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

/vr/ - Retro Games


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9230714 No.9230714 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9223975

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.9230718
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9230718

=== 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 ===
[9-3] Crispy Doom 5.12.0 is released
https://github.com/fabiangreffrath/crispy-doom/releases/tag/crispy-doom-5.12.0

[9-2] The AMC Squad Episode Four Trailer released
https://youtu.be/ei2_ROlJAiw

[9-1] Babel gets its biggest update
https://datanon.itch.io/babel

[9-1] DBP51: Deadly Ritual is out now!
https://doomer.boards.net/thread/2960/deadly-ritual

[8-31] August progress for DNF2001 Restoration Project
https://www.moddb.com/mods/dnf2001-restoration-project/news/august-update32

[8-31] Realms Deep 2022 announced
https://twitter.com/3DRealms/status/1565052582153920515

[8-31] Anon shares orthographic voxel caching demonstration
https://youtu.be/dw10zm8KkO0

[8-27] Nirvana interviews Ribbiks
https://youtu.be/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

[8-25] XBAND Multiplayer from Doom SNES working!
https://youtu.be/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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9230719
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9230719

94 PROTONS OF /vr/ INFOGRAPHIC

>> No.9230728
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9230728

rare other shot of our red boi

>> No.9230738
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9230738

I forgot I could do this
>normal gore level is 3
>max setting is 4 in menu
>use console to set to 100
>???
>lol

>> No.9230747

>>9230642
I meant the whole thing as a pak file or whatever

>> No.9230749
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9230749

>> No.9230767

>>9230738
Mod?

>> No.9230773

>>9230767
It's Babel (from the news post), I'm the dev just screwing around with stuff. Was re-performance testing the gore cleanup and this was a good way to do it quickly.

>> No.9230886

health bonus loli when...

>> No.9230887

that fuckin zelda mod for quake 2 doesnt even work right i get to the portal in the temple and nothing happens. what the heck.

>> No.9230890

>>9230886
when we get the armor bonus shota

>> No.9230891
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9230891

>>9230714
>Radsuit-chan has Special 16 written on her bucket
It's the small things

>> No.9230904

>>9230890
I'd like to see that too.

>> No.9230927

any wads that turn other games into half-life? build engine half-life in particular sounds cool.

>> No.9230931

>>9230927
Paranoid

>> No.9230951

>>9230931
Soittakaa?

>> No.9230953
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9230953

>>9230927
>any wads that turn other games into half-life?
What do you mean exactly?

>>9225772
>I mean they eventually bring tanks
Black Mesa is a military facility and has full on mechanized infantry bays with tanks inside the facility. So I would think that a lot of the stuff was already there, just unboxed and put to use.

The auto-firing minigun turrets etc, there are massive crates of them and other sorts of hardware lying around.

The fighter jets probably came from elsewhere though.

>> No.9230960

>>9230953
he means total conversions of other games in the Half-Life theme
think WolfenDoom but HalfDuke instead

>> No.9230962

>>9230714
>>9230891
Kurashiki always puts the attention into stuff while also making it fucking adorable.

I hope she's doing better.

>> No.9230989
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9230989

A quick thought on slaughtermaps. I have played most well-known ones, and while I don't exactly resent the idea of shooting huge hordes in a Serious Sam fashion (the only reason the original WADs didn't do it was because it would fry PCs from the 90s, you even see flashes of Sandy attempting proto slaughter gameplay in Doom 2 such as in Suburbs), there was always something that felt off about them and I never could quite figure out of why. After years I have pinned it down: Lack of atmosphere. "Traditional" Doom levels have the level itself be part of the package as it were, a place to explore, to bask in its ambience. Yes, abstract at times, but that's up to the mapper. Slaughtermaps often feel like a Quake 3 map or something, it's just an arena meant to enable gameplay. Slaughtermap authors try hard to make beautiful ceilings and pillars and lavish custom textures but there's almost never a "sense of place" to these maps, they feel "gamey", like a shooting gallery, a challenge course, place to test your skills. Not like a dungeon, a sewer processing station, a rocket launch facility. Sorry for the autism

>> No.9230998

>>9230960
Given that Half-Life itself took ventilation shafts climbing part if the gameplay straight from Duke - it is itself can be called Half-Duke

>> No.9231002
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9231002

>>9230989
Sunlust's slaughter maps did a pretty good job at this, especially in MAP30. The combination of the name, the slow-paced intro, and of course, the geometry and layout really make it feel like you're inside the heart of an incomprehensibly huge machine.

>> No.9231012

>>9230989
> arena meant to enable gameplay
The same can be applied to Dead Simple, still clearly remember the childish disappointment when getting to DS after the set of superb epic levels, and only thinking - WTF is this, where is the actual level?

>> No.9231014

>>9231002
Completely forgot to mention the music. Can't go wrong with Aubrey Hodges.
https://youtube.com/watch?v=GV5UnANIj3c

>> No.9231018

How did they get the same map design while other ports couldn't?
https://www.youtube.com/watch?v=zGIye6Bkxvw

>> No.9231029

>>9231012
True, but Doom 2 in general is full of gimmick levels. On the whole it fits the package.

>> No.9231037

>>9231012
nah it was kino

>> No.9231048

>>9231037
meaningless word

>> No.9231056

>>9230728
I used to really want to play DOOM 64 but after seeing the shotguns don't have reload animation my hype was significantly reduced. Also some of the monster redesigns are imo kinda whackadoodle. Great music tho.

>> No.9231058

>>9231018
It's not the same map design as the PC, it's just a different set of simplifications that happens to be closer to the originals, since it's pretty much the only console Doom release of the era not based on the Jaguar port of the Doom engine.
id themselves simplified the levels for the Jaguar version, and then every port that was based on that used those altered levels, probably for convenience just as much as performance.

>> No.9231069

Is Heretic support in dsda-doom still WIP?

>> No.9231092

>>9231056
> shotguns don't have reload animation
Reload animations are restored in Retribution version of D64 btw

>> No.9231106
File: 107 KB, 1920x1080, image_2022-09-03_143630343.png [View same] [iqdb] [saucenao] [google]
9231106

>u starin at me, bruv?

>> No.9231112
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9231112

>>9231092
>reload animations are restored in Retribution version of D64
Hey, thanks for the tip! I went to moddb and looked at the preview videos. At least the super shotgun has a proper reload animation. The regular shotty seems to miss the hand pump tho'.

But still, thanks for the tip, I will remember it in case Doom 64 cravings start again.

>> No.9231120

>>9230989
I don't like the health balance. Doom is supposed to have you wearing combat armor, blue armor is supposed to be a secret, as are soulspheres and megaspheres, and medkits and stimpaks are supposed to be your health. Slaughtershit just gives you a megasphere before every fight

>> No.9231123

Could it be bros?
Could someone complete 100% TNT map 28 on UV plus in the Unity port and btfo Decino?
https://www.youtube.com/watch?v=l_-e2LO_G2Q&list=PLuJF5YXi9cA_zSSoigi9Ey-CpqQqdlPTf

>> No.9231125

>>9231069
Iirc it's good enough for demo recording and playback. Did you find an issue? Maybe report at GitHub?
>>9231014
Sunlust and anything with just ribbiks always have amazing music with a common atmosphere.

>> No.9231136

>>9231123
On non unity, at least, it's been done by kineticbeverage

>> No.9231138

>>9231123
did decino say it was impossible?

>> No.9231143

>>9231136
not with fast monsters

>> No.9231147

>>9231123
>>9231138
His video highlighted challenges "thought to be impossible", he just asked around and Doomworld told him they were impossible. Many of them are likely to one day be done

>> No.9231150

>>9231143
lol
lmao even

>> No.9231167

>>9231138
It's not like he's Zero-Master so why people put that much stock into just his opinions is fucking beyond me.

>> No.9231173

>>9231167
Popular and big mouthed.
Possibly grooms people on a discord or something, who knows, seems like a lot of cults of personality do that nowadays.

>> No.9231174
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9231174

I discovered /x/ by accident and I spent one week lurking nonstop and collecting schizo memes then I had this vivid dream of a scary as fuck schizo-/x/ themed wad and a lot of stuff like enemies and decorations was A.I. generated.
Hadn't dreamed about Doom since Doom 3 was new and gave me nightmares.
Is there some wad like that already?

>> No.9231178
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9231178

Screenshot Saturday?

This is just what I'm playing atm.

>> No.9231180

>>9231173
I thought that was more like the Smash community doing that shit.

>> No.9231184
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9231184

>>9231174
>enemies and decorations was A.I. generated
>Is there some wad like that already?
There was an anon here posting experimental AI-generated monster sprites a while ago, and I assembled them into this horror, but that's about it.

>> No.9231187

>>9231125
The only somewhat big issue I have with it is lack of fullscreen HUD. Was hoping it'd be fixed sooner or later, but judging from changelog Heretic code wasn't touched since long ago.

>> No.9231191

>>9231123
why does this gameplay look so weird? Is this being played on an actual touchscreen?

>> No.9231197

>>9231191
because they forgot to add widescreen assets for plutonia and tnt in the unity port.

>> No.9231198
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9231198

>> No.9231202

>>9231180
You haven't lurked on places you shouldn't.
I wish I had your innocence still.

>> No.9231210

>>9231202
Fair point, I stopped using Discord when I realized all of the Doom community servers I was on were all just circlejerk cliques.

>> No.9231212

>>9231198
>anon lives rent free in these threads

>> No.9231214

>>9231198
>megawad bullshit uses versions sometimes
>remember zdoom gameplay anon code ports 90's supposed wrong
>STUFF

>> No.9231221

>>9231198
>post project fun map stuff

>> No.9231227
File: 2.14 MB, 1080x1080, 1641228427217.png [View same] [iqdb] [saucenao] [google]
9231227

Serious Business Saturday will be happening today in about 2 hours. We'll be playing through a set of levels called Persepolis Pack. If you want to download it early then grab it here (make sure you download the vanilla TSE version, NOT the revolutions version):
>https://rakanishu-sed.itch.io/persepolis-pack

>> No.9231231

>>9231210
any negative criticism of anything brings a shitstorm. any mention of bethesda's practices as a distributor instantly activates the flies on the wall who never post to flood stupid shit like crazy despite the room being silent for 1 hour before then.
all official servers of discord are artificial as fuck.

>> No.9231248

>>9231187
changelog for the upcoming 0.25 release does indeed mention a new fullscreen hud, available for ragen iwad too

https://github.com/kraflab/dsda-doom/blob/master/patch_notes/v0.25.md#hud

>> No.9231280

>>9231184
A custom HDest fork that focuses on horror based change and less about system intricacy and realism would be sweet to play with the PSX Doom soundtrack; would make the game feel like you're playing Silent Hill or the underground sections in Stalker.

>> No.9231285
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9231285

https://www.youtube.com/watch?v=FQ17I8n3JRI

>> No.9231293

>>9231248
>ragen
raven

>> No.9231294
File: 5 KB, 376x120, Screenshot from 2022-09-03 16-54-40.png [View same] [iqdb] [saucenao] [google]
9231294

>>9231178
Added a reference to my Hideous Destructor resprite that I don't expect anyone I play with to get, but you guys might.

>> No.9231304

>>9231294
that's a cool looking chainsaw.

>> No.9231308
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9231308

>>9231280
It plays pretty well with Consolation Prize as is. 5to2 was also fun but the imp spawns get evil.

>> No.9231323

>>9231231
Walled gardens where only the most sycophantic thrive.

I grew sick of it because every server is going down that path from the moment of it's creation.

>> No.9231356

I really like the peppergrinder laser machinegun now. The auto focus mode isn't really an issue to use despite the slower firerate if you know how to dodge balefire and infact the slower firerate helps to conserve ammo, almost better than the vulc and vera except weight and accuracy funnily enough, the muzzleclimb is a bit weird considering it's not shooting a projectile per-se.
The lasers should phase through the new sector windows though.

>> No.9231368
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9231368

>> No.9231370
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9231370

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

>> No.9231404

>>9230738
Glad you made a comeback with fresh update babel anon! Itch.io link was added to OP rentry sheet, look it up at the mods section at very bottom. Somewhat formal little issue: should I change your nickname to something else or leave it as it is?
https://rentry.org/8ca3061522e0

>> No.9231415
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9231415

>>9231178
>>9231370

>> No.9231423

>>9231227
This goes in the root directory?

>> No.9231431

>>9231423
Yep, just drop the .gro file into your second encounter's root directory. Don't extract its contents or anything.

>> No.9231434

I've been playing DoomRl Arsenal after many years of versions I hadn't seen, the stuff is really cool. Armors and boots with special abilities, assemblies on special weapons, etc.

Has anyone else had a problem with info sometimes getting wiped from the ingame PDA?

>> No.9231471

>>9231434
In my experience it usually retains that info, even if I play Doom 2 then Doom 1 or TNT etc. Only time it was reset for me was when I copied my Doom shit over onto a new computer. The saved data is probably saved somewhere in a Windows user's specific folders like in My Documents, AppData, etc. I'm just guessing though.

>> No.9231483
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9231483

>>9229143
>which was your first doom version not including source ports?
Doom95 most likely. I remember using the level selector to jump into Military Base and trying to do that on Nightmare.

The first time I got exposed to DOOM was at a friend's house in the late-ish 1990s, but I don't remember what version his was. Likely was the shareware version.

Aaahhh Realms Deep come quick already, I need my info on Ion Fury : Aftershock.

>> No.9231508

>>9231404
>https://rentry.org/8ca3061522e0
Ah, put it as whatever. Babel Guy is probably best since that's what I use here. I genuinely don't care too much though, it's just a name.

>> No.9231512
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9231512

>>9231227
Serious Business Saturday is on! Get your rear in gear and grab some bullets, we'll be taking a trip back to Persepolis with this custom map:
>https://rakanishu-sed.itch.io/persepolis-pack
>please download the vanilla version and not the revolutions version, we are playing this on classic second encounter
Remember to be patient and wait for others to join before running off.
>IP: 45.79.57.115
>Join via direct connect

>> No.9231538

>>9231368
thoughts on the DNF 2001 remake of this level?

>> No.9231560
File: 88 KB, 570x588, ZombieFiring.png [View same] [iqdb] [saucenao] [google]
9231560

>>9230714
Why are the Voxel Doom zombiemen not raising their weapon up to shoulder-height for their firing frame? Is it a limitation of how voxels are implemented, or is the creator planning to add those in the future?

>> No.9231563

>>9231560
The voxels were made for vanilla doom, where zombies and players fire from the hip. They'd have to have those frames changed for HD.

>> No.9231565
File: 6 KB, 315x417, 1653188488075.png [View same] [iqdb] [saucenao] [google]
9231565

>>9231560
I don't know what gameplay mod you've been playing, but you've been doing it for so long that you forgot what the original sprites look like.

>> No.9231567

>>9231563
>>9231565
Ah, you're right. I'm not the most observant when I'm playing Vanilla. Thanks

>> No.9231568

>>9231560
Isn't the rising fire animation from HD?

