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

/vr/ - Retro Games


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9212004 No.9212004 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9204701

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.9212005
File: 758 KB, 1200x838, 1659539368278.png [View same] [iqdb] [saucenao] [google]
9212005

=== 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 ===
[8-26] Frantik DM 2 - New 32 Map FFA Deathmatch MegaWAD
https://www.doomworld.com/forum/topic/131049-frantik-dm-2-new-32-map-ffa-deathmatch-megawad/

[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.9212013
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9212013

94 PROTONS OF /vr/ INFOGRAPHIC BECAUSE OP FORGOT

>> No.9212018

>>9212013
I was just going to post that, but thanks.

>> No.9212024
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9212024

>> No.9212035

Give me more maps like La Ciudadela (Doom 2 in Spain Only MAP19), it's one of the best maps I've ever played

>> No.9212063

Quake is fun.
Doom is fun too.
Hope you all have fun.

>> No.9212073

Doom wads are insane these days.

>> No.9212101
File: 241 KB, 1920x1080, square1.png [View same] [iqdb] [saucenao] [google]
9212101

>oi cheeky m8!

>> No.9212106

>>9212005
ad mortem more like fag mortem lmao

>> No.9212110
File: 798 KB, 678x665, crawling.png [View same] [iqdb] [saucenao] [google]
9212110

>the false angel is just another case of a modder forgetting that zoom and weapon state keys exist
looks really cool but jesus fucking christ it`s 2022.
why are some people so adamant on using half of a keyboard worth of keybinds for a fucking doom mod of all things anyway?

>> No.9212113

>>9212110
More = better obviously. If your mod has a gorillion weapons and inputs, then it's clearly high quality.

>> No.9212121

>>9212110
Even 7 is pushing it, since you can't reach 7 from WASD. If you have more than 7 weapons, stop having that many weapons.

>> No.9212129

>>9212110
I tried it for a bit and it seems like it could be a lot of fun, but some of the effects spike my framerate and the hud doesn't fit low resolutions.

>> No.9212130
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9212130

>>9212113
ironically enough, this one`s actually pretty high quality. but god damn if it requires me to navigate a dozen additional buttons then i`ll just pass.

>> No.9212131

looking for a mod that adds the lighting affects of smooth doom (e.g. imp balls that glow and light up the environment) without the smooth doom

>> No.9212146

what's the deal with eternity

>> No.9212148
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9212148

>>9212073
Name three (3) insane wads from these days.

>> No.9212157

>>9212148
Does senile wad count as insane?

>> No.9212158

>>9212131
nevermind im retarded and didnt realise gzdoom had a lights.pk3 that it comes with

>> No.9212162

>try blood fresh supply since I've heard it's a lot better than it was at launch
>it still feels, sounds, looks and behaves completely off
fucking how bad was it at launch?

>> No.9212163

Damn do "people" really avoid picking up the chainsaw? That borders on "playing like a faggot" to me. Sure you get faster access to Berserk fist but that's not on every map, and chainsaw can stunlock Pinkies and Cacodemons without wasting ammo and is also cool as fuck

>> No.9212171

>>9212163
The dicerolls for stunlocking pinkies and cacos is pretty unreliable in GZdoom. So you'll often get chomped from it.
I have no idea about DSDA or Chocolate's dicerolls, but GZDoom might be the source of the chainsaw stigma.

>> No.9212175

>>9212171
Cacos sure but Pinkies have never unstunlocked for me ever, maybe once but I never noticed it, it's very consistent. I use DSDA-Doom mostly.

>> No.9212176

>>9212171
>GZDoom might be the source of the chainsaw stigma
Odd, considering the fact that melee is much better there. You can even stunlock an Arachnotron with the chainsaw when it's near impossible in vanilla.

>> No.9212178

>>9212163
its dogshit on nightmare tho, cant stunlock pinkies its literally impossible

>> No.9212180
File: 244 KB, 1920x1080, RIGUIDE.png [View same] [iqdb] [saucenao] [google]
9212180

>>9212130
It didn't seem like that much to me.

What I ended up with
Shift: Style 1
Q: Style 2
Capslock: Angel mode
F and mouse wheel button: Melee
Either Ctrl and Alt can be either crouch or the style wheel
Z: Previous melee
C: Next melee

>> No.9212183

>>9212121
>Even 7 is pushing it, since you can't reach 7 from WASD.
Take the HLpill.

>> No.9212221
File: 790 KB, 1920x1080, dsda-doom_EdqnSQrHyU.png [View same] [iqdb] [saucenao] [google]
9212221

Made my first ever Doom 2 map, feedback appreciated, especially if I committed any big mapping no-nos. Might be a bit too dark on default gamma settings, see pic.

Target port is PRBoom+ et al., complevel 2.
https://files.catbox.moe/07cws6.wad

>> No.9212230

minor things i want dsda-doom to do
>let me click on the title screen to open menu instead of esc key
>let me turn off the little tiny timer that appears after levels
>keep endoom after the next update pretty please
see the problem with dsda-doom is that it's targeted at speedrunners while also being the best port of all time in general. they should have made it worse if they didn't want to accommodate slow plebs

>> No.9212235

>>9212230
the one really minor thing i want is for the thing to mute itself when i alt tab like gzdoom does.
currently the only workaround is that you have to bind a "pause" key (which is different than esc the menu key) and manually pause before alt tabbing.

>> No.9212238

>>9212235
what would be cool is letting the cursor escape when paused since i have two monitors and could just click out

>> No.9212241

Trying to get Bolognese to have coloured blood for Caco and Barons/Knights
>To make an enemy spawn green blood, set it's "accuracy" 999, or 998 for blue. "Accuracy" has nothing to do with the monster's actual accuracy, it's a compatibility script only used in Strife that has no actual practical use, but can be used to track a generic thing type with GetActorProperty.
why do these people make everything harder for non-modder normies like me
i dont know how to change le actor property. dafuq do i do

>> No.9212253

>>9212221
You got me at a bad time. But I'll try it when I get home.

>> No.9212287

>>9212241
Doesn't it already have an optional patch for colored blood?

>> No.9212302

>>9212221
Here's a gameplay video:
https://mega.nz/file/l581HLDL#2gLzwAX8Kwdj1mmwzQp-zf2SngOencS48kU0l5r_9Ks
First, I know that I'm shit at Doom.
That aside, some notes:
>At first I didn't like looking for the Shotgun, but once I found it (and later noticed the button) it "clicked" for me, and I ended-up appreciating it
>The encounters are well-balanced for the most part, but they're arranged a bit awkwardly (the door fighting with the Cacos comes to mind, as well as going back into that room after triggering the big fight in the adjacent room; considering working-in some "close door" or "ceiling lower) linedefs in front of your encounter-triggering ones)
>I liked that the Rocket Launcher secret had a couple enemies guarding the weapon itself
>There are some door tracks that need their "Lower Unpegged" flag enabled (I think I motion to one in the video)
Overall, I liked it. Your texture usage is a bit on the cliched side for a "first map", but I encourage you to keep at it and see where the experience can take you.

>> No.9212306

>>9212287
I dont think so. It's only one pk3 and I didn't see anything like an optional patch in it (then again maybe I couldn't tell). The readme does mention that colored blood "requires an addon" though.
On moddb there's only one file https://www.moddb.com/mods/brutal-doom/downloads/bolognese-gore-mod-v20
Although moddb has absolute fucking garbage design so maybe I just missed it

>> No.9212326
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9212326

Is there an RPG gameplay mod for Doom a la Wrath of Cronos, but with guns? I've tried Death & Decay, but I'm wondering what alternatives there are? (I only just found DnD by accident, and it piqued my curiosity.)

>> No.9212360

>>9212302
Aw shit, I can't finish watching it because of the quota for the next 6 hours... Massive thanks for trying! I'll keep your notes in mind for my next one.

>> No.9212389
File: 3.90 MB, 4379x3287, 07cws6-MAP01-crop.jpg [View same] [iqdb] [saucenao] [google]
9212389

>>9212360
>Aw shit, I can't finish watching it because of the quota
Yurusanai. I won't let (the fact that I forgot about) Mega's quota get in my way.
I uploaded it to my YouTube: https://youtu.be/G4GTMOL2cUc

>> No.9212392
File: 928 KB, 1920x1080, 1654428682566.png [View same] [iqdb] [saucenao] [google]
9212392

>>9212221
Finished it
I like the encounters, it plays pretty well. It could use some visual polishing.

Some door frames move with the door, like red door frame or eye-chasm secret lift's frame. Also red door frame has wrong wall textures.

Some sectors are too dark. E.g; https://i.imgur.com/SrGJMEb.png
Inside the cave is OK, but outdoors should not be blinking this dark.
Eg; https://i.imgur.com/mvdUt6X.png
Right side is kino, left side looks bad.

https://i.imgur.com/Zn00LLY.png
This switch makes a door opening sound to your left instead of the right. Dafuq? How? Is this a bug? It doesn't happen in GZDoom.
I know there's a soul sphere to the left but that's not it. Speaking of, make that room a secret imo.

Pretty sure the ridge with the shotgunners is inaccessible. Even if it were, the cave with the ssg would still be inaccessible because the door to it opens from inside and there's no other way in. There's also two secret sectors there for some reason (68 & 146)

Ending could be clearer. I didn't know I had to climb the flesh mound and I ended up running around for 2-3 minutes. Maybe add dramatically rising stairs to the mound once you press the button or something.

I think the encounters were well-made, I enjoyed it. I'm just nitpicking to help you. You should put it on idworld once you're done with it.
My OBS was set up incorrectly so my first attempt video is utter dogshit quality + no audio. If you REALLY want to watch it, here you go. I know I wouldn't.
anonfiles com /B82f8e5dy1/Untitled_webm
(Not in the video but I did end up finding the eye-chasm secret on my own)

>> No.9212395

>>9212392
Oh also, inside the cave with ssg & baron, you should make the elevated ceiling above the ssg into sky. There's light coming down from it but currently its just dirt.

>> No.9212418

>>9212306
found this but it doesnt work for blood splatters. they disappear completely. only blood stains against walls work
https://assets.wad-archive.com/wadarchive/files/39b018dc3eadeb809420899053300676871898e2/bbgore_colored_blood_for_cacodemons_and_bruisers_vanilla.pk3

>> No.9212420

>>9212389
Enormous props to you anon, I won't forget this. I liked that yours was a "normal" playthrough without a lot of secret hunting, a set of fresh eyes is just great.
>>9212392
>>9212395
Thanks a lot for the breakdown! I know talking back at feedback is bad manners, but this is more of a notes to myself thing.
>Some sectors are too dark
I wanted to theme supernatural/hellish objects with supernatural darkness (soulsphere secret evil eye and marble room ambush evil eye both cast pure darkness), but that's on me failing to convey that well enough.
>right side is kino
Thank you for noticing and pointing it out!
>This switch makes a door opening sound to your left instead of the right
I have no idea why that happens. Everything seems to be in order, the linedef opens the correct door. Vanilla quirk? Who knows.
>Pretty sure the ridge with the shotgunners is inaccessible
It is, the door is actually a lift, I should probably make that thicker, despite liking the gamey logic behind a thin lift better.
>you should make the elevated ceiling above the ssg into sky
AAAH I THOUGHT NO ONE WOULD LOOK IN VANILLA

Again, thanks a lot for the pointers and the time, both of you.

>> No.9212465

How the FUCK did Eviternity win a Cacoward over Doom Zero????????????????????

>> No.9212476 [DELETED] 
File: 215 KB, 1280x1556, angry skeleton chair.jpg [View same] [iqdb] [saucenao] [google]
9212476

would this fit in for a doom map ?
I've been guitar noodling, I'm trying to make my own level themes.
https://vocaroo.com/135kOwAc5roX

>> No.9212480
File: 527 KB, 600x338, 1654043184634.gif [View same] [iqdb] [saucenao] [google]
9212480

>>9212420
lol its fine to discuss anon, i can be wrong. for example;
>AAAH I THOUGHT NO ONE WOULD LOOK IN VANILLA
lmfao my bad. I saw it while messing in GZDoom. yeah no one should notice it if they play with the right port. which reminds me, the dim lighting of the map + software rendered spectres is a nice combo.

>It is, the door is actually a lift, I should probably make that thicker, despite liking the gamey logic behind a thin lift better.
I understand you mean the one in the cave with the baron (which i think is fine as a lift, it even has a texture that stands it out). but I thought that whole area was inaccessible.
i went back to double check and again it was my bad, there is a pass-through midwall next to the passage that leads out of the outdoors area. pretty devious. maybe consider giving us a hint for that, or maybe dont. a lot of maps have secrets like this so its up to the creator.

>I wanted to theme supernatural/hellish objects with supernatural darkness
I think this is a really cool concept, but it might be hard to pull of if you only use pure blacks. See pic related; right sector isn't connected to the cave + blinks way too dark, so it looks like a mapping mistake. In comparison the blinking sector on the left looks decent.
Also for this effect to look more natural you could definitely try doing gradients. If the eye in the ambush room looked like this; https://i.imgur.com/HS3PDLC.png, I would be much more inclined to see it as the eye emitting darkness.
For consistency's sake, maybe consider making the blue skull's environment dark too (like the red skull, which i assume is the reason for the dark cave)
It might be too much for that room to have so many dark corners, but I'm sure you could figure something out like extruding that corner into a dark small mini-room with no door so the blue skull sticks out when the walls go down. or something like that

good luck anon

>> No.9212486

>>9212465
Because the Cacowards Committee has no taste, obviously.

>> No.9212503
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9212503

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

>> No.9212512

Playing Plutonia makes you wonder why Doom II added all these great monsters but never utilized them very well
I mean jesus christ only 90 revenants and 17 arch-viles, step it the fuck up

>> No.9212557
File: 12 KB, 306x306, pepe.jpg [View same] [iqdb] [saucenao] [google]
9212557

>>9212465
> tfw dont remember if beat a wad or never even played
Fuck I guess I gotta try eviternity (again) now

>> No.9212560

>>9212512
Romero didn’t contribute many maps, it was mostly Sandy and American designing the levels under weird conditions. The enemies are certainly realized through Plutonia.

