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

/vr/ - Retro Games


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10073470 No.10073470 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10064513

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/DhOjleMqwdQ
https://youtu.be/CGj4gXyCzg0

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

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

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

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

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

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

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

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

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

OUR SRB2K SERVER (Kart Game in Doom), more info here:
https://pastebin.com/fFj8euau

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

>> No.10073476
File: 22 KB, 320x200, waifu.png [View same] [iqdb] [saucenao] [google]
10073476

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

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

FORE/VR/ ALONE (Submissions closed)
Link to BETA1: https://files.catbox.moe/koctdi.zip

=== NEWS ===
[7-17] "OCTATE", lost kin dedicates a map to the late Dr. Sleep
https://www.doomworld.com/forum/topic/137638

[7-15] Babel mod gets tweaks n' fixes with new update
https://datanon.itch.io/babel/devlog/561033/july-2023-update

[7-14] Nugget Doom receives 2.0 release, new rendering resolutions
https://github.com/MrAlaux/Nugget-Doom/releases/tag/nugget-doom-2.0.0

[7-13] Contract Revoked added to Quake's re-release.
https://twitter.com/Quake/status/1679510869443592199

[7-12] BuildGDX fork "NuBuildGDX" released by the coder behind Doom64EX-Plus.
https://github.com/atsb/NuBuildGDX/releases

[7-12] Palette Studio updated, make palette-indexed sprites in Blender
https://dietinghippo.itch.io/palette-studio/devlog/559465/palette-studio-v13-released

[7-8] SO YOU WANNA PLAY SOME MORE DOOM
https://youtu.be/DhOjleMqwdQ

[7-8] Dehacked universal standard proposed
https://www.doomworld.com/forum/topic/137416

[7-7] International-doom re-launched as a doom-focused limit-removing no-bloat port
https://github.com/JNechaevsky/international-doom/releases/tag/7.0

[7-7] UDINO megawad released
https://www.doomworld.com/forum/topic/137395

[7-6] Woof 11.3 released.
https://github.com/fabiangreffrath/woof/releases/tag/woof_11.3.0

[7-4] DBP59:Zeppelin Armada is out.
https://www.dropbox.com/s/6le9s6ihmfto7b7/DBP_59_full.zip?dl=1

[6-28] CyClones & Necrodome re-released on Steam & GOG:
https://youtu.be/wGeWo1uoX9s
https://youtu.be/uKwJd_-Y6f4

[6-27] Raytraced Descent port available.
https://github.com/BredaUniversityGames/DXX-Raytracer


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

>> No.10073479

Is it just me, or did everything get a whole lot better looking? Where's a mirror?

>> No.10073491
File: 63 KB, 872x720, It can't be helped.jpg [View same] [iqdb] [saucenao] [google]
10073491

>>10073470
Tried to replace .org domain of the rentry with .co to bypass some particular country's censor jurisdictions, but 4chan itself turned out to be gay and retarded with its spam filters. Some other time.

>> No.10073503

>>10073491
>Tried to replace .org domain of the rentry with .co to bypass some particular country's censor jurisdictions
Godamnit Canada!

>> No.10073513
File: 169 KB, 800x600, dsfsadfasdfasdf.jpg [View same] [iqdb] [saucenao] [google]
10073513

>> No.10073515

Newbie here, which version of Duke Nukem 3D should I play? There is the official World Tour re-release but a lot of people recommend EDuke32 over it. Why? What are the differences between the two?

>> No.10073541

>>10073515
Eduke32 is just better in every way. World Tour runs and controls way worse than eduke, and since you can get the new episode to work in eduke there's no reason to bother with World Tour

>> No.10073550
File: 279 KB, 800x700, DUKE.jpg [View same] [iqdb] [saucenao] [google]
10073550

I CAME HERE TO SHIT AND PISS, BLOW IT OUT YOUR ASS

>> No.10073557
File: 1.66 MB, 1600x900, SeriousSam 2023-07-17 14-05-44-16.png [View same] [iqdb] [saucenao] [google]
10073557

>> No.10073562
File: 185 KB, 1024x819, chuck-jones-aln-cntrlr-pose2.jpg [View same] [iqdb] [saucenao] [google]
10073562

YEEEEEOWWWWWAHHH

>> No.10073564

>>10073562
tfw to intelligent for walking

>> No.10073572

>>10073562
this looks like it could be a giant enough boss for you to walk around on, like a level or mech
that's an underrated concept: giant monsters that are half buildings and shit
specially in fps games

>> No.10073579
File: 315 KB, 2556x1440, nugg0003.png [View same] [iqdb] [saucenao] [google]
10073579

>>10073347
It's basically https://github.com/liPillON/nughud_fullstbar just some minor stuff changed.

>> No.10073580

is there an option in dsda doom to disable projectile transparency, but leave map transparency on?

>> No.10073591

Why is it bad practice to just seal your map in a box in Quake to account for vis? To account for toasters?

>> No.10073592

>>10073515
Rednukem is the way to go. Unlike EDuke32 it's actually demo compatible.

>> No.10073601
File: 1.02 MB, 1920x1080, Screenshot_Doom_20230716_122022.png [View same] [iqdb] [saucenao] [google]
10073601

>>10073470
>>10073476
https://files.catbox.moe/3bjdm3.zip

Purgatori map with png converted to doom format and shrunken down a bit. Let me know if it's still too massive

>> No.10073626
File: 316 KB, 2556x1440, nugg0005.png [View same] [iqdb] [saucenao] [google]
10073626

>>10073580
In Nugget picrel does the trick, disable the highlighted option and leave the next one at <100. You can see some strange artifact on the blue "waterfall" to the right, that's the translucency. Meanwhile the fireball is fully opaque.
If DSDA (any port) is missing them, add trans_off.deh from here to autoload.
https://github.com/coelckers/prboom-plus/issues/248#issuecomment-803468453

>> No.10073639
File: 27 KB, 345x345, gg_thank.jpg [View same] [iqdb] [saucenao] [google]
10073639

>>10073626
Thanks. I was using nugget, but I was having quite a lot of crashes while playing Zeppelin Armada, mostly when dying and reloading, so I switched ports.

>> No.10073641

>>10073580
You'd need to use -complevel 2 or -complevel 3 in the paremeters, unless the wad is Boom or MBF21 compatible.

>> No.10073643

Viscoanon again.
>>10072740
OSKY32 looks fine there, but I was just thinking that it beong cloudy conflicts a little with the light from the windows in the Hell Knight hallway.
OSKY43 matches the colors well with the sector art areas, but arguably a different sky would be better for contrast. Maybe OSKY05 or 45 would do. I really wish OTEX had a sky with a more medieval urban area rather than modern, since that would be an obvious choice. It probably wouldn't go well with the sector art parts, however.

It really should be my job to pick one, but I'm busy for now, and OSKY32 looks brighter to me in that screenshot than my editor, so it's hard for me to very quickly judge them. For now at least I'm fine with any natural looking bright sky the project lead could assignt to it.

>> No.10073649

>>10073639
You should report these crashes probably.
Were you using 2.0 with custom NUGHUD? It had some bug with graphics caching that caused some serious crashing with some custom huds, it was fixed just a few hours ago.

>> No.10073658

>>10073649
I was using the latest build (downloaded from Actions) to take advantage of the increased rendering resolution. I should have probably reported the crashes, it just drove me nuts at some point. Also happened with AugerZenith which was the other wad I was playing at the time.

Never used custom huds.

>> No.10073663

Guncaster or Guncaster Vindicated?

>> No.10073670

>>10073513
I hope that engine actually starts to get some traction outside of this board.

>> No.10073681

>>10073470
What would caco taste like?

>> No.10073701

>>10073681
Like a less spicy pain elemental

>> No.10073725

>>10073557
nice hat

>> No.10073764

>>10073681
Caco's butthole would probably taste like vinegar.

>> No.10073770 [SPOILER] 
File: 3.28 MB, 1356x1784, 1689497955401003.jpg [View same] [iqdb] [saucenao] [google]
10073770

>>10073681
I dunno but I surely wish to.

>> No.10073794

>>10073770
You should have submitted a map.
I also should have. If I run a small project next year, the goal being to have a half dozen submissions gathered before Valentine's Day, how many people would be interested?

>> No.10073804
File: 75 KB, 877x472, sip.jpg [View same] [iqdb] [saucenao] [google]
10073804

>>10073663
vindicated don`t run on latest gz versions no more and has some questionable design decisions cough pulverizer stratocaster cough, but it also doesn`t turn into a breeze as quickly.

>> No.10073813 [DELETED] 

>>10073470
What would caco taste like?

>> No.10073816
File: 351 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10073816

>> No.10073825
File: 417 KB, 1024x815, 20.jpg [View same] [iqdb] [saucenao] [google]
10073825

>>10073550
DAMN. I'M SHITTING GOOD

>> No.10073826

>>10073816
https://youtu.be/gsGm2Ohl7x8?t=53

>> No.10073832
File: 1 KB, 120x33, image.png [View same] [iqdb] [saucenao] [google]
10073832

>>10073816
Is there a better feeling?

>> No.10073851

>>10073816
>making nugget

>> No.10073857
File: 3 KB, 173x38, Screenshot 2023-07-17 170721.jpg [View same] [iqdb] [saucenao] [google]
10073857

>>10073816
True dat

>> No.10073881

How many tics long is the A_Raise or A_Lower states?

>> No.10073883
File: 514 KB, 1920x1080, tiles.jpg [View same] [iqdb] [saucenao] [google]
10073883

I'm going to release a floor tileset sometime soon. How can I make it reach the most people possible? It's going to be png, since it is very colorful.

>> No.10073889
File: 294 KB, 1920x1080, gzdoom 2023-07-17 11-24-38.jpg [View same] [iqdb] [saucenao] [google]
10073889

>>10073883
Also, opinions welcome. I'll try to make as many color variants as possible, so that people can enjoy creating maps with different designs and color combinations.

>> No.10073895

Is Freedoom worth playing? I Was watching a couple of gameplays and it looks pretty cool.

>> No.10073903

>>10073476
The waifu wad titlepic looks awful imho

>> No.10073905

>>10073903
Wasn't there a better submission before?

>> No.10073909

>>10073903
>>10073905
Using that is fine,
https://desuarchive.org/vr/thread/9968372/#9969917
^Totally in keeping with the theme, but the image itself could use some pizazz or sprucing up.

>> No.10073912

>>10073909
Also why does 4chanx still use warosu instead of desuarchive.

>> No.10073913
File: 820 KB, 424x177, animation_gun+reload.gif [View same] [iqdb] [saucenao] [google]
10073913

>>10072575
>>10073123
Thanks, I appreciate it.
I actually wanted to ask: Does it negatively impact your experience if when you dig through the code and read a lore dump about a character's backstory and it's somewhat edgy does it negatively impact your enjoyment of said character?

>> No.10073914

>>10073895
Its decent if you ignore the horrible sprites and SFXs. some maps and midis can be a mixbag too depending on your style.

>> No.10073935

>>10073562
I like the grotesquely stitches together version better.

>> No.10073939

>>10073935
You mean the nihilanth?

