maybe some of the sets from Final Doomer.

>> No.9155782

>>9155761
>They are WB bitches now.
They're making the Wonder Woman game right now.

>> No.9155787

>>9155782
Fantastic.

>> No.9155798

>>9155773
I disagree. You can rationalize it if you want since Pillowblasters mods are more tongue-in-cheek and comical, but at the end of the day, the Rocket Launcher and BFG replacement in Dakka are hilariously overpowered, and could easily be weapons ripped straight out of Russian Overkill. Dakka also has a similar ammo replenishment system to RO so that you can keep firing your hilariously OP weapons, but it's score-based and triggers more frequently in slaughter-esque maps, which makes sense since Dakka exists to make said maps easier.

>> No.9155801

>>9155146
The cave in the demo was full of ceilings that were just barely too low to get through it was kinda annoying.
Most other areas were fine tho.

>> No.9155813
File: 2.21 MB, 1920x1080, FEAR20223.png [View same] [iqdb] [saucenao] [google]
9155813

>>9155768
Enemy and weapon variety both. Also has many more "points of no return" over Doom 3's level design which was weird to find out.
>>9155761
>I agree with you Fear is great game
That's something I didn't say.

>> No.9155840

>>9155685
>>9155798
I guess Icarus posts on /vr/ now.

>> No.9155842

I just hate when modded weapons have so much flashy effects that a single shot kills my fps

>> No.9155863

I made myself a mod that replaces the SSG spawns with a regular boom stick.
You don't really appreciate the SSG for how broken it is until someone takes it away.

Before I'd just slog through waves of Revenants with the SSG, now I'm sweating at the mere thought of fighting a single Revenant or Cacodemon with +fast in close combat.

This mod teaches you respect when it comes to mid tier enemies now.

>> No.9155867

>>9155863
Just pistol start lol

>> No.9155870

>>9155863
You do realize that mapmakers balance around SSG, right? Hence why almost every Doom 2 pwad has revenant and caco spawns up the ass, for better or worse.

>> No.9155872
File: 95 KB, 1280x960, DOOM0001.png [View same] [iqdb] [saucenao] [google]
9155872

Continued with replacing the health items.
Does pic related look like a cup of espresso?
However I am now running into the problem of what to do with the medikit and the soulsphere. I thought about using 400min's energy drinks for health and make the berserk something like a few lines of coke or so.

>> No.9155875

>>9155863
>You don't really appreciate the SSG for how broken it is until someone takes it away.
Or until you’re given combat situations where using the SSG ends up getting you overwhelmed because you should’ve used the launcher or plasma rifle.
My issue is mainly the pistol and regular shotgun both sucking ass compared to the chaingun and ssg. I don’t complain much about it because I either pistol start and/or simp for Babel.

>> No.9155902

>>9155870
>mapmakers balance around SSG
I don't.

>> No.9155905

>>9155902
just remove SSG spawns from your maps then

>> No.9155914

>>9154170
So um, hey. I managed to change skins and even sounds and everything. But, when I go to chasecam, the skin is absolutely massive, as in, way taller than the actual physical player hurtbox and viewport, and it also clips through the ceiling.
I play with slightly less tall characters so this is kind of an issue in LAN MP.

>> No.9155918

>>9155905
I don't put them in.

>> No.9155919

>>9155384
Maybe Doom 64? Or any of the Build games really. Blood is fine if you were already leaning towards it.

>> No.9155920

I just play with a mod that changes all shotgun drops and spawns into SSGs. Makes the game that much more fun.

>> No.9155924

>>9155920
as much as I love the SSG, it makes the game too easy at times

>> No.9155925

>>9155918
Based.

>> No.9155931

>>9155924
Depends on what's placed after it. Sames goes for any weapon pickup.

>> No.9155937

>>9155875
>>9155924
Way too often the SSG is given at the same pace as Doom 2 did, which gave it way too early and invalidated the shit out of the rocket launcher pretty much straight away.

>> No.9155938

>>9155872
Next to the mug it does. On its own it looks a cup of tea. If the cup was smaller so it seemed like a shot in a tiny cup instead of a regular tea cup it'd be more obvious it was espresso BUT making it smaller could make it harder to distinguish what it even is. Not a very helpful assessment for you since it doesn't recommend anything immediately useful, but that's just what I thought upon looking at it.

>> No.9155940
File: 58 KB, 640x480, 1624800471287.jpg [View same] [iqdb] [saucenao] [google]
9155940

I view Super Shotgun as an alternative that's nice to have, not a be all end all weapon. Like for Revenants a lot of time I use the chaingun instead if I am encountering one at a time, or rocket launcher if there are multiple, but SSG is a nice alternative for up close.

Shitting on the super shotgun for "invalidating other weapons" just sounds like a "you" problem imo.

>> No.9155942

>>9155937
doom but you get the ssg after you enter hell

>> No.9155948

>>9155937
>which gave it way too early and invalidated the shit out of the rocket launcher pretty much straight away.
It's more how rare it is to justify using the rocket launcher or stronger weapons throughout 2 because it's just that easy. As such you'll stockpile all these rockets and cells to breeze through anything even remotely stressful, and you can have a BFG as early as map 08.

>> No.9155953

>>9155948
The game isn't balanced for you keeping your weapons throughout the entire game.

>> No.9155957

>>9155953
Correct, it's not as simple as the super shotgun being "OP".

>> No.9155961

>>9155940
>Shitting on the super shotgun for "invalidating other weapons" just sounds like a "you" problem imo.

Can't blame players for picking the most effective tool at their disposal, it's really hard to actively remind yourself to use something else just for the sake of using, effectively gimping yourself.

Then again it's still a better problem to have than what they did in Eternal where they just ammo starve you and force you to use nearly every weapon in your arsenal.

>> No.9155963

>>9155953
>le vanilla pistol start meme
Oh can't you faggots just shut the fuck up? Nobody cares about your small e-peen, asshole.

>> No.9155972

>>9155963
>hurr the game is 2 ez u get the ssg on map 2
>wtf shut up i dont want to make the game more of a challenge

>> No.9155973

>>9155953
Then why does your load transfer between levels? If it wasn't intentional design, then surely Doom would have enforced pistol starts instead of only pistol starting after death.

>> No.9155974

>>9155963
It's funny because even the mappers have tried to explain the difference between being designed to be able to be pistol started and being designed for pistol starting.

>> No.9155978

>>9155973
All of the maps were designed and tested with no inventory carryover, so no shit it's going to be too easy if you carry over every weapon from map 1 to map 30.

>> No.9155982

>>9155978
Then why does inventory carryover exist? Why are you dodging the question? Is it just a bug that idsoftware never addressed?

>> No.9155984

>>9155961
>it's really hard to actively remind yourself to use something else just for the sake of using
not at all
It's pretty easy, just play content that can't be minimalized by SSG circle strafing. The bigger problem arises from people thinking that's ideal gameplay and create maps accordingly.

>> No.9155986

>>9155974
Yeah. Just because a map is doable on pistol start it doesn't mean its fun to do so.

>> No.9155990

>muh pistol start

was this always a thing? I can't remember anyone giving two shits about puritan pistol only starts or what difficulty you played on

>> No.9155992

>>9155982
>Then why does inventory carryover exist?
As a reward for surviving. That doesn't mean any of the maps were designed or balanced with that in mind.

>> No.9155994

>>9155990
>was this always a thing?
It's a similar concept as dying on purpose at the start of a sidescroller level to lose your powerups. The original Dooms were also balanced awkwardly throughout a consistent playthrough which interested more people than expected.
It's not a very large difference between a mission based FPS giving you a specific loadout at the start of a mission.

>> No.9155995

>>9155990
A fun way to play the game that gets pushed as the "TRUE" way to play Doom, as usual. Like how people push new players to play Doom on UV instead of HMP, and then ask themselves why Doom isn't getting any fresh blood into the community.

>> No.9155997
File: 58 KB, 960x768, 1.jpg [View same] [iqdb] [saucenao] [google]
9155997

>>9155656

>> No.9155998

>>9155990
Nah. Just someone mad that its too easy and also upset when they get told to make it harder.
Middleground is just to >>9155863 but nobody cares that it exists because it's an old post.

>> No.9156000

>>9155990
It's not always been such a big deal but between ecelebs making a name out of pistol starting everything and some people having an inability to deal with others playing different to them, it's become much more of an aggressive bitchfest.

Throw in the fights over mouse aiming and other playing the game faithfully issues and it just becomes an utter clusterfuck.

>> No.9156002

>>9155992
So it's an intended mechanic by the developer? But you just said it's not intended. If it's not balanced around keeping your loadout, then it's not intentional.

>> No.9156004

>>9155995
>that gets pushed as the "TRUE" way to play Doom
You have faggots complaining about how certain weapons make the game too easy, then scream at the top of their lungs when given a solution. Fuck off.

>> No.9156008

>>9156002
Cheat codes and savescumming are intended by the developer too. Developer intent is worth literally less than nothing. What matters is how much easier carrying your inventory between maps makes the game.

