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

/vr/ - Retro Games


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9168034 No.9168034 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9160396

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.9168035 [DELETED] 

=== 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 ===

[8-8]Coppertone Summer Jam 2 for Quake released(Copper for Quake required)
https://www.slipseer.com/index.php?resources/coppertone-summer-jam-2.103/

[8-8]The Quake 2 25th anniversary collaborative UNIT is here and open for submissions!
https://twitter.com/Colonthreee/status/1556598386110906369

[8-6]Nostalgia a 32 map megawad was released
https://www.doomworld.com/forum/topic/130681

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

[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

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9168037

THATS RIGHT THE MASCARA SNAKE

>> No.9168040

Any of you guys made FMs for Thief? If so post them.

>> No.9168045
File: 910 KB, 1329x1645, 1660257965695.jpg [View same] [iqdb] [saucenao] [google]
9168045

>>9168034
=== 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 ===

[8-8]Coppertone Summer Jam 2 for Quake released(Copper for Quake required)
https://www.slipseer.com/index.php?resources/coppertone-summer-jam-2.103/

[8-8]The Quake 2 25th anniversary collaborative UNIT is here and open for submissions!
https://twitter.com/Colonthreee/status/1556598386110906369

[8-6]Nostalgia a 32 map megawad was released
https://www.doomworld.com/forum/topic/130681

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

[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

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9168048
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9168048

>Yeah, this is what I do all day

>> No.9168049
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9168049

>>9168034
>My goofy little sprite becomes the new OP
I'm so friggin' proud.

>> No.9168053

>>9168034
Fishe

>> No.9168057
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9168057

>Custom monsters dont drop weapons or ammo
>that means if the map was built around the assumption that you would get most of your ammo from zombies you are shit outta luck

>> No.9168058
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9168058

>> No.9168063

>>9168057
That's when you know two mods don't mix.

>> No.9168064

>>9168045
Jesus Christ anon, you forgot this post>>9165238

>> No.9168071

>>9168064
It's always something, isn't it? What's with these OPs lately?

>> No.9168073
File: 67 KB, 186x158, 1558704122931.png [View same] [iqdb] [saucenao] [google]
9168073

>>9168057
poor Benson keeps running into these mod issues

>> No.9168076
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9168076

Still fiddling around with these. It's a lot of fun. I don't know if I have the skill to make entire sprite sheets, though.

>> No.9168080
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9168080

>>9168073
>I don't CARE if they're "incompatible!" Make GMOTA work with Brutal Doom, OR YOU'RE FIRED!

>> No.9168081

>>9168071
i would do the op, but 3 times is enough.

>> No.9168083
File: 360 KB, 1878x987, Carmack Battle Axe.jpg [View same] [iqdb] [saucenao] [google]
9168083

>>9166031
I don't think you're out to character assassinate Carmack but personally I don't care too much about what he does in his personal life as long as he's not raping children or the equivalent. He's a tech wizard but I definitely assumed that he was quirky / socially weird so eh. His involvement with DOOM has ended loooong ago.

>> No.9168103

Map29 of 512 Linedefs of /vr/. One of my favorites from the wad.
https://www.youtube.com/watch?v=CoAEDo1uFVg

>> No.9168104

>>9168058
>Term things enough
Poor dude.

>> No.9168107

>>9168103
Just one map left. Good news is 94p wraps up in 7 days, meaning you won't have to wait long for more /vr/ projects (assuming Chop is better at finishing projects than starting them.)

>> No.9168109

>>9168080
Technically can be done, it's just stupid, I remember years ago somebody posted screens of them marging GMOTA and Combined_Arms together just because they could.

>> No.9168120

Are Octabrains the Cacos of Douk? They make a similar noise when they’re killed.

>> No.9168137

>>9168057
What's the context fool? You can't just say "this mod does a thing :(" and expect us to know what the hell you're griping about.

>> No.9168145
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9168145

>>9168137
Just testing several monster replacer mods while cleaning my folder and noticing their zombie/shotgun/machinegunner replacements dont drop ammo, which makes maps with ammo starvation even harder

so far i tested xenomorph madness and Might&MagicV0.8,Duke enemy replacements only drop ammo half the time but the enemies are too spongy

>> No.9168151
File: 167 KB, 884x1280, ralph-brozio-rbart-shelly-harrison.jpg [View same] [iqdb] [saucenao] [google]
9168151

>>9168107
>94 protons wraps up in 7 days
Great to hear. Not Eggplant but I recently started playing 512 Linedefs as well and I've enjoyed the maps so far (I think I'm at map 9 or something) . Tomes & Triggers especially was neat, really liked how it was lending itself to inflicting enemy infighting and also the general look of the library.

Slivovitz Liver Massacre gets a honorable mention for the star-shaped archvile room with the shotgunners and the room that reverses your movement controls .

Before that, I greatly enjoyed 2048 units for it's...not small but compact maps with a lot of detail and reasonably small but tough ambushes and monster count / level length that stays mostly doable saveless. Had to savescum in a few levels but maybe I should've been on HMP first, not UV.

Pistol starting 512 Linedefs maps has been an interesting experience and so is playing mid-level-saveless in general because you take every encounter more seriously and think about not only the immediate fight but also resource management like "should I grab that berserk to heal to full now or wait until I get more wounded ?" etc, the smaller tactical decisions also matter more when you're going to get sent to the beginning of the map.

But the maps being the scope they are, with the monster placements, strengths and amounts they are really accommodate that style of gameplay, I wouldn't personally play multi-hundred enemy slaughter maps that way because well, it'd become tedious. But these smallish, tough maps with a lot of interconnectivity and dynamic fight encounters feel like fun "action puzzles" to solve feel just my speed. And doesn't feel like I'm being "bogged down" because you get to new maps at faster intervals so that also means change of scenery, etc.

>> No.9168156
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9168156

>>9168145
>image
Have any mods fixed the wolfenstein SS to have full animation for diagonal movements ? As I understood the ones present in DOOM only have directly front-facing and back-facing animations.
And firing, of course.

>> No.9168161
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9168161

>play mod that rewards full clearing enemies
>maps keep bugging out and don`t spawn some of them
aaaaaaaaaaaaaaaaaaaaaaaaaaaa

>> No.9168165

>>9168156
i believe there are several monster replacers that add sprites for all the rotations but obviously it replaces the entire doom roster with wolfenstein enemies instead

>> No.9168181

>>9168076
you tried nipples?

>> No.9168183

>>9168151
Glad to hear someone's enjoying it more than me. 512 feels like such an "oh yeah, that happened" WAD compared to the rest of the /vr/ projects.

>> No.9168186
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9168186

>> No.9168203
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9168203

>>9168183
I've yet to play other /vr/ projects besides 2048 units (which was great) , I'm feeling like 512 is some quality quick dooming, "bite-sized" maps that feel like fun challenges when pistol started.

>> No.9168204 [DELETED] 

>>9168045
Update for 94 Protons of /vr/:
https://files.catbox.moe/8gaipv.zip
"Peaceful Rest Valley" v4 by donk_konk
MIDI: Forest of Monsters from Super Castlevania IV (https://vgmusic.com/music/console/nintendo/snes/Cv4-st2.mid))
Tested with DSDA-Doom v0.24.2

One last update for this map, unless I suddenly find something I accidentally broke or a softlock. I made it easier to access the non-death exit on Hard.

>> No.9168219
File: 284 KB, 1157x864, 1645152700548.png [View same] [iqdb] [saucenao] [google]
9168219

Update for 94 Protons of /vr/:
https://files.catbox.moe/4zuo1m.zip
"Peaceful Rest Valley" v4 by donk_konk
MIDI: Forest of Monsters from Super Castlevania IV (https://vgmusic.com/music/console/nintendo/snes/Cv4-st2.mid))
Tested with DSDA-Doom v0.24.2

One last update for this map, unless I suddenly find something I accidentally broke or a softlock. I made it easier to access the non-death exit on Hard. I deleted the previous post because I posted an older version of the map.

>> No.9168225

>>9168219
And of course I forget to tag the news post. >>9168045

>> No.9168235

>>9168049
Two hundred sprites or so to go anon, or so to go...

>>9168064
>>9168071
Chalk it up to the same old fart at play, not the first mishap of mine
How important e-store listings to warrant a place in newsreel anyway? I thought we were all cool sea faring guys, much to the annoyance of corporate fat cats.

>> No.9168250
File: 1.28 MB, 1909x1195, 2022-08-12_080152.jpg [View same] [iqdb] [saucenao] [google]
9168250

>>9168045
Update for 94p
Plutonica v4
https://files.catbox.moe/1yi6am.wad
Added the scrolling face decorations in the first room.
Diversified the trees.
Made the midi louder (still no drum track because I am no composer)
Sprinkled in some extra linedefs to make the revenant pillar rise in case the first one is somehow skipped. Seriously, Chop, I've tested it like 30 times even before adding these and I've never been able to reproduce your inescapable pit scenario.

>> No.9168252

>>9168058
>hideous released general
>disable shooters don't
>enemy left fucked
>retarded finished hammer

>> No.9168254
File: 172 KB, 640x480, 1644883761841.png [View same] [iqdb] [saucenao] [google]
9168254

>>9168109
Heh.

>> No.9168263

>>9168235
it is good to keep check, mainly because we are at quakecon weekend next week.

>> No.9168282

>>9168263
Eh, quake was remade one day already into Daikatana. I wouldn't expect any worthy contenders.

>> No.9168286
File: 125 KB, 1280x720, CB0C88C7-94E6-4918-9EE6-D533A12391E6.jpg [View same] [iqdb] [saucenao] [google]
9168286

What are your top 5 megawads? Not including official releases.

Wanna hear some fresh opinions.

>> No.9168289

https://github.com/fabiangreffrath/woof/releases/tag/woof_10.2.0
>Don't allow strafe and turn at the same time with gamepad (prevent easy SR50).
Is it important?

>> No.9168290

I need a second machine to compile my Quake maps god damn.

>> No.9168304

>>9168120
Nah, because a rocket autogibs them and makes them not make the stupid noise.

>> No.9168305

>>9168286
Struggle
Zone 400
Marswar
Mass Extinction
D2TWID

>> No.9168310

>>9168290
If lighting is the issue you can use the -threads # argument to stop your CPU from getting raped so hard you can't do anything else while compiling. If it's VIS... well, just git gud with func_details.

>> No.9168314

>>9168286
I frequently revisit Alfonzone, and Super Mayhem 17 has a really fun theme to it. The SNES textures work really well in Doom, I feel.

>> No.9168324

>>9168305
marswar is bae

>> No.9168383
File: 197 KB, 657x690, 07c5a65becfe0fd27bb904a6e8333b3362c11206.png [View same] [iqdb] [saucenao] [google]
9168383

Any good maps or map packs to play La Tailor Girl/Stylish Hell on?
Something more lighthearted/videogamey/colorful or anime of course.

>> No.9168404

>>9168058
>play vanilla
yup

>> No.9168408

>>9168383
512 lines

>> No.9168413

>>9168383
JPCP, DBP44, Running Late 2, Super Mayhem 2017, Overboard

>> No.9168448
File: 3.23 MB, 500x482, 1537312400491.gif [View same] [iqdb] [saucenao] [google]
9168448

>>9168161
>this gets fixed
>still get paranoid about enemies getting stuck in spawn boxes
>just my imperfect map knowledge, now

>> No.9168489
File: 40 KB, 260x248, StairTest.png [View same] [iqdb] [saucenao] [google]
9168489

Is it possible to raise platform A and B to form a separated stairway to the green line?
I want to make a stairway that assembles via two switches but idk how to do it

>> No.9168491

>>9168156
The minor sprite fixing project adds in full frames for the SS, and I remember a guy many years ago on ZDF (Untouchable?) making rotations for the rest. I think some of them were finished but I haven't seen them in anything.

>> No.9168495

>>9168290
If you're only updating entities and not the map geometry itself, you can add arguments for that.

>> No.9168496

>>9168489
Easily, join A and B to two sectors just off-map that border sectors with the desired height, then use one of the floor raise to nearest height specials.

>> No.9168502

>>9168496
of fucking course, I forgot I used that same method to make rotating doors in a previous map, ty anon

>> No.9168506

>>9168286
Valiant
Going Down
Jenesis
JPCP
BTSX

>> No.9168575

>>9168045
so this went off radar, but Circadian Offset was FINALLY released
https://www.moddb.com/mods/circadian-offset-full-release/news/circadian-offset-full-release

>> No.9168585

>>9168034
I never played the original Doom before, Is Gzdoom the best method and what everyone roles with now?

>> No.9168602
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9168602

>>9168286
i suppose speed of doom, extermination day, dark encounters, community chest 4, nova 3. but i`m also new school as fuck.

>> No.9168632
File: 186 KB, 1920x1080, Screenshot_Doom_20220812_000207.png [View same] [iqdb] [saucenao] [google]
9168632

Beginning work on Ad Mortem part deux

>> No.9168671

>>9168585
crispy doom for authenticity
DSDA doom for most custom levels because the original doom engine can't handle the features in custom maps
GZdoom is for playing with mods

>> No.9168678

>>9167332
>>9167384
No Turok multiplayer deathmatch? Those games were pretty popular with my siblings and I. I remember using the big cheat code to unlock all the cheats+level warp during a multiplayer match, then warping to a singleplayer level, and playing co-op through some campaign levels in Turok 2.

>> No.9168729

>>9168156
>And firing, of course
Why would they need it, they only ever fire directly at the player.

>> No.9168740
File: 612 KB, 661x665, WindowNoWerk.png [View same] [iqdb] [saucenao] [google]
9168740

Finally getting close to being able to call my wad done, just gotta allow level exit and I can start doing full playtests.
Stuck on picrel though, the texture is transparent in the editor and I compared the texture to others used in the og doom maps and they don't seem different.
How come this window isn't a window?

>> No.9168745

>>9168383
cute image

>> No.9168746
File: 55 KB, 377x527, WindowEditor.png [View same] [iqdb] [saucenao] [google]
9168746

>>9168740
editor view for additional context, green line is the window, there's a window texture on both sides but no mid textures on the linedefs on either side

>> No.9168749

I think Doom II itself is one of the best Doom II WADs. I've been playing it again and it really is well-designed if you're not a bitch. I like it more than Doom 1 even.

>> No.9168753

ok I have a big problem with prboom+. the mouse movement is weird. it doesn't feel like a 1:1 which is what I'd get from gzdoom/skulltag/etc.

I turned acceleration all the way down and it still feels off

>> No.9168754

>Doom 3 Resurrection of Evil:
https://mega.nz/file/BzxyGBBZ#cHtxsid-0wpeFltrPAYCStiwYCXshndXUCfOEXSP7gs

Wasn't there supposed to be another link with Doom 3 files too? This looks like only the ROE files

>> No.9168756

>>9168585
GZDoom is basically fine for anything but you have to change some settings to actually make it look and play sort of like Doom is supposed to

Software mode sector lighting, banded SW lightmode on, pixel fuzz, classic transparency, unbinding the jump and crouch buttons and turning off mouselook, etc
And turn off the fucking ugly texture filtering

>> No.9168759
File: 42 KB, 572x381, overboard-pic1.jpg.6ab62f806e336424755af86f06b09340.jpg.87e8c52cb446d503d192cf4fb6c81f43.jpg [View same] [iqdb] [saucenao] [google]
9168759

tried my best and got through 1-5 but I still can't beat map 6 and I'm only playing on HMP. why must wads always be too hard for me?

