[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 2.26 MB, 800x448, 1661305371323331.webm [View same] [iqdb] [saucenao] [google]
9204701 No.9204701 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9198638

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

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

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

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

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

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

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

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

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

== /VR/DOOM COMMUNITY ==

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

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
https://rentry.org/8ca3061522e0

>> No.9204703
File: 758 KB, 1200x838, 1661130883459110.png [View same] [iqdb] [saucenao] [google]
9204703

=== CURRENT PROJECTS ===
AD MORTEM PHASE 2
Submissions due Oct 12th
>>9194259
https://mega.nz/folder/NBFWlJZQ#ayc36MvN6fAvwup-8vMLdA

94 PROTONS OF /vr/
See picture below for details
https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA

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

=== NEWS ===
[8-23] Photos from planned FMV scenes for 3DO Doom released
https://twitter.com/burgerbecky/status/1561827633217912836

[8-18] Threewave Capture the Flag and Rubicon 2 added to Quake remaster
https://steamcommunity.com/games/2310/announcements/detail/3337750462906016220
https://twitter.com/bethesda/status/1560297992841732096

[8-18] Various id games on PC Game Pass
https://twitter.com/Wario64/status/1560305065683865600

[8-18] Trailer for Chasm: The Rift, confirmed to be on GOG and Steam
https://www.youtube.com/watch?v=KjPqHQpiq1A

[8-18] Revolution added to DOOM 2, also interview.
https://slayersclub.bethesda.net/en/article/6BZ4kXCNDikWq0C4gBtyRy/nods-to-mods-interview-revolution

[8-17] GOG versions of Doom now offer re-release ports
https://twitter.com/GOGcom/status/1559903276094656513

[8-17] Voxel Doom is out
https://www.moddb.com/mods/doom-voxel-project/addons/voxel-doom

[8-12] The guidelines for the Quake 2 25th anniversary collaborative UNIT is here!
https://twitter.com/Colonthreee/status/1558056148795887618

[8-12] Quakespasm-Spiked has been updated
https://fte.triptohell.info/moodles/qss/

[8-11] Circadian Offset released
https://www.moddb.com/mods/circadian-offset-full-release/news/circadian-offset-full-release

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9204705
File: 2.68 MB, 1328x1644, 1661130948807780.jpg [View same] [iqdb] [saucenao] [google]
9204705

94 PROTONS OF /vr/ INFORMATION AND STUFF

>> No.9204714
File: 2 KB, 248x168, 1660442116066776.png [View same] [iqdb] [saucenao] [google]
9204714

>reposting from last thread, vote if you care
https://strawpoll.com/polls/ajnENBrj0gW
Okay so this poll's formatting is kind of fucking retarded, but hopefully everyone has enough IQ points to use it. Share if you have to. Basically, I have a few things I've been thinking of doing that I could go either way on, and I figured why not just ask. You can pick as many options on this list as you want, but each option is either a YES or NO for a given feature, allowing you to vote for or against something. If you don't care, don't vote on it.
Most of these are minor, but the full d4 normalization might change the balance a bit and a potential revenant homing missile nerf could be beneficial on maps where they're used like snipers.
Yes I know I'll probably only get a few people voting but I'm leaving this up for about 24 hours before looking at the results so hopefully it grabs most people who are interested or care.

>> No.9204731
File: 151 KB, 2276x494, quake live.jpg [View same] [iqdb] [saucenao] [google]
9204731

Play Quake Live

>> No.9204745

>>9204731
>playing Q3 but worse

>> No.9204746

>>9204731
u first

>> No.9204748
File: 576 KB, 1080x1080, Icantbeep.jpg [View same] [iqdb] [saucenao] [google]
9204748

VIOLENT RUMBLE 2022 PROJECT SURVEY

This survey is intended for those intending to make a map for the project:
https://docs.google.com/forms/d/e/1FAIpQLSd8nOOeHPKH81yJVmufHRogcSz0o9U3rEsswmAo4je0euOiVw/viewform

I have a couple issues to track down so I haven't updated the progs yet, but the development folder can be found here: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ

I'll let this go until next sunday then consider it final. You can of course start mapping as soon as you like.

>> No.9204751
File: 253 KB, 375x173, WHEN IT'S DONE.png [View same] [iqdb] [saucenao] [google]
9204751

>>9204701
>>9204703
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.

Special 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: 17 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.9204754

>>9204745
this

>> No.9204757

>>9204701
T-That's so drootal...

>> No.9204767
File: 2.73 MB, 1280x720, Beam PSMG best.webm [View same] [iqdb] [saucenao] [google]
9204767

I actually really like this effect as an alternate take on what this weapon shoots. Not gonna make it default of course, but it's pretty neato honestly.

>> No.9204768

>>9204703
>AD MORTEM PHASE 2
Get some fucking spooky MIDIs in that Mega folder for mappers to use, maget.

>> No.9204769

https://www.youtube.com/watch?v=T98GXAQ_fDU
I have been listening to this for hours, TNT midi pack unironically improved the replayability of TNT for me, if only just to see what based track comes up next

>> No.9204773

>>9204768
I trust mappers to be able to find some themselves. With that said, here's some resources
https://doommidis.com/
https://vgmusic.com/
https://www.doomworld.com/vb/thread/106316

>> No.9204778
File: 764 KB, 2000x1364, old-anchor-cemetery-barril-beach-portugal_524824-544.jpg [View same] [iqdb] [saucenao] [google]
9204778

threads are going to be 90% anchor posts soon. think about the environment! but at least we're recycling, eh?

>> No.9204780

>>9204778
This will all blow over when we inevitably run out of creative juices and go into hibernating again. But that better not happen before the Valentines project.

>> No.9204782
File: 2.91 MB, 1280x720, Ultra High Res Tracers.webm [View same] [iqdb] [saucenao] [google]
9204782

>>9204767
Also the performance improvement I just made (by fixing an issue that was entirely due to my own retardation while re-coding these tracer effects) has essentially made max-quality shotgun tracers an actual non-framerate-raping option.
This is what I mean when I say things like "me am small brain man".

>> No.9204819

I've been out of Doom since 2018, were there any new level editors or source ports released between then and now?

>> No.9204828

What PWADs would you actually rank above Plutonia? How many have you replayed multiple times?

>> No.9204834

>>9204773
Doommidis shows some kind of WIP page.

>> No.9204836

>>9204819
You've missed some cool shit, MBF21 is like an upgraded and bugfixed Boom map format with new features, which also allows a sort of upgraded DeHacked which isn't limited by existing frames or actors or stuff like that (so now you can just plain add stuff without having to sacrifice existing things). There's now also UMAPINFO, like GzDoom's MAPINFO, except Boom level ports like PrBoom+, DSDA, and Woof can use it to alter relevant stuff (such as making your own episodes).

/doom/ has also made a fair number of .wads in this time.

>> No.9204838

>>9204773
would songs from the community midi packs or from bandcamp/artist pages of known doom midi composers (peter lawrence, james paddock, decino, etc.) also work?

>> No.9204863

>>9204838
Yeah. I don't care where you get your MIDIs from as long as they're credited properly.

>> No.9204869

>>9204767
Will you make this an option to switch from the default effect?

>> No.9204872

would you guys know how i can make Blood's MIDIs work in Raze? i can only seem to make music files play.

>> No.9204875

>>9204872
never mind it works now

>> No.9204879

>>9204875
wait no it only works on the main menu hmhm

>> No.9204945
File: 26 KB, 376x440, 1481954881545.png [View same] [iqdb] [saucenao] [google]
9204945

Hello bros, I haven't been here in about 5 years so what's new?
I want to complete a Doom megawad with a good overhaul mod (both of which would be at least from the last few years), any suggestions?

>> No.9204969

>>9204945
Read the thread faggot jebus christ just fuve posts earlier or so someone asked the very same question you illiterate moron

>> No.9204972
File: 512 KB, 1591x1206, Treasure Tech [sound=https%3A%2F%2Ffiles.catbox.moe%2Fqz4nd2.mp3].jpg [View same] [iqdb] [saucenao] [google]
9204972

>>9204945
Super Mayhem 17 with Treasure Tech
Mausoleum Nefarium with GMOTA
High Noon Drifter with Strange Aeons

>> No.9204995

alien vendetta worth replaying with the new midi pack?

>> No.9205030

>>9204995
Yup, although there's some odd tracks here and there, it's overal a pretty nice midi pack. Always nice to find a reason to replay AV regardless m8.

>> No.9205051

>>9204995
Yes, I recommend removing MAP10 and 32 tracks though

>> No.9205087

How come very few actually made full use of BOOM's feature tricks in the past 20 years?

>> No.9205095

>>9205087
Because the "creative" part of "yeah bro limitation breeds creativity" only refers to coming up with creative solutions while dealing with Boom's arbitrary set of features/limitations and their respective workarounds, not to actually doing something creative with the tools at hand.

>> No.9205110
File: 110 KB, 759x508, 1440496580611.jpg [View same] [iqdb] [saucenao] [google]
9205110

>tfw still waiting for Unloved II to come out

>> No.9205125

>>9205110
Pass the time by identifying all the broken shit in the beta that stops it working on any version of GZDoom that isn't ten years old.

>> No.9205134

>>9205087
>>9205095
I'd say it's also because of absolute garbage documentation. The modern Doombuilders still have no detailed explanation of certain functions and to get all the features you have to google a certain Doomwiki article that does not explain the features and at the very bottom is a link to an idgames archive wad made in 1998 that shows the functions and a video of said wad that runs at barely watchable 15 frames per second, made by some fucking third world shitter 10 years ago. Doomworld is also full of retards that know only the very basics of Doom mapping and "elite" are a bunch of lazy faggots who write shitty "guides" that are too long and never address any of the real important things. Been mapping since 2014 and nothing has improved since then.

>> No.9205143

>>9205125
this

>> No.9205151

>>9205134
>>9205095
>>9205087
Personally I would rely on autists in these threads years ago for doom mapping questions.
I had scripting stuff that was kicking my dick into the dirt and I'd ask here and within the hour I'd have an explanation and a demo level to go along with it.

>> No.9205158

>>9205151
>I had scripting stuff that was kicking my dick into the dirt
I think most of those people left. You can probably count the people who know even just ACS on one hand.
I also remember asking years ago about how to do something for a weapon I was making. Some anon actually wrote an acs script that did what I wanted and that worked as intended. Wouldn't be possible anymore today (mainly because I graduated to ZS lel).

>> No.9205170

>>9205158
Any idea where they went?
I'm going over my cutting room floor of doom projects now and there is shit there that never would have left the concept stage if it wasn't for those blokes.

>> No.9205224
File: 93 KB, 640x480, Linked_portals_top.png [View same] [iqdb] [saucenao] [google]
9205224

any eternity engine bros here?
been messing around with mapping in it a bit recently and it's pretty fun with what it can do while still retaining the vanilla gameplay

>> No.9205232

>>9205170
Probably went the way of everyone not willing to put up with the increasing amount of retards anymore.
And then you have people like me who are stuck here forever.

>> No.9205249

>>9205232
Shitsucks, well I'm pretty sure here is the only place on 4chan to discuss Doom modding.
What made here so great is you didn't have to make a thread to ask questions or worse, be expected to trawl through over 10 years of threads hoping to find an answer to your specific problem.

>> No.9205261
File: 1.11 MB, 640x480, oillamp.webm [View same] [iqdb] [saucenao] [google]
9205261

>>9204703
(replying to Ad Mortem anchor post)
Here's an animated version of the oil lamp, made with Decorate (as I think Vaeros used decohack to convert stuff from decorate to dehextra).
Currently using 4 frames and it's just kinda glowing.

>> No.9205286

quick question about DPBs: do they usually implement all difficulty levels or are they tailored towards UV?

I guess I could open every one of them in UDB and check the monsters' placement in each map.. but that will take ages...

I'd be interested in playing the ones that implements both HMP and UV.. please help me /vr/

>> No.9205304
File: 407 KB, 1245x923, hyperblaster.jpg [View same] [iqdb] [saucenao] [google]
9205304

>> No.9205313

>>9205304
Quake 2 had pretty satisfying guns. Imagine Q1 map design with Q2 weapons.

>> No.9205316

>>9204701
Im surprised that gzdoom stopped any development of the advanced shadowmapping.

>> No.9205319

>>9205313
you didn't get me, the enemies will literally kneel if you shoot hyper blaster at them

>> No.9205320

>>9204745
>Q3 but worse
Which was already "Q2 but worse"

>> No.9205328

I’ve always wondered, are the hell floor textures supposed to be snakes or intestines?

>> No.9205330

>>9205319
Fucking gunners auto popping a grenade when they kneel.

>> No.9205338

>>9205313
That’s what Q2M does.

>> No.9205339

>>9205328
I always thought those light spots were suckers, like it's a writhing mass of octopus tentacles.

>> No.9205348

>>9205286
Generally, they don't have difficulties implemented but they're supposed to be more casual. When harder maps pop up, they tend to have difficulties implemented.

If one seems interesting to you, I'd just play it on HMP - the easier maps will probably be the same as UV and the harder ones might be nerfed a bit.

>> No.9205420

>>9205313
>>9205338
Should've shared the link as well.
https://www.quaddicted.com/forum/viewtopic.php?id=951

>> No.9205436

>512 Lines - Cordova Town
lol, lmoa even. This map was pretty comfy right until the yellow key gate. I don't even know how many viles came out there, but in the end I had like +14 kills because one fucker snuck away and ran through the level resurrecting everyone while I was dealing with the Cyberdemon. Also, loved the secret.

>> No.9205441

>>9205320
How is the Quake 2 modding scene like? I've only played with Doom and Quake 1 mods.

>> No.9205451
File: 2.94 MB, 854x480, 1594502201194.webm [View same] [iqdb] [saucenao] [google]
9205451

>>9205441
It's very small, especially with the small amount of interest in Q2 mapping. You have to know your way around C if you want to mod it.

>> No.9205464

>>9204869
Well, all this is is a very long, very detailed tracer with the start and end size ratios being set to 1.0. Since everybody wants the advanced sprite tracer settings exposed, you'll be able to set it up this way yourself in the new version if you want to. You could also set it up in any other way really, that's the beauty of it.

>> No.9205473

>>9204745
!?!?!
VQ3 has 100 Damage Rails, you're cool with that?
>160dps LG
>random shotgun spread

>> No.9205481

>>9205451
Wait, are you playing as a shotgun guard with a blaster guard skin?

>> No.9205484

>>9205451
I want to keep a running list of shooters with good mod scenes.
>Doom
>Quake
>Half Life
>Half Life 2
Anything major I'm missing?

>> No.9205485
File: 356 KB, 434x684, 505.png [View same] [iqdb] [saucenao] [google]
9205485

>>9205481
That's just the good old male 'disguise' skin, there's a variant across all the models. Love it.

>> No.9205493

>>9205484
Serious Sam has a good amount of custom maps. Unreal, RTCW, Thief all might be worth looking at for that too. Wolf 3D has a lot since it's so easy to make custom content for it. Heretic and Hexen aren't doing bad either since they're Doom engine games.

>> No.9205494
File: 283 KB, 1266x688, 1639430988611.png [View same] [iqdb] [saucenao] [google]
9205494

>>9204969
>Read the thread faggot jebus christ
Underage spotted.

>just fuve posts earlier or so someone asked the very same question
Hmmm let's see what they actually asked :
>>9204819
>were there any new level editors or source ports released between then and now?
>any new level editors or source ports

The other anon was asking about doom megawads WADs with overhaul.
Sooo that makes YOU the illiterate retard. Get "No U"'d.
While at it, kill yourself.

>> No.9205495

>>9205484
Duke Nukem 3D

>> No.9205498

>>9205484
STALKER series.

>> No.9205510
File: 522 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
9205510

>> No.9205513

>>9205510
> quake getting dangerously close to doom
bros we gotta do something about it, I don't like this

>> No.9205516

>>9205510
>>9205513
Based, Quake is the better game

>> No.9205520
File: 423 KB, 2156x1709, 6512512361.jpg [View same] [iqdb] [saucenao] [google]
9205520

>>9205516
>Quake is the better game

>> No.9205524

>>9205510
>/vr/ lives rent free in these threads
Based

>> No.9205528

>>9205510
>lovecraftian secret wanted
>multiplayer destructor posting
>especially interesting gamepad
>meatball gimmick crosshair
>whatever, retarded opinions thanks
>possible updates easier
>serious, duke wrong
>maps playing long, fast
>retro pain retard
>play strogg hard yes
>cool quake wad
>enemies fun enough
>gameplay movement fucked, takes running
>faster shotgunners, discuss

>> No.9205536

>>9205510
>/vr/ lives rent free in these threads
Based

>> No.9205538

>>9205484
Battlefront 2 and Halo CE have a lot of mods

>> No.9205557

>>9205538
I wish Halo CE had some actually good single player content. Other than Lumoria there are no custom maps that would at least match the quality of the original or at least would do that without just recycling those original maps.

>> No.9205561

>>9205485
Wait, that's from the mission pack, right?

>> No.9205567

>>9205510
>remove gzdoom
I cannot wait until the day something replaces it

>> No.9205569

>just found out today there is a full-scale castlevania conversion wad
wtf man.
I still can't get over how fucking insane the mod community is for doom.
t.zoomer.

>> No.9205598

>>9205569
Now go and look up kart racing mod.

>> No.9205604

>>9205598
Was there one released since THAT one time?

>> No.9205608
File: 1.65 MB, 1929x1085, Screenshot_Doom_20220824_191142.png [View same] [iqdb] [saucenao] [google]
9205608

>>9204701
I tweaked the famous lights.pk3 file for GZDoom in Slade just to see what I can do with it and loaded a fully unlit MAP15 from Doom 2. The results are actually pretty good and look even better in dynamic. It's a shame that GZDoom can't draw shadows for objects and floors/ceilings, making the image way too abrupt, but sometimes the level design just works. Maybe I'm gonna make a full megawad with the idea that the main source of light are vanilla light decorations.
t.GuyWithTeaCup

>> No.9205613
File: 893 KB, 1929x1085, Screenshot_Doom_20220824_190742_01.png [View same] [iqdb] [saucenao] [google]
9205613

>>9205608
I really dig into these random things, when the initial level design aimed on standard sector lighting is peppered with some light decors, which makes the scene work even with the "modern" tech.

