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

/vr/ - Retro Games


View post   

File: 1.08 MB, 1032x484, EXFOLIATE.png [View same] [iqdb] [saucenao] [google]
9218813 No.9218813 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9212004

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.9218816
File: 758 KB, 1200x838, admortem.png [View same] [iqdb] [saucenao] [google]
9218816

=== 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 ===
[8-27] Nirvana interviews Ribbiks
https://www.youtube.com/watch?v=zgW4Kqkfpbs

[8-27] Corruption Cards is updated to 4.0
https://www.moddb.com/mods/corruption-cards/downloads/corruption-cards-40

[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/

[8-25] XBAND Multiplayer from Doom SNES working!
https://www.youtube.com/watch?v=Z89BinL0tAI

[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

[8-15] Quake II Venus Unit updated to v1.0
https://gm94385.tumblr.com/post/692680100280451072/venus-v-10-released

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9218818

SPBP

>> No.9218819
File: 2.68 MB, 1328x1644, 94protonsinfo.jpg [View same] [iqdb] [saucenao] [google]
9218819

>>9218816

>> No.9218831
File: 71 KB, 720x960, 1467295390863.jpg [View same] [iqdb] [saucenao] [google]
9218831

>mfw playing Sunlust
I just played the first 4 levels of Sunlust and... why do people like this? I am thoroughly unimpressed. Sure it looks pretty, but it's just cramped tiny rooms stuffed with monsters. I don't understand why map makers seem to think that taking away the player's agency equates to difficultly. It's not. I want to make decisions, react to stimuli, dodge projectiles and use my reflexes, that's what FPS'es are all about. When you take those experiences away from me, take away the time and space that I need to react to stimuli, and put me in saw-traps that I'm bound to not succeed against first try, guaranteed, ...that's not fun, it's frustrating. And it makes me feel like the map maker is slapping me in the face for even trying to play his game. It feels dishonest to me, like I can feel the map maker's disdain for me coming through my screen.

>> No.9218835

>>9218831
Play on HNTR.

>> No.9218837
File: 141 KB, 755x1000, brett-briley-spark-dm-41.jpg [View same] [iqdb] [saucenao] [google]
9218837

just saw this doom 3 concept art thread
https://www.doomworld.com/forum/topic/114356-doom-3-cut-content/
people know about the cut arachno/spiderdemon design but the baron had some stuff too and the bruiser was going to have a circular saw blade
it is at least news to me

>> No.9218846
File: 35 KB, 699x627, the face I make when I remember that this physical reality is a bounty of horrors whose scope is infinite and ever-expanding, and that hell itself is each eternal instant of life in this torturous existence.jpg [View same] [iqdb] [saucenao] [google]
9218846

>it is time for trailer for your doom mod anon
>do you: sacrifice dignity by using ancient youtube channel from 2012 to host trailer?
>or, register new youtube channel to use only one time?
>or, register for vimeo account like insect person from alternate universe?
>alternatively, you could have no trailer, or not use itch.io despite putting work into making mod page look cool
God damnit I hate the new internet.
Also it's nearly ready, just doing more testing and bugfixing and general code cleanup. I keep finding weird shit that I thought I took out. I had a few more balance change ideas (mainly conditional nerfing of zombie reflexes if they wake up right next to you, as a way to ensure monster closets aren't so hilariously lethal when filled with nothing but basic zombiemen), but I think I'll leave those for a potential future version.

>> No.9218857

>>9218846
use the old youtube channel. You can rename it to something else, you know.
I mean fuck I use the same youtube channel I made 14 years ago when I was doing really bad reviews of NES games with a shitty desktop mic and just rambled on about stupid shit, then I made some dumb Gmod cartoons before moving on to using it to post my doom stuff.
Even if I think those old videos are shit, I refuse to delete them, it's my past after all.

You're only sacrificing dignity if you feel shame in what you've done in the past, and if you're not happy where you stand today and how far you've come.

>> No.9218858

>>9218835
That does not address my problems.

>> No.9218859

>>9218813
Tfw you go through the op post last night for very first time and realize you bought a bunch of games like an asshole.

>> No.9218863

>>9218831
Sunlust seems to be more about fucked up combat puzzles. I don't care much for combat puzzles either, so I just move onto another WAD I'd have more fun with. If I'm feeling particularly surly I could go back with a overpowered gameplay mod and break it over my knee.

>> No.9218865
File: 482 KB, 794x1037, agni looking at the second half of fire punch's plot.png [View same] [iqdb] [saucenao] [google]
9218865

>>9218857
>You can rename it to something else, you know
But then how will I retain years of youtube trolling cred?
I know I'm being retarded. All my previous videos are gone anyways because they were mostly just random garbage and two got copyright threats for music. I've already re-uploaded the vid on the channel I'm just annoyed that I can't do it fully anonymously.
>You're only sacrificing dignity if you feel shame in what you've done in the past
Haha yeah who would feel shame for that right? Lmao not me.

>> No.9218868
File: 511 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
9218868

>> No.9218871
File: 104 KB, 480x608, 103.jpg [View same] [iqdb] [saucenao] [google]
9218871

>>9218865
Your call then. I think you're made of sterner stuff though.

>> No.9218876

>>9218831
Never choose UV, if you don't want shitloads of monsters. If you are not familiar with modern wads such as Skillsaw wads, Eviternity or Speed Of Doom, do not play Ribbiks wads. If you go straight from vanilla to both Sunlust and on UV, you will hate it. If you have skill and understanding of very challenging combat, you will love it.

(Actually even the older players can play Sunlust on HMP. It has very well balanced difficulties, and it's still fun on HMP, if UV feels too much.)

>> No.9218880

>>9218863
Even with OP weapon mods (which I love) it still requires you triggering traps, dying to them at first, and then memorizing them. That's bad game play to me.

>> No.9218883

>>9218880
I'm talking REALLY OP. Go even further beyond.

>> No.9218885

>>9218871
The trick is to cringe so hard when you look at your past that you turn to stone like you've just looked at Medusa or something.
>hitscanners absolutely designed infighting
>finished writing (I wish aaa)
>difficulty chainsaw always
>insane floors footage
>play secrets please
>great fun map
>interesting different mappers
>feel moe required
>gameplay future balance simple
>lmao remaster bolognese
>bootyblasted community
>sorry optional skip
>enemy playing using bullshit
Lotta good ones in here

>> No.9218886

>>9218885
meant to quote >>9218868
Fuck's sake hiromoot I clicked it

>> No.9218887

>>9218858
Consider lowering it even more, then. Less monster spawns, more room to maneuver around. This is assuming you’re too stubborn to play something else you might enjoy.
If you want to start a dialog of “why do people enjoy limiting themselves”, the answer is they just do and that’s all there is to it.

>> No.9218894

>>9218876
>if you don't want shitloads of monsters
I want shitloads of monsters, I just don't want them arranged in shitty ways. Again, it just feels like the map maker is slapping me in the face. And while I'm not familiar with alot of the harder wads out there, I'm far from being a noob in these games, I mean, I beat Ion Fury on the hardest difficulty without tricks.
>(Actually even the older players can play Sunlust on HMP. It has very well balanced difficulties, and it's still fun on HMP, if UV feels too much.)
And you see, that's the thing that tells me that the game designer is just being a prick, and I don't respect that. Give me good game play at all difficulties or just have one difficulty. But having the hardest difficulty being so drastically different from the others to the point where normal rooms become saw traps just communicates to me that the designer is just being a dick and doesn't respect me or my time.

>> No.9218906
File: 88 KB, 320x338, Derp190725_162046132.jpg [View same] [iqdb] [saucenao] [google]
9218906

>spend 2 hours sketching out my map layout
>spend 3 hours composing and mastering my accompanying midi track
>spend roughly 8 hours sectoring, light texture working and setting up tags
>the map is not fun
what am I fucking doing with my life

>> No.9218912
File: 1.27 MB, 1920x1080, imendlobby.png [View same] [iqdb] [saucenao] [google]
9218912

>>9218894
>I mean, I beat Ion Fury on the hardest difficulty without tricks.
It's a lovely game, plays and looks great, but it's several steps easier than a lot of those harder wads so that's not a very accurate metric.

>> No.9218919

>>9218912
>but it's several steps easier than a lot of those harder wads
I get that. But I do want to say that I think that as far as map design goes, Ion Fury does absolutely EVERYTHING right. Level geometry is easy to understand without overwhelming your senses, your path through the levels is easy to understand, underwater paths you're supposed to take are always highlighted with armor shards, paths loop back on themselves in interesting ways, involving changing geometry in many instances... it's just full of alot of psychological rewards.

If it just had better AI then I'd call it the perfect FPS game.

>> No.9218923

>>9218831
SUNLUST focuses alot on combat puzzles and its extremely difficult for newcomers (even on HMP its way harder than any commercial DOOM game on UV by orders of magnitude).
>>9218894
> I beat Ion Fury on the hardest difficulty without tricks
good game, but not the same game and not even close to as difficult, play Ancient aliens or valiant (ideally on UV), it should be alot closer to what you want

>> No.9218924
File: 1.63 MB, 1920x1080, 1111.png [View same] [iqdb] [saucenao] [google]
9218924

>>9218919
Augur Zenith would be more up your alley then, but again it's harder than IF so don't go into it expecting a similar time on ultra violence. Same goes for Valiant and especially Ancient Aliens.

>> No.9218925
File: 1.02 MB, 412x380, pinky_3.gif [View same] [iqdb] [saucenao] [google]
9218925

I'm enjoying Voxel Doom quite a bit

>> No.9218960

>>9218925
It's not absolutely perfect but it's way fucking better than any of the other 3D adaptations we've seen over the years.
https://www.youtube.com/watch?v=sKz2VRCkz-s

>> No.9218968

>>9218960
Risen3D is kino though
https://www.youtube.com/watch?v=4dNkfCJ96PA

>> No.9218971

>>9218816
>Ad Mortem
More like FAG Mortem! LMAO

>> No.9218995
File: 13 KB, 387x309, 1661805962931680.jpg [View same] [iqdb] [saucenao] [google]
9218995

>>9218831
>I don't understand why map makers seem to think that taking away the player's agency equates to difficultly. It's not. I want to make decisions, react to stimuli, dodge projectiles and use my reflexes, that's what FPS'es are all about.
What a fuckin' bitch. The maps let you do all of those things, but your decisions are wrong, your reaction time too long, your dodging ineffective, and your reflexes too slow - but that's not the problem. The real problem is you're such a bitch that you don't even realize you're the problem
>put me in saw-traps that I'm bound to not succeed against first try, guaranteed
Imagine playing Sunlust on UV, and complaining that you can't beat it blindly on your first try.
On a positive note, you can still enjoy decino's or coincidence's playthroughs of the wad. Map24 is the coolest Doom map ever https://youtu.be/UPy-23zzBws

>> No.9219003

>he stopped making retro fps videos
https://www.youtube.com/c/FP100/videos
what happened

>> No.9219017
File: 172 KB, 1920x1080, image_2022-08-29_202748906.png [View same] [iqdb] [saucenao] [google]
9219017

>Steel yourself, vegabond!

>> No.9219018

>>9218960
Yeah 3D models in stuff like Doom and Duke 3D always looked like complete shit. I always like the use of voxels in other games and they mimic the original sprites well enough that its easy to forget about them until you see them from an angle.

>> No.9219027

>>9218995
I knew I'd get at least one of your types responding to me. And hey, I get it, some of you guys like saw trap games, most people don't. So I'm going to distill your comment down to "get good" and respond to you with a Civvie quote.

>it's not really an issue of "good", it's an issue of "this is cheap bullshit and I'm not gonna waste my time on it",
>I like video games, I like when they are fun and there's a special kind of connection you can have between the audience and the designer, a kind of communication, between art and artist in an interactive way.
>And this right here is the artist telling me to go fuck myself.

>> No.9219035

>>9219027
>I'm going to make a strawman of your argument, and knock over the strawman

>> No.9219039

>>9219027
Literally just swallow your pride and play on HNTR dude.

>> No.9219040

>>9219018
>call ifself 3D
>doesn't have 3D models
false advertising

>> No.9219042

>>9219035
Not a strawman at all. I think that "get good" perfectly summarizes his post.

>> No.9219048

>>9219042
Because you'd rather misrepresent what is being said than face the ugly truth.
Quit being a fucking bitch and complaining all the fucking time. The problem isn't someone or something else, it's you.

>> No.9219053

>>9219027
The thing is you are still a noob. You may not realize it, but Doom has a huge skill ceiling. Being able to beat a random FPS game on the hardest difficulty and then jumping into one of the harder WADs for Doom thinking you are hot shit will lead to disappointment and a bruised ego. Sunlust isn't for you (at least currently), and you need to improve you Doom skills by playing easier WADs. It's that simple. You come here acting like a game journalist demanding whining that the creator isn't respecting you and that it is bad design.

>> No.9219079
File: 17 KB, 600x600, lowbait.jpg [View same] [iqdb] [saucenao] [google]
9219079

>>9219040

>> No.9219149
File: 272 KB, 1440x1080, cant_see_shit.png [View same] [iqdb] [saucenao] [google]
9219149

>>9218831
I don't agree with the usual "you can't criticize an encounter unless you've played a completely different one first" replies, but - the first four levels, really? Sunlust doesn't get into the real bullshit territory until it's half way through (the cyberdemons on map10 being the first sign).
the early parts, and especially the first half a dozen levels, are actually great at showing off what deliberate design could mean for a Doom encounter, and how lacking it is in 90% of other wads. it's the last quarter that has RNG-fests and trigger minefields, the beginning is mostly doable blind on UV.

>> No.9219161

What's /vr/ favorite Master Levels map and why is Black Tower?

>> No.9219174

>>9219161
It's the most distinctive map, that's all really.

>> No.9219213

is realRTCW a good way to play castle wolfenstein for the first time or should I just go vanilla

>> No.9219216

>>9219161
Attack. its a fantastic map01 even if by the sheer chance of it beginning with an a.

>> No.9219219

>>9219213
I think realRTCW is great. I dont see any reason not to just play that if you want.

>> No.9219224

is there a zombie survival mode? like CoD zombies

>> No.9219234
File: 270 KB, 1280x1024, TNT27-noHUD.png [View same] [iqdb] [saucenao] [google]
9219234

thoughts?

>> No.9219242

>>9219224
back in the skulltag days people made a shitload of invasion maps. I think those days are over though.

>> No.9219243

>>9219213
I had fine with it vanilla, consider saving RealRTCW for a replay.

>> No.9219247 [SPOILER] 
File: 222 KB, 1920x1080, winrar.png [View same] [iqdb] [saucenao] [google]
9219247

Wow, what a trip. I got totally filtered by Going Down but this one was a cruise (heh). Perfect length for a one sitting playthrough - my type of wad. Definitely a few resurrects (even on HMP) but otherwise a nice to see addition from Cyriak. Buy his book! It's good!

>> No.9219256

>>9219242
Armageddon 2 was the shit back in the day, shame people don't play it much anymore.

>> No.9219257

>>9219247
Now do New Game+
It's how you get to the true end map.

>> No.9219264

>>9219247
Also forgot to mention one of the best parts about this WAD: it doesn't suffer from too much love syndrome. It has the right amount of care and thoughtfulness to make it fun to play through knowing someone else made this. If you ask me, Ancient Aliens, BTSX, and all the other heavy hitters are one, long. And two, they're too well made and feel bland and boring because of how impersonal they are. I much prefer the silly six map pack from a person I already follow outside of /doom/ over a 32 level ultra mega map pack with a gajillion enemies and two hundred secrets.
>>9219257
Yeah, I saw that. Is there any difference in the maps other than more enemies? Because if it's the same thing with the bullshit meter cranked up I'd rather just idclev to the finale than begin to resent the maps because they're unnecessarily difficult

>> No.9219282

>>9219264
>Ancient Aliens, BTSX, and all the other heavy hitters
do people really regard BTSX anywhere nearly on the same level as AA or even Eviternity? BTSX is one-note and boring as hell, what gives?

>> No.9219285

>>9219282
Part of what makes BTSX impressive is the fact that it is 100% vanilla while the others you listed are Boom or MBF.

>> No.9219290

>>9219264
>Is there any difference in the maps other than more enemies?
Spawns are very different, some different textures but other than that, I didn't notice anything.

>> No.9219293

>>9219290
idclev it is

>> No.9219302

>>9219293
It's worth doing, just for the fuzzy feelings it gives you.