>> No.10073940
File: 69 KB, 586x325, true history.jpg [View same] [iqdb] [saucenao] [google]
10073940

>>10073913
personally, the level of edge that would bother me would probably prevent you from hosting the mod on many websites in the first place. so basically no.

>> No.10073942

>>10073663
Neither. Play DAKKA instead.

>> No.10073945

>>10073470
I'm trying to see a Doom monster in that image, but I just can't.

>> No.10073958

>>10073909
i'm still vocal about how much I hate this whole pygmalion thing, this makes the wad look like some russian shovelware made in the 90s, or silverminer himself

>> No.10073964

>>10073958
It's literally perfect conceptually, it just needs some proper drawfagging up.

>> No.10073967

>>10073770
>short nails
Is she a lesbo or sumthin?

>> No.10073968

>>10073513
What's the difference.

>> No.10073973
File: 592 KB, 1656x1233, asmr.jpg [View same] [iqdb] [saucenao] [google]
10073973

>>10073940
Yeah I should've guessed, no it's nothing like that.
It's just the Max Payne route, specifically note left hand if you need another hint.

>> No.10073976

>>10073513
i'll replace Nugget with Woof, i'm done with those shitty prboom forks

>> No.10073981
File: 54 KB, 1248x384, Screenshot 2023-07-17 120717.png [View same] [iqdb] [saucenao] [google]
10073981

"Show secrets only after entering", do you guys set this to ON normally?

>> No.10073986

>>10073883
>>10073889
>How can I make it reach the most people possible?
Host it on google-drive with a burner account, or use mega/dropbox, then make a post about it on some doom forum with an example map.

>> No.10073987

>>10073973
oh yeah, that sounds tight. sweet detail as well, love em rangs ngl.

>> No.10073994

>>10073903
We need to replace the statue with a body pillow

>> No.10074009

>>10073909
>>10073964
>>10073994
Lemme know if you want me to add or remove anything. I'm game. I like the titlepic personally, which is why I wanted to Doom it up a bit.

If we go the body pillow route I think it would be best to have the body pillow still be carved out of marble. Also what character should be on the pillow.

>> No.10074029 [SPOILER] 
File: 31 KB, 729x528, 2930.png [View same] [iqdb] [saucenao] [google]
10074029

>>10074009
Crash

>> No.10074041

>>10073981
I've set mine to NO recently because I don't want to boot up a doom editor just to max a level out

>> No.10074052

>>10074029
That's p good.

>> No.10074053

>>10074041
I don't get the obsession with having to find every secret on the first run. Is it just because you want to get through a set to say you've finished it and never go back to it?

>> No.10074068

>>10073914 Is there any way to fix that? Like importing DooM's assets to Freedoom and play the levels like they were just a custom WAD?

>> No.10074074
File: 285 KB, 1200x900, DFIvlUuXYAI68Or.jpg [View same] [iqdb] [saucenao] [google]
10074074

>>10073958
>some russian shovelware made in the 90s
Liquidator TC for Doom WHEN?!?
It worked for Chasm somehow

>> No.10074082

>>10074068
Just delete anything but the maps of Freedoom and load it as a pwad ?

>> No.10074117

>>10073881
As long as you want them to be, honey.
Reading the zdoom wiki before asking dumb questions also helps: https://zdoom.org/wiki/A_Lower

>> No.10074120

>>10074053
Yes, because every mad MUST be UVMax'able the very first time around or it's a bad map.

>> No.10074135

>>10074082 Really? It's that simple? Ok, thanks.

>> No.10074138

>>10074029
Is this related to the waifu project?? i really like it

>> No.10074146

>>10074053
Yeah I'm just lazy and if I want to record a uvmax demo I'd prefer to spend more time practicing than figuring out where all the goodies are at

>> No.10074348

>>10074074
this

>> No.10074383

>>10074120
>mad
I have no idea if you wanted to say wad or map.

>> No.10074402

>>10074120
This but unironically, if you disagree you have too much free time or your maps are designed wrong.

>> No.10074414

>>10074120
I honestly believe more maps should pull an Equinox end-level and have unkillable monsters for aesthetic/pacing purposes. More wads should experiment with the concept of not having enough resources to kill everything and only using the necessary amount to get by.

>> No.10074420

>>10074414
So survival horror? Both Doom mapper and players hate it for some reason.

>> No.10074421

>>10074402
What a poisonous mindset.

>> No.10074425
File: 43 KB, 512x511, filiane.jpg [View same] [iqdb] [saucenao] [google]
10074425

>>10074414
>flashbacks to the siren demo
as long as i still can take in most of the mapset at my own pace, please

>> No.10074426

>>10074420
No. Just that there's a lot to explore in regular Doom gameplay with making it so that the player can't kill all enemies. Look at Equinox MAP13 for what I mean: there's countless imps all over the tallest rings surrounding the arena, and it's impossible to reach and kill them. This makes them unkillable turrets that cannot be avoided throughout the entirety of the level, making a beautiful view with their fireballs. If the player could get there at any point to kill them, it'd ruin both the pacing and the aesthetic of the level.

>> No.10074432

>>10074421
There are too many maps so expecting people to revisit them is too prideful unless they are specifically made for speedrunning purposes.

>> No.10074434

>>10074426
NOOO YOU CAN'T BREAK CONVENTIONS FOR YOUR VISION AUTHORIAL INTENT DOESN'T MATTER

>> No.10074435

>>10074420
>Both Doom mapper and players hate it for some reason.
It's hard to pull off because it entirely depends on the skill level.
Ammo starvation as intended by the mapper only works if the player is on the same skill level.
Better player, he has a surplus and calls the map too easy.
Worse player, gives up because hurf durf no ammo.

The true reason though is that most (modern) doom players just enjoy the carnage and are too dumb or inattentive to find their way out of a map that isn't strictly linear. No idea how it was before 2016, but make a sequence of arenas with OTEX and you'll always be better received than with a classical labyrinth map.

>> No.10074437
File: 99 KB, 1080x1080, b2ce215330dcd5b6b78aab10aba165ed.jpg [View same] [iqdb] [saucenao] [google]
10074437

>>10074432
>expecting people to revisit them
The only thing I expect is to put out something I'm proud of. If people die 1/4th of the way in and never return to my maps, that's okay.

>> No.10074442

>>10074432
That's a hopelessly narrow-sighted mindset. I pity you.

>> No.10074451

>>10074432
Yeah, not like people still play Doom, Doom II, plutonia ot TNT to this day.

>> No.10074453

>>10074442
It's a realistic mindset, go ahead and do whatever you want but the stuff you create is another drop in an ocean of WADs and most people will play them once.

>>10074451
Pedantic reply, you already know why these are replayed.

>> No.10074462

If people don't revisit maps anyway, then why not fill them all with setpieces and gimmicks that get old the second time around? So many twists and crazy shit to be had.

>> No.10074463

I was plasmaeing at the Cyberdemon and tried to blew him up. Then the ceiling fell and we were trapped and not able to kill, what do?

>> No.10074465
File: 7 KB, 247x281, 1462490034785.png [View same] [iqdb] [saucenao] [google]
10074465

>tfw spent so much time in LegoBase.wad because it works so well as a testing ground for gameplay mods

>> No.10074467
File: 403 KB, 1600x900, Screenshot_Doom_20230717_122939.png [View same] [iqdb] [saucenao] [google]
10074467

Brutal Doom's machine gun with UBGL has got to be one of my favorite weapons ever. So simple yet satisfying to mow through weaker enemies and delete groups of them with the alt fire.

>> No.10074508
File: 401 KB, 2560x1440, Screenshot_Doom_20230717_204510.png [View same] [iqdb] [saucenao] [google]
10074508

this wad is pretty cool

>> No.10074556

any wads where the humans were the real demons all along?

>> No.10074569

>>10074556
sign of torment

>> No.10074607
File: 328 KB, 1920x1080, doom208.png [View same] [iqdb] [saucenao] [google]
10074607

>>10074556
UAC Rebellion is a ZDoom wad from 2009, that has you fighting against UAC employees.
https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/uacrbln

>> No.10074614

>>10074508
Name?

>> No.10074621

>>10074053
>I don't get the obsession with having to find every secret on the first run.
100% times three at endscreen makes brain tingle and go “wee”. This is backed by watchers of popular tubers and enjoyers of the newest Dooms.
>>10074432
Replayability isn’t “too prideful”, it’s a reason to revisit a good map which I do often. Missing one or two secrets also isn’t enough to make me revisit the map, but it is fun to find secrets and content you missed the first time through.

>> No.10074629
File: 27 KB, 1313x153, 1663733535761672.png [View same] [iqdb] [saucenao] [google]
10074629

>>10073912
4chanx hasnt been updated in a long while. i think the dev (of the most popular branch anyway) is dead.
you can change the archive manually though. pic rel.

>> No.10074634

>>10074629
Love you anon.
>i think the dev (of the most popular branch anyway) is dead
Fuck. RIP.

>> No.10074636

>>10074029
>No reverse google image
Nice.

>> No.10074637

>>10073591
If you do it it one big box, you might as well not VIS at all. Unless you've skip textured all your unseen geometry, you'll have a ton of extra faces that will make bsp and light compiling take way longer. That extra geometry combined with the excessive triangulation that Q1BSP makes can dramatically increase the likelihood of there being holes in the map.

Best practice on anything fairly complex is to make your map Quake 3 style with almost everything being func_detail, every non-visible brush face being SKIP, and structural boxes around each major room or area of the map.

>> No.10074638

>>10073968
demo compatible port that features a lot of quality of life features like custom cheats, custom huds, and extra gibbing features.
see https://desuarchive.org/vr/thread/9904472/#9910261
>>Extra Gibbing
>Makes berserk [and others] gib.
to be clear, what's meant here is that berserk always gibs, regardless of damage values.

>> No.10074643

>>10074637
>and structural boxes around each major room or area of the map.
Even without vising or am I misunderstanding something.

>> No.10074649

>>10074638
There's also an option to make gibbed enemies spew out a ton of blood particles, that's my favorite part of it.

>> No.10074656

>>10074643
The whole point of structural brushes vs detail is for VIS, anon.

>> No.10074657

>>10074649
yep, nothing like a pinkie turning into actual red mist with a point-black SSG
my only real gripe with it was the resolution. i know people love the crispy-doom look but i get tired of it after a while, especially if theres detailed custom textures like in the waifu project. this is no longer an issue since v2.0.0 though.
i hope he adds opengl rendering too one day

>> No.10074658
File: 393 KB, 1920x1080, 2023-07-17-191442_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
10074658

>>10073476
More waifu feedback
>Dirty Foot Canyon
- Most monster teleporters seem to be broken (using dsda-doom, complevel 9). If I noclip there and wake up the monsters they'll get unstuck and eventually teleport, so the quickest fix might be to connect them to the main area with sound sectors, and extend the barriers in the closets so the monsters can't teleport before they're supposed to.
- Exit is kind of unexpected, maybe label the switches with exit signs. A proper exit room opened by these 3 switches would be better.
- Quite scarce on ammo, if you don't find the berserk secret you're fucked. An extra shell box or two would be nice.
>Purgatori
- I don't know what this map is but I want more of it.
- The secret with the megaarmor is stupid, since the teleporter to get there is on the other side of the map, and you don't need it since there's a room with 4 of them nearby, plus a megasphere in the final fight.
>Bloody Seasons
- Maybe add a few teleporters to the pit so you aren't completely screwed if you fall in, especially since there's a few impassible linedefs (presumably to prevent you from walking around on the outside) which will unexpectedly bump you into the pit.
>Can I Slither In
- "Oh shit it's Hogwarts"
- Lots to explore and see, really enjoyed wandering around this one.
- Probably shouldn't have the default Doom 2 city skybox in the hedge maze area.
- It should be easier to backtrack from the final arena since right now the only way to do so is by noticing a 1-unit wide staircase.
- Finding the secrets took forever and that's why nobody else gets feedback today. I hope you're proud of yourself.