>> No.9231570

>>9231568
It is, I just forgot. Like I said I guess my brain doesn't pick up the details of the sprites when playing vanilla since things go by so fast

>> No.9231571

this game is a master class of voice acting
https://youtu.be/TUJOjSVzmwM?list=PLV01nZO5frDfNLVQL59jstqu6jq4e-pFg&t=132

>> No.9231585

>>9230719
>>9231508
Be well and kicking anon.

I've updated rentry (made it worse) once again for readability. Would be grand if someone supplied me with fun description for 94 protons prior its release.

>> No.9231598

The exit portal crashed my game

>> No.9231606

>>9231434
>Has anyone else had a problem with info sometimes getting wiped from the ingame PDA?
Saving and loading savegames with different unlock data seems to do it.

>> No.9231653

>>9231294
Do you keep an updated DL link to the current version of your resprite anywhere? I like playing with it but the version linked in your videos seems a little behind if some of your screenshots here are any indication.

>> No.9231661

>>9231512
Hope you guys had some fun. Sorry about the second map breaking but hey we got rewarded with that amazing third map. Maybe next week we'll replay the first encounter, unless I can find a new map pack to play.

>> No.9231670

>>9231585
>description for 94 protons
Doomguy lost all his fucking protons

>> No.9231681

>>9231653
I was going to update it when I posted a new video, but since I'm dragging my feet on that I might as well do it now, especially since I finished the new ZM cookoffs and shield cores have hit a release version of HD.

>> No.9231706
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9231706

>>9231512
fun stuff

>> No.9231726
File: 724 KB, 1920x1080, Screenshot_Doom_20220809_222015.png [View same] [iqdb] [saucenao] [google]
9231726

>>9231653
>>9231681
The Dropbox link should auto-update, but here's a catbox link in case it doesn't, or if you don't want to go back to one of my videos to get it.
https://files.catbox.moe/5nrh82.pk3
Peppergrinder support is still a WIP because I'm lazy, so expect some default doomguy hands on some of those weapons.

>> No.9231728
File: 354 KB, 1600x900, Screenshot_Doom_20220903_185356.png [View same] [iqdb] [saucenao] [google]
9231728

currently cutting through the first momento mori via Compendium and zandronum. i gotta say, im having a great time

>> No.9231730

>>9231706
damn you playing in 1280x960???

>> No.9231740

>>9231726
Very cool, thanks mate.

>> No.9231748

>>9231670
>Doomguy lost all his fucking protons
Might as well be 'till something better comes up, added.

>> No.9231750
File: 36 KB, 319x263, 1656852694156.png [View same] [iqdb] [saucenao] [google]
9231750

>>9231748
>That second line
Jokes at chobplock's expense are the eternal joys in life.

>> No.9231793
File: 699 KB, 2048x1536, 1641464460564.jpg [View same] [iqdb] [saucenao] [google]
9231793

What would you anons say are some WADs that are mislabeled in terms of difficulty? Typically authors vastly underrate how difficult their maps are, as they have built them bit by bit and tested them hundreds of times. I respect valkiriforce's talent, but he released Anomaly Report and claimed it was "not difficult" and "in line with Doom 2" in, which is utter crap - It's not the hardest WAD ever but it's much harder than D2, with many maps even descending into slaughter sensibilities. Nasty traps at times, too.

>> No.9231816

>>9231793
quite a few WADs considered to be quite difficult (e.g. Sunlust) are (intentionally) only like that on UV

>> No.9231836

>>9231793
>that are mislabeled in terms of difficulty?
Mine, I usually sneak an unlisted secret in for people who are struggling, so you can just afk in the start room for like five mins and breeze through the map.

Only a few people ever found them.

>> No.9231842

>>9231816
Sunlust's reputation is deserved but only after map 21 or so when the monster count jumps above 1000. The early maps have monster counts around one to two hundred and don't even hold a candle to ribbiks' slaughterfest 2012 submissions or danne's earlier maps, or any other "normal" slaughter map
An average player can complete a sunlust map saveless with enough practice or trial and error long before they'd come close to beating a 3000 monster slaughter map saveless

>> No.9231875

>>9231842
>but only after map 21 or so when the monster count jumps above 1000
There's like 3 maps in the entire set with quad digit monster counts. MAP23 doesn't even break 100.
Sunlust does have slaughter maps, but it is absolutely not a slaughter set, and I think that's applicable to the topic of mislabeling of difficulty.

>> No.9231891

>>9231836
I found an unmarked secret with a BFG in it next to an archvile spawn on an otherwise relatively easygoing map.
Was that you?

>> No.9231894

>>9231891
I don't think so, I'd have probably put a plasma rifle with limited ammo in that situation.

>> No.9231903 [DELETED] 

>>9230714
>>9230718
>>9230719
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)
>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.9231905
File: 163 KB, 400x400, 1638755898767.png [View same] [iqdb] [saucenao] [google]
9231905

>>9230714
Finally passed through the city levels of Doom 2 and before I knew I am already at Living's end. Map 17 onwards levels have that classic Doom 1 vibes (except The Chasm). The fuck happened between Map 12-17? Such a chore getting through those.

>> No.9231914
File: 253 KB, 375x173, WHEN IT'S DONE.png [View same] [iqdb] [saucenao] [google]
9231914

>>9230714
>>9230718
>>9230719
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)
>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.9231917

>>9231894
It was just a single shot BFG though. Maybe the mapper went a bit overkill with that then, though the situation would probably have warranted it somewhat (chaingunner and revenant corpses immediatly next to the vile spawn).

>> No.9231927

>>9231728
no longer having a good time, the next map is kicking my balls

>> No.9231936
File: 30 KB, 320x200, TITLE.png [View same] [iqdb] [saucenao] [google]
9231936

What are some "oh yeah, that happened" WADs?

>> No.9231940
File: 52 KB, 375x113, kdizd.png [View same] [iqdb] [saucenao] [google]
9231940

>>9231936

>> No.9231945
File: 20 KB, 640x480, btsx.png [View same] [iqdb] [saucenao] [google]
9231945

>>9231936

>> No.9231957

how do you change ammo types in duke nukem 64 while playing it with rednukem ? and i also played lifes a beach for the first time. i'm not sure if it sucks or it just took me a while to find the first levels exit

>> No.9231975

>>9231957
Try pressing the key for the weapon again? Alternatively, try checking the control options or text files provided.

>> No.9231978

>>9231560
Shouldered versions of the voxel models would be pretty cool desu

>> No.9231980

>>9231936
That one Margaret Thatcher WAD

It wasn't even properly playtested, the Icon of Sin fight at the end had monsters getting stuck inside each other. Not to say how fucking boring the gameplay was. Truly a shame, it could have been a good meme. Instead it was just an "oh, yeah..."

>> No.9231993
File: 70 KB, 1280x720, slow heavy metal.jpg [View same] [iqdb] [saucenao] [google]
9231993

>>9231980
>journos get ecstatic over that halfbaked sausage roll when there's handfuls of projects on both DW and DB which are more ambitious and better executed

>> No.9232000

>>9231993
For some reason I was optimistic that it might at least be fun. But as soon as I loaded it up and started playing, the realization started setting in that I was playing someone's first WAD and that it wasn't very good

>> No.9232013

>>9231993
I remember hearing that the guy knew some people and that's why the media went nuts over it

>> No.9232016

>>9231993
Media coverage of anything Doom related will always be worthless.

>> No.9232040

>>9231980
Thatcher's Techbase, fuck me it was awful.

I remember seeing people thinking it was a punch in the face to, IDK, somebody, for pol.wad and moonman doom for existing, and that more like it needed to exist.

>> No.9232046

>>9232013
>>9232016
Reminds me of how that idiotic Mr Friendly mod got a ton of media praise out of nowhere then vanished just as quickly.

>> No.9232064

maybe the real brutal doom was the friends we made along the way

>> No.9232075
File: 346 KB, 691x531, doom 2 end screen.png [View same] [iqdb] [saucenao] [google]
9232075

>>9231905
Finally, Doom 2 is over.

>> No.9232083

>>9231980
>>9231993
I'm reminded of that one abortion doom wad that's just one level where you shoot a jpeg of a fetus to win, and yet it got journos talking about it. It's not rootpain, although that wad would also fit under as something that happened.
https://www.youtube.com/watch?v=_h2-TwXBKgo

>> No.9232102

>>9232083
reading into it further, apparently this specific wad was meant to be commentary on, bizarrely enough, abortion in Argentina, unlike rootpain.wad which was just something made as a troll
https://rumpel.itch.io/doom-fetito

>> No.9232107

>>9232102
>>9232083
>A simple WAD about shooting a giant fetus got people up in arms and dislike bombing a youtube video
People are weird, man

>> No.9232118

>>9231993
Does it really surprise you that slowtaku only covers novelty wads over ones that favor level design?

>> No.9232156

>>9232083
>>9232102
>people pay attention to this crusty low effort shit
Even TT is way better than this.

>>9232118
Not really, just exasperated.

>> No.9232163
File: 691 KB, 768x512, 1662264775_scale_10_steps_100_seed_3842316868043002438.png [View same] [iqdb] [saucenao] [google]
9232163

Soon

>> No.9232174

>>9231936
Blades of Agony, man I just wanted a good Wolfenstein wad.
>>9232083
Blazing Star had a way better fetus boss fight.

>> No.9232184

is it me or is Duke Nukem 64 through red nukem the superior way to play the "main campaign" of Duke 3D.

1. Can save the babes
2. Can't shrink the mini battle lords
3. Grenade launcher

what do you guys think??

>> No.9232189

>>9232184
I do like being able to save the babes.

>> No.9232190

Man I am replaying Memento Mori and good lord does it ever not hold up well.
>oh hey here have only the fucking shotgun for like 5 levels because I'm just not gonna give you any ammo
>oh you like barons of hell? Shotgun one to death please
Like nah son, jesus. It's not even hard this is just some kind of abstract torture.

>> No.9232194

>>9232184
I prefer the Devastator and Freezethrower over any of the 64 weapons, but saving the babes and seeing that tallied on the intermission screen is nice. Some of the censor jobs are also downright hilarious.

>> No.9232195

>>9232163
Is this some AI generated shit?

>> No.9232201

>>9232163
If you colored this alternating pink and green it would look like Cruelty Squad

>> No.9232204

>>9232190
similiar issue to what i was having. just wait till you get past level 5. shit gets waaaaaaaaaaaaaaaaaaay worse.

>> No.9232205

>>9232184
You're not supposed to be able to shrink the mini battlelords in the OG. Autoaim prevents it unless you're at point blank range, which will absolutely shred your HP so it's pretty fair.
The game balance breaks in a few ways like this if you turn autoaim off in eDuke, think of it like jumping in gzDoom. Another example is how the pistol loses its function as a long change chip damage weapon.

>> No.9232237

>>9232190
I agree. I think Final Doom is notable for that because it really has aged a lot better. Plutonia is great, obviously, but TNT, while flawed, also has some pretty good maps in it.

I think Memento Mori 2 is supposed to be a lot better than the first one, but I honestly can't even remember if that's true.

>> No.9232245

>>9232205
i forgot about that lol. thats true if auto aim is on. you can't shrink them you have to aim at their feet. and does make fights pretty trivial.

>>9232194
the freeze thrower and the devastator are pretty great. especially if youve been saving the devastator for a boss fight

>>9232189
me to anon. it seems were all in agreement about saving the babes

>> No.9232269
File: 3 KB, 108x96, 1662235856316112.png [View same] [iqdb] [saucenao] [google]
9232269

>>9231198
>popular including definitely didn't
>concept Doomguy feature often
>appreciate experience annoying players
>realize ass silent
>official mark god
>/vr/ full holes
>guns came

>> No.9232286

>install EDuke32
>copy expansion .grp files into EDuke32 folder
>only Atomic Edition shows up
why?

>> No.9232295

>>9232286
have to select in custom content directory

>> No.9232318
File: 1.72 MB, 2560x1440, gzdoom_2022_09_04_08_28_16_233.jpg [View same] [iqdb] [saucenao] [google]
9232318

>> No.9232348

>>9230718
maybe update the [8-31] voxel caching demo to be this new one using doom voxel models
https://www.youtube.com/watch?v=shPX8HN5cPY
this was just posted and is so cool. honestly this is the only thing i want from gzdoom/etc., especially for objects like trees that look so jank in classic ports (unless you use ribbiks's lua-based linedef trees, lol)

>> No.9232354 [DELETED] 

>>9230714
>>9230891
>>9230962
What is that supposed to mean? Man fuck Kurashiki. I came here to say
Fuck Kurashiki
Fuck Toooakiby
Fuck terminest13 or whatever his named his
Fuck the doom community and fuck all Kurashiki’s simpos
I used to have fun playing doom and then she comes along and shows her better she is at doom and now it even shows because knows whatever the fuck “special 16” is well she fucking killed it, she fucking killed all interest I had in doom and the other games like quake. Fucking bitch fucking cunt she really fucking pisses me off and another thing she never helped with on how to draw cacodemons so fuck her, fuck her fucking dirty ass. I hope she is happy she killed doom for me because I used to have fun playing doom the way I like in a sandbox-esque way and she comes along with her fucking fancy strategy shit so fuck her. Well I’m gonna keep drawing which is the only thing to do so I can beat her at drawing instead. So FUCK HER FUCK YOU KURASHIKI YOU FUCKING BITCH. Never again will I play doom and quake and even my favorite clone Hexen thanks to her. This will be my last post here since I cannot stand you fuckers dicksucking Kurashiki. The fucking mean bitch. I hope you’re all happy.

>> No.9232361

Why am I constantly bleeding in HD 4.8.2a? Ashes wad. It did not do this before

>> No.9232367

>>9232361
If you're suddenly bleeding, there may be a Yokai staring at you, they were reworked to be a bit more threatening and a lot harder to see.

>> No.9232371 [DELETED] 

>>9232354
What is this unmedicated post that I'm witnessing?

>> No.9232406
File: 166 KB, 384x256, 1662096514892992.gif [View same] [iqdb] [saucenao] [google]
9232406

>>9231670
does doomguy have preferred protons?

>> No.9232407

>>9232163
an HR Giger themed wad would be the tits
>>9232201
a cruelty squad themed wad would n the tits too

>> No.9232413
File: 1.78 MB, 2560x1440, gzdoom_2022_09_01_20_51_08_203.jpg [View same] [iqdb] [saucenao] [google]
9232413

fucc u lookin at, fgt?

>> No.9232415

>>9232413
Poke the eyes.

>> No.9232425
File: 2.04 MB, 2560x1440, gzdoom_2022_08_28_09_22_07_184.jpg [View same] [iqdb] [saucenao] [google]
9232425

I never understood what this texture is even supposed to be
a giant human skull, with cables going into it, computer console screens for eyes and a giant circuit breaker switch on the forehead?

>> No.9232431

>>9231945
Eh, I like it. but I get that it isn't for everyone.