>> No.9212561

>>9212560
Romero didn't use the new enemies very well either.

>> No.9212565

>>9212560
>, it was mostly Sandy and American designing the levels under weird conditions.
id was starting to come apart at the seams and Romero was busy with his rockstar developer lifestyle, so it really fell on those two to do a fuckton of maps in a short space of time.

>> No.9212567

>>9212561
Too busy deathmatching I suppose

>> No.9212593

>>9212418
>>9212306
I've figured it out.
The pk3 I linked makes caco/baron/knight have the right "accuracy" values. this doesnt work because for some reason bolognese doesnt have coloured blood despite saying it does (i think it used to).
so instead i got the edited version of bolognese from that one mod which combines smooth doom / nashs gore / bolognese which actually has coloured blood for bolognese. this works with the aforementioned pk3 (i still need it because the class accuracy values are set in one of the other two mods, not in bolognese)
question is why did sergeant brazil stealthily remove his coloured blood
this was a colossal waste of time, i thought i was going crazy

>> No.9212610

>>9212593
>question is why did sergeant brazil stealthily remove his coloured blood
It was only half working, was fucking something else up and it required a patch to stick the blood colours to the monsters and next to nobody bothered with that patch.

>> No.9212629

Quakesgiving?

>> No.9212668

>>9212005
Looks like XBAND multiplayer is working again for the SNES Doom release. Video also contains some debug mode stuff
https://www.youtube.com/watch?v=Z89BinL0tAI

>> No.9212707
File: 253 KB, 375x173, WHEN IT'S DONE.png [View same] [iqdb] [saucenao] [google]
9212707

>>9212004
>>9212005
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.9212718
File: 111 KB, 490x750, 1477090452949.jpg [View same] [iqdb] [saucenao] [google]
9212718

>>9212707
>>9212005
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.9212751
File: 228 KB, 735x668, baba.jpg [View same] [iqdb] [saucenao] [google]
9212751

I remember watching a video about playing Quake at extreme framerate, and using it to produce high quality motion blur, like temporal super sampling. I can't find it anymore, and I'm not even sure what the term would be for this process. Do you know what's it called and which ports might support it?

>> No.9212764

>>9212163
My litmus test I came up with 10 seconds ago for this post is that if a chainsaw would not be a reasonably useful pickup in a level, it's slaughtershit

>> No.9212778

>>9212764
Just for you I will make a level with 400 demons and a tight corridor.

>> No.9212789

>>9212163
The Chainsaw is great when applied right.

>>9212764
Spread your butt wide, boy.

>> No.9212796

>>9212764
if i may offer a rebuttal : the mucus flow
probably one of the only slaughter-esque maps that requires chainsaw use

>> No.9212813

>>9212221
I died a few times due to ammo starvation, I guess you won't get a demo.
Anyway, one thing I noticed is that you have blinking problem on the staircase as some sectors have no darker adjacent sectors and they turn pitch black.

>> No.9212825

>>9212813
I think I designed it a little too heavily around secret hunting and infighting in the later portion, it's either no ammo or too much ammo, this balancing shit hard. Thanks for playing!
>blinking problem on the staircase
Yeah, no idea what's up with that, worst case I'll set it to flickering lights.

>> No.9212831

>>9212825
Sector effect 13 (And others like that) will drop light level to the lowest adjacent brightness. But if there's no adjancent sector that is darker it will go black entirely. You need some reference sector adjacent to those that don't touch non-blinking ones.

If you can't put any on the map, you can use J to join two sectors into one and use it to create connections outside (Sectors don't have to be continous)

>> No.9212835

>>9212825
Protip: Balance a map generally around "no secrets". Secrets are nice to have, but shouldn't be mandatory to even just finish the level.

Infighting is another thing that warrants THOROUGH playtesting. Just having it play out as you intend once isn't enough.

>> No.9212842

>>9212835
I think it should depend on how difficult the secrets are to find.

>> No.9212848

>>9212842
If it's obvious it's not a secret.

>> No.9212851

>>9212848
It's a secret to everyone.

>> No.9212852

>>9212835
Fair enough, I'll be more careful with secrets moving forward. How do people balance for ammo, anyway? Roughly the enemies' HP's worth + surplus?
Curiously, infighting was far more generous than I wanted 90% of the time...
Also, this was the balance pass which added more non-secret ammo. Whoops!

>> No.9212858

>>9212825
>I think I designed it a little too heavily around secret hunting and infighting in the later portion, it's either no ammo or too much ammo, this balancing shit hard.
If it helps, I always play my maps all the way through at least 3 times as part of testing:
Once using IDDQD to heal myself when I need it, and making a note of where I do so to better place health/armor.
Once UV-Max, to make sure it's doable, and all the secrets work properly, make sure you have more than enough ammo at this phase, especially if you have ammo in secrets.
Then once more with 0% secrets, getting as many kills as possible with that restriction. If you just barely scrape by, add 10-20% more ammo outside of secrets, gotta account for players who are potentially unluckier with damage RNG.
And as >>9212835
said, balancing around infighting is very tricky to do, save before those encounters and test them several times to make sure they are doable consistently.

>> No.9212860

>>9212852
>How do people balance for ammo, anyway?
I haven't determined a formula yet, but I look what weapons I have during that specific encounter and adjust to have enough to at least not be completely out of ammo.
However, remember that most people just go spraying and praying and that most people are too retarded to deal with ammo starvation maps, so if in doubt, put a bit more ammo.

That said, something I noticed specifically in 512 lines was that often I literally swam in ammo while there was barely anything to heal, so keep that in mind, too.

>> No.9212871

>>9212860
>>9212858
There's my new challenge, then. Thank you, again.

>> No.9212873

RECOMMEND ME A GOOD HIGH QUALITY MAP ONLY MEGAWAD WITH A SENSE OF PROPER PROGRESSION TECHBASE>INFESTED TECHBASE>HELL
PLEASE
PLEASE I HAVE NOTHING TO PLAY

>> No.9212878
File: 1.48 MB, 480x299, 1651113666604.gif [View same] [iqdb] [saucenao] [google]
9212878

Hey, I'll finally be able to host Serious Business Saturday today after so long. It'll start in around 4-5 hours and I'll make another post when it does. If you want to download the maps early that we'll be playing through you can get them here:
>https://rakanishu-sed.itch.io/128-mapping-jam-2022
>https://mega.nz/file/Bk9TUK7A#r0q4WM5UsI-oSa7DczxYkDk3s65_ANuiE-kP5hDFM0s
Each one is separate so make sure you put all the .gro files into your main TSE directory.

>> No.9212910

>>9212873
You played hellbound? Limit removing, vanilla textures, no dehacked shit, levels have some sense of geographical connection from one to the other, the run of maps around ~15-19 are some ludo infested techbases
The only big problem with it is the levels are all 30 minutes long even if you know where to go so if you don't like quicksaving you'll get very frustrated

>> No.9212919

>>9212848
Goofus
>>9212851
Gallant

>> No.9212934

>>9212842
Never underestimate people's ability to miss obvious fucking secrets.

I've had people miss everything from obvious as fuck off colour walls to the Doom-style entrance door behind you being a secret before.

>> No.9212938
File: 335 KB, 1920x1080, light_shot0001.jpg [View same] [iqdb] [saucenao] [google]
9212938

Lightmaps are comfy.

>> No.9212949

>>9212512
>I mean jesus christ only 90 revenants and 17 arch-viles
good

>> No.9212956

>>9212938
Absolutely. Don’t the skyboxes do something similar? I remember someone telling me here that the Q2 skyboxes dictated how the areas were lit.

>> No.9212957

>>9212934
>I've had people miss everything from[...]
And that is exactly why I stopped giving a fuck.
Retard will miss everything anyway, and I don't map for retards.

>> No.9212962
File: 705 KB, 1920x1080, gamma.jpg [View same] [iqdb] [saucenao] [google]
9212962

>>9212956
It's in fact the only outdoor source of light in Quake 2 maps, because there isn't a directional sunlight in the vanilla QRAD compiler.

>> No.9212965

>>9212962
That’s fucking cool.

>> No.9212969
File: 496 KB, 1920x1080, new.jpg [View same] [iqdb] [saucenao] [google]
9212969

>>9212965
That screenshot is using a modified compiler (in fact, doubly so with my own little change), which can make use of a directional sunlight.
Map is Ment Base.

>> No.9213028

>>9212957
OK Ribbiks

>> No.9213058

William Quakespeare. Need somebody to make an image out of that

>> No.9213065
File: 116 KB, 906x340, 1643667957083.png [View same] [iqdb] [saucenao] [google]
9213065

>>9213058

>> No.9213072

>>9212004
Is there a doom mod with crafting like CDDA

that would be SO cool omg UwU

>> No.9213116

>>9213072
Not really, Trailblazer has ammo crafting and upgrading weapons with junk, Wrath of Cronos has alchemy where you mix flasks together for stuff, but that's it really.

>> No.9213119
File: 3 KB, 400x517, STFDEAD0 - Copy.png [View same] [iqdb] [saucenao] [google]
9213119

>tfw your ideas massively outstrip your video editing skill
https://files.catbox.moe/4yio6n.mp4
Fug it's just like drawing all over again.
I'm too shit to cut together enough clips to make this look as good as it does in my head.

>> No.9213124

>>9213119
Lol wtf this is awesome, great work as usual

>> No.9213136

>>9213124
In my mind, it looked 100000x more awesome. God damn I'm probably gonna end up tweaking this shit for at least ten more hours before I come to accept that it's good enough.

>> No.9213159

>>9213136
It helped that vid came out of nowhere, like “what’s this oh shit it’s a Babel trailer”.
If you want any sort of critique, you could consider creating clips from more iwads/megawads? Maybe disable the hud when you do so? Either way you’re clearly on the right track.

>> No.9213162

>>9213159
Yeah, it's probably a good idea on both counts. There was just so little usable footage that I ended up cutting mostly 3 levels of plutonia. Now that I have some markers for the timings though, it might be easier.

>> No.9213163

>>9213119
>>9213159
>disable the hud
This was basically my only feedback, that and the Health Low warning, if they're separate. Looking good, otherwise.

>> No.9213168

>>9213163
>if they're separate
They are, even the sound and the text are separate technically.
I guess I'll try to get some other footage and do it again a bit later. Maybe once I'm fully awake and caffeinated I'll have better reflexes and editing skills.

>> No.9213208

Is there any reason not to play the KexEngine remaster of Quake instead of hunting down some other sourceport and setting it up for days until it works? Is the Quake Remaster accurate and works with mods and maps or what?

>> No.9213221

>>9213208
>Is there any reason not to play the KexEngine remaster of Quake instead of hunting down some other sourceport and setting it up for days until it works?
If it’s taking you days rather than minutes to set up a Quake sourceport then you’ve got problems. Otherwise, the Kexport is fine these days. When it was first out there was a lot wrong with it but I think they fixed most issues.

>> No.9213265 [DELETED] 
File: 54 KB, 1325x518, shshshs.jpg [View same] [iqdb] [saucenao] [google]
9213265

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

>> No.9213267
File: 2 KB, 220x228, DOOMN1P1.png [View same] [iqdb] [saucenao] [google]
9213267

We'll be playing some more SRB2Kart tomorrow for Sunday Night Shitshow, download the game here if you haven't already.
https://github.com/STJr/Kart-Public/releases/tag/v1.3
The address to connect to will be 51.161.34.159. I hope to see you then!

Optional custom client with 60fps and some other features, just drag the .exe into your install directory:
https://kart.moe/moe-mansion/
HOW TO PLAY FOR DUMB BITCHES
https://docs.google.com/document/d/1Q5oU5Lsy5PQHonDekMo2ThVvGgT1AkfYSFj-D1ac1iM/edit#heading=h.amwo5n1h1rlk

I got a couple of simple quality of life mods working, if they don't download automatically upon joining then get them here. Create a new subfolder called DOWNLOAD and place them there.
https://mb.srb2.org/addons/hitfeed-kl_hitfeed_v2-2-pk3.2399/
https://mb.srb2.org/addons/driftboost-gauge.2341/
https://mb.srb2.org/addons/nametags.3055/

>> No.9213283 [DELETED] 

>>9213265
>Getting in arguments on doomworld?
I just post my maps and leave. Why would anyone argue on Doomworld is beyond me.

>> No.9213295 [DELETED] 

>>9213265
That's why forums are essentially dead as a thing. Nobody likes bullshit power games that are constantly happening there.

>> No.9213298

>>9213267
1.3? I'm away from home and compiled 1.5 today in preparation.

>> No.9213305
File: 394 KB, 1365x764, file.png [View same] [iqdb] [saucenao] [google]
9213305

>>9212503
I decided to grab Sonic Mania sprites of chemical plant zones and converted them into the quake pallete to fuck around a little bit, i am planning to release the wad to let people fuck around

>> No.9213330

>512 Lines - Assyrian Drive
I enjoyed this map a lot. I liked the loopbacks and never really being safe after clearing one area. Took me way longer than I'd like to admit until I figured out how to get to the red key. The warehouse could have been a bit darker, so the Spectres could be more effective. In the end it felt like you needed to fulfill some kind of Revenant quota when all of a sudden it was like 90% of enemies. The vile rape gang was a nice jumpscare, but being fully loaded by that time they didn't really pose a problem.

>> No.9213346

>no one cared about goldeneye 25th anniversary

>> No.9213359

How is Voxel Doom?

>> No.9213363

>>9213346
Or Quake 2’s

>> No.9213367

>>9213359
It’s great if you like voxels, not so great if you don’t.

>> No.9213369

>>9213359
Seems to be fine. Pinkies are weird though. It's nice to see decorations that don't rotate towards me. Not as much benefit for monsters.

