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

/vr/ - Retro Games


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9387565 No.9387565 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9377736

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.9387567
File: 27 KB, 256x192, 1636176131229.png [View same] [iqdb] [saucenao] [google]
9387567

=== CURRENT PROJECT ===
UNRATTLED
Deadline: November 28th
Rules: >>9384165

=== CURRENT RELEASES ===
AD MORTEM PHASE 2
https://www.doomworld.com/forum/topic/125461

94 PROTONS OF /vr/
Beta 0.8 release
https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA

=== NEWS ===
[11-3] DF-21.net is hosting a Star Wars: Dark Forces level contest for the month of November with a prize.
https://df-21.net/?post=63

[11-2] DBP53: Plutonian Sunrise, released.
https://doomer.boards.net/thread/2998

[11-1] Colorful hell updated to 0.99
https://forum.zdoom.org/viewtopic.php?p=1231269#p1231269

[10-28] Doom 64: Ethereal Breakdown is out
https://www.doomworld.com/forum/topic/132113

[10-22] Infested episode 2 released
https://forum.zdoom.org/viewtopic.php?t=76655

[10-22] Slooter dev cancels development
https://buxomdev.itch.io/slooter/devlog/437072/end-of-development

[10-18] Latest Doom Unity addon: Harmony
https://twitter.com/bethesda/status/1582413888532156416

[10-17] Perfect Dark is now 100% decompiled and recompiled
https://twitter.com/Graslu00/status/1581744350249521153

[10-14] Corruption Cards updated to 4.2
https://forum.zdoom.org/viewtopic.php?t=67939

[10-11] First anniversary of REKKR: Sunken Land
https://twitter.com/RevaeRavus/status/1579872132447600641

[10-11] Sorrow updated to 1.1
https://redead-ita.itch.io/sorrow/devlog/438130/11-update

[10-10] Doom Master Wadazine #19 is out
https://www.doomworld.com/forum/topic/131804

[10-10] Chasm: The Rift available on Steam & GOG
https://store.steampowered.com/app/2061230/

[10-6] Chocolate Descent got a new release
https://github.com/InsanityBringer/ChocolateDescent/releases/tag/v0.3-beta

[10-3] Quake gets the ray traced treatment
https://youtu.be/1T3jc3jD840

[10-3] Apotheosis X for Marathon released
https://www.moddb.com/mods/apotheosis-x

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9387575

https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA/folder/zgsXQIKA
Windows 98 games

https://mega.nz/folder/rkx3UI6R#LFRPbwkSLPEkLNjjuKkrtA
Turok games

>> No.9387579

more like Turdok

>> No.9387581

>>9387579
https://vocaroo.com/1jlTpsJ7bBaL

>> No.9387590

That's kinda neat. If you load HDest on Ad Mortem a Megasphere appears in front of you.

>> No.9387601

Is there an FPS sound effect/voice line that comes back to your head at random times?
For me is:
https://www.youtube.com/watch?v=ZS1TQKe_D18&t=1m23s

>> No.9387629 [DELETED] 

These threads are mostly repeats of the same comments, I don't get it. Why do this on what is supposed to be a slow board?

>> No.9387649
File: 74 KB, 1920x1017, Screenshot_Doom_20221103_113242.png [View same] [iqdb] [saucenao] [google]
9387649

So, I'm working on a mod where each enemy appears in monochrome and has a colour associated with them (red, yellow, green, blue). The idea is that when you kill an enemy, you steal their colour and you do more damage against enemies with the same colour.
>Imp, Shotgun Guy, Zombie, Hell Knight - Red
>Demon, Lost Soul, Pain Elemental - Blue
>Revenant, Cacodemon, Chaingunner, Baron of Hell - Green
>Arachnotron, Mancubi - Yellow
>Archvile - Monochrome, changes colour depending on the enemy it revives
>Spectre - Black (can't be stolen, does more damage against the player)
>Spider Demon, Cyberdemon - Monochrome

Any thoughts/opinions on which colours each enemy should be?

>> No.9387660
File: 179 KB, 512x256, 1667367489153634.png [View same] [iqdb] [saucenao] [google]
9387660

Threadly reminder that we're still working on replacing SRB2Kart's advertisements. Grab those here.
https://cdn.discordapp.com/attachments/727328864489046110/1037216866638245978/Adverts.zip
Currently replaced:
>BILSAFE
>JEWELAD3
>JEWELAD4
>TPSIGNE

>> No.9387662
File: 1.06 MB, 5000x5000, GOTTA RIP FAST.jpg [View same] [iqdb] [saucenao] [google]
9387662

>>9387567
IMPORTANT NOTE FOR UNRATTLED:
We're using this version of lostres instead of the google drive in the original post https://files.catbox.moe/ypj8oo.zip

>> No.9387681

>>9387498
>>9387518
I don't mind hosting the original HL1 but I don't intend to make that a regular thing. The game is 24 years old, either you own it by now or you don't.

>> No.9387684

>>9387681
>The game is 24 years old, either you own it by now or you don't.
That leaves you open to WON vs Steam arguments.

>> No.9387702

>>9387649
Isn't green too stacked?

>> No.9387704

>>9387684
We'll see. I've been wanting to do this a long time and I did something similar back in 2017/2018 and it was such a pain in the ass dealing with people who would constantly bombard the threads with
>Don't download it has a virus in it
and other bullshit. Legit owners just saves me the headache. Maybe that won't happen this time.

>> No.9387714
File: 465 KB, 1920x1080, bounce_0000.jpg [View same] [iqdb] [saucenao] [google]
9387714

>>9387704
What the fuck did you link me anyway? What's this HD shit?

>> No.9387715

>>9387714
The HD pack is toggleable, you know.

>> No.9387717

>>9387714
it was whatever version the maintainer of that mega has, lol. seemed easiest and free?
i just found this other cool project too
https://steamcommunity.com/sharedfiles/filedetails/?id=1127785318
https://won2.net/
aparently WON is back up again, which is neat to see.
yeah i know sometimes anons can be annoying claiming everything is a virus, sorry.
i just don't have Steam right now, but i do own it and all, i just need to repair my main PC again to get that all back up and going. for now, these megas seem like a cool way to get everyone up and going.

>> No.9387718

>>9387702
Might be. Chaingunner might do better in yellow. I keep trying to think about which enemies tend to be paired together, but chaingunners tend to be everywhere.

>> No.9387727

>>9387649
How is the player going to know what their current colour is? If it's a status bar tint or whatever, will there be any provision for people playing with minimalist HUDs?

>> No.9387746

>>9387727
I'm planning to add custom guns and the guns themselves will change colour.

>> No.9387774

>>9387704
are you still going to play, i googled the time difference and it was 12:30 for me and that was an hour ago.
sorry i dont have steam? but look at all those games we could play in the links, isn't that an exciting prospect

>> No.9387776
File: 99 KB, 640x480, password and also timer bug.png [View same] [iqdb] [saucenao] [google]
9387776

Playing Doom for Playstation, with my usual rule of beating each level with 100% scores and full health/armor/inventory. Just found out that I could have avoided the Level 31 inventory reset by using the password that the game gave me. Now I have to replay four levels if I want to keep up my streak. I'm somewhat annoyed.

Inb4 "you should force pistol start anyway".

>> No.9387779

>>9387774
Setting up. Looking for my old files.

>> No.9387795

>>9387776
is that the PS1 decompilation port? really cool project!
my rules for Doom are i get to keep things, unless i die, then i have to then beat that level with the pistol start.

>> No.9387806

>>9387779
It's up and running via a virtual private server, but when I connect the models "hitch" when moving and I really don't like it.

>> No.9387808

>>9387806
how do models hitch, what does that mean lol
do you not just double click the exe and create a multiplayer match?

>> No.9387826

>>9387808
Just wait until you get in. It's quite noticeable. I've never used a VPS before, I always did it listen server style back when. Might have to upgrade it since it's a 4 core virtual machine.

https://mega.nz/file/sAhwxDII#3CWt2bkOC3aeYs1o3jm-dNKHUJ6FeTIBkYaD7uguw38
^Need this. One of my older HL1 clients using Xash.

connect 162.248.93.194:27015
Max 32 players I'm in.

>> No.9387834

>>9387826
i will be able to join in 45 minutes, i wish the other one worked because i had it set up already

>> No.9387837

>>9387795
Psydoom is indeed cool, and retro game recompliations in general are an exciting trend.

If I could set up games to make it convenient, I might adopt more "hardcore" rules; like never reverting to a past save unless I'm dead, but once I am, going back as far as I like to find a good point to continue from. I won't put the effort into giving up quick loading when it's so convenient and erases all trace of a mistake, though.

>> No.9387839

>>9387834
Do your thing man. Appreciate the interest.

>> No.9387841

>>9387826
2/32

>> No.9387873

>>9387839
is your server up? i opened the console and typed connect 162.248.93.194:27015 and it's not joining

>> No.9387874

>>9387873
Did you get the specific build linked? It won'/t work with the Steam build.

>> No.9387876

>>9387874
i downloaded the zip you gave me, used the shortcut to launch with console, then i typed connect 162.248.93.194:27015 and it wont connect me

>> No.9387878

>>9387629
Live updates on our mod progress, and organizing netplay sessions.

>> No.9387879

>>9387876
>you
I'm not the uploader, just a chump who tried with Steam to see if it would work.

>> No.9387882

>>9387873
>>9387876
I switched to Steam. 2/32. Password is rage

>> No.9387886

>>9387882
3/32

>> No.9387894

I see that the brutalist Quake mapjam is recently released, when will the Quake2 mapping project be done?

>> No.9387915

>>9387882
Switching to The Specialists since this dedicated server shit is funky and I want to get it right before bed.

>> No.9387921 [DELETED] 

So what's everyone's menu item at Caco Bell?

>> No.9387926

So what's everyone's favorite menu item at Caco Bell?

>> No.9387927
File: 259 KB, 1920x1080, ts_lobby0000.jpg [View same] [iqdb] [saucenao] [google]
9387927

The Specialists is a-go, figured out the dedicated server shit. Hosting for 20ish more minutes. I won't post much more in these threads since this is for Doom and other classic FPS, but you can find me on /vm/.

>> No.9387930
File: 1.47 MB, 970x1260, file.png [View same] [iqdb] [saucenao] [google]
9387930

slaughtermap danger level according to midi
>low
stock doom 2/tnt midis
>medium
you suck
>high
nightwish midis, symphony x midis
>very high
zach siegel midis, knightrider of doom midis
>oh shit
mucus flow

>> No.9387931
File: 719 KB, 1920x2160, gl_overbright.jpg [View same] [iqdb] [saucenao] [google]
9387931

>>9387717
WON2 has been up for ages, but it's still incomplete, it seems.
You can use the master server, but the auth server used for chat rooms doesn't work.
There's also supposed to be a separate server for listing mods with automated installation. That was such a neat feature.

>> No.9387941

>>9387926
two fifth layer of hell burritos with extra diablo sauce and a crusherwrap supreme

>> No.9387951

The Chasm is easy and you shouldn't fall unless you really suck at video games.

>> No.9387959
File: 2.66 MB, 946x620, 2022-11-04 11-08-19.webm [View same] [iqdb] [saucenao] [google]
9387959

It works, but I can't figure out why it jumps up when awoken?

>> No.9388042

>>9387565
>https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA/folder/zgsXQIKA
>Windows 98 games
>>9387565
>4CHAN DOSPACK + Win98 games (pre-configured):
>https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA

these are the same, backup or something

>> No.9388093

Am i the only one gets bored easily after 2-3 megawads? Stop playing for a year or so and come back again. How do you continue and not get bored? It is fun again when you come back but combat is too basic. I think Ultra Violence was the main reason to bore me as that made the maps more slaughter like. HMP increased my tolerance.

>> No.9388134

>>9388093
This is why I always play on HMP even though I have skill to play on UV. UV bores me, because it makes the most wads grindier and thus more slower and boring. I can't understand players who play only on UV and then proceed to whine that wad is too grindy or slaughtershit, and still refusing to play on HMP "because UV is the intended way to play". Yes, UV is intended way to play if you like maximized monsters, which some of you clearly don't. Stop punishing yourselves. Be like me and like this anon here. Choose HMP and enjoy it proudly.

>> No.9388135

>>9387931
>muh overbrights
So it's basicly glQuake vs. WinQuake all over again?

>> No.9388153

>>9387660
What about these?
>>9367118
>>9367124

>> No.9388156

>>9387660
>>9388153
and these
>>9367112
>>9367362
>>9367302
>>9367441
>>9369293
>>9369241
>>9367689

>> No.9388175

Does Shadow Warrior have an enemy that will filter me like Blood's cultists?

>> No.9388176

>>9388175
Shadow ninjas and bees.

>> No.9388185

Know any good MIDI covers of CC's Epitaph?

>> No.9388186

>>9388176
>>9388175
speaking of SW - is the 'lost' Deadly Kiss addon still vaporware?

>> No.9388193

>>9388186
Yes/no. There's a playable build of what was built when it was canned (levels kind of rough and tedious, but you can see what they were going for), but the proper remake seems to have ground to a halt.

>> No.9388208
File: 5 KB, 192x192, images (10).jpg [View same] [iqdb] [saucenao] [google]
9388208

>year 2022
>not a single good warhammer 40k mod or wad
being a fag40k sucks

>> No.9388212
File: 2.17 MB, 1270x844, cacaodemon.png [View same] [iqdb] [saucenao] [google]
9388212

cacaodemon

>> No.9388215
File: 26 KB, 193x177, bootyblaster.png [View same] [iqdb] [saucenao] [google]
9388215

>> No.9388220
File: 87 KB, 752x710, click clack.jpg [View same] [iqdb] [saucenao] [google]
9388220

>remember playing slayer`s rampage a bit ago
>look it up
>apparently 2.0 dropped
>try it
>it`s straight up JUST WORSE than 1.9c
never felt like downgrading a version before, first time for everything i guess.

>> No.9388238

Wrath got obliterated from Myst 3 Exile due plagiatrism through SimonOC's style primarily. Neither Mark V Winquake is Arcane Dimensions'. Nevermind.

>> No.9388262

>>9388220
what went wrong with the new update, anon?

>> No.9388276

>>9388208
Geedubs would just go scorched earth on that shit.

>> No.9388284

>>9388208
Violent Rumble had one quite 40k-ish map.

>> No.9388302
File: 113 KB, 699x534, shovelzooka.jpg [View same] [iqdb] [saucenao] [google]
9388302

>>9388262
>no more fists
>weapon slots are now stretched out across all number keys
>on raise, half of them flash their ALT description with no way of disabling
>SSG reload can be completely cancelled by swapping, you don`t have to put in the shells when you swap back right after shooting
>gatling gun has no spin-up time, HMG is now obsolete
>shotgun ALT now uses 2 shells besides a rocket (might be a bug though)
i mean, if you don`t care for balance and just want to wail in on em you won`t care as much. whatever vision there was, it seems to be gone.
there is a bit more content, like a couple alternative ALTs, a bunch of new monsters and flame belch, but it just feels like bloat imo.

>> No.9388326

>>9388302
>SSG reload can be completely cancelled by swapping, you don`t have to put in the shells when you swap back right after shooting
That matches the “backpack reloading/recharging” as seen in the new Dooms, for better and for worse.
>>9388208
I occasionally get Iron Warrior vibes from Quake 2.

>> No.9388362
File: 58 KB, 634x640, 0q8LC.jpg [View same] [iqdb] [saucenao] [google]
9388362

>>9388208
How do you feel about the Space Hulk games?

>> No.9388402 [DELETED] 

>>9388208
Wait for Boltgun
https://www.youtube.com/watch?v=PCDPIrqZ2GU

>> No.9388415 [DELETED] 

>>9388402
Too bad it’s not retro, unless it went from UE to a Doombased engine overnight or something.

>> No.9388420

Gzdoom is down for some reason, does anyone have Trailblazer?