>> No.9156009
File: 134 KB, 1280x960, DOOM0000.png [View same] [iqdb] [saucenao] [google]
9156009

>>9155938
>it'd be more obvious it was espresso BUT making it smaller could make it harder to distinguish what it even is
That is exactly the reason why I made it bigger. As you can see with the blue cups there's already only a 1px line of liquid even visible. A tiny expresso shot cup would have that whole thing like 5px wide or so, at most. Or I go the medikit = bigger stimpak route and have the stimpak be just one can of 666 energy or so.

>> No.9156010

>>9155998
>but nobody cares that it exists because it's an old post.
No one cares because it’s a dumb idea, and only applicable to poorly balanced maps.

>> No.9156014

>>9156004
I don't know which schizo you're having a dick-waving contest with, and I don't have any problems with the SSG because the whole "lole SSG OP" shtick is retarded bait. I'm just answering the anon as to why pistol-start has a cult dedicated to it.

>> No.9156015

>>9156008
>Cheat codes and savescumming are intended by the developer too.
Exactly. Glad you agree.

>> No.9156017

>>9155995
Most of the ones who make out it's the real and intended way to play the game play without infinite height monsters and the vanilla RNG tables, things that were also very much part of the consideration for mapping.

It's funny how people pick and choose with shit like that.

>> No.9156018

>>9156015
Doom's unbalanced because I can type in IDDQD with no penalty.

>> No.9156020

>>9156017
>Most of the ones who make out it's the real and intended way to play the game play without infinite height monsters and the vanilla RNG tables
[citation needed]

>> No.9156023

>>9155940
>pic
Every time I'm reminded that Shrak exists I boot up MALICE and seethe about nobody making maps for it.

>> No.9156026

>>9156018
The ability to type in a cheatcode is your own input. You get to decide whether or not you want to play with cheats. You don't get to decide whether or not you want to pistol start a map, unless you're playing a modern sourceport that has it as a launch command. So yes, dev intention between both features is clearly distinct and you're drawing a false equivalency between them.

>> No.9156027

>>9156023
Malice is probably forgotten even more than that fucking X-Men TC.

>> No.9156030

>>9156026
>You don't get to decide whether or not you want to pistol start a map
You can just kill yourself at the start of any map.

>> No.9156035

>>9156026
>You don't get to decide whether or not you want to pistol start a map
You literally just kys or get killed.

>> No.9156036

>>9156030
Yes, I'm sure the developers intended every player to kill themselves at the start of maps.

>> No.9156038
File: 53 KB, 532x467, good morning plutonia.jpg [View same] [iqdb] [saucenao] [google]
9156038

>>9156010
You din't read that post, gotcha.
Also you could just have said you wanted to play Plutonia but forgot you were loading Doom 2

>> No.9156040

>>9156036
Again, developer intent is worth less than nothing.

>> No.9156047

>>9156036
Clearly it's playing the game as god intended.

Shit's like the Worms community obsessing over shopper as the one true experience.

>> No.9156050

>>9156040
OK, then stating that pistol start is dev intent by claiming that Doom is solely balanced around pistol start is worthless too.

>> No.9156052

>>9156050
>stating that pistol start is dev intent
Nobody said that in this thread. You're the only one who even used the words "intent" or "intended"
>claiming that Doom is solely balanced around pistol start is worthless too
No, because that is an objective fact. They played every map from nothing. They had to, there needed to be a failsafe if someone saved themself into an unwinnable scenario. It was also too much work to try and keep track of the million possible outcomes a player could exit a map with.
But this is a mighty big tangent for how mad someoneprobably (You) got about being told a solution to the SSG's all-around usefulness in the Doom 2 IWAD.

>> No.9156053

>>9156050
Correct, pistol starting was only done because practically no levels were mapped with a sequence in mind, they were just put in an order later on.

Which is still mapping to be able to be pistol started, not mapping as the intended way.

>> No.9156063
File: 293 KB, 1920x1017, Screenshot_Doom_20220807_181105.png [View same] [iqdb] [saucenao] [google]
9156063

I hope everybody is having fun with Doom today.

These trying to drop your fist messages in Legendoom are great, especially this one about Kegan.

>> No.9156065

>>9156063
I like that HUD. What's the bar next to the keys for? Powerup timing?

>> No.9156067

>>9156047
The problem is that certain retards in the community misconstrue the statement "Doom is beatable with pistol-start" as "Doom was meant to be played with pistol-start." One of them is simply stating the fact of the matter, the other is an ought-statement that you SHOULD play Doom with pistol start.

>>9156052
I'm not even the SSG anon, people who claim the SSG is OP are just as annoying. You can complain about the SSG being OP in Doom 2 specifically, but whining about in stuff like pwads is fucking retarded because the mapping/difficulty philosophy is completely different.

>> No.9156070

>>9156065
Yep blur/radsuit/invuln timer, it's really handy.

>> No.9156072

>>9156067
>You can complain about the SSG being OP in Doom 2 specificaly
But then also whine about a proposed solution to the problem?

>> No.9156080

>>9156067
TFW I probably set it all off by saying that the pacing with getting it is off with you getting it way too soon, not that it's OP.

>> No.9156084

>>9156072
I honestly don't give a single shit about whatever spouting-off you were having with that anon, but acting like the argument didn't evolve into "pistol-starting is the way Doom is *meant* to be played" is just bad faith.

>> No.9156087

>>9156038
>You din't read that post, gotcha.
It’s a dumb mod, flat out. Maybe it’s appropriate for a levelset that doesn’t have any plasma, launcher, or BFG placements and you don’t have the self control to just use the shotgun. The best middleground isn’t playing poorly balanced maps.

>> No.9156091

I hope that anon expands his mod to every gun being a shotgun.

>> No.9156096

>>9156084
It's not, faggot. If someone thinks the game is too easy as-is, there are ways to make it more difficult on yourself. Going on this autistic 20+ post reply chain just because someone brought up a suggestion you dislike isn't helping anything.

>> No.9156098 [DELETED] 

>>9156072
Is the problem “SSG OP nerf please” or is the problem “thinking SSG is better than slot 5, 6, and 7”?
If the so

>> No.9156103

>>9156072
Is the problem “SSG OP nerf please” or is the problem “thinking SSG is better than slot 5, 6, and 7”?

>> No.9156104

>>9156098
The problem is getting an all-around good weapon that the player can use as a crutch because it's a non-secret pickup in the second map that never goes away while playing continuous.

>> No.9156105

>>9147493
Don't the HoC spawned entities follow the player whenever they see him?

>> No.9156106

>>9156096
You can have your autistic SSG argument with the other anon, I don't really care because I'm not going to engage with this shifting goalpost.

>> No.9156108

>>9156106
>shifting goalpost.
Please show me where the goalposts were shifted at any time in this thread.

>> No.9156110

>>9156105
They spawn entities when the player the spawns entities using object number entities spawn player

>> No.9156117

>>9156103
Not him but the problem is "every weapon except SSG, RL and BFG is shit, and especially the chainsaw and chaingun are shit"
The secondary problem is "almost every enemy added in Doom 2 is a wall of meat designed to be fought with SSG, and somewhere along the way mapmakers decided barons and flocks of dozens of cacos aren't boss encounters and are supposed to be fought with shells too"

>> No.9156125

>>9156027
I guess it just kinda faded into obscurity between not being infamously bad and not being attached to a big IP. A shame since it turns 25 this year.

>> No.9156127

>>9156108
anon makes definitive and generalizing claim that the game is balanced around pistol start, no mention of SSG balance >>9155953
same/other anon shifts goalpost to a false equivalency between cheatcodes and savescumming, still no mention of SSG because no one is talking about the SSG anymore >>9156008
same/other anon tries to shift the argument to SSGs again despite SSG not being the topic of the replychain >>9156004

Fuck off you disingenuous faggot. If this is an elaborate bait then you got me hook, line, and sinker

>> No.9156132

>>9156127
None of those posts are inconsistent. The SSG's power is put way more in check when you aren't guaranteed to have one for nearly the entire game.
You're the fag who went on a huge tangent about "muh developer intent"

>> No.9156146

>>9156125
It did a lot of interesting things for the time but I guess it was neither Quake as people see Quake nor HL1 so it sort of doesn't exist.

>> No.9156148

>>9156132
If dev/mapper intent is worthless then your argument for pistol starting is worthless as well. If you don't see that as an inconsistency then you're just arguing on bad faith.

>> No.9156154

>>9156148
>If dev/mapper intent is worthless then your argument for pistol starting is worthless as well.
It's not, it is literally an objective fact that every map was playtested and designed with enough resources to finish every single map in the game. You don't need any more than that. Whether or not they wanted you to play like that is what doesn't matter.
If someone is finding the game too easy on continuous, they can try playing the game through pistol start.