>> No.9232437

>>9232425
>I never understood what this texture is even supposed to be
>almost perfectly describes it

>> No.9232438

>>9231936
Ultimate Torment & Torture

>> No.9232448
File: 107 KB, 1056x1204, Screenshot 2022-09-04 095931.png [View same] [iqdb] [saucenao] [google]
9232448

can someone walk me through how to increase the range on the melee weapon replacement for my custom mod?
I edited the damage, which is the first value but Idk what to do to increase its range.
the tooltip isnt really helping it, I didnt touch any other value on those CustomPunch lines apart from the damage value.
>KAS1 C 1 A_CustomPunch(120, 1, 0, "KatanaHit", 85)
I suspect the value for range is float range but where do I put it in the line of code?
pls help
after I have done this I think my work on my custom mod is complete
this is the last thing its missing

>> No.9232451

>>9232448
Function parameters are listed on the tooltip in the order you place them. In this case 85 would be your range.

>> No.9232452
File: 16 KB, 1216x102, I actually have never used A_CustomPunch before.png [View same] [iqdb] [saucenao] [google]
9232452

>>9232448
if you move your cursor with the arrow keys it should highlight which variable you're at, odd that you've bumped it up to 85, did that not work? What I usually do when I'm fucking around with stuff new to me is test it with extreme numbers, so give it a range of like 300 and see what happens.

I also recommend bookmarking the Zdoom wiki.

https://zdoom.org/wiki/A_CustomPunch

>> No.9232458

>Doom 2 BFG Edition
>Changes TITLEPIC but does it by removing the original pic and putting a whole new file in thus breaking the title pic in every wad ever
>changes all of the medkits removing the red cross and putting a pill on instead
Dropped.

>> No.9232472
File: 525 KB, 1920x1200, DSC.png [View same] [iqdb] [saucenao] [google]
9232472

>>9231936

>> No.9232479

>>9232451
>>9232452
thanks frens

>> No.9232481

>>9232458
International Red Cross whined to remove the red cross on white background from medikits in videogames.
I know its fucking stupid.

>> No.9232490
File: 1.52 MB, 1609x957, house.png [View same] [iqdb] [saucenao] [google]
9232490

>>9231370
spent a couple of hours last night building out the house I grew up in Hammer to go put in HL2VR when it comes out, except I'm taking it one step further and making it the version of it that existed in various dreams I've had of it in the years since I moved, where my mind has added all sorts of odd additions and rooms that never existed. Might port it into Alyx later too if I feel like it. I've been playing a lot of that lately since it's the first real VR game I've played.

>> No.9232495
File: 28 KB, 427x320, Pinochestein 3D.jpg [View same] [iqdb] [saucenao] [google]
9232495

>>9231980
>>9232102
What is it with people from irrelevant countries and making hamfisted political wads?

>> No.9232496

>>9232481
They don't want people to think their symbol is a generic sign for medicine as opposed to protected symbol of a specific organization authorized to work in war zones and such. But it's probably a losing battle.

>> No.9232523
File: 104 KB, 1024x640, 1639657073378.jpg [View same] [iqdb] [saucenao] [google]
9232523

Please dsda frens... what are these steps called in the settings and how do I turn them off?

>> No.9232540

>>9232523
Options, General last page, TAS Settings, Show Command Display

>> No.9232542
File: 1.81 MB, 960x1200, 1633119403978.png [View same] [iqdb] [saucenao] [google]
9232542

>>9232540
Thanks!

>> No.9232558
File: 1.68 MB, 2560x1440, gzdoom_2022_09_04_11_30_36_120.jpg [View same] [iqdb] [saucenao] [google]
9232558

>> No.9232564
File: 22 KB, 652x656, 1661948017857176.png [View same] [iqdb] [saucenao] [google]
9232564

does anybody in here know of the Half-Life mod that is the port for pc Half-Life of the expansion that was console exclusive?
I dont fucking remember the name anymore I know I found it once on ModDB but I forgot to bookmark the page and now I cant find it anymore.
you played as the female colleague of Gordon Freeman.
thanks.

>> No.9232568

>>9232564
The campaign/expansion is called Decay, and it's co-op focused, you can play it single player, but expect to switch between the two characters often.

>> No.9232571

>>9232568
>expect to switch between the two characters often.
Also expect to get fucked by anything that requires your co-op partner to defend you while you do something, because the AI sucks.

>> No.9232575
File: 2.02 MB, 2560x1440, gzdoom_2022_09_03_07_10_22_238.jpg [View same] [iqdb] [saucenao] [google]
9232575

anybody wanna test my customized mod and give me some feedbacks?

>> No.9232607

>war pigs
>war rooster
war the rest of the farm when?

>> No.9232610

>>9232575
You'd get better results posting the link to the mod and asking for feedback. Worked for me years ago.

>> No.9232618

>>9232495
Because people from so called "relevant" countries are too politically impotent and jerk off to H-doom gifs.

>> No.9232620

>>9232571
The only genuine problem I had with the AI was at the end of Resonance. Conserving magnum revolver ammo on one character as you travel through the map and using her as the defender at the end makes it manageable.

>> No.9232637

>>9232495
well, when you see too much shit about trump or bush, something about bolsonaro, putin and brexit is novel in comparison just because it's not american
but grezzo duo has its charm because of how absurd it is
like those edgy newgrounds flash animations from mexican or brazilian animators, like hulalaoo or golfinho yurii
or for portugal, you had vitominas
the edgy humor combined with poorly drawn characters and shitty microphone recordings
something like poop fartyguns probably falls under this too
i hope the pain elemental calling the player a faggot is still a thing there

>> No.9232638

>>9232184
>what do you guys think??
Does it do anything else to the mini battlelords, or just make them unshrinkable? They’re a great example of the wrong type of hitscanner for these shooters.

>> No.9232642

>>9232638
It makes them unshrinkable.

>> No.9232656
File: 99 KB, 448x224, gyef.gif [View same] [iqdb] [saucenao] [google]
9232656

>>9230714
I wanna fug candlechan.

>> No.9232670
File: 338 KB, 1277x701, Doomer posting.jpg [View same] [iqdb] [saucenao] [google]
9232670

do you think this post from 2009 inspired the "badass angry unkillable guy" direction of doom 2016 and eternal

>> No.9232685
File: 25 KB, 632x270, 1662215406830234.png [View same] [iqdb] [saucenao] [google]
9232685

>>9232670
maybe not really but i still think of that one death battle video and just in general how doom fans acted over master chief
like what is the mario of fps?
if you bring up an actual game, doom is the daddy of all
but as for a character? it's either master chief, gordon freeman or duke nukem, while doomguy was a nameless blank slate with little background carried by memes or fan content in general
seeing the comparisons to chief's armor from the praetor suit may be another factor
besides that copypasta, there's also the comics by faraz parsa
either way, the slayer is both meme based and memeable to fans, but a lot of things associated with doom come from somewhere
but sometimes, it seems like people want doomguy to be like guts from berserk, which makes me wonder what they want doomguy to be anymore

>> No.9232690
File: 81 KB, 642x512, intertext1.png [View same] [iqdb] [saucenao] [google]
9232690

>>9232425
It only recently occurred to me what that switch was originally meant to be .The Doom2 intermission screen after map 06 states that earth's population is being held hostage and that you need to hit the "Controlling switch" to free them. Surely enough, the exit for map 11 is the only place this particular texture is used and the next intermission screen immediately after says the population is now free. I never really noticed the narrative consistency there before since environmental details in game never seemed especially consistent with the "plot".
The literal appearance of the texture are probably just meant to communicate that it's very important. You can interpret its evil/meat/tech look in particular as being an instance of the "starport's technology being subverted by their presence" and more generally another case of doom's mixed horror/sci-fi aesthetic. The idea that reality can be altered simply by demons and hell magic being there is also something of a narrative justification for why many of dooms levels are so abstract and nonsensical. That's my interpretation, at least.

>> No.9232691
File: 640 KB, 1920x1080, Blood Chasecam.png [View same] [iqdb] [saucenao] [google]
9232691

how much of a cunt am i for using Chasecam to see around corners/throw dynamite around corners in Blood? Does it make it better that I'm playing on Extra Crispy?

>> No.9232694
File: 686 KB, 486x674, Martial arts.png [View same] [iqdb] [saucenao] [google]
9232694

>>9232691
Unorthodox, but I'm pretty certain that was a thing you could do even in the original DOS release, because I recall a chasecam in Douk 3D.
Didn't someone make a nice drawn version of pic related? I swear I've seen it.

>> No.9232703

>glowing triangle-eyeball chan
>constantly interact with her, but she never does anything
why won't she respond, bros

>> No.9232707

>>9232670
No, it’s merely indicative of the desire of a lot of fans to have him be “as awesome” as Master Chief, Kratos, and Dante.
>>9232691
You can do that in Dosbox and as early as Duke. Is this your first time playing Blood?

>> No.9232732

>>9232703
She's just really shy.

>> No.9232754

>>9232406
No, but Doomworld does. I'd say there are about 94 Pronouns of Doomworld

>> No.9232762
File: 164 KB, 1920x1080, image_2022-09-04_075751998.png [View same] [iqdb] [saucenao] [google]
9232762

>Come here, ruffian!

>> No.9232784
File: 521 KB, 690x1085, evil_eye.jpg [View same] [iqdb] [saucenao] [google]
9232784

>>9232703
Good news, you can interact with her in Sigil, and she interacts with you in Magnolia.

>> No.9232806

>>9232691
You can do that in almost every build game.
Looks like it was one of the main attractives of the engine since no other game at the time was able to do that

>> No.9232836

>>9230962
Is she sick or something?

>> No.9232867
File: 15 KB, 400x400, iV9rjuYv_400x400.jpg [View same] [iqdb] [saucenao] [google]
9232867

why is he smiling?

>> No.9232876

>>9232867
Millennia of plinking barons with basic pistol

>> No.9232886

>>9232867
He found a berserk pack secret so now he doesn't have to grab the chainsaw.

>> No.9232896

>>9232481
I don't know why id has to always remove that when Halo was able to keep it for their rerelease.

>> No.9232912

>>9232896
Its a losing battle alright, the cross is not symbol to be trifled with.

>> No.9232946
File: 511 KB, 480x327, 1643112604764.gif [View same] [iqdb] [saucenao] [google]
9232946

>>9232415
i'll rip and tear your tonsils out

>> No.9232957

>Want to make another map for 94 protons, but weather changed from "too hot to map" to "too cold to map" in an instant.

>> No.9232961

Finished TNT and Plutonia. Both had a couple maps that were annoying, but were otherwise fun enough. I did find the cages of chaingunners and sniper chaingunners around every corner of Plutonia pretty annoying. Either gonna start Sigil or one of those "sequels" to TNT maybe.

Shout out to Final Doomer weapons. Every set of weapons is pretty damn nice and doesn't destroy balance too much, at least to me. i used vanilla weapons until I got to TNT to change it up. Then went with the TNTguy weapons for TNT. PlutGuy for Plutonia. Might go with HellboundGuy for the next wad I tackle. That throwable explosive is pretty tight.

>> No.9233012

>>9232867
making breakfast and the egg had two yolks

>> No.9233034

>>9232961
Do Scythe relatively early. It's great as babby's first pwad due to how it starts off easy and keeps getting harder, but it can be underwhelming if you play it immediately after Valiant, for example. I especially like how well-balanced the first episode is with -fast monsters; it's easy on UV but with -fast it becomes a challenge wad that serves as a series of mini-exercises that train you in various things, like how to dodge a group of -fast imps while chainsawing them, or how to punch out turbo pinkies.

>> No.9233041
File: 3.10 MB, 3840x2160, SCREENIES2.jpg [View same] [iqdb] [saucenao] [google]
9233041

>>9231370
A tad too late for screenshot saturday, but...
Well - i'm slowly wrapping up this chungus of a boom format map i've had on a backburner for 3 years.

It's a bloated 800+ demons mess that might take up to two hours to finish, but i don't want to change it too much - even with it's apparent flaws.
I just want to get this over with.

>> No.9233050

>>9233041
whoaaa
pretty sets, i like them
You could split several parts of a big map into several different maps, depending on their flow.

>> No.9233061

>>9232481
They didn't whine, they send threatening legalese letters saying the game is violating the Geneva convention and they'll use all their power to make them change it if they refuse.

It's not a coincidence they never go for big lawsuit-happy companies like Valve, and id was pretty small at the time.

>> No.9233067
File: 17 KB, 320x240, 512-linedefs-of-vr.png [View same] [iqdb] [saucenao] [google]
9233067

>>9231936
Compared to 2048, the minutes projects, HFFM and AM, this WAD kind of just... exists.

>> No.9233078

>>9232957
What kind of map did you have in mind? Once the deadline is up I plan to assemble the current submissions into a Beta build, but there'll be some work left for me to do anyway.
If you've got a map in the works but feel it isn't quite ready by the 12th, I could let it slip in a couple days past that. Though I guess your other option would be to retool the map for Ad Mortem instead.

>> No.9233084

>>9233078
A pretty simple map I can probably make in a day or two, but I need to find time and focus.

>> No.9233089
File: 142 KB, 856x920, shelly2.jpg [View same] [iqdb] [saucenao] [google]
9233089

>>9233067
I've actually found 512 Linedefs really fun. Probably in large part due to the focus on pistol starting so the monster amount doesn't get too slaughter-y, most of the maps I've played have been fun to play through.

But you're also comparing the wad to the "Big boys" of /vr/ community projects so it's kind of a very poor comparison point.

>> No.9233102

>>9233034
Maybe so. I've mostly played on HMP thus far so maybe that'd be a good bridge into UV.

>> No.9233110
File: 181 KB, 360x450, QD.png [View same] [iqdb] [saucenao] [google]
9233110

Why the fuck does QuakeSpasm-Spiked make hidden items not fall down when their support platforms dissapear?

>> No.9233116
File: 963 KB, 600x844, 1646247417775.png [View same] [iqdb] [saucenao] [google]
9233116

>>9232694
Here you go.

>>9232691
>Does it make it better that I'm playing on Extra Crispy?
It's your own experience, if you enjoy it then do it that way. I don't really get why people seek validation from the thread for playing a certain way. It's only reinforcing the faggots that try to force their own way of playing on everyone,.

>> No.9233118
File: 1.16 MB, 1720x720, hurghenheyij.png [View same] [iqdb] [saucenao] [google]
9233118

Extremely early WIP for the hub of the 25th anniversary collaborative UNIT for Quake 2.
This is where all the other levels combine.

>> No.9233160
File: 2.93 MB, 854x480, derelict.webm [View same] [iqdb] [saucenao] [google]
9233160

>>9233118
I'm sure it'll be great

>> No.9233170

>>9233160
What mod you're running? Love the tracers and shit.
The explosion effects are still awful lol.

>> No.9233176
File: 2.03 MB, 1920x1080, derelob.png [View same] [iqdb] [saucenao] [google]
9233176

>>9233170
I'm just running through some goodness using Mission 64, and yeah I'm on the fence with the explosions.

>> No.9233183

what are we going to do for Sandy?
the doom 2 anniversary is coming up on 30th this month.
>inb4 it's actually October 10th
fuck off Romero, your release party doesn't count.