>> No.9388435

>>9388420
huh you're right zdoom forum won't load.
Here's trailblazer, up for like 12 hrs till the link expires
https://litter.catbox.moe/31q4j0.pk3

>> No.9388437
File: 19 KB, 256x128, ZZZFACE6.png [View same] [iqdb] [saucenao] [google]
9388437

>>9387567
>>9387662
I wanna ask three questions for Unrattled.
1. Are we replacing the skies, like maybe a starry night sky with dark mountains for E2?

2. I know it's about Doom 1, but can we add some of the texures and flats from Doom 2? Like the water/slime/blood fall textures, some of the base and metal textures, etc. A bunch of them would fit fine with Doom 1's looks, we'd just skip the Wolf3D and Icon Of Sin Textures (well, maybe we could add that those two which has a bunch of computers and wires on it, they could fit).

3. I can just do whatever the fuck I want for level design, right? Use any monsters, as long is looks Doomy, right?

>> No.9388468
File: 269 KB, 518x442, SHIT!!.png [View same] [iqdb] [saucenao] [google]
9388468

>want to play demonsteele on ashes ep2 sterilized
>corpses make weird noises
>want to play siren on ashes ep2 sterilized
>breaking vent grills crashes the game
>want to play brutalshit on ashes ep2 sterilized
>doesn`t even launch
dang it

>> No.9388472

>>9388468
Hideous Destructor

>> No.9388474 [DELETED] 

>>9388402
INB4 "muh, it's no-..."
>>9388415
...nevermind.

>> No.9388546
File: 336 KB, 913x715, NEV910P.png [View same] [iqdb] [saucenao] [google]
9388546

Hello anons. I'm currently in need of some quality artwork for a project I have been working on (main menu pic, intermission pic, etc.) Any artists who are interested can contact me here - https://www.doomworld.com/profile/18508-a2rob/
Thanks.

>> No.9388556

>>9388472
that works but not the others? what’s the conflict?
>>9388474
yea get that shit outta here

>> No.9388557

>>9388093 >>9388134
Different anon. You make a good point, but my pride rejects the thought of "giving up". Plus I'm already several levels into No Rest and Evilution, so I'd have to either start over or resort to save editing (or pistol starting). I could drop for Plutonia (if I get that far), but I've heard so much about how hard it is, I want to see how my skills and savescumming fare against it.

>> No.9388560

>>9388238
Is that a Markov chain?

>> No.9388565

>>9388415
Even modern GZDoom games like Selaco get their posts deleted.

>> No.9388576

>>9388556
it`s just luck really lol. and considering complexity of ashes2 and sterilized being an afterthought, it totally makes sense.

>> No.9388580

>>9388565
rip oh well, seleco/ion fury shitflinging often got out of hand anyways

>> No.9388623

>>9388565
It was a bit grating seeing the same 2 or 3 posters making nearly identical, circular arguments about the sex appeal and personality of a protagonist with the same images attached for multiple threads straight

>> No.9388626

>>9388565
I see those up at times.

>> No.9388687

>>9388626
Seems to be the deletes were more from the drama, kind of like when Rekkr Romero posting got out of hand.

>> No.9388690

>>9388565
Wait, really? Consistent rules, finally!

>> No.9388692

how is the duke nukem 3d modding scene?

>> No.9388698

>>9388690
>Consistent
I wish.
>>9388692
Has some weird shit like Alien Armageddon and that new free thing AWOL. Still not as big as Doom or even Quake due to old mod tools/not as much interest.

>> No.9388717

>>9388557
>savescumming
(First anon here)
Anon that's one of the issues. People are either savescumming or play it with a lot of attention. When it comes down to it Doom's combat is basic, generally strafing or running towards to monsters.
While i don't like Final Doom much if you also play Plutonia (HMP/UV doesn't matter) you will most likely understand all there's to it about monsters.
At that point it becomes playing different wads. Do you want to relax a bit?
Save a lot?
And even if you are good or wad is easy it still takes a long time.

There's BTSX which is like vanilla doom recommended a lot. It starts great, problem is it has over 20 levels. And they all are pretty much the same. I recently finished that on UV and every level had hundreds of monsters. Shit gets tiring. Its not hard but tedious. Killing same twice amount of enemies( generally not that extreme increase) just makes you strafe the area. That's all there's. Where as you could spend that time to play other wads.

>> No.9388729

what are your top 3 doom wads? can be maps or gameplay

>> No.9388773
File: 199 KB, 640x480, doom159.png [View same] [iqdb] [saucenao] [google]
9388773

Man, hanging enemies on the ceiling is still so fucky in MBF21.

>> No.9388795

playing doom for the first time
beat quake on normal mode without saving during levels a few months ago

>> No.9388830

>doom, quake, half life mods
let me guess you need more?

>> No.9388832
File: 669 KB, 1600x900, spasm0078.png [View same] [iqdb] [saucenao] [google]
9388832

Zooming past the original Quake levels in AD's Chaos mode made me encounter a revamped MegaEnforcer, giving him a rocket-shotgun instead of the classic homing missiles is just vile

>> No.9388834

>>9388830
Yes. More mods, more levels.

>> No.9388837

>>9387662
I like the bunker textures, makes me want to make some sort of living quarters/rec area even if I barely have the mapping chops to make a door not break, much less some doomcute

>> No.9388845

>>9388837
Look up a tutorial and then fuck around and see if you can make something. UDB is super easy to use.

>> No.9388853

>>9388830
Yeah I like going through buildshit as well, sometimes I want the opposite of that and look into Serious Sam stuff.

>> No.9388854

>>9387660
What was wrong with the originals?

>> No.9388883
File: 2.90 MB, 944x616, The Really Fast Pinkies.webm [View same] [iqdb] [saucenao] [google]
9388883

Trying to give pinkies a lost soul attack seems to be crashing the game. Maybe I did something wrong though.
But my backup plan is about as good.

>> No.9388884

>You can map for/mod Doom in whichever way you want and it works.
>The combat in Quake will always be shit no matter how much you mod it because the enemies are fundamentally retarded and can't be improved to keep pace with the player without superb jank and they don't work well together en masse.
pain

>> No.9388914
File: 23 KB, 523x248, 1562467560589.jpg [View same] [iqdb] [saucenao] [google]
9388914

>>9387662
>random /vr/ project
>the same month that Matador is leading a DBP

>> No.9388915

>>9388914
Who?

>> No.9388919

>>9388884
>>You can map for/mod Doom in whichever way you want and it works.
5 archviles in an empty field, no cover, doesn’t sound very fun.

>> No.9388930
File: 46 KB, 210x231, fuzz.png [View same] [iqdb] [saucenao] [google]
9388930

In GZDoom, some fuzz settings have sparse white pixels flickering over it, even outside the spectre outline. Is this just how those shaders are, or is something fucked up on my end?

>> No.9389005

What's the deal with Unreal? No source code releases? No source ports or modern ports?

>> No.9389012

>>9388930
Never noticed myself. Try updating your drivers maybe?

>> No.9389016

>>9388930
Just use proper software fuzz like a normal human bean. Also >>9389012

>> No.9389047

>>9389005
A couple of extremely dedicated autists are working on porting the Unreal Harry Potter games to a more modern version of Unreal.

>> No.9389069

>>9387746
This is a cool idea. I would maybe put the chaingunner with yellow because his role as a suppressor is similar to the arachnotron and mancubus. In fact, I would say you should make sure there’s somehow at least 1 weak enemy in each color so that you can switch more readily to deal with larger threats. My two cents at least.

>> No.9389070

>>9388930
Can happen if your rendering quality is set to speed instead of quality.

>> No.9389071

>>9388930
I noticed this too. Happens in Vulkan, but not OpenGLES for me.
AMD video card?

>> No.9389073

>>9389070
You're thinking of the specks of sky visible between wall/floor/ceiling polygons, this is a different issue.

>> No.9389080

>>9387662
Can I use some animated PSX Doom's fire skies for my map?

>> No.9389098
File: 295 KB, 1693x1184, 42fd14aaeb4eab5b0c4e38ae169b793079e7688139f38516ae16ca4aa214fb37.png [View same] [iqdb] [saucenao] [google]
9389098

>>9389071
Bingo, AMD.
I had tried OpenGL and Vulcan, but not OpenGLES yet, and sure enough it's gone there.

I was mostly wondering if it was a sign that my old-ass card was about to spontaneously combust or something, apparently not yet.

>> No.9389113

>>9387565
>still using Google drive instead of either Dropbox, 4shared, or Carbonite

>> No.9389116

>>9389005
>What's the deal with Unreal? No source code releases?
There are leaks, like the DNF one, but Epic never released it, yes.
>No source ports or modern ports?
Works like a clock on anything from NT 3.51 to Win 11. You might want to install a fan patch though, either the latest one or one before that for DX10 renderer.

>> No.9389137

>>9389098
Unfortunately any hardware that can run Vulkan at all is going to perform worse in GLES.
Not worth it for fancier fuzz if you ask me. I might post a bug report on the ZDoom forums.

>> No.9389152

>>9389113
Anyone who uses dropbox, 4shared and carbonite is a homo, do you know that?

>> No.9389156

>>9388153
>>9388156
These are already in, just didn't specify because they weren't included in the download as ones open to replacement.
>>9388854
Nothing, really. I just thought it would be fun to replace them with something that represents the /vr/ and /doom/ community more rather than the Sonic community.
>>9388437
>>9389080
>Skies
I'll let you guys use whatever sky you like if you implement through a sky transfer. Just include it in your WAD.
>Level design
Joke/troll maps will probably be rejected unless they're explicitly for a secret level. Outside of that, go absolutely fucking wild.
>Doom 2 textures
Maybe.

>> No.9389159

>>9389098
just buy a video card for once dude

>> No.9389221

>>9389152
>t.gullible gooooogler

>> No.9389278

>>9389113
Feel free to remake the links in the OP using those sites, even though I know you won't since you're all talk and no action.

>> No.9389284
File: 427 KB, 1920x530, file.png [View same] [iqdb] [saucenao] [google]
9389284

Why don't """they""" want me to have endoom support
What secrets does it hold

>> No.9389292

>>9384082
It's cute.

>> No.9389302

>>9387649
Make the enemies bleed that color too.

>> No.9389345

>>9389284
Didn't DSDA add it back? So there'd be no point in a fork anymore.

>> No.9389363

>>9388717
Thanks for the perspective. Maybe I'll drop to HMP for PS Doom and Plutonia. I didn't realize the only difference was enemy and item count, and not enemy behavior.

I'd find the games less "grindy" without all the secrets to hunt for, and the arbitrary grading on items collected. And maybe without the base/bonus health/armor distinction, so pistol-starting a level and finishing with 100 health was strictly superior to starting and finishing with 200/200. Or with something like PS Doom's password system in all games, so I wouldn't feel like using someone else's 200/200 save for a level was "cheating" compared to using mine. But there's no sense complaining; nobody's forcing me to play.

Sometimes there are so many enemies that I run out of room to strafe, and I have to resort to shooting instead of gradually wearing them down with infighting and melee. Or there are too many hitscanners in an ambush to get away from them without taking damage, so I have to shoot as I retreat. That's a bit of a different (and less "grindy") experience from the usual.

>> No.9389372
File: 12 KB, 676x149, image.png [View same] [iqdb] [saucenao] [google]
9389372

>>9389345

>> No.9389379
File: 2.88 MB, 1280x720, oh_lord_forgive_we_sinful_children_of_ivalice_02.webm [View same] [iqdb] [saucenao] [google]
9389379

>>9389292
Credit to Ramon Mujica for the graphics and map in that WEBM, except the arrow-in-flight sprites.
This one shows a map I'm currently making, along with a new muzzle flash sprite I made for the Magic Rod.

>> No.9389393
File: 143 KB, 640x430, tumblr_pqk8rohkKN1qdvhtvo10_640.jpg [View same] [iqdb] [saucenao] [google]
9389393

>>9388830
We can still want things that we don't need, anon.

>> No.9389412

>>9389379
Looks quaint and fun. Also wow that's a lot of ammo.

>> No.9389432
File: 385 KB, 1125x1125, Word cloud.png [View same] [iqdb] [saucenao] [google]
9389432

>> No.9389449

>>9389432
>another code bigger suck wait dsda
Pure pottery.

>> No.9389462
File: 111 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
9389462

>>9389432
>archivile needs shadow cock

>> No.9389463
File: 328 KB, 2046x2104, dd882m6sqzu81.jpg [View same] [iqdb] [saucenao] [google]
9389463

>>9389379

>> No.9389473

>>9389432
>Start change weapons protons please thank quality
Get on it, Chopblock, and thank you for the good weapons.
The rest of you boys better thank him too.

>> No.9389481

>>9389379
Man, that's a lot of effort put into this old-ass wad probably no one remembers aside from you and me. I'd give you props for that.

>> No.9389495
File: 149 KB, 1200x900, samsara reincarnation.jpg [View same] [iqdb] [saucenao] [google]
9389495

Friday Night Firefight's up, we're playing Doom 2 Forever deathmatch with the original Samsara. Open up Doomseeker and let's get the show on the road.
51.161.34.159:10666

>> No.9389501

>>9388915
cool DB guy, good mapper who gives no shit about drama but still caused massive buttblast of DW for some reason. I liked his AZ entries and other DBP contributions
He also wrote doomwiki entries about some of /doom/ regulars

>> No.9389514

>>9389495
>filename
lmao

>> No.9389531
File: 38 KB, 500x370, e1m1_01_small.jpg [View same] [iqdb] [saucenao] [google]
9389531

>January 29, 1996
The day Doom died

>> No.9389546

>>9387662
Doom 2 skies? And wolf 3d textures too, what is this lostres anyways? I thought this would only add kino doom beta stuff like the playing cards table, this is like all doom2 textures too, its too bloated and I dont even know which are which - I think it also fucks with my UDB texture explorer some reason, splitting doom.wad textures into two banks

>> No.9389550
File: 82 KB, 237x227, Duke Wiffem.png [View same] [iqdb] [saucenao] [google]
9389550

>>9389531
>Dukies can't explain this

>> No.9389554
File: 1.65 MB, 1049x1047, a1.png [View same] [iqdb] [saucenao] [google]
9389554

>>9389412
>Looks quaint and fun
I agree. I instantly fell in love when playing the first 3 episodes.
>wow that's a lot of ammo
Also note the Health before and after I grab the Berserk Pack.
So many little quirks that I adore.
>>9389481
Thank you. To be fair, I only recently discovered this WAD after looking for any pre-existing Final Fantasy Doom TC.
I just wanna' make maps inspired by Tactics. But finally working with DeHackEd via WhackEd4 has been surprisingly fun!

>> No.9389557

>>9389546
Lostres has beta stuff from both Doom games, so the Doom 2 patches had to be added for all of the textures to work.
>splitting doom.wad textures into two banks
Doom 1 always did this.

>> No.9389582

>>9389557
>Doom 1 always did this.
Oh okay, Im just a retard then
Apologies, Im only semi-skilled in mapping and nothing else computer-wise, so whenever I launch up Slade I get a headache and want to throw away my computer - all the lump and patch configurations are black magic to me

>> No.9389593

>>9389582
All good mate.
Little history lesson: TEXTURE1 contains all of the textures used for the shareware episode, while TEXTURE2 contains the rest. Doom 2 didn't have a shareware release and just had one textures lump containing everything.

>> No.9389608
File: 19 KB, 166x230, face6.png [View same] [iqdb] [saucenao] [google]
9389608

how you guys avoid jumping into deathmatch every other day for forty-five minutes is beyond me. that was really fun.

>> No.9389631
File: 123 KB, 1364x768, 59128951ae653afda36d27e3.jpg [View same] [iqdb] [saucenao] [google]
9389631

Does that Requiem FPS still won't work well on modern PC machines?