>> No.9219310 [SPOILER] 
File: 140 KB, 1920x1080, spoiler.png [View same] [iqdb] [saucenao] [google]
9219310

>>9219302
Thought about it, too late. Tried it when I played Dusk and it doesn't do anything for me, just "holyshit please let me leave this level". Also wtf cyriak zoomerspeak? unsubscribing....

>> No.9219314

>>9219285
are the fullbrights vanilla too? cause that was the best part about it.
too bad the reshuffled palette fucks up modded sprites though.

>> No.9219317

>>9219310
>thatfuckingmap.wad
All along it was a prequel.

>> No.9219324

>>9219234
pleb filter

>> No.9219343

>>9219282
I’ve finished AA, Valiant, and played through BTSXE1 twice before making it halfway through Eviternity. Just does not click with me.

>> No.9219347

>q1mapping circlejerk is now boycotting quaddicted out of spite with prototype jam 3
also the maps are shit, same shitty quality as the summer jam using copper.

>> No.9219358
File: 10 KB, 288x288, 1588143404916.jpg [View same] [iqdb] [saucenao] [google]
9219358

>that spectre nearly scammed me

>> No.9219367

>>9213995
I'm mostly a guitar/bass/drums player, especially for writing, but I had a pretty easy time getting into using a midi piano on a DAW for recording midi-only songs and for using raw audio+midi instruments. Although I don't use FL Studio, but most DAWs have some way to save, export or convert to midi. It's been very convenient for whipping up instrumentals by myself.

>> No.9219371

>>9219347
Source?

>> No.9219375

>>9219358
thats an old one

>> No.9219386

>>9219264
>Yeah, I saw that. Is there any difference in the maps other than more enemies?
sorta, but the levels have a different feel to them that makes them worth playing if you're up for a challange.
>>9219282
on first playthrough, its amazing and got me hooked onto DOOM modding, but id have to agree that its so one-note that im totally unable to replay it.

>> No.9219407
File: 253 KB, 375x173, WHEN IT'S DONE.png [View same] [iqdb] [saucenao] [google]
9219407

>>9218813
>>9218816
>>9218819
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 1.9.6.1 (fixed some textures and added a few more)
>PROTDECO16 (patch for testing your levels in GzDoom)
>94SplatDefault, 94SplatNC-HUD
>A collection of optional 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.

>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

WANTED: 3D Modeler, one who can do weapon stuff, one which can do monsters.

>> No.9219431
File: 208 KB, 640x512, kart0569.png [View same] [iqdb] [saucenao] [google]
9219431

>>9215964
https://files.catbox.moe/1s4hly.7z
Almost all replays from the session, for those who didn't play or save them. Beginners should watch the frontrunners to see how they play the game. You can also watch Kegan getting bullied.

>> No.9219445
File: 508 KB, 310x310, INITIATING RECOVERY MODE.gif [View same] [iqdb] [saucenao] [google]
9219445

>>9219431
>spoiler
LISTEN HERE YOU LITTLE SHIT

>> No.9219461

https://youtu.be/Cpsm9pcnQ2s
Is this possibly the most random doom you can get? Has he covered everything or did he miss anything?

>> No.9219478
File: 229 KB, 680x410, 1660153914348862 - Copy.jpg [View same] [iqdb] [saucenao] [google]
9219478

https://strawpoll.com/polls/e6Z2eq2GqgN
Poll about a slight nerf that looks good and also to gauge how impatient people are getting :^)
Quoted from the poll description
>The system in question would likely involve making it so that creatures couldn't send sync signals until just over half a second after they wake up (~20 tics) to avoid the issue of ambushes that surround the player being ridiculously lethal. For example, play MAP01 from Doom 2 In Name Only and go until you hit the door where it opens the walls into the room with the imps and zombiemen ambushing you. Notice how the entire atmosphere turns into bullets and imp balls near-instantly? That's what I'm trying to avoid by giving a slight delay so you can have a chance to react.
>Initial testing with a version of this ability on the map indicated above shows that it prevents an average of eight extra attacks per ambush run in the first 20 tics, and drastically increases survivability. It's still dangerous of course, it's just lacking some of the potential to be instantly lethal if you get unlucky with the sync rolls.
Essentially, I think this is an issue with the mod, but I'm also kind of a shitter and some of you guys have played shit I would consider near-unplayable with Babel (Ancient Aliens, Valiant, other pseudo-slaughter) and had fun, so maybe I'm considering this an issue because I'm bad.
Also I maed dis image

>> No.9219480

>>9219431
On the topic of SRB2Kart, I thought about replacing the in-game billboard advertisements with our own stuff, like with /v/'s build. Like Doom, this game's pretty moddable, we can make a full-on /vr/kart with this.

>> No.9219483
File: 321 KB, 1280x800, kart0232.png [View same] [iqdb] [saucenao] [google]
9219483

>>9219480
Yeah, go ahead.

>> No.9219498

>>9219478
Oh yeah, if you have maps that are good examples of this, tell me so I can use them for testing. There are a few in vanilla but I want to get a good spread. 20 tics seems reasonable, but it might not be the best number.
Also note that this is a tic value from wakeup, not from initial sighting of the player, so monsters that are already awake and moving around don't have this applied (including monsters that teleport in but aren't set up to do so near-instantly). It's purely for monster closet style stuff, and doesn't affect any other behavior.

>> No.9219532

>>9219483
Okay.
desu I don't know what to put on them so if anyone else wants to replace them with something funny or advertise their own mods and shit, go ahead and maybe I'll add it.

>> No.9219536

What other places aside from here (not including doom websites) make wads?

>> No.9219539

>>9219358
i never realized spectres were actually meant to be straight up invisible in dark spaces until i played with woof

>> No.9219548

>>9219539
Truecolor, but especially high resolutions, really make them near impossible to see.

>> No.9219550

>>9219548
I fucked that up. I mean that they are really hard to see in software mode and the original resolution especially, but that truecolor and hardware rendering makes them easier to see.

>> No.9219561

>>9219461
I don't see Gun Bonsai but I'm not sure if it would have complications with DoomRPG or DoomRLA

>> No.9219564

Member when E1M5 didn't have the secret room with the teleporter?

>> No.9219569
File: 10 KB, 204x136, 1647553766291.gif [View same] [iqdb] [saucenao] [google]
9219569

>>9218868
>filtering skeleton
>shotgunners considering romero
>god help
>long suck parts
>half wanted hexen sprites

>> No.9219590

>>9219532
Agitated skelletons, definitely. You should keep an eye out for stuff.

>> No.9219606

i wonder if there's a power/strength tierlist for weapon mods out there, like how over/underpowered they are compared to the regular doom weaponset and how they handle stuff like normal doom 2 playthroughs up to chillax slaughterstuff.

>> No.9219618

>>9218831
I'll jump in just to say this: I've been playing doom wads for a very short time. Started this year, in fact. I consider myself a very good fps player. For my first wad I chose Alien Vendetta. I hated it. I absolutely despised it. I wondered what the fuck do people see in it. I just dropped it and played other wads. The other day I tried AV again. I'm having a blast and completing map32 with no saves and pistol start has been fucking amazing. My point is: you'll probably get there anon. Just play easier shit and then up the ante little by little. /blog

>> No.9219648
File: 35 KB, 1491x806, double-down-2005.jpg [View same] [iqdb] [saucenao] [google]
9219648

>>9218831
I've only been playing Doom for about a year, I refuse to play below UV and I use Babel as my gameplay mod: How fucked am I with Sunlust? Usually I bounce between WADs when I get stuck on a level, i.e. from BTSX to TNT2, from 2002ADO to Moonblood, et cetera. I usually have to savescum to get through bullshit maps and slaughterfests and the like. However, I will always slowly chip away at a mapset or megawad, to get through it eventually. It can be painful but I really refuse to play on anything other than UV.

>> No.9219653

>>9219648
>refuse to play on anything other than UV.
People like you are the problem.

>> No.9219661

>>9219648
>How fucked am I with Sunlust?
I'm going to say that not only are you never going to make noise when you fart every again, but your processor might actually burst into flames if the slaughter-y sections get big enough. There are plenty of mapsets that simply don't work if they aren't played vanilla. Sunlust is pretty close to being one of those. Babel is supposed to make mapsets that are closer to vanilla balance more enjoyable. When you play something much, much harder with it, the difficulty is multiplied exponentially.

>> No.9219676

Life gets so much nicer when you accept its okay to play things on Hurt Me Plenty

>> No.9219679

>>9218995
This map is fantastic, I was terrified when I arrived at the tower.

I really like wads with very hard UV, because you can enjoy your first run on HMP and once you mastered the wad you have a harder challenge to beat it on UV, it's also nice for average players who only played the original iwads because they can play these games in HNTR and enjoy them.

>> No.9219696
File: 99 KB, 250x250, 1652971956663.png [View same] [iqdb] [saucenao] [google]
9219696

>>9219679
>Finding the red key for the first time

>> No.9219697

>>9219696
Whoops, thought you were talking about Maelstrom.
Dying on Cue's a banger too though. I liked the labyrinth-y section a lot.

>> No.9219704

>>9218813
Is there a wad for doom64?

>> No.9219725

>>9219696
>>9219697
And the epic fight this red key unlocks.
Dying on Cue and Maelstrom are both visually impressive.
>>9219704
Yes, there is Retribution.

>> No.9219738

>>9219003
Got filtered

>> No.9219741

>>9219247
Cyriak made a new WAD and it didn't make the newspost??

Also give Going Down another chance, it gets slaughtery but it's still a masterpiece

>> No.9219747

>>9219040
>DOOM
more like dumb

>> No.9219754

>>9219234
cool

>> No.9219795

I don't like the HMP cultists.
People that can't beat any mapset on UV pistolstart just suck and need to git gud, simple as.
Saving is cheating. Loading is a sin.

>> No.9219813

>>9219704
DOOM64 Reloaded

if you're using the EX port:
https://www.doomworld.com/forum/topic/117991/

if you're using the remaster:
https://www.doomworld.com/forum/topic/129988/

>> No.9219814

>>9219795
just for you i'm gonna beat Overboard UV pistol start with no gameplay mods and no saving

>> No.9219816

>>9218846
use old youtube. It's soulful and has character. I think youtube also favours older accounts rather than fresh ones for algorithm stuff but I have no proof of that.

>> No.9219819

>>9218906
truly, an artist who suffers.

>> No.9219820

>>9219704
>>9219814
additionally, Doom64 CE comes with 3 pre-installed add-ons on top of the lost levels
https://www.moddb.com/mods/doom-ce/downloads/doom-64-ce-205-full-version

>> No.9219824

>>9219814
sorry wrong quote meant >>9219813

>> No.9219840
File: 468 KB, 914x784, bony mcfuckface.png [View same] [iqdb] [saucenao] [google]
9219840

>>9219795
I'm gonna play on I'm too young to die, I'm gonna save with every door I pass through, and I'm gonna make it a point to use the plasma gun exclusively on former humans. I'll always skip the chainsaw, and I'm also going to pistol down every Caco I see.

>> No.9219848
File: 18 KB, 510x430, 1369500239059.jpg [View same] [iqdb] [saucenao] [google]
9219848

>>9219840
>>9219795
I get why people think you should never save except at the beginning of the level, but it makes me think of those levels in Eviternity that take an hour and a half or more to complete. You got through that without saving a single time? Really?

>> No.9219853

Ribbiks was right

>> No.9219856
File: 388 KB, 320x199, BIRDA0.gif [View same] [iqdb] [saucenao] [google]
9219856

>>9219848
I'm just being a smartass. Really I don't mind how people play. Normally I don't use mid-level saves unless it's a big fucking level, at which point I usually give myself checkpoints after picking up keys.

>> No.9219861

Raven MIDI Pack 2 never ever

>> No.9219863
File: 278 KB, 853x480, Manic-eating-crayons.gif [View same] [iqdb] [saucenao] [google]
9219863

>>9219539
GZDoom really fucked up what the game is supposed to look like sadly.

>> No.9219892

It is my sincere honest belief that the chainsaw is one of the best guns in the game.

>> No.9219897

>>9219892
Elaborate on this frankly inflammatory, GZDoom-reeking statement so we can get it out of our systems.

>> No.9219908

>>9219848
Play however you like!
Don't let some cultists dictate what's fun for you.

>> No.9219914
File: 209 KB, 1126x1560, clipazine.jpg [View same] [iqdb] [saucenao] [google]
9219914

>>9219892
That's one of the stupid taglines I've used in a past title screen
>Chainsaws: Are they guns?

Have some others too:
>Falling in a nukage pit without any stairs: How to accept death
>Does a lack of height coincide with melee power?
>2 Weapon Limits? The origin of the new youth movement
>"That's when I had to ask for a high chair" An interview with Lord Blaz
>Skeletons: Screaming with rage, or fear?
>Swimsuit edition: Pinups include Shi-Hong, Daina, Basilissa, Violet, and the BFG9000!

I had a lot of fun coming up with some of these, though a friend came up with a lot of them.

>> No.9219916

>>9219892
The chainsaw is not a gun, it is a tool and a weapon. Although, it CAN be a gun, it is not.
And yes, it is fun to use, but there are better weapons out there.

>> No.9219917

>>9219897
It sure is if you enjoy suddenly taking massive melee damage from a Cacodemon or Revenant because the chainsaw's shitty hit detection fucked up and gave the monster enough time to hit you,

>> No.9219925

>>9219917
Pain is just weakness leaving the body
Besides, those medkits aren't gonna pick themselves up, someone's gotta be hurt to nab 'em.

>> No.9219926 [DELETED] 
File: 473 KB, 1920x1080, Mission_1.10 [Mission_1.10].jpg [View same] [iqdb] [saucenao] [google]
9219926

>>9219897
I confess I'm using GZDoom right now. But think of all the games it influenced: Gears of War, Quake 3, the list goes on... It deserves some credit for that at least.

>> No.9219929

>>9219926
Figured. You could probably chainsaw arachnotrons and mancubi with impunity in GZDoom.

>> No.9219939

>>9219914
>What are birds, and how can we fight back?

I'm dead.
I also like "Why your gun should have its own, smaller gun".

>> No.9219962

>retard tier
forcing yourself to play without saves on your initial playthrough
>understandable tier
saving whenever you don't see or hear any enemies
>checkpoint tier
saving whenever you pick up a new key, or saving after half the enemies are dead
>i fucking hate restocking tier
saving every time you have a decent amount of health/armor/ammo or after reloading all of your weapons
>alzheimers tier
saving every other time you walk through a doorway because the map's layout is confusing
>coward tier
saving mid fight
>double retard tier
saving mid fight on 4 hp and after every kill because you can't accept you messed up somewhere along the way

>> No.9219970
File: 667 KB, 1920x1080, dsda-doom_ESRpOhwhwt.png [View same] [iqdb] [saucenao] [google]
9219970

Hello /vr/, I'm back with my hopefully improved babby's first map again. I hope to FUCK no cheeky HoM pops up!

>hopefully looks prettier
>difficulties now supported
>should be less ammo starvey if you somehow manage to miss every single secret
>but hopefully not too generous without them

Tested on DSDA-Doom, complevel 2.
https://files.catbox.moe/1cc3j9.wad

>> No.9219979

>>9219962
I save after fights with 4HP and after killing lonely monsters in deserted hallways.

>> No.9219994

>>9218846
Make a home server and buy a domain name. Host it yourself.

>> No.9219996

>>9219962
I'm in understandable, checkpoint, and restocking tier.

>> No.9219997

>>9219962
checkpoint and alzheimers here

>> No.9219998
File: 694 KB, 300x180, stare.gif [View same] [iqdb] [saucenao] [google]
9219998

>>9219962
>mfw some anon in an earlier thread was going through A.L.T. saveless for his initial playthrough to "git gud"

>> No.9220001
File: 63 KB, 758x644, chad.jpg [View same] [iqdb] [saucenao] [google]
9220001

>>9219848
>start up doom
>spend an entire hour navigating a map and beating each encounter
>die to a monster closet I forgot about
>do the exact same thing tomorrow

>> No.9220016
File: 52 KB, 600x921, 0b3.jpg [View same] [iqdb] [saucenao] [google]
9220016

>>9218968
>kino
Not a movie.

>> No.9220019

>>9219027
>I'm gonna respond with a civvie quote
Let me guess, you unwaveringly believe Plutonia is better than Doom, Doom II, and TNT because that loser said so. Try having an independent thought.

