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/vr/ - Retro Games


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9986256 No.9986256 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9976547

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.9986257
File: 262 KB, 1099x527, 1686518440402.png [View same] [iqdb] [saucenao] [google]
9986257

=== 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 ===
[6-14] Anon brings in Doom mapping resources
https://mega.nz/folder/dTpB0CzR#vqy5NsldbETiTyIMH4YGmQ

[6-11] Deathmatch Dimension, A single player episode containing 10 maps inspired by the official Quake deathmatch maps
https://www.quaddicted.com/reviews/dmd.html

[6-10] Violetshift, 13-map wad inspired by Stardate 20x7.
https://www.doomworld.com/forum/topic/136502

[6-7] New ACE injection demo dropped.
https://www.doomworld.com/forum/topic/130715-ace-engine-dos-doom-ii-vanilla/?page=9&tab=comments#comment-2655386

[6-5] ROTT: Ludicrous Edition release on July 31, 2023.
https://www.youtube.com/watch?v=vRdZEY6EL5I

[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

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

>> No.9986260

honestly Lady Fantasy as a song fits the whole Fore/vr/ Alone project, being a song about made-up dream girls and all that jazz.

>> No.9986264

>>9986260
Camel kicks ass.

>> No.9986295

responding to comments on my Chiaki map
>>9984934
>I liked your map :)
>The encounter that gave me the most trouble was the one with the pain elementals.
Thank you. I'm quite happy with that room but if more people complain I'll see about making it easier, idk
>>9985546
>What have we done to deserve that room?
which room?

>> No.9986296
File: 31 KB, 649x292, bb0.jpg [View same] [iqdb] [saucenao] [google]
9986296

>>9986256
Who ordered the breakable Caco holding tubes?

>> No.9986298

Reminding the Daina's ass map guy that his map has no exit

>> No.9986301

Is it cheating to use a flashlight mod when some areas are really fucking dark?

>> No.9986305

>>9986298
oh it has an exit alright, just not a pleasant one.

>> No.9986307

>>9986295
>Thank you. I'm quite happy with that room but if more people complain I'll see about making it easier, idk
I wish more people had the Itagaki mindset.

>> No.9986309

>>9986301
Nah, GZDoom gets lighting shit wrong and even it's closest to vanilla of Software + banding isn't perfect.

I'd rather not fuck my eyes up on something like Pleiades where it's practically Doom 3 tier darkness than obsess on being faithful to shit.

>> No.9986326
File: 2.88 MB, 1929x1085, Screenshot_Doom_20230615_194408.png [View same] [iqdb] [saucenao] [google]
9986326

A couple of threads ago people were discussing DOOM Tournament and 3D models and I finally got around to trying it. Had a bit of fun but I switched over to the devs newest project (project demolition) and I'm having a good time

Pic related is Resurgence

>> No.9986328
File: 17 KB, 320x200, 1512831-cyclones-dos-in-game-shot-1.png [View same] [iqdb] [saucenao] [google]
9986328

>You now remember that Baratus the Fighter was a mook in Cyclones

>> No.9986332

Anybody ever play Alien Arena? Never seen it mentioned anywhere but it's a cool game based on idTech 2. It's basically a mashup of Quake 3 and UT with a retro scifi aesthetic. A bit janky but fun.

>> No.9986343

>>9986328
They reused an awful lot of stuff, like you can hear a ton of Heretic and Hexen sounds in Take No Prisoners and a fuckton more of the latter in Mageslayer.

>> No.9986351

>>9986326
>Had a bit of fun but I switched over to the devs newest project (project demolition) and I'm having a good time
IDK if they're being worked on anymore but the developer builds tended to have more stuff to them, also some of the standalone mods are pretty handy.

>> No.9986376

>>9986295
The PE room seems balanced enough but I find myself dying a lot due to a lack of health and space.
I think my biggest issue is running out of ammo in the final encounter due to the pinky rushdown. It's a fun map though, very nice geometry and texturework. Are there any differences between the skill levels?

>> No.9986384
File: 98 KB, 900x542, tUNB7XDqiThYAtSjoeNhYc.jpg [View same] [iqdb] [saucenao] [google]
9986384

>>9986343
>TFW no top-down mod for Doom2
You better run boy

>> No.9986417

>>9986384
I've seen side-on mods and third person mods but no top-down ones, it's very weird.

Also it's always seemed weird to me that the assets from TNP never ended up being used in mods, even just the voice lines would probably fit numerous monster mods and stuff.

>> No.9986429
File: 423 KB, 1150x1150, cloud.png [View same] [iqdb] [saucenao] [google]
9986429

>> No.9986436

>>9986429
>project basically went wrong

cloud is starting to notice how you fags never finish anything.

>> No.9986437

>>9986429
>playing doom mods
well yes, that's what's the thread about

>> No.9986450

>>9986436
Nobody knew cockblock was going to be this bad.

>> No.9986451

How often do you save? Ive seen some people play without saves but it just feels so dumb to me, a shitty revenant closet and a bad rng roll can erase 10+ minutes of progress

>> No.9986461

>>9986436
We've had a great turnout over the past several years. It's just the fucking swede who goes missing for months at a time.

>> No.9986463
File: 35 KB, 1024x361, You Really Screwed Up This Time.jpg [View same] [iqdb] [saucenao] [google]
9986463

>>9986436
That hits close to home, anon.

>> No.9986469

>>9986461
Only ones that have failed have been what? The Heretic one? with 94 Protons stuck in limbo.

>> No.9986470

>>9986469
Depends on how you define failed.

>> No.9986476

>>9986469
The ones that aren't doom.

>> No.9986480
File: 58 KB, 600x566, 2622339-1064546218-26095[1].jpg [View same] [iqdb] [saucenao] [google]
9986480

>>9986429
>love, care romero.

>> No.9986494

>>9986429
>Favorite megawad literally invisible bullshit
not falsent

>> No.9986501

>>9986376
I think the key to not get ammo fucked in the pinky rush is:
a. not maxing out cells the first time you pass that room. That way you don't lose out on 60 cells from the plasma+backpack
b. save some rockets in the PE room, when the room is free enough switch to chaingun/shotgun, or even punch out some hell knights.

>> No.9986509

>>9986384
>top-down mod for Doom
Dude just open the automap.

>> No.9986512

>>9986470
I'd define it as not being seen through to a release.

>> No.9986518

>>9986512
It's pretty much just the Serious Sam pack and 94 Protons.

>> No.9986521

>>9986501
Yeah, that's what I've been trying to do on subsequent runs, which definitely helps a lot. Still have some trouble with cover from archvile fire though, but I've had more success with that encounter by trying to outrun the pinky rush into a side area.
One issue is that you can grab the soulsphere without triggering the secret sector, which can be confusing.

>> No.9986523

>>9986509
You now remember mighty doom exists

>> No.9986526

>>9986523
That would be cute if it didn't have the typical failings of a mobile game.

>> No.9986559
File: 198 KB, 1536x864, EMwqcVDXUAAqUyb.jpg [View same] [iqdb] [saucenao] [google]
9986559

>>9986461
Leave Quakeulf alone!
isn't he Norsk?

>> No.9986562
File: 299 KB, 520x329, eyes.gif [View same] [iqdb] [saucenao] [google]
9986562

Sometimes I still think about 500ml of /vr/ and smile

>> No.9986567

>>9986562
dog bless anyone who can use Build's mapping tools
I can't beat the first level though, I get to the flesh texture part and lose the battle of attrition to tommy gunners

>> No.9986568

>>9986256
What wad's in the OP?

>> No.9986575

>>9986480
Would YOU protect his smile?

>> No.9986582

>>9986429
>myhouse.wad patreon
>tight ketchup death
>brutal update
>strange spawn outside
>classic walls

>> No.9986592

>>9986451
I save when I feel like it. If it’s been too long and I don’t want to repeat the progress I’ve made.
>Ive seen some people play without saves but it just feels so dumb to me
It’s fine to me if it’s nice a short and sweet level. I wouldn’t play something like AD Tears blind on nightmare while saveless. If someone else does then that’s fine, but not if they complain about it using their own self-imposed rules.

>> No.9986595
File: 794 KB, 1500x1450, 1500px-Okuplok_Slaughter_map.png [View same] [iqdb] [saucenao] [google]
9986595

Anyone here tried Okuplok Slaughter with Russian Overkill?

>> No.9986601

>>9986595
I remember doing something similar, and gzdoom just died. That was a few years ago, though.

>> No.9986610

>>9986451
The last game I ever savescumed in was System Shock 2 like more than a decade ago. Felt like an idiot and never did it again. From then on I find myself enjoying games more at the expense of losing 20-40 minutes of time when I die.

>> No.9986620

>>9986451
i save frequently the first time i play a map. on replays i don't save unless it's an especially long map.

>> No.9986639

>>9986568
Knee deep in knee deep in zdoom

>> No.9986657

>>9986451
my ideal map is one which is just difficult enough to put you in trouble at several spots, but just easy enough to be finished on the 1st try saveless

>> No.9986665

>>9986429
>kino deathstrider model
>maybe gameplay waifu
>idk kill issue
>big bad
>mind knife couple
>cyberdemon deadline

>> No.9986717
File: 63 KB, 591x680, shellygunkiss.jpg [View same] [iqdb] [saucenao] [google]
9986717

>>9986451
Depends on what I'm playing.
In Doom my goal is to finish maps only saving at the start of the level. I play continuous unless I know the wad is specifically designed for pistol starting.

I generally like Plutonia-like or E1-like wads to begin with but if I find a wad is starting to be really tedious to play saveless I start saving at key points (aka when I get a key or maybe right before a point of extreme difficulty).

A good example of a map that makes me start saving is a long, tedious map that has hard sections in the end like a trap that is a high chance of an instakill.

In general if a Doom wad feels tedious and frustrating to play saveless continuous on HMP
I will likely be turned off by it. A map can be difficult sure but if it's difficulty points are really hard to play against by learning the combat then it leaves a sour aftertaste.

For Build Engine games I save at the start of the level permasave and then quicksave like crazy lmao. I probably should try to learn saveless Blood / Duke but eh.

Throwback shooters like Ion Fury if the checkpointing is done well (like in Ion Fury) I do a permasave at the start and then go with checkpoint saves and only quicksave at bullshit spots.

>> No.9986732

>>9986657
The job of the level designer is to keep the player alive while making them feel like they're trying to kill them. I forgot who said that but agree pretty wholeheartedly with that.

>> No.9986736
File: 71 KB, 300x450, CyClones.jpg [View same] [iqdb] [saucenao] [google]
9986736

>>9986257
CyClones is set to be re-released on Steam & GOG this June.
https://store.steampowered.com/app/2464690/CyClones/
https://www.gog.com/game/cyclones

>> No.9986752

>>9986562
Your post made me smile too Mr. Anon

>>9986567
If your stuck on that level you can use the console cheat "calgon" to skip it, Ram Ranch is a bit easier. Check out Tee Off, I think it's my best map and the only Build map with a golf mechanic as far as I know.

>> No.9986753
File: 27 KB, 750x417, IMG_2215.jpg [View same] [iqdb] [saucenao] [google]
9986753

>> No.9986756

>>9986451
If a map is good enough I don't have issues with restarting the whole map when I die.

>> No.9986758

>>9986736
So is Necrodome.

Also Take No Prisoners which is top-down but you can fudge it into first person mode.

>> No.9986767

How do I sndinfo

>> No.9986772

Holy shit, that shantae map just keeps on going, some real work there.
Can't find how to get the secret bfg though.

>> No.9986785

>>9986595
Tried it with HDest once. Crawled my way to the portal in 0.3 FPS and it crashed 5 frames into the actual level. Good times.

>> No.9986802

>>9986732
it was mouldy
he also said "fun" is making a mistake and getting away with it, while challenge is making a mistake and getting punished for it, you need a little bit of both

>> No.9986803
File: 68 KB, 429x204, kliff mad.gif [View same] [iqdb] [saucenao] [google]
9986803

>>9986758
I fucking love TNP.
Fond memories of discovering what were essentially speedrunning glitches just to beat the damn game - a few locations just weren't accessible when they should've been, I assume it was because of faulty localization translating actual code lines somewhere, so I had to fucking lightsaber each of the giant robot guardians for ages.
>mfw I get decent internet to download the English version and find out the intended way of doing shit

>> No.9986805
File: 1.68 MB, 2067x1153, dddsss.png [View same] [iqdb] [saucenao] [google]
9986805

>>9986429
>kino deathstrider
It has been so far, yeah.
>>9986665
It's a cool ship.
>>9986752
>Check out Tee Off, I think it's my best map and the only Build map with a golf mechanic as far as I know.
It's up there as one of the most fun Build levels I've ever played. Thanks for the masterpiece and all the other great 500ml levels you guys pulled off.

>> No.9986826

>>9986802
Cyriak really puts an immense amount of thought into his maps, or at least most of them, it did feel like he was getting tired towards the end of Going Down.
>>9986803
I remember stuff like jumping the fuck over the massive turret section that you were supposed to take a roundabout way through because you couldn't reasonably take them head on.

>> No.9986829

>>9986772
one of these pillars is not like the others, one of these hands just doesnt belong.

>> No.9986859

>>9986829
I am not a clever man, which pillars?

>> No.9986869

>>9986526
Oh indeed. After Mighty Doom, Its time to for Beth and Id to put plans for new, official games in the Doom series to rest, and focus more on Quake something else.

>> No.9986871

>>9986869
>and focus more on Quake something else.
I'm sure they'll move onto Quake Battle Royale or reviving the Commander Keen phone game.

>> No.9986878

>>9986859
look at the automap and look in between the fingers of one of the hands

>> No.9986882

>>9985997
>- Made monster scroller teleport closets wider for custom enemies, as well as the final arena cyberdemon's platform (GMOTA pls).

Wait a second, is the Cybermancer actually wider than vanilla? If so then I need to fix that.

>> No.9986885
File: 756 KB, 1920x1080, golfclub3.png [View same] [iqdb] [saucenao] [google]
9986885

>>9986869
>spoilers
I think there's a few too many people working at Id now for them to "put to rest" their biggest money maker.

>> No.9986895

>>9986878
got it now. thanks

>> No.9986927

How are the Switch ports of Doom 1 and 2? Is there any nonsense about them I should be aware of?

>> No.9986934

>>9986927
You need a Bethesda account in order to download addons, and you get a nag if you start it offline. Otherwise, not really. I'm not a terrible fan of the controls either, but it's fixable.

>> No.9986941
File: 3 KB, 1134x630, 0SPOOKY.png [View same] [iqdb] [saucenao] [google]
9986941

ughhhhhh
So I give up on the skeleton enemy idea, after fucking around with SLADE for long enough I got it working only for the testmap to have the enemy be invisible. A quick check revealed the sprite wasn't showing inside the map because the skeleton was FOUR TIMES the size of the doomguy.
I'm not sure how I ended up with the sprites being that big. BUT I went into blender, and using the doomguy sprite as a guide shrank the render output to match. Pic related is what I got (compared to the hand painted sprites I was working on).
I think I give up. Fuck it. I'm just gonna get the map finished and put it out, this sucks.

>> No.9986946

>>9986934
>and you get a nag if you start it offline.
What do you mean by this? I simply want a nice portable way to play Doom and also a cool set of games for Switch collection.

>> No.9986949

>>9986946
It'll give you an error message when you start it up, but that's about it. At least it does when you play it on a hacked console. I haven't used my Switch in the stock firmware for quite some time now.

>> No.9986967

>>9986882
I think so? Regular cybie worked fine on GZDoom, but I had to expand the platform a bit more for the Cybermancer to respond.

>> No.9986979

>>9986941
...maybe I'll just render silhouettes at low res and just draw over them or something. I'm just annoyed.

>> No.9986980

That is the best map from the worst ever megawad you've played?

>> No.9986986

>>9986256
>my screencap from months ago

nice :)

>> No.9987010

>>9986946
>>9986949
You can play Doom 1 and 2 on the switch just fine without needing an account. You only need to log in if you want to access the extra wads.

>> No.9987136

>>9987010
I'm guessing its worth the hassle of making a Bethesda account to get access to them then? Extra wads is always good.

