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9941667 No.9941667 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9935618

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/"doom thread"/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.9941671
File: 810 KB, 1024x512, 1685098571110301.png [View same] [iqdb] [saucenao] [google]
9941671

=== 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

FORE/VR/ ALONE
Rules: https://desuarchive.org/vr/thread/9890843/#9896579

=== NEWS ===
[5-28] Corruption Cards updated to 5.0
https://www.moddb.com/mods/corruption-cards/downloads/corruption-cards-50

[5-27]Combined_Arms Gaiden upgraded to 2.1
https://combine-kegan.itch.io/combined-arms-gaiden

[5-25] Explore Jam 3 for Quake released
https://www.slipseer.com/index.php?resources/explore-jam-3.228/

[5-25] 3D scans of Quake 2 toys
https://blake.toys/tags/quake2

[5-24] Aleph One updated
https://alephone.lhowon.org/

[5-23] Nugget Doom updated to 1.14.0
https://github.com/MrAlaux/Nugget-Doom/releases/tag/nugget-doom-1.14.0

[5-23] Woof 11.1.4 released, Mac/MIDI support improvements and bugfixes for Dehacked
https://github.com/fabiangreffrath/woof/releases/tag/woof_11.1.4

[5-22] "Bring Your Own Class" Zandronum mod release
https://revenatn.itch.io/byoc

[5-18] Chasm: The Rift's re-release gets a major update and console release
https://store.steampowered.com/news/app/2061230/view/3730712991560569024

[5-17] Anon releases map for waifu project
https://gofile.io/d/B3qNZm

[5-10] New Hexen II map using Shadows of Chaos mod
https://www.celephais.net/board/view_thread.php?id=62245

[5-9] Base Ganymede added into the list of DOOM re-releases' add-ons
https://slayersclub.bethesda.net/en/article/1qqid5FOihJAll7ANpuKhd

[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

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

>> No.9941678 [DELETED] 
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9941678

Anchor post for waifu doom project
Rules: https://desuarchive.org/vr/thread/9890843/#9896579

>> No.9941694
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9941694

oh noes

>> No.9941716
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9941716

>> No.9941720
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9941720

>>9941303
In light of a few anons saying they're not going to make it (including myself after being sick for a week) I'll just take the currently worked on maps whenever they come in, and put up test builds until they seem suitable for release.
No more deadlines, it just happens when it happens (or it doesn't).

>> No.9941727
File: 462 KB, 1920x1080, Screenshot_Doom_20230525_212909.png [View same] [iqdb] [saucenao] [google]
9941727

Anyone have recommendations for a good NPC mods that would introduce different scifi soldiers etc as enemies? I started Uighur Zenith and it's looking really good but the standard Doom enemies are a bit boring with it.

>> No.9941738

>>9941727
Rampancy or the DRLA monster mod on the mechanical setting.

That said, monster mods might fuck up DBP maps, a lot do stuff like using dehacked fucked with versions of the nazis as environmental effects.

>> No.9941760

At what point should I start worrying

>> No.9941761
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9941761

>>9941760
About pic related, I'm already concerned about my dementia what with constantly forgetting to attach a fucking picture

>> No.9941762

>>9941761
At about 7 times as many sidedefs. UDB will actually write them in red. But even at this stage it might still work because sidedefs can be optimized.

>> No.9941776

>>9941727
Malefactors hitscanners wear helmets and spout the pseudo-slavic gibberish from E.Y.E but other than that it's the normal demons with sillier sounds and charge attacks, I still use it by default
Neocore makes every enemy except cacos, pain elementals, and bosses mutant soldiers but it's not balanced for pistol start and the weapons aren't great

>>9941738
I thought Yholl was pretty good about not fucking with nazis and keens, at least rampancy doesn't

>> No.9941780
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9941780

>>9941761
Nice, my count is this high thus far.

>> No.9941784

>>9941716
>full ones, half style, tech meat
Shitpost Nukem one-liner

>> No.9941793

>>9941671
Walpurgis 0.98 is out
https://youtu.be/ieMJf-BHTv4

>> No.9941806

>>9941694
what wad

>> No.9941809

>>9941806
https://www.doomworld.com/idgames/levels/doom2/megawads/kdikdizd

>> No.9941814 [SPOILER] 
File: 1.86 MB, 1920x1080, Screenshot_Doom_20230528_200541.png [View same] [iqdb] [saucenao] [google]
9941814

>>9941762
>At about 7 times as many sidedefs. UDB will actually write them in red. But even at this stage it might still work because sidedefs can be optimized.
Oh, well fuck yeah in that case. I'm still doing the basic structure, besides a couple of places for fun (pic related) I've yet to start any proper detailing.
>>9941780
Damn, I have to catch up.

>> No.9941816

>>9941809
very good wad

>> No.9941818
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9941818

>>9941720
Hope you're feeling better, VR Anon. Screenshot looks nice and gloomy. Interested to see how the Shub's Wager redux plays out.

>> No.9941828

>>9941809
oh nice, i should play this past map 1. it was actually super impressive.
great technical skill + stuff bordering on doomcute (like the camera feed near the start of the first map)

>> No.9941876
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9941876

>>9941818
I'm mostly better, just still feel like sleeping all day.
The redux is very open-ended with a lot of incentive to explore and fully prepare yourself for the arena fight. I just hope its not to the point of monotony or feeling like secrets are 'mandatory'.

>> No.9941895

>>9941876
>that little cliffside structure in the top-left
>the scenic facade in the lower-right
Aw yeah, that's the secret sauce.
Take your time, and keep up the good work. Also, remember to hydrate.

>> No.9941901
File: 1.66 MB, 256x256, 1604189197028.gif [View same] [iqdb] [saucenao] [google]
9941901

>>9941330
demo on glboom+
https://files.catbox.moe/ke8jvv.lmp

Really cool map, its all pretty cool other than the hitscanner hallway fight, fuck that.
other than that I did not wake Madotsuki: I'm pretty sure this is a bug but if it is intentional, well done. If you never attack in the hub area many of the fights are a bit easier due to certain monsters not waking up, personally i would leave it in for being pretty flavorful,

>> No.9941934

I'm curious about opinions on secrets in Doom maps. Should weapons like the plasma/ rocket launcher/berserk be hidden in secrets or should a map be reaonably tuned to pistol start without them? After going through dtwid on pistol start I'm pretty disgusted by the idea of the combat in a map suffering because I didn't want to take leaps of faith through hurt floors on a map with limited health.

>> No.9941937

>>9941934
I think map should be beatable without them. I see secrets as primarily to help to beat maps saveless, while secretless playthrough has a tight margin.

>> No.9941945

>>9941934
>Should weapons like the plasma/ rocket launcher/berserk be hidden in secrets or should a map be reaonably tuned to pistol start without them?
Both. But a good map needs to have enough non-secret rocket launcher and/or plasma to be satisfying. Simply placing big cell packs in secrets is also good while otherwise giving the plasma gun for free. Secrets are good for handing out powerful ammo in general.

>> No.9941951

>>9941945
Yeah, the best secrets are those that recharge the player's health/ammo/armor in a more-or-less significant/noticeable way, as opposed to just picking up small scraps of resources around the the rest of the map.

>> No.9941958
File: 481 KB, 1920x1080, Screenshot_Doom_20230525_212829.png [View same] [iqdb] [saucenao] [google]
9941958

>>9941738
>>9941776
Okay, thanks both!
>nazis living in the walls rent free

>> No.9941964
File: 2.90 MB, 1920x1080, Screenshot_Doom_20221222_231319.png [View same] [iqdb] [saucenao] [google]
9941964

Oh, is there available the 2048 Guns with pistol like this but not needing to reload? Even if it's the vanilla pistol fire rate ? Or is it doable for a newb to edit one's self?

>> No.9941965

>>9941945
My breaking point is shotgunning barons because I missed a secret. I'm bringing it on my self by pistol starting blind but that's just tedious.

>> No.9941970

>>9941901
Thanks for the feedback/demo
>hitscanner hallway fight
I might rework that since everyone complains about it
>certain monsters not waking up
That's unintentional. I'll probably fix it for the side-areas, but I might keep the effect for the center area/final fight.

>> No.9941971

>>9941934
>Should weapons like the plasma/ rocket launcher/berserk be hidden in secrets or should a map be reaonably tuned to pistol start without them?
These questions sound incongruous to me. If a map is designed around using the RL/Plaz/Zerk, then it shouldn't be a secret. Personally, I've put secret weapons near the start in maps that have them "mandatory" later on. It really depends on the context of the map in specific.
Another example might be if a mapset is meant to be played continuous. Courtesy dictates that you make all the maps playable pistol start, but you could reasonably make maps that demand a player have certain weapons from previous maps, while still hiding a strong weapon in a secret to accommodate pistol starters who are hell-bent on single-segmenting the map.

>> No.9941976
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9941976

>>9941330
UV, recorded on Nugget (works fine on dsda)
https://files.catbox.moe/sdk51a.lmp
Surprisingly I only died once despite it being a relatively tough map

I'm giving it a high chance this is gonna be the best map on the project, it's really good. I liked the hallway fight especially (apparently its unpopular haha). So much combat on a very small portion of the map.
I think there's some missing textures on pic related. You can make out the HoM slightly.

Great job anon. Nice blend of surrealism and very tight combat.

>> No.9941985

>>9941720
>No more deadlines, it just happens when it happens (or it doesn't).
2 more weeks

>> No.9941995
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9941995

>>9941761
>>9941780
You are like little babies.
Check this out:

>> No.9941998
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9941998

>>9941934
>Should plasma/ rocket launcher/berserk be hidden in secrets or should a map be reasonably tuned to pistol start without them?
I don't know how I feel about balancing a fight with weapons the player hasn't picked up yet, and >>9941971 said everything else better than I could.

>> No.9942007

>>9941330
damn just saw you included a demo lump of your own in the wad. very cool

>> No.9942059

>>9941727
I recall one called Mutiny (not to be confused with the mapset)

>> No.9942080
File: 54 KB, 1030x331, Screenshot 2023-05-28 171639.png [View same] [iqdb] [saucenao] [google]
9942080

Which weapon and monster mod would you recommend for doom RPG? I was thinking about RL arsenal but it might be too much at once and as for the monster mods all i know is that i tried colorful hell once and got 2 orange and 2 white monsters on the same early map and never used that mod again

>> No.9942102

>>9941976
Thanks
I forgot to test it on software rendering, which apparently does the sky transfer stuff differently
>I liked the hallway fight especially (apparently its unpopular haha).
I guess I'll just add more stimpacks or something

>>9942007
If I can't single-segment my map without secrets, it's probably too hard

>> No.9942141

>>9942102
I am a doom scrub but surprisingly, the hallway fight wasn't the one that gave me trouble, I managed it first try, even if I left barely alive, but it kept me on edge. Just spam chaingun.
The starting area was what gave me an embarrassing amount of trouble and the archvile fight, until I realized that you can walk over the structure in the middle.

>> No.9942160

>>9942080
If you're afraid of doomRPG being too much at once, it will, it's a damn rabbit hole

>> No.9942168

>>9942080
You get really overpowered with just DRLA and DRLAX by themselves so it shouldn't be too hard.

>> No.9942241
File: 275 KB, 1280x720, 1685268503788318.png [View same] [iqdb] [saucenao] [google]
9942241

Someone please tell me where this is from
>>9940950
It looks fantastic

>> No.9942249
File: 1.88 MB, 1920x1080, Screenshot (21).png [View same] [iqdb] [saucenao] [google]
9942249

someday I will finish my first map

>> No.9942306

>>9942249
nice wooden techbase.

>> No.9942320
File: 555 KB, 1600x1070, 1685281184354834.jpg [View same] [iqdb] [saucenao] [google]
9942320

What are some good Heretic mods that extend the enemy roster?

>> No.9942358
File: 815 KB, 1297x828, Screenshot 2023-05-29 002343.png [View same] [iqdb] [saucenao] [google]
9942358

>I should really finish doing the main structure of my map to make sure it's traversable
>OR

>> No.9942378
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9942378

>> No.9942389
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9942389

>>9941716
Who could it be?

>> No.9942398
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9942398

>>9941780
So I'm re-doing my Curly wad, I had a better idea and the current layout wouldn't work for it.
The Agony

>> No.9942409

>>9942398
>Grasstown turns into Sand Zone
How apropos. Godspeed on the redux.

>> No.9942441

>>9942389
K*g*n.

>> No.9942446
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9942446

>>9942441
I can barely run my own projects sometimes, let alone a community.
I'm still sweating bullets about how to best improve Kustam. And I'm still not happy with the damn throwing axe for Blaz, hell I lost sleep over it this morning.

>> No.9942472

>>9942241
Looks like Don't Turn Your Back on the City

>> No.9942525
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9942525

I have done it, i finally took the plunge and cleaned up my mod folder, from 30GB down to 4gb

now i can actually start playing instead of spending hours agonizing on what to choose

>> No.9942527
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9942527

Is it normal for doom builder to start giving out node building errors when saving once your maps get big enough, or should I be concerned

>> No.9942530

I recall reading a post saying we're allowed to use custom monsters for FORE/VR/ ALONE
I just need to use one, but I should ask if that's fine.

>> No.9942543

>>9942530
>custom monsters
We can use up to 5 custom textures (patches?), but I don't recall anything about custom monsters.

>> No.9942551

Can I do custom weapons and enemies in UDB or do I need to use Slade for that?

>> No.9942554

>>9942551
You can't add custom assets into a wad via UDB. You need SLADE.

>> No.9942558

>>9942554
Thanks anon

>> No.9942572
File: 9 KB, 327x405, reskin.png [View same] [iqdb] [saucenao] [google]
9942572

>>9942543
I don't remember the exact post, or the wording, but it was someone asking if they could add custom sprites, I believe, and the organizer saying so long as it doesn't affect other's wads it's fine.
But I wanted to make sure, so hopefully the organizer says sure or whatever.
I'd reskin, and change the audio, for this if you're curious.

>> No.9942642

>>9942446
This is exactly what the mastermind would say to throw off suspicion.

>> No.9942643

>>9942530
>some madman submits a map where you kill his custom monster waifu at the end

>> No.9942729

Is Doom Wads the only worthwhile youtube channel that showcases wads? Or is there more?

>> No.9942759
File: 1.55 MB, 1920x1080, Screenshot (20).png [View same] [iqdb] [saucenao] [google]
9942759

okay, here's my first doom map, I was tired on working on it, so it's "unfinished". I kept redoing areas, and I thought this wasn't going to get me anywhere so fuck it. Most of the areas I added monsters to test how they would work, I didn't really thought it out. As I said, it's playable but pretty bad and I hate it. Let me know if it's worth finishing, or I should start with a new idea. I was inspired by the first quake 2 level for this one

https://files.catbox.moe/6n441n.wad

Gotta say, this is REALLY fun. I haven't been playing games for like a week.

>> No.9942770
File: 414 KB, 1920x1080, door stuck.png [View same] [iqdb] [saucenao] [google]
9942770

>>9942759
I cant open the blue door :(

>> No.9942774

>>9942472
Not even close but good wad
>>9942241
Stylistically it looks like it was made by the guy that made valiant and ancient aliens

>> No.9942776
File: 546 KB, 1280x800, vkquake0000.png [View same] [iqdb] [saucenao] [google]
9942776

vkquake bros... it's over

>> No.9942819

>>9942776
what happened here

>> No.9942824

>>9942759
I like the aesthetics of the outdoor areas.

>> No.9942826
File: 463 KB, 599x815, Screenshot 2023-05-29 002604.png [View same] [iqdb] [saucenao] [google]
9942826

>> No.9942837 [DELETED] 

>>9942776
graphical glitch with the floors when i went past the doorway

>> No.9942838

>>9942819
graphical glitch that happened with the floors as soon as i walked past the doorway

>> No.9942879

>>9941727
funny enough, Freedoom's monster roster feels more at home in AugZen than Doom's

>> No.9942893
File: 1.67 MB, 1543x6892, Doom guide v8.png [View same] [iqdb] [saucenao] [google]
9942893

>GZdoom last updated Novemeber
>Chocolate Doom last updated 3 years ago
>pic related last updated 5 years ago
Is Doom dead?