>> No.9220029

>>9219371
i am looking at quaddicted and the circlejerk right now

Prototype jam 3 is at the circlejerk

>> No.9220031
File: 188 KB, 1024x1005, 20_hurtfloor.jpg [View same] [iqdb] [saucenao] [google]
9220031

>>9220019
Not him, but how do you rank those four WADs? I put Plutonia up pretty high personally because I prefer more combat focused maps. TNT's too meandering for my tastes, my dumb ass gets lost easily. I think I'd rank them like

Plutonia
Doom 2
Doom 1
TNT

Doom 2 has some excellent fights, and of course gave us the foundation that we still use to this day.
Doom 1 is Doom, obviously.
TNT does have the sector truck though, which gives it a legacy of its own.

>> No.9220032

>>9219053
What are some good "work your way up to epix ribbix bibbix mibbix" difficulty wads?

>> No.9220037

>>9220032
https://www.doomworld.com/forum/topic/107015-wad-progression-for-skill-improvement/

>> No.9220048
File: 322 KB, 301x301, 1349263794606.gif [View same] [iqdb] [saucenao] [google]
9220048

>>9220037
>scrolling from the word "easiest"
>expecting it to be ranked into tiers, sweating as Plutonia, Scythe 2 and Sigil are still in the "easiest" tier
>mfw scrolling to the bottom to find it was all one scale
Boy do I feel silly!

>> No.9220059
File: 2.93 MB, 640x360, babelustin.webm [View same] [iqdb] [saucenao] [google]
9220059

>>9219661
>Sunlust is pretty close to being one of those. Babel is supposed to make mapsets that are closer to vanilla balance more enjoyable.
>Sunlust
>Babel
>PLAY SUNLUST BABEL
Well don't mind if I do

>> No.9220070

if voxels are so good why don't they make entire games out of them.

>> No.9220085

>>9220070
What is Red Alert 2 and Tiberian Sun

>> No.9220094

>>9219234
chocolate cake

>> No.9220096

>doom 1 slaughtermaps

>> No.9220097

>>9218925
Kept crashing on me on the latest gzdoom.

>> No.9220105

>>9220096
>heretic slaughtermaps

>> No.9220108
File: 300 KB, 800x600, Vangers (1998).png [View same] [iqdb] [saucenao] [google]
9220108

>>9220070

>> No.9220109

>>9220070
dude it's called minecraft lmao
if you think about it, every game is made of voxels
>>9219970
the contrast between the curvy green wall and that room with the ripped skin walls and skulls door looks nice in a weird way
i should actually play it
>>9220105
imagine the tornados

>> No.9220114

>>9220070
Solace Dreams

>> No.9220117
File: 2.42 MB, 491x726, 1651003113594.gif [View same] [iqdb] [saucenao] [google]
9220117

>>9218813
>EXFOLIATE

>> No.9220120

>>9220109
Minecraft doesn't render voxels, ya ditz.

>> No.9220125

>>9219970
>>9219970
Fuck! I forgot the shotgun on HMP.
https://files.catbox.moe/msir03.wad

>> No.9220134
File: 64 KB, 540x960, Harold.jpg [View same] [iqdb] [saucenao] [google]
9220134

I'm working on a wad for about a year now, and I've now realized that the difficulty curve might be screwed up / weird. I'm still creating more maps and you've seen me posting screenshots here before. Anyway this is the current situation:
01 - Base map, average sized map, rough start
02 - Jungle map, relatively long and adventorous, final battle with lots of monsters but invincibility sphere available
03 - Sewer map with tight corridors and lots of traps
04 - Open city map, quite hard to pistol start, shitton of monsters
05 - Base map with lots of hitscanners and small gimmicks
06 - Starship map (unfinished)
07 - Base map with a tough pistol start
08 - Mini slaughter outdoor map
09 - Unfinished giant base map
So as it turns out 04 is the hardest map so fast, but I can't figure out how to make the maps after it harder without using a lot of cheap bullshit like nonstop hitscanners and archviles.

>> No.9220153

>>9220096
>>9220105
>chex quest buffet maps

>> No.9220163

>load up shitty slaughter wads like sunlust, eviternity, ancient aliens etc
>enable degreelessness mode
it's gaming time

>> No.9220168

>>9219704
Was setting it up last week, CE is good, it includes Retribution and a bunch of stuff on top of it. Just you need Nightdive's doom64.wad and also need to disable most of retarded CE "enhancements". Retribution itself plays fine, but D64 roster is very short and additional monsters in CE were very welcome. SSG is really nice in D64, but Quake-wannabe bland textures make the experience worse than Doom-proper.

>> No.9220189

>>9220096
Return To Hadron trilogy

>> No.9220191

>>9220105
Curse Of D'Sparil

>> No.9220192

>>9220168
Pypsy is working on the cut D64 monster

>> No.9220219

Is it frowned upon to make a WAD that directly uses architecture of the original doom maps? I want to do something similar to Doom But Something's Not Right, except using parts of original map architecture without "redrawing" from memory.

>> No.9220226

>>9220097
I've got it running on latest Delta-Touch, imps and rendered fine, but shotgunners are broken - gibbed immediately after map loads. Overall not much value in these voxels, hundreds of new sprites from Brutal Doom look much nicer and more diverse.

>> No.9220228

>>9220219
If you don't just copy the levels and present them as your own I don't think anyone would care.

>> No.9220249

>>9220219
>Doom But Something's Not Right
That's not what those maps are called.
>except using parts of original map architecture
It's been done loads, nobody cares about it.
https://www.youtube.com/watch?v=7qEHK4iBiXc#t=44

>> No.9220269

>>9220219
I've ripped off good-looking designs from ancient maps that nobody remembers several times. Nobody gave a shit and those troons on Doomworld can go fuck themselves. Their opinions are void.

>> No.9220283

>>9220219
Legally it's a grey area. Technically no as those levels are copyright of ID. Realistically, it's been done before and nobody cared.
The /idgames/ archives won't take it. I definitely wouldn't try to sell it.

>> No.9220295

>>9218831
Yeah, Doomers are fucking morons who like being kicked in the dick repeatedly. They don't want to have choices, they want to be forced to find the one correct way out of a testicular vice. If there's nothing to constantly crush their nuts and punish them for just playing the game, then they consider it a "bad map" and bury it under repeated recommendations to play the same shit over and over.

>> No.9220310

>>9220219
Making maps based directly off the originals is fine as long as you don't also include the textures in the WAD. It gets a little muddy with recreating Doom 1 maps in a Doom 2 WAD, but that's the general rule.

>> No.9220318

>>9220219
As long as the levels aren't exactly 1:1 it would be considered transformative. You're not selling anything, so the chance of legal action is practically zero.

>> No.9220326

>>9218831
Yeah, I'm not a fan of wads that are basically puzzles where there is essentially one way to clear a fight, and you will need RNG on your side even if you do everything right.

Decino plays tons of these wads, popularizing maps that are really nothing like Doom, Doom 2, or even Plutonia.

>> No.9220327

>>9220295
sounds like you just suck lol

>> No.9220330

>>9220326
Watch out what you are saying, you will summon the slaughterfags.

>> No.9220331

>>9220269
>those troons on Doomworld

compared to the fully ideologically colonized zdoom, doomworld is positively tradcon

>> No.9220335

>>9219648
I replay sunlust habitually on HMP and I tried out the first 10 maps with Babel. Ribbiks's use of close quarters cyberdemons in every later map is probably pure hell because the babel cybers shoot 4 rockets per second at 90 miles an hour, but you already knew that

>> No.9220351

>>9220219
Plutonia did it, so it's ok.

>> No.9220354

>>9220326
>Decino plays tons of these wads
His followers are fucking weird, obsessing over however he plays or would play a map as the one true correct way to play it.

Also you get shit like this >>9220219 where they decide maps are called whatever his videos are titled.

>> No.9220361
File: 119 KB, 666x500, terrible shitpost meme.png [View same] [iqdb] [saucenao] [google]
9220361

>>9219994
>>9219816
Not supported in itch.io. You WILL worship at the altar of Google.
>>9220059
I actually tried this last night and died right there because I didn't run fast enough.
>>9220335
I'm actually thinking that maybe I should make it so they only use the homing rockets close up just to give people a chance.

>> No.9220401

>>9219795
I don't like the UV cultists.
People that can't beat any mapset on UV -fast -solonet pistolstart just suck and need to git gud, simple as.
Saving is cheating. Loading is a sin.

>> No.9220418
File: 3 KB, 119x136, image.png [View same] [iqdb] [saucenao] [google]
9220418

>>9220401
>Loading is a sin

>> No.9220441

>>9219375
Those oldies, but goodies, songs of the past
https://youtu.be/J9aTxrV4BkM?t=1680

>> No.9220445

>>9220335
On another note, some combat puzzle levels that are all about space control like 400 minute's Kratom Withdrawal actually become strangely easier with babel because the imps are too busy sync attacking to walk forward and encroach your territory

>> No.9220476

>slaughtershit with incredibly forgettable quake 2 aesthetic
which shilled megawad am i talking about and why is it all of them

>> No.9220484
File: 701 KB, 1302x1812, 1660377938467583.jpg [View same] [iqdb] [saucenao] [google]
9220484

>>9219848
There's some obnoxious little kid making shitty bait posts like that and trying to say something "controversial" similar to all those /v/ tier bait posts on the catalog. Pay him no mind.

>>9219676
Yeah, I agree with this a lot. I used to be adamant on playing everything on UV, then basically undoing all of the difficulty through savescumming which ended up feeling very unsatisfying.

>>9218912
>>9218919

I love Ion Fury and the "lived in" feel of the Build Engine games, especially IF but what Doom will probably forever have over those games, is the dynamic of monsters that feels really balanced and something that generates gameplay possibilities forever.

I would love for Ion Fury and other Build Engine shooters to get monsters that would end up functioning *together* well.

And I feel like Ion Fury's progression is so different that comparing the difficulty to DOOM wads is a bit odd. But if you're playing Ion Fury, you probably also should rely on checkpoint saves instead of quicksaving....

>> No.9220505

>>9220476
>slaughtershit
Some day there will be a source port with a fuckhuge "This wad has X slaughtershit maps. Are you sure you want to play it at all?" warning when launching wad. Gonna be the best thing ever.

>> No.9220519

Origwad still is the peak

>> No.9220528

>>9220097
Had no issues with it. Are you loading it with some other mod?

>> No.9220535

>>9220528
Just the default widescreen option that gzdoom ships with. Maybe it's because I tried low resolution software mode?

>> No.9220540

>>9219962
I play every episode from beginning to end on UV in one sitting, without dying. I never save and it isn't even very difficult. get on my level.

>> No.9220541

>>9220535
I doubt it, but it's worth testing. Might wanna tell nash or cheelio I guess.

>> No.9220547

Tim bought 3d realms really?

What is this guy Satan?

>> No.9220551

>>9219741
>ctrl+f news google doc
>0 results
LOL yeah wtf, next OP I'll put it in. How should I do that? =>[8-4] at the top showing a bump?

>> No.9220554

>>9220551
>How should I do that?
You don't. Old news is not news.

>> No.9220560
File: 103 KB, 1280x720, cubeworld.jpg [View same] [iqdb] [saucenao] [google]
9220560

>>9220070
>>9220109
>2022
I am forgotten.
Wolly fucking butchered this title dude. I wish alpha was still downloadable without sailing the seas

>> No.9220561
File: 24 KB, 598x667, vibridoom.png [View same] [iqdb] [saucenao] [google]
9220561

>>9216502
Vibri from this pack, please.
https://mb.srb2.org/threads/croagunks-character-pack-v3-0-character-poll-update.28873/

>> No.9220572
File: 1.02 MB, 1920x1080, dr timmy willits.png [View same] [iqdb] [saucenao] [google]
9220572

>>9220547
More or less. He's been working on that new space marine thing, too.

>> No.9220578

what's your favorite unity add on?

>> No.9220579

>>9220572
Space Marine 2?

GW was really fortunate they had a dev team like old Relic literally pushing them fowards.

>> No.9220603

>>9219234
>the mucus flow

>> No.9220606

>>9220572
>>9220579
Nah, Tim was shilling that "retro" Space Marine FPS by using his credentials as a Doom developer to say that Doom was inspired by 40k.

>> No.9220620
File: 62 KB, 250x268, Q2 willits_tex.png [View same] [iqdb] [saucenao] [google]
9220620

>>9220606
He uses that plug to shill both games:
>>“I bet many people do not know that the original Doomguy was actually a space marine inspired by an even older space marine which is the Warhammer 40,000 space marine.”
During a Space Marine 2 interview.

>> No.9220623

>>9220606
That's a ridiculous claim, because Tim designed and invented everything in Doom and Quake.

>> No.9220629

>>9220620
Which is fucking hilarious since id had zero clue 40k existed and they were into tabletop shit.

Also Tim did like two or three maps for EP4 and that's enough to claim he was an original Doom developer, shit's laughable.

>> No.9220638

>>9220629
He claimed to have invented deathmatch because he (didn't really) make the first deathmatch-only map.

>> No.9220639

>>9220623
>>9220629
Tim Wallets invented currency, we still used the barter system until 1993 when shareware doom had a suggested retail price.

>> No.9220649

>>9220623
>>9220639
Slippin' Timmy with a position of power is like a chimp with a machine gun

>> No.9220668

Tim Willits actually invented the ability to go backwards in a first person shooter.

>> No.9220669

Why people make megawads? Why? WHY?They are always the same format! Doom community keeps spamming reskinned Hell Revealed and it gets Cacoward anyway. The only thing that changes is the hud and how big the square room with megasphere and a few dozen Hell Knights.

>> No.9220670

>>9220668
Oh shit, guess we gotta thank him for Serious Sam, then.

>> No.9220671

>>9220476
Would you like to tell me too, what is the map set you are talking about. Putrefier and NDCP2 both use Q2 textures and neither are slaughter. BTSX ep1 has Q2 influence sure, but it's not slaughter either.

>> No.9220672
File: 143 KB, 707x600, 1640582259771.jpg [View same] [iqdb] [saucenao] [google]
9220672

>>9220669
Fuuuuuck, that thread was nearly 5 years ago now. I feel old.

>> No.9220680

>>9220269
Getting backlash from stealing bunch Memento Mori maps doesn't make you some kvlt nazi criminal mastermind, it just makes you a shit mapper with unoriginal designs. Why would I play your maps, if I can just play the classics instead? Think about it dude. Evolve your own mapping skills.

>> No.9220692

>>9220669
If you think modern slaughter has anything to do with Hell Revealed, you must be retarded. That's like being unable to distinguish Quake 1 and 3 from each other.

>> No.9220701

>>9220680
but it's ok when Plutonia does it

>> No.9220715

>>9219741
It got discussed to death in the threads so nobody really thought to shove it into the news.

>> No.9220717

>>9220701
>Whataboutism
Draw your own linedefs.

>> No.9220727

why did valvetime.uk have to die?

>> No.9220728

Whats some other blood mods like death wish or 500 ml of vr?? You bros got any more blood map packs for me?????

>> No.9220734

>>9220728
I haven't played it, but I've heard French Meat lumped in with those other two before.

>> No.9220739

Technically Doom 2 was released this month since a pirate copy was shared, so celebrate.

>> No.9220743

>>9220734
Based theres two of them. I will download these later. Also saw that youtuber pagb666 has a bunch of blood mod play throughs. Nice. Why does blood have so much quality content? But something like duke 3d is almost barren? You really gotta search high and low for it

>> No.9220759
File: 867 KB, 1920x1080, french town.png [View same] [iqdb] [saucenao] [google]
9220759

>>9220743
>Why does blood have so much quality content? But something like duke 3d is almost barren?
Same goes for Shadow Warrior, and especially Redneck Rampage. But I'm not sure there's any secret to why Blood has the most quality campaigns made for it beyond it being the most popular of the original three.
Also, brace yourself for French Meat 2's soundtrack. You'll either love it or hate it.

