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/vr/ - Retro Games


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9626225 No.9626225 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9611263

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/
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

== 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.9626228
File: 792 KB, 768x768, 1655315337599.png [View same] [iqdb] [saucenao] [google]
9626228

=== CURRENT PROJECTS ===
A SERIOUS CASE OF /vr/
Rules: >>9611406

VIOLENT RUMBLE 2
See picture for details

=== CURRENT RELEASE ===
UNRATTLED
https://www.doomworld.com/forum/topic/133103

=== NEWS ===
[2-2] Dwell episode 2 is out
https://youtu.be/dpTfgODVMHw
https://www.slipseer.com/index.php?resources%2Fdwell.21%2F

[2-1] DBP56: Augustland Barrens is out now!
https://doomer.boards.net/thread/3101/augustland-barrens

[2-1] Doom Delta v2.5.0
https://forum.zdoom.org/viewtopic.php?p=1236481#p1236481

[1-31] The Fortress of Dr. Radiaki available for purchase on ZOOM Platform
https://www.youtube.com/watch?v=8yV-iZD_KJ0

[1-30] Temporal Tantrum version 1.2
https://drive.google.com/file/d/1A4FZG9s6enKzFq7ggJwyLHt9l2his8FL

[1-25] Corruption Cards updated to 4.4
https://forum.zdoom.org/viewtopic.php?t=67939

[1-23] Temporal Tantrum released
https://www.doomworld.com/forum/topic/117972

[1-20] Wolfenstein 3D CGA released
https://github.com/jhhoward/WolfensteinCGA

[1-20] REKKR: Sunken Land available on GOG
https://twitter.com/RevaeRavus/status/1616495789697814529

[1-20] La Tailor Girl 1.88 is out
https://forum.zdoom.org/viewtopic.php?p=1235834

[1-16] New round of updates for InterDoom family of ports
https://www.doomworld.com/forum/post/2595839

[1-15] Temporal Tantrum RC1 is out
https://drive.google.com/file/d/1p4HFr8joLfmC-KkUWouUUjH5ub2PSomd

[1-15] GMOTA updated to 1.5.2
https://combine-kegan.itch.io/gmota

[1-13] DNF 98 map added to the restoration project
https://youtu.be/ZTixwglGll4

[1-12] THEME-GAWAD is out
https://www.doomworld.com/forum/topic/133436

[1-12] Various Valve assets leaked, around 60GB in total

[1-10] Duke Nukem Zero Hour decompiled
https://github.com/Gillou68310/DukeNukemZeroHour

[1-10] DNF 98 build assets leaked
https://rentry.org/x0r_jmp

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9626239 [DELETED] 

>>9626225
>DOOM THREAD

C'mon, it's time to move on. Just call it RETRO FPS THREAD.

>> No.9626240

You're not hardcore unless you best ROTT expansion

>> No.9626243 [DELETED] 
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9626243

>>9626239
all of this outdated monikers are silly. at its heart, it's a Floigan general.

>> No.9626249 [DELETED] 

>removing Floigan on sight
bad move, jabroni. you'll regret this.

>> No.9626286
File: 52 KB, 640x400, william-shatners-tekwar_5.gif [View same] [iqdb] [saucenao] [google]
9626286

>>9626239
'DOOM THREAD' was always a cope. Everyone knows this is a WILLIAM SHATNER'S TEKWAR thread.

>> No.9626298

>>9626286
The game is actually quite interesting in it's ambition. The execution is complete broken garbage of course but had the ideas of the game been fully realized and competently implemented it could've been awesome. Imagine if it had been like Strife but with realistic digitized sprites and a cyberpunk futuristic semi-open world.

>> No.9626301
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9626301

>> No.9626327

>>9626298
>The execution is complete broken garbage of course but had the ideas of the game been fully realized and competently implemented it could've been awesome
If Capstone had just a modicum of focus, instead of shitting out 2-4 games a year, they could've had some winners.
If they put all their eggs into TekWar, it might've been good. Might've.

>> No.9626368
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9626368

>> No.9626372

>>9626368
>build fun, doom better
It's not wrong.

>> No.9626392
File: 2.94 MB, 1757x925, 1660613581573.png [View same] [iqdb] [saucenao] [google]
9626392

Hello from the Serious Editor. Look at all these lovely entities.
Those working on your map for A Serious Case of /vr/, how goes things?

>> No.9626423

>>9626392
Still playing through TSE for inspiration.

>> No.9626429

>>9622768
For Jarmo: I watched your replays. You have to learn to brakedrift and sliptide. You just have to hold accel to get the boost when respawning. You should try using heavier characters next time, like Duke Nukem or Doomguy. Read the beginner's guide and play alone in some vanilla maps if you haven't done that yet.

For Player: start drifting earlier. You get worse items if you stop the item roulette early. You should also try characters with stats other than 5 5 and Sonic's.

>> No.9626437

>>9626228
Machete is now on idgames.

https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/machetefinal

>> No.9626452
File: 1.30 MB, 710x480, cornfed plays halo.gif [View same] [iqdb] [saucenao] [google]
9626452

this whole time i thought jc denton was voiced by the same guy that voiced cornfed

>> No.9626471

>>9625730
It's my own NBlood fork which has a bunch of enhancements that would be classified as 'not' Blood. It also has a vanilla mode toggle and can record DOS compatible demos.
>>9625745
FWIW it was google-able in 2021 but now it's buried under spam/tiktok results.

>> No.9626485

What was the deal with Romero and Rekkr?

>> No.9626486
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9626486

>>9626452
>voice one of the most iconic video game characters of all time
>randomly decide to fuck off to Australia and become a park ranger

>> No.9626493

>>9626452
...i can see it
https://www.youtube.com/watch?v=hdHiHpYYGyg

>> No.9626498
File: 2.65 MB, 1280x960, 2023-02-03 04-34-08.webm [View same] [iqdb] [saucenao] [google]
9626498

>>9626368
>srb2k tnt wanted
I think there's enough of those as is.

>> No.9626510

>>9626486
Really? Did he only do the one game?

>> No.9626518

>>9626510
Wasn't he also Hiro in Daikatana?

>> No.9626523

>>9626510
>Daikatana
>Deus Ex (+Invisible War)
>Mass Effect... Infiltrator... the mobile game...
Might as well have only done one.

>> No.9626527

>>9626423
sounds like you're taking this very seriously
I like that

>> No.9626528
File: 601 KB, 680x675, white boy.png [View same] [iqdb] [saucenao] [google]
9626528

What should I play while I wait for Golden Souls 3?

>> No.9626540

>>9626528
gs1 so you can see how far they've come

>> No.9626542

>>9626528
Have you played the remake of 1 and 2? They're both very good.
If you have, go play Pirate Doom

>> No.9626567
File: 72 KB, 800x600, 22_1.jpg [View same] [iqdb] [saucenao] [google]
9626567

>>9626528
SiN

>> No.9626573

>>9626567
I'd love to see it remade and done properly. It doesn't get enough love but playing the original version today feels like shit

>> No.9626581

>>9626573
I'd love to see Episode 2 but it ain't happening either.

>> No.9626585

>>9626581
Unfortunately, no. Sort of gets completely forgotten nowadays even among retro FPS fans.

>> No.9626587 [DELETED] 

>>9626239
The genre was Doom Clones before FPS so it's fine.

>> No.9626736
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9626736

>>9626228
Was doing some finalizing on my map's combat, and discovered that if a gremlin steals your held gun and then dies to shotgun incineration, you permanently lose it. It's consistent with other burning enemies not dropping backpacks when dying, so I'm hesitant to call it a bug, but it might be something you'd want to keep in mind in the event that losing a weapon causes a map to become unbeatable.

>> No.9626742

>>9626736
Was (somewhat) intentional for monsters to not drop ammo, but not for Gremlin stuff to be lost. Will fix.

>> No.9626836

>>9626581
>it ain't happening either.
What's the world come to?

>> No.9626839

>>9626225
>HD Pack

>> No.9626863
File: 192 KB, 1024x768, 1024x768.jpg [View same] [iqdb] [saucenao] [google]
9626863

About that beer I owed ya...

>> No.9626867 [DELETED] 

Floigan.

>> No.9626954
File: 211 KB, 800x500, stxm4f8.png [View same] [iqdb] [saucenao] [google]
9626954

>>9626863
EY FREEMAN

>> No.9627028

>>9626485
Nothing really. Romero threw minor shade at REKKR because REKKR beat him to the punch at dedicated deathmatch arenas.
But that was something that had been done like 20 years prior anyway so it doesn't matter. It's uncommon, but not wholly novel.
What is the earliest example though, I wonder...

>> No.9627029
File: 1.70 MB, 1686x926, 1675060394971709.png [View same] [iqdb] [saucenao] [google]
9627029

https://vocaroo.com/15vCZ3O49pee

>> No.9627052

>>9627028
Momento Mori 2 maybe

>> No.9627157

>>9626392
Currently going through the tutorial, never made full 3D levels before but Serious Editor is turning out to be not as scary as I thought.

>> No.9627175

>>9626368
>/vr/ AI

>> No.9627193

>>9624251
Absolute fucking perfection.

>> No.9627241

is there a good dummy sector tutorial somewhere? I'm kind of dumb so I read one and did not understand shit. Or maybe someone can explain them to a retard such as myself?

>> No.9627247

>>9627241
You can select two sectors and press J and now it's the same sector in UDB. So if you need to have 2 sectors to be adjacent for any reason, but can't do it in the actual playable area you join a sector with a small sector outside the playable area, then draw another sector next to it.

>> No.9627265

>>9626286
based and tekpilled
>Doom
more like dumb lmao

>> No.9627269
File: 557 B, 71x19, welcometovr.png [View same] [iqdb] [saucenao] [google]
9627269

>>9626368

>> No.9627292

TNT is actually harder than Plutonia on Nightmare or UV -fast cos of the hitscanners, innit?

>> No.9627310

>>9625795
>learning how drowning works in this game will never not make me chuckle

>> No.9627314

>>9627269
>NO SLEEP
Does anyone normal still plays TF2?

>> No.9627327

>>9627314
i would, i my internet and hardware weren`t dogass. then again, not like it`s the same anyway, compfags made sure of it. but that`s not very /vr/.

>> No.9627372
File: 2 KB, 150x24, boynextdoor.png [View same] [iqdb] [saucenao] [google]
9627372

>>9626368

>> No.9627496

>>9627372
HFFM2: this time it's personal

>> No.9627539

>>9627496
>this time it's personal
"Personal Time" sounds better. Or "Private Room".

>> No.9627540

>>9627496
This time we will make Romero our bitch

>> No.9627582
File: 84 KB, 1024x768, HARD_CORPS.jpg [View same] [iqdb] [saucenao] [google]
9627582

>>9626567
>>9626573
>>9626581
>>9626585
>>9626836
Nice to see fellow SiNchads in this thread. God I hope Phantom Fury will turn out good.

>> No.9627598

>>9627372
>Hey buddy I think you got the wrong episode, Sigil is two decades down the timeline
>Drink my knob dude

>> No.9627637

>>9627372
>Sorry for what? Our daddy taught us not to be ashamed of our wads, especially since they're of megawad size and all

>> No.9627657

>>9627637
>Well my daddy taught me a few things too, like uh, how to make a megawad by, uh, making completely separate multiplayer arenas, instead of creating more maps.

>> No.9627731
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9627731

>>9626368

>> No.9627805

>>9627157
Glad to hear, got any ideas for your map yet like which level theme you'll use?

>> No.9627823
File: 95 KB, 220x220, wejustdontknow.gif [View same] [iqdb] [saucenao] [google]
9627823

I'm making a map for DBP57, is this going to "ruin" my "reputation" on Doomworld, i.e. the jannies over there are going to harass me like sniveling cunts because I associated with their enemy?

>> No.9627835

>>9627823
You should be fine. Le epic doomboard war seems to be cancelled.

>> No.9627858

>>9627823
No, I don't think anyone will give a fuck unless you make a map about nigger genocide or something like that and sign it with your username.

>>9627805
I was inspired by one of the areas with pools on the floor and on the ceiling with fancy gravity effects from one of the maps that were recently played in the coop sessions, so I want to make a map that's inspired by that and in a way by the backrooms pool meme too. But regardless the main focus is getting a map with some decent combat out, at least I have a bunch of fight scenarios ideas in my head already. I'll see if I can make the cool gravity stuff without making it too janky.

>> No.9627859

>>9627823
Didn't ruin Valkiriforce's, Thelokk's or Lunchlunch's or rep. Half of Doomworld participates in dbps anyway. The whole forum war was mostly 3 dw mods vs 3 db guys and even that calmed down after the whole Auger Zenith thing. Most didn't care.

>> No.9627884
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9627884

>>9627823
Probably no, but probably you also not gonna get any cacowards for it just because it's DBP. So make it the best map ever so we could laugh at doomworld even more while they try to ignore it the best they could.

>> No.9627913

>>9627858
Good luck with the gravity markers, I'm still not sure how exactly they work but there is a tutorial somewhere in that big zip file under resources in the guide.

>> No.9627914

>>9627884
Auger Zenith did get a cacoward. The quality of the rest is not that high.

>> No.9627940
File: 304 KB, 630x473, 0sP8zN7.png [View same] [iqdb] [saucenao] [google]
9627940

>>9627823
Depends on how lower you can get after being boomblasted because of some mere midtexture. No common player cares.
https://www.doomworld.com/forum/topic/123980
Only concern is not agreeing on compromise after exceeding DBP lead difficulty standards. You're free to retrieve the map before month ends though, in case anything happens.