>> No.9942908

>>9942893
crispy doom updated two months ago.

>> No.9942934

>>9942893
>GZdoom last updated Novemeber
Imagine ever using non-SVN builds.

>> No.9943001

It'd be neat if there was a software-rendered port with a setting that lets you change the rendering resolution (could change it to, say: 320, 640, 960, 1280, etc.)

>> No.9943028
File: 879 KB, 1266x680, __doomguy_cacodemon_and_imp_doom_drawn_by_kurashiki_nanka__e7ea1dad7a7e9f68bddd7d94d964b807.png [View same] [iqdb] [saucenao] [google]
9943028

>>9942893
Don't worry anon, there will be another GZDoom update that will somehow makes it run worse.

>> No.9943079

https://www.youtube.com/@doomwads/videos

>> No.9943081

>>9942893
The age of GZdoom is over, the time of Woof (and Nugget) has come.

>> No.9943084

>>9942446
You're cute and smol and therefore a perfect community leader.

>> No.9943120
File: 3.23 MB, 480x360, REKKRThumbsUp.gif [View same] [iqdb] [saucenao] [google]
9943120

>>9942389
Revae.

>> No.9943132
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9943132

>>9942525
Based, have you picked something?

>> No.9943170

>>9943001
Sounds like gzdoom.

>> No.9943171

>>9941793
I might be the only interested anon here. Last version I played, everyone was OP but the Myrmidon was undertuned or at least it seemed to me. Still fun, just needs balancing.

>> No.9943205

>>9942527
Use ZDBSP - older stuff like ZenNode is simply not built for stuff way beyond vanilla.

>> No.9943207
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9943207

>>9943205
Seems like I'm already using it?

>> No.9943210

>>9943207
Try using the non-UDMF version (no idea what the actual difference here is), unless of course it's a UDMF map.
You could also try looking for wonky stuff in the node view, sometimes when angled lines cross each other you get tiny sectors that can then lead to bad seg angle stuff and slime trails (visit Doomwiki for further information).
Apart from that, no idea.

>> No.9943212

>>9943210
It is UDMF. I'll take a look at the node view and see if I can find anything wrong there. Thanks anon.

>> No.9943218

>>9943212
Sorry, just checked, UDMF doesn't support the node viewer, but if it's UDMF, do you by chance have some .125 grid lines or something like that crossing each other?
Or do you maybe have fucked sectors (non-void sectors that are simply not recognized as sectors).

>> No.9943221

>>9943218
I'm using the map analysis tool to see if there's any issues. I wish I'd known before I could have used this to get rid of all the missing textures!
Should I worry about non-aligned vertices?

>> No.9943225

>>9943221
Uh no idea, never had that, but I'd reckon UDMF can handle those.
Are you by chance the Paris catacombs map guy?

>> No.9943228

>>9943225
I am, yeah.
I shrunk the grid size down to the minimum, hit align - it doesn't seem to have fucked with the geometry at all, and now it saves without errors!

>> No.9943329

Been playing through Memento Mori 2 with Painslayer mod. Having a blast.

>> No.9943346

>>9942572
nta, i remember what youre talking about. however what i remember was some anon asking if he could add custom health/ammo/etc sprites for the project to fit the theme. i think project lead was open to it.
obviously changing e.g. rockets with cumjars wouldn't cause any conflicts because they'd be part of the project itself

i don't see how monsters WOULDNT cause conflicts. while trying to look up the thing above, i came across this convo which seems relevant https://desuarchive.org/vr/thread/9890843/#9894085

>> No.9943347

>>9942826
thats pretty crisp

>> No.9943380

>>9943132
No, i am still organizing in the aftermath, but slowly finishing so to speak

i have realized i had hundreds of mods and maps i would had never played anyways

>> No.9943383
File: 1.06 MB, 1920x1080, Screenshot (22).png [View same] [iqdb] [saucenao] [google]
9943383

>>9942770
That's weird, of all the things that should work, maybe is the complevel?

>>9942824
Thanks! coincidently those are the ones I spent probably the most time and the only ones that I actually like

Anyways, I'll keep mappin' I WILL make a good level even if it takes my life

>> No.9943401
File: 75 KB, 1634x715, file.png [View same] [iqdb] [saucenao] [google]
9943401

>>9941964
>Or is it doable for a newb to edit one's self?
Kinda, if you just want to make a real quick hacky change for personal use.
Open the wad up in Slade, find the decorate file, and scroll down to where the pistol is. pic related's changes should work

>> No.9943408
File: 72 KB, 511x140, 1662146279317844.png [View same] [iqdb] [saucenao] [google]
9943408

Sgt. Mark IV, you're OUT!!!

>> No.9943412
File: 282 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
9943412

>>9943383
You forgot textures in this secret.

>> No.9943417

>>9943001
Don't lose your hope.
https://github.com/MrAlaux/Nugget-Doom/issues/37

>> No.9943418

>tfw just discovered BFA being a thing
why has nobody told me about the definitive way to play the original doom trilogy before???

>> No.9943419
File: 147 KB, 500x337, meatball daemon.gif [View same] [iqdb] [saucenao] [google]
9943419

>>9943412
actually, that led to a room with a chainsaw which I scrapped and never revisited

>> No.9943439

https://www.moddb.com/mods/classic-rbdoom-3-bfg-edition/addons/sigil-bfg

can anybody help me with this? basically i followed the guide in the comment, and SIGIL loads fine, but i would like have the original ULTIMATE DOOM main menu bg/music, with sigil being the 5th episode. i know dsda does this automatically if you put sigil wad in the main folder.

is there a way to simply edit the 2kb sigil_bfa.was or something?

>> No.9943445
File: 12 KB, 433x263, Capture.png [View same] [iqdb] [saucenao] [google]
9943445

>>9943439
like removing some lines here? i never edited a was so i'm not sure if i'll break something

>> No.9943452

>>9943408
>BD Drama always triggered my autism because most people on both sides get it wrong
>Suddenly, Midnight does a video about it

>> No.9943458

>>9942572
>>9943346
>i remember some anon asking if he could add custom health/ammo/etc sprites for the project to fit the theme.
found it
https://desuarchive.org/vr/thread/9890843/#9895870

>> No.9943474

>>9943408
Wasn't this already known about like years ago?

>> No.9943476

>>9943408
When I saw this thumbnsil I assumed it's satire. Is it not?

>> No.9943479

>>9943445
>>9943439
i'm noticing that it's also with doom 2, where nrftl's titlepic overwrites the original one. is there an easy way to fix this?

>> No.9943481
File: 174 KB, 500x435, 3a5238493ce0e7111ddf853425af593c.jpg [View same] [iqdb] [saucenao] [google]
9943481

>>9942530
>>9942572
I think there was a misunderstanding somewhere :

-OlgaAnon asked if he could change some monsters for his map without affecting other map of the wad. This is not possible without making custom copies of enemies, and this is outside the scope of this wad.
-Some anon asked if he could make some custom sprites themed around waifu for the wad (think 400minutes HUD & berserk, or those PJ armor sprites). I said yes, if those were themed around waifus in general, and not his or Blaz in particular.
-I allowed customs MIDIs (and who wouldn't) as well as up to 5 customs textures related to your waifu to be added to your map (and thus, the wad). This doesn't include any sprites, monsters, sounds, weapons, etc.

>> No.9943482

>>9943452
>Midnight of all people having the most neutral opinion, and actually accepting the fact it's a known practice in the art world to reference real-gore.
I mean I don't, I don't even reference stuff for my nude art I draw.
>It's just standard YouTuber clickbait, but the actual video is about how we shouldn't hold the past against people for their past mistakes after 10 years.
Holy fuck hell has frozen over.

>> No.9943483

>>9943481
>This is not possible without making custom copies of enemies
So am I allowed to add custom enemies?

>> No.9943485

>>9943479
>>9943439
>>9943445
i guess i just have to make a wad with only the original titlepic and music and load it for last? is making an empty wad with TITLEPIC enough? what about the music?

>> No.9943489

>>9943408
midnight and sgtmark are an interesting combination when you think about it
because mark has the more controversial personality but he also technically made more interesting content that requries actual effort even if he's notorious for some bugs and decisions
whereas midnight feels so "fake" and makes basic clickbait content and the people that watch him have to pretend he has charisma
it's like comparion someone who does edgy flash animations with good motion that have racist jokes vs a guy with an uncanny "nice" personality that makes lazy reaction videos
sgtmark is like a man that was raised in a jungle for years and when brought into civilization, he bites of someone's arm because he wasn't aware it's not a normal thing to do
midnight is a human clone/homonculus born in a lab created by lizard meant to mimic humans and present a friendly personality but people get the same reaction as they do towards mark zuckerberg

>> No.9943493

>>9943485
>>9943479
>>9943445
>>9943439
ok, it worked, but i don't know know how to replace the music. please help

>> No.9943498
File: 8 KB, 252x264, 1461731800960.png [View same] [iqdb] [saucenao] [google]
9943498

>>9943489
>sgtmark is like a man that was raised in a jungle
Well he is Brazilian.

>> No.9943514
File: 191 KB, 202x1152, born at the wrong time in history.png [View same] [iqdb] [saucenao] [google]
9943514

>>9943498
i didn't even think of that

>> No.9943520
File: 55 KB, 719x403, COMEONNOW.jpg [View same] [iqdb] [saucenao] [google]
9943520

>>9943483
>This is not possible without making custom copies of enemies, and this is outside the scope of this wad.
>this is outside the scope of this wad.

>> No.9943547

>>9943520
to be fair i think in programming (idk im not a code tranny) "out of scope" means "we won't be assed into doing this", so maybe anon takes that as "so if i wanted to i could"

>> No.9943548
File: 182 KB, 494x513, cirno.jpg [View same] [iqdb] [saucenao] [google]
9943548

>>9943520
I'm not very smart when I wake up.

>> No.9943552

>>9941671
dsda-doom 0.26 available
https://github.com/kraflab/dsda-doom/blob/master/patch_notes/v0.26.md


> beta udmf support
> zip file loading
> level table progress tracking
> extended hud configuration
> indexed light mode fixes
> improved heretic and hexen support

>> No.9943579

>>9943552
>> beta udmf support
Interesting. What exactly does it support?

>> No.9943590
File: 1008 KB, 1274x833, MAP02 WIP 29052023.png [View same] [iqdb] [saucenao] [google]
9943590

At a guess - I'm maybe 1/5-1/4 of the way done. Close to finishing a third of the map, at least landscaping and texture-wise (though I'll probably have to come back to it later to make some paths more distinctive).
I keep getting distracted by doing bits of doomcute here and there, but I guess it all has to be done at some point. I was probably stupid to make my second ever map this big but, you know, fuck it

>> No.9943594

>>9943579
https://github.com/kraflab/dsda-doom/blob/master/docs/udmf.md
https://github.com/kraflab/dsda-doom/blob/master/docs/doom_in_hexen.md

>> No.9943609

what is UDMF exactly? wiki says its "a specification for laying out maps in a textual way. It is essentially a new map format for Doom engine based games."
but as a brainlet this doesnt mean much to me. what does it actually do? is it just a backend thing?
t. retard

>> No.9943617

>>9943609
it allows for a whole slew of new ways to make maps in Doom, like fake 3d floors, linedef portals (f.e. myhouse.wad uses this heavily), sloped surfaces, any texture on any face, etc
but the downside is that not all ports supports this dark magic

>> No.9943618

>>9943617
>but the downside is that not all ports supports this dark magic
thats funny considering this has apparently been around since 2008

>> No.9943627

>>9942241
30 seconds with reverse image search
https://twitter.com/KevinMartins/status/1549862571662102528

>> No.9943631

>>9943617
>"universal" doom map format
>only a handful of ports implement it
>they don't even all support the same featureset

>> No.9943640
File: 272 KB, 2560x1440, image.png [View same] [iqdb] [saucenao] [google]
9943640

>>9943552
>Level Table
I can't believe he did something actually cool. Even though I already have Doom Launcher for this stuff, it's really neat.

>> No.9943649
File: 146 KB, 500x550, tumblr_inline_p3lapaGZlz1r95fgm_500.gif [View same] [iqdb] [saucenao] [google]
9943649

>half way through sigil
I have been deceived about the difficulty

>> No.9943658

are there any wads that fix secrets in e4?

>> No.9943659

>>9943649
In what way? Too hard or too easy?

>> No.9943671
File: 576 KB, 800x747, 1677851497755801.png [View same] [iqdb] [saucenao] [google]
9943671

>>9943627
nta but what search engine did you use?

>> No.9943676

>>9943631
Maybe the idea is actually that its universal because you can make Doom, Heretic, Hexen, + Strife maps with it and mix & match features

>> No.9943681

>>9943609
It's the ZDoom map format. It allows for stuff like slopes, being able to align flats, using regular textures as flats, stuff like that.

>> No.9943687

>>9943671
nta but yandex images
google images has been useless liquid shit for at least 2 years already

>> No.9943701
File: 626 KB, 949x489, 1675457060688098.png [View same] [iqdb] [saucenao] [google]
9943701

>>9943687
>yandex images
i actually tried it but it couldnt come up with an exact match either. maybe if i had kept scrolling for similar images i wouldve found it

>google images has been useless liquid shit for at least 2
i assume you mean this because of them forcing their lens shit. yeah its pretty horrible. even before lens though google was never as good as yandex except for 100% exact matches. yandex at least recognises what the image is and provides similar ones.
that said you can still use legacy google image search via this plugin, im sure there are other methods as well but this is what i use https://github.com/dessant/search-by-image

>> No.9943703
File: 76 KB, 639x595, 1240393095655.jpg [View same] [iqdb] [saucenao] [google]
9943703

>>9943687
>There will never Build Engine shooters inspired by Blaxploitation, Nunsploitation, Spaghetti westerns, Japanese action shlock or Noir movies.

>> No.9943705

>>9943590
I dont want to be mean but this looks kind of unplayable.

>> No.9943709

>>9943703
I wonder if a Blaxsploitation game could even be greenlit these days.

>> No.9943710

>>9943659
Too easy, theres good moments but so far it seems like shotgunning barons is the main challenge but I can dance my way through no problem I hardly feel the need to use rockets other than to end fights quicker

>> No.9943713

>>9943709
probably not, although Build really is perfect for it

>> No.9943725

>>9943709
If it doesn't go full Lo Wang yeah, it can be a loving tribute like Black Dynamite was.

>> No.9943734

>Play retro FPS
>Pick hardest difficulty because I'm not a noob
>Doing well
>Get a crushing feeling of loneliness from playing an fps as if I had something to prove despite having no friends
>Lose interest and quit

>> No.9943737

>>9943001
dsda in software mode let you do this
also, inter-doom introduced support for 800p/960p a couple of months ago

>> No.9943742

>>9943709
something like a Shaft or a Cleo Jones fps could probably go ahead with no problems, it just wouldn't sell

>> No.9943745

>>9943725
>not going full Lo Wang and beyond
https://www.youtube.com/watch?v=qyPhsFxnc_c

>> No.9943746

>>9943590
Protip: Center your map at the center of the grid.
The dimensions of the map are not as important as how far things are away from 0,0.
Definitely do that before joining any sectors.

>>9943705
He's making a replica of the Paris Catacombs, being "playable" is not a concern here.
Sometimes you just do stuff to see if you can do it.

>> No.9943750

>>9943671
that's odd the twitter pops up on my end

>> No.9943756

>>9943742
I think if you made it like a proper Build game and treated the setting like its source material it would do alright and it would be able to dodge "woke" criticisms.

>> No.9943758

>>9942378
>webms you can hear

>> No.9943764

>>9943745
Man that isn't full Lo Wang hell that song is pretty good.

>> No.9943768

>>9943756
I just don't think there's much of an overlap between people who are nostalgic for these flicks and people who want to play new Build games. A Shaft game/mod would be really cool though.