>> No.9168778

Is any of those DOOM shovelware discs actually good? Like a diamond in the rough? Have any favorites?

>> No.9168781

What is the consensus on the Turok games?

>> No.9168786

>>9168781
I think I AM TUROK!!!!

>> No.9168809
File: 74 KB, 1836x332, file.png [View same] [iqdb] [saucenao] [google]
9168809

Ad Mortem started on the 28th of this month. Although Vaeros expressed interest in adding more maps for 2022, he still shows no signs of life despite the original starting date being so imminent. If he does not show up by the 27th, then I will happily finish what was started and lead it myself.

>> No.9168830
File: 622 KB, 786x599, Capture.png [View same] [iqdb] [saucenao] [google]
9168830

>>9168746
still no luck on this, I tried fiddling with gzdoom settings to see if it was that but nothing changed.
I tried to put down a mid texture elsewhere to see if the problem persisted and it did but it only shows full black at certain angles.
Don't know what the fuck I did for this to happen

>> No.9168834

>>9168759
Anon, it's okay to save when doing the first playthrough.

>> No.9168839

>>9168064
I'm not even surprised that my post is being forgotten.
>>9168235
I would say they're mostly relevant, be it that specific news or (for example) Chasm: The Rift getting a Steam page. News like that tend to put older games in the spotlight, which is usually a good thing.

>> No.9168842

>>9168830
What nodebuildee did you use?

>> No.9168845

>>9168749
Yes it's not as bad, as people claim it to be. People tend to compare it to modern like Ancient Aliens and Valiant, and of course it seems bland then. But as an 90s wad, it's really the best ones. Actually it's gameplay hasn't aged that badly either. There's no bad elements such as switch hunts or grindy gameplay. Difficulties are balanced, maps aren't too linear, secrets are well placed and flow of gameplay is great.

>> No.9168846

>>9168842
ZenNode

>> No.9168896

>>9168846
I think ZenNode is pretty old, try something else.
Also, you show those pictures, but obscure the relevant part - is this middle texture at all?

>> No.9168902

>>9168896
I'll try a different nodebuilder then, not sure why that would change things
Also yes that is a mid texture, so is the original picture I posted

>> No.9168913

>>9168896
Still the same problem, despite trying like 5 different nodebuilders

>> No.9168923

>>9168913
Can you share your wad so we wouldn't have to play guessing game?

>> No.9168974
File: 550 KB, 1230x811, Window.png [View same] [iqdb] [saucenao] [google]
9168974

>>9168923
Sure, the map in question is map3
https://anonfiles com/TaTcz933y3/Sprout_wad

>> No.9168978
File: 6 KB, 108x101, Chaingun64_anim.gif [View same] [iqdb] [saucenao] [google]
9168978

Doom 64 chaingun is cooler than the original.

>> No.9168982

>>9168978
most things in doom 64 are cooler than the original minus a few enemies

>> No.9168990

>>9168982
>minus a few enemies
Which ones don't pass the cool test?

>> No.9168998

>>9168974
Since when does anonfiles ask me to install an extension? I don't want to.

>> No.9169003

>>9168998
beats me anon, I didn't get any kind of extension prompt when I went on it

>> No.9169006

>>9168990
arachnatron looks a lot gayer, cyberdemon is larger and more threatening but doesnt look nearly as creepy, lost souls, prolly about it. imps and pinkies are a major upgrade IMO, zombie men and knights/barons are mostly the same just a bit more well defined, caco and pain elemental are roughly on par but id say a bit creepier

>> No.9169016

>>9168974
No idea what the problem is, works on my machine, but this also looks different than the mid-texture grate you showed before. Here it's on the "outer" linedef instead of the middle.

>> No.9169019

>>9168974
Ok, I managed to get around it, must be some kind of ad. It looked fine. I added another line since you see to have moved it compared to other screenshots but it still looked fine.

>> No.9169021

>>9169016
yeah that's because I was testing to see if that made a difference, which it didn't
I'll put it back to the middle while I try the other nodebuilders again but I don't expect much change

>> No.9169027

>>9169019
>>9169016
okay I have determined that it is something about gzdoom as I just tested on crispy and chocolate and both work fine
What settings in gzdoom could affect texture transparency?

>> No.9169042

>>9169006
Original caco still better. He basically became pain elemental while pain elemental got a cool new design. I would have liked to see them make the zombie men look more like a soldier or marine with a helmet and gear or suit. I also don't think arachnatron looked bad but not sure I'd prefer it over original design.

>> No.9169047

>>9169027
>What settings in gzdoom could affect texture transparency?
No idea. What renderer are you using, anyway?
Also, just looked, I use ZDBSP - Normal (no reject) as nodebuilder.

>> No.9169052

>>9169047
I cycled through every renderering api and no change
changed video mode to anything that wasn't true color sw and it fixed it immediately
I have no idea what it is about that render mode that fucks transparent textures for me but whatever

>> No.9169114

>>9168286
JPCP
Auger;Zenith
Kama Sutra
HFFM
Hacx

>> No.9169123

>>9168632
>>9168809
been absent for a minute. what's the status of Ad Mortem? Are yall doing a separate part 2 or is this going to be an update that adds onto the existing WAD?

>> No.9169161
File: 95 KB, 514x321, temp7.png [View same] [iqdb] [saucenao] [google]
9169161

>>9168383
Running Late 2 is a good one
as is JPCP
Hellbound is funnily pretty good for LTG due of its good city maps but its not theme wise too lighthearted
Sunlust is pretty colourful but its sunlust so...
Skulltiverse also works nice for some reason
Alfonzone is basically the type that should hit all the marks

>> No.9169207

Is System Shock Infinite recommendable?

>> No.9169227
File: 929 KB, 1920x1017, Screenshot_Doom_20220812_110349.png [View same] [iqdb] [saucenao] [google]
9169227

Why is this liquid white

>> No.9169234

>>9169227
it's my fault

>> No.9169241
File: 241 KB, 640x1408, 1636217104447.jpg [View same] [iqdb] [saucenao] [google]
9169241

>>9168286
Obvious ones like BTSX and Valiant. A lot of the vanilla flavoured WADs kinda blend together for me. However, I recently (over the past year or so) greatly enjoyed Requiem (with the enhanced soundtrack) and 2002ADO, which is an Ultimate Doom one.
>>9168749
The only thing Doom has over Doom II is E1 and some of E2. I prefer all of Doom II over the rest of the episodes in the original.

>> No.9169247

>>9169241
Oh, for got to mention No End in Sight, I thought that one was really great too.

>> No.9169338
File: 32 KB, 702x495, entropic-gf.png [View same] [iqdb] [saucenao] [google]
9169338

what mod is a useful reference on how zscript is used in practice?
can you do a 100% zscript-weapons mod without using DECORATE? I'm somewhat confused how to address sprites and the like in Zscript-classes.

>> No.9169368

>>9168045
Quakespasm-Spiked got updated yesterday (2022-August-11), apparently. No idea what are the changes though.
https://fte.triptohell.info/moodles/qss/

>> No.9169373

>>9169338
Zscript is basically just a mightier DECORATE.
Any decorate actor can completely be replaced by a zscript class.
The ZDoom wiki has a few articles on how to convert decorate to zscript and all the actor definitions have both the zscript and decorate code in their respective articles.
That said, HDest shows what is possible with zscript just through code alone.
For an easier example, I'm going to shill you a shitpost mod I made some time ago to practice zscript
https://forum.zdoom.org/viewtopic.php?t=69764

>> No.9169393

>>9169373
I will study your shitpost closely. Thanks for the help.

>> No.9169412

>>9169161
I beg you I need the full pic please for fap purposes

>> No.9169424

I saw a video of some guy playing a wad in what looked like Chocolate or Crispy Doom and he made a save and it just automatically filled in the level name instead of having to type a save name manually, how do you do that

>> No.9169429

>>9169424
Just save without typing anything.

>> No.9169436

>>9169429
Can't believe I never tried that

>> No.9169438

>>9168305
>Marswar
My man

>> No.9169460

>>9169227
Its cum. Throw your lewd anime slut into it and get her nice and covered.

>> No.9169469

Is there a mod that just adds simple alt-fires to all the vanilla weapons? Stuff like shooting a single barrel from the SSG or a railgun blast from the plasma rifle?

>> No.9169471

>>9168495
I'm adding lighting to my map. I'm considering breaking it up into chunks and compiling smaller sections and bundling it back together

>> No.9169475

i played gotcha today and the spidermastermind actually won against the cyberdemon
i thought that was interesting

>> No.9169480

>>9169475
Speaking of which, has anyone ever made a map that had such a Gotcha! encouter as secret?
Like, you either face one or the other with low resources, but the secret allows you to bring them together or something and have them duke it out before you lap up the remains?

>> No.9169486

>>9169234
You're amazing

>> No.9169498

>>9168749
the hate tends to be really exaggerated, and on replay, i tend to actually like it more.
>>9168759
use saves
>>9168753
DSDA feels different, but i never had that problem, maybe check mouse settings?

>> No.9169549

>>9169227
https://youtu.be/j0lN0w5HVT8

>> No.9169553
File: 91 KB, 1920x1017, Screenshot_Doom_20220812_114706.png [View same] [iqdb] [saucenao] [google]
9169553

Feels like I should at least ask him first before doing that.

>> No.9169570
File: 77 KB, 610x458, aliens_newt.jpg [View same] [iqdb] [saucenao] [google]
9169570

>wad missing intermission map
Sorry, but it will never be 10/10.

>> No.9169576
File: 885 KB, 320x200, ezgif.com-gif-maker(18).gif [View same] [iqdb] [saucenao] [google]
9169576

>>9169570
Good thing I have four of them, lmao.

>> No.9169583

>>9169576
any mods that figured out how to customize placements of those blood splatters on the map?

>> No.9169587

>>9169583
I don't think it's possible. Only option to move sprites around is offset, but it will affect any of reused sprites. You can move them all together, but you can't move them separately.

Or you just do whatever nonsense you can in gzDoom. UMAPINFO lets you use static images, which is OK substitute, but subtle animations are gone.

>> No.9169616 [DELETED] 
File: 1.49 MB, 576x720, doggyeatsduck.webm [View same] [iqdb] [saucenao] [google]
9169616

>>9168058
>Doom nigger
nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger

By the way, if you decide to play Heretic/Hexen, please remember that crouching was not in the game originally and if you use that function to get into places you can find yourself very stuck. Please be careful.

>> No.9169627

>>9168058
nice cool map quake

>> No.9169630
File: 48 KB, 585x501, 1646453240182.jpg [View same] [iqdb] [saucenao] [google]
9169630

Anyone has video link of Mod for doom that recreates Baroque the sega saturn RPG on doom engine? I can't seem to find it.

>> No.9169653
File: 771 KB, 1080x1080, q2eye.png [View same] [iqdb] [saucenao] [google]
9169653

The guidelines for the Quake 2 25th anniversary collaborative UNIT is here! Image related. Also check the spreadsheet for participation signups, where upon request access shall be granted (seems I cannot directly link spreadsheets here?):
https://twitter.com/Colonthreee/status/1558056148795887618

>> No.9169662

>>9168034
Does anybody know if it's possible to beat original Doom on nightmare? I know it's a "joke setting" but just wondering if it's at least THEORETICALLY possible.

>> No.9169663
File: 2.68 MB, 1328x1644, PROTONS Sheet 18.jpg [View same] [iqdb] [saucenao] [google]
9169663

>>9168034
>>9168045
94 Protons Of /vr/
For those interested, go for broke! From August 11th to September 12th

MegaUpload: https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA
>Proton Pack 1.9.6 (now works in Woof)
>PROTDECO16 (patch for testing your levels in GzDoom)
>94SplatDefault, 94SplatNC-HUD
>A collection of MIDIs for mappers to use.
Please stake a claim on a MIDI you've settled on so that we don't get doubles, also, you are not restricted to the MIDIs in the folder, feel free to use one you sourced/made yourself.
If the assets update, I'll reply to this post stating so.

Slots:
>E1 Boss Level, x2 Paratamizers as a finale: Claimed (?)
>E2 Boss Level: Discuss
Are you interested in making an E2 boss level, do you have anything special in mind, or would you be ok with a modified Icon Of Sin battle?

>Optional Hunted style map: Unclaimed
We could have up to two of these if there's the interest for it. Feel free to be playful with the concept of an Arch-Vile labyrinth.

>Optional Dead Simple map: Finished
>Large city battle level akin to Odyssey Of Noises: Discuss
One suggestion for a larger city level was that we all take turns designing parts for it. How would we best go about this?

>Secret slaughter map, ala Go 2 It: Discuss
Multiple ideas has been suggested. One cool idea was to use an existing /vr/ map as a base and slaughterifying it, is anyone interested in this, and do they have further suggestions for a suitable candidate? Someone else suggested another approach, mind that we could have two secret slaughter maps if we wanted to.

Current Submissions: 16 Maps!

To Do:
>M_DOOM (something styled after Plutonium in the periodic table)
>ENDOOM
>Interpics (optionally one per episode)
>E2 Boss
>E3 Boss
>Chainsaw
>Fist
>Super Shotgun
>Plasma
>BFG9000
>Possibly rework the Death Exit effects somehow

Reply to this post with submissions or questions.

>> No.9169665

>>9169662
Nope, totally impossible. Same thing with Ultra Violence

>> No.9169670

>>9169665
Haha that explains why I could never beat E1M3 on UV. So does that mean original Doom is still harder than all existing WADS?

>> No.9169678

>>9169662
Knee Deep In The Dead: https://youtu.be/ZytseuWZHvk

The Shores Of Hell: https://youtu.be/C3uxUSfj2fY

Inferno: https://youtu.be/kVxkkg6aLFg

Thy Flesh Consumed: https://youtu.be/_MMqKBY_7gM

Hell On Earth: https://youtu.be/9seMu5mSYWw

Evilution: https://youtu.be/Yg9yIsSj-yU

The Plutonia Experiment: https://youtu.be/EUBUYWIZUpE

>> No.9169680

>>9168781
The first few games were good. The PC ports of 1&2 are good. It was a good series until the N64/PSX gen was over and then it fell off. I THINK there was one OKAY Turok (Evolution or something maybe?) during the PS2/Gamecube/Xbox gen, but then the one from the 360/PS3 gen was some weird generic shit fps shit that was really common at the time. A lot of Turok fans seem to like 1&2 the most.

>> No.9169687

>>9169678
Yeah but I mean an actual playthrough, not some programmed TAS

>> No.9169695

>>9168219
>>9168250
Noted.

>> No.9169703

>>9168781
I’ve only finished the first one. It was alright, like a Donkey Kong FPS.

>> No.9169706

>>9169663
>up to September 12th
more time to procrastinate on my map heh heh

>> No.9169707

>>9169663
Any finished levels somebody wants me to play test?

>> No.9169710

>>9169707
They're all in the mega, aren't they?