>> No.9156170

>>9156154
>playtested and designed with enough resources to finish every single map
Dev intent is worthless = This statement is worthless and meaningless by your logic

How are you STILL replying and STILL missing the point? You can't just pick and choose dev intent that supports your arguments and ignore the ones that don't. Literally the definition of a bad faith actor. The onus is on you to prove that continous play is NOT intended. No one is arguing about the difficulty here, obviously continous play is easier than pistol-start, no one is contesting this.

>> No.9156175

>>9156170
That's not developer intent, that is a literal fact. Are you actually this retarded, or just pretending?

>> No.9156176

>>9154516
explain

>> No.9156184

>>9156175
And who created the fact of the matter? Incorporeal beings of light who we can't comprehend the existence of? Angels who descended from heaven and were left uncredited in the credit sequence? Hmm... I wonder who creates video games...?

>> No.9156186

>>9156132
>The SSG's power is put way more in check when you aren't guaranteed to have one for nearly the entire game.
Same goes for the BFG, rocket launcher, or plasma rifle.

>> No.9156192

>>9156186
Shells are far more common than cells or rockets.

>> No.9156195

>>9156184
Nobody creates the video games, we are the video games, Doom is playing us.

>> No.9156197

>>9156192
And the SSG is far weaker than the guns that use rockets or cells. Ammo placement also varies from map to map, and I mean all of them.

>> No.9156205
File: 116 KB, 645x729, 122.png [View same] [iqdb] [saucenao] [google]
9156205

Sorry if the question is retarded but Im kinda new to this.
When I try to load the Rekkr mod it doesn't give me the new maps of the mod, just standard doom maps with the new enemy types.
I drag and drop the Rekkr wad file to GZdoom, what am I doing wrong?

>> No.9156206

>>9155597
europeans got it first on september 30th, nice try

>> No.9156207

>>9156197
It is wearker, but it's the easiest weapon to fall back on as a crutch because it's often "good enough." Doom 2 never really throws at you the hordes of Cacos, Nobles, or Revenants that would require the use of a rocket launcher.

>> No.9156209

>>9156205
Load the Ultimate Doom instead of Doom 2.

>> No.9156213

>>9156184
Do you actually know what "intent" means, or nah?

>> No.9156221

>>9156213
Oh please educate me. I'd love to hear your special definition of "intent" as you try to convince me that Doom was created out of thin air with no consideration given to its design. EXCEPT WHEN PISTOL STARTING obviously, because that would be inconvenient for your argument.

>> No.9156227

>>9156209
I'm afraid I don't have that, where can I find it?

>> No.9156229

>>9156227
Check the OP, it should be called DOOM.WAD

>> No.9156231

name all the worth playing fps up to 2007

>> No.9156232

>>9156227
Links in the OP, or if you're uncomfortable with pirating a 30 year old game, you can use Freedoom with REKKR too AFAIK

>> No.9156235

>>9156207
>Doom 2 never really throws at you the hordes of Cacos, Nobles, or Revenants that would require the use of a rocket launcher.
Or the plasma gun, rarely the BFG. So the ammo stockpiles. It's poorly balanced. Nerfing the SSG doesn't solve that, and if you think it's too strong just don't use it. All the people who used it 99% through 2 because it was "good enough" did just that in stockpiling rockets and cells for weapons they've had since Dead Simple.

>> No.9156236

>>9156221
Intent is how they expected you to play. Pistol starting was likely not intended, because people are going to just carry their guns between levels unless they die.
But the maps being designed that way isn't because they intended people to play the maps that way, it was too avoid softlocks by saving on an acid pool with 1HP or something similar. You "could" play that way, and that's how every map was tested, but it wasn't the intent.

>> No.9156241
File: 20 KB, 791x414, file.png [View same] [iqdb] [saucenao] [google]
9156241

>>9156236
Should have included this image.

>> No.9156242
File: 597 KB, 1920x1017, Screenshot_Chex_20220807_191258.png [View same] [iqdb] [saucenao] [google]
9156242

>>9156232
Amusingly it kind of runs with original Chex Quest and kind of doesn't.

>> No.9156243

>>9156229
>>9156232
OK I got the doom.wad, now should I drag and drop both to gzdoom?

>> No.9156247

>>9155914
No clue, anon, I'm sorry.

>> No.9156250
File: 24 KB, 335x433, file.png [View same] [iqdb] [saucenao] [google]
9156250

>>9156243
GZDoom should detect it automatically and you should get a prompt for which IWAD to load at startup, picrel.

>> No.9156252

>>9155768
FEAR is the only FPS where I reloaded my last save to repeat the combat sequence and see if I can do it better.

>> No.9156257

>>9155768
I didn't get what all the fuss was about when I first played Fear a couple years ago. Was I not supposed to play on Hard or something?

>> No.9156259
File: 2.92 MB, 468x312, Mt Dismal.webm [View same] [iqdb] [saucenao] [google]
9156259

So, after a day of thinking I have this. I never knew what to detail natural areas with, I guess there isn't really anything. Perhaps I should add twitching bodies on the border rock.

>> No.9156261

>>9156252
Me except replace "FEAR" with "Blood".
>>9156259
Nice and moody.

>> No.9156263

>>9156259
Silhouetted bodies would look awesome.

>> No.9156265
File: 629 KB, 564x564, wizard38.png [View same] [iqdb] [saucenao] [google]
9156265

>>9156250
Nice, it works now!
Thank you very much for the patience Anon, have a wizard in return.

>> No.9156274

What the fuck is up with Zdoom forums? Upgrade.... maybe?

>> No.9156278

>>9156274
The forum software's been fucked for ages, it's why they've been locking accounts left and right for inactivity since they keep getting jacked and used to spam scams over the board.

They kept putting off properly fixing that shit because they want to keep all their plugins working so I dunno if that has changed or if they've gotten screwed even harder.

>> No.9156282
File: 122 KB, 403x568, DainaUACPose.png [View same] [iqdb] [saucenao] [google]
9156282

So is Daina's new voice in LTG good enough?

>> No.9156285

>>9156282
I think it's pretty good, taken a little getting used to but it's not bad.

>> No.9156286

>>9156236
Intent and expectations are completely different things. Back to the cheat code argument, cheat codes are an intended feature of the game, but I might not expect someone to play with cheats because that plays into their own personal responsibility. Pistol starts themselves are not intended outside of MAP01, but the game is *intended* to be beatable with the starting loadout. Similarly, continuous play is equally as intended by the developers, if it wasn't then its inclusion in the game would be retarded. Here's the problem, when you're saying the game is meant to be played with pistol-start (maybe you weren't the anon who said this initially) but you're just selectively choosing intent. It's one thing to say that Doom 2's loadout pacing is unbalanced, and it's a completely different thing to say that this wasn't how the game was balanced by the developers. Doom 2 has unbalanced encounters, but that is part of the game and how it came out. Pistol-starting is an optional challenge that deviates from dev implemented challenges like 100% Kill/Items/Secrets. Trying to impose an optional and mostly community-driven challenge as the way the game is ought to be played is just incorrect.

>> No.9156290

>>9156286
>when you're saying the game is meant to be played
I never did.

>> No.9156291

>>9156282
I do kinda miss the "Huh?" "Oh..." on failed use, but it's fine.

>> No.9156302

>>9156290
Then don't waste my time with bait

>> No.9156307

>>9156302
There is no bait. You're the anon who flipped his lid over the mere suggestion of pistol starting. The game is factually unbalanced when played continuous, pistol starting makes it significantly less easy.

>> No.9156312

>>9156307
No one argued otherwise, so yes you were just baiting for inflammatory replies by phrasing your post the way you did.

>> No.9156317

Rate the pure, concentrated autism of this general out of 10.

>> No.9156323

>>9156317
7.8/10 too much water.

>> No.9156330
File: 1.56 MB, 1920x1080, arma_balcony.png [View same] [iqdb] [saucenao] [google]
9156330

>>9156257
It does a lot right but it's still stuck and surrounded by those FPS tropes surfacing at the time. Also felt like it had the same issue as Doom 3 and Quake 4 where it was too taxing at the time and couldn't afford to put players in rooms that were too large.

>> No.9156331

>>9156312
>yes you were just baiting for inflammatory replies
See >>9155963, fuck off, and never come back to this general.

>> No.9156336

>>9156317
At least Shelly's not in the word cloud/10, I've seen worse.

>> No.9156338

>>9156331
That's not me, and even if it was, he was replying to a generalist statement that was meant to get a rise out of people, so his inflammatory reply was not unexpected. That's just what happens when you bite the bait.

>> No.9156345
File: 19 KB, 75x75, Cacodemon Spin.gif [View same] [iqdb] [saucenao] [google]
9156345

Hey drama queens, we're playing Super Skulltag for SNS. As the name suggests, it's some vintage Skulltag cheese that is practically guaranteed to crash at some point.
In the event of that happening, we'll play Akeldama instead.

>> No.9156350

>>9156317
9.3/10

These people know Doom, for better or for worse...