>> No.9943771

>>9943703
>Spaghetti westerns
It really is a shame there are so very few attempts at doing this.

>> No.9943781
File: 565 KB, 1000x1000, file.png [View same] [iqdb] [saucenao] [google]
9943781

God fucking DAMNIT

>W1 Floor to Lowest Floor working perfectly

>Place a couple of new monsters on said floor, there were already monsters on the floor originally

>Floor no longer lowering, even when I take every single fucking thing off the floor, now I cant get it any of it to work no matter what I do

What the fuck happened? Doom mapping is the most fucking stupid frustrating shit, shit just doesn't work or breaks for no rhyme or reason.

>> No.9943787

>>9943781
The "1" in W1 means that it's an action that can only be done once. Find a WR action to make it repeatable.

>> No.9943797

>>9943781
just watch a crusty 360p video where some guy mumbles how to fix it for 15 minutes.

>> No.9943801
File: 871 KB, 960x1080, wangtracing.png [View same] [iqdb] [saucenao] [google]
9943801

>>9943768
>I just don't think there's much of an overlap between people who are nostalgic for these flicks and people who want to play new Build games.
If it does happen I doubt it'll be through Build, Fury was a fun fluke that still came with its own issues. Maybe someone could whip up an OC and see if the AMC Squad guys will adopt it.

>> No.9943809

>>9943787
Wow no shit. That's the fucking point. What im saying is placing a few monsters on said sector has completely broken ALL actions going to that sector no matter what action I choose. My only choice is to scrap it all and recreate it.

>> No.9943814

is there a wad with console levels?

>> No.9943828

>>9943781
Are you sure you didn't accidentally ctrl+z at some point and undo the sector tag?

>> No.9943832

>>9943814
yes

>> No.9943837

>>9943832
link?

>> No.9943842
File: 103 KB, 1024x769, spoon.png [View same] [iqdb] [saucenao] [google]
9943842

>>9943837
google.com

>> No.9943847

>>9943837
He comes to town.

>> No.9943849

>>9943809
Well it's not the monsters causing it, but have fun recreating you map anyway.

>> No.9943851

>>9943842
>>9943847
i google it, all links are either dead or the wads are garbage/downgraded

>> No.9943852

>>9943408
asshurt jealous crab bucket nigger cattle trying to ruin sgt over stupid shit

>> No.9943856

>>9943814
>>9943837
You can find it in the OP post in one of the mega links.

>> No.9943857
File: 499 KB, 870x731, Screenshot 2023-05-29 164141.png [View same] [iqdb] [saucenao] [google]
9943857

>>9943705
You're not being mean at all. I'm making this with HDest in mind first and foremost - I'd agree with you that for classic Doom gameplay it'd probably suck, but with the more 'realistic'/slower fighting in HDest it'll... probably still suck but like >>9943746 said I'm more doing this for myself.
>>9943746
Oh, it's pretty much centred already, that's only part of the map. It's not an exact replica, I've opted to include stuff I think might be cool as well (and I have a third level planned though that probably won't be as big or ambitious, let's see if I can even finish this one first).

>> No.9943865

>>9943482
It always weirded me out just how much of a hateboner most of the modding community still has for Mark, so much so that a lot still believe he drew some of the more questionably inspired vanilla sprites, somehow.

>> No.9943886
File: 247 KB, 1778x887, 1681957188173390.png [View same] [iqdb] [saucenao] [google]
9943886

>>9943865
"fun police" and similar higher ups dislike him (even the wiki lmao) because of his edgy past.
he's apologised for some stuff, but he didnt have to- he's too big to fail due to BD. and they despise him for it.
i dont particularly care for BD but i'm glad he didnt get harassed out of modding unlike some others

>> No.9943889

ok i found

https://www.moddb.com/games/doom/addons/console-maps-episode-for-doom-1
https://www.moddb.com/games/doom-ii/addons/doom-2-expanded
which is exactly what i was looking for, but it doesn't work with neither unity nor the bfa ports.
is there any way to convert the wad or something?

>> No.9943892

Why is there a pastebin on the OP when that site hasn't worked correctly in years?

>> No.9943895

>>9943892
whats wrong with it

>> No.9943901

>>9943886
Yeah I saw in those leaks that they'd require a huge arse written apology from Mark to even consider forgiving him while they were concocting plans to force the community let off [cancelled mod developer] for infinitely worse shit. It's the same two-faced nature of shit that made me just fuck off from all the development discords and other shit many years back.

>i dont particularly care for BD but i'm glad he didnt get harassed out of modding unlike some others
I'm glad Term's at least still making his own stuff, we'll never likely see him back but he's still doing what he loves.

>> No.9943908

>>9943895
I can't open it. I haven't been able to use it for quite some time now. Is it a me problem, then?

>> No.9943909

>>9943908
Probably. Unless you live in TÜRKİYE or some other shithole where its blocked.

>> No.9943915
File: 27 KB, 598x513, images - 2023-05-29T131711.383.jpg [View same] [iqdb] [saucenao] [google]
9943915

>>9943909
It's Brazil, unfortunately. Thanks anyway.

>> No.9943921
File: 752 KB, 1280x720, cthd.jpg [View same] [iqdb] [saucenao] [google]
9943921

>>9943865
>wants to update BD as opposed to finishing his standalone BD-styled game
Kind of weird, maybe he just wants to go back to playing modded Doom.
>>9943814
There's also this:
https://forum.zdoom.org/viewtopic.php?t=55298

>> No.9943931

>>9943921
>Kind of weird, maybe he just wants to go back to playing modded Doom.
You kind of go nuts working on just one thing forever, especially if you feel like something else you've done could be made better.

>> No.9943937

>>9943781
What if you try with no monsters at all (dead caco symbol when choosing how to play test)
If it works, someone somewhere is stuck in the wall.

>> No.9943942

>>9943921
>There's also this:
>https://forum.zdoom.org/viewtopic.php?t=55298
i only want the vanilla console exclusive levels. the ones i linked are perfect but they also keep crashing on doomretro

>> No.9943952

>>9943886
>>9943901
You know it's kind of funny to me because a lot people I know would probably gladly be a bit more considerate if they didn't feel like they'd be slaughtered for their past or hobbies.
>i dont particularly care for BD but i'm glad he didnt get harassed out of modding unlike some others
Do you remember the discussion around HDoom? God I remember how many people had those small remarks that felt like knives scratching for any room to yell about it.
I always found that insanity odd, especially in the doom community, but I'm glad every day the h-doom imp is just thrown into random wads now to cause agony to those same people.

>> No.9943956

>>9943734
Jokes on you, now you have to prove to this thread that you can beat whatever game you've been playing.

>> No.9943962

is "improved hit detection" cheating? talking about woof in particular

>> No.9943963

Doomworld fags gonna fag, no point in even complaining about it. These types of people just have to get up on their high horse about any little thing they can. And who cares what midnight thinks. I don't use BD but at least it's an actual mod with actual effort put into it. Sgt. Mark is still better than some eceleb, especially that one.

>> No.9943972

>>9943962
>A cheat or cheating generally refers to either a cheat code that is hard-coded in the engine, or a separate or modified application (often called a hack or cheating hack) that allows a player to play with an unusual advantage.
It's not allowed for demos, but who gives a shit about speedrunning. Unless you consider Woof a "modified application (often called a hack or cheating hack)" it's not cheating.

>> No.9943976

>>9943962
In the strictest sense, yeah. But it won't matter unless you're recording demos.

>> No.9943978

>>9943972
i mean how different is it from vanilla? does it "allows a player to play with an unusual advantage" or is it more of a bug fix?

>> No.9943984

>>9943978
The wording seems to imply that it fixes the blockmap bug.

>> No.9943985

>>9943978
It's a bug fix that allows a player to play with an unusual advantage. Duh. Just stop giving shit about what other people think and think yourself. You like how original chainsaw hit detection works spoiler, no one on this planet does? Play with it. You want melee combat to be full vanilla? Play with it.

>> No.9943986
File: 88 KB, 703x498, 1672629435841679.png [View same] [iqdb] [saucenao] [google]
9943986

>>9943962
I had to look up what it does. I think it fixes the unintended side effect of the blockmap in which you can miss your shots on enemies if your hitscan doesn't go over the block where the enemy is centred. Pic related.
Watch this video and make up your own mind imo. https://www.youtube.com/watch?v=-IYz6-KnvWU

It would cause demo compatibility issues except pretty sure Woof would disable this setting if you're recording a demo (maybe unless you have "strict mode" disabled)
In my opinion, its fine 99% of the time. I can't think of any map where an encounter is intentionally placed on the edges between blocks to make hit detection harder on the player.

>> No.9943993

>>9943986
I'm 94% sure they were aware of the bug and thought it's fine as it is.
Has anyone of original id guys ever commented about it? It's virtually the most famous og engine bug.

>> No.9943996

>>9943952
>Do you remember the discussion around HDoom
I remember <cancelled mod dev> trying to lead the charge with coming down on hdoom for existing, shortly after that Animal Crossing blowjob companion mod got outed a bit.

It's fucking bizarre because who the shit has Mike12 ever done anything to? Dude just made a lewd mod and got industry work out of it.

>> No.9943998

is there an easy to make so that i can select master levels, final doom, nrftl from doom 2 new game menu? i'm pretty sure somebody has already did this but i don't know how to search it

>> No.9944003
File: 380 KB, 541x366, file.png [View same] [iqdb] [saucenao] [google]
9944003

>>9943998
basically pic related

>> No.9944007
File: 127 KB, 1312x705, 1654968199399144.png [View same] [iqdb] [saucenao] [google]
9944007

>>9943996
>shortly after that Animal Crossing blowjob companion mod got outed a bit.
kek
>I remember <cancelled mod dev> trying to lead the charge with coming down on hdoom for existing
why did she do this, i remember reading about it but i forgot

>> No.9944019

>>9942826
10/10

>> No.9944021
File: 324 KB, 728x546, 1664841173357561.png [View same] [iqdb] [saucenao] [google]
9944021

>>9943474
>>9943476
>>9943489
>>9943852
The entire video is him defending Mark and Brutal Doom.

>> No.9944032

>>9943993
>Has anyone of original id guys ever commented about it?
Not that I can think of. They probably just never noticed it when playing because it's frankly pretty rare.

>> No.9944039

>>9943996
>It's fucking bizarre because who the shit has Mike12 ever done anything to? Dude just made a lewd mod and got industry work out of it.
He made two porn mods, and did it because it appealed to him. That's what doom-modding should be in my opinion, just focus on creating.
See you in three years, anon! HDOOM will be finished soon!
>>9943996
It's usually clout seekers, whom are usually hypocrites. It's funny because what they attempt do is akin to someone who was making Doom deciding Mortal Kombat violence was too much and then trying to get them canceled for said violence. It's usually furries too, which confuses me even more, but I don't want to get into that debate.
>>9944021
And people wonder why I think clickbait titles aren't productive and are bad for future discussion.

>> No.9944052
File: 97 KB, 479x690, 1532092166391.jpg [View same] [iqdb] [saucenao] [google]
9944052

>>9943703
>Spaghetti westerns
Outlaws!

>Japanese action shlock
Shadow Warrior!

>Nunsploitation
Elaborate?

>Blaxploitation
I sleep!

Does High Noon Drifter etc have a possibility to create maps using those assets ?

I was theorycrafting that I would like to take a shot at messing around with UDB to create a set of levels after the summer, possibly with a wild west theme with maybe some busty cowgirls hidden somewhere as well.

Somewhat on topic, is Blade of Agony good naziploitation mod / wad? I heard somewhere that before the Fun Police got involved they had like busty female nazi officers and zombie jews in it?

I would definitely love to have some good shlocky 'xploitation film style fun in a variety of settings, but wild west would definitely be a treat.

>> No.9944054

>>9944032
>because it's frankly pretty rare.
wdym its pretty common. its the reason why the chainsaw misses like quarter of the time.
surely you're not confusing the blockmap bug with the all-ghosts bug (which is blockmap-related and is very rare)

>> No.9944056

>>9944032
Unless you're using chainsaw, then it's so obvious you want to uninstall the game.

>> No.9944057

>>9943996
>who the shit has Mike12 ever done anything to?
Everyone who wanted HDoom done has been forced to sit and watch as he's spent more time fucking around on twitter than drawing sprites for like ten goddamned years almost. I have zero respect left for the guy for this exact reason. That being said, nobody sane cares enough to do anything about it, he's just a lazy fag who rode his popularity from being part of Term's group for a while.

>> No.9944061

>>9944054
For the hitscan guns you're going to be using 90% of the time in the iwads, it's seldom that you'll encounter any sort of serious blockmap bug.

>> No.9944069
File: 2.04 MB, 1920x1080, dbp40clowntown.png [View same] [iqdb] [saucenao] [google]
9944069

>DBP40
Lots of fun, ends too soon, but it's more maps that fill that 'spooky levels with purple skybox' niche.

>> No.9944080

>>9944057
Anon let me give you a tip: Never, ever, rely on an artist to fucking finish their work before jumping to another idea.
Term never finished any of his mods, besides hellshots.
Ask an artist, any artist, what ideas they have and they will shower you in details about their OC and setting, their setting and ideas, but ask that same artist to finish any of that and they say: "I need to wait for some motivation to hit me."
>t. Artist that does physical/digital/pixel/3d art.

>> No.9944086

>>9944039
>It's usually clout seekers, whom are usually hypocrites.
Puts me in mind of the circlejerks I saw where they'd agree that BD has been terrible for the community, which is objectively wrong since it's brought a lot of people into the community, many of them going on to make their own mods or maps or doing anything productive, while those types busied themselves with whining about other people's mods.
>>9944057
Horny people have no rights.
>>9944080
>Term never finished any of his mods, besides hellshots.
Actually Hellshots is the one that didn't get finished, it was going to get an update to add a second course of maps and the hellshots to the game, but then all of the horrible shit happened to the poor dude.

HND and Booster are the ones that are pretty much finished.

>> No.9944087

>>9944080
Because at start you working on the actual idea, the most exiting part.
The closer to the end the more you're dealing with boring routine that has to be done.

>> No.9944109

>>9943998
the master levels pwad converter and wadsmoosh exist but they're both zdoom only afaik

>>9944052
Bratwurst puts wolf3d nazis in Doom to deal with with weapons of your choice and Kriegsland specifically uses nazis and weapons from Wolfenstein The New Order

>> No.9944113
File: 6 KB, 186x204, wooooo.png [View same] [iqdb] [saucenao] [google]
9944113

>>9944086
I could've sworn he wanted to update HND with some new content, and Booster as well.
Also I know Demonsteele isn't finished because I'm working on it.
But if what you're saying is true then that's even funnier and proves my point even more.
>>9944087
Luckily for me I'm Asian, I was born to min-max for my autism grind.

>> No.9944118

>>9944113
>But if what you're saying is true then that's even funnier and proves my point even more.
https://forum.zdoom.org/viewtopic.php?p=1093936#p1093936

Some of the maps he'd been working on looked really great too.

>> No.9944124
File: 682 KB, 1920x1080, mgg.jpg [View same] [iqdb] [saucenao] [google]
9944124

>>9944052
>Outlaws!
Outlaws is good but not really Build Engine-y.
>Shadow Warrior!
That's more of homage to old kung fu flicks with a pinch of John Woo, I was referring to the more modern gonzo Japanese action shlock although a FPS inspired by the hot blooded Yakuza flicks of the 70s and 80s would also be rad.
>Nunsploitation
Nuns+Guns=Neat

>> No.9944137
File: 95 KB, 1920x1080, Screenshot_Doom_20191226_230916.png [View same] [iqdb] [saucenao] [google]
9944137

>>9944052
>Nunsploitation

>> No.9944150
File: 220 KB, 800x520, chrono_crusade.jpg [View same] [iqdb] [saucenao] [google]
9944150

>>9944124
>>9944137
>>9944052
Honestly sounds like a fun character idea, I might try to draw some sprites for such a concept.