>> No.9169712

>>9168632
NOICE

>> No.9169713

>>9169707
You're free to playtest the ones submitted, and welcome to, I think they're sick as fuck. Let me just update the folder in the Mega for the last two updates.

>> No.9169718

>>9169713
Cool let me know when you're done

>> No.9169725

>>9169687
No, sorry. Only robots are allowed to ignore enemies.

>> No.9169726

>>9169718
Now, takes just a few seconds.

>> No.9169727

>>9169687
Those aren't TAS.

>> No.9169745

>>9169662
Of course it is possible.
Now beating Scythe 2 or Speed of Doom on Nightmare would be a good question.

>> No.9169750

>>9169745
Scythe 2 might just be doable NM, but that's up there with Plutonia NM, only a couple of people ever will actually be able to do it.

>> No.9169757

>>9168781
a solid 6-7.5/10, but really nothing more.
also its really easy (probably due to being balanced around the N64), but that may be the reason why my enjoyment was low (i don't use controller for classic fps).
the KEX port is really nice though.

>> No.9169759

>>9168235
>I thought we were all cool sea faring guys
Actually buying games when they're conveniently available incentivizes more of them being made available. I only really support grabbing games for free when it's the only realistic means to get ahold of a game or the commercially available version is a shitty one.

>much to the annoyance of corporate fat cats
Childish line of thought.

>> No.9169762

>>9169241
This drawing makes the doomguy look like a One Piece character

>> No.9169764

>>9168408
>>9168413
>>9169161
Alfonzone, DBP44 and Super Mayhem 2017 seem to hit the mark and maybe Running Late 2 so ty anons
I'll try 512 lines for shits and giggles after a normal playthrough of it

>> No.9169767

>>9169653
post this on the news >>9168045

>> No.9169782

>>9169161
If you can find it, the mod-friendly version of Doom Vacation.

>> No.9169810

>>9169368
the previou build was based on qs 0.94.2
the current one has caught up with 0.94.7

I'll spare you the changelog dump

>> No.9169816

>>9168045
are 100mins and 200mins worth checking out, or should I start directly with 300mins?

>> No.9169853

>>9169816
Yes

>> No.9169913

>512 Lines - Public Castration Is A Good Idea
Yeah, this one really castrated me publicly. I am still not a fan of slaughter because I just find it tedious, but this one had an additional element of vileness to it when one of those fucking assholes started blasting me from within the lava dollar and I just couldn't see him. Got me good, ngl. Also, fuck you if the plasma rifle was an archvile jump secret.

>> No.9169916
File: 242 KB, 1400x600, wGBvSw5.png [View same] [iqdb] [saucenao] [google]
9169916

>> No.9169919

>>9168109
You’ve seen the new video of Gaiden?
https://youtu.be/DX2qfznH0u8

>> No.9169923

>>9169816
200 yes, 100 no.

>> No.9169925

>>9169123
The latter, as well as polishing existing maps in the set.

>> No.9169929

>>9169925
>as well as polishing existing maps in the set.
Is that a wish or did anyone actually say they want to improve their map?

>> No.9169951 [DELETED] 

>>9169616
>nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger
interesting

>> No.9169961

>512 Lines - Shirikodama Salad
Cramped and interesting. Didn't bother with fighting the Cyberdemons and just made a beeline for the switches; didn't bother with the meatballs either.

>> No.9169990 [DELETED] 

>>9169951
>>nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger
>Interesting
Yes, I think so. I was considering this point whilst playing Hexen as a cleric and smashing a nigger horde of ettins with the old mace of nigger contrition. It occurred to me as I was smashing this nigger horde how niggardly these nigger npcs behave. Of course I was playing on cardinal difficulty, not the hardest but still, you would expect these niggers to provide some resistance. Terrible nigger AI to be quite honest. Fucking ettins. Also nigger.

>> No.9169996 [DELETED] 

>>9169616
>>>9168058
>>Doom nigger
>nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger
>
>By the way, if you decide to play Heretic/Hexen, please remember that crouching was not in the game originally and if you use that function to get into places you can find yourself very stuck. Please be careful.
ahhhh ok
I'll keep that in mind anon! :)

>> No.9169997

>>9169663
I regret not saying earlier but I honestly think the whole death exit/secret exit mechanic for this project is a terrible idea. It makes for a whole bunch of secret content that is completely useless to anyone pistol starting, and more importantly, it implies that we've balanced around continuous play even though we couldn't have since the map order was always undecided and people never even tried communicating their intent for continuous play. I personally just opted to forgo death exits all together since that's how most doom maps work. Maybe it's too late now but I'd encourage anyone still mapping to avoid using the death exits for these reasons.

>> No.9169998 [DELETED] 

>>9169990
>nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger
I, being a nigger mapper, sure cannot wait to take part in Hard Fast Faggot Maps 2: Hard Fast Nigger Maps. nigger

>> No.9170000

>>9169929
NepNep did say he wants to improve Tricks & Treats. The others, we'll just have to hope for

>> No.9170014 [DELETED] 

>>9169998
>>nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger nigger
>I, being a nigger mapper, sure cannot wait to take part in Hard Fast Faggot Maps 2: Hard Fast Nigger Maps. nigger
Can't wait to see what you make

>> No.9170020 [DELETED] 

Somone just post the /lit/ screencap of anon's novel already

>> No.9170024 [DELETED] 
File: 248 KB, 1079x1370, Screenshot_20220812-083304_Samsung Internet.jpg [View same] [iqdb] [saucenao] [google]
9170024

>>9168034
>nigger nigger nigger
>this shit stays up but i get a 3 day global ban for making fun of the sega saturn
i have no problem with saying and/or hating niggers but man, talk about a double standard

>> No.9170026
File: 87 KB, 256x256, 1660308862136919.png [View same] [iqdb] [saucenao] [google]
9170026

>play corruption cards
>see the "reset card" card
>hey why not use it?
>end up with hell nobles that shit random projectiles (including rockets) and burn you if you look at them
>along with cacos that spew smoke bombs and occasionally turn into sentries
>think this is alright
>megawad immediately throws tight corridors and slaughter arenas with nothing but hell nobles and cacos at me
>get assfucked by rocket-spamming and vision-burning hell knights/barons in constant vision-obscuring smoke

>> No.9170030 [DELETED] 

>>9170024
The Doom thread is a holy sanctuary. Feel at peace here, my brother (nigger).

>> No.9170036 [DELETED] 

>>9170030
i've been banned for saying nigger in doom gen before so dont be surprised when a tranny with a bad attitude eventually ruins the fun

>> No.9170037
File: 2.44 MB, 1079x1650, 1660315933126.png [View same] [iqdb] [saucenao] [google]
9170037

>>9168286
Mutiny
Dreamcatcher Apparatus
Speed of Doom
Plutonia 2
Running Late 2

>> No.9170040

>>9169412
https://i.imgur.com/9akCXuK.png

>> No.9170045 [DELETED] 

>>9170036
There's a difference between saying nigger and spamming that shit in order to manipulate the word cloud because you're an obviously underaged faggot.
The turkeyknob dude already failed with trying to force his and nothing prevents word cloud anon from just removing all the "nigger" mentions from the next one.
Also, burying all other posts under a constant barrage of dumb spam really puts me in a bad mood.

>> No.9170047

>>9170026
Corruption Cards would be more enjoyable if it rewarded the player with some small buffs if he chooses intentionally hard / extra horrible cards.

>> No.9170054
File: 225 KB, 1048x1500, 81zZeZ8KBFL._SL1500_.jpg [View same] [iqdb] [saucenao] [google]
9170054

The best Doom movie isn't even a Doom movie

>> No.9170056 [DELETED] 

>>9170052
It wasn't funny.

>> No.9170057

>>9170040
>BUUB

>> No.9170060

>>9169923
100 is short enough that it might be fun for a look imo. I remember a few decent maps.
An hour and a half isn't much time to make anything in tho.

>> No.9170061
File: 232 KB, 960x1440, Event Horizon.jpg [View same] [iqdb] [saucenao] [google]
9170061

>>9170054
Correct.

>> No.9170063

>>9169816
200 is a pretty mixed bag and doesn't even replace most of the music, 300 is much more consistent. Don't remember much about 100, but it's only about 10 maps long.

>> No.9170064 [SPOILER] 

>>9170061
>when the Gellar field fails

>> No.9170065 [DELETED] 

Any nigger in this thread actually play the megaman servers? They seem really popular but never get mentioned here. In my own opinion they're alright, but I'm not big into megaman so it doesn't have much appeal for me. What are your thoughts on these wads?

>> No.9170067 [DELETED] 

>faggot mods ban any dissent
like clockwork

>> No.9170068
File: 113 KB, 128x128, example explosions.gif [View same] [iqdb] [saucenao] [google]
9170068

where can I find the sources for half-life, blood and blood 2, shadow warrior, duke 3D, etc. explosion graphics? I assume from stock graphic CDs but not sure where to look.

>> No.9170069

>>9168104
He seems fine. Time has passed and he's into other projects. He was making an rpgmaker game last I saw, after playing them on stream for years. The sprites and tiles he made were pretty ace.

>> No.9170073 [DELETED] 

>>9170065
Sup, nigger. It's an eye grating mess. I get the appeal, but it's not for me so no.
Doom DM in general is usually a clusterfuck because everyone is skating around at 60 mph and the maps are always made for 8 people at most. People just need to make bigger DM maps for more players.

>> No.9170074

>>9170045
>nothing prevents word cloud anon from just removing all the "nigger" mentions from the next one
For the record, I'd just like to say that I've never gone out of my way to prevent certain words from appearing on the cloud and have no interest in doing so either.

>> No.9170075 [DELETED] 

>>9170067
modern 4chan(nel) is reddit lite. Nigger mods are known transvestites paid by the World Economic Forum to manipulate social discourse and advance their nigger transhumanist agenda. Can't even handle a couple of silly posts.

>> No.9170079
File: 836 KB, 720x576, Big X.webm [View same] [iqdb] [saucenao] [google]
9170079

>>9170068
Duke Nukem 3D sourced its explosions from an asset CD named Pyromania.

>> No.9170084

>>9170063
200 was our first go back in 2014.
Some good ones in there, but iirc the first few maps start out rough.
300 and 400 are much more consistently good.
I think 200 is a good time limit, but many of us were inexperienced at the time. Which is fine, that was kinda the point of getting everyone together. Just like make map.

>> No.9170087

>>9170084
Yeah, there's much more talented people here now, makes me wonder what a map set with the same restriction would produce. Maybe we could start 200 Minutes of /vr/ & Knuckles down the line to find out.

>> No.9170090

>>9170074
I thought so, I think you're right and frankly I wouldn't care if nigger came up first in the word cloud, provided it happened organically, but dumb underage faggots shitting up the thread with their dumb underage faggot spam shouldn't be tolerated, no matter what they are trying to force.

>> No.9170092
File: 86 KB, 533x800, nbkj2h.jpg [View same] [iqdb] [saucenao] [google]
9170092

>[Deleted]
Oh come on have a laugh UAC.....
If anyone's looking for a good .wad to use the Ashes Weapon Pack on Emerald City was really fun with it and it fits the overgrown post apoc city thing going on.
The monster pack is a little crazy so I just stuck with the vanilla enemies.

>> No.9170093
File: 12 KB, 306x306, pepe.jpg [View same] [iqdb] [saucenao] [google]
9170093

>>9170065
It's an unsaid rule to completely ignore and suppress MM8BDM, no matter how amazing fun and impressive it is. People have been asking almost FOR DECADES NOW to fucking include it in the OP pic and it STILL HASN'T BEEN DONE FFS.

>> No.9170094
File: 427 KB, 3000x3000, c3myge.jpg [View same] [iqdb] [saucenao] [google]
9170094

>>9169767
Ok, helping you to direct it towards the news now.

Here: >>9168045

>> No.9170097

>>9170090
Agree, the beauty with Hard Fast Faggot Maps and Gay Nigger Cock Commando was that they generated by chance, with no kind of manipulation or forced memes.

>> No.9170098 [DELETED] 

>>9170073
Yeah, a lot of work has gone into them by these dedicated niggers but it really does look like the visual form of nails on a chalk board. I like the design consistency at least and I think we could learn a lot from the efforts of these niggers. Honestly, I'd love to see something similar but not megaman. "All Out War" is a great game too but it's a little too ambitious quite frankly. Feels like they've tried to push the engine to its limits for better or worse.

>> No.9170107

>>9170093
I sometimes remember that MM8BDM still is not in OP pic and spend like 10 minutes in genuine disbelief - especially given how much irrelevant shit they have there taking space instead.

The guy who does this pic is either a total fucking moron or super lazy

>> No.9170115
File: 99 KB, 96x96, YES.gif [View same] [iqdb] [saucenao] [google]
9170115

>>9170040
God damn she is STACKED

>> No.9170125 [DELETED] 

>>9170093
Yeah I always thought it was a bit strange as it is consistently the most played nigger game on Zandronum but it is completely absent from our threads here and it's like some sort of cursed nigger subject nobody shall ever name for whatever reason. I've sunk quite a few nigger hours on those servers even though I'm not fond of megaman in general because they're generally just really well made wads.

>> No.9170131
File: 91 KB, 443x357, Capture.png [View same] [iqdb] [saucenao] [google]
9170131

>>9170079
I'm having some trouble finding a place to download the ISOs, nothing on archive dot org and their website is dead + results being cluttered with a def leopard album of the same name

>> No.9170141

>>9170065
MM8BDM is okay but it's not what kept me coming back to Zandronum for the last 10 years, to say the least.

>> No.9170147

>>9170141
Shit's overplayed too, it feels like there's a server running every hour of the day. The playerbase is full of obnoxious faggots too, evident by recent posts ITT.

>> No.9170151

>>9170147
>The playerbase is full of obnoxious faggots too, evident by recent posts ITT.
>> that indirect pussy shot
What's obnoxious about asking to include one of the hugest (if not the hugest) total conversions with a huge and loyal fan base? Especially when it's not being done either out of sheer laziness and apathy or as a form of trolling?

>> No.9170156

>>9170079
>>9170131
You know, oldschool asset packs wouldn't be a bad thing to have included in the OP - for making sprites and whatnot.

>> No.9170157

>>9170151
Do it yourself if it's so important to you

>> No.9170162
File: 22 KB, 64x80, xplode.gif [View same] [iqdb] [saucenao] [google]
9170162

>>9170156
yes please

>> No.9170175

>>9170061
Doom 3 takes itself more seriously than this movie, even with Betruger.

>> No.9170176
File: 31 KB, 256x378, 1457283551816.gif [View same] [iqdb] [saucenao] [google]
9170176

Did the original Doom give you a counter for kills, even if only in the automap? Or is that a source port feature?

I seem to remember that you only ever got feedback about anything in the end-screen with the %'s, but I could be wrong

>> No.9170179

>>9170176
I think it's a port feature.
It didn't notify of secrets either.

>> No.9170180

>>9170176
No.

