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

/vr/ - Retro Games


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9890843 No.9890843 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9884124

DOOM/QUAKE/DUKE/64/HERETIC/HEXEN/UNREAL/SAM/HALF-LIFE/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

OUR SRB2K SERVER (Kart Game in Doom), more info here:
https://pastebin.com/ZMjJyQE5

PLAY SOME RETRO FPS WITH /VR/:
http://clovr.xyz/

>> No.9890845
File: 909 KB, 1024x512, ongoingProjects.png [View same] [iqdb] [saucenao] [google]
9890845

=== CURRENT PROJECTS ===
A SERIOUS CASE OF /vr/
Rules: https://desuarchive.org/vr/thread/9611263/#9611406

VIOLENT RUMBLE 2
https://desuarchive.org/vr/thread/9803556/#9803715

=== NEWS ===
[5-7] New Doom II RPG Port available
https://www.doomworld.com/forum/topic/135602

[5-5] Quofee 2 released : 132 vanilla Quake speedmaps
https://www.quaddicted.com/reviews/quoffee2_final.html

[5-4] Woof! 11.0 released with many new features
https://github.com/fabiangreffrath/woof/releases/tag/woof_11.0.0

[5-2] Combined_Arms Gaiden has been updated to version 2.0
https://www.youtube.com/watch?v=ocXJAHKO4Wo

[5-2] DBP58: Immortal Warfare has released
https://www.dropbox.com/s/yuofyq7afblzuzv/DBP_58.zip

[5-1] DNF Restoration goes open-source
https://gitlab.com/team-restoration/duke4-public

[4-28] Eternity Engine goes Multithreaded (beta)
https://www.doomworld.com/forum/topic/135380

[4-25] Duke Nukem 3D mod Legacy Edition 2.0 release on May 19th
https://www.youtube.com/watch?v=sOgYz34AvD0

[4-19] What Lies Beneath, 11-maps episode for MBF21 RC1 revealed
https://www.doomworld.com/forum/topic/135165

[4-15] Unreal mod "Steele Dawn" V2 has been released
https://www.unrealsp.org/index.php/articles/reviews/steele-dawn

[4-15] Coincident achieves first ever non-TAS single segment run of Okuplok (ITYTD)
https://youtu.be/4PP6iqrgIM8

[4-12] Re: Mobilize Quake mod announced
https://youtu.be/KZOgpGb6YM0

[4-11] Doomer Boards projects compiled (01-57) (With latest fixes to Shatter Realm)
https://www.mediafire.com/folder/n9j77ptkec5md

[4-10] A 7-map demo of "Of Myth Relinquished" for Heretic is out
https://www.doomworld.com/forum/topic/134628

[4-9] The Quake 2 25th Anniversary Collaborative Unit is here!
https://quakeulf.suxos.org/3d/maps/Quake225ACU.zip

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

>> No.9890851
File: 44 KB, 436x450, hacxguy.png [View same] [iqdb] [saucenao] [google]
9890851

>> No.9890857

>>9890746
>>9890125
>>9890204
Replying to these hopefully gather some interest for the project idea.

>> No.9890872

>>9890857
I don't really have a waifu though
The characters that do come to mind aren't very socially acceptable probably

>> No.9890873
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9890873

>> No.9890879

>>9890872
>The characters that do come to mind aren't very socially acceptable probably
So submit a map anonymously, what's the issue?

>> No.9890883

>>9890873
>blood since doom things

>> No.9890884

>>9890873
>bitch tier feels issue

>> No.9890885

>>9890857
What's it gonna be called? Fore/vr/ Alone?

>> No.9890889

why do people suck the dick of eviternity's secret maps so much

>> No.9890891

>>9890873
>hexen hell different
Hexen or Hell, let's rock?

>> No.9890893

>>9890857
Not to dissuade the project from happening, Godspeed, but seems pretty weird, weeby and specific. And dunno if concept around making map art is the most functional concept to go off of.

>> No.9890896
File: 19 KB, 640x804, you wish you knew this feel.gif [View same] [iqdb] [saucenao] [google]
9890896

>>9890873
>completely unrattled
>absolutely based

>> No.9890898

>>9890893
>And dunno if concept around making map art is the most functional concept to go off of.
It's not but there's a certain challenge in turning map art into a workable level.

>> No.9890902
File: 32 KB, 320x240, TNT_title.gif [View same] [iqdb] [saucenao] [google]
9890902

does it deserve its reputation as the lesser brother of plutonia?

>> No.9890906

>>9890902
no
almost entirely because the music is so damn good

>> No.9890908

>>9890872
Just litterbox your wad and remove anything that can be used to identify you. If it's really that bad then just pick some random video game character you vaguely like the design of.
>>9890893
> dunno if concept around making map art is the most functional concept to go off of.
It absolutely is not, but that's part of the challenge and fun I suppose.
Also I guess you could do what started this idea. >>9890046

>> No.9890917

does Quake have an equivalent total coversion to Ashes 2063?

>> No.9890929

>>9890917
Not really. I guess Malice is probably the closest thing.

>> No.9890954
File: 1.48 MB, 1280x1040, Azlitroomsbeforeafter.png [View same] [iqdb] [saucenao] [google]
9890954

>more AugurZ brightmapping
I like how all the windows look lit up and occupied now.

>> No.9890972

>>9890954
That looks fucking nice.

>> No.9890975

>>9890885
>Fore/vr/ Alone?
I like it.

>> No.9890997

>>9890929
that's a shame, gonna check out Malice too once i'm done with ep2 of Ashes

>> No.9891019
File: 71 KB, 640x960, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
9891019

>>9890843
Play the Red Line for something gimmicky and/or Bloodspeed for conventional, anon

>> No.9891031
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9891031

you like nuts? here's bolts

>> No.9891047
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9891047

>>9890972
I could be taking too many liberties in some areas but yeah, I'm addicted. For the windows in particular, I wanted them as bright as what's in the skybox.

>> No.9891050

Which wads were so popular/'good' back in the day but aged so terrible?

>> No.9891051
File: 197 KB, 924x1518, ezgif-2-4be749a987.jpg [View same] [iqdb] [saucenao] [google]
9891051

>Quake Wars GDF are actually realistic interpretation of Ranger from Quake 1
It all make sense now.

>> No.9891052

>>9891050
most of vanilla doom 2

>> No.9891060

>>9891050
Alien Vendetta?

>> No.9891065

>>9891051
this game was awesome. shame it had to come out the same year as halo 3, cod4 and tf2. never had a chance.

>> No.9891068
File: 70 KB, 720x404, hq720.jpg [View same] [iqdb] [saucenao] [google]
9891068

https://www.youtube.com/watch?v=cu0rQX1NMT4

>> No.9891081

>>9890857
I'd play it, but >>9890893 has a point. It'd be a challenge to make them into fun maps despite their shape, which is good, but I don't think too many mappers will be interested in that particular challenge It would probably be a pretty small pack of small maps.

>> No.9891082

>>9891050
BTSX, it was a cool thing back in 2013, but in the end it's like one of those wads I play one time and never touch it again, cool visuals but its fucking boring

>> No.9891084

>>9891050
Infinity
Eternity
Serenity

>> No.9891092

Are there any good military or cawadoody WADs for Doom?
>Doomguy, secure that Burgertown!
>Doomguy, defeat all the Russians and save the president!

>> No.9891094

>>9890857
Secret levels are Doomguy and Cyberdemon ass?

>> No.9891098

>>9891092
DBP58: Immortal Warfare came out recently, it's themed after that aesthetic.

>> No.9891106

>>9891050
It's not controversial to say Community Chests are a mixed bag but I think CC4 really fell flat despite having a good cast of contemporary mappers.
It suffers gameplay wise in the same way as a lot of "russian realism" maps where there are tons of imps and hitscanners on unreachable shelves that are annoying even if you don't care about 100% kills, and custom textures and fake 3d midtextures clearly took the priority, especially THAT cliff texture

>> No.9891126
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9891126

>>9891094
lol, I fucking hope so that be hilarious.
>>9891081
Challenge or not it won't stop me at least, I will make a submission that will honor best girl. That's the power of waifufaggotry, anon.

>> No.9891127

>>9891050
RAMP. tons of horrible maps and lead is a furfag, I just can't put my finger why they give an honorable mention to this pile of shit.

>> No.9891131

I'm playing through Doom II for the first time. It's really fun although that stupid teleporting trap in level 8 got me good.

>> No.9891142

>>9891127
>and lead is a furfag
One of those insufferable "I fixed Brutal Doom" ones too.

>> No.9891143
File: 3.58 MB, 640x480, previous.webm [View same] [iqdb] [saucenao] [google]
9891143

fun boss fight.

>> No.9891151
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9891151

>>9890885

>> No.9891169

>>9891143
this looks so fucking bad

>> No.9891204

>>9891169
Badass? Yeah.

>> No.9891215
File: 161 KB, 960x540, Screenshot_Doom_20230510_031510.png [View same] [iqdb] [saucenao] [google]
9891215

holy molly

>> No.9891220

>>9891215
Piratedoom is such a comfy wad.

>> No.9891224

>>9891092
Half The Way: Russian Civil War, they promised to release the beta this year.
VietDoom, made by the Brutal Doom author, but it's dead sadly.

>> No.9891232

>>9891224
>VietDoom, made by the Brutal Doom author, but it's dead sadly.
He's probably juggling way too much shit between making his own game and still going back to BD.

>> No.9891234

>>9891127
>tons of horrible maps
It has 209 damn maps, 99% by literally who, it was never good.

>>9891060
This so much. I could never appreciate it as much as it probably deserved because in 2023 it's just a bunch of mediocre slaughterish maps with a few gems in-between.

>> No.9891237
File: 3.73 MB, 1024x768, lightning staff.webm [View same] [iqdb] [saucenao] [google]
9891237

>>9891169
it's Quake with staves, what did you expect.

>> No.9891243
File: 341 KB, 960x540, Screenshot_Doom_20230510_021241.png [View same] [iqdb] [saucenao] [google]
9891243

>>9891220
Yeah, I heard you guys praised it a lot, but I wasn't expecting it to be this good.

>> No.9891256

>>9891234
>99% by literally who
the hell are you talking about? it has pure kino CBM maps!

>> No.9891270

>>9890902
Yes. Not because it's bad, but because Plutonia is that good.

>> No.9891287

>>9891050
Hell Revealed

>> No.9891293

>>9890851
>>9890891
Hacxen

>> No.9891306

>>9890857
Probably should have a limit to one map per waifu, or we'll end up with a dozen maps of Curly Brace. I wouldn't complain though.
>>9890906
Wasn't it made by the same guy who composed this?
https://www.youtube.com/watch?v=xX_Kb0cDN98

>> No.9891307

>>9891050
Doom 1

>> No.9891310

>>9891306
Lee Jackson (or Bobby Prince) had no involvement in TNT: Evilution. Maybe you're thinking of the new TNT midi pack?

>> No.9891313

>>9891307
knee deep in the dead and thy flesh consumed still hold up

>> No.9891314

Making progress, marine?

>> No.9891316

>>9891306
>Probably should have a limit to one map per waifu
I think that's a good idea.

>> No.9891318

>>9891307
all of doom 1 can be fun, if you think the base levels are bad you need a mental evaluation

>> No.9891326

>>9891318
>>9891313
sup romero

>> No.9891336

>>9891310
You're right, this is what I was thinking of: https://www.youtube.com/watch?v=cZ6qqozRTCo

>> No.9891358

>>9891336
Dude's still got it, it's been great fun seeing him contribute to these sort of things.

>> No.9891365

>>9891336
>Rise of the TriNT Evilution

>> No.9891415
File: 29 KB, 703x372, shields.png [View same] [iqdb] [saucenao] [google]
9891415

The gimmick for my VR2 map was for the player to choose one of these shields at the beginning room, then stick with it until the end. It would've given a choice of preferred play style and given the level replay value since the shields function fairly differently, but I probably should've tested both of them thoroughly before I got too into the idea. It's coming across that the shield of empathy is much more useful, as you can quickly stab things to death by rapidly moving back and forth, and being able to impale a monster completely disables them forever. Compare this to the shield of power, with it's simple knockback being fairly weak and requiring multiple firm bashes to kill even a knight, and the cell damage buildup feeling a bit too slow for it to come into play without forcing the player to get hurt. Also, it's a lot harder to knock something back than impale it, and quite a few of the setpieces I came up with would have to be majorly redesigned to accommodate both.

I'm assuming now that power is meant more for emergencies while empathy is more direct offense, but I probably should've figured it out sooner. With 22 days left, I might have to scrap this whole choosing thing.

>> No.9891418
File: 501 KB, 500x141, fusion.gif [View same] [iqdb] [saucenao] [google]
9891418

>Bloom
>Duke Forces
>Wrath of Cronos (if loaded with Doom)
>>9891365
>Reich of the Triad
>Wolfenquake/Quakenstein
>Shadow Heretic
>Redneck Warrior
>Outlaws: Rampage
>>9891293
>Dex Hexem

>> No.9891427

>>9891418
You forgot Heretical Doom.

Speaking of that, I sure hope Ryuhi is doing ok.

>> No.9891449

Hey Hexen2 anon somebody released a Hexen2 custom map
https://www.celephais.net/board/view_thread.php?id=62245

>> No.9891465

>>9891050
Final Doom

>> No.9891467
File: 3.92 MB, 640x360, slice.webm [View same] [iqdb] [saucenao] [google]
9891467

>>9891449
Not that guy but looks cool

>> No.9891471

>>9891467
I just realized the Wrath guys got their inspiration for the Ruin Blade from H2. Looks fun. I always heard it was a black sheep kind of game. Worth a playthrough?

>> No.9891480
File: 1.70 MB, 1440x1080, nobody_warned_him_about_stairs_bro.webm [View same] [iqdb] [saucenao] [google]
9891480

>>9891415
My condolences, fellow gimmick appreciator. If it's any consolation, I think an Empathy Shield-centric map sounds pretty promising, if you can keep it tight and focused. Dunno about replayability at that point, but if you make a decently laid-out level, it should be fun to replay regardless. Armor Shards replenish the shields, right?

>> No.9891484
File: 910 KB, 1920x1080, h2tombs.jpg [View same] [iqdb] [saucenao] [google]
9891484

>>9891471
I'm not that far into it but it's been alright. Nice level design, a better start than Seven Portals was and I liked that hub.
I get some Soul Reaver vibes on occasion, nice dark fantasy tone.

>> No.9891486

>>9891484
How do I load it up? Doesn't run with vkQuake.