>> No.10074663
File: 1.30 MB, 2560x1440, Screenshot_Doom_20230717_214257.png [View same] [iqdb] [saucenao] [google]
10074663

>>10074614
Infection

>> No.10074673

>>10074657
>i hope he adds opengl rendering too one day
I like that all of what Nugget does is in the software renderer. I think all it really needs now is numpad support and maybe a HUD widget to tell you when you have a backpack.

>> No.10074686

>>10074673
one thing i like about opengl rendering is the ability to have textured automap. i dont think any port has been able to do it without it.
i will say though i changed my mind. the one thing nugget actually needs is dsda rewind.

>> No.10074692

>>10074686
>the one thing nugget actually needs is dsda rewind.
I do miss that when testing encounters.

>> No.10074714

>>10074621
My point is that making a regular map expecting people to play it again just to find the minor differences needed for an UV-Max is dumb. If you design the encounters and layout well, another playthrough shouldn't be necessary. Obviously that doesn't apply to maps where there's an actual reason to replay them, like ones with multiple routes or featuring gimmicks that noticeably change the gameplay depending on your choices, because then players will be more encouraged to give them another spin because there's a reason intended by the author to do so.

>> No.10074735

>>10074638
>demo compatible port
There's a disclaimer about that. In short, demo compatibility not tested. Might be fine though.

>>10074673
>numpad support
Coming to Woof, so Nugget should get it too.

>> No.10074743

>>10074658
re:purgatori
Glad you liked it.
there's actually a series of very convoluted steps you can take to get the megaarmor before you even have any of the keys, that teleporter is just there so people who aren't professor layton can get 100% secrets and be done with it

>> No.10074753
File: 791 KB, 3840x2160, retributor.jpg [View same] [iqdb] [saucenao] [google]
10074753

Playing around making some bolters. The sprites, names and all are just for testing as I'm eventually gonna put them on DoomRLA instead as Demolition Ammo weapon replacements.

I'm pretty happy with the sounds and effects when it connects with a target though. What do you think?
https://streamable.com/na5ttd

>> No.10074756

>>10074743
Ah, so he was talking about the armor you get by stepping repeatedly on the arrow A strange secret.

>> No.10074774

>>10074735
>There's a disclaimer about that. In short, demo compatibility not tested. Might be fine though.
I haven't had any issues so far. I think the port has become popular enough that if something does end up breaking it, the dev will know pretty quickly.

>> No.10074851
File: 641 KB, 1920x1080, When It&#039;s Done.png [View same] [iqdb] [saucenao] [google]
10074851

>>10074074
>>10074348

>> No.10074854

Is there any easy way to save multiple GZDoom options setups and switch them out at will? I want one for 1920x1080 and one for 640x400 gaming.

>> No.10074858
File: 29 KB, 640x400, waifu2.png [View same] [iqdb] [saucenao] [google]
10074858

Any better?
Enlarged to show detail.

>> No.10074880

>>10074854
You can write them as ini files then execute them from the console like
"exec example.ini"
Dunno if you can export your current settings as an ini tho.

>> No.10074886

>>10074854
>>10074880
Commercial rekkr actually has a few in there. vintage.ini, vintage_p.ini, retro modern, and modern_p. You could probably alter one of those.

>> No.10074945

>>10074858
Make the pedestal smaller and the pillow bigger for clearer detail on the pillow and a more appropriate size, currently it looks like it's made for midgets.

>> No.10074960
File: 134 KB, 301x517, gourden.png [View same] [iqdb] [saucenao] [google]
10074960

>>10074851

>> No.10074979

>>10074945
Fair enough.

>> No.10075005

>>10074858
put the helmet visors on

>> No.10075015

>>10075005
I liked seeing his eyes, but sure.
Get your critiques in now, I wanna knock this out.

>> No.10075017
File: 3.65 MB, 2560x1440, vrumble BA chapel.png [View same] [iqdb] [saucenao] [google]
10075017

>>10073913
Like >>10073940 said you'd have to go to huge lengths to have it affect me. I prefer playing good-aligned bitchboys and yet I can still enjoy playing as Warpspasm-tier assholes (you find how much of a dick the player is through the readme and it's great).
What crosses the line is weird fetish shit. If I go through the code and piece together that your character longs to be someone's diaper then thanks but no thanks I am OUT.
>>10074714
>If you design the encounters and layout well, another playthrough shouldn't be necessary.
What does that mean? "Well enough" where you can 100% all monsters items and secrets the first time through, something that's crazy vague and variable?
>>10074753
>I'm pretty happy with the sounds and effects when it connects with a target though. What do you think?
Absolutely on the right track: Thumpy, heavy, explodey.
>Project Malice
Also nice.

>> No.10075039
File: 74 KB, 1000x1000, pp,840x830-pad,1000x1000,f8f8f8.u5.jpg [View same] [iqdb] [saucenao] [google]
10075039

>>10073476
Blood Bros(TM)...

https://twitter.com/VinciusMedeiro6/status/1681041705699606528

>> No.10075042
File: 80 KB, 616x353, capsule_616x353.jpg [View same] [iqdb] [saucenao] [google]
10075042

Quake 2 RTX makes my MSi's fan become loud, what can I do so it's quiet?

>> No.10075043

>>10075039
>directly linking to twitter

Fuck your whore mother

>> No.10075049

>>10075042
Download MSI Afterburner and lower your temp target to 73c. Low end MSI cards have no temp target set stock and get as hot as possible to upsell you on premium models. Same with low end Gigabytes

>> No.10075069
File: 133 KB, 750x323, 1661977630749048.png [View same] [iqdb] [saucenao] [google]
10075069

>>10075039
Fresh Supply is getting a new update after seemingly being abandoned by Infogrames.

>> No.10075074
File: 578 KB, 1368x900, 160416910598.jpg [View same] [iqdb] [saucenao] [google]
10075074

>>10075039
>possible Fresh Supply update
A hard sell for me. Great for everyone else because it should not be so widely used yet buggy while still needing to be paid for lolgog-games

>> No.10075079

>>10075043
just get a nitter redirecting script retard

>> No.10075083

>>10075079
Yes clearly the issue is that I can't see it and not that some subhuman fucking cocklicker that actually uses that site is posting here. Fuck your disgusting slut mother.

>> No.10075089

>>10075083
get that dick out of your ass slavhomo. literally who cares, this isnt your exclusive club.

>> No.10075104
File: 1.27 MB, 320x464, 1685830790754236.gif [View same] [iqdb] [saucenao] [google]
10075104

https://datanon.itch.io/babel
So there was a BFG aiming bug in the new release so if you picked it up grab an update here. No need to newspost this one since it's just a hotfix.
So much weird shit with LineTrace and the hack BS I had to do to get the new checks to work. I'd love to just have the BFG balls clip through floors and ceilings but apparently the engine just really doesn't like that. If I wasn't so attached to the idea of shooting a bunch of homing missiles I'd just make the damned thing hitscan. Might just do some weird lerp pathing and totally overwrite the normal GZDoom movement logic to fix this issue, but that seems excessive.

>> No.10075110

>>10075083
>>10075043
what's the matter? you got sand in your baghina?

>> No.10075113

>>10074753
i miss this 40k, and SM helmet not the primaris shit.

>> No.10075114

>>10075015
Instead of making the visors cover his face completely, make it transparent
with white streaks of light reflections, like in Doom's cover art.

>> No.10075124

>>10075039
i was sayin>>10060813

>> No.10075134

>>10075043
>>10075083
You need a woman, anon

>> No.10075136

>>10075110
>defending Twitter users ever

>>10075134
>normalfag

Keep your retardation on /v/, don't bring it here.

>> No.10075139

>playing Woof on 640x400
>love it
>try to force gzdoom to render at that resolution
>shit looks wrong, text looks all warped
>keeps resetting itself to 320x200

Why

>> No.10075212

>>10075136
>Calls me both normal, and retarded
Cupkek

>> No.10075214
File: 288 KB, 543x546, whats a woman.png [View same] [iqdb] [saucenao] [google]
10075214

>>10075134
What's a woman?

>> No.10075218

>>10075212
Holy newfag

>> No.10075248
File: 43 KB, 1481x214, image.png [View same] [iqdb] [saucenao] [google]
10075248

>>10075139
>keeps resetting itself to 320x200
That's a bug, it's fixed in the latest nightly builds, but the last stable version is 7 moths old at this point. The quality control is nonexistent, as always, you can thank graf and his buddies, the ones that didn't killed themselves yet.
>try to force gzdoom to render at that resolution
Since it has 50 different resolution settings and no one knows what they do, enable simple settings, select "Scaling options" (no, you are not allowed to expect display options to be under "Display options") and try to change pic related. Most likely it will still look like explosive diarrhea of mixels that should be banned by geneva convention, but that's your best bet with low resolution in gzdoom.
There's also "Vanilla Essence" mod for gzdoom that adjusts all the gorillion of undocumented settings for you and you might achieve slightly better results with it.

>> No.10075249

>>10075214
Can you make me a sandwich?

>> No.10075251
File: 74 KB, 800x600, chocolate-doom_1vvZeNa1AW.png [View same] [iqdb] [saucenao] [google]
10075251

>>10075139
Take the comfypill

>> No.10075267

Also I realized that using GZDoom for old maps makes 0 sense anyway since you can't use brightmaps with software render, and it's virtually the only good thing GZDoom does better than other ports.
palette looks like shit

>> No.10075268
File: 78 KB, 747x629, click clack.jpg [View same] [iqdb] [saucenao] [google]
10075268

speaking of freedoom, does any1 know if phase 1 have ssg spawns?

>> No.10075278
File: 858 KB, 1570x907, AlkalineBeat.png [View same] [iqdb] [saucenao] [google]
10075278

Finally fucking beat alkaline. None of the maps were terribly difficult although I did play on hard, apart from Pipework-powered Pillars.
That level can go fuck itself with that final gauntlet section.
Standout levels:
Tellus Terminus
Dancing in the Golden Sun(best in the set imo)
Derelict Freighter
Foundation for Corruption
Early bird gets the 17cm Fromitz Board
Dismal Signal Reforged
Head Reattachment Trauma Redux

Of course I only figure out how to enable nightmare after beating all maps, oh well.