>> No.9220760
File: 36 KB, 373x521, and u shoot it.jpg [View same] [iqdb] [saucenao] [google]
9220760

>yes yes play on uv with no saves and fast monsters
>because i'm a total doom purist who only plays it the way its intended
>its the best *fast paced* action game
>which is why i like hiding behind corners and taking potshots
>no that isnt totally cheeseball what do you mean, that's doom(tm)
>this long bullshit platforming and switch hunting sequence is absolutely necessary,
>what?? you're idclipping to skip it?? pshhh, casual
>nooooo dont turn iddqd or skip this wad entirely!!! this tiny room with twenty revenants and rocket ammo behind the monster closet is totally fair!
>you're supposed to heckin sr50erino!
>what??? you saved?? no no no! you're *supposed* to play through this same bullshit section five times until you get it, then die to the next bullshit section and then play that one five times and keep repeating that process until you beat the level!!!
>when john romero was designing the doom episodes he clearly intended for the bfg to be a secret item
>in reality he wanted you to start the level with a pistol against a cyberdemon and five barons, not carry all the stuff over for what should be increasing difficulty with better weapons
Why the fuck is this status quo? The players and the wads. Ancient Aliens is fucking beautiful, but you put a Cyberdemon in the starting area? Seriously? Fucking why?

>> No.9220761

you should discuss doom in usenet

>> No.9220762

>>9220759
Most obsessive fanbase.

>> No.9220771
File: 1.87 MB, 1920x1080, 2022_122.png [View same] [iqdb] [saucenao] [google]
9220771

>>9220760
>Ancient Aliens is fucking beautiful, but you put a Cyberdemon in the starting area? Seriously? Fucking why?
Because it can be really fucking fun. It's also not there on lower difficulties if you don't like it.

>> No.9220780

>>9220701
you should copy rooms from plutonia
that'll show 'em

>> No.9220783

>>9219962
I only save when I'm at 100% health or more and not in a fight.

>> No.9220807

>>9219795
>Saving is cheating.
Depends on how you look at it, though. At the beginning of levels, surely not.
>Loading is a sin
Tch! says the UV Pistolstart CULTIST braggart! Loading is not always avoidable in games and applications. In fact, its needed at times. Loading, regardless of the time it takes to end, has been around since the earliest days of computing.

>> No.9220813

>>9220760
A mapset is not a challenge to overcome UV pistol start to me but a sandbox to see how a mod handles it
The most vanilla I'll go is the Final Doomer weapon set that best fits the wad's aesthetic on my first playthrough. I'll still pistol start because weapon mods usually make your pistol and fist fun and reliable sidearms that can deal with whatever extremely rude hot start a mapper feels like

>> No.9220817

>>9220760
just dodge the rockets lmao, it's getting annoying how many shitters are complaining about stuff that isn't even hard in this thread recently

>> No.9220826

>Ancient Aliens is fucking beautiful
And this is why I will never use Choco/Crispy/Woof outside of iwads.

>> No.9220828

>>9220759
Yeah but shadow warrior makes sense. Not duke 3d imo. Theres no famous map pack to point too. Like oh yeah duke xyz is great. Just stuff like alien armageddon or some mediocre packs made like ten fifteen years ago. Maybe duke hard from the eduke forums but even thats a stretch cause its just a pistol start thing. I know that counts but it kinda doesnt imo. Youd think with all the fame duke had or has. It would have one major episodic thing by now. Especially since every iteration of it sold to the public since 1996 had map making programs with it upon installation

>> No.9220829
File: 79 KB, 170x170, 1655586723276.gif [View same] [iqdb] [saucenao] [google]
9220829

>>9220807
>UV pistolstart CULTIST btaggart!
Maranax pallex!

>> No.9220830
File: 443 KB, 512x512, ic_launcher-playstore.png [View same] [iqdb] [saucenao] [google]
9220830

> something like duke 3d is almost barren
Check out "EDuke32 Addon Compilation v3.14 (635 MB) - by NightFright", description: http://hrp.duke4.net/misc/addons_readme.txt

>> No.9220834

>>9220830
Alright ill check this out

>> No.9220839
File: 63 KB, 591x680, EYJrQKpU4AA8xHP.jpg [View same] [iqdb] [saucenao] [google]
9220839

I can't wait for Ion Fury : Aftershock to come out so I can spend more quality time with Shelly! And all those new levels full of secrets and different enemies...

>>9220759
>especially Redneck Rampage
Redneck Rampage has absolutely super soulful levels but the gameplay can be pretty AIDS. I'd love a combination of Blood and Redneck Rampage where they're doubling down in the Deep South horror, maybe with a slight dash of redneck humor too.

>>9220743
Only explanation I can give is that blowing up enemies in Blood is extremely satisfying and the 'horror' vibe is really cool.

>> No.9220867

Redneck Rampage artwork always reminds me of The Barnyard/Back at the Barnyard

>> No.9220871

>>9220839
Nice try to shill Ion Fury author

>> No.9220872

>>9220760
play on HMP with saves.

>> No.9220875
File: 130 KB, 689x938, 17be4d6ada6ccfa6e04187eee9990b08.jpg [View same] [iqdb] [saucenao] [google]
9220875

>>9220871
If I was the Ion Fury author I would have a lot better things to do. Like developing the game, hiding good secrets in maps, commissioning artwork of Shelly..

>> No.9220884

>>9220760
people have been playing this for nearly 30 years, anyone who falls into that category ought to be really good
i haven't, so i play on HMP/HNTR and savescum when needed or even godmode if something feels impossible. who cares. AA was a lot of fun

>> No.9220893

>>9220875
i will NOT buy your game until you make every enemy as deadly as the flying fuckers with the mini rockets
everyone else is a pushover with super delayed hitscan that's too easy to dodge or slow weak projectiles or melee attacks that do nothing to you if you have armor
take more notes from blood and shadow warrior rather than duke nukem - make enemies smarter or turn up the bullshit level on their damage. or both. at least make increasing enemy ai/reaction/aim an option in the menu like fresh supply has.

>> No.9220901 [DELETED] 

>>9220830
.exe file


forgotten. im a big boy. got something that isn't a exe. lmao. it might as well not even exist

>> No.9220905

>>9220134
no help for me then, fine jeez.

>> No.9220912
File: 508 KB, 1920x1080, 1639494872901.png [View same] [iqdb] [saucenao] [google]
9220912

>>9220893
I wouldn't be opposed to more combat modifiers as well, but the first run through the expansion will still be fun to explore saveless.

>> No.9220913

>>9220830
.exe not .zip

im good bro

>> No.9220923

I find IF has little replay value, the secrets are insane, and some have nice references but there is nothing pulling me to do so. Unlike the build trio.

>> No.9220925

>>9220839
>controller
You should find some new material, man. Preferably some that gives Shelly some "new material" between her legs, if you catch my drift.

>> No.9220929

You can play STAND as single player and load other maps with it, the only issue is the textures not agreeing with retex, also the mod doesnt work on KMQ2

>> No.9220935
File: 2.99 MB, 1380x1800, Closebutnoduke.png [View same] [iqdb] [saucenao] [google]
9220935

>>9220923
It's got combat up there with Shadow Warrior's and the levels have the build standard of interconnectivity. That and their some of the most detailed I've seen. I always feel satisfied with a replay of it, but wish the end fight was stronger.
I go back and forth between Blood, IF, and SW, though I wish the latter two had more going for them with custom levels.

>> No.9220960

>>9220070
Voxatron

>> No.9220964

>>9220935
>RobertCop
kek, lol even

>> No.9220965

>>9219648
Just swallow your diminutive pride and play on a difficulty level that you can actually handle, you faggot. You're not besting the challenge for savescumming through UV, you're just being a shitter while pretending that you're not.

>> No.9221002

>>9220960
Voxatron is pretty fun but it doesn't seem like it's gone very far in years, they seem to have obsessed over this "make your games in our game" thing.

>> No.9221003
File: 675 KB, 1920x1080, The Bridge.png [View same] [iqdb] [saucenao] [google]
9221003

the first bridge has been finished.
truly a milestone for bridge based physics.

>> No.9221038

>>9220701
Plutonia:
>is an actual official product
>does it once
>is extremely transformative about it
>may or may not even have copied the geometry directly

>> No.9221043

Is Doom (co-op, not DM) a good game to play with somebody who you have a really high ping to?? Like, 200+ ms? If so what of the handful of modern multiplayer focused clients should we use?

>> No.9221046

>>9221038
>does it once
I'm just fucking with you, I love Plutonia.

>> No.9221049

>>9220760
>Ancient Aliens is fucking beautiful, but you put a Cyberdemon in the starting area? Seriously? Fucking why?
Just dodge him? He's not exactly used in a very menacing manner.

>> No.9221050

>>9221002
Yeah, that's what sometimes happens if just one developer for the whole game gets overtaken by feature creep - it just goes nowhere. And then he started making Pico 8 so not much hope for voxatron being finished anytime soon
The voxel graphics and some original and custom levels are dope though, game's fun for what it already has

>> No.9221063
File: 56 KB, 640x480, bl.jpg [View same] [iqdb] [saucenao] [google]
9221063

First time trying pic related..
Any tips, and also on what difficulty are you supposed to play this?? I always go with the Doom UV equivalent in these games but this is stupidly difficult, what the hell

>> No.9221092
File: 48 KB, 662x323, voxatron.png [View same] [iqdb] [saucenao] [google]
9221092

>>9221050
TFW I just went to check and the version I downloaded a year and a half a go (0.3.5b) was barely out of date and some of the changelog is adding PICO-8 stuff to it.

The voxel monsters did make me consider having a go at a Doom or Take No Prisoners sort of thing in it, no matter what it can't be as shit as Mighty Doom is.

>> No.9221108

>>9220701
Not sure what you're referencing here. Spoon-feed me.

>> No.9221124

>>9221108
Map 04 and Map 15 take from Abandoned Mines
Map 32 from Entryway
Map 18 Neurosphere from The Inmost Dens
Map 19 NME from E2M1
Map 21 Slayer from Circle of Death
Map 24 and Map 27 from The Living End and The Chasm
Map 28 from Monster Condo

>> No.9221134

>>9221063
Start on Lightly Broiled and work down if need be. You should treat Well Done as if it were "UV fast", not something you'd want to do for a Doom map with lots of hitscanners.

>> No.9221153

>>9220070
http://voxelstein3d.sourceforge.net

>> No.9221168

>>9221003
Is this a 3d floor?

>> No.9221193

>>9221063
welldone is not UV, its fun, but far from the same.
also crouching can throw off cultist aim.

>> No.9221197

Does anybody know offhand how many tics you get held in place for after teleporting? I can't seem to find that information.

>> No.9221205

>>9221134
I would say the opposite (LB then WD), since it feels like the first episode is easily the roughest part; more hitscanners and less ammo than the others unless you count the expack. Though Lightly Broiled all the way the first time is pretty solid since most won't know the gimmicks for fighting things like gargoyles nor the secrets so it just becomes tedious.

>> No.9221217
File: 57 KB, 639x939, fc45qrm5g2lz.jpg [View same] [iqdb] [saucenao] [google]
9221217

>>9220964
Always makes me smile

>> No.9221219

>>9221205
>most won't know the gimmicks for fighting things like gargoyles nor the secrets so it just becomes tedious.
It won't because enemy spawns AND health get reduced on Lightly Broiled.

>> No.9221236

>>9221153
what ever happened to this project?

>> No.9221253

>>9221168
>Is this a 3d floor?
ye, doom builder has a dedicated bridge builder but learning 3D floors work is a good skill to have

>> No.9221257

>>9220760
Holy damaged ego

>> No.9221269

>>9220913
I believe this is 7zip auto-unpacker, no need to run it, just open it in 7zip app. Haven't tried in windows, iirc android 7zip unpacked it no problem.

>> No.9221279

>>9221197
Depends entirely on the type of teleport, some of them have none at all.

>> No.9221281

>>9221063
Play first 4 levels on lowest difficulty. Then replay them on any difficulty and move forward if you need more blood.

>> No.9221283

>>9221043
Yes but also no.
High ping is manageable in coop, however you'll have to have your friend play very conservatively because his shots will be delayed enough to not be able to successfully engage chaingunners and the like. If the connection is also unstable, don't even bother.

>> No.9221289
File: 434 KB, 611x613, nervous dog.jpg [View same] [iqdb] [saucenao] [google]
9221289

I know this is a stupid question, but if I upload a .WAD for anons to try on a temporary download, there's no security risk in it is there ?
like you can't remotely hack into my pc or find out my full name and address from data left in the file no ?

>> No.9221294

>>9221217
I've seen once a photo of a black plastic bag, like used for grocery on eastern markets, with carefully printed something like - "From Gordon Freeman, Barny Calhoon and something Sheppard". Due to the bag being slightly folded on that photo, it was highly unlikely to be a photoshop, more likely a joke from some vietnamese student asked to prepare new cheap bag design. This was circa 10 years ago on some imageboard, was never able to find thst pic in google.

>> No.9221298

>>9221289
use catbox you doofus

>> No.9221301

>>9221289
Depends on download server, gdrive will expose your email for example. Dunno what doom buildtools do, but absolute paths like c:/Users/anon name/path/to/file/at/build/time is a very common thing in many executable files created by various compilers.

>> No.9221303

>>9221289
Upload it on a file service like catbox.moe or some other place if you're that worried that your FTP is gonna get haxxored.

>> No.9221313

>>9221298
>>9221301
>>9221303
alright thank you generous anons.
I've never shared files publicly before that's all.

>> No.9221317

>>9221289
I will not only find your exact IRL geolocation through your WAD, but your entire e621 history, and I will send it to every single person you know because I will also find their information in that wad.
Nigga how are you this tech illiterate in 2022? You had better be old. If you're a zoomer there is no excuse, educate yourself.

>> No.9221319
File: 2.94 MB, 854x480, sunbabe imp syncing.webm [View same] [iqdb] [saucenao] [google]
9221319

>>9220335
>>9220361
I went through the first six maps today. Tough but fun time, though things really spiked with the fifth level but resumed normally with the sixth. Wary about my first cyberdemon encounters.

>> No.9221323

>>9221317
I'm not old, just stupid

>> No.9221329

>>9221269
theres already a different site called 404 nitro

https://www.nitro404.com/mods/duke_nukem_3d.php


this link here has all those available for download without that exe file. i found it already

>> No.9221330

>>9221319
Oh lordy those attacks. Well, in the new version they probably won't all be at literally the exact same time anymore. The 20 tic delay works well.
I genuinely cannot comprehend how you find this kind of thing to be playable. About the hardest I can go without having to spam saves like mad is something like Alien Vendetta. Impressive as fuck though.

>> No.9221334

>Zdoom
>LZDoom
>Gzdoom
>eternity engine
>EDGE
How the fuck i know in which engine does a map work on the best? i assume if a weapon/monster mod doesnt work it will just refuse to load

>> No.9221335

>>9221334
just use dsda doom and gz doom. thats seriously all you need bro

>> No.9221338

>>9221319
Also, since I'm kinda rebalancing shit, if there is something particularly cancerous about the cyberdemon in close quarters that isn't just the triple rocket, I'd like to hear about it. I've disabled the triple rocket below distances of about 224 in the dev version as an experiment, but I'm still pretty bad so I tend to get rocked regardless.
I actually have an experimental micro-missile spam attack that I wrote up but I'm not sure if I should put it in. It's like a chaingunner attack, but with smaller missiles, and it can end at any point and continue into regular attacks. Looks cool, but might be too gay, I was gonna try using it as a substitute for the triple.

>> No.9221341

>>9221124
None of these are geometry copies they're homages, which is not the same as copying from another map. You also missed E2M2 in Map 01

>> No.9221342

>>9221334
>>9221335
also it'll say it in the read me. what the mod is compatible with. but yeah just use gz doom and dsda doom. that covers everything under the sun basically. you can also use a loader called zdl. very easy to use.

>> No.9221349

>>9221335
>>9221342
>dsda
Is it good to use even if i have no interest in speedrunning?

>> No.9221350

>>9221334
GZD should emcompass anything *Zdoom based
Eternity engine usually has things written specifically for it, and will denote such on text files.
>implying anyone uses EDGE

>> No.9221351

>>9221334
Bro that's a small time list of sourceports.
https://doomwiki.org/wiki/Source_port

>> No.9221352

>>9221349
Yeah it has some cool features like rewinding actions and MBF21 support. Otherwise not really unless you really want to play boom.

>> No.9221373

>>9221341
map 32 is clearly copy and pasted. so its not all homages. Just look at the end room filled with archviles, there is a miss aligned texture where the end switch is. Makes people believe that it's a secret but its really that Milo just changed the textures in that room and called it a day.

>> No.9221382

>>9221349
>>9221352
well some bigger maps run like shit in gzdoom. so i always keep it on my pc to run different wads that might tax gzdoom. but yeah i mean if you want. you can just use gzdoom and nothing else. it'll run everything.