>> No.9205668

>>9204782
I really like the flavor the tracers add

>> No.9205670

>>9205569
I found that Castlevania TC a little while back, too, after driving myself crazy theorizing how to do it myself.
And holy shit it's so fucking fun. I'm glad somebody else had the good sense to do it before I ever even thought to.
["Don't Wait Until Night" intensifies.]
https://youtu.be/AHgAYzVo-Ag

>> No.9205684

>>9205569
Someone made the original Legend of Zelda in DOOM II...think it's the full game.
Check out Ashes 2063 and Golden Souls.

>> No.9205697

>>9204782
So how did you do it?

>> No.9205715
File: 2.05 MB, 4096x2781, Fa5Fxh6X0AAZSUH.jpg [View same] [iqdb] [saucenao] [google]
9205715

>> No.9205748

>>9205715
Weird, never realized those were twins.

>> No.9205829

>>9205748
>>9205715
they're literally clones
kinda spooky

>> No.9205838

>>9205829
They aren't clones in the way Clone troopers are.

>> No.9205841

>>9205484
Carnivores.

>> No.9205842
File: 46 KB, 2265x453, afdfdsshfgdhgfh.png [View same] [iqdb] [saucenao] [google]
9205842

>>9205697
So basically, the way these work is that each tracer spawns a TracerMover object that itself spawns a number of NewTracerBeam objects that make up the actual visible part of the tracer. There's a bunch of logic in the TracerMover that actually moves all the bits along (instead of spawning them every frame like before) and sizes them correctly, and even destroys them if they end up somewhere they shouldn't be. These classes are then derived from to make the three tracer types (single bullet, shotgun, psmg).
Initially, this was written in a sort of highly configurable and experimental way where every piece was configurable by changing the code. Then, I had the idea to just make the configurations CVARs to speed it up and make it so that I could test different settings ingame. Now the problem with that was that every single piece of the visible section of each tracer was doing lookups for a few CVARs. If this was just a standard memory access it wouldn't be the end of the world, but apparently a CVAR lookup is probably an order or two of magnitude heavier than that. Not the end of the world when it's done once in a while, even a few times a frame, but when you hit, say, 20 * 45 * 3 (number * quality * cvars) lookups in one frame just for tracer parts by shooting an SSG it starts to matter.
The fix is simple, the parts don't need to know anything because the TracerMover is responsible for them. The TracerMover does the lookup once per tracer, then passes the result to the NewTracerBeam pieces. This saves nearly the entire in that multiplication above, turning it to (20 * 6) instead.
If I really, REALLY wanted to optimize this further, I'd have the thing making the TracerMovers do the lookup once, but that would muddy up some other code. Might still do it though.

>> No.9205843
File: 15 KB, 351x359, ouchface.jpg [View same] [iqdb] [saucenao] [google]
9205843

>>9205842
Wow that post ended up formatted badly.

>> No.9205849

>>9205510
>consider revenants

>> No.9205891
File: 78 KB, 800x800, Shambler design by Alex Palma as if this is what it could look like in a modern Quake.jpg [View same] [iqdb] [saucenao] [google]
9205891

Even if Doom was always cartoonier and Quake was grittier (NIN included), i can see how Doom can have an edge over Quake in terms of Horror or surreality
Both are kinda "sci-fi x fantasy, with some supernatural evil" but Doom's Hell was always diverse/versatile and Doom had different art styles throughout the games, while Quake bounced between dimensional Shamblers and Strogg, since they're kinda seperate
In a way, it's easier to imagine Doom take elements from Quake (And maybe other games like Heretic) than the other way around
Hell is a representation of evil that KNOWS it and hates humans, so some demons can look scary or specific in ways to have meaning behind their looks as if it's intentional in-setting
Basically "fuck you human haha"
While Lovecraft influenced things are supposed to be "undescribable" or meant to be misunderstood, meaning whether they hate humans could be unknown, even if they still defy our world's nature
And with stuff like tentacles/eyes/mouths and "eldritch looks", there's only so much you can do with Cthulhu or Nyarlathotep until some Lovecraft fan complains you're missing the point, so no wonder some people use that DeepDream AI shit to generate "spooky eldritch visuals"
But from Hieronymos Bosch paintings to horror movies and JRPG's, you think there's a lot that can be done creatively with Hell and demons, even if Urdak is not the same as actual biblical references
Even fanmade redesigns on Deviantart and assets in wads/mods show how you can stretch Hell in Doom, while Quake's "fan expansions" is less than Doom's
Doom's Hell still had some limits but that can depend on certain versions of it (You can partially blame it on modern Doom lore) and its potential can be examplified when cherrypicking the right assets/designs
Q1 still had material that made the "sandbox" bigger thanks to expansions

>> No.9205912

i don't like quake because encounters are dark and scary unlike doom where theres lots of color

>> No.9205929
File: 1.50 MB, 680x629, 192.png [View same] [iqdb] [saucenao] [google]
9205929

>doom
More like dumb lol

>> No.9205931
File: 27 KB, 646x431, 1643620331469.jpg [View same] [iqdb] [saucenao] [google]
9205931

>>9205929
DON'T REMIND US

>> No.9205940

>>9205929
OK ass-pained Wolf3D fan

>> No.9205952

>>9205569
>>9205684
Simon's Destiny is also by the same developer as the Golden Souls series.

Pretty sure he sometimes shows up around here too, he's a pretty cool dude.

>> No.9205980

>>9205510
>green hideous tomato
>meatball gimmick
>half death
>lore slugs
>flesh revenant

>> No.9205987

>>9205980
>lore slugs
Freakrounds getting noticed huh.

>> No.9205989
File: 27 KB, 320x199, 1649114785830.gif [View same] [iqdb] [saucenao] [google]
9205989

>>9205849

>> No.9205993

>>9205510
>added love gun

>> No.9206007

>>9204701
>8KVavoom source port exists
>It supports beautiful true dynamic shadowmaps, using ZDoom light decorations
>Very little people do maps which are aimed at it
Why? Holy shit, why? Yes, it has troubles with ZScript and basically a very distant relative of it, but still, damn, why? Engine is a tad slow, yeah, but it has normal modern lighting options, even quake-ish semi-baked magic tricks if your PC can't handle all the heat. One of the best Doom source-ports out there is buried in obscurity, and there is nothing I can do,

>> No.9206008
File: 803 KB, 900x900, DoomCringe.png [View same] [iqdb] [saucenao] [google]
9206008

>>9205510
>keep high sense
>lost fix hands
>actual atmosphere
>already original
>difficulty aim
>>9205989
>Lost the template.
Ouch.

>> No.9206017

>>9204701
Aww my webm made the OP post

>> No.9206039

>>9206007
Big Z has a monopoly on the UDMF port market, they hire hitmen to take out modders and mappers for any UDMF port other than ZDoom and its lineage, and god forbid you try to make an alternative to UDMF, you'll turn up with 52 shots in the back of the head, cause of death: suicide.

>> No.9206041
File: 96 KB, 667x900, E4s_6SoWQAI1-Wj.jpg [View same] [iqdb] [saucenao] [google]
9206041

Please... I need more of her.. I need Ion Fury Aftershock gameplay... or at least a release date ..

Weren't they supposed to show it somewhere in Gamescom, right ?

Oh well, I got a bunch of other shooters to play in the meanwhile.

>> No.9206082

>>9204836
How about level editors? The one I used was Eureka, was big in to Linux around that time and Eureka was one of the few that ran on Linux. Has SLADE become usable for maps or is it still the jank crap it was back then?

>> No.9206086
File: 30 KB, 320x200, 1495344245785.png [View same] [iqdb] [saucenao] [google]
9206086

>>9206008

>> No.9206094

>>9206082
Ultimate Doom Builder can compile on Linux, it's got some jank (certain features can cause crashes, some UI elements don't display properly) but it's what I use.

>> No.9206098
File: 2.83 MB, 1280x720, Rocket Rings.webm [View same] [iqdb] [saucenao] [google]
9206098

Messing around with potential ways to show the rocket radius more clearly. This one actually looks interesting, but it' kind of hard to see without all the other effects disabled like I have here.

>> No.9206102

>>9206098
Do a vertical ring too.

>> No.9206108

>>9206102
I'm not sure if I'll keep this effect, but just for kicks I'll add a second ring and rape my processor. Hold on :^)

>> No.9206125
File: 2.88 MB, 1280x720, 3 rings lol.webm [View same] [iqdb] [saucenao] [google]
9206125

>>9206102
Well I added two more. Looks a bit silly, but oddly performs well even though it's 1080 particles and calculations every time.
Weirdly, just making the rings have a radius of 128 doesn't let them visually match the actual "effective" explosion size, so these are around 30% larger.

>> No.9206127

>>9206098
>>9206125
Just do it in all directions like with Quake (you can reduce the density as you aren't doing clean rings, also make them last slightly longer).

>> No.9206128

>>9206125
Oh my god I'm fucking retarded about the radius nevermind
>final distance is v * t right?
>what about acceleration?
>the fuck is accelerati- oh

>> No.9206135

>>9206125
Consider shelfing this concept for a slower weapon if the particles get to be too much.

>> No.9206136

>>9206127
Yeah I was gonna do that or make ~2 rings with semi-random tilt to them. I'll see what looks better. I worry that a full 360 spread will be too sparse to use effectively.

>> No.9206142

>>9206135
As it turns out, I could probably spam the absolute shit out of them and not have to worry. At this stage it's more about visual intelligibility than performance.

>> No.9206150

>>9206142
Maybe have just the particles as an altfire? Sort of a rocket launcher equivalent of aim down sights/scope.

>> No.9206154

>>9206150
No altfires in Babel. Obviously though, there will be a setting. What I mean by visual intelligibility isn't "Will this be too cluttered" but "will people understand what this represents if I don't tell them?"

>> No.9206163

>>9206154
Make the particles black maybe?

>> No.9206165

>>9206125
Can you give this whole effect random yaw/pitch/roll while keeping its shape?

>> No.9206169

>>9205436
Thanks. Glad you had fun.

>> No.9206172

>>9206165
Is it possible? Absolutely.
Am I a big enough brain man to put quaternions into GZDoom to do it without wanting to ack myself? Well...
Let me get reasonably fast math for a good sphere shape worked out and I'll get back to you.
>>9206163
That would improve contrast, but then there's the consideration of visual style. Maybe I'll just make a bazillion configurations of these and leave it up to a setting.

>> No.9206182

>>9206172
At the end of the day though all you can really do is add some warnings to the options list if you leave it configurable. It's the users own fault if they crank all the sliders up and make it a 2hu bullet hell bukkake of pixels. Just set them to defaults that won't blind people when they fire a gun and any further fuckery is on them.

>> No.9206187
File: 2.76 MB, 1280x720, Big Think.webm [View same] [iqdb] [saucenao] [google]
9206187

Well THAT's not a sphere...
>>9206182
Pretty much. Same thing with the new tracer settings. You could send yourself into a seizure by misusing them, I'm sure, but the defaults are fine.

>> No.9206205

>>9206172
I just had a thought, if this is for gzdoom anyway, then instead of particles you could use md3's of single squares with rings textured on, with a random rotation applied
I'm a freak that likes to experiment with models in gzdoom though, I think it'll take a couple more years for this sort of thing to become popular

>> No.9206209

>>9206172
Maybe an option for the particles to flicker every 5-ish seconds while the rocket launcher is active?

>> No.9206221

>>9206041
>Weren't they supposed to show it somewhere in Gamescom, right ?
As it turned out, they didn't brought Aftershock there. Only original Ion Fury because... I don't know. It's nothing new for gaming events to show off released games, but whatever. Gotta wait for Realms Deep. Instead, (in terms of newer stuff) 3D Realms is showing Cultic, Tempest Rising and (allegedly) some unannounced game on Gamescon.
>>9206086
Sweet. Thank you very much, anon.

>> No.9206227
File: 2.80 MB, 960x540, Used my degree skills for the first time in years.webm [View same] [iqdb] [saucenao] [google]
9206227

Observe as I fumble and try to test the radius like a moron, forgetting I can freeze time.
>>9206205
Pretty sure metadoom does that and it looks okay, but I'm also pretty sure I'm well known as a particle fetishist by this point so I wouldn't want to disappoint :^).
Seriously though, I might do this. Trying to at least get the basics down because I'm about 5 months past my intended release date due to bullshit.
>>9206209
This is also a thought, rather something like this that wouldn't look as jarring. I wouldn't put it on by default but doing that wouldn't even be hard. A simple "rocket guide" can be done with an event handler, or even in the weapon.

My boss just emailed me so I have to actually do my job now, no more updates for a bit.

>> No.9206229

>all the other fps threads in the catalog are bait
what's going on?

>> No.9206248

>>9206142
Go hogwild, I wanna see Quake style particle spray with the explosions.

>>9206227
That looks pretty good. Maybe make a third of them reach a little shorter, and another third reach a little longer, to make it look less like a pure sphere.
Is this Decorate or ZScript code btw?

>> No.9206249

>>9206086
Haven't made it far enough into tnt. Is this based on any location from the game?

>> No.9206256

So what's the verdict on Corruption Cards? I've been playing it for the first time now, and while it is very fun, it does also make Doom II exponentially harder. I've been slowly but surely making my way through it and MAN does this make the base game of Doom II harder, but in interesting and fun ways.

I just came across a card that I can't really make heads or tails of. I think it was called Grace of Lilith or something like that? And now monsters' aim is way off and their death animations are different, sounds are different and specters look different now? Can anyone here explain what exactly this card is doing? It doesn't make much sense to me.

>> No.9206263
File: 61 KB, 1413x835, code.png [View same] [iqdb] [saucenao] [google]
9206263

>>9206248
ZS, but you could do it in Decorate+ACS with a bit of fiddling. it's just more succinct in ZS. This is far from a final version as well, so it can probably be done better.

>> No.9206265
File: 568 KB, 1920x1080, grove.png [View same] [iqdb] [saucenao] [google]
9206265

>>9206229
It's most likely all sorts of dumb reasons. From the last few years in particular, the new Dooms and "retro-style FPS revival" exposed more people to these games.

>> No.9206274

>>9206256
i mix it with mods like colorfull hell, champions, legendoom lite and trailblazer

>> No.9206278

>>9206256
it's a lilith.pk3 reference

>> No.9206279

>>9205087
Most mappers are amateurs, and Boom does have some features that make amateur, vanilla-style maps somewhat easier.

>> No.9206331
File: 43 KB, 670x531, 1655319245648.jpg [View same] [iqdb] [saucenao] [google]
9206331

>>9205989

>> No.9206341
File: 422 KB, 636x452, the cooler revenant.png [View same] [iqdb] [saucenao] [google]
9206341

hey doombros, newbie mapper here and I'm just wondering what's yalls tips for making good, almost build engine-like environments? I recently blazed through Ashes 2063 and it's level design was phenomenal to me, and I'd love to achieve something similar in my shitty wads.

>> No.9206346

>>9206341
Make a brazillian different little interactable actors and put them everywhere appropriate. Also pay a lot of attention to lighting and scale. Build environments are usually less abstract and feel like real places.

>> No.9206349

>>9205528
>cool quake wad
So...textures?

>> No.9206350

>>9206341
Interconnectivity. Everything loops back to everything.

>> No.9206391

>>9205261
this is neat as hell, although I wonder if the light should get that bright since it's just a lantern

>> No.9206410

>>9206391
it's, uh, a magic lantern

>> No.9206417

>>9205261
Looks really underdetailed and cartoony compared to the other assets desu.

>> No.9206430
File: 2.78 MB, 960x540, Tilty Rings.webm [View same] [iqdb] [saucenao] [google]
9206430

My boss made me spend almost an hour explaining how to do a git push and git pull to him. I cannot believe I work remote for a silicon valley tech company. Fuckers don't even pay me a proper salary while they get paid $150k/yr to do this shit.
So I worked out an easy way to make tilty rings. Probably would need a bit more tweaking before being used since sometimes they can line up pretty well by accident. I also tried the fear particle thing and I gotta say, it's damned near unreadable in the midst of combat. I thought it would be a good idea, but I'm pretty sure it's useless. Making it more visible would impact visual readability too much, so I may can it unless I figure out a better way to do it.

>> No.9206436

>>9206417
Any suggestions on how to improve it?

>> No.9206463
File: 2.92 MB, 960x540, Looks better than I expected, honestly.webm [View same] [iqdb] [saucenao] [google]
9206463

>>9206430
Once again please note, I've disabled all other explosion effects and have these at really high density. A final version would definitely have at least one explosion sprite, and might not be as absurdly thick.

>> No.9206468

>>9206229
dunno, but this is genuinely the first thread I've seen in like 4 months that is good.
it's weird to see actual constructive feedback, intelligent insight and a clear passion for video games being discussed here inbetween bait /pol/ threads and anons calling each other retarded faggots like on /v/.
i feel like I've warped into an alternate dimension where 4chan is actually cool.
weird.

>> No.9206470

>>9206430
>>9206463
Fuck that is so cool.

>> No.9206472

>>9206436
Make it look more detailed and less cartoony, so it doesn't stick out like a sore thumb among the other assets.

>> No.9206479

>>9206470
Special sauce here https://hastebin.com/icixivacil.cpp
I'm doing 3 of these at angle+0, angle+120, and angle+240 in the rocket's death state. Works well to make sure they don't overlap too hard.

>> No.9206480

>>9206249
its the end screen for the episode if I remember correctly.
I haven't played tnt or plutonia for years so I could be wrong.

