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File: 133 KB, 1280x800, mappingAtTheEndOfTime.jpg [View same] [iqdb] [saucenao] [google]
9954960 No.9954960 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9941667

DOOM/QUAKE/DUKE/64/HERETIC/HEXEN/UNREAL/SAM/HALF-LIFE/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Thief, Deus Ex)
https://imgur.com/a/wWS8zXz

Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/CGj4gXyCzg0

IWADs and more (>6 GB): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more):
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters:
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives:
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

== INFO/LINKS ==
OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
https://rentry.org/8ca3061522e0

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

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

>> No.9954962
File: 524 KB, 512x512, 1681748850235723.png [View same] [iqdb] [saucenao] [google]
9954962

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

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

=== FINISH LINE ===
VIOLENT RUMBLE 2
https://desuarchive.org/vr/thread/9941667/#q9941720

=== NEWS ===
[6-1]Pandemonia updated to 2.4.
https://forum.zdoom.org/viewtopic.php?t=60984

[5-31]Duke Nukem Collections 1 & 2 announced for Evercade.
https://www.youtube.com/watch?v=jcuNpWd-G6g

[5-29]dsda-doom 0.26 now available with beta UDMF support
https://github.com/kraflab/dsda-doom

[5-28]Walpurgis 0.98 is out
https://youtu.be/ieMJf-BHTv4

[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

[5-10] 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

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

>> No.9954973
File: 333 KB, 200x150, Lord Blaz dodges an imp.gif [View same] [iqdb] [saucenao] [google]
9954973

>> No.9954978
File: 238 KB, 1920x1080, FxCV4VcWAAUaTUV.jpg [View same] [iqdb] [saucenao] [google]
9954978

>> No.9954987

>Make 3 weapons occupy the same slot
>Using the scrollwheel they switch properly in order
>Using the number keys has them in reverse order in their slot but are otherwise in-order with the other weapons in other slots
How does one fix this so all weapons are in the same order regardless whether the player uses the number keys or the scrollwheel?

>> No.9954991

>>9954987
Fuck about with Weapon.SlotPriority or the keyconf shit to force it, maybe.

>> No.9954994

>>9954962
>>9954851
https://gofile.io/d/V1yBpP
Reposting my Eto map.

>> No.9954996

>>9954960
silly OP
REAL last thread
>>9949389

>> No.9954998
File: 550 KB, 1917x1080, nugg0006.png [View same] [iqdb] [saucenao] [google]
9954998

>>9954994
I think you messed up the spawn point.

>> No.9955008

>>9954998
>>9954962
FUCK!
DOWNLOAD https://gofile.io/d/DladcY instead now.

>> No.9955010

>>9954996
TARNISHED

>> No.9955019
File: 436 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
9955019

>> No.9955037

>>9955019
>doomcute became bullshit

>> No.9955040
File: 2 KB, 119x39, image.png [View same] [iqdb] [saucenao] [google]
9955040

>>9955019

>> No.9955049
File: 3.86 MB, 854x480, Augzcute.webm [View same] [iqdb] [saucenao] [google]
9955049

>>9955037
The cloud struck gold

>> No.9955064

>>9952228
Bitcrush the audio. It'll hide some of whoever's voice you get, whether your own, some shy female or a really effeminate male. It'll take some of the pressure off and still suit a video game.

>> No.9955082

Time to play the original system shock again while i wait for daddy mandalore to tell me what to think about the remake

>> No.9955103
File: 2.27 MB, 1006x1435, Don Ivan Punchatz - Doom.png [View same] [iqdb] [saucenao] [google]
9955103

is Smooth Doom still good or should I use GZSprFix 2.0 and Smooth Weapons Enhanced?

>> No.9955112

>>9955103
I think smooth doom comes with very subtle gameplay changes and you need some snipped version of smooth doom

>> No.9955116
File: 801 KB, 1920x1080, gzdoom 2023-05-29 19-45-21.png [View same] [iqdb] [saucenao] [google]
9955116

Whose hand is this?

>> No.9955118

>>9955082
>while i wait for daddy mandalore to tell me what to think about the remake
He still blows the fuck out of Nightdive and will probably think it's amazing despite where they've made it comprehensively worse.

>> No.9955119

>>9955116
It's mine. Had an accident.

>> No.9955121
File: 15 KB, 224x225, qd2q1mbzzi441[1].jpg [View same] [iqdb] [saucenao] [google]
9955121

>>9955116
sandy's

>> No.9955123

>>9955112
>I think smooth doom comes with very subtle gameplay changes
It's mostly shit like visually differentiating the homing rockets from boners.

>> No.9955130

possible to change texture name without fucking shit up? doom

>> No.9955139

I was planning on using Eleven AI/Tortoise AI for squadmates & conversations ala Mass Effect. I was also interested in using Stable Diffusion to make a ton of unique NPCs for towns. Or alternate outfits/armors for certain characters. It would reduce workload and make world building easier.

>> No.9955151

>>9955118
The recycling system seems pretty shit and i heard that the enemies respawn like crazy.

>>9955139
Do it, as long as the final result is good no one will care

>> No.9955152
File: 2.99 MB, 1920x1080, Screenshot_Doom_20221222_230418.png [View same] [iqdb] [saucenao] [google]
9955152

>> No.9955158

>>9955152
Scanlines are too thick. What is that?

>> No.9955168

>>9955158
I think those are supposed to be CRT TV scanlines but on a PC game?

Shit don't look right even for period-appropriate monitors.

>> No.9955173
File: 2.37 MB, 1920x1080, Sans titre.png [View same] [iqdb] [saucenao] [google]
9955173

Anyone else use reshade when playing Doom? I can't go back anymore.

>> No.9955174
File: 185 KB, 1321x695, sw11.jpg [View same] [iqdb] [saucenao] [google]
9955174

>>9955158
it's a crt filter

>> No.9955183

https://www.youtube.com/watch?v=z64YOcraYjk

>> No.9955184

>>9955173
share your presets and i'll consider it :)

>> No.9955192

>>9955152
>>9955173
>completely shits up your video
WAOW

>> No.9955194

>>9955116
it's the monkey's paw

>> No.9955201

>>9955173
just squint your eyes and get the same effect

>> No.9955205

For those who play Project Brutality, what kind of wad stack do you usually run?
I was looking for gameplay wads to spice up my map crawls with Synthdoom playing and actually found the latest Project Brutality to have pretty neat weapons and gunplay. I especially like the idea of accumulating upgrades and akimbo weps over the course of a megawad but without the inventory management of something like DoomRLA.
Only issue: I don't care for the gore and fluff at all, in fact it gets in the way on slaughtermaps. Thankfully adding Colorful Hell seems to override the PB monsters and their effects but I wonder if the lack of headshot modifiers on CH monsters kinda screws the damage balance of PB weapons.
I could switch to Trailblazer, I like its theme and mechanics and it's quite a bit more powerful but the player moves way too fast for my liking. Also, I don't think it's compatible with the gorgeous HXRTC HUD...

>> No.9955208

>>9955173
I don't understand how blurring your vision and making everything look like shit is a good thing. There's a reason everyone shits on graf for enabling bilinear filtering by default.

>> No.9955215

>>9955208
People have been sold on the idea of it being nostalgic.

>> No.9955217

>>9955215
When most people that use it weren't even alive back when the game was released. Huh. Really makes you think.

>> No.9955225

>>9955217
Nostalgia for something they didn't experience is all the easier to market to, they don't get why the thing they're sold on isn't remotely accurate, just that it's doing an old thing so it's better.

>> No.9955231

>>9955184
Here, anon: https://file.io/Angie9jwwz4B

Might have to tweak the screen size.

>>9955192
Matter of preference desu. It's far from perfect, but better than pure pixels, IMO.

>> No.9955265
File: 81 KB, 486x576, pissed off martian.jpg [View same] [iqdb] [saucenao] [google]
9955265

>> No.9955267
File: 165 KB, 621x842, 6b2269cb2ab5e15b32128e7443194c39.jpg [View same] [iqdb] [saucenao] [google]
9955267

>>9930236
>What ever happened to the rentry anon?
>I would be up for writing some basic tutorials.

Go ahead. I'll place the links next to the author's corner into likewise formatted table.

>> No.9955270

If the anon playing through Bloom is around, how is it going? Contemplating starting it myself. Might choose whichever character you didn't choose.

>> No.9955271
File: 38 KB, 344x521, 1665104504500529.jpg [View same] [iqdb] [saucenao] [google]
9955271

>>9955173
SOVL

>> No.9955281

>>9955270
Not that anon but I played it through some weeks back, it's pretty great fun.

>> No.9955285
File: 379 KB, 1277x779, DoomCute_SetDressing.png [View same] [iqdb] [saucenao] [google]
9955285

Any anons want to try a map I made a little bit ago? made it using the admortem resources and a couple others, hence the file size being probably bigger than is normal.
anonfiles com/gbe5Y8u2za/Spooks_wad
If the final areas look a bit off/shit with the textures, my excuse is some of the textures I used just fucking disappeared from the wad for some reason so I just quickly replaced them with the first thing I saw that was near enough. Using custom resources was a major learning experience with this map

>> No.9955286

>>9955270
Also not that anon but It's awesome you should play it

>> No.9955287

>>9955267
Also, ljon's website with all his mods seems to be kill, no mirrors

>> No.9955296

>>9955287
It went down a year ago as well for a while, not sure if it's domain name thing or something.

Somebody'd probably have to poke the dude.

>> No.9955301

>>9955281
>>9955286
I'm gonna hold out a bit just to see who the original anon played as but if it takes too long, I'll just pick. I'm in the middle of another megawad currently anyway.

>> No.9955309

>have no problem at all with Plutonia; able to beat just about every map on UV on first no-save attempt after learning the map using saves
>try Scythe since it's listed next on the difficulty progression thread
>starting with map 21 it's absolutely kicking my ass and I'm dying over and over and over
Well, that escalated quickly.
For those of you following that difficulty progression thread on Doomworld, the gap between Plutonia and Scythe is fucking massive.

>> No.9955314

>>9955285
I will in a bit. I'm in the middle of something else. I don't know shit about map making and I ain't the best at Doom either though I have UV'd Doom 1, 2 and Plutonia. Haven't gotten to TNT.

>> No.9955319

>>9955309
That's why a lot of anons recommend the vanilla stuff first. It gets harder from 1 and onward and after that, a lot of custom wads are even harder. Jumping right into custom wads without playing some vanilla 2 at the very least will get you obliterated most of the time.

>> No.9955327
File: 2.09 MB, 1920x1080, Doom PSX CE.png [View same] [iqdb] [saucenao] [google]
9955327

Pretty colors

>> No.9955329

>>9955309
as soon as scythe 2 gets to map 23 it makes every scythe 1 map up to 29 look like a walk to the grocery store in a good neighborhood
In my opinion™ you should play what's fun or maybe skip to whatever wad you want to "work up to" on HNTR instead of forcing yourself to scratch items off a list

>> No.9955334

>>9955329
Oh, I'm absolutely having fun.

>> No.9955339
File: 211 KB, 680x500, mwahaha.png [View same] [iqdb] [saucenao] [google]
9955339

>>9955296
I'll need to put them up somewhere, if I get a hold of them.

>>9955309
>difficulty progression thread
What's that? I just pick all my pwads on the basis of prettiest titlepic.

>> No.9955340

>>9955265
i fear him

>> No.9955349
File: 285 KB, 960x540, coffestein.jpg [View same] [iqdb] [saucenao] [google]
9955349

>>9955173
>Anyone else use reshade when playing Doom?
Not with Doom or other shooters before 98 because I want nothing between those delicious chunky pixels. Starting with Unreal is when I prefer filtering. I don't use reshade at all, closest are some dumb settings I found through Retroarch when emulating consoles.

>> No.9955359
File: 17 KB, 405x227, 1657042554939.png [View same] [iqdb] [saucenao] [google]
9955359

Weird question but is there any way to get as much blood splatter from a single shot puff as you get from a shotgun-like blast?
I'm trying to get my boltgun to feel just right and I'm getting there but it still feels a bit impotent when killing something that can't be gibbed and you just get a tiny spurt of blood.
I tried to make several low-damage explosions one after the other on the puff, spawn short-lived shrapnel-like projectiles, nothing has worked so far

>> No.9955376
File: 3.92 MB, 1280x720, Doom64 loop.webm [View same] [iqdb] [saucenao] [google]
9955376

>> No.9955381

>>9955327
why are you so short

>> No.9955383
File: 41 KB, 686x853, 1684086106724027.jpg [View same] [iqdb] [saucenao] [google]
9955383

>trying to line up ceiling lights in boom

>> No.9955416

>>9955381
Its all about perspective

>> No.9955429

>>9955381
I'm nearly 5 foot 7 tall.

>> No.9955446
File: 136 KB, 623x527, 1671372214306334.png [View same] [iqdb] [saucenao] [google]
9955446

>>9955429

>> No.9955447

>>9955429
lol

>> No.9955489
File: 511 KB, 1680x1050, UAC_DEAD.png [View same] [iqdb] [saucenao] [google]
9955489

found one o them doom shovelware things
this map claims to have "EXCELLENT aesthetic design"

>> No.9955497

>>9955489
That is legitimately one of the best maps of 1994.

>> No.9955521

I'm drunk and didn't pay attention to who made it, but there's a level on 1024.wad that uses some Maximum Carnage ost for a map and I've always wondered why no one has done that until this point. That game's music steals riffs from so many good songs which I am actually fine with, and they totally belong in a violent game, especially Doom. Riffs like that are just too good not to accompany aggressive/violent gameplay.

>> No.9955538

>>9955521
Literally no one has played that game

>> No.9955541

>>9955538
I've played both of them and I use some of that music in GMOTA's Jukebox.

https://youtu.be/QFVxFnDuMdw

>> No.9955542

>>9955521
it had official music by Green Jelly, which while literal who is at least mildly cool
>>9955538
I'll have you know maximum carnage and separation anxiety were crucial parts of my childhood even though I never saw past the second level in either
It's one of the LJN games of all time

>> No.9955548

If anybody here claims Miku for the waifu thing, here's some midis:
https://leopard.hosting.pecon.us/dl/fqtli/36095_Miku-Hatsune-World-is-Mine.mid
https://leopard.hosting.pecon.us/dl/dxbuc/Triple_Baka_2023_Ver._-_FDG.mid

>> No.9955551

>>9955497
I just pulled it randomly from the list.

>> No.9955608
File: 670 KB, 671x995, 1da[1].gif [View same] [iqdb] [saucenao] [google]
9955608

https://desuarchive.org/vr/thread/9890843/#9896579#
Hope nobody has claimed Shantae, lmao.

>> No.9955641

>>9955541
I still want to fuck leopard-girl carnage SO BAD

>> No.9955647
File: 5 KB, 380x148, doomerror.png [View same] [iqdb] [saucenao] [google]
9955647

Does anyone know why I'm getting this error?
>.\doomretro.exe -iwad .\DOOM.WAD -file .\BGComp.wad

>> No.9955653

>>9955359
Are you using ZScript? Because if so, you can do basically anything. Just make a puff that spawns exactly your desired amount of blood and guts on impact with an actor. You can probably manage it in decorate too but it might be jankier.

>> No.9955669

>>9955647
> DOOMU.WAD was needed
nvm I'm dumb as rock

>> No.9955687

>>9955019
>alien extra point ass
>need sword voodoo

>> No.9955697

>>9954960
https://discord.gg/zwDhDJkmSs

join to play some doom, new server

>> No.9955701
File: 13 KB, 229x220, 1662566996246293.jpg [View same] [iqdb] [saucenao] [google]
9955701

>>9955173

>> No.9955709

>>9955697
>discord
Fuck off. Fuck directly off.

>> No.9955729

>>9955538
Maximum Carnage? You absolute dipshit.