>> No.9156356

>>9156302
>Then don't waste my time with bait
There is much bait and I have listened through rock and metal and time.

Now I will bait and YOU will bite.

>> No.9156358

>>9156317
metadoom is not epic/666

>> No.9156390

>>9156257
>>9156330
It's combat was neat but once you get what it's doing it's not as impressive. also it was painfully linear.

Personally I liked AvP2 more.

>> No.9156431
File: 1.06 MB, 640x480, soulcan.webm [View same] [iqdb] [saucenao] [google]
9156431

New concept: Moka pot as soulsphere replacement.
If this is an idea worth pursuing I am considering just making it float up and down and not give it any glow or something; maybe a bit of steam though.

>> No.9156445
File: 449 KB, 1920x1080, Screenshot_Doom_20220804_201430.png [View same] [iqdb] [saucenao] [google]
9156445

>>9156317
Honestly?
I'd say it's like 3/10.
The worst there is are some kids acting dumb or some gimmick posting. This is mostly fairly normal general which is why I like it a lot more than most threads on the website.

>> No.9156452

>>9155650
it can be a bit BS, but id say BLOOD is harder.
>>9155656
i tried to give DOOM 3 a chance, but when on hard and im on a controller (+gyro) and its still easy, there's something wrong.

>> No.9156458

>>9156445
I really wanted to like Ashes but the maps being half empty really drags the entire experience

>> No.9156462

>>9156445

From the small pieces of dialogue its quite fascinating how the main protag from Ashes builds a personality.

>>9156458
Half empty? There are tons of enemies anon and secrets, but I played on hardest.

>> No.9156468

Im not liking Afterglow as much as the original. Dont care for little quests or running around districts. Prefer just regular levels.

>> No.9156474
File: 1.42 MB, 1920x1080, 1615061094491.png [View same] [iqdb] [saucenao] [google]
9156474

>>9156452
>but when on hard and im on a controller (+gyro) and its still easy
Even without the ammo drop buffs from the BFG edition the game can be forgiving and flood you with ammo. You need to go Nightmare at the very least so the health only comes from stations and the soul cube, and even then the vanilla gameplay can remain forgiving and uninteresting.

>> No.9156481

Hey guys, why is it that when I try to load Countrycide it says "No player classes defined"?

>> No.9156486

>>9156481
Wrong GZD version provably

>> No.9156491

>>9156468
They are still there self contained. The game also returns to linear half way in. With one other small hub pocket near the end.

I like the approach

>> No.9156496
File: 474 KB, 1225x335, file.png [View same] [iqdb] [saucenao] [google]
9156496

This is the new Zdoom forums update.

>> No.9156505

>>9156496
I think that's just the default banner for the theme they're using, it all seems very WIP, but at least the forums are readable again.

>> No.9156507

what's the lowest level PC spec one could use to run Doom and all of the games it inspired ala Hedon? Would a 20 year old shitbox be able to handle them or would gzdoom eat up too much resources for that to be viable?

>> No.9156517

>>9156486
That was it, thanks.

>> No.9156526

>>9156431
I think some steam would help it stand out a bit more. I do like it. What's the megasphere gonna be if the soulsphere a pot?

>> No.9156536

>>9156507
Maybe if you use OpenGL ES. But honestly you could just get a better computer by going to a salvage and finding liquidated school/office PCs.

>> No.9156541

>>9156027
>than that fucking X-Men TC.
RoA is fun to fuck around in as the co-op "play as MP character in SP" mode, you can pick a flying chapter (Rogue, Cannonball, Angel) and fuck up the map progression. The soundtrack is also great 90s cheese.

Do any of the LordHavoc fixes for RoA and shit work on QuakeSpasm etc., or are they DatkPlaces-only?

>> No.9156547
File: 57 KB, 640x480, doom45.png [View same] [iqdb] [saucenao] [google]
9156547

>>9156263
Welcome to Mt. Dismal lads.

>> No.9156552

>>9156526
>What's the megasphere gonna be if the soulsphere a pot?
Since that one also gives you armor, I am still undecided myself, but it must be something that makes you awake AND comfy, if we stay within the theme.

>> No.9156571
File: 68 KB, 635x418, Screenshot 2022-08-07 215943.png [View same] [iqdb] [saucenao] [google]
9156571

>>9156536
Fair enough, was just looking at creating the most barebones setup possible.

The requirements for Hedon are relatively high considering we're talking about something that runs on gzdoom.

>> No.9156579

>>9156547
Real nice.

>> No.9156581

>>9156571
GZDoom is very taxing on the CPU especially when there are a lot of actors. It's definitely not the kind of sourceport you want to build a "retro" PC around.

>> No.9156582

>>9156247
Oh well. May be because of my slightly oudated version of HD. Thank you anyway.

>> No.9156589

>>9156282
Why are there no lewds of this hips demon. That's almost as criminal as her butt.

>> No.9156605

>>9156547
That looks fucking cool.

>> No.9156624

>>9156571
There's fog in the last level that tanks frame rate.

>> No.9156640
File: 1.81 MB, 960x1200, Catvile.png [View same] [iqdb] [saucenao] [google]
9156640

>>9155961
>it's really hard to actively remind yourself to use something else just for the sake of using
I wouldn't say it's hard. Not for everyone.That's pretty fun sometimes, actually. And not just in classic DOOM's.
>>9156252
I did that with many classic & retro FPS, especially Ion Fury. I had a big issue with save scumming.
>>9156317
4.6/10, probably.

>> No.9156658

>>9156541
I've played through RoA with LordHavoc's fixes in QuakeSpasm some time ago. Not sure what those fixes are supposed to be, but I finished both episodes without much trouble.
Civvie needs to get fucking good, this mod is fairly easy.

>> No.9156692

>>9154419
Duke Nukem fans are some of the few people who get the joke of their series.

>> No.9156707

>>9156692
Apart from the ones they don't get and think are original lines, like the They Live one.

>> No.9156801

>>9156009
make the coffee cup bigger, on scale with the energy drinks, and the espresso cup will look smaller and still read

>> No.9156816
File: 617 KB, 800x450, auto reset.webm [View same] [iqdb] [saucenao] [google]
9156816

>>9154946
>>9154949
I forgot to post this last night. Nothing fancy but I think this'll work. He'll still manually reset it if you stop firing before an overheat

>> No.9156819
File: 553 KB, 1179x2678, 1638162769600.png [View same] [iqdb] [saucenao] [google]
9156819

>>9156317
11

>> No.9156837
File: 1.13 MB, 1280x720, SUNDAY_NIGHT_SHITSHOW_74_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9156837

SUNDAY NIGHT SHITSHOW TIME!! Tonight we'll be grinding our way through Super Skulltag, a Zandronum re-make of Doom 2 with a built in gameplay mod. Password tonight is "noonecares". As is usually the case with Skulltag stuff expect instability/crashes, we have Akeldama as a backup if worst comes to worst.
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.9156840

>>9155543
le autistic /vr/ no saverinos

>> No.9156845
File: 88 KB, 720x633, BFG_KFC.jpg [View same] [iqdb] [saucenao] [google]
9156845

>>9156816
Nice.

>> No.9156875

>>9156816
That looks fucking cool!

>> No.9156972

>>9155872
>>9156009
Are these for an upcoming project?

>> No.9156976

>>9154442
>there's a bug in DSDA which makes it so that custom Boss Death action calls won't work
Just replace Fall with KeenDie at the end of the enemies death sequence and build a voodoo box with a door tagged 666 and whatever triggers you want. It should work fine in every port.

>> No.9157005

Map25 of 512 Linedefs of /vr/. Fuck this map, I got filtered.
https://www.youtube.com/watch?v=d6AVLPxAidQ

>> No.9157067

>>9156837
where is it

>> No.9157124

>>9156507
>windows 7 OS
>intel core 2 duo cpu
>8gb ram
>gt 720 video card
>500gb to 2TB HDD, your call

You could go as low as XP but you would lose modern GZDoom support unless you maybe use 64bit XP, idk if thats good enough though.

>> No.9157137

>>9155684
Thanks anon, glad you enjoyed it

>> No.9157141
File: 1.02 MB, 1920x1080, Screenshot_Doom_20220807_202828.png [View same] [iqdb] [saucenao] [google]
9157141

>>9156837
Thanks for joining.

>> No.9157156

>>9157067
Have you tried turning it on and off again?

>> No.9157157

doom dm is great for duels but all my buddies are too brainlet to open cmd and type my ip in

>> No.9157182

>>9157157
send them a batch file that does it for them

>> No.9157189
File: 315 KB, 1280x960, Screenshot_Doom_20220807_192916.png [View same] [iqdb] [saucenao] [google]
9157189

>>9156837
>>9157141

>> No.9157194
File: 417 KB, 1280x960, Screenshot_Doom_20220807_202436.png [View same] [iqdb] [saucenao] [google]
9157194

>>9157189

>> No.9157197
File: 191 KB, 1280x960, Screenshot_Doom_20220807_211229.png [View same] [iqdb] [saucenao] [google]
9157197

>>9157194

>> No.9157204
File: 204 KB, 1280x960, Screenshot_Doom_20220807_194320.png [View same] [iqdb] [saucenao] [google]
9157204

>>9157197
Brofist.