>> No.9213383

>>9213363
it's not november

>> No.9213384

>>9212178
Pinkies/spectres are unique because with -fast/nighmare, the duration of their frames is halved so everything they do is twice as fast; they are stunned half as long and bite twice as quickly

>> No.9213396

>>9213283
I don't know why anybody would even spend time on there if not to post mods/maps or download something only found there.

None of them are worthwhile places to be, even these threads are more productive by not having the clique bullshit that goes on, on all of them.

>> No.9213403

>>9213396
It's easy to recruit people for community projects, and you can get some technical answers. I don't really care about sharing my opinions with them.

>> No.9213412 [DELETED] 

kek i was banned for disagreeing with someone saying tnt map 15 was bad in a not "polite" way and now i can't even browse the site.
Didn't even use slurs or bad words.
They just wanted an excuse for my past "behaviour".

>> No.9213418 [DELETED] 

>>9213412
Doomworld/Zdoom forums are for releasing mods. Any and all actual discussion of Doom should be done here, I hope you learned your lesson.

>> No.9213423
File: 2.26 MB, 1280x720, file.png [View same] [iqdb] [saucenao] [google]
9213423

I think Dead Zone SUCKS!

>> No.9213424

>>9213384
pretty sure -fast is different to nightmare in this case. dont think their flinch is shorter on -fast.
but yeah. point is if i were doing nightmare on a map/mapset i know, theres a high chance im not picking up the saw. otherwise i always do

>> No.9213430

>>9213423
why

>> No.9213431 [DELETED] 

>>9213418
(dead)

>> No.9213441

>>9213383
>getting a remaster despite zero Quakecon coverage
That would be impressive, I have all of my doubts.

>> No.9213470
File: 22 KB, 1646x156, demo.jpg [View same] [iqdb] [saucenao] [google]
9213470

Oh shit guise is that true?
I have posted demos in the past, am I now part of a botnet?

>> No.9213472

>>9213470
I have hijacked your demo, your computer and your mum for good measure.

>> No.9213486

any wizards want to help a retard out? lzdoom suddenly wont load my audio devices. A standalone doomclone also refuses to have sound. Other games work fine. I am using windows xp its all that device can run.

>> No.9213491

Action quake 2 and organ grinder still going
https://www.twitch.tv/tastyspleentv

>> No.9213494

>>9213298
Didn't know that there was a new verison. If I can get it compiled in time then we'll use it, keep a 1.3 install handy just in case I'm too retarded.

>> No.9213501

>>9213494
/v/ & /vm/'s general has 1.3 in the OP, I wonder what the reason for that is.

>> No.9213510

Are there any notable changes in the add on wads in the unity port compared to the original versions?

>> No.9213516

>>9213510
BTSX's changes are well documented here
https://doomwiki.org/wiki/Back_to_Saturn_X
Not sure about the rest.

>> No.9213520

>>9213510
Usually it's "This texture or MIDI is taken from a game we don't own the rights to, so we need to replace it to legally cover ourselves."

>> No.9213524

>>9213486
Please I need to play some DOOM.

>> No.9213527

So what's the best version of Blood?
N, GDX or FS?

>> No.9213529
File: 58 KB, 480x498, DoomguyQC.jpg [View same] [iqdb] [saucenao] [google]
9213529

>>9213491
One of the guys there raised a question that is interesting.
Why none of the Q2 source ports removed .wal support yet? Quake 1 did that years ago and it opened the pandora box for mapping.

>> No.9213532

>>9213501
1.5 was released pretty recently, certainly after the current /vm/ general was started. Probably just a case of copypasta for /v/.
They use their own custom build anyway IIRC, with more memory allocated for mods and a higher player limit, not something we need to worry about unless/until these sessions get bigger.

>> No.9213537

>>9213529
>removed
Why the fuck would you remove support for something that is critical to handling every extant Q2 map?

>> No.9213539
File: 317 KB, 1280x720, Screenshot_Doom_20220828_003516.png [View same] [iqdb] [saucenao] [google]
9213539

How do I jump here? It's 100% possible and I managed to do it twice, but still no idea how I did that. Do I have to strafe here? Or do I just have to turn quickly?

>> No.9213540
File: 417 KB, 1920x1080, Assyrian (Tomb) (25).png [View same] [iqdb] [saucenao] [google]
9213540

>>9212503
These Astral Imps are tougher, faster, and harder-hitting than their corporeal counterparts, and their partially-phased flesh makes them harder to pick out, too.

>> No.9213547

>>9213527
NBlood/Raze, the Not Blood fork, GDX are all great. FS isn’t terrible but not ideal and the other ports are better.

>> No.9213554

>>9213537
I think he meant why .wal isn't Legacy yet just for the sake of compatibility while new maps may uses its own .tga .bmp or any format since .wal and colormap is required only for software rendering.

something even doom mapping did

>> No.9213559
File: 26 KB, 1433x161, true doomer.jpg [View same] [iqdb] [saucenao] [google]
9213559

So, anon, are you a true doomer and able to tell which maps he means?

>> No.9213568

>>9212005
went off radar for almost 2 weeks but Quake 2 Venus Unit was updated to 1.0
https://gm94385.tumblr.com/post/692680100280451072/venus-v-10-released

>> No.9213571

>>9213547
Cheers very much.

>> No.9213575

>>9213568
>Quake 2 Venus Unit
What is this? More fun Q2 stuff out of nowhere?

>> No.9213578

>>9213559
If I wanted to read /v/ posts then I would have gone to /v/, go away.

>> No.9213579

>>9213575
Lazarus heavy Q2 unit with some goodies and nasty difficulty and traps

>> No.9213580

>>9213571
Yeup, and for custom maps be sure to check out Eviction and 500ml of /vr/. I’m sure you’ve heard of Death Wish.

>> No.9213582

>>9213579
FUCK yeah

>> No.9213589
File: 496 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
9213589

>> No.9213591

>>9213589
This finally, I was waiting for this

>> No.9213601

>>9212004
I'm not sure if those two boys closest to the pie with similarly colored shirts are actually identical twins, are unrelated but one of them got touched up with make up and bits of facepaint, or if this its some sort of 90s digital editing at work...

>> No.9213609

>>9213540
What wad?

>> No.9213612

>>9213601
The big divide between both twins leads me to believe it’s just the same boy and girl photographed twice.

>> No.9213618
File: 93 KB, 1280x720, Screenshot_Doom_20220828_011355.png [View same] [iqdb] [saucenao] [google]
9213618

Name a worse Doom level made in past 30 years. You literally can't.

>> No.9213619

>>9213589
>magic wanted
>boom shooter faggot
>ad ammo
>babel balls
>protons visible

>> No.9213624

>>9213618
UAC Military Nightmare
Most of Jackpsycho's early stuff.

>> No.9213627

>Laura Beyer's Doom
>The Lost Episodes of Doom
>Hell 2 Pay
>Perdition's Gate
>Hacx
i need more unnoficial commercial wads, not shovelware compilations please

>> No.9213629
File: 3.06 MB, 1720x2160, yuger.png [View same] [iqdb] [saucenao] [google]
9213629

The map is almost done for the Quake 2 25th anniversary UNIT! I just need to tweak some balance and connect it to the rest of the unit. Also I wish that the Captcha here didn't hate me so much and I'd post progress more often...

>> No.9213632

>>9213627
Chex Quest

>> No.9213634

How the fuck does anyone beat fucking Marathon. the game is so fucking hard and cryptic with everything, plus the auto centering during movement. I feel like I am in another dimension where games were designed just a bit more differently, and it fucks with me.

>> No.9213636

>>9212004
Quake 2, one those games from before the 2000s where at least one of the official Expansion Packs is better than the base game.

>> No.9213641

>>9213634
It helps to read the terminals. :^)

>> No.9213642

>>9213634
Just shoot the aliens and read the terminals bro.
>the auto centering during movement.
Pretty sure you can turn that off.

>> No.9213647

>>9213641
I can't (b)read...

>> No.9213649

>>9213636
Doom 2 too

>> No.9213660
File: 61 KB, 612x411, istockphoto-169937776-612x612.jpg [View same] [iqdb] [saucenao] [google]
9213660

>>9213267
With the help of someone who actually has the slightest idea of what they are doing, the server has been updated to 1.5. Please update your games.
https://github.com/STJr/Kart-Public/releases/tag/v1.5
Also, a question for anyone who plays SRB2Kart, will Moe Mansion still work with this new version or should I leave it out of the OP tomorrow?

>> No.9213664

>>9213641
I just skip over the terminals, so much fucking writing when all I wanna do is shoot aliens.

>>9213642
You can not

>> No.9213665

>>9213660
Moe Mansion didn't allow me to connect when I tried it for FNF so unless something changed on your end about that I'd say probably not. It looks like 1.5 has 60fps anyway, which was all I used Moe Mansion for.

>> No.9213672

>>9213664
>I just skip over the terminals
Marathon is not the game for you, those contain mission-critical information.
>You can not
Are you playing the original Mac version? Aleph One has Auto-Recenter View as a checkbox in the first Controls screen.

>> No.9213673

>>9213589
>definitive patch metatron
>experience cyberdemon mappers
>popular bullshit
>almost retarded, used gzdoom
>release boom shooter, faggot
>quake effect mods
>need better map
>please explosion shotsgun
>samson launchers modules
>final love anon

>> No.9213675

>>9213664
>I just skip over the terminals, so much fucking writing when all I wanna do is shoot aliens.
There are plenty of other mindless shooters for that.
Marathon as a Trilogy has not only one of the best stories in FPS games, but it's genuinely great science fiction.

>> No.9213681
File: 1.14 MB, 1280x853, 1652517976688.png [View same] [iqdb] [saucenao] [google]
9213681

>>9212878
Serious Business Saturday is on! We're not dead! Today we'll be playing through three different maps, one released a while ago and two that just came out. You can grab them here:
>first map: https://mega.nz/file/Bk9TUK7A#r0q4WM5UsI-oSa7DczxYkDk3s65_ANuiE-kP5hDFM0s
>other two maps: https://rakanishu-sed.itch.io/128-mapping-jam-2022
As always, join via specify server with the IP below and wait for the server to fill up some before starting. Since these are three different maps that aren't connect I'll have to reset the server each time a map ends. Whenever that happens just stay on the server and hit whatever button it says to reconnect after a minute or so.
>IP: 45.79.57.115

>> No.9213682

Are there any Doom monster mods where the monster have some kind of active camouflage? Like their skin will change to match the floors or walls around them? Just something that popped into my head about 5 minutes ago.

>> No.9213694

>>9213675
>>9213672
Ok, I will replay it reading the terminals. Most were just jibberish, so after like the third telepad I stopped reading them. I am guessing just some of them are just random rambilngs then.

And looking at it, everytime I click on on remove auto center than go back to the game it triggers back on.

>> No.9213706

>>9213682
It'd probably have to be a zscript-based mod, or else you're basically creating monsters for maps and using some dirty hacks to get it to work right.

>> No.9213712

>>9212005
Corruption Cards 4.0 released.
https://www.moddb.com/mods/corruption-cards/downloads/corruption-cards-40

>> No.9213713

>>9213682
So basically Spectres without fuzz?

>> No.9213727

>>9213618
TNT's Habitat

>> No.9213735

>>9213618
Doom 2 In Name Only's Dead Simple

>> No.9213747

>>9213423
You fucking suck, Dead Zone is the best DBZ film.

>> No.9213760

>>9213694
>And looking at it, everytime I click on on remove auto center than go back to the game it triggers back on.
Does the game not have permission to edit wherever the configs are being stored? On Windows it stores them in %AppData%/Local/AlephOne

Unfortunately I can't see a switch in the Preferences file that explicitly calls itself Auto-Recenter, but one of these might help. They're from my config, which doesn't have the issue. Modifiers might be the one.
input device="1"
modifiers="33"
classic_vertical_aim="false"
classic_aim_speed_limits="true"
mouse_accel_type="0"
mouse_accel_scale="1"
raw_mouse_input="true"
extra_mouse_precision="true"

>> No.9213761

>>9213609
Antiquity, a work-in-progress mapset targeting Doom Retro

>> No.9213764

>>9213760
Thanks for this, I will try it out. much appreciated! and that def might be the issue of write permissions.

>> No.9213771

>>9213634
lol you been watching mando?
i only played some of the first game but yeah as others said, terminals form a coherent story iirc.

>> No.9213779

>>9213532
>>9213501
>>9213494
>>9213298
>>9213660
>>9213665
DON'T USE 1.5. IT'S BROKEN AND MODS DON'T WORK WITH IT. USE 1.3.

>> No.9213780
File: 10 KB, 250x282, image.png [View same] [iqdb] [saucenao] [google]
9213780

Can I just skip this shit? It's clearly wasn't made to be enjoyed. It's a really cool wad, I really liked it, 4 hours of pure action, it only had one bad >>9213618 map and one (now two) slaughtershitfests while everything else is pure distilled action, it deserved all the praise, yada yada, but could you please just don't?
I virtually never played map 30 that was enjoyable in any way, everyone just absolutely HAVE to fit as much bullshit into it as they could.

>> No.9213785

Word Tour was a mistake

>> No.9213790

>>9213785
I like the lighting. Wish there was a way to use in raze.

>> No.9213791

>>9213785
*World

>> No.9213802

>>9213779
The QoL mods listed in that post worked with 1.5 just fine when I tested, are you sure?

>> No.9213801

>>9213267
>>9213779
No one has updated to 1.5 because it's mostly broken, specially online, and most servers are still on 1.3. You should tell people to stay on 1.3, specially if you intend to use the /v/ mods and client in the future (you should).

>> No.9213805

>>9213802
>>9213801
Ahh, just saw this, fug. Guess I'll compile 1.3 then.

>> No.9213817
File: 1.44 MB, 1920x1080, owdarkhurts.png [View same] [iqdb] [saucenao] [google]
9213817

>>9213568
This is fun but it hurts the eyes with how dark it can get - and this is after a fresh D3 playthrough!
>>9213629
Looks great.