>> No.9628006

>>9627940
I've never heard anyone say that my maps are too hard, so I should be okay I guess...

>> No.9628047

>>9628006
40oz tries his very best writing pretty useful long reads as feedback, when he is free anyway. Not many mappers follow them to a bit, and that's when you get reputation of a project with very inconsistent quality. In worst cases: too many overconfident rookie mappers, a bit too little playtesting.

>> No.9628084

Been playing Soldier of Fortune 1. I'm liking it for the most part but some of the later levels get tedious with how enemies spawn and it sucks that the shotgun is actually kind of garbage so it gets outclassed very early on.
Still worth a play, though.

>> No.9628097

>>9628084
Do the enemies get tougher later on? I’ve been in the first few hours so far and the shotgun’s been tearing through them on the hardest setting.

>> No.9628204

>>9626498
Anon said I should open team names up again so here.
Friendmod splits the race into two teams. These teams can have a variety of names. Let's make some team names.
>Cacodemon vs Pain Elemental
>Adrian Carmack vs John Carmack
>Apogee vs Id
>Dario Casali vs the Catholic Church
>Gif with a hard G vs Gif with a soft G
>MAP19: Dehydration vs IDCLEV
Doesn't necessarily have to be retro FPS related, just make it funny.

>> No.9628230

>>9628204
>Dario vs Milo
Btw it was Milo who was deemed demonspawn by the Church.
>REKKR vs SIGIL
>Doomworld vs Doomer Boards
>Graf Zahl vs lilith.pk3
>First Encounter vs Second Encounter

>> No.9628256

>>9628097
Some get armor but no, they generally don't get super tough. The game likes to spawn enemies directly behind you when you cross certain triggers in the level and if you're playing on any higher difficulty they get a couple free shots that if they land can shred your armor/health. There is also a notorious section in Siberia where the fog masks two snipers who can still see and shoot you but that is easy enough to run through.
The problem with the shotgun is the spread is so ridiculous that you can't rely on it at any distance and as the levels open up it is quickly outclassed by the smg and then the lmg that you get.

>> No.9628270

>>9628230
>>9628204
>Casalli's mom made the "Love is..." newspaper comics
Mildly interesting

>> No.9628274

>>9626528
Hocus Pocus Doom

>> No.9628296

Is there a way to light up enemies when they attack in FTEQW like Quakespasm?
I don't know what the style of lighting is called but in Quakespasm the whole model lights up. In FTE it's like a point light or something and it's all shaded.

>> No.9628362

>>9628230
I swear, if I ever get in the Doomworld team I'll just spectate, no exceptions.

>> No.9628381
File: 964 KB, 1600x900, spasm0056.png [View same] [iqdb] [saucenao] [google]
9628381

Cool that the Axemen got a techbase skin but there seems to be an issue with them lacking a wakeup sound - also no idea if this wasn't reported before but the SSG being able to gib Zombies with the DoomedRumble mutator enabled feels like an oversight, and speaking of gibs - the axe being buffed makes Grunts too easy to overkill once they're injured by anything but the Nailgun, no idea if upping the 'GibHealth' value slightly for them (amd all enemies that now die to a single axe hit too maybe) is possible to alleviate this problem if its not hard-coded, a thing simmilar to this annoyed me to no end in AD where you needed to intentionally near-miss your shots with the Widowmaker in order to not give everything in your path that's weaker than Ogres

>> No.9628392

>>9627657
>Will you speedrun it?

>> No.9628402

>>9628204
>>Apogee vs Id
More like "3D Realms vs Apogee", if Scott's degeneracy on Twitter is anything to go by. Actual suggestions though:
>Sandy Petersen vs Tim Willits
>Wolfenstein 3D vs Ken's Labyrinth

>> No.9628417

>>9628362
I mean, both "teams" kinda do that if you think in terms of commoner forum visitors. It's all castles made of sand with self-appointed infantile dukes, just enjoy the game anon.

>> No.9628432

>>9626523
https://youtu.be/pMlRNSGgIJs
Don't forget this gem
No, it's not an intro to porn, just some "indie" movie

>> No.9628457
File: 1.78 MB, 2860x1908, multiplayerarenas.jpg [View same] [iqdb] [saucenao] [google]
9628457

>>9627292
Short of MAP09: Stronghold, which is the toughest official map on Nightmare, due to the uninterrupted storm of back and forth lead (being long thought outright impossible, and it was the last official map to be beaten on that difficulty), I'm going to say no. Plutonia overall just plays harder ball overall, ambushes which are deadly already are made magnitudes harder on Nightmare in ways which TNT just can't match in the same way, and the combat is overall just far more intense.
Zombies with guns are a serious menace on Nightmare, but the insidious encounter design inherent to Plutonia just takes it to another level anyway when pumped up like that.

>>9627028
>>9627052
Both TNT Evilution and The Plutonia Experiment feature a dedicated deathmatch only arena in one of their levels. Eviluton's MAP26: Ballistyx, by Mark Snell (with some unclear work by Jim Lowell), features a crude DM arena in a space which is visible in singleplayer, but which you cannot access.

Plutonia's MAP30: Gateway To Hell, by Milo Casali, features a full fledged deathmatch arena completely separated from the singleplayer level, which isn't normally accessible or visible in single player. It seems like a bit of an afterthought though, like it's something Milo drew up while he had some free time and was bored (maybe they were waiting for one of Dario's maps to have its nodes drawn), as the texture alignment is slightly less refined in a couple of places, and there's one or two spots you can get stuck on.
There's probably earlier examples than these, because having a separate deathmatch area seems like a fairly simple conclusion to a single player map not being that great for deathmatch, but these are notable, official ones even.

>> No.9628479

>>9627292
I wouldn’t say it’s harder but I found it to have more obnoxious hitscanner placements, even with Onslaught placing one behind you.

>> No.9628486

>>9628274
Nice. Seconding this

>> No.9628510

>>9627372
>>9627496
I don't think we'll ever find a better subtitle for a sequel than this

>> No.9628531

Redead-ITA, do you have any plans refining Pyramid of Liquid Gold like SCT and ChrisMoyer did to some of their DBP maps? It looks half-finished.

>> No.9628684
File: 15 KB, 639x303, temp7.png [View same] [iqdb] [saucenao] [google]
9628684

who's wearing it better?

>> No.9628706

>>9628684
…can I say both?

>> No.9628925

>>9628457
Forgot about TNT and Plutonia.
I don't play a lot of deathmatch and when I do it's usually on a bespoke mapset.
Separate deathmatch arenas seems like a no brainer though, I agree. Kinda wish more wads did it. SP maps suck shit for deathmatch.

>> No.9628983

>>9628230
>>REKKR vs SIGIL
Based and drink my knob-pilled

>> No.9629020

>>9628230
>Btw it was Milo who was deemed demonspawn by the Church.
Whoops, I'll fix that.
No, already in, already in, will add
>>9628402
Will add

You can suggest non-FPS stuff by the way, like SNES vs Genesis, those are fine too.

>> No.9629029

>>9629020
Why do you hate fun?

>> No.9629065
File: 399 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_TIME_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9629065

Friday Night Firefight is up, this time we're playing Blackened DM. No vrsounds today, it doesn't work with these maps unfortunately. Connect with Zandronum 3.1 as usual.

51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.9629124

>>9628204
>Freg vs. Bnuuy
>ZX Speccy vs. Commodore 64
>OP vs. Heterosexuality
>MM8BDM vs. People with Taste
>Sink Pissers vs. Shower Shitters
>Duke Nukem vs. Big The Cat

>> No.9629126
File: 24 KB, 210x200, huehue.gif [View same] [iqdb] [saucenao] [google]
9629126

>>9629124
>OP vs. Heterosexuality
>MM8BDM vs. People with Taste

>> No.9629129

>>9629124
Excellent. Will add all.

>> No.9629137

>>9628204
>YTMND vs Ebaumsworld
>Guns vs Swords
>Fuzzy Shamblers vs Non-Fuzzy Shamblers (maybe use Naked instead of Non-Fuzzy?)
>Wiping back to front vs Wiping front to back
>Crunchy Peanut Butter vs Creamy Peanut Butter

>> No.9629341
File: 7 KB, 225x225, 1651065521405.jpg [View same] [iqdb] [saucenao] [google]
9629341

>>9629065
ggs btw

>> No.9629360

Anyone who still has QRP Dissolution textures?

>> No.9629370

bringing it up again, what if, AugZen, for HacX, good cyberpunk levels for a cyberpunk TC?

>> No.9629401

>>9628684
I generally prefer the demon, but I think I like Daina's top more.

>> No.9629402

>>9629370
Funny enough, Freedoom fits well to AugZen too, cus it has a more mutant/alien vibe than demonic which fits the aesthetic, Doom's demons just dont fit at all in AugZen

>> No.9629413

>>9629370
>>9629402
and another thing, I need more Duke3d maps that have a dirty space cyberpunk vibe, i remember there being this one neat map for eduke that had like a bar/club on some kind of space base but I can never find it, had cool music and a large open level with bar and club and hotel and a bit open courtyard using like moon texture...

>> No.9629418

>>9629401
Personally, I'm a fan of Daina's bottom.

>> No.9629426
File: 109 KB, 320x200, [unzips rocket launcher].gif [View same] [iqdb] [saucenao] [google]
9629426

>>9629418

>> No.9629437
File: 181 KB, 480x360, 1668452257198.png [View same] [iqdb] [saucenao] [google]
9629437

>>9629426

>> No.9629468

>>9628684
Demon girl is too dark-skinned to pull off black lingerie, she needs to wear white.

>> No.9629490

>>9629065
Killed. See you Sunday.

>> No.9629515

>>9622768
which of these mods is adding the slipstreaming?

>> No.9629519

>>9629515
Pissstream-v4beta47.pk3

>> No.9629524

>>9629519
ahh thanks

>> No.9629528

are there any vanilla doom wads that use mapinfo to disallow jumping/crouching/freelook so I don't have to turn them off in gzdoom global settings for any wad I play?

>> No.9629563
File: 863 KB, 1920x1080, Screenshot_Strife_20230203_165842.png [View same] [iqdb] [saucenao] [google]
9629563

preview of a building im making with 3d floors. got it all done the basics. 6 floors + basement + roof still needs to be prettied up and work on the scripting

>> No.9629592

>>9629563
A Strife WAD?

>> No.9629605

>>9629592
yes

>> No.9629698
File: 605 KB, 1920x1080, Screenshot_Doom_20210412_154841.png [View same] [iqdb] [saucenao] [google]
9629698

umineko map

>> No.9629704
File: 692 KB, 1920x1080, Screenshot_Doom_20210412_153716.png [View same] [iqdb] [saucenao] [google]
9629704

>> No.9629728

>>9629698
oyashirosamaaa!!

>> No.9629764
File: 447 KB, 480x360, INTJ Dance.webm [View same] [iqdb] [saucenao] [google]
9629764

>>9629698
>>9629704
Does it come with UNTZ UNTZ UNTZ midi music?
https://www.youtube.com/watch?v=2_ntjxxuqK0
Something out of danmaku will do fine too, that or bust.
https://www.youtube.com/watch?v=OOjsg2xUf0w

>> No.9629768

>>9629137
Added.
I'm also working on a votable "hellmap" command that will randomly select a map from map hell, or maps from the normal rotation that belong in map hell like Tricky's Course. It can be fun to play shit maps sometimes so I added another way to access them without requiring coordination from the entire server.

>> No.9629778

>>9629764
i looked man. i couldnt find any umineko midis so its a midi of a higurashi music

>> No.9630418

>>9629020
Maybe I should've went with Pathways into Darkness instead of Wolfenstein 3D.
>You can suggest non-FPS stuff
This is kind of difficult because I don't wanna go with the obvious ones. How about...
>Gex vs Bubsy

>> No.9630481

>>9628204
>Duke Nukem vs Games Not Being Leaked

>> No.9630571
File: 938 KB, 1629x764, Untitled 1.png [View same] [iqdb] [saucenao] [google]
9630571

Anyone has link Heretic episode Endquest ? https://www.doomworld.com/forum/topic/119871-endquest-episode-for-heretic/

>> No.9630590

>>9628684
lord blaz

>> No.9630592
File: 945 KB, 1600x1200, ah fuck you leatherman.png [View same] [iqdb] [saucenao] [google]
9630592

>>9630590

>> No.9630595

I've been in a voice call with Lee Jackson, the musician who wrote the Duke 3D theme and worked on Shadow Warrior and Rise of the Triad among others.

His health has declined, and he's obviously in poor spirits about it, but is still a really nice guy who loves to talk to people. I haven't been on /vr/ in a while but came to post this, not really sure why, maybe hoping there's something that can be done to cheer the guy up or let him know the impact he's had. I dunno, maybe the right person is lurking.

>> No.9630602

>>9630595
I think banding together to do something cool for Lee Jackson would be great.

>> No.9630615

>>9630595
>>9630602
How about we do a "/vr/ performs Grabbag", where anons make a collaborative mix of Grabbag performed in different styles, and we send it to Jackson?

>> No.9630627

>>9630592
>I'm the boss of this dungeon

>> No.9630628

>>9630595
>His health has declined
Seen some tweets from him about that. It's terrible. Hope it gets better for old Jackson.

>> No.9630638

>>9630628

Voice call anon from before. He's really not in good shape. I don't want to jinx it by getting too dark but the more details he shares the more sad I get.

>> No.9630827
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9630827

GOOD MORNING 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, OR LATER TODAY WHEN IT'S NOT SO FUCKING EARLY, I'M NOT YOUR DAD.