>> No.9157205
File: 516 KB, 1920x1080, zandronum 2022-08-08 03-11-38-03.png [View same] [iqdb] [saucenao] [google]
9157205

>>9157197
Here's a proper one.

>> No.9157206
File: 169 KB, 1280x960, Screenshot_Doom_20220807_211428.png [View same] [iqdb] [saucenao] [google]
9157206

>>9157204

>> No.9157207

>>9156816
Radical.

>> No.9157213
File: 430 KB, 1280x960, Screenshot_Doom_20220807_215951.png [View same] [iqdb] [saucenao] [google]
9157213

>>9157206
Nice Zandronum experience at the end, fags.

>> No.9157221

>>9157213
lmao bind mwheelup "summon cyberdemon"

>> No.9157223

>>9155480
Which is fine because for the longest time they were the only ones selling a version of quake that actually included the music. Steam didnt seem to think that you needed that part of the game.

>> No.9157226
File: 212 KB, 1920x1080, Screenshot_Doom_20220213_205224.png [View same] [iqdb] [saucenao] [google]
9157226

Might as well post a few old screens of mine

>> No.9157229
File: 697 KB, 1920x1080, zandronum 2022-08-08 01-08-48-49.png [View same] [iqdb] [saucenao] [google]
9157229

>> No.9157234
File: 271 KB, 1920x1080, Screenshot_Doom_20220213_203634.png [View same] [iqdb] [saucenao] [google]
9157234

>>9157226
2/2
Good session guys. I never envisioned SNS getting as big as it is now.

>> No.9157268
File: 192 KB, 800x600, Screenshot_Doom_20220808_020738.png [View same] [iqdb] [saucenao] [google]
9157268

>>9156837

>> No.9157286
File: 223 KB, 1920x1080, image_2022-08-07_204552599.png [View same] [iqdb] [saucenao] [google]
9157286

>>9153901
Square vr project when?

>> No.9157292

>>9157286
It's not Chex Quest, don't like it.

>> No.9157301

>>9157286
When you host one.

>> No.9157338
File: 156 KB, 800x600, Screenshot_Doom_20220807_172851.png [View same] [iqdb] [saucenao] [google]
9157338

>>9156837
>SUNDAY
Love you guys, and God does too! :)
Have a blessed week, brothers!

>> No.9157385 [DELETED] 
File: 328 KB, 1638x2048, 1657049377058.jpg [View same] [iqdb] [saucenao] [google]
9157385

>> No.9157389

>>9157385
oh fuck I posted this in the wrong thread
fucking tomorrow theme

>> No.9157395

>>9157389
Anon please.

>> No.9157403
File: 116 KB, 800x600, Screenshot_Doom_20220807_165409.png [View same] [iqdb] [saucenao] [google]
9157403

>>9156837
bonus photo

>> No.9157430

>>9156317
/doom/ is probably the most sane general I've ever seen on 4chan and that's honestly kind of terrifying when you think about it

>> No.9157434

>>9156541
>play as MP character in SP
I used to play Ghoul's Forest in single player maps all the time just to see all the bizarre ways the PvP abilities broke the game.

>> No.9157436

>>9157434
Ghouls Vs Humans, not Forest, I fucked up

>> No.9157443

>>9156819
>this was made before BTSX E2 came out
I miss Benellus. So much good OC.

>> No.9157446

>>9157430
There's a wide variety of people here. You have some of the coolest sons of bitches in the entire community (I'm not naming names because I don't want to turn this to a circlejerk, but you know who you are) posting in the same place as irredeemably delusional and mentally retarded freaks, with a garden variety of ordinary dudes and average retards filling the majority.
Not really ideal, but I'll take it to the average /vg/ thread where the users are varying degrees of mentally ill.

>> No.9157448 [DELETED] 

>>9157446
>I'm not naming names because I don't want to turn this to a circlejerk, but you know who you are
holy reddit

>> No.9157451

>>9157223
>Steam didnt seem to think that you needed that part of the game.
Valve don't think much at all about whatever companies give them for putting on Steam so long as it's not actually malware. Missing bits? Nonfunctional on any modern Windows? Whatever buddy, that's the version you want us to sell then OK.

>> No.9157453

>>9157448
Hey look, there's one of those average retards I was talking about.

>> No.9157459 [DELETED] 

>>9157453
hey look, there's a redditor

>> No.9157463
File: 32 KB, 253x260, furry cacodemon.png [View same] [iqdb] [saucenao] [google]
9157463

>>9156837
We were talking about servers to run on the weekdays for anons to congregate on whenever they want. All I have in mind right now is running two simple deathmatch and co-op servers, running the Eon Collection and Compendium respectively. We also thought about running a /vr/ HQ server when that comes around.
Thoughts?

>> No.9157468

>>9157430
Not just that, it's kind of the most sane end of the Doom community, which is also kind of a worrying thought.

>> No.9157470

>>9157446
Yeah. *e**n is really cool and also a really good sprite artist and also really cute and smol. I miss some of the cool dudes that have come and go as well. Too bad the retards always stay for far too long.

>> No.9157472

>>9157463
Makes it less special to be having it running all the time, also makes it harder for people to really tell when the good time to be on is.

>> No.9157479

>>9157468
Possibly because you don't have the usual tranny worming its way into moderator positions to gaslight people for clout dictating the rules or the 60 year old 'doom god' with 70 million posts and an account dating from the start of the century saying people can't make things for fun anymore.
Everything just sort of goes and that's a lot healthier for discussion. As long as you ignore the retards it's all good.

>> No.9157490
File: 4 KB, 93x121, adventure ho.png [View same] [iqdb] [saucenao] [google]
9157490

>>9157472
>Makes it less special to be having it running all the time
Perhaps
>also makes it harder for people to really tell when the good time to be on is.
I figured people would figure that out themselves, like by asking to play deathmatch/co-op on a whim in the thread and then congregating. But now that I remember Clovr exists and doesn't get much traffic, the idea seems like a crapshoot. I still might do a /vr/ HQ server though, it might be fun.

I also brought up the idea of making a site to host all things /vr/ related, such as our WADs and whatnot. I reckon it would be something a little more permanent than Catbox links on a Rentry, but with more lenience than Idgames, allowing for things like HFFM uncut or gameplay mods like Babel.

>> No.9157512

>>9157490
>people would figure that out themselves
If there's anything I know about hosting games for others, having seen it done in MANY different websites and imageboards over the years, is that people CAN'T do that without having someone tell them a time and a date.
There isn't enough players in this thread at every hour in the world for there to be a substainable playerbase for your servers and that's fine. You should upkeep the weekend-style gamenights to concentrate the amount of players because of that. New players aren't gonna join at some random hour and stay indefinitely just because they saw the server had zero players for like, five minutes to three hours depending on their patience, until someone notices there's players and said something in the thread. They'll just think it's dead, do something else and maybe ask in the thread when's the gamenight happening.

>> No.9157517

>>9153918
>ashes easy
what are the implications of this?

>> No.9157520

>>9157512
You're right, Clovr pretty much proves this. It's always running and seemingly nobody plays it or even brings it up.

That aside, if you or anyone else have anything to add to the idea of a /vr/ WAD hosting site, I'm all ears.

>> No.9157548

>>9157490
Really like the idea, maybe even add a short description to each WAD so that it isn't just a wall of hyperlinks, a simplistic 1-5 rating system as well.

Whatever you do, keep it simple. No discord nonsense.

>> No.9157549

>>9155767
but does affect the stencil shadows?

>> No.9157560

>>9157548
>Really like the idea, maybe even add a short description to each WAD so that it isn't just a wall of hyperlinks
That's what I have in mind, I'll add the TITLEPIC and maybe some screenshots as well, taking a page from the Rentry we currently have in place. I also want to carry over the author's corner from the Rentry, where authors can request to have their personal projects added. I envision this being a separate page from the community projects page.
>Whatever you do, keep it simple. No discord nonsense.
Of course. If people need to reach me, they can contact me by email, which I can put at the bottom of the site.

>> No.9157562

>>9155689
play riddick

>> No.9157583
File: 139 KB, 500x500, shamb.png [View same] [iqdb] [saucenao] [google]
9157583

>> No.9157584

If I'm playing a ZDoom wad, should I just assume that wad creator designed the map around vertical mouselook?

>> No.9157589

>>9157584
Yup. Or at least assume that jumping/crouching is allowed. If the map is intended for ZDoom and above, it should account for those.

>> No.9157591

>>9157584
You should check the readme that came with the wad or the thread you got it from to see if vertical mouselook was intended. But just assume that most ZDoom wads are designed around vertical mouselook and other features like jumping or crouching.