>> No.9955839
File: 771 KB, 1333x773, 1659197260255436.png [View same] [iqdb] [saucenao] [google]
9955839

>>9955608
I'm not the lead so maybe I missed one or two but as far as I know, no.

Dibs
Anon - Holli Would (Cool World)
Anon - Shanalotte (Dark Souls 2)
Anon - Madoka (Madoka Magica)
Anon - Merula (Harry Potter: Hogwarts Mystery)
Anon - XJ-9 / Jenny Wakeman (My Life as a Teenage Robot)
Anon - Twilight Sparkle (My Little Pony)
Anon (Lead) - Witch (???)

Shown
Anon - Daina (La Tailor Girl) (Ass Only)
Anon - Olga Discordia (Kuroinu)
Anon - Taihou (Azur Lane)
Anon - Mikazuki (KanColle)
Anon - The bath map (???) (pic rel)
Anon - Gay hypermasc demon (???)

Maps
Anon - Outis (Limbus Compagny) - Outism
Anon - King Cai (Gravity Rush) - Eto
Anon - Curly Brace (Cave Story) - Robutt
GuyWithTeaCup - Toph (Avatar: TLA) - Dirty Foot Canyon
HandPeeled - Madotsuki (Yume Nikki) - Sleep Tight

>> No.9955842

>>9955285
You should always specify the map format and desired sourceport. In your case I assume UDMF?

>> No.9955846

>>9955037
/vr/ doomcute collab when

>> No.9955850

>>9955019
>durandal rampancy
you don't say

>> No.9955853
File: 1 KB, 96x28, file.png [View same] [iqdb] [saucenao] [google]
9955853

>>9955019
GOD DAMN IT KEGAN

>> No.9955861
File: 133 KB, 1080x810, f6iXbSp1rulr5no1_1280.jpg [View same] [iqdb] [saucenao] [google]
9955861

>>9955853

>> No.9955865

>>9955551
By coincidence you pulled one of the most famous early maps ever made. Small world, huh? It's an ancient level but for its time it was one of the best.

>> No.9955876

>>9955082
Make sure to play it without mouselook if you haven't already, I played through it like that and really enjoyed it. AD to turning left/right, ZC for strafing and 2X for looking up and down.

>> No.9955882

you know how boom scrollers accelerate the thing theyre effecting instead of changing its speed instantly
does anyone know if the speed is reset when the thing (e.g. voodoo doll) uses a silent teleporter? usually silent teleporters carry momentum so i wouldnt think so but who knows...

>> No.9955896

good morning doomtards

>> No.9955898

>>9955882
For line it seems like it preserves the moment. For the usual teleport I'm not so sure.

>> No.9955901
File: 161 KB, 1200x675, hellothere.gif [View same] [iqdb] [saucenao] [google]
9955901

dawww

>> No.9955965
File: 1.24 MB, 1355x745, temp8.png [View same] [iqdb] [saucenao] [google]
9955965

brown

>> No.9956098
File: 383 KB, 1920x1080, Screenshot_Doom_20230603_124302.png [View same] [iqdb] [saucenao] [google]
9956098

>>9955173
This looks really good!

As an aside, I've been playing through vanilla Doom 2 maps and boy they are a mix.

The Inmost Dens was actually a pretty fun, tight and even nice looking map. Then it was a couple of levels of Sandy's city maps and I think they might feel a little less like a huge slog if they weren't put so back to back. They're not super long but kinda confusing in terms of layout, to the point where Sandy's putting those arrows on the ground to guide the player (thank god for that I guess)

>> No.9956103
File: 624 KB, 1920x1080, Screenshot_Doom_20230603_130822.png [View same] [iqdb] [saucenao] [google]
9956103

>>9956098
So far I think my main gripe with DOOM 2 is both the inconsistency between the maps and compared to Doom 1 not having the sense of proper "episodic structure". It's there kind of, in the sense that every so often you get an intermission screen with text but I would've quite liked some more boss levels. Oh well!

>> No.9956105
File: 260 KB, 1669x2000, scrooge.jpg [View same] [iqdb] [saucenao] [google]
9956105

>>9954960
Stumbled upon some guy's website with organized list of wads he played during 2000-2002, for downloads it still refers to ftp.cdrom and gamers.org
https://strlen.com/maps/doom/favdoom.html
https://strlen.com/maps/doom/doom_play_log.txt

>> No.9956136

>>9955019
>interesting shotgun functionality
>handy weird hard
>god lost
>need sword voodoo
>self-referencing revenants

>> No.9956143
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9956143

GOOD MORNING MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY! What the fuck have you been working on? Maps, mods, sprites? Now's a good time to post that shit!

>> No.9956145

>>9955205
Literally just my 3.0 edit from a year ago with Mugshots Reimagined and a cut down version of Ultimate Doom Visor that just has the motion tracker and toggleable/wearable goggles and radsuits. Sometimes I'll throw a jukebox in.

>> No.9956150

>>9956143
https://www.youtube.com/watch?v=ANxqyWpdKa4
I've been fiddling with MBF21 bestiary again, recorded what I have right now. Want to remove some of the less interesting options but not sure which ones are uninteresting.

>> No.9956154
File: 13 KB, 159x109, Thrust 3.png [View same] [iqdb] [saucenao] [google]
9956154

>>9956143
I've been working on adding a stab for the powered sword. I still gotta find some good sword swooshes and shit from either an arcade game or an SNES game for the normal sword too.
I'd love to use sounds from Samurai Showdown as I'm pretty sure that has a variety of whiffs, but I'm not sure if anyone's ripped those damn sounds

>> No.9956164
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
9956164

>>9956154

>> No.9956167

>>9956154
I'm sure you can find those if you look around. Samurai Shodown is a 2D fighting game, so chances are somebody's ripped out the assets to port the characters into MUGEN.

>> No.9956179

>>9956154
The newest game or some of the crossovers with Capcom might be a better bet for sounds.

>> No.9956183

>>9956164
You saw the webm last thread with the momentum system thing, right? Besides that I'm working on the thrust frames here, and I'll add a cool little blue swoosh effect on the fists when you're powered up. I'm gonna be doing some further tweaking like sword attacks building a little bit of Blazter energy, and fists building up a little bit of sword power.

And then a bunch of minor little visual and audio things like making the sword power gauge pulse and glow when you're powered up, buffing the hammer, buffing the radius of the cleave effect, and finally changing the throwing axe into a mattock that'll spawn a handful of +1HP health bonuses on hit, the kicker here is they'll vanish after a short time, so you'll want to get into melee to get those heals. Still need to figure out what to do for the chainsaw-tier upgrade, most likely some kinda stab upgrade for both the normal and powered sword.

>>9956167
>MUGEN character ports
That's a good idea, I might just take a look into that if I don't use the sounds I mention below.

>>9956179
I actually grabbed the sound pack from the 2019 Samurai Showdown earlier, I might just use those but I feel like it's cheating a little. Then again I already cheated by using the whip swing sounds from Castlevania Adventure Rebirth for Blaz's chain. I guess I shouldn't be so anal over that shit.

>> No.9956187

>>9956183
The MUGEN sounds are probably in some weird format that engine needs to run instead of being raw files, but the point is they had to come from somewhere. I'm sure you'll find a way.

>> No.9956194

>>9956150
Watching the video now, I'm going to be taking notes on it.

>> No.9956198

>>9956183
>a mattock

Why? Is this a character flavor thing?

>> No.9956203

>>9956154
>I still gotta find some good sword swooshes and shit
I'm not just sharing this because I just like this gacha game but I actually think this game has some pretty good sound-effects for this kind of stuff.
https://www.youtube.com/watch?v=0369rOXojBQ
Around 1:30 is probably what you're looking for.
There's a google-drive link for it all; I think you can find if you search Limbus Company Sprite Rips.
Good luck, anon.

>> No.9956213
File: 120 KB, 1489x890, spritetime.png [View same] [iqdb] [saucenao] [google]
9956213

>>9956143
I don't think I posted this yet, but hopefully it's cool.

>> No.9956217

>>9955541
>>9955542
I've only played the SNES version, but as a kid I could to get to the point where you could play as Venom and then I'd run out of lives shortly after. I'm aware of the Green Jelly stuff which is also good. Much like Doom though, a good chunk of the game's music is heavily inspired by famous late 80s/early 90s riffs. AiC, Pantera, Metallica, etc. Worked well in Doom and MC IMO. I'll have to turn GMOTA's jukebox back on. It kept playing nothing on the first level of a wad, unless I missed something about using it. I didn't look too hard.

>> No.9956232

>>9956150
>>9956194
I think too many enemies just throw out a shotgun spread of projectiles. They feel samey in that regard.
I like the hoverbike enemy and that flamethrower demon for detonating after death. That can have some fun gameplay uses.
The cyber chaingunner seems too tanky for its potential damage output. Could you give it a defined wind-up? Like a constant vision check for a second or two with a loud noise to alert the player he's about to be fucked up.
The flamethrower zombie seems like it does way too little damage for how short the range on his attack is. His corpse burning for a few seconds after death and causing damage for anything that gets too close would be neat. His attacks could leave somthing like that behind as well. I think Vesper did that with one of its enemies' attacks.
The flying imp looks weird visually. Just give that one different sprites.
I like the SMG zombie. He bridges the gap between chaingunners and regular zombiemen, and can serve as a dangerous hitscanner that doesn't drop a chaingun.
What's the point of the Doom 3 Caco-looking enemy that fires the green projectiles?
I want to see your code for the red zombie, I really like the charge he does.
The brown Hell Knight that dies in 2 SSG shots also feels redundant. It doesn't even have a new attack to make up for its lower health pool. Cacos fill a simiilar role already.
The mini Archvile's tracking fireballs seem cool on its own, but I can't see how that would work with several of them at a time or with more enemies in the mix.
The spectre Hell Knight is cool.
The lava man could also use a pool of fire on its corpse.
What's the difference between the red & green arrows on the archer?
The tentacles are cool, but I think them firing homing projectiles is a little overkill.

>> No.9956241

>>9956232
I'll reflect upon your commentary, some select answers:
>What's the point of the Doom 3 Caco-looking enemy that fires the green projectiles?
It's a more agile, but weaker caco.
>What's the difference between the red & green arrows on the archer?
Red have limited homing ability - they can turn well enough, but only if they can see you. it's not very obvious on video.

>The cyber chaingunner seems too tanky for its potential damage output. Could you give it a defined wind-up? Like a constant vision check for a second or two with a loud noise to alert the player he's about to be fucked up.
It has the exact behavior of a mastermind, just less health and smaller. It also has a sound, unless I screwed something up again. Maybe it should have a longer windup though, because it's shorter.
>The brown Hell Knight that dies in 2 SSG shots also feels redundant. It doesn't even have a new attack to make up for its lower health pool. Cacos fill a simiilar role already.
I wanted something weaker to pad out the noble horde without infighting them, but it's definitely up there on the chopping block.

>> No.9956245

>>9956154
Last Blade has the best sword sounds, check it out

>> No.9956246

>>9956232
>I want to see your code for the red zombie, I really like the charge he does.
Also, I assume you mean "Red pinkie" here?
https://pastebin.com/tRXgDj9W

>> No.9956256
File: 183 KB, 940x705, map.png [View same] [iqdb] [saucenao] [google]
9956256

>>9956143
Some shit for my waifu map.

>> No.9956265

>>9956246
Did you release the bestiary any time before? ModDB? If so, would you also like to get featured on OP's rentry page under the mod's section? Say if you want to be credited by your nickname too.

>> No.9956268
File: 3.29 MB, 1920x1080, Screenshot_Doom_20230131_004114_a.png [View same] [iqdb] [saucenao] [google]
9956268

Anyone know the WAD?

It was posted here some time ago but no one had sauce

>> No.9956270

>>9956265
Not yet, I want to use it in a community project later this summer. If it falls through, I'll just release it stand-alone. If you want to use that demon code, feel free to credit me as ViolentBeetle.
I noticed after copypasting that I altered the monster's melee range, I probably shouldn't have, must've been a leftover from one of my experiments.

>> No.9956272

>Wanted to do another map with Otex textures
>Forgot exactly how to add them to resources and with their own organized sections
How the fuck did i even got it right anymore?

>> No.9956275

>>9956272
I think pack should include its own config file, and UDB finally added an option to add them somewhere in preferences.

>> No.9956286

>>9956213
>Butt straps
Is that supposed to be a sneaking suit?

>> No.9956287

>>9956154
https://www.sounds-resource.com/pc_computer/samuraishodown2019/sound/46469/

>> No.9956290
File: 525 KB, 1920x1080, doom01.png [View same] [iqdb] [saucenao] [google]
9956290

>>9956256
I like this look and feel quite a lot, would be right at home in Ad Mortem

>> No.9956294
File: 89 KB, 771x477, OTEX.png [View same] [iqdb] [saucenao] [google]
9956294

>>9956272
>>9956275
I swear i got the wad file from here https://doom.ukiro.com/otex-downloads/ because the cfg stuff didn't work for me at first.

>> No.9956296

>>9956294
Seems like there's a separate download.

>> No.9956297

>>9956270
I had a hunch it was you, but then this thread has appeared (yay, more tools for the mappers)
https://www.doomworld.com/forum/topic/135308

Good luck with the submissions turnover, and that it goes smooth and steady.

>> No.9956301

>>9956286
Yes, it is a sneaking suit.
I like sneaking suits, I think they're cool.

>> No.9956306

>>9956301
Sneaking suits are cool. Kinda looks like the one from Phantom Pain.

>> No.9956314

>>9956294
The pk3 format seems to be nonexistent because Windows says the folder is empty.

>> No.9956320
File: 180 KB, 459x490, kitbash.png [View same] [iqdb] [saucenao] [google]
9956320

>>9956306
>Kinda looks like the one from Phantom Pain.
That's because it is. I kit-bash models together for a hobby.

>> No.9956323

>>9956294
I just realized I didn't have OTEX setup properly... I've been suffering needlessly.

>> No.9956326

>>9956320
>he kept the cock and balls on the back

>> No.9956342
File: 112 KB, 1293x687, shihong.png [View same] [iqdb] [saucenao] [google]
9956342

>>9956326
Great. Now I can't unsee that.
>>9956213
I posted this before but might as well again since they're related.
Shi-Hong

>> No.9956354

>>9956294
To add more content, i wanted to do a map in GZDoom format using OTEX textures and that screenshot is from a Boom format map where i somehow got the actual categories right.
Not sure if the UDMF format does need both the PK3 file and its config file, becaue like i said, something went wrong with the zip file i got from the site.

>> No.9956357
File: 262 KB, 1335x727, sw12.jpg [View same] [iqdb] [saucenao] [google]
9956357

>>9956213
are you making a player character or an enemy sprite ?

>> No.9956358

>>9956357
Player sprite, for a demonsteele add-on mod.

>> No.9956361

>>9956342
Nice!

>> No.9956405
File: 70 KB, 1218x1030, brainrot.png [View same] [iqdb] [saucenao] [google]
9956405

>be me 6 years ago
>play project brutality without a thought about bloat
>be me now
>chainguns, plasma rifles, beam weapons, BFG10Ks, etc. feel exactly the same
>begin feeling that the vanilla SSG would be completely useless after obtaining the rocket launcher if it wasn`t for the difference in ammunition and self-damage
it`s spreading

>> No.9956416

>>9956241
>Maybe it should have a longer windup though, because it's shorter.
I'm just thinking of something that can fill a similar role to an Archvile, just without the resurrecting. If you hold line of sight for very long, you'll just get mowed down.

>> No.9956432

>>9956405
It's always been PB's problem that it's the kitchen sink type of "shove everything they can find in and call it a new mod" mods.

Or at least that's one of PB's problems.

