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

/vr/ - Retro Games


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9236835 No.9236835 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9230714

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.9236841
File: 758 KB, 1200x838, 1662223163482374.png [View same] [iqdb] [saucenao] [google]
9236841

=== CURRENT PROJECTS ===
AD MORTEM PHASE 2
Submissions due Oct 12th
https://desuarchive.org/vr/post/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.9236845
File: 2.68 MB, 1328x1644, 1662223226088686.jpg [View same] [iqdb] [saucenao] [google]
9236845

SOMETHING SOMETHING PROTONS

>> No.9236850

>>9236494
That's a map issue, sprites were incorrectly given the wrong cstat bitflags - happens in DOS too.

>> No.9236865

>>9236808

okay what the fuck happened with quaddicted again
I seriously hope you are just schitzoposting

>> No.9236867
File: 851 KB, 768x768, vr2 info.png [View same] [iqdb] [saucenao] [google]
9236867

VIOLENT RUMBLE START AND ANCHOR POST

VR Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ

Stick to the loose files in the 'vr' folder for working on the project. You don't need the QuakeC source files unless you want to contribute code. When there is an update, sort files by date modified so that you aren't constantly re-downloading everything.

Some notable inclusions since the last rumble:
>Copper trigger_fogblend for different fog in different parts of the map
>func_volumetric entity for pseudo-volumetric lighting with appropriate textures
>monster presets like Hellscrag and Rambler in FGD
>FGD updated to not have missing models in latest Trenchbroom
>anim_mod value for monsters that makes them animate (and think) faster or slower
>30-second versions of DOE rune buffs via item_artifact_power_rune (select buff with 'style')
>haste buff and Doom modifier now speed you up, especially while moving diagonally
>blood_color1 and blood_color2 keys to change the blood color of monsters or anything else that bleeds
>damage_threshold and damage_ceiling keys for anything with health

Things from the survey are being worked on now. I'll reply to this post in a bit regarding a few survey items.

Additionally, if anyone is feeling brave and wants to try a Discord alternative for quick communication, here's a Matrix invite: https://matrix.to/#/!wsVjzeZHcLAYsErrnR:matrix.org?via=matrix.org
Anything important or interesting should still go in the thread, however.

>> No.9236870

>>9236867
>3 projects running simultaneously
Let's fucking go.

>> No.9236872
File: 320 KB, 1920x1080, image_2022-09-05_211008193.png [View same] [iqdb] [saucenao] [google]
9236872

>Some scoundrel to do me in?

>> No.9236885

>>9236870
One of them's led by Cockblock so calling it "on the go" is being a bit optimistic.

>> No.9236886
File: 480 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
9236886

>> No.9236887

>>9236885
Oh.
>2 projects running simultaneously
Let's fucking go.

>> No.9236889

>>9236835
I think about doomguys ass a lot.

>> No.9236890
File: 31 KB, 264x392, BRUPBRUPBRUPBRUPBRUPBRUPBRUP[sound=https%3A%2F%2Ffiles.catbox.moe%2Fvhsgij.mp3].gif [View same] [iqdb] [saucenao] [google]
9236890

>>9236889

>> No.9236892

>>9236865
as i said earlier
Spirit doesn't take FW's bullshit, and FW's circlejerk website is literally the most anti quake community shit ever made, mainly the rules since he is a spiteful and vengeful faggot with shades of Patrick Bateman. so the circlejerk who is vocal and has e-celebs to shill them moved there.

Spirit is still uploading stuff at quaddicted, and recently he even made a post about server donations for the other websites like quakewiki and Quakeexpo archives
https://www.quaddicted.com/forum/viewtopic.php?id=1258

As for the circlejerk maps, it is obvious that none will be uploaded there from now on after the summerjam fiasco, since all maps were mediocre with zero imagination and reusing vanilla all time.

>> No.9236898
File: 231 KB, 1200x768, fish.jpg [View same] [iqdb] [saucenao] [google]
9236898

>>9236835

hi there

In your opinion, does the video guide hold up?
should it be updated?

>> No.9236905
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9236905

>>9236889

>> No.9236919

>>9236865
he is schizoposting and is the only one advertising the parasite website here.
that doesn't mean he's wrong about fw, it's a broken clock kinda thing.

>> No.9236921
File: 761 KB, 838x860, happygibs.png [View same] [iqdb] [saucenao] [google]
9236921

>spend literally all day working on the cover for my second volume of my webnovel
>literally adjusting kerning pixel by pixel like an autist

>finally decide to play doom
>figure out something I've been trying to do for a while now and failing at
So I'm pretty sure I've just created a jukebox pk3 that changes songs automatically when they end even when paused and doesn't ever desync. Still needs a script to preprocess the song files to tell the ZS when to change, but the timing is near-perfect as far as I can tell. If only I had put the same level of effort into adding a skip button and proper song display it would be great.
I'm kinda surprised that I haven't found any mods that already do this, but maybe I just didn't look in the right places.

>> No.9236927

>>9236865
Even an unmedicated schizo is right twice a day.

>> No.9236929

>>9236921
>I'm kinda surprised that I haven't found any mods that already do this, but maybe I just didn't look in the right places.
There was one but I've not seen it for ages, was done in ACS I think and had a few issues.

>> No.9236931

>>9236867
is there a demo for func_volumetric? is it a brush model that fades on approach?

>> No.9236932

>>9236929
Well this one just uses uiTick so pretty much whenever the ui is ticking the song is playing and vice versa. I'm not even sure you could do that in ACS.

>> No.9236942

>>9236886
>actors fucked face
>remember nice plutonia place
>retarded intended code
>finished works actual please
>extra love
>test beating
>oh scythe already

>> No.9236976
File: 2.82 MB, 512x512, vr2loop.gif [View same] [iqdb] [saucenao] [google]
9236976

>>9236867
>survey results
I guess the first thing to mention is the vote to drop previous maps. I'll allow revised versions of VR1 maps (and I'll probably revise Shub's Wager myself), but if we get too many revisions or there are just very few map submissions in general I might make the executive decision to just roll it all into one package. Otherwise I'll release an update to the original with more recent progs (for fixes, new modifiers, and whatnot) as we approach completion.
>mini-maps
To clarify, I'm not really expecting too much from these - even just a room or two is enough. I'll need to make a special trigger for setting the proper flags for exiting though.
If you're making a mini-map, let me know as soon as possible what the theme is. I can even help with texture conversion, if necessary.
>PD3 integration
Some anon replied with "creating mini bosses" and I have no idea what that is referring to. Please clarify if you read this.
I'd like to wait for PD3 to actually release before integrating things, but I'll give it a month and then start.
>powerup ideas
I'm basically just going to make all of these, but prioritizing based on votes. It's up to the mapper to use them or not.
>weapon ideas
These were mostly very autistic, admittedly. Shotgun slugs won't be happening based on the votes. Lava nail changes will be. We'll see about the rest.
>modifiers
No problem here it seems.
>other comments
To the guy asking about custom textures, you can go nuts but I'd ask that you keep to the Quake palette for consistency.
To whoever wrote the wall of text, I like the idea of different exploding barrel types. I think your concern about players learning new things can be solved with a tutorial level presented upon entering the start map for the first time. I'll take the other things under consideration.

>> No.9236982
File: 318 KB, 1798x1393, volexamp.jpg [View same] [iqdb] [saucenao] [google]
9236982

>>9236931
I probably should put together a small demo map for it, though the FGD notes explain it decently. Basically it's just a transparent, non-solid brush that looks like a light beam and can be activated to fade in and out with a set speed. The main point of it being a separate entity is that it will refuse to spawn if used on an engine that doesn't support brush transparency.
Pic related is a subtle example.

>> No.9237000

>>9236982
looks neat. so just on/off then? I thought it would also fade before the player has a chance to pass through it (think top-down street light). you'd need some point to measure the distance from, though.
please don't tell me you made that cave out of trisoup

>> No.9237027

>>9237000
>I thought it would also fade before the player has a chance to pass through it (think top-down street light).
I'd thought about doing that, but it wouldn't work right in multiplayer without some crazy CSQC shit that I have no idea how to do.
>please don't tell me you made that cave out of trisoup
Nah, it's mostly quad pieces.

>> No.9237059
File: 253 KB, 375x173, WHEN IT'S DONE.png [View same] [iqdb] [saucenao] [google]
9237059

>>9236835
>>9236841
>>9236845
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.9237063

>>9236942
>>oh scythe already
Feels like every thread right there.

>> No.9237067
File: 42 KB, 401x401, 1538788143349.jpg [View same] [iqdb] [saucenao] [google]
9237067

Okay so what the fuck is with the immortal chaingunners that show up sometimes in Plutonia? Were the normal ones not bad enough? Is there an Archvile in a hidden wall that you can kill to stop that shit? I'm not even sure if it's an Archvile at all because there's barely even a pause before they come back to life again.

>> No.9237073
File: 66 KB, 253x164, hideous destructor.png [View same] [iqdb] [saucenao] [google]
9237073

>>9237067
Yeah Plutonia introduced the concept of hiding Martians inside walls in such a way where they can safely revive chaingunners without being a target themselves. It's genius. Evil. But genius.

>> No.9237079

>>9237067
Usually there's a crusher later in the level that will kill the arch viles, or you can find out where they're hiding and you can pump them full of rockets. Don't worry yet anon, you're still in the tutorial level.

>> No.9237103

New Decino
https://youtu.be/vvkraMwjo24

>> No.9237157

>>9237067
Listen, anon, hurharharhraaar

>> No.9237162
File: 3.22 MB, 2598x3465, 1652932288572.png [View same] [iqdb] [saucenao] [google]
9237162

>>9237067

>> No.9237164
File: 254 KB, 690x538, Arachnotron.png [View same] [iqdb] [saucenao] [google]
9237164

So, has anybody else dicked around with the Arachnotron launcher?

It doesn't seem too terrible for a graphical launcher compared to a barebones one like ZDL, though it kind of has a cheap phone UI look to it.

https://web.archive.org/web/20201107223752/http://nephrite.uk/arachnotron

>> No.9237198

What's your opinion on Hell Revealed I and II?

>> No.9237273
File: 77 KB, 1024x1024, bungie-deep-lore.png [View same] [iqdb] [saucenao] [google]
9237273

it's all connected

>> No.9237294 [DELETED] 
File: 756 KB, 1920x1080, 1638934642351.webm [View same] [iqdb] [saucenao] [google]
9237294

What's his problem? I don't understand the Icon of Sin fight in 2048

>> No.9237316

>>9237198
The first one is weird and has some real identity issues. There is a few maps that is an absolute classic now (The Path, Resistance is Futile, Post Mortem, Afterlife) and everything else is ranges from "ok" to "please God no", with some of the maps are being very weird and experimental.
HR II is one of my favorites among megawads, up there with CC1. It really takes the best bits of the first one in terms of gameplay, and going further from there with its proto-slaughter style. Architecturally, it hits that sweet spot of maps being detailed enough - there is significantly less "boxy rooms with monsters" which HRI had in spades.
I would recommend playing the second one first, and if you like it... no, the first one really isn't worth playing in full, better just IDCLEV to
few iconic maps it has and be done with it.

>> No.9237317
File: 2.57 MB, 1920x1080, 1653788484963.webm [View same] [iqdb] [saucenao] [google]
9237317

I don't understand how the Icon of Sin works in 2048.

>> No.9237327

>>9237317
Flip switch to get into the cuckshed, then shoot the switch before it shutters.

>> No.9237446
File: 503 KB, 1200x675, hydoom.png [View same] [iqdb] [saucenao] [google]
9237446

>>9236835
JOHN ROMERO
I'M COMING TO KILL YOU!
IN HELL!

>> No.9237498

>>9236867
can we use blood textures for maps? i have a fun idea for a map involving them.

>> No.9237504

>>9236892
>summerjam 2 is bad
Now you are just being retarded. Atm it's best release of the year. Better than first one. It does have few mediocre maps like all jams, but not outright bad ones. It does have lot of great and memorable maps.

As for this new Quake website, I do plan checking both Slipseer and Quaddicted from now on. Will be posting my maps to both sites and here. Some of guys have bad habits to get tangled to another website's drama and act like it's the end of the world.

>> No.9237526

https://twitter.com/KevinMartins/status/1566917977466978311

>> No.9237528

>>9236867
is there a reason why this doesn't run on vkquake?
(I imagine it also doesn't run on ironwail)

>> No.9237542

>>9237073
Plutonia did it in a creative way, the immortal gunners in Map 15 are fantastic area denial, even when the last room is opened you need to squash the hidden viles to move forward.

I vaguely remember the way Memento Mori did it as obnoxious and frustrating, but not how.

>> No.9237596

>>9237164
What's it do different from Doom Launcher?

>> No.9237664
File: 553 KB, 1385x962, image.png [View same] [iqdb] [saucenao] [google]
9237664

>>9237164
Just take DoomLauncher pill.

>> No.9237668
File: 37 KB, 1452x501, 1653090932611.png [View same] [iqdb] [saucenao] [google]
9237668

>>9237664
whew thats a lot of tags
around half of my tags are set to display=false so theyre hidden until i need them
why keep tabs for authors? you can just search by author anyway. not that it matters, you should do whatever youre comfy with

>> No.9237674

>>9237664
Neat and tidy in a way, yet also heavy in tags. How to I make my tags a scrolling list on the left like that?

>> No.9237683

>>9237668
Tons of wads are not from idgames but from self-hosted websites, Remilia, Impie, Ribbiks to name a few, these wads don't have any meta info pre-filled. It's faster to assign "author" tag to multiple wads then to fill "author" field for each wad one by one. I will do that eventually.
Besides, I like to keep my favorites one click away.

>>9237674
Click on the "Tags" buttong in upper left corner, than click on "Pin" button.

>> No.9237696
File: 10 KB, 426x196, 1648567087719.png [View same] [iqdb] [saucenao] [google]
9237696

>>9237683
>. It's faster to assign "author" tag to multiple wads then to fill "author" field for each wad one by one. I will do that eventually.
>Besides, I like to keep my favorites one click away.
fair enough. i want to keep everything tidy so i try to fill in the missing stuff myself if it isnt fetched on its own.
i also have dogshit memory so i always leave detailed comments + take screenshots in gzdoom when i finish a wad

>> No.9237704

>>9237696
Same. I only add titlepic for wads I played.

>> No.9237740

https://www.youtube.com/watch?v=vvkraMwjo24
decino covers the unmaker

>> No.9237762

>>9237740
I would have liked if he compared it to the regular plasma gun, because that has different stats in D64. Or just do a whole video talking about the weapons of Doom 64.

>> No.9237793

>>9237073
>>9237542
This I’m fine with. I also like that one map where you go “sweet, a megasphere!” before being teleported in front of a horde of them. But they’re not immediately in front of you so they’re not all revving up their chainguns, so you have some time to dart away and hold onto a big chunk of health and armor.
What gets to me are chaingunners hitting me while just above my field of view, or placing them behind walls they can shoot through that I can’t see through. TNT does both. Thankfully I can’t recall any custom maps that do either, so these aren’t trends that caught on.

>> No.9237804

>>9237498
Sure, use whatever textures you want.
>>9237528
Runs on vkQuake fine for me. What issue are you having?

>> No.9237862

>>9236886
>basically chaingunners
>stuttering absolutely improved
>REVENANTS SHOOTING EXTREME SPEED

>> No.9237875
File: 315 KB, 2048x1530, 31d0601557e934b8bc0981e7dc79c3c9b9f4e1a999e0e0584479ea480584f3ed.jpg [View same] [iqdb] [saucenao] [google]
9237875

Have there ever been any attempts at modding the movement system so it doesn't halt your entire momentum if your little toe touches a pebble or some shit in overly detailed maps?

>> No.9237910

>>9237875
Do you have some examples of maps that did this?

>> No.9237914

if you ate a megasphere in real life would it cure all of your health issues and then some or would it double your natural lifespan or would it make you 4x as hard to kill

>> No.9237919

>>9237914
Depends on how you define "100% Health".

>> No.9237929

>>9237910
>>9237875
Anything under 24 map units tall (bigger than a pebble) won't stop you, and anything jutting from the walls that might would open up glitching through small openings.

How do you think this would work?