>> No.9206481

>>9206472
>Make it look more detailed and less cartoony
Yeah, you said that already, but what would you suggest?

>> No.9206491

>>9206479
Sadly I can't use this due to Zandronum compatibility, but posting your source like that for people to share is some good shit.

>> No.9206494

>>9206086
Why is his right elbow so high up? Looks like he's carrying a limp plasma rifle.

>> No.9206495

>>9205261
Can you post the graphics for this?

>> No.9206497

>>9206463
Neato. Can you speed it up and make the rings smaller?

>> No.9206498
File: 3 KB, 254x51, Screenshot from 2022-08-24 18-52-17.png [View same] [iqdb] [saucenao] [google]
9206498

Heh.

>> No.9206505

>>9206495
Sure. Here's the wad and the xcf.
https://litter.catbox.moe/c1b0r9.zip

>> No.9206506

>>9206491
Oh absolutely, I'd love to see this be used somewhere else. It's totally doable in Dec+ACS as well I'm sure, so zandy could get it. I've always maintained that anyone who wants to can and should root through and use anything they want from mods, mine especially included. It's the only real way to learn. I wouldn't be modding today if I hadn't torn apart BURL TUMD back in ~2012ish.
>>9206497
Making the rings smaller would somewhat defeat the purpose since they're supposed to outline the explosion radius, but speeding it up is super easy. I'd do it right now and demonstrate but I'm trying to get the sphere to do a nice internal diffusion at the moment.

>> No.9206518

>>9206481
darker colours

>> No.9206526
File: 671 KB, 1920x1080, mpv-shot0001.jpg [View same] [iqdb] [saucenao] [google]
9206526

>>9206506
Maybe an edge case but it clips through walls. If it was either smaller, didn't linger as long, or a little of both it would be too quick to notice.

>> No.9206539
File: 2.91 MB, 960x540, Quicker.webm [View same] [iqdb] [saucenao] [google]
9206539

>>9206526
More like a known, accepted, and unavoidable issue, but yeah, particles don't touch anything ever. No real way to stop it unless you want to do one raycast per particle and launch them to the impact point explicitly. I could do that of course, but it would be absolutely horrific on performance. You'd have the same problem with nearly everything except replacing the particles with actors that have the ability to interact with (read: be destroyed by) walls, which also has almost the same issue as the raycasts.

>> No.9206550

>>9206539
Yeah that's rad, it's more explosive and less shockwavey FreeSpace 2 looking

>> No.9206563

>>9206463
Maybe if each ring had a different speed, possibly with a random chance to offset by 1 tic between, they wouldn't line up as easily?

>> No.9206569

>>9206463
>>9206472
Kind of makes me wonder if a more cartoony mod would work also.

Acme fucking holes in the wall and shit.

>> No.9206572
File: 2.89 MB, 960x540, Trying to mix effects back in.webm [View same] [iqdb] [saucenao] [google]
9206572

>>9206563
Oh you mean something like this? :^)
I was just working on how to blend the old sprites back in and not ruin it. I think the high speed would actually be a detriment without tweaking the sprite, but I'm sure I can figure something out.

>> No.9206580
File: 2 KB, 117x136, AM-Lantern.png [View same] [iqdb] [saucenao] [google]
9206580

>>9205261
>>9206417
>>9206505
I'm amateurish as hell with spriting, but how does this look? I'm not entirely attached to the chains, so those could go if nobody likes them.

>> No.9206583

>>9206580
A little more work on the glass bulb and that's gnarly. Maybe even make the flame FIREBLU to match the Liteamp's color scheme.

>> No.9206586

>>9206583
>Maybe even make the flame FIREBLU to match the Liteamp's color scheme.
I considered that, but it looked goofy. I'll make the glass less flat.

>> No.9206587

>>9206580
Love the base and the little skull thing, but how are the chains supposed to work?

>> No.9206591

>>9206587
Black magic. Or the links were just welded together.

>> No.9206607

>>9206591
>Or the links were just welded together.
lmao my mom would buy something like that

>> No.9206618

Is duke4net the only duke forum?

>> No.9206621
File: 2 KB, 117x136, AM-Lantern-v2.png [View same] [iqdb] [saucenao] [google]
9206621

>>9206583
>>9206587
Here's another. I decided to just redraw the flame. I also added a little spout to pour in the oil.

>> No.9206628

>>9206572
I like this a lot actually. The offset adds back in some lingering bright orange at the impact but not so cluttered by the time it expands.

>> No.9206630
File: 233 KB, 463x386, lol.png [View same] [iqdb] [saucenao] [google]
9206630

LOL decided to check on the KEX remaster updates and holy shit Timmy is back at it again lmao get the fuck out of here with your 2fort clone hahahahaha

>> No.9206632

>>9206621
Base is perfect. The rust patch on the skull is a bit too much imo and a flame on a wick probably wouldn't segregate.

>> No.9206634

>>9206630
You just have to accept it bro, he invented walking forwards in first person games.

>> No.9206640

>>9206632
I like the rust patch on the skull because it ties the design together more.
>and a flame on a wick probably wouldn't segregate.
Maybe not, but it looks neat.

>> No.9206642 [DELETED] 

>>9204745
people still play quake live you chode. it is the 2nd most played on the currently most played quakes right now

>> No.9206663

>>9206621
The glass should be made with a low opacity yellow, everything else is on point.

>> No.9206665

>>9206663
Does Boom have per-pixel opacity?

>> No.9206668 [DELETED] 

oh shit checkem

>> No.9206669
File: 373 KB, 800x800, 9c566378740a2f96eebd55e0da094999.jpg [View same] [iqdb] [saucenao] [google]
9206669

>>9206632
>and a flame on a wick probably wouldn't segregate.
That design is more of an oil lantern so it wouldn't have a wick.

>> No.9206671

>>9205929
>it turns out the real doom was how this general was doomed from the start
please let it stop

>> No.9206672

>>9206669
But don't these kinds of oil lamps have wicks?

>> No.9206674

>>9206665
Not sure why it wouldn't

>> No.9206675
File: 2.55 MB, 640x360, Hiro pls make webm size larger.webm [View same] [iqdb] [saucenao] [google]
9206675

Are you ready for a webm where you can't fucking see anything? I know I am.
I made 3 settings for the rocket explosions. One preserves the legacy look (ignore the broken particles they're still toggleable, just disabled because I was reusing the effects). Another uses the multi-explosion style but with 3 rings of slower particles, called "Meaty". The third is a single explosion style, but uses 3 rings of fast particles, and is called "Snappy".
I was gonna put this on streamable to preserve quality but now you have to log in for that shit so lolno.

>> No.9206684
File: 2.96 MB, 960x540, Replay_2022-06-09_16-40-28.mkv.webm [View same] [iqdb] [saucenao] [google]
9206684

>>9206675
>he doesn't know about VP9
i think the filesize limit is up to 4mb universally, too

>> No.9206685

>>9206672
Technically but not in the way where you're burning it like a candle, the thing burning is basically the gas.

>> No.9206687

>>9206684
It's definitely not up to 4MB on /vr/, and since I'm a retard and webm for retards doesn't use VP9 I haven't used it yet. Probably should look into it, but once I get the particle density configurations done for these effects I've got another ~2.5k words to write today. Thank god for caffeine.

>> No.9206689

>>9206685
Ah I see. I thought it was the same principle as e.g. Zippo lighters.

>> No.9206693

>>9206684
>>he doesn't know about VP9
no I don't, since when it's supported?

>> No.9206694

>>9206687
try handbrake

>> No.9206696

>>9206687
>webm for retards doesn't use VP9
No? I thought it was an option.

>> No.9206703
File: 1.83 MB, 1920x1080, It really should be Particle Density Reduction, my bad guys.webm [View same] [iqdb] [saucenao] [google]
9206703

>>9206696
Well fuck me, it is, it's just in advanced options. Turns out I really am a retard as I thought I was, just a bigger one.
Jesus christ my CPU nearly lit on fire doing this.

>> No.9206706

>>9206703
Also yes I renamed this setting after recording this. It's unintuitive how it works, I know, but it makes the code less horrible.

>> No.9206710

>>9206468
oh yeah, these threads are an order a magnitude better 95% of the time, and even at their worst are still better than most of the site.

>> No.9206750

>>9206221
Is there supposed to be a Realms Deep this year? Haven't seen anything about it

>> No.9206781

>>9206703
That's some good graphics

Snappy might synchronize with just one ring being offset a single tic. Otherwise it looks better with the particles turned down.

>> No.9206789

>>9206781
>Snappy might synchronize with just one ring being offset a single tic
You mean do 2 on tic 1 and 1 on tic 2?
>Otherwise it looks better with the particles turned down
If it wouldn't absolutely rape the menus I'd make one CVAR for every single instance of particle effects so they could all be changed around individually. Don't tempt me aaaa

>> No.9206791
File: 104 KB, 933x699, 1644327273-0.jpg [View same] [iqdb] [saucenao] [google]
9206791

how long does it take to get the hang of serious sam? furthest I made it was 4 levels in, barely getting by even on normal

pic unrelated

>> No.9206823

>>9206791
It took me at least one full playthrough of the first two games. I was getting mega filtered in those first few maps when it starts ramping up.

>> No.9206835
File: 196 KB, 1500x1395, 81Aj44OGcML._SL1500_.jpg [View same] [iqdb] [saucenao] [google]
9206835

>>9206789
>You mean do 2 on tic 1 and 1 on tic 2?
Exactly. The meaty setting defeats picrel effect even with all the particles.

>> No.9206839
File: 82 KB, 1082x818, nuttinghard.jpg [View same] [iqdb] [saucenao] [google]
9206839

>>9206572

>> No.9206846

>>9206791
Enable cheats and memorize rocket jump shortcuts until you get the hang. There's a secret rocket launcher right at the first area.

>> No.9206961

>>9206346
hue

>> No.9206967
File: 2.94 MB, 960x540, HNNNNNG.webm [View same] [iqdb] [saucenao] [google]
9206967

Turns out I don't even know my own mod and coded the rocket ring density backwards. The menu name for the setting was accurate, I'm just retarded.
Probably gonna give the rocket its own density setting though, just because the effect can be very intensive. That way it can be turned up and down independently for people who don't like or can't handle the highest density while leaving the other stuff in the mod unaffected.
>>9206835
I'll try that after I finish writing this webnovel chapter
>>9206839
Webm related for me, it's so fucking satisfying but I really need to stop playing for another thirty minutes or so. Fuck.
Couldn't even VP9 this because it ended up too big for some reason.

>> No.9206997

>>9206846
Are you also going to recommend blasting through every level using god mode and idclip for Doom?

>> No.9207052
File: 52 KB, 1969x759, absolute hacker-tier power.png [View same] [iqdb] [saucenao] [google]
9207052

>>9204714
One hour left on this. Results are pretty clear though.
>6 people don't want new rocket effects
I made the legacy setting just for you so it's the same as before :^)

>> No.9207095

I just finished Nostalgia wad
Anyone can recommend me something very similar to it?

>> No.9207132
File: 221 KB, 1366x1621, poll results.png [View same] [iqdb] [saucenao] [google]
9207132

The results are in, and this is how people voted.
>Sprite Tracer CVARS: 12-1 = +11
>Fear Puffs: 9-4 = +5
>Revenant Nerf: 4-9 = -5
>StrifeDamage: 6-5 = +1
>Rocket Explosion Effects: 8-6 = +2
So, next version will obviously have the sprite tracer config in it, and if I can figure out a way to make the fear puff thing actually decently visible I'll do that as well. Right now I do have it implemented, but the problem is that it's just plain not very readable mid-combat unless you're specifically watching for it. Merge in other normal fear particles and... yeah basically you can't see it at all.
We're also going to have new rocket effects as can be seen in this thread, along with an option for the old one which is remaining exactly as it was just in case. If I can figure out a not-awful way to make actors bleed when hit with an A_Explode I may do that too. As for the strifedamage, there are a few projectiles that lack it.
>Arachnotron plasma bolts
>Cacodemon balls
>Cyberdemon rockets (lol, not changing this, no point)
>Imp balls (all types)
>Mancubi shots
Each of these rolls a d8 for damage currently, but I may change one or two to use a d4 with an equal average value instead (ex 5d8~=22.5avg~=9d4). This normalizes the amount of damage done without really blowing up the balance, but does have the side effect of making lucky hits where you take little to no damage less common. I will see if I really notice the difference, but unless it's strikingly better I'll keep it as-is. Some may get it, some may not. The lower the damage of the projectile, the more likely I'll normalize it.
Aaaand, that's it. My hands are falling off after writing a combined 20k words today of tech docs, novel stuff, and shitposts.

>> No.9207153

>>9207132
>but does have the side effect of making lucky hits where you take little to no damage less common.
Worth it to cut out the other side of the spectrum.
'ate them 80 damage boner balls.

>> No.9207161

>>9207153
The boner balls were already normalized actually, for that exact reason. Also my example was kinda bad because it only results in a ~4 damage reduction on the high end. It would be smarter to normalize the big hits, rather than the small ones.

>> No.9207162
File: 98 KB, 1280x720, bait.webm [View same] [iqdb] [saucenao] [google]
9207162

>>9206693
Almost two months ago now. It's a godsend.

>> No.9207201

>>9206967
I wish I could do effects like that in Decorate

>> No.9207202

>>9207201
You are tempting me to try.

>> No.9207206

>>9207201
Actually, you know what, fuck it I'll make a coding horror. Zandronum or GZDoom Decorate? Seems like zandybam doesn't have particles in Decorate according to their wiki, so it might need ACS instead.

>> No.9207223

>>9207206
GzDoom, I don't know ACS at all

>> No.9207251

>>9207223
Well too late I started in zandybam with ACS but that's the way, way harder version so be assured the DECORATE version is basically just several hundred duplicated lines of spawning particles or using a user variable which is just bootleg ZS anyway.

>> No.9207262

>>9207201
>>9207251
https://files.catbox.moe/bhwula.wad
zandronum compatible, thoughts?

>> No.9207273

>>9207262
I mean it works, but I'm trying to replicate the ring thingy. It's a bit harder, probably because I haven't used ACS seriously in years.
If you really wanted to be a cool guy, you'd parameterize all those A_SpawnItemEx calls with appropriate sin and cos multipliers of angles to make a sphere in open space :^)

>> No.9207303

>>9207262
Why are you using individual sprites to make pixels? I'm 99% ZDoom ports lets you do stuff like these with its built in particles.

>> No.9207318

>fixed point angles aren't fixed point numbers
What even the fuck, holy christ no wonder this doesn't work lmao

>> No.9207356
File: 2.83 MB, 852x480, I am the FUCKING man.webm [View same] [iqdb] [saucenao] [google]
9207356

https://files.catbox.moe/9qr3vg.pk3
I am, in fact, the man.
Fuck's sake I had everything working but the angles and it took like 30 minutes to realize I needed to convert them. Only remaining question is how the fuck to make it work in zandy, but I'm assuming the only reason it didn't when I tried was because zandy had some retarded ACS quirks where it doesn't like how I got the XYZ variables.
So anyway, yeah, this effect is perfectly doable without ZScript. You could even do this with Zandronum Decorate, if you were an absolute fucking madman and wanted to code up a bunch of hardcoded ring formation generators. I wouldn't recommend it.
>try to use VP9
>"Your image contains an embedded file"
It's a fucking webm Hiro, jesus christ fix your website.

>> No.9207358

>>9207356
Oh wait it's because it doesn't have SpawnParticle holy shit. I thought it was just A_SpawnParticle but apparently it's both. Okay yeah you could do this in Zandronum but you'd need some custom particle actors with the right fade rates. Might not look as good.

>> No.9207360

>>9207303
I just didn't know how to lol

>> No.9207364
File: 35 KB, 740x427, guy with the gun.jpg [View same] [iqdb] [saucenao] [google]
9207364

>>9206791
what was always a massive buzzkill in Serious Sam was the coach gun not consistently dropping those faggot kleer skeletons in one shot. you had to be at like absolute pointblank doom 3 range for that shit to work. it needed to feel more like blasting pinkies in doom.

>> No.9207401

Is it just me or has there been virtually no good wads, or previews of projects the past few months?

>> No.9207476

>>9206791
I dunno, I was a baby at the time. What's giving you grief? The ambushes can be plain dickish, so there is no shame in quick-saving. The frog room on serious in the third (?) level is the one fight in the series I cheese every time by rocket jumping to a safe ledge.

Shoot always, don't let the guns idle in overwhelming fights.
Damage is consistent, so you can switch targets instantly knowing that blue mech will die to the second rocket.
You can also confidently run into a kleer or werebull with the coach gun if you've got lethal.
You can "store" a few kleers and werebulls in an orbit around you, like holding a piece in tetris.

>>9207364
Sam is about stacking damage in the most efficient manner. Double shotty has a brilliant and unique dynamic, where you time and space out kills with fine movement. One shot - one kill, not a second wasted, always a moment away from losing half you stack. Makes me feel like the chosen one.

>> No.9207498
File: 62 KB, 640x480, 3482-5-warning-forever.jpg [View same] [iqdb] [saucenao] [google]
9207498

Are there any multipart enemies you can destroy piece by piece in sprite-based shootans? Say, a crab enemy with claws as separate entities in front, or a centipede that shortens or splits over the course of the fight.

>> No.9207512
File: 54 KB, 720x960, ThatDemonHaircut.jpg [View same] [iqdb] [saucenao] [google]
9207512

>>9204703
Even more photos from FMV scenes for DOOM's 3DO port.
https://twitter.com/burgerbecky/status/1562095460407541760
On top of that, Rebecca mentioned this. Probably as a joke since she would likely need to get a greenlight from id Software & Bethesda for this... Unless it "actually" wouldn't be DOOM:
>Now that I've gotten your attention, is there any way in "hell" I could recruit a group of film volunteers to actually, properly, film cut scenes for DOOM 3DO and make the "Definitive Edition" for release on Steam?
https://twitter.com/burgerbecky/status/1562098141750595586
>>9206750
Yes. Realms Deep's website was getting updates recently with 2022 logo. And, allegedly, Wizordum's public demo should come out during the event.
https://www.realmsdeep.game/

>> No.9207558
File: 2.92 MB, 710x400, 1661377411427338.webm [View same] [iqdb] [saucenao] [google]
9207558

>>9204701
And thus the definitive way to play Doom has finally been attained and it is Voxel Doom with free look enabled + auto aim disabled. Soon we will also have voxels for the player's gun view and all the Doom 2 enemies, too. A true 3D experience!