>> No.9170181

>>9170065
I have no idea what mm8bdm is actually like and I never will, because my only experience with it was cut extremely short by visuals that actively hurt to look at. I don’t know how anyone can stomach it for an extended amount of time, but the servers have been a mainstay on zandronum for years, so judging by the mod’s subject matter, and the usernames in these servers, the player base is insulated and comprised of people I’d rather not associate with.

>> No.9170183

>>9170179
>>9170180
Thanks anons

>> No.9170184

>>9170176
>Did the original Doom give you a counter for kills, even if only in the automap? Or is that a source port feature?
Port feature, same with the secret found sound. The most useful feature in the automap - marking it - is native to the game.

>> No.9170191
File: 13 KB, 656x441, d2m2map.png [View same] [iqdb] [saucenao] [google]
9170191

>>9170176
Nope.

>> No.9170193
File: 2.99 MB, 854x480, unknown_2022.08.12-11.31.webm [View same] [iqdb] [saucenao] [google]
9170193

These Babel reloads can get pretty autistic but I don't know if it's actually more efficient to K-Style your shotguns over just firing normally

>> No.9170204

>>9170193
I mean technically the way I use it is to swap in a shotgun blast either before or after using something like the chaingun or SMG. In terms of sheer DPS, you don't really gain much by swapping in the long term since reloads are conserved. What it lets you do is temporarily spike your damage output at the cost of later making it up with reload time.

>> No.9170206

>>9170193
It’s more of a situational thing, like switching to the single shotty if a caco happens to survive two double barreled blasts. It takes more of a Quake approach to switching as opposed to the new Dooms or Half Life because Babel doesn’t cancel and backpack reload your shotguns.
The reg shotgun spread is also tighter as well as dealing half the damage of the super rather than a third.

>> No.9170214

>>9168037
FAST AND BULBOUS! ALSO, A TIN TEARDROP

>> No.9170215

>>9170206
>The reg shotgun spread is also tighter as well as dealing half the damage of the super rather than a third.
I know that much, makes me more bummed than usual when a map only gives the SSG
but archviles being able to conjure shotguns (and their gunners) out of thin air does solve that

>> No.9170218

>>9170215
You know, I never actually realized that when I was thinking about the summon ability. Might have to add a compat switch to disallow it in case of severe autism about weapon drops. I was actually thinking about adjusting how the summons work anyway, since the 6-summon limit does little to prevent the AV from spamming if you get unlucky.

>> No.9170225

>>9170215
>I know that much, makes me more bummed than usual when a map only gives the SSG
The map doesn’t have a regular shotgun pickup, or have shotgunners placed to drop it? Sounds like a map that’s going to throw something worthy of the super shotty if I’m being honest, or sees no need to give you one if there’s a nearby chaingun.

>> No.9170226

>steam revisioning history by changing Ultimate Doom name and pretending it always had four episodes
yikes

>> No.9170247

>>9170184
And even then, marking the map was buggy.

>> No.9170248

I don't want to be mean-spirited towards other mappers, but why are 99% of ZDoom maps so garbage? It's like no one has any mapping fundamentals in the ZDoom mapping space.

>> No.9170250

>>9170248
there was a theory that zdoom mapping is stuck in 1994.

>> No.9170256
File: 136 KB, 680x678, WorryRangerRoS.png [View same] [iqdb] [saucenao] [google]
9170256

>>9169810
Oh, alright. I'm going to assume that there're no QSS-specific changes, but it's been a long time since I used this port anyway. My lazy ass only rarely opened up the re-release for Deathmatch matches on The Edge against bots.

>> No.9170263
File: 32 KB, 334x318, zdoommapping.png [View same] [iqdb] [saucenao] [google]
9170263

>>9170248
>It's like no one has any mapping fundamentals in the ZDoom mapping space.
That's exactly what it is. ZDoom gives you a lot of features, which leads to inexperienced mappers constantly reinventing the wheel and going full retard with features while forgetting the basics of what makes a good map. Additionally, vanilla/boom's mapping scene has its own "masters" that everyone draws inspiration from. Doom's mapping scene has Plutonia, Memento Mori 1/2, Alien Vendetta, Scythe 1/2, which have practically inspired every map in some shape or form. You can think of them as the Doom equivalents of Michelangelo, Leonardo Da Vinci, and so on. ZDoom's mapping scene doesn't have any such equivalents, there is no "master" that set the standards that everyone derives and learns from.
I will say that there are good ZDoom maps, but they're usually by authors who already have a resume in vanilla/boom mapping and know the basics of what makes a good map.

>> No.9170265
File: 59 KB, 1334x393, unknown.png [View same] [iqdb] [saucenao] [google]
9170265

>>9170250
Here you go pal

>> No.9170267

>>9168235
>I thought we were all cool sea faring guys, much to the annoyance of corporate fat cats.
Sort of. I bought final doom on steam for like $5 in 2009 just to help id out and ever since I just download the game off of archive.org when I want to install it. I'm not installing steam.

So while I do pirate the game I TECHNICALLY own it anyways.

>> No.9170293

>>9170131
>>9170156
Typing "pyromania explosion asset cd 1990s" revealed this

https://archive.org/details/ronthorntondigitalfxcollection

>On this CD there are six completely surfaced objects, twelve fully animated scenes with special effects, particle animation sequences, Photoshop & Particle Storm tryout versions, and PYROMANIA! explosion image sequences.

Hope that helps.

>> No.9170330
File: 1.14 MB, 1920x1080, Screenshot_Doom_20220812_183009.png [View same] [iqdb] [saucenao] [google]
9170330

Hey all Ashes 2063 / Afterglow fans. I just found the gold security key, got the battery and the parts, now I'm kinda "stuck" trying to find the scavenger from the subway. I've been looking for her on my own for quite some time now and I'd like if someone gave a rough area to look for because while I love me some exploring, I feel like I've been going in circles and I hate being unsure if I've overlooked something or if I'm in a completely wrong ballpark.

Any help is appreciated.

>> No.9170335
File: 11 KB, 167x125, carmack sounds edition.jpg [View same] [iqdb] [saucenao] [google]
9170335

>>9168058
>mmm

>> No.9170337

>>9170248
Because most of the good mappers are stuck at Boom.
I think it's because the new possibilites frighten them. Why would you use ACS if you could do the same in a more complicated, roundabout way with voodoo dolls.
That and MUH DEMO COMPATIBILITY.

>> No.9170348

>>9170337
I don't really think the demo compatibility argument applies here since GZDoom is compatible with its own demos. If you wanted to record a demo for a ZDoom map, in GZDoom, then you'd obviously use GZDoom to playback that demo... I think Boom mappers just like making maps within the limitations of Boom, and at most they'll add ACS sound effects or dynamic light sources for GZDoom players.

>> No.9170350

>>9170330
Go to the flooded district and get to the end part that leads to The Gap....trace back around to the shortcut next to The Gap entrance and go back to the basic subway tunnels with the shortcut ladder
There's a fence you go through taking that path and there's a staircase entrance behind the giant pillar to the left right when you go through the fence cutout.

>> No.9170357
File: 573 KB, 320x240, boom.gif [View same] [iqdb] [saucenao] [google]
9170357

>>9170293
well it only has a tiny snippet of pyromania but it's at least something, thanks

>> No.9170372

>>9170348
>I think Boom mappers just like making maps within the limitations of Boom
Has any of these ever ventured into UDMF?
Also, I don't buy that argument with how everyone and their grandma loves MBF21.
If there was an MBF30 or so that had all the features of UDMF (sans zscript maybe) people would love it.
Also, UDMF has lots of QoL features that just make mapping far easier because you don't have to work around the myriad quirks and idiosyncrasies of Boom.

>> No.9170376

>>9170372
Personally I just feel like if I start making maps for gzDoom, I'll have to use all of the features, and I don't want to, I picked up Doom mapping so I don't have to do rooms over rooms.

>> No.9170380

>>9169338
Sprites are addressed exactly the same in ZScript. The states block is almost the same, and properties go to the Default block.
However, you can create your own custom methods that get called from the states, and you can override virtual functions that are called when something with the actor happens (every tick, when it spawns, etc.). Variables are also no longer a pain in the ass.

>> No.9170382
File: 18 KB, 894x444, Doom Commando Proof of Concept.png [View same] [iqdb] [saucenao] [google]
9170382

Hey Doomers. Made a new sprite mockup. Nowhere near ready yet, it has basically no fucking shading. But I did this to get the concept/color scheme down. What do you guys thing?

>> No.9170389

>>9170382
Horns are a little big but that's just my opinion

>> No.9170392

>>9170382
I like him.

>> No.9170394
File: 15 KB, 570x303, Demon Grunts 7.png [View same] [iqdb] [saucenao] [google]
9170394

>>9170389
They might be too big, idk. I'm going for a "horns = place in the hierarchy" thing.

>> No.9170397

>>9170382
he cute

>> No.9170398

>>9170394
ahhh that makes sense

>> No.9170401

>>9170394
Horns are fine, but first two look very samey. I thought they were meant to be 2 versions of the same guy. As different guys they need some more differences.

>> No.9170403

>>9170376
Huh, interesting take. I have no problem making a "vanilla" map in UDMF, and the extended tagging and texture control are so comfortable I wouldn't want to miss them.
But then again, I also noticed that I have a much easier time mapping in 3D than in 2D because I think very 3D in my imagination.

>> No.9170404

>>9170394
If you're doing the bigger horns thing, you should either make the shotgunner's horns bigger or the chaingunner's smaller; this is such a big leap in both girth as well as length.

>> No.9170406

>>9170401
I agree. Now that there's a new demon with a new color scheme, He makes the others look too generic when put side by side. I'll change some things around.

>> No.9170420
File: 208 KB, 948x1210, 1526212945686.jpg [View same] [iqdb] [saucenao] [google]
9170420

>>9170350
Thanks dude! Much appreciated. Have a sexy Huntress as a reward.

>> No.9170430
File: 23 KB, 741x292, Demon Color Concept.png [View same] [iqdb] [saucenao] [google]
9170430

I fucking butchered the shading on this one DX Even still, its just to get the idea of the color scheme down. Maybe the Shotgunner should have a darker, more aggressive shade of red? I'm thinking of doing what someone else suggested earlier and giving the zombieman a pukey green skin tone instead.

>> No.9170437 [DELETED] 
File: 928 KB, 1080x7426, 1526452928766.jpg [View same] [iqdb] [saucenao] [google]
9170437

>>9170382
>>9170394

Is this related to picrel

>> No.9170440

>>9170430
the rifleman could be hell knight tan to the shotgunner's baron pink
or imp brown

>> No.9170447
File: 52 KB, 714x549, doom navi.jpg [View same] [iqdb] [saucenao] [google]
9170447

>>9168048
>slaps his PDA over the railing
>bye

>> No.9170450

>>9170430
>I'm thinking of doing what someone else suggested earlier and giving the zombieman a pukey green skin tone instead.
I like that one better. Basically just "adapt" the original color schemes. Like if the former humans had morphed into demons.

>> No.9170463

>>9170357
The search continues

>> No.9170467

Just beat all the older doom games and I want to play wads but some of them are not compatible with GZDoom. How do I get PrBoom to run?

>> No.9170473

>>9170248
there are good ones, but the people who map with it are less experienced generally,and many of the most talented and experienced mappers use mostly BOOM instead or use Zdoom for more ambitious stuff like conversions (conversions probably siphon the best talent for mapping in Zdoom).

>> No.9170474

>>9170467
I find that hard to believe, the entire conceit of GZDoom is that it has universal compatibility

>> No.9170475

>>9170382
>>9170394
Was this related to that some guy's Doom "reimagining" that got laughed out of "serious doom forums" but some guy decided to help them out here ? I lost the big screencap of it.

>> No.9170478

>>9170474
The wiki says that Going Down is only compatible with Boom ports

>> No.9170482

>>9170475
Are you talking about >>9170437 ? That's the first I'm hearing about it either.

>> No.9170485
File: 2.47 MB, 1887x5906, Doomworld.png [View same] [iqdb] [saucenao] [google]
9170485

>>9170475
>>9170482
you mean this?

>> No.9170489

>>9170478
most sourceports are backwards compatible
the general order is vanilla DOS / chocolate doom > limit removing (crispy) > boom > MBF (DSDA/eternity engine) > Zdoom > GZdoom
there are edge cases where GZdoom doesn't work with some things due to being actively updated but boom mapping techniques shouldn't be one of them

>> No.9170490

>>9170478
I've played Going Down on GZDoom before. Works perfectly fine. GZDoom has every complevel backed into it for better or worse.

>> No.9170496

>>9170490
*every complevel baked into it
Anyways, I just tested gd.wad on GZD 4.8.2 and it works. Are you confusing complevels with wads being straight up unplayable? There's a difference.

>> No.9170497

>>9170489
>>9170490
what about more modern wads like Heartland?

>> No.9170503

>>9170389
>Horns are a little big
For you.

>> No.9170504
File: 72 KB, 960x960, 1641043438274.jpg [View same] [iqdb] [saucenao] [google]
9170504

>>9170485
Yes, thanks!

>> No.9170512

>>9170497
I feel like GZDoom is compatible with some Eternity Engine stuff. I know that Eternity Engine can play some ZDoom stuff as well. But the text file for Heartland says it's only compatible with Eternity Engine so I would just stick to that.

>> No.9170517

>>9170430
Yeah the tan/puke green skin tone for the zombieman would really help because him and the shotgunner still look a bit too similar. Keep the shotgunner with the original baron pink skin.

>> No.9170538

>>9170497
Heartland is very specifically built for Eternity's advancements in mapping shit, much to the annoyance of people who think you only need GZDoom for everything.

>> No.9170537

>>9170372
Personally when I just do maps for fun for myself I try to keep to limit-removing (or even pure vanilla if I feel like it) because I do agree with the point that if you're using Boom features you might as well go all in with UDMF, but since so many /vr/ projects use Boom I've been using it the most.

>> No.9170553

>>9168058
>faggot comparison compared somewhere

>> No.9170559

>>9170478
GzDoom is virtually 100% compatible with Vanilla and Boom/MBF21 level sets. Outliers exist, where some things don't work/render quite exactly like they should, but it's usually very small things which won't stop you from playing.

>> No.9170561

>>9170497
Eternity has its own exclusive features that Heartland uses. It's not part of any widely-supported standard like MBF21 or CL9 Boom.

>> No.9170562

>>9170537
Absolutely based

>> No.9170567

>>9170430
If you give the zombieman a green skin change, do one with light shades and another that's darker. Having such a potentially common enemy be a bright primary like that seems a bit off putting. Maybe do another with 152-159 to see how that turns out.

>> No.9170578

>>9170497
Heartland is one of the only few works made for Eternity. It's cool, but there's also nothing else even remotely comparable in quality or scale for Eternity as well. Maybe people will make more in the future, but for now, Eternity is a one horse town, and it may be a good horse named Heartland, but other than that it's all tumbleweeds.

>> No.9170580
File: 7 KB, 355x275, Green Demon Grunt.png [View same] [iqdb] [saucenao] [google]
9170580

>>9170567
Yeah, I was just about to say that the shade of green I picked might be too bright. Even still, I'm kinda liking this. He sorta looks like an Orc.

>> No.9170584
File: 19 KB, 808x654, Too Old For This.png [View same] [iqdb] [saucenao] [google]
9170584

>>9170485
Wholesome anon & mean Doomworld. Don't be like Doomworld. Fuck Doomworld.