>> No.9237938

>>9237875
There's lots of different movement system mods.

>> No.9237940 [DELETED] 

>>9237875
>that pic
distilled, unadulterated reddit tier cringe. i hope bad things happen to you.

>> No.9237946
File: 786 KB, 1920x1080, Screenshot_Doom_20220906_111352.png [View same] [iqdb] [saucenao] [google]
9237946

How are those Ad Mortem maps coming along? I'm starting a cemetery-ish map for the early game.

>> No.9237956

>>9237946
noice

>> No.9237980
File: 733 KB, 1920x1080, FbgtjfOWYAYnAxA.jpg [View same] [iqdb] [saucenao] [google]
9237980

What do you guys want to see the most in the upcoming Realms Deep? Personally for me it's SiN Remastered and Ion Fury : Aftershock.

>> No.9237981
File: 102 KB, 1338x869, 8663a5b1d2810e09d06d4c4b1a6d7173e62c04fc43fa5fd4eac1bc3da767baf1.jpg [View same] [iqdb] [saucenao] [google]
9237981

>>9237910
It's so long between my dips back into Doom I honestly don't remember the worst offenders, the one I've been playing most recently that reminded me of it was Ashes 2064 which honestly isn't very bad about it, just the occasional detail like a door jamb that makes hugging some walls awkward

>>9237940
I hope so too buddy

>> No.9238053

>>9237762
Yeah, they're worth addressing as a whole, because they're pretty different
>Chainsaw has two blades and double the rate of "fire", absolutely rapes Pinkies, and the vanilla saw was already pretty good against them to begin with
>Shotguns may be slightly faster
>Plasmagun is slower, probably because the original rate or fire creates a bit too many sprites a bit too fast, likely also to make the Unmaker stand out better
>Chaingun is a little faster, probably to compensate for the Plasma's nerf, and maybe also to make the weapon more useful given the large amount Knights and Barons on WMD
>BFG feels like it isn't QUITE as powerful in vanilla, like it's mildly toned down, Nightdive claims it's the same, but who knows
>Rocket Launcher, Fist, Pistol, these seem the same

>> No.9238062

>>9238053
Rocket launcher feels slightly more favorable with its damage rolls than vanilla, at least when its against knights and barons.

>> No.9238063 [DELETED] 

>>9237940
>not enjoying stupid humor that parodizes facebook memes by mixing doom stuff into them
>bringing 4chan vs reddit forum wars here
Nobody here actually enjoys or respects rest of 4chan outside this thread, and every doom community knows that reddit's /r/doom is doom eternal meme filled shithole to the point, that it doesn't even need to be hated, taken seriously or even mentioned, because it isn't even a community and has nothing to do with Doom. The only communities we mock or respect here are dw, db, quaddicted, func msg boards, slipseer or own very own /vr/. Reddit simply does not exist.

>> No.9238072 [DELETED] 

>>9238063
back to redd1t.

>> No.9238078

>>9237980
Ion Fury Aftershock, Wrath, Graven, Sin Remaster, Kingpin Remaster, ROTT Remaster. I need to know that they are still alive.

>> No.9238079

>>9238053
The BFG fires slower in D64.

>> No.9238095 [DELETED] 

>>9238063
tl;dr
>we
go back

>> No.9238108 [DELETED] 

>>9238063
Go back.

>> No.9238112 [DELETED] 

schizo got triggered again
>>9237964

>> No.9238115 [DELETED] 

>>9238112
... and who, exactly, is "the schizo"? did he put his index finger in your bum-bum?

>> No.9238119 [DELETED] 

>>9238072
>>9238095
>>9238108
not him, but baiting and trolling including wojaks, reddit obsessions, /pol/ stuff leaking here etc. usually results removal or messages or ban. doom threads are more heavily moderated than rest of 4chan. just for you noobs to know. there's time and place for baits, but these threads aren't those. submit maps, behave, chill and enjoy your stay.

>> No.9238128 [DELETED] 

>>9238119
>submit maps, behave, chill and enjoy your stay.
hey, here's an idea: don't ever tell me what to do, and also kill yourself you balding niceguy homo.

>> No.9238131 [DELETED] 

>>9238115
why does hl trigger you so much?

>> No.9238149 [DELETED] 
File: 118 KB, 484x378, tgt_peace_bitches.png [View same] [iqdb] [saucenao] [google]
9238149

>>9238128
Damn what a badass
>inb4 deleted

>> No.9238152 [DELETED] 

>>9238131
HL1 is a bad game. HL2 is a good game. i made the thread to talk about HL2's weapons. you proceeded to seethe so greatly as to post links to the thread across the board. i sense that you are mentally unwell.

>> No.9238157 [DELETED] 

>>9238152
kys

>> No.9238165 [DELETED] 

>>9238157
how about i shove a tube down your throat and pump diarrhea from a double-walled garbage bag into your gut you fucking fag

>> No.9238168

>>9236835
so did anyone make a good "Doom eternal in gzdoom" yet?

I've seen a bunch of meathooks and shoulder cannons but not a complete package

>> No.9238169 [DELETED] 

i hate /v/tards so much

>> No.9238173 [DELETED] 

>>9238169
yeah, coming here from redd1t has to be a culture shock

>> No.9238178 [DELETED] 

>>9237940
fuck off tourist fag

>> No.9238197 [DELETED] 

>>9238173
What's this Reddit's retro fps community? Where is it? What map packs did they release? When did rivalry between the imaginary Reddit's retro fps community and /vr/ start? Interesting stuff. Tell me more.

>> No.9238202 [DELETED] 

imagine making fps bait threads because you can't shitpost here

>> No.9238205
File: 26 KB, 636x384, ROLL ROLL ROLL YOUR WAD.png [View same] [iqdb] [saucenao] [google]
9238205

It's idgames roulette time! https://www.doomworld.com/idgames/?random

>click link to get a random upload from idgames
>play it (as far as you want anyway)
>no need to finish it if you don't like it - it's supposed to be fun
>take at least one screenshot
>post a link to it here in reply afterwards
>tell us what you thought about it
>if you get a DM map, texture pack, or utility, etc, reroll

>> No.9238206 [DELETED] 

>>9238178
>you're the tourist fag because you don't appreciate my reddit memes
lol

>> No.9238209 [DELETED] 

>>9238197
typical passive aggressive reddit behavior

>> No.9238214 [DELETED] 

>>9238209
Nothing passive aggressive here. I just want you to answer the questions. I just want to know more about Reddit's retro fps community. You seem to know about it, so I'm asking. Are defending the Reddit's retro fps mapping community or why are you being so secretive about it?

>> No.9238216 [DELETED] 

>>9238214
>i'm not reddit, i'm just reddit
okay reddit

>> No.9238217

>>9238168
The guy who made D4T is making
https://forum.zdoom.org/viewtopic.php?t=69658
but I've got no idea when it's coming out

>> No.9238231
File: 72 KB, 640x480, doom99.png [View same] [iqdb] [saucenao] [google]
9238231

https://www.doomworld.com/idgames/levels/doom2/m-o/nerves
The author may or may not have gone overboard with requiring yellow key and as a result access to yellow key is blocked by yellow door. Either that or he accidentally made a fake wall impassable.
0/10 literally unplayable, also no locked doors are marked with key trim on anything.
It's made in 1995 and I suppose those were different times, but I feel like those textures aren't meant to have entire walls out of them.

>> No.9238246
File: 1.00 MB, 3200x1800, Screenshot_Doom_20220906_131649.png [View same] [iqdb] [saucenao] [google]
9238246

>>9238205
https://www.doomworld.com/idgames/levels/doom2/d-f/doomer
My only response is "wew lad". I guess for 1995 and some kid's first maps it wasn't too bad. Better than mine at least.
I got to MAP03 before I stopped. The guy seems to have not understood how lines work for doors vs blocking vision, and in MAP01 there's a section where enemies can literally attack you through walls unintentionally. Still, again, for 1995 it's probably not too bad.

>> No.9238271
File: 88 KB, 640x480, doom135.png [View same] [iqdb] [saucenao] [google]
9238271

>>9238205
https://www.doomworld.com/idgames/levels/doom2/m-o/n_mariko
Who is Marika Koudo? I have mo idea.
The level is not incompetently executed but is nothing special either. But it has sound replacement and textures that gradually wore down my will continue. Automap as a texture showing my progression was a nice touch though.

>> No.9238284
File: 219 KB, 1917x1080, woof0001.png [View same] [iqdb] [saucenao] [google]
9238284

>>9238205
I got Plutonia 4 - Back to your hole: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/plut4
Ironic jokewad shitpost mapset. Didn't play very much, the first two maps were okay. MAP03 crashed woof somehow. Kind of confusing for a jokewad since for the most part it just seems like regular low effort maps, not as jokey as Plutonia 3 2. The secret maps are fun enough BFG only slaughter. I give it 2 Plutonia 3 sequels out of 5

>> No.9238298 [DELETED] 

thanks schizo

>> No.9238341 [DELETED] 

why can't be fps threads outside this general be normal?

>> No.9238350

>>9236976
>\VR\2.0
I still didn't deliver anything for v1.0 yet and keep hating myself for it

>> No.9238385 [DELETED] 

>>9238341
Because /v/

>> No.9238393 [DELETED] 

>>9238385
but why? why do they hate us so much?

>> No.9238417
File: 300 KB, 1920x1080, 2022-09-06-200311_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
9238417

>>9238205
https://www.doomworld.com/idgames/levels/doom/s-u/sector66
Sector66 by ASO3000
Short but decent Doom 1 map, nothing particularly wrong with it. Pretty easy.
Has a midi rendition of a song I don't know the name of because I live under several rocks.
Secrets were too subtle for me and I used iddt to find them

>> No.9238419 [DELETED] 

>>9238393
Realize the truth.
They don't hate us, they don't hate videogames. They actually love half life. The problem is themselves.

>> No.9238424 [DELETED] 

>>9238393
/v/ is populated by the brain damaged
there is no point in trying to discern their motives

>> No.9238431
File: 395 KB, 1282x960, 1654569017659.png [View same] [iqdb] [saucenao] [google]
9238431

>>9238205
Gloom of Doom https://www.doomworld.com/idgames/levels/doom/g-i/gloom
A weird 1994 map where any wall can be a door and progression after you grab the blue key is through secrets. It's '94, so I'm not going to dock points from it for looking ugly, and I'm sure facing over a 100 monsters was a treat way back when, even if most of them are shotgunners. 5/10.

>> No.9238432
File: 218 KB, 1917x1080, woof0006.png [View same] [iqdb] [saucenao] [google]
9238432

>>9238205
I got Palenque by SFoZ911 from 2011.
https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/palenque
Great map, a short Plutonia style map. I liked everything: the layout, monster placement, architecture, and texture usage. I looked up what else this author made and they did the first map of TNT: Revilution among some other releases. 5/5
>>9238417
Hey, that author posts here. The "really large map for a community project" they refer to in the txt must have been their Ad Mortem one (the H.P. Lovecraft one).

>> No.9238450

>>9237980
some more ion would be nice, but im up for anything good looking.
>>9238168
kar en tuk sounds like what you want, but it's taking forever.
though there are a few 2016 mods that are pretty good.

>> No.9238481

>>9237980
Just IF stuff, maybe a bone for the Wrath bros.

>> No.9238491
File: 524 KB, 1520x825, Screenshot_Doom_20220906_193746.png [View same] [iqdb] [saucenao] [google]
9238491

>>9238205
https://www.doomworld.com/idgames/levels/doom2/p-r/rescue

First roll I got a .txt of reviews, second roll I got a slaughter map with fifteen hundred bee monsters the author took from another wad and STARTAN2 as far as the eye can see.

Third time's the charm, I got episode 5 of a series called The Monestary, from 1995.
Pretty big castle themed level that uses a bunch of heretic textures. 257 monsters, 8 secrets.

Way too many one-guy-wide corridors for my liking and annoying backtracking and hunting for switches and keys but at least it's an actual map this time. Most of the encounters feel more like slogs . Though it's also generous with the medikits.

I suddenly got killed before getting the last key and realized I forgot to make any decent checkpoints into it, and I don't feel like slogging through it again.
It has some rooms and encounters that seem like they could be cool with more iteration, but ultimately: eh.

thanks for coming to my blog

>> No.9238509

>>9238491
I just realized I accidentally some sentences when rewriting a chunk of this post, but I'm not going to spend any more time thinking about this map.

>> No.9238527

>>9238450
Who the fuck called a mod Karen Tuk anyway?

Do you demand to see the Spider Mastermind's manager or what?

>> No.9238545
File: 130 KB, 689x938, 17be4d6ada6ccfa6e04187eee9990b08.jpg [View same] [iqdb] [saucenao] [google]
9238545

>>9238341
Because of kids who want to make low effort shit post threads and easily baited idiots who respond to them.
That said, *you* are part of the problem by taking the conversation out of the games and discussing how the other threads suck.

>>9238078
Good list. Aside from maybe Kingpin Remaster and ROTT remaster, I don't think either of those games was all that good. Charming, maybe but I can't see Kingpin being all that great regardless of how hard they remaster it.

>> No.9238572
File: 2.32 MB, 476x476, muvelse.gif [View same] [iqdb] [saucenao] [google]
9238572

Making a teleporter for the Quake 2 25th anniversary collaborative UNIT!

>> No.9238582

>>9238572
>come explore a derelict techbase!
You’re gonna drop me into it again, aren’tcha? That shit hurt also it was a great map

>> No.9238601

>>9238545
Kingpin is great Shelly faggot the fuck are you talking about?

>> No.9238606

>>9236892
what did this FW guy try to do on Quaddicted? take over the hosting? I'm a doomfag and this is all new.

>> No.9238610
File: 453 KB, 748x827, 5c267ad3d2a5679aa871a0d972187001.jpg [View same] [iqdb] [saucenao] [google]
9238610

>>9237980
SiN is the only remaster currently on Nightdives plate besides the System Shock 2 one which is nebulous at best, so that plus the tweet about them having a few more in the works makes me think they'll announce their next one there. Going off the original image I'd say Quake 2 and Unreal are still the safest bets

>> No.9238616

>>9238601
I couldn’t get into Sin or finish SoF, maybe I’ll give this a try.
>developped by Xatrix
Oh shit is this them during their redemption arc towards developing RTCW? Their Q2 expansion was nice even though they troll you somewhat near the start.

>> No.9238628

>>9238616

I like Kingpin better than RTCW. its Quake 2 dieselpunk, super brutal, and punchy weapons. Searing everywhere, and OST cypress hill. And I dont even like rap.

Its short but a super charming game. Plays much better than sin and I love sin.

I recently played the russian version and now i kinda understand why they love it so much.

>> No.9238683 [DELETED] 

Play SNES Doom on Nightmare.

>> No.9238705
File: 180 KB, 1920x1080, 20220906184610_1.jpg [View same] [iqdb] [saucenao] [google]
9238705

>play Thief
>Mission 2, prison break
>aggro all the zombies
>lead them to the connection between the mines and the factory
>make them fight the hammerbros
>everyone dies
I love this game!

>> No.9238706

tried installing the dos+win98 pack and now can't do shit
https://files.catbox.moe/ntabtn.webm

>> No.9238723 [DELETED] 

tnt map 01 and map 17 are dwango ripoffs

>> No.9238753

>>9238610
Most of the time Nightdive just scoop up community stuff, fiddle with it a bit and call it a done deal then parlay that into getting more IPs.

The System Shock reboot is going to be hilariously bad with everything they've changed in that fucking game, rewriting the plot, removing guns, changing entire maps, it's funny as fuck.

>> No.9238772
File: 1.91 MB, 960x540, im_livin_in_the_94s.webm [View same] [iqdb] [saucenao] [google]
9238772

>>9238205
https://www.doomworld.com/idgames/levels/doom/m-o/mick
Pretty good Doom 1 map. Some technical errors, but the actual mapmaking has a solid foundation. Naturally, I'm a fan of having multiple paths to explore from the get-go. I just wish I didn't die in the bitch way I did.
My run: https://youtu.be/lf-HDHVO5FY

>> No.9238783

>>9238582
Well, it's going to be kinder this time because it's a map you can return to from the main hub.