>> No.9207562
File: 2.92 MB, 640x360, 1661377687464184.webm [View same] [iqdb] [saucenao] [google]
9207562

>>9207558
We'll never have to deal with the immersion breaking 2D sprites again.

>> No.9207567
File: 2.93 MB, 640x360, DOOM.webm [View same] [iqdb] [saucenao] [google]
9207567

>>9207562

>> No.9207572

>>9207558
>>9207562
>>9207567
Voxel Doom is definitely impressive. I don't agree it's "the definitive way to play Doom" but I'll be sure to involve it when / if I ever bother with a VR headset.

>> No.9207597
File: 199 KB, 290x528, file.png [View same] [iqdb] [saucenao] [google]
9207597

Just a reminder that DOOM64's PC port is free to keep on the Epic Games Store right now, it'll be available to grab for the next ~6 hours

>> No.9207598

>>9206572
> those pathetic LE PARTICLE squares
Cringe. Totally fucks up the aesthetic

>> No.9207601

>>9207598
Elaborate. No one can improve with vague statements like that.
Plus Babel's used square particles for a long time, if memory serves right.

>> No.9207602

>>9207558
ngl looks pretty good

>> No.9207603

>>9207601
Particle effects kill the aesthetic of the game, simple as. Pixel graphics look good and immersive, but those squares look retarded and DO NOT GO WITH THE PIXEL GRAPHICS.

>> No.9207605

>>9207603
Got any examples of Doom mods that do it more to your tastes then?

>> No.9207609

>>9207605
Perfect graphics mode is smooth doom. It BUILDS on the original look, adding animations, blood and gore effects that enhance the experience and even refresh the game to a degree.

It should be a golden example to everybody looking to enrich the game.

On the other side of the spectrum is Brutal Doom school - where you just stuff as much shit in the game as possible without a single fuck given about whether it fits and it looks like Monty Python's Flying Circus but not repelling instead of funny.

Unfortunately most mods are closer to the second.

>> No.9207612

>>9207609
In other words for people who are fine with degeneracy of particle effects - sure, do the thing, but for normal people with a sense of taste, it has to be different.

>> No.9207616
File: 16 KB, 261x261, Altfire hitspark.gif [View same] [iqdb] [saucenao] [google]
9207616

>>9207609
I'm actually not fond of some of the stuff Smooth Doom does in terms of animations. Often too many animations get smoothed out to the point where the keyframes are too muddled, making animations lose their impact and some tells get harder to spot.
Personally I find the square particles to be fine here in Babel, it reminds me of Quake's particle effects.

Now when I try to add extra flair to effects, I usually try to make the art assets themselves more bombastic, like gif related. But Babel Guy focuses more on coding wizardry for extra juice.
Ironically enough there are times I wish I had more coding expertise and more options to make my shit extra fancy.

>> No.9207625
File: 23 KB, 320x200, pocketsize.png [View same] [iqdb] [saucenao] [google]
9207625

>>9206086

>> No.9207629
File: 22 KB, 320x200, exploited.png [View same] [iqdb] [saucenao] [google]
9207629

>>9206086

>> No.9207630
File: 31 KB, 320x200, 1661420829792008.gif [View same] [iqdb] [saucenao] [google]
9207630

>>9207625

>> No.9207632

>>9207629
Remember that meme, was a great one

>> No.9207634
File: 88 KB, 320x338, Derp190725_162046132.jpg [View same] [iqdb] [saucenao] [google]
9207634

*cough* ahem.
FUCK HALLS OF THE DAMNED, E2 M6 CAN EAT MY FUCKING ASSHOLE, WHOEVER THOUGHT SPAMMING A THOUSAND PINKIES IN A DARK MAZE COULD BE DESCRIBED AS "FUN" AND "INTENSE" IS SO WRONG.
rant over.

>> No.9207645
File: 111 KB, 320x200, [unzips rocket launhcer].gif [View same] [iqdb] [saucenao] [google]
9207645

>>9207625
>>9207630
DSTAUNT.WAV

>> No.9207651
File: 2.93 MB, 532x300, the definitive doom experience 3.webm [View same] [iqdb] [saucenao] [google]
9207651

>>9207602
Yeah but tbf my epic gameplay makes everything I play look good desu.

>> No.9207661

>>9207558
Would be a cool feature for a port like Doom Retro.

>> No.9207667

what's the best soundfont for you? i just use gzdoom's default but would like to hear the midis in other soundfonts

>> No.9207676
File: 2.90 MB, 852x480, doom rt 2.webm [View same] [iqdb] [saucenao] [google]
9207676

>>9207661
What we need is Voxel Doom + RT implementation for the Super Definitive Doom Experience.

>> No.9207679

>>9207634
>HALLS OF THE DAMNED
Unironically one of my faves in the first Doom.

>> No.9207698

>>9207667
SC-55

>> No.9207701

>>9207667
I'm a LeapChad.
https://musical-artifacts.com/artifacts/2308

>> No.9207712
File: 166 KB, 1920x1080, square1.png [View same] [iqdb] [saucenao] [google]
9207712

>oi cheeky m8!

>> No.9207715

>>9207667
RLNDGM is the best all-around one that I'm aware of

>> No.9207724 [DELETED] 
File: 99 KB, 800x800, image (3).jpg [View same] [iqdb] [saucenao] [google]
9207724

Play more Quake Live

>> No.9207739

>>9207724
It hasn't stopped being inferior Quake 3 since the last time you shilled it.

>> No.9207757

>>9207739
Too bad you're shit at both.

>> No.9207760

>>9204701
This is so fucking depressing bros. Spoiled my day desu.

>> No.9207761

>>9207698
>>9207667
Don't use SC55 soundfonts. They all suck. Use SC55 recordings for your specific game.

>> No.9207763
File: 2.83 MB, 540x403, Uh hello you're not a medikit.gif [View same] [iqdb] [saucenao] [google]
9207763

>> No.9207765

>>9207763
Would this be doable in vanilla?

>> No.9207773

Every time the subject of Doom 1 vs Doom 2 comes up, some autist says "the Super Shotgun ruined Doom's balance" or "fights are too reliant on the Super Shotgun". After replaying Doom 2 with pistol starts, I realized it doesn't even have a fucking Super Shotgun on half its levels. Funny person.

>> No.9207779

>>9207773
It's a completely shit argument. A good player will use all his weapons in Doom 2 throughout (except pistol obviously). Obviously normal SG is not as useful as before but so what? That gun is boring anyway.

>> No.9207781 [DELETED] 

>>9207739
you must have got dunked on hard in quake live

>> No.9207782

>>9207773
I just wish they were on separate slots. The original shotgun still has a ton of utility and it's annoying to have to switch twice to get to it.

>> No.9207802

>>9207667
Roland's SCVA VSTi can't be beat

>> No.9207812

>>9207802
Based Roland chad. I'm partial to the Roland Canvas myself, even use it for my own songs

>> No.9207831
File: 30 KB, 480x360, gaijin4koma_peersblog_1200684654.jpg [View same] [iqdb] [saucenao] [google]
9207831

>high tech game
Awesome lightning guns, flamethrowers, cryo weapons, plasma swords.
>mage game
picrelated

How come fantasy games get perpetually mogged with their elemental weapons?

>> No.9207834
File: 1 KB, 247x143, isolated_warforged.png [View same] [iqdb] [saucenao] [google]
9207834

>>9207831
Because the designers are doofuses and can't make cool shit.
The trick is to sneak in some sci-fi into your fantasy.

>> No.9207835

>>9207831
because ironically, fantasy author either have no fantasy or too afraid of lawsuits to borrow from DND

>> No.9207837
File: 4 KB, 1143x34, 1641286580867.png [View same] [iqdb] [saucenao] [google]
9207837

>>9207834
Most early CRPGs had some kind of sci-fi. https://www.oldgames.sk/docs/Might-and-Magic/1/items.html
>Might and Magic 1: has a fucking blaster, and kept having blasters in their magic setting for 7 games
>Ultima 1: has space travel
>Wizardry: I know 7 has alien races, but I don't know about the earlier ones
>Final Fantasy: had fucking AIR SHIPS in a JRPGs
Only some like Dragon Quest or Bard's Tale actually tried to be fantasy and not sci-fi

>> No.9207838

>>9207773
Playing purely continuously, you can skate through nearly every fight in 2 with the SSG, but that’s not the issue. The problem is that the game rarely puts you in situations that justify using the stronger weapons.

>> No.9207842 [DELETED] 

multiplayer games (arena shooters only) are better than singleplayer and bring out gameplay potential unachievable out of singleplayer due to lack of motivation

Multiplayer competition is a constant battle of players one upping eachother

Examples:
Adrenaline Gamer (mod for the original half life) - Dust vs Expert 62-22 (AGMerkezi)
https://youtu.be/-292C_9UWKU

QuakeCon Quake Live Duel 2015
https://youtu.be/s9mKznxuqqg

In conclusion, single player games have little replayability.

>> No.9207845
File: 73 KB, 1411x723, Barrels.png [View same] [iqdb] [saucenao] [google]
9207845

>>9207837
I should specify then that MOST designers are doofuses and a lot of them nowadays are especially big doofuses for not embracing some sci-fi in their fantasy.
Because really that shit is pretty much magic to some booger eating peasant in a medieval setting anyway.

I'm a firm believer that sci-fi and fantasy go well together and no one is going to stop me from giving Samson a semi-magic Gauss pistol.

>> No.9207846

>>9207842
Why was Keel so popular in Q3A?

>> No.9207847

>>9207845
I agree. I want to see more sci-fi settings where magic has just been a thing and is used for technological progress, sort of like Masters of Five Magics except in modern times

>> No.9207851

>>9207847
That shit right there is exactly what I'm gonna do for my setting: Magic crystal bullshit that can serve as a battery and going forward into the future, they still use the same bullshit magic crystals as power sources, just more refined.
Really though that's stealing from Mega Man Legends and Refractor Crystals. Also stealing how they use smaller crystals as currency because that's cool.

>> No.9207853

>>9207838
>The problem is that the game rarely puts you in situations that justify using the stronger weapons.
Lol same as Doom 1 with the SG then.

>> No.9207856

>>9207851
It's not stealling, it's an inspiration.

>> No.9207862
File: 84 KB, 666x533, dfc14516477eaab97ea14c2615085577.jpg [View same] [iqdb] [saucenao] [google]
9207862

>>9207834
Nah, my point is that magic feels pathetic even for the setting, with less impact than you'd expect from a bow or crossbow. Amid Evil stands above the rest, but it's more of a celestial/multiversal setting. Undying is almost modern, but has the awesome frost dragon cannon and the skull spell https://www.youtube.com/watch?v=uiNfvPRePWo Dark Messiah stands out with environmental interactions. But dedicated mage simulators fucking suck, and adding tech doesn't address the core issue.

>> No.9207878

>>9207853
Pretty much. It’s a popular misconception. I’ve seen a lot of discussion about it on these boards and I’ve noticed it’s often been perpetuated from people talking about only Doom 1 and 2, not Final Doom or anything else.

>> No.9207889

>>9207862
>But dedicated mage simulators fucking suck, and adding tech doesn't address the core issue.
It doesn’t help that I can’t really think of any. Besides Hexen or Heretic, I can only think of that not-retro Lichdom game. Being a caster in Daggerfall felt awesome, though.

>> No.9207898

are the sunder maps the best looking doom maps ever? not really into slaughter maps but damn, how many 100's (if not 1000's) of hours has he put into them?

>> No.9207906

>>9207845
>Gauss pistol

Hnng. Yes please.

>> No.9207923

>>9207889
>>9207862
Arx Libertatis

>> No.9207926

>>9207763
nightmare fuel. like going to take a bite of your favorite food and finding a giant spider there instead

>> No.9207939

>>9207842
>playing with other people

>> No.9207963

>>9207939
lmao loser

>> No.9207979

>>9207609
Fortunately for you, every single particle effect in Babel can be turned off.

>> No.9207983

>>9207609
For me, it's vanilla smooth with the sprite fix mod and blood color .deh

>> No.9207986

>>9207842
If it's truly oneupsmanship you are after, you must find games with vigorous playerbases and monetary incentives, not aging washed up cliques playing simple games with ancient map pools, competing out of inertia. Good luck with your victory royale :^)

>> No.9207989

>>9207979
Then there’s me loving all of Zdoom’s particle effects, delicious square pixels.

>> No.9208002

>>9207989
As long as they are square, it always throws me off whenever I see anyone using round or smooth particle settings. It's like using filters, but only on specific dots.

>> No.9208003

>>9207846
maybe i'm confusing Q3 for quake live, but i thought everyone set enemy models to green keel just because he's a big target that's easy to see

>> No.9208006

>>9208003
You can do that in Quake 3 as well, but by without mods you have to set your own model to whatever you want other people to show up as, which might be the answer to
>>9207846

>> No.9208007

>>9207837
I want to add that in World of Xeen (Might and Magic 4-5) people live on a fucking colony ship/planetoid and aware of it because it has see through dome. They have people fighting wild orcs using swords and bows while sci-fi planes fly over their heads. Also, magic works through nanomachines running on Ancient's (yes, it is a race in a setting, and yes, they call themselves Ancients) Stargate Internet. Even Undead are a product of nanomachines.

>> No.9208009
File: 2.46 MB, 640x360, Cringe-ectomy.webm [View same] [iqdb] [saucenao] [google]
9208009

Since >>9207598 might actually be a real opinion just phrased like argument bait, here's a webm. As much as it makes me go flaccid to even consider removing my beloved particles, there is a switch for it because I don't expect people to always share my sense of aesthetics. Technically to fully remove them you need to flip two more switches in HUD effects for the fear and combo indicators, but this does remove the vast, VAST majority of them.
It also took a while to get the rocket sprite trail working again because I had to just re-code it because it's broken on custom rockets.
>>9207616
I'm genuinely jealous of this spriting ability. Some people (like me) just don't have the natural ability to do stuff like this.

>> No.9208026

>>9207634
That's one of the best maps, go grab the LiteAmps if you struggle with the maze.

>> No.9208036

>>9208006
> but by without mods you have to set your own model to whatever you want other people to show up as
you sure? Its been like 20+ years since I played q3 but I remember using shit like cg_enemymodel "keel/blahblah" or whatever to set specific enemy models without changing your own or am I cooked here?

>> No.9208051

>>9208036
There is no cg_enemymodel in vanilla Quake 3, only cg_forcemodel, which matches your own, or forces everyone to sarge in team modes.
Most people play OSP or CPMA, however, which added cg_enemymodel.

>> No.9208054

>>9207862
>But dedicated mage simulators fucking suck
Ziggurat manages it pretty well but gameplaywise it's leaning on Heretic/Hexen so hard it actually has the Serpent Staff in it.

>> No.9208056
File: 57 KB, 407x336, 1517877902113 - Copy.jpg [View same] [iqdb] [saucenao] [google]
9208056

>>9208009
In fact, since you reminded me, I just went through right now and found the last few instances where that switch didn't toggle them, and applied it. Now, for the people whose existences I cannot fathom that DON'T like tiny colored squares vomited all over their screens during every single microsecond of their modded Doom gameplay, disabling that is as easy as hitting three switches in the options menu. Six if you count the native ZDoom options for blood, puffs, and trails and had them on particles to start with.

>> No.9208059

>>9207667
i use Merlin Creative for everything
https://archive.org/download/free-soundfonts-sf2-2019-04

it's well balanced

>> No.9208070 [DELETED] 

>>9207986
hang yourself retard

no modern style slow movement cuckold shooter can hold my attention like oldschool arena shooter can

>> No.9208076

>>9208007
Is there a term for this type for world building? Where the world looks generic, but once you get into it, it gets really weird?

>> No.9208093
File: 20 KB, 474x355, th-3377041776.jpg [View same] [iqdb] [saucenao] [google]
9208093

You're going to love this. This >>9207842 is a has been. And this... >>9208070 This is what is known as a has been that has ascended past a has been. Or, you could just call this a has never been.

>> No.9208105

>>9208076
Science-Fantasy, I guess?
M&M qualifies as one, just like Zardoz.

>> No.9208112

Name some good Halloween-flavored WADs besides Ad Mortem and Unloved.

>> No.9208116

>>9208112
Dunno, Tangerine Nightmare?

>> No.9208130

>>9208112
Specifically “Halloween-flavored”, or just spooky? There’s a lot of “spooky” maps but I can’t recall any that are classically Halloweenie like AM is.

>> No.9208189

>>9208105
Not what's actually going on, more that once you get to understand the world more it's really weird, but it seems simple. One example is how Morrowind looks like kinda generic expect for the silt riders, but as you learn more and more you see how weird the world is

>> No.9208193

>>9208112
Hellground is kinda spooky. I played it with HND and skeleton Bratwurst enemies a few Halloweens ago.

>> No.9208272

>>9206098
I think the purely horizontal ring is good because the actual explosion damage is infinitely tall.

>> No.9208284

>>9207667
SEGAudio absolutely fucks. I initially tried it out because "wouldn't it be funny if the Doom soundtrack sounded like Sonic haha" and now I haven't switched away from it because it goes so hard.

https://www.musical-artifacts.com/artifacts/2020

>> No.9208303

>>9204872
>>9204875
>>9204879
I guess it's too late but I have MIDI music working. I'll check my setup and see if I did anything weird but I'm pretty sure I just dropped the music into the Raze folder...