>> No.9170585

>>9170580
doom rpg had a green baron called ogre
if that's interesting enough

>> No.9170594
File: 5 KB, 355x275, Green Demon Grunt2.png [View same] [iqdb] [saucenao] [google]
9170594

>>9170580
Oh god, I just realized the shade of green reminds me of Shrek. Goddammit.

This shade is full Orc. But at least I'm not hearing laughing 14 year olds in my head shouting "ONIONS!"

>>9170585
I fucking love Doom RPG. That sounds like a great place to get a perfect a good palette.

>> No.9170597

>>9170594
what if you used yellow shading with this base skin?

>> No.9170604

>>9170594
>GET OOT OF MYE SWAMP

>> No.9170615
File: 8 KB, 355x275, Green Demon Grunt3.png [View same] [iqdb] [saucenao] [google]
9170615

>>9170597
Something a bit like this?

>> No.9170623
File: 7 KB, 355x249, Green Demon Grunt4.png [View same] [iqdb] [saucenao] [google]
9170623

>>9170615
Okay, I'm gonna have to do something about this fucking horns. All I can fucking see is Shrek in every single one.

>> No.9170628

>>9170623
what if you used a more tan color similar to the original zombieman's clothes?

>> No.9170635

>>9170578
There were a few other big name mappers looking to do something with Eternity after Heartland came out but I dunno what came of that.

Eternity'd be in a lot better state if the dude finished the scripting stuff for it but the whole thing is still a work in progress.

>> No.9170636

>>9170628
>what if you used a more tan color similar to the original zombieman's clothes?
Like hell knights are to barons? That could be interesting for consistency.

>> No.9170643

>>9170636
yes
it would also add the cool implication that former humans can turn into hell knights and barons

>> No.9170648
File: 5 KB, 355x249, Tan Demon Grunt.png [View same] [iqdb] [saucenao] [google]
9170648

>>9170628
I'm digging it. I don't think I got it perfect, but I'm digging it.

>> No.9170658
File: 10 KB, 570x303, The Grunts 3.png [View same] [iqdb] [saucenao] [google]
9170658

You know something? I think we got it!

>> No.9170664

>>9170658
Cool

>> No.9170667

>>9170658
the shading on the right one isn't done, I hope

>> No.9170668

>>9170485
Why is everyone making these collages always completely retarded?

>> No.9170671

>>9170667
Hell no. That's a work in progress. None of them are really "final" as far as I'm concerned.

>> No.9170672

>>9170658
I like it.

>> No.9170673

>>9170658
color is good but I think a bit more shading on the zombieman would help

>> No.9170696

>>9170648
Maybe slightly more paie skin tone might work? or it might not.

They're shaping up pretty well though.

>> No.9170724
File: 137 KB, 2430x942, 83 brushes for a decent drink.jpg [View same] [iqdb] [saucenao] [google]
9170724

>brush mug

>> No.9170731

>>9170724
I dig it.

>> No.9170736

>>9170668
They still have a soul and find child-like joy in making them. Nothing wrong with that.

>> No.9170746

>>9170420
Exquisite.

>> No.9170748

>>9170724
Very nice.

>> No.9170749

>>9170736
>They still have a soul and find child-like joy in making them
Nigga I am not talking about the drawings, I am talking about the retards who always make these convoluted, shitty retarded collages that are just random screencaps mashed together in the most zoomer adhd way possible with random emphasis on one or the other post.
Kind of like the people who put those red circles in twitter screencaps because apparently otherwise their retard friends wouldn't be able to parse the whole two sentences.

>> No.9170752

>>9170724
Fancy.

>> No.9170759

>>9170578
Eternity is still compatible with a lot of projects, even if they're not made specifically for it.

>> No.9170768

>>9170749
Same answer applies. If it bothers you make your own serious collages.

>> No.9170779
File: 359 KB, 988x1318, 1642234464775.jpg [View same] [iqdb] [saucenao] [google]
9170779

>>9170749
>random emphasis on one or the other post
Amen dude.
I liked the collage that was posted but I often hate the unnecessary emphasis of a lot of similar ones.

>> No.9170786

>>9170768
>If it bothers you make your own serious collages.
I wouldn't make any collages because I'm not a retard. If you want to show something, show it in a concise manner.

>> No.9170805
File: 2 KB, 90x271, screameningers.png [View same] [iqdb] [saucenao] [google]
9170805

>Three mappers signed up for the Quake 2 25th anniversary unit so far
Looking excellent so far.

>> No.9170806

Spreadsheets are the meta

>> No.9170818
File: 34 KB, 350x350, imageedit_1_3109979577.jpg [View same] [iqdb] [saucenao] [google]
9170818

>>9170382
he looks horny.
cool helmet

>> No.9170819
File: 24 KB, 516x392, inugamer.png [View same] [iqdb] [saucenao] [google]
9170819

>>9170806
Spread III Team Sheet, when?

>> No.9170823
File: 384 KB, 1397x699, MainRoom.png [View same] [iqdb] [saucenao] [google]
9170823

Like two weeks ago, I remade the Scarface mansion in Doom.

https://www.doomworld.com/forum/topic/130466-moroder-mansion/

>> No.9170845
File: 41 KB, 751x744, DOOM0001.png [View same] [iqdb] [saucenao] [google]
9170845

Left or right?
I just can't get the feet to look like I want them.
This is supposed to be a long johns onesie as seen from behind.
The soles should be visible, but I just can't make them look like soles as seen from behind.

>> No.9170849

>>9170293
I see some *.LWO models on this CD, but most things (including explosions) are in *.IFF format. How do I open those?

>> No.9170853

>>9170845
The replacement on the right looks better than the one on the left. But other than that, they look good to me.

>> No.9170856

>>9170805
>Giftmarcher
Our shitposter is coming places.

All it needs now is spirit to join in, also filter the faggots from fairweather's gang since they would obviously sabotage any project that isnt "repeated quake 1 stock assets number 41xxxx"

>> No.9170860

>>9170805
>Unit got a shoutout in Quake's Discord server.
Wait... How did that happen? I thought that some (if not all) current mods there just hate fun.

>> No.9170865

>>9170860
i rather trust the official discord than the mapping discord, mainly because other would join easily.

>> No.9170870
File: 142 KB, 443x324, Screenshot 2022-08-12 at 22-32-05 shoe pants back at DuckDuckGo.png [View same] [iqdb] [saucenao] [google]
9170870

>>9170845
to look like soles from behind, the sides of the pant leg should be higher than the part of above the heel more like a U than an arch but not too pronounced

>> No.9170898
File: 5 KB, 272x323, soles.jpg [View same] [iqdb] [saucenao] [google]
9170898

>>9170870
This is supposed to be the kind with integrated feet, so there are no "pants legs" per se.
Otherwise I would have just let them end like regular pants legs, but that kinda defeats the purpose of them replacing the radsuit.
And if the suit is hanging, the feet would hang down and you'd see them from an angle from behind, kind of like illustrated.

>> No.9170904

>>9170898
Obviously the pov would be from the left side of the illustration, so from "behind".

>> No.9170905

>>9170898
ok that makes more sense, then maybe just getting rid of the 3 pixels on the side? idk

>> No.9170906

>>9170749
That's what makes them fun. Unneccesarily dumb additions, zoom ins that don't make sense and look cringe in retrospective and cutesy mspaint circles and lines are the slight imperfections of life that show the light within us still shining in the darkness of everything being forced to be 'proper, clean and readable' like the bland reality of the shit we face with every day.
Creativity is still wonderful regardless if its pretty or not. I still see nothing wrong with that collage and it fits the theme of what they're covering.

>> No.9170917
File: 83 KB, 960x720, 1636706743306.jpg [View same] [iqdb] [saucenao] [google]
9170917

>>9170040

>> No.9170921

>>9170906
You should become a youtube essayist, you seem like the kind of person able to spend hours on talking about how the latest capeshit product is a piece of art and on par with the masters of ould.
Someone called your shitty collage shitty, deal with it and move on, ffs.

>> No.9170927

>>9170580
GET OUTTA MY SWAMP

>> No.9170932

>>9170921
It's not even my collage. Jumping at shadows is fun for you?
Take a chill pill man.

>> No.9170935

>>9170845
the right

>> No.9170948
File: 16 KB, 633x302, pajamas.png [View same] [iqdb] [saucenao] [google]
9170948

>>9170898
how about something like this? sorry for the crap edit i'm bad at this kek

>> No.9170957
File: 16 KB, 633x302, pajamas2.png [View same] [iqdb] [saucenao] [google]
9170957

>>9170948
or maybe like this

>> No.9170974
File: 17 KB, 590x280, Demon Commando2.png [View same] [iqdb] [saucenao] [google]
9170974

Shaded my chaingunner!

>> No.9170975

>>9168151
That is some fucking ugly art.

>> No.9170983

>>9170974
really cool my dude

>> No.9170986

>>9170974
I like it.
Btw, what is your workflow?

>> No.9170990
File: 18 KB, 570x354, The Grunts 3.png [View same] [iqdb] [saucenao] [google]
9170990

>>9170986
I have no idea. I'm just fucking around and seeing what I can do.

Its coming together nicely, I gotta say. The first sprite is arguably the hardest. I'm not sure if I can make an entire sheet yet or not.

>> No.9170992
File: 20 KB, 433x702, 23ead08b604595b5923f3d141ca0eb4c0f903e8a.jpg [View same] [iqdb] [saucenao] [google]
9170992

>>9170975
mmmm
disagree!

>> No.9170997

>>9170992
Ouch.
The only decent art is the official cover and even then the drawings in the intro and end look like shit.

Must be hard to get good artists. All busy with their furry commissions.

>> No.9171001
File: 20 KB, 423x621, DOOM0000.png [View same] [iqdb] [saucenao] [google]
9171001

>>9170948
>>9170957
Alrighty then, next attempt.

>>9170990
I think that stuff looks good, especially all that glowing shit on the chaingunner's head. And he reminds me of someone, but I don't know of whom.

>> No.9171013

>>9170997
She's not really got an interesting design to work with.

>> No.9171019
File: 18 KB, 570x354, The Grunts 6.png [View same] [iqdb] [saucenao] [google]
9171019

>>9170990
Very minor, nitpicky changes here. I didn't like how wide the shotgunners horns were. It made him stand out too much when he's supposed to be a standard trooper.

>> No.9171021

>>9171019
I didn't mind them. Even the "bigger" horns are still only half as big as the chaingunner's.
And shotgunners are not that much more harmless than chaingunners.

>> No.9171024

>>9168034
>>9168037
>>9170214
+ rep

>> No.9171029

>>9171019
>>9171021
However, what I am noticing is that the spikes on the shoulders are inconsistent. Compare Trooper and Seargent and which spike is bigger on the "forward" arm.

>> No.9171028

>>9171013
Easily one of the most generic and least memorable character designs in a game. You could tell me she's a repeating background NPC in some obscure Russian knockoff shooter from the early 2000s and I wouldn't bat an eye.

>> No.9171043
File: 96 KB, 667x900, 1659726404188864.jpg [View same] [iqdb] [saucenao] [google]
9171043

>>9170997
I'm quite fond of this one.
But yea, she's being done dirty, maybe some talented artists could do something in the run-up to Aftershock, mmm ?

>> No.9171047
File: 2.21 MB, 1920x1080, 50830226-1550410322.png [View same] [iqdb] [saucenao] [google]
9171047

>>9171028
>>9171043


There is a cool fallout mod of her. And its a simple redesign which goes for a modern gits Kusanagi.

The combo of skimp leotard, pants\ armor and jacket looks cool. You dont even need the booba, but if the chest armor broke it would be a nice touch.

>>9171043
That looks terrible.

>> No.9171052
File: 2.55 MB, 2000x2000, onishelly.png [View same] [iqdb] [saucenao] [google]
9171052

>>9171043
I like this one and the Dawn one by the same artist, but some of her "coolest" fanart is also some of her ugliest.

>> No.9171068

They did change her sprite with an update. To make her more cartoony.
Had an opportunity there to change the design.

>> No.9171076

>>9170990
I think these are all too flat looking and lacking in detail on the chest area specifically. They're supposed to be shirtless right? It's kind of hard to tell since there's not a lot of visible musculature and their outline is still looks like the armored dudes they started as. Compared to something like the baron or imp sprites they look amorphous and kind of blobby. If you can't draw those details consistently by hand it might be a good idea to try frankenspriting those details by cutting/colorizing parts of the imp sprite since it's roughly the same size. It looks like you've already done that a bit with the arm spikes.
Also speaking from limited experience making the all the subsequent sprites is really just as hard since you need to keep them consistent with all the other sprites.

>> No.9171096

How does /vr/ feel about slaughter maps, especially Sunder, Abandon and the likes?
I know cunts on other websites nope out at maps that approach 1K monsters with everyone yass queening in the comments so I was curious about you guys

>> No.9171098

>>9171076
He said these are all still work in progress, jfc can you people not read or at least take ten seconds to skim the reply chain?

>> No.9171109
File: 392 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_79_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9171109

FRIDAY NIGHT FIREFIGHT TIME! Tonight we're fragging on a compilation of maps from Execution, Brit10, and Brit11. Connect with Zandronum and let's see what you're made of!
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.9171112

>>9171096
/vr/ loves slaughter because they think more monsters = more harder (>slaughtershit) and thus it's good for your e-peen.

>> No.9171115

>>9171029
hmm, so what would you suggest?

>> No.9171116
File: 63 KB, 591x680, EYJrQKpU4AA8xHP.jpg [View same] [iqdb] [saucenao] [google]
9171116

>>9171096
My preference is personally for ~100-200 monster maps that lend themselves well for playing without mid-level saves.

Sometimes slaughter is fun but I've really felt especially lately that mid-level saving removes a lot of the tension, but with long-ass slaughtermaps you either have to save or lose way too much progress. So I've found that compact maps with not too much excess enemies but tough encounters is a sweet spot for me, because the levels are short enough that saveless (thus tension-retaining) gameplay is feasible.

>> No.9171118

>>9168083
>John would rather be with his gf than at his son's graduation
>He dodges events like Thanksgiving, citing them as awkward
>Isn't around much as a dad
>Not an evil man, but not a good man either
is that a surprise to anyone? This is a guy who's so much of a nerd he would build literal space rockets as a hobby and has at times been given the accolade of greatest programmer ever. This is also a man who was described as a teen to have no regard for human life, and who is probably intensely logic driven.
A guy like that was never going to be a good dad or a regular old nice husband. If he wasn't a weirdo he wouldn't have accomplished all that he did.

>> No.9171121
File: 151 KB, 1920x1080, e.png [View same] [iqdb] [saucenao] [google]
9171121

>>9171096
They're fine as long as I know they're coming. This felt like a curveball.

>> No.9171123

>>9171096
Ok in moderation but back to back rooms of Doom Eternal type encounters with the enemies multiplied x20 is annoying.

>> No.9171126

>>9171096
Depends on the mood. Personally I don't like them because I suck and die all the time in even easier mapsets, but I do find it exhilarating playing them from time to time and seeing how far I can stay alive. Chillax gauntlet was a fun experience back when it was a novelty.
I think slaughter isn't as hard as actual maps with tough, low enemy count encounters with chaingunners, barons and revenants.