>> No.9944153
File: 463 KB, 888x883, 1674831836261444.png [View same] [iqdb] [saucenao] [google]
9944153

some threads ago, anon asked whether different countries have different mapping styles and stuff. someone said aside from things like the japanese community project, there isnt much "national" content.
well if anon is still here, i've come upon a fr*nch map
>Tangerine Nightmare
>Tangerine Nightmare is a collection of 8 ( credit-map and a bonus one)
limit-removing maps. They were designed by the french doom community,
with all new textures/GFX/flats made by franckFRAG.

>> No.9944159

>>9944086
>Horny people have no rights.
Then better kiss all the cultural signifficance of both GitS and Appleseed goodbye senpai - because the mad lad known as Masamune Shirow did some really gross ultra-kinky stuff that would honestly render all the coomslop done by the Hedon mod's creator feel almost tame by comparison

>> No.9944168
File: 693 KB, 1944x2928, plasma nun.jpg [View same] [iqdb] [saucenao] [google]
9944168

>>9944150
I swear there was a mod called Nun with a Gun.

>> No.9944172

>>9944159
>Then better kiss all the cultural signifficance of both GitS and Appleseed goodbye
Already did, along with Dominion Tank Police.
>Masamune Shirow did some really gross ultra-kinky stuff
After the earthquake wrecked a load of his stuff that's all he does.

>> No.9944181
File: 96 KB, 667x900, shelly.jpg [View same] [iqdb] [saucenao] [google]
9944181

>>9944124
>Nuns+Guns
Well if I ever get off my ass to pursue a wild west TC for GZDoom I'll be sure to include a big tiddy gun-slinging nun as well with stockings and garter belt under the habits of course .

My dream would be that in each episode you'd be pursuing a different bad guy or a girl and between the episodes you would come back to the town to talk to NPCs, buy / improve gear etc, maybe see that rogue cowgirl boss you captured swinging by her neck etc.

I'm thinking of like a town that acts as a Quake style central hub with teleports (disguised as doors, town entrances / exits / wagons ) that take you to linear episodes that progress from map to map like E1M1 / E1M2 / E1M3 etc.

>> No.9944191
File: 170 KB, 1280x1280, 1623478223021.jpg [View same] [iqdb] [saucenao] [google]
9944191

>>9944124
Oh yeah, I forgot Outlaws ran on the Jedi Engine because lucasarts. It's still a good game worth experiencing, I remember playing that first level that was included in the demo many times over. I was always impressed by the "playing cards" HUD, it felt really stylish.

>> No.9944203
File: 63 KB, 500x500, 1384896428143.jpg [View same] [iqdb] [saucenao] [google]
9944203

>/v/ is arguing if doom was meant to be played with out a mouse again

>> No.9944214

>>9944203
Cool.
Stay there.

>> No.9944218

>>9944203
>/v/

>> No.9944225

>>9944203
>retarded board does retarded things
thanks for the update

>> No.9944228
File: 3 KB, 120x132, 1659293664584764.png [View same] [iqdb] [saucenao] [google]
9944228

>>9944203
Why should we care? Let's keep our thread here cozy instead of focusing on what others are doing wrong.

But on the topic : from all accounts one of the main philosophies of Id Software was playing empowerment / freedom, and modding the game for whatever purpose was made easy to reflect that. If one wants to play Doom on a mouse / keyboard then it's meant to be.

>> No.9944231
File: 355 KB, 1129x1564, romeroad.jpg [View same] [iqdb] [saucenao] [google]
9944231

>>9944203
Only one real way to play DOOM

>> No.9944256

Hi /vr/

>>9941671
>FORE/VR/ ALONE
>Rules: https://desuarchive.org/vr/thread/9890843/#9896579
Which client and editor do you guys recommend for making this?

>> No.9944257

>>9944228
These threads are far too high-minded for such petty arguments.

So long as nobody mentions pistol starting.

>> No.9944260

>>9944256
ultimate doom builder
make sure you set it to boom comp level

>> No.9944272
File: 29 KB, 460x319, sistersofgamers.jpg [View same] [iqdb] [saucenao] [google]
9944272

>>9944256
I use Ultimate Doom Builder.
Tools>Game Configuration>Check Doom2 (Boom Format)
If you're new to level-creation read the pastebin, there's some tutorials, or search around for a YouTube tutorial that's 15 minutes long to explain how to make a single door and then realize it's not even the right format so you have to do it again.
>>9944168
>>9944181
>big tiddy gun-slinging nun
Surprised no one made a sisters of battle mod yet.

>> No.9944275

>>9943857
looks sick

>> No.9944278

>>9944260
>>9944272
Thanks

>> No.9944298

>>9944168
https://forum.zdoom.org/viewtopic.php?t=59072

>> No.9944307

>>9942893
>woof last updated a week ago

>> No.9944314

>>9944298
Fuck me that hud.

>> No.9944318

>>9944272
>Surprised no one made a sisters of battle mod yet.
When you go to that amount of effort you may as well do your own thing instead.

>> No.9944331

>>9944172
Well unfortunately I can't swear-off DTP because I love classic Metal Slug a tad too much and can't how that SV-001 could exist without it to plagiarize

>>9944203
The only real argument to make there anyways is whether moving the mouse sideways should turn you or make you strafe instead

>> No.9944371

>>9943627
>>9942241
So it's an unreleased map, right? The post was made in July 2022 and they mentioned it was MBF21. I went through their release history on the doom wiki and none of their recent stuff was that.

>> No.9944383
File: 241 KB, 1920x1080, KevinMartins-1658164657910079513-20230515_203716-img1.jpg [View same] [iqdb] [saucenao] [google]
9944383

>>9944371
He posts quite a lot of gorgeous screenshots, no idea what happens with all these maps.

>> No.9944390

>>9944383
That is seriously gorgeous, but I need to make an active effort to suppress the thought of "This probably runs like a slideshow in GZDoom"

>> No.9944397

>>9944390
Well it runs _only_ in gzdoom, so it will be optimized at least to some extent.

>> No.9944401

>>9944397
I know that

>> No.9944407

>>9944383
are there monsters in those buildings?

>> No.9944409

>>9944407
they look like monsters to you?

>> No.9944414
File: 138 KB, 1000x600, HL1_GusJockeyCrates.jpg [View same] [iqdb] [saucenao] [google]
9944414

It's such a shame that Half Life 1 does not support physics and Half Life 2 doesn't just have the same sovl, I would really like to mess around a "day at the job in Black Mesa" mini mod where you play as Gus and organize the warehouses, scratch ass, bantz with co-workers and load train cars.

I suppose something like a mini-campaign involving Gus would be doable, where you would go around "fixing" things like hitting jammed mechanisms with the pipe wrench, finding fuse boxes and doing puzzles.

>> No.9944420

>>9944414
Is the Half Life 1 modding scene still active?

>> No.9944423

>>9944409
Nothing an oral abortion couldn't fix, let me swallow a gag pill that my dad left me for this one ocassion

>> No.9944432
File: 162 KB, 900x900, 1679524276027117.jpg [View same] [iqdb] [saucenao] [google]
9944432

>>9943552
>no toggleable blockmap bug fix like in Woof

I sleep

>> No.9944443 [DELETED] 
File: 223 KB, 780x1200, 20230427_084154.jpg [View same] [iqdb] [saucenao] [google]
9944443

No Duke noooooooo

>> No.9944482

>>9943552
Looks like dsda is becoming a new gzdoom with port-specific mapping features. Dropped.

>> No.9944487 [SPOILER] 
File: 328 KB, 695x461, autism.png [View same] [iqdb] [saucenao] [google]
9944487

Out of curiosity is there any way to spawn ensure a cacodemon dies in one hit?
My autism demands I try.

>> No.9944506

>>9944487
Looks like a Bisharp.

>> No.9944510

>>9944420
apart from SvenCoop, pretty fucking dead I think

>> No.9944512

>>9944487
Do barrels have randomized damage? You could try some contraption with crushers exploding enough barrels to drop a caco down to 5 or so health and push it into a silent teleporter at the same time.

>> No.9944535
File: 54 KB, 222x167, autism2.png [View same] [iqdb] [saucenao] [google]
9944535

>>9944506
I probably could've done it an easier way but I wanted to make it overly complex.
>>9944512
I think they do, but good idea. Thank you, anon.

>> No.9944547 [DELETED] 

>>9944443
You should know something was up with JSJ when he narrated the trailer for that cringe shump with sharktits furry OCs also he voices Big the Cat

>> No.9944548

>>9944487
>>9944535
Still looks fucking awesome.

>> No.9944556

>>9944487
fast crushers maybe?

>> No.9944559

>>9944512
All explosions do fixed damage, but dependent on the distance. It's 128-distance.

>> No.9944564

>>9944482
For real, is there any reason to use DSDA at this point? Woof/Nugget are already ahead and the gap will only widen.

>> No.9944569

>>9943120
Yes, it was me. I was behind everything.
The waning popularity of your favorite source port.
The rise and fall of various community members and forums.
my house
It was all me.

im a genious

>> No.9944578

>>9944260
>>9944272
>boom doesn't support scripting
All my plans for the map are ruined.

>> No.9944586

>>9944578
https://doomwiki.org/wiki/Voodoo_script

>> No.9944587

>>9944231
Please. That piece of shit was made obsolete with the PantherXL™
The gamers joystick.

>> No.9944593

>>9944564
If you're a speedrunner.

>> No.9944609

>>9944586
Yeah I found this but that's not nearly enough for what I had in mind. I haven't played much doom, I don't know what it takes to make a playable vanilla map so I was planing on something more gimmicky and story driven. But I don't think I can even change music using lifedefs.
But I might go back to it if I come up with an idea more suitable for boom.

>> No.9944616

>>9944609
You can do some neat things still with boom format, you just have to be creative and clever.
Still best of luck, anon.
>I don't know what it takes to make a playable vanilla map
Just make an exit, and play test. If you can beat the wad on medium it's probably fine.

>> No.9944618

>>9944535
Barrel damage that knocks the caco into a teleporter seems to be so temperamental, so good luck. I had a setup that killed the caco, but if I moved a single barrel 1 pixel away it would still take like 7 shots to kill.

>> No.9944623 [DELETED] 

>>9944547
>>9944443
nobody tell these people about that one billboard in manhatten project

>> No.9944626
File: 85 KB, 265x348, 1560099259011.png [View same] [iqdb] [saucenao] [google]
9944626

>let's open DRLA to see how a reloading weapon works
>the items
>oh god the items
>for every single weapon and possible modpack combination
Although I see what to do now, take away 1 bullet (ammotype1) as long as the player has at least one, then take 1 magazine (ammotype2) and give bullets equal to the gun's clip size

>>9944609
Ancient Aliens map 1 famously has a music change in Boom format, you can probably incorporate some ideas

>> No.9944629

I just finished my first map! I hope my friends on /vr/ like it >.<
https://files.catbox.moe/xrqcn9.wad

>> No.9944630

>>9944629
>>9939393

>> No.9944643

>>9944630
its his first map idiot, just because you make a map doesn't mean it has to be related to a /vr/ project

>> No.9944648

>>9944629
You should mention what format you used, and what port you've tested it with, at least.

>> No.9944653

>>9944643
You mean to tell me that people make things of their own volition and NOT to participate in events and ride on currently popular trends?

>> No.9944661

>>9944630
>>9944648
kk
Format: Boom
Tested with: Woof, GZDoom, Woof is preferred.
Length: ~5 minutes
Difficulty: Very Easy (Hopefully)
Time to build: Longer than I'd like to admit

>> No.9944664

>>9944629
I liked how interconnected the map was. Could only find 1 secret.
https://files.catbox.moe/lej7xs.zip

>> No.9944665

>>9944629
>>9944664
I recorded this with complevel 21 btw, that's just my default.

>> No.9944667
File: 1.14 MB, 1600x900, spasm0002.png [View same] [iqdb] [saucenao] [google]
9944667

>>9944623
It was the OP of a short-lived thread back in April talking about the DNF2001 build going nowhere

>> No.9944668

>>9944653
>and NOT to participate in events and ride on currently popular trends?
at least just not part of any current /vr/ mapjam or project
dunno why you went so far out there

>> No.9944672

Stupid question - can you make sectors into switches in Doom Builder?

>> No.9944679

>>9944672
The correct question would be "Can you make sectors into switches in <format>"
In Doom or Boom - only lines can perform actions. UDMF can probably do whatever. Not sure about stuff like Hexen since it's somewhere in the middle.

>> No.9944693

>>9943703
Using the Tommy gun in blood made me crave a mafia inspired Build shooter. So many iconic lines and source material to work with and some games like Timesplitters even had a gangster level

>> No.9944718

>>9944203
That imagouse. Romerog Doom. mouse. Obviously you couldn't aim in y axis but you could still aimge is shit. sly you couldn't aim in y axis but you couldD still aiYou could play Wolf3 from the start wih the m with the moth a when they weren't even planning on makinking Doom. mouse. Obvioum wituse. Romero was speedrunning it with a mouse years ago

>> No.9944730
File: 136 KB, 1407x1758, Chad REKKR, Virgin Sigil.jpg [View same] [iqdb] [saucenao] [google]
9944730

>>9944569
Amen. Now go back to working on that Unity project.
>>9944623
Civvie already commented on it in his Manhatten Project video. So that crowd is probably aware, but chooses to ignore it or whatever.

>> No.9944732

>>9944718
Has anyone really been far even as decided to use even go want to do look more like?

>> No.9944742
File: 1.53 MB, 640x360, trvstuck.webm [View same] [iqdb] [saucenao] [google]
9944742

>>9944667
What other sets can I find this shotgun in? I know of Trevail and Zerstorer

>> No.9944743

>>9944629
nice first map, defiantly has some effort in it compared to most first maps

on a side note, I suck at sneaking past cybers in tight hallways,

>> No.9944760

Some other anons mentioned chnworm.wad in an older thread and I just gave it a whirl. It was pretty cool and it's a shame there isn't more.

>> No.9944765

>>9944664
Thanks for the demo! Nice rocket dodge at the beginning, and the last secret is behind the crates at the beginning.

>> No.9944782

>>9944760
>it's a shame there isn't more.
He did a map in Nova 3, short of that the Demo of Chainworm Kommando 2 is all we got.

https://files.catbox.moe/hqrnh2.zip

>> No.9944784

>>9944765
On a side note, what's the easiest way to play and record demos? The command line is such a pain.

>> No.9944786

>>9944629
Not bad, especially for a first map, your greatest strength seems to be in the layout. I enjoyed how interconnected everything was. Playing avoid the cybie tightened my pucker a few times, so good job there, and the imps are well-placed to get you some infight breathing room. I also like that timed window thing with the chaingunners, basically try to thin as many out as possible to make the blue key ambush easier to deal with.

Combat isn't bad but a little basic. The rocket launcher secret was my favorite, although it'd be nice if the sector it's on was tagged secret instead of the crate you use to leave. Still, almost never used it because you only get two rockets I think? Not like you need it anyway. Double barrel is nice but comes a little late, same with megaarmor secret which is a bit of a gimme, but it does give you some more wiggle room if you take a rocket. Kinda mean that it drops you down in full view of that corridor though; if the cyber is walking by you can kiss your ass goodbye.

Only real complaints are: make the colored key bars raise up at the same time instead of having to press each one individually. The outdoors area has two imps on a cliff, but there's a little closet back there for some reason that they can wander in, which seems pointless. Use the ambush flag or sound-blocking linedefs to make sure certain enemies don't wake up before they're supposed to, like the chaingunners in the timed window, or the two demons before the red key.

Maybe that switch just before the exit door could be a walkover linedef? I'm nitpicking now. Overall, good showing and a fine midi. Hope you make more!

>> No.9944792

>>9944786
Oh one more thing, I accidentally played it with mbf21 compat first and in that the chaingunners in the timed window work fine, but in boom compat they keep trying to shoot me when I first start the map. Not sure why.