>> No.9208310

>>9208272
Well, in GZDoom it's not unless you set that compat flag. It's unchecked by default.
Since I'm still screwing around I might add a cylinder option. Making these is pretty simple, honestly.

>> No.9208320
File: 163 KB, 652x696, Screenshot from 2022-08-25 13-39-04.png [View same] [iqdb] [saucenao] [google]
9208320

>>9204872
>>9204875
>>9204879
>>9208303
Oh wait. Are there actually separate files for the MIDI soundtrack or are they just embedded in something else? I think .ogg files are the CD music, and the "DW" MIDI files are for the Death Wish mod.

>> No.9208327
File: 317 KB, 1282x991, Screenshot from 2022-08-25 13-43-31.png [View same] [iqdb] [saucenao] [google]
9208327

Anyway
>>9204879
I'm guessing you have all the files in the right place if you're getting MIDI music on the menu somehow. I don't know why it would work only in the menu though.

>> No.9208338
File: 586 KB, 1920x1080, coagulated.png [View same] [iqdb] [saucenao] [google]
9208338

btw the Coagulated mod works with Raze even though it doesn't say so.
I mean it says it supports NBlood which is what Raze uses to support Blood, so it shouldn't be that surprising, but it's still nice that Raze doesn't break it.

>> No.9208363

>>9207634
you get a berserk though

>> No.9208450

shotguns

>> No.9208484

>>9208450
chainguns

>> No.9208493
File: 56 KB, 375x360, 71536464-58D1-4354-8652-247E2DE50AA2.jpg [View same] [iqdb] [saucenao] [google]
9208493

>>9208450
>>9208484
>not plasma rifles

>> No.9208514

>>9208009
The last one is easily the best.

>> No.9208534

>>9207616
>>9208009
You gays give each other a proper reacharound already.

>> No.9208538

>>9208450
>>9208484
>>9208493
berserk fists

>> No.9208546

>>9208130
preferably halloween flavored, though general spookiness or halloween-esque community projects are fine too. For some reason I assumed themed wads like that would be more abundant but I guess it is a lot of work making custom halloween/christmas/arbor day stuff.

>> No.9208554 [DELETED] 
File: 107 KB, 937x777, 1603293943463.jpg [View same] [iqdb] [saucenao] [google]
9208554

>Hey anon, we're about to play a match of Quake Live, wanna join?

>> No.9208568

>>9207724
im going to soon get better internet, so i may play some but how do you make it go above 120 fps?

>> No.9208574

>>9207724
not unless the graphics actually look like that

>> No.9208625

>>9207765
That IS vanilla, this image is probably older than most posters here.
https://doomwiki.org/wiki/All_Hell_is_Breaking_Loose

>> No.9208661

>>9208625
I'm older than that image, not that it matters anyway.

>> No.9208668

>>9207842
>competition
How about play a real sport instead of coping because you're short and have an overbite, nerd.

>> No.9208728

>>9207498
That sounds awful in first person shooter sprite form, cactus bro.

>> No.9208739

>>9207842
Your arrogant, holier-than-thou and ultimately pointless post here makes me not want to play with other people if you're the playerbase representative.
>bububuh it doesn't matter who the person is just frag dude it's the pinnacle of entertainment, it's a meritocracy
No. People matter, always have, always will. People would rather have Brootal Doom by Kegan than Combined Arms by Sgt. Mark, if you catch my drift.

>> No.9208797

>>9207906
I think it'd be a Gauss pistol at least. It's gonna have two barrels, one bigger than the other. One will take a little block of metal that the gun shaves chunks off of and rapid fires flechettes with it (Taking a note from Mass Effect there). The bigger barrel will fire anything Samson can into the chamber, though for GMOTA it'll be crystal darts filled with potions for long range alchemy attacks.

>> No.9208885
File: 335 KB, 1313x2533, 2019.png [View same] [iqdb] [saucenao] [google]
9208885

>>9208009
>natural ability
I'm a colorblind idiot and any ability I have now came from busting my ass and striving for self improvement.
I think anyone can git gud at art with enough practice, or at least "good enough" where they're above fugly programmer art.

>> No.9208901

Hey oil lamp improver, what's the current state of affairs? I hope you didn't get discouraged by the lack of feedback, I liked your lamp a lot.

>> No.9208903

why is my skybox color in black tower pitch black but in pumpkin man's video it's red

>> No.9208936
File: 30 KB, 640x480, strain.png [View same] [iqdb] [saucenao] [google]
9208936

Thoughts on STRAIN? I went through it once and it annoyed the hell out of me with the obtuse progression/puzzles/secrets, then I looked at some reviews and people were gushing over this thing. Going through it again, and it has grown on me a bit now that I know what the hell is happening, but some of this shit is still goofy. Unique, but goofy.

>> No.9208939
File: 2.88 MB, 1920x1080, Oh god it's infected the cyberdemon now too!.webm [View same] [iqdb] [saucenao] [google]
9208939

So in regards to strifedamage, I did this
>Mancubus shot: 8d8 -> 14d4, Max Damage 64 -> 56
>Cyberdemon shot: 15d8 -> 27d4, Max Damage 120 -> 108
>Imp big ball: 6d8 -> 11d4, Max Damage 48 -> 44 (Kinda pointless, may change back)
>Player Rocket: 20d8 -> 36d4, Max Damage 160 -> 144
and so far it's not too bad. For the player rocket I might actually go ahead and just make a DamageFunction that's got a higher middle distribution instead or something. I just don't like slapping someone for 148 damage when I should have chunked them for more like 200+.
>>9208885
>I think anyone can git gud at art with enough practice, or at least "good enough" where they're above fugly programmer art
I would be inclined to agree with you if it weren't for the fact that I have consistently tried and failed to do so since childhood. I can modify and touch up art pretty well, but when it comes to putting a whole image on paper I can never seem to do it right.
Recent example. I have a female character in my web novel that I wanted to have a better idea of the appearance of because of various entirely non-sexual no I'm not memeing seriously there's no sex reasons. I can picture what this character looks like in my head near-perfectly, but the problem is that it changes a little bit every time I do it because there's no actual real basis for them. So I sit down and try to draw a very basic outline of a face. Six and a half hours later, I have something that looks like a rough sketch of a melted anime figurine, and I give up and refresh thispersondoesnotexist.com until I find a face that looks similar to what I was going for and just use that for reference.
I think if I could sprite I'd just be too powerful, it would be unbalanced :^)
Webm is a meme I'm not really doing this I just wanted to see what it looked like.

>> No.9208943

>>9208939
That's really cool but is there any reason the explosion looks about a full 1/3rd taller than the cyberdemon?

>> No.9208950

>>9208885
Them stray cyan pixels will haunt you forever.

>> No.9208952

>>9208943
Well
1.) Because I basically just copypasted the code for the sprite explosions and changed the actor with 0 change since it's not a serious effect. In fact I fucked up a bit and I'm surprised it didn't look even more janked.
and
2.) Because when the rings tilt, they can go up to 70 degrees, which really extends their height. Each one fills out to an eventual radius of 256 units, so if one of those things spawns at, say most of the way up the cyberdemon's body it'll end up going way over him.

You could replicate this effect with the ACS thing I posted last night if you wanted to fuss around with it a bit. It works out of the box, just call ACS_NamedExecuteWithResult("RingMaker", angle) anywhere in a decorate actor to make one. Only works in GZDoom though since Zandy doesn't have particle spawn control.

>> No.9208953

>>9208952
>radius of 256 units
diameter* Fuck man I even thought "diameter" in my head as I wrote that.

>> No.9208960

>>9208952
Ah okay looking more closely at it I see what you mean. Still cool though, if a good quality mod comes out of this I'll give you a kiss on the cheek and a big shiny dollar.

>> No.9208963

>>9208797
Huh. Will he still huck potion bottles?

>> No.9208965
File: 1.62 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
9208965

is there a map with the aesthetic visual styling of something like sunder or sunlust but with difficulty closer to something like vanilla doom 2 or tnt evilution? I'm actually fine with slaughtermaps but I want to know if that specific visual style is also found in other maps

>> No.9208968
File: 2.76 MB, 1280x720, Slo-mo.webm [View same] [iqdb] [saucenao] [google]
9208968

>>9208960
Babel is already out (technically) but the new version is coming eventually on itch.io instead of the neocities site. I swear, I'm not just holding it back because I'm retarded and can't stop tweaking it. It's gonna happen. Just not yet.

>> No.9208971

>>9208968
Very sexy effects anon

>> No.9208973

>>9208971
Yeah it almost makes me want to really do it, but the ring is only going to be for damaging explosions and right now I'm only planning to have it on the player's rockets. I thought about putting it on Cybie's rockets too, but I think it would just get confusing. The main goal is a nice-looking way of heling the player gauge the actual radius of their attack, both to avoid ending up in it and be able to utilize it better.

>> No.9208976

>>9208963
Yeah, one slot is gonna be the gauss pistol and the alchemy flasks. The other slot will be the synthesizer pistol and his whip.
That synthesizer pistol I think is still gonna be the most interesting thing about the little shit, seeing as it'll behave like Cave Story's Nemesis: As it builds up meter from shooting bad guys, it'll perform worse as a weapon, but then you cash the charge in for better and better goodies.

>> No.9208979

>>9208973
>heling
helping*
I'm also probably going to allow the ring speed to be adjusted independently of the puff effect thing, so you can have a single "snappy" explosion with the slower rings or a more sustained "meaty" one with the fast rings. Just working out how to do it in a way that isn't awful.

>> No.9208995
File: 2.68 MB, 960x540, Lotta weird stuff that can be done with this.webm [View same] [iqdb] [saucenao] [google]
9208995

"width_ratio" is kind of a bad descriptor for this so I changed it to "speed_variance" after recording, but basically these two settings will allow people to have sliders that let them make these rings do basically anything, even to the point of leaving lingering particles for a few seconds as the slowest bits crawl to their maximum radius and fade.
I may have to look into how to make buttons for presets to help with this, or just axe the idea and go back to two types.

>> No.9209008

>>9208995
That randomized explosive ring effect looks super cool!

>> No.9209015
File: 2.65 MB, 1136x640, Turns out you can use floats in OptionValue who knew 2.webm [View same] [iqdb] [saucenao] [google]
9209015

Hopefully this is legible or I made a joke for nothing.
>>9209008
I am now officially, actively encouraging people to steal this from me either when I release the ZS version or through the ACS knockoff here >>9207356. It's not even a hard effect to make and it can easily be customized to fit whatever someone wants it to fit.

>> No.9209097

>>9207609
Throwing in some particles for visuals works for Quake, therefore it works for Doom.

>> No.9209163
File: 5 KB, 309x35, file.png [View same] [iqdb] [saucenao] [google]
9209163

Only sociopaths.

>> No.9209181

>>9207831
walpurgis makes the mage feel REAL cool with the fire ice lightning and wind/force magics

>> No.9209184

>>9208965
its something i find infinitely annoying that the most beautiful and architectural maps are all slaughter-wads

>> No.9209186

>>9209181
I don't like the way Lighting is implemented all that much, but Gravity, Fire and specially Ice magic is super fun in that mod.

>> No.9209195

>>9209181
Also makes it feel off somehow compared to something like Wrath of Cronos.

>> No.9209215

Now this looks like a proper sprite project that isnt deviant art levels of shit and is keeping the damn source intact
https://www.youtube.com/watch?v=o1r1MN6tG38

>> No.9209220

>>9209195
Wrath of Cronos feels more like Diablo, Walpurgis feels more like Gauntlet Legends.

>> No.9209239

>>9209215
It's still very ugly, unfortunately.

>> No.9209241

>>9209215
It's got a consistent style, which is something which most HD projects do not, but on the other hand everything looks just really awkwardly smooth and evenly lit, and retaining the original frame count makes the animation look cheap.
It's clearly a work in progress, since many sprites aren't done, and probably something like normalmapping could work to help with the otherwise flat lighting, but I can't say that it looks particularly appealing to me.

>> No.9209294

>>9207842
>In conclusion, single player games have little replayability.
the fact that you have to make a case for it proves how subjective this is. you're in a thread where people provide solo content for 30 year old games that we keep playing solo.
now go see the server population of said games in comparison.
competition is a totally different experience where gameplay variety is reduced to a bare minimum and where the player becomes a nervous edgelord.

>> No.9209304

>>9207842
nigger i would take a dump down your throat in quake 3 and there is nothing wrong with SP games, i've spent more time playing some SP titles than multiplayer

>> No.9209306
File: 1.27 MB, 1280x544, 1658985165073.webm [View same] [iqdb] [saucenao] [google]
9209306

>>9209215

>> No.9209315
File: 1.83 MB, 200x200, mind_blown-852092277.gif [View same] [iqdb] [saucenao] [google]
9209315

>>9208995
the slow one kek

>> No.9209334

How do you guys start making levels? I wanna make a level pack but I'm a newfag to making mods so I'm kinda stuck on coming up what to actually put in the levels. Specifically, I'm lacking ideas of what to put in for encounters and rooms. What do you guys do when you start making a level?

>> No.9209338

>>9209215
damn this is actually fucking with me
everything's popping out of my screen like i'm watching a mid-2000s 3D movie with those red & blue paper glasses
i wonder how it looks when you're running at max speed on a slaughter map with 6 trillion enemies and projectiles

>> No.9209340

>>9204701
alright, my mind is fucking blown. i'm not a mandella fag or anything, but the candelabras in DOOM had white candles. gold metal, white candles, yellow flames. then one day I tried the PSX version and I distinctly remember thinking, "wow this is weird, why did they bother making the candles black in this version?', and now apparently the candles have always been black. what the fuck?

>> No.9209348
File: 2.84 MB, 1920x1080, Meaty Leisurely Brosnan.webm [View same] [iqdb] [saucenao] [google]
9209348

>>9209315
This is a "Meaty Leisurely Brosnan" setting, which is to say Meaty impact, slowest speed, fattest ring dispersion. This will be available in the final release, if someone actually wants it.

>> No.9209350

>>9209348
this is turning into some brutal doom shit bro

>> No.9209351
File: 154 KB, 1927x263, extra thick, get it.png [View same] [iqdb] [saucenao] [google]
9209351

>>9209348
I could also rename Brosnan to T H I C C but I'm not sure, I like my reference better.
>>9209350
It's literally just config settings to make stuff look different if you're as autistic as me. The default setting is just normal shit.

>> No.9209356

>>9209334
I draw a box.

>> No.9209360

>>9209350
No it isn't.

>> No.9209376

>>9209334
Think about a couple of your favorite original Doom and Doom 2 levels, analyze why you like these levels, what makes them fun, how do they work, etc.
Now, make a map combining the gameplay of an iD map you like with the visuals of another that you like. Make just a small newbie project, doesn't have to be that serious or epic, just make 3 or 4 maps like this to train yourself up, it's fine if they're shameless ripoffs, the goal here isn't to make a masterpiece, the goal is to learn.

>> No.9209381
File: 2.82 MB, 1280x720, Slightly visible spawners.webm [View same] [iqdb] [saucenao] [google]
9209381

Also, in the interest of making sure everything looks "right" with particles off, I've given the spawners for the archvile a small visible body. Should make it easier to see where they're going with the particles on as well.
This isn't the best webm but frankly, getting archie to use his spawn move when I want is an exercise in the RNG torturing me.

>> No.9209409

>>9209350
I got more of a Metadoom vibe from it

>> No.9209464
File: 2.93 MB, 1920x1080, Lighter Cacos.webm [View same] [iqdb] [saucenao] [google]
9209464

>>9209381
Among other minor tweaks, lighter Cacodemons for more interesting bullying. This is actually a minor balance change to go along with their adjusted spread and lower melee damage (since they don't spew projectiles while meleeing now). It's easier to push them away, but they quickly regain air "traction" so it's not like one rocket will send them across the map. That is, unless, that rocket kills them :^)
Also these are the current default rocket settings. I may increase the speed slightly. Not as retarded as maxing out the width and minimizing the speed.

>> No.9209508

>>9209350
How?

>> No.9209515
File: 44 KB, 500x549, what if pirate doom but cats.jpg [View same] [iqdb] [saucenao] [google]
9209515

well I found another wad to add to my playlist for october
https://www.youtube.com/watch?v=Z_fQT_f0uZE

>> No.9209523
File: 163 KB, 1576x1091, tips.png [View same] [iqdb] [saucenao] [google]
9209523

Oh hey look another poll but a less retarded one this time. Super superficial thing, figure I would ask.
>https://strawpoll.com/polls/NoZrLYv8an3
Looking at the tips is starting to be like staring into a hypnotizing void that's sucking out my IQ points. Still, I intend to do it until I'm satisfied with the number of tips. There are currently 140 including a few that are just for fun or FYI stuff. 127 of those are purely gameplay related.

>> No.9209526

>>9209523
Oh and as usual I forgot something in the post. Option 2 involves changing the name "Metatron" to "Merkabah", because I have no fucking idea where Metatron would actually rank on that angel scale thing. Don't know any jews who I can ask either, so I'm basically just using wikipedia.

>> No.9209546

>>9209523
When did I call the chaingun the shitstorm cannon? That musta been a long time ago

>> No.9209556

>>9209546
I'm gonna say sometime around 2017-2018. It was something like
>I use the plasma SMG so I can keep my bullets ready for the Shitstorm Cannon

>> No.9209562
File: 32 KB, 1918x197, shitstorm cannon.png [View same] [iqdb] [saucenao] [google]
9209562

>>9209546
Actually, here it is on warosu

>> No.9209564
File: 67 KB, 324x543, 3243q6425.png [View same] [iqdb] [saucenao] [google]
9209564

>>9209562

>> No.9209569

>>9209564
If you tell me that wasn't you, I may cry. Looking at the thread, I have no idea why I thought it was you, but I know I had a reason to at the time.

>> No.9209572

>>9209569
It sure as hell seems like me. Because pairing it with PSMG is something I do.