>> No.9171127

>>9171076
Yeah, the arm spikes on the shotgunner were taken directly from the Imp. I figured out the muscles were a bit wonky when I started working on the chaingunner. I'll keep in mind to give them abs next time I work on them. Which will be after a nice, long break, because my fucking fingers hurt.

>>9171098
Easy! Retract your logans, bro. He's just trying to make sure it comes out as good as possible.

>> No.9171128

>>9171121
>playing a lunchlunch map
>expecting anything less than 10 enemies per 64u square
come on now

>> No.9171146

>>9171096
Slaughter maps do not exist. There only exists Doom maps.

>> No.9171147
File: 22 KB, 300x250, 131455634324.png [View same] [iqdb] [saucenao] [google]
9171147

>>9171096
Sunder and Abandon are pretty fantastic aesthetic-wise and pull off the gameplay, the vast majority
of giant, long slaughter maps are terrible though.

They're just really really hard to make and balance, you've got to be a really good mapper to make a fantastic titanic slaughter map but you only need to be average to make a fun regular map. Pocket size slaughter doesn't suffer from this problem as much which I recon is why we're seeing so many projects composed of such recently. Basically its a problem with mappers lacking the skill to make and properly balance slaughter maps, rather than a problem inherent to that style of gameplay.

>> No.9171149
File: 2.95 MB, 640x360, clickclickclick.webm [View same] [iqdb] [saucenao] [google]
9171149

>>9171127
>because my fucking fingers hurt.
Speaking of which, this shit hurts and probably isn't good for my mouse.

>> No.9171151

>>9171149
Term fucking LOVES his mouse mashing.

>> No.9171154

>>9171128
Revae and Coffee Achiever are the only names I remember.

>> No.9171164

>>9171147
>Basically its a problem with mappers lacking the skill to make and properly balance slaughter maps, rather than a problem inherent to that style of gameplay.
Well, as you said, you need to properly balance them, which means you need competent playtesters if you yourself are not competent enough, plus slaughter is still a niche so a lot of people probably aren't interested in it in the first place.

>> No.9171165

>>9171096
It depends on the mood I'm in.

I went into Going Down expecting a regular mapset with a fun theme, and didn't realize it would be a slaughter mapset that got progressively more brutal as it went on. I came out disappointed. Later, I played it knowing what to expect, and for a while I had a lot of fun, until eventually I got overwhelmed somewhere around the Archvile spam level.

However, I played Squares knewing exactly what to expect and ended up loving it, to the point where it influenced me to make my own slaughter maps.

I really like the Serious Sam/Painkiller arena style maps with tons of weak-to-mid enemies getting gunned down, too. Its good, mindless fun.

So, the answer is: its a mixed bag.

>> No.9171179

>>9170193
Weird I never thought to do this. I usually use chaingun, plasma gun, rockets then switch to shotgun to finish them off. This shotgun style switching though seems much cooler so now I must try this.

>> No.9171184
File: 211 KB, 799x1119, 525750-oni-windows-front-cover.jpg [View same] [iqdb] [saucenao] [google]
9171184

>>9171028
Made me realize something, she's basically the culmination of three or four decades worth of derivative designs, even putting her behind stuff like this.

>> No.9171185
File: 479 KB, 1000x773, 1657465909298.jpg [View same] [iqdb] [saucenao] [google]
9171185

>google duke nukem enemies mod for Doom2
>find two and try em out
>the first one replaces pinkies with the alien that has a shrink shot
>The shrink part never expires,i am basically dead if i get hit
>Try the second one
>Machinegunners are placed with. . .machinegun alien,ok so good so far
>but there is a chance a variation with the freezegun spawns instead
>it instantgibs me before i can react
I think i am just terrible at this game,i really want to start clearing maps without saving

>> No.9171195

>>9171096
Well made slaughter maps are great, it's just that they're typically you know, hard. People tend not like to be reminded that they suck at video games so they'll tend to shoot down even the best slaughter maps, or resort to the classic meme of calling normal maps that just happen to be hard and have loads of enemies slaughter, despite them not actually having any characteristic of a slaughter map.

I remember being salty about muh slaughter maps the first year or two I played Doom WADs as well, but after you eventually get good or learn to turn down the difficulty you start enjoying the more slaughtery stuff. Not to say that there aren't tons of absolutely horrendous slaughter WADs but it's mostly hurt ego's crying about them.

>> No.9171198

>>9171195
I just tend to start feeling physically ill after the tenth monster closet room in the same map,my brain just screams "Stop,quit this map"

>> No.9171206

>>9171195
It's also very difficult for people who aren't into slaughter maps to tell the well made ones from the garbage ones with no thought to the encounter design.

>> No.9171207

>>9171198
But that's just a problem with the map being bad, not slaughter maps as a whole being bad

>> No.9171209

>>9171195
I just find them tedious.
For me a good Doom maps needs phases of high and low intensity. If I never let go of LMB for the whole map it's just exhausting, especially since the combat itself doesn't require any finesse per se. It just becomes an exercise in tedium.
Play one slaughter map, played them all.

>> No.9171210
File: 71 KB, 700x780, e1bb31a25b571024113badc5eb481d2c.jpg [View same] [iqdb] [saucenao] [google]
9171210

>>9170992
>>9170997
>>9171028
Get some old Capcom artists to make her look cool with a good art style.

>> No.9171212

>>9171207
Oh no there are great maps of course! i just tend to have bad experiences with them example sunder

>> No.9171215

>>9171209
cope

>>9171206
Fair point, same with all difficult wads in general. Still, you can always just turn the difficulty down when you suspect the WADs good just too hard for you and find out but the shitters will often rather just dismiss it.

>> No.9171217

>>9171184
And that is just a bland western take on based 90s anime. And still better.

I scapegoat millennials. Half of them are losers like me, and the other half betrayed their own age group with politics.

Although devs in their 40s and 50 are not better maybe even worse.

>> No.9171225

>>9171209
>it's just exhausting
Same, even some of the not-slaughter but almost there wads get tedious. Doom's weapon arsenal simply runs out when there's too many enemies, the only weapon more powerful than the BFG is infighting and when slaughter starts they usually send in dudes one entire ethnostate at a time or the room is too cramped to make infighting work. If ID wanted slaughtermaps to be enjoyable they would've made the weapons go up to slot 14, simple as.

>> No.9171230

>>9171212
Yeah Sunder is weird, the gameplay becomes pretty well designed further on in the WAD but it is still often quite tedious, though not as bad as a lot of the old Sunder maps tend to be. I still want to give it a free pass though as I get the vibe it's not supposed to be entertaining maybe? Idk it always really gave me those mapping for the art's sake rather than entertainment's sake vibes. Whether that makes it shit or not I guess depends on how you look at it. Definitely an outlier tho, can't really think of a project that gives off those vibes, not even the ones that try and rip it off.

>> No.9171237
File: 105 KB, 1920x1440, HexenHND.png [View same] [iqdb] [saucenao] [google]
9171237

>>9171151
Had a blast.

>> No.9171239

>>9171225
I don't really agree but I will say it is based when difficult mapsets up the arsenal accordingly, Gameplay where the BFG, RL, and maybe PG are the only relevant weapons is cringe in the long term. Give me a super chaingun and buff some other weapons so at least I got more tactical choices for dealing with the horrendous amounts of shit getting thrown at me.

>> No.9171250

>>9171215
>cope
It's ok anon, you can continue feeling like a tough guy for being easily entertained, but don't act like you're special because you're able to beat whatever thousands of other people have also beaten. Thousands of people have beaten Doom 2 and think it has better level design than 1.

Suggestion: Make your own slaughter map, just one, and help us nonbelievers see the light.

>> No.9171261

>>9171250
stop moping and coping and go play some doom, all i suggest is not to shit on maps for being too hard when in a year or two you might be having the time of your life playing some of them
what might feel like high and way too high intensity rn will likely feel like low and high intensity with more experience.

>> No.9171275

>>9171261
>stop moping and coping and go play some doom, all i suggest is not to shit on maps for being too hard when in a year or two you might be having the time of your life playing some of them
Oh so you just are one of those cases lacking reading comprehension.
I never said I find them "too hard", or "hard", at all. I called them tedious, which is something different.
Tedious =/= hard, you understand? Yes?
Maybe you should mope and cope less and make a map.

>> No.9171278
File: 19 KB, 570x354, The Grunts 6.png [View same] [iqdb] [saucenao] [google]
9171278

>>9171127
Adding a bit of muscle definition was easier than I thought. It might need some touchups but just the simple stuff I did had a great effect, I think.

>> No.9171285

>>9171275
>Maybe you should mope and cope less and make a map.
Maybe both of you should do so for Ad Mortem phase 2, coming August 27th.

>> No.9171290

>>9171151
Also his mobility options.

It's sad that he's not really around much but it's understandable, shame because the dude was the most positive person left in the community.

>> No.9171292
File: 46 KB, 550x550, morrowind.jpg [View same] [iqdb] [saucenao] [google]
9171292

>>9171275
Good slaughter maps aren't tedious, so your issue then isn't with slaughter maps. See more slaughtery maps in Sunlust for example. One would have to have a really shitty taste to find those tedious. Unless of course, they're dying every 30 seconds in which case yeah, pretty damn tedious.

>> No.9171295

>>9171096
>How does /vr/ feel about slaughter maps
Gotta have something to play Russian Overkill with.

>> No.9171296

>>9171292
Gonna take the opportunity to say that Sunlust on HNTR is very comfy and even if you're bad at the game, I would recommend it to anyone here.

>> No.9171297

>>9171285
Sorry anon, too busy making an episode replacement. I'll make one next time I promise.

>> No.9171302

>>9171292
>Good slaughter maps aren't tedious
Slaughter maps are tedious by design, m8, but you call it "exhilarating". As I said, easily entertained.
You're probably also the kind of person who gives feedback (if any) recommending adding more revenants to any given encounter.

>> No.9171304

are there any map sets that tell a story just by their visuals and the way they're designed?
a prime example of this would be epic2

>> No.9171313

>>9171297
That's okay, I'll play your episode replacement when you post it here.

>> No.9171314
File: 212 KB, 600x600, cope-ier.jpg [View same] [iqdb] [saucenao] [google]
9171314

>>9171302
Here friend, producing such vast amounts of cope must get very exhausting
This will help I hope

>> No.9171361

>>9171096
When they're good they're good, when they're anything else they're abysmal.

They're highly polarizing maps though, as you can tell even in these threads, since they require something of a different skill set to tackle them.

>> No.9171382
File: 3 KB, 120x132, 1659293664584764.png [View same] [iqdb] [saucenao] [google]
9171382

fuggg :DD ead rogged : DD

>> No.9171386

>>9171382
I wanna make a demon sprite out of this guy too, and the super shotgunner!

>> No.9171387 [DELETED] 

>tranny janny deletes a multitude of on topic posts just for including casual uses of the word nigger but allows off topic nonsense flaming
what even happened to this website
where did it all go so wrong

>> No.9171389 [DELETED] 

>>9171387
Stop posting any time.

>> No.9171413
File: 1.14 MB, 1026x807, fteglqw64_iKdhX7zlTb.png [View same] [iqdb] [saucenao] [google]
9171413

>>9168034
in light of 3DR announcing yet another game that probably won't see the light of day...i hereby announce (for the second time, since the first time nobody really took notice) a full, open-source rewrite of kingpin for the fteqw engine, which some of you might already be familiar with. i'm aiming to rewrite all of kingpin and improve upon it massively but also stick faithfully to the original game's balancing. i might hold a beta test here sometime soon, i don't know when. the rewrite's license will be MIT unlike kingpin which was some weird stupid license. that's all.

>> No.9171415
File: 991 KB, 3400x3764, doomps1.jpg [View same] [iqdb] [saucenao] [google]
9171415

>> No.9171417

>>9171415
i just spent 3 days playing this on and off trying to beat it without dying and then i get to map 23 and cyberdemon kills me in two shots. i need to smoke a cigarette.

>> No.9171421

>>9171413
Based if true.
Nice to see someone doing something with FTE that isn't a pixelshit speed development contest entry.

>> No.9171423

>>9171209
>For me a good Doom maps needs phases of high and low intensity
This is true of pretty much everything, from music to horror games to doom maps. You have to let the player come down from the adrenaline high.

>> No.9171429

>>9171413
if you are going with FTE, for the love of god fix the retarded bilinear filtering and make everything aniso + two point
Also shove proper antialiasing

>> No.9171431
File: 602 KB, 1600x900, Weir-Dough Alley.png [View same] [iqdb] [saucenao] [google]
9171431

sup /vr/, it's your sewermapfag. I just released this short map for Hell Cartel 2.

https://mega.nz/file/yoVEgIDC#ez4YUKtXOzsXZDjUaB1GfZZ9KrqvIgvI5fzQaMpAOOw

>> No.9171432

>>9171421
freecs and freehl exist, both are really, really great stuff.
>>9171431
i'm not going to be modifying the engine itself, i'm really just writing game code for it and nothing else. if that's a gripe you have with fteqw itself it's not something a game will be able to fix.

>> No.9171434

WHy does GZDoom make Spectres so VISIBLE by default that like fuckin ruins the whole point of the monster

>> No.9171441

>>9171434
Because software fuzz is difficult and hard to replicate on higher resolutions.

>> No.9171456

>>9171429
also make model replacing useful because md2 sucks

>> No.9171465

>>9171456
yep, i know. that's not the end of it though. stay awhile and listen if you wanna know a little more about kingpin.
xatrix made a different model format which is mostly md2 except that you can bake an animation event into a frame, like a muzzleflash or something. the program to compile such a thing is win only, meaning linux is probably a no go unless you run it using wine or something. but that is lame. so instead of that, i made my own animation script with no compilation necessary for very complex scripting which is much, much more readable than the original script format.
tl;dr yeah you're gonna be able to use something other than md2.

>> No.9171467
File: 7 KB, 640x640, gruntedit.png [View same] [iqdb] [saucenao] [google]
9171467

>>9171278
Definitely looks better.
After taking another look at it I think the overall "flat" look I was talking about is a result of low color depth. There are a lot of inbetween colors in the doom palette you're not using that makes it look incongruous with the original style. Here's a mockup of the zombieman to demonstrate what I mean. I basically just made it by smudging the existing colors and increasing the highlights and shadows of some places. This would obviously increase the already massive workload of making a new sprite sheet but I think its worth trying.

>> No.9171470

>>9171413
Love this game, its shorter than I remember actually played it a few years back.
But the dieselpunk setting is really cool.

Good luck anon, I will eventually try the russian version just to make the game even more exotic. And for the memes.

>> No.9171472

>>9171467
God. Thank you. That's exactly what I was looking for. Can you hook me up and do the other two too? Just so I have a point of reference.

>> No.9171482

>>9171431
Just got through this level. The visuals are nice and that surprise Archvile got me at the end. Aside from that, the difficulty in this level is pretty mild, but it's overall good.