>> No.9233184

>>9233084
Well alright, I wish you luck.

>>9231914
That said, anyone else have a map in progress for 94 right now? Deadline is next Monday.

>> No.9233223

>>9233034
This is bad advice, Scythe's last maps are harder than anything in Valiant by a mile. Someone who just finished Plutonia isn't ready to play Fire & Ice. Alien Vendetta, BTSX1 or even Rush are better picks for his skill level.

>> No.9233228

>>9232754
>94 Pronouns of Doomworld
stealing that for my hffm2 map name

>> No.9233314
File: 14 KB, 208x129, c3ball.jpg [View same] [iqdb] [saucenao] [google]
9233314

>>9233160
I truly hope so.

>> No.9233316

>>9232407
>Cruelty WAD

>> No.9233369
File: 16 KB, 320x200, INTERPIC.png [View same] [iqdb] [saucenao] [google]
9233369

>>9233223
You can just skip them and come back to them later. It feels really good when you come back to Scythe map30 after a year or two of playing other wads and improving and finally beating it on UV. It's the feeling of crushing something that once was too powerful for you, an unforgettable experience.

>> No.9233371

>>9233223
Well I'm already quite a lot of maps into Scythe on UV. Some ambushes were tough and the levels that start with a bunch of spawns around you were also rough, but I beat them after only 2-3 tries so I feel like I'm doing okay. I suppose I'll find out how crazy it is going to be at the end and either give up or try a bunch of times until luck carries me the rest of the way. The early levels were pretty easy and short which I liked. I think I prefer wads with shorter levels in general.

>> No.9233372
File: 307 KB, 1283x811, temp8.png [View same] [iqdb] [saucenao] [google]
9233372

"So how many rockets do you need for this fight?"
the answer is: yes

>> No.9233374

>>9232496
>They don't want people to think their symbol is a generic sign for medicine
Umm, so what its been for literally forever?

>> No.9233389
File: 96 KB, 960x720, 1622482439090.jpg [View same] [iqdb] [saucenao] [google]
9233389

>>9232558
Weapon mod ?

>> No.9233393

>>9232407
>>9233316
I'd be very into that. Just in terms of visuals. I don't know of many wads that have that mix of creepy yet funny, where everything is genuinely alien-looking but still kind of resembles a humanoid culture/society. It's strange enough in just the right way that you don't know if you should feel scared, to chuckle, or both.

>> No.9233394
File: 25 KB, 747x731, PIA02862.jpg [View same] [iqdb] [saucenao] [google]
9233394

>>9233371
Good luck anon. You might want to switch to medium difficulty for episode three (map21), as the maps will just keep getting harder and harder. If you stick to UV, map27 will filter you, and if you make it past the filter through enough hours of grinding, you will get stuck on map30, which is what happened to me, but it felt great coming back and beating it way later.
>I think I prefer wads with shorter levels in general.
I think short levels beaten quickly gives the player more of a dopamine rush. It is quite addictive. There is also room for long, ponderous levels with gorgeous architecture. Download Base Ganymede and play that next. It's a Doom1 megawad so it's relatively easy; it relies on health starvation for difficulty so you gotta dodge those fireballs.

>> No.9233396
File: 2.23 MB, 931x3639, Nobody will play this anyway.png [View same] [iqdb] [saucenao] [google]
9233396

>>9231370
Pic related is the current state of the WAD I'm working on since last year.

>> No.9233402
File: 96 KB, 667x900, 1659726404188864.jpg [View same] [iqdb] [saucenao] [google]
9233402

Gaahh, still like over a week to Realms Deep 2022. I just want to know roughly when IF : Aftershock, SiN Reloaded and other FPS games will release. Please.. I just need info..

>> No.9233406

>>9233396
Looking good.

>> No.9233415
File: 44 KB, 744x298, MAP28 Run From It.png [View same] [iqdb] [saucenao] [google]
9233415

>>9233394
>map27
I meant to say map28. I still get a chuckle every time someone complains about that map in these threads

>> No.9233417

>>9233396
What are you using to get those pictures, again?

>> No.9233419

>>9232806
>no other game
Eradicator came out the same year as DN3D and support all sorts of view fuckery. I dunno how effective the weaponry would be at shooting around corners, though.

>> No.9233421

>>9233394
I'll move to that once I get stuck in Scythe. I assume there are few Doom 1 custom wads? Are they made just to balance around Doom 1's weapons instead of 2's?

>> No.9233423

>>9233417
Looks like Doombuilder.

>> No.9233429
File: 1.27 MB, 1720x720, huubherth.png [View same] [iqdb] [saucenao] [google]
9233429

>>9233118
Update to this now. Tweak'd geometries etc.

>>9233389
Where did you get those 3D-prints from?

>> No.9233437
File: 14 KB, 256x128, GSKY1_2.png [View same] [iqdb] [saucenao] [google]
9233437

>>9233421
Yes, smaller enemy and weapon roster, but Base Ganymede's the only one I found worth my time tbdesu. It's not just a great Doom1 megawad, it's a great megawad overall - and it's all stock, no custom textures, just like Going Down

>> No.9233438
File: 53 KB, 400x400, atomik-ranger-ion-maiden-finished-artstation.jpg [View same] [iqdb] [saucenao] [google]
9233438

>>9233429
Someone posted them in the thread sometime. Not mine. Sadly.

>> No.9233445

>>9233160
>>9233176
>MissionN64
This is how Q2 should have been from the start

>> No.9233447 [DELETED] 

>>9233437
Going Down has a few custom skies, and some edits to bricks with gradual fades to black on the top or bottom. It's still impressive how much of it is done with stock Doom 2 textures.

>> No.9233451

>>9233437
Going Down has a few custom textures, but it's still impressive how much of it is done with stock Doom 2 stuff.

>> No.9233474
File: 769 KB, 934x611, hell.png [View same] [iqdb] [saucenao] [google]
9233474

>>9231294

>> No.9233476

>>9231993
Remember Brutal Doom?

>> No.9233479

>>9232016
Eviternity did get some journalist attention.

>> No.9233482

>>9232190
Play on HMP. 90s wads do have bit different UV than modern wads.

>> No.9233489

Who is Coffee Achiever? How can this guy just make 2 best Quake maps ever created,
without any previous work and then just disappear forever.

>> No.9233491

>>9233489
>Disappear forever
He made some maps for 400 Minutes of /vr/. Go play those if you want more from him.

>> No.9233493

>>9233491
Meant Quake maps. My bad.

>> No.9233513
File: 668 KB, 768x512, 1662264869_scale_10_steps_100_seed_3842316868043002441.png [View same] [iqdb] [saucenao] [google]
9233513

>>9232407
>>9233393
The prompt was 'alien 3, hr giger, 90s cinema horror, classic move still'

>> No.9233516

So did someone extract the new episode from Quake Remaster yet?

>> No.9233519

>>9233516
I mean like wrap it into a neat pak for people to use with a source port

>> No.9233525

>>9232691
id say its fine, even if you consider it "cheating", id say that its best to enjoy a game how you want to.

>> No.9233527

still playing scythe (not the anon ITT but rather >>9223334)
didn't expect maps 20+ to be so extreme. 26 was pretty difficult especially the cyberdemons.
currently on 29. I don't know if I was supposed to die on 28 but that was the only way I could make it to the end, now 29 is a bit of a challenge due to lack of ammo.

>> No.9233528
File: 1.19 MB, 1920x1080, bunkHall.png [View same] [iqdb] [saucenao] [google]
9233528

>>9233445
I have a hard time revisiting the base campaign with vanilla gameplay, but it's fun going through it with the expansions as well as just playing the expansions themselves.

>> No.9233529

ive been playing 2048 and im surprised by how much im liking it, ive only played ad mortem and liked that one too, but now im thinking about playing all of what /vr/ has made. (loved map 03, though it ended too soon and the music of map01 was a surprise)

>> No.9233530
File: 592 KB, 1024x768, plutonia.gif [View same] [iqdb] [saucenao] [google]
9233530

>>9232961
> chaingunners around every corner of Plutonia
Picrelated. I am on map 16 now, on easy with Brutal Doom. Chaingunners over large halls already cause not this shit again reaction. A bit tired of it overall, will do a pause. Still the best of official Doom wads by far and a perfect match for BD.

>> No.9233536

Does anyone else have a copy of TNT wad where map 10 has one secret instead of five next to each other?

>> No.9233537

>Plutonia
>tfw Hunted
Very simple map but kinda genius, wonder if it was meant to answer a challenge to use the ending music in a level. Fit really well.
At the start I didn't know that Archviles couldn't raise each other so I really shit bricks

>> No.9233546

>>9233537
Dario said that during Plutonia crunch time he had actual nightmares that archvile is chasing him. So he has done Hunted to get the archies out of his nightmares.

>> No.9233548

>>9233537
I just wish they could do without the obnoxious doors. To this day I'm not entirely sure I finished it ever.

>> No.9233595

>>9233537
nosp2

go try it

>> No.9233615
File: 121 KB, 634x875, 1662325632681.jpg [View same] [iqdb] [saucenao] [google]
9233615

>>9231750
All in all, considering he's someone who ultimately delivered on multiple occasions, it comes off as pretty ill intentional. Maybe this ignorant anon (me) should scoop his brain from gutter and make an attempt writing something less cheap, improbable feat but sight is on horizon.

>> No.9233642
File: 79 KB, 124x158, cultist dab.gif [View same] [iqdb] [saucenao] [google]
9233642

>>9233116
Ah excellent, thank you.

>> No.9233646

>>9233396
Pretty damn cool if you ask me.

>> No.9233652

>>9233493
I'm gonna second that other anon's suggestion, anyway.
Garbage Brain from 400 Minutes fukken slaps.

>> No.9233669

>>9233421
Ultimate Doom gets few wad releases but they tend to be labors of love. Solar Struggle was the big one this year and before that we had Lunar Catastrophe in 2018 and No End in Sight in 2016. All of these are worth playing.

>> No.9233683
File: 423 KB, 469x498, 1591236693863.gif [View same] [iqdb] [saucenao] [google]
9233683

>>9233476
Yeah but brutal doom is how john romero and john carmack would have intended it be played if they had better computers anon

>> No.9233703

Hey shotgun sprite anon from last thread, how is the state?
I invested a lot of money (i.e. electricity necessary to take pictures and bandwidth to upload them to the 4chins) to provide some resources and I want to see results goddammit! You're fired! You will be here tomorrow at 7am SHARP, you hear me?

>> No.9233719
File: 159 KB, 1006x753, hammered.png [View same] [iqdb] [saucenao] [google]
9233719

>>9231178
>>9231370
Super.

>>9233703
Oh, they're coming along, alright. I was actually about to plain try to redraw the hammers from scratch using the photos for reference, but a smart guy called Potetobloke did the better thing and plain cut them out of the photos and then made them fit on the sprite.
I've retouched them further to match the gun's lighting and added a knurled/checkered surface on the spur.

You said it was a cheap Russian gun, so I assume it's a Baikal. Do I list you in the credits as BaikalAnon?

>> No.9233735
File: 125 KB, 1306x436, ejector.png [View same] [iqdb] [saucenao] [google]
9233735

Also altering the opened breech sprite, making it a bit wider so a larger locking lug/bar can fit, to match the one on the first person view, widening the ejector/extractor to match.

>> No.9233736

>>9233110
Whats your set up?

>> No.9233737
File: 820 KB, 1280x720, SUNDAY NIGHT SHITSHOW 78 MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9233737

SUNDAY NIGHT SHITSHOW TIME! We're keeping it short and sweet tonight with some DBP50: Emerald City combined with Malefactors. Will we play something else? Maybe!
Tonight's password is "cuntlord"
Enough talk, JOIN
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.9233739

>>9233719
Looks fuggin nice anon. Actually, I think it's actually a Tula according to the proof marks, but apparently it seemed to have been imported into my country under the Baikal name. So yeah Baikalanon it is.

>>9233735
Really nice. And coincidentally, it is actually a Greener lock.

>> No.9233745
File: 146 KB, 800x230, heavy duty2.png [View same] [iqdb] [saucenao] [google]
9233745

>>9233739
I had that kind of lock on the Super Shotgun for 2048 Units Of /vr/ (and Ad Mortem), though the lug is a lot smaller.
That shotgun is a hammerless one with a pivoting lever around the triggerguard for unlocking it, along with a really old fashioned straight grip stock, because I think those are cool. I suppose I may later retouch the thing with some of the updated features for the Ad Mortem one.

Having a lot of fun working with these sprites right now, actually.

>> No.9233749

>>9233745
Huh, I admit I never really paid attention to what kind of lock that shotgun had.

>> No.9233761

>>9233745
On that note, I'm assuming the 2048 and Ad Mortem shotgun sprite was "fixed" so that the explosion sprite doesn't linger for an extra frame like the vanilla version does.

If so, is there a way to unfix it? The lingering frame is one of the most underrated things in Doom.

>> No.9233769

>>9233489
I also made a quoth nuts thing, but never ended up posting it outside the thread
https://mega.nz/file/YHByHagD#N8vKfR5iMLKNCsKDzcf4KHmg8mnQWEc125z4ePyuicc
anyway, thanks. I'm around, not much into showing wip stuff though.

>> No.9233776

>>9233761
Explosion? Linger?

>> No.9233804
File: 77 KB, 640x480, Ssg_muzzflash.png [View same] [iqdb] [saucenao] [google]
9233804

>>9233776
I think he's referring to the Super Shotgun's muzzle flash being incorrectly timed to the animations of the weapon itself, resulting in pic related.
Though, I don't know why anyone would want this, unless the second frame of the flash was changed to a cloud of gunsmoke or something.

>> No.9233809

>>9233776
>>9233804
I am referring to that. It makes it seem more powerful to me. Sorry just a thought.

>> No.9233824
File: 2.93 MB, 960x540, cybertrading.webm [View same] [iqdb] [saucenao] [google]
9233824

Too close.

>> No.9233831

>>9233527
map 30 taking me fucking ages to get through

>> No.9233835
File: 863 KB, 1920x1080, Screenshot_Doom_20220904_130232.png [View same] [iqdb] [saucenao] [google]
9233835

looks like we didnt have a organized screenshot but thanks for joining everyone

>> No.9233838

>>9233737
Server's back up, please consult the server name for what this set will be like.

>> No.9233839

>>9233737
>pic
had to slaughter for this view...

>> No.9233840
File: 1.27 MB, 1920x1080, Zandronum Screenshot 2022.09.04 - 17.29.29.65.png [View same] [iqdb] [saucenao] [google]
9233840

>>9233737
so green

>> No.9233841
File: 497 KB, 1280x960, Screenshot_Doom_20220904_190251.png [View same] [iqdb] [saucenao] [google]
9233841

>>9233835
Yeah, organizing the photo didn't quite work out.