>> No.9209584
File: 58 KB, 1829x561, horrifying.png [View same] [iqdb] [saucenao] [google]
9209584

>>9209572
The good old PeeSMiG got a buff in this new version too, mainly that it uses the recoil behavior from this pistol so its first shots are a bit less wild, then it spreads out to the old spread. I do like it on maps where you get a chaingun fast, or where you never need to snipe anything before you have a rocket launcher.

>> No.9209593

>>9209515
cute kot
cool creepy TC

>> No.9209684

>>9209464
where'd he fuckin go lmao

>> No.9209685

>>9209684
Landed beside the other dead one near the base of the building. They can go pretty far if the angle is right. I think I'll try to see just how far for laughs.

>> No.9209690
File: 41 KB, 568x168, SumatraPDF_ruqfCjDMWU.png [View same] [iqdb] [saucenao] [google]
9209690

>>9209515
>Defibrillator Tits

>> No.9209706

>>9204701
Inferno sucked

>> No.9209709
File: 23 KB, 480x619, lel.jpg [View same] [iqdb] [saucenao] [google]
9209709

>>9209690
sometimes mods are just impressive in ways that are unexpected

>> No.9209721
File: 2.93 MB, 1920x1080, Lighter Cacos 2.webm [View same] [iqdb] [saucenao] [google]
9209721

Well it's harder than I thought to get a good Caco launch on purpose. Still, you can knock him pretty far. Might have to up the friction a little in the pain state.

>> No.9209735
File: 2.83 MB, 1920x1080, Caco Launch.webm [View same] [iqdb] [saucenao] [google]
9209735

Finally got a good one.

>> No.9209741

>>9209184
yeah, man let's just have massive sunder levels with a caco and two imps in each room.

>> No.9209750

>>9209690
>tfw no defibrillator titties to keep you alive

>> No.9209785

>>9209163
Only in HDest.

>>9208976
I forget, what will the Synthesizer be able to get you?

>> No.9209786

>>9209526
After extensive (read:autistic) research into this, turns out Metatron was actually a decent name to use so I'll keep it. It jives with both jewish mysticism and hermetic qabalah, so it's basically double good.
I'll be fucking dreaming about the sephirot tonight I think.

>> No.9209796
File: 43 KB, 319x270, sampin_gnu.png [View same] [iqdb] [saucenao] [google]
9209796

>>9209785
The current plan is to give it 4 tiers of charge with stuff like
Tier 1: Give self some shell tier ammo (used for stronger whip attacks, and flasks)
Tier 2: Self heal
Tier 3: AOE heal/ammo give for self and teammates
Tier 4: Basically the thunder sword beam from Lightning Force

Some of that stuff isn't totally set in stone and I might change it moving forward, cus I don't want a repeat of Kustam's problems. Other shit I'm debating on is making one of the upgrade items you pick up add additional effects when you cash charge in, or like giving the player some kinda passive boost depending on their charge if they just hold onto it. I wouldn't mind having some sort of synergy between the two weapon slots.

>> No.9209805

>>9208338
have to try this.

>> No.9209807

babel PSMG in hideous destructor when

>> No.9209812

>>9209807
What about the Oddball?

>> No.9209816

>>9209812
Shit, that's what that is?
Can there be a powered up version that uses cells to hose down even more 22lr without having to crank a tight one out in a hidey hole?

>> No.9209821

>>9209816
I discussed that with the boys but we ultimately agreed that'd give it too much utility and power. The thing's totally scuffed as is.
There's some other energy weapons the Bossman's gonna make for Peppergrinder one day, but that all comes down to when he's got the time and motivation to do so.
I wish I knew Zscript and Mattscript, otherwise I'd be making weapons for HD myself. Honestly I like the idea of a self charging weapon in HD, something you can whip out and use for a bit before putting it away and moving to another weapon.

>> No.9209829

>>9209215
jarring..
2x neural upscale is still better

>> No.9209878

>>9209796
>add additional effects when you cash charge in, or like giving the player some kinda passive boost depending on their charge if they just hold onto it

You could pair those to further incentivize using the charge. I could see myself holding onto a passive way too long and not using the pistol otherwise, depending on what it is.

I'm also curious what his subweapons will be. Like the flasks, area-denial, DoTs, that sorta stuff.

>> No.9209883
File: 6 KB, 292x404, Whipshot.png [View same] [iqdb] [saucenao] [google]
9209883

>>9209878
Mind you, if I go forward with the passive thing depending on your charge, I'd make it slowly decay over time to incentivize using it. Hell I might do that regardless.
I admittedly haven't been thinking too much about how subweapons, other than a few flasks and whip modules. The flasks will have three different ways to use them: Throwing, drinking, and firing out of the gun with a crystal dart, so here's a good one I think that'll be fun:

Drain potion:
*THROW: Enemies hit with this are marked with a status ailment that whenever they're hurt, they heal players in an AOE (this might work by giving the monster a powerup that in turns does a radiusgive of the drain powerup to players.)
*DRINK: Samson gets a buff where whenever he recieves damage, he deals an AOE of damage around him
*SHOOT: Shooting enemies with this will directly heal Samson

So this one subweapon can either do a debuff that heals on hit, a thorns effect, or just a straightforward life leech effect. The whip modules are something I'm debating on if I want to give them two effects each, seeing as the whip itself can be used like a short ranged bludgeoning hookshot, or as a whip.

>> No.9209898

>>9209829
voxels look the best IMO but the only problem is you'd need to redo the rest of the game in voxels except for the walls and flooring and I have no idea how you would do first person voxels or if it's even possible

>> No.9209939
File: 511 KB, 1600x900, arwop_roman1.jpg [View same] [iqdb] [saucenao] [google]
9209939

Trying out the DrakeMod maps for the first time after busting thru SoE and it's sequel - no idea where the missing monsters failed to spawn at
>Hell mode was a chore to find though, they weren't joking how its utter crazyshit

>> No.9209943

>>9207558
>>9207562
>>9207567
3D lunatics shall be hanged in the streets for their soulless and heartless crimes, Don't cry when you get turned to 2D soon.

>> No.9209945

>>9209883
Ah, that's good too.

I like it. Seems like the thrown version could have the potential to heal you for a lot more if there are enough enemies. Or you could use it on infighting enemies so they'll heal you while beating on each other. That sounds really cheeky. What will whip modules do?

I wanna float an idea for a flask. Crazy, stupid, diabolical, and I think it fits Samson: Contagious exploding poison. A DoT that, if an enemy dies to it, or anything else while they're under the effect, will make them explode and infect other enemies with it. Not too sure about drinking or shooting it.

>> No.9209968

>>9209945
Well the plan for the whip modules is they passively charge up, and when they're ready to go they augment the next whip attack. So like a lightning module would take a moment to wind up and then the next whip attack gets juiced up with lightning. This would play in contrast to the normal whip mode where it's like a bludgeoning hookshot cus the plan there is once it hits a monster it immediately resets, so you could hold the fire button and just jackhammer a monster into paste. Whereas the actual whip mode would have a sweetspot that inflicts the most damage with a small but focused AOE, even if you don't have the energy for it you'd still be able to do a snapping whip attack that's pretty okay, but you'd be better off with the other mode.
Now I'm hung up a little here because I've been uncertain if the whip module things should effect both modes of the whip, or only the shooty mode. Typing all this shit out makes me realize I need to come up with a good way to differentiate the modes while I'm talking about them. Fuck.

You know that explosion thing's not a bad idea. Samson's starting subweapon is going to be magical nitro. Which the plan there is throwing it makes it an impact grenade, and drinking it gives the little miscreant a temporary damage buff at the cost of taking extra damage by generating small explosions around him whenever he flinches. The only thing I have written down for shooting a dart is "It's a rocket" but making it some kinda bastard projectile that inflicts that contagious explosion debuff would be fun.

>> No.9209981

Quake fun fact:
The screaming sound the player character makes when in slime is not caused by the slime hurting you, but rather, the pain sound is replaced by the slime pain sound globally. You can test this by wearing a biosuit, dipping into slime, and getting hurt by a monster.
You will make the slime hurt sound, rather than the normal pain sound.
The more you know.

>> No.9210008

>>9209968
Huh. If the intention for the shot is a quick bludgeon, it might feel better to have the modules on the actual whip crack. Or, maybe it works differently for each mode. Like the shot has a minor passive effect applied to it while the crack has the power move.

Hah. Perfect.

>> No.9210013
File: 63 KB, 600x600, 1456015914850.jpg [View same] [iqdb] [saucenao] [google]
9210013

>>9210008
Now see, I would still make it require a chargeup regardless of which mode you're in, for consistency's sake. The other question I've been stuck on is: What happens if the player has no more shell tier ammo for the souped whip strikes? Because I was planning on still letting the player use the whip mode even without ammo, just not as good. So I'm left with a little dilemma here, and the big choices that come to mind are:

A)Let the player still use the whip module attack as normal, which would mean it'd be a freebie if they're patient.
B)Let the player still use the module, but a diminished effect (Which would suck on my end because of more states to add and shit)
C)Don't let the module charge up at all in whip mode if they're out of ammo.

I apologize to the rest of you boys for taking up so much of the thread with this shit but this is the first time I've gotten to talk shop about game design bullshit in awhile, especially with GMOTA.

>> No.9210020

Is there a definitive place for Quake 1 programming?
I have a few resources for mapping, but I want to go 1 step beyond and make my own mods and shit.
I've found a few links of varying levels of deadness, and was wondering if there's an online space somewhere where people who still give a shit about programming for Quake 1 hang out.

>> No.9210021

https://www.youtube.com/watch?v=5gfn2cr1f5s

>> No.9210025
File: 110 KB, 466x492, 1424380444295.png [View same] [iqdb] [saucenao] [google]
9210025

>>9210021

>> No.9210054

>>9207572
It's got some weak parts but in general it's a lot more faithful to the sprites than any of the other voxel attempts and all of the attempts to replace the sprites with uncanny valley models.

>> No.9210058
File: 42 KB, 608x380, MAGICLAW.jpg [View same] [iqdb] [saucenao] [google]
9210058

>>9209515

>> No.9210082

>>9209981
same with drowning sounds when bitten by a fish iirc

>> No.9210109

>>9210020
insideqc.com has tutorials and forum archives, but isn't really active. the most extensive qc modding in recent years have been AD, Slayer's Testes, Q1.5, and Wrath, so you can probably find answers in their sources or write to the authors directly with advanced questions

>> No.9210125

>>9210013
So in theory the passive I suggested wouldn't be active unless it's charged. That's fair. I forgot about the ammo cost. That is really tough. B sounds like it makes the most sense even if it's a pain, but if you don't want to do that... A and C are really a coin flip. I kinda lean towards C. If it were possible I'd vote for disallowing the module's whip crack while still letting it boost the bludgeon shot, since it doesn't sound like that uses ammo.

>> No.9210126
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
9210126

>>9210013
gib

>> No.9210130
File: 340 KB, 680x817, spicy skull key.png [View same] [iqdb] [saucenao] [google]
9210130

>>9210125
Yeah the bludgeon's Samson's free melee. The tradeoff being is it'll deal less damage as it travels out. So you're gonna need to get REALLY close to do acceptable damage. Ideally he'll be able to bully shit pretty well, but Blaz should still be the best one suited for melee, seeing as that's his thing. Unless something else comes up, I'll probably go with C.

>>9210126
Besides all this bullshit I've been talking about here, progress on the Gaiden update has come to a halt due to burnout for the past like. It's fucking aggravating as all hell.
Fug dis. I'm going to bed.

>> No.9210134

>>9210109
>insideqc.com
Thanks. Looks exactly like what I'm looking for. A good starting point.

>> No.9210156
File: 25 KB, 320x200, titlepic_tnt_devilution.png [View same] [iqdb] [saucenao] [google]
9210156

Playing through pic related now. About halfway through and there are some real gem maps, and some real dogshit ones too. Just like the original TNT lol.

>> No.9210160

So uh. Anybody can fix me up with a midi of the zone tan animal crossing egyptian cat song?

>> No.9210204 [DELETED] 

Pathways into Darkness out, Marathon 68k Unwavering Total Carnage (basiliskII emulation) is now only doable after Prime Target completion beforehand (sheepshaver emulation). There is no option anymore to transfer either Pathways into Darkness skillset or HeXen95 Archmage skillset (onto differing endboss) as of now into Marathon 68k Unwavering Total Carnage, as moves simply will top off introducing the cropping distractions making maneuvers amongst dynamic geometries of enemy bounding boxes impossible practically. The game simply does not emulated thus anymore. Prime Target to Marathon 68k Unwavering Total Carnage should work into moves which do not exhibit the sudden restriction in their reach. -cont

>> No.9210205 [DELETED] 

>>9210204
-cont-d
Relating purely to kinaesthetics, HeXen95 does not lead seamlessly into Marathon 68k anymore, Prime Target does lead, starting fresh on max difficulty does not, Marathon 68k. Certain now to crop aspects of Marathon 68k will with some probability replicate in the Shellshock. Pathways into Darkness represents Wushu-illegal in mastery. Key point is inversion world into moving aside one, against. Both HeXen95 and Prime Target now center around it, more on HeXen95 later though. -cont

>> No.9210209 [DELETED] 

>>9210205
-cont-d
HeXen95's world inversion does not lead into valid Marathon 68k emulated playthrough anymore, Prime Target this does, without the latter it is impossible not to lower the difficulty in the beginning of Marathon 68k so that expanded AI patterns do never return thus. More on Shellshock supposedly later as well. Bounding boxes against world inversion in Marathon 68k leads to special version of G4 Sunbathing, now to crop version was evil and lifelike, this alikeness is what concerned Shellshock in where it huges supposedly. Nevermind.

>> No.9210212

>>9209350
maybe the real brutal doom is the friends we made along the way

>> No.9210228

>>9209334
Imagine you're in a room with a monster, what other monster would make that fight harder? What weapons do you have?
Now you have 20 pain elementals locked in cages spitting out lost souls while you fight a teleporting spider mastermind with only a rocket launcher and two medkits.

>> No.9210231

>>9210204
>>9210205
>>9210209
Cool. Thanks for the news, mistranslated schizobot.

>> No.9210279

>>9204703
Submission for Ad Mortem
Map name: Every Damn Night
Author: Hand-peeled
Playtime: ~10 mins
Midi: "Talons" by mrgrimsdale & Jimmy (from Raven Midi Pack)

https://files.catbox.moe/ff4hak.wad

>> No.9210285
File: 244 KB, 1600x900, 2022-08-25-140251_1600x900_scrot.png [View same] [iqdb] [saucenao] [google]
9210285

>>9210279
+screenshot

>> No.9210303

>>9210279
Really cool map. The red key area was cute, but I went there last so I had nothing to really deal with the Archviles and died.

>> No.9210350

>>9210204
>>9210205
>>9210209
what marathon lore does to a mf

>> No.9210357

>>9210303
Thanks for playing, anon
There should be enough shotgun shells spread around the archvile arena, but I'll place them clearer in sight.

>> No.9210358

>>9210350
kek

>> No.9210360

>>9210357
Double check if they are checked for the right skill levels, I once missed skill levels on teleport destinations and wondered why there were no monsters.
I really wish UDB had an option that forced default thing settings on placing new things.

>> No.9210405
File: 2.87 MB, 1920x1080, Revenant Tracer Auto Level.webm [View same] [iqdb] [saucenao] [google]
9210405

T E C H N O L O G Y
Non-homing revenant tracers will now auto-level once they reach the right height. Eventually this behavior is (hopefully) going to modify them to act as though they had always been fired at the default height and prevent them from hitting floors unnecessarily when fired at the new shoulder height, but I might not do it if it turns out that it doesn't matter.
Alternatively, I could just leave this as a buff, but that feels wrong.
Why yes I am being way too autistic about this, how could you tell?

>> No.9210408

I'm only about halfway through, but Doom 2 In Spain Only has gotta be one of the finest wads I've ever played. The level design is excellent all around and the encounters are consistently fun, Plutonia-esque but a bit easier and more forgiving

>> No.9210416

>>9210357
Oh, I had plenty of shells. The issue was having to fight so many Archviles with just an SSG.

>> No.9210420

>>9210357
Also, the lamp in the corner on E1M3 isn't there on hard.

>> No.9210423

>>9210408
I like how it's able to make an encounter with just 2 revenants and 1 archvile make you shit your pants, making a wad that's just plain difficult without lots of enclosed arenas is something of a lost art. The homages are also clever and you never know exactly what to expect like the giant "barrels of fun" and the "court"
The secrets can fuck right off though, and I probably wouldn't enjoy it nearly as much playing from pistol start instead of continuous.

>> No.9210425

>>9210420
Shouldn't be, rather. The original version of the map had it hidden so you couldn't orient yourself as easily when the lights go out.

>> No.9210438
File: 2.23 MB, 1280x720, bold_catechumen.webm [View same] [iqdb] [saucenao] [google]
9210438

>>9204703
Submission for Ad Mortem, Phase 2
https://mega.nz/folder/4kVmWICI#HStVR-wFsM1DZLLcBisGZQ
Map Name: Bold Catechumen
Author: RancidSam
Playtime: 5-10 minutes
MIDI: "Lilium" from Elfen Lied
========================
Note: I plan on doing another visual/detailing pass before final release.

>> No.9210445

>>9210156
Considering the number of TNT sequels in development we'll be able to put all the good levels together and finally make fully good TNT game

>> No.9210458

>>9210438
Oh yeah I forgot to mention, the demo included in the v1 .zip is a 100% Secrets run.

>> No.9210460

>>9210279
https://files.catbox.moe/4lwr5q.lmp
Managed to beat it, after saving plasma for the Archvile room. Still had 2 Barons and the Cyberdemon alive by the end, and I didn't feel like risking it against him.

>> No.9210480
File: 435 KB, 1920x1080, doom94.png [View same] [iqdb] [saucenao] [google]
9210480

>>9210438
https://files.catbox.moe/m8f2e3.lmp
Also played through yours. Took the coward's way out because I didn't find a rocket or plasma gun.
The trees in the final area look really good.
These banners bleed through the floor.