>> No.9630871
File: 18 KB, 412x333, A40B1AF9-58A1-4B78-B735-4841374C656C_large.jpg [View same] [iqdb] [saucenao] [google]
9630871

Am I the only one who's able to be convinced that Virus is unoficially a Quake2 movie prequel?

>> No.9630945
File: 338 KB, 900x598, Quake_2_stroggs_by_kaoimhin7-d2yzwu8.jpg [View same] [iqdb] [saucenao] [google]
9630945

>>9630871
They could work as really early cyborg prototypes, like System Shock's Shodan initially discovering what she can cobble together. With Q2 they seem more militaristic, refined, and purposeful.

>> No.9630980
File: 3.02 MB, 1232x660, Entryway - DOOM 2_ Hell on Earth 2023-02-04 08-57-39.webm [View same] [iqdb] [saucenao] [google]
9630980

>>9630827
I made a very simple weapon mod to give the pistol & plasma gun more relevance compared to their counterparts.
The pistol deals 3x damage on the first shot, and the plasma gun heats up with sustained fire and deals 3.6x damage and splash damage with its red projectiles.

>> No.9630996
File: 218 KB, 462x372, 1536774312868.png [View same] [iqdb] [saucenao] [google]
9630996

>>9630980

>> No.9631004 [DELETED] 

>>9630980
>plasma gets more powerful as it heats up and approaches overload
hmm, okay
>pistol does more damage on the first shot
inexplicable and dumb

>> No.9631012

>>9631004
My explanation is that you're getting a critical hit or headshot with the first shot, because it's always perfectly accurate. Rather than just holding the trigger down and letting random bullets spray.

>> No.9631015 [DELETED] 

>>9631012
still inexplicable and dumb but it's your mod. IMO i'd rather each hit be x2 as strong as chaingun and make chaingun fire 25% faster

>> No.9631019

>>9631012
Hm, alright
Do you plan on doing anything for the other weapons? I love seeing stuff like this.

>> No.9631027

>>9631019
Probably not. I like how the rest of Doom's weapons are as-is. Maybe a slightly faster chainsaw attack for more consistent stunlocking, but everything else is perfect desu.
My next task is to change a couple of the monsters. Make Barons throw 2 projectiles like Ad Mortem's Satyr, make monsters never retaliate against the Mastermind, and leave projectile aiming unchanged when the player is invisible.

>> No.9631043

>>9630571
>No mouselook
does this mean vertical mouselook or just any use of the mouse
I'm too used to later FPS games to not use the mouse to pan around my POV, but I don't use vertical mouselook.

>> No.9631182

>>9630638
>I don't want to jinx it by getting too dark but the more details he shares the more sad I get.
I can imagine. Either way, it's best to just hope for the best and show some proper support to the man. That's just the bare minimum.

>> No.9631226

>>9631043
Even Romero used horizontal mouselook when showing Doom at 90s, so it's more than ok to use it.

>> No.9631248
File: 6 KB, 667x386, 1671594731902.png [View same] [iqdb] [saucenao] [google]
9631248

has anyone used fimg to edit quake sprites before? trying to make this transparent

>> No.9631291
File: 37 KB, 197x178, 1656652371888.png [View same] [iqdb] [saucenao] [google]
9631291

nevermind, got it working.. kinda.
have to edit the sprites one by one and create an alpha channel

>> No.9631495
File: 2.87 MB, 1756x922, 1645504992020.png [View same] [iqdb] [saucenao] [google]
9631495

>>9630827
I'm still working on my map for A Serious Case Of /vr/. Right now I've been setting up entities for this one fight, most of the brushwork for this room already is done.

>> No.9631543
File: 31 KB, 663x618, 1650321751410.png [View same] [iqdb] [saucenao] [google]
9631543

>>9626225
What mod is this from ?

>> No.9631702

>>9631543
No mod? It's just Half-Life.

>> No.9631735
File: 245 KB, 1152x648, tripledoom.jpg [View same] [iqdb] [saucenao] [google]
9631735

Tech Tangents just released a video on triple-monitor Doom. He uses Doom 1.1 in DOS, not source ports. He actually got four monitors, one for automap but it doesn't automatically update like it does in modern source ports so it doesn't work as he wanted.

https://www.youtube.com/watch?v=q3NQQ7bPf6U

The actual meat starts from around 30:00, before that he inspects the hardware (Pentium 4 machines) and installs DOS+network drivers.

>> No.9631779

>>9631012
>My explanation is that you're getting a critical hit or headshot with the first shot
It's a first person shooter, not an RPG you tard.

>> No.9631806

>>9631735
Interesting. It's like super awareness but I do that with spider sense.

>> No.9631832

>>9630980
Just so you know big horns is immune to splash damage

>> No.9631848

>>9631779
Doom was born from RPGs.

>> No.9631889 [DELETED] 

>>9626225
https://kemono.party/patreon/user/2630726/post/76675129
https://kemono.party/patreon/user/2630726/post/76992211
https://kemono.party/patreon/user/2630726/post/77357582
https://kemono.party/patreon/user/2630726/post/77864244

>> No.9631902
File: 353 KB, 760x572, 6f8.png [View same] [iqdb] [saucenao] [google]
9631902

Thoughts on GMDX 10.0?
I understand there's some bad blood around because some literal who's came and sort of took over the mod but I am curious as to the actual content of the mod itself. From what I understand it's a scaled down GMDX 9.0 to be closer to OG

>> No.9631925
File: 9 KB, 1280x320, Screenshot from 2023-02-04 13-54-04.png [View same] [iqdb] [saucenao] [google]
9631925

>>9630827
Rough sketches while I try to decide who comes Karting next.
I can't stop laughing at the juxtaposition of the latter two.

>> No.9631960

>>9631902
Haven't tried 10.0, but I've always liked the RSD 'beta': https://www.moddb.com/mods/gmdx/addons/version-rsd-beta-10-future-official-update
Pretty decent improvements and bugfixes there.

>> No.9632078 [DELETED] 

>>9631889
>>>/b/
>>>/trash/

>> No.9632080 [DELETED] 

>>9631889
For a second I thought that was Poison

>> No.9632096

>>9628381
>there seems to be an issue with them lacking a wakeup sound
Ah, you're right. I'll get that fixed.
>the axe being buffed makes Grunts too easy to overkill once they're injured by anything but the Nailgun
I think I'll just make a secondary attack that animates faster but does original axe damage. Should solve the problem while making the axe a little more versatile.

>> No.9632217 [SPOILER]  [DELETED] 
File: 446 KB, 196x181, be3.gif [View same] [iqdb] [saucenao] [google]
9632217

>>9631889
picrel
>>9631495
wait, when did the project start?

>> No.9632220 [DELETED] 
File: 518 KB, 1614x397, 1655862116826.png [View same] [iqdb] [saucenao] [google]
9632220

Might as well go all the way and update the rest to be transparent huh

>> No.9632342
File: 906 KB, 1000x1355, __doomguy_kenshiro_gordon_freeman_duke_nukem_and_asuka_hokuto_no_ken_and_3_more_drawn_by_substance20__43c558221de4d24a3d0223ac34729714.jpg [View same] [iqdb] [saucenao] [google]
9632342

>>9626225
Does anyone has the Quake Revitalization Project Textures for MP2: Dissolution the anonlink for it is dead and the archive.org doesn't have the link or the GDrive saved

>> No.9632374

>>9632342
Here is the link from the 2021 thread with the dead anonfiles links
>>/vr/thread/5299325

>> No.9632384
File: 97 KB, 839x472, dwep2.jpg [View same] [iqdb] [saucenao] [google]
9632384

How is episode 2 of Dwell?

>> No.9632389
File: 223 KB, 3090x1485, rangerbed.jpg [View same] [iqdb] [saucenao] [google]
9632389

>>9632384
Overdesigned, underfun.

>> No.9632390

>>9632389
A perfect resume of Quake mapping after the sheep and his friends took over.

>> No.9632404

>>9632342
The Gdrive Link is giving "you dont have access to these files"
http://qrp.quakeone.com/downloads/
and dayofdefeat.se is dead

>> No.9632468

>>9626567
I was gonna play that (like 3 years ago) but heard there was some remaster going to come out. I'm guessing any day now.

>> No.9632485

>>9632468
That remaster is seemingly never happening, and the 'enhanced' textures they showed off for it looked like shit anyway.
The game (at least the "Gold" version) works fine if you don't mind the HUD not scaling to modern resolutions. Even then, you can just run the game in windowed mode at a lower resolution and use something like Lossless Scaling to fit it to your screen.

>> No.9632502

>>9632485
If i were to guess it, Kaiser and Nightdive said fuck it to the other projects to finish System Shock.

>> No.9632508

Had a long break from Quake, but since one of the things I waited for finally came out (Dwell 2, Tremor never ever), I'm thinking of diving in again.
Question is, which version of the base game (id1 folder) should you use - Original or Remastered? I'm leaning towards the latter, though not sure if it could break some mods.

>> No.9632541

>>9632508
I think Remastered could break mods, which is why i recently got unto VKQuake for being a continuation of Quakespasm

>> No.9632572

Did ID playtest DOOM/DOOM II on Nightmare?

>> No.9632591

>>9632390
>sheep and his friends
Tell me more.

>> No.9632592

>>9632572
No, it was added as a joke in one of the updates and they didn't really expect people to play it much.

>> No.9632595

>>9632592
Which is funny because its the best way to play because time becomes a resource.

>> No.9632597

>>9632217
Project started last weekend. Also, I know this post was just deleted.

>> No.9632607

Does anyone remember an image showing different methods of floor variation in an FPS game?
Like one example had stairs, the other had floors higher than others, then one had ramps etc.

>> No.9632614

>>9630595
I remember I talked to him a while back because I was looking for help for a MIDI thing, and I couldn't find any no matter what, so talking to him was kind of my last resort. I was ready to pay him or a friend some money for the thing, even, but I managed to get help from a friend out of nowhere.

He mentioned some surgery he had to get which would preclude him from doing much work with a computer for a time, I hope he didn't get sick with something.

>> No.9632626
File: 1.68 MB, 1024x1024, 1644438253929.png [View same] [iqdb] [saucenao] [google]
9632626

Serious Business Saturday is still planned to happen in about 30 minutes (5pm US Central as always). We'll continue going through the levels that are part of this pack: https://jesterofdestiny.itch.io/jesterofdestinys-old-maps-pack which is the Abandoned Empire and The Leviathan's Prison levels. There's also the set called Valley Rumble which we might do afterwards, but I played some of it already and it's kind of long but not in a good way. We'll see.

Also if you don't know the Serious Sam mapping project "A Serious Case Of /vr/" just started. Anyone can join if they got the guts to delve into SED. Check the news post for rules and a link to the beginners guide.

>> No.9632640

>>9632597
I guess I missed that. I wanted to make either a Kart track or a Sam map, so this might sway my choice.
I will probably end up doing neither.

>> No.9632664
File: 1.23 MB, 1692x794, green.png [View same] [iqdb] [saucenao] [google]
9632664

>>9630827
Been working on this since Thursday.

>> No.9632669

>>9632404
So i found the bastard hidden in another mod for quake hd
i forgot how both pk3's were but the guy merged both, i will separate both as textures and normalmap addon as it was originally released and then upload the 7z of both pk3's remade on Pakscape.

this is modding history that needs to be archived and preserved

>> No.9632729
File: 360 KB, 620x396, 1660400487396.png [View same] [iqdb] [saucenao] [google]
9632729

>>9632626
(no new image today, didn't have time for it)
L-L-L-Lets get ready to rumble! It's time for some more Serious Business Saturday. Today we'll be continuing through the maps we didn't have time for last week. Grab the map pack here: https://jesterofdestiny.itch.io/jesterofdestinys-old-maps-pack
>IP (join via specify server): 45.79.57.115
>FOLLOW THESE INSTRUCTIONS OR YOU'LL BE EATING GNAAR SOUP FOR THE REST OF THE MONTH:
>Highly recommended to install the classics patch: https://dreamycecil.itch.io/sam-exe-patch if you haven't already. Adds a bunch of nice features like better resolution support and hud scaling. Make sure you grab the most recent TSE1.07 patch.
>Go into the Scripts\NetSettings folder inside your main TSE directory and open up the DSLCable.ini file. Change "cli_iMaxBPS" to 1000000. When connecting to the server MAKE SURE YOU SELECT DSL/CABLE CONNECTION.
>Upon loading into the main menu, type: "/cli_iMaxPredictionSteps=4" (no quotes) into the console. You only have to do this once. One note I should make is that this only improves performance for people with ping under 200-300 (I honestly doubt anyone has ping over this). The server is located in Texas so keep that in mind. If you encounter any problems with this setting then try changing it to 5 or 6.

>> No.9633016

>>9631925
>Hae-Lin, take it easy on the peppers

>> No.9633026

>>9632384
>i liked the auto-shotgun and the melee power-up
>kamikazes on quake are cool thing
>episode 2 has some cool looking levels
<i was expecting more lovecraftian vibe like with episode 1, especially now with sunken temples episode, but got world of warcraft aesthetics instead
<big ogres and flying crystals are quite dumb enemies that don't add anything of value
<i didn't like that they removed the pharaoh boss from end of episode 1
Still half of ep 2 ahead, but I got bored of Quake already and went back to Doom.

>> No.9633146
File: 2.94 MB, 1601x934, 1659912557558.png [View same] [iqdb] [saucenao] [google]
9633146

>>9632729
Fun session. Got another screencap of this monster of a level.

>> No.9633147

>>9632729
was everybody else's ping fucked or just me?