>> No.9389635

how do you come up with ideas for rooms when mapping

>> No.9389636
File: 96 KB, 667x900, 1659726404188864.jpg [View same] [iqdb] [saucenao] [google]
9389636

>>9388565
Ion Fury posting should be kosher since it's running on a legit retro engine and everything about the game except the release year is 100% pure classic fps.

For all intents and purposes Ion Fury is the new Duke Nukem 3d.

>>9389531
As much as Duke Nukem 3d kicks ass, there are no classic shooters with as good of a bestiary / weaponry balance as DOOM's to the point where it's downright perfect material for custom levels with extremely approachable pick-up-and-play feel and a tight gameplay loop.

Even if I in general prefer the "lived in" feel of Build Engine games and the lifelike decor.

>> No.9389639

>>9389636
She's looking a little cross-eyed there. You need to get new images.

>> No.9389642

>>9389635
Think of a cool encounter and try to build a room off of it.

>> No.9389648

>>9389635
Try to think of how all the rooms will connect in a way that would give at least 3 out of 4 walls a purpose in each room, small corridors and staircases notwithstanding.

>> No.9389670

>>9388208
Dark Crusaders got leaked a while ago.

>> No.9389674
File: 11 KB, 208x248, [sound=https%3A%2F%2Ffiles.catbox.moe%2Fl3hh69.wav].png.png [View same] [iqdb] [saucenao] [google]
9389674

>> No.9389679

>>9389005
>No source code releases?
Epic's entire business model has been engine licensing for ages now, so they were never going to while it could still be slightly relevant, and modern Epic give so few shits about their old stuff that they haven't even ported their back catalog from Steam to EGS.

>> No.9389687

>>9389674
dayum

>> No.9389702
File: 2.68 MB, 512x288, SOMEMONG_zooming_in.gif [View same] [iqdb] [saucenao] [google]
9389702

>>9389674
N I C E
A S S

I'm gonna fuck it off.

>> No.9389707
File: 14 KB, 272x216, 1656369526886.png [View same] [iqdb] [saucenao] [google]
9389707

>>9389702
Oops you fucked up and I just rammed my giant dick up your ass and it popped out your mouth now you're DEAD HAHAHAHAHA
I like unapologetically stupid WADs like UACMN

>> No.9389708
File: 3.07 MB, 2000x2000, mens-classic-tee-azalea-front-635f54ea81a1e.png [View same] [iqdb] [saucenao] [google]
9389708

Would anyone here be interested in a shirt that has the E1M1 Map on it?

>> No.9389728
File: 50 KB, 512x358, 1646408939029.jpg [View same] [iqdb] [saucenao] [google]
9389728

>> No.9389742

Hey, quick.
What was that Doom wad by the teacher/daycare worker in France (iirc) with handdrawn sprites that the kids did?

>> No.9389746

>>9389742
Magikus
He posts here sometimes

>> No.9389760

>>9389746
God damnit. I was so close. Kept thinking "Magicka" and searching that got a litany of shit I didn't want.
Anyway, thanks! I really liked that one and wanted to show my kid.

>> No.9389807

>>9389495
And we're done. FNF has its ups and downs and this one was a downer.
As for SNS, we're going to be playing Demon Eclipse for the 6th, Doomware for the 13th, and possibly the 2hu monsters mod for the 20th, topping it off with SRB2Kart on the 27th, with a functioning stat tracker and a whole bunch of new STUFF to play with.

>> No.9389818
File: 281 KB, 1920x1080, 20220720211657_1.jpg [View same] [iqdb] [saucenao] [google]
9389818

>> No.9389846

>>9389495
What about that that new Samsara some people are making?

>> No.9389853

>>9389846
Not very fun for deathmatch. Or anything else for that matter.

>> No.9389860

>>9389853
Did they break the old classes?

>> No.9389871
File: 330 KB, 1440x835, Screenshot_Doom_20221105_084141.png [View same] [iqdb] [saucenao] [google]
9389871

>2 demonic weapons in a single doomrla run
what the fuck how did I become this lucky

>> No.9389879
File: 397 KB, 1440x835, Screenshot_Doom_20221105_084152.png [View same] [iqdb] [saucenao] [google]
9389879

>>9389871
now the question is what do i ditch?

>> No.9389889
File: 638 KB, 1920x1080, Douk14.jpg [View same] [iqdb] [saucenao] [google]
9389889

I wish they still did dumb but fun xpacs like this lmao.

>> No.9389895

>>9389860
To an extent. All 3 Hexen characters are in the game now instead of merging their weaponry into one.
The bigger problem is that all of the new characters are completely fucking impossible to balance for deathmatch, not to mention the mod being an unfocused mess of STUFF.

>> No.9389919

>>9389895
Well, as long as they sort everything out eventually...

>> No.9390079

>>9389919
That will happen by the time 94 protons comes out.

>> No.9390247

>>9389919
They'll get around to it when Extra Heroes does

>> No.9390319

It'd be cool if 94 Protons had a second phase like Ad Mortem

>> No.9390324

name FIVE (10) Retro™ FPS games made in or before the year of our lord 2007 where killing something with a shotgun straight up makes it explode into viscera and/or knocks it backward into orbit

>> No.9390330
File: 578 KB, 256x253, venom.gif [View same] [iqdb] [saucenao] [google]
9390330

>>9390319
It'd be cool if 94 Protons "first phase" was actually fucking finished before even thinking of doing that.

>> No.9390345

>>9390319
first phase until the sun burns out, second phase until the heat death of the universe

>> No.9390348

>>9390345
looking forward to the third and final phase!

>> No.9390361

>>9390348
Just in time for the Space Pirate's second demo

>> No.9390382

>>9390324
Sin
FEAR
Quake 2
Serious Sam
Soldier of Fortune

>> No.9390478

what if the archvile was split up into 2 monsters : one with the flame attack but only 300-400 hp and no resurrection, and one with the resurrection and 700 hp but its only attack is a generic hellknight or mancubus projectile
would that help or hinder combat encounters?

>> No.9390501
File: 2.50 MB, 360x374, 5CF4CCFB-00B6-4E6F-BCED-5F055EE64161.gif [View same] [iqdb] [saucenao] [google]
9390501

>>9390478
Crack open WhackEd4 and see for yourself.

>> No.9390862

>>9390478
I've been thinking about doing a non-demonic enemy pack, and my idea for archvile replacement was a team of medic and a sniper.

>> No.9390934

>>9390478
My idea was to remove any attacks, but make ressing a lot faster and maybe give it the ability to mass resurrect.

>> No.9390935

>>9390478
Arch-vile attack with no resurrection would work, but without being able to force player to back down, it loses much of its purpose.

>> No.9390956
File: 81 KB, 1091x723, please wait.png [View same] [iqdb] [saucenao] [google]
9390956

Boys. I'm back on my bullshit with GMOTA again. While I'm gonna be saving some art passes and Samson for next year, I still got a few more fairly big changes before I push this out. I'm gonna be stripping out some elements I feel like don't add much. Like the Heavy Macer subshot, the Trine Volgue subweapon, and the Wave Buster. I might just have Zoom cast the grapple chain when you have the Blazter armed. The Blazter's ammo system is going to get adjusted too.

Still wish I could find a way to make the chain consistent though, fucking loreshots.

>> No.9391000

is there a place to download the generic doom BigFont as a desktop font for use outside Doom?

>> No.9391051

>>9389432
We need to sit down and talk about the
>lunchlunch issue

>> No.9391052

>>9389889
Some DBPs still have this spirit, like the Wolf3D one.

>> No.9391053

>>9389462
>cock adding suggested

>> No.9391054
File: 54 KB, 496x425, 1667187227556737.jpg [View same] [iqdb] [saucenao] [google]
9391054

>>9389432
>proper released honestly boom submission
>feel ribbiks funny
>srb2kart moment
>sorry midiset nice try

>> No.9391087
File: 1 KB, 250x140, SMGZombie.png [View same] [iqdb] [saucenao] [google]
9391087

>>9387567
>94 PROTONS OF /vr/
I'm browsing Realm 667 again and now I found SMG zombie that could replace chaingunner sprites.

>> No.9391098

>>9391087
We'll just have to wait a couple of years for Chopblock to recolor it.

>> No.9391106

>>9389707
That red face of Carnevil never gets old. Based average Terry WAD enjoyer.

>> No.9391128 [DELETED] 

>>9389432
>quit zdoom
I thought everyone already did.
>>9389636
>legit retro engine
This screeching about engines is retarded. All new games should be banned from discussion: if releases like H**T, W******m and D**k are not allowed, so shall be Ion Fury, Wrath and even Steam/Zoom version of Rekkr. Especially stuff like Selaco and Total Chaos that have fuck all to do with this board. All or nothing, simple as that.
If anything, the rules should be reconsidered and discussions of games released in time period between November 2005 (November 2004 for handheld) to December 2007 should be pretty strict if not banned.
>>9390501
That gif. lol
>>9390956
Lovely screen.

>> No.9391130 [DELETED] 

>>9391128
>I thought everyone already did.
What? Only speedtrannies are using other ports.

>> No.9391147
File: 1.71 MB, 1600x900, spasm0079.png [View same] [iqdb] [saucenao] [google]
9391147

AD's Chaos mode is goddamn crazy and I love-hate every single moment of it
is this where the VR randomizer got its inspiration from?

>> No.9391150

>>9388884
Literally what are you talking about. QuakeC is very moddable. Violent Rumble has fast melee only shamblers. Violent Rumble implemented armor for enemies, and a speed modifier. Other mods have volley functions i.e. enemies fire continuously. The difference is modding for Doom is less esoteric.

I will say I'm pretty tired of vanilla Quake maps and I wish people would stop making them. Quoth on up should be the standard. Fuck Copper.

>> No.9391159 [DELETED] 

>>9391128
>even Steam/Zoom version of Rekkr.
Then you have to answer the question of why ban the commercial release and not the mod, given that the only difference is whether Episode 4 is proper content or bonus content.

>> No.9391165

>>9391150
>Fuck Copper
Explain why is that?
I only miss farming cells from Enforcers

>> No.9391168 [DELETED] 

>>9391159
He’s just salty shitposting, and doesn’t even want people talking about Total Chaos or “fancy” GZDoom mods.

>> No.9391170

>>9391165
>Explain why is that?
I’d guess this is why >>9379402

>> No.9391194
File: 267 KB, 1021x602, file.png [View same] [iqdb] [saucenao] [google]
9391194

>>9387567
Unrattled map submission:
Name: Mildly Dangerous Day
Author: Redead-ITA
Midi: Action radar by the Prodigy
https://files.catbox.moe/13ts4k.wad
Here is my entry for the project, Relased this on my birthday too, which is a nice bonus

>> No.9391226 [DELETED] 

>>9391159
Because it's a commercial release on GZDoom and that logically shouldn't be allowed.

>> No.9391239 [DELETED] 

>>9391226
>new standalone mod: fine
>new standalone mod with pricetag: big no no
I see the logic, it’s just petty.

>> No.9391245

>>9391194
buon compleanno, nigger

>> No.9391247
File: 80 KB, 175x173, 1409340161246.gif [View same] [iqdb] [saucenao] [google]
9391247

>>9391194
Happy birthday

>> No.9391252

>>9391194
Happy birthday Redead-ITA, I like your maps a lot

>> No.9391257 [DELETED] 
File: 823 KB, 785x757, 1647123090222.gif [View same] [iqdb] [saucenao] [google]
9391257

>>9391194
count 'em

>> No.9391258
File: 139 KB, 455x455, file.png [View same] [iqdb] [saucenao] [google]
9391258

>>9391245
Thank you, my Pic related
>>9391247
Thanks boner!
>>9391252
Glad to hear, i wanted to try to make a map where you get ammo starvation near the end somewhat, while i don't think it achieves on 100% i feel like i could learned some parts here and there.

>> No.9391259 [DELETED] 

>>9391226
Would you ban Dimension of the Machine for Quake?

>> No.9391260

>>9389432
>I thought everyone already did.
I 'm waiting for kraft to release 0.25 since 0.24.3 is bugged, and even then, how am I supposed to play Sigil with Brian's music?

>> No.9391297

>>9391258
I know its not the same drink at all but I really enjoyed chinotto soft drink when I was in Italy, amazing taste

>> No.9391332

>>9390319
Hey, so here's a suggestion, shut your fucking mouth. I've been trying to contain the scope creep here.

>>9390478
>Let's make the Arch-Vile less complex and less special
Why?

>> No.9391348
File: 1.11 MB, 480x269, [ANON] It's your birthday today! Cake and Icecream is on it's way! [sound=files.catbox.moe%2F43o7g7.mp3].gif [View same] [iqdb] [saucenao] [google]
9391348

>>9391194

>> No.9391351

I like Doom

>> No.9391354 [DELETED] 

>>9391239
Not according to some posters here. That's the logic I'm following in this particular case.
>>9391259
It's a new episode for a re-release of older game (not a remake), not a new standalone thing on source port that's more of its own thing.

>> No.9391368
File: 153 KB, 640x480, doom162.png [View same] [iqdb] [saucenao] [google]
9391368

Ok, get this guys, a shotunner which has absurd spread and only attacks in melee.

>> No.9391371 [DELETED] 

>>9391128
Those rules wouldn't make sense. What would be modifier that would cause ban of said game, if not the type of engine? The fact that it is sold? This would cause ban on Sigil, NERVE and Doom 64 Lost Levels, which would be insane since this is Doom thread.

If Total Chaos, an total conversion would be banned that would mean ban of other total conversions such as Ashes and Golden Souls. Golden Souls series (and REKKR) are made by our anons, so that would spit against their face.

If you don't like Wrath, Ion Fury, Total Chaos and Selaco just ignore discussion about them. Banning those would cause insane amount of problems. I don't like Total Chaos either but as gzdoom total conversion there should freedom to speak about it. Mods might be asses some times, but ban policy according the engine is fine as it is. It makes sense.

>> No.9391383

>>9389636
Different poster, but I've had a lot of fun with Marathon's and Dark Forces' bestiary / weaponry balance, custom levels and gameplay loops. Are you sure your opinion is fact?

>> No.9391390 [DELETED] 

>>9391226
You can just pirate it.

>> No.9391395

Is it really bad to copy paste a location from my old /vr/ map into unrattled? Its sort of a try to build off that map into something entirely different, just a homage or something - the room isnt really that important - only to setup a continuity

>> No.9391402

>>9391395
You could try it and see if it comes out good.

>> No.9391404

>>9391368
How about a non-retarded shotgunner who doesn't eats 4 out of 7 pellets in each shell before firing them?

>> No.9391426

Punisher and Painkiller. Both protags are dudes in trenchcoats. Both games released in April 2004. What's up with that?

>> No.9391445 [DELETED] 

>>9391354
>That's the logic I'm following in this particular case.
Yeah it’s some weird “anti paid mod” bias where discussion is fine until a pricetag becomes latently attached - then it’s suddenly not fine. It’s a slippery slope, if new standalone TCs with a pricetag aren’t allowed than why allow discussion of new standalone TCs without a pricetag? And TCs like Robo Kart aren’t even a shooter so they should be shot down as well, right?
It’s so petty that it feels more like it arose from someone being butthurt about their discussion of Unity games getting deleted.

>> No.9391480 [DELETED] 

>>9391426
Poles are soulless upright walking snakes who lack any creativity.

>> No.9391518

>>9391404
This would make it too powerful. What I currently did however does fire right amount of pelettes from double-barrel, but it didn't learn magic to make more pellets Doomguy knows.

>> No.9391520
File: 82 KB, 1198x1200, 7515C25F-CDC5-48BD-89C9-5A23EA3BE678.jpg [View same] [iqdb] [saucenao] [google]
9391520

What's the issue of adding Arcane Dimensions on Quake Steam official add-on list? Does Bethesda need the rights to put it there?
Are the devs butthurt that the revenue will go to Bethesda?