>> No.9210484 [SPOILER] 
File: 1.59 MB, 1280x1162, Abstract Geometry.png [View same] [iqdb] [saucenao] [google]
9210484

We've got 3 submissions so far, which is 3 more than I was expecting. >>9210438 brings up a detailing pass before the final release, and I strongly advocate for everyone else to do the same. You have more than entire month to do so, so I'm expecting you to give it your all. Here's a few resources

https://www.doomworld.com/idgames/themes/TeamTNT/boom/boomedit BOOMEDIT, shows off all the things possible in Boom
https://www.doomworld.com/forum/topic/73735-cool-lighting-effects-tutorial/?tab=comments#comment-1398161 Tips on making cool lighting with an example WAD
Above all, take a look at maps you like, see what makes them tick, try to apply the same methods to your own. Good luck, Anonymous.

>> No.9210516

>>9210416
Git gud :^)
Keep running around the arena, even if you don't see any of them at the moment, otherwise they're likely to corner you
>>9210420
I know but it felt too empty without it.
>>9210460
I might add some extra plasma in the secret with rocket boxes. I did all my difficulty-testing without plasma rifle though.
Also The pit in the The Chasm style room with the narrow ledge is fake, you can just walk over it. I hoped the walking rocket would tip that off.

>> No.9210543

https://www.youtube.com/watch?v=1vurgeAkIxY

>> No.9210548

>>9210516
>I might add some extra plasma in the secret with rocket boxes.
Oh, that's another point of feedback. That secret is totally missable if you mistime the jump or don't know it's there from the start. Could you make the switch only activate once, and not have it raise up again?

>> No.9210550

Why pistol start?

>> No.9210553

>>9210550
The game's too easy otherwise. I also don't have to worry about making a save at the start of every map.

>> No.9210574

>>9210548
You can lower the barriers there from the outside as well, although I guess that's not that obvious.

>> No.9210575

>>9210550
It’s fun for some, like starting a Mario stage without any active or held powerups. Or like a Hitman/stealth game where the only tools you can use are found on site.

>> No.9210576

>>9210574
Well in that case, disregard my comment.

>> No.9210578

>>9210550
To make navigation, fights and pick ups more exciting. Early scrambles aren't trivialized by power weapons. No rich get richer situations, where you always have the most efficient tool for the job. Fights are more varied when you are forced into odd weapon/enemy/terrain combos. Fight or flight decision making.

>> No.9210579

has anyone tried ripping the monsters and weapons from divine frequency?
great mod but still a demo, i would like to use it with different maps

>> No.9210580

>>9210550
For wads that are an aggregation of single maps by various authors like congestion, of /vr/, or MAYhem you really should pistol start because a BFG only gimmick map in the map 2 slot could be right before a tyson map
Personally I'm a fan of the dakka and combined arms approach where you keep your guns and reset to one ammo pack per type because you're not at the mercy of one level's arbitrary RL placement but you do have to respect the ammo placement more than pure continuous

Also just a speedrunning convention. If Super Mario World was a game for DOS with built in console commands for level select, "mini-mario starting" would probably be the norm in it too

>> No.9210585

>>9210438
I didn't even realize the arch-vile was friendly and spent the whole map avoiding him. Pretty cool setup for a pacifist map. Maybe we can get some custom sprites for this guy.

>> No.9210586

>>9210580
>I'm a fan of the dakka and combined arms approach
I really like Treasure Tech's "Pistol Plus" mode. You keep your money/score and purchased upgrades, but reset back to the Fortune Finder.

>> No.9210587

Name one good fps sequel.
You can't.

>> No.9210589

>>9210587
Doom II

>> No.9210591

>>9210587
Aliens Versus Predator 2

>> No.9210595

>>9210587
Swat 4
Soldier of Fortune 2
Quake 4

>> No.9210603

>>9210579
nvm author said it is a commercial product and therefore forbid to rip
its actually great and i wish them the best of luck otherwise i would be slightly upset
whatever back to my basic bitch doom 2 modlist

>> No.9210604

>>9210587
Quake2
Doom2
Soldier of Fortune 2
Half Life 2
AvP2

>> No.9210624

>>9210587
Descent 2 and 3
>>9210591
Man that was such a good game, it's a shame Monolith are utterly fucked.
No One Lives Forever 2 was also good.

>> No.9210625

>>9210603
>nvm author said it is a commercial product and therefore forbid to rip
The mod itself is a commercial product? How does that work? Because I’m watching a vid of it as we speak and I’m seeing assets from other shooters in here.

>> No.9210626

What's the enforcement, being blacklisted from the big sites? Are there any rogue modder stories?

>> No.9210631

>>9210626
meant for >>9210603

>> No.9210636

>>9210587
halo 2
cod 2
marathon 2
battlefield 2
postal 2
jedi outcast
system shock 2

>> No.9210639

For someone relatively new, which of the /vr/ made wads would be the easiest? I've beaten Doom 1 & 2 on HMP and replayed some of the levels of each on UV. I haven't dipped into pistol-starting. Is there a particular homemade wad that is noticeably more forgiving than the others to noobs?

>> No.9210642
File: 63 KB, 591x680, EYJrQKpU4AA8xHP.jpg [View same] [iqdb] [saucenao] [google]
9210642

>>9210639
>I haven't dipped into Pistol-starting.
I wouldn't maybe say it's "easy" but I've found 512 Linedefs pretty manageable pistol-starting, no mid-level saving on Hurt Me Plenty.

Yes, there are quite a bunch of levels that will be a challenge but I've liked it since the levels are designed for pistol starting and as such don't seem to have ridiculous enemy counts etc.

>> No.9210643

>>9210636
>cod 2
cod2 signalled the dark ages of the fps genre from 2004 to 2016. what a fucking disaster.

>> No.9210648

>>9210603
Yeah no though, it's absolutely not and you can rip whatever you want. There isn't a license in there for anything, and there IS a credits list for a huge number of borrowed resources. Effectively, all used resources not made by this guy are under their original licenses (which, assuming he followed the licenses correctly, means simple credit is fine), and all the new stuff is free to use. Legally speaking, it's as close to a free for all as you're gonna get.
>inb4 someone on the list goes "noo muh permishuns u didn't ask!!1"

>> No.9210653

>>9210643
>to 2016
Shut up, there've been non-COD like shooters coming out from the mid-00s onwards too.
Also I loathe this narrative where COD somehow prevented other style of FPS from being made because those were still coming out.

>> No.9210654

>>9210625
is there a weapon/monster pack ripped from DF to use in other maps/w other mods?
Clayy — heute um 19:50 Uhr
There is not. The assets in this are intended for a commercial product. The monsters at the very least are not allowed to be ripped in such a way.
To be clear. this is referring to the monsters I have personally made and GKs expense.
>>9210626
no idea, he didnt sound like a cunt so i guess as long as you dont flaunt around his discord that you rip his stuff you are good to go

>> No.9210656

>>9210587
Is Serious Sam TSE considered a sequel?

>> No.9210659

>>9210643
Well its all dead now. the industry as we knew it is finally over.

It is a new age of small devs, mobile and streaming.

And honestly I dont mind it. Games thrive as smaller projects of passion.

>> No.9210660

>>9210648
>Yeah no though, it's absolutely not and you can rip whatever you want
sure, i wouldve done so if i could

>> No.9210662

>>9210654
>There is not. The assets in this are intended for a commercial product. The monsters at the very least are not allowed to be ripped in such a way.
Yeah he's wrong though because there's no fucking license in the mod for his stuff and you can't commercialize shit that uses assets owned by other commercial products without purchasing a license for those assets. It doesn't matter what he says in some IRC chat or something, the law is the law. If he wants that shit protected, he should release it with proper legal protection.
>>9210660
You can, easily, with SLADE3.

>> No.9210663
File: 1.08 MB, 1280x720, splatterpunk.webm [View same] [iqdb] [saucenao] [google]
9210663

>>9210585
>spent the whole map avoiding him
>>9210480
>Took the coward's way out
Glad I was able to induce spookage. Thanks for the feedback.
Also:
>These banners bleed through the floor.
Thanks for the heads-up (I always forget to hit that switch during playtesting.) That's gonna' be a small pain to fix because of how the floor rises, but I'll live.

>> No.9210667

>>9210659
>the industry as we knew it is finally over.
Not really, it's just all been absorbed into two or three enormous blobs, including all the medium to small developers.

Problem is even the small developers are mostly shit like New Blood, who have bigger budgets than some AAA games and act like they're small studios who don't make much money.

>> No.9210670

>>9210667
Okay its in flux. But I still put my chips on dead. Outside some exceptions of course.


But you might be right.

I think big fish all see the light of subscriptions, crypto and rent\streaming.

>> No.9210671
File: 78 KB, 1045x777, filesDF.png [View same] [iqdb] [saucenao] [google]
9210671

>>9210662
Which one of these files would normally contain the weapons and monsters? I have not much experience with slade

>> No.9210672

>>9210643
>>9210653
I was under some assumption that it helped influence more of the shittier shooter tropes. However:
>CoD 2: Oct 20th 2005
>Quake 4: Oct 18th 2005
These tropes were already manifesting before then.

>> No.9210675

>>9210671
DF_Data.pk3 Has all the ZScript and apparently all the sprites.

>> No.9210679

>>9210672
>>CoD 2: Oct 20th 2005
*Oct 25th

>> No.9210682

>>9210670
It's not dead per se but it's going to stagnate a whole fucking lot in the next five to ten years.

There's going to be a whole lot less competition, which is why stuff like Microsoft getting the rights to stuff like Heretic wasn't a good sign since they're not going to compete with their own stuff, which in this case would be them not competing with endless re-releases of Skyrim.

Meanwhile on the indie end of things, there's just a clusterfuck going on, especially with stuff like "retro" FPS games where you can't fucking move for there being a fuckton of them of varying quality.

>> No.9210684

what is a good place to find good quality map-only megawads?

>> No.9210687

>>9210639
Unless the map maker is specifically looking to bust your balls (usually the maps after #20) the /vr/ projects are more generous on pistol start than iwads. Newer maps in general give you enough ammo and shit to pistol start because it's become more popular and expected, compared to hell revealed where weapons are in weird places and it's a tossup whether you're actually given the ammo to deal with every baron without carrying some from previous levels

>> No.9210690

>>9204703
Does Ad Mortem have custom skies?

>> No.9210691

>>9210690
yes

>> No.9210694

>>9210690
Yes, 9 of them plus 3 variants.

>> No.9210715

>>9210682
>Meanwhile on the indie end of things, there's just a clusterfuck going on, especially with stuff like "retro" FPS games where you can't fucking move for there being a fuckton of them of varying quality.
dont forget about "wholesome" games.
most the indie game market has been reduced to "boomer shooters" and the aforementioned, with stuff like stardew valley spearheading it.
we'll see a slew of these types of games for a few years then the market will change for another direction.
the current market is probably a response to dark souls influence in a shit tonne of AAA and indie games and modern shooter practices making people want simpler more streamlined appeal.

>> No.9210718

>>9210672
Activision Literally sabotaged quake IV

>> No.9210725

>>9210653
It's nothing to do with "Linear miliary shooter" and everything to do with designing FPS's to work around the limitations of a controller.
CoD2 was a downgrade in every single way compared to CoD1 for multiplayer.

>> No.9210728
File: 128 KB, 320x240, 1659139615021.png [View same] [iqdb] [saucenao] [google]
9210728

How did they do it bros?

>> No.9210730

>>9210639
Honestly, give TNT and Plutonia a try on HMP and see how you do. Plutonia mostly plays the same on HMP as it does on UV, the most common difference being that the ambushes and traps are toned down to be a lot less harsh.

>> No.9210738
File: 37 KB, 64x128, ezgif.com-gif-maker(16).gif [View same] [iqdb] [saucenao] [google]
9210738

>> No.9210739
File: 14 KB, 850x300, cwilv shit.png [View same] [iqdb] [saucenao] [google]
9210739

I learned from my past mistakes and am making CWILV lumps as levels are submitted. I think these look passable enough.

>> No.9210752

Engine devs, for the love of christ. Please just let me make a folder, drop all my wads in that folder, you ask which folder I want to launch, and you launch everything in that folder.
I don't care if it takes up more space, they're fucking Doom wads
Launchers are cringe.

>> No.9210760

>>9210752
(you)

>> No.9210768

>>9210725
i thought the singleplayer was better

>> No.9210771

>>9210752
curious, you say launchers are cringe yet your proposal still uses a launcher

>> No.9210779

>>9210587
Hexen 2?

>> No.9210783

>>9210752
Just drag and drop, that's what I do.

>> No.9210787

>>9210783
I have 2 folders IWAD and PWAD
Then I just make .bat files for each set of mods
But just ends up messy

>> No.9210797

>>9210771
Some people have a fucking weird thing against using something like ZDL despite it making everything a fuckload easier and better for sorting load orders out.

>> No.9210807

is there a list or a way to search for all monster/weapon packs?

>> No.9210809

>>9210797
Because the UI's for launchers is fucking attrocious. I appreciate applications that have a lot of depth and customizability, but if I have to learn how to use your launcher for just the basics (And these launchers can often fuck with existing configurations) then I'd rather stick with what I know

>> No.9210826

>>9210624
I still prefer AVP 2000.

>> No.9210830

>>9210752
No matter how convenient they make it I’ll never stop using the run command to launch levels. The farthest I’ve gotten beyond that is autoload lists for certain mods.

>> No.9210837

Man I kinda suck at Doom. I quicksave constantly whenever I play a wad for the first time and even on replays I can only go as far as limiting myself to a save on every key. At least I play on UV

>> No.9210840

>>9210837
>At least I play on UV
lmao fell for the meme. Play on the difficulty you are comfortable with and don't listen to the e-peen spergs.

>> No.9210843

>>9210653
>COD somehow prevented other style of FPS from being made because those were still coming out.
id love to see the list of DOOM-like games in that era, cause there was basically nothing.
after a certain time, it gained dominance where almost nothing else was being made,if i wanted a new game that was like DOOM at all, there was nothing, hell by halo 4, there was barely anything halo-like anymore.

>> No.9210848

>>9210843
What do you mean by "DOOM like" ?

>> No.9210861

>>9210848
To give him credit, maybe shooters with more than 2-3 weapons at a time and a varied enemy roster? Resistance 1 for PS3 is the first one to come to mind.

>> No.9210864

>>9210809
>learning curve
>launchers fucking with existing setups
The two biggest ones really don't have either of those.

>> No.9210870

>>9210728
i remember hating this wad for some reason, other than level 5 and like level 20+, maybe cause and i was new i played it right after BTSX (a megawad with no replay value, but still good) and wanted something alot better.
>>9210848
what most people would call boomershooters.
my (personal, don't take it as gospel) definition is four fold
>fast omni-directional movement (so quake and HL are good, but stuff like halo is too slow and stuff like cod, resistance or nu-SW are not really omni-directional)
>large enemy roster
>full arsenal
>no passive health regen (or at least not as the only option)

there are also a few other things that are not needed but can be nice
>not totally linear level design
>good movement tech (doesn't need to be like quake, but some can be nice)

>> No.9210880

>>9210870
forgot one
>no ADS or not focus on it.

>> No.9210884

>>9210870
>what most people could call boomershooters
Lol people will call anything a "boomershooter" if it has pixel / sprite graphics. Like Boltgun.

>> No.9210897

>>9210884
>Boltgun
idk the exact gameplay of boltgun cause it's not out yet, but the trailer seems to suggest that it fits with my definition.

>> No.9210903
File: 13 KB, 489x514, Crusader's Watch.png [View same] [iqdb] [saucenao] [google]
9210903

>>9210587
Hexen: Beyond Heretic.
Also Marathon, even though you asked about one game.

>> No.9210921

>>9210730
That's probably a better idea.

>>9210642
>>9210687
I'll go with 512 Linedefs after giving TNT and Plutonia a go.

>> No.9210925

>>9210587
Doom Episode 2: The Shores of Hell :^)

>> No.9210938
File: 118 KB, 1758x973, difficulty names.png [View same] [iqdb] [saucenao] [google]
9210938

Okay, we're changing the order (but keeping Metatron for reasons stated above).
For the one guy who really doesn't like Abrahamic mythology, pretend that it's using Hermetic Qabalah instead, then it's actually just really ancient non-Abrahamic ideas being expressed through Abrahamic theology... or something.
https://en.wikipedia.org/wiki/Hermetic_Qabalah
That or I guess you could tell me a new mod name, new theme, and make new M_DOOM stuff, and then you can basically just change it yourself. I won't stop you :^)

>> No.9210968 [DELETED] 

>>9210587
Not retro but Titanfall 2

>> No.9210979

>>9210807
weapons and monsters is all i need really
I like monsters deadly and looking horroish/fucked up
and weapons to be more grounded, no sci fi stuff
can anyone help?

>> No.9211004
File: 5 KB, 272x237, file.png [View same] [iqdb] [saucenao] [google]
9211004

>>9210809
>Because the UI's for launchers is fucking attrocious.
What do you even want out of a UI? You drag in the pwads, pick an iwad, pick a source port, type in any launch arguments, and hit go.

>> No.9211015

>>9211004
This, most of the stuff in ZDL you don't even need to bother with (though saving and loading the setups is fucking useful).

>> No.9211018 [DELETED] 

>>9210968
Source is probably considered a retro engine now.

>> No.9211027

>>9211004
Does that let you save presets?

>> No.9211031

>>9211027
Yeah, but I don't use them.

>> No.9211040 [DELETED] 
File: 374 KB, 420x420, 942e2eeb4a84a0a9334b8909be82d469.png [View same] [iqdb] [saucenao] [google]
9211040

>>9211018
To this day, I cannot fathom how that game, along with Titanfall 1, is running on Source cus it looks nothing like a Source game at all. Those Respawn fellas really know some game development black magick, specifically with a "k."