>> No.9171487
File: 49 KB, 1083x560, too horny.jpg [View same] [iqdb] [saucenao] [google]
9171487

>>9170724
Well, this was shockingly easy to model... yet seemingly impossible to texture.
Do I just say fuckit and project the texture from the side?

>> No.9171491

>>9171487
>Do I just say fuckit and project the texture from the side?
Yeah. Makes sense.

>> No.9171493

Map30 of 512 Linedefs of /vr/
https://www.youtube.com/watch?v=iRMO0RVBSiM

>> No.9171515
File: 4 KB, 640x640, gruntedit2.png [View same] [iqdb] [saucenao] [google]
9171515

>>9171472
>Can you hook me up and do the other two too?
Not really since I haven't drawn them. The shotgunner is done relatively easily since I can just cut and colorize the new bits from the other sprite but the chaingunner is different enough he would require a lot more custom work. I think the most important anatomical difference I made is adding/emphasizing the collar bone area. That along with the subtler shading is pretty much all you need to know.
I did this in Gimp by the way, just a lot of smudging and free-select/lighten/darken/colorize. May or may not be the best method.

>> No.9171531

>>9169929
There are bugs in The Other Dario I still haven't fixed.

>> No.9171650

Is it possible to change the weapon viewmodel FOV in UT99? I tend to play at high FOVs and I have a fix for viewmodel FOVs, but it always resets to default when playing on a server.

>> No.9171687

>>9171096
they can be fun but very tiring and having them back to back gets old really fast.
i tend to avoid them as whole sets but i don't mind a few in a megawad.

>> No.9171730

>>9171650
I don't know if it's the one you're using, but there's a viewmodel FOV fix that involves using a custom player pawn. It might get caught on servers and you'll be kicked, but I can't remember the specifics.

>> No.9171734

What's the best way to play Heretic in 2022? Is there something like Crispy Doom but for Heretic (I know Crispy Doom can run it, but lack of development concerns me)?

>> No.9171779

>>9170974
I really like the pauldron. It suits him.

>>9171047
High-cut leotard and pants/shorts is an underrated design.

>> No.9171786
File: 415 KB, 676x768, cyb_sketch.jpg [View same] [iqdb] [saucenao] [google]
9171786

>>9171417
>MOO
you can do it

>> No.9171797

>>9171786
i thought i had it this time man. i waded through dozens of pinky closets, tightly gripping my plasma at every turn, and i thought id at least make it past babel before getting shitpushed. then i walk out and kill a mancubus and this faggot is 10 feet behind my back and drains me to 60 health and 0 armor before crushing me with a second rocket. i fucked up, i didnt have my game face on. now ive gotta go through 22 levels of that bullshit again without missing a step just to get back where i was.
...and i'll enjoy it.

>> No.9171798

>>9171295
i tend to avoid

>> No.9171810

>>9171290
I wish HND had ledge-climbing. It's the only mobility thing I think it's missing.

>> No.9171813
File: 398 KB, 488x519, 9f5-3740621153.gif [View same] [iqdb] [saucenao] [google]
9171813

>>9171797
that's the spirit

>> No.9171868

>>9171734
DSDA runs it just fine if you don't want to use Crispy.

>> No.9171956

>>9171797
Have you tried memorial.wad?

>> No.9172002

Did that new version of the Doom guide image for the OP ever get finished? Feel like its been a few months since I last heard about it

>> No.9172006
File: 214 KB, 1769x1457, nice shadows retard.jpg [View same] [iqdb] [saucenao] [google]
9172006

>>9171487
Getting some harsh shadows on these despite having phong shading on and ramping up the angle. Even made the legs a separate illusionary entity incase it was weird triangulation.
Any ideas?

>> No.9172010

>>9172002
I stopped working on that because I deemed it too much effort for what it's actually worth, and I have bigger projects on my plate right now.

>> No.9172032

>>9171810
You can just load parkour.wad with it.

>> No.9172053
File: 132 KB, 473x795, file.png [View same] [iqdb] [saucenao] [google]
9172053

>>9172002
>>9172010
You inspired me to keep chipping away, but this is still going to develop at a glacier's pace as I do other things.
Feel free to yell at me every 5 threads or so to remind me to do this.

>> No.9172103

>>9170467
PrBoom was discontinued in 2008. I think PrBoom+ is the current one.

>> No.9172129

>>9172006
try having just the horn as a func_wall. also the lower poly the better for lighting, I'd go with a hexagon as a base for this. and it would still probably not be perfect

>> No.9172137

>>9170849
Idk honestly, try opening it in GIMP.

https://en.m.wikipedia.org/wiki/Interchange_File_Format

>> No.9172151

What is the difference between the idgames archive and "Wad Archive"? Just more lax restrictions? Are there any other important archives for WADs?

>> No.9172154

voxel mod release when?

>> No.9172156
File: 419 KB, 720x906, 20220813_005126.png [View same] [iqdb] [saucenao] [google]
9172156

>>9170992
>If only you knew how bad things really are.

>> No.9172160

>>9169653
not signing up (yet, anyway), but can you clear up a q2 compiling thing for me?
if I compile Cerberon Plaguemaker without any parameters, it won't work in yamagi (bad marksurf number or somesuch). if I use q2tools with "-chop 256" it works. but q2map in netradiant still won't work even with -chop.

>> No.9172164

Lewd appeal "ass"ide La Tailor Girl is very well made.

>> No.9172178

>>9172154
in exactly 10 hours from now
https://www.youtube.com/watch?v=u62gb-oNln8

>> No.9172282

>>9172164
I can just tell that La Tailor Girl was made by an ENFchad, for fellow ENFchads. They wouldn't be able to capture the appeal so succinctly otherwise.

>> No.9172296

>>9171302
Lol. Ribbiks advices highly against making encounters that solely rely on revenant hordes. He tends to use more of knights and barons. Another slaughter critizer who hasn't actually even played slaughter wads.

>> No.9172314

>>9172296
I think it's mostly boring when it's hordes of pinkies or imps. Knights can kinda work, considering their relatively low health in comparison, but barons are just pure slog without a BFG. Even with rockets a group exceeding 10-20 of them is purely overkill and placing a nutty amount of them in close quarters combat is awful design.
Mass revenants is not really warranted, as just one or two in a large fight on a high perch can present just as much of a threat as an entire clowncar-transported ethnostate of them because of their homing projectiles.

>> No.9172325

>>9172296
>one mapper doesn't do thing
>therefore thing is not a thing
Great logic, Sherlock.

>> No.9172334

Anyone here play this it's a Age of Empires 2 mod of Doom

https://www.moddb.com/mods/age-of-doom/news/v125-update-released

>> No.9172339

>>9172053
You're a true hero anon. Godspeed

>> No.9172376
File: 701 KB, 1302x1812, aaron-griffin-ion-fury-crop-2.jpg [View same] [iqdb] [saucenao] [google]
9172376

>>9171043
>she's being done dirty
I think she's fine, but there's definitely room for improvement. Aftershock art is by far the best iteration of Shelly.
Things could've been worse like those early Bombshell versions when she was meant to be a Duke Nukem character. Or that early design for her standalone game and Selaco girl, but both cases are off-topic territory.
>>9171413
>i'm aiming to rewrite all of kingpin and improve upon it massively but also stick faithfully to the original game's balancing.
Godspeed, anon. See you in 5+ years, during which Reloaded gets released.

>> No.9172378

>>9172376
>that Shelly
WE MCU STRONK WOMYN NAO

>> No.9172384
File: 387 KB, 1149x1288, bombshell.jpg [View same] [iqdb] [saucenao] [google]
9172384

>>9172376
>worse like those early Bombshell versions
you gay or something?

>> No.9172389

>>9172384
Getting strong Danger Girl vibes from this one.

>> No.9172431

>>9170658
Should give the tan one darth maul horns instead on its head

>> No.9172490
File: 1.06 MB, 635x1209, DAWNNNNN.png [View same] [iqdb] [saucenao] [google]
9172490

>>9172376
Wha? Selaco girl is awesome

>> No.9172508

>>9172384
If being gay means that I don't find the "stereotypical hooker on the street" design, then hell yeah.
>>9172490
Just even more bland than Shelly could've ever been. I would say their attempt to copy her is cute, but devs defensive reaction to that makes it funny.

>> No.9172512

>>9172508
I liked her in the demo. Even in a demo where she had no voice lines she felt more developed than Shelly in an entire game.

>> No.9172513

>>9172490
She's as bland as it gets. The only thing she has going for her is a semi-anime face and that's just because the Selacco artist(s?) can't draw to begin with. Seeing their shitty deviantart plastered on every wall in the demo actually killed any hype I had for the game.

>> No.9172529
File: 155 KB, 695x537, 1655721670100.png [View same] [iqdb] [saucenao] [google]
9172529

There exist no feet pics of Shelly.

>> No.9172530

>>9172529
The front leg is well drawn, but that back one looks really short.

>> No.9172540
File: 1.51 MB, 1448x2628, 23702.png [View same] [iqdb] [saucenao] [google]
9172540

>>9172529
Sweatpants

>> No.9172550
File: 37 KB, 721x556, doom lost soul.png [View same] [iqdb] [saucenao] [google]
9172550

I want to make OC Doom mod with four playable characters. Where do I start?

>> No.9172563

>>9172550
with their titty sizes

>> No.9172565

>>9172550
With their stats.

>> No.9172569

>>9172550
Go take something like GMOTA apart and see how it ticks.

>> No.9172576

>>9172550
Have you done mods before? If not, I suggest you start small with one character and learn the ins and outs of modding before going balls deep.
Don't make my mistake.

>> No.9172582

>>9172550
Building up more of a concept than just "four PCs".

>> No.9172595
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9172595

It's really early in the morning but it's still SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S A GOOD TIME TO POST THAT SHIT, OR MAYBE LATER WHEN YOU WAKE UP.

>> No.9172601

This thing about sprites of demons carrying guns to replace the Zombiemen reminds me of how Doom Eternal's art book has concepts of demonic soldiers before they used designs referencing the classic ones
I know it's nuDoom but some concept art of the new games could at least serve as inspiration "food" or what you call it
Which applies to any cut or unused thing, honestly
Speaking of which, any sprites based off that one cut D64 Archvile-like female demon?

>> No.9172602

My headcanon of why Doomguy couldn't aim up or down in the doom games is because, when he assaulted his superior officer, the fucker broke doomguy's neck as payback, so he can't move it up or down or the pain gets worse

>> No.9172604

>>9172582
It like hexen but gun&magic

>> No.9172606
File: 586 KB, 1600x900, Screenshot_Doom_20220813_053948.png [View same] [iqdb] [saucenao] [google]
9172606

>>9172595
I've been fiddling with the HUD a little more: Updated the smaller number font to match the HP/AP thing, and added a boot meter for the rad boots. I'll be adding a little boot meter for GMOTA too because I prefer knowing exactly how much time I have left on my rad suit. Also been fucking around with the BFG tier weapon of this set, nothing to show for it at the moment, so just take my word for it.

>> No.9172608
File: 736 KB, 1600x1200, kegan_bday_2021.jpg [View same] [iqdb] [saucenao] [google]
9172608

>>9172604
That's still not much to go with, anon. What are the capabilities of the 4 characters? Are you planning on giving them each a unique arsenal, or just a few unique weapons and then some shared ones between the four? What about other details like movement speed, height, HP values. Will they have any sort of passive abilities or unique quirks to them? I've had to sit my ass down and think over all of this stuff myself and even then I fuck up at times. You want to make sure you get that stuff figured out before going too far into development. Otherwise you're gonna be spending a lot of time fixing shit.

I mean fuck, I spent like 6 months fixing 6 years of mistakes I made with GMOTA's development.

>> No.9172660

>>9172604
So Arcane Wanderer or Psychic or The Ranger or one of the classes from Wrath of Cronos?

>> No.9172692

>>9172601
In replaying Doom 3 I remembered how much I liked seeing the hell knights, imps, and zombies getting a different skin in hell. These “zombie demon” sprite edits remind me of them.

>> No.9172713

>>9172490
Outside the level design, the art in that game is also pretty awful.

>> No.9172729

>>9172608
That sure is something that can be said about your multi-class mods, none of the classes feel like a reskin or retread of the other ones.

>> No.9172742
File: 16 KB, 445x402, Demon Commando3.png [View same] [iqdb] [saucenao] [google]
9172742

>>9171515
>>9171467
Oy. I'm not nearly as good at this as you are. But I definitely think it looks better.

>> No.9172746
File: 60 KB, 429x462, steelman_ironfinger.png [View same] [iqdb] [saucenao] [google]
9172746

>>9172729
I don't care much for samey feeling classes/characters. So I make it a point to differentiate them as much as I can.
Though that mentality backfired on me with Kustam's design, because I didn't want him to build up resources from attacking enemies, felt like that was too much like Blaz. Which is one of the reasons why all of his shit passively recharged. Took me a bit to realize how stupid that was. Now Kustam builds heat by whacking shit his staff, and the heat is what's needed to recharge his stuff.
You can also get a little bit of charge from shooting things too but it's best when you have heat AND shoot things, so that alone makes it different enough from Blaz I feel.

>> No.9172756
File: 20 KB, 680x520, Final Grunts 2.png [View same] [iqdb] [saucenao] [google]
9172756

>>9172742
Just realized I didn't shade his fucking hand. This should fix it.

I tried to give the tan grunt Darth Maul horns, but it just didn't look good. But I *did* move his left arm horn slightly, to make it feel more natural.

>> No.9172765

>>9172756
Coming along nicely

>> No.9172828

I hate Inferno so god damn much

help

>> No.9172836

>>9172828
>help
? Don’t play it.

>> No.9172890
File: 58 KB, 678x600, 678px-Baroque_Saturn_JP_Box_Front.jpg [View same] [iqdb] [saucenao] [google]
9172890

IIRC there is doom wad that recreates pic related on doom engine. Anyone has link to it?

>> No.9172940

>>9172756
Chaingunner's looking real nice now, I bet doing rotations will be a pain but the end result will be worth it.

>> No.9172942

>>9172890
Technically weeaboo angel crap is sorta what Demonsteele does.

>> No.9172948
File: 20 KB, 680x520, Final Grunts 3.png [View same] [iqdb] [saucenao] [google]
9172948

>>9172756
I just realized I forgot to shade the CG's hand. Fixed it.

>> No.9172987

>>9172948
Now that's quality.

>> No.9172992
File: 20 KB, 680x520, Final Grunts 3.png [View same] [iqdb] [saucenao] [google]
9172992

>>9172948
SON OF A BITCH. I screwed it. NOW I fixed it.

>> No.9173201

>>9172032
I actually don't have that. Or even know where to get it. Do you mean Xaser's or ijon's?

>> No.9173203
File: 20 KB, 680x447, Final Grunts 3.png [View same] [iqdb] [saucenao] [google]
9173203

>>9172992
Alright, I think I've finally got it. A little more shading on the chaingunner.

There are probably some simple tweaks that should still be done. Maybe the weapons need a little tweaking? I don't know, but I think for the most part, I've gotten them finished.