>> No.9956451
File: 11 KB, 136x138, brutality.jpg [View same] [iqdb] [saucenao] [google]
9956451

>>9956432
if the devs implemented the ability to toggle all spawns like you can in platinum, i`d enjoy it way more desu.
don`t even get me started on hxrtc.

>> No.9956463

>>9956416
Archie like attack is something mbf21 didn't really cover, best I can think of is a massive stack of hitscan with no spread.

>> No.9956464

>>9956463
Not exactly an Archvile attack, but something that charges up with line of sight.

>> No.9956474
File: 273 KB, 1511x766, file.jpg [View same] [iqdb] [saucenao] [google]
9956474

>>9956143
working on my first doom map still

>> No.9956481

Finished knee deep in knee deep in zdoom. That was a pretty fun wad

>> No.9956497

>>9956464
Like it actually adds up whenever you see it? Or just a very long wind up?

>> No.9956501

>>9955173
No, I like rough pixels

>> No.9956502

>>9956497
A long windup, but I suppose you could use several functions for it that each perform a vision check. Then play the TF2 heavy's windup sound.

>> No.9956505

>>9956497
>>9956502
Charge1:
SPRITE A 10 A_PlaySound("SOUND", 0)
SPRITE A 0 A_JumpIfTargetInSight(Charge2)
Goto See
Charge2:
SPRITE A 10 A_PlaySound("SOUND", 0)
SPRITE A 0 A_JumpIfTargetInSight(Charge3)
Goto See
Charge3:
SPRITE A 10 A_PlaySound("SOUND", 0)
SPRITE A 0 A_JumpIfTargetInSight(Missile)
Goto See

Something like that, for example.

>> No.9956506

>>9956502
I will increase superchaingunner's wind up because he isn't hindered by mastermind's size. It already makes sound of one of quake 2 enemies, so that's covered.

>> No.9956507

>>9956505
"Charge1" should be "Missile" in this example, I wasn't thinking of how it would actually begin.

>> No.9956508

>>9956505
That's just spid refire with extra steps.

>> No.9956510

>>9956508
Well in that case, ignore me. I didn't even know about that action.

>> No.9956519
File: 3.83 MB, 640x360, 2023060316261201-77337DF3FBB55CF9C4FC70C24104DBEF (1).webm [View same] [iqdb] [saucenao] [google]
9956519

>> No.9956524

>>9956510
Spid and cpos refire is how spiders and chaingunners know when to not shoot stack of it during the windup would abort it when target is not in sight. Those jumps are potentially useful if you want to limit their field of vision, direct them to something that isn't chase frame on failure or have them initiate attack without chase code pointer.

>> No.9956525

there are any tutorials or some shit to learn more about DECOHACK?

>> No.9956538

>>9956525
Doom tools page has reasonable explanation. The rest is scattered between dehacked, boom, mbf and mbf21 specs. Zdoom wiki has code on all vanilla monsters that is in zscript, but basically the same thing, so you can check how they work.

>> No.9956559
File: 1.04 MB, 1267x813, Screenshot 2023-06-03 174023.png [View same] [iqdb] [saucenao] [google]
9956559

>>9956143
I added a tiny replica of Millbank prison to my map as a shoutout to one of the inspirations for this project. and maybe as a teaser for map03 I haven't decided yet

>> No.9956561
File: 2.09 MB, 1920x1080, triforce.png [View same] [iqdb] [saucenao] [google]
9956561

>> No.9956579

Finished my first pistol start UV playthrough of Doom II. After Tricks and Traps the game started to feel like a chore. By the time I reached the living end I was just throwing myself at it until I mercifully reached the exit. Please tell me it gets better from here.

>> No.9956583

>>9956579
The Living End is the second to last map.

>> No.9956585
File: 1.69 MB, 1920x1080, parallax.png [View same] [iqdb] [saucenao] [google]
9956585

What are your thoughts on PBR parallax textures?

Do they suffer from the "looks like vaseline" syndrome of most upscaled shit, or do they actually look decent?

>> No.9956586

>>9956583
As in playing further doom content.

>> No.9956590
File: 408 KB, 1520x825, Screenshot_Doom_20230603_175822.png [View same] [iqdb] [saucenao] [google]
9956590

>>9956143
Turns out part of the problem was the format being GZDoom (Hexen) and not UFMD or whatever it's called.
But now i can make the kind of map i wanted:
>Inspired by the Cultist Base from Eternal
>Using OTEX textures and a few vanilla ones
>Using MetaDoom's features and the fire traps on Realm667 by Captain Toenail

>> No.9956592

>>9956405
>>begin feeling that the vanilla SSG would be completely useless after obtaining the rocket launcher if it wasn`t for the difference in ammunition and self-damage
That’s a very fair thought. Is it your awareness and understanding of Doom’s mechanics that is “spreading”?

>> No.9956597

>>9956586
Doom 2 is the peak.

>> No.9956603
File: 147 KB, 1280x960, 1024_title.png [View same] [iqdb] [saucenao] [google]
9956603

>1024×1024-sized area restriction wads
Did you like them?

>> No.9956605 [DELETED] 
File: 487 KB, 990x820, waifumap.png [View same] [iqdb] [saucenao] [google]
9956605

WIP for the waifu project.

>> No.9956607

>>9956585
Maps need to be completely built with PBR shit in mind for it to look good. That floor needs a trim texture between it and the wall so that the 'grout' doesn't appear to sink below it. You're also generally going to need an overall higher level of geometry detail for shit to not look silly.

>> No.9956609

>>9956603
I prefer 2048 maps.

>> No.9956610

>>9956605
You promised to dedicate it to the purple alicorn, buddy, what's the deal?

>> No.9956615

>>9956592
i did not understand the complaints about bloat i seen here in the past, now the desire to do the same is spreading to me like a plague. i`m still retarded though.

>> No.9956619

>>9956610
Horsefuckers ain't loyal, that horsussy got them whipped up into a frenzy

>> No.9956629
File: 651 KB, 1600x900, Screenshot_Doom_20230604_001455.png [View same] [iqdb] [saucenao] [google]
9956629

I am having trouble finding a way to scale the hud in zandro, is there really no way? This shit is agonizing.

>> No.9956637

>>9956629
write in the console
Hud_scale 1

>> No.9956640
File: 7 KB, 274x242, a job well done.png [View same] [iqdb] [saucenao] [google]
9956640

>>9956609
1. Open doom builder
2. Select all lines, press E and scale to 200%
3. ????
4. PROFIT!!!

Ayy lmao

>> No.9956642
File: 2.72 MB, 1920x1080, pak4.png [View same] [iqdb] [saucenao] [google]
9956642

>> No.9956643
File: 62 KB, 730x794, christ.jpg [View same] [iqdb] [saucenao] [google]
9956643

>>9956637
Holy shit this is so much better. Thanks.

>> No.9956645

Ace, are barrels supposed to be so heavy I can't drag them? I could a few days ago.

>> No.9956652

Just downloaded latest version of GZdoom to see what the myhouse thing is all about. Is there any way to easily copy all my graphics/control settings etc. or do I have to manually go through it all?

>> No.9956653

>>9956652
just drag and drop the myhouse wad into the gzdoom exe

>> No.9956658

>>9956653
I know how to play a wad, I just had to get a new version of gzdoom and am asking if there's a way to copy all my old settings quickly (ie undo all the shitty default filtering shit mainly)

>> No.9956663

>>9956658
i believe gzdoom stores its setting files elsewhere, so it should transfer?

>> No.9956664
File: 2.71 MB, 968x628, Good Day Sir.webm [View same] [iqdb] [saucenao] [google]
9956664

Mechanically, it doesn't really seem to do anything interesting, but it works.

>> No.9956665

>>9956645
Yeah, but they shouldn't be THAT heavy. I increased their mass because the explosions would push them around like a pinball. I'll check it out later just in case.

>> No.9956673

>>9956519
pervert!

>> No.9956674

Are there are any joke wads that are actually humorous and not just shitposting in doom map format?

>> No.9956676

>>9956664
He goes invisible when he flinches?

>> No.9956678
File: 28 KB, 384x256, MAP01_3lh5tlew.png [View same] [iqdb] [saucenao] [google]
9956678

>>9956610
>Pink, grime and maggots
Well, there is that dorky doom palette, so maybe he had his reasons

>>9956619
You also can't name it "MaiWaifu.wad" project and not expect it to be purely ironic

>> No.9956679

>>9956663
No, for some reason the settings get ignored. Guess I'll have to deal with the slog of a million menus

>> No.9956681

>>9956674
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/cif3

>> No.9956682
File: 278 KB, 1266x749, i may have gone a bit too far in a few places.jpg [View same] [iqdb] [saucenao] [google]
9956682

>>9956143
Merula map is going slowly but steadily and is nearing completion. This is my first map so I'm just cramming in my favorite concepts in there.

>> No.9956686
File: 2.05 MB, 1920x1080, boltgunmixels.png [View same] [iqdb] [saucenao] [google]
9956686

>>9956585
Haven't encountered one for vanilla textures that have ALL of the textures done, and not through the automated shit.

Also figured out what irks me the wrong way in Boltgun. They don't use low resolution textures. They use regular res textures but paint them with "pixels" and end up combining into textures with pixels of different sizes.
Pretty damn sure same thing is with sprites as well which is why they look so messy.

>> No.9956691

>>9956679
I think they changed the config file location, it should be in documents/my games, try to place your old config file there

>> No.9956692

>>9956679
you can put your config file inside the gzdoom folder and then launch it with "-config filename.ini"

>> No.9956693

>>9956610
Wasn't me.

>> No.9956697

>>9956605
Wait a minute, that's not Twi! Who is she? Rainbow Dash?

>> No.9956698

>>9956692
>>9956691
Made a shortcut with the launch option, thanks lads

>> No.9956716

Has anyone ever made a FiberDemon enemy that steals your fiber and makes you constipated, or is that unexplored territory ?

>> No.9956726
File: 3.03 MB, 1280x720, Good Day Sir Part 2.webm [View same] [iqdb] [saucenao] [google]
9956726

>>9956676
He's not really flinching here, though I used flich sprite as a base. I was shooting to wake him up behind invisible wall.
What it really does is an approximation of teleportation through stacking of zero length chase effects.

I made a webm to better showcase this effect. I might scrap it if I can't reduce the short dash occurrences.

>> No.9956734
File: 17 KB, 284x284, HD.jpg [View same] [iqdb] [saucenao] [google]
9956734

>>9956686
>Pretty damn sure same thing is with sprites as well which is why they look so messy.
there is a pixelization slider in the "retro" section in the settings.
i think. i tried it out and uninstalled it soon after release.

>> No.9956738

>>9956697
Seems we'll be getting two pony maps by different people, because I never mentioned Twilight. The fun has been doubled!

>> No.9956746

>>9956734
That's just resolution scaling, and that affects whole screen.
By the boltgun sprite you can see that it is a texture issue, not the screen scaling one.

>> No.9956754

>>9956746
There is also one in the retro section that fucks specifically with the sprites.

>> No.9956779
File: 3.18 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
9956779

>>9956754
Not really
Retro Palette is just posterization filter
Pixelation is just and nearest neighbour resolution scaler

Don't see anything that would be specific to sprites.

>> No.9956802

>>9956738
>The fun has been doubled
Hm... This makes me wonder how one would pull off a map with her. She has alter ego thing going on with her that can make it tricky to properly claim the map.

>> No.9956810
File: 133 KB, 800x1143, free shrugs.jpg [View same] [iqdb] [saucenao] [google]
9956810

>>9956779
my bad then, i guess. i just remember there being two resolution/pixelation/some other shit sliders in two different menu sections.

>> No.9956812

>>9956519
She's still warm… but, is there a working hole left?

>> No.9956853

>>9956812
He has a blaster. Could just make a new one.

>> No.9956861

>>9955842
dunno if anyone tried the map yet but yeah I forgot to mention it's UDMF for GZDoom

>> No.9956904
File: 1 KB, 72x87, Danganronpa_2_Island_Mode_Chiaki_Nanami_Pixel_Icon_(4).gif [View same] [iqdb] [saucenao] [google]
9956904

>>9954962
>FORE/VR/ ALONE
I'd like to claim Chiaki Nanami from Danganronpa 2.
also tagging the anon from >>9955839

>> No.9956916
File: 155 KB, 1280x960, Ht03_radio02.jpg [View same] [iqdb] [saucenao] [google]
9956916

>>9956738
>the fun has been doubled
Well, it'll be at least 20% cooler

>> No.9956930

>>9955285
I got through probably through most of it until I got killed by a surprise crusher that took me from 140hp to dead in one (fast) cycle. That trap is absolutely trash, especially since it's in a supposedly safe zone of another crusher.
how do you open the orange wall to the secret green armor before the purple key? Couldn't find anything

>> No.9956950
File: 133 KB, 397x470, f99bae483f3371baac7888b0ddddcc83.jpg [View same] [iqdb] [saucenao] [google]
9956950

>>9956904
>>9955839

I guess this should be the current headcount. If anyone in the "dibs" category has anything to show, don't be shy. We swore to not judge anyone.

Dibs
Anon - Holli Would (Cool World)
Anon - Shanalotte (Dark Souls 2)
Anon - Merula (Hogwarts Mystery)
Anon - Jenny (Teenage Robot)
Anon - Chiaki Nanami (Danganronpa)

Shown
Anon - Daina's Ass (ass only)
Anon - Olga Discordia
Anon - Taihou (Azur Lane)
Anon - Mikazuki (KanColle)
Anon - Madoka (have a guess)
Anon - Twilight (My Little Verboten)
Anon - Other Animal (My Little Verboten)
Anon - Bath map
Anon - Bara Demon

Maps
Anon - Outis (Limbus Compagny) - Outism
Anon - King Cai - Eto
GuyWithTeaCup - Toph - Dirty Foot Canyon
Hand-peeled - Madotsuki - Sleep Tight
Anon - Curly Brace - Robutt

lazy lead
Me - Witch (Puyo Puyo) (if I get some goddamn free time)

>> No.9956956
File: 336 KB, 800x600, haelin.png [View same] [iqdb] [saucenao] [google]
9956956

>>9956678
>>9956610
>You also can't name it "MaiWaifu.wad" project and not expect it to be purely ironic
A lot times waifus are just girls we really like, that's it. Some might joke about it, and some might be serious. Some use the term carelessly.
My actual waifu isn't Outis, I just like her a lot.

>> No.9956961

>>9956930
I think if I were to do a crusher trap like that again I'd probably not have so many bunched together.
also that green armour secret is just accessed via a wall you can open right next to it

>> No.9956968
File: 375 KB, 1920x1200, Untitled.jpg [View same] [iqdb] [saucenao] [google]
9956968

>>9956961
This one? Because I can't open this wall

>> No.9956982

>>9956968
I realise the issue, there's a gap there but the doorway is made of two doors that should both open each other. I'm just a retard and forgot to link them.

>> No.9956990
File: 3.12 MB, 1920x1080, d1m3_2023-06-03_13-51-46.png [View same] [iqdb] [saucenao] [google]
9956990

how wish Serious Sam was more like Quak-

>> No.9957008

>>9956198
Yeah. I'd like to picture a Dwarf gives him this thing.
I plan on making a voxel of the Mattock to serve as a reference for the sprites in memory of Slax. We had talked in the past about how I should learn how to do basic 3D modelling to help with references. While I can't navigate Blender very well, I still want to make something to use for this, and I'm pretty confident I can figure out a voxel editor.

>> No.9957028

>>9956154
Lookin’ good. It’s real nice to see because I have to admit it’ll be hard pulling away from the current “regular sword”/“super sword” swings.
>>9956990
Dwell 1 and 2 were great, though Spiritworld may be my current favorite pack next to Vrumble.

>> No.9957031

>>9956652
>he fell for the myhouse meme

>> No.9957034

>>9957028
>I have to admit it’ll be hard pulling away from the current “regular sword”/“super sword” swings.
There's gonna be growing pains and whiplash from all this, but seeing as the sword power up happens so quickly during combat, I'm pretty sure it's going to surprise most people.