>> No.9633154
File: 3.63 MB, 1601x934, 1663303389741.png [View same] [iqdb] [saucenao] [google]
9633154

>>9633146

>> No.9633157
File: 3.92 MB, 1920x1080, 1644881972083.png [View same] [iqdb] [saucenao] [google]
9633157

>>9632729
With this mapset taking so long we're going to play the final two levels next week. Thanks again for everyone who joined, including our guests. They took this screenshot and... yeah custom player models are a thing.
>>9633147
I think with how huge the level was it was spiking everyone's ping. I'm not sure.

>> No.9633167
File: 280 KB, 850x1063, ginacross.jpg [View same] [iqdb] [saucenao] [google]
9633167

>>9631702
I meant if it was from like a proper custom singleplayer map / campaign. But I guess the scene was done just for the image ??

>> No.9633201

>>9631543
The Challenger Deep 2.

>> No.9633224

>>9631735
I just saw it I was going to post it. Cool shit. Weird that it got patched out.

>> No.9633260
File: 346 KB, 734x693, FoKE7kiWIAAtu_O.jpg [View same] [iqdb] [saucenao] [google]
9633260

https://twitter.com/Apogee_Ent/status/1621983433294761984?s=20
I wonder how would have been a black ops Duke Nukem game.

>> No.9633321

What do you guys think of "Down the drain" megawad?
Also, any vanilla wads you would recommend?

>> No.9633373

>>9631735
I see that strife box

>> No.9633381
File: 1.85 MB, 290x188, that&#039;s my fetish fred.gif [View same] [iqdb] [saucenao] [google]
9633381

>>9631925
>Chryssalid
Do want

>> No.9633397
File: 2.98 MB, 480x360, listening_to_the_MGSR_soundtrack_on_repeat_for_two_days.webm [View same] [iqdb] [saucenao] [google]
9633397

>>9630827
I've gotten further in development since I recorded this, and I'm about 20% done so far.

>> No.9633438

>>9633397
this is awesome dude, keep it up

>> No.9633501
File: 732 KB, 711x1024, 1661779653980.png [View same] [iqdb] [saucenao] [google]
9633501

>>9627029
this one sounds so bad, surely whoever made it used one of the default voices? or their input was trash.
https://voca.ro/1ciy3LW4XlgH

>> No.9633570 [SPOILER] 
File: 8 KB, 952x224, sk.png [View same] [iqdb] [saucenao] [google]
9633570

what's the spookiest doom wad in your humble opinion?

>> No.9633618

>>9633260
Is that Terry Davis?

>> No.9633624

>>9633618
i thought it was the terrorist called Sam Hyde

>> No.9633663
File: 13 KB, 692x311, help.png [View same] [iqdb] [saucenao] [google]
9633663

i am a retard who knows absolutely jack shit about programming
i know acs in picrel couldn't possibly work, but i don't understand why because i have no frame of reference
>i want the crusher to start close to the floor, raise up to its full height, then resume functioning like a normal crusher until the player activates the switch again. if the player activates the switch after this, the crusher resumes as a normal crusher
how do i make this work

>> No.9633687

>>9626327
that sounds like an interesting project...

we could use jonof's source port as the base...

what would the city be called?

>> No.9633728

>>9633260
>STEALTH IS OPTIONAL FOR THIS MISSION

>> No.9633737

>>9633570
10,000 revenants
It's literally 10,000spooky5me

>> No.9633740

>>9632485
>That remaster is seemingly never happening
Are you saying that because of no news or there's more to it? Just curious.
>>9633167
>but I guess the scene was done just for the image ??
Pretty much. Although you can image that's how Freeman was ambushed, even if scientist being there doesn't make much sense.
>>9633260
Honestly, their nostalgia LARPing (or whatever would be the right term) is getting really obnoxious. And I usually like this kind of trivia even for IPs I don't care about (which includes Duke).

>> No.9633794

I'm a zoomer playing quake for the first time

which of my weapons is supposed to be good? the shotgun does no damage and the rocket launcher is literally unusable in most rooms since the self-damage blast radius is enormous and extremely painful

I like the speed and level designs but the enemies and placements are insanely annoying, the fuckers that just spam grenades are so tedious

>> No.9633865
File: 107 KB, 1027x589, medicine.jpg [View same] [iqdb] [saucenao] [google]
9633865

>>9633794
Treat the normal shotty like a pistol, the double barrel like a normal shotgun. The normal shotgun can be useful for plinking at longer ranges, double barrel is best in tighter quarters. Grenades and rockets are going to be your main damage dealers. Nailguns are good for those floating bastards or Shamblers seeing as they're resistant to explosives. Though I'm not sure if the raw damage of direct hit rockets would be better than Nailgun fire.

>> No.9633869

do you guys *like* playing vanilla doom wads?

>> No.9633932

>>9633869
Base Doom 1 and 2 are garbage but the mapmaking community is pure ass obsessed over boring slaughtershit so the alternative isn't any better. I just play superior games like Blood and Shadow Warrior instead.

>> No.9633967

>>9633869
I dislike Doom 1 wads with vanilla conventions of level design: all those labyrinthine layouts, cramped hallways and switches which do nothing at the first glance.

>> No.9633990

>>9633570
>pic
wow, got the full sprite sheet? Looks crisp
>what's the spookiest doom wad in your humble opinion?
Ad Mortem is quite spooky at times, and very enjoyable most of it

>> No.9634059

>>9633932
are the custom maps any better there?

>> No.9634061

>>9633967
i was more referring to limiting yourself to vanilla constraints.

>> No.9634067

>>9634061
Those constraints are only interesting as challenge. A level under those constraints can be good.

>> No.9634073

>>9634059
Blood doesn't have as much custom stuff as Doom, but most of what's out there is really good. Shadow Warrior has even less stuff and I think the mapmaking scene is practically nonexistent, but I found a list of mods https://shadowwarrior.fandom.com/wiki/Mods.. I played a few of those and what I played seemed to be decent, namely Showdown In Suzhou and Lo Wang in Time.

>> No.9634076

>>9634067
i'd argue that those constraints are necessary, especially since modern gzdoom maps aren't good imo.

>> No.9634079
File: 2.86 MB, 1280x720, 1651187495492.webm [View same] [iqdb] [saucenao] [google]
9634079

>>9634059
For Doom 1 and 2, or for Blood and Shadow Warrior?
People are still making plenty of maps with Doom 2 in mind, sometimes someone wants to work with Doom 1 constraints. Some people still make Blood maps, while next to no one cares enough about SW to make maps for it.

>> No.9634082

>>9634076
Boom is better for maps that feel like Doom but more flexible.

>> No.9634089

>>9634082
>caleb stumbles upon a UAC complex
>goes inside and finds a bunch of demons
>they try to kill him
>he kills them

bam, mappack idea there, has anything been done in the blood modding scene?

>> No.9634101

>>9634089
>spoiler
Just what’s on the Blood moddb. There’s a Gzdoom mod called Bloom that’s some Doom and Blood crossover mod but I’ve never tried it. I’ve heard good and bad things about it.

>> No.9634102

>>9634101
yeah, i've seen that. i was more referring to a mappack for blood, not doom.

>> No.9634104

>>9626228
i've got a question about violent rumble 2, do i need to use progs dump 2 if i wanted to make the map?

>> No.9634107

>>9633869
i actually tend to prefer vanilla stuff like Alien Vendetta, DTWID and Memento Mori
i don't like mods and i don't like slaughter maps outside of coop

>> No.9634115
File: 1.16 MB, 1600x900, spasm0026.png [View same] [iqdb] [saucenao] [google]
9634115

>>9632096
A suggestion regarding making the Gauntlet stand out a bit more - is it possible to make corpses get gibbed by it - and if not, is it possible to have it always gib the enemies killed by it?
Yes I am thinking of an anti-Gremlin functionality for no other reason but learning the hard way how unstable those fuckers are
>Random barley related tangent - I have already noticed how there's some wierd semi-random chance for them to auto-gib if their "rolling while mid-air" fails to play completely in some cramped / non-flat areas ever since I had downloaded Death's Dominion a big while back - was this anomaly ever an intended feature of the Gremlin entities coding?
Fun fact - reloading a savegame after a Gremlin got killed recently often makes it's corpse play the elaborate dying animation again

>> No.9634119

>>9634102
Doesn’t really exist sadly. The most I’m aware of is Eviction having some custom enemies.

>> No.9634125
File: 1.10 MB, 1600x900, spasm0001.png [View same] [iqdb] [saucenao] [google]
9634125

>>9632389
>>9632384
>Copper
>no cells from Enforcers
>>9632390
>>9632591
>the sheep and his friends
PicRel?

>> No.9634130

>>9633794
>which of my weapons is supposed to be good?
Super nailgun and thunderbolt, and that's pretty much it

>> No.9634138

>>9634130
Grenade launcher is too fun.
Also bless Violent Rumble anon and the people interested in it. Quake discussion here has otherwise been complaining about copper, community drama, and “why don’t more people use Draaaake”. I’ll have to play some of it to get this lame taste out of my mouth.

>> No.9634150
File: 1007 KB, 962x816, 1670993795724.png [View same] [iqdb] [saucenao] [google]
9634150

>tfw i'm stuck in the "download lots of maps and mods but never play them" phase in ut99 again

>> No.9634162

>>9634138
I actually like Copper for bothering to make RoS into something actually useful

>> No.9634225

>>9634125
how did you know?

>> No.9634262

>>9633869
Yes! Doom The Way id Did series and Doom Zero are one of my favorites. Most recently Hell On Earth Shareware, which was very fun for me. Now waiting Hell For Leather, Earthless and TNT Convilution for more vanilla goodness. I do love slaughter maps and modern maps too.

>>9633932
Third of new non-gzdoom wads are vanilla, third are full on slaughter and third something in between (the plutonia/skillsaw influenced stuff). Last year didn't have even that much slaughter wads. Occula, Capybara, Overboard and that's all of it I can think of.

>> No.9634282

>>9634115
That's something I noticed as I was playtesting my map, as I've got gremlins set to spawn in and fight the player in a low-clearance area with other enemy types. Their corpses were blocking gunfire as if they were still alive, and after a second or two they'd explode. I thought it was something I did that messed them up, but it's reassuring to know it's not just me.

>> No.9634319
File: 1.46 MB, 1600x900, spasm0005.png [View same] [iqdb] [saucenao] [google]
9634319

>>9634225
I've read nothing but contemptuous shitposts about this tard for almost 3 years now both here and /V/ - but after witnessing the comments/forum post purge at Quaddicted he's responsible for, I am now willing to believe that it isn't just someone malding of getting a permaban and FW really is an utter bitch to deal with personally - damn shame though, egotism is never good for anyone (especially when remotely warranted)

>> No.9634348

>>9626368
What word cloud site does this use?

>> No.9634351

>>9634319
Source of the pic?

>> No.9634353

>>9626228
Double case for double news but here is both the oscillator mod made by a /vr/ anon and the QRP project hosted and archived at moddb
https://www.moddb.com/games/quake/addons/quake-champions-oscillator-nailgun-for-quake-1
https://www.moddb.com/games/quake/addons/quake-revitalization-project-archive

>> No.9634358

>>9634089
This very general has made a Blood mod, hasn't it?

>> No.9634365

>>9634351
Dwell Ep.1

>> No.9634381

>>9634348
and what settings?

>> No.9634385

>>9634348
>>9634381
please and thank you?

>> No.9634428

>>9626567
Started it today, but so far its quite boring.

>> No.9634483
File: 1.07 MB, 1600x900, spasm0008.png [View same] [iqdb] [saucenao] [google]
9634483

>>9634365
Spoke a bit too soon @>>9634125
It's a bit meh if you had seen everything that was made for Q1 over the years probably - but all I find lacking about it ATM is that nobody during development had an idea to 'borrow' the Hexen2 Scorpions or the Anubis Mummy for semi-original content for a mapset themed after ancient Egypt

>> No.9634495

>>9634385
it was posted, look in the archive

>> No.9634587

>>9634115
>is it possible to make corpses get gibbed by it
Yes, just annoying because I'd have to go through every monster and set up gibbing as its own function, rather than being an if/else on death.
>and if not, is it possible to have it always gib the enemies killed by it?
They already do... or should, at least.
>I have already noticed how there's some wierd semi-random chance for them to auto-gib if their "rolling while mid-air" fails to play completely in some cramped / non-flat areas ever since I had downloaded Death's Dominion a big while back - was this anomaly ever an intended feature of the Gremlin entities coding?
It happens in SoA, so I figured it was intentional and never looked into it... Not that I need an excuse to avoid the hellpit that is hipgrem.qc.

>> No.9634593

>>9634483
>to 'borrow' the Hexen2 Scorpions
Aren't there nailgun scorpions in one of the quake mission packs anyway?

>> No.9634601

>>9634353
Yey

>> No.9634624

>>9633869
Those can be fun, yeah, it's all about the level design, but MBF21 and UDMF obviously allow you to do a lot of new and different things with the game. I also love playing with mods.

>> No.9634693
File: 159 KB, 1920x1080, THREE PSDOOM.jpg [View same] [iqdb] [saucenao] [google]
9634693

>>9631735

>> No.9634735
File: 1.67 MB, 1600x900, spasm0021.png [View same] [iqdb] [saucenao] [google]
9634735

>>9634593
I meant the ones that already are in AD not Centroids
>this secret is bugged and you'd need to cheat to access it, I must be using the old version of Dwell

>> No.9634746

>>9633224
Some things aren't worth maintaining. I don't think i knew anyone with even a dual monitor set up until like 2003.
Scratch that, I knew one, but I never saw it. He was a programmer and it was at his office.
I remember seeing three monitor setups in magazines, but it was almost always for flight sims.
Until lcds got bigger.