>> No.9891501
File: 269 KB, 1920x1017, Image45.png [View same] [iqdb] [saucenao] [google]
9891501

>>9891471
>the Wrath guys got their inspiration for the Ruin Blade from H2.
He lifted entire classes from Hexen 2.

>> No.9891505

>>9891501
I meant Wrath Aeon of Ruin anon. What did you just post?

>> No.9891506

>>9891505
Wrath of Cronos.

>> No.9891514

>>9891270
Plutonia was shit and edgelord tier of Doom mapping

>> No.9891515

>>9891514
explain your reasoning.

>> No.9891517

>>9891486
Load up Hexen 2? I’m trying it through FTE, kind of jank but still fun. Hammer of Thyrion is supposed to be a good port as well.

>> No.9891520

>>9891515
>puts together great map set for TNT
>also adds great music
>suddenly decides that they have to be balls to wall with their level design
>'l-look at us! We're so hardcore! Pleaase notice me Romero!'

>> No.9891532

>>9891415
I tried to make the power shield a bit more 'defensive' than empathy, but I agree that it feels a bit underwhelming. I think I'll change it so the damage reflection can happen without cells having to be full first. I've also been meaning to make enemies able to escape empathy impalement which should balance things out a fair bit. I'll try to make those changes and some other tweaks tomorrow.

I didn't really get much feedback on the shields after I put them out, so if you've got any more I'll take it.

>>9891480
>webm
Yeah... there's a reason why flying enemies never spawned from the Horn of Conjuring in SoA. Might have a look at the charmed monster code if I have the time.
>Armor Shards replenish the shields, right?
Yep, 2 shield health per shard.

>> No.9891535

>>9891520
>suddenly decides that they have to be balls to wall with their level design
That's what makes it awesome, it uses relatively mild to average monster counts but still manages to push the player to their limits through how good the level design is. It's tough but not unplayable because of it, making the player utilize the full weapon roster to respond to its many challenges.
It's like a master's thesis on how the DOOM II engine's provided set of enemies, weapons, items etc. can be used to craft experiences no other shooter can compare to.

>> No.9891537

>>9891520
Play on a lower difficulty.

>> No.9891551
File: 154 KB, 839x317, soc_error.png [View same] [iqdb] [saucenao] [google]
9891551

>>9891449
I'll check it out as soon as I can get this thing going.

>no targetname

am I missing a map or something?

>> No.9891558
File: 13 KB, 250x231, tubsy_deep_in_my_fat-ass_chest.png [View same] [iqdb] [saucenao] [google]
9891558

>>9891532
>there's a reason why flying enemies never spawned from the Horn of Conjuring in SoA
I'm discovering good reasons for why a few enemies weren't in that pool
>Spawns attack when they leap, so they'll keep attacking the player over and over again in an attempt to get close to them
>flying monsters won't change elevation when charmed and are a pain in the ass to corral in general
>anything bigger than the player obvious gets stuck fucking everywhere
>Charmed statues don't awaken at all so they require a workaround that simulates the effect
Still, it's not too hard to get something leagues better than fucking Dogs and Zombies.

>> No.9891573

>>9891551
Are you loading it with the mod and port it says?

>> No.9891589

>>9891532
As is, bashing enemies backwards with the power shield simply stuns and hurts them a little and if they knock into other enemies they sometimes get hurt as well. I don't know how feasible it would be to implement, but have it instead that the bashed monster stays stunned for the duration of their flight, and as an incentive to play bad guy bowling, have this monster get stunned again if it makes contact with any other enemies, along with said enemies getting stunned as well and pushed back a bit. It'll keep the whole defensive idea, but would allow players to be a bit more aggressive and be rewarded for good positioning.

>> No.9891595

>>9891517
>Hammer of Thyrion is supposed to be a good port as well.
No 1080p support :(. I'll give FTE a shot.

>> No.9891596
File: 65 KB, 640x480, IMG_0359.png [View same] [iqdb] [saucenao] [google]
9891596

What are your thoughts on Myhouse.wad?

>> No.9891603

>>9891596
It's cool as fuck.

>> No.9891606

>>9891596
It's Yume Nikki in Doom, what more could I ask for? It's a bit short though. Would love to see the concept expanded upon to an autistic degree.

>> No.9891609

>>9891596
I thought it was pretty ok but learned really hard on it's supplementary materials to the point where a lot of people have gotten the burned down house ending and thought that was it to the wad.

>> No.9891612

>>9891595
>No 1080p support
But it does have it, for fullscreen only, though. I've been playing these past few weeks on 1080p.

>> No.9891617

>>9891612
Oh I just needed to run it from the h2gl.exe

>> No.9891620

There is no good Duke in Doom and viceversa mod

>> No.9891624

>>9891609
Even that ending was quite a trip.

>> No.9891648

>>9891620
https://youtu.be/nLybEeI0YnY?t=182
Also: https://www.youtube.com/watch?v=aBggAQ0RpfQ

>> No.9891649
File: 2.36 MB, 1920x1080, hexen01.png [View same] [iqdb] [saucenao] [google]
9891649

>>9891551
Place the contents of the custom map into the soc directory, run the map from its own .bat. Also this is fun as fuck why doesn't it have a better legacy? Nice art direction, enemies, wtflip?

>> No.9891664
File: 143 KB, 800x808, CD.jpg [View same] [iqdb] [saucenao] [google]
9891664

Has anyone here played Hexen II + Portal of Praevus using the original CDs, no source ports? I'm curious how the CD soundtrack for Portal of Praevus worked, since the music tracks on the PoP CD only seem to include the new tracks for the mission pack, but the MIDI soundtrack for the early levels uses some of the Hexen II basegame music. There are more levels in the game than there are tracks on the disc.

>> No.9891665
File: 293 KB, 3840x2160, 1683595782649374.jpg [View same] [iqdb] [saucenao] [google]
9891665

anyone got a link for the latest version of slayers testament? link in discord is down

>> No.9891671
File: 3.72 MB, 1024x768, paladin problems.webm [View same] [iqdb] [saucenao] [google]
9891671

>>9891467
excellent paladin gameplay my brother, check mine.

>> No.9891674

>>9891648
and viceversa?

>> No.9891678

>>9891671
immersive sim confirmed...

>> No.9891721

>>9891664
PoP might be using existing Hexen assets. Since the expansion is not standalone by any means.

God I wish I had mint condition copies of these games. They would be my treasures.

>>9891649
>Also this is fun as fuck why doesn't it have a better legacy? Nice art direction, enemies, wtflip?
Probably overshadowed by other games? In 1997 3D gaming was booming with several franchise defining titles and bloody Quake 2, which was one of the reasons H2 was rushed out the door.

>> No.9891725

>>9891721
TFW I've got Hexen 2 on disc but never found the expansion, and I'm sure not fighting a bunch of Civvie fans to get it now.

>> No.9891726

Wah

>> No.9891728
File: 1.37 MB, 1920x1080, Don't feel like recording a webm.png [View same] [iqdb] [saucenao] [google]
9891728

That's better.

>> No.9891738

>>9891721
>Probably overshadowed by other games? In 1997 3D gaming was booming with several franchise defining titles and bloody Quake 2, which was one of the reasons H2 was rushed out the door.
Maybe it's my slight bias against that game, but I'm enjoying myself more with H2 than Q2. Not that Q2 is bad,
https://www.youtube.com/watch?v=7uhwgzXs8eg

>> No.9891751

>>9891721
>PoP might be using existing Hexen assets. Since the expansion is not standalone by any means.
Yeah, but the CD audio can only be played when a disc is in the drive, so I'm wondering what happens when the PoP CD is in. I assume it plays the new PoP tracks unlike the MIDI soundtrack, but in which order? The MIDI soundtrack uses the music in a different order than what's on the disc. There has to be some overlap, right? I haven't been able to find any actual CD gameplay footage or documentation on this. Source ports just use the CD audio from both the primary disc and the expansion but that wouldn't have been possible back then because they're on two different discs.

>> No.9891757

>>9891678
Was always meant to be.

>> No.9891773

has anyone ever done a d2all on HFFM

>> No.9891779

>>9891751
I would assume it reuses the expansion tracks on multiple levels.
You could open the BSP files and see what CD tracks are assigned if you're that curious.
Or maybe play with a sourceport but remove the base game tracks so they don't get loaded.

>> No.9891786

>>9891051
>Beth-id put Wolfenstein ET back on Steam
>but not ET:QW
>despite adding ET:QW-themed weapons to QC
The mind of corporate is inscrutable. They also haven't put Wolf '09 back despite it being simply a matter of reactivating the store page.

>> No.9891828

>>9891728
post images of all areas with the pictures

>> No.9891843

>>9891786
This is the company that will probably still release the Commander Keen mobile game when it thinks nobody will care about it anymore.

Nothing makes sense.

>> No.9891848

Are we allowed to talk about UT 2004 here? Is that retro enough?

I've been trying to find a working download for the v12 release of Sgt. Kelly's pack for the Ballistic Weapons mod. The mediafire link in the Runestorm thread has been removed, and all the mirrors on other websites are for older versions.

https://www.mediafire.com/file/t3ued3wfhsejk5c/SKBP-BWFix_V12_Beta.rar/file

>> No.9891851

>>9891779
Thanks anon, some internet sleuthing led me to a program where I could find that info. For future reference, the levels follow this track order when using the CD audio:
TRACK 02, TRACK 03, TRACK 04, TRACK 05, TRACK 06, TRACK 07, TRACK 08, TRACK 04, TRACK 03, TRACK 09, TRACK 06, TRACK 05, TRACK 10, TRACK 02, TRACK 11
I thought it might just go straight through the track list in order and then loop or something like that. This nearly matches the MIDI soundtrack order, save for the first five levels which in the MIDI mode instead use an assortment of tracks from the base game.

>> No.9891860
File: 121 KB, 854x900, 1657159953555.jpg [View same] [iqdb] [saucenao] [google]
9891860

>Played all of these retro games when they first came out because I'm old
>Recently got back into them and went back and beat the original 4 DOOM episodes and DOOM 2 on UV
>Watched some Decino vids, think why not me?
>Download Sunlust and Sunder
Got my asshole gaped all day on hurt me plenty. Is Plutonia the WAD I want to beat before I move onto to these? I wanna git gud

>> No.9891864

>>9891860
>Is Plutonia the WAD I want to beat before I move onto to these?
Bingo.

>> No.9891872
File: 745 KB, 1024x550, wmIbDQn.png [View same] [iqdb] [saucenao] [google]
9891872

>>9891864
I figured that was the first step. I got a couple hours to bash my head into the wall before I got to go to bed

>> No.9891906

Huh, in the PSN Master Levels wad the normal, non-secret exit in TEETH takes you to Bad Dream anyways.

>> No.9891907

>>9891860
https://www.doomworld.com/forum/topic/107015-wad-progression-for-skill-improvement/

>> No.9891917

>>9891907
Great read, thank you

>> No.9891923

>>9891907
tfw Whitemare will forever be obscure

>> No.9891931

>>9891907
Does /vr/ have any additional wads they consider classic/must play which they can place difficulty-wise in this list?

>> No.9891986
File: 70 KB, 642x698, 1652344590260467.jpg [View same] [iqdb] [saucenao] [google]
9891986

chexen

>> No.9892000
File: 38 KB, 642x1083, pistol.png [View same] [iqdb] [saucenao] [google]
9892000

>> No.9892008

>>9892000
The real answer is saveless. Continuous until you die, then pistol restart.
Nice Trips.

>> No.9892012

>>9892000
Pistol start for personal challenge or recording demos. If you do pistol start for anybody else than yourself WITHOUT recording it you're a genuine retard because nobody's gonna care in a week.
>>9892008
Savelessfags are cancer

>> No.9892013

>>9892008
Who has the time to play through an entire megawad at once?

>> No.9892021

>>9892012
I don't feel like I've beaten a map unless I do it without saves, and if a map kills me despite my resource reserves from previous maps, I deserve my punishment and owe it a pistol start.
>>9892013
I just -warp to the map I stopped at.

>> No.9892024

>>9892021
>I just -warp to the map I stopped at.
But anon, that's cheating.

>> No.9892026

>>9892021
>I don't feel like I've beaten a map unless I do it without saves, and if a map kills me despite my resource reserves from previous maps, I deserve my punishment and owe it a pistol start.
My problem is that there's a hefty amount of players who believe if they are unable to beat a map the very first time they play it, it isn't a good map, and refuse to engage with saving. Which is fucking mind boggling to me.

>> No.9892028

>>9892026
>if they are unable to beat a map the very first time they play it, it isn't a good map
That's just silly. How dare things be challenging. I bet these people are mostly unemployed.

>> No.9892036

>>9892024
I recall one mapset actively telling you to use idclev to access a secret map. Like in a texture, in a secret level on a secret area.
I don't think anyone cares.

>> No.9892038

>>9892024
Less cheating than loading a save in my eyes, since you return to baseline resources instead of preserving weapons and ammo you can't rightfully protect with your life.
I'm just fucking around, I don't actually care how anyone else plays.

>> No.9892045
File: 31 KB, 675x450, 14454979820530.jpg [View same] [iqdb] [saucenao] [google]
9892045

Rate my idea for the community project anon:
>"Doom The Way Id Quake'd It"
>Goal is to make a map for Doom 2 using Quake map rules and features
>True 3D floors and slopes to increase the verticality of levels, sequences of events, small monster counts, blocky simple architecture, lightmaps instead of sector brightness, you can and should jump
>q1tex.wad can be used instead of vanilla Doom2 textures
>Previously mentioned features are easy to learn and properly supported by UDB
The only downside is that you probably will have to use GZDoom or K8Vavoom to play the wad - especially in terms of lighting since GZDoom can't into proper shadows like K8Vavoom (it's funny that there is like only one Doom Source port out there which supports true lightmapping).
Cutting off the lighting requirement is a sound idea, cause it will make things easier, but damn.

>> No.9892050

>>9892036
Someone should put, in a texture in a secret area in a Zdoom wad, instructions to use warp in console to a coordinate that is on an instant death tile for the lulz

>> No.9892075

>>9892045
wasn't there a lightmap support planned for GZDoom a while ago? I remember Nash posting about it.

>> No.9892080

>>9891860
Plutonias, Scythes, all Skillsaw wads, Eviternity, Speed Of Doom and it's sequel. Then you are good to go.

>> No.9892097
File: 46 KB, 634x629, 15007339105940.jpg [View same] [iqdb] [saucenao] [google]
9892097

>>9892075
Right now there are only real time dynamic shadows from walls. Simple lightmaps are not yet available. And I doubt they will any time soon.

>> No.9892158
File: 367 KB, 1920x1017, Screenshot_Chex_20230510_115647.png [View same] [iqdb] [saucenao] [google]
9892158

>>9891986

>> No.9892161

>>9892036
Call Apogee say Aardwolf.