>> No.9233849

>>9233804
Yeah, that's straight up just a bug, if they intended for the flash to linger they would have outright made a separate third frame for that, which doesn't overlay and cut off like that.
Gunsmoke is an interesting idea, but it seems like it would be difficult at best to convey with opaque pixels, minding also that they shouldn't obscure the player's view too much either.

>> No.9233881

>>9233824
You absolute madman took a plasma shot to the face and still killed the bastard like it was nothing with a handgun and a rockette. Utter insanity, although perhaps not as lunatic as beating one down to death with just your fists.

>> No.9233969

>>9233516
>>9233519
It's just a single pak file. Just take it from your Steam's Quake folder into your source port folder.

>> No.9233995
File: 565 KB, 962x562, file.png [View same] [iqdb] [saucenao] [google]
9233995

>>9233737
>>9233838
Truly, they were...
a Sunday Night...
Shitshow...

>> No.9234005
File: 602 KB, 1920x1080, Screenshot_Doom_20220904_140426.png [View same] [iqdb] [saucenao] [google]
9234005

good games bad wad sunday shitshow indeed til next time

>> No.9234007
File: 1.15 MB, 1920x1080, Zandronum Screenshot 2022.09.04 - 18.56.53.49.png [View same] [iqdb] [saucenao] [google]
9234007

>>9233995
truly

ggs

>> No.9234009

you blew it up! you maniacs!

>> No.9234014
File: 1 KB, 299x22, unknown.png [View same] [iqdb] [saucenao] [google]
9234014

>>9234009
I got an error that the actor amount reached its limit or something so yes, you actually managed to succeed for the first time.
So what do you wanna play next SNS?

>> No.9234017

>>9234014
tnt3

>> No.9234019

>>9234017
Let's just do something normal for a change, we just played this mess, and prior to this was 94 Protons of /vr/.

>> No.9234023
File: 279 KB, 1280x960, Screenshot_Doom_20220904_192147.png [View same] [iqdb] [saucenao] [google]
9234023

>>9233737

>> No.9234027
File: 263 KB, 1280x960, Screenshot_Doom_20220904_195435.png [View same] [iqdb] [saucenao] [google]
9234027

>>9234023

>> No.9234029
File: 547 KB, 1280x960, Screenshot_Doom_20220904_210644.png [View same] [iqdb] [saucenao] [google]
9234029

>>9234027

>> No.9234032

>>9234014
Bring Your Own Class

>> No.9234037
File: 350 KB, 800x1200, sns78image2.jpg [View same] [iqdb] [saucenao] [google]
9234037

>>9233737

>> No.9234041
File: 40 KB, 95x223, file.png [View same] [iqdb] [saucenao] [google]
9234041

>>9234037
Nice ass, wolpentinger

>> No.9234053
File: 41 KB, 462x461, 1578762764944.jpg [View same] [iqdb] [saucenao] [google]
9234053

>>9234005
Sam was right when he said 512 clowned on this wad

>> No.9234080

>>9233669
Base Ganymede is good so far. I'll inevitably check out the others then too.

>> No.9234081
File: 218 KB, 480x480, nothingatall.gif [View same] [iqdb] [saucenao] [google]
9234081

>>9234041
Old FD Guy's ass is better, even if the sprite is overall worse.

>> No.9234135

https://youtu.be/QtBL1nwTJSY
People still put a lot of work into marathon modding

>> No.9234153

>>9234081
Time to give him an ass transplant.

>> No.9234173

>>9234135
Cool textures and map design but
>HD sprites
>Pfhor sounds replaced

>> No.9234176

The fuck were they thinking when they put in the Pain Elemental in Doom 64 instead of Revenants or Arch-viles, it's got a great design but either of those would have been better for level design.

>> No.9234181

>>9234176
The Pain Elemental has far fewer animation frames than either of those monsters

>> No.9234215
File: 439 KB, 795x661, 14340596824870.png [View same] [iqdb] [saucenao] [google]
9234215

>>9230714
I've been struck with a great idea for the next Doom /vr/ project.
>"Doom The Way Croteam Would Do It"
A boom-compatable set of maps with simple geometry, but lots of non-slaughtery fighting and tongue-in-cheek game situations.

>> No.9234218

>>9234215
So a slaughtermap themed project?

>> No.9234219

>>9234215
each map will have a 1 health pickup ambush

>> No.9234227

>>9234181
>>9234176
Buffed revenants could’ve been cool to see, but so are the buffed pain elementals with ideal lost soul changes.
Also, is the rocket launcher in 64 buffed slightly as well? Compared to classic, I’ve been much luckier in killing hell knights with two rockets and barons with five.

>> No.9234231

>>9234227
Nightdive says the damage rolls and hit collision is supposed to be just like vanilla Doom, but I don't think that's true. The rocket launcher feels slightly more powerful, and the BFG feels slightly less so.

>> No.9234238

>>9234227
The faster but weaker lost souls of Doom 64 is an interesting change of gameplay.

>> No.9234248

>>9234215
>lots of non-slaughtery fighting and tongue-in-cheek game situations.
But TFE and TSE are very slaughtery and full of trolling.

>> No.9234252

>>9234238
They have less health, but I wouldn't call them weaker, as they are faster and more aggressive, and when they die they actually cause splash damage.

>> No.9234269

>>9234252
Yes, I shouldn't have used "weaker" for "having less health".

>> No.9234280

>>9234215
this would only work if running were 100% forced off so you stayed stuck at walkspeed, and if you were required to play with fastmonsters enabled
that's how sam works more or less
balance around that

>> No.9234291

>>9234231
Nightdive say a lot of things, they're usually talking out of their asses.

>> No.9234295

>>9234215
>croteam
>non-slaughtery
huh?

>> No.9234310

>>9234231
I'm playing it through the EX port so it's interesting to know it feels the same through the Nightdive one, although I'm under the impression they're both spearheaded by Kaiser.

>> No.9234329

>>9233421
>I'll move to that once I get stuck in Scythe
It's worth mentioning - skipping around wads is NOT a habit you want to develop. It's only okay in this one situation since Scythe has a uniquely extreme difficulty curve. It is this slow ramping up that makes Scythe such a nice introduction imo

>> No.9234332
File: 9 KB, 642x371, 1503099153433.png [View same] [iqdb] [saucenao] [google]
9234332

>>9233719
The visible hammers are VERY cool

>> No.9234338
File: 1.16 MB, 1856x831, asss.png [View same] [iqdb] [saucenao] [google]
9234338

How's this for a generator room?

>> No.9234359
File: 669 KB, 1920x1080, doom96.png [View same] [iqdb] [saucenao] [google]
9234359

>>9230719
https://files.catbox.moe/5g8d6v.zip
Update for Ancient Relics, now with greenery and slightly more visually interesting hallways.
Also gonna give it a name change to "Ancient Relics Once Lost To Time"

>> No.9234382

>>9234338
Not great, not terrible.

>> No.9234385

>>9234338
yes

>> No.9234413
File: 774 KB, 267x200, youtried.gif [View same] [iqdb] [saucenao] [google]
9234413

>>9234382
>>9234385
into the trash it goes then ...

>> No.9234415

>>9234338
Reminds me of Blood and Ion Fury.

>> No.9234423

>>9233369
>scythe map 30 after a year or two of playing
haha yeah
if the yellow key skip counts

>> No.9234427

>>9234176
it was easier and it was probably not obvious until after plutonia (which probably came out too late in development for any notes to be taken) and especially post alien vendetta megawads how important stuff like revs and archviles are to ideal DOOM combat.

being balanced around the N64 controller doesn't help either.

>> No.9234458

lads i hope this is alright to ask but does the archvile sprite have a nutsack and if it isn't a nutsack why does it look like one

>> No.9234480

>>>9234329
In general I've been finishing each wad before moving on to the next. I intended to finish Scythe as well if I somehow managed to, but obviously couldn't. It's the only wad I've put on the backburner thus far and is hopefully remains the only one so I can come back to it again after I've completed more wads on UV. I'm surprised I got as far as I did since I was playing on HMP up until Scythe. I'm staying on UV as often as comfortable now though.

>> No.9234528

Reposting from the last thread in case it got missed (it was near the end).

>>9230718
Revision to "The Other Dario" by Washing Machine Enthusiasts.

https://drive.google.com/file/d/1M9EKaj6rEAXSZ4WnvZsztQW2F5kqlV8r/view

Fixes:
>removed untaggable secret
>fixed a monster that didn't spawn in
>fixed not being able to go down a staircase
>made an alternate way to reach the secret soulsphere and secret mega-armour (no arch-vile jump required, but still permanently missable if you dawdle)
>the surprise king boner at the end now spawns in when you raise the staircase to the exit, instead of popping up right in your face which could be an instakill if you got bad RNG or were playing on nightmare

>> No.9234529

>>9234413
oh, I thought it was good

>> No.9234541 [SPOILER] 
File: 181 KB, 360x360, Spoiler Image [sound=https%3A%2F%2Ffiles.catbox.moe%2Frlvxlj.mp3].png [View same] [iqdb] [saucenao] [google]
9234541

>> No.9234623

>>9233736
Whatever is written inside a mods Autoexec.cfg - I honestly can't into cvars

>> No.9234626

>>9233437
What about 2002 A Doom Odyssey? I found that one pretty decent for a Doom 1 megawad. It's starts out fairly simple but some of the latter maps are really awesome.

>> No.9234629

>>9234248
>>9234295
TFE actually has a decent amount of not-slaughter. Only in TSE do they kick it into high gear.

>> No.9234645

>>9233421
>I assume there are few Doom 1 custom wads?
There are quite a few, my favourites are Nicolas Monti's WADs.
Try the Favillesco Alpha Episodes, he's also working on another one called Rupture, but it's still heavily WIP and unfinished.

>> No.9234685

fastmonsters, except they still randomly move around, and do so while attacking
has it been done

>> No.9234707

>>9234685
I don't think so. Honestly, I'd love for there to be a semi-fast mode, what it'd do is halve the reaction times on monsters, increase their attack speed and projectile speed by 50% (except the rocket). Imps and Pinkies gets to move a little faster, too.

>> No.9234740

>>9234707
what led me to that train of thought was thinking most monsters are deadlier when fast, but arch viles and barons are kinda stupid and just stand still, so initially i was gonna say "fastmonsters for everything except things that benefit more from being unpredictable than tossing out more shots", but then decided it'd be cooler if every demon pretended they were in an arena shooter
arch viles could chase you at ludicrous speed while channeling a zap or reviving something
cacos would juke rockets while tossing out plasma incessantly
imagine

>> No.9234801 [DELETED] 

A youtuber criticized BTSX and Doomworld is being dramatic about it. Pretty fun so far, check it out before some mod deletes everything.

>> No.9234871 [DELETED] 

>>9234801
>Using "the radiating smugness of unorthodox weapon pickup" and calling others pretentious
I think both dw and mtpain are pretentious faggots
I never really played btsx more than four maps of Ep1 with doom RLA and the samey techbases got me really tired and bored, do you recommend continuing it or starting ep2 in vanilla pistolstart?

>> No.9234880 [DELETED] 

They don't seem that mad, they just seem to call his criticisms kind of dumb. From that one post I was given the impression that he Sam Hyde'd them or something.

>> No.9234892 [DELETED] 

I wish jannies wouldn't delete literally every other thing. Regardless I hadn't seen this Dean of Doom series before, seems cool.

>> No.9234896

God fucking damn it jannie, I axed a normal doom related question
I never played btsx more than four maps of Ep1 with doom RLA and the samey techbases got me really tired and bored, do you recommend continuing it or ep2 in vanilla pistolstart?

>> No.9234913

>>9234896
You can always give it a shot.

>> No.9234923

>playing through alien vendetta with project babel
>sometimes wonder why random enemies just disappear
>reread mod description
>some fear mechanic that makes enemies flee
neat

>> No.9234958

>>9234896
I liked ep2 better than ep1 for sure

>> No.9234967

>>9233831
Scythe was really good. Going through all the classic megawads is gonna kill me though at this rate. At least it's easy to organise my progress with Doom Launcher.
Bless hobomaster22 for DL. The tagging, screenshot, and commenting system is really aiding my dogshit memory. The stat tracker isn't amazing especially for ports outside of ZDoom, but that doesn't bother me that much.

>> No.9235020

>>9234896
it's only 20 or so actual maps, not 32. all of them same exact techbase though. on the whole, maps get slightly less boring further in (at least they eventually drop the retarded "key overlooks door" trope).
I have it in my notes that map12 is the most boringest slog of a map ever made. but as they all blend together, I don't remember what that was all about.

>> No.9235024

I noticed that there is no Chasm in the OP's folders.
How could we add it?

>> No.9235027

>>9234967
Sorry for live blogging my stuff, this should be the last one for a while.
Gonna go for Scythe 2 now. Text file warns that UV may be too difficult for those who played UV on Scythe. I'll still start off with UV to see how it is and maybe lower it later.
Once I'm done with this, I'll go for Scythe X. Which is still not completed somehow, and I assume it never will be considering the cacoward judges gave up and just gave it a "missed cacoward award" instead of waiting for the full thing to release apparently.

>> No.9235031

>>9235024
lots of stuff isn't there (HL, Undying, Requiem...). Chasm is pretty obscure, and is readily available from moddb ('portable')

>> No.9235036

is blood's extra crispy mod any good?

>> No.9235054

>>9234215
>>"Doom The Way Croteam Would Do It"
like their version of doom 4?

>> No.9235080

What year was good for wads?
https://www.doomworld.com/10years/bestwads/

>> No.9235107

>>9234626
>>9234645
Checking all of these out.

>> No.9235117

>>9235036
I've only played a few of the levels with it, but it felt fine to me. Adds some variety if you've played Blood a fuck ton.

>> No.9235127

>alien vendetta's map 11
holy shit

>> No.9235136

>>9235127
It and 12 are nice. Map 13 is when it gets very liberal and boring with enemy placements.

>> No.9235138
File: 43 KB, 605x530, image.png [View same] [iqdb] [saucenao] [google]
9235138

>>9235127
Love it so much. Didn't liked AV that much, but map 11 is a masterpiece.
>tfw

>> No.9235186

>>9235127
Yeah, it's my favourite too, along with map 20.

>> No.9235193

What are some notable wads made in current year? No listing of /vr/ projects and DBPs though, these are known.

>> No.9235198

>>9235193
Reelism 2, Elementalism, Pagodia, Altar of Madness, just check
https://www.doomworld.com/forum/topic/126239-cacowards-2022-mentionations-thread-mention-projects-contributions-that-arent-levels-too/

>> No.9235202

Who is a better mapper - Dilo Casali or Mario Casali?

>> No.9235204

>>9235202
Dario Dario and Milo Dario

>> No.9235205

>>9235031
thanks for the source (archive doesn't have that version) but the question still stand: I think it would be nice to add everything of note to OP links. Or simply add a new folder for missing games.

>> No.9235207

Selaco hired an Ashes Afterglow level designer (i.e. 50% of the Ashes team).

>> No.9235213

>>9231198
>I'm brutal mark god
g-guys?