>> No.9634750

>>9634150
Don't the unreal/UT99 repositories let you download the whole thing as a zip. Just do that. Done.

>> No.9634774

>>9634079
I was having this thought the other day, too many boom/vanilla compatible Doom maps these days, they all start to get stale, but not enough people make zdoom maps with fun effects or scripting unless its some big TC project, and not enough people work with Build games cus the mapping is rough as shit, and even THEN all the Duke maps i find are just the same old city maps or space maps or canyon maps... I want some variety, some thematic stuff

>> No.9634775

>>9627914
actually, it won runner up and didn't allow any more dbp to be part of the cacowards.

>> No.9634814

>>9634774
I wouldn't say mapping for Build is "rough". Especially for its time, it was as WYSIWYG as it could get. (And whoever says otherwise clearly has no idea how Doom's mapping tools used to be before Doom Builder came about...)

>> No.9634968

Ironwail is adding a load of bloat :/

>> No.9634989

>>9634775
Wrong and wrong:

There are no more runner-ups. There are now 3 categories since 2021: gold cacoward, silver cacoward and honorable mentions. Auger Zenith received silver, and it's not in bad company at all. Even 2021 honorable mentions had very high quality wads.

Dbps are still allowed at cacowards. There was heated discussion at dw on summer 2021 that should the dbps be allowed at cacowards and it was decided that they are, since most of the community and even most of writers didn't want them banned. 2 of 3 writers that were most against it, have quit doing cacowards. 2022 didn't have dbps on cacowards, because 2022 dbps have been very mediocre. Even more mediocre than Wormwood 4 that neither even received honorable mention. Surely they have good themes, but the maps aside oz's maps have been amateurish and unfun. Surely they might feel like amazing wads, if you contributed on them, but you have to see them objectivily. Of course dbps can achieve or even go past Auger Zenith level of quality, but I wouldn't expect it to happen every year and certainly not every month.

Don't spread lies on the internets.

>> No.9634992

>>9634968
What's happening now?

>> No.9635014

>>9634968
Ironwail was always shit.

>> No.9635034
File: 1.03 MB, 1280x720, an_lab10000.png [View same] [iqdb] [saucenao] [google]
9635034

>> No.9635121

>>9634968
name one bloat

>> No.9635125
File: 3 KB, 59x100, him.gif [View same] [iqdb] [saucenao] [google]
9635125

>>9635121
This one

>> No.9635129

>>9631735
The most useless Doom feature
What was Carmack thinking?

>> No.9635131
File: 698 KB, 1872x843, Capture.png [View same] [iqdb] [saucenao] [google]
9635131

>>9632664
looks cool anon, got a link to the textures you're using? Looking for texture stuff for a graveyard themed map

>>9630827
Finished my space base map, don't think I'm going to make a map like this again without doing some more learning.
Selling the "floating in space" effect with a sky textured floor made things a pain and having the vacuum be a damaging sector isn't enough imo.

Would still appreciate if anons could give it a play and some feedback
anonfiles com/C9f5q5W6y9/SpaceOutpost_1_wad

>> No.9635152
File: 9 KB, 254x258, 1663616651369.png [View same] [iqdb] [saucenao] [google]
9635152

>>9634989
They're still called runners up in the sidebar anon
I agree with most of what you said though

>> No.9635174

>>9635125
It was very controversial for the Ironwail devs to add a random Blood enemy to Quake

>> No.9635208

>>9634989
>Don't spread lies on the internets.
I see you're more temperate than before BowserKid
I'd have liked to agree with most of what you said though

>> No.9635227 [DELETED] 

Are the new doom games as bad as /v/ says?

>> No.9635238 [DELETED] 

>>9635227
2016 was good, my PC isn't good enough to play Eternal, but it seems about the same.

>> No.9635259 [DELETED] 

>>9635227
They’re decent modern shooters and pretty, good value when they’re grabbed for less than twenty bucks.

>> No.9635289 [DELETED] 

>>9635227
They're excellent games, just keep an open mind and don't expect a 1:1 Classic Doom experience; enjoy them as their own thing.

>> No.9635318
File: 423 KB, 519x903, 1632881891235.png [View same] [iqdb] [saucenao] [google]
9635318

Decided to give ADMORTEM a try for some inspiration for a spooky map I want to make, just did the first map
>All these revenants and bone throwers
>tele traps where you're blocked in by some fat bastard and peppered by rev missiles
>this sick as fuck texture and level design
I-I think I have a different idea of "UV-difficulty" to some of you anons, jesus lord
I like the multi-key doors, I remember seeing one in 512 lines like that too
How are you teleporting monsters in so fast? I can never get them to behave how I want

>> No.9635326

>>9635318
>How are you teleporting monsters in so fast? I can never get them to behave how I want
I don't know how ad mortem does it, but monsters teleport when their midpoint crosses the line, so you can draw the teleport line through them, as long as there's less than half of their size space behind it. Or you can scroll them into teleport, naturally.

>> No.9635337
File: 940 KB, 2121x3000, (you).jpg [View same] [iqdb] [saucenao] [google]
9635337

>>9634989
>because 2022 dbps have been very mediocre
>Surely they have good themes, but the maps aside oz's maps have been amateurish and unfun
Way to invalidate all hard work done by more than a two dozens of people instead of acknowledging that they don't fit your pleases, that's 140 maps with no cosmetic polish alone. Don't spread your biases on the internets.

>> No.9635427 [DELETED] 

>>9635227
Eternal's constant "running out of ammo" - mechanic gave me ass cancer and I deleted that piece of shit after my first playthrough.

>> No.9635452

>>9635318
You can open it up in Doombuilder.

>> No.9635491

>>9634348
>>9634381
>>9634385
https://catalog.neet.tv/harlequin.html

>> No.9635616
File: 471 KB, 1280x720, SUNDAY_NIGHT_SHITSHOW_97_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9635616

SUNDAY NIGHT SHITSHOW TIME! For this session, we're playing Estranged with Malefactors.

The password is "Nippletwist"

Connect with Zandronum 3.1 and let's get to it!
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

We also have a mumble server for voice chat
Address: 51.161.34.159
Port: default
Username: Whatever you want
Password: endoom

>> No.9635624

>>9626225
Oh thank fucking GOD, it took me FAR too long to find the DOOM thread! And yes, I am blind and retarded. Anyone for Shotgun Frenzy?

>> No.9635640

>>9635624
Another time, it's SNS time now
>>9635616

>> No.9635646

>>9635427
But you have infinite ammo basically if you play the game properly.

>> No.9635659
File: 1.63 MB, 1600x900, spasm0028.png [View same] [iqdb] [saucenao] [google]
9635659

I don't like this level even though its aesthetic as hell because I don't know where the frick half of the secrets are

>> No.9635667
File: 12 KB, 440x191, Mancubi.png [View same] [iqdb] [saucenao] [google]
9635667

>>9635616
>The password is "Nippletwist"
Don't have enough hands for that

>> No.9635887
File: 937 KB, 1404x979, rekguywip.jpg [View same] [iqdb] [saucenao] [google]
9635887

Starting to gain some massive respect for oldschool character artists. Even with layers and references and shit this takes forever.
REKKR E1M1 SOON

>> No.9635925

>>9635887
The three id artists doing each pixel by hand for everything in the game when other companies were content with compressing stock photos or larger illustrations was probably very time consuming, but it holds up today. What's your workflow like?

>> No.9635991
File: 100 KB, 512x256, rekkrguy.png [View same] [iqdb] [saucenao] [google]
9635991

>>9635925
>What's your workflow like?
Nothing fancy. I just kinda make outlines of different sections over the UV map and try to layer some materials over it until it looks sufficiently 'textured'. Then I'll manually add any needed highlights and shadows... which tends to take me a while on characters or anything else that's organic.
I also have a baked ambient occlusion map that I layer over everything, but on this low-poly of a model that doesn't account for much.

>> No.9636104
File: 786 KB, 1920x1080, Base Profile Screenshot 2023.02.05 - 19.25.10.99.png [View same] [iqdb] [saucenao] [google]
9636104

>>9635616
GGs

>> No.9636114
File: 584 KB, 1920x1080, Screenshot_Doom_20230205_203925.png [View same] [iqdb] [saucenao] [google]
9636114

>>9635616
Thanks for joining!

>> No.9636117

>>9636114
You're welcome.

>> No.9636140
File: 262 KB, 1280x960, Screenshot_Doom_20230205_224335.jpg [View same] [iqdb] [saucenao] [google]
9636140

>>9635616

>> No.9636156

>>9633570
City of the damned apocalyse is spoopy

https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/tcotd21me

>> No.9636159

Soundbiteanon,

I got one for you. Maybe the trigger could be "no good"?. Although, maybe people wouldn't get the reference as it's so short. Either way, the full clip is on the 'tube:

https://www.youtube.com/watch?v=geLucCUG4i0

Hope to see it in 3yrs+ :P

>> No.9636164
File: 211 KB, 708x400, Screenshot_Doom_20230205_174703.png [View same] [iqdb] [saucenao] [google]
9636164

LunchLunch, you magnificent bastard. You've done it again. What a great map.

>> No.9636179

>>9636159
Also, that other one:

https://www.youtube.com/watch?v=zQ_WQ1e7EvM

<3

>> No.9636195

>>9635152
My mistake. Silvers are getting bigger descriptions and are featured on main pages with golds (instead of just being on the sidebar) unlike the runner-ups before 2021, so they are now almost indistinguishable from golds.

>>9635208
Sorry, I have no idea who that is. I'm not posting that often. I'm just anon. Last comment was supposed to be humorous, but it didn't translate that well. Don't take me too seriously. I love you all anons.

>>9635337
Some of the cacoward winning wads have been developed for five years and dbps are developed in less than month. I'm not saying that the dbp mappers couldn't do good maps. Of course they can. Howerer dbps are mainly speed map projects and thus the junk food of wads. I do appreciate that they do come monthly though and I do always play each one, also more wads is always better. Auger Zenith will always be one of my favorite wads, but I think we can all agree that no dbp after it has even come close of it's quality, and sadly not even quality of most sets before Auger Zenith. I don't want dbps to stop, but at recent years when we are having more than 50 new wads a year that have at least same or higher quality than dbp usually, i wouldn't get angry about most of them not getting an award, while many other sets don't get award either. It's tough competition, but I'm glad that Doomer Boards has it's own awards too.

>> No.9636201
File: 31 KB, 300x400, 1662342264702.jpg [View same] [iqdb] [saucenao] [google]
9636201

>>9634319
>egotism is never good for anyone
Just ask Duke Nukem.

>> No.9636210
File: 358 KB, 1500x844, 1500px-SquareE2.png [View same] [iqdb] [saucenao] [google]
9636210

What went wrong?

>> No.9636235

>>9636210
Never liked the first part either. Supplice and Age Of Hell demos have been first gzdoom standalone games, that I enjoyed as much as Doom wads. But they both started as Doom wads, so there's that.

>> No.9636243

>>9634089
Take a look

https://blood.freeminded.de/index.php?section=maps

>> No.9636324

>>9635491
Thanks very much

>> No.9636353

>>9636210
episode 3 never

>> No.9636402

Is Conundrum for Half-Life worth playing?

>> No.9636440
File: 3.23 MB, 480x360, NordicThumbsUp.gif [View same] [iqdb] [saucenao] [google]
9636440

>>9635887
>>9635991

>> No.9636536

>>9631848
>we wuz dungeons and shit

>> No.9636668
File: 24 KB, 640x480, 1670152213639.png [View same] [iqdb] [saucenao] [google]
9636668

>>9636536
>my ancestor

>> No.9636843 [SPOILER] 
File: 83 KB, 1024x768, Quake2gloomtempleofgoatse.jpg [View same] [iqdb] [saucenao] [google]
9636843

>>9636668
is that Goa' Tse?

>> No.9637052
File: 78 KB, 640x656, 1673138392292740.png [View same] [iqdb] [saucenao] [google]
9637052

Does anyone here know how to properly operate md3 for gzdoom using decorate and not zscript?
Surely theres got to be a basic tutorial out there to help understand the process.

>> No.9637157

Besides Supercharge, MetaDoom and recently Doom Delta, what other gameplay mods have mapping tools?

>> No.9637220

>>9636164
Looks sick, what map is it?

>> No.9637261

>>9637220
Temporal Tantrum map 20

>> No.9637468

>>9636843
I kek

>> No.9637506
File: 116 KB, 633x623, Moai Doom.jpg [View same] [iqdb] [saucenao] [google]
9637506

>>9630827
Now this map should be finished sooner or later this year.

>> No.9637702

>>9635129
He was obviously living in the future. He predicted multi-monitor setups.

>> No.9637708

Did anyone ever find the FLAC Strife soundtrack? I can only find the reference in the chocolate-doom repository for the old music pack logic

https://github.com/chocolate-doom/music-packs/blob/master/strife-music.cfg

>> No.9637798

>>9634319
I really should not be participating on this site but I get alerts by mail sometimes:

What comments/forum posts purge is supposed to have happened? I might forget things but the only big issue which I remember and which could possibly be referenced here is some user posting anti-gay slurs and me accidentally deleting them with a SQL DELETE FROM without proper WHERE clause because why not. That had nothing to do with any other user and was in no way related to the user talked about here. -Spirit (from quaddicted.com)

Send me a mail if you want a reply, I won't be looking for replies here because no idea how that even works.