>> No.9157595

>>9157591
The readme wasn't specific so I was just curious, I'll have to read the thread I guess and see if it's mentioned in the replies. I just don't know if the map expects me to snipe enemies with full mouselook because some enemies are too far away for autoaim to trigger.

>> No.9157609

>play Unholy Realms with HDest
>fall through the floor into underground monster storage closets all the time
Is there a way to prevent this?

>> No.9157613

>>9157609
Watch your step.

>> No.9157628

>>9157613
It's invisible, joker anon...

>> No.9157640

Map07 of 10x10. This map almost broke me.
https://www.youtube.com/watch?v=FY7RWzooFEM

>> No.9157643
File: 108 KB, 411x577, 9b0b721ae9ad307c94928a0e12f78415-imagejpeg.jpg [View same] [iqdb] [saucenao] [google]
9157643

>>9157628
I am aware. I'm just not sure if there's any other solution that doesn't involve just editing the maps with those.
The best you can do is just try to avoid them. Take the most obvious route to either trigger or not fall into them. Skirt the edges of rooms. Be prepared to quickload whenever it happens.

>> No.9157649

>>9157609
>>9157628
The only real way to avoid that in HD is to not sequence break and progress through the map closer to how you would in vanilla.
There's probably some way to auto-detect this type of sector and put a 3D floor or at least a bridge thing over it until it triggers, but I'm no Zscript coder.

>> No.9157686
File: 51 KB, 197x190, Comfy DoomGuy.png [View same] [iqdb] [saucenao] [google]
9157686

>>9157430
This general is great and almost all anons here are cute bastards.
>>9157520
>You're right, Clovr pretty much proves this. It's always running and seemingly nobody plays it or even brings it up.
That should be fixed. I would've played on it every now and then, but the ping is too high.
http://clovr.xyz/

>> No.9157730
File: 95 KB, 3200x1800, Screenshot_Doom_20220808_012109.png [View same] [iqdb] [saucenao] [google]
9157730

Jesus christ obsidian please I'm just trying to do testing not slaughterwads fuck

>> No.9157813

Redpill me on the Fulgur Laser Minigun. Why does it have the focus?

>> No.9157820

>>9157584
if it's a zdoom map and the author is comptent, he'll toggle these through MAPINFO

>> No.9157827

>>9157813
Seems to me it was mainly added as an extra wrinkle to provide some extra complexity compared to the spray of a Thunder Buster. After using a few times I think I'll stick with the Thunder Buster, it doesn't have the range or stability of the Fulgur, but it's a more flexible weapon overall.

>> No.9157832

>>9156972
Yeah, it's concepts for the sleepytime comfy project.

>> No.9157909

>>9157813
You get to RP as a Black Hand operative in Doom.
There is an option to change the laser's color, right? Right?

>> No.9157916
File: 618 KB, 474x266, 1650565034445.gif [View same] [iqdb] [saucenao] [google]
9157916

>>9157430

>> No.9157921

>>9157827
>>9157909
Sure, but what does the focus affect and why would you adjust it manually?

>> No.9157928

>>9157921
Focus effects the range at which the weapon is working at its strongest, so if you're at the wrong range it deals less damage. The auto focus happens as you pull the trigger, which gives the weapon a slight delay before you fire.
Setting it to manual removes the delay which makes it feel better to shoot, but then it's on you to adjust that thing.

>> No.9157948

>>9157827
Man, the Thunderbuster spoiled me, no other HD energy weapon has ever felt as satisfying and veridical.
Something about the way it functions is just seems more believable to me than anything that just shoots lasers or plasma bolts.
The Maser comes close, and is my favorite addon energy weapon, but it's obviously less satisfying to use in favor of being more realistically subdued.

>> No.9157956

>>9157948
The only thing that comes close is blowing up a ninja pirate with a Lisa/Wiseau, but Lisa also sucks and the scope is broken

>> No.9158059

>>9153901
So what's this new fangled woof doom source port? What's special about it? Why is it better than DSDA Doom?

I saw a video on it, did I imagine the guy saying you could run it with it having software visuals while having OGL performance? I remember some guy in some chat telling me this was being worked on. If that's been done then I'm switching in a heartbeat.

>> No.9158069

>>9158059
>newfangled
It's literally Crispy Boom and since it's not based on PrBoom it's superior by default.

>> No.9158072

>>9158069
sounds shitty

>> No.9158179

the latest mouldy wad is the best wad of 2022 thus far imo. and i didn't like going down at all. what did you guys think

>> No.9158186

>>9158179
damn, mouldy made a new .wad?

>> No.9158193

>>9158179
It was alright, genuinely liked 400 mins more.

>> No.9158203

>>9154752
Thanks.

>>9155268
Oh yeah, that's fixed, I fucked up the SWITCHES entry when I said I fixed it last time.

>>9158059
It has much better analog stick support, which is a big deal for me, also it has ENDOOM screens.
It also may not have the same bug which DSDA has where custom monster BossDeath actions defined in UMAPINFO doesn't work. We'll see.

>>9156976
Uh, that could maybe work, I guess we'll just have to try and see.

>> No.9158206

>>9155635
>I'm holed up in a small cuckshed
lmao
Not telegraphed the very best, I guess.

>>9155684
Glad you had fun, 2048 was very fun to make.

>>9158072
I just tried it and I find I like it a lot.

>> No.9158221

>>9154442
>By the way, there's a bug in DSDA which makes it so that custom Boss Death action calls won't work, but they do work in Woof, would anyone be greatly troubled by switching one of the target ports to Woof instead of DSDA? I'm sure DSDA will fix the bug eventually, but who knows when that'll happen.
I believe there's a specific type of action triggers that don't work correctly. Have you tried switching from W to S or vice versa?

>> No.9158229 [SPOILER] 
File: 51 KB, 376x514, temp7.png [View same] [iqdb] [saucenao] [google]
9158229

>>9156589

>> No.9158232
File: 2.35 MB, 1196x900, file.png [View same] [iqdb] [saucenao] [google]
9158232

what are your thoughts on Tarnsman's Projectile Hell wad? I thought it was pretty fun, currently on episode 4

>> No.9158238
File: 35 KB, 640x480, 1265688474247.jpg [View same] [iqdb] [saucenao] [google]
9158238

>>9156282
>>9156589
>>9158229

>> No.9158239

>>9158232
I've had it on my backlog basically since it came out, I just haven't gotten around to playing it. Too much Doom, too little time.

>> No.9158243
File: 1.02 MB, 1024x1024, q2unitte.png [View same] [iqdb] [saucenao] [google]
9158243

>>9153905
Posting it here as well, since it is official that this unit is going to happen.

>> No.9158263

>>9158221
It's the BossDeath function call, and it'll work with any of the original monsters which have it, along with ones which don't if it's added to them, but it won't work with newly defined monsters.

>> No.9158269

>>9157490
>it would be something a little more permanent than Catbox links
I believe those files are secured as long as service lasts, rule of link expiration doesn't apply for those having account. Although now that you mentioned it, I can't access any of the downloads at the moment for some reason.
Ergonomic design of private website surely beats current slapdash solution, I just hope you'll bring a couple of additional maintainers on board alongside you.
>>9157548
>a simplistic 1-5 rating system as well
Opens up possibility for abuse from whimsy, moreover nature of the system itself is pure abuse of someone's honest work. Makes me think you spend too much time on social networks and watching e-celebs, it's all consolidated anon. If it comes to choose from extremes, I'd rather read a paragraph of nothing but scathing remarks on why my maps are so shit than be mercilessly beaten into ground by the power of single mouse click.

>> No.9158270
File: 222 KB, 1219x607, 1659958166599.png [View same] [iqdb] [saucenao] [google]
9158270

>>9158269

>> No.9158284

>>9153905
>>9153901
time to /vr/ to shine
Quakewulf Q2 25th anniversary unit project is greenlit
https://twitter.com/Colonthreee/status/1556598386110906369

>> No.9158290

>>9158284
also what the fuck is happening to twitter and youtube links of late?


>>9158243
you were quicker than i
also have you seen giftmarcher's map?

>> No.9158348

>>9158232
I think that the actual "Projectile Hell" aspect of TPH is its weakest part, Time Tripper made similar stuff much better. Disliked most of the changes to monster behavior (esp. revs and arachs), some of the the new enemies were extremely obnoxious. All of this kinda compensates by fun arsenal and overall strong level design... but honestly, E3M2 can go fuck itself, as that was the biggest pile of steaming shit in high-profile wad after Speed of Doom m23 I have ever witnessed.

My favorite maps were E1M5, E3M5, E3M7 and E4M6. Tarns is really good at making big, sanboxy maps, and I wish he would do more of those in the future, just with less kamikazes, hiding around the corners.

>> No.9158363
File: 28 KB, 781x378, nobody cares.png [View same] [iqdb] [saucenao] [google]
9158363

>Finally delete all my heretic things,was never going to play them anyways
>And also cleaned up my doom folder for wads i would never use and was just hoarding "Just in case"
comfy

>> No.9158372

>>9158290
I am playing it as we type. It just feels all the kinds of proper OG Quake 2-leveldesign that could fit right into either missionpack.