>> No.10075280

>>10075251
>can't see shit past a few feet

I like the long distance pixel effect you get from lower resolutions (it always reminds me of playing Dark Forces as a kid) but that's a bit too low for me

>> No.10075283

>>10075268
It does not, Phase 1 is limited in available content compared to Phase 2 in exactly the same ways Ultimate Doom is to Doom 2 (except textures, I think)

>> No.10075304
File: 471 KB, 1280x720, Bloody Pulp Fiction.png [View same] [iqdb] [saucenao] [google]
10075304

between NotBlood frequent updates, NuBuildGDX and a possible Fresh Supply patch, Blood is getting a lot of love as of late.
feels good man.

>> No.10075316

>>10075304
oh and i forgot Raze (Nblood is also implied)

>> No.10075324

>>10075283
thank.

>> No.10075347
File: 3.88 MB, 960x540, notbmirror.webm [View same] [iqdb] [saucenao] [google]
10075347

>>10075304
is great and got me pokin' into it again, and made me realized it's been awhile since I've updated Notblood

>> No.10075372 [DELETED] 
File: 173 KB, 739x371, 1660853360836268.png [View same] [iqdb] [saucenao] [google]
10075372

>>10073476
hello waifu lead its taihou anon
i noticed that because some of my scroller linedefs were sectorless and out of bounds, gzdoom was spitting out some errors. they mean nothing and there's no actual errors with the map, but i still fixed this so it looks better.
here's the updated wad. it is demo-compatible with the previous version.
https://files.catbox.moe/oluuxj.wad

>> No.10075386

>>10075347
mirrored mode and randomizer are great additions.

>> No.10075396

>>10073476
hello waifu lead its taihou anon
i noticed that because some of my scroller linedefs were sectorless and out of bounds, gzdoom was spitting out some errors. they mean nothing and there's no actual errors with the map, but i still fixed this so it looks better.
here's the updated wad. it is demo-compatible with the previous version.
https://files.catbox.moe/axv15k.wad
re-posting this comment because i also edited the credits lump a bit

>> No.10075403
File: 173 KB, 739x371, 1671883307131890.png [View same] [iqdb] [saucenao] [google]
10075403

>>10075396
>forgot image
i sleep now.

>> No.10075412

Is Nugget Doom the perfect source port?

>> No.10075417

>>10075249
NooooOOoOOOOoooOoooOoooo

>> No.10075424

>>10075412
Almost.

>> No.10075481

>>10075412
nah

>> No.10075489
File: 24 KB, 320x200, waifu3.png [View same] [iqdb] [saucenao] [google]
10075489

>>10073476

>> No.10075543

>>10074945
>made for midgets
Isn't Doomguy like 5'6"?

>> No.10075547

>>10075412
Woof is better

>> No.10075548

>>10075543
Your camera is a hair over 32 map units above the ground which is why when you're in chainsaw range of an imp or hitscanner you feel shorter than them even if you're really not

>> No.10075552

>>10075489
Nice

>> No.10075561

>>10075548
I meant the 56-unit height of the Player Thing.
I am aware of how many Things share that stat.[\spoiler]

>> No.10075580

>>10075489
not bad, i guess

>> No.10075602
File: 36 KB, 472x500, bust-pic.png [View same] [iqdb] [saucenao] [google]
10075602

>>10075017
>What crosses the line is
Rest assured, anon, the only line I crossed was big boobs for the design, and also the fact I recycle designs and backstories a lot, but that's because I think boobs are cool. I think sexy designs are awesome but it's all about killing demons.
Also if you like I can bin her full backstory so you can read it and judge her. Otherwise I'll summarize her backstory for you, please don't bully.
>former merc, worked for the bad guys a lot
>did a job on mars,
>what happens is totally not the consequences of her actions
>got her "demonsteele" being a cursed knife that amplifies emotions
>eventually retires and reforms
>is now married and mom
>armageddon happens
>no longer mom, now widow
>is pretty upset
>chooses to use the knife to stay permanently pissed off so she doesn't break down in complete sorrow
>her goal is killing everything responsible
Will any of this matter in game? Probably not, but term added backstory to all his characters so I did too.

>> No.10075608

>>10075602
I'd say that's effectively potent enough, I don't want to call it edgy because that's usually used as a derogatory and dismissive manner. As long you have plans for some kind of catharsis for her in the future, then it's just a painful arc for that character's life.
Cus I've written down heavy shit for my own characters too.

>> No.10075614

>>10075608
I meant to say "used in a derogatory" etc etc. I'm tired.

>> No.10075630

>>10074453
>and most people will play them once.
If people can't find all the secrets or can't seem to UVmax my levels the first time playing it, and they don't don't intend to play the map again, I'm kind of ok with that, means that there's more stuff in my map for someone who liked it enough to come back.

>> No.10075632

>>10074463
Have you tried continuing to kill the demons?

>> No.10075636

>>10074663
Cool gun.

>> No.10075645

>>10074714
I think that's a really narrow mindset. If someone wants to UVmax my maps, nice, but I don't design with the inherent intention that they're gonna be easy to UVMax, maybe I want to put in some secret areas which are a bit less easy to find, where the player has to think a little. Maybe the secret area is more than just a treasure, perhaps the player also has to fight and figure their way through a hidden little part of level to find the treasure, maybe even a secret exit to a secret level.

>> No.10075660
File: 22 KB, 652x656, 1604443368624.png [View same] [iqdb] [saucenao] [google]
10075660

>>10075602
>big boobs
I wanna get a better idea of the scale, post a more full body image of this character design you have.

>> No.10075685

>>10075602
>but that's because I think boobs are cool. I think sexy designs are awesome but it's all about killing demons.
Uh, hello, based department?

>>10075608
>I don't want to call it edgy because that's usually used as a derogatory and dismissive manner.
That's thanks to retarded idiots who are terrified of stepping anywhere remotely outside of their own comfort zone, and who are also very retarded. Some things are just edgy, and that's fine, sometimes good even, not all edge is a bad thing.

If you can make your edgy work interesting enough, be that by making it funny, cool, perhaps even thought provoking, but in overall compelling, the edge isn't wasted. The edgier something is, the harder it's going to be to execute it without you falling on your face and your work being eminently mockable, but just because something has edge doesn't mean it's automatically Donte.

>> No.10075695
File: 65 KB, 472x797, notquitejackiebutstilljackie.png [View same] [iqdb] [saucenao] [google]
10075695

>>10075614
>I'm tired.
It's good, I make a lot typos too.
>>10075608
Edgy/edge for me doesn't mean anything, edgy can mean cutting edge new ideas or overly pointlessly cruel ideas that can be described as miseryporn. I don't want Jackie to be miseryporn, I want her to a berserker cutting through hundreds of demons too pissed to die.
I want her powering up to be reptile brain smash rock into them and professionalism.
But on the topic of what is and isn't edgy: Nero from devil may cry for example was considered edgy for the longest time because he just cared about his girlfriend. This isn't even getting into characters like Caleb. So to me it usually means nothing, in fact I usually like edgy characters because they usually show a lot emotions and seem to really care, it's just I also know a lot people also didn't like Nero and also really hate Shadow.
>some kind of catharsis
Should Jackie, Hae-lin and Shihong, succeed she will probably still die but happy. Her wrath isn't just for her enemies, but herself in a way, she just won't think past that.
I want her to be Asura tier of mad, her happiness will come she kills everything. https://www.youtube.com/watch?v=3Q2buuDfGxQ
>>10075660
Here, as I said I recycle designs a lot.

>> No.10075701
File: 852 KB, 480x257, Yeah!.gif [View same] [iqdb] [saucenao] [google]
10075701

>>10075695

>> No.10075705

>>10075580
You're welcome.

>> No.10075708
File: 446 KB, 1280x853, JOkwulUhAhs.jpg [View same] [iqdb] [saucenao] [google]
10075708

>>10073945
I would say you're totally unaware, everyone is

>> No.10075728

>>10075708
OH SHI

>> No.10075732

>>10075489
Noice

>> No.10075763

>>10075104
Based Babeldev.

>> No.10075774
File: 3.03 MB, 2560x1440, vrumble IMP bfg.png [View same] [iqdb] [saucenao] [google]
10075774

>>10075602
>>10075695
Kickass. That's ideal sexy+cool and not anywhere near the realm of 'weird fetish' stuff I'd be scared of. Big bobba/buff lady in cool gear, and a neat backstory.

>> No.10075779

>>10075774
>>10075017
Gorgeous. WIP or is that in VR1?

>> No.10075782
File: 976 KB, 500x350, 1675353193972734.gif [View same] [iqdb] [saucenao] [google]
10075782

>>10073470

>> No.10075794
File: 325 KB, 715x576, 167476284968.png [View same] [iqdb] [saucenao] [google]
10075794

>>10075779
Oh I ain't no Coffee 'chiever, just posting old VR1 and one of the coolest 40k fps levels I've played

>> No.10075802

>>10075280
Levels that Chocolate Doom can run don't usually have long sightlines anyway.

>> No.10075809

wait do we actually know how tall doomguy is?

>> No.10075812

>>10075809
https://doomwiki.org/wiki/Map_unit
2.1 meters or 6'8.

>> No.10075836
File: 677 KB, 635x1190, 1655247247011.png [View same] [iqdb] [saucenao] [google]
10075836

>>10075602
Big boobs are great as long as the rest of the girl is huge.

>> No.10075863
File: 49 KB, 626x560, height.png [View same] [iqdb] [saucenao] [google]
10075863

>>10075836
She's 6'3"
Also I agree, here's a doodle I made.
>>10075809
>>10075812
I thought he was 6’2″, or something

>> No.10075875

doom is overrated
but only very slightly
give me some good game mod addons. not custom maps or total conversions, just addons

>> No.10075883

>nukage doesn't hurt you
Why. Why not use any other liquid texture?

>> No.10075890
File: 93 KB, 1132x824, IMG_20230718_013746_873.jpg [View same] [iqdb] [saucenao] [google]
10075890

>>10075875
M8f's toolbox. Also pic related.

>> No.10075894
File: 141 KB, 317x401, 1685959396812137.png [View same] [iqdb] [saucenao] [google]
10075894

>>10075883
>regular water texture hurts
the absolute worst

>> No.10075898

>>10075875
>>10075890
Add Universal Entropy to the pile. Babel if you're feeling saucy.

>> No.10075910

>>10075883
>blood sometimes hurts

>> No.10075920

>>10075104
By the way, how much damage is charged BFG going to do when there's just 1 enemy? Shouldn't it still do 4000 damage?

>> No.10075965

>>10075894
Cursed, exception being icy maps. Still, better to have a different texture for cold water.

>>10075910
Depende on the theme, but it doesn't make much sense.

>> No.10075970

>>10075920
Only 2400, that's the maximum cap for one projectile. Initially I had it cap out at 4000 after developing the charge shot but it made killing bosses way too easy. As much as it's a bit unintuitive at first, the limitation ensures that the charge shot doesn't trivialize boss encounters while still being relevant for killing large groups of higher health enemies. It also makes sure that the non-charged shot is still useful for something once you end up fighting mostly large demons later in wads.
I was trying to find a way to communicate this fact to the player, but I couldn't really come up with anything. I might just rewrite the autistic weapon descriptions into small weapon guides instead because it would help with this.

>> No.10075979

>>10075970
>I was trying to find a way to communicate this fact to the player, but I couldn't really come up with anything.
Extra errant drunk projectiles that shrink and fizzle out quickly if there aren't enough targets to do full damage?