>> No.9987139
File: 131 KB, 256x257, Doom_II_-_Hell_on_Earth_Coverart.png [View same] [iqdb] [saucenao] [google]
9987139

Haven't played Doom since I was a kid so I started watching some Doom speedrun documentaries on youtube for nostaliga sake and god, these games are ugly. I got nauseous after about 15min of watching. How do you guys manage to look at these drab, repetitive, gray and brown corridors for all these years?
I remember being impressed as a kid but watching it again ruined my memories. It feels like when I watched He-Man again recently and realized it sucked.

(I didn't post this in the Doom thread because I don't want to shit up their thread.)

>> No.9987140 [DELETED] 

>paying for DOOM
>playing it on fucking Switch
lol
this place really is turning into reddit. have you tried getting a job, having sex and just playing the game on PC instead of playing a handheld while watching another man fuck your wife?

>> No.9987141

>>9987139
oh shit I actually posted here by accident. Oh well maybe it's better than making a separate thread.

>> No.9987143

Why aren't you watching the creator of DOOM and FPS itself Romero play MYHOUSE.WAD?
https://www.youtube.com/watch?v=gIl_TqFJNO8

>> No.9987145

>>9987139
>>9987141
>(I didn't post this in the Doom thread because I don't want to shit up their thread.)
>posts in Doom thread

You're not a very smart boy. But at least you spared /vr/ from making another pointless thread. As for your complaint: Most of us don't just play Doom 1 and 2. There's like a fucking gorillion user made WADs out there and a lot of them are very nice to look at.

>> No.9987172

>>9987139
I would say the deep blue computery areas actually make doom pretty damn colourful for a horror adjacent game but some of the browns and tans are really drab, and the software renderer purists and speedrunners use probably isn't easy on the eyes for people who aren't used to it

>> No.9987182

>>9986927
It's got the usual censored stuff from later releases of Doom, and this time green crosses on the healthkits.

>> No.9987184

>>9987172
Also there's a lot of bright red stuff, not to mention Fireblu.

>> No.9987190

>>9986805
I watch the ship arrive pretty much every time. Coolest titlemap.

>> No.9987192

>>9987139
Serious question: what quality of videos are you watching? Because if they're low quality/low bitrate then no wonder you're feeling sick. Most Doom textures do not perform well when compressed into video form.
Play the game itself in a crisp format and I'm sure it wouldn't make you as sick.

>> No.9987194

>>9987143
because I played it through myself and don't really feel like watching him completely miss stuff for probably an hour straight.

>> No.9987204

>>9987194
Not sure why you're not interested. For me it's like watching Michelangelo sculpt or Van Gogh draw

>> No.9987206

>>9987139
>these games are ugly
they're not. the textures aren't bad, and they're typically broken up by decorative elements or other textures anyways, so its not like there's long passages of continuous flat textures ever. the textures aren't even the core of DOOM's graphic design, there's a lot more that goes into the look.

>> No.9987210

>>9987182
Well Red Cross wasn't going to have it any other way. If by usual censored stuff you mean the swastika and the Wolfenstein level well why the hell do they remove that anyways when Wolfenstein had a recent game not too long ago? Do they think people will confuse Doom Guy for being a Nazi or something?

>> No.9987212

>>9987204
I'd probably be more interested in Sandy doing it, since he was the experimental mapper, the horror guy and the one who in some ways got the myhouse trend going in the first place.

>> No.9987217
File: 213 KB, 605x458, 0213133356372.png [View same] [iqdb] [saucenao] [google]
9987217

>saw a Space Marine mod on ModDB for Doom 2
>download it
>doesn't work
https://www.moddb.com/mods/astartes-lite

If you manage to get this to work lemme know.

>> No.9987221

>>9987217
>based on BDLite
lol

>> No.9987224
File: 211 KB, 800x450, 1594509193154.jpg [View same] [iqdb] [saucenao] [google]
9987224

>>9987221
Oh, now I see the problem.

>> No.9987239

so I asked last thread about some quake must plays and I'm going through the names right now but I'm seeing some that require stuff like quoth or copper or whatever to run. How do you run mapsets that require these additional bits? Do I need to put a folder inside the additional resource? Like for example [quakeport folder]/Quoth/[mapset]?
Or do I need to use some cmd parameters or something akin to the zdoom launcher

>> No.9987243

>>9987204
>Not sure why you're not interested
I DON'T GIVE A FUCK ABOUT MYHOUSE OR ROMERO
>For me it's like watching Michelangelo sculpt or Van Gogh draw
But it's not a mapping stream

>> No.9987246

>>9987239
>copper
I've played some copper stuff and usually it's already included in the mod's folder.

no idea about quoth, though.

>> No.9987252

>>9987239
If it requires Quoth, just put it in the Quoth folder, and then
>game quoth
>map mapname
>>9987243
You should be wtf, Romero is literally the granddad of fps.

>> No.9987254

>>9987217
Open up CVARINFO and add this somewhere:
>server bool pc_enable = true;
That'll make the mod run, although from what I saw, you're better off playing actual Brutal Doom. This isn't even babby's first doom mod; this is more like babby's first attempt at an experiment at making a doom mod. I'd say it looks like fucking ass, but I could actually stand to look at ass.

>> No.9987259

>>9987254
Nah I didn't think it was just gonna be a reskin of Brutal Doom I just wanted a cool Spec Marien mod. Thank you for your efforts though.

>> No.9987262

>>9987259
Anon it's ModDB. That place is pretty much the headquarters for shitty iterations and mutations of Brutal Doom. It's a pretty useless website for Doom mods.

>> No.9987269

>>9987262
ModDB is on par with the ZDoom gameplay board for those, practically every other page has "Brutal Doom BLOOD RED EDITION" or one of those "I fixed BD" edits of it.

>> No.9987271

doom is fun

>> No.9987273
File: 77 KB, 640x960, 1411680417402.jpg [View same] [iqdb] [saucenao] [google]
9987273

>>9987271
What the fuck, Anon? You can't just come in here and say something that controversial.

>> No.9987274

>>9987271
Heretic is fun too.

>> No.9987279

>>9987274
But if you get tired of fun and want something more serious, there's Serious Sam.

>> No.9987280

>>9987269
If only the effort put into "fixing" BD had instead gone into remaking it from scratch...

>> No.9987291

>>9987280
or just making their own mods in the first place, but that clique are still mentally stuck in 2013 and feel the need to either show it up or bitch about how much better they are.

>> No.9987305

>>9987252
>>9987246
yeah I figured as much, I've had no trouble playing alkaline or arcane dimensions before and that was just slapping the appropriate folder alongside Id1 and doing game -name in console.
For whatever reason though, this runemech mapset I got off quaddicted just doesn't want to run. I've tried to run this map in ironwail/quakespasm/mark_v and had it sat alongside and inside of copper and none of the variations has worked, guess it wasn't meant to be.

>> No.9987312
File: 13 KB, 228x216, cromartie bastard.jpg [View same] [iqdb] [saucenao] [google]
9987312

>>9987271

>> No.9987326
File: 3.71 MB, 498x280, 1671182509980655.gif [View same] [iqdb] [saucenao] [google]
9987326

>>9987271

>> No.9987347
File: 2.03 MB, 1920x1080, sealedcity.png [View same] [iqdb] [saucenao] [google]
9987347

>>9987239
Quoth apparently uses the hud layout from Scourge of Armagon. You don't need the expansion installed, just include this in the launch:
-hipnotic -game quoth

>> No.9987358

>>9987347
I mostly got it, I think my earlier confusion was because runemech just doesn't fucking work for some reason, I'm currently playing warpspasm getting anal'd by shamblers and that ran just fine via ironwail -quoth -game warp -heapsize 48000 in the cmd
I forgot how many fucking shamblers there are in map 1 of warpspasm, glad I chose skill 2 this time. 5 shamblers in as many minutes when you only have the shotguns, maybe a grenade launcher from a secret and the lightning gun(?) seems a tad much.

>> No.9987362

>>9987291
Or just actually fixing it as they claim, starting with thew most basic shit. The volume balance for all sounds is still completely fucked in every single iteration of BD.

>> No.9987368
File: 151 KB, 472x472, 16046666458210.png [View same] [iqdb] [saucenao] [google]
9987368

>wake up
>stable Nugget 1.15.0 with quad-resolution is still not released

>> No.9987369
File: 1.69 MB, 2560x1440, wspasm_lib1.jpg [View same] [iqdb] [saucenao] [google]
9987369

>>9987358
It's the 'nightmare fast' instant lightning that can fuck me up, but they've usually been far enough away to be outranged and plinked with the plasma thing.
>notice warpspasm's readme html
>giant fucking lovecraft-meets-40k loredump
Holy shit.

>> No.9987375

>>9987362
Sound design and balancing is probably as scarce a skill in the community as being a decent sprite artist, if not more scarce.

Also especially with that bunch they're basically all programmers first, fuck all second, which is kinda why BD was and still is a sore spot to them, they see it as babby's first mod getting massive attention when their meticulously scripted works of art are barely noticed.

>> No.9987379

>>9987368
oh no
what will you do? dilate?

>> No.9987390

>>9987369
I didn't notice that loredump, I only paid attention to the installation to see if I could run it through ironwail instead of default quake. At least I have something to read, kudos to this man's autism.

>> No.9987401
File: 973 KB, 1618x1021, fucking_wicked.png [View same] [iqdb] [saucenao] [google]
9987401

>start something_wicked to see if it works before I go grab other map packs
>see this
holy shit, this seems arcane dimension tier just visually

>> No.9987403
File: 1.33 MB, 560x620, yeshavesome.png [View same] [iqdb] [saucenao] [google]
9987403

>>9987390
I just went in there to double check the launch commands for that post from 30 mins ago, I browsed the rest of the zip and fell into all this story. Not how I normally prefer things, but it's fun stuff and makes the levels more interesting.

>> No.9987410

>>9987403
something about warpspasms presentation, especially that html file, make it seem straight out of the late 90s or 2000s. It's great even if it uses shamblers like plutonia uses chaingunners

>> No.9987424
File: 85 KB, 753x436, 22657.jpg [View same] [iqdb] [saucenao] [google]
9987424

>>9987410
Similar feelings come from Trevail and it's own charming site. Also I didn't realize it had it's own soundtrack too. I guess that's a good excuse to replay it after Warpspasm, but damn.

>> No.9987431

>>9987424
I wonder what it is, something about the resolution of the font maybe. It's one of those things where once you see it, you're instantly transported to that time mentally.
In a word, SOUL

>> No.9987436

How does one make a map? Just do squares everywhere and then add more and more detail or do the most detail and go section by section?

>> No.9987461
File: 137 KB, 600x488, rangercomp.png [View same] [iqdb] [saucenao] [google]
9987461

>>9987436
it varies from person to person, there's also a balance between aesthetic and gameplay that needs to be done.
It's all well and good having some epic tomb labyrinth but if it sucks to actually play then, well it sucks doesn't it?
Do what you feel is cool anon but make sure to playtest, playtest, playtest. Ideally with other people too if you can
Start here www doombuilder com/files/doombuilder1guide pdf (section 2 covers actual map making)
also read the op for resources n stuff
also this youtube com/watch?v=_UJWEe2_a3s&ab_channel=TheDemonTurtle
and this guy does some good stuff for basic and somewhat advanced stuff youtube com/@Chubzdoomer/playlists
and this one for other stuff like making your map into a .pk3 (though put him at 2x speed because he appears to take muscle relaxants before every recording youtube com/@signaltome

>> No.9987478

>>9986927
Looked up more on this and its a shame. Looks like these ports are a botched shitjob.

>> No.9987505

>>9986429
>doomer sandy

>> No.9987515

>>9987379
are you blind?

>> No.9987517

>>9987192
>Because if they're low quality/low bitrate then no wonder you're feeling sick.
[DIES IN FIREBLU]

>> No.9987527
File: 1 KB, 155x24, pits.png [View same] [iqdb] [saucenao] [google]
9987527

>>9986429
>boss tag

>> No.9987535
File: 6 KB, 159x435, stuff_to_play.png [View same] [iqdb] [saucenao] [google]
9987535

Alright I've gone through the suggestions and grabbed everything from these
>>9984703
>>9982702
>>9982279
>>9982275
Now I just need to check they all work(shoved them into ironwail so should be no problems)
And now for the most important bit, picking which one to start with

>> No.9987536
File: 291 KB, 500x375, 16830215332115910.png [View same] [iqdb] [saucenao] [google]
9987536

>>9987190
>edited an instrumental version of Jane
>cut about 8 seconds off the start so the song explodes with the ship's arrival
>>9987431
There's a style to the levels as well, all charming.

>> No.9987547
File: 102 KB, 320x240, file.png [View same] [iqdb] [saucenao] [google]
9987547

I was enjoying Running Late 2 but it turns into insanely difficult close quarters slaughtermap so quickly I suddenly just stopped having fun. I just don't see why people think Slaughtermaps are good, I can't get into them at all. I enjoyed difficult stuff like Plutonia but those maps were difficult because of interesting map design and trying to come up with routes, but slaughtermaps seem to always be flat landed and boring filled with 1000s of monsters cause LE DIFFICULT and then you just plow through them with plasma and rockets. Its so boring.

>> No.9987559

>>9987547
>but slaughtermaps seem to always be flat landed and boring filled with 1000s of monsters
You've only played shit ones.

>> No.9987563

I think I figured out why ter shibboleth just wasnt running no matter what I did.
I couldn't get arcanum running for the same reasons just now and after some googling and testing, discovered it wasn't working because I had the arcanum files inside an "arcanum" folder with the drake folder instead of just dumping the files into drake and running as the readme said
kicking myself at how easy the fix was but I wish I could organize things better, I can see things getting messy if I don't keep track of what files belong to what mapset

>> No.9987612

>>9987563
Ter shibboleth looks really good but the gameplay is horrible.

>> No.9987641

>>9987547
You're describing the types of maps No Reason makes, I hate those. Try Ribbiks, Insane Gazebo or Killer5 for dynamic Slaughter maps similar to Plutonia in terms of monster placement, verticality, etc

>> No.9987646
File: 11 KB, 83x79, 1685885709533370.gif [View same] [iqdb] [saucenao] [google]
9987646

>instantly makes your map better in any game as a custom enemy

>> No.9987647

kraflab seems intent on removing more and more options and features from DSDA-Doom until he reinvents Woof with OpenGL and speedrunning tools

>> No.9987654

>>9987647
And also with UDMF support for some reason

>> No.9987718

>>9987612
yeah I tested it just now and it's a cool probable recreation of a hotel but this building is way too damn big in the wrong way. I'm getting hitscanned to death by standard shotgunners because the sightlines are so far and most of the enemies can't get out of the rooms they spawn in. Also while the visuals are nice they don't match any of the enemies apart from I guess the dog. Not a great first impression.

>> No.9987747

>>9987718
TerShib's worst two levels are first. Personally I rate them:
Wild West (5)>Undead Paris (7)>Coliseum (8)>Snowy Village (6)> Chinese Cliffside Village (3)>=Geometry-bending Castle (4)>Hotel Island (1)>Whatever the fuck Blastocyst is meant to be (2)
Most of them either have a neat gimmick but kind of fumble the implementation, or are pretty to look at but kind of mid to play.

>> No.9987794
File: 1.11 MB, 1600x837, Screenshot_Doom_20230616_130536.png [View same] [iqdb] [saucenao] [google]
9987794

at this point i`m certain this guy is friendly, but damn if i am ready to get jumpscared by a rocket flying directly into my noggin each time i pass this place.

>> No.9987834

>>9986384
i swear i saw one just like that for doom on a vargskelethor stream, ill look on some vods and see if i can find it

>> No.9987840
File: 14 KB, 480x360, vietnam.jpg [View same] [iqdb] [saucenao] [google]
9987840

>>9986871
>Quake Battle Royale
you`re saying it like rocket jumping and bunny hopping across a giant fuck-off map is a bad idea, shazbot

>> No.9987856

>>9987840
It would be a mobile game.

>> No.9987894

>>9987143
because we already discussed this in the last thread

>> No.9987896

>>9986451
I quicksave after every room. Even to my own detriment.

>> No.9987898

>>9986941
If you are making it in decorate, you can resize the sprite.
Of course a higher-res sprite will look out of place.