>> No.9238785

>Most of the time Nightdive just scoop up community stuff, fiddle with it a bit and call it a done deal then parlay that into getting more IPs.
I wouldn’t mind if their games keep getting the “Powerslave Exhumed” treatment, but they’ve also shown how much they can suck with the “Bladerunner” treatment.
It’s basically a coin toss now, which is why I’m equal parts interested and wary should they do something for Quake 2.

>> No.9238790

>>9238783
>sexy Q2 kino hub incoming
oh baby

>> No.9238791

Doom Zero impressed me with clever level design. Give me more WADS like Doom Zero

>> No.9238806

>>9238791
i remember playing DOOM zero like a year or so ago and hating it, thinking of it as mostly "really bland" back when i was newer.
was it just cause i was also playing studd like ancient aliens at the same time?

>> No.9238812
File: 157 KB, 700x693, 0054f24490ce9fba8ca0c6906ccd9459.jpg [View same] [iqdb] [saucenao] [google]
9238812

>>9236821
>never stop being this cool.
As if. Rentry is only neat looking as it is due to sheer amount of quality content getting pumped in brisk amounts of time, all thanks to our free willing coven of ever vagrant nameless savants of creativity. Hell, the only things I could consciously admit contributing in span of years is constant stream of shitposting and single lackluster coffee break map. There is long road ahead of me, thanks anyway.

>> No.9238815

>>9238806
>was it just cause i was also playing studd like ancient aliens at the same time?
I noticed I get more irritated the more tired I am. I’ve hated plenty of maps late at night only to thoroughly enjoy them the next day. This even applies to games.
Doom Zero is very good but you need to be in the mood for it.

>> No.9238816

>>9238417
lmao what the fuck why does this constantly turn up on random? There's a DW thread where they play it, too.
The fact you find it too easy stems probably from the fact that I designed it for keyboard only.
The song should be "What a feeling", iirc.

>> No.9238834

>>9238610
That list sucks dick, it's either too hard or to easy to choose.
But yeah, >>9238753 is right, Nightdive are a bunch of hacks and I'm tired of retards treating them like they're gods for making shit that's already playable playable, bumping up system requirements a ton, taking the cheap original game off the market and charging $20 for their "service".

>> No.9238864

>>9238834
The SS2 one is interesting to me. And the SS1 remake.

>> No.9238898

>>9238864
I don’t have much interest in the SS1 remake, but I have slight interest in what they’re doing for SS2. The autist in me will probably change the pallete and other graphic considerations.

>> No.9238919

>>9237367
Ditto about the Headless dudes from Q!zone

>> No.9238952
File: 2.37 MB, 1812x1420, chart.png [View same] [iqdb] [saucenao] [google]
9238952

>>9238610
>>9238834
Here, I made a better list, trying to find a balance between what I like and what /vr/ likes.
Don't bother with row shit, just pick your top 5.

>> No.9239005
File: 1.03 MB, 1853x829, reactor.png [View same] [iqdb] [saucenao] [google]
9239005

More improvements on that reactor room. The floor comes last, because linedefs could fuck up everything later. I was thinking of some yellow pipes or something, but I don't know if I can pull it off with my available textures.

>> No.9239017

>>9238791
Doom 2 in Spain Only has some same feels

>> No.9239019

>>9239005
ReactorRoomEnthusiasts?

>> No.9239023

>>9239005
Ohhh I thought that was a pool of water, what with mediator and such.

>> No.9239030

>>9239005
Nice.

>> No.9239041

>>9238952
Doom II
Final Doom
Duke
Blood
Strife

>> No.9239068
File: 1.02 MB, 1280x720, gen.webm [View same] [iqdb] [saucenao] [google]
9239068

>>9239005
And here's how it looks in motion currently. Had to lower the framerate or the filesize would skyrocket.

>> No.9239071

Hi guys, I'm looking for some Doom wads but everything looks too slaughter-mapy for my taste. Last I tried was Going Down and I liked the first few levels, but soon it became "strefe run in circles in an arena with hundreds of monsters" and I got tired. Any recommendations?

>> No.9239082

>>9239071
A.L.T.
Has its crowded moments, but not built around them, plus you get an absolute life transformation out of it.

>> No.9239097

>>9237980
Turok 3 would be cool, the game ran like sludge on the 64 so a remaster would help.
ROTT Remaster which was announced a few years ago, hoping for a re-balanced mode to make the game less spongy
Kingpin, Kingpin desperately needs like RNG weapons.

>> No.9239101

>>9239097
less rng weapons not like

>> No.9239106

>>9239071
strain

>> No.9239110

>>9238815
i wasn't tired really, i even liked map05 and the last third, just the rest was bland.

>> No.9239132

>>9238806
Doom Zero has some of the ugliest maps I've ever seen. I exclude pre 2000s maps from that, because those editors were tough to use.

>> No.9239201

>>9237946
>ad mortem
more like fag mortem lmao

>> No.9239213
File: 363 KB, 643x477, kengetaway.png [View same] [iqdb] [saucenao] [google]
9239213

>>9239201

>> No.9239218

instead of doomguy and samus, what about the hexen fighter and dragons crown amazon?

>> No.9239223

>>9239218
They'd spot for one another.

>> No.9239230 [DELETED] 

>>9237804
is that zip, isn't?
what is that pak1?, well, it doesn't start with or without it

>> No.9239235
File: 18 KB, 297x256, 1655590478797.jpg [View same] [iqdb] [saucenao] [google]
9239235

>>9237804
is that zip, isn't?
what is that pak1?, well, it doesn't start with or without it
(I'm a retard, didn't attach the screenshot)

>> No.9239239
File: 13 KB, 314x181, 1634187645699.jpg [View same] [iqdb] [saucenao] [google]
9239239

>>9237804
>>9239235

>> No.9239246
File: 64 KB, 300x300, 1514640834861.png [View same] [iqdb] [saucenao] [google]
9239246

>>9238952
>Here, I made a better list,
Interesting. You removed actual shooters in favor of some stealth games and first person RPGs.

>> No.9239250
File: 144 KB, 1920x296, 1657376281090.jpg [View same] [iqdb] [saucenao] [google]
9239250

>>9237804
>>9239235
it does run with ironwail though but console shows this error

>> No.9239260

>>9239235
>>9239239
The zip file is the initial release of the mod. Pak1 is the stable update from a while ago. You would need to install the stuff in the zip first then drop pak1 into the same folder as pak0.

If you're going to be mapping then you'll instead want to be using the loose files from the 'vr' folder in the base directory of the Mega link. Using both the paks and the loose files together will break things.

>> No.9239272

>>9239260
it shows the error with the pak1 inside
I've tried a clean vkquake install

>> No.9239274

>>9239272
it crashes I meant

>> No.9239279

>>9239132
Low res + software mode like with 90s sets and it looks sexy. Doom Zero tries to imitate 1993-1996 map detail level. I never play old school sets with high resolution.

>> No.9239281

>>9239272
>>9239274
That's weird. Can you show me the inside of your install folder?

>> No.9239301

>>9239071
Going Down has quite extreme amounts of monsters, but I don't know what you played. GD has so cramped maps and so many monsters that straferunning in circles isn't viable strategy (only in very few arena maps).

But I'd suggest BTSX and Skillsaw sets to get sync with modern maps. If you want to stay old school try dtwid and all it's spin-offs, and also the Doom Zero that was mentioned earlier on this thread.

>> No.9239305 [DELETED] 

Controversial bait time
Jaguar Doom > PSX Doom

>> No.9239315

>>9239071
Also, if you are going for BTSX and Skillsaw, do not choose UV. For most wads UV makes the combat more slaughtery. UV just literally maximises the monster amount and nothing else. Stay on HMP and if even it feels too much, it's no sin to go HNTR.

>> No.9239316
File: 287 KB, 885x1694, 1660867265441.jpg [View same] [iqdb] [saucenao] [google]
9239316

>>9239281
yes, I'm using windows 11

>> No.9239328

>>9239305
>not 32X doom

>> No.9239340

>>9238812
Quit being so hard on yourself maget, the old WADs pastebin was over half a decade old and only you decided to update it. I'd say that's worthy of some praise.
With that said, make more maps.

>> No.9239356

>>9239316
Everything seems to be in order, so I'm pretty confused. I guess try using a bat file or Simple Quake Launcher to launch the mod if you've just been using the console to enter it. I doubt it's a Windows 11 issue, but it might be possible. You can always try the loose files version if nothing else.

>> No.9239378

>>9238791
DZ reminded me of lilith.pk3 without the tech demo fireworks.

>> No.9239391

>>9239328
>not 3DO

>> No.9239396
File: 2.09 MB, 1600x2280, 1642553955827.png [View same] [iqdb] [saucenao] [google]
9239396

>>9239391

>> No.9239401

snes doom is better

>> No.9239403

>>9239356
I'll just use ironwail, supersampling gets rid of the pixel noise in the distance when the filtering is disabled, I don't know why quakespasm doesn't have the option

>> No.9239438

>>9239401
>snes doom is better
It's really late and I misread that as "sus doom"

>> No.9239449
File: 254 KB, 1920x1080, Screenshot_Doom_20220907_034704.png [View same] [iqdb] [saucenao] [google]
9239449

>>9238205
>https://www.doomworld.com/idgames/levels/doom/Ports/a-c/canto
It's got a titlepic, it's gotta be good.

>> No.9239452
File: 464 KB, 1920x1080, Screenshot_Doom_20220907_034815.png [View same] [iqdb] [saucenao] [google]
9239452

>>9239449
Shiiiiiiiiiiiiiiiiit

>> No.9239454

>>9239452
That looks like fun, I think I'm gonna play it too.

>> No.9239460
File: 804 KB, 1920x1080, Screenshot_Doom_20220907_035321.png [View same] [iqdb] [saucenao] [google]
9239460

>>9239452
This wad is a bit stingy with resources.
I like the visuals, as well.

>> No.9239463
File: 623 KB, 1920x1080, Screenshot_Doom_20220907_035707.png [View same] [iqdb] [saucenao] [google]
9239463

>>9239460
Like titlepic suggests, there are exploding cows.
Overall, not bad/10.

>> No.9239472
File: 1022 KB, 3200x1800, Screenshot_Doom_20220906_211216.png [View same] [iqdb] [saucenao] [google]
9239472

>>9239460
>>9239463
I died 5 times on this level because holy fuck it just does not give you enough ammo. You just gotta shotgun everything. But then at the end it gives you so much the cyber fight is easy. Very weird.

>> No.9239482

>>9239071
skePLand; it's basically Plutonia on crack, most of the difficulty is via the monster placements/traps rather than hordes. Be warned though, it's hard as hell, so it's best to run it on HMP for your first run.

>> No.9239487

>>9239403
>I don't know why quakespasm doesn't have the option
use mipmapped nearest + forced anisotropy through the driver, that solves shimmering for everything except for fences.

>> No.9239496

>>9238205
>eight DM maps in a row and then a PrBoom frontend.
I give up, it hates me today.

>> No.9239517

>>9239496
Load one of them into zandybam and add bots.

>> No.9239531

>>9239487
well, that's fucking strange, I have it globally enabled

>> No.9239545

My only problem with duke 64 with red nukem doomthread bros. Is that the smg has 400 rounds instead of 200. I never feel like i run out of ammo. Playing on come get some

>> No.9239560

>>9238205
https://www.doomworld.com/idgames/levels/doom2/Ports/0-9/3delevat

>> No.9239591
File: 68 KB, 637x771, anime pussy 2.jpg [View same] [iqdb] [saucenao] [google]
9239591

>>9237164
>>9237664
is there any advantage to using launchers over editing shortcut files?

>> No.9239595

>>9239260
>zip file is the initial release of the mod
this seems to be the issue, the initial version had problems with gfx.wad and also has the 4k config included. I remember the key showing up as a missing texture or something.
I can confirm that what's on the emga crashes vkquake. you'd want to replace it with the vr1_00.2.zip that's on moddb (+pak1)

>> No.9239598
File: 56 KB, 900x900, 1646412106434.jpg [View same] [iqdb] [saucenao] [google]
9239598

Is there a comprehensive list of every FPS (actual shooters, not first person RPGs or anything that deviates) game ever made?
I've been thinking up a personal project to do a historical/chronological playthrough of shooters but the only list i've ever found of FPS games is Wikipedia's and they add anything that's in first person to that one instead of just the shooters.

>> No.9239602
File: 933 KB, 640x720, extrasix.png [View same] [iqdb] [saucenao] [google]
9239602

>>9238205
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/doom6666
"Doom 6666 remake"

This is apparently a "Remake of the Doom 6666 game. With proper monsters." You start in a remade and retextured version of the first room of Entryway with a single zombieman, then walk through a portal to a hallway full of computers making Half-Life computer noises. You press a button that opens the door but also activates lasers behind you and on the other side of the door that you would think you have to jump over or crouch under, but you just wait for them to turn off when the door closes. You then have a section where you have to use some boxes to cross electrified water and push a box out of the way so you can turn off the power. You then head to an elevator that takes you to the roof where you can lower yourself back down to a huge open area with the level's remaining 10 monsters and a floating helicopter sprite with a cable that ends the level. This is the entire map. The text file tells you that jumping is required. It isn't. There's so little here that I was sure I missed something. I looked up Doom 6666 and found this: https://youtu.be/YuyTeHBaLQM
The level design seems pretty faithful to the original at least.

>> No.9239603

>>9239595
>vr1_00.2.zip that's on moddb
Ah fuck, I didn't realize those were different files. Will fix the one on Mega when I get a chance.

>> No.9239604
File: 3 KB, 238x76, uhhhh.png [View same] [iqdb] [saucenao] [google]
9239604

>>9239591
Doom WADs add up, shortcuts aren't the cleanest solution in the world.
t. does not use launchers or shortcuts.

>> No.9239618
File: 34 KB, 500x615, FYKfPaNUIAAvgQS.jpg [View same] [iqdb] [saucenao] [google]
9239618

https://youtu.be/Q0rM7uZFUNQ

>> No.9239631

>>9239598
https://www.youtube.com/watch?v=FBzc1EGvR0o

This is fun to watch and fairly comprehensive.

>> No.9239634
File: 238 KB, 1024x768, abohs.png [View same] [iqdb] [saucenao] [google]
9239634

>>9238205
The Abandoned Base of Hellspawn
https://www.doomworld.com/idgames/levels/doom/a-c/abohs

Despite this being uploaded in 2008, the author said that he made this WAD in 1995.

This map is decent and short, coming from a 14-year-old at the time. It's well designed and has a cyberdemon tagged 666 in E1M1.

The only downside I can give is the monster placement (mainly a lot of cacodemons) and the lack of mid-tier weapons (such as a chain gun or a rocket launcher) for 37 enemies. I understand being an E1M1 map, after all, you're limited to a shotgun.

>> No.9239671

>>9239603
re: gfx.wad, did you use adquedit to replace stuff? seems like it doesn't work for ui pics. another tool seems to have worked, here's a pak'd gfx.wad with square key icons and long LG: https://files.catbox.moe/45xzaj.pak

>> No.9239694

>>9239671
>gfx.wad, did you use adquedit to replace stuff?
Probably, don't really remember. I just remember hating adquedit with every fiber of my being.
>here's a pak'd gfx.wad with square key icons and long LG
oshit, thanks dawg

>> No.9239851
File: 17 KB, 125x60, M_DOOM.png [View same] [iqdb] [saucenao] [google]
9239851

>>9237059
>M_DOOM (something styled after Plutonium in the periodic table)
Shall this do the trick for ya?
t.GuyWithTeaCup

>> No.9239901

>>9239246
Thief and Deus Ex are allowed here.
And they're good games.

>> No.9239902

>>9237059
>E2 Boss Level: Discuss
Can we have another custom monster for this, or, like, what?
>or would you be ok with a modified Icon Of Sin battle?
Absolutely no. If we already have custom monsters for boss battles, simply putting Icon Of Sin would be in bad taste.

>> No.9239920

>>9239851
I'm not chopblock, but this is very nice. Your graphical contributions for 512 Linedefs were great.
>>9239902
Icon of Sin boss fights in general are a crapshoot. Sure, there are creative Icon of Sin maps, but being creative with a pile of shit is still playing with a pile of shit. I say for this project and future projects like 500 Minutes or whatever, we should do away with IoS boss fights entirely and have proper climaxes instead.