>> No.9944797
File: 8 KB, 257x279, 1668435700249168.png [View same] [iqdb] [saucenao] [google]
9944797

>>9944784
depends on your launcher of preference. Doom Launcher has a tickbox for it.

>> No.9944808
File: 2.51 MB, 500x500, agitation.gif [View same] [iqdb] [saucenao] [google]
9944808

>>9943552
Level stats no longer display in overlay map mode and I have no github account to vent my anger from, adversity! Rolling back to 0.25.6...

>> No.9944810

>>9944679
Sorry, yeah, UDMF. I guess it'd be an ACS thing only?

>> No.9944819
File: 1.16 MB, 1858x1057, Screenshot_Doom_20230529_180052.png [View same] [iqdb] [saucenao] [google]
9944819

>>9944693
only if it makes you randomly spit your cigar every few minutes like in trailblazer

>>9944672
>sectors into switches
In Boom you can make a linedef do something if you pass over it with a key, speed of doom map 5 uses it for this detector machine, is that the kind of thing you're looking for?

>> No.9944827

>>9944730
>Now go back to working on that Unity project
It's a really backburnered for a bit again. House is in disarray due to needing work done, getting a new cat, kids, etc. So I started a new project on a shit laptop that will hopefully be done soon. Then back to the fps, which I'm trying to simplify the design of.

>> No.9944851
File: 369 KB, 975x1232, 1665246738640175.png [View same] [iqdb] [saucenao] [google]
9944851

>>9944629
https://files.catbox.moe/5nckpo.lmp
complevel 9
as others seem to have said, i liked that it happens in a small area that connects to itself.
i agree with the other anon regarding the keycard bars. probably join those sectors so they lower at the same time, instead of having to do them individually.
map does feel a bit claustrophobic but idk what you could do about that without changing the layout. maybe a window or two? this is a pretty small and subjective thing though.

>>9942759
https://files.catbox.moe/tyxuoa.lmp
complevel 21
nice map
i think for the start you could make the hole in the ground more interesting like pics related.
normally using green slime as non-damaging flat is a bit sus but i think the map makes it clear that it'll be fine since theres nowhere else to go. it is a bit weird that the slime turns into murky water but thats not too unusual for maps like these.
the encounters were alright, i think you could maybe add closets or teleports behind the play for the chaingunners on the pillar fight so they get ambushed.
for the record your map has a secret near the start (wall inside first monster closet) that just takes the player out of bounds lol.

>> No.9944852

>>9944851
>teleports behind the player* during* the chaingunners on the pillar fight, so the player* gets ambushed.

>> No.9944879
File: 1.01 MB, 1600x900, spasm0021.png [View same] [iqdb] [saucenao] [google]
9944879

>>9944742
Operation Urth-Majik is where it came from IIRC, also some of Tronyn's mods before Drake-derived ones also have it
>Travail is legit just an extra gun-away from being one of the best mods of that decade

>> No.9944890
File: 1.31 MB, 1600x900, spasm0017.png [View same] [iqdb] [saucenao] [google]
9944890

>>9944667
>>9944879
I have spent almost the whole evening trying to beat this final fight

>> No.9944929
File: 5 KB, 100x100, unnamed.jpg [View same] [iqdb] [saucenao] [google]
9944929

unsung hero

>> No.9944943
File: 274 KB, 1917x1080, woof0000.png [View same] [iqdb] [saucenao] [google]
9944943

working on my second level, this time with freedoom because I found it has more industrial textures which I like

>> No.9944946

>>9944929
i mean no disrespect but as an ESL its interesting to hear his accent, its not something youd associate with a guy who does doom tutorials

>> No.9944959
File: 2.00 MB, 1114x1511, 1684086106724027.png [View same] [iqdb] [saucenao] [google]
9944959

>>9944851
hey, thanks for the feedback! I'll probably finish that level, and yes the outbounds secret was a scrapped area that I deleted and never got back to it.

im this guy btw
>>9944943

>>9944929
a tutorial made 14 years ago helped me today, also love his accent, its comfy

>> No.9944992

>>9943552
What UDMF wads are even compatible with this? Chainworm Kommando and DoomOne don't even load, and pol.wad has missing textures and none of the switches work.

>> No.9945019

>>9944851
I like jagged holes, they're very Equinox and I've used a couple but they cause nodebuilding errors like nobody's business

>>9944943
what are they called? they could be freedoom's version of some textures from doom 1 beta or some free use texture pack, I know at the very least freedoom2.wad has free versions of plutonia's bricks and camo with the same filenames to run plutonia pwads

>> No.9945026

What do you guys think about Slaughter? I tried Sunder (To see how I would feel about Slaughter in general) and although it was fun for a while I felt like it was a chore after just a bit. I think in general Slaughter is fine if it's not overburdening a wad, slaughter maps should be done in moderation otherwise they just grow tedious for me but there are some people who definitely like it.

>> No.9945032

>>9944819
>is that the kind of thing you're looking for?
Not quite - basically, I wanted to know if I could get a switch wall texture painted onto a sector surface to act like a linedef switch - too much faff for me to be getting on with though. Thanks anyway.

>> No.9945040

>>9945026
It's fun when it's done well with actual encounter design but when it's just the mapper being tired of shit at map 29 and is just throwing everything in there, it's shit.

It's also difficult to really show the difference to people who don't like it and just assume it's all shit.

>> No.9945048
File: 916 KB, 1920x1080, Screenshot (23).png [View same] [iqdb] [saucenao] [google]
9945048

I guess they start with "AQ"

>> No.9945050

>>9945048
>>9945019
mean for this

>> No.9945053
File: 24 KB, 400x452, 1659430874091640.jpg [View same] [iqdb] [saucenao] [google]
9945053

>>9944203
who?

>> No.9945057

>>9944819
map 6*

>> No.9945060

Has anyone here set up Doom WADs on Batocera? Is it easy or a shitshow? Should I just use some sort of vanilla compilation pack?

>> No.9945061

>>9945026
Sunder is definitely diving right into the deep end, Insane Gazebo tests sunder with quicksaves so that should tell you just a little
I'm stealing this point from the ribbiks youtube interview from a couple months ago, go watch that: the main thing with fun slaughter other than watching cyberdemons infight is territory control. A group of 5 hell knights appearing and threatening to box you in feels "slaughtery" because it's the same idea on a small scale, and Ribbiks uses this to his advantage to make a map with 150 demons a "slaughter map"
Also see Kratom Withdrawl from 400 minutes, I think it's map 25 or 26, for another example of needing to secure a safe place in a crowd of imps

>> No.9945094
File: 62 KB, 625x581, isyouserious.jpg [View same] [iqdb] [saucenao] [google]
9945094

https://doomer.boards.net/thread/3226/fore-vr-project-waifus
Whodidthis? Hmm?

>> No.9945095

>>9945048
Those are from Aquatex, which was donated to the Freedoom project. You can get the original pack here and run the map in normal Doom 2 if you want.
https://www.doomworld.com/afterglow/textures/

>> No.9945096

>>9945094
it was ME

>> No.9945102

>>9945026
Slaughter is inherently tedious, all the famous slaughter wads since Sunder are famous for their difficulty, size, looks and monster count and not their gameplay.

>> No.9945103
File: 1.08 MB, 600x609, 1676617494131532.gif [View same] [iqdb] [saucenao] [google]
9945103

>>9945094

>> No.9945106
File: 34 KB, 1270x351, pain.png [View same] [iqdb] [saucenao] [google]
9945106

>>9945094
I curse the anon who did this to only use the GZDoom source port for two years straight, with all settings high.

>> No.9945109

>>9945094
>news
>links to an old thread
>uses one of those shitty adware links to generate money
Fuck that shit.

>> No.9945113

welp back from work time to keep working on my first doom map

>> No.9945116

What do you guys do for custom music for your maps and wads? Use the vanilla? Take from other games? Make your own?

>> No.9945118

>>9945116
I just use other midis from various sources.

>> No.9945121

>>9945116
I heard the terminator theme in a wad once.

>> No.9945123
File: 20 KB, 753x249, 1654386046849844.png [View same] [iqdb] [saucenao] [google]
9945123

>>9945109
lol wtf how high are their bills

>> No.9945128

>>9945094
why

>> No.9945131

>>9945128
>why
For the lulz, why else would someone do some stupid shit knowing all too well it's going to cause some upset? Same reason why someone was trying to "cancel" HFFM by posting about it elsewhere during development.

That anon who initially posted that link played right the topic creator's hands by posting it here, though he might have been the one who made it to begin with.

>> No.9945173 [DELETED] 
File: 95 KB, 1120x630, 0wCcWRIw.jpg [View same] [iqdb] [saucenao] [google]
9945173

>>9945094
That forum had 800 lurker visitors just this day, so something might come out of it. I only hope it has manners.

>> No.9945179

>>9944851
>>9944786
Thanks for the replies. Sorry for the late response. I didn't know you could merge sectors so both keycard gates would open at once. The chain-gunner being alerted early seemed to be a weird engine bug I didn't know about, I fixed it by moving it over a pixel :/.
The reason for the mega armor and SSG was because I was planning for a final area after the yellow key door but I didn't want the map to take more than a couple minutes to beat.

I made a version with some of the suggested hotfixes if anyone else wants to try it out.
https://files.catbox.moe/q4r1h1.wad

I'll probably start working on something else now :^) If I feel confident enough I might contribute to the waifu project.

>> No.9945183 [DELETED] 

>>9945173
Sometimes I look at their off topic threads and there'll be people linking junk articles about new world order and stuff lmao
I know some people care a lot about free speech and all but I think doomer boards would be more respected if they didnt allow that shit.

>> No.9945186
File: 11 KB, 584x117, Image7.png [View same] [iqdb] [saucenao] [google]
9945186

>>9945123
Well we found the anon that posted it.

>> No.9945192 [DELETED] 

>>9945183
>listen i know you care about free speech or whatever but just stop doing that and defeat the whole porpoise of your forum by removing wrongthink
It's off-topic. Who cares what people post there? I dont go on doomworld offtopic and get mad if someone's posting liberal stuff.

>> No.9945196 [DELETED] 

>>9945192
i don't. but it doesn't give a nice impression to the rest of the community when regulars in the forum are spending time posting articles from fight club larpers regarding how <certain minorities> are coming to rape the children.

>> No.9945210 [DELETED] 

>>9945196
for the record, im just saying people shouldnt be posting schizo links thats all. its ok to have whatever opinion you have.
but thats enough of that...

>> No.9945213 [DELETED] 

>>9945196
Says the anon on 4chan.

Most of the Doom community dismisses shit from here just because it's from here.

>> No.9945214 [DELETED] 

>>9945196
Nice impression of a community when you're looking at dregs and spam in the offtopic area of the forums is, kinda contradicting. Even doomworld is garbage in this sense. Every community is like this, or at least used to be before Discord forced everyone to be PC and unable to have containment threads to vent their faggotry.
Nobody really gives a shit except those who are eternally butthurt at everything.

>> No.9945220 [DELETED] 

there is no good gaming sites anymore

>> No.9945224 [DELETED] 

>>9945196
>doomworld not pozzed enough to censor every controversial opinion that slips by
>comes to fucking 4chan of all places to cry about it
hello? reddit is down the hall and to the left

>> No.9945230
File: 177 KB, 1280x800, doom2_gd01-1.jpg [View same] [iqdb] [saucenao] [google]
9945230

i got to the map after the one where the elevator explodes. please don't tell me it's typical slaughtershit from here on out because that's what it is starting to look like

>> No.9945234 [DELETED] 

lol i forgot this general was babysat by a janny who does fuck all else all day. what a dork

>> No.9945235

Syringe is cool

>> No.9945237

>>9945230
It varies, though it does get a lot more busy when it does away with the tower floorspace limit, which I always felt was to it's detriment for most of the maps.

>> No.9945239

>>9945230
map 29 has a spot that spawns a constant, nonstop stream of revenants for 2 minutes straight
but you can win the map in 30 seconds if you grab the invulns and hightail it instead of going for 100% kills

>> No.9945240

>>9945237
i thought it was most of the charm honestly.

>> No.9945246

>>9945240
I find the above ground maps more memorable for the most part because of what they did with that limited space, short of a few impressive maps like Insanity but that was mostly for it's use of a specific gimmick.

>> No.9945247

>>9945230
after Scythe it is mandated that in every mega wad that the last two levels of any wad needs to be slaughter shit

>> No.9945252

>>9945123
They put them on every single link, especially the DBP download ones.

Seems pretty dirty to try to make money off of community stuff like that but maybe they agree to it or something, IDK.

>> No.9945257

>>9945121
>once

>> No.9945262

>>9945095
Thanks!!

>> No.9945309

>>9943081
Zandronum and Eternity are still available as well.

>> No.9945323

>>9943851
That's pretty much the console experience.

>> No.9945341

>>9945257
oh yeah I forgot, midis are looped :P

>> No.9945395
File: 111 KB, 220x171, 1670397137767426.gif [View same] [iqdb] [saucenao] [google]
9945395

>>9945128

>> No.9945443

>>9945094
>>9945109
where the fuck would I be without ublock origin.

>> No.9945447

>>9945116
Use the RoTT soundtrack.

>> No.9945458

>>9944693
Speaking of TimeSplitters, would it be possible to make a mod that randomizes enemies and weapons in such a way every time you'd get random set of each?
IE, one level you fight aliens and gangsters in a second with accordingly themed weapons.

>> No.9945483

>>9945458
Should be, yes.

>> No.9945485

>>9944564
Don’t get me wrong dsda is miles ahead better than gzdoom in every way. I just don’t have interest in sourceports that promote non-standard mapping.

>> No.9945498

>>9945485
DSDA isn't bad, but there's definitely potential for it to go in a shitty direction. He's been making lots of unnecessary changes as of late.
Although more engines, especially demo-compatible ones, supporting UDMF can only be a good thing.

>> No.9945506

After 6 years I'm getting back at Doom mapping after playing through myhouse.wad.

Anyone here heard about Cosmology of Kyoto? I'm thinking of doing an action fan sequel to it.

>> No.9945507

>>9945506
>Anyone here heard about Cosmology of Kyoto? I'm thinking of doing an action fan sequel to it.
I remember it had a weird system for how it handled you dying.

>> No.9945508

https://www.youtube.com/watch?v=WWIDvF_o4So

>> No.9945510

>>9943408
I don't like Mark very much, but fuck Midnight.

>> No.9945525
File: 178 KB, 500x281, jay stare.png [View same] [iqdb] [saucenao] [google]
9945525

>>9943552
>ask for a couple more features to the MBF21 mapping format
>maybe slightly expanding a few of the UMAPINFO features so they can do stuff which they already do in GzDoom anyway
>possibly a real coding language as a long term goal, instead of having to build upon the crusty jank that is DeHacked
>"UMDF compat coming up!"
I'm not sure why I'm supposed to want this. If I wanted to map in UDMF, I'd be targeting GzDoom directly.

>> No.9945526

>>9945508
I've used berserk to parkour scythe's map 19 in 20 seconds but I didn't know you can literally wall jump

>> No.9945531

>>9945525
What could they even add to MBF21 at this point? Some more dummy flags and some inventory counts?

>> No.9945553

>>9945531
That'd be enough for me.
>some sets of dummy values
>a set of functions for the dehacked which makes a value increase or decrease, checks for those values, and JumpIfs for those checks
That alone would open up a lot of possibilities. Add enemies being able to track and make jumps based on their own values, or things like distance to their target or even specific values of the player, and now you could make some really interesting things.

>> No.9945554

>>9943745
Why isn't there a MIDI of this?

>> No.9945561

>>9945553
Some better UMAPINFO support would be appreciated as well. Being able to use bossdeath triggers for the player and custom deh actors would go so far.

>> No.9945564

>>9944672
You could basically make a floor button by having a small button with walkover lower to nearest/lowest actions on its linedefs, and then tagging the sector for the button the same as what you're lowering.

>> No.9945568
File: 43 KB, 680x508, 1ranger.jpg [View same] [iqdb] [saucenao] [google]
9945568

>>9943408
Is that Bruce Willis?