>> No.9987904
File: 106 KB, 800x450, reaper.jpg [View same] [iqdb] [saucenao] [google]
9987904

>>9986869

>> No.9987907
File: 536 KB, 1229x813, bones rattling.jpg [View same] [iqdb] [saucenao] [google]
9987907

>>9986941
>>9987898
Yeah, I was literally just about to post that I'm a retard and didn't just look up if I could scale the sprite.
It looks fine though I think I could maybe find a way to lighten up the outline.

>> No.9987914

>>9986451
I save often enough
Then I forget to save for 15 minutes, die and close the game because I don't feel like doing that all over again.

>> No.9987919

>>9986451
Depends on what I'm playing, if it's something difficult I just use autoautosave so I'm not screwing about too much.

>> No.9987929

>>9986451
I savescum and rewind like crazy on my first playthrough, but after that I try to beat the map saveless.

>> No.9987936

>>9986451
I use savescumming to learn a map then beat it in one run without saves.

>> No.9987952

>>9986451
I do more on custom maps, especially big ones. only time in the mainline games (out of DOOM 1 & 2 + Evilution) that I can think of was for the Cyberdemon encounter on MAP29 of DOOM2. I could benefit from saving more often I think. I don't really have an issue with savescumming, I've just gotten conditioned to replaying entire levels over and over after dying like a retard.

>> No.9987970

>>9986927
>>9987478
Same anon again. They thankfully did a lot to patch these ports. Shame they released in a crappy state but at least they knew they had to correct things. To anyone who cares here is a video that details the fixes.

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

>> No.9988014

>>9987904
>QC's last non-skin update was a map they didn't even put in the standard rotation
The reaper's late.

>> No.9988018
File: 797 KB, 689x943, Cleric's Family Time.png [View same] [iqdb] [saucenao] [google]
9988018

>>9987271
>>9987274
Hexen is better.

>> No.9988021

>>9987547
Play Sunlust. Your experience with slaughter maps seems to be restricted to:
>the ones meant only for hc players that can play the usual mainstream slaughter with their eyes closed. The maps that are just multiple hour long challenges without fun, visuals, or memorable gameplay.
>ones made by amateurs, that are just shit at making maps
>literal jokemaps

Ribbiks never uses 1000 monsters at same time. Most of his gameplay is just dickier Plutonia with occasional large scale battles with still as thought out monster placement. I'm recommending Sunlust, because it starts from quite easy and progresses naturally into bigger and harder battles, so you don't feel overwhelmed. You should howerer play with HMP. The wad is well tailored for every difficulty and UV is preserved for the ones who are experienced with slaughter and want a painful challenge. Howerer you should be familiar with modern map sets such as Skillsaw's before delving into Ribbiks.

>> No.9988032

>>9987647
It's shame that most genius programmers of Doom scene are also insane to the point, that they want to "fix" everything so much, that the end product is horrible duct taped solution bloated with unnecessary additions and with more problems with compability, performance and the code itself and less the features that were the actual reason why people used the product.

>> No.9988035

>>9988032
The problem with Doom modding and their engines, at least ZDoom derivative engines, is that shit is built upon decades of gross hacks and other bullshit. The only way to fix that would be to start fresh and completely remove backwards compatibility. No one wants to try and untangle that fucking horrible fishing line/Christmas-lights Gordian knot bullshit. It's a real catch-22 situation.

Though I do agree that they should chill the fuck out with adding more bells and whistles.

>> No.9988103

>>9987856
these mobile games, are they in the room with us right now?

>> No.9988108
File: 163 KB, 1600x837, sink.png [View same] [iqdb] [saucenao] [google]
9988108

AUGZEN
*clap*
DID
*clap*
IT
*clap*
FIRST

>> No.9988154

>>9986257
Okay one more update to DAINAS ASS map
https://www.dropbox.com/s/el73naj94oa1d6n/DAINASASS.wad?dl=0
Added the exit to work properly and made an encounter for the last room

Still no idea on the music tho

>> No.9988156

>>9988018
Sure, if you like not knowing where you're going 99% the time.

>> No.9988159
File: 661 KB, 1000x779, 429.png [View same] [iqdb] [saucenao] [google]
9988159

>>9986256
Finally played 2016 and it's actually really fucking great.
I love the moment in the intro where Hayden says that everything was done for the betterment of mankind, and doomguy immediately looks at a mangled corpse in front of him as if to say "is this what you mean?", the sight angers him, and he smashes the interface. Some nice narrative design.
Love the game, it's basically an epic in video game form. You know how in these old myths and stories, like in the Epic of Gilgamesh, where they fight for several days and nights without stopping, then Enkidu the beast-man fucks a prostitute for a week straight or some shit and becomes a human, it's that kind of ridiculousness that was always present in Doom games, one guy overpowering forces of hell, and they just went with it and enhanced it by making it actually mythical. It works so well because Doomguy is already a mythical figure in gaming.
The game is pure fanservice, it's a great and faithful tribute, I think. Looks great, runs flawlessly, amazingly optimized, plays great, just pure fun, clearly made by fans. Some nice power fantasy carnage. I also like the whole argent thing, gives UAC some personality.
It's a liiiiitle bit easy, but so is original Doom, so it's alright.

>> No.9988161

>>9988159
/vr/ - Retro Games?

>> No.9988163

>>9988159
Wrong place to discuss that game, Anon.

>> No.9988167
File: 2.92 MB, 1920x1080, vkquake0144.png [View same] [iqdb] [saucenao] [google]
9988167

>>9987718
>>9987612
>>9987747
If you're getting hitscanned to death, move. The warped castle is a 10/10 map, etc. I really love Ter Shib's gameplay, hardcore shit.

>> No.9988171

>>9988161
>>9988163
I get it, but this is THE doom general

>> No.9988175
File: 2.70 MB, 1920x1080, Sam2017 2023-06-16 02-15-52-885.png [View same] [iqdb] [saucenao] [google]
9988175

I think these threads would be better if they welcomed all FPS outside of the OBVIOUS like Apex Legends, Valorant - contemporary shooters. I just want a place to discuss Serious Sam 3 stuff :<

>> No.9988176

>>9988175
Not retro.

>> No.9988181

>>9988167
t. Orl

>> No.9988184
File: 2.43 MB, 1920x1080, Sam2017 2023-06-16 01-55-42-829.png [View same] [iqdb] [saucenao] [google]
9988184

>>9988176
Yeah that's part of my post, ignoring obvious contemporary shooters. Silly anon. Don't worry, not gonna crusade. Just a nice thought.

>> No.9988190
File: 1.87 MB, 1920x1080, vkquake0042.png [View same] [iqdb] [saucenao] [google]
9988190

>>9988181
Nah but he's an alright dude.

>> No.9988191
File: 16 KB, 360x386, the boys, let them out.jpg [View same] [iqdb] [saucenao] [google]
9988191

>>9988171
this is the retro game board first and everything else second, anon. nu-doom wank is cancer anyway.

>> No.9988192

>>9988167
>If you're getting hitscanned to death, move. The warped castle is a 10/10 map
I'm not getting hitscanned to death in the castle map, I'm spending a good chunk of the later part fighting the ramp physics because they're too low-poly and the flats give you impulse in funny directions.
The castle has great aesthetics, but that's the majority of what it has. The gameplay is either nothing standout, or kind of annoying.

>> No.9988196
File: 3.40 MB, 1920x1080, shib4_drake_2023-06-16_04-19-18.png [View same] [iqdb] [saucenao] [google]
9988196

>>9988192
No I was jumping from one subject to the next, not suggesting that you had hitscan trouble in the castle.
>I'm spending a good chunk of the later part fighting the ramp physics because they're too low-poly and the flats give you impulse in funny directions.
Works on my machine anon.
>The gameplay is either nothing standout, or kind of annoying.
I'm reminded of just how far taste veers in all things. Pic related is fucking cool, the upside down room right after this where you push buttons while being hounded by knights and ogres is fucking sick. We can stop here anon, it's clear we have different ideas of what makes good or interesting gameplay.

>> No.9988197
File: 55 KB, 640x960, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
9988197

>>9986256
Are you able to withstand pivotal Struggle.wad against Malevolence.wad anon? Look them both up, test your spirit

>> No.9988208
File: 124 KB, 1280x960, woof0000.png [View same] [iqdb] [saucenao] [google]
9988208

>>9988197
I still haven't beaten Struggle Map28.

>> No.9988209

>>9988208
How do you have that much attention to detail in order to make a map like that, but then add a really shitty looking Glock sprite?

>> No.9988223
File: 2.19 MB, 1600x900, spasm0022.png [View same] [iqdb] [saucenao] [google]
9988223

>>9987612
I'd love the Drake Redux version of TerShib forever if it didn't port-over Doom2 chaingunners into Quake1 without giving you a Zestroer-inspired minigun after killing one (that uses custom bullets instead of nails)

>> No.9988230

>>9988223
Hmmmm. Drake has been open source for a long time. I'll see what I can do. Define Zerstorer inspired though. Zerstorer didn't have a minigun if I remember right.

>> No.9988237

>>9988230
It had a hitscan chaingun that completely replaced the nailgun.

>> No.9988245

>>9988237
OHH that thing. You can just replace the model yourself I'm pretty sure anon with a pak explorer and moving .mdls around.

>> No.9988246

>>9988245
nta

>> No.9988247
File: 1.34 MB, 346x200, giphy.gif [View same] [iqdb] [saucenao] [google]
9988247

>>9988246

>> No.9988249

>>9987424
>you need to solo a Shambler with just a starting shotgun in order to access the Nightmare difficulty skill
SOUL
0
V
|_

>> No.9988254

>>9988249
I hope you meant to write "frustration" or "bad level design"

>> No.9988258

>>9988254
Lol wut accessing nightmare is always something funny, and needing to solo a shambler is funny as well as challenging. Not just falling in lava or something.
>bad level design
I seriously hope you didn't mean that
t. Costanza.

>> No.9988261

>>9988258
>accessing nightmare is always something funny
I see you're suffering brainrot from exclusively playing levels made by fairweather's gang. Start maps should not have enemies in them, that's why they're called start maps.

>> No.9988275
File: 366 KB, 963x657, Screenshot 2023-06-11 212911.png [View same] [iqdb] [saucenao] [google]
9988275

Sorry boys, my cat passed away yesterday and i don't feel like mapping this week so here is my unfinished fore/vr/ alone map if you want to do something with it.
https://files.catbox.moe/fn4w81.wad

>> No.9988279

>>9988261
>I see you're suffering brainrot from exclusively playing levels made by fairweather's gang.
Did this rent-free living gang make Trevail in 2007?

>> No.9988281
File: 435 KB, 509x500, it&#039;s carlton.png [View same] [iqdb] [saucenao] [google]
9988281

>>9988261
So you did mean that. Travail is from 2007 you absolute moron and is made by none of those people. You're willing to let a contemporary practice used by some people retroactively ruin something for you? Get a life you fucking loser.

>> No.9988285

>>9988275
Aw fuck... My condolences, anon.

>> No.9988287

>>9988281
Let me tell you something about women. Something about women.

>> No.9988292

>>9988275
I'm sorry for your loss.

>> No.9988340

Maybe the waifu project could postpone the date a little if more stuff like this happens

>> No.9988348

>>9988287
>Let me tell you something about Doom.
>Something about Doom.

>> No.9988352
File: 179 KB, 640x480, doom00.png [View same] [iqdb] [saucenao] [google]
9988352

>>9988275
I played some of it and i screenshotted some issues in case someone else wants to finish this anon's map.
And this is before the obviously unfinished large area.
First thing i spotted is this missing texture.

>> No.9988353
File: 845 B, 28x46, yourskillisnotenough.png [View same] [iqdb] [saucenao] [google]
9988353

>>9987547
Your skill is not enough!

>> No.9988356
File: 69 KB, 640x480, doom01.png [View same] [iqdb] [saucenao] [google]
9988356

>>9988352
You can also get stuck here and i had to NOCLIP to get out

>> No.9988358
File: 268 KB, 640x480, doom04.png [View same] [iqdb] [saucenao] [google]
9988358

>>9988356
And then there's this subtle "seam" which i also remember from the Toph map.
There's still potential in this map and it made me want to check Soul Eater.
This is in case someone else could try to salvage this map.

>> No.9988361

>>9988348
AND YOU FIND THE RED KEY
AND YOU FIND THE YELLOW KEY
AND YOU FIND THE BLUE KEY
AND YOU FIND THE RED KEY
AND YOU FIND THE YELLOW KEY
AND YOU FIND THE BLUE KEY

>> No.9988365

>>9988348
>>9988361
Hey G would you make me a sandwich?

>> No.9988367

>>9988358
Also, i ended up IDKFA-ing partially because i'm not that good at Doom but also for the sake of testing purposes.
>>9988340
There's also some anons that have yet to say anything like the guy that dibbed Jenny Wakeman.

>> No.9988369

>>9988361
>Hey on a brighter note I see you brought your lovely family with you, including your daughter BFG.

>> No.9988382

>>9988361
That's more like Heretic, since Heretic uses a fixed key order.

>> No.9988409

>>9986451
I run autoautosave with monster randomizers and custom maps
I'm not good at games, I just like trying to figure out the right approach for each encounter with trial and error but without managing a bunch of quicksaves manually

>> No.9988430

>>9988365
>Yeah, John Romero. That's R O M O E R E O, no E.

>> No.9988435
File: 68 KB, 850x850, Sigh.jpg [View same] [iqdb] [saucenao] [google]
9988435

As someone who has a 80% finished fore/vr/alone map, my weekend suddenly got very busy, so I doubt I will have any time to map this weekend. I am going finish it but probably not until 20th.

>> No.9988441

>>9988108
Did what now?

>> No.9988442

>>9988441
Sinks with water that raises when you use them, but shit's been done ever since the 90s, it's a basic effect.

>> No.9988447

>>9988442
Oh. Yeah, that's not new. Always fun to see though.

>> No.9988465
File: 415 KB, 2307x1374, ming equal blown.jpg [View same] [iqdb] [saucenao] [google]
9988465

>you can load an entire map as a misc_model in Trenchbroom
>visible in the actual compiled map too
I'm sure this has some sort of deep implication, but I'm too retarded to figure out what.

>> No.9988469

>>9988465
In hindsight, E1M1 of Quake doesn't do a whole lot to show off the new engine features. Aside from water, you can make all of this just in Doom.

>> No.9988471

>>9988469
It's really a kind of nothing map. I like it enough, but it's never dazzled me. I hear Mjolnir is redoing the entire Quake base level set so I'm intrigued how it'll change.

>> No.9988473

>>9988471
>Mjolnir
More like Mjolnever, lmao.

>> No.9988474
File: 5 KB, 225x225, 9k=.jpg [View same] [iqdb] [saucenao] [google]
9988474

>>9988473

>> No.9988480
File: 43 KB, 640x480, 22343423.png [View same] [iqdb] [saucenao] [google]
9988480

Just curious, which maps you consider to be the best and the worst from Ad mortem?

>> No.9988483

>>9988469
It has lots of room over room though. Can't do that in Doom.

>> No.9988484

>>9988480
My maps

>> No.9988486

>>9988483
>It has lots of room over room though.
Not that much. Aside from a couple of bridges and the switch area near the end it's very flat.

>> No.9988487

>>9988471
I don't think a map like that can dazzle you now. It was meant to dazzle you in 1996.

>> No.9988490

>>9988480
His maps >>9988484

>> No.9988494

>>9988487
I'd say the area with the Switches shows it off pretty well. There's also the secret down the poison water or whatever which is under the ramp towards the exit. And the ledge it teleports you to is on top of the doors of course.

>> No.9988495

>>9988480
>Best
Checkmate
>Worst
Secret maps and Pumpkin Delight

>> No.9988498
File: 1.15 MB, 1200x673, Escape_NY3.jpg [View same] [iqdb] [saucenao] [google]
9988498

>>9988465
>I'm sure this has some sort of deep implication, but I'm too retarded to figure out what.
How about making a miniature copy of your own map and using that semi-transparent spawnflag on it to create a holographic projection of it somewhere within the level?
optionally including the location of secrets too

>> No.9988501

>>9988340
another week would be fine, unfortunaly i'm not autistic enough to speedmapping my shit.

>> No.9988502

>>9988487
I'm not sure. I think I'm just not very interested in the army grunt enemy. I recognize it STILL has unique architecture to this day - check them ceilings - but man the level as a whole is just sort of unengaging in a way Doom's e1m1 isn't.