>> No.9235217
File: 1.66 MB, 1920x1080, 1633208784487.png [View same] [iqdb] [saucenao] [google]
9235217

>>9231370
it's saturday in my heart

>> No.9235221

>>9235198
Seven full reference pages might just do it, thank you.

>> No.9235249

>>9235217
Extraordinarily cursed HUD.

>> No.9235270

>>9230714
do the unity ports still suck?

>> No.9235283

i updated my version of vkquake and the game looks like shit now
did they try aping the nightdive port's graphics or mess with the color grading/shading
also why is the hud an intrusive mess and why can't i put it back how it was

>> No.9235293

>>9235283
you fucked up something

>> No.9235303

Just remembered ShortedOutFuse and that Backwoods GZDoom TC he was making

>> No.9235313

>>9235283
"pr_checkextension 0" & "r_fteparticles 0" will disable modded hud and particles. nothing else should be different. 8-bit mode is off by default.

>> No.9235317

holy shit is there a vanilla compatible wad or something that makes arachnotrons quieter? im gonna go mad
bzzt bzzt bzzt bzzt bzzt bzzt bzzt bzzt bzzt

>> No.9235326

>>9234480
Also play Adventures of Square
http://adventuresofsquare.com/downloads.php
I just use the download that comes with its own GZDoom so I don't have to change configs between playing this or other zdoom stuff.

>> No.9235332

>>9235313
thank

>> No.9235337
File: 3 KB, 48x48, 1636606129345.png [View same] [iqdb] [saucenao] [google]
9235337

>>9235204

>> No.9235338
File: 557 KB, 1114x634, я.png [View same] [iqdb] [saucenao] [google]
9235338

>>9231123
did he say it was impossible in a different vid or something?

>> No.9235341
File: 416 KB, 2560x1440, 1652447476526.png [View same] [iqdb] [saucenao] [google]
9235341

so I'm playing Duke 64 via Rednukem and I'm stuck in the convenience store? how the fuck do I get out? am I just retarded?

>> No.9235349

>>9235313
"pr_checkextension 0" is very heavy handed (and also sort of implies most of "r_fteparticles 0" - it leaves rain / snow which are good). "cl_nocsqc" will explicitly disable custom HUDs, but that's a mod thing - what mod are you trying to use with a weird HUD? Alkaline's is very close to vanilla. If it's Arcane Dimension's, press H to toggle styles.

>> No.9235352

There is a collection of tips for map design?
I'm talking beyond the 101 stuff like: don't mirror levels, don't use box rooms, align textures and use separators etc.
For now I'm leaning by playing good (and super bad) maps.

>> No.9235362

>>9235207
My hype for Selaco has increased further

>> No.9235364

>>9235352
If you abide by Romero's level design rules, you most likely won't make a level that totally sucks (provided you're not going full retard with your combat encounters).
Also, shitwad anon took notes on level design some time ago, but I can't find the pastebin link.

>> No.9235376
File: 219 KB, 1920x1080, image_2022-09-05_093516606.png [View same] [iqdb] [saucenao] [google]
9235376

>Hey! Are you that intruder guy?

>> No.9235382

>>9235349
I agree that it's a heavy-handed way to 'fix' things - but it's also a heavy-handed way to enable things to begin with. for example, I think in QSS it affects collision checks leading to this >>9233110
at this point I basically consider "pr_checkextension 1" to be DarkPlaces-mode, breaks more than it offers.

>> No.9235389

>>9235341
nvm figured it out was the button under the desk

>> No.9235407

>>9235352
https://www.youtube.com/watch?v=2t5LKWP-oZY&list=PLXWZ-mE5FEDJ9_bjcovlQoMF6wkkEYpa6&index=1

pretty long, but its a bunch of mappers talking map desing
I miss evolution of the WAD

>> No.9235412

>>9235364
I'm searching that pastebin too, nothing so far

>> No.9235431

>>9235352
Hows and Whys of Level Design:
https://wikis.nyu.edu/download/attachments/82051977/TheHowsAndWhysOfLevelDesign2ndEd_Gameplay.pdf

Jaquaying the Dungeon:
https://thealexandrian.net/wordpress/13085

Weenies & Disneyland:
https://www.gdcvault.com/play/1305

>> No.9235478

>>9235364
>>9235412
https://pastebin.com/vpg74zJ0

>> No.9235497
File: 1.10 MB, 1720x720, telepurte.png [View same] [iqdb] [saucenao] [google]
9235497

>>9233429
Made a W.I.P. in progress teleporter room. One of seven unique teleportation rooms.

>> No.9235504

>>9230714
is there a console command in gzdoom to kill or erase all enemies on the map?

its for scene shots

>> No.9235510

>>9235504
>kill monsters
kills everything. doesn't remove the corpses.
>remove (classname)
removes all instances of that monster. use the monster command to get the class names of all living monsters in the map.
>sv_nomonsters 1
no monsters even spawned in the first place. takes effect when the map is reloaded using the map command.

>> No.9235535
File: 95 KB, 502x640, 1659540708127315.jpg [View same] [iqdb] [saucenao] [google]
9235535

>>9230714
>pay the $3
>load up Delta Touch
>try to just play Doom 2 with beautiful doom on
>looks good
>runs good
>my fat boomer fingers can't find any sort of grasp on touch controls
This was a goddamn wash. Who the fuck can play Doom like this?

>> No.9235541
File: 3.81 MB, 220x210, NAG24.gif [View same] [iqdb] [saucenao] [google]
9235541

>>9234218
>>9234248
>>9234295
While Serious Sam have a lotta of monsters, it's encounters are never slaughters - but more like a relentless non-stop push to the limit.
Average Doom Slaughter map is a big ass arena which is instantly filled with so many free-roaming monsters, that they became more of a nuisance for each other, rather than to player, and instantly forming into one big blob of meat.
Serious Sam solves the problem by making enemy roster more variable, mobile and by carefully dosing the amount of hostiles which are attacking the player at the single moment. Also infighting is non-present in Serious Sam, and that's really nice, even if it decreases the tactical possibilities.
The Corridor Of Death is a great example: the amount of hostiles on screen never gets bigger than 30-40 at one moment, but since you can't wait it out in the starting area, cause you gonna run out of ammo real quick, you are forced to make it through the long linear path in high tempo.
But Serious Sam mapping is way more nuanced than Doom mapping because of that, hence less popular.

>> No.9235545
File: 552 KB, 1600x900, tripleass.png [View same] [iqdb] [saucenao] [google]
9235545

>>9234338
so how's this for a reactor room then?

>> No.9235547
File: 82 KB, 481x480, COUSIN.jpg [View same] [iqdb] [saucenao] [google]
9235547

>>9235541
>Average Doom Slaughter map is a big ass arena which is instantly filled with so many free-roaming monsters, that they became more of a nuisance for each other, rather than to player, and instantly forming into one big blob of meat.
>Serious Sam solves the problem
...What problem? That's fucking great.

>> No.9235550

>>9235535
>Who the fuck can play Doom like this?
You'll eventually get muscle memory for it.
Kids playing Fortnite and shit all day get it down as well as a normal controller. Just practice.

>> No.9235551

>>9235545
reactor itself looks cool, but the rest looks rather boring and without purpose

>> No.9235552

>>9235545
Looks much better.

>> No.9235553

>>9235545
Cool reactor, cool room

>> No.9235557

>>9235550
I don't get the point of putting hours into learning touch screen controls unless it's literally your only way to play the game.

>> No.9235558

>>9235557
>I don't get the point of putting hours into learning touch screen controls unless it's literally your only way to play the game.
mobile doomage, but I have a little emulation console with chocolate on it for that... eh

>> No.9235562

>>9235193
Overboard, Irkalla, Pocket Slaughter, Solar Struggle (UDoom)

>> No.9235573

>>9234923
When you say "disappear" I hope you don't mean "literally vanish" because they aren't supposed to do that, just turn around and run away.

>> No.9235586

>>9235535
Get a controller.

>> No.9235614

>>9235080
1998-2000 was quite bad. All other years have been quite great.

2022 seems quite silent this far. We sure got two major releases, Elementalism and TNT2, but nothing else it seems. Even Quake has had only 1 worthwhile release this year, Copperstone Summer Jam 2. Both games got shitloads of content at 2016-2021, but now everything is too silent again.

>> No.9235615

>>9235193
TNT2 Devilution

>> No.9235619

>>9235614
We're a shoe-in for a cacoward this year, bros.

>> No.9235623

>>9235573
Do you have any footage of what the mechanic is supposed to look like? I feel like I'm misinterpreting how it's supposed to work.

>> No.9235625

>>9235619
>We're a shoe-in for a cacoward this year, bros.
HOOHOHOHOHOHOHOHOHOHOHOHOHOHOHOHOHOHO are you the same guy who already saw 2048 getting one?

>> No.9235639
File: 2.93 MB, 1280x720, Kinda like this.webm [View same] [iqdb] [saucenao] [google]
9235639

>>9235623
Basically, every monster has an internal counter and when it exceeds a certain value, they roll a check to see if they should enter a state where they get a +FRIGHTENED tag, can't use most attacks, gain a small speed boost, and are forced to flee until the counter reaches zero. This counter can still be pumped up while they're running, extending the duration, and other things can affect it too (seeing other monsters helps it recover faster).
In a practical sense, when fighting groups, applying constant damage and pressure with weapons (even if you miss) can break morale for longer and disrupt the constant stream of bullshit thrown your way, and once monsters starts to run you can clean them up quickly, with each kill extending how long the others run for.
If you use the default visuals, they will emit purple particles when running to indicate that they can't attack and are fleeing. There are also a few other visual modes including a palette tint, a different sort of particle-like fog made of scared face icons, and an icon over the head.

>> No.9235661

>>9235639
>If you use the default visuals, they will emit purple particles when running to indicate that they can't attack and are fleeing.
>There are also a few other visual modes including a palette tint, a different sort of particle-like fog made of scared face icons, and an icon over the head.
Ohhh so that's what those meant lol. Yeah it's working as intended from what I've seen so far, 11 maps into Alien Vendetta.

>> No.9235663

>>9235615
>half a year since beta
>still no map 26
Fucking hell

>> No.9235690
File: 443 KB, 512x512, ic_launcher-playstore.png [View same] [iqdb] [saucenao] [google]
9235690

>>9235535
Controller with a phone holder and a short micro-USB to USB-A (or micro, if your phone is a potato like mine) cable. Works like a charm. Also don't forget to install picrelated that is free - http://opentouchgaming.com/zeta-touch/

>> No.9235702

>>9235497
>Q1 textures in Q2
Fucking hell laddie, we went full circle AGAIN!

>> No.9235706

>>9233769
That sounds like mad fun, will check it after Tronyn maps and maybe before both Shibboleth's

>> No.9235713

>>9232961
I recommend Memonto Mori, its one of my favorite classic vanilla-style wads. its around the same difficulty as TNT and also has a sequel.

>> No.9235715

>>9235614
>1998-2000 was quite bad
thanks to the retards thinking doom was going to die because muh duke, quake, half life, unreal or any other newer fps.

>> No.9235753
File: 193 KB, 900x450, tweak.webm [View same] [iqdb] [saucenao] [google]
9235753

why does this happen?
how do I treat UDB nicely?

>> No.9235804

>>9235510
Start the game with the -nomonsters parameter

>> No.9235826

>>9234480
Which map filtered you on UV? Remember you can go back on HMP, though you will lose all your weapons if you restart the map. If that sounds too hard, there is the HNTR difficulty. I beat Scythe map30 on HNTR first and it was a lot of fun. It's a generous amount of enemies and healtg and bfg ammo

>> No.9235828
File: 11 KB, 260x390, 1612749681668.jpg [View same] [iqdb] [saucenao] [google]
9235828

>>9235713
>Memonto Mori

>> No.9235830

>>9235545
cool but where are the revenants???

>> No.9235835

>>9235753
Don't create unclosed sectors. You can use Ctrl+D to enter draw mode and draw sector like that.

>> No.9235838
File: 15 KB, 864x135, cacoward guaranteed.png [View same] [iqdb] [saucenao] [google]
9235838

>>9235625
Are you talking about this post?

>> No.9235842

>>9235804
>>9235510
danke

>> No.9235843

>>9235715
The game was repackaged every year for every system on the market, people were just burned out.

>> No.9235845

>>9235835
I don't want to split the sector though, I want to keep the hole. I just want to know what's the mechanism here: is it the number of verts? sector too concave? something else?
continuing the line to the same spot with ctrl+d merges everything with the road sector instead.

>> No.9235849

>>9233683
Not true Mr. shitface.

>> No.9235857

>>9235845
Sometimes it does be like that, I don't know why. You can join the sectors later by selecting them pressing J.

>> No.9235875

>>9235270
No, they actually fixed them up pretty well, so they're actually the most accurate console ports ever now, and the PC version is solid.

You can't rebind your buttons on the console versions though, and the Switch version specifically doesn't give you the option to turn off Vertical Sync (because Unity itself doesn't allow it on the Switch for some reason), so you would always have bad input lag there. You can on the other ones though.

>> No.9235890
File: 167 KB, 750x1120, FYl5osbWYAAsCEh.jpg [View same] [iqdb] [saucenao] [google]
9235890

>>9235639
demons would never run from battle

>> No.9235893

I've been away from the community for a year or so, what important shit have I missed?

>> No.9235896
File: 276 KB, 456x442, oath.png [View same] [iqdb] [saucenao] [google]
9235896

>>9235890

>> No.9235914

>>9235893
Very little apart from Term pretty much distancing himself from everything due to some fucked up shit.

>> No.9235916

>>9235893
john romero officially declared that doom sucks. it's over

>> No.9235918

>>9235914
wait what why
i loved his work

>> No.9235919

>>9235916
Fuck off tourist.

>> No.9235920

>>9235890
It's more of a "tactical retreat" :^)

>> No.9235923

>>9235663
Maybe after Mordeth 2.

>> No.9235926

>>9235918
Allegedly he was getting constantly sexually harassed by some trans friend of Marrub, and none of the people in a position of power on big community servers and stuff would listen to him.

>> No.9235927

>>9235715
To be fair handful of 90s mappers did move to Quake and then to get level designer jobs from Valve.

>> No.9235931

Anyone wanna play on Doomseeker?
[TSPG] 2048 Units of /vr/ UV w/ vrguns

>> No.9235939

>>9235927
some from Digital Extremes/Epic Megagames too.

>> No.9235941

>>9235926
what the fuck??? i hope he's ok

>> No.9235942 [DELETED] 

What's up with the Doom community outside these threads being so full of trannies? I don't get it.

>> No.9235946

>>9235893
new cyriak wad (overboard)
94 protons still not out

>> No.9235950

>>9235338
Here
https://www.youtube.com/watch?v=jP-Or_EI5wo&t=555s

>> No.9235956

>>9235941
He seems to be doing his own stuff, he recently released an RPG Maker game, so he's at least keeping busy.
https://terminusest13.itch.io/

>> No.9235968
File: 50 KB, 400x400, atomik-ranger-selaco-e1m1-finished-rgb.jpg [View same] [iqdb] [saucenao] [google]
9235968

>>9235207
Big if true. I fucking love Ashes 2063 and Afterglow so hopefully they'll get a big boost from that.
I would've preferred to see the Ashes devs continue the Ashes series and create a full commercial game on their own but this is good too.