>> No.9892174

>>9891773
Nobody will ever speedrun hffm

>> No.9892182

>>9891606
>It's Yume Nikki in Doom
My thoughts too pretty much.
ALTHOUGH, a part of Yume Nikki's charm is that things are up to interpretation whereas My House provides too much ARG and exposition that in my opinion goes against the notion of being Yume Nikki-like.

>> No.9892185

>>9892174
They are afraid.

>> No.9892193

>>9892182
This, it feels like without the ARG there's not enough and with the ARG there's way too much.

Even the secret grave ending couldn't help itself from giving you more ARG stuff.

>> No.9892205

What the fuxk is arg?

>> No.9892214

>>9891786
>>but not ET:QW
That didn't happen for the same reason why Portal of Praevus & Heretic 2 aren't on Steam and GOG: Activision owns publishing rights. Same goes for Wolf '09.

>> No.9892241

>>9890902
Civvie says its bad.

>> No.9892265

>>9890873
>doom
more like dumb lmao

>> No.9892267

>>9892205
Alternate reality game.
>>9891786
I fucking love ETQW. Like an alternate version of BF2142.

>> No.9892270
File: 80 KB, 350x576, 72445668.gif [View same] [iqdb] [saucenao] [google]
9892270

>>9891665
>not just calling your wad "Ziggurat" but with slightly tilted "Z" on each screen

>> No.9892280

>>9891923
Is it supposed to be difficult or what? I beat it just recently, had some cool as fuck maps, and was a pleasant play overall. Cacoward faggots ignored it for some reason, even though 2011 wasn't that good.

>> No.9892282

>>9892205
As >>9892267 but in the context that the game has content that alludes to the real world in a puzzle like manner. Sorta like easter eggs or secret codes, but intertwined into the plot and/or lore rather than non-canon silliness.

>> No.9892286

>>9892205
It's one of the sounds the Zombies make when you hit them.

>> No.9892310

>>9891786
>They also haven't put Wolf '09 back despite it being simply a matter of reactivating the store page.
There might still be rights issues with that game, given it was developed by Raven and Activision. The Microsoft-ActiBlizz acquisition would totally clear the path for its rerelease, but clearly the CMA hates classic shooter fans.

>> No.9892317

>>9892241
it's so over.......

>> No.9892320

>>9891923
It's got it's own Final Doomer weapon set so it's not that obscure.

>> No.9892321

>>9892161
Did anyone actually do that?

>> No.9892328

>>9892321
Loads of people did, yeah, even though it was basically never an active thing.

>> No.9892334

>>9892193
Well what I was saying there was only in relation to being compared to Yume Nikki. But I don't disagree.

I don't particularly enjoy ARG in general but it's fair if a Doom map wants to provide it's exposition that way as Doom itself has somewhat limited tools in making the player immersed. It's fine to experiment, lot of people seemed to enjoy it, fair to consider it success.

>> No.9892349

>>9891907
Will it kill the experience if I play some of these wads with the Final Doomer weaponset first? I like Doom’s gameplay a lot but a little variety will probably help motivate playing a bunch of megawads.

>> No.9892352

>>9892349
Like with almost every single Doom weapon mod on this planet it will make the game easier to some degree, if you're okay with it then sure, it's a good mod.
And it's only 7 or something wads, you still have plenty left to play with vanilla guns.

>> No.9892363

>>9891649
>Also this is fun as fuck why doesn't it have a better legacy?
It’s been fun but also doesn’t feel much farther than Quake was mid 1996, and Hexen 2 came out nearly a year later. At least it’s more along than poor Shadow Warrior was in the same year.
>>9892026
It also creates a negative bias towards larger maps as they can lead to a “bigger waste of time” when you fuck up and die near the end. It can make otherwise moderate ambushes feel like “bullshit traps”.

>> No.9892365

I feel like I'd enjoy Plutonia's level design more if I had some of the trap weapons from Half Life. They keep doing the walk into obvious trap thing and I think I would find it more fun if I could set a trap of my own to instantly trigger on the enemy.

>> No.9892370

>>9891307
You bait bastard. Son of whore bitch.

>> No.9892371

>>9890891
Is there a mod/wad that mixes Doom and Hexen together? Or a build game, etc?

>> No.9892374

>>9891307
totally true but only episode 2 and 3.

>> No.9892379

>>9892374
the whole "episode 2 and 3 are garbage" idea thats been in everyones mind has been getting on my fucking nerves
replay them when you know the layouts of maps and THEN we can talk

>> No.9892381

>>9892371
Wrath of Cronos and Walpurgis.

>> No.9892384

>>9891126
I'm still for it, anon. Is there a count going of potential mappers yet? Even a tiny pack of maps would be fun.

>> No.9892409

>>9892000
Right answer is both.
Pistol start vs. continuous is a retarded concept born out of poor map design. Map should have enough supplies only for this very map to be beaten without reliance on secrets or items brought from previous map. This way continuous way of play is not easier, but different.

>> No.9892423

>>9892409
The real solution is to balance continuous for people who can't find secrets, and pistol start for those who can.

>> No.9892443

>>9892409
>Map should have enough supplies only for this very map to be beaten without reliance on secrets or items brought from previous map.
In some perfect world perhaps but ammo scarcity where you barely scrape by is simply not very fun. If a wad intended as continuous ammo economy is going to be super stingy like that, it's going to incentivize maximizing infighting, maybe even punching to cheese it out and carry over ammo anyways.

And even when we assume you start continuous with your previous weapons at 0 ammo, the way maps progress your weapons is that usually you get the shotgun before the SSG and the plasma before the BFG. If the first time you're given the shotgun in a map and you're able to use the SSG or the first time you're given cells and you have the BFG ready that's breaking the intended progression of firepower relative to the monsters thrown at you.
(same is true for pistol/chaingun but fuck the pistol, I don't want to talk about the pistol)

>>9892423
More solutions where the onus is on the mapper. Just design your maps better brah.

>> No.9892451

>>9892423
My big question: Is it still “continuous” if the map has episodes, or forced death resets to mimic episodic resets? One of my favorite issues to pick with Doom 2 is getting the BFG around map08 to map10 and having it for the next 22 levels.
Also I like to pstart but suck at finding secrets so your solution could hurt me.

>> No.9892453
File: 35 KB, 431x502, 1645980178541.jpg [View same] [iqdb] [saucenao] [google]
9892453

>>9890857
So for the few Anons who care about this project, how do the following rules sound ?

Doom 2 Waifu wad "Fore/vr/ Alone" :
>IWAD : Doom 2 | Format : Boom | Texture pack : TBD (probably OTEX)

>Map for Doom 2 using sectors to draw your Waifu as part of the map.
>Your Waifu MUST be part of the playable area, and you CAN extend the playable area further than your Waifu.
>You can add up to 3 custom textures picturing your Waifu in some part, keep it blue-board friendly or it will be badly censored.
>Custom MIDIs are welcome (with proper credit)
>Don't bother with secret exits for now.

>You can tag this post with your Waifu before making your map if you want to claim your Waifu.
>Submit your maps by tagging this post with your name (optional), your map, your Waifu and this project name.
>Deadline : Somewhere between 94 protons and Mordeth more probably end of June

If you have a better idea for a texture pack, do tell.

>> No.9892465

>>9892008
I like saveless a lot but only when a map takes less than 20 minutes to clear from scratch, so I'm not totally demoralized having to do the whole thing over again. Unfortunately, half the maps released these days are like an hour long to beat if you're not a speedrun fag, so mid-level saves become a necessity to preserve my sanity.

>> No.9892468

>>9892000
Always continuous with saves if the map/wad is bad or unneccesary hard.

>> No.9892478

>>9892465
NTA. I only do saves on mods that warrant it so, like SuaB or DLRA where you can lose significant progress partially through a level if it's long enough and it's unreasonable to pistol start in certain scenarios. Same thing with extremely long maps or long-winded TCs like Aliens or Unloved.

>> No.9892485

>>9892453
are husbandos allowed

>> No.9892490

>>9892453
I don't have a waifu but I can draw some man pecs instead?

>> No.9892510
File: 23 KB, 293x231, 1672902875346040.png [View same] [iqdb] [saucenao] [google]
9892510

https://www.youtube.com/watch?v=Q2lqjNQQbOE

Is this dumptruck_ds????

>> No.9892517

>>9892490
There's surely got to be a secret Doomguy map.

>> No.9892525

>>9892465
What screws me up lately is going into large levels and forgetting to save because I’ve grown accustomed to all these Quake packs with large levels that have autosaves.

>> No.9892527

>>9892453
I dont want to claim her as my waifu but I just want to make a joke Daina's ass map incase someone wants to make her a proper
how would that work

>> No.9892537
File: 5 KB, 350x350, a567a5569a12ac5883a8668cf918a46b0874038c.png [View same] [iqdb] [saucenao] [google]
9892537

>>9892485
>>9892490
Of course.

>> No.9892538

>>9892525
I wish MBF21 had included some sort of autosave linedef so it could be universal across source ports, putting the onus on the map maker to pace out checkpoints to their liking.

An alternative would be a Descent/Forsaken-style lives system where you drop your arsenal and respawn at the beginning of the map when you die, but that might break a bunch of maps.

>> No.9892552

>>9892538
MBF21 is great, but it still leaves some things to be desired. Hopefully an MBF23 or 24 happens at some point.

>> No.9892590

>>9892527
Have a map that's like the border of a fancy painting with a giant ass as the painting?

Bonus points if you call it DAINA'S pASS or something.

>> No.9892664

>>9892552
The only thing MBF21 needs is altfire function, that's it.

>> No.9892665

>>9892182
>ALTHOUGH, a part of Yume Nikki's charm is that things are up to interpretation whereas My House provides too much ARG and exposition that in my opinion goes against the notion of being Yume Nikki-like.
This is why I just didn't read the "backstory" at all, it seems like literal haunted vidya gaems creepypasta bullshit and I didn't want to drag down the experience by introducing an explicit interpretation.

>> No.9892678

>>9892538
>>9892552
Is it really THAT hard to just use Zscript at this point?

>> No.9892690

>>9892365
that would make it too easy

>> No.9892692

>>9892664
I want a way to set up death exits without constantly damaging the player, but I'm unsure if that would need to be added to MBF or UMAPINFO.
>>9892678
No, but I don't want to. MBF21 allows for way more source ports to play the wad.

>> No.9892696

>>9892678
Not everybody wants to be tied to GZDoom and Graf's mood swings with shit.

>> No.9892701

>>9892000
My take?
Contineous until bfg, then You pistol start the next level and go contineous until you get another bfg.

>> No.9892703

>>9892665
It didn’t feel like it added or took away much.
>create levels like an airport leading to an airplane, an abandoned daycare
>”I dreamt I was in an airplane”, “I dreamt that I wandered to a daycare”
Just felt like it was “there” for those who wanted it, I guess it had some clues too but I also only went through the text that one time.

>> No.9892710
File: 5 KB, 434x89, image.png [View same] [iqdb] [saucenao] [google]
9892710

>>9892696
>>9892692
Fair enough.

>>9892692
>death exits without constantly damaging the player
I thought it was one of the biggest mbf21 selling point, no?

>> No.9892731

>>9892678
Please stop assuming everyone uses that steaming pile of shit.

>> No.9892752

Horry cow! It rook rike Dook Nookem!

>> No.9892754

>>9892731
the huge steaming pile of shit that can already do all the cool modding features you guys ask other port devs to add

>> No.9892756
File: 5 KB, 439x396, 1647163926989.jpg [View same] [iqdb] [saucenao] [google]
9892756

>>9892731
ZDoom is just a tool. ZDoom wads are only as bad as you make them.

>> No.9892760

>>9892754
Liking a handful of useful features does not mean I want the rest of the bullshit that goes along with it.

>> No.9892775

>>9892760
Fucking this, I don't want to map for a single, unreliable port that's full of garbage and has developer issues galore.

>> No.9892784

>>9892760
>>9892775
What's your problem with GZDoom, anon?

>> No.9892787

On that note, I'm unreasonably annoyed when looking under the hood of a GZDoom map and all of the functionality is zscripted but could've been done at Boom comp.

>> No.9892791

>>9892349
Not really, I would even say that some of the wads would be harder with FD weaponsets.

>> No.9892795

>>9892784
I can't use my preferred source port to play its maps.

>> No.9892798

>>9892787
Sometimes Boom comp requires elaborate rube goldberg voodoo scripting that can be solved with 3-5 lines of simple code.

Also GZDoom has true portals, which boom doesen't.

>> No.9892801

>>9892791
Especially ones that have chainsaw-intended tactics but the weapon set doesn't have a chainsaw.

>> No.9892803

>>9892798
>Also GZDoom has true portals, which boom doesen't.
Eternity has them with a better implementation, alongst other things so if anything I'd rather go there if I really wanted those.

>> No.9892806

>>9892801
The replacement usually should be good enough. Alternatively, beat the shit out of d-men or use the pistol slot weapon to tickle them to the death.

>> No.9892815

>>9892798
I'm thinking more like 1-3 step "rube goldberg voodoo scripting" and up to things as basic as teleporter closets which should come naturally if you know anything at all about Doom.

>> No.9892819

>>9892806
I'll have to dig out one of my old maps out at some point to have a go, it had a pistol/chainsaw start where the intended strategy was to stunlock pinkies into being your meat shield while making your way towards the more viable weapons.

I could see it being a lot harder for the whitemare and BTSX sets if nothing else.

>> No.9892824

>>9892801
Depending on what pistol settings are being used, he'd be able to make do. And fists alone could suffice since there's no blockmap issues and half the classes have some sort of combo system.

>> No.9892826

Can mbf21 customize the speed of doors, elevators etc. instead of using doom's hardcoded values?

>> No.9892836

>>9892525
>going into large levels and forgetting to save
Doesn't DSDA-Doom have a rewind function? Some may view it as cheating but functionally it doesn't seem much worse than always having a save state to fall back to, though I can't say I've tried it.

>> No.9892842

>>9892826
It's the same as Boom in that regard.

>> No.9892843
File: 13 KB, 421x520, Screenshot 2023-05-10 120353.png [View same] [iqdb] [saucenao] [google]
9892843

>>9892692
>I want a way to set up death exits without constantly damaging the player

>> No.9892846

>>9892843
Those instantly kill the player. I want the level to end when the player dies.

>> No.9892851

>>9892846
Oh, so you mean like if the player died via other damage sources in that sector, it would be an exit? That would be pretty interesting.

>> No.9892853

>>9892842
So no? I only took a cursory glance at boom.