>> No.9213819

>>9213802
>>9213805
Online is laggy, and few people are using it yet. They seem to be trying to release a 1.6 sometime soon for that, and even then I'd suggest staying on 1.3. It looks like 1.5 might break compatibility with some map packs too. Eventually you'll want to use the CEP client because it has basically everything good from 1.5 without the bad parts, and it's still on 1.3. You can have a look at the current and previous threads on /vm/ if you want to see the situation with 1.4 and 1.5. Just tell people to get 1.3 with moe mansion for tomorrow.

>> No.9213821

Did okuplok cheat?

>> No.9213825

I gave up on fucking Marathon, fucking bullshit game with 3 shot kills, insta kill gernade aliens and level design made by a fucking minotaur

>> No.9213829

>>9213825
>level design made by a fucking minotaur
This can be a compliment depending on what variety of minotaur you're talking about.

>> No.9213830

>>9213821
What do you mean?

>> No.9213831

are there any good fan map packs for Unreal?

>> No.9213832

>>9213829
He's probably referring to the minoan variety, although that one was just a tenant.

>> No.9213854
File: 268 KB, 1920x1080, quake01.jpg [View same] [iqdb] [saucenao] [google]
9213854

>>9213817
Default Quake 2 brightness kind of sucks, period. I think even the Xbox 360 port doubled the brightness, and that's also what I did here.

>> No.9213859
File: 99 KB, 1200x630, Bull-Leaping.jpg [View same] [iqdb] [saucenao] [google]
9213859

>>9213832
Resembling a worshipped animal?

>> No.9213863

>>9213854
yamagi brightness is fucked under gl 3.4
vulkan is better

>> No.9213867

>>9213863
That's why I am not using OpenGL 3. In fact, this version only supports 1.X.

>> No.9213873
File: 683 KB, 948x740, 1636558755718.png [View same] [iqdb] [saucenao] [google]
9213873

>>9213681
Well, that's all I got for tonight. Sorry about the second map I didn't know it was not set up for multiplayer. Thanks for joining though, I'll make sure to try and find us a bigger set for next time!

>> No.9213883

Have you ever played a level for Doom or Heretic and thought to yourself that it could be improved if only it was made with features like 3D floors, colored lighting, etc?

>> No.9213891

>>9213713
sort of, but more like their skin takes on the properties of the environment around them. Actually I guess there wouldn't be much of a difference. I got the idea from this
>>9213540
You can see through the imp, but the whole imp is blue as well, like he's part of the water. Kinda like the villain from the 2004 Hulk movie if you ever saw that.

>> No.9213896

What's the best way to play Half Life? I heard Source has all sorts of issues.

>> No.9213901

>>9213896
Steam release of the original is fine, turn off HD models.
Black Mesa is cool too, though I wouldn't do it for a first playthrough.

>> No.9213915

>>9213867
Knightmare should had added vulkan into KMQ2 by now

>>9213901
HL Source is broken

>> No.9213927

>>9213780
Yes, scythe map 30 was a ridiculously huge slaughter map especially for the time it came out, when the description says the wad has maps for every skill level it wasn't lying
You don't even want to know how ridiculous Scythe 2 gets after map 20, but it is very fun and better than Scythe 1 if you quit while you're ahead

>> No.9213929
File: 514 KB, 1920x2160, overbright.jpg [View same] [iqdb] [saucenao] [google]
9213929

>>9213915
Is there even an equivalent to gl_overbrightbits in vulkan? vk_postprocess kind of does this, but it also seems to oversaturate the sky.

>> No.9213936

>>9213929
i would ask at yamagi devs but idk

>> No.9213938
File: 719 KB, 1920x2160, gl_overbright.jpg [View same] [iqdb] [saucenao] [google]
9213938

>>9213896
So does the original game on Steam. A lot of weird quirks appeared that were not in the original 1998 release, but good luck getting that to run flawlessly on a modern system.

There's also Xash3D for possible visual benefits, but I don't recommend it outside of its novelty factor.

>> No.9213945

nirvana posted an interview with ribbiks, it's extremely interesting

https://www.youtube.com/watch?v=zgW4Kqkfpbs

>> No.9213949
File: 114 KB, 350x226, pystoffngry.png [View same] [iqdb] [saucenao] [google]
9213949

is it socially acceptable to use the mp3 format for the music in your own wads ?
I'm to lazy (and stupid) to convert my track to a midi file and gzdoom seems to support the mp3 format.

>> No.9213950

>>9213949
At the very least convert it to OGG so it doesn't take up so much space.

>> No.9213952

>>9213949
You can do that, but places like iDGames will usually not host your .wad/.pk3 unless that .mp3 was created by you (ergo not music owned by someone else).
Of course, iDGames aren't the only hosts in the world either.

>> No.9213960
File: 33 KB, 585x420, dolf.jpg [View same] [iqdb] [saucenao] [google]
9213960

>>9213950
okay, fair enough anon.

>> No.9213964

>>9213952
yeah all the music for my wads is homemade

>> No.9213968

>>9213945
I really appreciate these interviews. I want to see LunchLunch sometime in the future.

>> No.9213970

>>9213964
What kind of programs do you use for that and where do I get them for free?

>> No.9213995

>>9213970
i usually just mess about with my guitar and then make it in FL using a soundfont I like, its hard to compose without a real instrument
Anvil studio is probably the best free one you can get and theres also sekeiju or just a cracked version of FL if you don't care about some sputnik trojan potentially being in the .exe
sorry, can't help you out with that tho

>> No.9213996

>>9213665
Moe worked fine when he hosted on a Wednesday at the start of the month.

>> No.9214001

>>9213996
Ah, I didn't bother to try it that time, only when it replaced the usual FNF. I got both stock and Moe versions of 1.3 set up for tomorrow anyway, so it's all good.

>> No.9214008

>>9214001
Moe apparently also makes the game more stable so it's always the better option.

>> No.9214020

>>9213896
HL:S wasn't built to be a true and proper port of Half-Life to Source, but rather as a way for Valve to advertise how easy the transition from Goldsource to Source was by going "look, we dumped HL into Source in like two weeks, please use our new engine".

>> No.9214026
File: 2.92 MB, 854x480, venus1.webm [View same] [iqdb] [saucenao] [google]
9214026

>>9213854
A little bump up in brightness and we're good. Otherwise it's been a set of encounters that do not fuck around with what feels like DOPA levels of strained ammo, tricky yet satisfying.

>> No.9214065

75 player doom co-op was fun
by fun i mean i had an aneurysm trying to navigate half the maps due to 5000 desynced monsters

>> No.9214072 [DELETED] 

This is the post that made me seethe
https://www.doomworld.com/forum/topic/130619-the-power-rankings-tnt-evilution/?do=findComment&comment=2537518

>> No.9214089

How's the Web TV port?

>> No.9214091

>>9214089
The -what-?

>> No.9214103

my ranking of the doom 2 maps i rember

>great

>good
underhalls
tricks and traps
the pit
refueling base
industrial zone
tenements
the living end
the courtyard
monster condo
barrels o fun
the chasm
whatever map 33 is called
>average
suburbs
the gantlet
circle of death
the factory
nirvana
the catacombs
bloodfalls
>bad
abandoned mines
downtown
dead simple
inmost dens
wolfenstein
>shit tier
entryway
the crusher
the citadel
the spirit world
icon of sin
grosse

>> No.9214105

>>9213119
what mod is this

>> No.9214109

>>9214105
That's Babel.

>> No.9214118

>>9214109
thanks mate

>> No.9214124

>>9214105
>>9214109
More specifically, the new version that's very, very close to being finished. The older version available is quite similar but missing a few visual effects, balance changes, and bugfixes.

>> No.9214129

>>9214124
What version of GZDoom does the newer version of Babel use anyway? The very latest cutting edge?

>> No.9214130

>>9214091
https://doomwiki.org/wiki/WebTV_Plus

>> No.9214131

>>9214124
is the new version on the neocities site?

>> No.9214136
File: 5 KB, 800x967, doomstare.png [View same] [iqdb] [saucenao] [google]
9214136

https://files.catbox.moe/afw1mu.mp4
Attempt #2 with slightly less ultrafast jump cuts, no HUD, and mostly the master levels because holy fuck I can't seem to ever get decent footage on Doom 1 and 2 without OBS hitching up.
Yes I did go re-shoot the BFG scene because I like it so much.
>>9214129
4.2.0 because I enjoy making the same jokes I used to make in high school.
>>9214131
Since it's not done yet, no. I'm gonna put it on itch.io instead anyway, since I may or may not have lost the password to the neocities site since it's been like 4 years since I've needed to touch it.

>> No.9214139

>>9214136
As an aside, why the FUCK does Vegas 14 always blur shit when I render it god damnit. I hate video editing so much, but my autism demands that I have at least a short trailer to fill the trailer slot on itch.

>> No.9214140

>>9214136
Trailer's lookin fine so far. You planning on mentioning any features during the trailer or just gameplay? I usually make it a point to mention some noteworthy features of my mods in their trailers.
Personally I think you should add a scene of you gibbing an imp with a punch and having surrounding enemies be inflicted with the fear effect. It's a fucking cool feature.

>> No.9214145

>>9214140
Honestly, I was thinking of making a second video that was hugely long that just explains every single feature and mechanic in depth because writing a manual when it's also my literal job these days to write manuals for shit feels like inflicting torture on myself.
I was trying to get good footage of the fear thing but the problem is that without it going for around... 5-6 seconds on one clip it's not really apparent what's happening. Imp pawnch is a good idea though.
Might just have to do
>Teaser Trailer (this)
>Demo Video (10 minutes of me explaining fucking everything)

>> No.9214148

>>9214103
>whatever map 33 is called
Betray is awful and not official

>> No.9214153

>>9213968
>not ilya

>> No.9214158
File: 100 KB, 1224x924, ebin.png [View same] [iqdb] [saucenao] [google]
9214158

>>9214139
Oh that's a built in """FEATURE""" with Vegas. You can fix that by selecting all of your footage, right clicking it, going into properties and disabling resampling. I hate it too.
In the future, any projects you do, make sure to disable resamplings when you start a new project. Also disable deinterlacing. You should be able to make it OFF by default with a bit of fiddling. Here's what I use.

I also STRONGLY advise going into your options>preferences>General tab and disabling "Use newsfeed to stay informed about VEGAS product updates." Because that shitty fucking splash screen crashed Vegas every time I booted the software up for awhile, I had to go in and use ninja reflexes to kill it off before it crash my software again. I hate this program, I'm moving to Da Vinci resolve when I move to Linux.

>> No.9214169

>>9214158
That's some good advice that I will use once I'm done writing my second webnovel chapter for the day. My brain needs rest from dealing with this awful, garbage, dumpster fire software. I'm only even using it because I got it for ultra cheap from humble bundle back in the day. I guess there's a reason it was cheap.

>> No.9214170

>>9214103
>>shit tier
>entryway
>the crusher
>the citadel
>the spirit world
wow your opinions are dogshit

>> No.9214173

>>9214158
I use Shotcut, but I don't do very extensive video editing, maybe I'll regret my choice and need something better if/when I try to make a trailer with it.

>> No.9214186

>>9214169
One day at a time, buddy. I know that feeling. There's been some writing of my own I've been considering working on in the future.

>>9214173
I hear Shotcut gets the job done. If you're just making simple videos and not wanting to do fancy shit like masking and stuff, you should be fine.

>> No.9214209

>>9214148
i liked it, aside from the fact you can teleport to the exit without the yellow key and get stuck
it's a perfectly fine early game level
entryway is iconic but there's not much in the means of gameplay
crusher is a retarded gimmick map that exists solely to demonstrate tech which isn't even used again to any meaningful degree later in the campaign
citadel is god fucking awful to navigate and find the means of progression and the combat encounters are pure busywork rather than fun
spirit world gives you 24/7 godmode so it isn't even a map

>> No.9214227

>>9214209
it was just a nostalgic dev easter egg, an user map he made in 1995. Almost everyone hated it tho.
you weren't supposed to find that invisible secret exit switch in the wall.
I'm sorry anon it's not coming back.
Also spirit world and entryway are good.

>> No.9214235

>>9213618
mine

>> No.9214240

I put all the doom games on my raspberry pi. To see what doom looks like on a crt tv. Its been a long time. Anyways. I got it working. Plugged in my keyboard. Didnt have an extra mouse. Im gonna get one for it pretty soon. But playing with just a keyboard was fuckin hard. Lol

The raspberry pi source port im using is pr boom. Idk how old or whatever but it wouldnt launch a level of back to saturn x. I could get alien vendetta to play. I loaded up no rest for the living and it loaded with the freedoom monsters. Cause when you download prboom. It auto comes with shareware doom freedoom and freedoom2. Which was fun and im not gonna try and fix. Any ways i got all the games to load up. It was really cool seeing doom again in a crt. And really fucking hard to play keyboard only. I did it like wsda shoot with shift turn with the left right keys doors with space. Numbers weapons etc etc. But anyways. Whats some old mods i can play that arent too massive or too new or what ever. So i can put it on this thing???

>> No.9214251
File: 125 KB, 556x702, 1571261032656.jpg [View same] [iqdb] [saucenao] [google]
9214251

>have to go to party tomorrow
>know the entire time I'm going to be silently sitting in the corner wishing I was playing doom 2 in my dark room
I freaking luve this gayme man

>> No.9214261

>>9214251
so why are you going then faggot

>> No.9214275

>>9214251
Stay home, play a Kart Racer with us.
>>9213267
Get angry for different reasons.

>> No.9214287
File: 2 KB, 78x61, DOOMS0.png [View same] [iqdb] [saucenao] [google]
9214287

>>9213267
Alright, nevermind the kerfuffle, please REMAIN on 1.3. I was too hasty in wanting to update the server but it's been restored back the way it was.
https://github.com/STJr/Kart-Public/releases/tag/v1.3

>> No.9214291

>>9214287
Roger dodger, sorry for causing a stir, I should have known better than to think the Kart Krew could do anything right.