>> No.9239926

>>9239901
They’re great stealth games and rpgs, that list is more retarded though.

>> No.9240023 [DELETED] 

>mtpain27 calls tarnsman pretentious
>multi-page doomworld shitfit ensues
kek

It just occurred to me that nobody really talks about BTSX E2, especially compared to the first. Is it really that boring?

>> No.9240039

>>9240023
It's okay. The first slew of maps are amazing but it soons grows out of scope and most become a literal hour-long slog despite the pretty architecture. Has slightly more varied techbases midway through, which is a bit dissapointing considering E1 mostly had this theme, but it somehow doesn't feel dull. The hub map needed something more fun than just atmosphere and exposition, some hidden goodies here and there would have been good for exploration.

>> No.9240048 [DELETED] 

>>9240023
>mtpain27 calling anyone pretentious
lol

>> No.9240061

>>9238834
They aren't really bumping up system requirements much, Doom 64's high looking minimum specs are because that's the weakest machine they have around to test with, it's actually a lot lower.
That's not exactly professional, however.

>> No.9240080

>>9239591
Yes, you can just arrange and sort your files really conveniently by your own tags, as well as add sourceports and arrange load order and launch parameters on the fly.

I used to do shortcuts like you for years and years, but DoomLauncher really saves me a lot of pain.

>> No.9240089
File: 23 KB, 640x480, 964AC032-1737-4FE5-BF64-EA95EC4FCFB1.png [View same] [iqdb] [saucenao] [google]
9240089

Equinox is a fucking kino wad if you haven’t played it

>> No.9240090
File: 631 KB, 452x498, catfeys.gif [View same] [iqdb] [saucenao] [google]
9240090

>>9238790
m-maybe

>> No.9240093

>>9239595
>>9239603
it does work now, thanks

>> No.9240098

I am aboit to play Scourge of Armagon for the first time. What am I in for?

>> No.9240107
File: 1.58 MB, 1920x2160, 1642011119415.jpg [View same] [iqdb] [saucenao] [google]
9240107

>>9236976
>(and I'll probably revise Shub's Wager myself)
well, can I advise putting the monsters on the sides of the arena for a better view?
also, make it possible to shot the back monsters from this angle, I chose the wrong one several times because the front one trigger was ahead
(a tie softlocked this)

>> No.9240108

>>9240098
Better maps the the original, Levellord steals the show.

>> No.9240115

>>9239851
Yes it goddamn shall, that is fucking sweet.

>>9239902
Well, we could, but that's adding to the workload. I've still got stuff left to do, and the level submissions are up on the 12th.
I'm determined to assemble an Alpha/Beta build from the levels we've got by that point, but the levels I'm working on myself aren't finished yet.

If you or someone else is interested, you're free to come up with and develop a boss, we can work that out in the thread, though it would be yet more stuff to be done. I could assist with design in part.

The idea that comes up in my head right now on the fly is uh, maybe a flying Spider Mastermind with a red brain and yellow eyes, but instead of a Chaingun, he has a Mancubus cannon which spews out the Left/Right/Center volley of big Mancubus fireballs at the constant rate of fire of the Chaingun, like a real rain of hellfire.
He would be a real menace at range that way, might absolutely dominate in infighting, and flying with a smaller hitbox would make him not get stuck on things.

You're free to be more creative, but mind that the project has already dragged a LOT as it is with repeated scope creep, and again, I don't want to drain away focus from Ad Mortem.
A modified Icon Of Sin fight was suggested because it would be faster and easier to pull off, maybe something like a big baphomet skull suspended in a burning void (PSX fire sky), where you only have to shoot him once in each eye, but he doesn't spawn monsters and instead just has a set of killable turrets which respawn in time or something, having to get through a legion of Revenants before fighting him.
The skull and burning sky already exist, so if we did something like that it would save time.

I'd like to hear multiple people's opinion on this.

>> No.9240118 [DELETED] 

>>9240023
>mtpain27
>calling anyone pretentious
Dude is such a faggot who pretends to cry like a bitch over Doom maps that have some *ATMOSPHERE*, yet gets a boner every time he gets to play another shitty slaughter map. Of course you couldn't say that one Troonworld, or else you'll get instabanned for having an opinion

>> No.9240123
File: 303 KB, 610x535, SzkeUA6.gif [View same] [iqdb] [saucenao] [google]
9240123

You guys switch/change gameplay mods depending on the WAD? For instance, I use Babel for most stuff, but lately I've been using Supercharge for challenge or slaughter type maps.

>> No.9240134

>>9240098
I thought it was better than the base campaign. New weapons and enemies too.

>> No.9240141

>>9240098
A good time. I think the Quake expansions range from as good as the original to even better, depending on level.

>> No.9240165

>>9240107
it wasn't a tie, it softlocks with any monster (vr1_00.2, vkquake)

>> No.9240196
File: 2.88 MB, 854x480, 1636459890239.webm [View same] [iqdb] [saucenao] [google]
9240196

>>9240165
>>9240107

>> No.9240275

>>9240123
I use La Tailor Girl or Legendoom for Slige/Oblige/Obaddon/Obsidian maps.

>> No.9240283

>>9240115
>The idea that comes up in my head right now on the fly is uh, maybe a flying Spider Mastermind with a red brain and yellow eyes, but instead of a Chaingun, he has a Mancubus cannon which spews out the Left/Right/Center volley of big Mancubus fireballs at the constant rate of fire of the Chaingun, like a real rain of hellfire.
It'll be hell to balance. Have you played Struggle? The end boss is pretty close to what you have in mind and it's a downright broken fight.

>> No.9240295

>>9240123
Yes. I've been going through Alfonzone and I've been switching mods for each section. I just did Abstract Evil with Ashes weapons and I'm doing the Component one with HoD - Arachnotron. Not sure what I'm doing the last two with.

>> No.9240307
File: 2.92 MB, 853x480, elevator[sound=files.catbox.moe%2F51nwku.m4a].webm [View same] [iqdb] [saucenao] [google]
9240307

>>9238205
levels/doom2/d-f/dm2_sjr6
>The Elevator by Scott J. Rutkowsky, 2006/06/10
Played on DSDA Doom (-cl 2), finished in around 15 minutes.
File related; 20 second compilation to give you an idea (encounter spoilers)

Map revolves around an elevator you spawn in (thumbnail of video) which you use to go to 4 different floors, starting at the top then going bottom-up. I enjoyed the concept.
However this wad is way too easy, even without the two totally unnecessary megaspheres you're given. The first megasphere raises a button as if you had to pick it up to proceed, but the button just gives you a hint on where to go (which I didn't know until I checked in the editor). So you can totally ignore it if you wish.

I give it a low 3/5. Decent vanilla map but could use more challenging fights.

>> No.9240327

>>9240115
Boss of fire episode of Elementalism makes a bullet hell out of mancubus fireballs.

>> No.9240329
File: 23 KB, 86x115, (You).png [View same] [iqdb] [saucenao] [google]
9240329

>Can't decide if this or that liquid floor texture should be damaging and how much; let's just do whatever
>Can't decide if blue door should open with a key or with a switch that requires blue key; let's just have both
>Can't decide if bars should open with the use button or with a switch; let's just have both
>It's a "where the fuck do I go" kinda map. Again.
Here is your challenge bro:
>*spawn shit in your back while spawning shit in front of you at the same time*
>wait that's not enough? How about I do that closer to the player, in a corridor, while also spawning an Arch-Vile in a completely unrelated part of the map to ressurect half of the level, how's that for a "fuck you" rating on the Plutonia scale?
>puts hitscanners on the other side of the map where they can snipe the player but he can't do anything
>wait that's not enough, make sure their sectors are pitch black too

>>>10/10 Cacoward Best Megawad 20XX

Will the Doom community ever learn?

>> No.9240330

>>9238350
And you are?

>> No.9240432

>>9240329
>I hate fun maps

>> No.9240437

>>9240329
Sounds like a skill issue.

>> No.9240450

>>9240329
>It's a "where the fuck do I go" kinda map. Again.
>why yes, I refuse to use the automap and then complain about getting lost, how could you tell?

>> No.9240467

>>9240450
>check automap
>no sign of any locked door despite having a key
>that area on the other side looks like it has unexplored sector
>takes the shortest path there
>turns out you can't go that way due to elevation
>check automap, again
>gotta go all the way around the entire map to get there through another path
>finally reach the place
>turns out there was nothing there except an imp guarding a handful of helmets

Still a "where the fuck do I go" kinda map. Telling the player he should "use the automap" is just a shitty excuse instead of considering maybe your level design sucks.

>> No.9240474

>>9240450
>>i shouldn’t need to THINK about where i’m going in a DOOM game
Too many such cases, sadly

>> No.9240491

>>9240467
Sorry anon, you might just be retarded.

>> No.9240498

New project idea:

AD HOMINEM

and in every map the player gets insulted

>> No.9240506

is community is falling a thing?
what if it was made today?

>> No.9240513

>>9240498
So.. just ribbiks wad?

>> No.9240551

>>9240450
The automap is practically useless on a lot of modern maps, either because there's so much detail you can't tell what the fuck you're looking at, or because the mapper tagged all progress-related linedefs as hidden so you can't see where you might've missed something important.

>> No.9240553

>>9240498
>ad hominem
more like fag homo-nem lmao

>> No.9240584

>>9240551
I bet you get lost in Skyrim dungeons.

>> No.9240592

>>9240553
LMAO, uhhh... based.

>> No.9240681

>>9240283
Never played Struggle, no. Perhaps just firing single straight line of fireballs would be more suitable.
Maybe it could let out short wave of fireballs after it finishes its pain state?
I'm willing to hear alternative ideas, that was just something I brainstormed briefly as something which wouldn't be too hard to put together and which would be harsh to fight.

>> No.9240683
File: 243 KB, 1500x1500, rubicon2_poster_idea_2.jpg [View same] [iqdb] [saucenao] [google]
9240683

>>9240330
Floyd was put in VR because of me being an edgy stealth-racist fucko and rigging the poll by voting multiple times for it

>> No.9240694

>>9240123
I use final doomer JPCPguy on ribbiks maps because it's a really well put-together arsenal where every slot synergizes when switching weapons mid fight (chaingun applies debuff, RL applies DoT, plasma is a finisher, melee can oneshot close quarters revenants without zerk and hell knights with) that's a good deal more powerful than vanilla weapons without being made for full on slaughter maps, and the look of it somewhat fits the huge metallic structures that remind me of the prettier parts of E.Y.E

>> No.9240696
File: 264 KB, 1280x1024, maze.jpg [View same] [iqdb] [saucenao] [google]
9240696

>>9240551
>t.

>> No.9240746

>>9240694
>and the look of it somewhat fits the huge metallic structures that remind me of the prettier parts of E.Y.E
Could probably pair it with Demonsteele to get even more of an E.Y.E-ish experience in terms of the dual wielding.

>> No.9240753
File: 1.08 MB, 2187x1246, 65476534166314263.png [View same] [iqdb] [saucenao] [google]
9240753

>>9239218
>>9239223

>> No.9240758
File: 63 KB, 591x680, EYJrQKpU4AA8xHP.jpg [View same] [iqdb] [saucenao] [google]
9240758

>>9238601
No need to get so defensive. I like the game and I feel like it's pretty charming with it's janky gameplay and I like it's not-quite-SoF-but-still-decent gore system and it's got interesting A.I that is really good at traversing the game's maps. But it's quite short and a bit one-note.
Worth playing for a fiver for sure but Idk if I would pay ~30$ or whatever they'll be asking for the remaster.

>> No.9240762
File: 291 KB, 850x838, sample_48d4deaf534de53997cd2ceae3028d8e.jpg [View same] [iqdb] [saucenao] [google]
9240762

>>9240753
this just reminded me of a guy on /d/ who shipped the amazon with a female doomguy
wonder if he'd ever suggest a female baratus
>>9240089
what other wads have creative takens on the hud?

>> No.9240827

>>9240107
>>9240196
>>9240165
Yeah I'll have this sort of thing fixed hopefully, in addition to some actual gameplay between gimmick section 1 and gimmick section 2.

>>9240683
kek

>> No.9240829

>>9240683
I see that Floyd was rebuilt. Better. Stronger.
Without a neck, he has no weakness that can be exploited.

>> No.9240857 [DELETED] 

>>9240696
Yep hl has good level design unlike doom wads.

>> No.9240861

>>9240683
Looks like a rounded Gonk droid.

>> No.9240936

>>9240683
I don't see how this is racist, but ok.

>> No.9240940
File: 35 KB, 513x536, d'sparil.jpg [View same] [iqdb] [saucenao] [google]
9240940

>>9240762

>> No.9241017

>>9240023
People say shitfit, but it didn't seem like a whipped up mob to me, just people thinking the word pretentious is a strange way to criticize a level.

For Buttsex 2, I thought it was pretty good, as good as the first one. Don't take my word for it though, check it out yourself and form your own opinion.

>>9240551
Boy, you're dumb as shit.

>> No.9241023

https://www.youtube.com/watch?v=Cpsm9pcnQ2s

>> No.9241035

>>9240329
you forgot
>statue eyes glowing = switch is off AND statue eyes glowing = switch is on used in the same wad
>in the same level
>green buttons that are unpressed

>> No.9241036 [SPOILER] 
File: 576 KB, 1080x1080, 1619040747257.jpg [View same] [iqdb] [saucenao] [google]
9241036

>>9240936
he cant breathe

>> No.9241039

>>9240683
Reminds me of those niggas from Super Metroid you push around with missiles

>> No.9241047

>Default nodebuilder in UDB hangs the builder when you are trying to save
Hope you didn't fucking do anything important, bucko.

>> No.9241050

>>9241036
>GONK GONK GONK

>> No.9241075

>>9241039
Thats almost exactly what WhamNinjaMolehill said when playing thru RRP

>> No.9241092

>>9237059
DeepBSP seems to stop working on me as a nodebuilder, what should I use? It just hangs when I try to save.

>> No.9241103

>>9241075
I mean, I've played through Zero Mission so much what with those fucks in the way during the escape and I couldn't help it

>> No.9241127

>>9240681
>Maybe it could let out short wave of fireballs after it finishes its pain state?
Hive mothers in Sunder do this and the infighting becomes really wild, they die a lot of the time to other monsters. Could be fun if the boss has a lot of firepower so the infighting only gives you a small window to regroup. Anyway, what's the setting you want to put the boss in, do you want a big arena fight, a run & gun thing with cover, something else? Are you set on having a flying monster?

>> No.9241131

Doom newbie here, is there any way to play through well made WADs without losing your collective shit or playing the same level over and over again? Sunlust and Sunder look really cool but I'm scared to start them. What are some ways to still play through the wad without being a total cheapskate?

>> No.9241157

>>9241131
You mean something with a gentle difficulty curve generally? What's the hardest wad you've beat so far?

>> No.9241161

>>9241157
Overboard with resurrects on HMP

>> No.9241180

>>9241131
some wads like sunder will always be above your paygrade but good mappers will make their lower difficulties reasonable even on hard maps. Take a look at swim with the whales map 3's final fight on hey not too rough vs the other difficulties to see what I mean
mouldy/cyriak is also pretty good at difficulty settings

>> No.9241185

>>9241161
You could go for Ancient Aliens and Valiant if you haven't run them yet. They'll make you a confident player but go for HMP first. Moonblood, Vanguard and Jenesis are a bit easier and also pretty good. Moonblood has a very steady difficulty level.

>> No.9241232

>>9241035
>green buttons that are unpressed
>NOOOO YOU CAN'T SWITCH THINGS OFF

>> No.9241239
File: 7 KB, 589x713, map.png [View same] [iqdb] [saucenao] [google]
9241239

Hey bro don't worry, I am making a map just for so, hope you won't get lost in this one.

>> No.9241290

>>9241180
Very good example. I played swtw on HMP, I had a very good time, I really like the aesthetic, these blue and dark structures and the music fits very well. I wanted to play casually a few weeks ago, I replayed it on HNTR and the difficulty was very appropriate.