>> No.9957050

>>9955653
How would you do that in decorate?

>> No.9957052

>>9957034
I’m on board with the most recent changes even after going through with the original version I got into so keep steering on ahead homie, this’ll be fun.

>> No.9957057

gorillion dollar idea, jot this down:
wad (more likely pk3) that you can load with any wad to make it haunted. it plays normal for the most part except it'll randomly make things le spooky. you know, to emulate that ARG shit zoomers are into. think of "no cap gmod singleplayer is so spooky ong" but for doom

>> No.9957068

>>9956652
Copy your config file from the old folder to new

>> No.9957074

>>9957057
'sbeen done. check out Lasting Light

https://www.youtube.com/watch?v=_DQw3PRWDwA

>> No.9957094

>>9954960
Please help me bros because I am a moron. Blood: Fresh Supply has no music. How do I get the original CD ost working on it?

>> No.9957095

>>9956682
Looks cool

>> No.9957123

>>9957094
You're better downloading the original files and using a source port like notblood, raze or BuildGDX as for why you have no music I don't know honestly, Fresh Supply has the music so it should be there.

>> No.9957131

>>9957050
Alright I got it. Managed to make it work with a_explode nails.

>> No.9957140

Is D_RUNNIN forever destroyed? I played Industrial Zone again, and was unsettled all time.

>> No.9957142

>>9957123
Yeah the files are there but the music in the levels is not playing except in the first one (E1) and it also plays in the carnival but it's very loud (loud only in the carnival, not in the first level) and I have no fucking idea why it behaves like this. Tried reinstalling the game, verifying game files, playing with config, but it's just sound effects and ambience.

I have NotBlood but I wanted to play with the real 3D aim for once. Fucking Fresh Supply.

>> No.9957146
File: 23 KB, 627x440, blood.png [View same] [iqdb] [saucenao] [google]
9957146

>>9957142
Forgot to add the picture.

>> No.9957172

>>9955861
Did you take this one yourself? You have armour and shit, right?

>> No.9957175

>>9957142
For NBlood\NotBlood make sure redbook audio is turned on under sound settings.

>> No.9957182

>>9957074
>Icarus
I'm constantly amazed he manages to bash his face into a keyboard enough times to make videos.

>> No.9957183
File: 952 KB, 2560x1440, Sord and helmet.jpg [View same] [iqdb] [saucenao] [google]
9957183

>>9957172
I do. But that's not my pic. My gear is a little more poverty tier, I only have a steel helmet and steel legs, my breast plate and vambraces are carved out of blue plastic barrels and lashed with parachute cord.

>> No.9957194
File: 736 KB, 1920x1080, zdoom 2023-05-30 13-22-51.jpg [View same] [iqdb] [saucenao] [google]
9957194

>>9955349
I actually use it with wolf too.

>>9956098
Thanks, anon

>> No.9957213
File: 61 KB, 1279x645, 434831394813.png [View same] [iqdb] [saucenao] [google]
9957213

guys, new doom launcher just dropped
https://www.doomworld.com/forum/topic/136298-suckless-doom-launcher-a-new-curses-based-launcher-i-developed/

>> No.9957237

>>9957175
Yeah I know. I think I actually fixed the issue by switching to vulkan renderer.

>> No.9957240

>>9957183
How'd you make the DIY weapon? (if you dont mind)
It looks cool

>> No.9957249
File: 1001 KB, 2560x1440, 20220113_214316.jpg [View same] [iqdb] [saucenao] [google]
9957249

>>9957240
it's a stick of rattan wrapped with tape, the basket hilt was something I made by carving out pieces out of a blue plastic barrel and then lashing that with parachute coard. Currently I use the stick on the right in pic related with a solid ABS plastic molded basket hilt, but it fucking popped off two weeks ago so I can't fight with it.
The sword on the left I've actually used a reference for some of the animations on the Blackjack in Combined_Arms.

>> No.9957257

>>9955116
Icon of Sin

>> No.9957262

The laser rapier in System Shock (original) is so fucking good, kills most enemies so far in one hit

>> No.9957263
File: 75 KB, 582x578, 1659273259201.png [View same] [iqdb] [saucenao] [google]
9957263

>>9955701

>> No.9957264

>>9957213
been thinking of writing my own, gotta learn ncurses first though.

>> No.9957271
File: 636 KB, 960x540, 2.jpg [View same] [iqdb] [saucenao] [google]
9957271

>>9957194
>scanlines and 1080p
That seems weird, but I guess I can't talk because I like the new Quake models after crushing the resolution and colors through Ironwail when I play q64.
>>9957263
We're really coming full circle here.

>> No.9957276
File: 215 KB, 1000x981, 1661804422191665.jpg [View same] [iqdb] [saucenao] [google]
9957276

>>9957213
Am I the only one just typing (source port) -iwad -file on a terminal window and dragging and dropping the files I want from the file manager?

>> No.9957280
File: 281 KB, 1920x1080, duke0001.png [View same] [iqdb] [saucenao] [google]
9957280

>> No.9957284

>>9957262
It's affected by berserk patches, too. I don't think any enemy in the game can withstand two zerked rapier hits, even on the highest combat difficulty.

>> No.9957313
File: 1.27 MB, 320x464, doomguy_snaps_his_neck.gif [View same] [iqdb] [saucenao] [google]
9957313

>>9956916
>>9956738

>> No.9957319

I dont really have any waifu but does anyone know a character with pigtails for me to make a map? I always liked that hair style (but not the braided type)

>> No.9957321

>>9957319
MIku?

>> No.9957329
File: 409 KB, 977x1204, merula's castle.jpg [View same] [iqdb] [saucenao] [google]
9957329

>>9957095
Thanks anon, I'm quite fond of castle maps. They have a nice atmosphere when done well, like Nevermo2.wad.

>>9956950
Here's another preview from my map, Vintage Story was a mistake.

>> No.9957337
File: 1.08 MB, 600x609, WeeW.gif [View same] [iqdb] [saucenao] [google]
9957337

>>9957313
I love that guy's videos so much.

>> No.9957345

>>9957074
Imagine playing through the closet from memehouse with this mode.

>> No.9957357
File: 826 KB, 1171x840, MAP02 WIP 03062023.png [View same] [iqdb] [saucenao] [google]
9957357

>>9956143
map progress, shaded area I've not really started on beyond elevations

>> No.9957416
File: 171 KB, 1440x1080, file.png [View same] [iqdb] [saucenao] [google]
9957416

Still workin on my doom map, experimented around in slightly adjusting some doom textures and making them work in vanilla doom. Going for a heavy metal blood and red kinda nightmarish vibe. Messing around with making some of marble textures purple too.

I wont spend too long on trying to make it look cool since its my first doom map and I should focus on making gameplay good but I got bored and wanted to focus on doing something else

>> No.9957436
File: 59 KB, 500x727, a94609fee37d1e7779d34153211164b1464d3662.jpg [View same] [iqdb] [saucenao] [google]
9957436

>>9957319
Aria

>> No.9957554

>>9956950
Am i allowed to hide lines in the automap so it has the general shape of the character while still adding more details to the map?

>> No.9957581

>>9957554
Sure, finding ways around the shape of your chosen character is part of the fun in this project.
Make sure we can still somewhat tell who you chose from a screenshot of the automap/editor.

>> No.9957595
File: 576 KB, 1920x1080, d1m3.jpg [View same] [iqdb] [saucenao] [google]
9957595

>>9957028
>Dwell 1 and 2 were great
I'm certainly enjoying this architecture.

>> No.9957607

>>9957183
Steel barrel shouldn't be too expensive I wouldn't think. Get some metal cutting tools and polish up some scrap.

>> No.9957610
File: 1.11 MB, 989x980, 1665987279161708.png [View same] [iqdb] [saucenao] [google]
9957610

hello please play and judge my map, i will revise accordingly. demos welcome
https://files.catbox.moe/wz8o76.wad

Waifu: Taihou (Azur Lane)
Level Name: Red Boat
Midi: SD Gundam 2 SNES "Bursted Fire"
Supports UV and HMP (UV preferred)

>> No.9957646
File: 732 KB, 3024x3024, 1675540565975922.jpg [View same] [iqdb] [saucenao] [google]
9957646

>>9957249
thumbnail looks like a large olive on a small plate with a fork and spoon

>> No.9957674
File: 216 KB, 1253x1195, FxuhTTYaUAAleI2.jpg [View same] [iqdb] [saucenao] [google]
9957674

>> No.9957689

>>9956405
>>9956615
I don't quite agree. I think it's fine if weapons become obsoleted as better weapons appear.

>> No.9957694

Is there a easy way to extract all png from the otex wad? Im thinking about doing some ultra autism to help me choose the textures

>> No.9957697

>>9954569
>>9954570
Thought for hypothetical HFFM 2
>BTSX E3 allegedly supposed to be out by Doom's 30th anniversary
>thus freeing up not getting fucking nagged about muh textures
>and we use those textures as the set for HFFM 2
We could call it HFFM 2 : Back To Buttsex

>> No.9957698 [DELETED] 

>>9957674
you should post this on reddit for eggstra upboats

>> No.9957702
File: 109 KB, 1920x1080, Red Boat - DOOM 2_ Hell on Earth 6_3_2023 8_53_44 PM.png [View same] [iqdb] [saucenao] [google]
9957702

>>9957610
is it just me?

>> No.9957703

>>9957697
That would be pretty based.

>> No.9957704 [DELETED] 

>>9957698
You should kill yourself.

>> No.9957706

>>9957702
Looks like you need to load OTEX before the wad.

>> No.9957708

>>9957706
My bad forgot to mention that.
If theres a way to set up my textures while also making it so that otex is loaded after the wad, its beyond me

>> No.9957763
File: 241 KB, 1294x789, taihou.jpg [View same] [iqdb] [saucenao] [google]
9957763

>>9957610
I'm not sure how to get to the third secret, and through testing I found the deep water effect in the shadowy part of the ship is bugged and the deep water has a metal "ceiling" that's visible when you fall and bounce. The teleport in the water is only usable once for each linedef. Didn't notice anything else.

The map was challenging enough in its arena sections, and the flow of the movement was well signposted, especially for the yellow door and the cyberdemon survival. The second secret and ending was great.

>> No.9957838
File: 819 KB, 1808x1017, Screenshot_Doom_20230604_102642.png [View same] [iqdb] [saucenao] [google]
9957838

>>9957610
Nice map!
Taihou is hot as fuck.

>> No.9957876

When is the waifu project release?

>> No.9957897

I'm making a map of k***n for the waifu project and nobody can stop me.
It's gonna be the smallest map there ever was.

>> No.9957901
File: 469 KB, 1113x752, Screenshot 2023-06-03 221148.png [View same] [iqdb] [saucenao] [google]
9957901

the blade part of the scythe is ready (the general shape and the floor texture that is. Walls, ceilings and things are another beast).

>> No.9957907

i cant contribute to the waifu project because im gay and only into anthros

>> No.9957917

>>9957763
>I'm not sure how to get to the third secret
it's actually meant to be an archvile jump using the guy who appears after the yellow keycard, but its really hard to pull off since you have to lure him towards the boat
i'll probably rework that so its easier or something
thanks for pointing out the water & tp stuff, i'll look into it. glad you liked it.

>>9957838
glad you liked it

>> No.9957935

>>9957907
I don't know how many times we have to say this but you can have your gay husbando, I just hope your taste isn't completely terrible.
>>9957610
Good job, anon.
It has a lot soul, tough though.

>> No.9957937

>>9954960
>AI MAPPING IN PROGRESS
Is this a thing?

>> No.9957941

>>9957313
>>9957337
I forgot the name of his videos.

>> No.9958062

>>9957937
SLIGE//SludgeOblige/Obsidian have existed for ages.

>> No.9958064

>>9957901
Shit waifu, should have picked blair

>> No.9958116

>>9957941
GamingGargoyle.
https://www.youtube.com/watch?v=2bGYAcRo580

>> No.9958181

>>9954978
From which mod is this?

>> No.9958182

>>9958181
Looks like Quake Alkaline

>> No.9958205
File: 3.74 MB, 852x480, hitscan helper.webm [View same] [iqdb] [saucenao] [google]
9958205

>> No.9958217
File: 6 KB, 259x194, images (2).jpg [View same] [iqdb] [saucenao] [google]
9958217

What are some good Vanilla Doom/PrBoom gameplay mods? I have Boiled Doom and D4V but that's about it.
No ZDoom stuff

>> No.9958301

>>9957901
Fuck ME that's sick.

>> No.9958342

>>9958217
https://www.doomworld.com/forum/topic/109195-minicharge-mbf-resourcemod-v13-new-bfg-sprites-52520/

>> No.9958357
File: 142 KB, 409x517, cf89b98f7e0d5563a1af9b85b191ff6a.jpg [View same] [iqdb] [saucenao] [google]
9958357

>>9957610
Great map, I like your arenas design, and while it can get a little hard at some point, I guess it is at least fair and not bullshit difficulty.
10/10 bedroom secret, I kinda regret not mandating an exit bedroom in all maps. Yours is really great
And I guess with such a project I should have seen it coming, but try to keep your image blue-board usable. Your computer textures are ok, but you really went full horn on your ending textures. They are technically ok too, but try to beat one off before choosing your textures, guys. With such sources, I fear for the Olga Discordia map

>> No.9958369

>>9958062
Obsidian/Oblige are relatively ordinary procedural programs though
What's that sprite in the OP?

>> No.9958378
File: 2.74 MB, 2997x2000, 1685862939148.gif [View same] [iqdb] [saucenao] [google]
9958378

.

>> No.9958405

>>9957213
Does it really suck less?

>> No.9958415

>>9958369
Editor screenshot comes from the previous thread, the art comes from the intro of In Extremis, a bad DOS fps.

>> No.9958429

>>9958405
https://suckless.org/philosophy/
May not give you an answer

>> No.9958475

>>9958205
Wtf is that hud. Also I never found that ring at that part.

>> No.9958497

is btsx 3 out yet

>> No.9958506
File: 135 KB, 800x782, tfw.jpg [View same] [iqdb] [saucenao] [google]
9958506

>>9955019
> quit low aggro copper sounds without enemies thanks

>> No.9958512

>>9957357
Protip: When you're finished laying out the map, join sectors.
Joining means that you can "share" the sector properties between different, not even necessarily adjacent, sectors, treating them as one. For example with symmetric and repeating structures that can bring the sector count way down.
The caveat here is though that it will only work with sectors that are of the same height values, otherwise it will force the settings of one sector on the other.
Also, since the joined sectors are treated as one, the sound propagation will work accordingly, so keep that in mind, too.
This is even used by mappers to make monster teleports:
A monster is placed in a closet and then the sectors are joined, and then when something in the one sector happens, the monster will hear it and activate and walk the teleport line.
This makes you forego the old-tyme style of sound ducts, which is mostly a matter of taste in unrestricted maps, but becomes essential for line-limited mapping projects.

>> No.9958516
File: 20 KB, 320x200, 5262861-in-extremis-dos-remains-of-the-unlucky-crew.png [View same] [iqdb] [saucenao] [google]
9958516

>>9958415
Cool, thanks, never heard of it but I really like the art design actually, compared to all other non-Doom games of 1993 I'd even say gorgeous

>> No.9958531
File: 39 KB, 524x511, cooling.jpg [View same] [iqdb] [saucenao] [google]
9958531

>>9957689
i get it, progression like that is fun, i am just really obsessing over different weapons having their own unique roles, especially after beginning to try and figure out a mod of my own. really makes me understand and appreciate more condensed arsenal of demonsteele. except for the scorpions, they still suck.