>> No.9945580

>>9945561
Or a sector effect where the level ends WITHOUT killing the player. Perhaps being able to define hurtfloors in great detail, like if they could hurt monsters too, maybe just walking monsters, or also flying ones, optionally only hurting flying ones.
A horizontally sliding door of any style would also be neat, but that'd probably be really pushing things.

UDMF though? I could use UDMF I guess, but why use the no doubt far less capable and flexible UDMF over just going full hog with GzDoom or Eternity?
Maybe this will turn out cool eventually, but I'm not sold.

>> No.9945596
File: 16 KB, 512x448, ALttP_Flying_Tile_Room.png [View same] [iqdb] [saucenao] [google]
9945596

Here's a free idea.
You know how it's a running gag to ask about the missing hexagon floor tiles? Do pic related with those.

>> No.9945601
File: 2.79 MB, 960x540, 1654205561037792.webm [View same] [iqdb] [saucenao] [google]
9945601

>>9942551
>>9942554
>>9942558
Thanks for pointing me in the right direction, here's where a few hours of tutorials and messing around got me. I'm pleased with how easy this all is to do.
My goal is "what if ultimate paintbrawl but actually good"

>> No.9945610

>>9945601
Based. I saw you before in the other thread, keep at it anon

>> No.9945637

Trying to play Ultimate Doom with Brutal Doom v21. I just drag and drop the .pk3 file like with anything else. Knee Deep in the Dead worked find but when I play Inferno I cannot use things and weapons do not reload. What gives?

>> No.9945640

>>9945637
lol.

>> No.9945653

>>9945637
Call tech support, I think your game may have a virus.

>> No.9945778
File: 1.13 MB, 1600x900, spasm0020.png [View same] [iqdb] [saucenao] [google]
9945778

>>9944890
No comment available
No comment possible

>> No.9945789 [DELETED] 

Why are source games so popular with troons

>> No.9945816 [DELETED] 

>>9945789
Are the troons in the room with us now?

>> No.9945850

>[2-9] Anon released a Quake map.
>https://a.uguu.se/aradmQyF.bsp

Link expired months ago. Any anon want to repost this map?

>> No.9945921

>>9944890
cool screenshot
looks like they're doing some summoning ritual and that hole is where the summoned beast rises from

>> No.9945926
File: 3 KB, 471x158, Capture.png [View same] [iqdb] [saucenao] [google]
9945926

Which source port should I try next? I don't have enough already.

>> No.9945962
File: 499 KB, 1272x715, Screenshot_44.png [View same] [iqdb] [saucenao] [google]
9945962

Been working on some sort of "remix" mod for gzdoom, all this does is randomize enemy appearances, nothing 2 crazy
would any of you be interested in smth like this?

>> No.9945964

>>9943408
Wow, so brave of them to talk about the brutal doom drama...
>checks notes
...a decade or so after it transpired, what a hero

>> No.9946010

>>9945962
like shades of doom but with less gameplay changes if any?

>> No.9946015

>>9944827
Alrighty then. Good luck with all this IRL stuff and new project.

>> No.9946028

>>9946010
at most, i'll prob add the weapons from the doom alpha, and maybe the flying imp from the doom bible, but that's about it

even then, i want that shit to stay optional, just a simple monster variation mod that doesn't change much of anything would be a nice change of pace

>> No.9946052

>>9945926
helion

>> No.9946053

>>9945926
>>9946052
and edge-classic

>> No.9946054

>sector special 8
>"Light Glow (1+ sec.)"
oh so it makes the sector glow for a second periodically?
>test it
>does nothing
wtf
>you need to have an adjacent, darker sector. the special sector will blink between its original brightness and the adjacent darker brightness
oh okay makes sense, this makes it more customisable
>also if linedef specials "Light change to 35/255" are used on the sector, the sector special will make the sector go back incrementally to its original brightness (once but repeatable)

its a crazy world out there for new mappers

>> No.9946059

>>9945926
Zandronum
Marshmallow Doom

>> No.9946075
File: 286 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
9946075

I had a neat idea for a Berserk TC for Doom, though I don't have the time to learn mapping and modding at the moment so I figured I'd share my ideas here.

Chainsaw - Replaced with Dragonslayer/Greatsword
Fists - Still in the game, more powerful from Episode 2-onward
Pistol - Replaced with Throwing Knives, functioning similarly to the shurikens from Shadow Warrior
Chaingun - Replaced with Repeater Crossbow
Shotgun - Replaced with Miniature Bombs, functioning similarly to the dynamite from Blood
SSG - Replaced with Cannon Arm (projectile)
Rocket Launcher - Replaced with Cannon Arm (explosive)
Plasma Rifle - Replaced with Flamethrower Pump (moderate artistic liberty taken for the sake of gameplay, based-on the flamethrower Rickert and Tapasa use in Falconia)
BFG 9000 - Replaced with Berserker Armor, charges towards enemies with the dragonslayer dealing heavy damage often resulting in a one-hit kill, depletes health upon use

Difficulties:
I'm Too Young to Die - Weakling
Hey Not Too Rough - Mercenary
Hurt Me Plenty - Struggler
Ultraviolence - Berserker
Nightmare - Beast of Darkness

>Episode 1 - Golden Age
E1M1 - Band of the Hawk (Bazuso boss)
E1M2 - Sword Wind
E1M3 - Nosferatu Zodd
E1M4 - Assassin
E1M5 - 100-Man-Slayer
E1M6 - Battle of Doldrey
E1M7 - Infiltration of Wyndham
E1M8 - Demon Dog (Black Dog Knights and Wyald boss)
E1M9 - Eclipse
>Episode 2 - Black Swordsman/Conviction
E2M1 - Koka Castle (snake lord boss)
E2M2 - The Brand (skeleton fight in the forest)
E2M3 - Zondark
E2M4 - Guardian Angels of Desire (slug count boss + Godhand encounter)
E2M5 - Lost Children
E2M6 - Misty Valley (Rosine boss)
E2M7 - Night of Miracles
E2M8 - To the Holy Ground
E2M9 - Battle of St. Albion (Baphomet goat man boss + first Serpico fight)
E2M10 - Tower of Conviction (Mozgus boss)

>> No.9946078

>>9946075
>Episode 3 - Falcon of the Millennium Empire
E3M1 - Reunion on the Hill of Swords (second Nosferatu Zodd fight)
E3M2 - Winter Journey
E3M3 - Mansion of the Spirit Tree
E3M4 - Troll Invasion
E3M5 - Qliphoth (Slan boss)
E3M6 - Berserker Armor (Grunbeld boss)
E3M7 - Makara
E3M8 - House Vandimion (second Serpico fight)
E3M9 - Escape from Vritannis (Emperor Ganishka boss)

>> No.9946080

>test my map in GZDoom just out of curiosity
>generalized death exit floor just deals damage and doesn't end the level
GRAAAAAAAAAAAAAAAAAF

>> No.9946083

>>9945596
That'd be fun, but difficult to do even slightly seamlessly without 3D models.

>> No.9946087

>>9945926
JDoom

>> No.9946103
File: 813 KB, 288x204, earthquake intensifies.gif [View same] [iqdb] [saucenao] [google]
9946103

does that one switch at the end of mancubian candidate straight up crash your game if you get the fatso killed? or is that just a gz/compatibility/hardware issue?

>> No.9946107

>>9946103
THIS IS THE NINTENDO SHITCUBE

>> No.9946109

>>9945926
>good-tier
Crispy Doom
Woof
Nugget Doom
>good for specific things-tier
GZDoom
LZDoom
PrBoom+
Eternity Engine
Chocolate Doom
Zandronum
Odamex
ZDaemon
PsyDoom
Doom 64 EX-Plus
>redundant but functional-tier
DSDA-Doom
Bethesda Unity
Doom Retro
>deprecated/obsolete-tier
Doom95
ZDoom
Skulltag
Doom Legacy
>stupid-tier
Doomsday
Vavoom
Edge

>> No.9946120

>>9946080
days without grafaggery: 0
you could prob make a quick jank fix for that by making an acs script for it, as jank as it is

>> No.9946135

>>9946109
What is PrBoom+ useful for these days? Does it even do anything that the more modern Boom engines don't?

>> No.9946138

>>9946109
If you're putting ZDoom in Deprecated then LZDoom should join it, the plug was pulled on it once GZDoom added GLES.

>> No.9946140
File: 225 KB, 1850x829, DBP_29_1876bec7-27db-4f3c-9191-284db24d6e83 (edit area).jpg [View same] [iqdb] [saucenao] [google]
9946140

Yeah, I think I'm gonna edit this all out

>>9945230
It's mild, if you managed to get through the chapel level and onwards then you will be fine. Doesn't shown creativity so far make you want to push through?

>>9945850
Tough luck, no given names and expiration links make this stuff basically lost to the oblivion. Good for creators who refuse to use random word generators and different hosts, gives the bittersweet short-term value to their work. Although, there IS something sentimental about this thought.

>> No.9946147
File: 46 KB, 428x535, FAUNA.jpg [View same] [iqdb] [saucenao] [google]
9946147

>>9941738
>monster mods might fuck up DBP maps, a lot do stuff like using dehacked fucked with versions of the nazis as environmental effects
damn, so is that why the floating signs in augzen bleed if you try playing it with hdest? i never even thought about this.

>> No.9946154

>>9946147
Yep, and why random floating plasma balls turn into nazis in the Emerald City one.

>> No.9946157

>>9941738
>>9946147
we do have libraries to check for dehacked shit now
https://github.com/3saster/GZDoom_Utilities/tree/main
so it's only a matter of time before people start writing around it so we don't have to deal with that gay shit no mo'

>> No.9946159

>>9946109
ZDoom is good for the specific mods that will only run on ZDoom, also good for making Graf lose his shit.

>> No.9946160

>>9946157
wait...oh shit, 2 years ago? we're still having these problems *today*??

>> No.9946163

>>9946103
No, at most your framerate will shit itself. If you have monsters modded, anything can happen.

>> No.9946174

Gonna put wandering enemies in my map now I know that's a thing. Are there any good wads featuring enemies that move around without being triggered by the player?

>> No.9946190
File: 3 KB, 135x59, god damn it lfw.jpg [View same] [iqdb] [saucenao] [google]
9946190

Finally, i can actually play the fucking thing.

>> No.9946195 [DELETED] 

Testing
https://doomer.boards.net/board/21/mapping-workshop

>> No.9946198
File: 427 KB, 640x480, Screenshot_Doom_20230409_040218.png [View same] [iqdb] [saucenao] [google]
9946198

>>9945026
I might feel differently if my computer was better but I fucking hate it.

>> No.9946208

>>9946159
Any specific examples besides Lilith?

>> No.9946212

>>9945637
>drag and drop

Jesus, guy, at least learn how shortcut command lines work.

>>9946147
I think there's a compatibility add-on/patch for HD and Aug;Zen. But that may have just been for the windows, I'm not sure.

>> No.9946213

>>9944256
>client
You mean the source port? Late reply, but Woof with DSDA-Doom is what you need to look for Boom testing, majority of the fan-made content is targeted at these ports. As for GZDoom, it wouldn't fit in terms of compatibility as it delves deeply into fixing "flawed game logic" with mapping errors. What would've worked in GZ is likely to become broken in one of the demo-complaint ports, but not vice versa

>>9946109
>ZDoom
I still use it, there are ZZDoom and RZDoom brushed up forks

>> No.9946214

>>9945498
>there's definitely potential for it to go in a shitty direction
He lets his discord friends overrule outside suggestions on the basis that his friends are the true speedrunners. It's inevitable

>> No.9946223
File: 45 KB, 992x520, Game Configuration.png [View same] [iqdb] [saucenao] [google]
9946223

>>9944256
>>9946213
Don't forget "-complevel 9" line argument switch if you are to make a Boom map, here's the UDB game configuration. For general playing and demo recording you can do this with one of the Doom launchers, such as ZDL, or by command prompting your command shell of choice
https://doomwiki.org/wiki/Complevel#Compatibility_modes_and_settings

>>9944609
Check this nifty guide
https://rentry.org/linedef45npc

>> No.9946224

>>9946198
>big
>meaty
>claaaawwws

>> No.9946225

>>9946214
In that case, it's been doomed from the start.

>> No.9946232

>>9945026
“Done in moderation” throughout a levelset says it best, even with how variable and nebulous “slaughter gameplay” can be. I enjoy them the most when they’re kind of sandboxy or open ended, Fire and Ice from Scythe felt good about that.

>> No.9946304

>>9945926
>>9946109
Didn't one of the source ports try ray-tracing? A bit pointless for Doom, but at the same time I like when anybody tries to do something with the lighting in Doom. Just something about it.

>> No.9946306

>>9946304
i think gzdoom or some fork of gzdoom does

>> No.9946307

>>9946304
>>9946306
It was a PrBoom fork.

>> No.9946315

How much 7.76 should I carry around in HD? I'm playing on regular encumbrance through Doom 2 as a challenge and carrying a Liberator, three mags, and 50 rounds spare is already slowing me to a crawl with all the "necessary" items I need to not get softlocked. I have no properly "consistent" source of ammo apart from random spawns so I feel like I need to have a proper supply of the stuff, but it is also too much most of the time.

>> No.9946316

>>9945026
It's easy to do badly. It feels like one of those things that you throw in when you don't know what else to do or how to fill out a map or even attempting to wow people with high enemy counts in CRAZY encounters. It's perfectly fine, possibly even great, with just the right enemies and geometry. In general though, I encounter more bad or bland slaughter than good slaughter. It's also a design gamble in amateur hands because it's more tedious for the player if you do it badly than if you had just made a smaller, disappointing encounter. If it was less popular, the ratio of good slaughter to bad slaughter would probably be a lot better.

>> No.9946317

>>9946307
Eh, I can just look up a video of it to see what I wanna see. Playing with it is probably not that great.

>> No.9946324

>>9946316
What's your opinion about slaughter maps that don't give you enough ammo to kill everything, and the the meme kind of amps like nuts. I don't remember what wad it was, but its map 32 was a pure slaughter map in an otherwise slaughter light wad, and that map had a distinct lack of ammo for the stupid amount of enemies.

>> No.9946328

>>9946324
>and the the meme kind of amps like nuts
jesus fuck, I have to read what I write
meant, not the meme kinda of maps like nuts

>> No.9946331

y'know, that reminds me, there was this utility for gzdoom that'd let you bake lights into maps, it was super sick, unfortunately you needed a whole seperate fork of gzdoom to run it

then graf said it's shit because of like maybe 1 minor flaw so the whole thing was dropped until a year later lol

>> No.9946337
File: 232 KB, 460x506, deepbreath.png [View same] [iqdb] [saucenao] [google]
9946337

>>9946140
>Tough luck, no given names and expiration links make this stuff basically lost to the oblivion.
Yeah, i figure only the OP of the map would likely recognize the link and repost, if i got lucky. Oh well, i've got some violent rumble maps i still haven't played in my queue.

>> No.9946341

>>9946304
Something you can enable in Doom 3 is “player shadows”. I love seeing the player’s shadow when something explodes behind him, and I like seeing the same thing happen in raytraced Doom even when it’s just the shadow of that sprite.
>>9946324
Expecting the player to cause infighting due to limited ammo can be annoying if that expectation is not delivered appropriately, and it’s not even exclusive to “slaughter”.

>> No.9946381

>>9946208
The Wool Ball games at least used to exclusively run on ZDoom, dunno about it now.

>> No.9946396
File: 67 KB, 220x376, siopear-blood.gif [View same] [iqdb] [saucenao] [google]
9946396

CRUO CRUNATUX DURRRRRRRBEEEEEE

>> No.9946403

>>9943552
>download it
>overwrite files
>launch
>".pk3 not valid" something like that
>ok....
>revert
>works as normal
ok?