>> No.9892854

>>9892836
>Doesn't DSDA-Doom have a rewind function?
Yeah, it basically functions as an autosave every quarter second.

>> No.9892858

>>9892851
Yeah, exactly. It would be cool for a finale.
>>9892853
Nope, just the regular slow, normal, fast, and turbo.

>> No.9892874

>>9890845
-> >>9891449

>> No.9892884

>>9890857
>everybody does a doomguy map

>> No.9892904

>>9891860
Most wads will rape you if you don't beat plutonia first, even easier ones.

>> No.9892915

>>9891907
>If you can conquer Dimensions you have truly reached pinnacle Doom skill - congratulations.
>1180 revenants
>909 revenants
>2205 revenants
such variety, much skill

>> No.9892934

>>9892915
Sorry anon, you're just going to have to live with the fact that you're less skilled than the twitch streamers who spend weeks grinding out a win on map03 but still instantly shit the bed in any mapset not on the official skill progression list.

>> No.9892939

Would it be accurate to say that DSDA Doom and Wolf! are the successors to PrBoom+? I'm writing some info and want to get the facts straight

>> No.9892945

>>9892934
It's fucking funny watching people treat their eceleb of choice as some kind of expert on mapping just fail time and time again at an encounter or spending hours missing obvious secrets while bitching about the map.

>> No.9892947

>>9892939
DSDA is. Woof is not.

>> No.9892951

>>9892939
Woof is not actually PrBoom-based, but more like Crispy Doom with full Boom/MBF/MBF21 support. DSDA is PrBoom+'s successor for all intents and purposes, with features specifically geared towards demo recording/playback and speedrunning.

>> No.9892958

>>9892915
>revenants bad because

>> No.9892985

>>9892915
>not even INFINITE revenants

>> No.9892987
File: 202 KB, 1280x904, doom kot.jpg [View same] [iqdb] [saucenao] [google]
9892987

>>9892958
>shit map layout, shit architecture, boring landscape, non-existent atmosphere, zero artistic value, zero thoughts put into recourse management, negative amount of thoughts put into enemy placement
>fill 90% of the map with revenants to hide it
>revenants bad because
Exactly >>9885098

>> No.9892992

>>9892985
Not everyone playing Doom on NASA super-computers.
>

>> No.9893003

>>9892987
That's a lot of words to say you never played it.

>> No.9893015

>>9892320
I have to confess I never heard of it until it got a Final Doomer set.

>> No.9893095

>>9892992
Tell that to Graf.

>> No.9893110

>>9893095
The only 2 wads that can't be played without literally NASA-level super computer are 100000 Revenants and Infinite Revenants, both of them are not exclusive to GZDoom, and both of them are equally unplayable in any other source port.

>> No.9893120

>>9893110
doesn't golden souls 3 run at like 30fps on high end hardware?

>> No.9893127

>>9893110
There's still a lot that run like fucking garbage on GZDoom but run ok on numerous other ports.

>> No.9893128

>>9892696
>a bloo bloo I am LITERALLY FORCED to update and that is RAPE ABLOOBLOOBLOO

>> No.9893134
File: 649 KB, 1920x1080, kart0226.png [View same] [iqdb] [saucenao] [google]
9893134

Kart server has been updated with all of the texture replacements, plus a fuckton of new maps.
https://mega.nz/folder/YA1gEaZI#ORB7j-vSJ9IHaGnJGEQm7g

>> No.9893137

>>9892045
Never gonna happen because /vr/ can't into UDMF.
But if you ever manage to get this off the ground, I would love to do a HDest mapping project.

>> No.9893142

>>9893120
I'm pretty sure none of existing port comes even close to what Golden Souls pulls off with gzdoom. That's like complaining Caterpillar 797 is too slow while carrying 300 tons, of course it does.

>>9893127
Could you give me some examples? I'm genuinely interested. Already tried Okuplok, nuts.wad and Sunder map 19.

>> No.9893175

>>9893128
It's not about not wanting to update. It's about not wanting to use a shit sourceport.

>> No.9893236

>>9893120
Did GS3 released yet?

>> No.9893239

>>9893175
Oh, you're just one of THOSE retards

>> No.9893265

>>9892000
If a mod has a cool chainsaw I'm damn well keeping it instead of losing the wad's token chainsaw as soon as map 03 ends

>>9893110
Isn't vulkan somewhat competitive with software renderers compared to openGL?

>> No.9893315

What are some wads that do radical changes to the color palette?

Not looking for something subtle like changing out the light blue colors so that the plasma looks a bit different but something outright experimental that looks like clown vomit but is functional and good-looking in it's own right.

>> No.9893327

>>9893315
Does Deep Dreams Doom count?

>> No.9893343
File: 85 KB, 1000x1000, Outis (2).jpg [View same] [iqdb] [saucenao] [google]
9893343

>>9892453
Sounds great. OTEX is fine. Can you raise the limit to to at least 5 images? Please?
Claiming Outis from Limbus Company, She isn't my true waifu but she is best girl.

>>9892485
>>9892490
Of course anon, force everyone to gaze upon Astolfo and greek power dynamics.

>> No.9893407
File: 161 KB, 1344x832, scrap966_a.jpg [View same] [iqdb] [saucenao] [google]
9893407

Getting way ahead of myself but thinking of doing something that shows something going on comic-style as you progress thru the level.

>> No.9893447

>>9892678
What baffles me is that apparently it's better to write a whole new system than it is to just take ZScript and implement it in other sourceports.

>> No.9893450

>>9892754
Cool modding features that break on every update that come every few months. Meanwhile even 25 year old wads with heavy amount of boom features can still be played with any port that supports boom. Also no lag.

>> No.9893452

>>9893450
>something that gets actively developed gets updates and something that doesn't, doesn't
>WOOWWWWWWWWW
God I hate you Boom autists so, so much

>> No.9893487
File: 890 KB, 443x360, 1665688377493894.gif [View same] [iqdb] [saucenao] [google]
9893487

>>9892453
>It's actually happening
Don't stop now.

>> No.9893503
File: 173 KB, 712x400, kart0003.png [View same] [iqdb] [saucenao] [google]
9893503

>>9893134
Now we're talking.

>> No.9893524

>>9892453
Might not get to it, but I'm reserving Holli Would.

>> No.9893532

>>9893503
where's my sexy archvile pic?

>> No.9893539

>>9893532
I didn't find it.

>> No.9893553
File: 9 KB, 320x200, Doom-magic2_1.png [View same] [iqdb] [saucenao] [google]
9893553

Anyone figured out what spell the Spider Mastermind was supposed to cast?

>> No.9893567

>>9893553
a BFG-ish blast I suppose

>> No.9893572

>>9893503
>transparent painting

>> No.9893573

>>9893553
What ended up as the Arch-Vile attack, raised arms and all.

>> No.9893582

>>9893553
i don't think it was confirmed
something related to the player's movement?

>> No.9893631

>>9893452
Mbf21 came out last year. That's quite a new thing.

Btw I do play some gzdoom map sets, but when playing non-gzdoom map I prefer Woof for numerous reasons. Mainly for visual, performance, QoL settings reasons, but the fact that every wad made for it always works is a big bonus.

>> No.9893645

>>9893631
It came out in 2021.

>> No.9893652
File: 99 KB, 900x900, Madotsuki Insane.jpg [View same] [iqdb] [saucenao] [google]
9893652

>>9893645
>2021 was 4 decades ago
Aaagh

>> No.9893729
File: 1.09 MB, 673x841, Escaping_criticism-by_pere_borrel_del_caso.png [View same] [iqdb] [saucenao] [google]
9893729

>>9893572
it's trompe l'oeil

>> No.9893731
File: 102 KB, 367x470, f437ca6705949f8c7acdda63dc0c2715.jpg [View same] [iqdb] [saucenao] [google]
9893731

>>9892453
I will make a clean post to start this project in a bit, feel free to tag this one in the meantime to claim your subject (or any part of it). We'll up the image limit to 5 as >>9893343 wanted, since I doubt there'll be enough maps for it to be an issue.

>>9893407
200 IQ idea anon.

>> No.9893736 [SPOILER] 
File: 157 KB, 712x400, kart0002.png [View same] [iqdb] [saucenao] [google]
9893736

>>9893503
Ok anyone up for some race-ism? I'm gonna be there for a bit.
At the usual 51.161.34.159

>> No.9893740

>>9892000
every map should be reasonably beatable pistol start by principle.
i'm a continuousfag myself tho

>> No.9893750

>>9893740
This is fair. I play continuously as well but I appreciate having the option not to.

>> No.9893757

>>9893265
>If a mod has a cool chainsaw I'm damn well keeping it instead of losing the wad's token chainsaw as soon as map 03 ends
based, I like having the chainsaw as well
no better way to deal with pinkies and spectres

>> No.9893816

What's everyone's favorite midi:

https://www.youtube.com/watch?v=-aD_K08VQ9o

This is a top contender for me

>> No.9893835
File: 41 KB, 240x286, 1492.jpg [View same] [iqdb] [saucenao] [google]
9893835

>>9893503
>Sonic replaced with Sonic

>> No.9893852

>>9893816
that one midi of head like a hole by nin from the dwango wads

>> No.9893859

>>9890845
https://twitter.com/BloodDeathWish/status/1654990772368818176?cxt=HHwWgIC-2djV2vctAAAA

>> No.9893868

>>9893816
https://youtu.be/xX_Kb0cDN98?list=PLEA4D19048BF0A159

>> No.9893869

>>9893736
>try to join
>server dies
I guess I'll try again after a drink.

>> No.9893883

>>9893868
wow you posted mine

>> No.9893889
File: 1.03 MB, 1920x1080, dp.jpg [View same] [iqdb] [saucenao] [google]
9893889

DOPA sure hits differently when you learn to love and spend your shells.
>>9893859
This got posted last thread I think >>9890172 but I'm sure plenty are still real excited, should go into the news feed.
>>9893816
The Healer Stalks.

>> No.9893902

>>9893889
>The Healer Stalks.
Top choice my man. I hate the common impression that Doom music is all about rock ripoffs when Doom 2 has quite an eclectic mix.

>> No.9893927

>>9892453
I'm retarded, and new. Does Boom Format mean I can't use UDMF?

>> No.9893938

>>9893927
Yes, it means you select Boom format in the editor, not UDMF.

>> No.9893940

>>9893938
Thanks for clarifying, will do.

>> No.9893984

So I'm getting into Doom again and I just got GZDoom to play Plutonia which I never played. Which render should I use? Hardware accelerated or True Color?

>> No.9894001

>>9893984
Do you like the pixelated "fog" effect in dark areas in doom?
If yes use the software renderer

>> No.9894003
File: 1.32 MB, 1920x1080, Screenshot_Doom_20230510_212240.png [View same] [iqdb] [saucenao] [google]
9894003

>> No.9894005
File: 3.20 MB, 3840x2573, FsjhksPWcAAux89.jpg [View same] [iqdb] [saucenao] [google]
9894005

>>9893816
Easy: https://www.youtube.com/watch?v=ZUTW9U-Wqug

Also my favorite wad.

>> No.9894007

>>9893940
Also make sure you test your map in Woof or DSDA-Doom, GZDoom is more lenient on untagged functions.

>> No.9894018

>>9893859
To be desu i wish this guy would just make a new episode (or just one cool level). He said he's not going to make anything new, then he spends years updating Death Wish. Its starting to feel like a George Lucas situation.

>> No.9894043

>>9893868
Lee Jackson did some fucking incredible music, still does too.

https://www.youtube.com/watch?v=lSoILhwdqU0

>> No.9894059
File: 158 KB, 712x400, kart0021.png [View same] [iqdb] [saucenao] [google]
9894059

>>9893736
ggs

>> No.9894063

is there a wad for doom 1 that adds in all 3 sections of doom 2 as episodes?

>> No.9894068

>>9894063
There's wadsmoosh, but it's basically only for zdoom-based ports.

>> No.9894070

>>9894063
wadsmoosh

>> No.9894074

>>9894070
>>9894068
thanks mates

>> No.9894079

>>9894063
>>9894068
>>9894070
...what's the point of this...

>> No.9894081

>>9894018
Each new version of DW is objectively better paced and looks visually better, but the elephant in the room is that he has made the mod overall easier (even for WD/EC). Compare episode 1 of version 1.3 to the latest release.

>> No.9894085 [SPOILER] 
File: 2.20 MB, 2395x2320, 1639386513644.jpg [View same] [iqdb] [saucenao] [google]
9894085

>>9892453
>>9893731
Question - could I put a custom player skin/weapons/enemy sprites just for the waifu and the map that I claim? Or would that conflict with other wads/be a nuisance for continuous players if I don't make sure the ammo transfers properly to the next map?

And I claim Olga Discordia. SFW art won't be a problem.

>> No.9894087

>>9894018
The 2.0 update includes a new episode. A few levels are built already but they haven't been shown off on Twitter yet.

>> No.9894103

>>9894079
Some GZDoom mods will store persistent values (FragTrak / War Trophies comes to mind) but it can only store them per-iwad, this is a way to have use the same iwad regardless of which iwad the mapset you're playing calls for.

>> No.9894108

>>9894103
>a way to have use
Forgive me, I'm a tad drunk.

>> No.9894110

>>9894085
>player skin
hardly matters. But would conflict.
>weapons
Would conflict
>enemy sprites
It's possible to make a copy of some enemy with custom sprites and even behaviour, other maps don't need to use it

>nuisance for continuous players if I don't make sure the ammo transfers properly to the next map
No idea what this means. Ammo is just ammo, you have 4 different types of it and weapons, even custom ones, are just defined that they use up from a given type.

>> No.9894116

>>9894018
>i wish this guy would just make a new episode
https://www.moddb.com/mods/death-wish-for-blood/news/new-death-wish-episode-in-development

I'm trying to learn how to use xmapedit so I can make my own level but holy fuck this is late 90s level editor is not user friendly at all, especially for retards like me.

>> No.9894117

>>9894085
>spoiler
i kneel

>> No.9894120

>>9894070
>>9894068
ok is there a way to do this for zandronum? only works with gz

>> No.9894130
File: 69 KB, 800x600, meanwhile in the Black Fortress.jpg [View same] [iqdb] [saucenao] [google]
9894130

>>9894110
Ok. I'll stick to doom guy and standard weapons then see about copies of enemies with custom sprites.

>>9894117
Lol yeah. I'm hoping I see some Sailor Moon, Mami Tomoe, or a Taimanin level.

>> No.9894132
File: 52 KB, 279x300, dukerun.gif [View same] [iqdb] [saucenao] [google]
9894132

MY NAME IS DICK KICKEM

>> No.9894134

>>9894132
DOUK NOUK KEM

>> No.9894135

>>9894085
>Olga Discordia
How unexpected. But understandable.