>> No.10075984

>>10075979
something something charged shot is an overclock not sanctioned by UAC and targeting system cannot designate more than 2400 damage to a target
the effect of firing a high power BFG in DRLA when you're not a demolitionist cracks me up

>> No.10075986

>>10075979
One of the ideas was a cloud of particles that would grow or shrink depending on how much damage was wasted, but this might be a little more fun to implement. I could even make them into red projectiles like the beta BFG or something, I'll have to think about it. Whatever I do, I just have to make sure that it's visually intelligible and clear what's going on. I wasn't necessarily planning on doing a full rework of the BFG this week, I've got a web novel outline to finish and a cover to make, but maybe it's the right time to do that.

>> No.10075987

>>10075685
>not all edge is a bad thing.
It's true, the trick is to have a point to that edge. Of course the problem is there's too many pizza cutters out there: All edge, no point.

>> No.10075990

>>10075984
I mean if I was going to write some lore for it that would basically be the explanation, if you added any more power to the projectile the gun would self-destruct or melt or something because it's just not designed to fire that much. Even the charge shot is technically misusing the gun, it's just misusing it in a way that doesn't destroy it.

>> No.10076015

>>10075883
For the visuals.

>> No.10076020

>>10075987
If it isn't particularly extreme, I don't have an issue with a bit of edge which maybe doesn't pay off much or has much point.

>> No.10076026

>>10076015
I made the post thinking about a specific level in 1994 touch up project which seems to be a water station of some sort. brown water would be fine, really. I do see your point though, but it really sends me for a spin when it doesn't hurt.

>> No.10076052

>>10075883
Its vibrant green can be the best choice and the mapper doesn't want the green tint from the rad-suit on your screen 24/7.

>> No.10076057
File: 1.12 MB, 2560x1440, alk_corrupt_2023-07-18_14-12-55.jpg [View same] [iqdb] [saucenao] [google]
10076057

Most of alkaline so far has been fairly high quality, but this level has fucked me multiple times already. Doesn't really fit with the idea alk is like the sci-fi AD.
>get into elevator on main progression path
>get stuck on elevator geometry and get slammed with crush damage
>map tempts you to explore
>explore upwards using slope geometry and get insta-killed by some random trigger
>get stuck
Come to think of it, ive managed to get stuck in a few maps so far in alk 1.2, i don't recall ever getting stuck in AD.

>> No.10076062
File: 110 KB, 375x375, 1684853148344981.png [View same] [iqdb] [saucenao] [google]
10076062

>>10075883
>>10075894
>lava doesn't hurt you in one map
>but in the next one it does
>both maps have the exact same theme
>both maps made by the same author

>> No.10076068

>>10073579
awesome, thanks

>> No.10076087

>>10075863
Same, huge but not awkwardly tall
6.66 feet sounds better on paper

>> No.10076171

modern arts and fear books.

>> No.10076175

>>10074851
WTF it's already done?

>>10075017
I only wish that the wetsuit secret wasn't pointless for the shit you need to pull-off in order to reach it

>> No.10076195
File: 3.05 MB, 1280x720, Captain Bonehead rides again.webm [View same] [iqdb] [saucenao] [google]
10076195

I finally figured out how to detect if the projectile's target died which means I can finally give this guy loitering munition like I always wanted, although it tends to hit corners too often when I try.
(This video just depicts ordinary homing that mostly works)

>> No.10076206
File: 97 KB, 306x48, A&amp;A.gif [View same] [iqdb] [saucenao] [google]
10076206

>>10076175
No it's not done sorry, it's basically all you see in the image that's done as I'm not very good at coding and motivation is fluctuating, though I've been working a ton lately on replacing all the stolen textures (there's a lot).

>> No.10076227

>>10075970
How do I revert the cap back for charged shots? Is it as simple as it was buffing BFG damage in previous update? It really makes no sense to me to make charging useless for 1v1 encounters.

>> No.10076352
File: 32 KB, 136x228, 1686654390345549.gif [View same] [iqdb] [saucenao] [google]
10076352

>>10076171

>> No.10076362

>>10076171
CROUTON CRUEL
AAAAAAAAAAAAAAAAAAAAAAAA

>> No.10076364

>>10076352
Am listening to
https://www.youtube.com/watch?v=GFXV41QFlyo
gif is making me laugh.

>> No.10076380
File: 38 KB, 560x591, kingaaaaaaaa.jpg [View same] [iqdb] [saucenao] [google]
10076380

>>10075883
>Brown water in Plutonia's MAP01 doesn't hurt
>Brown water in MAP02 hurts
>In MAP03 it's inconsistent
>In MAP04 it hurts
>In MAP06 it doesn't hurt
>In MAP08 and MAP09 it hurts
>In MAP10 and MAP20 it doesn't hurt
>In MAP28 it hurts


>Blue water doesn't hurt in Plutonia's MAP02
>Blue water only hurts in MAP05's first room, but not the rest of the level
>In MAP06 it hurts
>Doesn't hurt for the rest of the game

>Blood hurts until you reach MAP12
>Blood comes back to hurt you in MAP14
>It stops hurting in MAP18
>It's inconsistent in MAP19
>Starts hurting in MAP21
>It's inconsistent in MAP23
>Always hurts in MAP24
>Doesn't hurt in MAP25
>Hurts in MAP26
>Doesn't hurt in MAP29's starting room, but hurts in the rest of the level
>Doesn't hurt in MAP30

>Nukage hurts you until you reach MAP13
>Nukage is inconsistent with damage in MAP16 and MAP17
>Doesn't hurt in MAP22-MAP26
>Hurts in MAP28

>MAP30 assigns damaging sectors to non-liquid floors all of the sudden

Consistency is a joke

>> No.10076385

>>10076195
Does it clear cover if the player is hiding behind a short wall?

>> No.10076394

>>10076385
Yeah, there's an invisible wall to specifically test that. But it works significantly worse if I tell it to stop and wait for target to come out.

>> No.10076494

>>10076380
Keeps you on your toes I say.

>> No.10076583
File: 1.56 MB, 2048x1886, dark_day_mcdonalds.png [View same] [iqdb] [saucenao] [google]
10076583

>>10075412
Almost. Needs bitmap brightmaps, like the ones GZDoom is using, for the overwhelming atmosphere and immersion and comf. But I don't believe it's possible with software rendering without rewriting a solid part of the engine, and it's obviously not worse it, at least not to the people competent enough to do that.
THE prefect port would be the one that runs EVERYTHING, i.e. all the GZDoom stuff on top of the faithful authentic port. Zscript, vulkan, 3d floors, lights, reflections, etc, etc, but written by a competent person from scratch. Not gonna happen in another 30-50 years.

>>10075547
The only thing Woof has over Nugget is performance. In 95% cases performance is not an issue when playing Doom on anything made in last 15 years. In 4% you can get comparable performance by disabling high res and other fluff. The remaining 1% is not enough to outweigh all the fluff Nugget offers.

>> No.10076592

>>10076583
If you're not using Nugget's graphical features, there's little use to it.

>> No.10076613

>>10076364
Completely unrelated but thanks for the link, that's totally my jam. He reminds me of latest Josh Scogin

>> No.10076624

Brutal Doom Platinum poster, thanks for posting it, but in big fights it drops my frames even worse than PB.

>> No.10076641
File: 1.09 MB, 1920x1080, 2307151356.jpg [View same] [iqdb] [saucenao] [google]
10076641

>>10076057
>Doesn't really fit with the idea alk is like the sci-fi AD.
That felt like a grungy industrial sci-fi city level to me. I don't think I got lost in any Alkaline level more than I got lost in ad_swampy when tome hunting.
>>10076624
Speaking of which, nearly done with this BD-EDay thing.

>> No.10076698 [DELETED] 

>>10075412
No, prboom is totally obsolete for me at this point. for some reason every time I use a prboom fork I have this fucking lag/frame drop issue and it seems it's part of the sourcecode or some shit, and still has slippery controls too. I'm glad Woof exists, it's basically Crispy doom on steroids which it's cool and controls are much better.

>> No.10076715

>>10076641
>I don't think I got lost in any Alkaline level more
Yeah, the path is obvious, I didn't get lost. Was just punished for exploring for secrets, probably unintentional. Maybe just my bad luck, maybe it's less polished, i'm unsure.

>> No.10076747

>>10076362
GRUAU GRENADE AU SORBET

>> No.10076753
File: 28 KB, 62x106, MARANAX PALLEX.gif [View same] [iqdb] [saucenao] [google]
10076753

>>10076352
>>10076613

>> No.10076864
File: 30 KB, 600x600, (゚Д゚).jpg [View same] [iqdb] [saucenao] [google]
10076864

hey I may be new but uhh.... why the fuck does Zandronum look so much better than GZDoom?

>> No.10076881

>>10076864
Texture filtering is off by default.

>> No.10076950

>>10076881
nah I got nearest mipmap on and all that, as far as I can tell I got all the display settings identical between GZDoom and Zand but Zand just looks so much better. The darks are darker and the colours pop way more and the picture is just clearer.

>> No.10076970

>>10076950
lets see side by side screenshots

>> No.10076973

>>10076950
I can believe it. vkQuake vs Ironwail is the same.

>> No.10076996

>>10076973
>vkQuake vs Ironwail is the same
which one do you think looks better?

>> No.10077048

How do I disable automatic weapon switch on pickup in Nugget Doom?

>> No.10077053

>>10076970
thankyou for challenging me because I went to get the screenshots and then fucking realised I've been playing gzdoom in the wrong resolution. also gzdoom had gamma set to 0.90. Turns out I am silly. They look EXACTLY the same.
incidentally im using this time to fix gzdooms shoddy audio default settings and fixing zandronums mouse controls/sensitivity so thanks for prompting me to do this

>> No.10077054

>>10076996
vkQuake, but its development was discontinued while Ironwail's dev still works on it so eventually vkQuake will go the way of the dodo.

>> No.10077059

>>10076227
>Open the mod in SLADE
>Go to actors/weapons/7_BFG9000.txt
>Look for the "action void FireShots" function
>Find the line targeter.SetTargets(invoker.damagePoolCharged, invoker.dmgPerShotCharged);
>Change that line to targeter.SetTargets(invoker.damagePoolCharged, invoker.dmgPerShotCharged, 4000);

Just note that doing this utterly trivializes any encounter with a boss, to the point that they might as well not even exist. I had it set this way initially but it was just so insanely broken for many maps that I changed it back so that bosses actually had a chance to shoot back before they die.

>> No.10077069

>>10077048
I don't think you do.

>> No.10077082

>>10077053
holy fuck so now I'm finding out that even with copypasted config settings, even with EXACT SAME MOUSE SENS ENTRIES, zandronum's mouse movement is /ssslightly/ more sensitive than gzdooms. this might drive me insane

>> No.10077083

>>10077053
Anon was right to ask you. That's one of the most common problems with GZDoom, it's not THAT bad, but it has so many settings buried under each other, and so many of them have absolutely retarded default values, many people just end up with really unpleasant impression. And the whole simple/full settings only makes things even more complicated.

>> No.10077129

>>10077054
Do you have any comparisions?