>> No.9241339

>>9241075
I think the guy who made rubicon explicitly said that’s the inspiration

>> No.9241375
File: 215 KB, 640x480, doom100.png [View same] [iqdb] [saucenao] [google]
9241375

>>9237059
The layout for my second submission is halfway done, it looks like ass now, but it's gonna be good. Probably. If I make it on time.

>> No.9241385 [DELETED] 

Acceptable fps to like: Doom, Quake, Unreal, Duke, Blood, Shadow Warrior, Dark Forces, Marathon, Cybermage, Strife, Hexen, Heretic, Sin, Shogo
Unacceptable: Half Life, COD, Halo, Nu Doom, Nu Wolfenstein, Serious Sam, Goldeneye, Timesplitters, FEAR, Perfect Dark, Overwatch, Counter Strike, Battlefield, MOH.

>> No.9241404 [DELETED] 

>>9241385
>tfw you have extensively played almost every FPS listed here

No regrets

>> No.9241412
File: 1019 KB, 2048x3072, somefile.jpg [View same] [iqdb] [saucenao] [google]
9241412

>>9238610
>Unreal remaster
I'm still mad about how OldUnreal patch screws the overlaid detail texturing which is a feature I always liked about Unreal Engine. In original it goes up to 16+ layers, in the patch it's just 2.

While you don't really notice any above 3 layers normally without cheats to get closer to the surface, they didn't limit it at 3, but at 2 for some weird reason.

And since I bet remaster is gonna be based on OldUnreal patch version, they gonna fuck it up too

>> No.9241417

>>9241412
left looks like shit even f or its time

>> No.9241425

>>9241412
What? They fucked this? Wtf?

>> No.9241435 [DELETED] 

>>9241385
You: gay
Me: Chad

>> No.9241453

>>9241417
The detail textures are on by default in all unreal engine games, so you don't really see left unless you go and disable the feature, which nobody did.

>> No.9241502
File: 2.65 MB, 2560x1440, vkquake0014.png [View same] [iqdb] [saucenao] [google]
9241502

>>9241417
Left looks about the same texel density as Doom or Quake. It bothers me instead of higher res textures or detail textures, people just turn filtering off to fix the blurring. I don't think textures being low res has any inherent value. The duke (>>9231368) level has higher resolution textures and the world hasn't ended because of it.

>> No.9241509
File: 1.11 MB, 1446x866, Screenshot from 2022-09-07 16-11-15.png [View same] [iqdb] [saucenao] [google]
9241509

>>9237059
Sorry for the long silence, I have the skeleton of a multi-tiered Hunted clone with Sewers and Caged/Twilight influence. Hopefully I can get this done and polished in the next day or two.

>> No.9241510 [DELETED] 

>there is not switch to the courtyard in e1m1 in my copy
what am i supposed to do now?

>> No.9241524

>>9241510
Lol. Lmao. Roflmao. Roflcopter. Haha. Hehehe. Hoho.
*laughs*

>> No.9241526 [DELETED] 

old-games.ru > this place

>> No.9241532

>>9241526
cyka blyat

>> No.9241534

ecwolf was supposed to support every wolf3d engine game, years later absolutely nothing outside wolf 3d and spear of destiny is supported.
ya I know Noah3D
not even mac wolf is completely supported. SAD!

>> No.9241546

>>9237367
?

>> No.9241547

>>9241510
Access it normally from zigzag room.

>> No.9241583 [DELETED] 

Bros E1M1 has two secrets instead of three
what's going on im confused

>> No.9241593 [DELETED] 

>>9241404
based

>> No.9241634

>>9241526
How about the tor onion sites?

>> No.9241640 [DELETED] 
File: 75 KB, 780x438, tommy lee jones.jpg [View same] [iqdb] [saucenao] [google]
9241640

>>9241385
>acceptable: cybermage, hexen, shogo
>unacceptable: half life, serious sam, timesplitters, fear

>> No.9241642 [DELETED] 

>>9241634
name them

>> No.9241645

>>9241640
even as a massive hexen fan, hexen is shit tier in comparison to the "unacceptable" games, the actual gameplay of hexen is like eating wallpaper paste.

>> No.9241650 [DELETED] 

>>9241640
Don't respond to bait.

>> No.9241661

>>9237980
I want to know why the farting fuck it's been 2 years since 2020 and fucking nothing from RD 2020 has released yet saved for Postal BD (which was bretty good and had a great campaign desu)

>> No.9241685
File: 2.91 MB, 950x622, 2022-09-08 00-30-42.webm [View same] [iqdb] [saucenao] [google]
9241685

>>9237059
One evening of making layout. I will probably repaint it with hell and detail and it'll be all good by saturday.

>> No.9241734

Visiting the Doom thread after a long time. How is the Build engine source port situation? Is Eduke and bloodgdx still a good pick or is Raze the new hot shit. What about SW?
Also did that anon ever finish the Immoral Conduct recreation mod? I have some catching up to do.

>> No.9241748
File: 1.08 MB, 854x480, 1612314529831.webm [View same] [iqdb] [saucenao] [google]
9241748

>>9241734
Raze is a decent catch all port if you want to just get right into them, it's my favorite way to play SW. I've been using Not Blood for Blood and it's pretty good, decent customization and features.

>> No.9241761

>>9241502
>instead of
high res textures look better without blurring too

>> No.9241801

>>9241734
>did that anon ever finish the Immoral Conduct recreation mod?
As far as I know, nope.
Babel got an update though.

>> No.9241803

how do i stop my source ports (dsda, prb+, woof, etc) from skipping the intermission screen so fast? i want to read what the next map is called but it zooms by too fast

>> No.9241810

https://youtu.be/shPX8HN5cPY
voxel doom but its sprites instead, by the guy behind brahma engine (he also did voxels-to-sprites for duke)

>> No.9241827

>>9241803
Stop spamming use/fire.

>> No.9241835
File: 231 KB, 1921x1080, file.png [View same] [iqdb] [saucenao] [google]
9241835

>>9241827
when i said intermission screen what i really meant was the screen after you dismiss your stats, where you see the title of the next map.

>> No.9241843

>>9241835
As I said, stop spamming use/fire.

>> No.9241845

>>9241835
Don't play with such a beefy pc ;)

>> No.9241848
File: 206 KB, 1050x1589, 1662590999188.png [View same] [iqdb] [saucenao] [google]
9241848

>>9236835
>>9241780
>magnet:?xt=urn:btih:64d8cc65e8e605446a076041da9c244c41bd1d27&dn=Thief%20collection
>Torrent share encompassing games, patches and various fan missions. All fms have descriptor tags for ease of searching through fm launchers.
There is this link circulating within thief threads, but I guess it is too much of it's own thing to warrant a place in already filled OP; Our threads are more into actual shooter games.

>> No.9241882

>>9241845
I'm curious, why would that actually have any bearing on what anon is asking about?

>> No.9241884

How do I go about adding others' textures to my own wad? If it's something free-for-all like Otex, does it just bake it into my own wad when I load it in alongside the iwad? What if I want to use a TNT texture in my Doom 2 wad, is it, theoretically, an offence to rip just that texture and include it?

>> No.9241889

>>9241848
It's more of an adventure and light puzzle game really. You plunge yourself into caverns/tombs/mansions or /you name it/ and check marks on your objectives list while deftly avoiding many kinds of danger, restricting yourself solely to shooting drunkard guards and spiders with a bow isn't that much fun.

>> No.9241898

>>9241882
A joke about how some old games run too fast on modern computers, I assume.

>> No.9241915

>>9241734
Eduke is still the only source port that can run all expansions and most of mods.

>> No.9241916
File: 2.79 MB, 853x480, anon.webm [View same] [iqdb] [saucenao] [google]
9241916

>>9241843
>>9241882
anon im gonna sneed please believe me it skips automatically once the level loads oh god please

>> No.9241923

>>9241916
Top effort post, but that screen was always just to hide loading time. Maybe store your WAD in a network mounted drive across the world? The title of the map is in the automap, not sure what exactly do you need it longer for. Alternatively it's just one line of code if you're willing to recompile the ports yourself.

>> No.9241930

>>9241923
Which source port shows the map name in the extended hud?

>> No.9241935

>>9241923
>but that screen was always just to hide loading time.
Huh, interesting. Never knew that.

>> No.9241937

>>9241916
Well there's your problem, the space bar is for thumbs, not pens.

>> No.9241939

>>9241916
I'd like to take my time to read mapper names on this split-second screen, a shame.

>> No.9241946

>>9241848
Very cool batch of stuff thanks. I have almost everything but its separated.

>> No.9241949

>>9241923
i knew it was just a loading screen but i thought maybe one of the ports allowed the user to read them before skipping... and the map name on the automap is usually just the vanilla name...
sad lyfe...

>> No.9241950

>>9241898
Lack of sane speed control is no joke. You can still see some games royally fucking that one up. For example one game had weapon animations with 15ms/frame durations, but reset the running total when advancing. Result: weapons fired half as fast at 67fps than they did at 66fps.
Quake, Doom and Duke get this one perfectly right. Well, almost, for Quake on some source ports + mods combinations it fucks up, for example in Alkaline the supernailgun needs 40fps to fire at full speed; at 10fps it fires at 1/4 speed.
Oh, and the movement physics on Quake are also fucked up, you need 58fps at least to do 43-unit jumps.

>> No.9241962
File: 391 KB, 2560x2880, file.png [View same] [iqdb] [saucenao] [google]
9241962

>>9241949
You made me check, both prboom and gzdoom show the correct name. Now you're going to tell me >NOO I have a very old WAD which just replaces the pics!!!
Too bad. I tested 8 WADs and it works on all of them. User error, play better WADs.

>> No.9241968
File: 20 KB, 797x212, 1651418484223.png [View same] [iqdb] [saucenao] [google]
9241968

>>9241962
im playing scythe 2 on woof...

>> No.9241975
File: 45 KB, 903x270, ancient_knowledge.png [View same] [iqdb] [saucenao] [google]
9241975

>>9241968
Take the chicken's advice.

>> No.9241984

>>9241930
From Doom With Love, aka Based Autist Doom Fork

>> No.9241992 [DELETED] 

>>9241950
My bootleg copy of Might and Magic 6 that I played as infant had no delay between attacks, so on a button press screen will be shrouded with a barrage of bow arrows, not to mention imposed stress on ears and speakers. No one survives through that besides physical immunity monsters, but I believe it was more of a borked game copy than system issue.

>> No.9241997

My bootleg copy of Might and Magic 6 that I played as infant had no delay between attacks, so on a button press screen will be shrouded with a barrage of bow arrows, not to mention imposed stress on ears and speakers. No one survived through that besides physical immunity monsters, but I believe it was more of a borked game copy issue than of system.

>> No.9242002

>>9241950
>>9241997

>> No.9242008
File: 416 KB, 1942x815, file.png [View same] [iqdb] [saucenao] [google]
9242008

>>9241968
Open it with a WAD editor and look at the titles for as long as you like (note they start at 0). Or just open the readme. Or the wiki.
I'm surprised ports don't just use the CWILV pics, maybe submit a feature request and see what shitty excuse they come up with

>> No.9242017

>>9241884
>How do I go about adding others' textures to my own wad? If it's something free-for-all like Otex, does it just bake it into my own wad when I load it in alongside the iwad?
You use Slade to fit textures into your wad so they can be properly indexed and referred.
>What if I want to use a TNT texture in my Doom 2 wad, is it, theoretically, an offence to rip just that texture and include it?
Idgames won't host your wad if it includes iwad assets but most people won't mind you lifting their stuff if they're credited. Community Chest 4 textures prob found their way into thousands of pwads by now.

>> No.9242073

>>9242008
>I'm surprised ports don't just use the CWILV pics, maybe submit a feature request and see what shitty excuse they come up with
That's a solid idea actually. Never considered it, but it makes a lot of sense.
They'll probably just say something about the size of the images and scaling and such though.

>> No.9242086
File: 2 KB, 310x60, CWILV04.png [View same] [iqdb] [saucenao] [google]
9242086

>>9242073
CWILV pics don't have to be just text or level names, I know Eviternity uses screenshots of the maps themselves, but Eviternity also has proper automap names set up. Perdition's Gate's CWILVs would also be fucking weird with such a setup.

>> No.9242162 [DELETED] 

Just D2All'd Poogers on UV-Fast.
Just did it again.

>> No.9242229

>>9240498
so like a terry megawad?

>> No.9242237

>>9242086
Using the cwilv for story is a great idea too. Hadn't considered that either.

>> No.9242284

retarded question but does the thickness of your walls in brush based engines do anything for optimization?

>> No.9242304 [DELETED] 
File: 21 KB, 474x266, 9876789876567.jpg [View same] [iqdb] [saucenao] [google]
9242304

Not retro, mods feel free to delete if too off-topic, but why do you think games like picrel - in spite of how shitty they are - have an army of cocksuckers?

>> No.9242342
File: 329 KB, 1920x1080, 1662370736512.jpg [View same] [iqdb] [saucenao] [google]
9242342

Back when...

>> No.9242367
File: 398 KB, 488x519, DoomguyCoffee.gif [View same] [iqdb] [saucenao] [google]
9242367

>enemies speed on SNES Doom nigthmare difficulty

>> No.9242401

>seeing someone stream doom with drla and corruption cards
seeing roguelike and deckbuilder autism getting scratched

>> No.9242407

>on linux
>find out trenchbroom finally works for HL1

>> No.9242439

>>9242407
sounds really cool, though why does being on linux matter?

>> No.9242440

>>9242439
we finally have a mapping tool that doesn't require wine and is open source

>> No.9242441

>>9242440
i see, sounds awesome, im on loonix too, i was just wondering.

>> No.9242448

>>9242440
I was going to make a joke about Linux users being the vegans of computing, and how I should know, but that hadn't occurred to me. Neat.

>> No.9242507

>>9242448
>vegans of computing
Isn't that just modern mac/apple users?

>> No.9242559

>>9242507
Nah, they're more like the consoomers with a diet consisting of convenience food only.
Ironically they are real life vegans.

>> No.9242563

>>9242507
nta but no, mac/apple users are nowhere near as full of themselves and obnoxious about their choice of OS as Linux users are
just like actual vegans

>> No.9242613

I played Fractured Worlds and feel like it really raised the bar for near-vanilla doom wads for me. Does anything else come close?

>> No.9242621

>>9242563
Have you ever been to san fran or california in general?
>>9242559
True.
I mean, it depends on the distro. Archfags are clearly the worst of the bunch regarding this.

>> No.9242716
File: 1.15 MB, 1920x1080, Screenshot_Doom_20211017_135630.png [View same] [iqdb] [saucenao] [google]
9242716

>>9242448
>>9242563
I put ubuntu linux on a fresh low budget pc I threw together to have some fun playing with new parts and to see if Steam Proton stuff would work on it and was pleasantly surprised. I tried a few different flavors but ubuntu was the only one that got set up easily enough and also had enough updated stuff to get the AMD APU to run 3D shit properly.

Unfortunately the desktop interface reeks of that "we gotta do things different from winblows" feel so they put quick launch on the side and the taskbar on the top and what the fuck every other flavor I've tried just sticks to the windows standard. Being different for the sake of being different, fucking retarded. But linux has come a long way since the days where I threw lubunu or bodhi on an old shitbox merely to see if it could play youtube videos without imploding. Fuck trying to install Zandronum on one of those things unless you're comfy with a terminal window though.

>> No.9242729

>>9242716
>"Fuck trying to install Zandronum on one of those things unless you're comfy with a terminal window though."
>he just has to run 4 commands all explicitly detailed in https://zandronum.com/download#instubuntu
/g/ tourist coming in to say that you're genuinely retarded

>> No.9242745

>>9242729
Yeah, and half the time when I tried running those four lines I had to do some searching and modify them because for whatever reason the repo the code was pointing to was reported as outdated or some shit like that. Then when I installed it I had to do tons of hunting around for where exactly to put WADs and skins and shit -- I mean, it's a new filesystem, so whatever...

And then I found there was some glitch that popped up making keyboard input not work after five minutes for some reason. After googling a six year old post that showed how to update SDL finally Zandronum started working properly again.

I grew up in the DOS era so I understand how to use a command line, so I fixed my shit and learned a little bit from it. Good job proving that linuxfags are still as obnoxious as ever.