>> No.9958559

>>9958531
Demonsteele is a strange example because the weapons are less about roles and more which one has more ammo, and if it's the shotgun, use the shotgun because the grenade launcher is less fun to use than the sword. But otherwise I get you. I think on my own mod/game a lot and while I love Serious Sam, I don't think I'd have it Serious Sam style of 9 weapons, at least four of which are useless in the endgame.

>> No.9958579

>>9958357
>With such sources, I fear for the Olga Discordia map
No worries. I'm not a fan of the 'canon' so to speak. Prefer Olga in something more serious but with dark fantasy/warfare. She works well as a protagonist/deuteragonist.

>> No.9958582

How do I open ACS file? I want to do a monster replacer for War Rooster and I want certain enemies to drop certain type of ammo.

>> No.9958592

>>9958559
Grenade launcher can fuck with enemy projectiles so there's utility there, shotgun you can basically fucking fly across the map using.

>> No.9958653

C-can we talk about Serious Sam 3 here?

>> No.9958654

>>9958653
No dice, 2011 game.

>> No.9958658
File: 4 KB, 225x225, Z.jpg [View same] [iqdb] [saucenao] [google]
9958658

>>9958654
Oh..

>> No.9958675
File: 340 KB, 526x556, bazooka.png [View same] [iqdb] [saucenao] [google]
9958675

>>9958559
i felt pretty differently about most of shihong`s guns desu.
like, the jack-of-all-trades-master-of-none starter, the slow heavy hitting single target shotgun, the limited range AOE grenades, all fairly unique compared to each other. if she had hae-lin`s SMG, the arsenal would be complete.
though if the grenades were more noticeably weaker than the shotgun it`d probably be for the best.

good luck btw. i was never nearly deep into SS meta to move past the idea that the grenade launcher is just worse than the rocket launcher, so figuring out an arsenal like that is really impressive imo.

>>9958582
if there is no source code included, you gotta find a decompiler of sorts. i never seen one, but you never know.
pretty sure zscript can handle drops and such just fine though, unless you intend on zandronum compatibility.

>> No.9958684

>>9957901
neat

>> No.9958685
File: 176 KB, 264x392, 1663318180142805.gif [View same] [iqdb] [saucenao] [google]
9958685

>>9958378

>> No.9958691
File: 245 KB, 548x399, image.png [View same] [iqdb] [saucenao] [google]
9958691

>>9958181
>>9958182
>Quake
he he he

>> No.9958708

>>9958675
>i never seen one, but you never know.
There are ACS decompilers but they're of questionable reliability.

>> No.9958737

>>9957280
HELP ME DUKE

>> No.9958754
File: 367 KB, 1920x1080, Screenshot_Doom_20230604_143157.png [View same] [iqdb] [saucenao] [google]
9958754

After having plowed my way through most of Doom 2 on this replay (no mid map saving) I have to say that I don't dislike most of the maps nearly as much as I remember disliking them. The city maps are a god-awful slog though, especially because a few of them are back to back. The Chasm still sucks and so does that terrible level where most of the level is covered in toxic sludge and you have to go around it hunting for the switches. Still, I have to hand it to Id Software for playing around with different ambushes and gimmicks, even if some of the maps ended up horribly tedious.

I've noticed that I enjoy 'gimmick' maps more when they're relatively short.

So in short, I think I'm going to be coming out of this replay more positive about Doom 2 than I was going in. The expanded bestiary also helps to make it more interesting. It's a good palate cleanser before going back to custom wads.

>> No.9958761
File: 27 KB, 520x400, de09.gif [View same] [iqdb] [saucenao] [google]
9958761

MUNGYMAAYOH

>> No.9958768
File: 341 KB, 1000x1334, 1683170029376036.jpg [View same] [iqdb] [saucenao] [google]
9958768

>>9957674
Haha, this is pretty great artwork.

As an aside : what are the best wild west / old west themed mods for Doom or for a build engine shooter? Bonus if there's actual levels made for them, not just a gameplay mod. Or if the mod comes with environment textures that can be used to make my own old west adventure.

I already know Outlaws the game exists but I'm looking for the best Build Engine / Doom mods in particular.

>> No.9958770

>>9956615
>now the desire to do the same is spreading to me like a plague.
Ah, I thought you were appreciating the balance difference between the super shotgun and rocket launcher. Bloat can suck ass and can deter me from a mod, just like it does with mods like PB.
>>9957689
>I think it's fine if weapons become obsoleted as better weapons appear.
This progression works best and is a lot of fun if there’s at least an episodic reset, if not on a per level basis.

>> No.9958772
File: 145 KB, 1184x1094, FxscDjdaQAA5fMy.jpg [View same] [iqdb] [saucenao] [google]
9958772

>>9958768
>for Doom
High Noon Drifter.

>> No.9958786

>>9955019
>scripting released dark power

>> No.9958839

Is everyone here from NA? The thread always dies during NA's night

>> No.9958841

>>9958839
There's a fair amount of yuros.

>> No.9958846

>>9957907
we're still getting a certain show's cartoon horse or two and a brown shota, anon
even husbandos get in

>> No.9958857

>>9957610
just linking your map to the news post >>9954962

>> No.9958887
File: 1.02 MB, 1280x720, shl60000.png [View same] [iqdb] [saucenao] [google]
9958887

>> No.9958908

>>9958582
Compiled files? No idea, but as the other anon said, a decompiler of some sorts would be necessary.

>> No.9958912
File: 532 KB, 852x480, hitscan helper secret.webm [View same] [iqdb] [saucenao] [google]
9958912

>>9958475
>Wtf is that hud. Also I never found that ring at that part.

that's one of the 'modern' UIs from ironwail.

>> No.9958923

>>9958839
majority is probably NA.
i browse dota general in /vg/. dota is pretty dead in NA, its more popular in EU, SEA, etc. but the thread has a lot of NA people in it, probably around 50%

here its probably a lot higher.

>> No.9958927

>>9958923
>>9958839
what's NA?

>> No.9958930

>>9958927
north am*rica

>> No.9958931

>>9958930
ah

>> No.9958942

>>9957610
Here is my UV FDA for your map : https://files.catbox.moe/s68m72.lmp

The gameplay was not good until you got to the SSG, as there was no armor to get through the many hitscanners in a timely manner, they always do tons of damage because you have to fight them in big open spaces with a shotgun, making it impossible not to get damaged; armor and a chaingun would be great to place at the start.
The cyberdemon valley is too punishing; I suggest having 3 medikits after the fight to fully replenish HP of heavily wounded players, to make the next areas not feel unfair.
There was a missed opportunity to have a teleporter in the exit room to go back to start, for exploration. I wanted to find the secrets.

There are gate middle textures slightly sunken in the ground near the beginning, making it visibly bleed through the floor on software renderers; give them shadows to fix that.
In the yellow key switch room, the dark water passage has STARTAN2 visible.

>> No.9958989
File: 659 KB, 850x699, 1664860796550493.png [View same] [iqdb] [saucenao] [google]
9958989

>>9958942
thanks for the demo & feedback.
>teleporter in the exit room to go back to start, for exploration
I did consider this as I like them too. This is my second map, and my first map (devcleanup.zip on idgames) does feature one. I'll add it.
>armor and a chaingun
i'll add some armor bonuses (theres a green armor secret) but i'm confused about the cg. you get it from the chaingunner who teleports behind you. do you think thats too late, or would you rather not have the gun tied to combat?
>gate midtextures
yeah i intentionally wanted them embedded into the ground, accepting the side effect of bleedthroughs. i didnt realise (though i should have) it was preventable with sectors, thanks.
the piece of paper at the start with taihou also bleeds like this, but i thought that was fine since it makes more of the pic visible without making the texture stand too tall relative to the player.

i'll work on the other stuff you mentioned too.

>> No.9958998

>>9958497
December

>> No.9959002

>>9958531
The Scorpions needed to just auto fire when you held the button, burst fire needs to GTFO.

>>9958582
Editable ACS files would usually be in a Source folder. You can compile them in SLADE if you have an extension for it. It'll be the blue arrow button.

>> No.9959008
File: 1019 KB, 1280x871, Corzo transparent.png [View same] [iqdb] [saucenao] [google]
9959008

>>9958768
>>9958772
https://www.youtube.com/watch?v=mox_kEhhPuo

>> No.9959019
File: 206 KB, 1000x1441, Maka.jpg [View same] [iqdb] [saucenao] [google]
9959019

Man, i cant find a good texture to fit her hair color

>> No.9959062
File: 494 KB, 1238x823, Screenshot 2023-06-04 115442.png [View same] [iqdb] [saucenao] [google]
9959062

>>9959019
Here is the progress so far, still missing the torso (i apologize in advance for the textures, they dont look too good in game)

>> No.9959078

>>9959062
Holy shit
Looking good

>> No.9959083

>>9959062
Holy shit, this looks clean and sick as hell.

>> No.9959102

>>9959062
Holy shit

>> No.9959106

>>9958989
The reason why I think the chaingun is given too late is because the chaingunner is unreliable to kill with a regular shotgun, sometimes it doesn't die in one shotgun blast and it leaves you out in the open to get pelted by him while the shotgun reloads.
Then by the time you reach the long range turret zombies in the next encounter you can run out of bullets, forcing to take further damage to get in an effective range for the shotgun; make sure to supply the player with more bullets as well.

>> No.9959107

>>9958839
Lots of Americans here, but there's also some different Euros, from the most western parts to the most eastern, even a couple from west Asia.

>> No.9959110

>>9959062
Looks very goddamn good. I'd say that the texture for her hair is workable.

>> No.9959125
File: 232 KB, 848x480, file.png [View same] [iqdb] [saucenao] [google]
9959125

Man playing other wads makes me realize my first map is gonna be shit. Halfway through Plutonia and its a masterpiece. Everything is so simple yet so elegant. I just need to finish it and quit over thinking everything and constantly adding new shit instead of just finishing the map. God aligning all these textures is going to take forever too.

>> No.9959136

>>9959125
>Man playing other wads makes me realize my first map is gonna be shit
the start of every artistic endevour is going to be shit, you just have to eat it up and continue working until you make stuff you feel proud of!

Also, in 3d mode, you can press A to auto align, Shift A to align vertically, Shift click to select all of the textures of the same name, i hope these can help.

>> No.9959137

>>9959125
just take care of your texture alignments.

>> No.9959149

>>9959136
>you can press A to auto align, Shift A to align vertically, Shift click to select all of the textures of the same name, i hope these can help.
should be noted you gotta unpeg lower or upper half the time for texture alignment to do what you want

>> No.9959172
File: 1.43 MB, 1600x900, spasm0015.png [View same] [iqdb] [saucenao] [google]
9959172

Arcanum was cool up until the final encounter - as usual for stuff made by Tronyn, but its penultimate level has hidden one secret too well for my patience (I hate spending as much time noclipping thru the map as I did beating it).

>> No.9959186

>>9959136
>Shift A to align vertically
oh nonononono, I was doing it manually for years
what the fuck

>> No.9959206

>>9959002
>The Scorpions needed to just auto fire when you held the button, burst fire needs to GTFO.
That's a pretty easy thing to fix, hell you could give it a toggle to go from burst, full auto and fuller auto.

>> No.9959258
File: 682 KB, 1008x792, Unreleased_quake_figures.jpg [View same] [iqdb] [saucenao] [google]
9959258

We were robbed!

>> No.9959259

>>9959258
noo not the toys noooo

>> No.9959260

Guys zoomer here. I never played the half life series and want to try it. What should I play? I tried to search online by myself but I'm making confusion on what to download to play hl1. There are several engines and I cant understand the differences. I want a vanilla experience so no black mesa pls.

>> No.9959262

>>9959258
>toys

grow up, faggot.

I want that shambler

>> No.9959265

>>9959260
there's a half life demo called uplink. play that one first.

>> No.9959270

>>9959137
literally this, bad texture alignment sticks out like a sore thumb and can change a great amateur map into newbie garbage

>> No.9959272

>>9959125
just dont waste your time attempting doomcute, make your wad fun before going autistic on "detail"

>> No.9959273
File: 13 KB, 369x300, fb2.png [View same] [iqdb] [saucenao] [google]
9959273

>>9959258
I want a Ranger figure.

>> No.9959274
File: 1.30 MB, 1920x1080, into diyu.png [View same] [iqdb] [saucenao] [google]
9959274

>>9959172
>I hate spending as much time noclipping thru the map as I did beating it.
At that point I'm pulling up a walkthrough, my time spent noclipping would be better spent on playing through other levels. Even then, 100% completion is only reserved for levels or episodes I absolutely love.

>> No.9959286
File: 206 KB, 640x480, Screenshot_Doom_20230604_105619.png [View same] [iqdb] [saucenao] [google]
9959286

>you can use Displacement to stealthily inject enemies with Stims to kill them with heart attacks

I fucking love this mod.

>> No.9959292

I think Super MAYhem 17 had a map using 2 different skyboxes because it'd use a different sky if you went to the final area, as if it was a different world?
What other wads or mapsets do that?
Is it difficulty to make a map with more than one sky just to create the illusion of going through different worlds?

>> No.9959323

>>9959260
Same zoomie here, I git cloned and started compiling this https://github.com/FWGS/hlsdk-portable.. I'm also downloading a 7 seas version of steam halflife 1, am i good?

>> No.9959332
File: 175 KB, 640x480, Screenshot_Doom_20230604_111355.png [View same] [iqdb] [saucenao] [google]
9959332

>>9959286
Also, weirdest fucking thing, I use the airburst on the rocket launcher to fire into this room, at the wall above where I'm aiming here, it makes GZDoom shit itself and close without any error messages. Normal rockets and grenades fired at the same place work fine, but airburst for either? Nope.

>> No.9959336

>>9959286
Fucking kek. Completely accidental (and mostly useless) strat. I love it when different features can be combined in unintended ways.

>> No.9959345

>>9959258
Doesn't that Shambler look heckin' fuzzy like my tubers on twitter say it should be!?

>> No.9959348

>>9959332
Oh shit. Name of map and XY pos of spot? I'll check it out.

>> No.9959369

>>9959336
It's a little tricky with only four seconds, distance and aiming, and I kinda wish I didn't have to doubletap Use, but it fucking works. Super excited to see how many Super Stims and Zerks it takes to kill the big guys. These are no longer healing and buff items, they are tools of assassination.

>>9959348
It's E1M5 in the first Doom, right outside the normal blue door.
X:10
Y:1496

>> No.9959385

>>9959369
Thanks. Fixed.

>> No.9959431

>>9959260
>I want a vanilla experience so no black mesa pls.
They're different games, so I don't know why you would even consider it. Seconding >>9959265 though: try Uplink to see if you actually want to play Half-Life.
https://www.myabandonware.com/game/half-life-uplink-dkr

>> No.9959436

>>9959345
>fuzzy
it's been confirmed by sandy petersen the shambler is pure albino muscle with literally zero body hair, not even the fuzzy peach-like hairs some women have, nada, zero follicules.

>> No.9959443
File: 127 KB, 296x360, female.png [View same] [iqdb] [saucenao] [google]
9959443

>>9959436
also, all the vores are females, this was confirmed by Romero on twitter a few years ago. The instruction manual referring to vores as "he" is a typo.

>> No.9959507
File: 462 KB, 1920x1080, Screenshot_Doom_20230525_212909.png [View same] [iqdb] [saucenao] [google]
9959507

>> No.9959510

>>9959507
Such a fucking cool mapset.

>> No.9959516

Finished compiling >>9959323 and also the xash3d engine.
>>9959265
>>9959431
I looked up uplink but I think I can't make it run on the engine I just compiled (probably? (i'm a linuxfag)). Anyway I just finished the tutorial and it seams a cool game.
For the black mesa thing, i saw some posts on preddit pushing for it and I wanted to clarify it wasn't what I wanted to play.