>>9158284
I hope to get some submissions from here, or at least some help with Lazarus.

>> No.9158409

>>9158372
you should check at knightmare's forum at Q2café

they deal with lazarus

>> No.9158445

I'm on Linux. Should I run Doombuilder through Wine or is there some native alternative to use?

>> No.9158451

>>9158445
There's some map editor called Eureka or Excelsior or something, and with SLADE you can make maps in a pinch, too.

>> No.9158461

>>9158451
Thank you for the response. I see Slade in flathub but not the others. Is there any major differences between them?

>> No.9158462

>>9158461
No idea, been using nothing but Doombuilder family ever since I started mapping.

>> No.9158472

>>9158445
I've been using Eureka. There's also Slade but I've never been able to use that without it crashing constantly.
I've never used anything else though so I don't really know how it compares.

>> No.9158498

>>9158409
I need spoonfeeding...

>> No.9158503

>>9156259
That sky is really cool

>> No.9158551
File: 3.71 MB, 424x581, 1659966552841578.gif [View same] [iqdb] [saucenao] [google]
9158551

>just woke up and decided to delete all my monster randomizer mods
>shades of doom stays however
i dont know,it just felt like shit almost completing a map just to get annihilated by a overpowered monster,i think i prefer consistency

>> No.9158603

>>9157562
Always looked cool but I have to be in a “stealth shooter” mood for it.

>> No.9158609
File: 1.59 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
9158609

I heard you people like hands, so we added HAND holding into the game with "HANDS" in the name where you can transform into a demon with big red HANDS.

>> No.9158669

This looks neat

https://youtu.be/-eKG-bI9f60

>> No.9158671

>>9158269
A rating system maybe wouldn't be the best idea after all, like you've said it's way too easy to abuse. I guess I'm just naive thinking people wouldn't spam 1 star ratings or the comments (if you had them) being filled with anything other than ASCII art and 'witty' reddit-tier posts.

>> No.9158682

>>9158671
If you're adamant on a rating system, at least couple it with a mandatory review instead of comments.
That way if someone gave 1 star and indeed had only some shitty ascii art or tired old meme post about you'd at least that it's not someone who has any kind of point.

>> No.9158694

>>9158671
>>9158682
I think people being able to assign a rating to their comment would be fine, without having a number assigned to the map itself. So you can get a tl;dr rating, but also filter out the low-effort posts.

>> No.9158773
File: 1.07 MB, 1326x924, __shiki_eiki_touhou_drawn_by_pandora_ex__bf70f70b12073174d7a59c9d2c2df1e5.png [View same] [iqdb] [saucenao] [google]
9158773

Where do I get sprites? It's hard to look through the zdoom-resources as there is no organization whatsoever.

>> No.9158781
File: 2 KB, 41x73, testdemon.png [View same] [iqdb] [saucenao] [google]
9158781

I'm working on some custom monsters, and I'm just using recolours for them like picture related. What's the easiest way to recolour sprites for any DOOM monster, I need an easy way to do it without it looking like messed up pixels

>> No.9158784
File: 76 KB, 704x731, splooge.png [View same] [iqdb] [saucenao] [google]
9158784

>>9158781
Slade has a recolor function. You can select one range on the palette and replace it with another.

>> No.9158787

>>9158784

I started with that (see picture attached on my original post) but some monsters work better than others. Zombieguy for example colours all messy and I can't get the right balance, is there a better way to just change sections and generally make it look nicer. I wish I could see a video guide if one existed

>> No.9158789

>>9158229
wooww
l-lewd...

>> No.9158796

>512 Lines - You're Not The Kind That Needs To Tell Me About The Birds And The Bees
At first I wanted to write a scathing review about this map, but then I realized I missed some stuff and fell for the progression trap hook, line and sinker. That said, I really didn't enjoy the revenant ambushes, it was always just "here's a bunch of revs lol". The million PE room was more evil than the slivovitz star room, provided you entered through the uncolored door. Did you test this map with infinite height enemies off? Only after I made a suicide run for the BFG I noticed that I didn't need a yellow key. On replaying this map will certainly be a lot easier. I loved the lava falls though and how you used them to mask shit.

>> No.9158801

>>9158787
That, I don't know. I guess you can manually use the magic wand tool in photoshop or whatever if you want to replace individual sections of color. Hopefully someone more savvy on this stuff than me can weigh in.

>> No.9158804

>>9158773
Realm667 is a bit more organized, but it's surely missing some things from ZDF's resources forum. You might just have to roll with it.

>> No.9158805

>>9158773
>It's hard to look through the zdoom-resources as there is no organization whatsoever.
It's hard to give you an answer if you don't mention what sprites you are looking for.
That said, try it as spriter's resource.

>> No.9158807

>>9158801

there must be a way, see a video like this:
https://www.youtube.com/watch?v=fNP4phm5Erk
zombeguys can be directly green without looking like a mess. I dont think it was manually cleaned up

>> No.9158857

>>9158807
I hear the developer of Colourful Hell is a pretty cool guy who posts butts and doesn't afraid of anything.

>> No.9158859

>>9157928
Is the damage malus significant enough that it won't drop humanoids or shields on the wrong setting? Haven't tried it yet.

>> No.9158884

>>9158805
My bad. Just basic weapon sprites that are free to use. Game rips are perfectly good too.

>>9158804
I completely forgot Realm667 somehow. My own fault, not been here in years. Thanks anon.

>> No.9158895
File: 87 KB, 640x480, doom48.png [View same] [iqdb] [saucenao] [google]
9158895

Finished my hard work on a new map for my wad
https://www.doomworld.com/forum/topic/115739-hell-frontier-wip-megawad-for-doom-2-episode-2-progress-911-latest-map-map19-update-080822/

This time it's MAP19: Mount Dismal.
There's 18 maps before it that you can play, naturally. Split between 2 wads.

The usual: Complevel 2, difficulty implemented by slashing monster count. Tested in DSDA-Doom.

>> No.9158912

>>9158179
im not sure it's the best, but it's certainly the best ive played and a great comeback of an experienced mapper.

>> No.9158914

>>9158179
I'm trying to beat it saveless, made it to MAP05. Think it could use some spacing between MAP04 and MAP05, but otherwise it's great.

>> No.9158926
File: 3 KB, 192x153, temp7.png [View same] [iqdb] [saucenao] [google]
9158926

>>9158807
>>9158857
Well if you want some tips on using the colourizing / translate option, use the colour gradient tool for smoother and better looking colourizing, you can also do it so it only effects the certain parts of the pallette on sprites that have that
However, you can just select the whole pallette and then give it a gradient and it would do the colouring even if the origin pallette there doesnt specificly show the colours, it will colour it in game

>> No.9158927
File: 175 KB, 1920x1017, Screenshot_Doom_20220808_181727.png [View same] [iqdb] [saucenao] [google]
9158927

This sector art is bananas.

>> No.9158929

>>9158927
I recognize this banana.

>> No.9158979

>>9158926

yeah this is working great. I just have two questions

1) I find the desatured gradient closer to what I want, but are the colours it uses outside of the DOOM palette and has the whole collectio of colours? (meaning it wont look right in older versions of doom)

2) Like before, I can't colour just parts of the monsters without it looking like broken/messed up colours. Do you think monster creators just paint their monsters all one colour, then edit it and out and mix in with other colours to make it look right?

>> No.9158987
File: 638 KB, 1920x1017, Screenshot_Doom_20220808_184424.png [View same] [iqdb] [saucenao] [google]
9158987

Does Blaz even play volleyball or is he too short?

>> No.9158993

>>9158987
Do you think Blaz has social anxiety talking to women because of his dwarfism? haha

>> No.9159029

>>9158979
>Do you think monster creators just paint their monsters all one colour, then edit it and out and mix in with other colours to make it look right?
Quite literally yes.

There was a tutorial where someone made monster sprites and showed how he does shading and all that.
https://forum.zdoom.org/viewtopic.php?t=67115
No idea if this is exactly the one I meant since the new forum software seems to have fucked up all the image links, so you'll have to do a bit of copy+paste. Could be that there is another one on Doomworld, but I am not quite sure.

>> No.9159039

>>9158979
1. Desaturated is pretty good too
using the translation has to take into account the gzdoom mode if its true colour or not

2. Some do. It takes a lot of testing to learn to use the translate too tho

>> No.9159047

>>9158979
>>9159029
There's also this one: https://web.archive.org/web/20081018235922/http://www.phobus.servegame.com/SpriteTutorialStage2.html

>> No.9159051

>>9159047
>>9159029
>>9158979
And I forgot that some people also generate their sprites from 3D models, so if you already know Blender, for example, you'll be quickly making whole sprite sheets.
Leave Middle East anon did that and at least his vehicles looked pretty good.