>> No.9214316

>>9214158
>do this
>filesize identical
>quality +100%
How the fuck did they even sell this dumpster fire? lmao
https://files.catbox.moe/59p7s6.mp4
Now that it doesn't look like there's vasoline on it I might actually do a bunch more super fast jump cuts.

>> No.9214336

>>9214316
Glad to help. This software is a bitch but at least it can be wrangled to produce good results.
Keep up the good work, buddy.

>> No.9214369

>>9213028
funny, because nirvana just posted an interview with him and his intentions are the opposite

>> No.9214379
File: 48 KB, 822x740, 1660601247395.jpg [View same] [iqdb] [saucenao] [google]
9214379

>>9214291
I'm just really glad that I put punchman in charge of SRB2Kart because the drama surrounding it (that also seems intertwined with the game itself) sounds really confusing. That, and I never played it.

>> No.9214390

>>9214103
>the pit
>good
>the gantlet and nirvana not in shit tier
>all those maps except Icon in shit tier
>wolfenstein in bad tier

lmao. at least barrels o' fun is up high

>> No.9214447

>>9214369
People can't lie in interviews somehow?
Din't he have a map locked behind some invite-only discuck scheme where only people that could prove they could beat another map of his could get it? And that they got a personalized version of said map that if they leaked would get them kicked out of said circlejerk?

>> No.9214459

>>9214447
he talks about this in the interview and says he feels bad and can understand the backlash and regrets his decision. just listen to the interview instead of making up emotions for a person. kindof disgusts me that you would shit on a person so vehemently who clearly contributed so much to the community. dude even selflessly contributes fixes to random maps behind the scenes (often uncredited).

>> No.9214515

Anyone have that flat color texture wad an anon made ages ago?

>> No.9214517

>>9214316
this is great already

>> No.9214525

>>9214459
It's nice that he does stuff for the community and that he regrets such actions, shows he has the character to face them, but that doesn't stop them from being fact.
Does it really matter that much to you what some random anonymous person on the internet says about someone else? Geez. I don't want to go starting with the whole 'ribbiks defense force' thing but you should tone things down as well. It's almost as if you were personally injuried by just words.

>> No.9214535

>>9214517
Well then you'll probably like this version even better https://files.catbox.moe/48xc62.mp4
Still need a few more short clips, and there's one or two timings that require tweaking. If only Vegas' audio timeline visualization was more detailed it would be easier, but that combined with the preview hitching when it swaps from clip to clip makes it pretty hard.

>> No.9214595

>>9214525
Shut the fuck up you little faggot. If you don't think anonymous people's opinions matter, then get the fuck off of 4chan and hang yourself —if you'd be so kind.

>> No.9214625

24 maps into Doom 2 In Spain Only now, convinced this is the greatest wad of all time. Nothing but gold so far. Maybe the secret exit on Map15 is a bit shit but I'm just gonna idclev to the secret levels after I beat it, otherwise Map15 was fun

>> No.9214628
File: 177 KB, 496x512, 1571468635631.png [View same] [iqdb] [saucenao] [google]
9214628

>>9214595
Ah. I see so it's like that. I get it.
Nope, sorry that you're this sensitive over someone not liking your favourite mapper.
Hope you can have a nice night. I'm gonna go play videogames.

>> No.9214636

Do people still make deathmatch maps, and if so, why?

>> No.9214640

>>9214636
Deathmatch is fun
There's that Mega Man Deathmatch doom mod that I think is still fairly active

>> No.9214665

>>9214640
I imagine it's significantly easier to make a deathmatch map than a singleplayer map, would I be right in that assumption?

>> No.9214668

>>9214665
Yes. Making a GOOD deathmatch map is an entirely new can of worms that follows its own set of rules.

>> No.9214675

>>9214636
I wish people still bothered with vanilla deathmatch. Still very fun on a LAN.

>> No.9214686

>>9214390
>gantlet and nirvana bad
I can understand Nirvana since it's not a great map, but it's still short and fun, but the Gantlet? And fuck Barrels O' Fun, but mostly the beginning part with the Pain Elementals.

>> No.9214690

I need the best slaughtermaps to play with Guncaster. Recommendations?

>> No.9214718

>>9214690
Okuplok

>> No.9214729
File: 2.93 MB, 2560x1440, gzdoom_2022_08_28_09_31_26_415.jpg [View same] [iqdb] [saucenao] [google]
9214729

fucking seriously?

>> No.9214731
File: 2.06 MB, 2560x1440, gzdoom_2022_08_28_09_40_08_953.jpg [View same] [iqdb] [saucenao] [google]
9214731

>>9214729

>> No.9214793

>>9213589
>discuss marathon
>megawad show
>smaller market
>interesting hand
>retarded used
>particle levels
>working plutonia

>> No.9214834
File: 162 KB, 1280x720, boom_modern.jpg [View same] [iqdb] [saucenao] [google]
9214834

hey guys, I switch pretty often between gzdoom and woof, so I made a HUD that make me always feel at home
nobody over at the zd/dw forums seems to care about it, so...
may I have your feedback?
https://forum.zdoom.org/viewtopic.php?f=46&t=75613

>> No.9214835

>>9214834
picrel is only one of the four layouts I've implemented

>> No.9215007

>>9214834
I like color scheme

>> No.9215025

What's the most optimized source port for nuts.wad?

>> No.9215043

>>9215025
Anything that isn't gzdoom probably will work about the same.

>> No.9215148

>>9212835
"Mandatory secrets" are good if you place them for pistol-start-fags, as long as they are relatively easy to find. Examples include Blood or Adventures of Square, where, if you decide to 'pistol-start' instead of playing continuously, you have to work a little extra to find the secret bonuses at the start.

>> No.9215165

>>9212005
[8-27] nirvana interviews ribbiks https://youtu.be/zgW4Kqkfpbs

>> No.9215180

https://twitter.com/SgtRed177/status/1563505984819331072
someone's d64 mapset with rain

>> No.9215198

>>9215180
Pretty sure they just running it with this.
https://forum.zdoom.org/viewtopic.php?t=70432

>> No.9215247

>>9214834
>I switch pretty often between gzdoom and woof
I do too, if I used the Boom HUD I would probably appreciate it a lot more, but I still think it's neat.

>> No.9215374
File: 90 KB, 463x388, 110285.png [View same] [iqdb] [saucenao] [google]
9215374

https://files.catbox.moe/7h0ov3.mp4
I think I actually like this version of the teaser trailer. The only clip I'm not super hot on is the Cyberdemon death one. If I can get a clip of me absolutely devastating several imps with my bare hands I'm gonna swap it for that one.

>> No.9215474

>>9212005
https://www.moddb.com/mods/corruption-cards/downloads/corruption-cards-40
Corruption Cards update

>> No.9215482

>>9213825
>played on high difficulty expecting it to have the same kind of combat and balancing as Doom
OK pal

>> No.9215487

>>9215482
>I pledge to admit the existence of no level except Total Carnage

>> No.9215502

>>9215474
Nice job, Slowtaku. >>9213712

>> No.9215503

>>9215487
You are eligible to take the oath after you are done with your literal first ever playthrough of the game

>> No.9215504

>>9215482
Of course I played at highest difficulty. Is this game a special one compared to every other older fps?

>> No.9215505

I just used rednukem. How did i not know good this source port is?

>> No.9215508

>>9215504
On top of this, every older FPS has more content if you play on higher difficulties, and I assume marathon is the same, just like how legendary has only the true endings in halo. Same company so I assume the same methods.

>> No.9215514

>>9215504
The physics system is pretty weird compared to literally anything else of the same vintage, and it WILL fuck you over if you're not used to it
Higher difficulties often require intricate maneuvers that aren't even possible in other engines
I'm impressed that you survived the fistfights at the beginning of the first level without knowing all this but it's not like you're not here to impress me so who cares

>> No.9215525

>>9215508
Higher difficulty doesn't unlock any new terminals or alternate endings in the Marathon games
Instead there are secret terminals that are a pain in the ass to reach on any difficulty level

>> No.9215527

>>9215525
>>9215514
Thanks to both of you, I will lower the difficulty, because the highest one has just been a pain in the backside

>> No.9215530

As an additional question, does marathon have backtracking? I am noticing so many secrets that don't seem accessible, even with the air floating

>> No.9215536

>>9215530
By backtracking you mean coming back to a previous level? It doesn't happen, except in Infinity kinda. The maps do often have a fuckton of secrets and areas made just to explore.

>> No.9215539

>>9215536
Like a good example is in the second map of Marathon 2, there is this ledge area with 2 invisible enemies, and I hasve tried jumping from the elevator across from it. Nothing seems to work and I feel fucking stupid.

>> No.9215541

>>9215539
Marathon 1 sorry not 2

>> No.9215550

>>9214834
whats the draw of woof? i just know it supports mbf but so do most popular ports.
speaking of, i havent been following shit. are there any big mbf21 maps yet?

>> No.9215552

>>9215550
It's essentially Crispy Boom.

>> No.9215553

What's the best console exclusive map?

>> No.9215558

>>9215553
Probably either American McGee's Hell Keep, or one of the GBA Doom deathmatch maps.

>> No.9215564

>>9215558
>GBA Doom deathmatch maps.
that port had exclusive maps?

>> No.9215565
File: 15 KB, 300x225, 1650464894799.png [View same] [iqdb] [saucenao] [google]
9215565

>>9215564
https://doomwiki.org/wiki/Doom_for_Game_Boy_Advance#Deathmatch_maps

>> No.9215572

>>9215565
Man, those are some pretty bad layouts.

>> No.9215574

>>9215565
has anyone ported them to pc?

>> No.9215580

>>9215574
https://www.doomworld.com/idgames/levels/doom2/deathmatch/g-i/gbadm

>> No.9215589

>>9215539
In the second map? You need to literally run on top of an exploding grenade to jump up there
There are two of them in different parts of the map, and they're actually powerups, not enemies, and blowing yourself up to reach those ledges is not worth it at all, except to be able to say you did it
But there's a much, MUCH crazier secret in the third map that makes for way better bragging rights

>> No.9215595
File: 268 KB, 563x429, u1l1oq5sp5m71.png [View same] [iqdb] [saucenao] [google]
9215595

Half Life: Infrared

>> No.9215597

>>9215589
Yeah after some fucking around, I finally realized it. I just assumed the game wouldn't want you flying around using gernades and shooting. I actually just found a cool one in the third level, gave me 3x health and an invincible powerup. Such an interesting concept for devs wanting you to actually use physic glitches in the game.

I wish modern FPS games would give the players more credit, and allow for weapon/physic abusing for getting to cool areas.

>> No.9215602
File: 549 KB, 1920x1080, image_2022-08-28_134025664.png [View same] [iqdb] [saucenao] [google]
9215602

Occasional reminder that From Doom With Love is a /vr/-autist-made fork of DSDA-Doom that displays the map name in the extended hud, as well as other niche options.

>> No.9215604

>>9215602
Based hit us with a link

>> No.9215605

>>9215553
Does NRFTL count after it got ported elsewhere?

>> No.9215607

>>9215597
>I actually just found a cool one in the third level, gave me 3x health and an invincible powerup.
That's the one I was talking about you absolute madlad
Good luck getting out of that room now
Keep us posted if you find the secret terminal after that
>I wish modern FPS games would give the players more credit, and allow for weapon/physic abusing for getting to cool areas.
This is by far the thing I would want most in a Marathon remake but I know it will never happen

>> No.9215609
File: 15 KB, 177x271, 1641184313441.jpg [View same] [iqdb] [saucenao] [google]
9215609

>>9215604
One google search later
https://www.doomworld.com/vb/thread/123998

>> No.9215610

>>9215602
Has it gotten any updates in a while?

>> No.9215612

>>9215609
Good looking out

>> No.9215614

>>9215610
No, but, it being a fork of DSDA, it will lose ENDDOOM support once it's removed from DSDA, so I'm not updating anyway

>> No.9215617

>>9215614
You could always just skip the commit that removes ENDOOM, or cherry pick the commits that add meaningful features later on.

>> No.9215618
File: 53 KB, 640x400, SHREKKR 2.png [View same] [iqdb] [saucenao] [google]
9215618

i missed a perfect opportunity to post an enddoom edit

>> No.9215643

>>9215607
I found a terminal and then afterwards it teleported me out to the main area, is there something else I missed? With the invincibility I just gernade boosted to the teleport spot, super easy using the gernade+firing flying method

>> No.9215657
File: 74 KB, 564x470, text.jpg [View same] [iqdb] [saucenao] [google]
9215657

>>9215643
Did you seriously just yolo your way up to the Gheritt White terminal on your first playthrough

>> No.9215660
File: 255 KB, 600x876, thanksgiving.png [View same] [iqdb] [saucenao] [google]
9215660

>> No.9215671

>>9215660
Missing the magnificent Pain Elemental face on the first panel.

>> No.9215683

What are the best rougelike/rougelite wads for playing with a big Oblige-generated mapset, just lots of grinding and carnage and gradual progression? I gave RL Arsenal a shot yesterday but it seems like it only affects weapons, didn't notice any other major changes.

>> No.9215687
File: 642 KB, 1280x720, 1660946030158991.png [View same] [iqdb] [saucenao] [google]
9215687

Any city mapsets? NOT A SINGLE BIG MAP,i mean several levels depicting the different sectors of the city,big maps tend to kill my fps

>> No.9215690

How do i add music tracks to red nukem for duke 64? I have duke 3d world tour. What files should i copy over??.

>> No.9215693

>>9215683
There's a monster pack for DRLA you may want to try out.
Wrath of Chronos is also doom-compatible with a patch.

>> No.9215709
File: 768 KB, 1282x751, GZDoom's default graphics setting (actually real, not a joke).png [View same] [iqdb] [saucenao] [google]
9215709

>>9214139
>why the FUCK does Vegas 14 always blur shit when I render it god damnit.
Is it the GZDoom of video editors?