>> No.9173218
File: 1.17 MB, 1108x886, Gat Out Of Hell Demons.png [View same] [iqdb] [saucenao] [google]
9173218

I'd feel like I'd be remiss if I didn't take the time to point this out: the demon grunts are directly inspired by the main demons from Gat Out of Hell. I always thought they look really fucking badass and I wanted to make something like them for Doom.

>> No.9173237

>>9173218
Shame Gat Out of Hell was balls

>> No.9173257

>>9173237
Saint's Row feels like it fell apart after four, sadly. Some would argue it fell apart with four, or even three, however.

>> No.9173258
File: 87 KB, 640x480, doom48.png [View same] [iqdb] [saucenao] [google]
9173258

>>9172595
I made a new map for my wad Hell Frontier. Now I'm only 2 maps short before episode 2 is completed. I am unsure if I should go for full map set or stay on 20 maps + secret release.

>> No.9173262

>>9173237
It was okay if you got in a bundle with SR4. It was basically a standalone DLC. But the way they sold it as a full game really ended up hurting it. It just simply wasn't a full game and didn't have enough content to be one.

>> No.9173268

>>9173257
It's utterly fucked with the Disney+ reboot.

>> No.9173273

>>9173218
I somehow never played that despite liking 4.

>>9173262
Yeah, that was why I overlooked it for a long time, and I wasn't all that interested in playing as Gat.

>> No.9173274

>>9173203
Do you think you'll make full monster replacements out of these, or will drawing all those sprites be too much to handle?

>> No.9173275

>>9170485
what a bunch of sad people. since fatso martin talked about them they feel like they are a special breed.
it seems like the forum is just a facade for their discords if they can't help newcomers. reddit tier of "good people "
i hope this get made in legendary quality so that the conversation arises there and destroys their sense of belonging. this place like many specialized forum reek of pretentiousness. you know the usual culprits.

>> No.9173279
File: 116 KB, 939x694, super preview.png [View same] [iqdb] [saucenao] [google]
9173279

>>9172595
94's Super Shotgun, WIP.
I thought that one big vented brake you see on some sprites could be fun for animating an elaborate muzzle-flash, and make the gun look different. I've never done hammers for a double-barreled shotgun, so I want to do that, I think it'd look cool to see them drop as the gun touches off.
I want to make a more beefy and thunderous sound for it as well.

Not sure for how the brake would make sense on a gun like this, because it currently looks like a cut down sporter/fowler with a big brake on it. Uh, maybe it's like a breaching muzzle device or something, but basically no doors in Doom look like they could be breached with any kind of conventional shotgun (rather an explosive charge seems more called for, ala Hideous Destructor), and only two shots loaded wouldn't be super practical for that either.

>> No.9173285

>>9173274
That's a very good question, and the answer is: I don't know. I'd absolutely love to, but just making these was incredibly difficult and daunting. Part of me is hoping someone else will pick the project up now that I'd put the first ones out. But I just don't know. Ultimately, it might have to be me.

We'll just have to wait and see.

>> No.9173293

>>9173262
It fundamentally failed to get that people don't want to play as Gat or Kinsie, they want to play the Boss with those as companions.

On topic for the thread it's why I shelved my idea of a Saint's Row-themed gameplay mod for Doom very early on, because it used Gat as the player class and that just wasn't fun, also because the rework of Dakka had just come out and did a lot of what I was attempting but in a more elegant way.

>> No.9173297

>>9173285
>. Part of me is hoping someone else will pick the project up now that I'd put the first ones out. But I just don't know. Ultimately, it might have to be me.
Only way to see something done for sure is to do it yourself, a lot of stuff in the community goes nowhere because people essentially go "I'd like this and I'd like somebody else to do it".

>> No.9173334

>>9170485
>been 2 years since this
jeeze
whatever came of it

>> No.9173356

>>9173297
Yeah, it likely may have to be me. Or at least someone I commission. We'll see what happens. For now, I need a break.

>> No.9173364

>>9172529
Can't help but think how cute she'd look with a nice big floppa dangling between those thighs.

>> No.9173372

>>9173334
It was either a shitpost the whole time or the guy underestimated how much work it would take.

>> No.9173374 [SPOILER] 
File: 205 KB, 695x537, file.png [View same] [iqdb] [saucenao] [google]
9173374

>>9173364

>> No.9173376

>>9173374
Beautiful

>> No.9173383

>>9173364
Target audience of Hedon right here.

>> No.9173384

>>9173364
Why would you want Shelly to be a tranny?

>> No.9173389
File: 23 KB, 320x200, Daisy's Destruction.png [View same] [iqdb] [saucenao] [google]
9173389

>> No.9173395
File: 299 KB, 709x723, 1659794708649582.gif [View same] [iqdb] [saucenao] [google]
9173395

https://www.youtube.com/watch?v=9m65I6cUEUo

The comments really boggle my noggle.

>> No.9173402

>>9173389
That perspective didn’t click when I was younger so I thought that was some sort of dome in the background.

>> No.9173404

>>9173402
Yeah, I thought it was one of them futuristic arcologies.
Didn't know the word yet, but saw the concept.

>> No.9173414

>>9173389
>filename
anon NO

>> No.9173418

>>9173414
Should I google it or is it illegal?

>> No.9173420

>>9173418
According to hearsay, violent CP, so better not put that name in your search history.

>> No.9173425
File: 296 KB, 1920x1080, doom85.png [View same] [iqdb] [saucenao] [google]
9173425

>>9172595
Boxes.

>> No.9173429

>>9173384
Futa =! Trans

>> No.9173440
File: 2.70 MB, 946x714, 2022-08-13 20-48-36.webm [View same] [iqdb] [saucenao] [google]
9173440

I feel stupid and so will everything who ever forced IoS into MAP30 slot on MBF21.

>> No.9173454

>>9173395
It reminds you what you’re dealing with regarding the public perception towards “Doom”.

>> No.9173468

>>9171413
Nice. I only have a vague memory of playing the demo and it involved a cool BGM track, wifebeaters and a metal pipe.

>> No.9173491

>>9173395
>This combination is, i believe, true essence of Doom horrors
it's horrifying alright

>> No.9173507
File: 35 KB, 840x856, 7b88833efe8150aac1b796358bf608e8.png [View same] [iqdb] [saucenao] [google]
9173507

>>9173395
It's like a mixture of FEAR and Halo wtf lmao

>> No.9173512

>>9173395
I can't fucking see anything. What am I supposed to think of it?

>> No.9173530

>>9173395
There's a few aspects of this which I don't hate, I can't lie, but a lot of it comes undone with how you've still got the same stock Doom monster sprites in here, the the Imps, Pinkies and Zombies makes this all look incongruous.

>> No.9173557

>>9173395
I like the helmet hud. That's it.

>> No.9173593

>>9173557
it's one of the many, many edits of Ultimate Doom Visor.

>> No.9173818

>>9173395
this is what Doom was meant to be but tech limits or something shut up

>> No.9173829

>>9173818
Kind of sad that the Hideous Destructor fans pretty much say the same thing now.

>> No.9173864
File: 126 KB, 1311x644, afaf.jpg [View same] [iqdb] [saucenao] [google]
9173864

>underage in doomworld
uh oh

>> No.9173871

>>9173864
So what?

>> No.9173874

>>9173829
No they don't.

>> No.9173886

Ughm I tried the first map on proton project where you start in a green room with candles and the bridge or whatever is invisible and a bunch of textures are just white and blue chessboards

WTF?

>> No.9173889

>>9172890
in vanilla doom or a gameplay mod?

>> No.9173894

>>9173864
who cares?
its great for younger people to get into DOOM, i would hate it for this great game to die at some arbitrary point.

>> No.9173895

>>9173886
You need to load the ProtonPack .wad first.

>> No.9173901

>>9173829
Any mod is likely to generate some people with that perspective, the number grows the more popular the mod.

>> No.9173910

>>9173901
True, though I've never seen anybody claiming DRLA or GMOTA or anything like that is the way Doom was always meant to be played.

>> No.9173919

>>9173864
I was going to say the ps4's been out a decently long time, almost 10 years but apparently the ps4 port is from 2019 and the playable doom 1 in doom eternal is from 2020
so yeah

>> No.9173921

>>9173864
Sounds more like Groomworld.

>> No.9173923

Fairweather just got fucking schooled by Spirit in the comments section of the Copper jam btw.

>> No.9173927
File: 540 KB, 220x165, maury-laughing.gif [View same] [iqdb] [saucenao] [google]
9173927

>>9173921

>> No.9173946

>>9173864
I released my first wad at the age of 12. Be glad there's still new blood coming, even in this age of Fortnite & Minecraft.

>> No.9173952

>>9173923
Spirit is the only sane man in Q1 community

>> No.9173961

>>9173910
I don’t know how popular those are compared to something like BD, which in a way is great because you also don’t end up with those attracted tards.
It might also be worth taking into account how much it and HD are about over-emphasizing ideas present in the game.

>> No.9173987

Playing some shadow warriors 1997, holy shit im mc loving it

Never really played this style of FPS, was a CS and cockadoody player, I like this type more.

Playing VoidSW, however I have auto-aim off, its something I can't get into at all, wouldn't want to.

What are some other shooters like this? I have played Ashes2063 too which I liked, but I want something difficult but keep in mind auto aim off.

I also like to nosave, and play on the highest difficulty. That's how this game feels the most fun for me. Any recs on how to enjoy something like doom or duke nukem I guess with these settings? (nosave, autoaim off, max difficulty?)

>> No.9173991

>>9173987
Duke Nukem 3D and Blood are directly comparable, Doom and Quake also have their similarities.

>> No.9174000

>>9173991
>>9173987
Duke and Blood are also different from Shadow Warrior with their highest difficulties. For Duke, enemies will respawn overtime if their corpse isn’t gibbed, for Blood enemies will have nearly twice the health and with perfect accuracy.

>> No.9174002

>>9173864
doom is rad and hip with the kids

>> No.9174008

>>9173923
I can't understand what he expected releasing something with maps that are literally broken. Violent Rumble would have been mocked relentlessly if it released in a similar state.

>>9173952
And unfortunately he's getting old. Things are going to be fucked when he's gone.

>> No.9174061

>>9173864
good. better for the future ruling class to play this than overwatch

>> No.9174136

>>9171185
Nah, its just the usual case of people copying and pasting enemies into slots without considering their roles or abilities at all. It feels like Duke enemies always especially get fucked up in the process, or just thrown behind randomspawners and call it a day.

>> No.9174148
File: 2.14 MB, 1080x1080, 1647219279067.png [View same] [iqdb] [saucenao] [google]
9174148

what time is SBS?

>> No.9174167

>>9174148
It's not happening today, sorry.
Totally not because I couldn't find a good map for us to play haha nope.

>> No.9174217

>>9169707
Try Demon Core anon. Since deadline extended to september I can actually update it some more when I get back

>> No.9174228
File: 4 KB, 403x53, file.png [View same] [iqdb] [saucenao] [google]
9174228

>>9168034
>>9168045
Next OP, please fix this by using this link

https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

>> No.9174231
File: 165 KB, 353x565, 1656378589020.png [View same] [iqdb] [saucenao] [google]
9174231

>>9174167
okay...
see you guys tomorrow then

>> No.9174243
File: 5 KB, 200x178, 1636687603252.jpg [View same] [iqdb] [saucenao] [google]
9174243

>>9173946
I released my first wad at the age of 12 too. It was to that Angelina Jolie nip slip scene in Hackers

>> No.9174278

>>9173829
Been playing HD since 2016 and never seen this.
Any examples?

>> No.9174290

>>9173364
play SLOOTER

>> No.9174298

>>9174243
>It was to that Angelina Jolie nip slip scene in Hackers
Hell yeah, anon. Hell yeah.

>> No.9174316
File: 342 KB, 1080x1920, 1643686063496.jpg [View same] [iqdb] [saucenao] [google]
9174316

>>9174290
>Look at itch.io page
>Level Design - A2Rob, LunchLunch
Soooo, does this go on their doomwiki pages?

>> No.9174318

>>9173923
Link?

>> No.9174327
File: 162 KB, 338x293, Better take a sippy quickly.png [View same] [iqdb] [saucenao] [google]
9174327

>>9174318
here you go

>> No.9174338

>>9174327
Cheeky.
No really. I can't find any comment sections or videos in yt or anything in itch's game jams. I guess I'll never know.

>> No.9174368

>>9174338
https://www.quaddicted.com/reviews/ctsj2.html

>> No.9174380
File: 38 KB, 964x516, FREEBOOB: BIG MUSCULAR TITS.png [View same] [iqdb] [saucenao] [google]
9174380

>>9172595
This is stupid, but it still worked better than I expected.

>> No.9174423

>>9173425
Nice mutton chops

>> No.9174426

>>9174368
Thank you.
Yeah it seems like scummy behaviour of fw. Was thinking it was something else entirely.

>> No.9174429

>>9174217
>Demon Core
First time I'm hearing of this one. Does it reference the accident of the same name?

>> No.9174432

>>9174380
Doomguy more like boobguy lol lmao

>> No.9174474

>>9172660
Wrath of Cronos but less RPG

>> No.9174484

>>9174380
Hot

>> No.9174515

>>9169707
Circle of Torment is finished and ready for testing.

>> No.9174547

Map31 of 10x10. The most cursed map I've ever seen.
https://www.youtube.com/watch?v=xBwpz2vNsPg

>> No.9174614

>>9174474
Walpurgis?

>> No.9174629

>>9168034
Quick question, does anyone know of any wads that add music when the player is under Berserk? I'm trying to google it but I keep getting Berserk (the Japanese series) mods and not, y'know, the berserk pack. I wanna see how they did it and maybe add it to a Hideous Destructor video series I'm doing.

>> No.9174631

>>9174629
Abort_M dooes it, I think.

>> No.9174634

>>9173829
I have literally not played Doom in any other way than with Hideous Destructor for the past five years and I can fucking personally guarantee that not a single goddamn person has ever said that, let alone even so much as THOUGHT that while taking a shit. Shut the fuck up nerd.

>> No.9174638

>>9174631
Excellent.

>> No.9174656

>>9174614
This but Parias isn't a pussy.

>> No.9174664

>>9173395
i like how it looks and sounds but the gameplay is not my cup of tea.

>> No.9174686

>>9174429
Oh yeah, big time reference, you can see it yourself but everything from room dimensions to sector tag numbers and visual effects references it
>>9169663
Are colormaps added in? I use BLUMAP in mine, you can lift them from hffm or 2048 or some other vr project

>> No.9174692

>already page 10
someone wake up the baker

>> No.9174695

>>9174692
I'll make the new thread.

>> No.9174707

>>9174686
That's fucking sick. Where is it?

>> No.9174732

>>9173864
uh oh
grooming time

>> No.9174734

Migrate.
>>9174727
>>9174727
>>9174727
>>9174727

>> No.9174810

>>9170175
Like hell it does.

>> No.9174997

>>9173946
>even in this age of Fortnite & Minecraft.
actually id say games like minecraft normalizing older graphics as a good aesthetic helps DOOM alot in this case, your average millennial will judge DOOM for being old, but for zoomers, as long as its not retarded to play, they're mostly fine with older games/ styles, the stuff millennials would consider outdated.
this should help alot in attracting new-blood, especially from stuff like nu-DOOM (which has already happened to fairly a large extent)