>> No.9946407
File: 2.92 MB, 2560x1440, Base Profile Screenshot 2023.05.30 - 10.29.23.56.png [View same] [iqdb] [saucenao] [google]
9946407

Finished imposs and even had some fun with it with LTG
onto the next

>> No.9946415
File: 606 KB, 2560x1440, Base Profile Screenshot 2023.05.30 - 10.43.41.52.png [View same] [iqdb] [saucenao] [google]
9946415

lol wut

>> No.9946416
File: 11 KB, 148x125, file.png [View same] [iqdb] [saucenao] [google]
9946416

>>9946396
AHH AAAGGHH OH GOD IT BURRRRRNS!!!!!!!!! EEEYYYAAAAAAAAAAAAAAGGGGGGGHHHHHHH!!!!!!!!!!!!!!!!!!!!!

I always found it incredibly humorous how the cultists break character and stop speaking in tongues as soon as they're set on fire. I can't help but snicker every time it happens.

>> No.9946417

doomguy has a rifle in his sprite because it's an unused weapon
is that the same case with ranger and duke?
what other fps guys have this case of "model/sprites have weapons not in the actual arsenal"?

>> No.9946420

>>9946317
It's a novel tech demo but not especially transformative for a game like Doom. Ray-tracing looks much better for full-3D games like Quake and Half-Life.

>> No.9946427

>>9946417
>"model/sprites have weapons not in the actual arsenal"?

This is strictly a problem with sprite based games. There's no way they would make a full sprite set for every weapon the player can hold, so they make one sprite set with a 'generic' weapon in the player's hands. I dont believe these weapons were cut from their games.

>> No.9946432

>>9946427
Marathon had separate sprites for separate weapons if I remember correctly, just required more work.

>> No.9946471
File: 3.92 MB, 960x540, Replay_2023-05-22_17-21-42.mkv.webm [View same] [iqdb] [saucenao] [google]
9946471

>>9946315
>all the "necessary" items I need to not get softlocked.
You're almost certainly overestimating how much you actually need. Green armor, a medikit, one zerk, and a few stims is all that I'd consider strictly necessary. You can fit a lib and three mags into that and have bulk to spare for even a jetpack. Pick up other guns to use temporarily when 7mm is tight. No need to hold on to them or carry any ammo, just grab a shotgun, blast 20 guys, drop it, keep going. Pull your Lib as necessary for heavier targets, and keep it on semi until you need to drop a point-blank baron or cyberdemon.

>> No.9946473

>>9946317
Frankly, it was nothing special. That stuff just doesn't work with 2.5D graphics, but my fans were spinning too loud to see anything.

>> No.9946474

>>9946407
Imposs is neat even if it only really works on the first playthrough.

>> No.9946475

>>9946415
I see you also fell off the world in Quirky Domain.

>> No.9946487

>>9946315
consider that a) default encumbrance is somewhat balanced around co-op with one guy carrying the team's medkits, another the H.E.R.P.s, another the explosives, and so on, and b) hideous destructor is flat out not intended to be baseline beatable even in plain doom 2, so there's no shame in tweaking the damage and encumbrance to something that works for you
also 7.76 weighs 3 times as much as 4.42 so it is a heavy decision to mainline a liberator, and remember that items in a backpack magically weigh less and you can carry more once you even out the backpack's own 100 weight points

>> No.9946491
File: 111 KB, 976x1213, tunes.jpg [View same] [iqdb] [saucenao] [google]
9946491

>be newfag
>play with music off because fuck kind of beeps and boops is that anyway
>decide to crank it up every once in a while for a change
>get to sod map31/btsx2 map04
>cum
i am honestly impressed

>> No.9946508

>>9946491
get some soundfonts with more modern synths than the GS Wavetable windows ships with, it goes a long way to making goofy "doomy" music sound more like contemporary electronic music

>> No.9946528

>>9946491
what kinda LOOSER do you think you are not playing with any other soundfont

>> No.9946538

>>9946109
Swap dsda and prboom and this list is reasonable.

>> No.9946548

>>9946109
You forgot Risen3d for the stupid-tier.

>> No.9946556

Hey guys can I can a tl;dr on Marshmallow Doom and Helion?

>> No.9946558

>>9946556
*can I get

>> No.9946564

>>9946548
we need a tier to specifically "shitty but funny" ports, that is exactly where it'd go

>> No.9946572

In DECORATE, what does it mean when a Damage value is in parentheses?

>> No.9946581

>>9946572
it's for custom damage formulas

>> No.9946597
File: 52 KB, 551x581, coffee.jpg [View same] [iqdb] [saucenao] [google]
9946597

>>9946508
>>9946528
i`m gonna go look for fancier ones, but also the fact that the aforementioned two tunes go that hard with the default one make me feel kinda bad about it

>> No.9946598
File: 597 KB, 923x678, Screenshot 2023-05-30 182913.png [View same] [iqdb] [saucenao] [google]
9946598

tren

>> No.9946628

>>9943408
I think another funny aspect of this is that just like Mark, Midnight will be another hated figure which in turns leads to more unfounded hate and "i heard he sucks" tier stuff
What i mean is coming from people who still watch e-celebs that have the same problems he does because they don't have insights in regards to nerd/"fandom" culture, internet content "creators" history or even the "lore" of the Doom community
Meanwhile, the one noticeable old guard Doomer to make a video about him was DoomKid and all he did was responding to an iceberg video going "no, not really" in a very calm manner

>> No.9946651

>>9943408
I don't care about Sgt. Mark but Midnigger needs to fuck off, he's a fucking parasite of the doom community. Fuck midnight, fuck myhouse.wad retards, fuck kinofabino

>> No.9946656

>>9946572
It won't get randomized.

>> No.9946697

mywife.wad

You enter Borat's village except it's abandoned and darkworlded up

>> No.9946707

>>9946341
I do like dynamic lights, even in low-tech games. i don't know why, I just like seeing the shadows move and be re-lit by other sources like flashlights, fire, or explosions even if it doesn't benefit the gameplay.

>> No.9946717

>>9946491
That's the thing a lot of people don't consider with music. A decent composition will stand out regardless of the instruments used. Of course having the right mix and instruments improves it or brings it closer to perfect, but a good tune is a good tune whether its being played on a shitty old digital instrument or a fancy real instrument.

>> No.9946718

>>9946315
You don't need a ladder, a backpack nor even a DERP, although the latter does make a lot of situations a lot easier to deal with, particularly due to it allowing you to hack. You also don't need to carry like 4+ mags of 9mm for it and your pistol.
Grenades weight something outrageous like 75 blocks or whatever. More than 3 is going to make you feel it.
Shells are somewhat economic in terms of weight, but the guns that shoot it are not, unless it's the Slayer. Load the saddles and just draw from them, not your pockets if possible.
A HERP is heavier than a vulcannete while providing half of the utility of one unless you are preparing for an ambush.
More than 1 medkit, unpacked or otherwise, is a good investment, but please watch your weight, they are not lightweight.

>> No.9946726

>playing any duke3d level
>cool setpiece where giant structure starts exploding
>stand back in awe
>explosions start going well beyond the area of destruction
>trajectory is instantly redirected towards where I am
>die before I realize what happened

>> No.9946737

>>9946726
>playing any duke3d level
>somehow enter a crevasse or a drain underwater and get crushed
This hole, it was made for me

>> No.9946740
File: 3.96 MB, 1920x1080, damn.webm [View same] [iqdb] [saucenao] [google]
9946740

>>9946726
DAMN

>> No.9946751

>>9946718
What about Door Busters? Or Enviro suits? Kind of important to sequence break some impossible things or protect myself long term from any death pits. I guess since most vanilla and custom wads are balanced around pistol starts I don't need to carry around too many rocket nades because they will be available near where there are things I need to kill.
I guess I'll limit myself to 3+1 mags and its ammo and reload it on the spot if I need to, no spare needed. 1+1 pistol mags, 1 medkit, and some thingamabobs I can find. As long as I am sub 1k without a backpack and capable of moving with one I think I'll be fine.

>> No.9946753

>>9946656
Ahh, okay, thank you, that makes sense. I've been converting some melee attacks using projectiles into custompunches and I left the damage randomized.

>> No.9946768

>>9945778
d'Sparil sexo

>> No.9946771

>>9946751
Doorbusters tend to be plenty available in Doom 2 as they spawn from Shotshells and sometimes even armor shards and you don't really need them UNLESS you want to sequence break, as they are mostly useful for either breaking doors or breaking geometry, which you can also achieve with a Chainsaw or just your own leg and boots (zoom + use + sprint).
Enviro suits may be useful, yes, but you either are given one on the areas you're subjected to such for extended periods or can find 20 of them tucked away in a nearby backpack. Don't carry one all the time if you're really concerned about weight, although it is not a bad idea to carry as it doubles as excellent protection against fireballs at the cost of it breaking at almost any serious engagement.
Rocket grenades are aplentiful. Grenades are also quite heavy. Be mindful of that. Also your liberator itself, the underslung grenade launcher, has weight as well. Consider one without it, as 7.76 is more than enough overkill for most things. They are a godsent against Knights and their ilk though, as long as you score a direct hit.

>> No.9946790

>>9946740
I should get around to playing this to see how different it is, but I'm already going through Legacy edition

>> No.9946792

No need to play the classics when indie fps exist

>> No.9946797

>>9946109
>god tier
original dos version

>> No.9946832

>>9946797
On a real DOS/Win9X machine? Yes.

In DOSbox? Hell no.

>> No.9946845

>>9946771
I usually use rocket grenades for airburst indirect fire in order to kill crowds of enemies instead of single target damage. For those I usually just brace the liberator and full auto crit until the thing dies. Rocket nades themselves are suboptimal against big single targets because they're only properly Anti-Materiel in Rocket mode.
Maybe if I ditch more weight I could grab a single tube rocket launcher.

>> No.9946890
File: 262 KB, 1335x727, sw12.jpg [View same] [iqdb] [saucenao] [google]
9946890

>> No.9946912

Myhouse but instead of collecting a bunch of items you have to fuck each type of demon and on the true end you are at the beach with your lifelong waifu.

On an unrelated note, i once played a wad that had a secret involving a cyber demon and a naked anime girl in a pink room. Anyone has any idea which wad that was?

>> No.9946914

>>9946726
>playing Bloom
>instinctively go through doors as soon as I open them and don't go anywhere near them any time after to not get instakilled
on another note I have no idea if it's made for peestol starts or not because the level starts are hot as fuck but then they mellow out and the mapset has so much ammo it stops mattering 2 minutes in

>> No.9946916

Thoughts on System Shock remake?

>> No.9946948

>>9946109
shit list, everything there is functional, it really depends how many quality of life changes you want vs. how vanilla you want it as well. hell even though doomsday gets memed on with that odd 3d model pack, it is technically more faithful to doom than gz.
a true tier list should range from "it's still 1993" to "gzdoom"

>> No.9946975

>>9946948
>"waaah i can't play demos in gzdoom waaah"

>> No.9946985

>>9946916
Going to be garbage, they've taken an axe to stuff like the story, layout, weapon balance / progression and a bunch of other shit.

Nightdive got up their own asses thinking they're game developers and not a re-release studio who does shit like the System Shock Portable and Blade Runner messes.

>> No.9946991
File: 790 KB, 1656x884, 1683202343915252.png [View same] [iqdb] [saucenao] [google]
9946991

Someone linked this here a while back
https://archive.org/details/visual_novel/
wtf am I looking at??

>> No.9947001

>>9946916
Not interested, looking more towards their updated SS2 and even that I’m not real excited about.

>> No.9947064

>>9946916
Been playing it for a bit, the melee doesn't have any weight to it and it pissed me off so much that I quitted

>> No.9947149

>>9943408
Who the fuck is midnight anyway? I don't watch doomtubers much, I really have no idea.

>> No.9947169

>>9941716
>house hud uses deep waifus
Maybe I need to play myhouse after all.

>> No.9947196
File: 79 KB, 371x392, image.png [View same] [iqdb] [saucenao] [google]
9947196

And the prize for the shittiest secrets goes to Nicolas, omedetou you asshole. Every single fucking time every damn secret is
>shoot some switch that only visible (if visible at all) from this very specific place and angle and height to open the door
>pass some arbitrary linedef in middle of nowhere to open (not necessary audible) some random door/wall/elevator in other room for 3 seconds
>platforming puzzles involving either dropping on 3px wide ledge or strafejumping from one corner edge to the other
Or combination of those.
Seriously, it's almost repulsive. The levels are really cool (the layout is a bit way too "rounded" though), encounters are cool, it ramps the enemy variety properly, it's not "dude revenants lmao" or "dude SSG le me guess you need more", it looks like a good old technobase wad from 90's, all-in-all really nice wad, but fuck those secrets.

>> No.9947240

>>9947196
I'd still prefer that to the ones in Doom 404

>> No.9947245

>>9947196
>The levels are really cool (the layout is a bit way too "rounded" though), encounters are cool, it ramps the enemy variety properly, it's not "dude revenants lmao" or "dude SSG le me guess you need more", it looks like a good old technobase wad from 90's, all-in-all really nice wad
Nice review, I might check it out

>> No.9947250

>>9947196
Play some Lunar Catastrophe for a palate cleanser. Most fun secrets in recent memory.

>> No.9947253
File: 250 KB, 2556x2880, nugg0019-20.png [View same] [iqdb] [saucenao] [google]
9947253

>>9947250
Thanks, I will.
Also dog bless Nugget Doom, never thought I would ever use damn zoom feature, yet here we are.

>> No.9947254
File: 22 KB, 871x477, close-up.jpg [View same] [iqdb] [saucenao] [google]
9947254

>>9946140
>MAP04: Norwich Lane by sonny666
Holy fuck, I didn't think I could crave for a horror flick with such intensity
Author casually made me turn off autorun and made me starve for make-believe spooks and thrills

>> No.9947258
File: 3.75 MB, 1280x720, hardlight Replay 2023-05-30 23-25.webm [View same] [iqdb] [saucenao] [google]
9947258

doom building is fun

>> No.9947263

>>9947258
That is fucking adorable!

>> No.9947265
File: 83 KB, 1956x1673, catacomb map inv.png [View same] [iqdb] [saucenao] [google]
9947265

>>9947263
Thanks. Doomcute is fun. the plan is to use both keys and skulls - map is basically split into three sections + the central area, I'm gonna put some cables in to follow to the key in each zone and then you have to find the skull. Not sure how I'll make it so you need all 6, while making it understandable what you need to do

>> No.9947285

Does anyone know if there is an "easy" way of adding more sounds to enemies? Like adding 3 different death sounds to a baron for example

>> No.9947291
File: 123 KB, 723x611, Recycling.png [View same] [iqdb] [saucenao] [google]
9947291

>>9941671
FORE/VR/ ALONE
>name: Anon
>waifu: Curly Brace
>level name: Robutt
https://litter.catbox.moe/31m4op.wad

It's not really anything special, just try to get the end as fast as you can.

>> No.9947308
File: 15 KB, 288x224, file.png [View same] [iqdb] [saucenao] [google]
9947308

can somebody help me converting a pk3 to a wad?

i'm the anon who was asking for the console levels wad, and i found 2 pk3, one for each doom, that add all the vanilla console exclusive levels to the main campaign (including secret exits for existing maps) but i would like to use them with with something that's not gzdoom. bfa's doom says it supports pk3 but it doesn't work when i load it there, so i would like to make a wad

WAD captcha

>> No.9947316

What is the best workflow for mapping in Linux? Is UDB usable? Is it true you can use SLADE for mapping too?

>> No.9947319

>>9947291
For some reason when I tested it again on Woof the waifu images aren't loading properly, I have no idea how to fix that so apologies for that graphical glitch.

>> No.9947326

>>9947316
You can use SLADE for mapping, but it's SLADE. Eureka exists too. UDB can be run natively or through WINE, but it's pretty shitty going either way because UDB is built on aggressively Windows-only libraries. I know one Linux guy who just uses Sunshine/Moonlight to stream UDB from a Windows computer.

>> No.9947338

>>9947308
even if you perfectly convert it to the wad format, there's no guarantee the maps are in a format that is supported.