>> No.9391527

>>9391520
Hexen 2 and other non-Quake assets would have to be replaced, and they would have to get permission from EVERYONE who has directly or indirectly contributed to AD to cover themselves legally. That means anyone to contributed a map, code, model, or even a single texture.
Some of those things could just be replaced, but id isn't going to do it, and they probably won't pay anyone else to.

>> No.9391528
File: 163 KB, 661x740, Carcharodon and Mantis warrior.jpg [View same] [iqdb] [saucenao] [google]
9391528

>>9388362
I want a remake. It was my first boxed PC game. It took me about a year to play it because I had no idea what "Direct Draw error" meant.
I was so bummed. Later I figured out about something called graphics drivers.

>> No.9391529

>>9391520
>Does Bethesda need the rights to put it there?
Precisely that. They need the rights to Hexen 2 stuff and they need everyone's agreement.

>> No.9391536

>>9389636
>Ion Fury
I support Ion Fury. You can see on the dev blogs they hand made everything, lights, shadows.
All that old school goodness and hand crafted stuff. It should be here as an honorary mention.
Maybe even Wrath. But not Prodeus even though it's goat too.

>> No.9391541

>>9391527
>Hexen 2
Didn't know it used them too. It will be difficult then. Maybe there will be an unofficial way to put it in there. It's easy to play outside of Steam anyways.

>> No.9391543
File: 1.88 MB, 1920x1080, vkquake0017.png [View same] [iqdb] [saucenao] [google]
9391543

A little environmental destruction goes a long way: https://files.catbox.moe/4ylxd1.webm

Yes I suck at this game.

>> No.9391553 [DELETED] 
File: 168 KB, 820x750, PAieWdG1et.jpg [View same] [iqdb] [saucenao] [google]
9391553

>>9391480
>t. self-loathing Pole

>> No.9391556

>>9391426
It was still a freshly post-Matrix world at that point. Unless you’re referring to Postal dude who was likely more inspired by those Colorado kids.

>> No.9391567

>>9391518
Different poster: I don't know how powerful shotgunners are, because I reload my last save whenever I get hit by one.

>> No.9391573

>>9391518
It would only be too powerful if their pellets will be dealing the same amount damage as your shotgun pellets.

>> No.9391624

>>9391543
>https://files.catbox.moe/4ylxd1.webm
>NOOOOOO! MY PRECIOUS OFFICE WORK I'VE BEEN SLAVING AT THIS ENTIRE DAY REDUCED TO ATOMS!
Damn, wagie destruction must be very satisfying

>> No.9391641

>>9391194
Happy birthday dude

>>9391332
>Hey, so here's a suggestion, shut your fucking mouth. I've been trying to contain the scope creep here.
Calm down Choppy. It's as simple as putting the resource pack back in the OP a year from release and setting a 3-4 week deadline for new maps. The hard work's already being done, so I guess you'll just have to wait and see how phase one is received to fully get out of this crunch mode mindset and weigh your options for the future.

>> No.9391653
File: 2.86 MB, 864x540, 1667354422025019.webm [View same] [iqdb] [saucenao] [google]
9391653

>>9391054
>>srb2kart moment

>> No.9391659

>>9391395
Id copied maps from Wolfenstein into Doom 2 and maps from Doom into Quake, I say go for it.

>> No.9391664
File: 1.62 MB, 1600x900, spasm0081.png [View same] [iqdb] [saucenao] [google]
9391664

>>9391170
Drake was/is wierd in how you have the NG eat 1 nail per 2 shots in order to make both it and SNG still have superior DPS over the buffed shotguns
>nvm what I said earlier, those rockets are both homing and fired in salvos - also all the secret roulette enemies who make lingering flames on the ground can go fuck a cactus

>> No.9391848
File: 269 KB, 567x757, 1611163369335.jpg [View same] [iqdb] [saucenao] [google]
9391848

play doomzero
its good

>> No.9391852

>>9391641
I get you, but I don't want to get up to something like that until 94 Protons is in a form which can be considered complete. MAAAYBE we could talk about additional level submissions then, assuming there are people who are actually interested in that, but I have some obligations I need to resume, too.

Right now, I don't want to think about any of that, I need to focus some.

>> No.9391912
File: 340 KB, 1920x1080, terraniux-2022_4_20_1_23_39_492.jpg [View same] [iqdb] [saucenao] [google]
9391912

Anybody get microjitters in Old Unreal 227j?
In 227i it's fine but in j it seems like objects are moving at 60fps or something while framerate is 144+.
Tried x64 and regular bins

>> No.9391929

>>9391165
I miss enforcers don't being dumb turrets, I miss infighting enemies not arbitrarily re-engaging you after they fail to damage their new targets for 15 seconds (how am I supposed to keep track of that), I even miss some design rationale consistency (stingy with drops, but now gibbed ogres DO drop rockets?)
I'm not that anon but Copper is the mod I dislike the most, the only one I dislike actually. It's the definition of two steps forwards two steps back, change for the sake of change. If you want to make things "harder" you do that via level design not by nonsense tweaking.

>> No.9391950

>>9391624
wow this is based
no desks though?

>> No.9392032

>>9391950
Yeah, haven't gotten around to that. That is just a test map for my actual Malice level anyway - for figuring out how far I can push things with maphacks and whatnot.

>> No.9392036

>>9387565
Best tutorial to get me started with Ultimate Doombuilder? The ones in the sticky are from over 10 years ago. Are they still just as good? I just figured a lot has probably changed in 13 years.

>> No.9392086 [DELETED] 

>>9391226
>a commercial release on GZDoom shouldn't be allowed.
why?

>> No.9392089

>>9391194
celebrate your birthday with a deathmatch?

>> No.9392120
File: 353 KB, 775x400, Screenshot_Heretic_20221105_201629.png [View same] [iqdb] [saucenao] [google]
9392120

>>9387567
Divergence, a 2-map long Heretic wad.
https://www.doomworld.com/forum/topic/132276-divergenceheretic-2-maps/

>> No.9392156

>>9392120
Is it compatible with Wayfarer's Tome?

>> No.9392169

Wait so if someone makes a game in GZDoom they're not allowed to sell it?

>> No.9392178

>>9392169
He's referring to the discussion of games in this thread being allowed. Obviously they are allowed to sell them, because they do.

>> No.9392234

>>9387567
GZDoom 4.9.0 released
https://github.com/ZDoom/gzdoom/releases/tag/g4.9.0
https://forum.zdoom.org/viewtopic.php?t=76741

>> No.9392262

are there any good, non-realm667 doom-ready texture resources?

>> No.9392278
File: 17 KB, 1100x362, file.png [View same] [iqdb] [saucenao] [google]
9392278

>>9392234

>> No.9392286

>>9392278
>this one will always prefer the system's user folder
rrrrrrrrrrrreeeeeEEEEEEEEEE

Why is it so hard for developers to just keep all their files neatly in the install folder? Why is it 2022 and there's still no shortage of retards who like system user folder or registry?

>> No.9392292
File: 597 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
9392292

What is all this shit and why does are health pickups consumed when already at full health?

>> No.9392293

>>9392234
Yawn
Call me when 5.0 is out

>> No.9392296

>>9392286
Cuz engine preferability, that being said, that you can choose to use a portable version.

>> No.9392298

>>9392292
Those items show up in your Inventory, in like the "Junk" page or something.
I think they're only used for selling back at the base.
Also, you could always pick up Health Bonuses at full HP I believe. Soul spheres, too.

>> No.9392308

>>9392298
>Those items show up in your Inventory, in like the "Junk" page or something.
Can't find how to access this inventory but I'll take your word for it, thanks
>Also, you could always pick up Health Bonuses at full HP I believe. Soul spheres, too.
I meant regular medikits, but I realize now that my max HP was higher than I thought it was, my bad

>> No.9392315

>>9392286
The post goes on to explain that commercial games usually get installed to folders they don't have write permissions for. "I installed GZDoom in Program Files, why don't my settings save" has been a recurring problem for years prior to it even being possible to use GZDoom for commercial games anyway.

>> No.9392316

>>9392308
nvm found the wiki article, thanks again
https://doom-rpg-rla.fandom.com/wiki/Loot

>> No.9392328

>>9392278
Based, running the survey on my 64c/128T Threadripper + 4090 so they ditch the poorfags.

>> No.9392329

>>9392286
that only makes sense for windows where you don't actually install anything and everything's just a random exe scattered somewhere on the drive

>> No.9392339

>>9392296
If only there were a portable version of PsyDoom. I had to resort to Link Shell Extension to get a data folder that would sync between devices.

>> No.9392349

>>9392315
Commercial games should just toggle an option that does this, you should not configure your Doom engine for "commercial game suitability" out of the box.
Also, WTF it that with "per-IWAD" saves? That's better than nothing, but still kinda useless - it should be "per-PWAD". If they all go together into the system's folder, that's a colossal nuisance.

>> No.9392353
File: 1.04 MB, 1600x900, spasm0083.png [View same] [iqdb] [saucenao] [google]
9392353

Finally messed up and got stung by the Hexen2 scorpion in AD, was having two differently functioning poison debuffs really neccessary?

>> No.9392363
File: 396 KB, 400x400, a_prompt.png [View same] [iqdb] [saucenao] [google]
9392363

>>9389550
>I will never be able to enjoy Duke3D ever again after seeing that image

>> No.9392372
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9392372

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

>> No.9392379
File: 198 KB, 1029x600, file.png [View same] [iqdb] [saucenao] [google]
9392379

>>9392372
Working on my first map of the game properly.
still very early version but it's finisced at least.

>> No.9392384

>>9392372
>M*THERFUCKERS
was that really cessary?

>> No.9392387
File: 117 KB, 500x581, D2_Master_Levels.jpg [View same] [iqdb] [saucenao] [google]
9392387

Say something nice about it.

>> No.9392390

>>9392384
Yes. Every fucking week. Now are you gonna step up with something you've been working on?

>> No.9392394
File: 565 KB, 1049x738, file.png [View same] [iqdb] [saucenao] [google]
9392394

>>9392384
Allow me to repeat myself yet again - YOU ARE M-

>> No.9392397

>>9392387
Great box art, it's some of my favorite art associated with the game.

>> No.9392403
File: 2.82 MB, 942x626, Sentricle test.webm [View same] [iqdb] [saucenao] [google]
9392403

>>9392372
Building MBF21 bestiary, too bad MBF21 doesn't have anything to glue monsters to the ceiling properly.

>> No.9392406
File: 500 KB, 1110x911, 2022-11-05-223908_1110x911_scrot.png [View same] [iqdb] [saucenao] [google]
9392406

>>9392372
My Unrattled map

>> No.9392481
File: 266 KB, 1600x900, doom16.png [View same] [iqdb] [saucenao] [google]
9392481

>>9392372
Working on my Unrattled map as well. It feels weird not to be working with Doom 2 enemies. But I'm glad to return to the basics.

>> No.9392495

>>9392278
>>9392286
I don't understand why anyone wants that shit NOT stored together with the game's files, this shit was stupid and annoying in 2004, and it's stupid and annoying in 2022.

>> No.9392497

>>9392403
>MBF21 bestiary
What all do you have so far? Are you the one who made that "Wizard boss" that throws hammers and shit?

>> No.9392506

>>9392497
Yeah, that's me. But hammer-throwing Wizard is going to a different project, this is just gimmicky experiments.
So far I've got flamethrower zombie, cube that tries to ram you when killed, Tentacles seen here, Pinkie that accelerates when close to you, zombie with a sawn-off shotgun, jetpack zombie, sniper zombie that optionally turns invisible when not shooting, pistol zombie and most hacky ceiling turret in the universe.

>> No.9392514
File: 2.65 MB, 640x360, oh_lord_forgive_we_sinful_children_of_ivalice_03.webm [View same] [iqdb] [saucenao] [google]
9392514

>>9392372
First map's complete. Par time is about 1:15.
I've been having source port troubles related to how I'm adding my own maps (as a new episode), but they're mostly presentation discrepancies, like crispy-doom showing Sigil's map titles on the automap, or Woof! and GZDoom rendering the skybox incorrectly.
I've already started the second map, but before I get into it, I'm making sprites for a Cacodemon replacement since the Doom 1 roster feels fucking barren without a flying enemy besides Lost Souls.

>> No.9392528
File: 446 KB, 960x600, doomyhell.png [View same] [iqdb] [saucenao] [google]
9392528

>>9392372
Working on my hellish map for Unrattled.

>> No.9392529

>>9392506
Yeah, I wanna see that released. You beat me to the punch making that Sniper Zombie in MBF21, and I like the way the Tentacles and Flamethrower Zombies are looking, too.

>> No.9392532

>>9392529
Well, sprites are all from Realm667, I didn't make them. I'm just figuring out what I can do with MBF21.

>> No.9392536

>>9392328
>t.graf's goonboi

>> No.9392558
File: 2.97 MB, 319x259, 1665042715031.gif [View same] [iqdb] [saucenao] [google]
9392558

>>9392384
no, it wasn't

>> No.9392563

>Perfect Dark is now 100% decompiled and recompiled

..And what difference does this make when there's already a GE/PD Emulation bundle that features mouse support?

>> No.9392568

>>9392563
Pc ports and mods!

>> No.9392578

>>9392563
>>9392568
Based. Can't wait

>> No.9392667
File: 122 KB, 800x600, doom01.png [View same] [iqdb] [saucenao] [google]
9392667

>>9392372
Making a moonbase with comfy amenities going nuts with the beta textures for Unrattled
First map so I just found out what pegs are and why my doors would only open from the west

>> No.9392698

>>9392349
>it should be "per-PWAD"
you could already do that by changing the working directory. could even do per-mod per-pwad.
this new update makes it so new gzdoom won't find any of these old saves, and older versions won't find the new saves. isn't updating gzdoom magical?

>> No.9392729

>>9392514
Looks hard for a first map.

>> No.9392749
File: 78 KB, 1024x896, scrap906_a.jpg [View same] [iqdb] [saucenao] [google]
9392749

Dumb ass boomer here figuring I'd ask and get more info, wondering how to best check out Doom 64 Ethereal Breakdown, haven't really fiddled with D64 too much. I picked up the Doom 64 EX archive and the SDL fix patch, should that be all I need or will I also need the D64 IWAD along with it?

>> No.9392812
File: 6 KB, 292x184, Screenshot 2022-11-05 205129.png [View same] [iqdb] [saucenao] [google]
9392812

>>9392729
It's just musou.

>> No.9392947

>>9391912
227j was supposed to fix things like waterfalls and torches moving at the wrong speed depending on framerate, and I somewhat recall it doing so. I don't know if it would make a difference, but what renderer are you using?

>> No.9392990

>>9392514
You are huge, that means you have huge kupo nuts.

>> No.9392993

>>9389871
>>I had three and the angelic armorset on one run, it felt like a pure cheese run.

>> No.9393042

I feel that Doom 3 RoE ending was cut into that white light shit because of the ecksbawkes hdd size for expansion packs and patches
And that Lost Mission ending is using the cut ending for RoE.

>> No.9393073
File: 2.94 MB, 852x480, dsda-doom 0.24.3.webm [View same] [iqdb] [saucenao] [google]
9393073

What do you think about brightmaps pwad add-on for vanilla/boom families of ports? Might be a neat thing to implement with crayon texture pack of Dream of /vr/ when it comes to be, light up liquids and special switches to play with contrast in low lighting sections. Same thing was done in Wormwood for glowing cacodemon eyes. Sorry for shoddy webm, I wasn't aware what I was doing.

>> No.9393078
File: 1.50 MB, 1280x720, file.png [View same] [iqdb] [saucenao] [google]
9393078

thoughts on sunder's hive mother enemy?

>> No.9393079

>>9393073
Holy shit. I love these.

>> No.9393080

>>9393078
Looks pretty hip.