>> No.9959532
File: 176 KB, 500x426, 1685410627332160[1].png [View same] [iqdb] [saucenao] [google]
9959532

>>9955183
take the shubpill

>> No.9959557

>>9959260
personally I just went on 1337x and got the Linux release of the series - sure there's similar listings for other platforms as well.
Can't speak to the different engine versions or anything like that.

>> No.9959580

Does anyone have a link to Deathmatch Simulator 5.1? The link on Kinsie's website is broken

>> No.9959594

>>9959258
>fin-headed Sorlag
SEXO
E
X
O

>> No.9959610
File: 1.26 MB, 1600x900, spasm0014.png [View same] [iqdb] [saucenao] [google]
9959610

>>9959274
Well if it's somehow tied to using that RoS from the start of map to do something I have no idea what it should be then too bad, I'm way too stupid to figure that one out...

>> No.9959613

>>9959062
Huh, this look very good.

>> No.9959664

>>9957337
>>9957313
i never could have imagined gmod level machinima in Doom of all things

>> No.9959764
File: 27 KB, 345x345, gg_thank.jpg [View same] [iqdb] [saucenao] [google]
9959764

>> No.9959769

>>9959172
>I hate spending as much time noclipping thru the map as I did beating it
Isn't that on you for giving that much of a shit about secrets?
>Final encounter
I really liked it myself. It's one of the few times in Quake and across custom maps that felt truly hostile to the player in fair ways.

>> No.9959772

>his floors share the same texture for longer than 64 pips

>> No.9959802

https://www.youtube.com/watch?v=3wh7UB_Le5I

>> No.9959805
File: 1.25 MB, 1846x948, Screenshot 2023-06-04 231000.png [View same] [iqdb] [saucenao] [google]
9959805

>>9959772
how long is 64 pips exactly

>> No.9959809

>>9955285
Interesting map although that part with the multiple desynced crushers I gave up on. I got to the library maze thing where you can hear walking rockets. Was about to enter, then backed out because I thought one of them was around the corner, but the door raises and you can't get back in. Softlocked the map maybe? Still, has potential, and I did enjoy the detail.

>> No.9959820

>>9959802
>Through The Fireballs And Flames
>the music isn't a midi version of through the fire and flames
lame

>> No.9959825

>>9959125
https://www.doomworld.com/idgames/levels/doom2/p-r/runriot
This is one of Dario Casali's first maps, it's shit, so even if your first map is shit your next map can be better.

>> No.9959826

>>9959802
>49:59
Damn dopeheads

>> No.9959830

>>9959125
I had that feeling too, but you get over it as you keep mapping.

>> No.9959831
File: 79 KB, 967x945, FTjEqY5X0AUgo5U[1].jpg [View same] [iqdb] [saucenao] [google]
9959831

>>9959805
You're quite close to it.

>> No.9959832

>>9959369
And now I can confirm, since I just killed the two Barons at the end of episode one by giving them heart attacks. It takes two, minimum. Stims, Super Stims, and Zerks. Not sure if the effect is faster between Stims and Supers, or if it actually gets worse when you inject more. But Stims and Supers take a bit.

Zerk FUCKS. He died so quickly. Incredible. I'm doing this to every boss in Doom 1.

>> No.9959908
File: 115 KB, 992x1138, ss2023-06-05at01-07-52.png [View same] [iqdb] [saucenao] [google]
9959908

Doing waifu map.

I looked how Ancient Aliens did music change. They used MUSINFO lump and 14101, 14102 things but they are from zdoom/prboom+ and not compatible with normal boom. Should I go with it? I could also split the map into two on music change too.

>> No.9960020
File: 773 KB, 745x559, 1660437762945302.png [View same] [iqdb] [saucenao] [google]
9960020

Has this general tried doing a deathmatch mapping project?

>> No.9960024

>>9960020
Nobody plays deathmatch

>> No.9960040

>>9960024
Not with that attitude.

>> No.9960043

>>9960020
yeah, It has been mentioned around 2021. as usual, nothing happened.

>> No.9960046
File: 34 KB, 561x730, file.png [View same] [iqdb] [saucenao] [google]
9960046

>>9960020
>>9960024
>tfw check Zdaemon, Odamex, and Doomseeker every other night
>Odamex is completely dead, no matches ever
>ZDaemon's only active servers are sweaty niggas with password-protected servers I can't access
>Doomseeker is only ever Mega Man or other autistic shit, and the server browser crashes every five seconds which makes finding a match even harder.

I just want some frens to play old school deathmatch with. ;_;

>> No.9960049

>>9960043
I held off on hosting 25 Frags of /vr/ to wait for 94 Protons. You can imagine what happened next.

>> No.9960050

>>9959286
What on earth is this? Stims and heart attacks are things from HD, unless this is that one spell addon and it got an overhaul.

>> No.9960097
File: 71 KB, 1920x1080, 1668585173281808.png [View same] [iqdb] [saucenao] [google]
9960097

>>9960046
I know how you feel bro, used to play Zandronum (as well as Skulltag beforehand) so goddamn much years ago that I'm pretty sure Doom is and will always remain the game that I've played the most in my life. Couldn't tell you how many hours I've spent playing it exactly but it's easily in the thousands. I miss when servers running WADs like Armageddon 2, GoldenEye Doom, Jumpmaze and Icon of Party + Stupid LMS would get tons of players. I know you were only talking about classic deathmatch (which I do enjoy as well) but your post pretty much summed up how I feel about the current state of Doom multiplayer.

>> No.9960106

>>9959908
Was that you? >>9955548 I was worried that you made exit in responce to my crude cutting memeing. Don't mind if you have no idea what I'm referring to.

>normal boom
As in original DOS port, you'll have to bear with the fact that it won't be played the intended way for the rare few with DOSBox or DOS machine. Every self-respectable and popular modern port supports the lump afaik, they wouldn't miss on properly working Ancient Aliens. I don't see anything complicated about musinfo besides that.

Linking your post >>9959908 to the news >>9954962 so the project maintainer catches on

>>9960046
>>9960097
Jump into empty server, turn on "Sound in the background" with connection notifications and wait for bleep. Or just kiss each other ffs.

>> No.9960116

>>9960106
>Was that you? >>9955548
No

>As in original DOS port, you'll have to bear with the fact that it won't be played the intended way for the rare few with DOSBox or DOS machine. Every self-respectable and popular modern port supports the lump afaik, they wouldn't miss on properly working Ancient Aliens. I don't see anything complicated about musinfo besides that.
prBoom doesn't, but prBoom+ does support it. Ultimate Doom Builder in Boom mode doesn't recognize change music things either.
But I think I will move to prBoom+ anyway because so far it seems more stable to me. On prBoom the map should still be playable, just the music change won't happen.

>> No.9960123

>>9960106
>Jump into empty server, turn on "Sound in the background" with connection notifications and wait for bleep.
At that point I'd be better off just playing something else entirely, honestly. I still check Doomseeker once in a while and find a decently populated server playing a WAD I enjoy once in a blue moon but that's about it. Guess I should just be glad I got to experience Skulltag/Zandronum in its glory days.

>> No.9960126

>hate waifus but somebody said you could import a photo and draw over it basically
>think it'd be funny to import josef fritzl
>start playing around with UDB
>can't even make a functioning door
shameful. time for tutorials I guess. been putting off making a map for too long.

>> No.9960138

>>9954960
>Marathon
How come that's still in the OP? It's no longer retro

>> No.9960142
File: 11 KB, 476x411, 1441078642268.png [View same] [iqdb] [saucenao] [google]
9960142

>>9960138
Last time I checked, the original Marathon came out in 1994. By your smartass logic, Doom is no longer retro because of Doom 2016. So cut it out.

>> No.9960147
File: 17 KB, 600x600, bait.jpg [View same] [iqdb] [saucenao] [google]
9960147

>>9960138

>> No.9960161

>>9958887
half life is sweet
sweet half life is amazing

>> No.9960164

>>9958887
pine trees dont even grow in the desert, what the fuck

>> No.9960173

>>9960106
Speaking of, has anyone decided on what Fore/vr/ Alone titlepic might be?

>>9960116
>boom and prboom
Perhaps you mixed them up? Compared to the rare few, there's no one who uses the old prboom, it was superceded by prboom+ and dsda-doom in turn. Refer to the https://doomwiki.org

You may also check Woof for something less feature-bloated, basic and up to standards. Has complevels too.

>>9960123
Populating server with yourself and alt-tabbing into background is still nice idea for catching someone, no one but you would think of that at this point.

>> No.9960194

>>9960173
>Populating server with yourself and alt-tabbing into background is still nice idea for catching someone, no one but you would think of that at this point.
Fair enough, it's just that I miss the days when I would launch Doomseeker and could pretty much always expect that I'd find a bunch of servers with lots of players right away. I wouldn't go so far as to say that Zandronum is dead but it's definitely nowhere near as active as it used to be (unless if you like MM8BDM, I guess.)

>> No.9960238
File: 108 KB, 1280x800, Screenshot_Chex_20230605_032713.png [View same] [iqdb] [saucenao] [google]
9960238

For no good reason I took it upon myself to fix up The Stick Figure a bit.

>> No.9960247

>>9958887
vrag monolita

>> No.9960267
File: 7 KB, 225x225, thefuckmetabee.jpg [View same] [iqdb] [saucenao] [google]
9960267

>>9960138
Explain the logic behind this.

>> No.9960275

>>9960267
if you don't know google "marathon"
if you do know, its a troll post

>> No.9960289

wew, turns out there actually is a midi from soul eater but unfortunately it doesnt sound very good for doom https://bitmidi.com/soul-eater-resonance-mid

>> No.9960296
File: 58 KB, 749x613, 1640574616954.png [View same] [iqdb] [saucenao] [google]
9960296

>>9960275
>if you do know, its a troll post
I know I just wanna if they put a single thought into it.

>> No.9960301

>>9960296
No need to put thought into bait posts if people will just reply anyway

>> No.9960325

>>9959832
There is a mild variation in damage. Zerk makes enemies turn on each other if you're not in sight. Try it on a cyberdemon in a crowded room and hide.

>> No.9960328

>>9954960
>want to learn zscript
>open tutorials
>it's full of good old schizoid abstractions
>feel myself like a yanderedev
>close tutorials and sob in corner
I can't express how much I envy game designers who can actually code shit. They are incredibly lucky at winning in genetic lottery. At the same time I can't express my hatred towards people who love to put some generic code language into their dev engines instead of creating something really direct and intuitive like GML.

>> No.9960335

>>9960328
It can help to start with basic as fuck dicking around in decorate till you've got a feel for some stuff.

>> No.9960339

>>9960335
It is not that I can't into code and algorithms at all, there is just some... empty void of information you can't pass unless you know some other language already.
All this shit filters people who can't into schizoid and autistic abstractions really early. Even simpliest of changes are hidden behind myriads of classes and there is literally no explanation why things are work like they work.

>> No.9960351

>>9960328
It's not about genetic lottery. It's about not giving up at the slightest inconvenience or frustration. There's like a dozen mods you can take apart to learn concrete implementations instead of abstract concepts, but you're not going to do that because whining takes far less effort. But just in case you're not completely hopeless:
>Hearts of Demons - Baron
>SoldierZ
>High Noon Drifter (highly overrated as a zscript pioneer but it works for this purpose)
>Corruption Cards
>Bullet-Eye
There's probably more I can't think of right now. Aside from maybe CCards and Bullet-Eye, these are mods that don't go balls to the wall with ZScript. Spend more than five seconds trying to understand how something works. You want to just look at shit and immediately get it without even trying any of it in practice. Yeah no.

>> No.9960359

>>9960351
>>9960328
Oh yeah, and don't forget to fucking ask for help here or the forums or wherever. You might be surprised but scientists have discovered it helps. It's going to be a while before you get skilled enough to go entirely on your own.

>> No.9960361

>>9960328
>I can't express how much I envy game designers who can actually code shit.
that's probably the minority of game designers, especially these days, hence them being "designers" not "implementers" or "programmers".
>>9960339
> Even simpliest of changes are hidden behind myriads of classes and there is literally no explanation why things are work like they work.
OOP at its finest.

>> No.9960363

>>9960328
>code some shit
>"what if i x plus y divided by z to the inverse of pi times n??" or some shit
>it works
>i'm a god damn genius
>read tutorials
>what the fuck are these terms they're using
>constantly fuck up syntax
>repeatedly forget basic concepts
>constantly reinventing wheels because I refuse to take the bare minimum of notes
>i'm a god damn retard
Just be more diligent and study harder. The best programmers are focused, not naturally gifted (or some combination). I have a pretty natural lean into how shit works in general (it's essentially visualization on my end), but when it comes to putting in the grunt work I get easily distracted by some other shiny shit. It's a struggle to get projects finished, but I've gotten a lot better at it over the years by essentially brute forcing it. Just try to get something, anything, done every day. And never stop.

>> No.9960371
File: 31 KB, 675x450, 14454979820530.jpg [View same] [iqdb] [saucenao] [google]
9960371

>>9960363
>>9960351
>>9960359
Sadly I have a Master degree in "Computer science in basic and additional education". I saw millions of living proofs that "work hard and you will learn" strategy is more than 60% ineffective - worse than that, I teached them.
The difference in perception is massive. Some people are naturally lean to code, some are able to comprehend it after some training, but most just don't have their brains wiring right for that. Nothing proves eugenic harsher, than teacher occupation.
You can actually teach some people assembler but not high language cause assembler is more direct.

>> No.9960392

>>9960371
Adding to this. I cannot learn code at all, I tried for five years -- just can't. Code makes no logical sense to me. Sure give me a batch file, hell even decorate, and tell me how to make an else if tree and I'll create some sickening awful code that works.
It's like art in my opinion; everyone says anyone can do art but that's wrong in my opinion: I have an art degree and I can tell you with even all the patience in the world some people just aren't able to do it well. Funny enough it's usually tech or art.
>>9960328
Anon, if the code works it works.
In fact it might be funny to dig through your code and be horrified at your eldritch code.

>> No.9960423

>>9960392
>Code makes no logical sense to me.
You're looking at it the wrong way around. Code is nothing more than describing logic. High-level programming is describing your logic to the CPU (or in this case game) in a more human way so it knows what the fuck you mean. That's precisely why learning more languages makes the next one somewhat easier. Not because they're all alike, but because it's the logic that carries over. I know in my early days I made the mistake of trying to see things in code thinking I'm goddamn Neo. Wrong and harmful. The secret is to look at how the data flows. And when I say data I don't mean literal SQL. Remember that things flow in order. It's all top to bottom because that's what makes sense to humans. For a super basic example, find the nearest if statement on hand and read out loud what it's supposed to do, substituting stuff like && with "and". Don't read code literally. Read it like "if target's health drops below 25 and it is still alive, explode. If there is no target to begin with, scream."

>if (Target && Target.Health < 25 && Target.Health > 0) { A_Explode(); }
>else if (!Target) { A_Scream(); }

This could also be written as:
>if (!Target) { A_Scream(); }
>else if (Target.Health < 25 && Target.Health > 0) { A_Explode(); }

The overall logic is the same. The latter is slightly shorter because it handles the "pointer is null" cases earlier so you don't have to explicitly do any null checks afterwards. Does the exact same thing in either case. You can describe things differently while arriving at the same point exactly like you could with a real world verbal language used in day-to-day human interaction, unless you're a literal fucking cave troll and can only communicate by banging on the walls with a wooden club.

>> No.9960449

>>9960328
Start small. You're overwhelming yourself.
>>9960423
I know you're trying to be helpful but to a codelet A_Explode(); means literally nothing.

>> No.9960473

>>9960423
Anon. I'm going to be real.
You put into a lot effort here and I read this like fifty times because I would feel bad otherwise.
> Code is nothing more than describing logic. High-level programming is describing your logic to the CPU
Let's say I want to make a puppet character in doom, see I can describe.
"While holding right click also control puppet to move with the player relative to the player's movement."
But I don't know how, like what to even type, and don't know what exactly each syntax does or even why I'm writing them like that. To me the flow exists but it looks like arcane runes.