>> No.10077130

>>10077083
It was a major redpill when I realized how most people who complain about how GZD looks or feels didn't even do anything in the settings.
Is it a zoomer thing? The first thing I do in any game, sourceport, engine, DOSBOX, whathaveyou is going to the settings and setting everything up the way I want it.

>> No.10077136

>>10077059
Thanks a ton, I'll go do that and turn BFG into nutty BFG.

>> No.10077143

>>10077082
AND THE SENSITIVITY CHANGE ONLY AFFECTS THE VERTICAL MOUSE MOVEMENT BUT ZANDRONUM HAS A UNIVERSAL MOUSE SENS OPPOSSED TO SPLITTING IT INTO X AND Y BUT THAT MUST MEAN THAT EITHER

>> No.10077147
File: 42 KB, 933x372, 1667327512393611.png [View same] [iqdb] [saucenao] [google]
10077147

>I'm back!
>To sell a book!

>> No.10077164

>>10077053
>>10077082
>>10077143
so...when I opened up gzdoom...and opened up zandronum...and had them open at the same time....for some reason...gzdoom...absorbed the colour settings from zandronum...and made me think I was wrong when I wasn't. Or maybe I am. Because when I take a screenshot of zandronum, it saves the picture more drably to look like gzdoom.

You know what. I'm going to bed. I'm going to sleep and when I wake up, none of this will have happened and none of it will be real.

>> No.10077171
File: 55 KB, 654x525, 1685426421222455.png [View same] [iqdb] [saucenao] [google]
10077171

>>10077164
This is called gamer dementia.

>> No.10077180
File: 2.35 MB, 2976x2976, IMG_20230718_102431488.jpg [View same] [iqdb] [saucenao] [google]
10077180

>>10077147
The answer is boring. There isn't really much to say. It petered out, just as you'd expect.
He might as well have answered it, but he does have a book to sell.

>> No.10077181

>>10077164
The power of Graf

>> No.10077186

>̴̨̖̂>̵̨̫̯̺͇̀̔̂̋͠1̷̠̗̑̈́́̒͂0̴̢̟͙0̸̧̿̈́̒7̷̧̛͓̘̐́7̷̱̮̜͈̑͝1̵͇͚̘̚ͅͅ6̵̗̯̔͝4̵̞͙̋
̷̘͐Ģ̴̃͆̈́͑́Z̸̋̏ͅḊ̸̛̩͖̹̭̥Ơ̶̧̳̻͜O̴͇̭̟̱̣̓̀̽̄M̵̛̙̳̺̫̝̾̔ ̷͚̠̤͗͜͝L̸͓̤̭̍̈́̽̔͜O̵͍̳̖͎͆͐Ọ̴̖̭̺̳̐Ķ̸̜͓̬̗͆̏͊̈́S̶̬̑͑́͝ ̴͚̳̇̒̍̂D̷͖̏͌̎̚R̷̝̺͚͉̟̋̚A̵̘̓B̸͍͕͒̐̉͝
̸̨̬̞̮̓̔T̴̟̏͂Ḥ̸̀̋́̄͛È̶̳̰̞̐̈̀ ̸̡̢͓́̏G̷̢̩̜͌̄Ẑ̶̢͔̞͗D̶̪͒̃͠Ó̵͙̞̤̇̊̒̀O̴̺͖͒̓M̵̨̢̹̝͚̏́̈́ ̶͚́͑͒͘C̸̨̝͖̮͌̾Ǫ̵̭̙̾͑̚Ľ̶̰̈̔̈́͘ͅO̶̩̦͑Ǘ̷̘̩̂͌R̷̗̳͑́̔͆S̸͎͛̔̿͝ ̵͓̾͂͒Ả̵̘̼͉R̴̝̦̥̠̿̀͊͘͠Ȩ̸̹̥͕̱̈́̎̐̀͠ ̸̡͍͔̽̎͗̈͜D̷͚̮͇̭̏̔̽͝Ṙ̸͙̝̞͊̾̔Ǎ̴͖͚͑͆̓̚B̶͚̫̟̣̞̐̔͂

>> No.10077197

fun to see a man have a mental breakdown in real time because of fucking GZDoom settings

>> No.10077210

>Can't increase gamma in Zandronum in OpenGL mode if both of my monitors are enabled, only works if only one of them is
Has anyone else run into this issue and found a way to fix it? If so, how? Works fine in GZDoom.

>> No.10077215
File: 1.25 MB, 3840x2160, quake.jpg [View same] [iqdb] [saucenao] [google]
10077215

>>10075042
>no 4k?

>> No.10077224

>>10077164
Sounds like one (gzdoom?) is setting a system/driver gamma, but i really have no idea.

>> No.10077227

>>10075042
>>10077215
I haven't *really* looked at Quake 2 RTX before because I'm too poor for gaytracing, but those textures are genuinely awful and aren't conducive to showing off the technology at all. I feel like you'd almost be better off just copypasting textures from Quake 4 than whatever lazy shit is going on there.

>> No.10077232

>>10077227
>>10077215
I don't think the problem is the textures, but rather the lack of geometry and/or the lack of bump mapping/parallax mapping. It looks uncanny and bizarre seeing hard lines and flat textures with otherwise nice GI - gives off shovel-ware vibes.

>> No.10077238

Are the DooM novels worth reading?

>> No.10077239

>>10077164
>least brain damaged gzdoom disliker

>> No.10077251

>>10077147
His book is a pretty fun read btw. Typically a little full of himself but when he recalls a fuck up he owns up to it too. And tbf I haven't hit the ion storm era yet. Ion Storm shuttered because of his choices but we did get Deus Ex, Anachronox, and Thief 3 out of it.

>> No.10077261

>>10077136
There are also some simple settings for shot and charged shot damage, damage step, and ammo use in the default {} section.

>> No.10077262

>>10077147
Hey, someone ask him if the mousollini/hanging sprite thing is true.

>> No.10077275
File: 54 KB, 600x600, 1d5600422396ec97e8b7b1b1ae923050.jpg [View same] [iqdb] [saucenao] [google]
10077275

>>10077251
How does it compare / contrast with Masters of Doom? Does Romero's new book cover new ground compared to that?

>> No.10077280
File: 3.33 MB, 1920x2160, vk and iw.jpg [View same] [iqdb] [saucenao] [google]
10077280

>>10077129
Very minor subtle differences in color and that floaty thing off in the distance, but I just now realized Ironwail has clearly darker weapons for some reason.

>> No.10077282

>>10077053
>gzdooms shoddy audio default settings
Such as?

>> No.10077293

>>10077280
Ironwail's darker weapons are technically more accurate to how the original Quake looks, but I much prefer how Quakespasm/vkq does it.

>> No.10077301
File: 1.03 MB, 2976x1993, IMG_20230713_180258137~2.jpg [View same] [iqdb] [saucenao] [google]
10077301

>>10077275
The facts are mostly the same, the only difference is that Masters of Doom, to Romero's account, plays up the interpersonal friction between them quite a bit. Adrian didn't hate Tom Hall, as is heavily implied in Masters of Doom, for instance. That's the biggest difference. In the accounts. Romero's account is a little more detailed otherwise. I've just gotten to the doom era though, so we'll see if that remains true.
I did skip around a little to see what sorts of things are in there and there's a preface to the ion storm saga that says "hello to everyone who slipped to this part of the book". The keen-doom era is well covered elsewhere and this book is pretty much just an addendum to it. His early life is interesting to read about though.
Also lol.

>> No.10077306

>>10077301
>That's the biggest difference. In the accounts.
I accidentally the sentence in re-formatting

>> No.10077313
File: 313 KB, 1920x1299, stephen-savage-veronica-lodge-doom-marine.jpg [View same] [iqdb] [saucenao] [google]
10077313

>>10077301
Alright, thanks for the information. I'll see at some point if I feel inspired to pick it up for more history, specifically the "Romero at Ion Storm" era.

>> No.10077348
File: 404 KB, 2048x2048, ROMEREKKR.jpg [View same] [iqdb] [saucenao] [google]
10077348

>>10077301
>Also lol.
LMAO, even.

>> No.10077365

>>10077348
It me.

>> No.10077367

>>10077365
Hi Revae.

>> No.10077380
File: 42 KB, 640x400, kekkr ii.png [View same] [iqdb] [saucenao] [google]
10077380

>Also, kek

>> No.10077392

>>10077301
COMPLETELY DIFFERENT DEATHMATCH LEVELS

>> No.10077406

I need help for my mod
what is the best way to balance a BFG replacement that is dps based instead of a single powerful blast?
can anybody help me?
the plasmagun replacement is an M16 and I set it to do 50 damage per bullet, the BFG replacement is an M134 big ass minigun that fires real fast and used the same high caliber ammo of the M16 (shared ammo pool with the plasmagun replacement) but Idk how to balance it
right now I set it to fire 3 rounds at a time dealing 50 damage each and actually consume 3 rounds at a time
but Idk if this is good enough
I could set it to do 75 damage fire 1 bullet and use 1 ammo per shot instead? but I am afraid that would invalidate using the plasmagun replacement altogether

>> No.10077407

>>10077365
REKKR sequel REKKD when?

>> No.10077414

>>10077406
>right now I set it to fire 3 rounds at a time dealing 50 damage each and actually consume 3 rounds at a time
>but Idk if this is good enough
I don't really see anything wrong with that. Work on the presentation and how it feels and then worry about perhaps changing this.

>> No.10077429

>>10077414
I set the spread of the plasmagun replacement to 1 so that would be good to deal with single or a few high threat targets and be relatively ammo efficient since it consumes only 1 round per shot
the BFG replacement the big ass minigun I set it to 3 spread and it would basically be the panic weapon to take out when you have really a lot of dangerouns shit and no place to take cover and shit will need to get dead real fast or you die
as it is now it occupies the part of emergency panic room cleaner
still good to use to dps a cyberdemon or a spoder real fast if they are the only target present

>> No.10077432
File: 765 KB, 1366x768, T3SiY4w.png [View same] [iqdb] [saucenao] [google]
10077432

What's this map?
The author of the mod I found this on claims it to be "Anta reguiem" which rings no bells and is a thing I can't find

>> No.10077443

>>10077367
You can say hi whenever, I'm always here.
>>10077407
This isn't an ama!

Anyway, good book. Crazy that my name is in it, outside of the signing. Weird times. I'll let you know if I find anything else interesting in it.

>> No.10077445

>>10077432
One of the maps in Antaresian Reliquary maybe?

>> No.10077476
File: 96 KB, 519x411, controller_big.jpg [View same] [iqdb] [saucenao] [google]
10077476

>>10073572
Well, boss Controller was giant at one point before Valve modelled Nihilanth and made him use the Controller's animations.

>> No.10077506

>>10077476
>reloading is scary
Reloading mechanics pre-Half Life weren't that novel, right? Reading this makes me feel like I've hopped timelines again.

>> No.10077510

>>10077238
They're ok, but don't expect anything highly faithful.

>> No.10077514

>>10077506
>Reloading mechanics pre-Half Life weren't that novel, right?
Wrong.

>> No.10077516

>>10077506
They were present in Marathon, Goldeneye, and System Shock prior to HL.