>> No.9221389

>>9221382
>it'll run everything.
So long as it's not something that's had legacy support removed for, or just had standard shit fucked about with because that's Graf's hobby.

Only using GZDoom means having to keep a ton of back versions if you want mods and stuff to not just stop working right or working at all.

>> No.9221391

>>9221389
you do gotta keep a few versions around this is true. this is true.

>> No.9221395
File: 2.92 MB, 960x540, Cyberdemon Missile Spam Attack.webm [View same] [iqdb] [saucenao] [google]
9221395

The Cyberdemon missile spam attack in webm form. Technically the triple and this attack are both active here, but the intent would be to have one replace the other, maybe.
You can't hear it, but he roars as he's lining it up, that's what the delay is for. The missiles don't do much damage (3-12 per shot plus ~8 damage in a small radius) but there are a lot of them and they go very, very fast, increasing speed over distance.

>> No.9221396

>>9221389
>>9221391
also thats why i said to use dsda doom and gzdoom

>> No.9221397

>>9221389
You can just not update.

>> No.9221428

>>9221395
One can only imagine how many infights will happen because of that missile spam move.

>> No.9221435

>>9221428
Yeah I'm still not sure if I'm gonna put it in. It was actually originally a move for the spider mastermind, but considering that I'm trying to come up with ways to make close-range cyberdemons slightly less cancerous I figured it might work. It's not a huge threat if you're circling, but if you're weaving it'll chip you real good.

>> No.9221456

>>9221397
Then you get the other end of people who expect everything that comes out to work on their version, which usually means something like zscript will cockblock them based on it's stupid versioning shit.

>> No.9221461
File: 2.99 MB, 640x360, plasmabop.webm [View same] [iqdb] [saucenao] [google]
9221461

>>9221330
>I genuinely cannot comprehend how you find this kind of thing to be playable.
I think it's the weapons and how they function, everything feels properly boosted and well balanced against what would otherwise be absolute nonsense.

>> No.9221465

>>9221461
Mmm delicious custom PR sprite.
I'm 100% glad that it seems balanced because at least that means that I'm just shit at Doom instead of bad at balancing :^)

>> No.9221467

Megawad Idea: 32 remakes of Underhalls.

>> No.9221472

>>9221456
With the sole exception of hideous destructor and MAAAAYBE that nam themed one, every modern mod that requires zscript has been shit.

>> No.9221482
File: 433 KB, 680x382, 1634840509102.png [View same] [iqdb] [saucenao] [google]
9221482

>>9221465
And if it weren't so fun and well balanced, I wouldn't be playing it! At least you create, I just consume and compliment.

>> No.9221483

>>9221467
>idgames: [DELETED]

>> No.9221485

>>9221467
there was a megawad like this except with dead simple

>> No.9221492

>>9221334
LZDoom is dead and rolled into GZDoom, ZDoom is dead and only worth keeping for Lilith.

>> No.9221493
File: 2.95 MB, 960x540, Finally, a not totally broken use for my very broken aim prediction code.webm [View same] [iqdb] [saucenao] [google]
9221493

I think I'm gonna have him aim predict just hard enough to slap you with the mini rockets if you're right next to him, but not enough to really get you if you're far away. Previously, the code to do this was only used on the Spider Mastermind and was tweaked so you'd get absolutely fucking gutted if you were anywhere near her with no cover.

>> No.9221495

>>9221485
All these dead simple remakes make me wonder if there was a megawad that just has a normal level for map 07.

>> No.9221503

>>9221492
I just like keeping older engines just in case i may need to play on a less powerful computer on the future. . .just my autistic paranoia really

>> No.9221509

>>9221495
400 Mins does this, although it does have a Dead Simple clone in the MAP09 slot because UMAPINFO (one of my two submissions, it's a reverse Dead Simple where you kill spiders and then kill fatsos)

>> No.9221523

>>9221467
1. Entryhalls
2. Underhalls
3. Under Underhalls
4. Under Underhalls' Walls
5. Underwalls
6. Underdrawls
7. Underballs
8. Understalls
9. Undermalls
10. Underfalls
11. Thunderfalls
12. Undertale
13. Understandable
14. Udderhalls
15. Under All
16. The Utter Gall
17. Underpaws
18. Sunder Halls
19. Undersaws
20. Butterball
21. Understated
22. Underspas
23. Uncollected Calls
24. Under Under Under
25. Overhauls
26. Uh
27. Halls to the Wall
28. Map 2
29. Hall Ass
30. Undeniably Halls
31. Ünterhalls
32. Überhalls

>> No.9221527

>>9221509
It's such a dick move, it makes you think you're not gonna get a dead simple clone by the time you reach MAP07 but then it hits you across the face with one two maps later and that's why I arranged the map order that way

>> No.9221543

>>9221495
Struggle, Icarus, and BTSX E1 just off the top of my head.

>> No.9221547

>>9221523
Now I want this to be a thing. I call Sunder Halls.

>> No.9221551
File: 67 KB, 1204x842, 1638047289538.jpg [View same] [iqdb] [saucenao] [google]
9221551

>>9221523
>7, 16

>> No.9221554

>>9221523
>26. Uh
>it's just Underhalls cut into pieces and copypasted together over and over and over like some mad AI was trying to make a doom map and only knew how to make Underhalls

>> No.9221563
File: 239 KB, 1050x768, 39726-Duke_Nukem_64_(Europe)-1510647045.jpg [View same] [iqdb] [saucenao] [google]
9221563

I beat Doom 64 recently. never played a Doom before
so far I like Duke 64 even more. The level design is just fucking fun to explore
Is Quake 64 good or should I play it on the Saturn instead?

>> No.9221569

>>9221492
ZDoom is what Yholl's mods work on without having Graf-based fucky shit.

>> No.9221573

>>9221569
>Yholl's mods
>not fucky shit
U fokin wot? Sure, they don't participate in the zscript wold foot-shooting championships, but let's not pretend they're not horrifying inside. Even Yholl admits this.

>> No.9221575

>>9221573
I didn't say zero fucky shit, I said none from Graf.

>> No.9221583

>>9221575
So the choice becomes
>Deal with Graf not respecting very specific types of backwards compat
or
>Make mods entirely out of hacks because Decorate is absolute shit

>> No.9221590

Is there any point in using ObHack or OBLIGE when OBSIDIAN exists?

>> No.9221597

>>9221583
I feel sorry for gameplay modders. This is textbook pick your poison.

>> No.9221603

>>9221563
you picked a weird doom game to start the series with anon

>> No.9221612

>>9221590
They generate very different maps, between each other and between the versions of those, same goes for SLIGE too.

>> No.9221623

>>9221583
Even with sticking with GZDoom, it's kind of best to pick a version, some like Term went "fuck it" and stuck to 3.4.1 when Graf fucked with a lot of statusbar and resolution shit that broke a lot of huds.

>> No.9221626

Can maps with a size restriction ever be good good?

>> No.9221639

>>9221626
Play congestion 1024 and find out

>> No.9221672

>>9221603
lol yeah, consoles just make me way more willing to play shit
I heard Doom 32X Resurrected was good, maybe I'll check that out

>> No.9221683

>>9221563
play the PC version or the remaster.
the saturn and N64 ports are not really good at all, when i played the exclusive saturn levels, it felt like the magic of them being exclusive was ruined cause the levels themselves are mostly very mediocre.

>> No.9221689

>>9218813
https://www.doomworld.com/pageofdoom/quiz.html

>> No.9221693
File: 243 KB, 1297x784, 96-copy_orig_1.jpg [View same] [iqdb] [saucenao] [google]
9221693

>>9221672
Is actually the only way to play doom analog, the way romero intended.

These zoomies have never experienced a real doom wad, you might as well be playing a Chinese bootleg of a genesis game on NES. They are playing bad Chinese lossy wad rips with heavily compressed assets, that have in turn been sitting on a cheap hard drive on a Russian torrent server for 20 years where they slowly further degrade due to lossy data fragmentation from rotational velocidensity. There's nothing you can do to stop this because consumer end cd and dvd rippers incorporate lossy data compression algorithms right into the pcb of the ripper itself. No software can fix this because it's at the hardware level, unless you want to spend $14,000 on commercial grade reader, that only rips, and then another $20,000 on a commercial burner. Further more, the NTFS, Fat 32, and exfat file systems incorporate lossy compression into your hard drive, SSD, or memory stick. The only escape for this problem is to play on analog hardware like a sega 32x on a crt.

They don't even know what retro games actually look like bro. They probably think they're all blocky and pixelated and blurry and shit when actually the real thing is crisp as can be and frankly they usually look better than modern games in person thanks to the analog signal.

>> No.9221702
File: 552 KB, 1895x830, 1652451824935.png [View same] [iqdb] [saucenao] [google]
9221702

>>9221689
Doomworld has lots of pages that faded from relevance, lost to the cumstains of time.

>> No.9221703

>>9221702
soul

>> No.9221712
File: 12 KB, 243x208, C59D176B-A97F-49AC-B37D-16E9B47DDA0C.jpg [View same] [iqdb] [saucenao] [google]
9221712

>>9221693

>> No.9221714

>>9221523
the underable lightness of halls

>> No.9221731

>>9221702
At least they're still there in the background, waiting to be discovered once more.

A lot of stuff has a much worse fate of just being purged when a site gets redone.

>> No.9221738

>>9221563
Quake 64 is the best console version of the game. it runs on a modified version of the actual Quake engine and has most of the assets/level layouts intact but with new music and lighting effects. It runs very well given the hardware. Saturn Quake is more of curiosity piece in that it has some new levels and features, but it runs on a Saturn-specific engine called Slave Driver as opposed to the real Quake engine and has to make many compromises, e.g. a framerate that frequently dips below 10fps and the PC version's 3D weapon models displayed as 2D sprites. both are fun to play for the sheer novelty of it, but Quake 64 is a better representation of the actual game and provides a better experience over all.

>> No.9221758

>>9221693
wild post but yeah I'm playing on original hardware on a CRT

>>9221738
cheers, I'll play it next. I know PC is preferred always but consoles just give me more joy. probably nostalgia

>> No.9221765

>>9221738
All PC quake needs is a port of Q64 colored brightmaps

>> No.9221768

>>9220760
If you can't handle a single cyberdemon, you should be playing on hntr.

>> No.9221790

>>9221758
certainly nostalgia, though try the quake remaster for the modern consoles, it even has the N64 graphics ported in (its in the add-ons section), and gyro aim for PS5 and switch.
>>9221765
the remaster has it.

>> No.9221795

>>9221492
>LZDoom is dead and got rolled in to GZDoom
[citation needed]

>> No.9221814

>>9221495
Memento Mori 2, BTSX E1, BTSX E2, Ancient Aliens, Eviternity. Off the top of my head.

>> No.9221832

>>9221583
>>9221597
Imagine making gameplay mods for Zandronum DECORATE too. That's when you go off the deep end.
Don't ever look at Combined_Arms' SBARINFO

>> No.9221837

>>9221832
>Don't ever look at Combined_Arms' SBARINFO
I'm gonna fucking do it right now and I'm going to take notes on how bad it is.

>> No.9221839
File: 231 KB, 457x1384, eyes on you.png [View same] [iqdb] [saucenao] [google]
9221839

>>9221837
Just remember
you were warned

>> No.9221850

>>9221839
It's not actually that bad, it's just huge. In a sane world, that file would be allowed to be separated up like SBARINFO.BASICHUD, SBARINFO.GUN1, SBARINFO.GUN2, etc.

>> No.9221856

>>9221850
Look at the bullshit I had to do for the HUD face. Especially the Tech Monk class.

>> No.9221865

>>9221856
It seems like it's really just a result of not being able to go "InInventory thing1 && thing2 && thing3 <blah>" or maybe even just bad invventory check ordering. Like ideally this would allow for more complex logic, but it doesn't so it's about as good as it can be.
I suppose you could have just don't the logic entirely with dummy items then controlled the level of items with an ACS script, then scanned for specific item amounts for each picture display if you wanted to, but that would be a hell of a lot less readable IMO.

>> No.9221869

>>9219795
I don't like the ITYTD cultists.
People that can't beat any mapset on ITYTD pistolstart just suck and need to git gud, simple as.
Saving is cheating. Loading is a sin.

>> No.9221873

>>9221856
Actually, definitely if you had checked for the StrikerCharge thing before the timers you might have cut down on boilerplate. I couldn't really say which order would be best though, without having full knowledge of how the thing is supposed to work.

>> No.9221876

when will mappers get to work on Dooms 4 thru 63

>> No.9221878

>>9218868
>lmao remaster
nightdivebros..

>> No.9221879
File: 38 KB, 845x747, Lord almighty I hate this shit and there&#039;s still another 3 classes to go in the future.png [View same] [iqdb] [saucenao] [google]
9221879

>>9221865
That's actually what I did. When the player takes damage they're given a stack of items that're taken via ACS, then it jumps to appropriate frames.

>> No.9221882

>>9221879
Oh jesus christ that's what that actually is? I thought it was something like timing the pain states to the looking directions or something.
Anyway, what I meant was having one item but using the amount like a giant flag boolean set or combination of bytes for values. It's a bit hard to explain, but it's stupid, and it would also massively shrink the SBARINFO and make it unreadable trash.

>> No.9221887

DOOM III when?

>> No.9221891
File: 173 KB, 795x597, oranges.png [View same] [iqdb] [saucenao] [google]
9221891

>>9221882
Yeah, and as awful as all this is, at least it's readable trash. I still succeeded in making Yholl recoil in fear at what I did, so that's a win in my book.
Plus I'm super pleased with how it works in game, I've had a few people say it's one of the nicest HUD faces they've seen for a mod.

>> No.9221892
File: 16 KB, 225x225, 1524191361409.jpg [View same] [iqdb] [saucenao] [google]
9221892

I was wondering just now, who was the anon that ranked a bunch of retro FPS games a few threads back? Cus Im trying to remember which Painkiller game he listed that was relatively high that most consider one of the shit ones but anon made an interesting point how putting it on a certain difficulty makes it a fun game and I can't for the life of me remember his reasoning and I want to cus it was a good point.

>> No.9221895

>>9221891
I mean for what it is it's organized quite well. Even if it was done more in code, it wouldn't be that much better. Essentially it would just end up being a mapping of a state enum and maybe an index number to a sprite, then all these conditions to states and frame numbers. Less copypaste, but still just as complex. Could be multiple files though.

>> No.9221898

Not worrying about texture alignment adds a zen to map development.

>> No.9221910

>>9221765
what are .lit

>> No.9221919

>>9221910
Map lighting files. .lit, light, area being lit. Self explanatory

>> No.9221925
File: 451 KB, 500x500, 1661360620132.gif [View same] [iqdb] [saucenao] [google]
9221925

>>9221887
right after street fighter III

>> No.9221935

why is killing a revenant with the chaingun so unsatisfying

>> No.9221940
File: 2.96 MB, 1920x1080, BRRRRRRRRRRRT.webm [View same] [iqdb] [saucenao] [google]
9221940

>>9221935
Because you're not doing this :^)

>> No.9221941

>>9221935
the same reason it sucks trying to kill a competent soldier with just an smg in tf2
>rocket enemy with the potential for such high burst damage 80% of your health is gone in an instant, while you get a lackluster damage hose to fight it with
even if your movement is good enough for you to dodge well and win, there's the psychological element of "god i wish i could do that much fucking damage all at once too" that makes you want to just not try
burst damage is king in every game, especially in doom where your burst damage bullet weapon also eclipses the """damage hose""" DPS wise

>> No.9221947

>>9221935
chaingun is for fatties like mancubi and the pain elemental. imagine hundreds of bullets tearing them apart. not as fun when it's just a skeleton

>> No.9221950

>>9221935
Revenants are an enemy to face with the shotgun.

>> No.9221952

>>9221940
I wonder if you could make it so if a Revenant takes enough chaingun fire in a time window and then gets killed by it, they get cut in half.
That'd be cool.

>> No.9221959

>>9221952
I could (easily), but I feel like that's getting a bit too far into the "gore mod" territory. I was thinking of giving a few more enemies XDeaths though, including revenants, I just couldn't find any sprites I liked.

>> No.9221960
File: 368 KB, 680x388, GamingGargoyle is a fucking genius.png [View same] [iqdb] [saucenao] [google]
9221960

>>9221959
Just have them explode into bones and dust.
Then make it so when they blow up, like 5 skulls and 3 hip bones go flying out.