>> No.9215717

>>9215693
>There's a monster pack for DRLA you may want to try out.
Somehow I had missed that, thanks, will give it a shot
>Wrath of Chronos is also doom-compatible with a patch.
Will check this out after

>> No.9215718

>>9215618
When are you going to finally get around to making shrekkr?

>> No.9215723

>>9215690
maybe this helps, put the .zip file in a folder called 'autoload' inside of your rednukem directory and enable autoload in the startup prompt
http://sc55.duke4.net/games.php

>> No.9215724

>>9215709
God I hate that tiny HUD.

>> No.9215725

>>9215709
https://files.catbox.moe/03zt5s.mp4
It's more like the ZSNES of video editors.

>> No.9215727

>>9215657
Yeah, the guy having a schizo episode about rats and bullies. It took me two tries, I am not sure was very easy, the amount of floatiness and height you get using the gernades and shooting with the assault rifle seems insane, I can't even imagine what the multiplayer must be like with people skating and flying, like a older version of tribes.

I also noticed a lot of stuff hidden behind walls early on so I just have been hitting space on every wall because there doesn't seem to be indications where the actual hidden walls are.

>> No.9215729
File: 2.71 MB, 1920x1080, monstersss_png.png [View same] [iqdb] [saucenao] [google]
9215729

>>9215683
I believe there are several videos that cover this "RANDOMIZE DOOM FOREVER INFINITE REPLAYABILITY!" thing,personally i just use corruption cards or legendoomlite+Some monster/weapon pack depending on my mood

>> No.9215737

>>9215723
Ahh thanks dude

>> No.9215750

>>9215727
Marathon multiplayer is kinda insane. You can do all sorts of sick tricks with the floaty physics, including spinning in place in midair to avoid projectiles because your view's affects your momentum and directionality.

>> No.9215751
File: 21 KB, 240x281, 1496739168810.jpg [View same] [iqdb] [saucenao] [google]
9215751

>>9215718
>one thought consumes my every waking moment: SHITTR MUST NOT BE. MY THUNDER MUST REMAIN UNSTOLEN.

>> No.9215757

>>9215683
DRLA has a monsters mod you probably didn't load, throw corruption cards in if you like, also LegenDoom Lite.

>> No.9215763
File: 165 KB, 1920x1080, DQsVCXA.jpg [View same] [iqdb] [saucenao] [google]
9215763

>>9215683
champions is also 'fun'

>> No.9215779
File: 1.05 MB, 1200x1200, allmaps.gif [View same] [iqdb] [saucenao] [google]
9215779

Amusing myself by making gif out of all maps in the wad I've been making since I started mapping.

>> No.9215780
File: 109 KB, 1920x1080, image_2022-08-28_151933653.png [View same] [iqdb] [saucenao] [google]
9215780

>Tallyho!

>> No.9215791
File: 358 KB, 2800x1096, cyka.png [View same] [iqdb] [saucenao] [google]
9215791

>>9215780

>> No.9215806

Is Blood's Post Mortem expansion generally considered good? Because I really enjoy it. I could see someone saying "but too many hitscanners" and yeah, fair point, but also, it's really fun to blow them up.

>> No.9215808

>>9215806
You mean cryptic passage?? Yeah i liked it my self too

>> No.9215814
File: 478 KB, 1920x1080, Screenshot_Doom_20220828_163319.png [View same] [iqdb] [saucenao] [google]
9215814

>>9215724
This is how it looks with the settings I use but honestly I don't remember how to change the HUD size. I played around with those settings exactly once and didn't really touch them again. What matters to me is that the texture filtering is turned the hell off.

>> No.9215816

>>9215814
Imagine being THIS bootyblasted by texture filtering.

>> No.9215820

>>9215806
I liked both, but I can't remember which I found inferior to the base game. In one I seem to remember completely running out of ammo and having to pitchfork a gargoyle to death in a courtyard.

>> No.9215821

>>9215816
Wanting it turned off and thinking it's ugly doesn't make me "bootyblasted" by it but okay. For the sake of argument, let's say I am bootyblasted. It would be justified, because smudging all the textures is disgusting.

>> No.9215832

Oh shit. Sorry. >>9215709 and >>9215814 are actually the same HUD setting. The HUD is bigger in the second image because I switched to fullscreen, and the setting is "adapt to screen size". lol. Increasing the resolution from 720p to 1080p made the HUD scaling go from 1x to 2x.
In other news, I found the HUD scaling option. I think I'll make it bigger.

>> No.9215845

>>9215814
I think it's under HUD scaling. It's real easy to change.
>>9215816
texture filtering is ass fuck off

>> No.9215850
File: 687 KB, 1671x1534, credits.png [View same] [iqdb] [saucenao] [google]
9215850

You would not believe what a pain in the ass it was to make this list not look awful in a menu, lmao
>Just manually right-pad spaces into every string
>Or you could write a ZScript object that also does this for you and is probably finicky as fuck

>> No.9215854

>>9215850
You're already going above and beyond even attempting to put credits in-game. Most people (myself included) just dump them into a CREDITS lump in the .wad or .pk3

>> No.9215856

>>9215614
>>9215617
https://github.com/atsb/dsda-endoom

unfortunately Gibbon has not provided new builds lately

>> No.9215857

>>9215854
Oh I have that too, it's in the language lump and prints into the console every time, I just went back and revised it to be clear about who did what and went "Well you know, maybe I should make this more visible just in case someone unzips and never checks this lump." Plus, it lets me make a daily dose joke, so in the end it's worth it.

>> No.9215862

>>9215821
>>9215845
It's not about texture filtering existing, it's about making such a fuzz.
You are probably the kind of people who don't go into the options first in any game.

>> No.9215864

Okay so it seems I'm a fucking retard, but I just downloaded the Marathon Trilogy from the Aleph One page and when I unpacked, it gave me some errors, most of them in some "720p" folder.
What the fuck is going on there? I don't think the download is corrupted.

>> No.9215872

>>9215816
That's far from being "bootyblasted". I find the bigger GZD culprit to be how uneasy it is to pistol start on death with autosaves on.
>map *
Not at all ideal since that resets total wad progress.

>> No.9215881

>>9212163
I rarely use the chainsaw but I can't imagine going out of my way to avoid picking it up. Some people are crazy.

>> No.9215894

>>9215864
I think you downloaded some outdated stuff. None of the games come with that folder anymore.
https://github.com/Aleph-One-Marathon/alephone/releases/tag/release-20220115
Did you download it from here?

>> No.9215895

Are the other games good? Like the build games and other FPS games like marathon mentioned in the pastebin? I have only ever played doom and doom wads, and am tempted to branch out, but I cant imagine them being as good.

>> No.9215903

>>9212163
>>9215881
I've had people tell me before that it's utterly useless, and when pressed for their reasoning why it's pretty much because their favorite Youtuber doesn't pick it up.

>> No.9215907

>>9215894
I just clicked on the "Download for WIndows" button. Filename is Marathon/2/Infinity-20220115.zip, and each of them has a "Plugin" folder thats containing those files, it seems.

>> No.9215908

>>9215907
Odd. Delete the plugins folder.

>> No.9215914

>>9215908
Yeah, just dl'd the release explicitly from github, it has that folder. But alright then, thanks for the help.

>> No.9215916

>>9215895
I love as much Quake as Doom. You might want to start with it's main campaign and then all 4 expansions. Main releases are great, but even more awesome map packs get released every year.

Tip: Don't use shotguns as much as in Doom. Even super shotgun should be used when conserving ammo (or when having quad damage). Go crazy with rockets.

>> No.9215930

>>9215916
I will try quake, though it seems like a weird prototype doom 3d for a new engine. Maybe it will be good, since I see people sometimes play it here, especially recently in the last year, it seems the conversations have shifted more toward quake than doom.

>> No.9215942

>>9215930
Doom was a weird prototype Wolf3D in a new engine.

>> No.9215950

>>9215550
This.
>>9215552

I personally use FDWL since I made it.

>> No.9215960

whats a good low key gore mod to use

>> No.9215964
File: 853 KB, 1280x720, SUNDAY_NIGHT_SHITSHOW_77_MOTHERFUCKERS[sound=https%3A%2F%2Ffiles.catbox.moe%2F4esvmg.ogg].png [View same] [iqdb] [saucenao] [google]
9215964

SUNDAY NIGHT SHITSHOW TIME!! Tonight we're revisiting SRB2Kart. Please download the following version of the game from here (make sure you're on the old 1.3 version):
https://github.com/STJr/Kart-Public/releases/tag/v1.3
Connect by selecting Multiplayer from the main menu and entering 51.161.34.159 where it says "Specify IPv4 Address:".
51.161.34.159
51.161.34.159
51.161.34.159

Optional 60fps client with some other features, just drop the .exe into your install folder.
https://kart.moe/moe-mansion/
HOW TO PLAY FOR DUMB BITCHES
https://docs.google.com/document/d/1Q5oU5Lsy5PQHonDekMo2ThVvGgT1AkfYSFj-D1ac1iM/edit#heading=h.amwo5n1h1rlk

I got a couple of mods working, if they don't download automatically then get them here. Create a new subfolder called DOWNLOAD and place them there.
https://mb.srb2.org/addons/hitfeed-kl_hitfeed_v2-2-pk3.2399/
https://mb.srb2.org/addons/driftboost-gauge.2341/
https://mb.srb2.org/addons/nametags.3055/

>> No.9215969

>>9215964
Joining.

>> No.9215970

>>9215791
>oi cheeky m8!

>> No.9216002

>>9215779
Hell frontier?

>> No.9216041

>Enemies are slow enough relative to the player that you can freely disengage from them and dodge, so in order to make combat encounters interesting, the map has to limit your movement, or use bullshit hitscanners/homing projectiles to make you slow your pace.
Doom, Quake, Blood, Painkiller
>Enemies are extremely fast relative to the player and more lethal than the previous category, requiring massive open arenas and weak hitscanners in order to be fair.
Serious Sam
>Enemies kinda just suck at their job no matter what you do unless you spam boss units.
Duke Nukem 3D, Quake 2
>Enemies maintain lethality in nearly any environment due to their behaviors and unpredictable nature.
Shadow Warrior
>The enemy is the environment.
Rise of the Triad

Which approach do you prefer?

>> No.9216046
File: 9 KB, 63x106, 1544195361678.gif [View same] [iqdb] [saucenao] [google]
9216046

Hey, do you guys know any good Doom Mobile ports ?
I use D-Touch but music in GZDoom doesn't work properly.

>> No.9216052

>>9216041
They all good, though I’d regard Quake 2 and it’s expansions the same way I refer to Doom’s improvements provided through Doom 2.

>> No.9216056
File: 18 KB, 336x633, 123.png [View same] [iqdb] [saucenao] [google]
9216056

Post ur doom folders

>> No.9216060

>>9216041
>>Enemies kinda just suck at their job no matter what you do unless you spam boss units.
>Duke Nukem 3D
Literally never happened
>muh overlords minibosses
shrink em and squash

>> No.9216069

>>9216041
Is there any game that sort of mixes all three?
What are other examples of how enemies behave on average?

>> No.9216073

>>9216060
>shrink em and squash
Fun fact: Doesn’t work when the projectiles are aim assisted. Still a trash enemy but it’s at least an easy solution.

>> No.9216085
File: 220 KB, 640x512, kart0562.png [View same] [iqdb] [saucenao] [google]
9216085

>>9215964
10 people now.

>> No.9216092

>>9216060
they can still deal hefty damage to you before you shrink them if there's enough
they're basically the only thing in the game that does damage

>> No.9216103
File: 155 KB, 1920x1080, doom16.png [View same] [iqdb] [saucenao] [google]
9216103

I finished Doom 2 in Spain Only (except for the secret levels which I'll do later)

What a great wad. I think it might be my favorite Doom campaign of all time. No bad levels at all, just really fun the whole way through, great level design and a lot of really fun encounters.

>> No.9216148

>>9215964
Had to tap out, but I'm glad we could populate this and make it a regular event.
>>9216085
Heh. I won that one.

>> No.9216150

>>9216069
Unreal's philosophy seems to be a mix of Shadow Warriors and RoTT's, with "smart" enemies and environments that kill you. It doesn't do either well though.

Wolfenstein's philosophy throughout the series is either "there's only bullshit hitscanners, so take your time to not die instantly" or alternatively "play the map to learn enemy locations then speedrun through it by shooting their face ASAP because they die super quick like you". Not really any combat loop to speak of, and it requires cover constantly, so the enemies just don't work for fun gameplay outside their niche.

There's a non-retro example which I shall not shill which basically uses Serious Sam's design philosophy of "fast deadly monsters with a slow player", except the enemy count is squashed, their damage values are jacked up even higher, and half the encounters are in close quarters. It's an odd case where the basic projectile enemies are probably stronger in open spaces because you're given circumstancial tools to address jumpscares up close, but you can get fucked over at a moment's notice in any environment. Enemies also can't box you in at all which is weird.

Rekkr's weapon roster forces you to be in close range to be effective, which can potentially make things more engaging than default Doom regardless of environment.

Oddly enough I'd say Quake 4 has the capacity for interesting encounters in any environment, due to circumstancial range-based attacks some enemies have, and your slow movespeed which can ramp up gradually with bunnyhopping. In-game everything's close quarters against minimal enemy counts, but fucking imagine a Quake 4 slaughter map with Beserkers charging at you by the dozens like Kleer, activating their bullshit lightning attack unless you maintain a fickle distance. The standard fodder enemies would also be great artillery units in droves. I want this now.

>> No.9216153
File: 156 KB, 1920x1080, doom19.png [View same] [iqdb] [saucenao] [google]
9216153

>>9216103
Bola molesta

>> No.9216179
File: 148 KB, 380x380, bola molesta.png [View same] [iqdb] [saucenao] [google]
9216179

>>9216153
We finally got him boys, Cacodemon is safe now.