>> No.10077523
File: 260 KB, 1920x1080, 20210605153239_1.jpg [View same] [iqdb] [saucenao] [google]
10077523

>>10077476
Heh, a bit ironic considering the glue-on gun was one of the few you did NOT need to reload.

>>10077506
It's not that reloading in and of itself is scary, it's just this..journalisty way of slightly hyping up the tension of reloading when a big nasty is up in your grill.

>> No.10077526

>>10077506
Off the top of my head, the only notable games with reloading as a major mechanic before HL were System Shock and Marathon. The former was relatively obscure in its time and the latter was Mac exclusive. None of the id FPS had it and in Build engine games it was always relegated to just one or two weapons out of the arsenal.

>> No.10077545
File: 53 KB, 400x400, atomik-ranger-ion-maiden-finished-artstation.jpg [View same] [iqdb] [saucenao] [google]
10077545

>>10077526
SiN was one as well but it released so close to Half Life 1 that y'know, it was kinda of irrelephant.

>> No.10077551

>>10077506
>Douk 3D
>Goldeneye
>Marathon
>System Shock
>probably a handful of Quake mods
>Shadow Warrior
>if you wanna be charitable maybe count Blood's shotgun

>> No.10077556
File: 131 KB, 591x431, .png [View same] [iqdb] [saucenao] [google]
10077556

>>10077432

>> No.10077559
File: 27 KB, 316x316, malice.jpg [View same] [iqdb] [saucenao] [google]
10077559

>>10077545
MALICE also had reloading for most if its weapons, but it's hard to tell how popular that game was since it required Quake and came bundled with it (and Shrak) in some circumstances.

>> No.10077560
File: 138 KB, 2560x1440, GZDoom g4.11pre-206-g71d4eb66f 64-bit (2023-06-28 14_28_07 -0300) 18-Jul-23 03_28_50.png [View same] [iqdb] [saucenao] [google]
10077560

>>10077556
The power of gzdoom.

>> No.10077567

>>10077560
lookin' good

>> No.10077572

>>10073476
Vulkan only GZdoom fork for indie games released:
https://github.com/dpjudas/VkDoom/releases

>> No.10077580

How might a total retard such as myself go about setting up doom for a LAN party? Zandronum?

>> No.10077584

>>10077551
Counting Duke was charitable enough.

>> No.10077590

>>10077551
>>if you wanna be charitable maybe count Blood's shotgun
I can see it being argued that it and other shotguns/similar weapons count as a "reloading". It seems most consider it a "reload" when a magazine size is involved.

>> No.10077604
File: 117 KB, 400x378, 1663599656490290.png [View same] [iqdb] [saucenao] [google]
10077604

>>10077580
yeah Zandronum will probably be the easiest to set up
but if you are doing LAN only then technically any sourceport that has multiplayer support will work fine

>> No.10077610

>>10077432
What's the mod?

>> No.10077613

>>10077556
I'm gonna puke

>> No.10077624

>>10077610
forum.zdoom.org/viewtopic.php?p=1243005#p1243005

>> No.10077628

>>10077523
That reloading egon moment is hilarious. But I guess the journalists just had to work with the screenshots Valve had sent.

>> No.10077640

>>10077560
I don't think that's a GZDoom thing. I think that's an incompetent artist/dev thing. I'd sooner take that over the foul vaseline blurromatic sprites you see in some mods.

>> No.10077648

>>10077624
Ty anon

>> No.10077654
File: 9 KB, 167x192, Screenshot 2023-07-18 232000.jpg [View same] [iqdb] [saucenao] [google]
10077654

>>10077556

>> No.10077687
File: 3.23 MB, 480x360, REKKRThumbsUp.gif [View same] [iqdb] [saucenao] [google]
10077687

>>10077365
Me know. Have you thought about giving away one of the boxes here?
>>10077443
>I'll let you know if I find anything else interesting in it.
That would be nice. Don't forget to highlight odd/unexpected parts as well.

>> No.10077696

>>10077687
>Have you thought about giving away one of the boxes here?
I have, but I'd prolly get b& for advertising.
Dunno what I'm going to do with them.

>> No.10077728
File: 2.91 MB, 2812x1968, EgdeTLXWoAIsl8R.jpg [View same] [iqdb] [saucenao] [google]
10077728

>Brainstorming weapon pack mod idea
>Want to minimize downtime, committed to the idea of regenerating ammo
>Can't think of a diegetic justification
Ffffff-

>> No.10077735

>>10077728
Anger powered weaponry

>> No.10077738

>>10077728
Well what kind of weapons are they? All ballistic weapons? You could handwave it with some nano generator that fabricates ammo by collecting shit in the air, or converts both biological and non-biological matter into the ammo your guy needs. I love figuring out bullshit like this, it's fun.

>> No.10077770
File: 5 KB, 762x380, roughestsketchpossible.png [View same] [iqdb] [saucenao] [google]
10077770

>>10077735
Heh
>>10077738
I'm leaning towards all ballistic, but the one I really want to bring to life is this idea I've had in my head for a while. A runic shotgun, this kind of ancient future technology and design that's brutal, black, covered in ancient writing that means nothing to the protagonist but it gets the job done and it seemingly never runs out of ammo so he never got rid of it.

Holy shit I just figured it out. Four barrels, fire and pull, fire and pull, the end of the gun rotates to switch barrels, hitting the last barrel rotates the entire mechanism back to the first barrel, ammo already regenerated because fuck you that's why, just like the dual revolvers in Serious Sam. Thanks laddies.

>> No.10077774
File: 85 KB, 385x301, image.png [View same] [iqdb] [saucenao] [google]
10077774

>>10077728
>>10077735
What if you get ammo every time you get damage?
Every enemy should also have some kind of passive hitscan secondary attack.
And the mod will replace all the ammo pickups with health pickups to compensate it.
And you get some health on kills to reduce downtime, not enough to stay alive on kills alone, but enough to not look for health packs after each encounter.
you're just going to reinvent Zoom 2016/Eternal

>> No.10077775

>>10077770
There you go, you've already got it figured out. Now make this runic shotgun a reality, I look forward to seeing it in action.

>> No.10077780

>>10077774
>you're just going to reinvent Zoom 2016/Eternal
Worked for me and Doomslayer in GMOTA. Though at this point I plan on completely ditching the ammo drop on melee kill in favor of some ammo leech on melee hit.

>> No.10077790

>>10077770
Funny that you think of the revolvers first when you just described how the Rocket Launcher from Serious Sam works.

>> No.10077802

>>10077728
Air-Gun. Needs some time to draw in enough air to shoot powerful air bursts. The longer you wait the more pressure you get.

>> No.10077810

>>10077774
Those are interesting anon but not what I had in mind. Appreciate the thoughts however anon.
>And you get some health on kills to reduce downtime, not enough to stay alive on kills alone, but enough to not look for health packs after each encounter.
This is on the pulse of what I want however. Ever played Onimusha 2? When enemies die, you have to press circle to absorb their souls for currency and for this special soul meter for the protagonist's devil trigger. Enemies die? Their souls float around, you absorb their souls to replenish your strength. You can gain a surplus of health as well.
>>10077775
Gonna try man I've had these thoughts for a loooong while.
>>10077790
Huh it is kind of similar ain't it, but I mention the revolvers because the cylinders rotate on each trigger pull and then "reset" after all shots are fired.
>>10077802
Intradasting, very Ratchet and Clank, but someone else can have this idea ty anon. Alright no more time wasting

>> No.10077816
File: 948 KB, 1600x900, spasm0006.png [View same] [iqdb] [saucenao] [google]
10077816

Ever made a bug of this sort happen?
>fool a Fiend into killing iself via exploboxes
>its disembodied head keeps trying to jump on you
>if it doesn't get gibbed, then the 'undead' Fiend will become a jumping statue that blocks your fired projectiles but not your movement

>> No.10077825

>>10077810
If you make the air gun you should make it a balloon that gets constantly bigger until it covers the whole screen.

>> No.10077863

>>10077816
Did your copy of Quake come from a garage sale?

>> No.10077943
File: 31 KB, 1920x1080, ovmivb.png [View same] [iqdb] [saucenao] [google]
10077943

>>10077728
Just magic that shit

>> No.10077954

Anyone know of any good fleshy texture packs? I can only get so much mileage out of tan & pink intestines.

>> No.10077989

>>10077954
rfhelltx (the pack used for 400mins) has a good variety of flesh textures

>> No.10078016

>>10077989
How about flats?

>> No.10078048

>>10078016
Flats are more scarce, but it still a couple of nice fleshy additions.
More importantly, it has a FIREBLU flat.

>> No.10078053

>>10078048
Nothing in that pack really has what I want. They all have stupid borders around them.

>> No.10078060
File: 163 KB, 480x270, 1628544389035.png [View same] [iqdb] [saucenao] [google]
10078060

>>10077301
REKKRbros we won, Revae made Romero his bitch

>> No.10078079

>>10077523
>when a big nasty is up in your grill
what?

>> No.10078136
File: 3.90 MB, 854x480, dstride hbndbow.webm [View same] [iqdb] [saucenao] [google]
10078136

>trying out Deathstrider's placed/original spawn mod leads to newfound love of bow
>>10078079
anon could be referring to journo's hyping up the situation of being cornered

>> No.10078194
File: 32 KB, 480x266, richiemad.jpg [View same] [iqdb] [saucenao] [google]
10078194

>>10078079
>the situation of being cornered
Then why didn't he fucking say that? If you wanna talk like a chaingunner, we'll send you to hit and scan school

>> No.10078248
File: 6 KB, 679x427, 128978791167920110725.png [View same] [iqdb] [saucenao] [google]
10078248

I really got to stop playing Doom 3 late at night
>heavy into a session earlier
>started to explore deeper into the delta labs
>expect jumpscares but they got creative
>in between archville fights
>the misses knocks on the door annoyed asking for her keys
>completely catches me offguard
>drop everything before i have more than the game to worry about
>start next the fight
>botch it with grenades and somehow survive at 1 hp
>a commando creeps from the darkness after the chaos
>panic fire with the machine gun and dodge his rape arm
>it took every bullet
>fuck finally some breathing roo-
>hear ominous stomps to my right
>a second one bursts through a locked door while im reloading
>pray for headshots as i get trapped into a dark corner
>he gets me
>i forgot to save

>> No.10078262

>>10078248
>headshots
Don't work in Doom 3

>> No.10078272

>>10078262
There's headshot damage in both single and multiplayer. Are you saying they're glitched?

>> No.10078273

>>10078248
You can avoid their tentacle by crouching IIRC

>> No.10078283
File: 3.93 MB, 960x540, Doom 3 Revspeed.webm [View same] [iqdb] [saucenao] [google]
10078283

>>10078273
Yeup. It's not as effective against the attacks they use when they're right next to you but they should be dead by that point.

>> No.10078341

>>10078273
Yes you can. My favorite approach against tentacle commandos was to rush toward them, duck as their tentacle came swinging, then continue forward and fell them like a tree (because I was always using the chainsaw).
Like a combination of Pete Townshend and Ashley Williams

>> No.10078365

>>10078272
In MP I think there is. But I'm reasonably sure there isn't in SP. There's always the chance I'm wrong I guess.