>> No.9637842
File: 681 KB, 1280x720, hl-2023-02-06-14-53-07-37.webm [View same] [iqdb] [saucenao] [google]
9637842

Wait, what?

>> No.9637890

>>9637220
What >>9637261 said. Has "You spin me round" as a Midi. That map and 15 are both by our boy and are killer. I would suggest playing the Future episode of TT.

>> No.9637891

Is Hexen II fine vanilla or is there a recommended source port to use? PCGamingWiki says Hammer of Thyrion but there's also Ultimate Quake Engine.

>> No.9637909
File: 1023 KB, 1280x720, hl 2023-02-06 15-29-44-88.png [View same] [iqdb] [saucenao] [google]
9637909

>> No.9637931

>>9637891
Hammer of Thyrion, also pair with reshade.

>> No.9637938

>>9637931
Thanks.

>> No.9637941
File: 576 KB, 1080x1080, Icantbeep.jpg [View same] [iqdb] [saucenao] [google]
9637941

>>9637798
>I won't be looking for replies here because no idea how that even works.
Lurk more newfag

>> No.9637948

>>9637842
The animation is cycling so fast that it reaches the frame before the last one you saw. That's what it looks like is happening to me anyway. Could be wrong I don't even know if that effect is an animation, but I think that something like what I described is happening. I imagine limiting the fps somehow would fix that issue.

>> No.9637952

>>9637941
BEAT IT

>> No.9637967

>>9637842
>scrolling rain texture on brushes
I've seen it all now.

>> No.9637996

Redneck Rampage and Dosbox don't like multiple monitor, what do?

>> No.9638023

>>9632384
Just got to the final level. Won't be finishing the thing today though, D2M7 bored me to sleep. Probably the worst level of the bunch. It looks grand, but such huge scale works in Serious Sam, not Quake.
Speaking of Sam, I was pleasantly surprised with how well kamikazes actually work here in Dwell. Thanks to increased speed and somewhat cramped areas, I guess.
Overall I liked Ep.1 more. It had a clear vision of somewhat normal aesthetic (Egypt) slowly 'dwelling' into meat-flavored madness. Thought Ep.2 would go the similar route (and D2M6 gave me such hope, really nice level), but last two levels don't look that crazy.

>> No.9638160
File: 2.68 MB, 1778x1000, stop teleporting you bitch.png [View same] [iqdb] [saucenao] [google]
9638160

I'm playing Heretic and E3M8 is pissing me off in so many ways.
I'm starting to regret never getting gud at Touhou.

>> No.9638182

>>9638160
Episodes 4 and 5 will crush your balls, it's like Plutonia to the original Doom 2 campaign except probably even harder.

>> No.9638196

>>9638182
Heretic is already harder than Doom 2 so that's not really surprising.
It probably does not help that I'm playing on Black plague possesses thee and wand-starting all levels

>> No.9638225

>>9637996
https://redneck-rampage.fandom.com/wiki/Source_ports

>> No.9638274

How do I force myself to finish Heretic? Most levels are really meh, almost every weapon feels like shit, music is boring, only enemies are good.

>> No.9638280

>>9638274
If you stop now, your pride as a man will be gone.

>> No.9638290

>>9638274
Mod the heretic enemies into doom and play like that.

>> No.9638309

>>9638274
Play with Wayfarer's Tome

>> No.9638314

>>9638274
Use Samsara to play through it as Doomguy.

>> No.9638325

>>9638274
Ya mama hasn't raised a quitter!

>> No.9638331

>>9638274
Seconding >>9638309
Also makes sure you are actively using tomes of power, boosts your weapons and you can only carry one with you at the end of the level anyways.
>>9638314
I’m fine playing Heretic as Angry Elf, but I’m have a hard to playing Hexen these days as anyone but the Drifter.

>> No.9638365
File: 582 KB, 1280x720, hl 2023-02-06 16-45-02-52.png [View same] [iqdb] [saucenao] [google]
9638365

>> No.9638373

>>9638331
>have a hard to
*having a hard time, jesus

>> No.9638386

>>9638274
Years ago I was going to make Babel compatible with Heretic but I never did it. Maybe one day I'll make a similar mod that's standalone, because I tend to agree with you, it's a bit boring when compared to other retro shooters.

>> No.9638423
File: 1.27 MB, 1600x900, spasm0033.png [View same] [iqdb] [saucenao] [google]
9638423

>secrets that you cant even see the triggers for without cheating are FUCKING BULLSHIT!

>> No.9638508
File: 3.20 MB, 1920x1080, t2wNyMU.png [View same] [iqdb] [saucenao] [google]
9638508

Buddies released a short mapset the other day. High quality vanilla stuff, check it out.

https://www.doomworld.com/forum/topic/133798-tetanus-10-vanilla-compatible-maps-for-doom-2/

>> No.9638551
File: 851 KB, 2560x1440, Screenshot_Doom_20221125_181609 - Copy.png [View same] [iqdb] [saucenao] [google]
9638551

>>9638423

>> No.9638621
File: 53 KB, 400x519, 1591365429123.png [View same] [iqdb] [saucenao] [google]
9638621

>>9626225
I've been using Gzdoom for over 10 years
Is there any reason to switch to any other source port?

>> No.9638626

>>9638621
>Is there any reason to switch to any other source port?
Yeah, when the chicken deepfries the system requirements for you lmao

>> No.9638631

>>9638626
Not sure what you mean

>> No.9638632

>>9638621
Vanilla gameplay on from mbf21 and downards is unironically a lot more enjoyale than gzdoom will ever be, and it can run incredibly fuckhuge maps!

>> No.9638639

>>9638621
Not really, unless your performance tanks pretty bad on certain levels. GZDoom's notoriously spaghetti-coded.

>> No.9638643

>>9638639
I have a 2011 mid range PC (last game it could run was doom eternal) and I never had any performance problems with gzdoom

>> No.9638645

>>9638621
>Is there any reason to switch to any other source port?
Not really. Although you might want to keep older versions of GZDoom in case a newer version breaks a mod you like.

>> No.9638648

>>9638643
>mid range
>2011
>could run Eternal
nigga what?

>> No.9638676

>>9638648
i5 2500k
gtx 560ti 2gb
12 ram ddr3

I could BARELY run it on minimum, but it run well enough to beat it on UV

>> No.9638682

>>9626298
We have that already. It's called Cybermage: Darklight Awakening. Also HACX but it has no RPG elements sadly. Neither use digitized actor sprites though, that does have potential if done right.

>> No.9638715
File: 1.06 MB, 1600x900, spasm0034.png [View same] [iqdb] [saucenao] [google]
9638715

>>9638551
>use key bullshit
>shootwall bullshit
>sector-walk bullshit
>ALL of them may be timed (OR one-use even)
That's the very reason I will never touch the IdTech1 games and honsetly don't feel the need to after playing them on the GBA almost 20 years ago

>> No.9638725

>>9638715
by the way, wasn't the gba port of wolf 3d more accurate minus the music being cut?

>> No.9638778

>>9638725
I wouldn't vouch anything for this but I'm pretty sure that it ran on the Doom1 ports engine instead (itself being a copypaste of the Jaguar's port hence no music ingame - but at least it had tunes on the menu screens)

>> No.9638784
File: 1010 KB, 1280x720, hl-2023-02-06-19-02-27-97.webm [View same] [iqdb] [saucenao] [google]
9638784

>> No.9638818

>>9638784
Still my favorite mod for HL1

>> No.9638847

>>9638784
>>9638818
Hazardous Course, right? Sadistic.

>> No.9638880

>>9638847
It's honestly well designed. They get a lot of use out of the stock scientist screams and fear lines.

>> No.9639094

>>9638621
I switched from gzdoom to woof for number of reasons
>accurate looking lower res widescreen without weirdly stretched random pixels
>much better performance
>no bugs on mbf21
>demo compability
Can't go back to gzdoom no more (except for few gzdoom level packs like elementalism or golden souls).

>> No.9639460
File: 823 KB, 1280x720, hl-2023-02-07-00-57-55-26.webm [View same] [iqdb] [saucenao] [google]
9639460

Lol

>> No.9639513 [SPOILER]  [DELETED] 
File: 14 KB, 1399x507, file.png [View same] [iqdb] [saucenao] [google]
9639513

>>9631925
Should be an uphill battle from here, the back sprites are much less detailed.

>> No.9639517 [SPOILER] 
File: 14 KB, 1399x507, file.png [View same] [iqdb] [saucenao] [google]
9639517

>>9631925
I worded that last post very poorly and I'm ashamed of myself for it.
Here's those sprites again though.

>> No.9639591

>>9636440
Nice.

>> No.9639867

>>9638508
These screenshots remind me of REKKR for some reason.
>>9638725
>minus the music being cut?
I thought the music was in game files, but just not used.

>> No.9640078

>>9638631
There's no guarantee that GZDoom's main dev won't force, let's say, hardware raytracing down our throat one fine day.

>> No.9640124

>>9634814
the hardest part about mapping in build is how precise you need to be, there's no automatic vertex indentation, so you cant just cross lines willy nilly.

trying to build room over room stuff is also the worst, since you have to fuck around with it so much.

>> No.9640152

>>9640124
>you cant just cross lines willy nilly
You can cross lines of a sector, as long as they don't occupy the same vertical space as the crossed sector. ("Sector-over-sector" effect, something the Doom engine cannot do)

>trying to build room over room stuff is also the worst
Mapster's TRoR mechanism is quite easy once you get the hang of it. And also, most Doom source ports don't even support RoR.

>> No.9640157

>>9640152
maybe, but the thing is is that you still need to be precise.

if you wanted to build a bridge to a new sector, you need to draw the whole sector, whilst in doom you can finish it in only three lines.

i get that this is the side effect of a portal based renderer, but it is still tedious.

>mapsters tror is quite easy once you get the hang of it
easier said than done desu.

>> No.9640161

>>9638631
graf is kinda like the GNOME devs, although i don't know if any of them threw a fit when another more antiquated OS won a prize.

>> No.9640328

>>9640157
>>mapsters tror is quite easy once you get the hang of it
That's the thing about Build. The amount of time and effort required to get the hang of it just isn't worth it when you can probably do the same thing in ZDoom in a fraction of the time.

>> No.9640370
File: 240 KB, 1280x720, chapter-title.jpg [View same] [iqdb] [saucenao] [google]
9640370

>>9637909

>> No.9640437

>>9640161
Graf is nowhere near as bad as GNOME devs are. He wouldn't be taking over eighteen years and bitching for just as long just to add basic functionality that was present for years in other systems and their desktop environments.

>> No.9640461

>>9640437
he's still a little bitch

>> No.9640717
File: 2.88 MB, 1024x768, 1673354221679.webm [View same] [iqdb] [saucenao] [google]
9640717

>>9626225

>> No.9640741
File: 1.34 MB, 481x200, 200-2645988156.gif [View same] [iqdb] [saucenao] [google]
9640741

>>9640717

>> No.9640743 [SPOILER] 
File: 36 KB, 317x320, beef.jpg [View same] [iqdb] [saucenao] [google]
9640743

>>9639517
With that Parias, I wonder what would Baratus look like...

>> No.9640746

>>9640717
Half-Life by David Cronenberg

>> No.9640789

>>9640746
>random existential dialogue between Gordon and vortigaunt
>G-Man's briefcase is hungry for reports and farts when it's done

>> No.9640857

MBF21 should have added a check for the Berserk effect so you could make weapons do different things with it.

>> No.9640871

>>9640857
They are eventually making a new comp level though and there was a thread on dw, where you can wishlist things for it.

>> No.9640881

>>9640871
You got a link for it?

>> No.9640924

>>9640871
>They are eventually making a new comp level
I don't understand the profusion of standards. Wouldn't it be better to just throw in behind the most flexible one? How hard would it be to implement ZScript outside of the ZDoom and derivatives environment, for example?

>> No.9640934

>>9640924
There's already Decohack. I know it's not ZScript, but it's better than nothing.

>> No.9640971

>>9640924
>How hard would it be to implement ZScript outside of the ZDoom and derivatives environment
I haven't tried it myself but doesn't eternity engine theoretically run decorate to work with 2000s zdoom wads? Seems like some of the work is done already

>> No.9640996

https://www.youtube.com/watch?v=jlUS4eC4Q6M

>> No.9641041

>>9640924
Probably because people want the demo compatibility, also because DeHacked anything is an obnoxious chore with a lot of limitations.

Adapting ZScript to vanilla-tier demo compat would probably be absolute assloads of work, just making a facsimile of Decorate (ergo only weapons and actors), would be far quicker.

>> No.9641341

>>9641041
Basically mbf21 already has facsimile of decorate. Only biggest limitation is that you can't make more weapon slots than there already is.

>>9640881
No and I'm too lazy to search it. I'd advice to look for anything mbf21 related on dw's source port section

>> No.9641351

>>9640924
That hard, that there probably isn't anyone at Doom community that could do that. Nobody has ever even planned to add even simple form of scripting to demo compatible boom derived port. I don't know would that even be possible without breakind demo compability.

>> No.9641416

>>9641041
>Adapting ZScript to vanilla-tier demo compat would probably be absolute assloads of work
It's really just a matter of making the RNG in the engine not complete shit for it. Everything else is there, as far as I can tell.

>> No.9641439

>>9641351
A lot would be possible, you'd just have to not make true RNG. Quake has a scripting system and still supports demos.

>> No.9641449

>>9641439
Quake demos can get cucked by server protocol though, but that's becoming less of an issue as the most modern engines become more standardized.