>> No.9216208
File: 156 KB, 1920x1080, doom17.png [View same] [iqdb] [saucenao] [google]
9216208

>>9216179
Bola de la felicidad

>> No.9216229
File: 66 KB, 640x512, kart0600.png [View same] [iqdb] [saucenao] [google]
9216229

>>9215964
We're still playing.

>> No.9216234

>>9212004
Which link out of this gets me powerslave ?

>> No.9216252
File: 2.99 MB, 1280x720, 1657734348001.webm [View same] [iqdb] [saucenao] [google]
9216252

and then a skeleton jumped out of the closet

>> No.9216271

>>9215862
I don't think we were really making a fuss, but it is annoying, looks like shit, and is turned on by default for some reason. It really wouldn't be such a big deal but developers of all kinds have been doing this shit for years. I fucking despise shit like motion blur and depth of field effects in modern games, and sometimes you can't turn it off at all!

>> No.9216279

You know shits bad when even joke maps make yours look like a MyFirstWad.wad from 1995

>> No.9216283

>>9216279
Everyones gotta start somewhere anon.

>> No.9216285

>>9216283
I've been making doom levels for 8 years.

>> No.9216287

>>9216285
it's over

>> No.9216294

>>9216285
nuclear blackpill

>> No.9216305

whats the BEST soundfont lads
>>9216252
a century of torture for bad demons who forget their green spawn flashlight

>> No.9216310

How many mods let you play as a Necromancer?

>> No.9216314

>>9216285
I had dabbled for probably 8 to 10 years with mapping before I made my maps for 2048, and with good criticism they turned out ok. I don't lament it.

>> No.9216335

>>9216310
Wrath of Cronos does in the more recent versions.

>> No.9216340

>>9212004
how do i get started with mapping? i've only ever played DOOM 1/2 on DOSbox and i've never even played a fan wad in my life so all this shit is foreign to me. maybe i'm jumping the gun but the idea of making my own maps is very appealing even if im not the most experienced with the series. what do?

>> No.9216350

>>9216340
>Get Ultimate Doom Builder
>Look up Doom Builder tutorial to learn the interface
>Make a square room or two
>Stare at the screen for 4 hours
>Realize you have no map ideas

>> No.9216358

>>9216350
is this what the experienced mappers used or is their a more complex program? i have a lot of map ideas and i spent years making maps for other games so "writer's block" of sorts doesn't scare me. i dojt want to use the noob shit either. i want to get thrown in the tank and have to swim.

>> No.9216365

>>9215602
I like to play with widescreen 200p shit grafix. Can't believe that wasn't a feature in DSDA/PrBoom

>> No.9216374

>>9216358
UDB is the best Doom mapping tool overall for all levels of mapping skill. It's used by top-tier mappers and newbs alike.

>> No.9216385

>>9216374
good to know, thanks for your input. maybe i'll try to actually beat final doom and master levels so im not a faggit newb and then make a map or two.

>> No.9216397

>>9216385
Of those, I would say The Plutonia Experiment from Final Doom is the most important level set to acquaint yourself with. Many modern mappers and Doom players would consider it the baseline for difficulty and encounter design.

>> No.9216401

>>9216358
Doom mapping isn't particularly complex.

>> No.9216406

>>9216358
Use Ultimate Doom Builder, it's the best.

>> No.9216408

>>9216397
it's been on my to-do list for awhile but something always gets in the way. its fucked man because technically ive been playing doom since the 90s and ive even played the console games but every time i want to sit down and pad out my repertoire i just end up playing quake 3 or some shit. i really need to find the time to play all of the major shit and become truly educated on the games before making a map but i cant find the time or inspiration. now that i have a going-off point for mapping though im gonna try to finish all the mainline titles and use mapping as a dangling carrot

>> No.9216426

>>9216408
If you haven't played a lot of doom you could look up Romero's 8 rules for level design and make an oldschool map untainted by modern combat puzzle bullshit

>> No.9216431
File: 226 KB, 1920x1080, Screenshot_Doom_20220828_182953.png [View same] [iqdb] [saucenao] [google]
9216431

>>9215832
Open the console, type "hud_oldstyle false" "hud_aspectscale true"
Enjoy authentic look

>> No.9216432

>>9216408
>>9216426
yeah i like plutonia but i'm tired of combat puzzle bullshit

i played no end in sight recently and it was a breath of fresh air

>> No.9216439
File: 701 KB, 2115x1189, 1661737206344.png [View same] [iqdb] [saucenao] [google]
9216439

>>9216431

>> No.9216446
File: 279 KB, 1920x1080, 1631352050141.png [View same] [iqdb] [saucenao] [google]
9216446

>>9216439

>> No.9216448

>>9216432
I'm on episode 4 of that right now and loving it

>> No.9216452

>>9215895
the build 3 and ion are must-plays if you want something fresh after so much DOOM, and i disliked marathon (even though i appreciate how it spawned halo, a game i really like), but many love it.
>>9216041
i love bloods cultists, but as long as they feel fair and fun to fight, i don't mind any approach.

>> No.9216457
File: 75 KB, 1920x1080, Go nuts.png [View same] [iqdb] [saucenao] [google]
9216457

>>9216439
>>9216446
Alright boys. You know what to do.

>> No.9216461

>>9216340
You should give Final Doom a play to get some perspective on more complex and challenging maps than just Doom and Doom 2. Doesn't have to be super hardcore or anything, you can play them on HMP if they're too harsh, there's difficulty levels for a reason.

That said, to make maps, you need to also understand maps. Think about your favorite levels, and consider what you like about them:
>What do I like about the gameplay?
>Why are the fights good?
>Why is the exploration good?
>Why are the secrets good?
>Why do I like how it looks?
>Why does the progression work?
Consider also the opposite of this, why you don't like aspects like that in maps, such as the maps you dislike the most.

>> No.9216479

>>9215964
Still going with 6 players on Ancient Tomb zone.

>> No.9216480
File: 8 KB, 237x393, 1658799142640.png [View same] [iqdb] [saucenao] [google]
9216480

>>9216439

>> No.9216485
File: 841 KB, 2115x1189, 1661738500512.png [View same] [iqdb] [saucenao] [google]
9216485

>>9216457

>> No.9216494
File: 176 KB, 640x512, kart0650.png [View same] [iqdb] [saucenao] [google]
9216494

>>9215964
>>9216229
>>9216479
Good games. 10/10 Would play again.

>> No.9216497

>>9216494
Yeah I'd honestly be up for more karting again in the future. It's a great game.

>> No.9216498

>>9216305
RLNDGM.sf2

>> No.9216501

>>9216497
Next session is September 25th, mark your calendars.

>> No.9216502
File: 58 KB, 725x146, kart0000.png [View same] [iqdb] [saucenao] [google]
9216502

>>9215964
Thanks for another fun session of SRB2Kart. We'll run this again next month. In the meantime I have some research to do when it comes to modding the server. If you'd like a specific custom character, look for one here and mention it whenever, I'll probably see your post.
https://mb.srb2.org/forums/kart-characters.16/

>> No.9216503
File: 269 KB, 500x676, waiting op.jpg [View same] [iqdb] [saucenao] [google]
9216503

>>9216501
I'll be waiting. Though I'm also game if you host one Wednesday at the middle of the month.

>> No.9216507

>>9216340
Start with Sigil, Master Levels, NRFTL, Final Doom, Hacx, Perdition's Gate,Hell 2 Pay and all the Unity add ons.

>> No.9216512

>>9216507
>Perdition's Gate & Hell 2 Pay
Hard sells, I would not recommend those, and Master Levels are extremely skippable.

>> No.9216523

>>9216103
>What a great wad
I didn't know we had damaging floor fetishists in this thread. Are you like the guy who gets turned on by tiles, except it's by brown slime instead?
>No bad levels at all
The first 5 levels can all suck my fucking dick. Mazes where you have to take mandatory damage running across floors to figure out what minor fucking change a switch caused in a level are not fun. A billion monster closets filled with shotgunners and chaingunners at close range are not fun. Darkened-out perches with snipers in them who tax you from across the map like the fucking IRS are not fun. I quit at the end of MAP05 because everything I had played up to that point was like a parody of the worst parts of Plutonia.

>> No.9216528

>>9215683
He’s a bit enthusiastic but this video covers it pretty well.

https://youtu.be/Cpsm9pcnQ2s

>> No.9216529

>>9216523
Well I liked Plutonia. And compared to some skillsaw wads I've played it was pretty tame. And other than Map15, which you didn't get to, I remember all the other damaging floor maps having plenty of radsuits.

>> No.9216530
File: 515 KB, 1920x1080, recursion.jpg [View same] [iqdb] [saucenao] [google]
9216530

>>9216457

>> No.9216535

>>9212910
>ludo
You, sir, are a patrician.

>> No.9216540

>>9212934
In all fairness making the gray starting door a secret is a dick move.

>> No.9216545

>>9216529
There are 2-3 radsuits maximum per level, and MAP05 (the biggest one I got to) had exactly zero that I found. The number doesn't matter when I had to spend minutes running around trying to figure out what the fuck switches actually did every time because the mappers couldn't be arsed to make sure the effects were visible or obvious.
>compared the the guy who's basically a fucking meme at this point for making overly "hard" levels that need to be played in a super specific way to not be cancerous, it was tame
No shit, but here's the thing: Most skillsaw levels don't make you wander around aimlessly over damaging floors while chaingunners tax you across the whole level. D2ISO does, unless you want to savescum constantly.

>> No.9216556

>>9216540
Only if it's not opened directly but triggered by a linedef that's out of line of sight

>> No.9216561

>>9216503
If you want, you can ask to put up a server in the thread and either me or punch could set it up for you (if we see it.) Populating it is another thing, but the offer's there.

>> No.9216585
File: 268 KB, 1920x1080, 1641910375708.png [View same] [iqdb] [saucenao] [google]
9216585

>>9216545
I don't see the problem.
t. never played d2iso before this post

>> No.9216589

>>9216335
I was considering it. Kinda want something with less RPG stuff. The Hearts of Demons guy made Archvile available on his Git and has been quietly updating it. He just added Soul magic which has the revives so I'm craving more necromancer stuff.

I wish the Cronos Necro had an actual scythe though. Not a huge fan of the sickle.

>> No.9216594

>>9216585
>giant swaths of literal shit that deals damage covers the majority of the floorspace
>chaingunners hidden in dark alcoves so you can't tell if they're dead that snipe you across the map
>mazelike structure so you will be taxed by the floors
>the same fucking monster closets for a minimum of four levels, zero creativity just "chaingunners and shotgunners and maybe an imp if we feel nice"
>essentially zero indication of where to go or what to do

>> No.9216597

just beat thy flesh consumed pistol start
whats a good wad with a similar difficulty level

>> No.9216604

>>9216594
>essentially zero indication of where to go or what to do
the maps are pretty straightforward
like literally the maziness is not even as much as doom or doom ii except maybe in some of the later levels
are you pretending to be retarded or did you forget you can press tab to open the map

>> No.9216609

>>9216604
Motherfucker you hit switches then get forced to go search every possible fucking spot to figure out what it changed WHILE BEING SHOT AND DAMAGED BY THE FLOOR. That's the whole fucking point, it's stupid and annoying to make a map that's designed to drain you, has fairly few health pickups, and is also a maze. It's also bad design to not have good player direction and Doom/II/Final Doom doing it in the 90s is not an excuse.

>> No.9216610

>>9216589
It's based on the Hexen 2 Necromancer, thus the sickle.

>> No.9216619

correction: Hard Technology Rock is now #1

>> No.9216641

>>9216561
It could be a good idea for testing before the main day if you decide to use new mods next time.

>> No.9216652

>>9215895
Honestly I'm not even that big of a Doom fan, there's plenty of other games to try that bring different stuff to the table.

>> No.9216660

>>9216609
>a map that's designed to drain you, has fairly few health pickups, and is also a maze. It's also bad design
That's tarnsman alright

>> No.9216664

>>9216041
The only approach I'm not a fan of by default is Serious Sam cause I don't like games where you move that slow

>> No.9216672

>play arcane dimensions
>40 minutes into a map run out of ammo
>there is no more ammo
>ammo is required to progress
>turn on noclip and discover that there's 5+ mandatory platforming secrets required to get the supplies needed to reach let alone beat the boss
nice """game"""

>> No.9216673

>>9215895
If you like the puzzles, exploration and dungeon-crawler nature of the game, try Marathon, Hexen + sequels and Thief.
If you enjoy the fast paced combat and intrincate enemy design, try the Build games, Quake, Unreal and maybe even Soldier of Fortune.

>> No.9216676

>>9216660
>credited as at least partial author on 28/32 maps
No wonder I fucking hate nearly every level in this wad.

>> No.9216701
File: 2.91 MB, 1280x720, The power of infighting.webm [View same] [iqdb] [saucenao] [google]
9216701

So here's a fun Babel fact: Infighting also works with sync attacks. If an enemy hits another enemy and the second enemy initiates an attack, it can tell others of its species to join it in the attack. This means that, if you stay out of sight, you can get pretty interesting results like this (stray imp notwithstanding). It only works if you stay out of sight though, since any enemy targeting you can pull infighting enemies away from their targets and onto you.
It took about 20 seconds for this mastermind to die, in total, but I'm dumb and forgot to hit record as it was happening.

>> No.9216743
File: 2.80 MB, 1280x720, Cyberdemon gets beat down.webm [View same] [iqdb] [saucenao] [google]
9216743

>>9216701
And one more for good measure, this time with notarget on so it's actually kind of visible. Sadly I didn't get the start of it, but basically every single imp in the room aggro'd onto the cyberdemon all at once and he started getting stunlocked, before a triple rocket attack broke him out.