>> No.9242754

>>9241127
I'm actually wondering what YOU want to do with it, do you like the idea of a flying flame spewer like that?
Also, given how full my hands are, I'm kind of hoping you or someone else is willing to do a bunch of the work on the sprites.

Making him fly means he can cross terrain with little hindrance, and run & gun from cover to cover could work. Maybe it could be a chase through a lengthy canyon or something.

>> No.9242759

https://www.youtube.com/watch?v=I6_hlhCozEw
There was Ultima Underworld style game from Fallout developers.

>> No.9242764

>>9242759
For some reason this reminded me of Yserbius/Twinion, I remember playing those somehow and dont remember how I even got them. Maybe it's the font and graphic style.

>> No.9242805
File: 320 KB, 848x1080, c3edit.jpg [View same] [iqdb] [saucenao] [google]
9242805

>Quake brutalism jam
>none of the maps look even remotely brutalist in style

>> No.9242812

>>9241810
This is truly trippy.

>> No.9242828

>>9241375
that a very cool looking sky

>> No.9242848

>>9241734
The Immoral Conduct thing has kind of been mostly on ice since 2048 Units Of /vr/. I'll probably get back to it after 94 Protons Of /vr/ is finished, and after I'll finish some obligations.

>>9241375
Looks promising so far.

>>9242828
I thought so myself, it's borrowed from Lost Civilization, just tweaked.

>>9241092
Uh, I'm not sure, I've just used the default ones in GzDoom Builder (bugfix) and Ultimate Doom Builder, and they've never given me trouble.

>>9241509
>Hunted mixed with Sewers/Caged
That sounds extremely appealing, looking forward to seeing it.

>> No.9242852

>>9242805
>Quake brutalism jam
google doesnt give anything, link please

>> No.9242861

>>9242852
>google doesnt give anything
it's in the quake mapping d*scord

>> No.9242867
File: 146 KB, 1200x833, The headquarters of Mussolini's Italian Fascist Party, 1934.jpg [View same] [iqdb] [saucenao] [google]
9242867

>>9242852
Well its for Quake2 IIRC, so you know how "'anticipated"' will that probably go…

>> No.9242905

>>9242284
probably not, not in a practical sense anyway. everything facing the void gets discarded during compiling.
staying on a larger grid will mean the mandatory splits (every N units) will be more likely to align with your walls. also Q3 keeps copies of all brushes for collision detection.

>> No.9242906

>>9242867
It's for Quake, not 2.

>> No.9242910

Wow the last few levels of Alfonzone were not fun. My computer just cannot handle that shit.

>> No.9242925
File: 3.97 MB, 2560x1440, >muh quake1 graphics.png [View same] [iqdb] [saucenao] [google]
9242925

>>9242805
You still haven't seen any of the levels, weeb.

>> No.9242926

Thoughts on Avactor? I picked it up cause someone said it's similar to Lost Civilization, but it's more like what I wanted Epic 2 to be, an Indiana Jones style adventure wad. I'm kicking myself that I didn't play it earlier.

>> No.9242930
File: 12 KB, 209x69, wtfdidtheymean.png [View same] [iqdb] [saucenao] [google]
9242930

>>9242861
>>9241036
>>9240683
Quake mapping discord now has floyd behind a door as the icon, previously it was some random enemy I think, Spawn iirc
What did they mean by this? Why is canned meat back on the menu now? I thought only we took an interest in this oxygen-deprived robot. That reminds me, gotta play rubicon, I like mods that keep it simple and add max 3-4 new enemies and new textures

>> No.9242932
File: 75 KB, 611x599, 1651419736895.png [View same] [iqdb] [saucenao] [google]
9242932

>>9242805
it's not brutalism as in architecture, it's brutalism as in kichiku

>> No.9242954

>>9242910
Yeah, gets a bit rough by the last episode, but overall it's a nice and big pack with a lot of variety, would be fun to see another effort like it, just a big pack of tiny episodes, each with their own theme.

>> No.9242969

>>9242716
linux mint is ideal if you want it to look like windows (you can try customizing ubuntu, but its best to just use mint for that), it's also still based on ubuntu and shit (so it's mostly the same), i swear one nice poster here uses it, but i haven't seen him in a bit.

>> No.9242972

>>9242954
It was pretty neat. And it had great music. I've had Wet Lunch stuck in my head the last few weeks. The space maps had some really good ones. The last "map" in that section was also cool.

Oh, and all the cameos. FIREBLU Wantopus, for example.

>> No.9242983

>>9242930
I don't even know what a discord icon is. I wish you fags stopped dragging trash in here.
>only we took an interest
it's in alkaline

>> No.9243041

>>9242932
>"Sometimes he's rough. He throws me down the stairs, but deep inside he cares"
HFTM?

>> No.9243069

>>9242925
Thank you for proving me wrong by showing a screenshot of custom textures in a modern client made long after the game was released.
>Theseus ship and all that.

>> No.9243070

>>9242925
Looks brutalist to me.

>>9243069
>a sourceport and custom texture pack means it's not Quake anymore
lmaoing at your life

>> No.9243084
File: 358 KB, 768x1024, 7938681332_daf9c8b8c0_b.jpg [View same] [iqdb] [saucenao] [google]
9243084

>>9243070
Joke's on you, that is hardly even brutalist, more like slightly inspired by the concrete.
Here's some real brutalist arcthitecture.

>> No.9243086
File: 296 KB, 1039x1280, tumblr_ly24uihglx1qzglyyo1_1280.jpg [View same] [iqdb] [saucenao] [google]
9243086

>>9243084
This is the closest I can get, but even then if you go into the details of the composition you will see it doesn't even come close.

>> No.9243109
File: 1.14 MB, 1858x1057, Screenshot_Doom_20220908_112002.png [View same] [iqdb] [saucenao] [google]
9243109

>>9242926
The custom textures are good, the level layouts are great with tasteful use of fake vanilla bridges, but the gameplay is way too hollywood for my taste
I mean seriously, this many pinkies guarding one berserk pack? Fuck off.

>> No.9243124

>map has DEH file
No thanks

>> No.9243125
File: 82 KB, 780x425, loc_17_a[1].jpg [View same] [iqdb] [saucenao] [google]
9243125

>>9243084
Hey, I recognize that building. It's the Andrews Building at the University of Toronto Scarborough and was used as a location in the movie Stereo by David Cronenberg. Would make a cooler Quake map than some abstract greebled techbase.

>> No.9243127

>>9243109
Play on HMP or even HNTR. I don't get players who choose difficulty with extra high amount of monsters and then complain too many monsters. That's like ordering a hamburger with extra onion and then complaining that there's too much onion.

>> No.9243184
File: 12 KB, 252x246, food metaphors.jpg [View same] [iqdb] [saucenao] [google]
9243184

>>9243127
no, it's like ordering a burger, like you've done a thousand times in hundreds of joints, and suddenly this specific time it's 90% onions. "why did you order a burger, should have ordered chocolate pudding if you didn't want onions".

>> No.9243189

>>9243124
Old wads may have a separate dehacked file. Nowadays you can just put the dehacked inside the wad itself and the source port will read it.

>> No.9243195

>>9243127
I played on HMP with no pistol start and there was still so much shit to chew through that I basically never pressed 3 or 4 after map 1

>> No.9243207
File: 2.87 MB, 2048x1152, gzbased.webm [View same] [iqdb] [saucenao] [google]
9243207

>>9241916
I just noticed while playing Rekkr GZDoom(tm) does not have this problem :^) It pauses for around 5 seconds, unless you tap earlier. Truly the One Engine to rule them all. Kneel!

>> No.9243218

>>9243184
>no, it's like ordering a burger, like you've done a thousand times in hundreds of joints, and suddenly this specific time it's 90% onions.
That’s the risk you have to be willing to take when ordering the same type of item from different establishments/playing wads from a variety of authors. If there’s too much onions/it’s too hard, you simply have to ask them to reduce the additional onions when they remake your order/reduce your difficulty to better suit your preference.

>> No.9243227

>>9242745
>Yeah, and half the time when I tried running those four lines I had to do some searching and modify them because for whatever reason the repo the code was pointing to was reported as outdated or some shit like that.
Elaborate.
>Then when I installed it I had to do tons of hunting around for where exactly to put WADs and skins and shit
It says right there on the fucking page that tells you how to install; ~/.zandronum
Seriously man, you're retarded

>> No.9243232

>>9243184
I'd say the "should have ordered chocolate pudding" is a little off-point, but you're not wrong that difficulties should have some kind of standard. That said, I also agree with >>9243218
in that...
Fuck it, I'll use White Castle as an example. If you want a good burger, you don't go to White Castle. If you want a wafer-thin meat patty padded by a half-onion on each side, you go to White Castle. But far be it for me to tell other people "White Castle should stop making burgers." I don't fucking care.
But if I want my own onion fix, I'll just get it at Powers Burgers instead. Because even if White Castle popularizes shitty onion-y burgers, I know there's still places out there that make GOOD ones.

>> No.9243238 [DELETED] 

>say something slighty negative about doom and id games
>deleted
Is 8ch*n a circlejerk or what?

>> No.9243242
File: 52 KB, 800x532, brutalist-architecture-inside-tate-modern-london-blavatnik-wing-245352343.jpg [View same] [iqdb] [saucenao] [google]
9243242

>>9243084
>that is hardly even brutalist
The Quake screenshot? Sure it is. The aztecing on the far wall isn't exactly typical, but large halls and rooms sparse in detail, lined and supported by big blocks and pillars, all formed from concrete, that's pretty fucking brutalist.

>> No.9243254

>>9243084
>those wood slats that cover 3/5's of the bare concrete as token decor
>drop ceilings and fluorescent lights fukken errywhere
God, I love this aesthetic

>> No.9243258 [DELETED] 
File: 189 KB, 533x400, 1637448386596.png [View same] [iqdb] [saucenao] [google]
9243258

>>9243238
Somehow I can't help but think you're misrepresenting the situation and you were aggressively shitposting.

>> No.9243317

>>9242925
Not enough slopes

>> No.9243353
File: 76 KB, 811x1147, Ion-Fury-Игры-Игровой-арт-5449063.jpg [View same] [iqdb] [saucenao] [google]
9243353

God almighty I hope Ion Fury : Aftershock delivers on a bunch of real quality levels. Love the base game to bits, though I'm hoping for more different real life based locales and / or themed levels. Though I would be surprised if Aftershock disappoints, after all expansion packs in Build Engine games have all been straight fire (except Duke it out in DC which should've been "Duke across USA" instead and culminate in the White House instead of it being the opening level)

>> No.9243359

>>9243353
>u like cyberpunk city?!?
>here, have some sewers instead
Ion Fury was very front-loaded. I got more out of the demo than I did out of the final game.

>> No.9243361

>>9243353
Just release the addon already

>> No.9243363

>>9243353

Its going to be more boring shit. I dont trust them anymore. The shit I read in their discord is nuts.

>> No.9243364
File: 2.93 MB, 532x300, wadsaferequest.webm [View same] [iqdb] [saucenao] [google]
9243364

wat wad is this? saw it on /v/

>> No.9243368

>>9243364
DBP47 i believe.

>> No.9243374

>>9243368
>DBP47
That's it, thanks. What's the QRD on DBP wads anyway? Are there actually 47 of them, and what are good about them?

>> No.9243379

>>9243353
I’m setting my expectations to assume the worst on the 16th, so if they actually pull through and show something off and reveal a date I’ll be pleased. I’m interested in the “remix” they’ll be providing for the basegame, it’s fun enough to replay as is.

>> No.9243381

>>9243374
themed map packs with pretty details and custom texture+pallete, but vanilla gameplay that can be played in crispy doom. usually not focused on difficulty
there are over 47 of them but they're not a full 32 maps each

>> No.9243385

>>9243374
yeah there are 51 of them. the quality varies but the ones I've tried have all been at least good. some are amazing. apparently people on the doomer boards make a wad once a month. these projects are usually led by 40oz. I've discovered DBPs because I loved Mutiny and that was a 40oz wad. I'd recommend 1, 16, 47, 37, 32, 21, 9, 50, and 46. I've not played all of them but a lot of them.

>> No.9243398

>>9243227
>Seriously man, you're retarded
Yeah you know what, you're right. I mean, newbie to linux and all, can't fix any of the problems I run into so, like, I'm fucking dumb as shit. Congrats, you won! Feel better, or should mommy to come by and cheer you on while throwing glitter all around the room too?

>>9242969

I hear good things about mint lately, and a lot of flak about ubuntu, at the point I'm at tho, I'm just glad to have the apps that I use most working and just venting about little UI things that need adjusting to. I'm not sure I want to go through the pain of going through another install, but if push comes to shove it's not like I'd be losing a whole lot honestly.

>> No.9243423

>>9243363
tl;dr?

>>9243368
The best one so far.

>> No.9243426 [DELETED] 

the original 8ch@n is gone, but how about you know, acid man's 4x2chan.moe? How about that for an alternate route?

>> No.9243461 [DELETED] 

>>9243426
What about it?

>> No.9243467
File: 696 KB, 348x695, f62723_52a1d51120094c89be862d0f48345038_mv2.gif [View same] [iqdb] [saucenao] [google]
9243467

>>9242983
ditto for Centurions and the Pyros (I don't care what name they get called there TBPH)

>> No.9243472

>>9243398
if it works for you, then keep it, if it doesn't then id say id be good to switch, but for gaming (especially stuff that would be consider on topic for here), its not a major difference, no matter what distro you use.

>> No.9243480
File: 226 KB, 640x480, doom101.png [View same] [iqdb] [saucenao] [google]
9243480

>>9237059
Revised color scheme of the map. I'm not so sure that a cave of skulls is the best option there is either, though.

This animated set seems to be the only one with red vines, right?

>> No.9243493

>>9242983
>>9243467
I started with Alkaline and went backwards through Rubicon and the others. Almost wish I didn’t but it was still a fun and a severely aesthetically pleasing trip.

>> No.9243518
File: 96 KB, 667x900, shelly.jpg [View same] [iqdb] [saucenao] [google]
9243518

>>9243359
There's plenty of cyberpunk city to go around. I think right now my main big "gripe" of IF areas is that it would be cool to have distinctly different zones of the city, maybe more countryside, a different locale altogether etc.

Ideally what I'd love in a hypothetical Ion Fury 2 would be Ashes style hubs or places with friendly NPCs, being able to visit a strip club (with female dancers) and / or a gun range, or a safehouse of sorts where from you launch into the big separate mission-"dungeons" .

But that said, I felt like the game was making me fatigued at Heskel's big secret lab. Don't get me wrong, it's a great secret lab "zone", I just thought that I got way more out of something like countryside carnage or the office building / cyberpunk city on fire etc.

But if the preview trailer is any indication we'll get more of the city, motorbike segments (with guns!), some kind of a club, warehouses etc.

>> No.9243531 [DELETED] 

>>9243398
>reddit spacing his fucking post
ngmi
>Congrats, you won! Feel better, or should mommy to come by and cheer you on while throwing glitter all around the room too?
you're either a 30 year old deadbeat that still plays fucking vidya in the year of our lord, 2022 - or you're some youngfag posing as an oldfag for the sake of kudos. I don't know which is more pathetic.

>> No.9243536

>>9243518
I like the look of the game. But I dont see any sequel potential.

>> No.9243539

>>9243359
There is one sewer level.

>> No.9243547
File: 435 KB, 633x424, SC_Rubicon_2_Add-on_MOBILE_633x424.png [View same] [iqdb] [saucenao] [google]
9243547

>>9243493
>>9243493
Same here pretty much, and I have to say that I preffer those floaty bois quite more when they're of the spiky variety instead of what AD done to them,

>> No.9243550

>>9243539
There’s that and a couple of underground segments. Interestingly enough the same goes for Duke and they’re in the first episode, the episode often touted as the “fan favorite”.

>> No.9243551 [DELETED] 

>>9243531
>>reddit spacing his fucking post
Who are you quoting, you dumb touristfag

>> No.9243563
File: 1.53 MB, 960x540, door_light_na.webm [View same] [iqdb] [saucenao] [google]
9243563

>> No.9243564

>>9243563
Nice.

>> No.9243567

>>9243480
Looks nice enough, maybe the cave of skulls can be supported with wood support beams or something.
>red vines
There should be a static one, REDVIN1, as well as REDVIN2 for the midtexture. I could maybe layer one of the textures for you though if you need another one.