>> No.9641520

>>9641341
>mbf21 already has facsimile of decorate
It really doesn't, DecoHack is a separate tool for writing stuff in a Decorate style way which is then 'compiled' for DeHacked and MBF21 tables. These tables aren't readable by a person, and they're a bitch to add to from the dev side, as well as maintain if they grow bigger.
If people want to add new function calls to whatever Decorate substitute they're cooking up, it's going to be a millions easier and less painful if it doesn't have to work like a 30 year old gross hack.

>> No.9641525

>>9641341
Does MBF21 keep track of inventory items?

>> No.9641535 [SPOILER] 
File: 5 KB, 480x240, Screenshot from 2023-02-07 17-39-52.png [View same] [iqdb] [saucenao] [google]
9641535

>>9639517
It's all good, those were rapid-fire sketches, basically first drafts. There's plenty of tweaking and iterating to do on the path to a complete character. Scale and proportions are part of those tweaks at this phase.

>> No.9641558

>>9641525
MBF21 doesnt:
>let you define new items
>let you define new weapons
>let you define new ammo types
>have any kind of inventory function at all, be that for usable items ala Strife and Hexen, or for just dummy items for keeping track of stuff
>have any kind of Jump_If stuff for any such dummy items
>have any kind of Jump_If stuff that goes by the player's distance to the monster in question
>have any alt fire function

Now, defining additional weapons and ammo types isn't maybe that necessary for the scope of this stuff, but I would love to be able to have just dummy inventory items and those Jump_If functions, those alone have shitloads of applications, and there's more stuff that can be added as well.

>> No.9641594

>>9640743
With what I did with this guy, I don't even want to sprite Baratus out of fear of what kind of monster I would have to draw. And I'm not very good at spriting so there's that.
>Pic
I've actually been using this guy as a reference in some places. Parias himself doesn't have much art to go by so I have to get creative with my sources.
>>9641535
Looking good.

>> No.9641614

>>9626228
https://www.doomworld.com/forum/topic/133861-laz-rojas-an-old-doomer-in-trouble/
Laz rojas (Wolfendoom guy) has made a gofundme after being fucked over.

>> No.9641628
File: 53 KB, 680x508, 1589486438559.jpg [View same] [iqdb] [saucenao] [google]
9641628

1992 - 2000
Golden Age

2000 - 2005
Silver Age

2007 - 2017
Dark Age

2018 - Present
Renaissance

>> No.9641635

>>9641628
1992-2007
Retro and thread relevant

2008+
Not retro and not thread relevant

>> No.9641636

>>9641628
Yeah, call me when it's safe to bet on Duke again.

>> No.9641651

>>9641635
Ion Fury and Rekkr being sold steam tho?

>> No.9641661

>>9641651
TCs fall under mods.

>> No.9641674

>>9641614
This sucks, hope he gets some sort justice.
That reminds me, wasn't there a guy working on a Quake project that had legal issues with a water company fucking him over?

>> No.9641682

>>9641674
Retroquad dev.
if i remember he did the L of Lula in brazil, and now it got worse for him.

>> No.9641686

>>9640717
>:09
>Hello, Gordon!

>> No.9641719

>>9641439
>you'd just have to not make true RNG
Or implement it as an entire separate function.

>> No.9641959
File: 657 KB, 2560x1440, Screenshot_Doom_20230208_032549.png [View same] [iqdb] [saucenao] [google]
9641959

>> No.9642063

>>9641959
At least it isn't Doom City.

>> No.9642258

>>9640871
Do you mean like the old one back before MBF21 even released? That one is pretty much dead, Kraflab bailed and isn't paying any attention to anything you're posting there.

>> No.9642269

Have any mods used a 5-chamber revolver for me to rip off? I want a reloading revolver, but it bugs me to start with an amount of bullets that isn't divisible by 6.

>> No.9642294 [DELETED] 
File: 959 KB, 1037x1499, Knight with Axe.jpg [View same] [iqdb] [saucenao] [google]
9642294

Had some fun playing the demo for Arthurian Legends, what did you guys think of it and is it worth supporting?

>> No.9642314

>>9642269
Cry of Fear :^)

>> No.9642330
File: 229 KB, 2025x1447, Right.jpg [View same] [iqdb] [saucenao] [google]
9642330

>>9642314
Okay, smartass. How about a 10-round one?

>> No.9642390

Forgive me for asking but why'd my reply get deleted?

>> No.9642395

>>9642390
Not retro/does not use a retro engine

>> No.9642398

>>9642395
Alright, I'm sorry I didn't know.

>> No.9642453

>>9639094
only problem i have is vanilla gameplay gets stale after a while, and all the weapons/monster packs are on gzdoom

>> No.9642487

>>9642330
that's cute as hell

>> No.9642683

>>9641661
is Ion Fury a TC? i didn't know

>> No.9642695

>>9642683
I would say no, but it is on an older game engine.
Is the new one on Quake, or are they using unity or some such?

>> No.9642741
File: 19 KB, 105x171, Lord Blass.gif [View same] [iqdb] [saucenao] [google]
9642741

>> No.9642762
File: 7 KB, 220x229, duck nukem.jpg [View same] [iqdb] [saucenao] [google]
9642762

>>9642695
Not that anon, but if you mean Phantom Fury it's almost certainly on Unreal or Unity given the unfitting post-processing smeared over the trailer footage.
Honestly, one of these big 'boomer shooter' studios actually using a classic engine was a complete fluke and probably won't happen again. Any 90s shooter engine requires you to actually commit to an aesthetic in every aspect of the art rather than just slapping on shaders and changing the lighting, which is what most aspiring game developers are taught to do nowadays.
The best you can hope for is some hyper-autist shitting out a GZDoom game with every chicken man special effect cranked up to max and 'F.E.A.R. AI' plastered on every advertisement because two enemies can yell "OH SHIT FUCKITY ASS SHIT FUCK" at each other after you kill their friend who was stuck walking into a trash can.

>> No.9642782
File: 508 KB, 1920x1080, ss_969e6494f42806f3408b66d51f2566f8f46991b6.1920x1080.jpg [View same] [iqdb] [saucenao] [google]
9642782

>>9642762
>>9642695
i don't like how they pixelated some textures despite trying to emulate early Unreal games of the 200Xthe game makes no visual sense

>> No.9642793

>>9641614
...for fuck's sake.
>>9641628
Pretty much. Although you can argue that Renaissance started in 2013, but I guess it's more of a slow start and "muh, not retro" nonsense.
>>9642762
>>9642782
>Not that anon, but if you mean Phantom Fury it's almost certainly on Unreal or Unity
Unreal Engine 4, like Graven. It is developed by Slipgate Ironworks/Studios with some help from Phoenix Game Productions. Game does look much better than RotT 13 and latter studio apparently did some stuff for Amid Evil.

>> No.9642797

>>9642782
They're all pixelated. The enemy's texture is way too high res though. They didn't try to stick to any texel density it seems.

>> No.9642842

>>9642797
with this kind of engine it looks out of place given the type of lighting and bloom
/end of off topic rant

>> No.9642843
File: 397 KB, 562x800, Doom High.jpg [View same] [iqdb] [saucenao] [google]
9642843

Attention /vr/troopers, we're playing Quake Champions: Doom Edition for Sunday Night Shitshow this week. You'll need Q-Zandronum 1.3.4 to connect, so go grab that here.
https://qzandronum.com/
We'll have maps for survival, deathmatch and invasion loaded. Hope to see you there.

>> No.9642898

>>9642843
>picrel
oh these horny teenagers
i'll see myself out

>> No.9643051

>>9642762
Supplice is releasing next month.

>> No.9643539

>>9632389
You may not like FW but you can't lie to yourself this blatantly.

>> No.9643547

>>9642793
Amid Evil was really good.
>Game does look much better than RotT
It does, like a lot better but that's a low bar.

>> No.9643657
File: 2.83 MB, 1280x720, Nugget Doom 1.9.1 2023-02-08 11-42-06.webm [View same] [iqdb] [saucenao] [google]
9643657

I'm working on porting >>9630980 to MBF21 because it seemed easy enough. The plasma gun is going to stay the same, but the pistol is getting reworked because I can't get it to feel how I want to.
I'm going to make it deal higher damage than the chaingun at the cost of needing to reload every 10 shots and having worse automatic accuracy. I'm not sure if it's going to be higher base damage, or just have a higher damage range. The graphics and timing still need to be tweaked, I just stole the frames from 2048's pistol.

>> No.9643946

94 protons never

>> No.9643950
File: 1004 KB, 1280x720, 1428503507743.webm [View same] [iqdb] [saucenao] [google]
9643950

>>9643946

>> No.9643994
File: 18 KB, 354x320, MEGA.png [View same] [iqdb] [saucenao] [google]
9643994

>>9643946
Just like with legacy software, this is all good for me. Lead was going to make cybies ride Lebedenko tanks and shoot rockets out of their asses, satellite laser beams striking random locations and imps utilize Viet Cong tactics, not to mention a mix of anime degeneracy kinks as final polish. Fuck all of that, beta is viable as any.

>> No.9644007

>>9643994
>not to mention a mix of anime degeneracy kinks as final polish
I hate how this part is true.

>> No.9644036
File: 185 KB, 1200x930, 1668654457925.jpg [View same] [iqdb] [saucenao] [google]
9644036

>>9644007
>t. Chopblock
Joking aside, he can take as much time as he wants with it, delays wouldn't affect me personally.

>> No.9644129

I just wish the UE1 and UE2.5 engines were open source, imagine the fun retro style projects you could pull off with that specific engine era

>> No.9644234
File: 1.20 MB, 1600x900, spasm0035.png [View same] [iqdb] [saucenao] [google]
9644234

>>9638715
>taking a whole day of a brake before the final sequence was not a good idea . .
constant infigting with the Guardian's spawned clones and other monsters was the only thing that saved me from going insane

>> No.9644256
File: 149 KB, 1365x566, alientechbase.png [View same] [iqdb] [saucenao] [google]
9644256

ANONS i need help finding a megawad.
the one thing i remember about it is one of the last levels, being this massive alien base, metallic gray and black in color, with huge windows into space, huge pillars and platforms with floting bridges between them, and holographic images of some hooded figure here and there.
i`m pretty sure it was also in lexicon, but i can`t be assed to look through the whole thing tbqh.
does that ring a bell? pic related.

>> No.9644284

>>9643547
It was, even though I probably would put as the bottom of my list for these titles (the ones I've played).
>but that's a low bar.
Fair. You just don't always have a nice start. And good run, for a while. I mean, what else do you expect after purchasing cursed old company.
>>9644129
Some dreams can't come true. Ports for Splinter Cell games would've been neat though.

>> No.9644368

>>9644256
Makes me think of Alienated, but picture describes like, map03, not lategame map.

>> No.9644445

>>9644368
doesn`t seem to be the case, but thanks for the recommendation anyway anon

>> No.9644456
File: 3 KB, 435x126, 1675291914647904.png [View same] [iqdb] [saucenao] [google]
9644456

WNW is up. Here's the usual stuff. I'll be posting these around 5:50 from now on so people can get the new files.

Base game (1.3):
https://github.com/STJr/Kart-Public/releases/tag/v1.3
Custom client:
https://mega.nz/file/ncpRjRYZ#yoVkgXmKNUjdh__jHpmUGgh30J7jlj6RIS8XjbTXKeE
https://gitlab.com/c3851/srb-2-k-cep
Mods list:
https://mega.nz/folder/YA1gEaZI#ORB7j-vSJ9IHaGnJGEQm7g
Anon's PRO TIPS paste:
https://pastebin.com/90aWy0EF

>JOINING THE GAME
From the title screen, go to multiplayer, specify IPV4 address, and enter 51.161.34.159

New files for returning players are located in the Update 2-8-2023 folder

We also have a mumble server up to voice chat with your fellow anons
Address: 51.161.34.159
Port: default
Username: Whatever you want
Password: endoom
>I heard this game supports proximity chat, are we using that?
No.

>> No.9644571

>>9626228
Russian fan dub of Ion Fury was released at the end of January.
https://www.youtube.com/watch?v=EEvZi74W8j0

>> No.9644595

>>9644456
We're back up. Rejoin.

>> No.9644626
File: 2.68 MB, 1756x925, 1661448148051.png [View same] [iqdb] [saucenao] [google]
9644626

Hey Serious Sam enjoyers, anyone still working on their map for A Serious Case Of /vr/? Here's some new progress on my map.

>> No.9644913

>>9643946
Got sick with some kind of food poisoning last week, and doing anything at all wasn't very fun for some number of days, along with some of the common sleep problems.
Also felt like I was burnt out for a couple of few days, but I turned that around actually putting the plot stuff into text. I'll be trying to implement that as text crawls, each section shouldn't be long, but one or two is slightly longer than the rest and might need trimming. Aimed to make them pretty short, so they were rewritten a few times.
Say, can you only use flats for the text screens or can they be a 320x240 image? I'm thinking of just settling for plain black flats to keep it quick and simple, but just a couple of landscape shots of jungles and factories could be quickly adapted without much of any editing.

Also cut one or two 'ambitious' and time consuming ideas and threw them in another folder to maybe put into some other project one day. Worked more on weapons also. A lot of the recent work is stuff not yet implemented desu. Not as much has been done as it should, won't lie about that, but it's also not nothing at all.

>>9644007
I think I would rather save the degeneracy for some other project, probably not a Doom one.

The only idea I had for anything like a tank or IFV was to have something like one or two destroyed ones which are on fire, as a piece of scenery (perhaps blocking a road), but the city map I envisioned for that never came to be. That was also contingent on someone having like an 8 direction model rip for that already, I don't feel like drawing that with what I have left to do, or even just retouching an existing sprite set.