>> No.9235982

>>9235968
I'd have been fine paying for a commercial Ashes release, even the original version was really good.

I'm still just not into Selaco, didn't really click with the demo and Fear-alike hype really doesn't do it for me.

>> No.9235989
File: 1.02 MB, 1720x720, hyyyh.png [View same] [iqdb] [saucenao] [google]
9235989

>>9235702
They're all from Quake 2, but I already put Quake-textures in Quake 2 for my unit called Sonic Mayhem for the levels nottech and nottech2.

>>9235497
Updated the teleporter area now. Still early WIPpenings.

>> No.9235990
File: 1.74 MB, 1920x1080, 16622230610110592.png [View same] [iqdb] [saucenao] [google]
9235990

>>9235968
More interesting and sprawling level design will serve it well. That was the bigger concern from the demo, and the one thing I don't want them taking from FEAR and Doom 3: A linear series of boxes.

>> No.9235996

>>9235990
This makes me think of some part of the inside of the Sulaco.

>> No.9236006

>>9235990
>and the one thing I don't want them taking from FEAR and Doom 3: A linear series of boxes.
Kind of the limitation for F.E.A.R was they had to, the AI wasn't actually very smart and it became very apparent when they were presented with a big, open room.

>> No.9236010

>>9235027
Scythe 2 pulls out all the stops after map 20, and if you want to beat all 30 maps before moving on to another wad it may very well be your life's work if you don't quicksave
note that in the original release map 27 was the final level and the other 3 were amended years later

>> No.9236014

idea for a caco design: it has no eye because the eyeball is inside the mouth

>> No.9236041 [DELETED] 

Who gives a shit about Selaco trash waifu and Realms Deep Bankruptcy.

Gloomwood I out tomorrow fuck yes.

It's only Episode 1 however.

>> No.9236051 [DELETED] 
File: 1.32 MB, 1920x1080, 1662223061012093.png [View same] [iqdb] [saucenao] [google]
9236051

>>9236006
The game was also resource intensive with how much spectacle you could get out of each room you shot up. That's not something you'd get out of Halo, but that also meant that series could afford to have larger fights that weren't stuck in hallways.
>>9236041
>who cares about thing
I do, and it's actually retro unlike the not retro trash you're shilling so please proceed to the nearest "immersive sim" containment thread.

>> No.9236059 [DELETED] 

>>9236051
Alongside Ion Fury, Gloomwood is legit the most interesting game in this new wave of new blood and 3d Realms games.

But I appreciate the immersive sim scapegoating.

>> No.9236063 [DELETED] 

>>9236059
>But I appreciate the immersive sim scapegoating.
No worries, just kindly fuck off with it elsewhere. It's not retro and it's not even a shooter.

>> No.9236081

>>9236014
speaking of flyin eyeballs.. Rekkr's flying enemies were cool. they all had interesting characteristics.

>> No.9236087
File: 449 KB, 960x540, REKKR30.png [View same] [iqdb] [saucenao] [google]
9236087

>>9236081
The TC does a superb job reshuffling all of the mechanics, enemy and otherwise.

>> No.9236089 [DELETED] 

>>9236063
Not him, but it's semi-fps like Thief and unofficial Thief sequel (same way as Graven is unofficial Hexen sequel and Cultic is unofficial Blood sequel). I don't know does it use retro engine though, so that dictates is the discussion allowed.

>> No.9236097 [DELETED] 

>>9236089
>so that dictates is the discussion allowed.
It's Unity, so end of discussion. For Thief discussion I'd redirect one towards one of the Thief threads if there was one up, just this old dead thread >>9199512

>> No.9236098 [DELETED] 

>>9236059
I really enjoyed Wrath along side Ion Fury, but I hope it's not cancelled. Maybe there's hopefully some news at Realms Deep.

>> No.9236103 [DELETED] 

>>9236098
Dont talk about Wrath anon. Its sad. Gloomwood at least will keep me occupied for a while.

>> No.9236104 [DELETED] 

>>9236041
I do. Selaco and Gloomwood are the only "retro" games I currently care for.

>> No.9236106

>>9236103
Is it confirmed to be cancelled? Or just rumor?

>> No.9236108 [DELETED] 

>>9236104
Selaco looks good but I was not impressed by the demo at all.

But it looks good indeed.

>> No.9236113 [DELETED] 

>>9236104
Why not Supplice? As a huge Doom fag, it seems most interesting. Really enjoyed the demo.

>> No.9236115 [DELETED] 

>>9236104
>>9236089
I'm just tired of most of this "retro" shit that usually gets rid of the retro stuff in the marketing by telling people it's retro instead of making efforts to resemble something maid in the time period they claim to be a throwback to.

People were even claiming Prodeus was the second coming of Doom 1 for some fucking reason, when all it does is make it's sprites look awful and call it a day.

>> No.9236116 [DELETED] 

>>9236098
They'll either bring promising news for one or the other, or we'll see what other games they're desperately pushing. Basically, a win-win.
>>9236113
>Why not Supplice?
This and Age of Hell are something to look forward to. For what it's worth, Supplice ran the smoothest of the three (Supplice, Age of Hell, Selaco.)

>> No.9236118 [DELETED] 

>>9236113
Supplice feels too much like a Doom megawad. I'm not paying money for that

>> No.9236119 [DELETED] 

Thats why I put it in quotations. I don't think neither selaco or gloomwood are retro. But they are damn fine games with retro inspirations and influences.

>> No.9236123

>>9236113
DESU Supplice just felt like zdoom map pack with a less power fantasy Pillowblaster mod.

>> No.9236130 [DELETED] 

>>9236118
I agree. I do love the art however.

Its the same dude from IF right? Love the colours he uses.

>> No.9236134 [DELETED] 

>>9236119
>I don't think neither selaco or gloomwood are retro
One is thread relevant and basically a Doom mod, the other is not.

>> No.9236136 [DELETED] 

>>9236130
It's one of the Ion Maide- Fury artists, don't think it's Mike12 though, fuck knows what that guy is doing these days.

>> No.9236138

>>9235217
Hey I recognize this place

>> No.9236143 [DELETED] 

>>9236118
I paid money for Final Doom, No Rest For The Living (bought BFG just because of it), Sigil (collector's edition) and most recently REKKR Sunken Land. I ain't stopping buying wads as long they are good.

>> No.9236146 [DELETED] 

>>9236134
I don't agree with Doom mod. It is as much a doom mod as call of duty is a Quake game.

>> No.9236150

>>9236123
Name one zdoom map pack that's on quality level of Supplice.

Hard mode: not Elementalism

>> No.9236152

>>9236150
Back to Saturn X.

>> No.9236153

>>9236146
It's more like saying Shadow Warrior is a Duke 3D mod, which is isn't, Redneck Rampage technically is though.

>> No.9236156

>>9236146
It runs on gzdoom. (That's not a bad thing though.)

>> No.9236158

>>9236156
And Call of Duty 4 runs in the Quake engine. Does that make it a Quake mod?

>> No.9236159

>>9236152
That's vanilla map pack.

>> No.9236160
File: 323 KB, 1920x1080, Screenshot_Doom_20220905_154607.png [View same] [iqdb] [saucenao] [google]
9236160

>>9235931

>> No.9236161

>>9236152
You gonna get told no because BTSX is vanilla but you're still right.

>> No.9236167

>>9236158
CoD4 does NOT run on idtech2.

>> No.9236168
File: 563 KB, 1920x1080, triple baka.png [View same] [iqdb] [saucenao] [google]
9236168

>>9236160

>> No.9236173
File: 50 KB, 705x1024, 1661794015553668m.jpg [View same] [iqdb] [saucenao] [google]
9236173

Waiting for her game to launch

>> No.9236175

>>9236152
Fun fact: All 3 Supplice mappers did BTSX maps.

>> No.9236176
File: 2.42 MB, 2291x1255, heresel.png [View same] [iqdb] [saucenao] [google]
9236176

>>9236146
>I don't agree with Doom mod.
Same, but that's because you can load any of the old Doom engine games with it so it's beyond a "just for Doom" mod. It'll be fun to make it more compatible once it's fully released, and I think someone a few threads ago mentioned they were fucking with it already.

>> No.9236182

Name all standalone doom engine based games.

>> No.9236183

>>9236173
I can't tell if that's the Ion Fury chick or the Selaco one or another generic one I don't know of.

>> No.9236184
File: 388 KB, 960x960, 1615992599138.png [View same] [iqdb] [saucenao] [google]
9236184

>>9235838
Roundabout Cliffside improved so much, I remember the first edition being so very basic.
Dude was being sarcastic but if 2048 had come from doomworld instead of 4chan it would at minimum be seriously considered for a mention. It was that nice of a wad.

>> No.9236187

>>9235826
Map 24. The four or so maps preceeding it were very difficult too. I had already died a ton of times on the other maps so I gave up for now instead of Groundhog's-Day-ing my way through each individual map until the end of the wad. I don't mind playing on easier difficulties, but I want to get better so I'm mostly playing on UV currently. I'll still bump it down if need be. I've been handling UV on some other wads so far so I think my Scythe foray already helped even if I didn't finish it.

>> No.9236190

>>9236176
>It'll be fun to make it more compatible once it's fully released, and I think someone a few threads ago mentioned they were fucking with it already.
It's not hard to do, all you're doing is throwing in a bunch of spawners that replace the Doom/2/Heretic/Hexen/Chex Quest objects with the equivalent ones.

15-30 mins work tops.

>> No.9236195

>>9236182
There's like 100 atm. So I'm just naming the 90s ones:
Doom
Doom 2
Plutonia
Evilution
Doom 64
Heretic
Hexen
Hexen: Death Kings Of Dark Citadel
Strife

>> No.9236198

>>9236182
>>9236195
Also Chex Quest. Almost forgot that one.

>> No.9236201

>>9236138
it's a porno, isn't?

>> No.9236203 [DELETED] 

>>9236115
Prodeus has a level editor that is probably as close to a doom editor that you'll get with a true 3D engine. That's probably the most doom thing about it.
You can turn the sprites and chunkiness off as well, and just render models.

>> No.9236204

>>9236198
It's ok you forgot Hacx as well.

>> No.9236205

>>9235407
>>9235431
>>9235478
Thank you anons.

Just to know, how many maps you shitted out before you did a good one?

>> No.9236206

>>9236160
what the fuck, are linedefing cameras in my house??

>> No.9236207

>>9236190
Not as easy to move Selaco stuff to Doom. Their objects are coded for their engine fork and will not work with baseline GZDOOM

>> No.9236208

Not really newsworthy, but Zandybam has a 3.2 beta out.
https://zandronum.com/forum/viewtopic.php?f=55&t=10792
Notable shit includes a resetmap command, improved chasecam, some ACS event handling crap, other bot related things.

>> No.9236210

>>9236204
Hacx isn't standalone. It requires Doom.

>> No.9236214

>>9236210
not anymore

>> No.9236215

>>9236210
Standalone version for zdoom was released later though.

>> No.9236217

>>9236087
Thanks. I did my best. There were a few things I couldn't do due to dehack limitations, but whateryagonnado.
I urge anyone who is going to make a tc to go with decorate at least.

>> No.9236220

>>9236207
Makes no difference, it's still GZDoom, you can still run it with the other games as well as it's ipk3.

Everything beyond that is basic ass scripting to place it into the maps.

>> No.9236221

>>9236214
Yea, but at 90s.

>> No.9236225

>>9236221
Zdoom came out in the 90s.

>> No.9236226

>>9236220
No you cannot use their ipk3 on anything other than their fork because it uses engine upgrades. The GZDOOMVR dev failed to get Selaco running on it because of all the changes.

>> No.9236228

>>9236184
Desu, 2048 units of /vr/ was very important for the mapping scene here. It got a lot of anons to come out of their shell and start making some maps, and get a career started. Notably, it marked the debut of LunchLunch and ViolentBeetle, who both have pretty extensive resumes right now. With that said, I wouldn't even consider it for the cacowards. It was good for getting a bunch of anons to make maps, but it's rough as hell and some maps are downright bad (Straight Walled Rooms.)
Random tangent, I think LunchLunch's maps in 2048 suck, but he's become one of my favorite mappers with his proceeding works.

>> No.9236230

i need sum paid pwads

>> No.9236242

>>9236183
Selaco. Shelly wears white

>> No.9236250

>>9236207
>>9236226
Specifically, what they did was was change the internal names of a few classes like Weapon -> WeaponBase, add some properties like SelfLightning, add a single virtual function called "Wake" that's called when an actor wakes up(??) and that looks like it's about it. At least, judging by the errors you can get from GZDoom 4.8.2. Everything else that isn't explicitly one of those is the engine bitching about things not properly inheriting from Actor because it doesn't know the base classes Selaco uses.
Honestly a "wake" virtual would be nice for some stuff, don't know why graf doesn't steal that.

>> No.9236251
File: 3.23 MB, 1920x1080, Screenshot_Selaco_20220905_222748.png [View same] [iqdb] [saucenao] [google]
9236251

>>9236226
You're thinking things backwards.

>> No.9236257

>>9236251
Good point. What the fuck is that sprite though

>> No.9236260

>>9236225
You couldn't make standalone zdoom iwads yet at 90s. The port was slowly evolving. If I remember right, first zdoom standalone iwad was Foreverhood, dated 2005.

>> No.9236264

>>9236250
Did they add multithreading yet? I remember reading that the next demo update adds that to fix stutters

>> No.9236267

>>9236208
Are we going to use this for the next FNF/SNS?

>> No.9236268
File: 2.31 MB, 1920x1080, Screenshot_Selaco_20220905_223354.png [View same] [iqdb] [saucenao] [google]
9236268

>>9236257
Their version of the red diamond.

>> No.9236269

>>9236267
No, not until a formal release.

>> No.9236270

>>9235931
Hey anon, if you're still around, then I could put up a server to show you all the new toys we made while you were out.

>> No.9236278

>>9236264
I dunno, wouldn't be visible in the errors. Frankly I don't think they're gonna do it (because holy fuck the amount of deadlocking issues you could run into), or if they do it's going to totally break anything even approaching Doom-like compat or state processing. It really would be a "new" engine at that point.

>> No.9236279

>>9236268
Well at least it has character

>> No.9236286

>>9236278
The backers already have access to it according to the dev's twitter account. Demo performance was good for me but the frequent stutter when it was loading new things got annoying

>> No.9236296

>>9236286
Yeah I'll believe that when I see it. There is a lot of things like I like to call "pre-bullshit" surrounding Selaco, and even more buzzwords. If they do it, cool, but I don't think they will, or it'll be horribly buggy, or it won't be that much of a performance improvement. If they had a way to perfectly identify sections of state logic that could be safely computed off-thread and then merged back in it might work, but determining those sections of state logic itself is a problem that will require a significant amount of processing power. It's not really as simple as just slapping multithreading on.