>> No.9221961

>>9221959
If you get an XDeath on a revenant, it should drop its chestplate as a 25 point armor bonus, but it should be extremely hard to achieve.

>> No.9221967

>>9221960
Eh, I dunno, I've kinda thought better of it.
>>9221961
XDeaths actually already have a gameplay purpose in Babel, and it's that they cause more fear accumulation in enemies. In some cases (imp, for example) they guarantee a maximum roll. It's always better to XDeath something if you can for that reason. Giving demons, spectres, and revenants XDeaths was a way to potentially encourage using rockets and plasma on them if possible (plasma has a 1/4 chance to force XDeath) but I'm not really sure how it would affect encounters. Might make them too easy.
I couldn't find sprites I liked for them anyway, so for now the idea is shelved. I considered making my own by cutting up bits of the sprites to make them "explode", but they still need a ground sprite so they can be resurrected by archviles, so there's that too. Combine with the fact that I'm kind of a shitty spriter, and it's not a "this upcoming release" feature.

>> No.9221971

>>9221967
>some cases
Apparently it's actually just one case because I forgot to do it for the chaingunner. Whoops. That'll be fixed.

>> No.9221976

When you make a map, do you bother adding deathmatch features?

>> No.9222005

>>9220085
Not that anon but I guess you learn something every day, genuinely couldn't tell at the time. Is it just the vehicles or every unit?

>> No.9222010

>>9221976
No. The deathmatch community is pretty insular and I don't see them playing any of my maps.

>> No.9222015

>>9221976
Depends on my mood. Sometimes I'll do nothing, sometimes I'll add deathmatch starts and nothing else, sometimes I'll make an entirely separate arena.

>> No.9222031

>>9222010
There's a deathmatch community?

>> No.9222048

>>9221693
Excellent repurposing of vinyl cope.

>> No.9222061

is the AMC TC for douk worth checking out? for being such a big mod I barely hear anyone talk about it

>> No.9222093
File: 6 KB, 791x78, uh.png [View same] [iqdb] [saucenao] [google]
9222093

>>9221689
What?

>> No.9222097

>>9222093
disregard i suck cocks, can't read, and got filtered

>> No.9222137

So Wrath of Cronos is a bit fucky with all the files. I'm a bit confused at when I want to use normal and Lite versions. Obviously Lite for basically any enemy mod, but maps with custom monsters? Like if, for whatever reason, I wanted to play it with Unloved.

>>9221941
Well there's also some appeal in styling on an enemy with a much weaker weapon than what he's using.

>> No.9222154

The Plutonia MIDI Pack is a full soundtrack substitution for The Plutonia Explore, discharged on 8 October 2013. The extend started in Walk 2013 by James Enclosure (Jimmy), who had the thought that one of the most noteworthy separates between Plutonia and TNT: Evilution - the other half of Last Fate - was that the latter had its possess soundtrack for the foremost portion, whereas the previous utilized Fate and Fate II music tracks solely. The thought of the venture was well gotten, and after fair over a month, in April 2013, an alpha form was discharged. This was taken after by a beta discharge in July, and a last discharge in October.

>> No.9222165

There should be some kind of difficulty rating for wads. I want to know if I'm getting into something base-Doom or Doom II difficulty, easier than that, Plutonia difficulty, a little harder than that, or bullshit slaughter

>> No.9222169

>>9222165
Consult >>9220037

>> No.9222172

>>9222169
>every "hard" wad is slaughter
What a meme

>> No.9222180

>>9222169
I feel like Ancient Aliens and some other wads are way harder than people give it credit for. Plutonia is hard but it doesn't have huge enemy counts and it's super generous with ammo, so it pulls its punches there a bit, most wads don't.

>> No.9222181

>>9222172
Nobody ITT can define slaughter.

>> No.9222183

>>9222181
When there are more enemies in a map than there is ammo to kill them, it's a slaughtermap 100%. When more than 25% of your total damage output is infighting, it's probably a slaughtermap. When the majority of the gameplay is just running around very open rooms killing seemingly endless hordes of demons, to the point that it takes dozens of BFG shots to clear one room, it's a slaughtermap.
Autists gripe about there being no single definition, but it doesn't matter when everyone knows what slaughter is and how it plays.

>> No.9222184

>>9222181
Does it have higher enemy density than Go 2 It where over 50% of enemies are high-tier? (Revenant HP and higher)
Then it slaughter

>> No.9222186

>>9222183
Well Go 2 It is the original slaughter map and it has enough BFG ammo to kill everything I believe

>> No.9222189

>>9221795
He's right, LzDoom ceased development and its stuff, like the low end compat hardware rendering, was rolled into GzDoom. GLES is what you're looking for.

>> No.9222190

>>9222186
>autist doesn't understand multiple definitions
Classic

>> No.9222198

>>9221563
Quake on Saturn or N64 isn't worth it at all, they're technically impressive, especially the Saturn port, but if you want to experience Quake they're just a shitty way to play it.
Doom 64 isn't a straight port like that, it's all new levels with an all new style, so it's very different, and Duke Nukem 64 also revamps a bunch of stuff compared to Duke Nukem 3D.

If you liked Doom 64, give just classic Doom a try (grab the iwads from the Mega in the OP and play them with Crispy Doom or Woof), it's much the same in core gameplay except Doom 2 has more advanced enemy types.

>> No.9222224
File: 56 KB, 341x493, 1587056123250.png [View same] [iqdb] [saucenao] [google]
9222224

whats the best enemy to put at the end of a long corridor in a sniper / suppressing role for doom ?

>> No.9222225

>>9222180
For 1996, Plutonia wasn't pulling its punches at all. It just seems that way now because the mapping community has since figured out more refined and reliable ways of challenging the player decades later. Many of Plutonia's tricks still work on people who aren't familiar with community hard wads.

>> No.9222228

>>9222224
The only sniper enemy is chaingunners but I shouldn't have to tell you how cancer that is

>> No.9222236

>>9222224
arachnotron

>> No.9222264

>>9222224
It depends on what you want.

Arachnotron
>high health
>high firerate
>accurate
<projectiles
<tends not to shoot sometimes
Archvile
>accurate
>very threatening if there's corpses
>can be fun to utilize it on high perch areas where you can't easily engage it
>can be used as a costly way to introduce platforming to your map for secrets
<slow at firing
<may sometimes not fire at all for significant periods of time
<avoiding its attack as a stationary 'sniper' is trivial
Revenants (multiple)
>annoying
>like really really annoying
<slow projectile
<plutonia syndrome may make some people call your map uninspired trash
Chaingunner
>instant damage
>constant damage at that
>deadly
<weak as fuck (can die to pistolstarts or stray shotgun blasts)
<see as above for plutonia syndrome
Hell Knights (multiple)
>high health
>medium firerate
>accurate
<slow projectile
<may sometimes shoot less often than an arach
<not really a sniper
Barons (multiple)
>everything from Hell Knight, but add x4 health to the mix

>> No.9222273

>>9222224
Pain Elemental.

>> No.9222274

>>9221626
2048 Units Of /vr/ was decent.

>> No.9222290
File: 2.42 MB, 498x373, Pretty good.gif [View same] [iqdb] [saucenao] [google]
9222290

>>9222228
I'm a bit worried about having a hitscan be the sniper, as you say I think it'd be more annoying than challenging
>>9222264
cheers for this quality post, I'll be saving it for later

>> No.9222296

if the spider mastermind fired projectiles instead of hitscan in the official releases of ultimate doom and doom 2 do you think she would've been used more in custom wads up to the cyberdemon's level?

>> No.9222307

>>9218813
>>9218816
Can we add the following Duke modpack link to OP:

EDuke32 Addon Compilation v3.14 (635 MB) - by NightFright:
Readme: http://hrp.duke4.net/misc/addons_readme.txt
Mega: https://mega.nz/file/MVY1DYiD#deBPSRi86Mvi6zS8XCGMt4B4r6LVf7VmkN3MLUEHEDg

This pack is really convenient and not trivial to find by googling.

>> No.9222318

From unofficial update to Brutal Doom v20_c ( https://www.moddb.com/mods/brutal-doom/addons/my-brutal-doom-v20c-unofficial-patch ):

> - Removed jumping for barons and knights.

But why? What was wrong with their jumping? HKs are not really dangerous in BD. Otherwise very nice set of BD fixes.

>> No.9222319
File: 75 KB, 1024x768, HTIC01.png [View same] [iqdb] [saucenao] [google]
9222319

Call me a filthy purist if you want, but I feel that Heretic at the very least looks better in the OG 320x200 resolution than higher ones.
Same with Doom.
Maybe higher resolutions make it more obvious how simple and flat the geometry/ textures are, maybe it loses some grit it has.
I also use darker gamma/ alternative palettes depending on what looks best.

>> No.9222327

>>9222319
Dunno, a few years ago I was playing Hexen in DOSBox (for autism reasons). Playing it recently in higher res makes experience much more comfortable without sacrificing anything. Obviously stuff like filtering and dynamic lights must be disabled.

>> No.9222342

>>9222327
Hexen I agree does look better at higher resolutions.
And the same is true for modern WADs.
I suppose it depends on how much detail the textures used have.
Higher detail > higher res.

>> No.9222353
File: 1.02 MB, 960x540, hey how&#039;s it goin.gif [View same] [iqdb] [saucenao] [google]
9222353

>> No.9222368

>>9222327
I can't stand how pixelated Doom and games like it look at lower resolutions. It makes it annoying to find shit in the distance and makes the game's environments look like a giant pixel orgy,

>> No.9222372

>>9222327
>>9222342
Is there any restoration/widescreen capable mod for Hexen? As in, something like Smooth Doom that doesn't have weapons clip out on the sides due to there not being proper full sprites for widescreen

>> No.9222373

>>9222368
>giant pixel orgy
Jokes on you, i'm into that shit.

>> No.9222391

>alien vendetta
>no aliens with any vendettas

>> No.9222402

>>9222368
Welcome to 1993, zoomer.

>> No.9222406

>>9222391
I'd like to think it's more of the player character having a grudging vendetta against the alien invaders from the hellish realms.

>> No.9222408

>>9222224
Why not mancubus? I remember some map with fucklong wide dark corridor and only 1-2 mancubuses at the end. The corridor is so long you can't even shoot them. Their projectiles are fun to dodge.

>> No.9222413

>>9222408
Mancubi are far deadlier up close than in longer corridors, their wind up triple attack does have some use for sniping, but the fact that they shoot two projectiles seems like wasted effort to not have them be utilized in areas where they're most likely to cause positioning troubles. Arachs, Shitscanners or Viles tend to be a much better choice if you want to force the player to take cover in a long hallway.

>> No.9222420
File: 322 KB, 756x1008, PXL_20220831_095655969.jpg [View same] [iqdb] [saucenao] [google]
9222420

>>9222413
Mancubus(es) was fun there because he spammed a fuckton of projectiles so it was a long touhou corridor.

Now I'm trying to remember where was this level from and I can't. I haven't even played that many wads.
It was kinda like that I'm not even sure about theme, the beginning was techbase probably, and the long corridor was dark as heck. The scale is wrong of course.

>> No.9222421

Is NBlood the best source port for Blood? Never played it before.

>> No.9222427

So, I've been replaying Quake remaster the other day...
Is the final boss of the EP1 supposed to be this pathetically easy? He didn't even land a hit on me once, while I was running in circles around him for 5 minutes. Or has the remaster fucked up something, because I distinctly remember him trailing me with his fireballs in the OG Quake.

>> No.9222431
File: 192 KB, 505x686, image.png [View same] [iqdb] [saucenao] [google]
9222431

>>9222420
>>9222408
Okay disregard that I suck cocks, It was arachnotron. TNT map 12 Crater. Then I strongly recommend arachnotrons as well.

>> No.9222435

>>9222431
Name a better combination than Mancubi & Arachnotrons.

>> No.9222436

>>9222435
A Manc and two Revenants, all of them caged off in some way so the Skellingtons don't just charge forward like dumbasses.

>> No.9222437

>>9222435
Hell Knights and Cacos.

>> No.9222440

>>9222296
No, the real problem of the mastermind is its enormous hitbox. It needs like twice as much minimum space as a cyberdemon to function.

>> No.9222442

>>9222440
It needed that, and a patch in Doom 2 to make enemies never retaliate against it when infighting. It's way too easy to get other enemies mad at it to divide its attention.

>> No.9222473

someone hit me with some delicious sandy petersen lore. also i still feel a big part of the longevity of doom is the doom 2 bestiary, which is basically sandy.

>> No.9222476

sandy's maps touched me in a bad place and ill forever resent them because of that
i dont like them not because they did that, but because they dint do it enough

>> No.9222496
File: 2.06 MB, 1920x1080, 2022_8_31_8_29_3_554-RUINS.png [View same] [iqdb] [saucenao] [google]
9222496

boobie

>> No.9222514

>>9222496
boobie
boobie

>> No.9222515

>>9222473
>Sandy wanted shotgun for Doom, without Sandy there would have been submachine gun instead
>Sandy wanted to keep regular shotgun in Doom 2 while rest would have removed it and just kept super shotgun
>Sandy brought the whole lovecraftian theme to Quake

>> No.9222516
File: 252 KB, 620x794, difference.png [View same] [iqdb] [saucenao] [google]
9222516

>>9222515
>Sandy wanted shotgun for Doom, without Sandy there would have been submachine gun instead
you mean if it wasn't for Sandy the weapon arsenal would have been like:
>Rifle/Pistol
>SMG
>Chaingun

Because if so, that would have been pretty fucking horrid.

>> No.9222519

>>9222421
Just use Raze by default, it includes modified NBlood.

>> No.9222523

>>9222516
Pretty much. They wanted the same escalating arsenal like Wolf3D.

>> No.9222526

>>9222516
There would be chainsaw, rocket launcher, plasma rifle and bfg too, but yes different slots for pistol/rifle, smg and chaingun. Much like in Wolf3d.

I'm not sure did they scrap Unmaker and Dark Claw already before Sandy though.

>> No.9222535

>>9222526
Well of course. It's just that early weapon progression would have been pretty fucking boring.
If Sandy truly made that call, then I'm grateful as hell for it.

>> No.9222538

>>9222473
the more you read, the more you come to realize that Sandy made the biggest contribution to the games outside of Carmack and that people like Romero and Hall are actually faggots who did next to nothing

>> No.9222556

>>9222224
Siege Cow

>> No.9222557
File: 73 KB, 499x349, ruhroh.jpg [View same] [iqdb] [saucenao] [google]
9222557

>play Ancient Aliens
>realize that it's not even revenant missiles, it's imp fireballs that are giving me trouble to dodge now for some reason
How am I, a moron unfit to breathe, to cope with this realization?

>> No.9222564
File: 61 KB, 598x574, 1661433808702.jpg [View same] [iqdb] [saucenao] [google]
9222564

>>9222496

>> No.9222570

>>9219461
It doesn't frigging work. Dev build is a no go. Standard gzdoom corpses are disappearing, you have to choose corruption cards and the main menu cause mod thinks it is a level. How do you even make this shit work?

>> No.9222582

>it's yet an another episode of "zscr*ptoid mod doesn't work because it's made for the newest possible version or not updated for newer versions, because Le No Chicken is an autist that breaks compatibility for no fucking reason with every version"

>> No.9222592
File: 248 KB, 500x519, 1661655512417241.png [View same] [iqdb] [saucenao] [google]
9222592

how is Raze Blood? is it any good? is it really just "GZBlood", no more no less? and can I use ZDL on it?

>> No.9222593

>>9222515
I honestly hate that super shotgun is default when you pick it up. I prefer how it is in Quake. I find myself wanting to snipe with the shotgun far more.

>> No.9222594

for my first weapon mod do I try and forcibly learn zscript or just stick to decorate?

>> No.9222596

>>9222582
Main reason I stopped caring about gzdoom. Having to juggle multiple installs is ludicrous. It's getting to the point where every mod requires its on dedicated install.

>> No.9222598

>>9222594
Depends on what you want to do.
For just replacing sprites you don't need anything, not even decorate.
For anything beyond changing stuff around in states I would do zscripts.
Never will I go back to working with dummy inventory.

>> No.9222610

>>9222592
im no expert but something just doesnt feel right for me with Raze.