>> No.9988509
File: 119 KB, 392x495, 560dfc0682217a00edecdcb9dea0fb73.jpg [View same] [iqdb] [saucenao] [google]
9988509

>>9986257
>>9988435
>>9988367
>>9988340
>>9988275 (sorry for your pet, anon)

I absolutely ok with a deadline extension for anyone who showed some progress, probably settling for the end of June. So if any anon who shared screenshots of his mapping or map before the original deadline (June 18th) wants some additional time for any reason, go for it. I don't know how I feel about taking whole new submissions after the 18th, however.

Claimed and left
Anon - Shanalotte (Dark Souls 2)
Anon - Jenny (Teenage Robot)

Shown something
Anon - Betty Boop

Mapping started and shown in thread
Anon - Olga Discordia
Anon - Mikazuki (KanColle)
Anon - Madoka (have a guess)
Anon - Twilight (My Little Verboten)
Anon - Other Animal (My Little Verboten)
Anon - Bath map
Anon - Maka Albam (Soul Eater)
Anon - Hatsune Miku
Anon - AK-15 (Girls Frontline)
Anon - Akasha Bloodriver (Rosario+Vampire)
Anon - Goblin (started as Bara Baron)

Maps delivered
Anon - Outis (Limbus Compagny) - Outism
EyeballTank - King Cai - Eto
GuyWithTeaCup - Toph - Dirty Foot Canyon
Hand-peeled - Madotsuki - Sleep Tight
Anon - Curly Brace - Robutt
Anon - Taihou (Azur Lane) - Red Boat
Anon - Merula (Hogwarts Mystery) - Can I Slither In?
Anon - Daina's Ass (ass only)
Anon - Chiaki Nanami (Danganronpa) - Thousand Autumns, Seven Seas
Anon - Shantae - Half-Genie in a Bottle

lazy lead
me - Witch (Puyo Puyo) (mapping block, I'm going again from scratch.)

>> No.9988510

>>9988498
Yeah that could work. I was also thinking you could use it for a scrolling background in a train level. You'll need some invisible collision brushes on the ground since the model map isn't solid, but that's not too bad.

Looks like BSP2 can't be loaded though, or at the very least Recreational Necrobuttsex doesn't work so maybe it's just size.

>> No.9988531

>>9988509
>Anon - Betty Boop
I can show more tonight probably. I have a chunk of the map done and I'll be mapping on an airplane today and Sunday. So that'll be fun.
But I won't make the og deadline obviously.

>> No.9988532 [SPOILER] 
File: 944 KB, 1600x900, spasm0020.png [View same] [iqdb] [saucenao] [google]
9988532

>>9988261
>Start maps should not have enemies in them
And that's bad because?
Alkaline did their nightmare access secret the best way, I'd take it over framerate-dependant parkour bullshit anytime

>>9988361
>he doesn't like putting-together a lil' birdy from their HUDs overlapping key graphics
NGMI

>> No.9988540

>>9988509
Akasha is almost done. I gave RC1 to a couple of friends to playtest and I'm working on RC2 right now. Happy to say it plays much better than I expected. Still gonna get torn to shreds for the mediocre level design given that most anons completely blow it out of the fucking water with their maps, but at least it was (mostly) fun working on it. Should have a proper release within a day if all goes well.

>> No.9988541

>>9988480
>Personal favorite
The Torture Garden, Darkwood, Shadow over Silverspring, Little Church of Horrors, Checkmate, Norwitch lane, Every Damn Night, Bold Catechumen

>Good/average
Catacombover, Caco's Keep, The Imps in the Walls, The Other Dario, Don't cry marine, Tricks n' Treats.

>Worst
Return to Castle Cacostein, Keelhaul Handball, Pumpkin Delight, MAP33

>> No.9988556 [DELETED] 

any floigan wads yet?

>> No.9988560

>>9988486
it has the best sniping spot in the game. also most of the secrets use it. yes, you could do a 2,5d equivalent easily but it's still room over room

>> No.9988569
File: 1.13 MB, 640x462, 1682110453241164.gif [View same] [iqdb] [saucenao] [google]
9988569

>Crispy Doom
>Nugget Doom
>Woof
someone explain to a retard to me what are the pros of using these ports over the others

I am pretty sure they cant run any "modern/limit removing maps" so its only if you want to play the original episodes with some sort of 'purism' feel?

>> No.9988576

>>9988569
Woof can run MBF21 maps, and all of them can run limit-removing

>> No.9988582

>>9987914
>Died to the last room of Mt. Pain with almost 40 minutes of playtime
I beat it second try but that hurt

>> No.9988585
File: 217 KB, 298x403, 03f.png [View same] [iqdb] [saucenao] [google]
9988585

>>9988576
I am just afraid if getting to map 20 or something of a map pack and finding out some door/bridge/something else broke because "whoops port stuff!" so i am undecided in what to actually use

>> No.9988586

>>9988541
I would like to see this list plotted against the number of enemies

>> No.9988591

>>9986451
i am trying to clear maps without saving (If less than 300 enemies) if the map is too difficult or has dick traps then i run saves every time i pick a keycard as a checkpoint

>> No.9988592

>>9988585
Read the readme of the wad? Read the descriptions on the sourceport sites? read the Doomwiki articles? Just how inept are you?

>> No.9988601

>>9988569
Crispy only runs vanilla maps.
Woof is like Crispy, but it runs up to MBF21.
Nugget is like Woof, but it has a bunch of different visual features you can enable.

>> No.9988612

>>9988569
>Crispy
Looks slightly more accurate to vanilla Doom but won't run MBF maps.
>Nugget
Runs MBF, adjustable FOV and some other bells and whistles
>Woof
Slightly more-optimized than Nugget but lacking some of its extra features, might be ideal for some extra performance on some of the crazier slaughter maps.

>> No.9988615

>>9986451
autoautosave user here, I am save scum.

>> No.9988616
File: 221 KB, 997x632, 28b.jpg [View same] [iqdb] [saucenao] [google]
9988616

>>9988601
>>9988612
Thanks! much appreciated

>> No.9988624

>>9988615
I just found the game boring if there was no risk involved, i tended to save after every encounter and the fun drained up

>> No.9988638
File: 7 KB, 225x225, download (4).jpg [View same] [iqdb] [saucenao] [google]
9988638

>>9988624
Now the world don't move go the beat of just one drum, what might be right for you may not be right for some.

>> No.9988643

>>9986451
I avoid saving until I get pissed from repeating the same segment. Simple as. If the game stops being fun, it's time to save. Maybe even get up and take a walk.

>> No.9988649
File: 65 KB, 933x795, 1658987760412644.jpg [View same] [iqdb] [saucenao] [google]
9988649

>Get to the end of the level, exit door is right there
>Path gets blocked and monster closet opens from both sides
FUCK YOU

>> No.9988650

>>9988532
>And that's bad because?
It ruins the atmosphere, or feel, of what a start map should be

>> No.9988651
File: 51 KB, 640x480, Screenshot_Doom_20230409_024915.png [View same] [iqdb] [saucenao] [google]
9988651

>>9988480
The last two maps overheated my computer and it shut itself off while I was playing so I'd say those are the worst. Granted the thing was dusty as shit, but I'm still reluctant to play them again.

King Boner's House of Fisting was fun.

>> No.9988659
File: 75 KB, 482x450, 2023-06-16 12_42_41-Spike Mine _ Quake Wiki _ Fandom — Mozilla Firefox.png [View same] [iqdb] [saucenao] [google]
9988659

I bet Richard Grey ported the sentry drones from Duke3D to Quake just to fuck with us.

>> No.9988662
File: 672 KB, 1920x1080, doom01.png [View same] [iqdb] [saucenao] [google]
9988662

>>9988509
>I absolutely ok with a deadline extension for anyone who showed some progress

cool, thanks

>> No.9988671

>>9988612
>Slightly more-optimized than Nugget
Just tried nuts.wad, both never drop below 140 (I have global 141fps limit). With uncapped framerate Woof is ~1400fps and Nugget is ~1360fps when hugging the wall, and in combat it's ~250 in Woof vs ~190 in Nugget. On nuts.wad.
So it IS a bit more optimized, but it's completely irrelevant, both can run virtually any wad at 200 fps, and both can't run 100000 revenants above 1fps anyway so why even bother.

>> No.9988675

>>9988671
>and both can't run 100000 revenants above 1fps anyway so why even bother

Because Woof is how I actually completed 100k Revenants on my i7 8700k. It chugged like Hell most of the time but I was still able to actually play through it to the end. I've not been able to do that before with any other source port.

>> No.9988691

>>9988675
Well shit, it actually does, last time I tried it with DSDA it was impossible.
Actually both Woof and Nugget can "run" it, they both drop to 4 fps mark once you start the fight, then in few seconds both are at 6 fps, and it only gets better from there, in 10-20 seconds it's already 20+fps. So the difference is indeed neglectable.
Can't wait for x4/x8 resolution in Nugget to see if it still could handle this map.

>> No.9988703
File: 1.22 MB, 1600x900, spasm0001.png [View same] [iqdb] [saucenao] [google]
9988703

>>9988650
I'm doing this one just for you, cause tbph skill 3 is a bit too crazy for me.
>thankfully somehow QsS fubars things a bit, since the monsters can get pained even on nightmare

>> No.9988712

>>9988659
so much this
I'd take spawns over these things

>> No.9988727
File: 1.34 MB, 1600x900, spasm0003.png [View same] [iqdb] [saucenao] [google]
9988727

>>9988659
>"I feel incredible ire" can be faintly heard whenever They're around
also remember that a single nail autokills them

>> No.9988728
File: 551 KB, 848x614, helpwill.png [View same] [iqdb] [saucenao] [google]
9988728

>>9988361
>Look, I think I know how to kill cyber; we've got to attack him!

>> No.9988732
File: 1.08 MB, 600x609, 1681628666039672.gif [View same] [iqdb] [saucenao] [google]
9988732

>>9988728
>See it's like, I could have an SSG in one hand and a HUAUH in the other.

>> No.9988762
File: 823 KB, 1920x1077, Screenshot 2023-06-16 015819.png [View same] [iqdb] [saucenao] [google]
9988762

>>9988509
>Anon - Madoka
Sorry for lack of updates. I made a lot of progress yesterday, but all the time I set aside for mapping before that got taken up by other stuff. Still hoping to have it playable by the original deadline, but it might not get posted until the following morning so I have time to properly test it first.

>> No.9988785
File: 1.40 MB, 640x480, 1686229796842355.webm [View same] [iqdb] [saucenao] [google]
9988785

>>9987139
Mods and player created maps. Webm half related

>> No.9988794
File: 1.53 MB, 1600x900, spasm0006.png [View same] [iqdb] [saucenao] [google]
9988794

Playing this one on skill3 actually forced me to learn a new skill, monster-infighting management - DKs are a perfect canditate for aggro-juggling, also nightmare Vores are an utter bitch to deal with in here...

>> No.9988796
File: 353 KB, 792x783, file.png [View same] [iqdb] [saucenao] [google]
9988796

>>9986257
>>9988509
Assuming it's fine to dump a map for Fore/vr/ Alone without having posted before: https://litter.catbox.moe/hng05r.wad

>Name: The Great Swamp Witch Metallia
>Map Name: The Amataya Inquisition
>Dog's (Waifu's) Name: Viscole Dotrish (The Witch and the Hundred Knight)
>MIDI: Adagio for Strings - Rise of the Triad
>Art credit: Harada Takehito, and one drawing from myself

I didn't originally plan on entering this, but since the maps can include more than just the art sectors, I had the idea of including a secret area that is an area from the game, modified to fit Doom's gameplay better and somewhat simplified. I was worried this might be controversial for being borderline off-topic, so both parts are effectively independent of the other, were both balanced as such, and Amataya can be skipped entirely and left at any time to return to the art section.
If it's considered unfitting for the main wad, I can resubmit it as just the art portion.

Known Issues:
>various texture misalignments and placeholders, unfinished geometery, unpegged doors
>straferunning skips some walkover linedefs
>ammo and encounter balance is probably off

This is my first mostly completed map, so I'm really bad at balancing fights, though I've mostly tried to err on the side of making it too easy.
Please give me any feedback that could help, and keep in mind the difficultly levels have been implemented to a degree. UV is what I mostly designed around and has had the most playtesting.

>> No.9988812 [SPOILER] 

>>9988796
is it boom-compatible?

>> No.9988814

>>9988812
It's Boom format, yes.

>> No.9988815

>>9988275
My condolences. Lost one of my cats 1,5 month ago and it was (still is) rough.

>> No.9988818

>>9988691
That's what I'm hoping since I largely prefer Nugget to Woof aside from its miniscule performance disadvantage.

>> No.9988823
File: 1.02 MB, 1600x900, spasm0021.png [View same] [iqdb] [saucenao] [google]
9988823

>>9988794
I hate the Travail spiders and their poison

>> No.9988824

>>9988796
Time to get the peanut butter

>> No.9988828
File: 253 KB, 558x484, die!.png [View same] [iqdb] [saucenao] [google]
9988828

>>9988365
DIE!!!

>> No.9988830

>>9988823
I wish that area wasn't so dark, it would make fighting them much less annoying.

>> No.9988872 [SPOILER] 
File: 839 KB, 1600x900, spasm0026.png [View same] [iqdb] [saucenao] [google]
9988872

>>9988830
I was an utter retard and missed the PoP&Quad secrets leading to that area (which also would make dealing with the library Vores a breeze), but it was a good reminder to not miss-out on this super-secret

>> No.9988925
File: 1.12 MB, 1920x1200, wow.jpg [View same] [iqdb] [saucenao] [google]
9988925

To the shantae guy: well done and fuck you, the penultimate room with all the arachnos is pain.
Literally killed the last cyber with my last rocket, some maximum luck

>> No.9988940

>>9988925
yeah I pussied out quick and just ran for the TP with the invuln at that part
>t. playtester

>> No.9988983

>>9988612
Can someone explain to me why mouse aim feels so shit in woof but perfect in crispy??

>> No.9988985

>>9988872
huh, I never found that one

>> No.9988991
File: 724 KB, 1920x1200, issue.jpg [View same] [iqdb] [saucenao] [google]
9988991

>>9988796
Bretty gud, I had fun. The ammo in the dog waifu area is a bit tight at the start but manageable, the spider bitch caught me off guard and almost shredded me. I personally think that the area itself suffers from being too big and open with little monsters to make it engaging, and being all the same grey I lost myself there once, but that's just me.
The second area is fine, but I should try it first one to see how it plays without all the ammo from the other area.
What's the trigger for the supercharge secret at the start of the dog area?
In the dog area, these two imps are stuck in the walls.

>> No.9989002
File: 35 KB, 640x480, 2048pic.png [View same] [iqdb] [saucenao] [google]
9989002

just finished 2048 for the first time. it was a really fun experience, btw this was drawn by an anon? it looks so fucking good

>> No.9989012

>>9988509
those MLP maps should be the secret maps.

>> No.9989016

>>9988509
>Anon - Olga Discordia
I'm still working on this.

>> No.9989036

>>9989012
Supposing they still exist, been a while since i heard anything about them. I dont think the purple one ever posted any progress besides just claiming the waifu.xdtpa4

>> No.9989041

>>9989012
>>9989036
And this is also if there's in fact 2 of them per the same series
Most other submissions are "one per franchise"

>> No.9989046
File: 3.54 MB, 480x360, Exciting Mordeth Gameplay-1.webm [View same] [iqdb] [saucenao] [google]
9989046

What are some more wads I should try on my old Pentium III rig? I got PrBoom and ZDoom LE too.

>> No.9989069

>>9989046
you mean LZdoom?

>> No.9989070 [SPOILER] 
File: 48 KB, 616x421, you fools.jpg [View same] [iqdb] [saucenao] [google]
9989070

progress
>>>/wsg/5141977

>> No.9989080

>>9989069
Nope, believe it or not they're two separate things.

https://doomwiki.org/wiki/LZDoom
>optimized to run on low-end hardware running modern OS
https://doomwiki.org/wiki/ZDoom_LE
>optimized to run on ancient hardware running Windows 9x

>> No.9989081

>>9988991
The sector art area is the worst of it I think. I don't really enjoy those open arena slaughter encounters myself so I struggled with designing it and tried to keep it easy, especially on the lower two difficulties. The large marjority of the passion, time, and effort went into the secret section, which I assume shows.
>The ammo in the dog waifu area is a bit tight at the start
If you mean it was tight on rockets and plasma, I designed it under the idea you'd use the SSG and have to push more into the eastern half to get those, and that's where most of the higher enemies are. I did want to keep it easier so I could put some more ammunition there or just rearrange some things.