>> No.9894137

>>9894132
QUAKE SHAKEM

>> No.9894142
File: 590 KB, 2328x1240, 1640362832255.png [View same] [iqdb] [saucenao] [google]
9894142

>>9894132

>> No.9894143
File: 979 KB, 707x706, 1654211952086.png [View same] [iqdb] [saucenao] [google]
9894143

>>9890873
>/vr/ sure looks nice

>> No.9894151
File: 14 KB, 500x375, 8964918357_a6eef20cd3.jpg [View same] [iqdb] [saucenao] [google]
9894151

But on the note of custom assets, neckbeard edit of doomguy face might be apt for the waifuwad.

>> No.9894156
File: 39 KB, 400x483, nerd3.png [View same] [iqdb] [saucenao] [google]
9894156

Aaand after just image searching for "doomguy face nerd", there's already something similar from pumpkinman's patreon. Using something like this as reference wouldn't be too hard to make edits for the rest of the hud faces, if we're in the market for the idea.

>> No.9894159

>>9894156
He makes a basedjack face when he picks up powerups. Could be funny. Also maybe make the player sprite obese.

>> No.9894168

>>9890851
Hacx would fit well into Auger Zenith, someone should try porting it

>> No.9894169
File: 295 KB, 600x497, 8be[1].gif [View same] [iqdb] [saucenao] [google]
9894169

>>9894132
FLIP SWITCHEM

>> No.9894171
File: 501 KB, 960x540, Screenshot_Doom_20230511_020511.png [View same] [iqdb] [saucenao] [google]
9894171

>>9894003
The Circus has some really cool gzdoom fuckery.

>> No.9894172

>>9894159
He doesn't have a special face for picking up powerups (other than invuln) but could replace the evil grin when picking up weapons. And again, the player sprite hardly matters as you're not gonna see your own sprite ever really.

>> No.9894173

>>9894130
>spoiler
if it was Shiranui, that anon would forever be based in my eyes

>> No.9894179
File: 6 KB, 376x399, lardass.png [View same] [iqdb] [saucenao] [google]
9894179

>>9894159
>Also maybe make the player sprite obese.
Use Chubbs from Skulltag
https://cdn.discordapp.com/attachments/727328864489046110/1106035617873268806/04_Chubbs.wad

>> No.9894183

>>9894169
Who's the bald guy?

>> No.9894185

>>9894183
Young Lo Wang.

>> No.9894194

>>9894179
the average /vr/ user

>> No.9894195
File: 11 KB, 352x280, FATTB1.png [View same] [iqdb] [saucenao] [google]
9894195

>>9894194
Hilarious and original, funny guy. But I'll have you know I actually look like THIS!

>> No.9894198

>>9894185
Huh. That was my guess from the context but looked up various depictions of him and there wasn't anything like that really as young Lo Wang appears with full goatee rather than fu manchu. A minor artist hiccup then I guess.

>>9894195
Way more cursed than it has any right to be. But that's how you feel after a megasphere.

>> No.9894201

>>9894173
I'd prefer a certain Hell Knight.

>>9894172
I kinda 3rd person out for a lot of platforming sections in some wads. Been going through Golden Souls so I had to do that a ton recently.

>>9894179
That's perfect.

>>9894195
Absolute unit.

>> No.9894218

>>9893889 I didn't put it in the news because there isn't any news, date or info. Just a short video showing a wip level rework.

>>9894130
Making custom copies of enemies that work under Boom ports seems out of the scope of this small project. You would be better making a wad containing only your sprites modifications and loading that alongside your map.

>> No.9894290

When does Doom 2 get good again? I'm on map 15 and tired of these city levels.

>> No.9894302

>>9894290
Right after the city levels.

>> No.9894307

>>9894218
I'll just stick to classic Doom enemies as well then.

>> No.9894345

>>9892453
Why Boom by the way?

>> No.9894357

>>9894345
Compatibility. It's vanilla enough without the ridiculous limitations of vanilla.

>> No.9894360

>>9894357
You don’t have to make a boom map to not have the limits of dosdoom vanilla. Every source port today simply doesn’t adhere to the limits and will run any vanilla map.

>> No.9894364

>>9894360
I believe he meant limitations of vanilla on mappers. Generalized functions are much easier to make do what you want than wrestling with the vanilla format's fixed list of linedef and sector types.

>> No.9894370
File: 4 KB, 205x280, file.png [View same] [iqdb] [saucenao] [google]
9894370

>>9894179
Might do a complete replacement if I'm really bored

>> No.9894401

>>9894345
>>9894364
I proposed Boom because it's supported by many ports and indeed allows for more stuff than vanilla or simple limit-removed restrictions, perfect to help tune the gameplay of a restrictif map. We won't need nor use complex custom actors or shit like that so MBF21 and ZDoom-restricted formats aren't needed.

>> No.9894405
File: 5 KB, 397x269, spoiler.png [View same] [iqdb] [saucenao] [google]
9894405

>>9894360
>>9894357
I understand that anon, and believe I'm not against trying different formats. I've already started mapping: I'll just admit I don't a lot experience with the Boom format, and it took me thirty minutes to figure out how to make a single door.
I might legitimately be brain damaged I feel.
Basically what >>9894364 said

>> No.9894409

>>9894405
Hey, at least now you know how to make a door, right?

>> No.9894410

>>9894409
>that spoiler
I feel called out :(

>> No.9894412

>>9894370
lol

>> No.9894415

>>9894405
>I'll just admit I don't have* a lot experience
Disregard my opinion, I'm fucking retarded.

>> No.9894419
File: 670 KB, 720x360, I must go, my planet needs me.webm [View same] [iqdb] [saucenao] [google]
9894419

>>9894410
>>9894409
Which one of you is responsible for this?

>> No.9894420
File: 67 KB, 1180x1766, nice mapping idiot.png [View same] [iqdb] [saucenao] [google]
9894420

>>9894419
That's mine. I still regret not finishing that map proper because I think I had a fun gimmick with it.

>> No.9894421

>>9894419
>suddenly skeleton
The door disappeared when we needed it most.

>> No.9894428

>>9892174
A uv-max demo already exists for every map of HFFM thanks to EnragedEggplant and a few others.
>>9891773
I considered doing a d2all but I didn't get very far since it's (partially by design) very unfriendly to this kind of play. Many kills and secrets throughout can be permanently missed if you make certain mistakes. Map06 has a unreachable kill, which doesn't disqualify it from a d2all, but I still find annoying. Map16 has a forced death exit, which also doesn't disqualify it, but removes the benefit of continuous play. Most importantly, the difficulty and length of the set when taken together are probably beyond my skill level.

>> No.9894463

>>9894345
It's pretty much the standard outside your z-bubble.

>> No.9894480

>>9894463
Fair enough, I would've assumed the opposite since every doom tutorial I've seen seemingly always uses UDMF. I mainly play Doom by using Zandronum, I have GZDoom now to try myhouse.wad, because I've been too lazy to update to anything fancier, or good.

>> No.9894550

is there a way i can get a udmf zandronum/gzdoom doom 1 format for mapping?

>> No.9894553

last thread, some people were talking about the idea of a wad booru...
What would that entail exactly? afaict it would just be a file hosting service with tags. Is there something I'm missing?

>> No.9894572

>>9894553
There are a lot approaches but I'd assume just someone willing to perform janny duty, and someone willing pay for hosting.
Basically just delete duplicates, and check wads to make sure there isn't anything malicious.

>>9894550
What do you mean?

>> No.9894585

>>9894572
>Basically just delete duplicates
Yeah, fair enough. Wad Archive, before it's demise, was rife with dupes.

>> No.9894593

So I understand that lately GZDoom's become infamous for having performance issues. Does that apply to the original ZDoom as well? I might settle for using that if it's compatible for whatever I might play in the future.

>> No.9894602

>>9894593
It’s better to not use zdoom/gzdoom if the map wasn’t specifically made for them.

>> No.9894607

>>9894602
I should clarify, I'm talking about using gameplay mods. I generally use Crispy Doom or something Boom-compatible when playing blind.

>> No.9894623

>>9894593
I think ZDoom was generally regarded as being pretty stable outside of a couple of instances of having to redo some shit.

Certainly now it's way out of development, it sure isn't going to be changing, and some people like Yholl develop for it.

>> No.9894638

>>9894593
GZD always had performance issues due to how it was handled, even when ZDoom was still alive.
The inherent lack of an "advanced" graphics renderer makes ZDoom run fairly well even on older hardware and there's usually no issues with it outside the fact that new mods aren't compatible with it.

>> No.9894643

>>9894638
>even when ZDoom was still alive.
I vaguely remember GZDoom having to freeze updates for a time while ZDoom finished doing something because GZDoom couldn't handle some shit.

>> No.9894687
File: 76 KB, 635x478, 3485873456834786.png [View same] [iqdb] [saucenao] [google]
9894687

im trying to get doom95 on my win95 vm and it looks like this. anyone know why?

>> No.9894692
File: 153 KB, 746x740, SotFS_Shanalotte.jpg [View same] [iqdb] [saucenao] [google]
9894692

>>9892453
claiming shanalotte

>> No.9894702

>>9894692
FUCK YOU

>> No.9894705

>>9894702
it's ok anon we can share her, just be gentle

>> No.9894706

>>9894687
nvm fixed

>> No.9894710

>>9894706
now now anon, you can't say you fixed it without explaining how.

>> No.9894712
File: 16 KB, 200x200, Father.png [View same] [iqdb] [saucenao] [google]
9894712

How sophisticated is ZScript by this point? I'd like to build a RESTful API for GZDoom.

>> No.9894714

>>9894710
i have no fucking clue. i opened it after tweaking unrelated control setting and it just automatically fixed itself

>> No.9894724

>>9894702
BEAR SEEK SEEK LEST

>> No.9894735

question for notblood-anon

what does r_renderscale do?

I had hope it would give me some nice chunky pixels but on my system, I see no changes when trying any value in the accepted range (1...32)
I'm using the latest released build

>> No.9894757

>>9891031
Hacx shovelware project when? We'd only need to find some other city like textures, maybe duke3d or something because hacx environment textures look like ass.

>> No.9894778

>>9893816
it's just so fucking good
https://www.youtube.com/watch?v=Ms5xGwdX5Jw

>> No.9894794
File: 43 KB, 226x176, 1678568117922282.gif [View same] [iqdb] [saucenao] [google]
9894794

>>9894370

>> No.9894802

>>9893816
>What's everyone's favorite midi
Too many to choose from, but this time I'll pick that:
https://www.youtube.com/watch?v=Gz-abv7254o

>> No.9894803

>>9893631
>Mbf21 came out last year
MBF21 is not Boom, though.

>preferring Woof
Well, you're alright I guess

>> No.9894807

>>9894345
Literal boomers who grew up with Boom and refuse to use something else, because it has some random extensions to vanilla, plus some turboautists have a hateboner for everything GZD related, and they would get an aneurysm from having to work with anything outside their bubble.
I always propose limit-removing, but it seems that limitation does not always breed creativity if it's not Boom.

>> No.9894809

>>9894807
Working outside of gzdoom isn’t a bubble. It’s the other way around.

>> No.9894819
File: 35 KB, 638x543, THEM.jpg [View same] [iqdb] [saucenao] [google]
9894819

Posting in a thread about bubbles.

>> No.9894820

>>9894809
Bubbles are not defined by size, and since your reading comprehension seems to be lacking, let me reiterate:

Boom autists (such as >>9894463 or >>9893450) live in their own bubble, the Boom bubble, and they refuse to do anything else, bei it limit-removing or mbf21, because they are scared of not being able to be smug about mapping anymore, and some of them may have stockholm syndrome from all the quirks and roundabout ways of doing advanced stuff. They are the fudds of Doom mappers.
Or maybe they don't even map and just parrot whatever they think will make them look like cool and edgy oldfags.

And for the record, it's the same with people who think everything should be UDMF, just that they aren't as annoying and declare at every opportunity just how SHIT anything but UDMF is.

And in my personal opinion, if you don't care about demo compatibility, there is no reason to use Boom or MBF21, because UDMF does everything those do, just better.

As for my own credentials, I know my way around Boom pretty well, have published several maps, but I have also mapped in regular vanilla, limit-removing, MBF21, UDMF, I know ACS, Decorate and ZScript and currently I am making stuff in Dehacked, so I am of the opinion that I have the right and the means to criticize any of those formats.

>> No.9894823

>>9894820
>there is no reason to use Boom or MBF21
Except sourceport compatibility.

>> No.9894828

>>9894819
Keep your fingers to yourself.

>> No.9894831

>>9894809
It's increasingly more of a walled garden, intentionally so at that.

Shouldn't even be a point of contention that people don't want to be tied down to one port but here we are.

>> No.9894842

you are so silly. orz are not many bubbles. orz are fingers reaching into pretty space

>> No.9894845

>>9894828
>>9894842
Hello extremely.

>> No.9894862

orz are *fingers* reaching into *butthole*

>> No.9894896

>>9894820
Based

>> No.9894948

>>9894820
I recall your licence for that opinion, okay?

>> No.9894960

>>9894757
I've been hacking away at it. After I'm done with a good chunk of it, was planning to invite the board to join in to make something to fill out a full 32 megawad. Very low standards, just something that plays.

And yes, the assets are ass but I think it'd only be fair that the maps look like half techbase half surreal digital bullshit.

>> No.9894968

>>9894960
And for the record that nuts-like wasn't gonna make the cut into the megawad, honestly did it just for the pun.
But I'll say it was slightly enlightening, made me get a little more feel on the powerlevel of the different enemies that are kind of hard to evaluate and balance for standard play.

>> No.9895016

>>9894735
For software rendering mode, it'll do exactly that - it won't work with polymost.

>> No.9895128

anyone play the new brutal wolfenstein update? i like it heaps. Im one of the few unfortunate faggots who enjoyed Wolf3d more than doom, and seeing all the original maps revamped is awesome, im pretty sure the dev only had up to episode 3 remade, but now episode 4-6 are remade and even the spear of destiny levels. Ive already played through ep 1-3 and SoD

its not as edgy as brutal doom which i like, just feels like a solid ww2 action shooter running through gzdoom. The intertitle screens are poorly written, but the dialogue is cool when it shows up

>> No.9895186

https://www.youtube.com/watch?v=rnxVJS0C1Rw

>> No.9895191

Where the fuck can i buy the original unreal? It's not on gog, steam or epic.