I just use Buildgdx for all the build games nowadays

>> No.9222631

>>9222557
That’s the neat part, you don’t. Instead you accept that a bunch of dumb imps can still provide a threat. When I took notes of my deaths in Plutonia, I discovered that I got killed far more by mancubus fireballs than any revenant.
>>9222593
Doom 2 should’ve made the shotgun and pistol cycle together.

>> No.9222637

>>9222592
It uses an Nblood fork so it’s fine.

>> No.9222701

>>9222307
I also agree with this here.

>> No.9222714

Did the Necromancer in Hexen 2 have a name?

>> No.9222715

>>9222594
Use decorate if you want your mods to work on more source ports than one specific pre-release version 4.9.3.21.26.37.37.9 revision 92365892 of GZDoom before you have to manually update your shit again.

>> No.9222716

>>9222582
>>9222596
name literally one mod

>> No.9222723

The scale is really fucking me up in Ultimate Doom Builder. Is there a list of dimensions for common things somewhere? I.e. Doomguy width/height/etc.? How do you deal? Is it just experience, or do you playtest every single new bit you put in?

>> No.9222724

>>9222715
Weird how shit I made in 4.4.2 still works in 4.8.2. Could you maybe full of shit parrotting other shitters?

>> No.9222727

>>9222716
That one mod that allows you to jump into paintings inside of a mansion to go to levels.

>> No.9222732

>>9222716
One of the many that sticks to mind was Abysm: infernal conflict, was made with zscript that doesn't work on any version old enough to still support my hardware/opengl because according the Denial Avian you need a top tier bitcoin miner gpu to play a 30 year old game.

>> No.9222734

>>9222723
Read this
https://eevDOTee/blog/2016/10/10/doom-scale/

>> No.9222749

>>9222734
Thank you!

>> No.9222804

>>9222732
>wahh I want to play something released in 2020 (or more likely, the latest version released in 2022) on hardware from the Bush years
>mod mentioned only required version fucking 4.2.4
>a version of GZDoom from fucking 2019
Have you ever considered just fucking upgrading? I don't know what kind of third-world setup you're using, but I have a laptop for 2013 that can still run modern GZDoom. This whole thing reads like bait, honestly.
>b-b-but I shouldn't have to use the latest version of-
You have literally always had to do this for as long as ZDoom has been a thing. People have been using cutting-edge engine features for 20 fucking years. Get over it.

>> No.9222851
File: 417 KB, 1400x1050, Screenshot_2022-08-31_11-08-01.png [View same] [iqdb] [saucenao] [google]
9222851

>>9222732
Calling bullshit. GZDoom 4.8.2 works on my 15-year-old laptop with integrated graphics. I sincerely doubt your computer is older than this.

>> No.9222854

>>9222473
>>9222515
I forget if it was Tom or Sandy but one of them pretty much fought Carmack to have teleporters and flying monsters in.

>> No.9222856

>>9222005
literally everything

>> No.9222861

>>9222804
It was a couple of years ago or something, but that's beside the point. The mod doesn't have anything that would require anything even remotely as advanced as No Chicken's system requirements.

Make no mistake the entire problem is entirely of Graf's making.
>he could just not break everything when he releases a new version
>he could just not throw shitfits and threaten modders when they make something that's compatible with an older version
>he could've just not removed support that ALREADY EXISTED AND WORKED from GZDoom
>he could just not act based on a borderline megalomaniacal view of GZDoom being the epic premier game engine targetting cutting edge hardware that would be discredited by just the existance of legacy support
>I can't remember what happened to LZDoom but that was probably Graf's fault too

>> No.9222869

>>9222861
>that's beside the point
No it's fucking not you retarded faggot.
>The mod doesn't have anything that would require anything even remotely as advanced as No Chicken's system requirements
Then it's the author's fault for being stupid.
The entire rest of this post is just an unrelated rant about Graf that has nothing to do with the original point. Last reply. Stop posting bait.

>> No.9222880

>>9222861
Zscript has a version number sat inside every mod and usually it's very fucking arbitrary and doesn't relate to the minimum version that it'd work on. You can go in and knock it down and you're usually ok to do so.

When you think about how Graf gets with how people should shut up and always make their mods work for the latest version, it makes perfect sense for why it gives no shits and just demands the highest version it knows.

>> No.9222886

>>9222880
>usually it's very fucking arbitrary and doesn't relate to the minimum version that it'd work on
This is entirely because the authors don't actually check what features they're using and put the latest number at the time of development. Unless Graf has a way to make a tool that can tell people what the minimum GZDoom spec they need is, it's in no way on him when someone else fucks up. Chicken man makes a lot of retarded decisions but this is not one of them.

>> No.9222887

Why does everyone get so mad about gzdoom??

>> No.9222890

>>9222887
It's a mess of a port, and it usually gets treated as the one port to rule them all.

>> No.9222893

>>9222887
>Why does everyone get so mad about gzdoom??
The same purist holier-than-thou bullshit that plagues every other fandom.

>> No.9222897

>>9222887
Third worlders cry and piss themselves whenever they can't run PROJEKT BROOTAL: BRUTAL DOOM TIMES A MILLION WITH EVERY OPENGL 3D EFFECT on a Pentium 2 with 64mb of ram. Tech illiterates seethe endlessly about needing to upgrade to play the latest shit for "doom", but still want to play that shit even though it usually isn't "doom" at all and it more akin to a new game entirely. Purists put a gun in their mouth every time something doesn't strictly follow the complevel they were expecting.

>> No.9222901

>>9222897
BD's a Zandronum mod, bro.

>> No.9222902

>>9222901
Yeah that's why I didn't say Brutal Doom you fucking retarded faggot, I specifically implied one of the even more cancerous derivatives made by tasteless children who smash every GL effect together at one with zero optimization or regard for visual fidelity.

>> No.9222903

>>9222897
I will say that Brutal Doom is a good benchmark for GZdoom. If you really want to know if your system can handle just about any mod out there, Brutal is going to take advantage of every single graphics improvement it can.
Reelism ain't bad for the job, either.

>> No.9222910

>>9222851
>Calling bullshit. GZDoom 4.8.2 works on my 15-year-old laptop with integrated graphics. I sincerely doubt your computer is older than this.
No one can refute this

>> No.9222913

>>9222473
We will never see Sandy's E1M1.

>> No.9222916

>>9222516
there is the fact that sandy has some influence on Q2

>> No.9222920

>>9222903
As true as that is, when people cry about not being able to run GZDoom on shit-tier hardware it's usually because they're trying to run something like that. They're not whining about being unable to run regular Doom or Doom with a few basic mods, they're whining that their renderer can't keep up with the absolute overdose of bullshit they're throwing at it with something made with no regard for performance. Hell, I would even say you can probably run BD on that ancient 13 year old computer the one guy has if you just turn off the majority of the effects or disable them in code.

>> No.9222963
File: 167 KB, 884x1280, ralph-brozio-rbart-shelly-harrison.jpg [View same] [iqdb] [saucenao] [google]
9222963

>>9220925
Hedon fan pls go away.

>>9220935
I LOVE the city levels the EDF base / academy, countryside carnage, even Heskel's office building and the subways, but as much as I think secret underground lab complex is a "must" for these types of adventures, I felt very fatigued by the finale and I really really prefer the more "down to earth" areas re-created in Build Engine.

>> No.9222970

>>9220964
>>9221217
>>9220935
RobertCop total conversion when

>> No.9222976

>>9222970
Just edit the Robocop one a bit.

https://www.youtube.com/watch?v=jrdR744JcXU

>> No.9222979

>>9222963
>I felt very fatigued by the finale and I really really prefer the more "down to earth" areas re-created in Build Engine.
I get fatigued from the opposite, it’s why I love Duke’s first two episodes so much and get bored by the third. City is great, space is great, but back to the city? The Birth is sort of better, Alien World Order is MUCH better: You can get much more variety out of “cities” when it’s not stuck in LA.

>> No.9222993

>>9222979
> "down to earth" areas re-created in Build Engine
Just replay Roch series, absolutely worth it

>> No.9222995

The ZDoom line of ports has been nothing but detrimental to Doom as a whole.

>> No.9223000

>>9222995
I'm glad Chocolate, Crispy, and the recent prboom+ forks have gotten things on track again.

>> No.9223005

By beef with IF as well, is that while it looks crazily beautiful and interconnected. Only a few levels have strong themes.

Something Duke did a thousand times better. You ahve subs, space stations, moon, banks, courthouse, etc.

IF has the okay train level ( missed opportunity for a boss fight on top of the train.)

And the game is a blur of city--» tech base.

>> No.9223007

>>9222995
>>9223000
Eternity engine chad over here

>> No.9223009

>>9222979
>>9222979
>>9223005
I wanna learn how to make duke maps. That would be cool to put out content for duke 3d

>> No.9223010

>>9223007
Me? I’m Legacy.

>> No.9223012
File: 266 KB, 640x480, Screenshot_Doom_20220831_121836.png [View same] [iqdb] [saucenao] [google]
9223012

>>9222920
I don't know about BD, but I can play Hideous Destructor and Project MSX reasonably enough. I'd hesitate to call it pleasant, but it works on a technical level and I'm not delusional enough to expect perfect performance out of high-end GZDoom mods on such bottom-tier hardware.

>> No.9223015

>>9223010
FDWL here.

>> No.9223020

>>9223015
For me, it's Woof.

>> No.9223021

>>9223015
I downloaded that the other day cause i tried to download the latest version of dsda doom from the git page and the zip had no exe. So i downloaded this instead

Works pretty good

>> No.9223023

>>9223007
>]
>>9223010
>>9223015
>>9223020
Fuck you peasants, play on a 486 to get the true experience.

>> No.9223027

>>9223023
I bow. At least you're not playing on PrBoom+ with infinite height monsters off.

>> No.9223028

>>9223023
I played it on a raspberry pi connected to a crt the other day if that counts. Used whatever the boom source port was

>> No.9223029

>>9223023
>>9223028
Speaking on that eduke and lzdoom were also available as pre compiled binaries but whatever was hosting them must be down cause they wouldnt download to my pi. Also i tried download from source didnt work. They musta stopped caring

>> No.9223036

So the Doom 64 port doesn't have mouse look? I'm not mad or anything, I'm just surprised that its not even an option

>> No.9223039

>>9223036
It has mouselook, but not freelook.

>> No.9223041

>>9221672
ps1 doom has doom+doom 2. should have started with this one as doom 64 is doom 2's sequel. ps1 doom has the same sounds as 64 and dark ambient for music from the same composer.

>> No.9223042
File: 132 KB, 1280x720, ca.jpg [View same] [iqdb] [saucenao] [google]
9223042

>>9223023
For me?

>> No.9223046

>>9223039
sorry that's what I meant, an option for freelook and to turn off auto aim. I'm not upset though, I'm perfectly content playing without it just surprising to see a pc port released without those

>> No.9223047

>>9223046
All of the official ports are aiming to be mostly faithful to the original game. Freelook is cheating.

>> No.9223049

>>9221563
Pysdoom is a pretty good way to play playstation doom
https://doomwiki.org/wiki/PsyDoom

>> No.9223073

>>9223005
>By beef with IF as well, is that while it looks crazily beautiful and interconnected. Only a few levels have strong themes.
That’s a beef I have with all the other build game besides Duke: None of them have a section of levels that standout as much as Duke in space does.

>> No.9223082

>>9223027
>At least you're not playing on PrBoom+ with infinite height monsters off.
It's fucking weird to see "purists" who have that turned off.

>> No.9223083

>>9218816
have you seen this?
https://www.youtube.com/watch?v=dw10zm8KkO0

>> No.9223086

>>9223082
Like who?

>> No.9223102

>>9223073
Blood has a lot of variety.
I think SW does as well but on the level of duke.

>> No.9223162

>>9223102
All three of them - Blood, IF, SW - have some fun and memorable levels, but they still don’t have the level of variety provided by getting plopped into space. I can’t comment on Redneck Rampage, I’ve not felt the desire to finish it or its expansion.

>> No.9223182

>>9223162
SW gets a little samey, but so does blood. But still they mix shit around.
SW has tons of great concept\theme attempts, underwater base etc.

IF could have gone hard terminator\robocop, 90s shinobi game, with cyberpunk city, factory level.
I think that is waht they are trying like the EDF headquarters, but its gets a bit meh.
Its no repetitive mind you, the game even has a weird Thief mansion like level. the game is almost there. Almost.

Like its characters it seems like it wants to have fun but gets tired after dinner and goes home at 10pm.

The secret level on the stadium is fun.

>> No.9223227

>>9223182
We should make a shadow warrior map pack for vr. Every anon makes a level.

>> No.9223247

>>9223182
>SW gets a little samey, but so does blood. But still they mix shit around.
Bingo, anon, and IF is exactly as consistent as these two. They could all be better since they all pale compare to Duke’s variety but they’re still pretty solid.
The rest comes down to preference, which is why Shadow Warrior has fuck-all for custom sets compared to Blood. Even Duke lags behind Blood’s notoriety somewhat despite being the trendsetter for build games.

>> No.9223250
File: 175 KB, 589x340, 1651567322734.png [View same] [iqdb] [saucenao] [google]
9223250

>> No.9223252

>>9223227
>We should make a shadow warrior map pack for vr. Every anon makes a level.
I think that was the plan after 500ml or /vr/ but interest faded away.

>> No.9223258

>>9223252
The 500ml gang wanted to do a Doom WAD with a Blood theme. It never happened and the server became a shitpost dumping ground, and even for that purpose it's dead.

>> No.9223260

>>9223258
Oh. Well, shit. At least I became a golf god.

>> No.9223262

>>9223252
>>9223258
Ahh i didnt know that. Im gonna try later and mess around with eduke or a build map maker. Maybe ill place duke in a small suburban neighborhood in a small country locale. Idk i wanna do something with a build game.

>> No.9223271

What about SWWMGZ for Slaughter Maps?

>> No.9223273
File: 165 KB, 353x565, 1630699183729.png [View same] [iqdb] [saucenao] [google]
9223273

Everyone wants to do more build /vr/ projects yet here I am wanting a serious sam /vr/ project sometime.

>> No.9223282

>>9222180
Sure, Ancient Aliens is way harder than Plutonia, its more akin to Plutonia 2.

>> No.9223291

>>9223273
Which serious sam games should i play anon? I only ever played the gamecube serious sam.

>> No.9223298

>>9223252
>>9223258
Probably should have started with Duke then Shadow Warrior then Blood.

>> No.9223302

>>9223291
Play serious sam the first encounter and the second encounter. Both are perfectly playable on modern pcs. However, I advise staying away from the Revolutions port on steam because it's got bugs due to being left unfinished and changes stuff that wasn't present in the originals.

>> No.9223314

>>9221523
>27. Halls to the Wall
I'm stealing this.

>> No.9223334

playing scythe
its kinda boring. it shows its age. feels extremely vanilla. which i wouldnt mind if it werent a megawad.

>> No.9223358

>>9223302
Alright will do

>> No.9223373

>>9218816
Realms Deep 2022 announced, takes place on September 16th
https://twitter.com/3DRealms/status/1565052582153920515

>> No.9223380

>>9223250
woof has a new option to disable the blockmap-related hitscan calculation bug

>> No.9223384
File: 20 KB, 433x702, 23ead08b604595b5923f3d141ca0eb4c0f903e8a.jpg [View same] [iqdb] [saucenao] [google]
9223384

>>9223373
Thanks! I've been looking forward to that one... Hopefully they'll show Aftershock

>> No.9223387

>>9222995
I equally enjoy mapsets on woof and gameplay mods on gzdoom

come at me

>> No.9223413

>>9223384
>Hopefully they'll show Aftershock
That would be insane if it’s not, but it would at least be a grim affirmation that it’s not coming out.

>> No.9223416

>>9223413
Oh I think shit is grim over there.

>> No.9223435

>>9223334
At this point it gets way more obsessed over than it ought to, really, and it's just because it's been the default mapset for a lot of people for so long.

Worst thing you can do to yourself is have a default for anything.

>> No.9223436

>>9223387
I love gzdoom, but I only really use it when I'm doing the more extensive mods. If I'm just doing a new level set, I'd rather something lighter.

>> No.9223437

>>9223416
>think
If you’re late to the thread we already know how grim things are, no Wrath or Maiden coverage would basically just be confirming Twillit’s kills.

>> No.9223440

>>9223387
why woof

>> No.9223446

>>9223440
cause he's a furry

>> No.9223449

>>9223440
It’s like “Crispy Doom, but”. DSDA is also a popular choice around here for “vanilla-like” but I suspect it’s also popular because of the rewind.