>> No.9243578

>>9243472
Yeah, I don't think I'll mess with the machine too much at this point. Mostly just trying to get my feet wet with it using decent hardware, and messing with Proton, which has been surprisingly easy to use, barring some finagling with how to set up the hard drive.

>> No.9243580

>>9243563
>am I crazy or did the light levels change when the door opened
>am NOT crazy
That’s sexy.
>>9243550
Speaking of AD and flying enemies, that’s why I’m sort of weirded out when people say there’s “no difference” with the shotguns now shooting projectiles: I prefer shooting flying enemies with hitscan weapons, and I considered it a strength that the shotguns had over all the other projectile-based weapons.
There’s no complaining here because I can use the associated impulse command to get what want, but it’s still weird to see.

>> No.9243581

>it's an another secret switch/door in a random unmarked wall episode
>it's an another bullshit ambush in a tiny room episode
Fucking Doom 404

>> No.9243582

>>9243563
Neat!

>> No.9243584

>>9243580
meant for >>9243547

>> No.9243586

>>9243563
Just like in Build Engine games teehee

>> No.9243587

>>9243581
>all of the maps in the wad except the final map has no backpack.
Fucking Doom 404

>> No.9243590

>>9243581
>it's an another bullshit ambush in a tiny room episode
I like evaluating these, which map?

>> No.9243606

>>9243590
I like evaluating thes
On a bullshit scale from 1 to Plutonia

>> No.9243631 [DELETED] 

>>9243461
Make a retro FPS general there on its /vr/ board as a way to maybe, branch out?

>> No.9243639
File: 329 KB, 1280x1149, tumblr_my4zlhja011qzglyyo1_1280.jpg [View same] [iqdb] [saucenao] [google]
9243639

>>9243125
Where have you been my whole life, my man.

>> No.9243650

>>9242716
anything kde based should be good if you used windows 7 before. even my mom could cope with it.

>> No.9243661

>try extra crispy mod
>having a fucking blast in e1m1
>4 fps in e1m2
i fucking hate my pc

>> No.9243662
File: 141 KB, 736x1104, Alberto Linner.jpg [View same] [iqdb] [saucenao] [google]
9243662

>>9243125
>>9243639
Also look at this shit, holy fuck. (Yes, it was featured in a Judge Dredd-movie.)

>> No.9243686

>>9243650
Yeah, it feels like well over half the time when I grab a distro that uses GNOME desktop environment I wind up hating it. I'll have to remember to keep KDE in mind if I brick my system and decide to nuke and reinstall.

>> No.9243696
File: 3.20 MB, 2513x1040, d.png [View same] [iqdb] [saucenao] [google]
9243696

>>9243686
Gnome (more specifically Ubuntu's Gnome) is the most abhorrent desktop environment I've ever seen. I'd take any version of Windows or macOS over it. Practically any other Linux DE too. It's a shame a lot of people's opinions about Linux will get tainted by it.

>> No.9243708

>>9243567
I added some metal support already and I'm also using skin textures to make monster closets that open when you progress.

>> No.9243718

>>9236841
I'm still alive, here's a quick status update
>Since starting, I have 3 new submissions plus an update, pretty sure I didn't miss anything
>Vaeros still isn't here so I'm still in charge
>Gonna be updating the mega to include submissions too

>> No.9243731

Best emulator for Doom 32x?

>> No.9243750

>>9243686
FYI Mint is pretty good, and it looks pretty much like Windows out of the box with both Cinnamon and XFCE. MATE, which is most directly based on GNOME, also resembles Windows GUI a lot. I think Mint is the distro designed for former Windows users specifically, anyway. I've been using it for like 5 years now and can only say good things about it. It's based on Ubuntu, and uses packages from both Ubuntu and Debian, so any and all help for it can be found easily on Ubuntu forums.

>> No.9243765

>>9243731
i've had no issues with kega fusion. But apperently its not active anymore so i don't know of any emulator has taken its place as the go to.

>> No.9243771

>>9243765
How about Gensplus?

>> No.9243778
File: 25 KB, 1024x512, skycomp.png [View same] [iqdb] [saucenao] [google]
9243778

>>9243718
oh, hey, can you update one of the skies? it has a weird black line going through it. none of the maps so far have used it, but I'm planning to, so I've fixed it up: https://files.catbox.moe/q0cakr.zip
the version with an underscore has darker mountains. it fits my map better, but is uglier, so that's your call.

also: while gzdoom can now do the weapons and enemies properly, the decorations (trees, mushrooms etc) are missing. the skeleton statues still spawn though, so maybe we can trick it to display everything else somehow, by adding some dummy monster-like behavior?

>> No.9243791

I can't move left and right, now what 32x bros?

>> No.9243793

>>9243661
what PC do you have?
cause if it's decent and worked well for map01, id chalk it up to the mod.
>>9243731
any popular emu would probably be fine.

>> No.9243797

>>9243547
you can frankensprogs them
I think with progs_dump you don't even need to touch code, you can change projectiles and skins inside the editor

>> No.9243812
File: 984 KB, 3200x1800, Screenshot_Doom_20220908_001157.png [View same] [iqdb] [saucenao] [google]
9243812

Man, I'm playing Doom 2 Reloaded with Babel and I gotta say, this is pretty fucking hard, but it's also very fun. It's weird how much this mapset is making me actually use all weapons to their strengths. Just the sheer size of some of the levels and hordes reduces shotgun dominance so much that I end up only using it as a fallback when I'm out of everything else.
Thank fucking god for savescumming though.

>> No.9243815

>>9243812
Have you played it without Babel for better reference?

>> No.9243820

>>9243815
I played up to MAP05 without years ago. I'm at MAP12 now. Reloaded is fairly challenging on its own, maybe about Plutonia level with more hordes IIRC. At the time I remember thinking it was too slaughter-y but coming back to it, it's actually not, and the levels are pretty well made.

>> No.9243865

>>9243563
Very nice. I just played a wad a few months ago that pulled the same trick, I remember thinking it was pretty damn cool when I finally noticed it. Only worked in gzdoom though.

>> No.9243875

>>9243771
that doesn't do 32x

>> No.9243904

>>9243865
JadingTsunami-sensei showed me how to do it this way (I recorded that footage in PrBoom+.)
I took it from MAP06 of this WAD: https://www.doomworld.com/forum/topic/117953-released-boom-13-maps-nostalgia-aint-what-it-used-to-be/

>> No.9243915

>>9243904
it's in the boom showcase wad too, I think

>> No.9243936
File: 2.91 MB, 853x480, 1631971897796.webm [View same] [iqdb] [saucenao] [google]
9243936

>>9242812
i hope he finds a way to make voxel-sprites feel more natural when youre on top of them or rotating around them.
vid related. top is prodeus and they have it perfect.

>> No.9243948

>>9243915
I just double-checked and you're right, altho their implementation (without control sectors) makes things look a little wonky.
Still, it's a good excuse to revisit BOOMEDIT.wad and get some more ideas.

>> No.9243952

>>9243904
Yeah that would be the same wad I played lol.

>> No.9243978

>>9243936
Top is a model made to look like shit with filters.

>> No.9243980

>>9243978
give me shit doom or give me death

>> No.9243993
File: 27 KB, 316x316, malice.jpg [View same] [iqdb] [saucenao] [google]
9243993

Unusual question, but would anyone know how I'd go about figuring out what tracker instruments are used in the soundtrack for MALICE? Only asking here because I've seen some lengthy midi discussion before.

Soundtrack for reference: https://www.youtube.com/watch?v=qnLWDrnHGOU&list=PL0YFSLv6Row9kkspVigDSX_wFjHx0cZRt&index=1

>> No.9243994

>>9243718
>Vaeros still isn't here so I'm still in charge
you messaged him on DW? I remember doing that after he disappeared from here and my update got in the next version thanks to that

>> No.9243997

>>9243980
>shit doom
Warning (UK)

>> No.9243998

>>9243994
He hasn't even logged in since May 25th

>> No.9244002

>>9243936
Prodeus sprites look hideous and over-postprocessed IMO, almost ironic MLG montage tier
The bottom looks much better considering how old the source material they're working with is, kind of reminds me of how System Shock 1 sprites rotate

>> No.9244003

>>9243978
The render-to-texturing works the same way, but it doesn't look like the prodeus example has orthography turned on. Still has depth.

>> No.9244004

>>9244002
>Prodeus sprites look hideous and over-postprocessed IMO, almost ironic MLG montage tier
This, they've slapped so much crap onto something to make it look bad and called it retro.

It's not even fakery of retro stuff, it makes no attempts at all to emulate anything really.

>> No.9244026

>>9244004
You can turn all that off and have it just render normal. I prefer it, really.

>> No.9244032

>>9243936
>top is prodeus and they have it perfect
it's just a 3d model outside of screen being rendered to texture

>> No.9244036

>>9244032
good
need voxels like these instead of actual voxels

>> No.9244040

>>9244036
it's just a sprite, voxel have depth even if they are a lot of texels floating in the air
you probably can have a voxel cloud with the same technique

>> No.9244045
File: 694 KB, 1118x973, lol how do i pixiv i dont even.png [View same] [iqdb] [saucenao] [google]
9244045

Alright anons, I got around to updating the mega to include map submissions, sorted by new maps and updates to old ones. That should make it easier for you play testing.
>>9243994
I didn't try it since he hasn't logged in in over 3 months. Tbh it's weird how he hasn't at least check in over here by now, seeing how the project originally started on August 28th and we're well into September now. If he does come back, then I wouldn't mind transferring leadership back to him. In the meantime, let's get this shit done.
>>9243778
Sure. Anything else I should add before updating the resources WAD in the mega?

>> No.9244065

>>9244045
I figured it's way too late to be adding anything. but grass midtextures would nice, I guess.

>> No.9244068

>>9244065
Well, feel free to throw some my way. I don't think it's "too late" to add things necessarily, but we should be very careful with doing so to not go overboard with additions.

>> No.9244102 [DELETED] 

>>9243238
don't use blacked.gov, go to the webring instead

>> No.9244182

>>9244036
Go back to Minecraft then.

>> No.9244187

>>9244182
true, minecraft has the decency to not look retarded when I move around an object

>> No.9244203
File: 73 KB, 454x502, 1639134549784.png [View same] [iqdb] [saucenao] [google]
9244203

uhhh

>> No.9244212

>>9243993
>would anyone know how I'd go about figuring out what tracker instruments are used in the soundtrack for MALICE?
Since the Malice soundtrack is presented as CD Audio the same way Quake's is, either find yourself a super-autist who knows every 90s audio software sound by heart, or track down the composer and see if he remembers.

>> No.9244239

>>9244068
grabbed two from dbp50 and tweaked a bit: https://files.catbox.moe/8bixh8.zip
don't know where these are originally from, but I've seen them in a bunch of other wads

>> No.9244261
File: 354 KB, 433x292, Copy of 1617376209516.png [View same] [iqdb] [saucenao] [google]
9244261

Lads, I'm trying to change the amount of shake when you load guns in Hideous Destructor.
I've only done a tiny bit of Doom tweaking.
Can anyone point me in the direction of the values that control camera tilting / shaking / effects?

>> No.9244272
File: 89 KB, 800x628, strife lol.png [View same] [iqdb] [saucenao] [google]
9244272

on my end, finally got around to playing strife using Chocolate Strife, which was installed when I installed Chocolate Doom using apt... I'm incredibly confused about wtf is going on and the default controls are fucking wack (who sets a as their jump key?!), but jumping around n' shit's been fun.

>> No.9244274

>>9244272
>I'm incredibly confused about wtf is going on
Do you have voices.wad loaded? The game's story is told primarily through the voice acting, so you're gonna be pretty lost without it.

>> No.9244281

>>9244274
I do, I got it next to strife over here. I just tend to get lost with stories in general. I dunno maybe that's adhd just hitting hard, but that's why I like doom so much - not much story, just "pew pew blasty blasty".

>> No.9244284

>>9244261
Probably in the loading code for the weapons themselves. I'm not an expert, but I'd try fiddling with anything in the individual weapon's zs that pertains to loading and looks like it has pitch and/or yaw values.

>> No.9244306

>>9244284
Thanks I'll check it out. I've already looked in them another time but I might have missed it or not understood it with my limited coding knowledge

>> No.9244313

>>9244203
lol, a Timothy Brown WAD. Not surprised. Might check it out later just for shits and giggles. He has a youtube channel and seems a bit eccentric.

>> No.9244327
File: 241 KB, 640x368, 16310872741610.png [View same] [iqdb] [saucenao] [google]
9244327

>>9236835
Right now I work on a small 10-11 maps wad, which is utilizing GZDoom dynamic lighting and shadowmap system to the max with the custom ambient soundtrack and all that shit. I had finished my seventh map today and found myself with some questions:
1. How many modern day doomers can even launch that shit and get at least 30 fps? I'm not talking about 320x240 (it looking bretty nice with unfiltered shadows though).
2. How to spread such WAD's when you don't want to get attached to existing communities and just doing the wad simply to get that creative scratch away from your head? I'm not gonna create any accounts on doomworld and shit. Can I use someone's kind name ITT to tell the world about my work?
3. Is there any chance that some local anon's may try my wad before I will publish it to betatest it?
t.GuyWithTeaCup

>> No.9244329

>>9244281
You're mentally retarded, there's barely any story to go around anyway.

>> No.9244334

>>9244306
>limited coding knowledge
Do know that HD is literal spaguetti hell and most of the hacks done to make things work don't make any logical sense unless you know the intrincancies of the engine.
It's not to discourage you, just know that it might be out of your scope and that simply skimming out on it without asking someone who knows what the fuck that code does will lead to many headches.

>> No.9244341
File: 57 KB, 640x480, barells of not fun :(.png [View same] [iqdb] [saucenao] [google]
9244341

>>9244272
same guy from here - before I hop off for the night i wanted to throw this out here -> https://files.catbox.moe/venpin.LMP I've been learning speedrunning shit, wanted to know what y'all thought - map23 1:36. default doom2 on dosbox with novert. I'm not gonna be all cocky and go "HAHA ZEROMASTER IM COMIN' FOR THAT ASS" but trying to polish my gameplay.

If I end up passing out, g'night in advance. for a first time here, y'all been pretty chill.

>> No.9244345

>>9244334
lol good to know
I was wondering if it was illogical or if it was just me being illiterate, but maybe it's a bit of both.

>> No.9244346

>>9244329
>You're mentally retarded
I can live with that. Like I said, don't really care for story, just a nice backdrop thing most of the time, but strife requires me to actually sit down & focus which doesn't really fuckin' help me and my 2x2x2cm brain, but thanks for the great input :)

>> No.9244369

>>9244284
I sort of found it. In each weapon's .zs there's lines with
>A_MuzzleClimb(frandom(x,x).......
after vague descriptions of weapon functions. You can change the numbers after frandom to whatever to change the value. As long as you can figure out what value goes with what function.

>> No.9244391
File: 2.94 MB, 853x480, 1633847594490.webm [View same] [iqdb] [saucenao] [google]
9244391

>check recent idworld uploads
>one catches my eye
>"Four Perfectly Fine Lemons"
>"MBF21 mini-episode"
>"inspired by PS1 Crash Bandicoot games and
other platformers of that era"
>sounds cool, gonna give it a try
ive never played a "platforming wad" before, this shit is like pulling teeth holy fuck. i still cant help myself i feel like i have to finish it. even if im cheating via dsda rewind.
thank GOD for dsda rewind.

>> No.9244446

>>9244346
I barely focus at all and I was able to beat it. Don't worry, I know you can do it. The start is the roughest part of that game, but after the Powerplant it becomes a lot easier to just run'n'gun down cyborgs enmass.

>> No.9244572

I just did the slaughter ship level of Alfonzone again, but with Treasure Tech this time. Turns out at least half of my frame problems were Nashgore and Doom Incarnate. It was playable with TT but still. Would probably be a bit more fun with the new tackle upgrades Ultra's been showing.