>> No.9393090

>>9393073
I looked into the patch, it's combined work of tweaked palette with edited colormap. Eyes and lights of various sprites and textures were given unique colors so they would glow.
https://www.doomworld.com/forum/topic/120934

>> No.9393092
File: 112 KB, 1711x962, brightmaps crispy.png [View same] [iqdb] [saucenao] [google]
9393092

>>9393073
I like brightmaps a lot, they're that kind of visual enhancement mod which jives really well with the original game's aesthetics.
I think GzDoom does it in a more practical way, where it references maps for how to light up parts of sprites and textures exactly, and to various strengths, rather than just selecting certain palette ranges to fullbright (which can have certain issues with some custom textures), but for the most part, the way Crispy/Woof does it still works well, and is a cool touch to add to the game.
Seeing the shine of a Pinkie's eyes or a Caco's mouth in the distant dark is just a gorgeous visual touch, and just the same for a glowing computer monitor or an ominous evil gargoyle.

Definitely one of my favorite features sourceport devs have done for Doom.

>> No.9393094

>>9393073
it would probably be trivial to implement some brightmap lump on prboom/dsda side.
instead you're re-shuffling the palette, which sacrifices compatibility with most gameplay mods in favor of compatibility with 1.5 users not using gz.

>> No.9393103

>>9393073
Doom has a fair few redundant colors in the palette anyway. So I'm all for these.

>> No.9393104

>>9387567
nirvana interviews sandy petersen
https://www.youtube.com/watch?v=ahjodwO1XBU
i'm 18 minutes in and... dat glorious sandy petersen energy

>> No.9393114
File: 34 KB, 960x600, Screenshot_test_tc_20221106_101622.png [View same] [iqdb] [saucenao] [google]
9393114

>>9392372
Did alternative small HUD for tiny resolutions.

>> No.9393125

>>9393078
I would.

>> No.9393135

>>9393104
>nirvana
Never heardof this dude but it's good to have another doom radio sorta thing.

>> No.9393161

>>9393135
he made fractured worlds, entropy, and some of my favortie maps in haste, amongst other really nice maps. phenomenal level designer and very knowledgeable about doom, and has a talent for these interviews. the ribbiks one is amazing too

>> No.9393180

>>9393094
It wouldn't sacrifice anything if I were to include additional pk3 patch reversing the changes done to the main wad in favor of more elegant solution, as anon described below. It shouldn't pose a problem for both parties, unless there's something I'm missing?
>I think GzDoom does it in a more practical way, where it references maps for how to light up parts of sprites and textures exactly, and to various strengths, rather than just selecting certain palette ranges to fullbright (which can have certain issues with some custom textures)

>> No.9393187

>>9393180
having two different palettes in wad+pk3 (and two sets of textures) sounds like a logistical and load order nightmare, but I guess it's possible.

>> No.9393195

>>9389005
the sources of unreal, ut99, unreal 2, ut2004 and unreal championship 2 were leaked years ago, I have them

>> No.9393208

>>9390324
ut2004
turok 2
jackie chan

>> No.9393221

>>9391170
That wasn't me but that guy is pretty cool. I love Drake. Probably my favorite mod.
>>9391165
Copper is just fucking boring. It's Quake with some "qol improvements" but every second map jam is done with Copper and I'm so fucking bored of it. I'd honestly rather every jam be AD.

>> No.9393262

Should I play Thy Flesh Consumed before Doom 2? the first level is filtering me

>> No.9393264

>>9393262
TFC's first two levels are the hardest, it drops off at that point. If you care about playing in release order, then play Doom 2 first.

>> No.9393275

A buddy of mine is trying to learn the tools to make a total conversion for gzdoom to learn and make a game but he's struggling a LOT with basic things and knowing how to figure them out with google. Like didn't know what an iwad is but nearly fully mapped out a decent, for a first attempt, level while trying to make his first few map into an iwad, thinking it's called a megawad for some reason, kind of struggle which genuinely confuses me as a spectator with basically no real doom experience trying to help him with all of this intermittently. With context out of the way, what is the best tools and resources on linux to get into making retail total conversions using gzdoom? He specifically told me to find someone and ask which mapping software between gzdoombuild or doombuilder2 was better but honestly I would rather like to know what's the best software for this sort of thing on linux in general and the best resources for extensive gzdoom modification so I don't need to ask you guys about dumb questions as often,

>> No.9393278

>>9393275
imagine one day when you die and you realize this is what you spent your life worrying about, lol

>> No.9393289

>>9393278
Yeah I phrased my post poorly. Just trying to help my friend out with his game.

>> No.9393310
File: 2.83 MB, 1066x600, 2022-11-06 08-53-17.webm [View same] [iqdb] [saucenao] [google]
9393310

>>9391054
>>9391653

>> No.9393312

>>9393310
Lmao I was hoping this one would get posted. Poor Ika.

>> No.9393317

>>9393275
>gzdoombuild or doombuilder2
I don't think any of the doombuilders run on linux. you might have to make do with slade.
between UDB and DBX, UDB is more advanced, but I think in practice it mostly comes down to rectangle/circle modes and thing previews. I haven't dealt with udmf or slopes though, maybe there are massive differences there.

>> No.9393324

is there a power ranking for weapon modes based on how powerful they are relative to doom 2's vanilla weaponset and average custom megawad? I'd imagine :
>extreme weapons packs on low
>most final doomer sets, high noon drifter, combined arms on medium
>guncaster, trailblazer, russian overkill on high

>> No.9393329

>>9393317
>I don't think any of the doombuilders run on linux.
Speaking from experience, they technically do, but Ultimate Doom Builder through mono was a minefield of crashes and interface weirdness.
I've been getting used to Eureka, it seems capable of Vanilla/Limit-Removing/Boom mapping, but pretty limited.

>> No.9393337

>>9393324
DAKKA would be medium-high, Project MSX on High. Burl_Tumd and Babel can be on medium

>> No.9393338

>>9393310
Pfffthahahaha
This map is kino, fuck you kegan.

>> No.9393347

>>9393317
>>9393329
Strange that there aren't really good options on Linux considering it's doom. If anything had really good Linux support I would assume it would be tools for doom. Weird.

>> No.9393361

>>9393324
>>9393347
ah yeah this topic. i too had trouble with UDB under mono, despite comfort running mono, compiling stuff, etc. Mono has rotted a lot over the years.

Next time I try again, I'll try UDB and DBX under wine or under virtualization; I think that's the best option.

eureka is only okay. DESU it's not strange as you say: linux just lacks many of the creative/artistic options that are common on other OSes, since creative/artistic users are unlike to use linux. simple as that.

>> No.9393369

>>9393361
>linux just lacks many of the creative/artistic options that are common on other OSes, since creative/artistic users are unlike to use linux. simple as that.
Development stuff usually does have it's place on linux though which is what these doom tools are. I'd be one thing if these were like doom sprite editors or something.

>> No.9393391

>>9393369
sorry, but no. if you look at creative/artistic tooling for almost any niche thing, it does not exist on linux. we've got a whole gamut of doom software off linux (it's not just udb and dbx, there's whacked, slade, etc.), but none on linux. and for other games, it's worse.

the only reason we have source ports etc at all is due to the historical coincidence of id releasing source code.

notice also the general lack of open source game efforts, etc. this all goes together as a pretty consistent thing of artistic/creative types simply not liking linux.

it has always been this way (i've used linux since v0.99).

>> No.9393407

>>9393391
Pixel art is covered on Linux at least. Aseprite works there.

>> No.9393440

>Blood1's E1M1 has a NapalmGun hidden in the 'super-secret'
>you need to boost yourself off from a still-living cultist/zombie to reach it
There goes another vidya I'll never get to 100%

>> No.9393445

>>9393440
You can grab the napalm without enemies to use as platforms, just jump from the hole near the exit to reach it.

>> No.9393452

>>9393440
You don't need a boost, just a specific angle for your jump from the ledge.

>> No.9393582

>>9393445
Okay I misremembered that one but ever doing that at first try is still crazy - kinda reminds me how some scripted spawn events in Serious Sam 1 fail to trigger if you manage to kill certain enemy waves too fast

>> No.9393623

>>9392563
Improvements on actual hardware.
Modern shit like anisotropic filtering and different texture filtering options like removing the N64 filtering
60+fps
Range of resolutions
Modern controls natively that aren't hacks
Mods
Level editor if someone wants to make one
Online networking if someone makes a source port
Improved ai, bug fixes. The world's the fans oyster.

>> No.9393637
File: 470 KB, 940x1980, iii.png [View same] [iqdb] [saucenao] [google]
9393637

>> No.9393645

>>9393637
Plutonia, innit?

>> No.9393646

>>9393637
Love Plutonia, love this

>> No.9393668
File: 148 KB, 2200x2237, there is another psyop.jpg [View same] [iqdb] [saucenao] [google]
9393668

i hate to say this, but

you destructorfags might be onto something. and i`m not even a milsim guy.

>> No.9393670

>>9393310
We live in a world where Doom modding is so flexible that we have a webm of Kegan kart racing an airplane.

>> No.9393671

>>9393637
>>9393645
>>9393646
>map11
YEP

>> No.9393679

>>9393670
that's not doom, it's gzdoom

kegan we gave you mbf21, come back now

>> No.9393683

>>9393637
This is why Plutonia is better than TNT

>> No.9393691
File: 644 KB, 940x2610, tnt.png [View same] [iqdb] [saucenao] [google]
9393691

>>9393683

>> No.9393693

>>9393668
Milsim’s all aim to provide realistic encounters. HD is in some weird catch 22 territory since it’s completely opposite to that concept, and at the same time it attempts to make its fights with demons feel as realistic as possible.

>> No.9393694

>>9393670
That's not an airplane. That's the Vic Viper.

>>9393679
I don't even think I can make any gameplay mods with mbf21. You boys are going to have to settle for these last few mods I got planned.
Also I'm touching up Blaz's HUD. I kinda want to make his life and ammo bars those bubbles you see in Illusion of Gaia and Actraiser 2

>> No.9393715

>>9393694
>last few
you're here forever, my dude

>> No.9393729

How do I use Heretic monsters in Doom? I'm brand new to making maps.
I thought maybe I just added Heretic.wad to the resources but that breaks everything, guess I can't load two iwads at a time. Is there a way to pull just the monsters out of Heretic.wad somehow and create a separate wad with just the monster data?

>> No.9393745

>>9393729
Monster behaviour is hardcoded, so you can't just merge them. You need some mean to alter hardcoded values.
MBF21 for example lets you write code for new monsters, so you can just add resources in, but you would need to rename them. There's also Decorate, zScript and more for various ports but I know little about them.

>> No.9393746

>>9393745
So putting Disciples in Doom is a more complicated process than just dragging and dropping a file. That kinda sucks but I guess I'll figure it out as time goes on, it's not a huge deal. I just like wizards, and I saw that Realm667 had a bunch of custom monsters. Made me think maybe it was easier than I thought.

>> No.9393749

>>9393746
Realm667 is for advanced ports. I am not sure which one support it. They have code and sprites and everything so that should be doable if the port is right.
I think gzDoom has standard monsters defined somewhere too in the same syntax, but I didn't investigate. Otherwise monster definitions were part of the code so you won't find it in IWADs.

>> No.9393750

>>9393749
Oh I'm starting with GZDoom, I was told that making maps for GZDoom was much more lenient and beginner friendly. Eventually I would like to make vanilla compatible maps. I just really wanted to use specifically Heretic's Disciples, maybe Gargoyles. I know Ad Mortem had Gargoyles in it and that was vanilla compat. Ad Mortem had a few monsters I'd love to use in maps, primarily gargs and the skeletons.

>> No.9393752

>>9393750
Ad Mortem is MBF21 wad. Basically MBF21 adds 99 free slots to define new things as long as they are named in a specific way.
If you open the resource pack for Ad Mortem, it still contains DECOHACK lump which contains source code for custom monsters. It was then used to compile a DEHACKED lump which is an engine-readable (But not human-friendly) mod script.
Even with vanilla you can do similar things but you need to replace existing objects.
You can get decohack and its guide around here https://mtrop.github.io/DoomTools/decohack.html

>> No.9393754

>>9393752
Fascinating, it sounds like I have a LOT to learn. I'll bookmark this and give it a read after I've actually cut my teeth on a few maps without the bells and whistles.

>> No.9393758

>>9393754
Also, if you want to map for vanilla/limit removing/Boom/MBF I don't recommend starting with gzDoom as your target port - it's more forgiving and you can pick up bad habits from it. The kind of habits that make level collapse hilariously around you.
UDMF is a more complex but more flexible way of mapping for gzDoom only, but I never bothered to learn it.

>> No.9393760

>>9393758
I'd also like to add that you should learn the fundamental basics of what makes Doom's gameplay fun before you dive into more advanced mapping formats. Just because you CAN do something with UMDF doesn't mean you should.

>> No.9393761

>>9393760
I've been playing Doom and running tabletop campaigns/making dungeons and modules for tabletop games for a long time, it's actually surprising to me I never tried doom mapping. I THINK I'm comfortable with what makes a map fun, I guess we'll find out.
You guys are very helpful and I appreciate that a lot.

>> No.9393770

>>9393758
On the subject of bad habits you pick up from gzDoom, I tracked the video that showcases it very well.
https://youtu.be/_oLnqTYB21Y?list=PLYZp53E4M0t8Odtpj81pN_EK7c-wk9JfL&t=419

>> No.9393773

>>9393770
>tfw you want decino to eventually play your maps but he doesn't play heretic maps
pain

>> No.9393776

>>9393770
How WOULD you fix this

>> No.9393778
File: 60 KB, 666x666, shitkino.png [View same] [iqdb] [saucenao] [google]
9393778

>>9393770
pure art is what that is

>> No.9393781

>>9393776
I don't know what's up with HOM in the sky, but the level collapse is caused by using switch action with tag 0.
gzDoom interprets it as "Affect sector behind it" and the rest interprets it as "Affect all sectors with tag 0" - and tag 0 is default so it's pretty much the whole level is ordered to move to where door would go.
In this particular case one would need to either tag the action or switch to D-type action which ignores tag and goes to the sector behind it by default.

>> No.9393789

>>9393781
HOM in the sky is probably just a wall with no texture, neighbouring a sky ceiling. it would look correct even in dsda opengl, but not in software.

>> No.9393797

>>9393679
That's not GZDoom, that's SRB2Kart which is a mod of SRB2 which is a mod of Doom Legacy which is a mod of Doom. Get your facts straight nerd.

>> No.9393803

>>9393773
>tfw decino played your map but it's your worst map ever

>> No.9393832
File: 20 KB, 355x356, creature.jpg [View same] [iqdb] [saucenao] [google]
9393832

>>9393668
speaking of which, how do you acquire more auto-sutures? this is one mechanic i can`t seem to find info on and it keeps filtering me.
do you somehow open medipacks that you find? is there a point in carrying more than one?
or are you just fucked if you get burned too much and should rely on magic for burns?

>> No.9393853
File: 282 KB, 540x420, file.png [View same] [iqdb] [saucenao] [google]
9393853

>>9393773
just find a decino-type fellow who plays heretic maps instead

>> No.9393860

>>9393853
That's not a thing.

>> No.9393874

>>9392406
>those cacos in closets like bullets in a magazine

>> No.9393880
File: 247 KB, 250x192, 6e1.gif [View same] [iqdb] [saucenao] [google]
9393880

>>9392278
>GZDoom devs yet again fixing what ain't broken

>> No.9393881

>>9393860
Then become him.

>> No.9393882

>>9393881
I'm really bad at Heretic despite loving it a lot. I'd have to edit my videos to cut out the parts where I get lost.

>> No.9393884

>>9393803
literally my submission for Mandela Doom.

>> No.9393889
File: 45 KB, 615x593, gzdoom default settings.jpg [View same] [iqdb] [saucenao] [google]
9393889

>Find a Doom speedrunner that plays random maps
>They use the default GZDoom graphics settings

>> No.9393909

>>9393853
>>9393860
>>9393881
>>9393882
dafuq?

this person exists, they are called dwars

>> No.9393923

>>9393909
Dwars is a weird furry but also he hasn't played a Heretic wad in over 6 months.