>> No.9223450

>>9223413
When was the last time they even showed anything about it? A quick 30-second sizzle reel for the last Realms Deep?

>> No.9223451

>>9223440
Nta but it was described to me as "crispy boom". If that makes any sense.

>> No.9223465

>>9223440
It's not based on PrBoom.

>> No.9223467

>>9223440
as others said, is crispy boom/mbf with a ton of others fancy/usedul features on top
it can load wads from zip archives, it has brightmaps, swirly liquids, it fixes the blockmap bug..

>> No.9223472

>>9223467
didn't even realise prboom derivatives don't support brightmaps. interesting. maybe i'll switch from dsda doom

>> No.9223484

>>9223472
Iirc brightmaps in Woof are different "brightmaps", they're only for original iwad resources, and you can't add your own brightmaps to your custom wad like you can in GZDoom. Might be wrong though.

>> No.9223487

>>9223484
Yeah it's made by tweaked palette or something. It's still pretty cool.

>> No.9223491

>>9223451
>Nta
dont say this here, this is an anime website

>> No.9223495

>>9223491
I meant not that anon. What is the alternate meaning??

>> No.9223514

>>9223373
Oh yees

>> No.9223518

>>9223495
It’s awfully close to “NTR” which is short for “netorare” which is cuck hentai.

>> No.9223524

>>9223518
>which is cuck hentai.
Technically it isn't since the guy getting nrt'd isn't getting off on it.

>> No.9223526
File: 50 KB, 576x1024, iStock-1181999536-576x1024.jpg [View same] [iqdb] [saucenao] [google]
9223526

>high noon drifter
>enable option of infinite ammo pistol because i fucking suck and find the weapons underpowered for some reaosn,i just use it for the demon chick transformation

>> No.9223534

>>9223526
You might as well set it to give you the dead man's holster from the start too.

>> No.9223535
File: 2.95 MB, 640x360, 1660342112434280.webm [View same] [iqdb] [saucenao] [google]
9223535

>>9223526
>because i fucking suck and find the weapons underpowered for some reaosn
Consider messing with the player damage scaling option. I leave it as it, feels “balanced” that way, but I do turn on infinite pistol ammo.

>> No.9223537

>>9223437
I think the remasters are dead. They dont even speak in discord channel about them. Graven is fucked but maybe in limbo.

We might see IF expansion who knows.
Also they are margin a bootleg C&C which looks a bit meh. I have no idea what their idea is.

>> No.9223542

why are all the build games so stingy with ammo

I pretty much had 0 problems with ammo during my doom/plutonia playthroughs but playing through blood i always feel like im playing some autistic resource management game even with looking up every single secret

>> No.9223558

>>9223542
>why are all the build games so stingy with ammo
They’re more balanced towards continuously playing, and Blood in particular is especially stingy with its ammo near the start. If you’re trying it for the first time on Well Done, you’re also dealing with more mob spawns with more health.

>> No.9223621

>>9223526
If the revolver hurts your hands use the grease guns, damn cheapskate. You get more than enough bullets from pickups relative to the fire rate to hose down and stunlock whatever enemy type you hate dealing with, I find.

>> No.9223624

>>9223526
Just whip stuff.

>> No.9223631

>>9223435
>Worst thing you can do to yourself is have a default for anything.
why

>> No.9223643

Instead of a Chainsaw I just want a Berserk that carries over between levels

>> No.9223650

>>9223643
Artificer's mace has 25 swings that carry over between levels and stack if you pick up more than one
But then it feels like a waste to use a swing on "just" a pinky, or to use 2 swings on a revenant when 1 puts them just a bullet or two away from death

>> No.9223660
File: 11 KB, 240x298, software begone.png [View same] [iqdb] [saucenao] [google]
9223660

Which one has the best performance? I want to be a degenerate and try accumulation motion blur through reshade, and I'll need every frame I can get.

>> No.9223667
File: 8 KB, 591x141, arti_make_hand_sandwich.png [View same] [iqdb] [saucenao] [google]
9223667

>>9223650
I use it to bludgeon pinkies all the time. Also you could just mace the skeleton and a single kick would kill them.
I can't even take credit for this concept, I took it from Eric's Gun Mod where the chainsaw gave you a powerful brass knuckle that was good for 500 punches.

>> No.9223668

>>9223643
The chainsaw should have a secondary like the one from UT99, that's affected by the berserk bonus.

>> No.9223672

>>9223667
>kick
Right, I'm retarded. That also means not dealing with the mace's extended switch-off time, you thought this out more than I thought

>> No.9223693
File: 72 KB, 588x309, Bartiender.png [View same] [iqdb] [saucenao] [google]
9223693

>>9223672
>you thought this out more than I thought
I've tried at least, ever since fucking up with Kustam's design stuff I've been real thorough with gameplay design.

>> No.9223718

I've never been scared of any Doom or Quake, but now I played Oblivion from Halloween Jam 2019. Holy fuck, that is unsettling map. I can't even continue it now at middle of the night. Brilliant.

>> No.9223737

The only two games I was legit scared as a kid, and I played a lot of shit console included was Thief 1 and AvP1999.


In fact doom was meh, tense yes, but there was something about the darkness in avp that fucked with me. And the speed of the aliens. Game actually made me got better with mouse aim. I used to use the mouse on the left hand all the time.

Quake unsettled me but did not really make me afraid.

>> No.9223749
File: 2.99 MB, 1280x720, 4204.webm [View same] [iqdb] [saucenao] [google]
9223749

>>9223718
This imp cancelled his alert screech with a sniffing sound and it threw me off, second spookiest thing in the game.

>> No.9223760

>>9222897
Pretty much.

>>9223012
Hideous Destructor is A), not that effects heavy, and B), not written like complete dogshit.

>>9223387
Based Doom enjoyer.

>> No.9223767
File: 2.02 MB, 1920x1080, foreboding.png [View same] [iqdb] [saucenao] [google]
9223767

>>9223760
>Hideous Destructor is A), not that effects heavy
I've been messing with 4.7 for awhile, and having recently got into 4.8.2 it's tons more optimized.

>> No.9223768

>>9223631
You're limiting your experiences by just going to the same thing over and over again.

Especially when it comes to maps it's not like you're at risk of ever running out of something at least half-decent to try, so why constantly go back to one mapset?

>> No.9223774

>>9223749
This game looks impressive to this day. Too bad its just small room after room.

>> No.9223782

>>9223774
The way Doom 3 and FEAR look is rad, wish more games leaned into lighting effects back in the day.

>> No.9223784

>>9223782
I never liked Fear. Its a bit boring. But doom looks solid. Too bad id degenerated into rage shit.

>> No.9223791
File: 1.54 MB, 1920x1080, FEAR screenshot.png [View same] [iqdb] [saucenao] [google]
9223791

>>9223782
Dang, beat me to the FEAR reference. Small rooms and small encounters were the cost of these games being too pretty.

>> No.9223796

>>9223768
cause i like doom zero

>> No.9223803
File: 20 KB, 439x227, 1651403745458.png [View same] [iqdb] [saucenao] [google]
9223803

>>9223484
looked into this. it seems all vanilla ports can actually support bright maps one way or another. don't know how but D4V did it (pic from DSDA Doom) and someone on doomworld went through the trouble of adding it for regular doom enemies/textures, although it looks a bit goofy with the glowy eyes imo
https://www.doomworld.com/forum/topic/120934-softfx-or-bigger-and-badder-software-lighting-fx/

but otherwise, Woof, Crispy Doom, and some others have built-in brightmaps that you can toggle via in-game settings. and as you say, they seem to be hard-coded into the engine so you can't really make custom assets with it.

>> No.9223820

>>9223803
i say "idk how" but its explained in the thread i linked
>my WAD doesn't contain true brightmaps, it's an edited colormap that makes some colors appear bright even in dark areas and sprites and textures have been edited with those fullbright colors in mind. That means you don't need GZDoom for this and it works even in the original DOS executable.

>> No.9223835

>>9222307
The readme should be bundled with the files instead of being a separate link, and the pack should be individual zip files instead of a sole executable. It's too sketchy otherwise. If you really want to see this easily available, I would make archives for the included packs and then ask the guy who owns the mega containing douk to add it.

>> No.9223863

>>9222887
its essentially allows you to run a very heavily modified version of the doom engine which enables stuff that never would've been possible in the original game at all.
one good example is "3D" floors, which allows layering of rooms over each other in custom WADS.
in terms of actual gameplay, it has the freelook and jumping, etc.
some argue its so far away from the original doom engine that if you play it, you aren't actually really playing doom as intended, something purists take issue with since GZDOOM is by far the most popular source-port and has the largest amount of fan-content.

>> No.9223887

>>9223535
I mean if you're playing it with HeXen you need to set it to ten to get back to Doom-equivalent damage. Otherwise it takes Basilissa more than one hit to kill an Ettin and that's just weak.

>>9223534
I actually do this, because I think it's the sort of ability Corzo should just have all the time. And because Term said the lore reason for those options are for when Corzo really wants to hang onto something when he switches dimensions. I already found it, so not doing that again.

>> No.9223901

>>9223887
The lore Term leaves in his mods is just fucking incredible.

It's a shame it gets missed by most people because they don't poke around in the pk3s.

>> No.9223907
File: 739 KB, 2560x1440, Screenshot_Doom_20220901_015845.png [View same] [iqdb] [saucenao] [google]
9223907

>>9223863
Freelook is meh in terms of breaking stuff (some shootables may become trivial whereas in vanilla you have to z-line up with them - a prime example is the icon of sin). Jumping does break much more stuff, allowing you to bypass levels - I think it should have been opt-in (maps can opt-out).
The texture filtering it uses by default is questionable. The status bar aspect ratio is unforgivable. The sector lightning mode is contentious.
The other differences are autist-level. I have no sympathy for people who REALLY want to keep game-breaking bugs in. like the intercept overflow, going as far as emulating them. Like, what the fuck man?
Being able to punch big stuff, having your hits register properly. and having things not being infinitely tall are nice bugfixes, if a map relies on them I'd consider it broken to be honest.

>> No.9223912

>>9223907
>if a map relies on them I'd consider it broken to be honest.
Vanilla was mapped with infinite height monsters in mind, so those are broken maps.

>> No.9223915
File: 2.95 MB, 640x360, hnd 202218.webm [View same] [iqdb] [saucenao] [google]
9223915

>>9223887
>Otherwise it takes Basilissa more than one hit to kill an Ettin and that's just weak.
Is that this thing? Seemed to cut through them readily enough, but I admit that this was the first time I used it so I didn't really notice.

>> No.9223918

>>9223912
>Vanilla was mapped with infinite height monsters in mind
Proofs? As in, any place where that is clearly an intentional, deliberate part of the design.

>> No.9223923

>>9223915
I don't think Term ever gave it proper Strife support but she's capable of killing the last boss in it.

>> No.9223934
File: 44 KB, 623x532, 1661725849913593.jpg [View same] [iqdb] [saucenao] [google]
9223934

>>9223918
>asking for proof that id mapped for Doom as it was at the time

>> No.9223943

>>9222307
There's not enough room for this link, but even if there was, if we add a Duke mod collection, then we'll also have to add a Quake one, and a Blood one, and a Shadow Warrior one, and so on. I think it would be better to add a separate "other retro FPS mods" mega link with separate folders full of mods for each game.
I'm making the new thread right now btw

>> No.9223945

>>9223934
Ah, so you just made it up. I guess it was also designed to crash if you shot through too many monsters, or if you saved, quit and loaded in the icon of sin.

>> No.9223946
File: 20 KB, 360x268, 1556748551161.jpg [View same] [iqdb] [saucenao] [google]
9223946

>>9223934
Let me try to tap into his inner retard: He's probably looking for moments where the specific limitation is used intentionally, maybe like the barrels in Plutonia map19: NME, if it's not something like then it "doesn't count". But he fails to recognize that every single fight the player was going to encounter was designed with this limitation in mind.

>> No.9223957
File: 1.66 MB, 1920x1080, Screenshot_Doom_20220901_030718.png [View same] [iqdb] [saucenao] [google]
9223957

>>9218813
>2022
>There is still no way to reliably teleport monsters into the room without relying on some ass wonky scripts
I honestly never was so close to snap and abandon the doom modding until I started on making my own D64 inspired wad.
Classical teleporters need player to shoot something in a certain sector, which is gay. Boom scroller teleporters are a bitch to set and solution to make flying monsters follow the conveyor is killing my last brain cells. Also, this shit regularly breaks for no reason and monsters simply don't teleport despite them crossing the linedef.
I'm too fucking stupid to use scripts and I don't want to ruin the compatibility of the wad with various mods since far as it is I'm using only Boom feauters, UMAPINFO and some DECORATE and LIGHTS.PK3 magic.
Any tips?

>> No.9223961

>>9223907
What about the alternative HUD found in PrBoom+ or GZDoom. Isn't it closer to the original 4:3/8:5 on a 16:9 screen?
I'm also wondering if the linear filter isn't even more accurate to the way it used to look on a CRT?
I agree with you about jumping breaking everything and people wanting to keep game bugs.

>> No.9223962

>>9218925
I'm really impressed with it
Only problems I've had is the times where some of the props are facing the wrong way (like Episode 2's eye in the wall). But it's not like that could have been accounted for thirty years ago.

>> No.9223967

>>9223946
>But he fails to recognize that every single fight the player was going to encounter was designed with this limitation in mind.
Yeah, it's not something that was unknown to them, I think it was said somewhere that it's part of why Carmack resisted having flying monsters because you couldn't go under them.

It's a consideration you would in the very least have to map for, if not directly exploit as a feature.

It was probably intended in sections of stuff like The Chasm too, cause that shit gets radically more difficult with infinite height enemies.

>> No.9223972

>>9223957
Doombuilder allows for prefabs so you can effortlessly insert pre-made structures into a map, including conveyor belt teleporter closets and whatnot, which can save lots of time, and you don't have to worry about accidentally breaking something in the process of building one manually.

As for how use this prefab function, well, I don't know. I'm a lazy shit and I never tried learning it. Don't be like me.

>> No.9223974

>>9223760
>>9223767
Isn't the reason HD is difficult to run on old hardware because of the amount of calculations and simulated things going all at once? Like every monster can bleed now, there's constant checks for what a monster is going to do and where the player is, was or at what velocity he's going, if the player is not seen but has alerted the monster with distant gunfire, how loud said gunfire was, monster roaming on their own, ballistic trajectories, grenade fragmentations, heart rate affecting various things, etc.
It isn't just flaming barrels and their explosions.

>> No.9223980

NEW THREAD
>>9223975
>>9223975
>>9223975

>> No.9224015

>>9223803
>>9223820
The problem with this solution is edited color is always bright, so if I understand it correctly you can't use this color anywhere else because it's always bright now. So if some custom wad uses this "bright" color in an unintended way, it will look wrong.

Brightmaps in GZDoom are applied on top of specific sprites, so it always works as author intended. On the negative side this solution is much much slower.

>> No.9224091

>>9222887
poor performance for alot of mods and it not being faithful.
i don't care for the second one, but its performance can be pretty bad in some cases, though the mods can make up for it.

(and i have a 3900X, and though i know GZ only uses one thread, it should still be more than powerful enough).

>> No.9224352

>>9221887
seeing this makes me wonder something once again: What if Carmack and Romero did not broke up?

>> No.9224804

the most epic doom game:
https://pastebin.com/tFd8CGAa

>> No.9225031
File: 222 KB, 1396x1982, MV5BM2MyNjYxNmUtYTAwNi00MTYxLWJmNWYtYzZlODY3ZTk3OTFlXkEyXkFqcGdeQXVyNzkwMjQ5NzM@._V1_.jpg [View same] [iqdb] [saucenao] [google]
9225031

Since the west now hates Russia and all it stands for, are Russians free to breach copyright of American intellectual properties?
Can you for example do The Godfather Doom mod, stealing the soundtrack etc, and distribute it in Russia without fear of reprisal (i.e. wont be taken down since Fuck the west?)

>> No.9225036

>>9225031
You already could before, piracy/bootlegging isn't exactly rare in Russia.

>> No.9225402
File: 1.23 MB, 1600x900, spasm0001.png [View same] [iqdb] [saucenao] [google]
9225402

I forgot to grab both the Ice-bolter and Mjolnir from the startmap - and just warped into the map after checking the Hell difficulty mode instead, thats why I ran out of ammo to kill the Cyberdemon