>> No.9244619

>>9244369
Each pair of 2 arguments in A_MuzzleClimb is how much to move the view in that tic on the X and Y axis, respectively. A_MuzzleClimb(1, 2, 3, 4, 5, 6) will offset diagonally by 1, 2 in the first tic, 3, 4 the second tic, and 5, 6 on the 3rd tic. Up to 4 tics worth of movement can be defined that way.

>> No.9244692

Shake it, baby

>> No.9244714

>>9244692
>be me
>download dn3doom
>notice props and obstacles are replaced with babes
>huh cool
>when babes get shot and die they teleport in enemies like octabrains and alien assault commanders
>play slaughtermaps
>consistently blow up awkwardly-placed babes on accident and summon even more aliens

>> No.9244793

>>9243793
4gb of ram and an i3 processor, hoping the rest of the maps run in at least 15 fps is some real wishful thinking

>> No.9244842

>>9244391
wtf am I watching
I really do hate Doom platforming though. People seem to be leaning into it more as well. Not sure why. Novelty perhaps.

>> No.9244889

>>9244391
>>9244842
Im wondering how hard it would be to make custom maps for that whole ribbik jumpmod. I wish I knew any programming at all cause getting into dehacked would help me realize some of my mapping ideas

>> No.9244895

>>9244889
>dehacked
>mapping
Sorry bro, that won't work.

>> No.9244905

>>9244895
I mean like I have ideas for monsters/weapons or advanced stuff like in jumpmod that I would like to have in my maps, but I have no programming/dehacked skills, just mapping skills

>> No.9244906

How many dicks do you have to suck to get your own Doom wiki page with some crappy info about your maps?

>> No.9244916

>>9244906
>How many dicks do you have to suck to get your own Doom wiki page
No dicks, but they say 3-4 maps are enough and they do the page themselves, I know that cause they did mine out of the blue
>with some crappy info about your maps?
No idea, all of mine and most of /vr/ contributor's maps pages have only the most basic automatically generated info on them, and as far as I know most maps with pages nowadays don't have too much trivia beyond location of secrets
I guess if matador or some of our boys wanted to add trivia and vr lore then why not(as long as its not too faggy and pretentious), but that's probably on us and not the doomwiki admins

>> No.9244920

>>9244905
Dehacked is not hard, it's just ancient and not really powerful.
ofc with MBF21 you can do more, but it's still very limited.

>> No.9244936

>>9244916
10+ quality maps and more on the way. No article. That's the power of refusing to circlejerk.

>> No.9244947
File: 41 KB, 450x319, 1634656110129.jpg [View same] [iqdb] [saucenao] [google]
9244947

>>9244692
>

>> No.9244973
File: 47 KB, 482x401, smugtyen.jpg [View same] [iqdb] [saucenao] [google]
9244973

>>9244313
>not Timothy BROWN

>> No.9245008

>>9244920
DeHacked is easy enough if you use the old DeHacked program, or the newer and better DecoHack, either which lets you put things together in a way which is somewhat sensible, then compiling it into the incomprehensible gobbledygook which is a .deh file.

I'm glad to have DeHacked around as a legacy thing, but I really wish someone would just plain come up with a straighforward and more flexible, actual coding language, one which is demo compatible.
MBF21 lets you do way more, not having to sacrifice existing frames and actors is a big step forward, but it's a mess on the end of people who have to implement it to their source ports, and I expect that if new features are ever added to MBF21's DeHacked (somehow it doesn't seem likely now), it's gonna take years for them to get added to all the ports.

>> No.9245016

>>9244313
>seems a bit eccentric.
the guy clearly suffers from brain damage. What the fuck is it with him and saying 9/11 on and on? He even uses it as a verb. And no he's not saying it for shits and giggles, I've listened to this weirdo when he played my maps and you can tell he's not right in the head.

>> No.9245023

>>9245008
>I really wish someone would just plain come up with a straighforward and more flexible, actual coding language, one which is demo compatible.
Implement ZScript on a demo-compatible engine?

>> No.9245032

>>9244203
>>9244313
>>9244973
>>9245016
played it out of curiosity
>keep getting 9/11'd by MechaHitlers
>expected to punch them all out
>just turn on godmode and idfa my way through
>walls covered in memes about some diddlin' eceleb i've never heard of
>fat black mancubus' skull opens and his brain pops when he dies

I always love it when you can't tell if it's some elaborate terry wad or if we're peering into the mind of the next unabomber

>> No.9245045

>>9245023
I think that'd get way beyond the scope of Boom level ports given just how much different stuff something like ZScript actually encompasses. Something closer to Decorate would probably be a lot easier.

>> No.9245047

>>9245032
https://www.youtube.com/watch?v=Gi4Z06IbSek

>> No.9245051

>>9245045
>Something closer to Decorate would probably be a lot easier.
Any more features to Dehextra and it IS decorate. At this point implementing existing shit is easier than coming up with new stuff just because HURR LE CHICKEN MAN.

>> No.9245060

>>9244842
>wtf am I watching
time lapse of me trying to do one jump, success around 33 seconds in (it plays at normal speed)

>> No.9245068

>>9245051
Decorate in its final form isn't demo compatible, all the floating point stuff needs to be thrown out and replaced, stuff like defining your own weapons separate from the normal ones can't be kept because that's not how Vanilla/Boom works, and you can't be defining your own ammo types, inventory and items, etc.

Things like that can be resolved/replaced, but it's not gonna be doing it on its own, and it's gonna end up fairly different. Stuff you'd do with dummy items and JumpIf would need a replacement, and then there's the question of if things like alternate fire and reloading should be implemented, which prompts a bunch of militant purists (who think changing the rate of fire on the chaingun is already really pushing it) to start groaning and grinding their teeth, because god forbid the mere idea of people straying from the basics is even discussed, go use GzDoom, chud.

>> No.9245072

>>9245051
>Any more features to Dehextra and it IS decorate.
Also, no it isn't, because DehExtra/MBF21 is the same tangled mess of shit as original DeHacked, and a real coding language would be far more pain free to implement and update.

>> No.9245075
File: 83 KB, 640x480, 3.jpg [View same] [iqdb] [saucenao] [google]
9245075

>>9236976
>Some anon replied with "creating mini bosses" and I have no idea what that is referring to. Please clarify if you read this
Not him but I hope that one of his ideas would be having the AoP Juggs make a comeback, slighty buffed into (mini)boss enemy rank like it happened in Travail

>> No.9245078
File: 109 KB, 1920x1440, on.png [View same] [iqdb] [saucenao] [google]
9245078

Should I leave 'Hud Preserve Aspect Ratio' on or off?

>> No.9245079
File: 112 KB, 1920x1440, off.png [View same] [iqdb] [saucenao] [google]
9245079

>>9245078
off looks more right?

>> No.9245080

>>9243639
>>9243125
>>9243242
>when you accidentally out-Soviet the real Soviet architecture itself

>> No.9245081

using gzdoom and having a headache trying to sync up my regular sensitivity to my pda sensitivity for doom roguelike arsenal

>> No.9245085
File: 11 KB, 968x64, quake_intensity.png [View same] [iqdb] [saucenao] [google]
9245085

>>9244261
Does changing this help?

>> No.9245092

>>9245032
I like the expression "9/11'd"

>> No.9245093

>>9245016
So kind of like the Doom community's very own Wesley Willis?

>> No.9245094

>>9245079
yeah definitely

>> No.9245097

>>9244936
Damn anon, what's your nick? I could create your page for you myself if you want, its probably just pure coincidence that you still haven't got yours

>> No.9245101

>>9245032
that guy definitely sounds like he's making his way onto a list

>> No.9245102

>>9244936
Who cares, faggot? Just tell us who you are so I can mock you for being a faggot.

>> No.9245106

>>9245097
No, I want to earn my reputation. Because otherwise /vr/ will think of me like this guy
>>9245102

>> No.9245124

>>9244842
>>9244889
Hardly anyone grinds to master platforming so it's an underexplored theme with a high technical floor and an air of exclusivity. Jumpwad is a result of the zeitgeist, but it will probably create a trend since slaughter is not really exclusive anymore and people gotta show off how esoteric and doomgod friendly their maps can get.

>> No.9245128

>>9244446
thanks anon :) I'm trying my best here.

anyway, mornin' /vr/. Workin on my wad and chillin. Wanted to ask y'all if it's worth doing a vanilla compatible wad or if I should just give up while I'm ahead. I want to add detail, but if I do at this point, im going to start getting overflows, which im trying to avoid.

>> No.9245130

Okay so let's say I am on DSDA and have always running enabled.
When I press forward+strafe left/right, do I SR40 or SR50? I never really understood what it going on there.

>> No.9245139

>>9245130
I belive that's SR40. To do SR50, you would use move forward/move left/right while holding the strafe modifier and pressing look left/right.

a quick example, using wasd as the regular movement keys and everything else is default:
- hold w and a to move diagonal
- hold alt to enable the strafe modifier
- hold left arrow to strafe left using the strafe modifier
result is SR50.

>> No.9245154

>>9237664

i use doomlauncher for wads off idgames that i download thru the browser which is veeery convenient

however sometimes when i add wads from my drive the whole thing crashes every time i open it (so i have to redownload the program) so im vary of making elaborate tagging systems like this brotha here.

>> No.9245189
File: 454 KB, 555x666, 1643621492966.png [View same] [iqdb] [saucenao] [google]
9245189

>>9245016
but seriously, it was a national tragedy

>> No.9245223

>>9245128
I'd straight-up encourage you to try and work within the vanilla limitations, including visplane limits and whatnot.
But that's because I'm a lazy asshole who wants it done, but don't want to do it myself. (Plus I've become attached to Boom's line actions.)

>> No.9245257

>>9245128
Vanilla is pretty cool. And the limitations facilitate creativity and have you concentrate more on flow.
I say do it, do even a hard (non-limit removing) vanilla wad if you dare. It's fun.

>> No.9245349

I thought OG doom didn't have jumping. How come the secret in E1M3 is you jumping up to open a secret door?

>> No.9245351

>>9245349
It doesn't.

>> No.9245359

>>9245349
you what
You mean the one where crossing a linedef in the hallway lowers the step in front of the door for a short while?

>> No.9245363

>>9245349
>this and a thread with a guy trying to get Hacx working through GZD saying he couldn’t jump among other issues
Interesting.

>> No.9245379

>>9245359
the secret that leads to the blue health orb
I was able to jump up the step, i guess you don't have to then?

>> No.9245393

>>9245359
guess I just missed the part where it lowers and was able to do it with a jump

>> No.9245397

>>9245393
Those health pills looked way better than the green crosses.

>> No.9245414

>>9245397
aren't the green crosses the original? I'm playing the unity version which I hear has some changes

>> No.9245417
File: 185 KB, 1920x1440, gz.png [View same] [iqdb] [saucenao] [google]
9245417

>>9245359
this is the photo i meant to post, this is the place
is the lowered step time based? if you miss it it won't go down again?

>> No.9245419

>>9245417
It's on a timer, but it's repeatable.

>> No.9245426

>>9245417
I did wonder if people with low-performant pcs ever reached this secret back in the day

>> No.9245432

>>9245414
Original crosses are red, but international red cross doesn't like their official symbol diluted.

>> No.9245439

>>9245016
>I've listened to this weirdo when he played my maps and you can tell he's not right in the head.
So he's like BigMacDavis? Perhaps the "BigBlackDavis" of the Doom community?

>> No.9245443
File: 95 KB, 220x220, wejustdontknow.gif [View same] [iqdb] [saucenao] [google]
9245443

>>9245439

>> No.9245465

>>9245085
Nahh, or at least not how I want; I always have that set pretty low
>>9244619
Sick, thank you for the info.

>> No.9245474

>>9245426
No reason not to, even if they had slowdown, sector actions are measured in game tics anyway.
I don't think Doom had the kind of dropping frames you get with modern engines, it would either run at normal speed or the world would slow down with you.

>> No.9245524

>>9245417
You could've just watched a 100% secrets speedrun of the level you turkeyknob

>> No.9245576

>get to MAP18 on D2RELOAD.WAD
>check the wiki because I want to know how long it is
>realize I totally fucked up MAP09 and I didn't have to cleave through the gigantic horde of monsters
>Could have just forced them into a crusher and saved basically a whole inventory of ammo
Me am small brain man make demon go boom with laser gun haha

>> No.9245595

>>9245075
I wouldn't be against porting a few new enemies. Got a lot of other things to do first though.

>> No.9245692
File: 86 KB, 274x214, hdestplayers.png [View same] [iqdb] [saucenao] [google]
9245692

>>9237073

>> No.9245768

>>9245474
It did drop frames to keep game speed. Most people would have had a miserable experience otherwise, a lot of machines ran at like 15fps and running at 40% speed is horrible. You can check videos of this on hardware of the era. That of course doesn't affect the secrets in any way. In fact I think the MS-DOS version read the input in the timer interrupt so you could move with 35tic/s-accurate inputs even when running at 10fps.

>> No.9245967
File: 2.89 MB, 952x626, Hexed.webm [View same] [iqdb] [saucenao] [google]
9245967

Tomorrow I will be placing monsters and pickups. Timing may be revised.

>> No.9245974
File: 75 KB, 1280x720, 1645509569645.png [View same] [iqdb] [saucenao] [google]
9245974

First of all, had no idea this gore effect that impressed me when I played Ion Fury was actually originally from Duke 3d/old original Build Engine, fucking crazy.

Second of all, holy shit why is Duke so fucking dark? You can hardly see 3-4 meters infront of you.

I was playing the N64 port, which is apparently a lot brighter with much better "view distance", so I didn't really notice before, but now that I'm on Episode 4 I have no choice but to play the PC original.

>> No.9246006

>>9245967
neat. didn't you post WIP of this several months ago? I remember seeing something similar.

>> No.9246019
File: 200 KB, 640x480, doom102.png [View same] [iqdb] [saucenao] [google]
9246019

>>9246006
I post a lot of WIP because I am an attention whore. A few months ago I did a different map about hexagons. You might've been remembering this one.

>> No.9246040

>>9245974
I’ve only played the original Duke, never got into the 64 version and I might not because battlelords can’t be shrunk and I like my freeze gun. Anyways, I never ran into brightness issues for it so it may be a 64 exclusive “””feature”””.

>> No.9246109

>>9242759
has anyone ever tried to fix this game or even reverse engineer it?

>>9242925
seeing that TB can now convert Q1 Maps for Q2
i can see these with STAND or Oblivion assets


>>9245075
i remember seeing an old q1 map with a water serpent boss

>> No.9246180
File: 1.28 MB, 1920x1440, 1633399227768.png [View same] [iqdb] [saucenao] [google]
9246180

What the FUCK were they thinking. I want my 13 minutes back.

>> No.9246205
File: 3 KB, 155x126, abrams_dismay_transp.png [View same] [iqdb] [saucenao] [google]
9246205

>>9245414
>aren't the green crosses the original?
This post just makes me depressed...

>> No.9246209

Baking bread

>> No.9246219
File: 255 KB, 500x375, 1650958314287.png [View same] [iqdb] [saucenao] [google]
9246219

>>9245414

>> No.9246231

>>9246205
Doomguy can look up and down, secrets make a sound effect, AND BRUTAL DOOM IS CANON!

>> No.9246236

NEW THREAD
>>9246218
>>9246218
>>9246218

>> No.9246240

>>9246205
The 4th episode was always part of the original doom.

>> No.9246245
File: 41 KB, 1219x277, batman_doom_cwilv.jpg [View same] [iqdb] [saucenao] [google]
9246245

>>9242237
Batman Doom did just that

>> No.9246357

https://pastebin.com/J4pueyCK
at least some ideas here could make a cool game

>> No.9246368
File: 75 KB, 239x185, Hdoom players.png [View same] [iqdb] [saucenao] [google]
9246368

>>9245692
We need more of these

>> No.9246512

>>9245432
why did the cucks change it when its still a red cross in most any game including duke 3d

>> No.9246818

>>9246245
I never looked into how batman doom did like 90% of it's shit, I just accepted it as magic at the time.

>> No.9246932
File: 190 KB, 1920x1080, screenshot_SquareSoft_square1.png [View same] [iqdb] [saucenao] [google]
9246932

>On your knees, rapscallion!

>> No.9247169

>>9246512
Because back then small devstudios were able to not give an ounce of shit about how international organizations got butthurt over being misrepresented in vidya