>the spider bitch caught me off guard and almost shredded me
Was it the northern one near the exit or the southern one near the amor? I meant for it to act as a bit of suppression to keep the player from casually getting there, not as an ambush.
The northern one isn't present on Easy, but if the southern one is too much of a pain I could do the same to it.

>being all the same grey I lost myself there
Is this only about the arena? I didn't consider it confusing and picked that texture because it felt natural for it. I could considering retexturing the eastern half it's a common problem.
If it's also a problem with the secret, I want to do a lot more detailing that might help things stick out and generally look nicer. It was somewhat rushed out since I didn't have much time left by the time I decided to make one for the project.

>spoiler
The trigger is the green pad in the maze. Walking over it is all it takes. It's meant as a reward for continuing to use the pillars. I was very concerned about people being wary of them from their appearance and not already knowing what they are from the source material.

>two imps are stuck in the walls
I'm sorry about that, it's from a last minute change. I'll upload a new version tomorrow fixing it along with other changes.

>> No.9989087

>>9988480
>best
Catacombover, The Imps in the Walls, Norwitch Lane
>worst
my map it's map11

>> No.9989092

>>9989081
>ammo
I meant the absolute start of the dog area, until you hit the ssg, it's tight but not impossible. Playing UV, my average ass managed, and I think it not as bad as the start of the Merula map (at least its first iteration)
>spider
the northern one, I was trying to navigate around the arachnos and had a chaingun or ssg out, I did not expect that and got a lot of my HP gone. I honestly don't even remember the second one, I blew through the arena so quickly I probably didn't notice her.
>greyness
not, it's actually about the the dog area. Outside the maze, it's very palette poor but that's a me issue, other might find it good.
>the secret
that's a pretty poor idea, imho. the maze is quite a way off from where the secret is, and there is no real reason to go back there since the exit teleporter takes you straight to the map start.

>> No.9989094

>>9988983
This is the opposite of my experience with the two ports, Chocolate Doom derived ports feel like they have some sort of latency (similar to what one might have when V-sync is enabled) when moving the mouse whereas Boom derived ports don't

>> No.9989163

>>9988509
>Map Name: Bloody Seasons
>Author: Accensus
>Waifu: Akasha Bloodriver (Rosario+Vampire; art used for tracing is from the manga IIRC)
>Music: Linkin Park - Papercut (as promised)
>Download: https://files.catbox.moe/j5g9gv.wad
May have to do another release depending on feedback.

Difficulty levels are implemented. Tested on GZDoom and DSDA. There are multiple pathways to some locations. Known "bug": the cyberdemon can potentially get stuck when attacked by other monsters. I elected not to fix it for the time being as it's a viable strat to get him off your back.

>> No.9989170
File: 1.56 MB, 1600x900, spasm0030.png [View same] [iqdb] [saucenao] [google]
9989170

>>9988985
It only gets revealed once you find the secret level exit and all the other secrets IIRC had to look up their archived planetquake webpage for context

>> No.9989174 [SPOILER] 
File: 3.26 MB, 1920x1080, screenshot.png [View same] [iqdb] [saucenao] [google]
9989174

>>9989092
>start of the dog area
"dog waifu area" made me think of the sector art portion, not the secret, sorry. I didn't think of it as being tight, but I also used the pistol for dealing with the regular zombies and saved the shotgun shells for imps and shotgunners. I'll add some shells next to the shotgun I suppose.

>I did not expect that and got a lot of my HP gone.
Thinking on it, it has a very wide opening to attack the player with little ability to break line of sight quickly. I might replace it with a mancubus with this in mind. It would keep it as a bit of a suppression while not being able to snipe you all the way to the shoulder section.

>it's very palette poor
This is a combination of the source level and it being underdetailed from me rushing it out for the deadline. Most of the things that would add constrast are purely decorative and didn't make my initial cut.
The original map has areas with banners, crests, and some reddish brown brick floor squares like the carpet in the soulsphere room. Additionally there's supposed to be boarded up windows, unusuable wooden doors, and some other decorations like in >pic related

>secret
My thinking was that since the pad is right before the pillar, and it teleports you near the open door, it'd be enough of a hint along with the previous areas showing the pads do that. The real reason for it is to add a bit of interconnectivity and act to show that the pillars have ports between each other. I was also very concerned about the maze being very annoying, and the pillar acting as a way to fuck off from it was intentional. It honestly doesn't matter too much to me that the player understands exactly what did it, and more just happy about finding a secret, getting the soulsphere, and being out of the maze. If nothing else I consider it much more fair then some of even Doom 1's secrets, like the elevator in E1M1.

>> No.9989193

>>9989174
I will be honest with you, I didn't even use the pillar teleporters. I saw the teleport linedef on the map, but I was in the middle of the swing and decided against trying them. Only after I finished the section I checked it out.

>> No.9989225

>>9989193
That's disappointing, but it actually was a very deliberate design decision to make every pillar besides the first optional. Even the water room was playtested without using the rocket launcher from its pillar.
The pillars were another part of the map I was very concerned about being controversial, but they're not really something I could omit given the intentions of the map.
I could lock the player in with the second pillar like the first, but I'd really prefer letting the player avoid them if they just don't like the mechanic or otherwise expect it to eventually ambush them.

>> No.9989272

>>9989163
Ok, so I am trying this, and I have to ask, genuinely, what the fuck were you thinking? It's miserable to play with this absolute horse shit of a hot start, on my last try I was dead LITERALLY in 4 seconds due to max damage rolls. And don't give me crap about difficulty levels, UV is supposed to be hard, not stupid. The worst waifu map posted so far.

>> No.9989289

>>9989272
Maybe 3 revenants is overkill. The start was something other people struggled with as well. Anything else I should look into while I'm at it?

>> No.9989301

>>9989289
The chaingunner is far worse then the revenants, you have no room to hide and he aggros almost instantly, so you are guaranteed to lose hp,and if there are imps between you and mountain, the auto aim will go for the imps, costing you even more health. Remove him, and drop a green armor at the start. It looks fine otherwise, except all the crevices are ripe location for death traps while you panic about looking for the one wall that goes down.

>> No.9989303
File: 809 KB, 1280x768, spasm0002.png [View same] [iqdb] [saucenao] [google]
9989303

>> No.9989304

has anybody done a hub-based doom?

>> No.9989307

>>9989304
Raven did.

>> No.9989313

>>9989304
Strife and Hexen as far as commercial games go.

For community stuff there's loads but it's mostly stuff like Dump 2 and 3 or something like Skulldash.

>> No.9989318

>>9989289
I think you should move the chaingun to where the shotgun is. You already have a shotgun well before you make your way over there, which makes even bothering with that part of the map feel like a waste of resources. The problem of the revenants and chaingunner is that they're at such a steep angle, the shotguns have a hard time hitting them. Having the chaingun sooner would fix that handily, and help with the impending cacos and pain elemental as well.

>> No.9989324

>>9989289
Also, getting the mega armor from the right of it (coming from the berserk secret), there's some kind of an invisible wall that impedes movement to it.

>> No.9989325

>>9989301
>you have no room to hide and he aggros almost instantly, so you are guaranteed to lose hp,and if there are imps between you and mountain
The idea is to hug the wall to the left of you when you start since he can't see you there. So far removed one zombieman, one revenant (the farthest one), and one of the two shotgunners on the ledge. Chaingunner I am unsure about. Without him the entire fight gets kind of trivialized because you get to utilize the full space, whereas with him around he is a priority target precisely to unlock the full area and have less trouble dodging the revenants.

>except all the crevices are ripe location for death traps
There should only be a few wide enough to fall through, and ironically enough those ended up saving me more often than becoming a death trap. Gonna wait for more feedback on that first.

>and drop a green armor at the start
There is a blue armor near the start. Walk along the edge of the start area towards where the revenant on the blue hill is (was). There's a little arrow on the automap if you're having trouble spotting it.

>>9989301
>I think you should move the chaingun to where the shotgun is
Can do. I'll just swap them, cause I kept both weapon spawns explicitly for the sake of mod compatibility since this technically runs just fine on GZDoom. Some mods disable enemy drops.

>> No.9989328

>>9989324
I placed the wall intentionally, but a friend ended up being right that it's better to outright remove it instead of placing an impassable linedef. Will address. Thanks for the feedback so far, is appreciated.

>> No.9989329

>>9989325
The blue armor is a secret, don't balance your map around people getting them. A secret is a bonus, not a necessity.

>> No.9989338
File: 468 KB, 1920x1200, Untitled.jpg [View same] [iqdb] [saucenao] [google]
9989338

>>9989325
Not really sure you can do anything about this, but a rocket blast sent the archivle in a way that made him get stuck in the textures.

>> No.9989353
File: 1.20 MB, 1600x900, spasm0039.png [View same] [iqdb] [saucenao] [google]
9989353

Kinda funny how this secret level does predict that you might fudge-up entering the next secret map due to a red herring wasting yout PoP, and actually lets you go back to the normal levels via a seamless map transmission after you cheated to give yourself a golden key - the only other thing that would make it perfect is to call the player a cheating wuss by doing so upon exit...

>> No.9989357

>>9989329
I don't disagree with this at all, but the fight after the adjustments is much more tolerable now, so placing a green armor this early would make things far too easy. But fuck it. Put one in anyway. Took 2-3 stims away to compensate.

>>9989338
lmao what

>> No.9989365

>>9989338
sasuga graf

>> No.9989375

>>9989325
And last thing, missing the jump to the last secret (which would probably be pointless by the time you reach there anyway) puts you in an inescapable death pit. At least put a teleport to safety near that island, if you want the place to be a death trap.

>> No.9989379

>>9989365
Guess it's a gzdoom thing, it felt strangely easy for the cyber to get pushed down by the plasma rifle

>> No.9989381

>>9989375
Didn't even consider that for some reason. I'll relocate the secret so it's less pointless and add a teleporter. Thanks.

>> No.9989394

Do I have to go through and manually add all the otex textures in Slade 3 so I don't see the sky when I look down?

>> No.9989402

>>9988159
>>9988175
>>9988171
>>9988184
Sounds to me like you guys simply want an FPS general and want to use Doom general for it since that is a lot easier because Doom generals already have posters daily. Basically taking the easy and confrontational path rather than forging your own. Its a very dick move. Don't like it take all other FPS discussion where it belongs in the first place. From what I have observed over many years these generals are usually nice enough to give a pass most of the time whenever other FPS are brought up anyways as long as it doesn't flood the whole thread with it and therefore ruin discussion of what the general is supposed to be in the first place.

I do think the Doom 2016 guy gets a bit of a pass though since it is Doom. Although he could easily discuss the game on /v/ if he really wants to since again this is a specific general. This other anon though? I just hope you were being genuine and not trying to bait. Maybe try an FPS general on /vg/ dude.

>> No.9989409

Wads with dinosaurs in them?

>> No.9989412

>more multi-million subscriber youtube channels are playing MyHouse.wad
it's over

>> No.9989415

>>9989402
This is /vr/. Nu-Doom is not retro, easy as.

>> No.9989416

>>9989094
really? for me its the exact opposite. Woof has this weird delay and inaccuracy whereas crispy doom feels instantaneous and bound to my raw mouse input. I want to use woof so bad but it just feels so shit IMO

>> No.9989427

>>9989412
would you insufferable fucking newfags stop whining about this shit every day? you talk about myhouse so much more than anyone else.

>> No.9989431

>>9989163
Actually enjoyed this one quite a bit
- The beginning isn't too bad if you know about the secret blue armor, SSG, and the fact you can lower a platform to get out of there easily. If you don't you're going to have a rough time, but even then you're probably going to stumble into at least one of these sooner or later. Maybe put a green armor at the start to make the player a little bit less squishy at least.
- The SSG in particular should be less missable, if you want to keep the hidden lift-lower thing at the start, at least put an extra SSG later in the map.
- It should also be possible to get back to the starting area (if there was, I didn't find it). Lacking weapons, the player will probably not kill all the monsters there the first time around (and miss the SSG like I did).
- At the blue armor secret, there's an impassible linedef preventing you from going further around the ledge, but you can actually jump around it. It's probably better to block these ledges with something visible like a torch, anyway.
- Mark the exit with an exit sign or something.

>> No.9989454

>>9989412
Who cares? If anything it's good because we'll get more content from new members of the community, same thing that happened with both releases of nuDoom.

>> No.9989461

What was the name of the wad that was basically a recreation of doom 3?

>> No.9989474

>>9989304
Unloved. You need older gzdoom for it.

>> No.9989476

>>9989461
Legacy Of Suffering?

>> No.9989478

>>9989304
Hell Factory came out in very early 00s and used most zdoom features and persistent levels with backtracking but hardly anyone's done anything polished with good level/encounter design

>> No.9989479

>>9989431
Added another torch where the SSG is so there's at least a better hint. Not sure if I want to place another SSG. Addressed everything else. Glad you enjoyed the map. I'm sure it'll be infinitely more enjoyable after the patch. Also I forgot to add a fucking sky, god damn it.

>> No.9989486

>>9989476
Looks like it, thanks.

>> No.9989508

>>9989163
This one was pretty fun, trial and error at the hot start but since it's a short map figuring the combat puzzle out was nice. A green armor would have been appreciated though. The appearance of the PE and cacos was also perfectly timed by the time you clear out the mancubus and imp area.
The final arena was challenging enough without being too overwhelming, and the imps infighting the archvile was what I needed to burst it down.
Maybe the lifts could be faster and the teleport in the BFG secret could be placed a bit further in, I kept running into it since I couldn't see it without mouselook.
Beyond the visual bleeding and the inability to return to the first area, I have no major issues with the balance, maybe a bit of clarity on where to go, but seems like you addressed that already.

>> No.9989515
File: 1.45 MB, 1920x1080, doom192.png [View same] [iqdb] [saucenao] [google]
9989515

>>9988509
>Map
https://files.catbox.moe/szw5w7.wad
>Waifu
Rainbow *REDACTED*, My Little *REDACTED*
>Level Name
Rainboom
>Music
Celestial Fantasia by BeaT / Osmosys
>Art credits
Sector art is traced from the show and its promotional images. (Except for the exit room, that one is from scratch)
Art textures are
R_DASH1 - Meownyo
R_DASH2 - Toroitimu
R_DASH3 - *Unknown*
R_DASH4 - Murskme
R_DASH5 - Sumin6301

>> No.9989526

>>9989508
>Maybe the lifts could be faster
I looked at all of the line specials but this is as fast as they can go in this format. Trust me, I absolutely would have made them faster if I could. Waiting for lifts is fucking agony.

>Beyond the visual bleeding
Could you please elaborate?

>> No.9989528

>>9989526
>I looked at all of the line specials but this is as fast as they can go in this format. Trust me, I absolutely would have made them faster if I could. Waiting for lifts is fucking agony.
I haven't seen your map, are you using generalized action?

>> No.9989538
File: 3.95 MB, 960x540, trev_thatsanope.webm [View same] [iqdb] [saucenao] [google]
9989538

>>9989353
Lovely episodes, real fun what they throw at you. Rarely is it too much, like some of those shambler spawns in the "first" episode. There was also that evil ogre spawn in the room with two vores.

>> No.9989541

>>9989528
Nope. I will now! For some reason I just ignored that tab.

>> No.9989542

>>9989515
>horsefucker delivered
I'll be damned

>> No.9989552

Never again shall I accept submissions from people who think it's acceptable to just give sectors zero height to turn them into walls.

>> No.9989554

>>9989415
>according to /vr/ Crysis, Halo 3, and L4D are a "Retro Shooters"

I know it is more the "spirit" of these threads to talk about 90's fps, buy I would rather talk about doom2016 than CoD4(another retro fps)

>> No.9989558

>>9989427
>>9989454

Yeah, you guys get it. More people who are into the game are good. If they get introduced via myhouse who cares?