>> No.9960481

>>9960473
That's because that's not an easy thing to do, what you're describing is a ton of smaller processes happening at once. You would need to break that problem down into smaller pieces and then combine them. Ex:
>Write code that checks if the right mouse button is held (or a rebindable key)
>Write code that measures the player's movement (and momentum, probably)
>Write code that can move the "puppet" actor, and spawn it if necessary
>Write code that can translate the player's movement into movement instructions for the puppet mover
etc.
In order to write code, you need to be able to break any problem down into small enough pieces that each one can be solved with a simple function or program. Nobody just writes a complex task like that from scratch, trying to do that is insane.
In fact, modern standards for good code generally say that no function should be longer than about 20 lines, and they should all do exactly one thing with predictable and testable outputs for this exact reason.

>> No.9960490

>>9960481
>modern standards for good code generally say that no function should be longer than about 20 lines
that's arbitrary and retarded, its not a meaningful metric at all. rest is true.

>> No.9960502

>>9960490
Spoken like someone who doesn't work in the industry or writes shitty unmaintainable code that eventually needs to be fixed by someone like me. I assure you, that standard makes perfect sense when you consider how work in a corporate environment is done.

>> No.9960517

>>9960449
>but to a codelet A_Explode(); means literally nothing.
At that point I'd say we've skipped several important lessons, like what functions are and how they are used in GZDoom, etc.
>https://zdoom.org/wiki/Actor_states
The link lists how/where they are used, but it has no definition for WHAT a function is. Fucking lame. I'll jury rig a description. A function is a named list of operations that can be reused in states and other functions. It's basically the programming equivalent of zipping a handful of files and sending the download link to a bunch of anons, for a lack of a better example. If you change the zip's contents and reupload it with the same name, the link anons have will now point to the new stuff. Same with functions. They're a good way to consolidate reusable code into a single place. And if you need the operations to do different things between function calls, that's where parameters come in.

>But I don't know how, like what to even type, and don't know what exactly each syntax does or even why I'm writing them like that. To me the flow exists but it looks like arcane runes.
Basically what >>9960481 said. Anon put it better than I was going to. To add to it, you don't even have to reinvent the wheel, just know that you have a wheel in the toolshed. For checking input you have GetPlayerInput. For measuring movement you only need to use the Vel variable all actors have. Moving can be as simple as setting the puppet's velocity to the player's velocity, or alternatively warping it every tic to a specific offset relative to the player.
I disagree with the 20 lines of code because that can easily turn into an absolute nightmare, but yes, keep things simple. It makes code much easier to debug and understand because it's mostly self-contained. There's a reason global vars are cancer that should be used very carefully.

>>9960502
That shit is precisely why I avoid the industry like the plague. I hate enterprise programming so much it's unreal.

>> No.9960520

>>9960050
Deathstrider. It's very fun. It's not like...acquired-taste CBT like HDest.

>>9960325
I'll have to try that. For now I'm tearing through the rest of episode 2 with Executioner. The Black Death seems like a neat character.

>> No.9960524

>>9960517
>I hate enterprise programming so much it's unreal
This is a fair and respectable opinion and (to be clear) so long as you're not subjecting underpaid consultants to your code you can do whatever you want. However, I personally find the "small functions" paradigm to be very, VERY useful when working out how to make things. If that doesn't work for you though, that's fine, everyone is a bit different.

>> No.9960526

>>9960502
>Spoken like <projection>
shut up nigger
>shitty unmaintainable code
your idea of "maintainable code" is 20LOC limits. try thinking in terms of the design - you know, the primary concern of programming, its not a high school writing assignment, you're not working within a word count . the issue is retards write overly-complicated shit - a conceptually complicated project is always harder to wrangle than one that makes you read a bit more - try taking notes next time if that's your hold up.
>when you consider how work in a corporate environment
I've seen what the industry thinks about "good design", they can blow it out their asses. the insistence upon "muh 20 lines" is par for the course though - it addresses nothing significant, and makes "clean code", which satiates retards.

>> No.9960528

>>9960526
Yeah you're exactly the kind of person who writes shitty unmaintainable code that I eventually get hired to fix because you have no idea how to produce something that other people can actually work on.

>> No.9960529

>>9960517
>>9960481
t-thanks

>> No.9960534

>>9960524
I always fragment my code because I enjoy my life free of suffering, but hyperfragmenting shit for the sake of fragmentation just sounds like a terrible idea, kind of like premature optimization but worse. Not just for performance, but also for readability. If I have to jump around 4 files just to play Thanos trying to assemble the Infinity Function in my head, that's just shitty code structure imo.

>> No.9960537

>>9960534
>Not to mention the fact that if the functions are meant to work together, you need to pass that data around all the time, so you have function A passing the same shit aaaaaall the way to function D. That's fucking garbage. It pollutes the parameters and makes the logic even harder to understand.

>> No.9960539

>>9960534
I would never call myself a programmer or coder, maybe a scripter or something. but this shit has bothered me in my limited past as well. Files referencing files like some Russian nesting doll just to do basic shit that should imo be contained.
Maybe it shouldn't, I don't know. But it seems like a clusterfuck coming into a project late.

>> No.9960540

>>9960517
>A function is a named list of operations that can be reused in states and other functions.
You fucking nerds holy shit. NONE of you ever know how to talk to codelets.
>>9960529
A function is a block of code that can get reused over and over and over and over. It's clear at this point you haven't even gone over the most basic of fundamentals dude. You want do some zscript shit right?
https://jekyllgrim.github.io/ZScript_Basics/
Read up on this, go nab a mod you like, and pick it apart the more you read up on this.

>> No.9960546

>>9960528
>strawmanning this hard
you don't know anything about what I write and your priorities are fucked.
I'll be sure to annotate my next project really pretty-like if it'll make you happy though.

>> No.9960550

>>9960540
I appreciate it, I was mainly just trying to add to the anon's original point that some things just don't come easy to people.
>It's clear at this point you haven't even gone over the most basic of fundamentals dude.
Aye I've only tried to learn C, because I heard that was the easiest and best language to learn.

>> No.9960552
File: 58 KB, 571x448, Depressed Pepe.jpg [View same] [iqdb] [saucenao] [google]
9960552

>>9960540
We're trying anon, have mercy on our poor souls.

>> No.9960557

>>9960550
>C
>easiest and best
>fucking C
Find whoever told you that and smack them in the face.

>> No.9960563

>>9960550
>C
>easiest and best
>fucking C
Find whoever told you that and suck their dick.

>> No.9960572

>>9960550
Whoever told you that should be shot. The easiest language to learn is Python by far, but learning to mod alongside learning to code will be more fun for you. Good luck.

>> No.9960575

>>9960552
Yeah you were just trying to help I get that but holy SHIT it is a CONSTANT that people adept at code do not know how to talk to people who know nothing about code. 100% constant. It boggles the mind.

>> No.9960580

>>9960046
Sorry, Anon, but you'll have to make do with occasional pub CTF sessions and maybe priv if you have pass to priv server.

>> No.9960598
File: 1.00 MB, 736x1094, 1581006090254.png [View same] [iqdb] [saucenao] [google]
9960598

>>9960572
Partially agreed, though in this case the best language to learn alongside ZScript would be C#. Nothing else comes close (I repress the memory that Java exists). It might be helpful for anon to cross-reference features like "ah so X in ZScript works like Y in C#, neat" and vice versa, but that could be just me. That most definitely helped me, but by the time I began learning C# I already had some ZScript experience. Not much, but some. Could still work though. It's a genuinely helpful strategy to have a base for comparison.

>>9960575
It's been years since I started. Haven't forgotten the struggles at all, but the language I use is now warped, as the pedantic motherfucker in me insists on using the correct terminology because I know first hand that once you get better you inevitably realize that what you've been taught is incorrect for the sake of easier understanding, so you have to start over anyway and re-learn the correct terminology, which is even more difficult because first you need to unlearn all the bullshit. And without knowing said terminology, you can't really get decent help from the pros either because most reply with "...come again, nigga?" Programming is an exact language, so if you give the wrong request, you receive the wrong answer. At least most of the time.

>> No.9960627

>>9960371
Getting a degree IS 80% diligence though.
Anyone who claims otherwise studied some gender studies tier bullshit.

>> No.9960635

This here is a very good ZScript tutorial that helped me a lot getting into it:

https://jekyllgrim.github.io/ZScript_Basics/

>> No.9960697

>Sit down
>Turn on some Klaus Schulze
Oh yeah, it's time to map.

>> No.9960715
File: 93 KB, 231x318, 2023-06-05-021939_231x318_scrot.png [View same] [iqdb] [saucenao] [google]
9960715

>>9960697
oh nonono

>> No.9960716
File: 457 KB, 1904x1304, FRbMRZbXEAENIWh.jpg [View same] [iqdb] [saucenao] [google]
9960716

>>9960715
Oh yesyesyes
https://www.youtube.com/watch?v=hu-eQZQ0H0g

>> No.9960721
File: 191 KB, 722x671, 1673988592536304.png [View same] [iqdb] [saucenao] [google]
9960721

>>9958658
Why are kleer so quiet and why do they slide around like assholes? Fuck I hate Croteam.
I think The Second Encounter give you way too much sniper rifle ammo. It's really good.

>> No.9960726

>>9960721
If you don't use the sniper rifle TSE is about the same level of difficulty as TFE, but still a great game.

>> No.9960730

>>9960721
>kleer
>quiet
>ignoring the loud clopping of their hoovers

>> No.9960731

>>9960730
He was talking about SS3I think

>> No.9960751

https://files.catbox.moe/o9o6bn.rar

quake map. more information in the document inside

>> No.9960756

>>9960751
"it might be a bit difficult. I don't think it is, but I have seen enough whining on quaddicted to be wary about just how bad people can be at this game, especially
if it involves quoth. I don't like weak enemies, I roll my eyes at knights and scrags (wizards) so there are more strong enemies in this map (ignoring that the start
of the map is full of scrags (wizards))"
Holy based. Why do you think you won't release anymore after this anon?

>> No.9960757
File: 344 KB, 1920x1080, 1676796914519128.png [View same] [iqdb] [saucenao] [google]
9960757

>>9957074
This is pretty good, but I was thinking something more 4th wall breaking so to speak. Think partially infection.wad (pic rel).
You'll still have the regular monsters but sometimes a black figure will stalk you.
Sometimes when you kill regular monsters they'll behave in really weird ways, as if they're glitched but theyre also trying to tell you something.

Stuff like that. If done right maybe it would be a hit with da zoomers...

>> No.9960759

>>9960756
>Why do you think you won't release anymore after this anon?
It does not feel like I can get much better at this than I am right now.

>> No.9960779
File: 1.89 MB, 1920x1080, vkquake0017.png [View same] [iqdb] [saucenao] [google]
9960779

>>9960759
I think you can improve a lot, you have an eye for combat. Up to you anon. This drole is not attacking me.

>> No.9960781
File: 2.05 MB, 1920x1080, vkquake0018.png [View same] [iqdb] [saucenao] [google]
9960781

>>9960779
He also doesn't mind if I hurt him.

>> No.9960784

>>9960779
>>9960781
on quakespasm it was fighting me like normal, I dunno what to say here

>> No.9960785

>>9960784
I'll check it in Ironwail then.

>> No.9960790

>>9960785
Works on Ironwail, guess it's a vkQuake issue. Shame, vkQuake is beginning to get left behind.

>> No.9960792

>>9960790
Neither of those engines work on my potato ¯\_(ツ)_/¯

>> No.9960824

>>9960792
I'm gonna assume you didn't take nightmare into account.

>> No.9960829
File: 1.52 MB, 1920x1080, vkquake0029.png [View same] [iqdb] [saucenao] [google]
9960829

>>9960824
Jesus dude that was some hardcore shit. Goddamn. If you don't mind I might try to spruce it up for VR2.

>> No.9960854

>>9960792
Isn't the whole point of ironwail that it improves performance?

>> No.9960863

>>9959516
>Anyway I just finished the tutorial and it seams a cool game.
That's good to hear. Enjoy your first time with Half-Life.

>> No.9960870

>>9960173
>Perhaps you mixed them up? Compared to the rare few, there's no one who uses the old prboom, it was superceded by prboom+ and dsda-doom in turn. Refer to the https://doomwiki.org
Alright thanks. I only tested it with prboom and prboom+. prboom can't even load ancient aliens to me, but it works fine with prboom+. I will go with prboom+ now if it really is that more popular than normal prboom.
https://doomwiki.org/wiki/MUSINFO

>> No.9960872

>>9960854
It has OpenGL version requirements, so anything too potato is too dumb to run it.

>> No.9960885

>>9960824
Not at all
>>9960829
good luck. also did you miss the zombies? I forget about them half of the time
>>9960854
I thought so as well but then I ran out of memory or something

>> No.9960932

>>9955231
File deleted! Care to reupload it?

>> No.9960968

howdy guys! i read some time ago that the weekly coop/multiplayer nights will no longer be happening bc of some drama involving zdoom and doomworld. is this true?

>> No.9960981
File: 153 KB, 462x541, d5e10f4f2dcc0eb609a22a98b596bca8.jpg [View same] [iqdb] [saucenao] [google]
9960981

>>9954962 (You)

>>9959908
If this is a map for Fore/vr/ Alone, I already mentioned that we aren't using MUSINFO.
>>9960173
I have some ideas, but nothing done yet. If any wants to put some work into it, feel free to.
I might not post for some time, but keep replying to the news post with anything about Fore/vr/ Alone for me to see.
Working at night in this heat is killing any free time or ability to stay awake I have.

>> No.9960996

>>9960981
>I already mentioned that we aren't using MUSINFO.
Wew, I wish I wasn't getting mixed signals from the very start about what is allowed and what isn't.

I guess I will split the map in two then and maybe provide two wads, one boom compatible and one for prboom+

>> No.9961009

>>9960996
Yeah, my bad. While I mentioned early that I would make the mapinfo to show the correct names, musinfo wasn't on my mind at all, and had it been asked when we talked about the rules, I would had put it in.

>> No.9961030

>>9960968
From what I've heard, the plan was to stop it in May regardless.

>> No.9961036

>>9960968
>bc of some drama involving zdoom and doomworld.
lolwut? First time I'm hearing about this

>> No.9961038

>>9960854
It does but it won’t work with ancient gpus.

>> No.9961041

https://files.catbox.moe/o617m1.rar

an "update"

added 2 new medkits for hard/nightmare skill
moved the stuck drole around a bit, i doubt it helps vulkan people but you never know
raised the info intermission because I wanted only the sky to be visible, duh

>> No.9961074

>>9959273
Just 3d print one from Champions.

>> No.9961101
File: 2 KB, 119x182, sheeit.png [View same] [iqdb] [saucenao] [google]
9961101

>>9960238

>> No.9961141

>>9960968
No? I think they just don't have the time to keep doing it, haven't heard of any drama about it at all.

>> No.9961145

>500+ replies in little more than a single day
You folks really love those games, don'cha?

>> No.9961157

>>9961145
Doom has the single greatest modding community of any video game, 30 years and still going strong. Much of that's owed to the fact that it's practically open-source, and it was so iconic and groundbreaking when it launched that it still attracts a large audience of talented artists and programmers to produce quality level packs, gameplay mods, and total conversions.

>> No.9961165

>>9960968
Not at all. Just the hosters can't have time to host it anymore. If anyone wants the return of /vr/ playing together take up the mantle and be the change you want to see.

>> No.9961172

>>9961157
Also it's easy to make maps and enemy roster is so perfect that gives endless possibilities for different combat scenarios.