>> No.9393941

>>9393832
unloading the auto-sutures from a medkit is not a vanilla HD feature, it's in the ugly as sin addon. Either way just ditch the medkit and open a new one, they come with a free stimpack and blood bag
You can tell whether you're on a stimpack high by your punch speed, taking another stim while your punches are faster will make you have a heart attack a minute or two later

Ugly as sin is worth checking out, it makes the AI a little dumber in that they search for the last position you broke line of sight instead of telepathically knowing your exact location. It also gives them cute flashlights that they wave around in dark areas

>> No.9393943

>>9393832
Medikits each contain a second flesh applicator and a bloodbag, if you run out of sutures you'll have to drop your applicator and open up another kit

>> No.9393948

Is Doomworld down?

>> No.9393951
File: 128 KB, 1309x691, file.png [View same] [iqdb] [saucenao] [google]
9393951

>>9393948
Works on my machine

>> No.9393952

>>9393951
Of course right after I make my post it starts working again.

>> No.9393954

>>9393952
Doomworld has short downtimes periodically.

>> No.9393973

>>9393773
show your maps nigga and I'll play them, maybe even record them

>> No.9393976

>>9393973
i haven't made any yet feelsbadman

>> No.9393978

>>9393289
Not sure what that other anon's problem was myself. Wish I could help.

>> No.9393995

I need a sprite that aligns to the top of thing hitbox and not the bottom. What should I do with offsets? I never managed to figure it out.

>> No.9393997

>>9393976
Keep at it then, there was a heretic wad released just 20 hours ago and its already gaining traction at doomworld and people playtesting - just post it here and anywhere else as soon as you're done and you'll get feedback

>> No.9394021
File: 29 KB, 700x694, el gatito.jpg [View same] [iqdb] [saucenao] [google]
9394021

>>9393941
>>9393943
nice, big thanks anons

>> No.9394027

>>9392278
this feels like a fix for something that only impacts a small portion of the community
hell, in a day and age where the wad/mod scene has shrunk thanks to nudoom and its new wave of fans
sometimes, i wish someone could explain the history of gzdoom to john carmack just to see his reaction

>> No.9394036

I wonder, had id not gotten NIN to make Quake music, who else would do it?
Do you think they could have sampled bits of their work or other artists into Quake's OST in the same way Bobby did it for Doom 1 and 2?

>> No.9394038
File: 172 KB, 1920x1080, Screenshot_Doom_20221106_172749-2.png [View same] [iqdb] [saucenao] [google]
9394038

>>9393073
At this point I'm not sure what's the point of source ports that can't draw bright displays.

>> No.9394041

nuts.wad true UV-Max non-TASed when

>> No.9394043

>>9393760
Not that anon, but like you, I was running tabletop campaigns for years before starting Doom mapping.
But just like learning about how the enemies and obstacles in a tabletop system need to be worked around, Doom's enemy behavior has a surprising number of quirks that come-out when you're trying to map around them, yourself. Not to mention the various quirks of linedef actions and enemy behaviors.
I recommend watching some of decino's Doom analysis videos on YouTube for reference. Even if it's stuff you already know, I find those videos to be helpful cheat sheets.

>> No.9394047

>>9394027
>in a day and age where the wad/mod scene has shrunk thanks to nudoom and its new wave of fans
What? That's bullshit. It's not like nu-doom took away all of the old dudes who made content. It just brought in new fans in addition to the old ones. Not all of them make content, but the ones who do are a net positive in terms of WAD output.
>spoiler
Carmack's too busy inventing SKYNET to care.

>> No.9394048
File: 299 KB, 709x723, 1659794708649582.gif [View same] [iqdb] [saucenao] [google]
9394048

>>9394043
Oops, linked wrong post. Meant to reply to >>9393761

>> No.9394051

>>9394027
>hell, in a day and age where the wad/mod scene

This is not true at all.

>> No.9394056
File: 71 KB, 800x533, as606.jpg [View same] [iqdb] [saucenao] [google]
9394056

>>9394036
you don't have to wonder when they have half a dozen other ambient soundtracks all by Aubrey Hodges

>> No.9394060

>>9393889
There are a lot of YouTube channels that will play random ass mods together. Absurd game breaking shit, like modern weapons, big explosions, elemental enemies on a vanilla mapset with included deh file. And when they get stuck they go "ah, maps broken"...
It's neat.

>> No.9394090

>>9394043
Yeah I've been binge watching Decino's tech deep dives at work today. Gonna really knuckle down and make like, a 5-ish minute map today by following a tutorial. I'm really enjoying how intuitive Doombuilder is so far.

>> No.9394163
File: 26 KB, 582x586, purists BTFO.png [View same] [iqdb] [saucenao] [google]
9394163

>>9394027
>sometimes, i wish someone could explain the history of gzdoom to john carmack just to see his reaction
You mean how it added everything he suggested and then some?

>> No.9394190
File: 1.47 MB, 1440x900, w4.png [View same] [iqdb] [saucenao] [google]
9394190

>>9387567
Wormwood gets new final chapter
https://www.doomworld.com/forum/topic/132293

>> No.9394225

>>9394163
>b-b-but muh demo compatibility

>> No.9394229

>>9394225
Excuse me sir, but who might you be quoting?

>> No.9394242

>>9394163
i mean gzdoom team's attitude and some specific decisions that confuse most people like removing screen resolution
at least other source ports exist
and then you have shit like lilith pk3 which shows their elitist side
i heard quake has it worse because of some sheep avatar

>> No.9394243
File: 2.87 MB, 942x618, Angrybot.webm [View same] [iqdb] [saucenao] [google]
9394243

Good news everyone, I taught robot to get mad.

>> No.9394250
File: 29 KB, 320x320, 1642031843233.gif [View same] [iqdb] [saucenao] [google]
9394250

>wake up
>eat a soul sphere for breakfast
>put on my brand new super armor
>hear someone knocking at the door
>answer it, it's a revenant
>he blasts me with a max damage fireball then clatters away
>day ruined

>> No.9394256

>>9393073
>What do you think about brightmaps pwad add-on for vanilla/boom families of ports?
Absolutely love them, they’re not too anachronistic compared to other visual enhancements. My only problem is how much they’ve made me biased towards preferring techbase maps just so I have more of a chance to keep running into those lit up display screens.

>> No.9394257

>>9393693
HD is funny because it's pseudo-milsim created for an inherently fantastical and unrealistic sci-fi setting with magic and hellish demons, set in abstract Doom levels. There's very little else out there in the world which compares to this.

>> No.9394317

>>9393073
So if I wanted to make this a default feature of my map, do I build the map with the wad as a resource or do I need to specify that the wad needs to be downloaded separately or
How does it work

>> No.9394325

>>9394317
You should be able to incorporate brightmaps into your wad without issues.

>> No.9394341

>>9394242
>and then you have shit like lilith pk3 which shows their elitist side
The circlejerk shit between them is equal parts funny and sad, they even start to believe their own lies about Graf's shitfits and why everywhere else thinks they're all a bunch of arses.

>> No.9394342

>>9394317
the vanilla compatible "brightmaps" use colormap trickery and edited sprites/patches
gzdoom uses an actual brightmap texture you define in gldefs

>> No.9394343

>>9394163
Someone should get him to say "make the cacodemons and hell nobles have the right blood color"

>> No.9394357

>>9393943
>>9394021
You can open another medikit without dropping your existing applicator by holding "use" when pressing "use item," helpful if you need the stimpack or blood right away and still have staples left.

>> No.9394530

>>9392286
>>9394027
The devs don't seem excited about it either, but it's there to follow standards, as shit as they are*. Just rename your gzdoom-user.ini to gzdoom-portable.ini and you're all set. Remember that, GZDoom being the most used source port, it has to target the average brain-dead user (see: the new simplified options menu - easily toggleable off, but it's default). Save games are a bit worse, yeah.
*Gotta love forgetting to back up your settings when wiping a hard drive, or the fucking clutter in the user/documents folder. And Microsoft wonders why no one sane uses those folders. I just remove all of the shortcuts to them under This PC via registry.
>>9392329
It's mentioned in the thread that this is actually worse on Linux and Mac where those OSs REALLY don't like you storing configs in the program folder. Meanwhile Windows really only bitches if you do it in Program Files.

>> No.9394540

>>9394530
>Linux
You'd think the leet haxors open source OS would be the one that would prefer keeping things neat and rational, but no.

>> No.9394541

>>9394530
Not really. If anything, it's a lot better on Linux, because most configs are kept in one folder much unlike Windows.

>> No.9394561

>>9394317
GzDoom has support for brightmaps for all default Doom and Doom 2 textures. You can also load something like SBrightmaps which makes them stand out more. If you want to have that with custom textures, you would have to make your own brightmaps for them, this isn't particularly difficult though.

Crispy and Woof will use a faux brightmap effect on colors which are on the particularly bright end, so certain parts of sprites and textures are lit up like that automatically, regardless of where they're from. This lacks some of the finesse of true brightmaps, as they only render them at max brightness, and that it can light up parts of some custom textures which aren't intended to be glowing things.

>> No.9394565

>>9394541
>most configs are kept in one folder much unlike Windows
So now multiple programs save their config files into one folder? What if some piece of shit program uses multiple files or names their files "config"?

>> No.9394572

>>9394565
>So now multiple programs save their config files into one folder?
They have their own folder too and these folders contain config files.

>> No.9394575

>>9394572
So it's similar to how Windows wants to do it nowadays, except sometimes it's in My Documents, sometimes in Saved Games, other times in the root user folder, other times in AppData. It's definitely worse on Windows, but the whole idea is shit.
Multiple users be damned, having programs be fully portable so that I don't have to worry about losing data because I only backed up one folder is superior.

>> No.9394581

>>9394357
I kinda wish you could store at least one staple gun in a backpack.

>> No.9394584

>>9394575
It wouldn't have been that bad on Windows if developers have all decided to keep configuration files for their programs in one folder with a subfolder for each separate program instead of this bloody nonportable mess

>> No.9394612

Say I wanted to make a .wad which was stupidly edgy, like edgy to the point that it's funny, but played straight, how well could that work out?
Say I make an emo Doomguy with a trenchcoat, long hair, black and white makeup, who cuts himself, and he's still the capable action hero fighting, but he's just edgy and mopey as he kills the demons?

>> No.9394616

>>9394612
I think you are 20 years too late to make fun of emos. Plus how would you give characterization to doomguy?

>> No.9394617

>>9394612
The idea is to play it as straight as possible.
Make "Despondence.wad" or something.
Main character cuts himself when the map opens, wears a black trenchcoat, looks sad all the time. Make him look like the protag of Hatred. When you pick up the shotgun, make the pickup dialog something like
>I wish I could just turn this on myself.
Put over the top edgy billboards with fucked up text on them.
Release it with no commentary.
When people question it, act like you don't know what they're talking about.

>> No.9394624

>>9387567
>>9387662
Gray35 texture is broken for some reason - it shows good in editor but in game displays something else entirely

>> No.9394627

>>9394624
It's not that it's broken, it's that there's two of them.

>> No.9394632

>>9394616
It's less making fun of emos, and more just reveling in completely stupid edgetastic schlock. Think a little like Twisted Metal Black but a lot less deep.

>>9394617
Fuck, that's a good idea. Notim Important is definitely a funny way to go, but he should still be a hero who fights the demons.
Should it use a palette with muted colors?

>> No.9394649

>Go to work on my dungeon map for DND
>Hold Spacebar to move the map
Fuck

>> No.9394675

how can i load wads with the same map slot at the same time?

>> No.9394676

>>9394190
holy fug, they even got dannebubinga

>> No.9394684

>>9394675
You can't. You'll have to modify the WADs manually to not have conflicting map names.

>> No.9394707

>>9394612
read punisher max as inspirational material

>> No.9394747

>>9394190
9 maps, nice! Good thing that I got myself a flu, so tomorrow I can stay at home and play Wormwood.

>> No.9394764

>In order to make a ceiling turret in MBF21 you need to enable FLOAT flag when you make it look for enemies and disable when it does anything else
Wow.

>> No.9394770

>>9394764
>Ceiling enemies
Force me to turn on mouselook at your own peril I WILL just stop playing your wad

>> No.9394786
File: 152 KB, 1114x943, 1651964132474.png [View same] [iqdb] [saucenao] [google]
9394786

My descent into madness that is the Serious Editor begins. Here's a sneak peak at a very early outline for my SED tutorial. Got a bunch of handy screenshots with plenty of arrows already, but it's still far from complete.

>> No.9394789

>>9394770
That's overreacting and assuming too much.
I assume it may be this anon who's working on the turrets >>9392403
If it's not the same guy, then it's cool seeing multiple people trying it out.

>> No.9394793

>>9394789
Yeah, it's me. I'm also doing a smaller gun turret, but all my projects are tested without mouselook anyway, so if I end up using it, mouselook won't be required. Plus they aren't included in killcount.

>> No.9394798

So I've never used a Lib in HDest before. What's the difference between bullpup and normal mag positions? And what is the dot setting? The reticle?

>> No.9394805

>>9394798
Length (matters for collision with walls), weight (therefore recoil) and ejection. Longbarrel libs will send their brass out immediately, while a bullpup will build it up (on your shoulder?) and spit it out 3-5 at a time

>> No.9394817

>>9394530
except gzdoom already stores configs in .config on linux, as it should. there's no precedent for a config folder at all on windows so you have to resort to jank like either solution here

>> No.9394820

>>9394805
Ohhh, I see, so the mag position goes along with barrel length. I'll have to try those out then.

>> No.9394823

>>9394540
configs go in .config on linux but i guess that would look weird to someone used to the moonlogic of how windows 10/11 handles configuration

>> No.9394862
File: 965 KB, 2634x2508, 1639309855573.jpg [View same] [iqdb] [saucenao] [google]
9394862

>>9390956
Godspeed bro, one of the most fun mods around

>> No.9394880
File: 2.92 MB, 640x360, gm oops.webm [View same] [iqdb] [saucenao] [google]
9394880

>>9390956
Groovy

>> No.9394898
File: 48 KB, 250x324, zarach_meme.png [View same] [iqdb] [saucenao] [google]
9394898

>>9394880
Somewhere, in another map, an imp just got bisected by a flying sword.

>> No.9394980

>>9394707
I think I will.

>> No.9394994

In Doom RPG, what are the arena keys for? I got all six and in the credits room there was a teleporter that took me to a room with some powerups, was that it or is it something else?

>> No.9395002
File: 1.59 MB, 1280x720, SUNDAY_NIGHT_SHITSHOW_86_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9395002

SUNDAY NIGHT SHITSHOW TIME!! We're gonna play Demon Eclipse, which I don't have much faith in running well with Zandronum. If that fails, then we'll fallback to some 2048 Units of /vr/ because why the hell not?

The password today is "matchaicecream"

Open up Doomseeker and let's watch the shitstorm unfold
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.9395081
File: 2.35 MB, 1920x1080, Screenshot_Doom_20221106_224446.png [View same] [iqdb] [saucenao] [google]
9395081

Just finished DOOM for the 1st time, it was fun, some of the choices in the 3rd episode were "interesting" but overall it was good.

What should I play next? Other than DOOM 2

>> No.9395085

>>9395081
If you're not ready to leave behind Doom 1, then play Fava Beans.
https://www.doomworld.com/idgames/levels/doom/0-9/01fava

>> No.9395090

>>9395081
Doom 2 is a good place to go. Then after that try out Doom 1's Episode 4 or Plutonia.

>> No.9395097

any way of exactly replicating the revenant missile's homing chance and way of homing in decorate (without using A_Tracer)?

>> No.9395168

whahappen

>> No.9395169
File: 282 KB, 1600x900, Screenshot_Doom_20221106_165030.png [View same] [iqdb] [saucenao] [google]
9395169

Crash?

>> No.9395170
File: 736 KB, 1280x960, Screenshot_Doom_20221106_191531.png [View same] [iqdb] [saucenao] [google]
9395170

Hey guys, I found out how to raise the rocks.