>> No.9989561

>>9989554
then talk about some Doom mods that add mechanics from Doom 2016 into Doom 1 & 2 like Embers of Armageddon.

>> No.9989568

>>9989558
They have cooties, we HAVE to gatekeep

>> No.9989570
File: 450 KB, 997x831, bleeding.jpg [View same] [iqdb] [saucenao] [google]
9989570

>>9989526
Visual glitches like this which shows up in the software renderer, it isn't too big of an issue but it does appear in some areas. I fixed them in my map by playing with the vertices a bit.

>> No.9989573

>>9989558
I am more worried that we'll get more MyHouse.wads and less Going Downs, if you know what I mean.

>> No.9989575
File: 956 KB, 1920x1080, Fgi2vU-UUAEgUVE.png [View same] [iqdb] [saucenao] [google]
9989575

Posted this in an older /v/ doom thread but didn't get a response. Figured I try 1 time here since I didn't know there was a dedicated doom thread.

I'm putting together a list of WADS I want to play on the VR quest port. Tried this a while ago with a regular Oculus but I'm upgrading to a quest.

Sigil was fantastic, regular Doom was okay. I'm working on having "flat" WADS and VR ones. Stuff like Deus Vult, Sunder, Jade Earth, hours long mega journeys or WADS with great atmosphere.
Any suggestions?

>> No.9989581

>>9989515
Nice map, the blue key trap made me clench a bit but otherwise very reasonable difficulty. Are you the guy behind castle cacostein?
The midi is super loud though.

>> No.9989582

>>9989573
Anyone who could make a Going Down is closer to 40 than 20 and they are not the audience for the MyHouse.wad videos.

>> No.9989587
File: 976 KB, 1664x3344, BCIJzmb.jpg [View same] [iqdb] [saucenao] [google]
9989587

>>9989575
No idea if ir plays well in vr, but refracted reality has great abstract atmosphere.

>> No.9989595

>>9989587
Nice, added to the list. Appreciate the rec.

>> No.9989601
File: 123 KB, 500x667, 1506228921151.jpg [View same] [iqdb] [saucenao] [google]
9989601

>>9989554
So would I, but I'd still want it as thread relevant as possible. Left 4 Dead is also 2008, cut off is still December 2007 so the Orange Box and TF2 would be more appropriate.

>> No.9989608

>>9989561
https://youtube.com/watch?v=BuH8zhqP_jk
Barf

>> No.9989609

>>9989570
Fixed the one in your screenshot. I spotted another one, but after trying to reproduce it for nearly a minute I'm just gonna shrug it off and pretend it was the wind. Didn't see anything else from just noclipping around the map. Thanks for the tip on how to fix it.

>> No.9989610
File: 841 KB, 1280x720, file.png [View same] [iqdb] [saucenao] [google]
9989610

>>9989575
https://doomwiki.org/wiki/Bauhaus
Short but architecturally interesting

>> No.9989621

>>9989608
>god mode
>infinite ammo
>autistically switching weapons
yeah this is the nu-Doom audience alright

>> No.9989628 [SPOILER] 
File: 752 KB, 1602x937, Screenshot 2023-06-16 190754.png [View same] [iqdb] [saucenao] [google]
9989628

>>9989515
Jesus anon, calm down.
Cool looking map tho.

>> No.9989631

>>9989581
I've never contributed to a /vr/ project before.
The music sounds at ambout the volume as the stock Doom 2 tracks on my end, but I'll change it if it bothers more people.

>>9989628
Thanks.

>> No.9989632

>>9989515
Hey, I think your depiction of visible light spectrum is missing a color.

>> No.9989643

>>9989515
>>9989628
IWTCIRD

>> No.9989646

>>9989558
>>9989454
I just want more people playing classic modes in Zandronum, ZDaemon, and Odamex.

>> No.9989649

>>9989646
Let's restrict ourselves to hoping for things that might actually happen.

>> No.9989715 [DELETED] 
File: 298 KB, 1680x1050, ( ͡° ͜ʖ ͡°).png [View same] [iqdb] [saucenao] [google]
9989715

>>9989515
blew myself up with rockets a dozen or so times, 10/10

>> No.9989724 [DELETED] 

>>9989719
oh yeah that's right

>> No.9989739

>>9988509
>>9989163
https://files.catbox.moe/qr8q1a.wad
Alright, let's see how take 2 goes.

>> No.9989764
File: 579 KB, 636x751, 41-412149_post-malone-png.png [View same] [iqdb] [saucenao] [google]
9989764

the archvilles... they never stop

>> No.9989805

We're going to have to hide the fact that there's a horse-fucker map or no-one's going to play the map pack.

>> No.9989808

>>9989805
if you look at modern american cartoons, so many of them have their own adult fanbases and weird shit going on it feels like they replaced the cartoon horse show
gr15 is one thing but still

>> No.9989812

>>9989805
One anon suggested making them secret maps. Which might be a good call to avoid rectal ravaging by more sensitive people.

>> No.9989815

>805
Nobody actually cares, stop childish shitstirring.

>> No.9989821

>>9989628
wud fug

>> No.9989837
File: 248 KB, 819x745, 1662870806650599.png [View same] [iqdb] [saucenao] [google]
9989837

>>9989515
>5 archviles in one section of map

go fuck yourself, I'm not playing your shitass brony faggot wad

>> No.9989858

>>9989631
>The music sounds at ambout the volume as the stock Doom 2 tracks on my end, but I'll change it if it bothers more people.
NTA but that happened to me a lot with my first few maps, not sure why music that sounds fine to me is earrape to others
wish I could contribute to fore/vr/ alone but I'm not making a map in two days lmao

>> No.9989862

>>9989858
>wish I could contribute to fore/vr/ alone but I'm not making a map in two days lmao
Anon it was postponed to the end of June.
You may have a chance but i don't know where you can get an app for Doom builder to have an image display in the editor, so you can trace over it.

>> No.9989867

>>9989862
>but i don't know where you can get an app for Doom builder to have an image display in the editor, so you can trace over it.
Edit -> Grid and Backdrop Setup

>> No.9989892
File: 118 KB, 640x718, 1682030182804800.jpg [View same] [iqdb] [saucenao] [google]
9989892

>>9989837
nvm i just remembered you can type "kill archvile" in the console to immediately kill all the archviles
NOW your map is actually good and I will play it
the brony shit is cute too, sorry I called you a faggot

>> No.9989914

Well, Scythe with deathstrider is "complete" (couldnt get past a small map with 600 enemies in it). Now its time to find a new wad to try with it. And maybe try to figure out what the soul cube does since i never bought it

>> No.9989946
File: 111 KB, 682x910, ss+(2023-06-17+at+3-30-02).png [View same] [iqdb] [saucenao] [google]
9989946

>>9989862
>Anon it was postponed to the end of June.
Nice. Mikufag here, I didn't had any time to work on the map since my last post. But if that's the case then I'm sure I will manage something. Even if it won't be the most polished, it was fun to learn doom modding.

>> No.9989949

>>9989515
just curious. are you joe-ilya? it's the only one faggot I know from the doom community that uses this horse as a pfp

>> No.9989957
File: 21 KB, 371x443, Screenshot (191).png [View same] [iqdb] [saucenao] [google]
9989957

>>9989867
what scale should I use?

>> No.9989958

>>9989515
why does the map only have white-blue checkers as textures?

>> No.9989962

>>9989957
100x100 is fine if the image is not too small, after you draw over it you can scale the map as needed

>> No.9989969
File: 991 KB, 1280x720, rad.png [View same] [iqdb] [saucenao] [google]
9989969

>>9989914
I'm onto Eviternity myself now, so far so good.
>"impact imminent"
>?
>this stuff lands and explodes just a few feet from me
You run into this before? Anything I can do about it, or just roll with it?

>> No.9989970

>>9989958
Load OTEX with maps made for Fore/vr/ Alone.

>> No.9990005
File: 79 KB, 940x705, doomin.png [View same] [iqdb] [saucenao] [google]
9990005

>>9988509
>I absolutely ok with a deadline extension for anyone who showed some progress, probably settling for the end of June.
Nice, thanks. now I have much time to draw my goblin textures.

>> No.9990009
File: 401 KB, 1483x1255, cape.png [View same] [iqdb] [saucenao] [google]
9990009

I restarted Olga (again). But this new map looks a lot better now. Gonna try to finish the layout tonight then try to make it playable tomorrow.

>>9989862
I could try to work the Black Fortress in with the extended time but I think I'm gonna save that for the total conversion idea I had.

>> No.9990036

>>9989969
It actually happened in the map with 600 enemies but i died before i could even see what it was. I tried nocliping to the exit but it said i had to open pandora's box so i assume thats was it but then it didnt show up again so who knows.

>> No.9990098

DSDA-Doom's doom-all autoload appears to include Chex Quest, a problem not present in Woof. Can someone post an issue on GitHub or something? I don't have an account

>> No.9990110
File: 521 KB, 610x960, image.png [View same] [iqdb] [saucenao] [google]
9990110

do you think anyone's ever thought about fucking the caco

>> No.9990118
File: 724 KB, 1920x1080, gzdoom 2023-06-16 21-45-49.jpg [View same] [iqdb] [saucenao] [google]
9990118

God, Ancient Aliens is incrediby beautiful, and works great with Final Doomer's weapons. Any other mapsets that are as visually stunning?

>>9989946
Is there a guide on how to import images and trace them on a map editor?

>> No.9990127

>>9990118
>Is there a guide on how to import images and trace them on a map editor?

my guess is that you just shrink an image as well as you can without losing detail, divide it into 128x128 or higher chunks, and then use them as floor textures for similarly divvied up square-shaped sectors, tracing over it in doom builder

>> No.9990132
File: 20 KB, 319x426, ss+(2023-06-17+at+4-51-36).png [View same] [iqdb] [saucenao] [google]
9990132

>>9990118
Ultimate Doom Builder > Edit > Gird and Backdrop Setup

>> No.9990149
File: 560 KB, 1862x839, MAP01 (edit area) at 2023.06.16 22-57-33.293 [R4060].jpg [View same] [iqdb] [saucenao] [google]
9990149

>>9988509
claiming Mordred from Fate/Apocrypha

>> No.9990208 [SPOILER] 
File: 772 KB, 1600x1600, 6669f13fa3e2a13635f3b97fa245c6c9.jpg [View same] [iqdb] [saucenao] [google]
9990208

>>9990110

>> No.9990234

>>9990110
those are the brapper engines to make him fly.

>> No.9990258
File: 714 KB, 1581x563, its carlton.png [View same] [iqdb] [saucenao] [google]
9990258

>>9990132
>>9990127
nta but this is silly. some of you guys have a fuckload of patience i see to get all the details right.

>> No.9990260

>>9990110
Just you and Romero

>> No.9990270

>>9990258
>I am NOT a MAPPER!!!

>> No.9990286

>>9989515
Enjoyable map! Fun, small puzzles. The blue key was a highlight after I got a setup for dealing with the lower archies. Favorite moment was the cyberdemon turret section.

>> No.9990293

>>9989515
>>9988509
>>9989946
Can I see a clip of how this is done? Looks in depth.

>> No.9990338

>>9990118
>play visually stunning wad
>rape it with shitty retard filters

>> No.9990350
File: 2.37 MB, 4080x2296, IMG_20230616_234223068.jpg [View same] [iqdb] [saucenao] [google]
9990350

>>9990118
I sincerely did not think this was possible. Running it in Win98 in ZDoom LE, I can even play in 240p.

>> No.9990365

>>9989805
yeah no shit, i don't want to see that garbo in the regular maps

>> No.9990368

>>9989805
Make it the first map as a dramatic filter. It'll be funny.

>> No.9990370
File: 570 KB, 352x260, the-dude-yeah-well-you-know-thats-just-like-your-opinion-man.gif [View same] [iqdb] [saucenao] [google]
9990370

>>9990350
What was not possible?

>>9990338
I enjoy it, that's all that matters.

>>9990132
Thanks, man, will take a look.

>> No.9990373

>>9990370
>I enjoy it, that's all that matters.
No. Fuck post-modernism. Fuck post-modernism in the ass. Hard. No lube. Fuck it so much.
Some things are objectively right and some things are objectively wrong.
That filter is objectively wrong.

>> No.9990374

>>9990373
Ask yourself why you give so much of a shit how somebody else plays their video games instead of just playing something yourself and enjoying yourself.

>> No.9990379

>>9990370
Running a 2016 megawad on a 1999-tier PC.

>> No.9990397
File: 2.60 MB, 417x250, 1674686539418114.gif [View same] [iqdb] [saucenao] [google]
9990397

>>9989649
Let's not.

I got a basic Dwango5 deathmatch server running, it's a Friday night and I feel like fragging. Be there or be square.

>server name
[TSPG] /vr/ Dwango 5 Deathmatch
>IP
104.128.58.120:10719
>password
vrvidya

>> No.9990402

>>9990373
Sure thing, bud.

>>9990379
I heard someone played Sunlust on an old PC like that too. I wonder how many that lurk here still have older hardware like that.

>> No.9990405

>>9990258
>Fuck maps. Maps want to empty the maps, fill our streets with maps, and run a map making operation out of their maps.

>> No.9990409

>>9990402
Some of Sunlust's maps are gigantic and filled with monsters though, I can't imagine that would have a good impact on performance.

>> No.9990421

>>9990258
Holy shit that would be a great endscreen in some Fesh Pince themed wad. Holy SHIT that should be the next project if some artist can finangle some Fresh Prince sprites to kill. Geoffrey's death noise can be "noh!"

>> No.9990457

>>9990379
Didn't somebody play Rekkr on a 90s machine?

>> No.9990539

>>9986384
this reminds me, about a decade ago i found a top-down android port of wolfenstein called vogelstein 2d. it's not on the play store any more but i see there are .apk's out there on sketchy android sites.

>> No.9990543

Which is the better source port? BloodGDX or NotBlood?

>> No.9990560
File: 153 KB, 1418x967, 1659298024757172.png [View same] [iqdb] [saucenao] [google]
9990560

>>9989163
The beginning is really hard (for me). Couldn't do it until I found the blue armor. The rest is pretty simple.

>> No.9990606

Man UDB is really intuitive. No wonder people still mod and make maps for Doom. I want UDB but for fucking Quake.

>> No.9990615

>>9990543
It's NotFresh Supply

>> No.9990618
File: 1.25 MB, 1600x900, spasm0049.png [View same] [iqdb] [saucenao] [google]
9990618

>>9989353
Actually that's because the next level has you come back thru the 'strange round platform' (which tricked me into wasting the invulnerability when I was playing it for my first time) back to the starting area of the previous level.

>> No.9990620

>>9990606
I find Trenchbroom pretty intuitive, too.
Mapping itself is really not hard for Quake, but having to do all that compiling shit with another bunch of extra programs makes me want to kill babies.

>> No.9990632
File: 1.01 MB, 1600x900, spasm0045.png [View same] [iqdb] [saucenao] [google]
9990632

>>9989538
Yeah that jump was legit scary when you play on skill 3 and the Vore missiles are faster than your running thank god that due to an oversight, poison doesn't ignore your armor in this mod, unlike in Drake

>> No.9990640

>>9990560
You played the original version? I posted the more tolerable one here >>9989739
That pinky keeps getting stuck and I have no idea why, even after I messed with the linedefs.

>> No.9990648
File: 1022 KB, 1600x900, spasm0050.png [View same] [iqdb] [saucenao] [google]
9990648

>> No.9990660
File: 1.35 MB, 1600x900, spasm0052.png [View same] [iqdb] [saucenao] [google]
9990660

>Bring out yer dead

>> No.9990661

>>9990640
Where is said pinky placed? Maybe you need to move him to the side a bit or make the sector he's in taller?

>> No.9990664

Been playing Ion Fury, the guns feel fine but the enemy silhouette and and colors are hard to tell apart from a far except for the crossbow sniper.

>>9986562
Its pretty good

>> No.9990674
File: 100 KB, 805x540, 1563420441702.gif [View same] [iqdb] [saucenao] [google]
9990674

I remember a while ago people were posting lots of screenshots from Quake maps with these floating industrial/techbase looking platforms or whatever but I didn't feel like playing FPS much at the time.
Anyone can point me to what maps/mappacks those were from?