Their most arcane form of such dark wizardry of the elder gods is the fact that every single sound effect is an uncompressed .wav file.

>> No.9211045 [DELETED] 

>>9210938
I'm the one that voted for that. I just don't like kikes. I don't mind that you're going for that theme so go ahead and make it as you like.

>> No.9211048
File: 19 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
9211048

FRIDAY NIGHT FIREFIGHT TIME! Tonight we're fragging on asdfjkl;, some old ZDoom mapset. Connect with Zandronum
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666
(apologies for late post today. Fuckin' way she goes.)

>> No.9211056 [DELETED] 

>>9211040
Its called a lot of fucking work.
Streamlined the engine, and use new assets.

>> No.9211081

>>9211027
Yes, it lets you save and load them in a bunch of different ways, it's useful when you're not wanting to keep track of stuff like having mods that only work with certain versions of sourceports.

>> No.9211087

>>9211056
I think it's also because outside of Valve there are rarely any AAA studios that actually use Source, especially ones with the resources to completely revamp it.

>> No.9211092

>>9204703
https://www.doomworld.com/forum/topic/131049-frantik-dm-2-new-32-map-ffa-deathmatch-megawad/
Frantik DM 2 - New 32 Map FFA Deathmatch MegaWAD

>> No.9211094

>>9211087
Mostly just niche stuff like Vanquish and whatever the fuck the E.Y.E developer counts as these days.

>> No.9211102

>>9211094
No wait not Vanquish, Vindictus or whatever that cheap shitty MMO on Source was.

>> No.9211114

>>9210752
i just use emacs to launch wads, it werks

>> No.9211126

>>9211114
please teach me your ways, grand wizard of technology

>> No.9211137

>>9211126
I use a package called Hyperbole that allows me to create all kinds of hyperlinks in any kind of file.

I have a file that has hyperlinks for every wad I care about. When I activate them, it launches Woof! with the right complevel and wads. I even wrote a function to automate the creation of new links but I only ever used it for populating the file.

If I want to launch Scythe 2 for example, I hit C-s and type "scy". Once the cursor is over the link, alt+enter activates it. I make it sound more complicated that it is but I don't have a screenshot with me right now.

One day I might try implementing the various doom extension languages.

>> No.9211143

No one topped the Doom95 launcher

>> No.9211150
File: 223 KB, 654x960, image-44-5.jpg [View same] [iqdb] [saucenao] [google]
9211150

>>9204751
>>9204703
So, given that Captain Mozzarella is still absent, I'm gonna need the assistance of someone else who can work with 3D modeling.

Specifically what I need in the nearest future is someone who can overlay 3D objects over a sheet of sprites to get the right angle and perspective for where they're gonna fit, it doesn't have to be perfect, I'll touch it up in post to match it to the 2D base sprites, and it's ok if parts are sourced from someone else's 3D model, they will be credited.

What I also really need is someone who can model some creature stuff, large creature stuff, but it's ok if you can only do the previous part, because it's necessary too. I would basically just need this for two weapons.
Any takers?

>> No.9211156

>>9211150
NotVaeros is that you? Is it for Ad Mortem?
What are you even going to do?

>> No.9211172

>>9211156
No, it's for 94 Protons. I don't want to spoil the boss, so I want to finish it out together with an artist which can help me with some heavy lifting.

For the guns, they're for the Plasma and the BFG9000, the former which is partially done.

>> No.9211240

>>9210752
>I want a launcher, except that I don't want a launcher
Good luck with that and all.

>>9211027
Yes. DoomLauncher also lets you do that.

>>9211143
Doom 95's launcher was a good start, shame it can only load 1 iwad and then 1 pwad at a time. Also that Doom 95 is scuffed and awkward.

You know, I guess it would be pretty cool if like Crispy Doom had a Doom 95-ish front-end for loading up wads and setting parameters on the fly.

>> No.9211251

>>9208493
>pew pew pew

>> No.9211289

>>9211240
>Good luck with that and all.
It's like that dude who made an array of .bats to run other .bats to run other .bats to launch Doom with his preferred combination of ports and pwads and iwads, all because he didn't want to go to the hassle of using a launcher.

>> No.9211309

why is far cry 1 so forgotten today?

>> No.9211319 [DELETED] 

>>9211309
Mogged by Far Cry 2, which was mogged by Far Cry 3, which turned into the template for every Ubisoft game afterwards.

>> No.9211320

>>9211289
That sounds so incredibly awkward, yet also so very based.

>> No.9211326 [DELETED] 

>>9211319
>like Far Cry 3
>check out Far Cry 4
>the guns are cooler and there's more of them, but otherwise it plays basically the same
>except the world map is way less interesting, stealth by hiding in bushes and tall grass is nerfed hard, and the story and characters are unbelievably shit and uninteresting
>Far Cry 5 and 6 don't look any better
Oh well.

>> No.9211371 [DELETED] 

>>9211326
Blood Dragon was the last time Ubisoft knew how to have fun, and that's a shitpost game.

>> No.9211373
File: 73 KB, 250x322, 1602004910088.jpg [View same] [iqdb] [saucenao] [google]
9211373

>mod has an option to remove infighting

>> No.9211378
File: 680 KB, 1920x1080, dsda-doom_ZuLwGOyQAE.png [View same] [iqdb] [saucenao] [google]
9211378

Finally sat down and made my first map. If anything, it made me respect mappers for vanilla Doom 2 for how arbitrary the set of linedef actions and triggers is.
As usual, groping my way through a map editor with ideas emerging as I go was mildly fun, recommend trying it if you haven't yet.

>> No.9211379

>>9211378
Are you gonna post it?

>> No.9211380
File: 19 KB, 460x215, header[1].jpg [View same] [iqdb] [saucenao] [google]
9211380

DAMN
WHY IS THIS SHIT SO HARD

>> No.9211382 [DELETED] 

>>9211309
1 is just nothing special, it's very slow with very pretty trees and grass, but that's about it. It's also quite short. Far cry is as eurojank as you get, only memorable thing about the whole game is the stupid red shirt. And it wasn't mogged by 2, it was mogged by Crysis.
>>9211326
5 had the best story, but I seem to be the only one in the universe that likes 5 and considers it the only good Far Cry.

>> No.9211391
File: 437 KB, 2448x3060, 1661555658160344.png [View same] [iqdb] [saucenao] [google]
9211391

>Demonic Counter Strike
>AI-Director
>Dynamic Enemy Reinforcements
all three do the same thing,spawn monsters once everything on the level is killed,how do i figure out which one is better?

>> No.9211402
File: 760 KB, 1920x1080, prboom-plus_veUQP454wq.png [View same] [iqdb] [saucenao] [google]
9211402

>>9211378
>>9211379
Sure. It was mostly just exploring the editing software by trial and error, though, so it doesn't deserve too much of anyone's time.

https://files.catbox .moe/c0wvln.wad

>> No.9211419

>>9211402
>That motherfucker! He HIT ME!

>> No.9211430 [DELETED] 

>>9211382
>I seem to be the only one in the universe that likes 5 and considers it the only good Far Cry.
FC5 was so dogshit they had to write an entire sequel to try and fix it.

>> No.9211442

>>9210587
ut2004

>> No.9211443 [DELETED] 
File: 48 KB, 788x702, 1641647630425.png [View same] [iqdb] [saucenao] [google]
9211443

>>9211430
Well I loved it and that sequel was fucking stupid.

>> No.9211514

Anyone playing GZDoom on an HDR display?
The game keeps dimming my monitor and I have to reset HDR mode every time I exit. The Vulkan HDR setting just makes it nearly pitch black.
I almost regret upgrading because now doom doesn’t look like how I’ve played it for years.

>> No.9211519

ad mortem more like fag mortem lmao

>> No.9211526

Is there a game like Return To Castle Wolfenstein, but good? Like another semi-realistic wartime shooter with health pickups instead of regenerating health, where you die rapidly to enemy gunfire, and also you can bunnyhop, but your guns actually work this time instead of having CS-tier retarded spread patterns.

I wanna go fast and click on heads simultaneously as a means of surviving hitscan hell. Does this game exist?

>> No.9211528

>>9211526
You could just mod RTCW.

>> No.9211542

>shoot a flare in Blood with clear line of sight to the enemy
>it gets blocked if it goes within 500 yards of a wall
Why is it like this? I noticed it was like this in Fresh Supply too, but I guess that's probably because a bug becomes a feature if people get used to it.

>> No.9211584

>>9211542
It's more something that gets put up with, silly 'buildshit' like that happens across each of those games.

>> No.9211593

>>9209184
Ancient Aliens, Auger Zenith or Lost Civilization just to cite a few, are nice non slaughter wads.
Like >>9209741 says, Sunder gigantic structures wouldn't make any sense with 3 monsters.
>>9208965
Did you try to play Sunlust in HNTR? It may still be harder than TNT Evilution in UV but not that much. Since you're fine with slaughtermaps, have a look to Ribbiks wads, he is always implementing balanced HNTR.

>> No.9211613

>>9211593
>Ancient Aliens
>non-slaughter
I haven't finished the whole megawad but I'm pretty sure Map 9 counts as slaughter. Almost 600 fucking enemies

>> No.9211616

Is the Steam TNT.WAD bugfixed or no?

>> No.9211629

>>9211616
Not for the DOS version.
But the one in the Unity port, yes.
Still they didn't fix the shotgunner teleporter ambush in map 31 so 100% kills is not possible.
Also lame green cross on medkits.

>> No.9211637
File: 1.48 MB, 1920x1080, 1.png [View same] [iqdb] [saucenao] [google]
9211637

>>9211613
The rest of the megawad doesn't compare to this one near the end, although there is an icon of sin map in the middle of the set that can get nuts.

>> No.9211639

>>9211629
I just use a source port (dsda-doom)
I assume I'm gonna need the bugfix wad if I want to finish Pharaoh then

>> No.9211650

>>9211639
GOG has the rare id anthology version if you don't want to use the pwad fix.

>> No.9211662

>>9210643
I think you mean CoD 4.

>> No.9211679

>>9211613
Sure, map 9 is a little slaughterish, it has a lot of enemies but it isn't very dense, I think slaughtermaps are more about density than number of enemies.
Map 29 and map 30 on the other hand are the real slaughtermaps of the wad and map 18 has an icon of sin.

>> No.9211681 [DELETED] 

>>9211326
>>9211382
The resistance points system ruins 5 by forcing you to engage with the plot when you'd rather be doing anything else. It's a good game, but the idea of replaying it is a chore. And I hate that Joseph was "right". That ending sucked.

>> No.9211689

>>9211639
>>9211650
There's also this so you can patch your iwads to whatever versions you want. Pretty simple if you've ever patched roms before.
https://github.com/Doom-Utils/iwad-patches

>> No.9211692

>>9211689
You can use this site to make it even more painless.
https://hack64.net/tools/patcher.php

>> No.9211713

>>9211689
honestly if you don't care about vanilla feel that much just use gzdoom which fixes both the yellow key and shotgunner ambush issues, no matter what iwad version you have. Or prboom just for the later problem.
Don't know what other source ports do that.

>> No.9211721

>>9211519
Fag Mortem, the spooky HFFM spinoff.

>> No.9211735

>>9211721
That would scare my fuckin' pants off.

>> No.9211738

>>9211735
Scare me stiff, it would.

>> No.9211740

TNT: Sneedilution (formerly Chuckilution)

>> No.9211742 [DELETED] 
File: 321 KB, 605x478, 1639952027852.png [View same] [iqdb] [saucenao] [google]
9211742

>>9211681
That's what I like the best. Far Cry 5 is a better Bioshock/Spec Ops: the line in terms of commentary on engagement with games because this twist works more than once.
In Bioshock it's a decent enough twist, but it's blatant that's it's just more highbrow way of doing shit like game saying "don't you hate valve puzzles haha" while making you slog through a valve puzzle.
In Spec Ops all the shock just doesn't come through the second time, it's still decent enough, but it's nowhere near as interesting.
In FC5 only reason everything is fucked by the end is because you wanted to be a big action american hero that ignored "just walk away" warning right at the start. If you walk away - army arrives and it's a happy ending. If you decided to push to the end - well, it's the end (new dawn or whatever can fuck off). That's why Father tells you that he should kill you for what YOU'VE done.
You are the one doing damage to the Hope country because of your egotistical desire to have fun and be a hero. You are constantly getting stopped and told to stop blowing shit up and being a dickhead.
If you were to kill Father in the end, that would just undo the "just walk away" part and validate your obsession with being a good guy in the story.
You can even walk away before the ending, shit will still be fucked all around and it's a bad ending as well, but at least it's not the hellfire on Earth.
The music is fantastic and stupidly well written, side missions give that AMERICA FUCK YEAH intro, 4 Horsemen of Apocalypse stuff and they have reasoning behind their actions.
Love it.

Now I realize I'm probably a lunatic, given how lead writer was responsible for B:Infinite and New dawn brought Father back and made him say "I was wrong, whole 5 was wrong and you are the one chosen by God, totally, dude,and also the fact that no one in the world seems to even remotely agree with me but I don't care, I see something truly special in that game.

>> No.9211743

>>9211721
Knee Deep In The Cum
Ass-lien Vendickta
Ancient Ass-liens
Nuts (IE Balls)
Asses 2069
Jizzneses
Total Cockass
Coom The Way Your Mom Did

>> No.9211752
File: 14 KB, 475x386, Untitled.png [View same] [iqdb] [saucenao] [google]
9211752

>>9211743
Anonymous supplied me with my map name for my hard fast faggot map submission

>> No.9211754

>>9211740
Anonymous (formerly funny)

>> No.9211759

>>9211613
If you're not praying to RNGesus that 5 cyberdemons start infighting 200 revenants it's not slaughter, that would be map 10

>> No.9211769

>>9210350
>Marathon Lore
That's barely a blip compared to Robot timeline Megaman lore (including both the licensed Western Comics and Manga), especially after the Classic era.

>> No.9211776 [SPOILER] 
File: 21 KB, 455x231, file.png [View same] [iqdb] [saucenao] [google]
9211776

>>9211156
I thought that maybe Mozza could make gothic sprite replacements for the monsters just like he did for HFFM. He also seems pretty enthusiastic about contributing in some way, picrel.

>> No.9211779

>>9211752
That last one is pretty good.

>> No.9211780

>>9211776
miss this frog nigga like you wouldn't believe

>> No.9211784
File: 956 KB, 1280x913, 1655855968278.png [View same] [iqdb] [saucenao] [google]
9211784

>>9211780
You and me both, anon.

>> No.9211792
File: 2.78 MB, 640x480, demonlet.webm [View same] [iqdb] [saucenao] [google]
9211792

>>9211776
demonlets when?

>> No.9211795
File: 81 KB, 640x480, 1633707790941.jpg [View same] [iqdb] [saucenao] [google]
9211795

>>9211792
Better idea, reskin them to look like spiders like in Doom 3.

>> No.9211797

>>9211792
I want these sprites so I can use them to reskin HDest's Babuins.

>> No.9211798
File: 63 KB, 600x600, RWL1A2D8.png [View same] [iqdb] [saucenao] [google]
9211798

>>9211795
oh that is nice

>> No.9211813

>>9211379
>>9211402
Fuck, I forgot, it's vanilla Doom 2, the target port is PRBoom+ et al, complevel 2

>> No.9211820
File: 65 KB, 640x480, Trinity.png [View same] [iqdb] [saucenao] [google]
9211820

Sandy, what's your excuse?
https://doomwiki.org/wiki/The_Unholy_Trinity

>> No.9211821
File: 2.74 MB, 634x338, ai2_comp.webm [View same] [iqdb] [saucenao] [google]
9211821

added a hacky door :)

>> No.9211829

>>9211820
Did this one ever catch any shit for being a map of a school or was that not really a problem pre-Columbine?

>> No.9211832

>>9211820
That music fits the Ad Mortem theme
https://youtu.be/ZufSDxehPfY

>> No.9211834

>>9211829
Maps of people's schools, workplaces, and houses were pretty common in the 90s.

>> No.9211837

>>9211820
Odyssey of Noises in Plutonia is the perfect version of a Doom II city level, it's what they should've been.

>> No.9211850

>>9211829
Making your school, workplace, home, local hangout, etc, that was just really common and normal in the early Doom mapping scene. People just thought it was cool to shoot monsters and deathmatch in locales they knew IRL. It's more after edgy fags started submitting a bunch of supposed recreations of Columbine to iDgames where Doomworld would just turn against it on principle because they didn't want anything to do with those people in the slightest.

>> No.9211874

>>9211820
Have you played Trinity? It's a shit level.

>> No.9211878

>>9211821
This looks better every time you post new progress. Keep it up.

>> No.9211879
File: 1.41 MB, 225x170, 1654986634474.gif [View same] [iqdb] [saucenao] [google]
9211879

>>9211519

>> No.9211895

>>9211874
is worse than Downtown?

>> No.9211901

>>9211895
Downtown is not bad

>> No.9211902

>>9211593
oh i enjoyed auger zenith, but for some reason ancient aliens doesn't seem to gel for me? Lost Civilization is something I have not played yet.
As for sunlust, I played it once on UV with like a monster and weapon mod and it was pretty fun

>> No.9211903

>>9211901
Your mom also wasn't that bad back then

>> No.9211906

>>9211903
Well I'm still going downtown on yours!

>> No.9211972

Holy shit La Ciudadela from D2ISO is a fucking great map

>> No.9211995

Making the new thread. Please sit tight.

>> No.9212010

New thread.
>>9212004
>>9212004
>>9212004
>>9212004

>> No.9212325

>>9211526
Soldier of Fortune is pretty good but I wouldn't say it's better, you might still like it.

>> No.9212551

>>9211798
Yeah anything is better than this cause it's fucking retarded

>> No.9212867

>>9212551
fug you, rockets with legs are beautiful

>> No.9213070

>>9211821
insane work