>> No.9159059

>>9159051
It was also how the HFFM sprites were made and those turned out exceptional

>> No.9159062
File: 1.28 MB, 1280x720, WdliJAk_8SZLli62.webm [View same] [iqdb] [saucenao] [google]
9159062

>>9153901

>> No.9159070

Anyone here experienced micro-stuttering with gzdoom and how to possibly fix it? I've played around with the settings and I've managed to get it running as smoothly as possible, but I still get very minor hitches while running through vanilla D1 maps.

>> No.9159117

>>9156282
Having lines for stuff like the Ex Bikini is a neat touch.

>> No.9159147
File: 96 KB, 960x720, 1622482439090.jpg [View same] [iqdb] [saucenao] [google]
9159147

>>9158206
>Not telegraphed the very best, I guess
Well I did get you were supposed to shoot the thing, but not that it only stayed possible to hit for a small amount of time. In the end I did figure it out on my own and I don't want to say it's "bad design", maybe I was just a bit slow on the uptake.

>> No.9159226

Does anyone know if the midi in A.L.T. MAP15 is original or from somewhere else?
https://www.youtube.com/watch?v=A7InvJKBbcQ

>> No.9159326
File: 2.66 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
9159326

>>9153905
Coppertone Summer Jam 2 for Quake released. This jam uses Copper mod as a base.
https://www.slipseer.com/index.php?resources/coppertone-summer-jam-2.103/

>> No.9159328

>>9155393
Link? I don't know about his mods besides Quake.

>> No.9159358
File: 2.18 MB, 1680x1050, 1632612506544.png [View same] [iqdb] [saucenao] [google]
9159358

>>9157430
yeah...sane...

>> No.9159382

>>9159328
check news, the link is there.

>> No.9159415
File: 1.24 MB, 640x480, caffeine.webm [View same] [iqdb] [saucenao] [google]
9159415

Made the coffee cups bigger as per another anon's suggestion (and put a bit codensed milk in it), and also made the espresso cup a bit smaller.
The can is now steaming.

>> No.9159441
File: 74 KB, 640x887, 1507466101747.jpg [View same] [iqdb] [saucenao] [google]
9159441

>>9159382
giftmacher? But FS was made by sock. Talking about sock, what happened to him? It has been a while since he released or announced anything.

>> No.9159454

>>9159441
>pic
If this thing were mirrored I'd use it in a heartbeat.

>> No.9159458

>>9158987
He's got the forearm strength for it.

>>9158993
Blaz is genuinely oblivious to women until one shows interest in him, and then spaghetti overfloweth from his visor.
They get hitched eventually

>> No.9159459

Finished Marathon Infinity on Total Carnage recently No Vidmaster levels or any secret ones apart from the co-op/ 1st solo one though and right now I'm playing through Rubicon X.
I don't know how it's going to play all the way through, but the first few levels are kino as fuck.
>Crashed gargantuan ship, you're navigating and fighting through it's derelict hull as well as the wasteland in the immediate vecinity
>Full of ambushes, crawling with enemies, literal swarms that never showed up in the original games
>The absolutely utilitarian aesthetic of the ship is contrasted with the wonder of being crashed on an unknown planet and the mystique around the ship's A.I.
After I'm done with this I'm going to play Phoenix and Tempus Irae (if redux doesn't come out by then).
I have zero interest in Eternal, everything I've heard/ seen/ spoiled myself with makes it all look gay and cringe.
>OC waifu villain that removes all the mysticism around some of the more esoteric lore in the original games
>literal fucking romance story
>lightsabers
>ghosts
>elder God pinging you on discord/ wapp
>HD GRAPHICSSSS
>everything NEEDS a full annotated explication
>everything that could be interpreted metaphorically is now literal and physical, fuck you
>naming the Security Officer when they were supposed to be a nameless hero
>naming him Marcus Jones
>taking the Eternal hero concept literally
In conclusion, /vr/ should have a Marathon mapping project and the lore should be schizo shitposting.
Thank you for reading my blog!

>> No.9159461

>>9159062
finally, a reloadable horse-cock for the average working stiff.
i'm gonna save so much money!

>> No.9159468

>>9159454
You'd have difficulty, it was from the era of serial ports.

>> No.9159474

>>9159468
Maybe (You) would have difficulty, I still have a couple PCs with serial ports.

>> No.9159482
File: 120 KB, 549x355, file.png [View same] [iqdb] [saucenao] [google]
9159482

>>9159468

>> No.9159610

>>9159459
Rubicon X is nuts but pretty fun!Phoenix is dumb fun. Its bordering on slaughter maps but for Marathon. Tempus irae is...neat but redux looks so much better it might as well replace it once its out.

>> No.9159630
File: 243 KB, 650x1300, sukru-gilman-poster-doom64.jpg [View same] [iqdb] [saucenao] [google]
9159630

>>9156206
am european kek

>> No.9159641

>>9157446
like before the internet when we had to make do with people around us kek

>> No.9159664

In Ashes should i upgrade my guns or just buy ammo? I dont think any of these upgrades are worth it so far. I only got the 9mm handgun and Mac10, beginning and double barrel shotgun and the revolver.

>> No.9159678

Started playing Chocolate Doom and I noticed it doesn't alert you when you find a secret, was that really how it was in the original game? Even on 1.9 which I'm playing? I'm so used to seeing it on every single source port, even Crispy I think

>> No.9159683

>>9159678
Original Doom had no secret notifications or live K/I/S counters.

>> No.9159684

>>9159678
Yeah, that wasn't in the OG apparently. Shocker for me as well.

>> No.9159690

>>9159678
No notifications, infinite height monsters, stuff like that.

>> No.9159727

>>9159678
The Bethesda port even has them.

>> No.9159780

Map26 of 512 Linedefs of /vr/. One of the best ones in the wad.
https://www.youtube.com/watch?v=zBtwB7yVMVM

>> No.9159787

>>9159684
>>9159690
>>9159727
What was the originator of the secret notifications? They seem the same in every source port, even the sound used

>> No.9159802

>>9159787
Probably Boom.

>> No.9159812

>>9159641
That's an interesting spin on it, actually.

>> No.9159884

Anybody beat the Romero boss in Corruption Cards? Anybody done it legit? I'm giving myself very happy ammo and I'm still having a tough time with it. Is trying to beat him worth my time or is this a troll boss?

>> No.9159895

>>9159884
And of course right after I post this, I manage to beat him in the next few tries. I think his weakness is the plasma riffle. IDK if I could have done it without the very happy ammo tho.

>> No.9159987

>>9159780
Probably the most open of the all the levels.

>> No.9159994

>>9158669
I'm impressed at how most of the custom monster sprites wouldn't look too out of place in Blood.

>> No.9160005
File: 13 KB, 1151x139, file.png [View same] [iqdb] [saucenao] [google]
9160005

Is Doomguy supposed to be sleep deprived here?

>> No.9160008

>>9160005
Yes, he stayed up 6 hours and 40 minutes past his bed time making speedmaps and shitposting on /vr/ before the events of the WAD take place.

>> No.9160014

>>9159678
adds replay value(>i'll do better next time)
and suspense to the counter

>> No.9160026

>>9160014
sorry for some autistic reason i thought >>9159787 was talking about the counter on the map screen

>> No.9160052

>>9155597
that means the commercial release of rekkr turns one this week.
what do i do

it would've released oct 10, but it was a sunday...

>> No.9160130

>>9160052
what are the notable differences between the releases of rekkr?

>> No.9160207

>>9159664
Machine Pistol upgrades are worth it, so are the Shotgun and Junker Musket, when you get that one.

>> No.9160219
File: 37 KB, 361x465, unknown.png [View same] [iqdb] [saucenao] [google]
9160219

does anyone have the original un-edited version of this doom 3 pistol? it was made by Sgt. Shivers and featured in combined arms 1.0 but I can't find the original release of it anywhere (old CA rotates it for it's animation which is why it looks so crusty)

>> No.9160220

>>9160052
You could just do something next year.

>> No.9160234

>>9160130
New canon episode 4.
>>9160220
I guess. Snuck up on me.

>> No.9160242

>>9160052
>>9160234
Oh no. Im retarded. It's like 2 months. I forgot the month because time has become a blur.
I have plenty of time.
Jesus.

>> No.9160246

New bread when? It's already on the tenth page.

>> No.9160402

Migrate
>>9160396
>>9160396
>>9160396

>> No.9160435

>>9159459
>Rubicon X
Good luck with finding a specific ending.

>> No.9160471

>>9160435
That would be probably less frustrating than Infinity forcing me to replay Despair's Dream levels, Aie Mak Sicur, ACME Station and Post-Naval trauma simply because I started a domino effect by not picking up enough ammo which resulted in me entering Post-Naval trauma with almost no health and not enough oxygen to get to the oxygen recharger.

>> No.9160667

>>9157730
That the whole map? Or too many monsters and little ammo?

>> No.9160889

>>9160234
New canon episode 4.
thnx