>> No.9990685

>>9990674
Alkaline.

>> No.9990701

>>9990661
In the same sector.
>Maybe you need to move him to the side a bit or make the sector he's in taller
That sounds like it could work. I'll try it out. Just dunno if I'll make enough changes in general to warrant a new version at this point.

>> No.9990721

>>9990685
Looks cool, but I don't think that's quite it.
I specifically remember seeing these catwalks underneath some large floating structure so underneath you there was often mostly skybox.

>> No.9990723

>>9990721
That's definitely Alkaline.

>> No.9990725

>>9990620
I don't really agree when TB lacks the curve tool, bridge, all these things I'd want. But maybe you're just a master.

>> No.9990726
File: 1.38 MB, 1600x900, spasm0107.png [View same] [iqdb] [saucenao] [google]
9990726

>>9990721
>>9990674
This one perhaps?

>> No.9990727

>>9990723
I guess I'm just gonna play it and see.

>> No.9990730

>>9990727
Yeah it's called something in the sun.

>> No.9990731
File: 1.10 MB, 1600x900, 1686993444721000.png [View same] [iqdb] [saucenao] [google]
9990731

>>9990726
I'm looking for something more like this.

>> No.9990737

>>9990731
anon here legit just smiled and gave me a vegemite sandwich

>> No.9990740

Doom Runner or ZDL?

>> No.9990749

>>9990725
Those are features and not connected to intuitivity though

>> No.9990757

>>9990740
I prefer ZDL. Just because it's what I'm used to.

>> No.9990759
File: 1.11 MB, 1600x900, spasm0110.png [View same] [iqdb] [saucenao] [google]
9990759

>>9990730
Dancing in the golden sun
>>9990731
dont forget to find all the 17cm Fromitz circuitboards!

>> No.9990807

>>9990740
Doom Runner actually has features, ZDL has as few as absolutely necessary. Take your pick

>> No.9990808

>>9988732
Lol'd

>> No.9990809
File: 81 KB, 185x288, GOON.png [View same] [iqdb] [saucenao] [google]
9990809

Tried to backup every possible D2RPG comic page and in order.
https://imgur.com/a/slxE9or
If i fucked up, tell me.
https://files.catbox.moe/f3p4c4.zip

>> No.9990810 [DELETED] 

>>9990807
Also Doom Runner handles game configurations better, whereas ZDL makes you clumsily save and load ZDL files for launcher presets/configs, Doom Runner handles the data for its "presets" entirely in its config file which resides in the same folder as the executable

>> No.9990817

>>9990807
Also Doom Runner handles game configurations better, whereas ZDL makes you clumsily save and load ZDL files for launcher presets/configs, Doom Runner handles the data for its "presets" entirely in its config file (lives in the same folder as the executable), and displays them in a list in the UI

>> No.9990824
File: 3.14 MB, 968x634, 2023-06-17 13-37-24.webm [View same] [iqdb] [saucenao] [google]
9990824

This might be impractical, but it's harmed by cramped space more than you too.

>> No.9990825

>>9990824
I think that's really cool anon.

>> No.9990851

>>9990824
It's neat how the shots are delayed before homing in. It might work better with fewer projectiles.

>> No.9990892
File: 986 KB, 1465x821, Screenshot 2023-06-17 125525.png [View same] [iqdb] [saucenao] [google]
9990892

Catacombs anon here
I was thinking of adding an enemy that's like a melee-only variant of a baron/hellknight
That moves incredibly slowly, but always homes in on the player's position and has nigh-infinite health
Would that be a bad idea - I like the feeling of 'untombing' a minotaur for the labyrinth but I know from personal experience that I have a lot of bad ideas

>> No.9990906

>>9990892
I think the only way that really works is if the minotaur baron can teleport when the player gets too far away.

>> No.9990917

>>9986256
Is there a gzdoom equivalent of zandronum's "change ambient light level" option? It's so incredibly useful but I can't find something like it in the former's option menu.

>> No.9990921

>>9990906
I mean, this map/wad is meant to be played with HDest, which slows the player down somewhat already plus it has stuff like needing to stand still to heal and stuff like that. That might be a good idea to consider though.

>> No.9990924

>>9990921
Ooo that sounds fun. Hope you make it work whatever way you can anon.

>> No.9990961
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9990961

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.9991010

>>9989739
The start is definitely not a dice roll that it was prior, though I don't feel reducing the pinkies in the first hallway was necessary.
The BFG secret, while in a more useful location, is now also completely up to luck if you find it. In the previous location, you could see the tip of the tree to indicate where it is, now you can only know about it with either IDDT or randomly falling into that specific hole.

>> No.9991012
File: 576 KB, 1307x838, blood area.png [View same] [iqdb] [saucenao] [google]
9991012

>>9990961
After this swimmable blood thing, i want to do some sort of area with 3 portals and then an entrance to a castle with locked doors.

>> No.9991027
File: 17 KB, 381x358, Screenshot 2023-06-17 143111.png [View same] [iqdb] [saucenao] [google]
9991027

Okay, so having a couple of issues here.
Trying the minotaur thing, and I get two sets of errors after adding this into the wad and loading it in UDB.
1. script errors don't seem to recognise a couple of the Baron of Hell sounds - in the wad's SNDINFO I've done
>$alias labmino/sight dsbrssit
>$alias labmino/pain dsdmpain
And either using the logical names or lump names it doesn't recognise these two. The other two don't generate any issues.
2. An error trying to test the map - it's mainly saying that for line 78 sprite names must be 4 letters long. I assume it's because I've put the Thing_Hate in there, but I'm not sure how else to put it in the decorate code.
>>9990961

>> No.9991031

>>9991010
It's pretty visible if you walk along the wing's edge. I can put some item as an incentive for the player to walk along it or something. Dunno. The BFG secret was meant to be somewhat obscure, but it's definitely much more easily seen with some mild exploration.

>> No.9991035

>>9991027
I haven't done any decorate for quite some time, but don't you have to put curly brackets around multiple actions in one line?

>> No.9991039

>>9991031
>I can put some item as an incentive for the player to walk along it or something
Probably should, as it is, there is no reason whatsoever for anyone to venture on the empty flat damaging wings

>> No.9991043
File: 3 KB, 304x200, wut.png [View same] [iqdb] [saucenao] [google]
9991043

>>9991035
Ah, I'll look into that, thank you.
Also - pic related, issue 1 - this seems bizarre?

>> No.9991046

>>9991027
$alias expects logical sounds for both sounds
You want just
>labmino/pain dsdmpain
Alias is for when you do something like
>$alias labmino/pain labmino/death

>> No.9991056

>>9991046
Thanks anon, let me modify that

>> No.9991069

>>9986351
[REDACTED] seems to still be working on it judging from the github

>> No.9991093

>>9989837
Ok, I'll remove them for Hey, Not Too Rough then.

>> No.9991104

>>9989837
Hah faggot

>> No.9991110
File: 313 KB, 1920x1299, 1682966426055884.jpg [View same] [iqdb] [saucenao] [google]
9991110

>>9990118
Good shout, I downloaded both the wad and Final Doomer and it seems really good. Sadly I don't have your filters but still, I got inspired and it seems very nice to play. Your filters are noticeable, but subtle. There's just enough blurring to make it feel have that distinct feel but it doesn't go completely overboard.

I had a bit of an epiphany when testing it out though : I realized that it feels a lot less like the Doom Id Software made and more like a throwback kinda shooter. Which kind of produces a gut feeling that a lot of the throwback shooters' idea of what Doom is, is based less on the original games as it were and more on the things built on top of them. Not saying it's either a positive or negative, but something that came to mind.

But the wad seems pretty neat from the little I was able to sample it.

>> No.9991154
File: 286 KB, 441x435, file.png [View same] [iqdb] [saucenao] [google]
9991154

>people mad at horsefucker map

Well I guess Starfox husbandu map isn't happening anytime soon : )

>> No.9991161

Are there any monster resources that aren't Realm667?

>> No.9991181

>>9991161
Sprite sharing on doom world?

>> No.9991182

>>9990892
I think I've run into a killer issue for this - namely that vanilla doom enemy pathfinding doesn't really allow for complex maze navigation. That's a shame.

>> No.9991197

>>9991069
https://github.com/OrdinaryMagician

Oh thank god, would've been an absolute waste of talent to let this become abandonware

>> No.9991198
File: 522 KB, 825x813, __filia_and_samson_skullgirls_drawn_by_iroyopon__4d4d931b7f7a4d9a62de0673113bf481.jpg [View same] [iqdb] [saucenao] [google]
9991198

Kinda wanna make a Filia map for the waifu map project but dunno if its bit too late to start

>> No.9991205

>>9991198
The deadline was extended, go for it.

>> No.9991219

>>9991154
Shitposters aren't people.

>> No.9991223

>>9988509
Any ideas for a custom hud? I might design it myself but i can't promise anything.

>> No.9991224

>>9989515
Really solid map. Don't really have anything to complain about other than it being worst pony
>>9991154
make that god damn map anon

>> No.9991227

>>9991154
just do it if you're so brave
the only other male map is a brown shota anyway

>> No.9991236

>>9989515
>shit load of archviles
Why
Cool map though

>> No.9991262
File: 2.00 MB, 1920x1080, dffc.png [View same] [iqdb] [saucenao] [google]
9991262

What midi device do you use?

>> No.9991264

>>9991182
Just had an even worse idea
what if the monster was a ghost that could no-clip through walls

>> No.9991270

>>9991182
If you are making this map for HDest anyway, why are you making a monster in decorate?
Just use ZS, give it waypoints and have it check for player proximity or something and then teleport accordingly.

>> No.9991282

>>9991270
I don't know how to zscript or code in general

>> No.9991283

>>9991236
nta, but because nothing makes a player's anus clench as hard as a bunch of surprise archviles

>> No.9991292
File: 122 KB, 444x523, f9b31eef46d250910b3595eebc844857.jpg [View same] [iqdb] [saucenao] [google]
9991292

>>9991223
On the start thread, a custom doomguy face was mentioned, but nothing for the hud. Feel free to make one/share your ideas. I'm working for now on a small map and on the M_DOOM, but that's it for concrete ideas.

>>9991198
Deadline is now June 30th, you got plenty of time to map. Just try to tell us before Monday that you are doing so.

>> No.9991293

>>9991283
Because its retarded level design, anyone with common sense knows its bad

>> No.9991294
File: 116 KB, 625x1111, 60942248.jpg [View same] [iqdb] [saucenao] [google]
9991294

>>9988495
>>9988541
>Pumpkin Delight
Plebs

>> No.9991301

>>9991293
It's the laziest way to do difficulty but it's not retarded

>> No.9991305

Very strange that a port like Crispy Doom has an option for disabling infinitely tall monsters but the likes of Woof or DSDA-Doom do not

>> No.9991308

>>9991305
DSDA is intended for speedrunners, who wouldn't turn it off.

>> No.9991310

>>9988365
No!
NO WAY

>> No.9991317

>>9991308
is the controller support also for speedrunners, kraflab?

>> No.9991321

>>9991236
I needed a way to prevent the player from running back inside and cheesing the fight, and after testing different enemies, the archviles did the best job at keeping you inside the arena.

>> No.9991323

>>9988509
>GuyWithTeaCup - Toph - Dirty Foot Canyon
Nice to see footfags are included in the project

>> No.9991329

>>9991292
>custom doomguy face
the one with the fat face with glasses or some shit like that? not a big fan of that idea.. just let doomguy's face be default

>> No.9991332

>>9991323
The map doesn't really accentuate feet in any way, though.

>> No.9991338
File: 302 KB, 1920x1080, Screenshot_Doom_20230110_135111.png [View same] [iqdb] [saucenao] [google]
9991338

I would like to find a gif that I saw a long time ago on the internet. The gif consists of a POV of the character Doomguy putting his helmet on his head, in pixel art style. Does anyone have this gif?

>> No.9991361

>>9991317
Since you're not gonna get a demo off a console, yes.

>> No.9991367

>>9991329
Converting your own face into mugshot to claim all the waifus, and then stealthily pushing the project to idgames would be such a power move...

>> No.9991369
File: 4 KB, 288x201, doom195.png [View same] [iqdb] [saucenao] [google]
9991369

>>9991292
>>9991329
We could always use the hud faces from 32in24-11.wad

>> No.9991384 [SPOILER] 
File: 40 KB, 700x552, gigachad (1).jpg [View same] [iqdb] [saucenao] [google]
9991384

>>9991367
>Converting your own face into mugshot to claim all the waifus
Ok, here's my irl face

>> No.9991436
File: 725 KB, 1920x1080, gzdoom 2023-06-16 09-34-46.jpg [View same] [iqdb] [saucenao] [google]
9991436

>>9991110
Yes, it really goes overboard. It exploits every technicality to the max, and that's what I like about it. The maps are mostly pretty open with some great arenas and zooming around them dodging projectiles. It's great fun on Ultra Violence.

About the shaders, they look even better uncompressed and on screen. It makes things look smoother and more 3D. I love it. I take many comparison screenshots, and not once have I liked the unfiltered version better.

>> No.9991459

>>9991262
Fluidsynth with RLNDGM.sf2 for GZDoom, OPL emulation for Woof/Crispy.

>> No.9991465
File: 966 KB, 1043x813, Screenshot 2023-06-17 175439.png [View same] [iqdb] [saucenao] [google]
9991465

...oh god damnit

>> No.9991469

>>9991465
nah fuck it I'm gonna leave it like that

>> No.9991472

>>9991469
Ctrl+A

>> No.9991487

>>9991110
>based less on the original games as it were and more on the things built on top of them
You're not far off the mark, really. Once again I am regurgitating a point from a Nirvana interview, Skillsaw has said he doesn't want to map for 100% vanilla doom and needs to do at least one little thing to spice it up with each project. For Ancient Aliens it was adding the cloaked plasma gunners which fill a glass cannon niche that's not in the original enemy roster
Heartland by the same guy is even less like vanilla doom with fully custom weapons built in and more enemies

>> No.9991504

>>9991487
>For Ancient Aliens it was adding the cloaked plasma gunners which fill a glass cannon niche that's not in the original enemy roster
There’s also the floaty explodey skull things.
Great set of levels by the way, still not sure why Eviternity didn’t stick with me as much as AA did. I must have problems.

>> No.9991540

What if the waifu wad has references to Playboy or Leisure Suit Larry?

>> No.9991550
File: 57 KB, 252x235, file.png [View same] [iqdb] [saucenao] [google]
9991550

>>9991369
>>9991367
It should be the iconic green-skinned "[Picture not found]"/"?" Anon face.
In fact, that should really be standard for all /vr/ WAD's in my humble (correct) opinion.

>> No.9991556

>>9986305
That's the entrance.

>> No.9991562

>>9991487
I love mapsets that replace the keens and nazis for some custom enemies that fill a specific role the designer wanted, or use the frames from decorations that they weren't going to use for something else. Even just reskinning the nazi into a stronger zombie variant is fine. It's not anything too overboard, but gives the levels uniqueness and that feeling of surprise like I was seeing the original demons for the first time.

>> No.9991575

>>9991294
>MAP21: "I Actually Like Pumpkin Delight"
But seriously, I'm a sucker for cute maps, and Eggplant's maps' difficulty has always felt really comfy to me.

>> No.9991586

>>9991575
I don't know how anyone can hate a Halloween map with sector pumpkins.

>> No.9991621

>>9991472
I didn't mean the texture alignment, though thank you I will fix that
I mean the door being on the wrong side of the corridor so it doesn't match the stairs

>> No.9991660
File: 13 KB, 746x95, yeah ok buddy.png [View same] [iqdb] [saucenao] [google]
9991660

>>9986326

>> No.9991670
File: 855 KB, 1862x839, TrbuteQuilt (edit area) at 2023.06.17 21-08-08.564 [R4056].jpg [View same] [iqdb] [saucenao] [google]
9991670

>>9990961
The tech debt is real. I know, I built his cage.

>> No.9991692

If I put the ALWAYSRESPAWN flag on an enemy, does it respawn at its original spawn point or will it 'get back up' as it were?
I want to make the skeletons more annoying

>> No.9991709

>>9991692
Disregard, looking at A_RaiseSelf now.