>> No.9895193
File: 29 KB, 320x320, 1653284272977147.gif [View same] [iqdb] [saucenao] [google]
9895193

>>9895191
you can get it from the OP

>> No.9895195

>>9895191
It’s on gog-games despite being removed from the regular gog

>> No.9895196

>>9894807
It's fine, my only two questions about Boom and UDMF were just being a newfag. I was just very confused is all.
I'm almost done with my level, I just wanted to ask because I wasn't used to Boom.

>> No.9895298

>>9895191
You can't apart from collector scalpers on ebay or some shit, might as well just pirate it since they decided to remove it from sale entirely.

>> No.9895339

>>9894593
Though ZDoom won't handle something with a ton of things (ie nuts.wad) all that well comparatively, GZDoom in itself got some infamy for dropping support for some legacy systems, which is probably ironic given the Doom's reputation for running on a lot of hardware.

>> No.9895345

>>9895339
>GZDoom in itself got some infamy for dropping support for some legacy systems, which is probably ironic given the Doom's reputation for running on a lot of hardware.
That and Graf and co's "fuck you, buy a better system" approach to optimization.

>> No.9895356
File: 515 KB, 2009x689, test.png [View same] [iqdb] [saucenao] [google]
9895356

Hey is there a quick way to compile the textures you used from OTEX into your wad?

>> No.9895364

>>9895345
It's hilarious his graphics engine still can't handle proper lighting sources yet is demanding for hardware that could be considered overkill for crysis now. Just for the sake of playing Doom with mods.

>> No.9895368

>>9895356
WadScan>WadTex from DoomTools suite

>> No.9895369

>>9895356
I don't think so, you'd have to put them all in and delete unused.

>> No.9895372

>>9895368
Thank you.

>> No.9895374

>>9895345
Remember when they had OpenGLES so it would run on literal potatoes?
Of course you don't, else you wouldn't complain so much.
I can run GZD in a version from 2021 on an 18 year old Thinkpad.

Fuckheads like you try to run a million mods with huge mapsets and then wonder why performance is shit.

>> No.9895379

>>9895374
What framerates are you getting?

>> No.9895383

>>9895345
>>9895364
is there a name for this phenomenom?
where 2 things in tech can't mix well and one is to blame, even though the blame shifts to the other?

>> No.9895390

>>9895379
No idea, but it's enough, certainly more than cinematic.

>> No.9895392

>>9895374
>Fuckheads like you try to run a million mods with huge mapsets and then wonder why performance is shit.
More like "fuckheads" like him try to run doom2.wad in GZDoom and le no chicken decrees their hardware is no longer supported

>> No.9895409

Does GZDoom still have telemetry?

>> No.9895428

>>9895409
It's there but inactive, they keep occasionally turning it back on whenever they want data on what to evict next.

It's still fucked that they wanted it to be silent and only opt out though ini shit, not to mention illegal in a lot of the world.

>> No.9895430

>>9895428
They also keep changing the shit in the .ini for what line ops out of it, just in case you changed your mind and want to give them more data.

>> No.9895438

>>9895428
lol, lmao

>> No.9895446
File: 8 KB, 183x208, 1679330574768264.png [View same] [iqdb] [saucenao] [google]
9895446

>>9895430

>> No.9895450
File: 352 KB, 1920x1080, Copy of Screenshot_Doom_20230511_013851.png [View same] [iqdb] [saucenao] [google]
9895450

>>9895446
Hey I played that level just yesterday.

>> No.9895467 [SPOILER] 
File: 90 KB, 1105x703, outism.png [View same] [iqdb] [saucenao] [google]
9895467

>>9890857
>>9892453
litter.catbox.moe/yvm8ou.wad
Completed mine. I have no idea how to name levels but I would've named it: Outism

>>9895368
Thanks again anon.

>> No.9895468

>>9895392
What hardware? Lemme know.

>> No.9895472

>>9895191
Thrift stores still have copies.

>> No.9895505

Hi! I'm replaying Doom 1 again after 25 years, using GZDoom sourceport. My skills are not the same, but still can beat the first three episodes on uv. Episode 4 is hard, at least the first two maps.

I heard John Romario created a new episode, and I want to play that. How good and how hard it is? Are those maps worse rhan Perfect Hatred?

Thx for help.

>> No.9895520

>>9895505
Sigil very much builds upon Romero's idea of "hard" that he established with his E4 and late Doom 2 maps. It resembles those a lot more than his E1 work, which caused no end of asspain when the wad first came out and he made the uninitiated his bitches. If you're not very confident in your handling of Doom 1 and 2 on UV, play Sigil on HMP.

>> No.9895573

>>9895374
>Fuckheads like you try to run a million mods with huge mapsets and then wonder why performance is shit.
GZDoom gets like 50fps for me on Eviternity map26 on Vulkan, all effects disabled, all monsters killed, 480-fucking-p, on my computer that is able to hit 1440p144 on most recent games. DSDA's OpenGL renderer does 100 without killing the monsters.

Yes, modders are retards, but it also feels very much like Graf is leaving performance on the table and leaving it at "blame modders". Every time he says "well this potential optimization would only save a few % at most" I want to scream.

>> No.9895575

>>9895573
>Every time he says "well this potential optimization would only save a few % at most" I want to scream.
genuinely perplexing how anyone could get into game engine dev in the first place with this kind of mentality, let alone a game engine based on expanding on john carmack's work

>> No.9895589
File: 414 KB, 1280x720, Screenshot_Doom_20230511_201212.png [View same] [iqdb] [saucenao] [google]
9895589

>>9895573
What am I doing wrong?

>> No.9895596
File: 1.90 MB, 2500x1668, 1447052777566.jpg [View same] [iqdb] [saucenao] [google]
9895596

>>9890857
>>9892453
https://litter.catbox.moe/g1zj5i.wad
Here's the Fatlus guy player sprites, made using Chubbs as a base. They got raped in palletization but eh.

>> No.9895602
File: 619 KB, 2560x1440, doom00.png [View same] [iqdb] [saucenao] [google]
9895602

>>9895589
Here's DSDA, no idea what's happening. But FPS difference is really something.

>> No.9895621
File: 319 KB, 854x480, Screenshot_Doom_20230511_133021.png [View same] [iqdb] [saucenao] [google]
9895621

>>9895589
I wish I understood the issue better. I don't think Graf is being insincere when he blows off people going "just batch ur draw calls, just put it in a vertex buffer lol" since obviously Doom's way of doing things is rather different and people commenting don't have the direct experience. But when you can do a relatively 1:1 comparison and have such a gap, the sense that "it can't be helped" doesn't feel true.

>> No.9895632

>>9895621
>it can't be helped
Of course it can. Other ports simply perform better and there's no technical reason why gzdoom couldn't aswell. Other than the codebase being shit and graf not bothering to change it.

>> No.9895636

>>9895632
>Other than the codebase being shit and graf not bothering to change it
No one else tried to unfuck it?

>> No.9895643

>>9895632
>there's no technical reason
There's actually quite a lot, you should read how rendering in gzdoom actually works.
But it's definitely not enough to justify x2 worse performance in fucking boom wads if you ask me.

>> No.9895651

>>9895636
>No one else tried to unfuck it?
Nobody really wants to touch it, or go near the development team since it's Rachael and co.

>> No.9895652

>>9895191
>>9895195
Here's the link.
https://gog-games.to/game/unreal_gold

>> No.9895654

>>9895651
I really hope this fucking faggot get marisa'd one day too.

>> No.9895657

>>9895651
It's open source. What's to stop someone from just forking it?

>> No.9895667

>>9895657
Sounds like it's a convoluted mess that only a turbo autist would want to mess with.

>> No.9895669
File: 486 KB, 854x480, doom01.png [View same] [iqdb] [saucenao] [google]
9895669

>>9895632
It did read like there were some obvious minor optimizations to be made but that the legacy common rendering code was an obstacle. Plus the guy's got a day job and it's an inherited code base which always sucks. But 15k polygons... surely that can run faster than current AAA games.

>>9895636
I saw a few posts with the Rum & Raisin guy offering to overhaul some stuff but I don't know if that went anywhere, he said he had to ask his company for permission and that's the last post I saw about it

>> No.9895671

>>9895505
Funny you bring up Perfect Hatred because I feel like all of Sigil is spiritually Perfect Hatred in many ways.

>> No.9895704

While we're at it, any idea da fug is happened >>9895602 ? I believe it's default settings, and latest DSDA.

>> No.9895718

>>9892453
are loli/shotas ok?

>> No.9895734

>>9894183
It's Lo Wang from the non-retro SW games.

>>9894185
Is he confirmed to be the same as OG Wang? I'm not sure.

>> No.9895753

>>9895718
someone better make evileye.wad and/or ckid.wad

>> No.9895762

>>9895718
I assume it'll be fine so long as you avoid anything explicit.

>> No.9895846

>>9895671
>Sigil is spiritually Perfect Hatred in many ways
I enjoy Thy Flesh Consumed but man, it really makes me miss the super shotgun. Wonder if sigil will have that same feeling, especially right after finishing plutonia on UV

>> No.9895851

>>9895467
Just to be sure, you only tested your map with GZDoom ?

>> No.9895859

>>9895851
I actually tested it with GZDoom 4.10 and Woof 11, because an anon suggested such.

>> No.9895870
File: 214 KB, 200x200, file.gif [View same] [iqdb] [saucenao] [google]
9895870

Would you be open to item replacements in line with this stereotypical weeaboo theming we have going so far? Instead of health and armor, what if it was replaced with "fuel" and "merch," with the item sprites representing junk food and anime merchandise respectively? I can't promise anything, but I would be open to trying to sprite this stuff.

>> No.9895879
File: 213 KB, 640x480, revse64.png [View same] [iqdb] [saucenao] [google]
9895879

>>9895870
Forgot to quote >>9892453

>> No.9895962

>>9895596
Obvious meme edit.

>> No.9895970

How do you anons take notes in regard to map design for traps, hallways and rooms?
Do you scribble "hallway x shape leading to y and z" or take pictures?
Also what wads do you recommend for the purpose of learning good design for any of the above?

>> No.9896006

>>9895970
I just write a note a draw a line from the note to the place on the map.

>> No.9896009

>>9895851
Why would he test it with GZD if it's a Boom mapset?
Why is it such a big problem for people to use the recommended sourceports?
I play UDMF maps, I use GZD, I play Boom maps, I use Woof, I play Vanilla(ish) maps, I use Crispy, easy as. There is literally no excuse to not play Boom mapsets on Woof.

>> No.9896024

>>9895970
all of my mapping can be summarized as such:
>it came to me in a dream

>> No.9896050

>>9895467
dat ass
Who is it?

>> No.9896059

I had a zscript question, i've been told to keep away from it because it's extremely new and basically restricts my wad from being run on any version of doom that's not some very specific and new versions of gzdoom, is that true?

>> No.9896064

>>9896009
>reading comprehension
>contextual cues

>> No.9896074

>>9894820
Take it easy, Graf.

>> No.9896082

>>9896064
Just to clarify there was another anon that was asking questions about Boom and UDMF. I asked two questions on it, one asking if I had to use Boom format and the other asking why Boom and didn't press further.
It wasn't that bad, though the figuring out doors was painful.
>>9896050
Outis from Limbus Company, a gacha game but it's technically a multi-media series I enjoy.
>>9895970
I draw three boxes and just go from there.

>> No.9896113

https://www.youtube.com/watch?v=tLzRdyRp6DE

>> No.9896154

>>9896059
Rather than restrict, the arbitrary scripting kinda sets free what's possible. But it is as you say, you'll be stuck to operate strictly on GZDoom which has it's downsides and grievances that people have talked about in the thread enough already. But I'll say that it still enjoys a giant chunk of the playerbase, lots of resources and information on how to do things their way.

Depends what you want out of your Doom mapping; if you're interested in strictly Doom-like things, start experimenting out with Boom format, but if you feel you have MUCH bigger and more complicated plans that just aren't doable within the paradigm at all, look into GZDoom and zscript.

There's also MBF21 but that's another topic.

>> No.9896163

>>9896059
>and basically restricts my wad from being run on any version of doom that's not some very specific and new versions of gzdoom, is that true?
Has to be a version of GZDoom after 3.0 (though 3.0 to 3.2.something is a fucking stupid idea to run anyway because Graf allowed an arbitrary code exploit) and then it's down to what version it needs for features or what version zscript.zsc demands at the top.

>> No.9896167

>>9896059
Just ask it anyway. Why do you need permission to ask a question?

>> No.9896172

>>9892453
>>You can add up to 3 custom textures picturing your Waifu in some part, keep it blue-board friendly or it will be badly censored.
what does the 3 custom textures part mean?
that if i were to draw a character, i'd only use 3 otex textures and then others are vanilla?
or that the character can only be drawn in 3 textures in general?

>> No.9896189

>>9896172
>what does the 3 custom textures part mean?
It's actually five images now, thank OutisAnon.
>that the character can only be drawn in 3 textures in general?
Only five images of your waifu can be added, OTEX is fine -- use as many textures as you like.

>> No.9896190
File: 83 KB, 500x500, artworks-ub5zFQOvrNyMkzG0-YSw6EA-t500x500.jpg [View same] [iqdb] [saucenao] [google]
9896190

Name a worse console port!

>> No.9896207
File: 94 KB, 787x640, cookingoverhere.jpg [View same] [iqdb] [saucenao] [google]
9896207

>>9896172
You can add 5 custom textures to your wad that you made/found/whatever that picture your grill, OTEX is all-you-can-use, use it as you like.

>> No.9896210

>>9896190
SNES Wolf3D.

>> No.9896239

https://www.youtube.com/watch?v=zHpS0p365EU

>> No.9896260

>>9896239
That's a pretty fucking pedestrian list right there.

>> No.9896263

>>9896239
>overrated wads
I sleep

>> No.9896264

>>9896210
HALT
I actually like the SNES version of Wolf 3D, the PC version drags on too long for me to want to finish all 6 episodes, so I welcome the condensed campaign.
Rocket Launcher and Flamethrower are fun, and the map and dedicated strafe buttons are also nice additions.
Censorship is unfortunate, but it still paved the way for future ports.
Moldy Cheese > Dog Food

>> No.9896270

>>9896210
the most gayest port of Wolf3d besides Noah's ark

>> No.9896281
File: 128 KB, 640x400, INTERPIC.png [View same] [iqdb] [saucenao] [google]
9896281

>>9896270
>besides Noah's ark
I dunno man, he seems pretty hardcore to me.

>> No.9896313

Where can i find Doom MIDI's like this one?
https://www.youtube.com/watch?v=jMqoLZKHRxI

>> No.9896321

>>9896313
Links to various self-posts by composers in general:
https://doomwiki.org/wiki/Adding_custom_music

Stewboy specifically (Though it's not entirely up to date):
https://www.doomworld.com/vb/thread/93428

Is there still a link to midis from popular wads?