>>9644036
Well, I guess it's nice that you aren't bothered, but that doesn't mean I'm not failing you.

>> No.9645027
File: 83 KB, 640x512, kart0016.png [View same] [iqdb] [saucenao] [google]
9645027

>>9644456

>> No.9645129

>>9644456
how to change which player you're following when spectating?

>> No.9645131

>>9645129
f12

>> No.9645212
File: 297 KB, 559x666, grcifu4.png [View same] [iqdb] [saucenao] [google]
9645212

>> No.9645310
File: 2.67 MB, 350x440, doomguy vs master chief.webm [View same] [iqdb] [saucenao] [google]
9645310

>>9644456
And killed. If you didn't catch the memo for SNS, read that here >>9642843

>> No.9645548

When BTSX 3?

>> No.9645592

>>9645548
Sometime during heat death of the universe, when t

>> No.9645616

>>9645548
two (2) weeks

>> No.9645661

>>9644913
Flats only for text scrolls.

>> No.9645717 [SPOILER] 
File: 7 KB, 549x627, pain frames are blocked out too btw.png [View same] [iqdb] [saucenao] [google]
9645717

>>9641535
Where would I get in touch with you? I don't feel like spamming the thread every update.

>> No.9645753

>>9644913
>Say, can you only use flats for the text screens or can they be a 320x240 image? I'm thinking of just settling for plain black flats to keep it quick and simple, but just a couple of landscape shots of jungles and factories could be quickly adapted without much of any editing.
Picture should work, but might fail on some ports.

>> No.9645889
File: 643 KB, 1600x900, spasm0040.png [View same] [iqdb] [saucenao] [google]
9645889

>>9644234
Beat the Dwell ep.1 - was comfy but no new monsters besides the custom boss made it a tad lacking compared to what SMEJ(2) had delivered lately - even if that one was a big hit/miss itself in a few places itself
>I messed around in the startmap a bit, to find the Nightmare skill access - what is this out-of-bounds spiketrap firing constantly whitout delay supposed to be, a timer of somekind?

>> No.9645896

>>9637967
That's how you do it in Quake/GoldSrc
and it's better than func_precipitation honestly because it takes up less entity edicts
looks more SOVLful too

>> No.9645903

>>9638847
>sadistic
that's not the Half-Quake series

>> No.9646002

>>9637842
ever seen a helicopter's rotor spin so fast it looks like its fans are rotating in the opposite direction?

>> No.9646224
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9646224

is this up to date or (non-NA date format so its from october)

>> No.9646238
File: 52 KB, 600x676, 066.jpg [View same] [iqdb] [saucenao] [google]
9646238

>>9626228
Some madlad made a emulator to run Quake II 64 without bullshit
https://github.com/Rosalie241/RMG/releases

>> No.9646247

>>9646002
look how hard i can pee
t. angels

>> No.9646252
File: 129 KB, 2501x894, 1647432020311.png [View same] [iqdb] [saucenao] [google]
9646252

>>9646224
nevermind im retarded, the zip file talks about its issues and stuff

>> No.9646287 [DELETED] 

>>9645548
When Esselfortium released Knee-Deep in KDiZD, she posted that BTSX 3 will be released on 2023. First BTSX was released on Doom's Birthday, so I'd expect that date.

We are also getting RC1 of Devilution (with that map26) this year and probably Plutonia 3 (last year they only 2 maps to complete), so this is historical year.

>> No.9646295

>>9645548
It won't be releasing in our lifetimes. But it will still be out before 94p.

>> No.9646317
File: 132 KB, 802x741, Capturar.png [View same] [iqdb] [saucenao] [google]
9646317

Making my first map and i got a weird situation where a key based door doesn't go up.
These "squares" are 3 different sectors/linedefs themed after their respective skulls (Blue, red, yellow).
They're 4 squares, each inside the other and the idea is that you have to find the 3 skulls to open them and reveal the end portal.
With the first square (Blue) i selected all 8 linedefs and put them under tag 5 and gave them action 32.
Then the sector between the linedefts is also tagged 5.
But in gameplay, the blue door (Even with the blue skull) doesn't go up, but Doomguy doesn't do the "unf" sound meaning that the game knows it's not an ordinary wall.
The map is made under Boom format because i'm using DSDA Doom as the target source port.
Maybe i'm picking the wrong action or that doors are supposed to be built different (In case the square shape isn't ideal).

>> No.9646330

>>9646317
Flip the lines to face out instead.

>> No.9646337

>>9646330
Thank you, it works now.

>> No.9646439

>>9646337
All usable lines (D and S) are direction-sensitive. Gunfire (G) aren't and neither are walk-over (W) except for teleporters.

>> No.9646557

>>9644256

is it Interstellar Sickness / Shaman's Device from community chest 4? (maps 20/21)

>> No.9646612

>>9642782
these people never played a retro game

>> No.9646613
File: 633 KB, 720x480, aniki posting.png [View same] [iqdb] [saucenao] [google]
9646613

>>9646557
looked it up, map21 seems to be the one! the textures are a lot darker than i remember, but other than that it`s a match. thanks anon.

>> No.9646618

>>9642269
the first nolf I think

>> No.9646620

>>9646612
I don't think it looks bad, but if it's trying to look in-place among quake/unreal then they're getting it wrong.
Otherwise nothing about it is offensive to me. Looks decent enough.

>> No.9646628

>>9644129
those source codes leaked years ago but you don't need them anon, the whole engine was designed to be modded
the only thing against these two engines is that they are single core
>you could make it multithreaded if you had the sources
it was already done, epic doesn't even answer for permission to release it

>> No.9646629

>>9645548
keep switching timelines, I played btsx5 years ago

>> No.9646678

>>9642683
>is Ion Fury a TC?
Maybe one of the most elaborate. It’s kind of weird how seamlessly it can boot up through eduke. It might also explain some of it’s potential “shortcomings”.
I also don’t level or mod build so take that with a grain of salt, I just play the stuff.
>>9646612
It only seems “retro” from those chunky unfiltered textures. Might be cool but it’s UE4, not any old shooter engine, and >>9641635

>> No.9646723

>>9642782
>2002~4 models
>1998 textures mixed with 2008 textures
What the fuck is this schizophreniac quality?

>> No.9646739
File: 57 KB, 600x450, img_5495.jpg [View same] [iqdb] [saucenao] [google]
9646739

>>9646612
said people never learned that EVERYONE played with texture filtering on because of 3dfx dithering and CRT monitors doing the workhorse for it and making them sharp.

>> No.9646746

>>9646739
I played with filtering because it was the new thing and I was also a stupid kid that didn't understand it destroys the detail and contrast of textures not made for it
heck, barely recently I realized the n64 3 point filtering keep details higher than the bilinear filtering every emulator used for 20 years

>> No.9646761 [DELETED] 

>>9646287
>she
Stop playing pretend with narcissists

>> No.9646791

>>9646746
Which is the issue, 3dfx filtering worked with crt monitors because of dithering, back then looked great, now with stock old OpenGL bilinear, is terrible and blurry as shit.
Only in the 2000's this issue died out because S3 gave birth to MeTaL and so it came higher res and optimization, to the point Microsoft bought the API for Directx.
https://www.vgamuseum.info/index.php/cpu/item/870-s3tc-dxtc
http://tuxality.net/projects/s3savageix

>> No.9646804 [DELETED] 

>>9646761
I respect her work as a mapper and thus I respect her as a human being. This leads to fact, that I do not need to insult her or speak ill of her. For what I know Essel has been always friendly to me and I do not see narcistic traits in her actions.

>> No.9646963
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9646963

Been ages since I've played Doom, thinking about getting back into it, any suggestions for good levels/level packs/gameplay mods? Bonus points if it's not anything "popular" like Alien Vendetta or GMOTA, IE stuff I've heard of.

>> No.9647000

>>9646963
Play something with Babel if you haven’t tried it yet. Try it through something familiar first like an iwad or Scythe 2.

>> No.9647051

>>9646963
played comatose on crispy recently and it blew me away

>> No.9647062

>>9646963
Try deathstrider with a monster pack

>> No.9647180

>>9646224
>>9646252
Yeah, I haven't worked on it since October, so that's the "latest" version.
I also never pushed my RPG-Rebalanced changes to a repo (because I'm fucking worthless when it comes to using source control), so that whole part is pretty much irrelevant, just to let you know.

>> No.9647267
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9647267

>> No.9647298

>>9646963
Play all the wads we put out last year.

>> No.9647349

Should we try making another quilt map? But more along the line of "put doors in the middle of as many sides as possible and I will stitch them together" so we aren't as dependent on participants?

>> No.9647352

>>9647267
kino

>> No.9647368

>>9646963
How long have you been out? Are you familiar with last decade's most notable releases?

>> No.9647374
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9647374

>>9647267

>> No.9647383

I've tried to replay HL1 recently and I still can't handle those underwater monsters. I've been traumatized for life by HL1, I've been afraid of those things my whole life

>> No.9647389

>>9646739
>>9646746
i liked texture filtering because i hated big squares in polygonal games

>> No.9647390
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9647390

>>9645548
I won't be placing any bets, but hopefully it will be more fun than the two previous episodes combined.

>> No.9647396

>>9647389
exception being Quake 1 and the likes which textures and palettes were designed around software 8 bit renderer of course

>> No.9647438
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9647438

>>9626228
https://a.uguu.se/aradmQyF.bsp

I think I've gotten this map's combat to a level I'm satisfied with. There hasn't been much done visually so everything is ugly and placeholder, this is just for participants to help out with bug squashing. I've been working with a slightly outdated version of progs.dat so hopefully things don't end up too ruined.

>> No.9647474 [DELETED] 

>>9646761
Ok, so different anon, but narcissist would describe 'Rachel,' a horrible asshole who has little more history beyond being a backstabber and a powertripper.

Do I think it's regrettable that Essel trooned out? Yeah, it doesn't feel very good to me, I'm not gonna lie, but it's his life, it's his decision to make, he's not my son.
None of that changes that Essel is super talented, he's been making cool shit and making good contributions to projects for ages. He's also never been a self-centered asshole, and he was even one of the few people who stood up to Rachel and told him he was a giga douche when he hijacked Skulltag from Carnevil.

I've got no beef with Essel, nor any reason to dislike him, if he wants to play lady on the internet, I'm not gonna get up in his face about it or start some shit around it, I'll address him as ma'am if interacting with him. This post isn't likely what he'd like to hear, and certainly the wokists around those parts would deem me Hitler 2 for it, but I respect him a lot, and I'm not gonna get up to some petty culture war faggotry in passing, like you.

>> No.9647506 [DELETED] 

>>9647474
Rachel plays puppeteer attack dog for Graf, putting him into situations like the Lilith.pk3 shit where he's going to act like an absolute idiot and then using that as rationalization to come down hard upon everybody but him.

>> No.9647545

>>9647383
Play Quake's Underwater Jam to get even more traumatized.

>> No.9647561

>>9647438
Extremely rough on normal. I'm constantly having almost no ammo by the time I get to the Wraths and have to axe dance with them and the following Death Knight. Health is pretty tight too. Got as far as the floating swords a few times before giving up.

>> No.9647573

>>9647561
I was worried that I was replaying too much and doing repeat runs based off memorization. I'll tweak the item placements.

>> No.9647728
File: 535 KB, 500x281, hell yeah.gif [View same] [iqdb] [saucenao] [google]
9647728

i have no idea why i never gave a shot to editing mods to my liking before. finally, ultimate hellrider experience is upon me.
thank you, anon from another thread.

>> No.9647939

>>9642762
Hedon runs on gzdoom. It's ok.

>> No.9647943 [DELETED] 

>>9647438
Looks like a scorched turd, are you trans?

>> No.9648025

>>9647939
has anybody run into a problem with eduke's exe file deleting itself?

i've been playing through duke 3D recently and i keep running into this problem after a few days also permissions for specifically copying a backup of the exe in to where duke 3D is installed are locked (i can copy and move other files & folders in and out of where i have duke 3D installed but i have to move everything into a new folder with the backup exe if i want to move the backup).

virus scans aren't picking up anything and the problem only seems to be targeting eduke exclusively.

>> No.9648029

>>9642762
>and 'F.E.A.R. AI' plastered on every advertisement because two enemies can yell "OH SHIT FUCKITY ASS SHIT FUCK" at each other after you kill their friend who was stuck walking into a trash can.
Not even F.E.A.R had the super intelligent AI it made itself out to have, so I never for a second bought into Selaco's initial bullshit with that, but the media sure did.

>> No.9648474
File: 207 KB, 640x760, 1527215150627.jpg [View same] [iqdb] [saucenao] [google]
9648474

We're on a dead thread so here's one more.
https://vocaroo.com/1i5zqpX8MAhm

>> No.9648489

>>9648474
What did you use to make the voices? They're so realistic it's almost scary.

>> No.9648490

>>9648489
https://beta.elevenlabs.io/
It's crazy to see how much of an improvement this is over 15.ai

>> No.9648720

>>9648490
It is available with free plan or you have to sign for a trial thing?

>> No.9648776

How many bumps is VR limited to? It certainly isn't 310

>> No.9648790

>>9648776
500

>> No.9648838

>>9648474
We've definitely slowed down what with the mishandling of 94 Protons. We'll bounce back.

>> No.9649036
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9649036

>>9648838
sure we will, right after the release of 94 protons

>> No.9649094

We need some new bread from CacoBakery, come on.

>> No.9649146

>>9649094
Okay >>9649139