>> No.9395178

Is this still the thread where boomers complain about brutal doom?

>> No.9395181

>>9395002
>wrong password
Did the password change?

>> No.9395182
File: 638 KB, 1600x900, Screenshot_Doom_20221106_165507.png [View same] [iqdb] [saucenao] [google]
9395182

>> No.9395183
File: 1.79 MB, 400x300, 1665315533870.gif [View same] [iqdb] [saucenao] [google]
9395183

>>9395002
>incorrect password

>> No.9395186

>>9395181
>>9395183
Refresh, it should be "matchaicecream" again now.

I can't say I didn't expect this.

>> No.9395229

>>9395178
No, this is now the thread where boomers groom zoomers into making maps and mods for Doom.

>> No.9395239

>>9395170
What mod has that weapon?

>> No.9395241

>>9394820
So it's a long Lib I want. Guess I better bind a key to drop brass for a Lib loadout now.
Also, does anyone know why Matt got rid of the option to make holding Use bring up the scope? I liked it, because holding my mouse wheel and trying to fire is not at all comfortable. That and sometimes my mouse wheel button just straight up doesn't work.

>> No.9395243

>>9395229
How do you get assigned one who'll trick you into learning to properly wrangle Decorate and ACS?

>> No.9395253

>>9395239
demon eclipse

>> No.9395273

>>9390956
Keegan
Do Battlemage Samus

>> No.9395278
File: 2 KB, 440x148, Small cast.png [View same] [iqdb] [saucenao] [google]
9395278

>>9395273
You're gonna get a little idiot lizard child with a chain whip and the nemesis from cave story, and you're gonna like it.

>> No.9395285
File: 2.78 MB, 1920x1080, dhewm3 2022-11-06 21-46-12.jpg [View same] [iqdb] [saucenao] [google]
9395285

Needless to say doom 3 needs only a high poly model pack and some shader fixes.
and some reshade to fill the CRT part since the game was made with that in mind since carmack was high end tech autist

>> No.9395304

>>9395081
master levels, final doom, doom 64, no rest for the living, sigil and the other unity add ons, console versions exclusive levels, perdition's gate, hell 2 pay and hacx.

>> No.9395314
File: 572 KB, 1920x1080, Screenshot_Doom_20221106_152512.png [View same] [iqdb] [saucenao] [google]
9395314

well done

>> No.9395315

>>9395002
>Babby picks the wad
>It crashes and people complain that it sucks
Seems about right

>> No.9395318
File: 903 KB, 1920x1080, doompic (1).png [View same] [iqdb] [saucenao] [google]
9395318

>> No.9395323
File: 39 KB, 512x699, 1494755536827.jpg [View same] [iqdb] [saucenao] [google]
9395323

>>9395314
>>9395318
I got in the photos even though I was afk

>> No.9395325
File: 643 KB, 1920x1080, Screenshot_Doom_20221106_152533.png [View same] [iqdb] [saucenao] [google]
9395325

featuring special guest john romero and a duke who was late to the party

>> No.9395326

>>9395318
Beautiful

>> No.9395330

>>9395325
>THE KNIGHT TRAIN IS A CHEATER
We got him now, gents!

>> No.9395334
File: 52 KB, 1280x960, Screenshot_Doom_20221106_220748.png [View same] [iqdb] [saucenao] [google]
9395334

>>9395002
>>9395325

>> No.9395337
File: 112 KB, 1192x712, braphole.jpg [View same] [iqdb] [saucenao] [google]
9395337

>>9395315

>> No.9395338
File: 43 KB, 226x176, 1655810346434.gif [View same] [iqdb] [saucenao] [google]
9395338

>>9395334

>> No.9395341

>filtered by a puzzle

>> No.9395345

>>9395278
I'm looking forward to his music as much as his gameplay.

>> No.9395346

>>9395341
A terribad puzzle.

>> No.9395347
File: 105 KB, 1024x640, scrap909_a.jpg [View same] [iqdb] [saucenao] [google]
9395347

>>9395330

>> No.9395348

>>9394612
some anon was throwing ideas around a couple years ago, some kinda edge-to-the-max Grezzo-type thing where you'd drink beer, shoot up to heal, piss on enemies etc.
and then another anon who did his postal-style Nigger Mortis and Sneed Claus (and likely Shittlecock as well).
I guess early 00s nu-metal edgy is a different take, though it sounds like it'd be similar similar to Cry of Fear in practice.
anyway, it's all been done grampa, even modern MDE-style edge now has an incarnation in Cruelty Squad.

>> No.9395349

>>9395346
honestly it could have been worse but im surprised it didnt become a dogpile of random switch nonstop presses

>> No.9395356

>>9395347
So who's his new sweetheart?

>> No.9395369
File: 329 KB, 1344x2048, scrap910_a.jpg [View same] [iqdb] [saucenao] [google]
9395369

>>9395334

>> No.9395383

>>9395002
SNS SRB2Kart: we will probably be hosting to test stuff this week. If you want to help or get a preview of what's new for this month, feel free to join. More people is better.

>> No.9395392
File: 652 KB, 1920x1080, DOOM.CE-Lite-3.4.0.1.png [View same] [iqdb] [saucenao] [google]
9395392

What a sexy skelly

>> No.9395406

>>9394343
Isn't that a feature in Crispy and other ports?

>> No.9395425

>>9393310
Out fucking skilled.

>> No.9395603

>>9395425
The grind rails in SRB2Kart have better implementation than any official Sonic game.

>> No.9395643

>>9395356
>new
Poor Yholl.

>> No.9395692

>>9395406
Yeah, but not in GZDoom.

>> No.9395795

>>9395315
Babby should have his suggestion rights revoked permanently.

>> No.9395798

>>9394036
Sonic Mayhem.
https://www.youtube.com/watch?v=cxW721lAugs
I won't lie, the really ambient bits like Ultimate Rage outclass what NIN did for Quake. But given the rest of the demo I can see why id didn't go for it.

>> No.9395804

>>9380742
>>9380732
Drake was used a handful of times, not as much or well known as other mods, but absolutely worth playing as a Quake fan. Something Wicked, Arcanum, Unforgiven, and Nyarlathotep are must plays.

>> No.9395850
File: 1.91 MB, 1920x800, 1666282208013.webm [View same] [iqdb] [saucenao] [google]
9395850

>>9395315

>> No.9395884

>>9391543
How do I set up Malice, and what port should I use?
The drone does not work in any port I had tried.Neither does music. Malice was taken from OP (the archive that has 4 versions for some reason)

>> No.9395914

>>9395884
>The drone does not work in any port I had tried. Neither does music.
IIRC both worked fine on DarkPlaces, but that shit itself when trying to run a fan level. And it's DP. You're putting the music files in the appropriate subfolder, right?

>> No.9395921

>>9395914
>You're putting the music files in the appropriate subfolder, right
It's Quake/Malice/Music
Should I put it somewhere else?
Quake has its own music, and that one works fine.

>> No.9395927

>>9395921
Might depend on your port, DP uses ../sound/cdtracks, but if it's working for Quake then it should be the right path for whatever you're using. Maybe check your file formats, some ports will only accept music in some formats.

>> No.9395931

>>9395927
I tried MarkV and Quakespasm - neither music, nor drone worked in either

>> No.9395942

>>9395884
>>9395921
maybe it needs to be lowercase, or your tracks are named wrong. anyway, here's the what I've got: https://litter.catbox.moe/3y39ed.7z
music works, unofficial patch applied, custom map included, as well as autoexec with bindings for new things.
drone works in QS/Ironwail, just select it with prev/next item and then launch (fire = forward, use again to exit). the drone is fat though, can't fit in some doorways.

>> No.9395943

>>9395931
Found this list for supported file formats:
DarkPlaces: OGG, WAV
QuakeSpasm: OGG, MP3, WAV
Fitzquake Mark V: MP3
DirectQ: OGG, MP3, WMA, WAV
qbism Super8: OGG, MP3
FTE: OGG, MP3, WAV
reQuiem: MP3
QuakeForge: OGG

If the music's not working in QS then the things to confirm would be filetype, filename, and (if you're on Linux) whether you have the correct playback libraries.
Also try playing the file externally (VLC/WMP/whatever) just to make sure it actually works.

>> No.9395947
File: 25 KB, 757x462, thanksalot.png [View same] [iqdb] [saucenao] [google]
9395947

>>9395942

>> No.9395969

>>9395931
Quakespasm is old hat. Ironwail or vkQuake are the de facto ports besides the remaster.

>> No.9395983

>>9395969
if it's the guy posting his field reports with screenshots, he's on a toaster that can't run either of them.
QS is fine and definitely the most stable port out of the bunch. it's only really missing uncapped fps and multi-game support, but it's easy enough to patch both in.
chasing new protocols and csqc tend to constantly break shit in QSS and vkQ, though Ironwail has been fairly ok so far. idk why you mentioned the remaster, it's pretty trashy all around.

>> No.9395987

>>9395983
>QS is fine and definitely the most stable port out of the bunch
lol wut Iron Wail is definitely the best so far. It's specifically targeting toasters more than even Quakespasm.

>> No.9395996

>>9395987
"stable" as in "behaves predictably". defaulting to protocol 999 used to crash AD maps, for example. overbrights worked incorrectly for a while. but anyway, I'm mostly on IW myself these days, it hasn't had any major fuckups yet afaik.
>It's specifically targeting toasters
it's explicitly ditching support for graphics cards without GL4 support, that's part of the reason it's as optimized as it is.

>> No.9396032

>>9395884
>The drone does not work in any port I had tried.
Please elaborate?
>Neither does music. Malice was taken from OP (the archive that has 4 versions for some reason)
I played it on Mark5 about 2 weeks ago and I stole my copy from ModDB (which was basicly just a CD-rip with the official patch included repackaged into a .ZIP)
All the music tracks came in both .mp3 and .ogg formats - maybe try turning on the "external music playback" option in your prefferences?

>> No.9396078
File: 4 KB, 190x145, file.png [View same] [iqdb] [saucenao] [google]
9396078

>>9396032
>Please elaborate
Fire did not move the drone forward. Everything works fine in IronWail until I load a saved game.

Then this happens whenever I try to fire a gun

>> No.9396097

>>9396078
I guess you're trying to load a save from unpatched version after applying the patch? maybe the map was modified by the patch, this could be the result.
move pak4 somewhere else, finish the map, save on the next map, move pak4 back, then try loading there. or just restart if you're not too far into the game.

>> No.9396101

>>9396097
Exact same version.It was quicksave->quickload

>> No.9396104

>>9396101
well I don't know then. works on my machine. ironwail, both newly made saves and old ones made in quakespasm. any specific map?

>> No.9396108

>>9396104
the first real one, after all thecutscene levels

>> No.9396213
File: 3 KB, 300x354, New manlet meters.png [View same] [iqdb] [saucenao] [google]
9396213

Gonna give Blaz some new life and armor gauges. About time too, after like 12 fucking years.

>> No.9396217

>>9396213
The two AP bars could have better contrast, I think.

>> No.9396218
File: 182 KB, 1436x712, SNES - Illusion of Gaia - Miscellaneous.png [View same] [iqdb] [saucenao] [google]
9396218

>>9396217
I considered it, but I wasn't sure about what colors to pick. I've been sampling from a few Illusion of Gaia sprite sheets.

>> No.9396220

>>9396218
Green for >100, and the current >100 color for the regular amount?

>> No.9396223

>>9396220
I might not be able to read that myself. Greens fuck me up something fierce.

>> No.9396225

>>9396223
Even the bluish greens on the stone head?

>> No.9396227
File: 1.59 MB, 267x200, 1475474852108.gif [View same] [iqdb] [saucenao] [google]
9396227

>>9396225
That's green?

>> No.9396229
File: 47 KB, 777x433, file.png [View same] [iqdb] [saucenao] [google]
9396229

>>9396227
It's pretty pale, but it is.

>> No.9396230

>>9396229
Fuck my eyes. Alright so you're suggestiing I use the stone head colors for under 100? You kinda confused me earlier seeing as you used >100 twice here >>9396220

>> No.9396232

>>9396230
>use the stone head colors for under 100?
I originally meant to use those colors for when the AP bar is over 100, and demote the current mega armor color to the one used for under 100.
But I think it would work either way. The current default AP bar is sorta ugly

>> No.9396237
File: 3 KB, 300x354, New manlet meters take 2.png [View same] [iqdb] [saucenao] [google]
9396237

>>9396232
Let's try this

>> No.9396246

>>9396237
Yeah, that's way more distinct.

>> No.9396262
File: 633 KB, 1600x900, Screenshot_Doom_20221107_062338.png [View same] [iqdb] [saucenao] [google]
9396262

>>9396246
I think that'll do it for me tonight. Got a fair stuff done tonight, but there's still more to go.
I think I'm gonna tweak his visor HUD a little too. Too goddamn high.

>> No.9396271

Is there a link to the base Doom 3 files anywhere in the OP? It's the only shooter I can't seem to find.

>> No.9396276

>>9396213
Was it really 12 years? I swear Blaz has gotten a new HUD back when 1.0.0 came out or somewhere around that timeframe.

>> No.9396290

>>9396276
Shit you're right. I'm stupid. I started this in 2013/early 2014, and the HUD got updated like two years after I first put it out to the public.

>> No.9396292

>>9395798
just use this as soundtrack for Abyss of Pandemonium or Quake 2: Zaero

>> No.9396297
File: 8 KB, 300x354, pQZq6P4.png [View same] [iqdb] [saucenao] [google]
9396297

>>9396237
If I may have a suggeston...

>> No.9396303

>>9396271
grab the game iso's on archive.org and call it a day

>> No.9396312

>>9395798
The first track reminds me of CnC due to voice samples.

>> No.9396326
File: 501 KB, 688x642, r.png [View same] [iqdb] [saucenao] [google]
9396326

Any wads as good as ancient aliens?
I really like how I never get lost playing AA, I know exactly what needs to happen and it's just me VS the game.

>> No.9396328

>>9396326
>as good as ancient aliens
Meh.
Just play other skillsaw shit if you're into AA.

>> No.9396351

>>9396326
So no mazes? Any wad with slaughter* in description will suffice.

>> No.9396354

>>9396326
Valiant may be worth trying, it came out before AA. Afterwards you may enjoy Heartland, unless you play with gameplay mods because it only works through the Eternity port.

>> No.9396430

>>9396303
I did find an upload that had the pak files I needed. Thanks for the point in the right direction.

>> No.9396436
File: 1.46 MB, 1920x1080, dhewm3 2022-11-07 10-41-21.jpg [View same] [iqdb] [saucenao] [google]
9396436

>>9396430
use dhewm 3 and reshade later on and check if all pak files are 1.3.1

>> No.9396439

>>9396436
I got the latest dhewm3 binaries and I'm using the pak files I got from that archive.org upload. Seems to be running a-okay.
Doom 3's an interesting game. Very tense, very dark.

>> No.9396442
File: 528 KB, 1920x1080, dhewm3 2022-11-07 10-41-16.jpg [View same] [iqdb] [saucenao] [google]
9396442

>>9396439
Not really, Doom 3 is DARK only if you are playing on the intended CRT Screens, on LCD and LED the entire game is bright, even more on BFG edition

Carmack knew what he was doing

>> No.9396448

>>9396436
What reshade filter is that?

>> No.9396459
File: 3.74 MB, 1920x1080, dhewm3 2022-11-06 13-51-45.jpg [View same] [iqdb] [saucenao] [google]
9396459

>>9396448
Guest's reshade pack on libretro

>> No.9396473
File: 2.95 MB, 854x480, 1661827763662882.webm [View same] [iqdb] [saucenao] [google]
9396473

>>9396439
It has its own shortcomings, but it came out right before some of the more offensive and boring FPS tropes starting flooding shooters. Mirroring Quake 2 you can also load up vanilla user maps through mods, and unlike Quake 2 it is much easier to mod in general.