>> No.9947346
File: 950 KB, 1142x763, Screenshot 2023-05-31 001733.png [View same] [iqdb] [saucenao] [google]
9947346

>>9946598

>> No.9947349

>>9947326
>pretty shitty going
What features are lacking/not working when using it on Linux?
>Eureka
What kind of things does it lack that UDB has?

>> No.9947352

>>9947338
is there a way to tell if they are supported? i tried copypasting a single map to an empty map and i could start it with the console command without any errors, so i guess it worked?

also another question: the console levels pack con doom1 includes some maps with doom2 monsters. as of now, in order to run it, i need to use DOOM's iwad with DOOM2 as wad and the console levels pack pk3. could i just copypaste those monsters from doom2 to pk3 directly to avoid the second iwad?

>> No.9947353

>>9947319
I loaded the map after OTEX and it worked. The map has some cool concepts, it makes me wanna replay the entire game again.

Also love that cheeky loophole on the waifu textures

>> No.9947354

>>9947349
In my experience, with UDB, it's not so much the features are lacking, just that it's a minefield of crashes run on Linux through mono.

>> No.9947361

>>9946991
Looks like schizokino

>> No.9947367

>>9947353
>Also love that cheeky loophole on the waifu textures
It is technically only three images :)

>> No.9947375

>>9947346
chu chu

>> No.9947395

>>9947367
Based.
The rev trap ironically traps the revs on non-GZDoom ports, tested it with Woof and Nugget.
Also found that first secret, was wondering where the Machine Gun was! Time to replay the entire thing with Cola 3.

>> No.9947414
File: 178 KB, 671x945, Curly.jpg [View same] [iqdb] [saucenao] [google]
9947414

>>9947395
>The rev trap ironically traps the revs on non-GZDoom ports, tested it with Woof and Nugget.
Working as intended, totally.
There's actually a way to disarm the rev trap by the way.
>Machine Gun
Glad you found the secret.

>> No.9947416
File: 146 KB, 640x480, doom06.png [View same] [iqdb] [saucenao] [google]
9947416

>>9947291
Was really tough on me at first, but i got the hang of it a bit.

>> No.9947421
File: 149 KB, 640x480, doom07.png [View same] [iqdb] [saucenao] [google]
9947421

>>9947416

>> No.9947426
File: 85 KB, 640x480, doom08.png [View same] [iqdb] [saucenao] [google]
9947426

>>9947421
was the lack of texture here intentional?

>> No.9947427

What does Nugget offer for me over DSDA-Doom?

>> No.9947439

>>9947426
No, but it's the exit so it doesn't matter.
I could've sworn I put a texture there though.

>> No.9947445

>>9947414
Yep, I found the solution, but killtism demands I open it anyways.
>>9947426
Also piggybacking off this anon's post, was the exit supposed to be marked a secret?

>> No.9947446

>>9947439
At least i saw the custom Curly images.

>> No.9947450

>>9947375
ROCKET

>> No.9947463

>>9947446
That's all that matters, the texture in the exit hallway should've been just black so it's not a big deal.
>>9947445
>Also piggybacking off this anon's post, was the exit supposed to be marked a secret?
Actually yes, I thought the secret sound after solving the puzzle would be nice.
There is three secrets in total.
One is behind a waterfall

>> No.9947473

>>9947346
>>9947375
I too love my station

>> No.9947512
File: 208 KB, 575x565, ricardo_lopez_an_hero.png [View same] [iqdb] [saucenao] [google]
9947512

>>9941330
>>9947291
>anons report that both of these maps are tough but fair and fun
>mfw can't get past the first few encounters in either one

>> No.9947524
File: 99 KB, 516x652, 1673568120723217.png [View same] [iqdb] [saucenao] [google]
9947524

Anyone up for some kartan today?

>> No.9947532

>>9947512
waifufags are very protective of their waifus, it's to be expected.

>> No.9947548

>>9947512
Play easy, I adjusted spawns based on difficulty.
It's actually very easy for me even on hard so I hope it does it make it easier for you, anon.

>> No.9947553

why don't you play browser fps?

>> No.9947562

>>9947553
browsers are not retro.

>> No.9947569
File: 447 KB, 1920x1080, doom05.png [View same] [iqdb] [saucenao] [google]
9947569

>>9947291
really fun flavorful map, cool how you got hell into doom. I don't know if it is a doom engine thing or a port thing, but those archive barrel platforms only seemed to work about 30% of the time, most of the time in prboom+ it would just send the archviles flying with minimal damage.

also here my best hell time, probably could shave off a few more seconds if I wanted to grind it a bit more.

>> No.9947608

>>9947562
yes they are
why don't play a retro inspired fps on them?

>> No.9947616
File: 7 KB, 183x198, cacoruse.png [View same] [iqdb] [saucenao] [google]
9947616

>>9946109
>no CDoom
>no love for the greatest shitpost source port
NGMI

>> No.9947631

>>9947427
Nugget is a Woof fork with more customizability and QOL features. DSDA is a prBoom+ fork.

>> No.9947638

>>9947427
Mostly cosmetic stuff. FOV changes with a software renderer(and a zoom key), mirrored corpses, colored blood, enemies throw out a ton of blood sprites when gibbed, the SSG and chainsaw gib, and it has a pistol start option right in the menus.

>> No.9947642

>>9947638
Don't those features slow down performance in large maps?

>> No.9947648

>>9947642
What maps in particular? I can do a side-by-side comparison.

>> No.9947672 [DELETED] 

>>9947648
Try Sunlust MAP27: Emerald Spire.

>> No.9947673

>>9946948
Doom Legacy fucking sucks as a general-use sourceport. It's only good for niche projects like weird ports or Sonic autism.

>> No.9947676

>>9947648
Try Sunlust MAP28: Maelstrom.

Sorry, I had a brainfart and confused 27 for 28.

>> No.9947708
File: 612 KB, 1917x2160, file.png [View same] [iqdb] [saucenao] [google]
9947708

>>9947676
It's about the same.

>> No.9947762

>>9947708
Oh I meant between DSDA and Nugget, but fair that seems to pass very well anyway

if you idclip to the titular maelstrom, you might see some lag from the ridiculous amount of linedefs, but that's normal i reckon

>> No.9947781
File: 832 KB, 1921x2160, file.png [View same] [iqdb] [saucenao] [google]
9947781

>>9947762

>> No.9947793
File: 131 KB, 284x351, my_face_when_oh_dae-su.png [View same] [iqdb] [saucenao] [google]
9947793

>>9947548
>Play easy
I don't want an easier challenge, I want the skills to succeed.
>It's actually very easy for me even on hard
Which map was yours? If you're Hand-peeled, then that makes sense, I can't beat any of his fucking maps.

>> No.9947801

>>9947781
thanks anon

>> No.9947814

Eternity's performance is really bad. What's the deal?

>> No.9947917

i need a database of fps games

>> No.9947965

>>9947917
https://www.legendsworld.net/shooter/news

>> No.9948105

>>9947473
I wasn't expect Trainroll in a doom thread

>> No.9948198

>>9947762
>>9947781
Dsda and every other sourceport in native monitor resolutions will lag with the software renderer. Dsda happens to have the best opengl mode of any sourceport thanks to its indexed lighting mode so it still looks like software but runs very well even with large resolutions.

>> No.9948214

new thread whendo

>> No.9948223

>>9948214
make it

>> No.9948265

>>9948198
Don't a few of the software rendered ports have hardware acceleration these days? At least Woof and Doom Retro do, afaik.

>> No.9948292

>>9947553
>Games as a Service
If it doesn't require either installation or command line it's not a real game.

>> No.9948308

>>9948292
If it's free I don't have a problem with it. It's only a shame that so many flash games are lost to time. Best if you can save it off whatever website you're playing on.
Or like webquake. netquake.io is neat. Diablo has one. Those games are already installable.

>> No.9948447

I wonder how many of the unity modders got these.
https://doomwiki.org/wiki/Honorary_Doom_Team_Member_challenge_coin

>> No.9948465

>>9948265
AFAIK they only use hw-accellerated presentation
(meaning that they render the 320x200 or 640x400 frame on the cpu and then send it to the gpu for aspect ratio correction, upscaling and page-flipping)

>> No.9948514
File: 1.05 MB, 720x720, cytghjklm.webm [View same] [iqdb] [saucenao] [google]
9948514

>> No.9948583

John Romero's memoir will be released in July

>> No.9948617

I've gotta let you down VRanon. Life got in the way a little too much. I'll release all that I've been working on under the new Violent Rumble stuff later on in the year.

>> No.9948646
File: 7 KB, 287x222, file.png [View same] [iqdb] [saucenao] [google]
9948646

is there a mapinfo converter?

wad captcha again

>> No.9948651

>>9943703
>Stickman animation in build engine
>It's literally Duke 3d/Shadow warrior with essentially a lot more explosions and nonsense.
>we will probably never get it.

>> No.9948656

>>9943703
Not with that attitude. GZDoom at this point is on par in terms of robustness with Build Engine. Or if that's not your bag, eduke32.
https://www.eduke32.com/
The world IS your oyster anon, if you put in the work.

>> No.9948693

DOOM is the Linux of gaming

>> No.9948706 [DELETED] 

>>9948693
Impossible, Proton is actually released for Linux.

>> No.9948756

does the waifu project have any furry adjacent character?

>> No.9948758

>>9948756
I think you're good to make your Loona map, anon.

>> No.9948762
File: 189 KB, 1439x1433, 4be.jpg [View same] [iqdb] [saucenao] [google]
9948762

>It's quad damage, not quake damage!

>> No.9948814

>>9943725
it'd actually be kinda cool to get as nuts and nonsensical as lo wang but in a more comical sense

>> No.9948817

>>9948762
nobody says quake damage to begin with

>> No.9948819

>>9948762
I like that part in quake where the quake guy says "It's quacking time!"

>> No.9948821
File: 97 KB, 720x1376, 1673192358179558.jpg [View same] [iqdb] [saucenao] [google]
9948821

>>9948819
>it's quacking time
No one told me John Quake was a duck in disguise.

>> No.9948848

>>9946075
We don't actually need to replace all kinds of weapons just for the sake of it if we are doing total conversion. You can also look for inspiration to already existing Berserk games, including the old 1999 Dreamcast one.

>> No.9948851

>>9948848
Sword of the Berserk is ironically where I got the idea for most of the weapons, as they're all well-represented and I think they could be adapted to work in Doom's gameplay without compromising lore accuracy too much. Sourcing the sound effects from that game would be a good idea too.

>> No.9948852
File: 6 KB, 149x145, ghost.jpg [View same] [iqdb] [saucenao] [google]
9948852

>ashes monster pack doesn`t have the soviet phantoms in it
damn. i really liked those guys.

>> No.9948871
File: 61 KB, 1521x662, file.png [View same] [iqdb] [saucenao] [google]
9948871

i did it reddit!

all doom 2 expansion in 1 place, plus all the vanilla console exclusive (sony and xbox) levels are properly integrated into hell on earth campaign (including secret exists and the meme song in club doom)

>> No.9948875

>>9948852
Pull them out yourself, it's not that hard.

>> No.9948880

>>9948875
touche

>> No.9948889

>>9948871
Neat. Where do ya get it from then?

>> No.9948895

>>9948889
what do you mean?

>> No.9948915

>>9948895
The WAD that combines every Doom 2 expansion into one? Did you make it?

>> No.9948941
File: 149 KB, 1421x789, file.png [View same] [iqdb] [saucenao] [google]
9948941

>>9948915
not really made it, but i wasted so much time on this, lmao

first of all, yeah, i know wadsmoosh can effortlessly make a single file with all doom maps, but
>1. it doesn't include console maps
>2. mixing the 2 games is gay

for doom 2 specifically, gzdoom can natively group hell on earth, master levels and no rest for the living, but not tnt and plutonia, so i had to use wadwoosh on those 4+doom2

doom1 was more of a pain in the ass since wadwooshed version (with sigil) had some conflicts with console levels. also console levels have doom 2 enemies and stuff and it messed everything even more.

if somebody is interested i can make a detailed wrap up on how to reproduce this in the next thread

>> No.9948945
File: 213 KB, 1299x650, file.png [View same] [iqdb] [saucenao] [google]
9948945

>>9948941

>> No.9948961
File: 6 KB, 261x230, file.png [View same] [iqdb] [saucenao] [google]
9948961

the absolute state of gzdoom

>> No.9948967

How do I get good?

>> No.9948990
File: 282 KB, 1304x699, file.png [View same] [iqdb] [saucenao] [google]
9948990

>>9948945
comfy

>> No.9948994
File: 4 KB, 266x189, Untitled.jpg [View same] [iqdb] [saucenao] [google]
9948994

I'm having an issue loading textures in UDB but I'm probably doing something wrong, so if I start mapping with only DOOM2.wad, say I add a texture pack later, its okay, but if I add another later, all is fine in the editor, but when I get to testing it, hall of mirrors, what I'm doing wrong?

I thought it was the engine but I tried woof and dsda

>> No.9949025

>>9948994
Nevermind, I figured it out.

>> No.9949034

I don't want to sound like a boomer but the original System Shock looks better than the remake.

>> No.9949036

I don't want to sound like a boomer but wheres the new thread

>> No.9949042

>>9949036
baking new bread, hang on.

>> No.9949043
File: 6 KB, 306x83, 1664254150927991.png [View same] [iqdb] [saucenao] [google]
9949043

>>9948961
>its real

>> No.9949045

>>9948961
I miss when we were all the doomguy :(

>> No.9949046

>>9948756
One anon mentioned making a Twilight Sparkle map, and another anon had a bara demon(?) sector drawing. But all of the submissions so far have been more human-looking.

>> No.9949109

>>9948961
>>9949043
You're like a couple years late to the party.

>> No.9949123

i'm a going schizo, or the player's speed is faster in gzdoom then in other ports?

>> No.9949150

>>9949123
I just tested it and concluded that you should take your medicine, schizobro.

>> No.9949151

>>9948961
Neutral makes sense, if you have a robot character or something.
Should say neuter tho.

>> No.9949154

>>9948756
You're free as in freedom to make your Krystal map, anon.

>> No.9949176

>>9949123
check your fov

>> No.9949204

>>9941671
VR2 deadline already?

>> No.9949209

>>9949123
ok another thing. is berserk stronger in gzdoom?

>> No.9949218

>>9949209
Sort of. Punching and chainsawing things feels more reliable.

>> No.9949265

>>9949218
That's because they are, especially against certain enemies.

>> No.9949269
File: 330 KB, 1200x1600, Doom for iToddler Toys.jpg [View same] [iqdb] [saucenao] [google]
9949269

That time Doom II was on iToddler Toys

>> No.9949295

does zdl have command line arguments? i'm trying to integrate it with steamedit but no luck

>> No.9949301
File: 39 KB, 300x300, 300px-monster_quake_ogre[1].png [View same] [iqdb] [saucenao] [google]
9949301

>page 10

it's ogre

>> No.9949302

In terms of classic sauceports, has Boom aged well?

>> No.9949347
File: 16 KB, 128x128, 1669235994138325.png [View same] [iqdb] [saucenao] [google]
9949347

>>9948871
>The Master levels.

>> No.9949356

>>9949347
What's the matter anon, are you not a master at doom? :^)

>> No.9949367

>>9949347
i'm using the meme order with meme music selection. should be at least salvageable

>> No.9949382

>>9949347
I wouldn't replay them and inescapable pits can still go fuck themselves, I enjoyed my time with the master levels a little. All those little suspicions you have like "what if this line is a trigger" "what if the elevator switch does something else" actually come true in really old maps from before Erik Alm set the standards for good wads
titan manor wasn't even the most confusing or obtuse level, not by a long shot, the only thing that got me for a few minutes was thinking the central pillar must be used for a jump when it's just a trigger

>> No.9949395

NEW THREAD :
>>9949389
>>9949389
>>9949389

See you there.

>> No.9949467

>>9946190
did you make a mute or is that downloadable somewhere?