>> No.9991715

>>9991660
Probably indicative of what they all thought, she was one of the ones who thought Zandronum would just throw in the towel any day now and be incorporated into GZDoom somehow to give it proper server/client-based multiplayer.

>> No.9991716

>>9991550
That wouldn't work because you can't give him any expressions.
Pepe might work better, but it's a tired meme at this point.

>> No.9991718

>>9989969
Is there a way to keep your gear when going to a new chapter or are you starting everything from the beginning?

>> No.9991740
File: 3.80 MB, 1280x720, don&#039;t give up, skeleton Replay 2023-06-17 19-29.webm [View same] [iqdb] [saucenao] [google]
9991740

okay that works
they won't get up (unless rez'd by an archvile) if they're gibbed, and they have low health, but that should be enough to make them interesting.
also when they get back up if the player isn't in sight they dab which I will keep

>> No.9991778

>>9991718
New chapters have been resetting the gear I’ve acquired and is sort of a bummer for any upgrades I unlock, but it doesn’t seem to reset my money or merchant licenses and I can just plan ahead with my assembly kits. I kind of like the balance and the mod’s attempt to balance intended pistol starts.

>> No.9991789

>>9991621
lmao holy shit I didn't even notice that over the misaligned textures

>> No.9991801

>>9991778
Have you ever used the rocket launcher? I never tried it because 10 bucks for each rocket seems too pricy. And im not sure which weapons use the fuel and the voidstone

>> No.9991808

>>9991801
I’m not sure about the fuel and voidstones either, but the rocket launcher felt great when I used it. Especially that airburst, and it looks good. Those rockets really weigh you down though, and that’s on top of being $10 each. Maybe it’s not so bad if you stuff all the spares in the backpack?

>> No.9991828

What good overpowered mods are there asides from Dakka and Russian Overkill? Looking for something to use DoomGals with on Invasion UAC

>> No.9991841

>>9991828
Trailblazer, Psychic

>> No.9991846

>>9988541
I'm glad someone liked Torture Garden

>> No.9991847

>>9991716
>you can't give him any expressions
Just give him a mouth and one giant eyebrow Newgrounds-style. I'd post the edit of the K. C. Green "Whizz-ard" comic that uses the same idea, if I had the image.
>I am going to punch you.

>> No.9991851

>>9991740
>they dab if the player isn't in sight
This is what the kids call "SOVL".

>> No.9991853

>>9991841
Forgot to mention I already tried out Trailblazer - I'll check out Psychic though

>> No.9991856

>>9991740
What format did you mod this in?

>> No.9991864

and now i draw more DOOM

>> No.9991894
File: 491 KB, 640x480, Screenshot_Doom_20230612_013320.png [View same] [iqdb] [saucenao] [google]
9991894

>>9991718
>>9991778
Wait, your stuff is being reset? When I played though Doom I'd be sent to the Flagship after every episode, but I kept everything.

>>9991801
Voidstones are used by some items like the teleporter, and I think the TFM? There's also an add-on BFG-tier gun called the Pale Monument that uses them. It fires screaming voids and gives you almost half a bar of naughty points. Fuel is used by the Warcrime, another add-on weapon. It's a flame/cyro/acid thrower. Both of these are Pillowblaster guns so they're obscenely strong.

>>9991828
The Hearts of Demons mods. There's Baron, Revenant, Arachnotron, and Archvile.

>> No.9991904

>>9991851
You wouldn't notice but for the *whipcrack* sound that happens when they dab.
>>9991856
The resurrecting? I just modified the DECORATE file to A_ResurrectSelf if their negative health is above the gib threshold.

>> No.9991913
File: 76 KB, 1024x768, rM0q1ol.png [View same] [iqdb] [saucenao] [google]
9991913

>>9991459
>OPL emulation for Woof/Crispy
Awesome

>> No.9991993
File: 947 KB, 1539x825, Screenshot 2023-06-17 211939.png [View same] [iqdb] [saucenao] [google]
9991993

>>9990961
Can't believe this is starting to come together as a level - placing enemies, refining rooms & adding props/'clutter' to make it the corridors and rooms a bit less empty.
Can actually say that I see the end in sight, now.

>> No.9991998

>>9991550
seconding this, we also have the player sprite skin for it in vrskins already

>> No.9992009

>>9991894
>Wait, your stuff is being reset? When I played though Doom I'd be sent to the Flagship after every episode, but I kept everything.
Maybe it’s with the way Eviternity handles things, every “episode end” has just been a death exit. Also, I don’t know if the “flesh & steel” setting affects things at all.

>> No.9992110

>>9991154
Its the birdman, isn't it dear Anon?
you do know that he would most likely not have a cock?

>> No.9992130
File: 1.37 MB, 1600x900, spasm0057.png [View same] [iqdb] [saucenao] [google]
9992130

>>9991264
Isn't that a feature of the Hexen's Reivers, or was it a thing the homing ghosts spawned by the Wraithverge can do?
>using the alert sounds of one of the most annoying enemies (in skill 3) as a sample in your custom OST is legit paranoia-inducing

>> No.9992131

>>9988365
i'm working on it!

>> No.9992135
File: 2.78 MB, 480x270, 1674882340839466.gif [View same] [iqdb] [saucenao] [google]
9992135

>>9989070

>> No.9992140

>>9991716
Doesn’t the SNS anon skin already have a hud face?

>> No.9992175
File: 865 KB, 1920x1080, renge very scared.jpg [View same] [iqdb] [saucenao] [google]
9992175

>>9989070
damn gaunt midgets

>> No.9992183

>>9991801
The rockets are very much worth it when you need a group of enemies gone, like, right now, or if some shielded fucker is pissing you off. Fuel is currently unused by base DS. I've been considering making the booster jets use it, but I haven't had much time to do anything lately. Maybe next week.

>>9991894
>>9991778
Death exits are circumvented, which is why you keep money and such after those. I haven't bothered to do much about inventory resets, however.

>> No.9992236

>>9992130
Possibly. For now I've shelved the minotaur idea. In place of it, I have a translucent archvile that gets activated if you pick up an easier-to-reach key in a temple full of corpses - in HDest, even prop corpses can be revived

>> No.9992261

Someone uploaded a demo of the new ROTT episode on Youtube
https://www.youtube.com/watch?v=Cxh0nqhjAsw

>> No.9992274
File: 381 KB, 640x480, Screenshot_Doom_20230615_003709.png [View same] [iqdb] [saucenao] [google]
9992274

I found a fun new way to kill things. Smart bombs attach to you when you throw them straight down. They also don't hurt you if they blow up when Displacement is active or if you have a shield up. Both of which mean this has more potential when you're good-aligned, which is funny to me.

>> No.9992313

>>9992274
As much as I like that strat, I'll have to fix it because it's a bug; one that I can't featurize.

>> No.9992320
File: 34 KB, 200x200, dance.gif [View same] [iqdb] [saucenao] [google]
9992320

https://youtu.be/KZc-iVnJZCU

>> No.9992329

>>9992313
can't featurize?

>> No.9992331

>>9992183
Make a flare pistol like the one in blood to set enemies on fire and use the fuel.

>> No.9992351
File: 908 KB, 1280x720, shipstrider.jpg [View same] [iqdb] [saucenao] [google]
9992351

>>9992183
>I haven't bothered to do much about inventory resets, however.
Ah whoops, I assumed it was intended. It was kind of interesting to work around.

>> No.9992360
File: 1.98 MB, 3000x2133, AK-15 et al.png [View same] [iqdb] [saucenao] [google]
9992360

>>9988509
>>9986257
I finally added the light fixtures and concrete accents to my map after all the gameplay relevant geometry so it's pretty much done

https://files.catbox.moe/db90z0.wad
Map Name: Panacea
Waifu: AK-15 (the big one)
Author: Wumbologist's second linear undertextured Boom tech demo
MIDI: track 5 of .MID the Way Id Did by Lippeth
There is only one custom texture, official art by DYJ It might be a little loud
Tested in Eternity Engine, conveyer loop doesn't break in GZDoom physics

HMP makes the bigroom more blind friendly, easy removes all bosses
Ammo is scattered but it should be possible to clear the ground floor without chainsaw or fists
There are no black voids in the node builder so any slime trails in the sector art are DOOM's fault
works when dragged and dropped as a pwad but texture patch is fucked in ZDL specifically for reasons unknown
I teleport a backpack at the end as a hint, if the Paradeus deathsquad is too hard it could be swapped with a blue armour

>> No.9992362

>>9992329
Do the Bethesda art of turning a bug into a feature. I made up the word just now.

>>9992331
I don't think I'll be adding more weapons anytime soon.

>> No.9992371
File: 424 KB, 512x512, 1449358322220.gif [View same] [iqdb] [saucenao] [google]
9992371

>>9989070
Holy christ

>> No.9992376

>>9991361
>>9991317
You could speedrun with them, it records and syncs input from analog sticks. Might be harder to do SR50s and wallruns tho

>> No.9992382

Wew. Plutonia isn't fucking around. That trap in map 2 that lowers you into a gorillion chaingunners is evil. I love it.

>> No.9992395

>>9991305
>Crispy Doom has an option to disable infinite actor height
>Woof has an option to fix the blockmap bug
>both ports by the same dev
>neither port has both features
what the fuck did fabian mean by this

>> No.9992403
File: 303 KB, 1895x1668, 1650251685005.jpg [View same] [iqdb] [saucenao] [google]
9992403

>>9992382
The yellow key thing? You can walk out, it's not nearly as evil as it could be
Plutonia doesn't have as many closed off "arenas" as its modern contemporaries

>> No.9992407
File: 178 KB, 1440x900, doom12.png [View same] [iqdb] [saucenao] [google]
9992407

>>9990961
Just workin' on muh megawad

>> No.9992416

/vr/ community project using all the bells and whistles of GZDoom when?

>> No.9992419

>>9992416
Supercharge is cool, if there was a project for it I wouldn't mind but it would probably be a flat map without UDMF features

>> No.9992447
File: 378 KB, 640x480, Screenshot_Doom_20230615_144023.png [View same] [iqdb] [saucenao] [google]
9992447

>>9992313
I figured. There is also this, and it might be connected.

>> No.9992483
File: 132 KB, 1280x960, 1663695122281608.jpg [View same] [iqdb] [saucenao] [google]
9992483

Scourge of Armagon is fun as fuck.
Why did I wait so long to play the mission packs?

>> No.9992486
File: 3.15 MB, 1920x1080, ttest_2023-06-17_19-27-40.png [View same] [iqdb] [saucenao] [google]
9992486

>>9990961
Random Quake 1 Blender-Trenchbroom terrain test. Process went like this:
>made a 4096^2 unit plane in Blender
>subdivide until 64 unit squares
>sculpt some abstract bullshit
>set up a basic material to blend dirt, grass, and rock texture together bases on steepness
>export terrain to .map via a shitty plugin that crashes half the time
>bake material to four 2048^2 textures
>scale terrain brushes by a factor of 0.01 on the Z axis
>apply textures
>scale up by 100 on the Z axis, with UV and texture lock on
>add sky brushes (terrain should be func_detail, btw)

Collision is kinda fucked in places, so a bigger grid size might be necessary. Otherwise works surprisingly well.
I probably could have used multires to sculpt more details and bake them to the texture as well, but that takes effort.

>> No.9992496
File: 1.06 MB, 1917x1080, nugg0011.png [View same] [iqdb] [saucenao] [google]
9992496

>>9992360
Nice map, even though I can't beat the sector art room. I just suck at dodging multiple archies in huge rooms with many monsters. The rest seems fair difficulty-wise.

However, there is an exploit with the ledge around the walls in the main room allowing you to skip nearly the whole map, I recorded a demo of me beating your map with this oversight (I used nugget-doom) : https://litter.catbox.moe/ncu08c.lmp

>> No.9992509

>>9992496
There are invisible walls to prevent shenanigans with arcing GZDoom weapons out the windows but sure enough I forgot to lower the ceilings in those sectors.
https://files.catbox.moe/10hruq.wad hotfix

>> No.9992519
File: 65 KB, 719x540, motocrossMadness.jpg [View same] [iqdb] [saucenao] [google]
9992519

>>9992486
If only ranger could drive a motorcycle on off-road terrain.

>> No.9992603
File: 1.22 MB, 1600x900, spasm0061.png [View same] [iqdb] [saucenao] [google]
9992603

>>9992236
>fake monster closets with dead boss enemies, and right behind them a fake one with an AV that gets released by a seemingly unrelated trigger
You can even go semi-plutonia and have the AV be completely unharmable by player yet still be able to rez for extra dickery - and the key to make him harmless be luring the ressurected monsters out of his rezing reach
I swear that abusing this tactic is the only way to not save every 5 minutes just in case the Shambler decides to stop dancing

>> No.9992606
File: 243 KB, 1820x1432, NotBlood.png [View same] [iqdb] [saucenao] [google]
9992606

>>9990543
NotBlood. also it's updated constantly and developed by a local.

>> No.9992624
File: 1.56 MB, 1600x900, spasm0065.png [View same] [iqdb] [saucenao] [google]
9992624

>>9992603
>missed a word that needed cutting, so here's an elaboration - Imagine a "fake" monster closet with dead (boss-class) enemies, and just right behind it an another real one with an AV that gets released by a seemingly unrelated trigger elsewhere...
Azoth we kill the Chton, return to your precious Netherworld!
Ranger alive in Travail number 1, very stronk marine with gun magik!

>> No.9992635
File: 1.25 MB, 1600x900, spasm0067.png [View same] [iqdb] [saucenao] [google]
9992635

And we're back to killing 'regular' gun-totting cyborg-zombie dudes, and not bizarre eldritch abominations or some crazed medieval death cultists with period-accurate armour and swords

>> No.9992638

>>9992483
All 4 of the expansions are very good.

>> No.9992704

>>9992360
cute map :)

>> No.9992935

>>9987840
That franchise din't deserve to die the way it did.
I'm glad nobody even bothers to talk about the new thing they're doing with the namesake. Exactly as disgusting as what's happening with Marathon right now. Feels like the teams that are doing this are all colluding to make old names into steaming hot garbage in this day and age.

>> No.9992937

>>9988156
It is not the developer's fault if you don't pay attention to your enviroment.

>> No.9992941
File: 552 KB, 784x1138, 1671206581579137.png [View same] [iqdb] [saucenao] [google]
9992941

I'm gonna do it
I'M GONNA DO IT

>> No.9992946

>>9992941
She's cute. Cute!!

>> No.9992965

>>9992941
10/10

>> No.9993000

>>9992937
True, though Raven kind of expected a level of paying attention to stuff like map titles, sounds, just context clues that they didn't really get from people who just wanted moar fantasy Doom.

>> No.9993015

>>9992382
Just wait until you get to map 15.

>> No.9993081
File: 73 KB, 728x546, f21.jpg [View same] [iqdb] [saucenao] [google]
9993081

>>9993015
Got to map 08 and it's fucking me up :(. The exit trap is rude.

>> No.9993090
File: 2.61 MB, 2560x1440, ttest_2023-06-18_01-31-06.jpg [View same] [iqdb] [saucenao] [google]
9993090

>>9992486
This looks a bit better, I think. Added extra detail to the texture via multires sculpting and overall darkened stuff. Also added sand around the water.
Probably won't actually do anything with this, but it was a fun experiment. Shambler for scale.

>>9992519
There was that janky func_vehicle thing that got hyped up a while ago and then quickly disappeared. I think you'd be way better off using FTE's built-in physics to make your own vehicle than go with that though.

>> No.9993237

NEW THREAD :
>>9993234
>>9993234
>>9993234

See you there.

>> No.9993290

>>9992416
Some time ago I suggested a HDest mapping project.
Will never happen though because most people can only map in Boom because anything else scares them, plus le chicken man bad.

>> No.9993512
File: 1.07 MB, 1600x900, spasm0070.png [View same] [iqdb] [saucenao] [google]
9993512

>>9992635
I have just reminded myself how goddamn tedious fighting an Hyper Enforcer is whenever its shields activate, thankfully the rocket splash-damage isn't fully negated by it

>> No.9993529
File: 1.36 MB, 1600x900, spasm0077.png [View same] [iqdb] [saucenao] [google]
9993529

>>9992486
Reminds me of that TheJungle project if you'd remove all the annoying trees blocking your view
>picked the wrong pic by mistake previously