>> No.9896364

>>9896321
Anon made a compilation a while ago, said to be back for another update, nowhere to be seen
https://www.mediafire.com/file/vmqnqgyqy60v619/midicollectionv5.zip/file

>> No.9896385

>>9896239
Eh. They're all fine choices.
I don't think I would count Adventures of Square since it's essentially a new game.

>> No.9896394

>>9896385
I'll start counting Adventures of Square when ep3 comes out.

>> No.9896395

>>9896385
Piratedoom is a TC too, and it's just weird to have Valiant and Lunatic at opposite ends.

>> No.9896528

>>9895505
>I heard John Romario created a new episode, and I want to play that. How good and how hard it is? Are those maps worse rhan Perfect Hatred?

Sigil is excellent, I'm a casual who didnt finish Plutonia but I found Sigil on UV to be very enjoyable, punishing, but very rewarding.

>> No.9896579
File: 47 KB, 462x544, ae98da242fbaed22fb5a3dce3b61f335.jpg [View same] [iqdb] [saucenao] [google]
9896579

>>9892453
>>9890845
So I'm making the post now, even if it doesn't show up in the news post, ping here or the next news to notify me of your maps.

Doom 2 Waifu wad "Fore/vr/ Alone" :
>IWAD : Doom 2 | Format : Boom | Texture pack : OTEX 1.1

>Map for Doom 2 using sectors to draw your Waifu as part of the map.
>Your Waifu MUST be part of the playable area, and you CAN extend the playable area further than your Waifu.
>You can add up to 5 custom textures picturing your Waifu in some way, keep it blue-board friendly or it will be badly censored.
>Custom MIDIs are welcome (with proper credit when possible)
>Don't bother with secret exits for now.
>You probably know to, but don't forget to test in one or two ports other than your favorite.

>You can tag this post with your Waifu before making your map if you want to claim your Waifu.
>Submit your maps by tagging this post with your name (optional), your map, your Waifu and this project name.
>Deadline : Somewhere between 94 protons and Mordeth, that is June 18th, 2023.

>>9895870
As long as it follows a general weeb theme and doesn't favor anyone in particular (don't put your love Blaz on it), go wild.

>> No.9896607

>>9896579
>(don't put your love Blaz on it),
I don't think anybody could make a map short enough.

>> No.9896612
File: 364 KB, 1281x819, kk.png [View same] [iqdb] [saucenao] [google]
9896612

>>9896579
a bit of bumbum never hurt anyone

>> No.9896615

>>9896579
Re-posting, for ease.

>Name (Optional)
Anon
>Map
litter.catbox.moe/yvm8ou.wad
>Your Waifu
Outis, Limbus Company
>Level Name
Outism, I don't know how to name it myself.

>> No.9896713

>>9896190
Game.com Duke 3D

>> No.9896735
File: 165 KB, 442x517, 4745c1a4fb6b92904f75727a128a8352.jpg [View same] [iqdb] [saucenao] [google]
9896735

>>9896615
Noted, I'll make a MapInfo to show names later.

>>9896612
>

>> No.9896753
File: 401 KB, 608x600, sbs.png [View same] [iqdb] [saucenao] [google]
9896753

>>9896579
Claiming Madoka while I grapple with the decision to either use my own drawing or trace something on-model

>> No.9896763

>>9896713
Does that even count as a port? Most portable stuff are usually their own game.

>> No.9896790
File: 220 KB, 597x438, 1668755300571460.png [View same] [iqdb] [saucenao] [google]
9896790

>>9896607

>> No.9896794

A question: How the fuck are you actually supposed to play a slaughter map with hitscanners and arch-viles thrown in? How the fuck do you focus them down while Pinkies are swarming you and the map doesn't provide you with any sort of cover, especially in something like Unloved. What are some clues you guys might give me?

>> No.9896802

>>9895505
Sigil is kind of as if John Romero made all of Episode 4 by himself and he made sure every level was at least as harsh as E4M2, if not more. It is however balanced for different difficulties, and considering how much harder it is than Doom 1 & 2, there's no shame in giving it a whirl on HMP at first. You'll get better as you go.

For its quality, there isn't anything new or groundbreaking in its design or anything, but it is VERY well made. People can joke about Dai-Katana's many foibles, but fact is that Romero has serious talent for level design, and he's still one of the best in the industry, right up there with guys like Richard Gray.
Romero is working on a Doom 2 megawad, and while I don't expect any revolutionizing there either, I'm confident that it's going to be very good, and I'm looking forward to it.

There's a free version of Sigil, and a paid version. The lone difference is that the paid one has a recorded soundtrack by Buckethead, mostly existing songs of his, but also original music which I think is pretty good. Your choice if you wanna go with MIDI, buying the special version, or pirating it.

>> No.9896806
File: 201 KB, 998x752, wads.png [View same] [iqdb] [saucenao] [google]
9896806

Does anyone kindly have a download for No Rest for the Living in wad. Format so I dont need to play the shitty bethesda port?

>> No.9896808

>>9896806
read the OP, it has to be there.

>> No.9896810

Is this feature no longer in UDB - sector mode seems a lot more finicky now than what I'm seeing in the video.
https://www.youtube.com/watch?v=rRWB4hpcZhc&list=PLCE835098C82D8F24&index=2

>> No.9896813

>>9896190
snes doom
atleast the 3do version has a good ost

>> No.9896814
File: 549 KB, 600x719, 1661727438863121.png [View same] [iqdb] [saucenao] [google]
9896814

>>9896808
i dont want to download a 6gb wad pack and its an "illegal" wad since its ripped from the xbox version

>> No.9896816

>>9896814
nevermind found it on archive.org lol

>> No.9896818
File: 32 KB, 480x588, golden-boner.png [View same] [iqdb] [saucenao] [google]
9896818

>>9896260
>>9896263
It does make me question just how many of them actually finished through said Memento Mori and Hell Revealed. Tried to start /vr/ survey for a little experiment and strawpoll appears wholly impractical - it doesn't provide multiple custom fields to fill all the needed answers from the start, and doesn't let me lump together samey votes in case of typos. Unsalvageable mess guaranteed, not to be used.
https://strawpoll.com/polls/7rnzmoXLayO

>> No.9896820

>>9896802
The Buckethead music is too busy for Doom music desu. It's distracting.

>> No.9896821

>>9896814
>i dont want to download a 6gb wad pack
the OP has mega folders with individual files inside, but whatever.

>> No.9896824
File: 417 KB, 1804x752, overlayed.png [View same] [iqdb] [saucenao] [google]
9896824

>>9896810
It's a bit jank, yeah.

>> No.9896825

>>9896818
>Voting in incognito mode is not allowed. Please disable incognito mode and try again.
>I'm not even in incognito
ok then

>> No.9896827

>>9890843
Has anyone seen this video
https://www.youtube.com/watch?v=2lGlyxFLuDU
Also any rips of those assets

>> No.9896836

>>9896825
How about now?

It doesn't really matter though, we'd need a better alternative if we're to start this little gig. It should be fool-proof.

>> No.9896837

>>9896820
Agree. And Jimmy's tracks for Sigil are super solid anyways. Hate Machine is gold.

>> No.9896839

>>9896824
Yeah I thought as much. I should prob look at a modern guide for UDB instead. Was just trying out the thread's recommendation.

>> No.9896843

>>9896827
>Obscure
>Blake Stone
LOL

>> No.9896848

>>9896837
adrenaline in the blood, pretty hate machine, and you aint the boss of me are peak midis
james is

>> No.9896850

>>9896843
>wolf3d clone released one week before doom
poor bloke never had a chance

>> No.9896859

>>9896818
>PRAISE DAINA'S CURVES
based
>I think anon sucks
unbased

>> No.9896861

my friend just kicked me from our group chat for saying rott and blood were better than half life. kek

>> No.9896862
File: 31 KB, 351x395, 04d.png [View same] [iqdb] [saucenao] [google]
9896862

>>9896818
>Benis

>> No.9896867

>>9896861
Your friend is right. You should kneel before him.

>> No.9896874

>>9896867
half life is like chewing 5 gum. you see the ads and the funny shitposts, so you try it, and its just normal gum. its nothing special, nothing unique, just more boring shit. atleast half life 2 has fun gunplay, hl1 is just boring.

>> No.9896876

>>9896806
You can download bethesda port from csrin and get wads from there, I did it myself even though I have it in steam, like hell I'm making some fucking bethesda account just to play green-crossed wads.

>> No.9896881

>>9896874
>HL2 has fun gunplay
Disagree there. The arsenal is toned down in HL2 in terms of sound design, and having pocket reloads means there's less commitment to using anything. The revolver and crossbow are good, but they're good in HL1 as well.
They also fucked up the crowbar.

>> No.9896884

>>9896881
ok ill have to agree on sound design, the smg and shotgun sound like shit. hl1s weapons feel heavy and unsatisfying to me. also yeah the hl1 revolver is pretty good.

>> No.9896907

>>9896884
I enjoy the heft and crunch of HL1's weaponry. Really the problem a lot of people have with HL1's gunplay is most enemies don't have an immediate visible reaction to being shot, and then afterwards they have a canned animation when they die.
HL2 has the same thing with enemies not immediately reacting to being shot, but the ragdoll systems mean they'll have different ways of keeling over when killed, or they go flying with hit with explosives. Though I personally prefer the gibs of HL1.

I also prefer fighting the HECU of HL1, as they're more aggressive compared to the Combine where you can clown on them with little problem. The HECU AI is also more refined in Sven Co-op too.

Also while I mentioned it earlier, I do want to say I prefer the crossbow of HL2 over HL1's, because the CLINK-ZZT of jamming a rebar rod into the bow is satisfying as hell, plus you can pin killed enemies to walls. That's fucking cool.

>> No.9896920

>>9896907
the physics add so much to the feedback of hl2. pinning enemies to walls with the crossbow, watching some cop fly back 5 feet after a solid magnum shot to the face, and watching headcrabs fly when you hit the with the shotgun as they try and jump on you is way to fun.
the issue with hl1s combat is that your weapons feel unresponsive and not very satisfying because of the animations and sound, the enemies dont flinch for shit so it feels like your guns are doing anything, the blood effects suck, and the death animations are dog ass.

>> No.9896921

>>9896395
>Piratedoom is a TC too
How total does a conversion have to be for it to be a TC?

>> No.9896924

>>9896881
HL2 has pocket reloads???

>> No.9896928

Forget the crowbar - bring back Shepard's pipe wrench.

>> No.9896940

>>9896928
Fuck yeah, the alt attack with the windup and gibbing headcrabs with it is so damn satisfying

>> No.9896956
File: 3.92 MB, 640x360, 1657432.webm [View same] [iqdb] [saucenao] [google]
9896956

>>9896920
I like Source gunplay in general, feels nice

>> No.9896957

>>9896827
that mars 3d game looks nice for a doom project

>> No.9896986

>>9896956
>grenade thrown in your direction
>desperately mash E to pick it up
>manage to throw it back
so satisfying. grenades using havok physics was a great idea.

>> No.9897054

https://www.doomworld.com/idgames/levels/doom/a-c/crusades
No way dude made something as tight and polished as this in 99, they had no doom builder then.

>> No.9897063

>>9896956
Using the gravity gun as a main weapon while taking advantage of quick-switching and auto-reloads made HL2's combat finally click for me after a decade. Snipe a soldier from a distance, immediately switch to the gravity gun and grab something nearby to use as cover, then launch it into another guy's face and watch him fly off a cliff while screaming, as opposed to fecklessly hiding by a corner spraying with the SMG, hoping they die before they unload a shotgun into your face.

It's insane how Valve had this whole robust physics system with individual masses and inertias implemented in a game from 2004, and then no one else ever bothered doing it again. There weren't even that many Source games that took advantage of it to a similar degree.

>> No.9897080
File: 315 KB, 2812x1968, url.jpg [View same] [iqdb] [saucenao] [google]
9897080

>my doom 3 save is lost
back on the shelf it goes

>> No.9897089

>>9897080
>my doom 3 save is lost
why is this important, just play it again :DDD

>> No.9897093

>>9897080
probably a good thing, that game is ass

>> No.9897132

>>9896818
https://strawpoll.com/polls/7rnzmoXLayO
Cleaned it up, let's see how it goes for our humble traction of daily posters, voting period is indefinite. Should I keep DRLA or any other mods? I think I should.

>> No.9897135

>>9896861
agreed. well definitely blood, maybe not rott. but the whole game is linear hallways and vents, its so lame compared to what had been done before with level design

>> No.9897147

>>9897063
>It's insane how Valve had this whole robust physics system with individual masses and inertias implemented in a game from 2004, and then no one else ever bothered doing it again
tards are more easily impressed with muh super next gen unreal engine graphics than they are stuff like this, and it's more profitable to appeal to them

>> No.9897165

Okay but what if my favorite wad isn't actually any good and I know that?

>> No.9897168

>>9892363
I absolutely have a bias against long maps because of my autistic compulsion to never quicksave for any reason. A clever cyberdemon puzzle just becomes an instakill roulette where the ante is 40 minutes of nonstop perfect muscle memory gameplay just to get to and attempt it a single time
I only play speedmaps and community projects because single author megawads devolve into 500 monster greek epics after 2 maps

>> No.9897180

remember that "wadbooru" idea? what if it had a section for midis to make it easier to find music for wads?

>> No.9897202
File: 304 KB, 1000x1256, Maetel eating corn.jpg [View same] [iqdb] [saucenao] [google]
9897202

>CORN.WAD
Did anon make that up? 'Cause I've just finished it. Midtex walls out of 10, definitely an upper grade of '95 doom mapping.

>> No.9897208
File: 167 KB, 518x331, corn.png [View same] [iqdb] [saucenao] [google]
9897208

>>9897202
it's one of those random map names that's stuck in my brain, mostly just because it's called corn, thought it'd be funny to add to the list

>> No.9897224
File: 287 KB, 1361x910, Khrushchev.jpg [View same] [iqdb] [saucenao] [google]
9897224

>>9897208
Yeah, that's the one. Well, you were multitudes funnier than the other guys.

>> No.9897250

>>9897180
yes i remember that ancient idea from yesterday

>> No.9897265

How the fuck do i use the gun textures of quake enhanced in ironwail vanilla quake? Not even deleting the vanilla paks and moving over the enhanced pak displays the new models. Where in the ass does enhanced pull those models from?

>> No.9897267

I'm trying to think of fitting gameplay mods to play with different DBPs.