>> No.9236310

>>9236296
>It's not really as simple as just slapping multithreading on.
Yeah this has been an on and off argument around these parts with the complexity of getting GZDoom to do it.

It's a lot of fucking around to do compared to better optimizing their shit.

>> No.9236316
File: 49 KB, 69x120, 1549224858019.gif [View same] [iqdb] [saucenao] [google]
9236316

>>9236150
The Alfonzone

>> No.9236325

>>9236296
>>9236286

I have a pretty run of the mill ryzen 5 3600 and a 6 gb gfx card and it ran ultra smooth 60 fps even in high action scenes.

But I know gzdoom can be finicky with other setups.

>> No.9236326

>>9236310
GZDoom's main FPS issue isn't even actors anyway, it's rendering. Due to a combination of Graf being a bit retarded and the whole thing requiring some hacks to emulate doom tricks, it's pretty slow. Vulkan is helping, but there's a lot of progress still to be made.

>> No.9236329

>>9236296
Found more info on their Discord. Its only asset loading that is being multithreaded which supposedly fixes the stuttering problems GZDOOM is known for

>> No.9236334
File: 1.95 MB, 500x374, windy.gif [View same] [iqdb] [saucenao] [google]
9236334

in boom/mbf21, is there a way to way to move an unalerted flying enemy, other than a pusher/puller in a wind-enabled sector?

>> No.9236335

>>9236329
That I could see. They could also do full precaching at a cost of increasing RAM usage. GZDoom's stuttering often happens when it tries to grab something from the disk but is either
>already grabbing something else
or
>the disk is busy
Having it laid out like that though, it makes a lot more sense and sounds far more possible and reasonable.

>> No.9236345
File: 1.53 MB, 3840x2160, 1649732996270.jpg [View same] [iqdb] [saucenao] [google]
9236345

>>9236326
gz in software runs twice as fast as prboom/dsda in software.
I've asked people to post their numbers in the past but nobody ever responds.

>> No.9236347

>>9236335
So if a single dev can do it then why hasnt GZDOOM done it yet?

>> No.9236349

>>9236347
Probably because graf&co don't think stuttering that you won't ever see on an SSD is an issue because "muh u should hav supercompyuter for Duum".

>> No.9236354

>>9236345
I'm assuming left is GL, right is software here?
Honestly I wouldn't be overly surprised if they're equal or slightly better. GZDoom has a LOT of performance hacks in it.

>> No.9236359

>>9236354
dsda-gl dsda-sw
gz-vulkan gz-gles-sw

>> No.9236360

>>9236359
Huh, well that actually really, really supports what I was just saying, even more than I thought. GZDoom is basically just bad at rendering quickly in true 3D modes.

>> No.9236369

>>9236360
one of the heaviest maps ever still running at 60fps is "bad", eh?

>> No.9236371

>>9236349
Framerate is worthless if we dont have specs. 60FPS on a top tier rig is terrible.

>> No.9236373

>>9236270
If you're still on I'd be down to check it out!

>> No.9236374

>>9236369
Compared to DSDA's 90? Yes.

>> No.9236381

>>9236373
Server's up, search for "/vr/ sucks" in doomseeker

>> No.9236401
File: 124 KB, 960x540, REKKR26.png [View same] [iqdb] [saucenao] [google]
9236401

>>9236217
It's very lovely, thanks again for this gem

>> No.9236417

>>9236195
>Hexen: Death Kings Of Dark Citadel
That's not standalone, it needs base Hexen.

>> No.9236494
File: 2.76 MB, 3840x2160, Blood_0010.png [View same] [iqdb] [saucenao] [google]
9236494

help. how do i fix this?
Raze sprites facing the wrong direction because stairs

>> No.9236526

>>9236316
Gotta agree that that's a great map pack.

>> No.9236529

>>9236417
My bad. I was fooled by Zdoom's iwad menu. Never owned that add-on at 90s.

>> No.9236532

>>9236316
I really enjoyed that one, it's a good variety pack.

>> No.9236564

>>9236334
That's the only way.

>> No.9236595

>>9233737
These are some maps and map packs for SRB2Kart that I know are good. You can rip any bad maps out of them later if they're too offensive. There are a lot of maps here, and if you can't/don't want to add all of them, I suggest you give prority to those near the top.

https://mb.srb2.org/addons/barkpark-v3-9.2280/
https://mb.srb2.org/addons/omnix-pack-v7-0-sonic-riders-edition-last-part-green-cave.2291/
https://mb.srb2.org/addons/masters-pack.2281/
https://mb.srb2.org/addons/r-a-extended-v3-1-super-gbj-hotfix-edition.2244/
https://mb.srb2.org/addons/dig-pack.2308/
https://mb.srb2.org/addons/chengis-track-attack-pack-kr_ctap-v7-0-updated-09-23-2021.2283/
https://mb.srb2.org/addons/draft-tracks-v2-a-funky-update.3410/
https://mb.srb2.org/addons/nightmare-pack-v4.2258/
https://mb.srb2.org/addons/si-htpak.2310/
https://mb.srb2.org/addons/marsh-mayhem-pack-new-map-marble-zone.2311/
https://mb.srb2.org/addons/nova-pack.2305/
https://mb.srb2.org/addons/abstraction-pack.2239/
https://mb.srb2.org/addons/twins-complete-epic-cup.2249/
https://mb.srb2.org/addons/the-jam-jar.4060/
https://mb.srb2.org/addons/serpent-shrine-zone-v1-3.2273/
https://mb.srb2.org/addons/slipgate-cup-v4-8-operations-proceeding-as-planned.2285/
https://mb.srb2.org/addons/v2-3-aparte-cup.2242/
https://mb.srb2.org/addons/dreamscape-gardens.2279/
https://mb.srb2.org/addons/the-spark-cup-pack-the-monolith-awakens.2301/
https://mb.srb2.org/addons/the-jelly-cup-sk8r-boi-update.2317/
https://mb.srb2.org/addons/voltage-pack.4066/
https://mb.srb2.org/addons/aether-pack-v2-metal-harbor-finally.2225/
https://mb.srb2.org/addons/the-adventurers-agency-level-pack-v1-8-1-new-map-banger-boneyard.2262/
https://mb.srb2.org/addons/arcadepak-v1-7-0-backroom-velocity-zone.2247/
https://mb.srb2.org/addons/turbo-flash-v2-2a.2261/
https://mb.srb2.org/addons/plom-pack-v2-3.2284/
https://mb.srb2.org/addons/melon-pack.2267/
https://mb.srb2.org/addons/milk-pack-v1-1.2228/

>> No.9236598

>>9236595
Ho-lee fuck.
Is there a Wacky Workbench map in here by any chance?

>> No.9236602

>>9236595
https://mb.srb2.org/addons/bowlers-pack-battle-update-ft-hexagon-heat-from-mario-party-2.2300/
https://mb.srb2.org/addons/mpak.2298/
https://mb.srb2.org/addons/doshpak.3441/
https://mb.srb2.org/addons/lighto-pack-festive-city.2295/
https://mb.srb2.org/addons/weblorexs-nostalgia-pack-v1-2.2307/
https://mb.srb2.org/addons/d00dpak64-the-greatest-twofer-map-pack-maybe.2259/
https://mb.srb2.org/addons/the-coffee-cup.2678/
https://mb.srb2.org/addons/gem-pack.4004/
https://mb.srb2.org/addons/the-tg-cup-a-track-pack-by-tg.2947/

I'm not sure but there might be a few packs that have incompatible maps, and they may overwrite each other. Also, you should test loading everything with the vanilla exe too, to make sure you don't go over the RAM or freeslots limits, or moe mansion might become required (CEP in case of freeslots). But we probably don't need that many maps for now.

>>9236598
Yes, it's there somewhere.

>> No.9236605

>>9236595
You know what I find fucked up?
You play SRB2Kart online, every server has way too many goddamn extra wads.
You play regular SRB2, barely any of the servers use any extra wads.

>> No.9236613

>>9236228
I agree, 2048 isn't awe inspiring, but it's overall decent, with lots of people here cutting their teeth at mapping.

For LunchLunch's maps there, I liked For They Defiled Our Waters, with I guess Welcome To The Peanut Gallery being kinda so-so. Missy Elliot Rodgers belongs with the rest of the rejected maps though. He improved fast afterwards, I'd say he's arguably the best mapper around here now, 10x10 and his HFFM submissions are *chef's kiss*

>>9236326
It's absolutely overhead from actors, NUTS.wad has a smooth framerate in GzDoom (because there's no detail and the actors are doing nothing), UNTIL you wake up all the monsters, then the entire game seizes up because a couple thousand repeated actions queue up in a single processor thread every 35th second.

>> No.9236620

>>9236595
>>9236602
If you want the /v/-exclusive maps, get them here:

https://mega.nz/folder/PVgWAB7Y#Fo7sB6yvvek3A9MoSzoCOQ
KRV_AnonCircuitPack_V5.pk3
KRL_Black_Grand_Prix V0.10.wad

Also, the authors from some good packs have removed certains maps from the official downloads, so you should also get these edited versions from the MEGA:

KRV_omegatracks-v5.0.pk3 (https://mb.srb2.org/addons/omega-tracks.2302/))
KRV_JokerGrandPrix-v4b.pk3 (https://mb.srb2.org/addons/jokergp-mania-star-pack.2264/))
KRLV_IvoIndustries-v10.1a.pk3 (https://mb.srb2.org/addons/ivo-industries-track-pack-v10-1.2306/))
KRLV_Cotopack_v5a.pk3 (https://mb.srb2.org/addons/cotopack-new-track-youkai-mountain.3199/))
kr_kanzakipak-v3.pk3 (https://mb.srb2.org/addons/the-kanzakipak.3661/))

You should give priority to these and the /v/ maps as if they were near the top of the other list.

>>9236605
I haven't played SRB2 yet, so I wouldn't know. It's probably because kart with more maps or characters is more fun or something.

>> No.9236628

>>9236613
>literally the most extreme example of both simple rendering and actor logic overload
Now do a normal map.

>> No.9236631

>>9236208
Will they ever complete Decorate support so that I don't have to dumb down code to run it in Zandybam?

>> No.9236634

>>9236631
They're supposed to but it's in a slow ass race to be the slowest to finish shit with Eternity right now.

>> No.9236647

>>9236208
I'm surprised they've implemented a built-in server browser but it probably doesn't hold up to Doomseeker.

>> No.9236654
File: 44 KB, 320x240, 94-protons.png [View same] [iqdb] [saucenao] [google]
9236654

I fucking hate revenants so much...

>> No.9236656

>>9236647
It's been there for a while now.
It's shit, just like Doom Explorer, not that I expect anyone here to use that, haha.

>> No.9236674
File: 73 KB, 800x449, no_taste.jpg [View same] [iqdb] [saucenao] [google]
9236674

What is your version of vanilla?
Purely vanilla?
Beautiful Or Smooth Doom?
Any QOL mods like oneclick quicksave or mob variety or anything like that?

>> No.9236683

>>9236674
Sprite fix + minor DEH touchups

>> No.9236692

>>9235931
Fuck I wish I didn't see this so late. Hopefully next time.

>> No.9236701

>>9236674
Usually Woof with appropriate complevel for the mapset and what >>9236683
mentioned, if compatible. Any port compatible with DOS demos is at least capable of being "vanilla" in my book, provided the appropriate complevels/settings are used.

>> No.9236713

>playing DRLA
>make nanoassembling tristar blaster
>holy shit this has to be one of the most overpowered guns in the entire mod
>find cerberus armor and boots
>the set bonus doubles tristar blaster firerate
Hory shiet

Also those tiny langolier enemies are motherfuckers

>> No.9236724

best gore mod w good performance? nash still the way to go?

>> No.9236735

>>9236713
There's a way to get the nuclear BFG to not blow up even when overloaded, and you just have that for free forever and it gets a bit absurd.

>> No.9236739

>>9236713
it's not infinite ammo but the zeus cannon can delete a room without you even stepping in the door
>>9236735
I don't know about that but demo's 50% ammo cost means he can fire the 25 ammo capacity high power nuclear BFG without it blowing up

>> No.9236761
File: 22 KB, 508x481, how to vanilla doom.png [View same] [iqdb] [saucenao] [google]
9236761

>>9236674
I have gotten accustomed to Perk's Hi-Res SFX so I load those first and let anything get overridden that needs to
And if the wad doesn't have a conflicting palette or conflicting dehacked weapons/monsters, I use Black Ops and Smoothed Doom
and I like to change the DSSECRET sound

>> No.9236778

>>9236739
>zeus cannon
I tried that among other stuff in the previous wad I played, it's pretty slow at doing work though. Anti-material rifle, megaton shotgun and demolition minigun are also some crazy shit, none of them are as nuts as the tristar full blast combo I stumbled on by accident though.

>> No.9236792

>>9236674
DEH with disabled projectiles translucency
DSSECRET sound from Tomb Raider
Brightmaps Plus for sprites and textures

>> No.9236808

>>9230714
SO DOOM, if you plan on shilling Quake maps from now on, forget it, Fagweather won the war against quaddicted, everything will be hosted on the circlejerk now, and it isnt a bait, all faggots went there now, they killed quaddicted for hosting.
https://twitter.com/GSdigitalbrain/status/1566432747614343168

>>9235545
Now this is on point!
Plus the blue fits better than generic green, or lava textures for reactors.

>> No.9236821
File: 88 KB, 617x381, file.png [View same] [iqdb] [saucenao] [google]
9236821

>>9236654
Rentry anon, never stop being this cool.

>> No.9236842

>>9236808
the fuck was wrong with quaddicted

>> No.9236849

NEW THREAD
>>9236835
>>9236835
>>9236835

>> No.9236864 [DELETED] 

>>9236842
Spirit was against his faggotry of trying to destroy the community by splitting all of it which was huge issue, look at the "rules" of the circlejerk website.

all of the circlejerk and friends moved there since they are vocal

>> No.9236878
File: 42 KB, 192x192, 1652472398199.gif [View same] [iqdb] [saucenao] [google]
9236878

>>9236654
the feeling is mutual you flesh ridden son of a bitch

>> No.9237015

>>9235535
use the gyroscope if your phone supports it, also a controller can help too (the aiming is worse due to not being 1:1 like a mouse, but the rest of it is much better).
>>9235545
really good.
>>9235207
have not played ashes, but that sounds awesome.
>>9235990
it seems like it should open up, cause stuff like flying enemies are far more suited to open spaces

>> No.9237367
File: 125 KB, 868x686, Snakeman_fire.jpg [View same] [iqdb] [saucenao] [google]
9237367

Say what is the latest Q1 mod\map made in the past ~12 years that features these dudes?

>> No.9237603

>>9236842
As ususal currently - not enough of a pro-LeGBuTt dicksucking safespace echo-chamber for the Discord tranny groomers

>> No.9237750
File: 167 KB, 1920x1080, image_2022-09-06_081748397.png [View same] [iqdb] [saucenao] [google]
9237750

>u lookin at me m8?