>> No.9961193
File: 495 KB, 542x843, Screenshot 2023-06-05 at 16-16-39 Media Tweets by.png [View same] [iqdb] [saucenao] [google]
9961193

>>9961145
it just werks

>> No.9961197

>>9959908
Are you >>9957319?
if so, was it my post below that made you take miku?

>> No.9961212

>>9961197
No, Miku has been my waifu for long time.

>> No.9961262
File: 1.35 MB, 2479x1261, fake 3d floor.png [View same] [iqdb] [saucenao] [google]
9961262

Is there a more indepth guide to this somewhere?

https://www.doomworld.com/forum/topic/93919-vanilla-how-to-make-a-new-kind-of-3d-floor-projected-flats-i-dunno-what-to-call-it-lol/

It isn't exactly clear looking at his tutorial or the example wad how he is doing it. I have been able to make the effect work in boom though.

>> No.9961268

>>9961262
You basically just make empty sectors.
It works the same way as e.g. hiding monsters that rise from the ground.

>> No.9961274

>>9961268
I just want to understand the effect in detail. I don't understand how it's working currently.

>> No.9961307
File: 48 KB, 450x348, 1683499233324024.jpg [View same] [iqdb] [saucenao] [google]
9961307

>>9959273
>coming never

>> No.9961313

>>9961274
>>9961268
Ah well I figured it out. This should be useful.

>> No.9961331

>>9961145
I’m 27 now and got into Doom a couple years ago, so there’s no nostalgia for me whatsoever. I decided to make this a dedicated hobby after just a experiencing a small taste of the megawad scene.

And I’m now preparing to start making my own megawad.

Theres something magical about this fucking game.

>> No.9961349

>>9961331
>megawad
please dont end it in a super massive slaughter

>> No.9961351

>>9961331
>>9961349
Please end it in super-massive slaughter.

>> No.9961354

>>9961331
>>9961349
>>9961351
please start it with a super-massive slaughter

>> No.9961361

>>9961331
>>9961354
Please don't.

>> No.9961365

>>9961354
Start it with a super-massive slaughter map in hell, end it with a 0 monsters walking around switchhunt techbase.

>> No.9961368

>>9961331
>>9961349
>>9961351
>>9961354
>>9961361
Please make EVERY room of EVERY level a supermassive slaughter. Including the small doomcute ones.

>> No.9961370

>>9961365
>end it with a 0 monsters walking around switchhunt techbase.
It would piss off so many people, I love it

>> No.9961371

>>9961365
god, i should get a mod to nerf centaurs and play hexen again

>> No.9961376

>>9961331
Just make one square with 10k of revenants and 10k archviles with neon textures, put some shitty dad joke name in the title, you'll be awarded with a cacoward

>> No.9961378

>>9961368
Also go full Rekkr and have DM slaughtermaps on the maps.
>>9961370
It's something I'd been toying with for a while, inverse map progression shit where it ramps down instead of up and does stuff like that when you're down to just the pistol.

>> No.9961386

>>9961378
>It's something I'd been toying with for a while, inverse map progression shit where it ramps down instead of up and does stuff like that when you're down to just the pistol.
Stop stealing my ideas! I have already made the first map two years ago/spoiler]!

>> No.9961403

>>9961307
The berserker seems kind of cool but the rest are too weird. The shambler and fiends are different enough to feel like different monsters altogether, and what’s up with that death knight? Is he undead now while growing some thick thighs?
>>9961371
I’ve broken myself and have a hard time not playing through Hexen as the Drifter. Regardless, the centaurs were such a strange choice in a game that’s already weird with its enemy roster.

>> No.9961418

>>9959258
the klesk figure is pretty rad too, too bad we never got similar figures like these in the 90s/ early 00's for Doom.

>> No.9961432

>>9961331
It's such great fun, isn't it? I was in diapers when Doom came out, it eventually got ahold of me when I was like 6 or 7, and hasn't let go since.

Making a megawad on your own is a real task. Doable, but it can get tortured if you find that you're struggling to fill out an expected 32 levels, I'll remind you that 18 levels still count as a megawad, and that you don't need to stick to Doom 2's rigid limits if you're using UMAPINFO.

>> No.9961435

>>9961432
Are single person megawads even common? Pretty sure all the famous megawads were collaborative in nature

>> No.9961448

>>9961349
scythe 1 is based and you are cringe.

>> No.9961452
File: 148 KB, 635x282, Microsoft_Bob.png [View same] [iqdb] [saucenao] [google]
9961452

Can it run doom?

>> No.9961474
File: 3.88 MB, 1920x1080, jill smh.webm [View same] [iqdb] [saucenao] [google]
9961474

Sup nerds, what's your mouse sensitivity for FPS games (in cm/360). Do you use the same in classic Doom as other FPS's? If so tell both (or more).

>> No.9961480

>>9961474
*If NOT tell both
duh lmao

>> No.9961482

>>9961435
>Pretty sure all the famous megawads were collaborative in nature
Most of them, yeah. Some are mostly spearheaded by a single dude with some small help here or there, like a lot of Skillsaw’s stuff. I think that might have been the case for Rekkr as well, but I haven’t gone through all of its level credits so if I’m wrong I give Revae full permission to axe me in Quake DM again.

>> No.9961495

>>9961378
Makes sense. There are less and less demons each level because you killed them all. Make the player fight a baron at the end, leave a way to kill it with a trap.

>> No.9961512

>>9961482
>I think that might have been the case for Rekkr as well,
Rekkr had stuff from other people, I know Term was like the sound dude which is why one death sound is just him gargling water and there was some mapping contributions by other people.

>> No.9961560
File: 102 KB, 1338x869, 1655373849945.jpg [View same] [iqdb] [saucenao] [google]
9961560

do you guys ever look up someone else play when you are stuck?

>> No.9961580

Mark klem > James paddock

>> No.9961582

>>9961560
Only demos. Twice for Eternal, first because I was stuck with a secret, one more because I couldn't get 100% kills and turned out I was using wrong compatibility settings so the cacos wouldn't fly out of their hideout.
And once because it was absolutely pants on head retarded Icon of Sin level and the "intended" way to kill it was almost impossible and by that point I was kinda tired of the wad and I hate spawners so I just downloaded the demo and checked how to actually kill it, and it was piss easy that way. I've yet to play a single not-godawful-cancer-inducing Icon of Sin level.

>> No.9961586

>>9961331
>my own megawad
Don't make it 32 levels.

>> No.9961587

>>9961560
I had to for the runes in arcane dimensions, specially in foggy frogbottom or whatever the name for that map was.

>> No.9961602

>>9961560
Only for secrets I'm losing patience for.

>> No.9961608

>>9961560
I just realized the water in this picture is supposed to be the dead cacodemon's blood.

>> No.9961614

>>9961586
Isnt 32 maps the definition of a megawad?

>> No.9961619

>>9961614
No they can be less.

>> No.9961623

>>9961614
it is, but zoomers can't handle 32 maps for some reason and yet they ask for bigger maps with slaughter shit on them.

>> No.9961624

>>9961586
If he feels like coming up with 32 whole levels is a struggle and he's running out of ideas, he shouldn't force himself to make it 32 out of some obligation.

He'll see how much he can work out.

>>9961614
Megawad is 18 or higher.

>> No.9961625

>>9961623
What are you talking about you retard?

>> No.9961626

>>9961625
megawads. can't you read, retard?

>> No.9961630

>>9961614
megawad= 32 maps
mapset= less than 32

>> No.9961634
File: 2.87 MB, 853x480, BOOM[sound=files.catbox.moe%2F3xwnxp.m4a].webm [View same] [iqdb] [saucenao] [google]
9961634

https://www.doomworld.com/forum/post/2368386
Damn this is pretty cool tech. Made on Boom. Doesn't seem to work on GZDoom, though I havent tested with strict Boom compatibility.

>> No.9961648
File: 3.77 MB, 1280x720, BOOM[sound=files.catbox.moe%2F3xwnxp.m4a].webm.webm [View same] [iqdb] [saucenao] [google]
9961648

>>9961634
wrong file oops

>> No.9961652

>>9956268
https://www.doomworld.com/forum/topic/131812-hell-renaissance-wip-v021

>> No.9961656

>>9961623
>slaughter shit
Just admit that you are a shit player. Scythe came out 20 years ago. Wouldn't call it a zoomer wad.

>> No.9961661

>>9961614
>>9961623
>>9961630
>according to the idgames archive definition[1], contains 15 or more levels, or nears the size of a commercial or registered IWAD.

>> No.9961682

>>9961652
Based I knew anon would come through. Thanks

>> No.9961710

>>9961560
I rarely get stuck in stages to need that, but I do for secrets. I have checked how decino did some stages I played

>> No.9961758

>>9961474
I dunno but I tend to always raise it a bit above the game's default no matter what I play.

>> No.9961761

>>9954962
Rise of the Triad: Ludicrous Edition set to release on July 31, 2023. Destructoid seemingly posted their article earlier than they should've.
https://www.destructoid.com/rise-of-the-triad-ludicrous-edition-fires-its-heat-seekers-on-july-31/

>>9961560
Yes. Either when I want to get remaining secrets and/or stuck really badly.

>> No.9961781

>>9961624
I thought it was 9+ ever since Sigil.

>> No.9961793

>>9961781
romero gets a pass because we're his bitch

>> No.9961807

>>9961623
Insipid conjecture.

>>9961656
But Anon, Dario and Milo were totally being fucking zoomers when they were making slaughter maps in 1995! Anon is angry about kids these days and we're subscribed to his blog!

>> No.9961815

>>9961761
>July 31st
Exactly 10 years after the remake came out, kinda neat I suppose.

>> No.9961834

>>9961614
Romero says it's nine

>> No.9961835

>>9956590
Just discovered MetaDoom doesn't have specific spawns for the Demonic Troopers.

>> No.9961838

>>9961656
what do you mean, i'm a shit player because I think slaughtershit is boring? you're such a piss baby

>> No.9961840

At some point while the next thread is up I'm gonna try something, assuming anyone's interested in some vanilla-ish deathmatch on Dwango5 using Zandronum.

>> No.9961842

>>9961656
And Fire and Ice is second worst Scythe map, your point?

>> No.9961851

>>9961834
It's still funny that the wiki tried to redefine it because Romero said so.

>> No.9961853

>>9961851
Funny isn't the word I'd use

>> No.9961864

>>9961560
Yeah literally did it not too long ago when I got stuck in Maskim Xul. The button that causes a portal to open on the other side. I looked and looked but couldn't find it myself.

>> No.9961883

>>9961842
Fire and ice is the best map in scythe and I will never understand the seething hatred of slaughter in this general. Isnt the variety of gameplay on offer through the countless free wads what makes Doom so great?

>> No.9961891

>>9961838
What makes more challenging gameplay boring, if not the lack of skill to overcome the challenge?
What are the good wads and the bad wads in your opinion?

>> No.9961897

>>9961842
Scythe has no bad maps.

>> No.9961928

Scythe and Scythe 2 suck at being hard, Plutonia did it better.

>> No.9961952

>>9961842
i dont normally play slaughter but scythe is amazing.
as long as it builds up to the slaughter instead of giving me a horde of revenants from the start, its fine by me.

>> No.9961982

Are you sure you want to exit Slade?

>> No.9961992

>>9961781
>>9961834
Romero's rationale was that Sigil contains eighteen distinct layouts. Why would it suddenly count if he split the DM layouts into separate map files? What functional difference would it make?

>> No.9962008

If a wad has 64 maps is it a gigawad?

>> No.9962014

>>9962008
a wad with no maps is a sigmawad

>> No.9962015

>>9962008
no that's just 2 megawads

>> No.9962035

Trying out Deathstrider for the first time, how do I set stuff to the hotbar? And how would I scroll through them if 1-0 are for weapons?

>> No.9962164

>>9961761
You can replace the link with this. Don't really like how it's just nu-Apogee's intro at the start even though it seems like New Blood & Nightdive did most of the work.
https://www.youtube.com/watch?v=vRdZEY6EL5I

>> No.9962182

new thread whendo

>> No.9962205

>>9962182
this is the last ever doom thread

>> No.9962215

>>9962035
It's just a bit obtuse. The button to assign is in DS Options, called Hotbar Overrides and it's set to Enabled by default. The number keys work like normal when it's not held. Holding that button while a menu is open and you're highlighting an item/weapon/spell lets you assign it to the number. Then when the menu is closed, pressing that number while the override button is held will use whatever you assigned. Items are used immediately from the hotbar, weapons and spells get switched to.

>> No.9962218

What is a wad?

>> No.9962221

>>9962218
A miserable little pile of lumps

>> No.9962226

Behold! I've brought you a megawad!

>> No.9962230

WOP YOUR WAD

>> No.9962251

what are some weapon packs?

>> No.9962269 [DELETED] 

>>9961992
>uses buzzwords to make his project sound better than what it is
jewish behavior

>> No.9962272

>>9962205
RIP 94 Protons, it never released before the threads died for good.

>> No.9962286

>>9962251
The Extreme Weapon Pack.

>> No.9962290
File: 790 KB, 1222x793, Screenshot 2023-06-05 223705.png [View same] [iqdb] [saucenao] [google]
9962290

https://www.youtube.com/watch?v=t_hJEtqUlj0

>> No.9962315
File: 7 KB, 200x255, 1647564219357.jpg [View same] [iqdb] [saucenao] [google]
9962315

>>9962290
>no Team Fortress style Dude Sex mod for Quake or Doom where you play as the NSF and MJ12 fighting over the Paris Catacombs
There aren't enough candy bars in the world to make that right.

>> No.9962339
File: 191 KB, 800x850, 1664228359236997.png [View same] [iqdb] [saucenao] [google]
9962339

>>9960996
>Wew, I wish I wasn't getting mixed signals
Same. See >>9954757.
I'm still using MUSINFO in my initial submission. And if anybody else does too, I'll go into the first compilation post-deadline and add the MUSINFO and MIDIs back in myself and post the edit. Project lead can obviously ignore it; it'll just satisfy my own autism.

>> No.9962345

>>9962286
What are some *playable weapon packs?

>> No.9962347

>>9962345
Final Doomer

>> No.9962353

>>9962345
Spaghetti Weapons

>> No.9962354
File: 70 KB, 1280x720, 9A88302E9EA7.jpg [View same] [iqdb] [saucenao] [google]
9962354

>>9962272
>Diabetes ridden 4chins finally 404'd and I get to escape their fold, any minute now
Don't worry Chop, no matter how much of a slackster you are, I'll be seeking your perfectly realized protons even if it takes me life

>> No.9962448

>>9962164
Is that Tom Hall at the end, fucking love the Id style heads for the HUNT team and Dog mode.

>> No.9962465

First time playing through TNT. Got to Prison and absolutely despise it. Should I just quit while I'm ahead?

>> No.9962474

>>9962465
>Should I just quit while I'm ahead?
That's what I did and I don't regret it.

>> No.9962481

>>9962474
>huh, I picked up some rockets and I can't find the rocket launcher anywhere
>check doomwiki
>no rocket launcher in level
>loaded with barons and mid tiers
>After finally exiting map after 30 minutes next map has a massive dark room with shotgunner snipers
"masterpiece"

>> No.9962497

How is it possible that we still dont have a semi dark sector light mode? Stuff is always either too bright or too dark

>> No.9962518

>>9962481
your mistake for playing pistol start

>> No.9962523

>>9962465
Try out Icarus and/or Perdition's Gate, more thematically consistent and polished, worthy pair candidates to Plutonia.

Alternatively, check on STRAIN or shorter Obituary for something out of left field. Both of them have upgraded versions that work on modern source ports. They may be finicky with their deh patches, so if you have starting ammo in strain or no dual pistols in obituary - then you've loaded them wrong.

>> No.9962612

NEW THREAD :
>>9962604
>>9962604
>>9962604

See you there before I melt.