>> No.9396485

>>9396473
I'm guessing the mod needs to work with dhewm3 though? Doesn't seem that all mods work with it according to the devs.

>> No.9396486

>>9396108
It happened to me too at random moments (also in one unrelated instance) - QsS crashes to desktop whenever that error appears, but Mark5 just does a shutdowngame and kicks you to the console so you can just reload and try using another gun instead - it mostly happened to me when a button needed to be shot or the MiniGun was fired at one target for too long for some reason, must've been probably the way bullet-sparks are spawned upon impact or something
And if the reload weapon isn't bound to 'R', then type in the console "execute autoexec.cfg"

>> No.9396492

>>9396485
P sure any texture packs should work fine. That's all I'd do personally. You don't need reshade or whatever else. Game still looks fine as is, but higher texture res is an inoffensive upgrade.
Opinions though.

>> No.9396503

>>9396326
You can play Heartland from the same author. Sadly it's exclusive for Eternity which fucking sucks dick but the maps themselves are great.

>> No.9396540

>>9396473
Quake 2 is Drag and Drop easy, the issue is the damn source ports being all over the place and using Q2Pro code instead of Yamagi or the long dead Q2Evolved, and the retards at TS raging over muh MP, ditch SP.


>>9396492
All the game needs is
>Shader mod to fix the normalmaps looking flat, even a PBR shader would be welcome
>High poly pack that is on moddb along with the redux https://www.moddb.com/mods/doom-3-redux
then you are set
also there is the event horizon mod and shambler's castle

>> No.9396554
File: 55 KB, 300x526, doom4jlk.jpg [View same] [iqdb] [saucenao] [google]
9396554

>>9396439
>>9396473
Its completely different from old doom games but in its own its a pretty competent horror game and I have good memories of it.
I hate how seething retards and babbies had to be appeased by making flashlight into a key activated addon in the BFG edition - similar to how games like Penumbra and Amnesia have shown that stripping you of weapon makes enemies more menacing, flashlight being a separate weapon that you couldnt access with a gun in hand augmented the horror aspect of the game.

>> No.9396558

>>9396540
>and the retards at TS raging over muh MP, ditch SP.
Well, I'm glad that thanks for them I'm all set for some Q2 MP action, so I wouldn't call them complete retards.
That said, I do like dicking with different Q2 ports, unlike with Doom or Q1 ones.

>> No.9396581

>>9396554
Yeah it definitely does well at being a horror game. I'm playing it just vanilla via Dhewm3 with the manual flashlight and like I said it's tense, but fun too.

>> No.9396582

>>9396485
>I'm guessing the mod needs to work with dhewm3 though?
Yeah and the mod in the webm (Mars Destruction) supports it I think. I haven’t used Dhewm3 myself yet so I’m really hoping it’s as easy to tinker with, it’s just notepad edits and making new folders.

>> No.9396603

>>9395348
Yeah, but Cruelty Squad is so goddamn fucking ugly that I don't even want to fucking look at it. I don't care that it's intentional, it's still bad.

>> No.9396605

>>9396554
That's not the only sin of BFG edition. It actually removes parts of maps in RoE. I confess that I did buy BFG edition. Just to get No Rest For The Living, and it was worth it.

>> No.9396627

>>9396554
>cut content and easier encounters
>mounted flashlight
>EVEN MORE ammo and weapon drops
it’s a strange port, at least the original xbox hueg version had more sensical changes just to get it running smoothly on that brick of a console.

>> No.9396628

>>9396554
Doom 3 feels like id trying to make their own Resident Evil Game
unironically capcom asked id later on to help them with the gun survivor games and dead aim.
https://residentevil.fandom.com/wiki/Resident_Evil_Survivor_2_CODE:Veronica
https://residentevil.fandom.com/wiki/Resident_Evil:_The_Umbrella_Chronicles
https://residentevil.fandom.com/wiki/Resident_Evil:_Dead_Aim
QUAKE 2 ENGINE SUPPORTS LIGHT GUN!

>> No.9396635

>>9396628
>Doom 3 feels like id trying to make their own Resident Evil Game
Do you prefer it or Quake 4, where Raven tried to make their own Call of Duty game?

>> No.9396641

>>9396635
Quake 4 doesn't even feel like a CoD game at all, in fact they copied it to make the modern cod games, so its irony at its finest.

>> No.9396650

>>9396635
I mean, pre-stroggification gameplay might fell like that a bit, but isn't Quake 4 pretty much a continuation of their Elite Force ideas?
Also, they didn't really need their own CoD when they got SoF already. Well, before Activision killed it anyway.

>> No.9396651

>>9396641
It’s got a big roster and bestiary, but also puts a bigger emphasis on the military aspect and your squadmates - as well as shitloads of moments where you’re forbidden from progressing until the in-game cutscene plays out.
It may not be specifically from CoD but it got it the worst regarding what was getting popular/was expected for FPS titles from that time.

>> No.9396668

It seems that spirit lost it on twitter.
he will delete his account and leave it to a fucking bot to post quaddicted motd maps

>> No.9396672

>>9396668
>spirit lost it
He's the only one who still has it.

>> No.9396694

>>9387649
>caco
>not red or blue

>> No.9396702

>>9396650
>Well, before Activision killed it anyway.
You bringing this up made me check the release dates for Q4 and Call of Duty 2, and what the hell? These games were released weeks from each other, and both seem to be part of the 360’s launch. I thought they were almost a year apart from each other.

>> No.9396707

>>9396702
MS sent raven to die against CoD and Halo, and this was the reason of why the mission pack for Q4 was cancelled along with id and Activision's relationship going sour thanks to fucking vivendi and Blizzard wanting to merge the companies.

being bought by Zenimax LITERALLY saved id, but Activision fucked with raven and the id ip's there out of spite

>> No.9396724

>>9396702
I was talking about Activision killing Soldier of Fortune.
But yeah, sadly, Q4 didn't do well enough.

>> No.9396726

>>9396554
Doom 3 VR is legitimately a fantastic horror experience

>> No.9396737

What is the place to get Quake 2 levels?

>> No.9396745
File: 1.26 MB, 1600x900, spasm0084.png [View same] [iqdb] [saucenao] [google]
9396745

>you can use AD to run TerShibboleth, or any other maps made for vanilla Quake - for unlimited fun with ChaosMode
Ebin,,,

>> No.9396749

>>9396724
>But yeah, sadly, Q4 didn't do well enough.
It had to be some deliberate suicide on part of Activision considering they thought it best to release it alongside CoD2.
>>9396745
The same thing I’ve been doing for Quake 2 mods and vanilla levels? Damn that’s cool, but shit I’m stupid.

>> No.9396773

>>9396749
>It had to be some deliberate suicide on part of Activision considering they thought it best to release it alongside CoD2.
Was CoD2 that big at the time? I don't remember hearing about the series that much before the fourth one.

>> No.9396787
File: 1.70 MB, 1600x900, spasm0085.png [View same] [iqdb] [saucenao] [google]
9396787

>>9396749
Shit's crazy even on hard, I wouldn't dare using the nightmare skill without enabling co-op for unlimited lives
>>9396737
TheQuake2cafe, Func_msgboard or ModDB is all that's left - anything else is dead by now unfortunately

>> No.9396795

>>9396773
It had been gaining lots of traction by that point. It also served to help 4 stand out, “those CoD guys except now the setting is modern? Gotta check that out”. I was part of that very impressionable crowd of milleneals.

>> No.9396797

>>9396787
>>9396749
You can do the same for Doom 3 with mods, if it’s vanilla compat. Considerably based.

>> No.9396805

>>9396787
>TheQuake2cafe, Func_msgboard or ModDB is all that's left - anything else is dead by now unfortunately
If only fags behind splitting Q1 community decided to make a hub for maps of all idtech games instead. Maybe even with a touch of GoldSrc, since the map format is similar.

>> No.9396827

>>9396805
TenFourMaps used to do that for single-player content, they even hosted Unreal SP maps in adittion to SP levels for all idTech engine games

>> No.9396841

Wtf?
TNT was developed in 1994?
https://www.youtube.com/watch?v=0pm-Q-ABJ0A

>> No.9396891

>>9396841
Maybe he misspoke.

>> No.9396894

>>9396603
Same boat. I get it. I don't have to like it.

>> No.9396898

>>9396540
>Shader mod to fix the normalmaps looking flat, even a PBR shader would be welcome
That's where I disagree. It doesn't really NEED anything. But 1st place improvement goes to high res textures. 2nd would go to just parallax mapping, nothing else. But i don't usually bother with that even.
I dunno, I think the game still looks great. Visually holds up better than just about any other game from the era.

>> No.9396902

>>9396898
Meant to quote the "needs" part of your post. Whoops.

>> No.9396907

>>9396891
he's shitting on TNT.
Did he and the rest of the team have a beef or something?

>> No.9396916

>>9396841
It was ready back in 1995 and was supposed to be released for free.

>> No.9396917

Turns out if you make monster explode when it's killed, monsters will interpret its explosion as a barrel and inflight against the killer. Hilarious.

>> No.9396919

>>9396916
i want the november 1995 version now

>> No.9396964
File: 174 KB, 637x743, final doom box.jpg [View same] [iqdb] [saucenao] [google]
9396964

>>9396907
I think he's just speaking his mind about the levels, he says he doesn't want to be mean, but I guess he doesn't want to sugarcoat it either. He seems to like some of the levels, like Map 15 and Map 16.
Evilution was never universally beloved, nor universally hated, it's a very uneven and even inconsistent set of levels, because it was made by a whole bunch of different mappers in the earliest days of the mapping community and without all that much of a direction.
Not liking Evilution isn't exactly unusual, and I say that as someone who's rather fond of it, because even I have to admit there's part you can't help but dislike, for his sake the biggest complaint seems to be that it's too easy and there's too many low tier monsters and cramped spaces, that he prefers larger and more complex levels with tougher monster usage. I guess he also finds the set stingy with weapons when Pistol Starting.

He's mentioned there were creative differences at the time, that him and Milo wanted to make harder and more challenging maps, but that others in the team disagreed. Something like 8 of the maps from Plutonia existed before Plutonia was a project, some were made separately from TNT, a few were actually maps rejected from Evilution for being too difficult.
Dario and Milo showed those 8 maps to iD Software, who thought they were pretty cool, and thus the deal was worked out that they would finish that into a full 32 level set which would be bundled with Evilution. This was for the better because then they could make the kind of maps they really wanted to without being constrained by the visions of the other guys, and it made Final Doom a bigger and better product. A lot of people consider Plutonia the best part of Final Doom, and I'd say they're probably right.

>> No.9396972

>>9396919
I really wonder if that still exists somewhere, either in some old iD archive or harddrive, or with one of the many guys who made it.
For all we know, Ty might have still had that lying around somewhere back when he was still alive.

I'd be really interested to see it, because apparently some maps were so big they were breaking the engine (presumably cut submissions or earlier versions of Drake O'Brien's maps). Some, if they were ever implemented, may have been earlier versions of Plutonia maps, which would also be way interesting.

>> No.9397020

>>9389674
This is most awe-inspiring coda I've ever heard for otherwise pretty conventional compostion >>9391348
Truly a musical achievement, god bless queue playback

>> No.9397046
File: 294 KB, 465x483, FFT-Bomb.png [View same] [iqdb] [saucenao] [google]
9397046

>>9396917
Thank you for the information.

>> No.9397052

>>9397046
At least this is true in MBF21 compatibility. I noticed during test that barons who killed explosive monsters started fighting each other.

>> No.9397135
File: 528 KB, 497x732, 1413673417773.png [View same] [iqdb] [saucenao] [google]
9397135

>>9397052
Just tested it DeHackEd Ultimate Doom 1.9.
Got Barons to infight from killing an exploding Caco.

>> No.9397141
File: 2.98 MB, 1920x1080, q2_0055.jpg [View same] [iqdb] [saucenao] [google]
9397141

>>9396737
Check pastebin
also use Quake2.com as reference for old maps along with donde's archive, plus:
https://www.quaddicted.com/files/idgames2/quake2/
http://www.3dgamersedge.com/index-2.html
http://www.insideqc.com/sgm/dnload.shtml
https://www.dropbox.com/sh/h903yx4ebv19oge/AABuB38MjMrcT9Ysdg9mDMaXa
http://dukeworld.duke4.net/

>> No.9397142

>>9397135
I suppose that makes sense. There's no special code for barrels.

>> No.9397143

>>9396787
I wish spike could port all of his improvements over quakespasm spiked and FTE into Yamagi or Q2 Evolved SRC by making his own fork
a Q2 sourceport that used MD5 with bones and prebaked anims is something carmack would do since he did that for idtech3

>> No.9397145
File: 263 KB, 960x540, 2022-11-07-174745_960x540_scrot.png [View same] [iqdb] [saucenao] [google]
9397145

why is coming up with map names so hard

>> No.9397149

>>9396919
search the old doom websites from 1995, even the retards at doomworld may have a clue of where it is.
Reminder that the PS1 release of Final Doom made people upgrade their pc's because of the monster count.

>> No.9397160

>>9397145
visage slug
there's your map name

>> No.9397161

>>9397143
>I wish spike could port all of his improvements over quakespasm spiked and FTE into Yamagi or Q2 Evolved SRC by making his own fork
I just wish he would improve FTE's Quake 2 handling. Being able to use the engine's enhanced graphical features without a million little imperfections piling up would be great.

>> No.9397176

>>9397149
>Reminder that the PS1 release of Final Doom made people upgrade their pc's because of the monster count.
Different poster, but I have no memory of that event. Can you elaborate on why PC gamers would care about the PS1 release of a game that was already on PC?

>> No.9397179

>>9397176
i remember reading once that PS1 final doom made people update their pc's, i think it was a old video or magazine talking about final doom.

>> No.9397193
File: 109 KB, 615x615, 1647037034858.jpg [View same] [iqdb] [saucenao] [google]
9397193

>>9397145
>>9393778

>> No.9397214

>>9397143
>Q2 Evolved
Why though?

>> No.9397220

i know it's an unpopular opinion but i think Doom 2 > Doom 1 doom2 is better than doom1

>> No.9397221
File: 5 KB, 300x148, index.jpg [View same] [iqdb] [saucenao] [google]
9397221

>>9397145
Nothing can be easier. If you can't come up with a horribly awful pun, just go the artsy way and pick a few boring words from a middle of a boring sentence.

>> No.9397232

>>9396297
Hm, that's tempting. Having it more filled in like that WOULD make it more readable at a granular level, seeing as the bar fills continues to fill up even in the black areas.
Though where did you get some of these colors? I was sampling everything thus far from Illusion of Gaia.

>> No.9397338
File: 616 KB, 1600x900, Glide64_Perfect_Dark_02.png [View same] [iqdb] [saucenao] [google]
9397338

>>9393623
Most of these have already been done through emulation rom hacks.

Wake me up when they manage to make a SERVERLIST.
XBLA online is dead and has shit netcode anyway.

My dream is a thriving PD multiplayer community. Finally using its great weapons, co-op mode and counter-op mode to their full potential with mouse+kb with other players. I want to see a meta develop and a competitive scene.

>> No.9397365

>>9397338
>I want to see a meta develop and a competitive scene
two worst aspects of any multiplayer game
The more goofy, unpredictable and hard to make meta for the game the better

>> No.9397384
File: 3 KB, 303x354, New manlet meters take 3.png [View same] [iqdb] [saucenao] [google]
9397384

>>9396297
>>9397232
I tried replicating what you did here

>> No.9397392

Making a new thread, if no one else is.

>> No.9397397

>>9397384
I fucked up on this and was using the old colors. Disregard this and fuck my eyes

>> No.9397412

>>9397408
>>9397408
>>9397408
>>9397408
New thread. I hope the picture isn't too lewd.

>> No.9397431

>>9393770
Don't forget E4M5 from Mandela doom.