Funnelcake Apparitions + Disaster Jester
Magnificent Five + High Noon Drifter
Emerald City + Ashes Weapons
City of Damned Children + Voyage Infernal
Japanese Valentines + Naku-Naru
Auger;Zenith + Wrath of Cronos/Walpurgis for a Shadowrun feel. More so if you're playing mages or the Druid
Dungeons and Demons + WoC/Walpurgis

>> No.9897293

>>9897267
I used the Plutonia weapon set from Final Doomer for Emerald City.

>> No.9897332
File: 152 KB, 512x512, gura-qmak.png [View same] [iqdb] [saucenao] [google]
9897332

>high kill percentage
>low item percentage
>0-33% secret percentage
every damn time
how do you get better at finding secrets?

>> No.9897339

>>9897332
It depends on the secrets really. Sometimes its obviously there like a different texture on a wall and others you wouldnt find even if you IDDT'd the map or picked up a computer map -- not without a walkthrough at least. Like Map15 -- there's some switch that opens a secret that has an item and picking up that specifc item triggers a door opening across the map that leads to the secret level.

Some mappers take that to a new level with the amount of Legends of the Hidden Temple bullshit that you need to do and some even have the gall to make them require strict timing or order to it or its forever sealed away.

Fuck that shit.

>> No.9897340

>>9897180
Yeah I remember that ancient idea, man it feels like yesterday.
>what if it had a section for midis to make it easier to find music for wads?
Isn't that just vgmusic?

>> No.9897342

>>9897265
they're in the Pak files but in a format (md5) that ironwail does not supporto (yet?)

>> No.9897343

>>9897063
>no one else ever bothered doing it again
There's that Might & Magic spinoff about throwing shit and kicking people. That's about all I can think of.

>> No.9897346

>>9897332
I have the opposite problem where I'll get lost in a map and I desperately want to find the exit, but I keep discovering secret rooms instead of progressing.

>> No.9897347

>this poll sucks
No less than with your astute self anon, so far I'd agree. Results were unimpressive.

>> No.9897349

>>9897343
You're thinking of Dark Messiah of Might and Magic, which launched Arkane into making games that were less interesting than having a dedicated kick button.

>> No.9897356

>>9897349
Shit I had no idea Arkane made it. Crazy.

>> No.9897360

>>9896082
>though the figuring out doors was painful.
Ultimate Doom Builder has a functionality for automatically generating doors, btw.

>> No.9897430

>>9895573
>>9895621

and then there's the irony of switching from vid_rendermode 4 (hw accellerated) to vid_rendermode 0 (8-bit software) and getting super smooth framerates
(in that map and on my system, at least)

>> No.9897448

Angering a pig to make it chase you to lure it around the corner to then stand on it and be able to reach a out of reach ledge which contains a secret is pure gaming KINO

Redneck Rampage is epic. How come Ion Fury didn't use pushable blocks?

>> No.9897451
File: 59 KB, 720x540, 1678278207866551.jpg [View same] [iqdb] [saucenao] [google]
9897451

>>9897202
what the fuck...
just the other day i was searching for this artist from distant memory for the first time in years for the kart map texture replacements request

>> No.9897501
File: 245 KB, 946x1247, __columbo_columbo_drawn_by_lafolie__ddb6f87053fec2c78ae578fafe04e0a0.jpg [View same] [iqdb] [saucenao] [google]
9897501

>>9897451
Usual mundane isn't always what it seems to be huh, with these refreshing surprises. As for myself, I sent Uzbek parody of Doomguy instead, haven't checked if server hoster was any kind of islamophobic after that.

>> No.9897512

>>9897339
I recall an entire mapset having nothing but timed secrets that close in seconds if you don't speedrun straight to them from the start of the level. And doing it leaves you open to getting fucked by alerting everything on the map immediately including clusters of revenants+archviles+placed corpses because fuck you

>> No.9897521

>>9896281
He couldn't expect God to do all the work.

>> No.9897571
File: 99 KB, 575x751, temp8.png [View same] [iqdb] [saucenao] [google]
9897571

>>9896579

I'M DOING IT

not claiming her still, only her ass, rest of her is still up for grabs

>> No.9897581
File: 6 KB, 237x212, i sleep.jpg [View same] [iqdb] [saucenao] [google]
9897581

>>9896579
>OTEX

>> No.9897585
File: 109 KB, 320x200, [unzips rocket launcher].gif [View same] [iqdb] [saucenao] [google]
9897585

>>9897571

>> No.9897598

>>9897571
Beautiful.

>> No.9897603
File: 7 KB, 105x66, ANONC8.png [View same] [iqdb] [saucenao] [google]
9897603

>>9894156
>>9894179
Self-deprecation to earn a dirty cheap laugh from ironic weeb crowd? I dunno, maybe you're all in truth unexaggeratedly obese and unwashed, but I would've preferred something less gnarly and more plain (boring you may say) if that's to be the case - such as green zentai anon skin with sprite sheet all ready, sense of elegance and less inadvertent catering to culturally appropriating tourist filth. Here is also my amateurish edit with Wang's sword and a headband to make it spicier, however public wills it.

>> No.9897609

>>9897571
>for grabs
teeheehee

>> No.9897617

>>9897603
This post has some real "arrogance and contempt" vibes.

>> No.9897627
File: 1.88 MB, 1600x900, spasm0085.png [View same] [iqdb] [saucenao] [google]
9897627

Just finnished my Quoffee - any idea how that E1M1's gimmick of no shotgun (and no shells drop from Grunts) was done in vanilla Q1 so one could possibly replicate it?

>> No.9897758
File: 197 KB, 640x480, doom00.png [View same] [iqdb] [saucenao] [google]
9897758

>>9896579
>MIDI:
Stuart Rynn's Day of Mourning
>Map name
Eto (Even though the automap still says "Entryway" but i haven't gotten around to change it).
>Character
King Cai. I'm thinking of drawing that dialogue portrait of him smiling in an area where you fight a Cyberdemon.
>Level description
So far, i'm using Heaven/snow related assets. Don't expect anything actually resembling specific locations from GR2.
Don't mind the sky textured walls, i'm just using them as a sort of reference as i design some background elements. Will soon replace them with the actual skybox.

>> No.9897759

What do we think about upcoming boltgun?
I am happy as there never was a good warham mod for doom :)
Sorry if I sound like a shill I am just happy and this will tide me over until the ion maiden dlc hits

>> No.9897761

a quick rundown about myhouse.wad?

>> No.9897767

>>9897761
In short, it's a wad with an ARG.

>> No.9897770

>>9897761
Weird shit, with like 90% of the map being secrets and secrets within secrets. A lot of attention to detail.

>> No.9897771

>>9897759
Animations look wrong for the quality and Tim Willits is back on his bullshit of using his "credentials" as an original Doom developer to claim 40k inspired Doom, which it didn't.

It's also not retro.

>> No.9897783

>>9897761
doomworld account inactive since 2006 starts posting about how he hasnt mapped in ages but hes gonna come back to it now that his friend passed away and had an unfinished wad of his (friend's) childhood home which he knows well.
later he makes a thread about his creation "myhouse.wad". it is regular run of the mill doomcute wad. below i reveal the rest of the premise.
the download link on google drive comes with an additional "myhouse.pk3" and a journal. reading the journal makes us understand these files were uploaded "mistakenly" (although obviously not). "myhouse.pk3" is what everyone talks about when they talk about "myhouse.wad".
journal talks about how he would go into this trance state when mapping, which a lot of doom mappers relate to considering how many she/hers are around. he talks about how it feels like the map is the one whos in control, how hes having nightmares, etc.
when we start playing the map we see things arent as they seem. in fact theres a lot more to it than just a house. theres a lot to explore but i wont get into that. however certain things raise more questions than answered

>> No.9897790

>>9897783
a cheap ass creepypasta wad off some horror movie

>> No.9897791

>>9897761
Fun little map.
Myhouse.pk3, now that’s different…it really just goes all out to be the most “Doomcutest mapset” ever, lots of the time creatively.

>> No.9897808

>>9894553
i hope this happens desu

>> No.9897819

>>9896579
I'm still working on this - just reposting for ease.

>Midi:
Undecided
>Map Name (undecided):
Black Fortress
>Character:
Olga Discordia
>Level Desc:
It's gonna be a fortress infested with demons obv. I want you to start outside of it and slowly make your way to the throne room once you enter. I wanna try and get a nice shot of it from the outside then use doom fuckery to make it feel like the rest of it is all inside what you entered.

>> No.9897823

>>9897790
lol you have no clue

>> No.9897848

>>9897267
I think I'm gonna play the same wads with the same weapons.

>> No.9897850

>>9897783
>which a lot of doom mappers relate to considering how many she/hers are around
wait what

>> No.9897854

>>9897850
mentally ill trannies.

>> No.9897859

>>9897790
the WAD itself is good but the whole
>the files were uploaded mistakenly
part is just so retarded it makes the entire "lore" complete bullshit by association

>> No.9897873

>>9897783
>doomworld account inactive since 2006 starts posting about how he hasnt mapped in ages but hes gonna come back to it now that his friend passed away and had an unfinished wad of his (friend's) childhood home which he knows well.

sounds so fake and gay. its just probably someone else who remembered the password of his old DW account.

>> No.9897878
File: 865 KB, 714x724, 1658991085016607.png [View same] [iqdb] [saucenao] [google]
9897878

>>9897850
"trance"

>> No.9897882

>>9897873
>its just probably someone else who remembered the password of his old DW account.
Duh. It helped with the initial reception of the wad, just like the people who started just with the wad and not the pk3 when it was first out

>> No.9897895

>>9897761
It's a cool house, check out myhouse.pk3
Ignore the over analysis from the zdoom/doomworld community, I'll give you run down. It's very nostalgic to anyone experienced with map creation, in fact though completely pointless the map actually uses old tricks that have long since been replaced by easier methods.
Spoilers for literal spoilers because it's one of those things best experienced blind.
myhouse.pk3 is more than it seems, when going through the house the first time there will be some things off but you likely won't notice. However should you beat the second level you'll return to the first level.
Of course once you discover the secret, trying to grab the soulsphere outside, you'll encounter an updated house. The house outside updates as well -- look at the roof, it updates.
The music as well will start to glitch till playing an song about dementia, specifically forgetting who you are.
As you go throughout the level things will start to change, and you'll likely get one of the four endings. Remember beating the level, even in the mirror world, doesn't actually beat the story because you'll just loop back to the house.
You might read the diary and realize the author slowly descends into madness being a perfectionist, and gives hints on how to beat the pk3: He states though this is clearly cursed and only tries to upload myhouse.wad and not the pk3, but fails. Throughout the level things just slightly change, along side the obvious changes, producing an effect of "wait a second."
Cheats also give hints.
You might eventually notice the photographs on the wall having 8 slots, and another area having 8 as well: Thus at this point it should be obvious.
It's fun, and personally I think it's about perfectionism and regret.
Also once you find the secret ending you'll be asking: Who was phone?

>> No.9897920

>>9897878
>>9897850
>>9897783
For life of me I cannot figure out why the zdoom community keeps suggesting it's related somehow to being trans, both characters are dead but both had wives. Their obituaries literally call them men and use male names.
The only thing is the bathroom that changes the signs outside around, a feature that happens with everything else. Like it relies on a detail so small. It's like making a theory because the playstation gets replaced with the xbox that the character is actually Master Chief. It feels like such a jump.
Oh well.

>> No.9897950

>>9896802
>right up there with guys like Richard Gray.
Sorry, Levelord was shit in comparison to Romero and even Allen Blum.

>> No.9897969
File: 41 KB, 754x408, i want to fuck cacogirl.png [View same] [iqdb] [saucenao] [google]
9897969

wads that connect all 4 doom 1 episodes into one huge megawad

I dont like episodes and I wanna play doom 1 episodes with a rpg mod

>> No.9897971

>>9897920
Any piece of media with a deliberately vague story or themes that are open to interpretation gets latched onto by trannies as they claim that the message is about the “journey of transitioning” or whatever. They applied this idea retroactively to Yume Nikki, which many are saying myhouse reminds them of, and Celeste, some unremarkable modern platformer, retroactively had it canonized when the dev actually trooned out.

It’s essentially the “you are dead or in a coma and this is all a hallucination” cop out, but for people who chopped their cocks off.

>> No.9897974

>>9897969
So get one of the episodic mods that change the maps to exit to the next episode, there's loads of them.

>> No.9897982

>>9897920
pretty sure theyre gay
the two obituaries imply they were lovers. you say they had wives but i dont remember reading anything like that. if you can show me this then i'll know i'm wrong
obituaries say they're having a joint funeral. one obituary says he "reconnected with his highschool crush", the other one says he reconnected with a former classmate and became soulmates.
the valentines day journal entry is also written as if veddge's loved one had died

>>9897873
>>9897859
guys idk how to tell you this but the story is 100% fake as revealed by the secret ending. but even before that its pretty clear its just an arg

>> No.9897984

>>9897571
One person do the butt/legs, another the chest/front/face.

>> No.9897985

NEW THREAD :
>>9897976
>>9897976
>>9897976

See you there, don't mind the rain.

>> No.9897986
File: 2 KB, 96x116, 1631599453573.png [View same] [iqdb] [saucenao] [google]
9897986

>>9897603
Not that fond of the HUDface, but 4chan has done self-deprecating humor along those lines long before the modern locust plague of ironic weebs.

Ironics want to 'clean up' the 'gross and problematic' aspects of anime and Japanese nerd culture. Rather than just deciding some work isn't for them, or potentially appreciating it from a different perspective, they want it either sanitized or outright destroyed.
I can enjoy my schlocky old OVAs and cute lolis while also enjoying some ribbing between likeminded individuals. A little irony in itself isn't the problem, poser dipshits are.

>>9897617
Considering that was Thesaurus Rex making a long and desperate deflection after being caught being a massive fucking cheat, and then fleeing the community for good, I don't agree.

Just call him a faggot if you don't like him.

>> No.9898013

>>9897982
I suppose that's fair, I can see the implication, the only issue is the baby imagery, the message "some things just aren't meant to be, and the hospital, which to me implies miscarriage. Also the heart-shape has the initial, that doesn't match either name, but another letter for a different character.

>> No.9898048

>>9894156
I don't care for it. Maybe just the glasses or like other anons said, obese. Too bad the fedora'd gentleman meme died.

>> No.9898050

>>9897986
i thought it was just people getting sick of irony because of zoomers or somethingawful goons, like an overcompensating thing

>> No.9898060

>>9897920
If the bit about the miscarriage is right the sign changing genders could well be in relation to the baby's gender being uncertain. That was a lot of blood in the bathroom btw.

>> No.9898126

>>9898013
I thought the "it wasn't meant to be" thing was in reference to it being two faggots who biologically can't have kids