>> No.9216751
File: 2.76 MB, 640x512, 29-08-2022 01-24-40.webm [View same] [iqdb] [saucenao] [google]
9216751

>>9215964

>> No.9216775

>>9216743
neat

>> No.9216836

>>9212148
Abandon. The architecture, scale, and intricacy of combat would have been unimaginable in the early days of Doom.
DBP 11 (Lilywhite Lilith). It's beautiful, and the aesthetic runs counter to everything Doom is, but it still feels cohesive, establishes a sense of place, and plays perfectly.
Fractured Worlds. The technicality of its combat is unparalleled.
There are also a bunch of obvious well known wads I could mention that are insane, like BTSX E2 or Ancient Aliens or Sunlust, but naming the most well known wads feels like a copout. Then again everything I listed has a cacoward so I guess I just suck cocks.

>> No.9216850

>>9216597
Plutonia

>> No.9216851
File: 1.09 MB, 1366x768, wew.png [View same] [iqdb] [saucenao] [google]
9216851

>>9216457

>> No.9216863
File: 592 KB, 914x784, encouraging boner.png [View same] [iqdb] [saucenao] [google]
9216863

>>9216851

>> No.9216864

Is there any reason why I would use ZDaemon over Odamex? Odamex appears to support private servers.

>> No.9216880
File: 321 KB, 1024x768, wew2.png [View same] [iqdb] [saucenao] [google]
9216880

>>9216863
This was the last idea I had, but it doesn't work so well and Hexen is pretty much unrecognizable by this point.

>> No.9216952
File: 238 KB, 1920x1080, deeper.png [View same] [iqdb] [saucenao] [google]
9216952

>>9216880

>> No.9216959

>>9216952
Now we just need to circle around to Hexen and replace Korax's face with this image, when he taunts you with "You have played this game far too long mortal"

>> No.9216961
File: 330 KB, 1920x1080, 1659214519312.png [View same] [iqdb] [saucenao] [google]
9216961

>>9216952
Does it strictly have to be retro FPS content or can I go full retard?

>> No.9216964

>>9216961
retro FPS I would say, we haven't done Quake/ Wolf 3D, but as I said, at some point it becomes unrecognizable, which is why I put Descent 2 into Marathon's radar

>> No.9216973
File: 1.26 MB, 7680x4320, 1649182903106.png [View same] [iqdb] [saucenao] [google]
9216973

>>9216964
Maybe it's time to start increasing the canvas size

>> No.9217003
File: 931 KB, 1920x1080, again.png [View same] [iqdb] [saucenao] [google]
9217003

>>9216961
no fun allowed

>> No.9217182

>>9216208
>sopa de caco
>uma delicia

>> No.9217195

>>9216672
How the hell do you run out of ammo on arcane dimensions? There's plenty on each map even without secrets.

Also remember that red axe functions like berserk fist. It's good for chopping up low hp enemies.

>> No.9217198

>>9216594
Imagine being so bad at Doom, that you get owned by wad that's just slightly harder than vanilla Doom 2.

>> No.9217342

Retarded question,if a map pack comes with a custom arsenal/monsters and i try slapping weapons/monsters from another wad its going to break right?

do i place the modded weapons/monsters after or BEFORE the map pack?

>> No.9217382

>>9212148
>that face on the brain
what's the implication here?

>> No.9217406

>>9217342
Load order is sequential, so load anything you want to overwrite first.

>> No.9217429

>>9217406
Alright,there are so many map packs i really want to play but they come with weapons that feel terrible to use,hopefully this can remedy the problem

>> No.9217436 [SPOILER] 
File: 30 KB, 430x498, big-brain-wojak.gif [View same] [iqdb] [saucenao] [google]
9217436

>>9216701
>>9216743
This is really cool. Is this updated or changed in the upcoming release? It feels like it works like this in the version I'm playing, even though I've just realised it now kek.
>>9216836
Hah. Replied to my joke reply from a couple days ago. I was just baiting to get some recs. I knew all of those except Fractured Worlds, so I'll check it out. Thanks anon.
>>9217382
>the implication
Pic related

>> No.9217446
File: 207 KB, 680x586, art.png [View same] [iqdb] [saucenao] [google]
9217446

>>9216041
>>9216150
high quality effortposts, anon.
can't really add much aside from moving Painkiller to "enemies just suck" tier, and maybe adding HL1 to "fast player" category.
my preference is for Q1 and Doom-style encounters, but I wouldn't mind some more Sam-like games.

>> No.9217451

>>9217195
>How the hell do you run out of ammo on arcane dimensions?
i don't know, maybe because it's designed like shit? it wasn't like i was spamming needlessly or missing an egregious amount of shots, just spent all i needed to in order to kill the enemies, and then after a bit fight, absolutely nothing outside of secrets was present.
>There's plenty on each map even without secrets.
on most maps yes, but not this one
>Also remember that red axe functions like berserk fist. It's good for chopping up low hp enemies.
i used it when it felt right, but evidently that isn't enough to conserve ammo

>> No.9217475

>>9217446
The thing is, Painkiller's enemy damage is is all over the place, to where you can't recognize which enemy is a threat at a glance or not. One humanoid projectile tosser may deal 10 damage, one may deal 50. Mobile hitscanners do 2 damage per bullet, stationary ones do 20. There's also several enemies that apply a lingering DoT effect on the ground to limit your movement because walking through it more than once is suicide. You definitely CAN make hard fights by utilizing the right enemies and boxing the player in, it's just only Overdose & Redemption sometimes do this.

>> No.9217480

>>9216041
Painkiller is weird, because even though the bunny hopping is absolutely trivial, it's not necessarily obvious. I can't say for sure, but I think I've played it like Serious Sam the first time around, and I haven't used bhopping in any other game since.

>> No.9217508

>>9217480
The base game is very, very forgiving with its wide open spaces and weaker enemies, so you don't /have/ to disengage with BHOP a lot, even if it's intuitive to do so. Even on harder entries it isn't something you're required to do constantly.

I think that's Painkiller's biggest weakness, the enemies are so slow and dumb you can dodge them without advanced mobility, or easily kill them before they reach you, and yet you have this ludicrous speed as an option. Then again, I wouldn't trade that freedom of movement for anything.

>> No.9217529
File: 833 KB, 1920x1080, C3L2.jpg [View same] [iqdb] [saucenao] [google]
9217529

>>9217475
the only slightly dangerous enemies I remember as the poison skeleton priests early on, and the nailgun dock workers towards the very end. for most of the rest of the game, explosive barrels are the biggest danger.
but I guess if you never bhop, the various archers would pose some danger as well

>> No.9217572

Is Doom’s No end in sight wad really that hard?

>> No.9217576

>>9217529
Here's a shortlist of the enemies I remember that are actually interesting or strong and potentially usable for engaging combat

>Red Gas Skeleton - Area denial, tons of damage
>Green Gas Skeleton - Slows the player
>Chaingunners - Fucking retarded hitscan damage but stationary
>Big WW2 Soldiers - Fucking retarded hitscan damage + they can't miss + they move + they have a grenade if you take cover
>Red Gas Riot Guards (Overdose) - Like red skeletons, but they throw it around constantly, and resist damage. Cancer enemy.
>brown voodoo doll alien guys (Battle Out of Hell) - i don't even know how these fuckers work but a room of 4 killed me nearly instantly so they must be like arch viles
>Cerberus - Basically a Kleer that you can't easily dodge once it jumps at you and are forced to kill asap. Also some are suicide bombers.
>the very first burning corpse zombies you fight in (Overdose) - standard projectile enemy that deals a metric fuckton of damage
>the big dude with the flail in (Overdose) - hard to kill, can't be frozen, does a lot of damage if you can't circlestrafe him. might be interesting with other enemies limiting your movement.

>> No.9217598

>>9217572
4th episode is hardest Doom 1 episode, I have played.

>> No.9217601

>>9217576
speaking of overdose. I remember a swamp level that was absolute hell to get the card on. It was something like never take damage or maybe dont let your health go below a certain point. But the map is filled with poisonous gas and it drove me mad.

>> No.9217607

>>9217451
You are doing something wrong. I've played the maps 3 times and never run out of ammo. Do you change weapons often, so you aren't missing ammo boxes of other types or do you pick up ammo boxes too soon?

>> No.9217618

>>9217601
IIRC the objective there is to only use your melee weapon, which will certainly make you take more damage than normal, so I get the association. Level is bullshit even when playing normally.

Also a few more enemies that're kinda cool I remembered
>Those rocket jumping fuckers in the base game that inexplicably deal 60 damage per hit when nothing else is remotely that strong so they just hand you 2 mega health items before the arena with them
>Pretty much every enemy introduced in "Air Combat" in Overdose, especially the chopper women.

>> No.9217751

>>9217436
>Is this updated or changed in the upcoming release
Nah not really, it's worked like that since the ZS versions, it's just something that you don't see too often in the most extreme forms because it does require you to hide for it to take full effect.

>> No.9217767

>>9217572
> tfw don't remember if finished a wad or never played it ever

>> No.9217975
File: 2.16 MB, 1200x1200, ezgif.com-gif-maker.gif [View same] [iqdb] [saucenao] [google]
9217975

Could the IDtech1 engine hand enemy sprites that are full color images like this?

>> No.9217994

>>9217975
It can in stuff like zdoom-based soruceports, you just have truecolour pngs for the sprites.

>> No.9218009

>>9217975
I don't think the limited palette was a problem of the engine.

>> No.9218014
File: 2.59 MB, 1440x900, Screenshot_Doom_20220829_182813.png [View same] [iqdb] [saucenao] [google]
9218014

>>9217975
>>9217994
>>9218009
Vanilla's got limitations but once you're free of the tyranny of the Playpal, the sky's the limit.

>> No.9218023
File: 2.55 MB, 1325x1325, Frankenstein's Monster.png [View same] [iqdb] [saucenao] [google]
9218023

>>9217994
It's for as potential commercial release so I'm assuming that would be the best move anyway.

>> No.9218029

>>9218023
You'd be fine then since you'd probably use post 3.0 GZDoom since it's GPL and what all the other recent commercial mods/standalones use (apart from The Forgotten Sprites but that got pulled from sale).

>> No.9218114

>>9216041
Shadow Warrior will never not make me laugh.
>obliterate everything in your path
>"Everybody dead, I like it"
>suddenly explosion
>"Bleh!"
>quicksave loaded

>> No.9218140
File: 85 KB, 239x194, 1645260210521.png [View same] [iqdb] [saucenao] [google]
9218140

>>9216041
>and weak hitscanners in order to be fair
but arachnoids rarely spawn in serious sam compared to most other enemies and they're the only hitscanners
they never spawn in big open arenas where you don't have cover (except for in the tower of babel level, fucking croteam)

>> No.9218154
File: 693 KB, 300x300, minigun.webm [View same] [iqdb] [saucenao] [google]
9218154

>>9218140
I think the point was that you can't have strong hitscanners with a slow player out in the open, so you're not in disagreement

>> No.9218182

Just played remastered Terra, that comes with Quake Remaster. The 2 extra maps were very good, especially the new final map. I recommend it.

(It also works on Quakespasm. Just copypaste it from your mod folder.)

>> No.9218183

>>9218154
arachnoids are definitely not weak, they'll tear you to shreds from close to medium distances
but they are the only hitscanners so yeah they can't be used all the time

>> No.9218184

>>9218154
Holy shit the fucking X-Com OP music still plays in my head immediately when I see this shit
Now I want an X-Com (not XCOM) FPS in the style of Strife

>> No.9218218

>>9218140
baby arachnoids deal chip damage
big ones have such a long spin up time you can burst them down if you're quick on the draw, also iirc in some games they have a pain state that interrupts their fire
i'd say both are "weak" in that regard since any major damage isn't unavoidable despite lack of cover

>> No.9218238

Did Realms Deep 2022 already happen?
Tried googling but only got results for Realms Deep 2021.

>> No.9218256

>>9218218
Yes, you can trigger their pain state with high burst damage. I think some parts will spawn a major arachnoid close up and the only way to survive is by triggering its pain state with the double barrel. But you can't shoot it too fast or else you won't get the second pain state before it starts firing.

>> No.9218259

>>9215895
I'd say Quake and the Build games, especially Blood and Shadow Warrior, are better than Doom even including the custom content, and I say that as a Doom mapper. I wouldn't replay the original Doom campaigns, but I still have fun replaying Blood's and Shadow Warrior's campaigns. And there are also some mapsets for both, although mostly Blood. Hexen is fun if you like exploration and switch hunting. Thief and Thief 2 are great stealth games.

>> No.9218385
File: 258 KB, 1600x900, arwop_roman2.jpg [View same] [iqdb] [saucenao] [google]
9218385

This level was much easier compared to the previous one even with the 'gotcha trap' at the very start once the RoS stops working
>AWROP's map #3 with the Summoner's Cyberdemon bullshit uber-filtering made me forget to post yesterday
Tome Of Power applied to Quake weapons is honestly beyond sex though

>> No.9218489

>>9213305
LOL, keep me posted bro

>> No.9218529

Someone get the new thread, I'm out of funny titles.

>> No.9218652

>>9218238
Not this year. Chinamen bought 3d realms. We don't know will there be Realms Deeps or even games anymore.

>> No.9218775

>>9218529
i got it

>> No.9218785
File: 214 KB, 680x410, 1660153914348862 - Copy.jpg [View same] [iqdb] [saucenao] [google]
9218785

>>9218775
Have this

>> No.9218806

>>9218775
You got the wrong last thread you turkeyknob. Delet it and try again.

>> No.9218812

>>9218806
LOL didn't evens see it haha, ere we go again

>> No.9218823

New OP tries not to fuck it up!
>>9218813
>>9218813
>>9218813
>>9218813

>> No.9218825

>>9218823
That's the stuff, thanks anon.

>> No.9218826
File: 31 KB, 272x372, DANCE.gif [View same] [iqdb] [saucenao] [google]
9218826

>>9218823
OP succeeds

>> No.9218847

>>9218823
you're allowed to delete your own threads on 4chan again?

>> No.9218869

>>9218652
>Chinese bought 3D realms
No, Tim "assprick" Willits did.