>> No.10078421
File: 2.08 MB, 1920x1080, dont blink.png [View same] [iqdb] [saucenao] [google]
10078421

>>10078262
They work but im modded who knows
>>10078273
No shit?
The game just got smoother

>> No.10078439
File: 2.49 MB, 2560x1440, edstr_heland.png [View same] [iqdb] [saucenao] [google]
10078439

>>10078365
I've always felt like it did more damage but never knew the exact amount. Both wikis confirm that headshots deal double damage in both modes.

>> No.10078540

>>10078439
>Both wikis confirm that headshots deal double damage in both modes.
Alright. I stand corrected I guess. Good to know.

>> No.10078558
File: 1.02 MB, 1280x768, jam9.png [View same] [iqdb] [saucenao] [google]
10078558

>> No.10078561
File: 284 KB, 1280x720, Cultists of The Corn.png [View same] [iqdb] [saucenao] [google]
10078561

>> No.10078776 [DELETED] 

Someone should make an autoload mod of this fullscreen HUD for other ports like NBlood, very cool feature that I've missed from BloodGDX

>> No.10078781

>>10078561
Someone should make an autoload mod of this fullscreen HUD for other ports like NBlood, very cool feature that I've missed from BloodGDX

>> No.10078793

>>10077816
Ive never hit this bug. Is this quakespasm specific?

>> No.10078809
File: 195 KB, 400x324, doom-neat.png [View same] [iqdb] [saucenao] [google]
10078809

>>10078558
What jam/map?

>> No.10078832

>try launching latest build of NuBuildGDX with Java 8
>crashes
>try launching latest build of NuBuildGDX with Java 17
>crashes
Waow...

>> No.10078864

>magdump phoenix rod into Maulotaur
>drops single flame orb
fuck this gay nerd shit

>> No.10078904

>>10078809
Consciousness Outpost (jam9_pulsar)

>> No.10079030

>>10077572
it runs like shit just like vkdoom (I'm blaming intel's abysmal drivers here)

that re-organized, sane main menu though.. *chef's kiss*

>> No.10079051

>>10077545
SiN's reload system is stupid because both reload and use were bound to the same key.

>> No.10079064

>>10077696
>I have, but I'd prolly get b& for advertising.
Oh yeah, that's true. You will figure out something.

>> No.10079072

>>10077545
what the fuck is that revolver

>> No.10079074
File: 146 KB, 1920x1080, Loverboy.jpg [View same] [iqdb] [saucenao] [google]
10079074

>>10079072

>> No.10079078

>>10079072
A modern anti-offensive action hero parody icon, the answer to dick kick'ems ass chewing.
>Shelly & her loverboy

>> No.10079079

>>10079074
>3 TIMES THE GUNG
>3 TIMES THE FUNG

>> No.10079090

>>10079074
It's a shame it sounds so weak in-game.

>> No.10079113
File: 120 KB, 522x711, 1689754507853477.png [View same] [iqdb] [saucenao] [google]
10079113

Pisses me off nobody has made an essex edit of Jung Hae-Lin and I cannot make one because I lack the skill plus all I ever see fan art from her are the ones made by kurashiki-san see deserves the meme status

>> No.10079115

>>10079113
sex

>> No.10079118
File: 1.14 MB, 1600x900, spasm0350.png [View same] [iqdb] [saucenao] [google]
10079118

>>10077863
Nope, I got it from the 3dShooterLegends website that bundled it with an old UQE port containing both official addons and DotP
>>10078793
From what I read about it, the original iteration of Quake1 running on DOS had a different bug that made melee enemies peforming a barrel-suicide both immortal and still deadly.
^this thing actually happened to me in VR when playing custom levels not designed for it with the randomizer mutator enabled, but it was a Commando who became invinvible from doing it.
No damn way this level is beatable with a shotgun start on Nightmare

>> No.10079119

>>10077301
rekkr? more like suck it down

>> No.10079120

>>10077301
Romerobros....it's over...

>> No.10079304

>>10079115
>applauds

>> No.10079334
File: 96 KB, 1200x808, Pinfire 21 Shot Revolver, Belgium.jpg [View same] [iqdb] [saucenao] [google]
10079334

>>10079072
Revolvers like that existed, too. Not the most common thing, but if you look around for them, there's quite a few. Cylinder has two rows of chambers so you can have more shooty in rooty tooty, almost like double stacked magazines for automatic pistols but a century earlier.

Most of them seem to be Belgian, and most appear to be pinfire cartridge guns, which was this early and weird metallic cartridge which had a big market presence in Europe for a relatively short while, and basically nowhere else in the world. The primer is hidden inside of the case and a little tube with a firing pin juts out the side, which the hammer of your gun strikes. Here's one which holds 21 rounds.

It's fun seeing esoteric and exotic weapons akin to these in vidya, even if Shelly's is more reserved, at least aesthetically.

>> No.10079335 [SPOILER] 
File: 516 KB, 720x720, Thomas Jeffersex.png [View same] [iqdb] [saucenao] [google]
10079335

>>10079115

>> No.10079360

>can walk under projectiles
>cant walk under monsters
Why?

>> No.10079363

>>10079360
They were in a hurry, probably didn't think it was worth implementing and testing. Like what happens to distance calculations if it's zero, do monster get to melee you if you sit on their backs, do they carry you?

>> No.10079365

>>10079334
I had no idea these or pinfire rounds existed, cool.

>> No.10079423

>>10079360
It wasn't a problem in the stock maps, so it wasn't implemented.

>> No.10079524
File: 223 KB, 1875x669, 1685124351396198.png [View same] [iqdb] [saucenao] [google]
10079524

>>10073476
>waifu project
I really like the "oh my gah" sound effect for the secrets. i hope its not a placeholder or anything.
map01 and map18 have the same track. i assume this is unintentional.
gotta say the secret map's ending was pretty kino, made me wince pretty hard.
>2023/07/16
>Normalize midis
good luck lead.
i've never edited midis before but by chance i was looking into this a while ago.
i saw this doomworld thread in which the pictured user was talking about how it throws off the instrument balance and stuff.
i get what he means but lol, 90% of people would never notice methinks. especially when the soundfont of the user probably makes a bigger difference.

>> No.10079537

>>10079360
i always thought it was optimisation because projectiles would be more annoying. now that i think about it, maybe not.

>> No.10079625

>>10078060
>>10079119
>>10079120
If I have seen further it is by standing upon the shoulders of giants.
-some old guy

>> No.10079626

why can't doomworld just send my email like a normal functional website? what's their problem?

>> No.10079634

>>10079625
Romero get back to work on Sigil 2.

>> No.10079659
File: 901 KB, 2976x1862, IMG_20230716_111255295~2.jpg [View same] [iqdb] [saucenao] [google]
10079659

>>10079064
Maybe. I guess I could post them on /diy/.

>> No.10079665

>>10079659
Do a mapping contest.

>> No.10079668
File: 1.26 MB, 1600x900, spasm0357.png [View same] [iqdb] [saucenao] [google]
10079668

So we meet again, mr. Satesus . .

>> No.10079681

>>10079659
>I guess I could post them on /diy/.
Definitely. No idea what the board is like, but it surely is an option.
>>10079665
>Do a mapping contest.
That's... actually a great idea. In order to attract even more attention, you can even run it around the same time as Realms Deep 2023 happens (especially if Sunken Land is gonna be a part of its sale this time).

>> No.10079729

>>10079665
Rekkr mapping contest, with submissions ending as a community project "Kekkr 2: Assault on castle Romero"

>> No.10079731
File: 2.08 MB, 2976x2976, IMG_20230709_142807054.jpg [View same] [iqdb] [saucenao] [google]
10079731

>>10079681
I don't remember when realms deep runs, but I gotta get the boxes done first either way. Takes my mill about 2 hours to run one, so I can do around 3 a day. Then I spend an indeterminate amount of time over the next days cleaning them up with an exacto blade. Then I sand them, then stain, then seal, which is by necessity two separate days. And I also have to find the time to do all this.
Also it's like 90+ degrees outbright now and I don't want to overheat the computer running the mill.
So it might be a little while before they're all done anyway.
Then I gotta print cds/cases and maybe stickers.
Anyway, it'll be a bit. They end up about the size of a standard mini big box. Little bigger than a DVD profile. Dunno if it counts as a "big box" but to my knowledge it'll be the only game with one carved out of wood. Probably wrong about that but whatever.

>> No.10079789

>>10079731
>I don't remember when realms deep runs
I don't know the day, but I know it's in September.

>> No.10079792

>>10079731
>He never pays more than 20$ for a computer game
BASED

>> No.10079824

>>10079792
I paid a lot less than that. I got this in a lot of games that I bought because it contained the Unreal OST on CD. I think it was like 20 games for around 20 bucks.

>> No.10079826

>>10079731
>>10079789
>I don't remember when realms deep runs
September 30th.
>Also it's like 90+ degrees outbright now and I don't want to overheat the computer running the mill.
Oh yeah, I can relate to that... Even though on my side it's just me being paranoid over my old laptop when it's way too warm.
Neat workflow though.
>Dunno if it counts as a "big box" but to my knowledge it'll be the only game with one carved out of wood. Probably wrong about that but whatever.
INB4 It's actually the first and Romero wanted to do the same thing for Sigil 2.

>> No.10079867

>>10079731
I never really considered playing rekkr, but this is so cool i'm going to.

>Then I gotta print cds/cases and maybe stickers.
Just a thought - have you considered the quality of the CD-R media?

>> No.10079868

>>10079826
>INB4 It's actually the first and Romero wanted to do the same thing for Sigil 2.
Well if I don't get it done in 5 months he has time before Dec 10th.
Looking forward to Sigil 2 tho. I liked the first one, and it's neat having an original mapper pop out some levels. I wish Sandy would, but hes all in on pen and paper now.
Just one map Sandy.

>> No.10079876

>>10079867
>Just a thought - have you considered the quality of the CD-R media?
I have. I'm sure there are cheap CD production services out there tho... Somewhere. I haven't really looked.

>> No.10079934
File: 8 KB, 128x128, Awaken.png [View same] [iqdb] [saucenao] [google]
10079934

Was BPRD abducted by aliens and that's why he made all those wads about space and the stars?

>> No.10079976

DOOM 1, DOOM 2, Heretic, or Hexen but you have grenades, landmines, and detonation bombs.

>> No.10079981

>>10079976
MBF21 supporting Heretic inventories for Doom would be awesome.

>> No.10080080

>>10079934
>BPRD
https://en.wikipedia.org/wiki/Bureau_for_Paranormal_Research_and_Defense

>> No.10080118

>>10073476
Waifu feedback
>Outism
- In the South room the blood is non-damaging but the grey concrete is 20% damage floor? I'm sure I'm missing some context here but at least make it 5 or 10% instead.
- Not sure if this is a great opening map. Seems a bit too shitposty, maybe the Toph map is a better candidate.
>Daina's Ass
- Shotgunning/SSGing imps and barons in a narrow corridor yay. Fortunately things pick up when you get the rocket launcher. An early berserk (or just fewer hell knights/barons) would probably improve the start considerably.
- Thanks for letting me crush the cyberdemon.
>Trapped By the Ocean Scent
- Really liked the ocean temple-ish setting, and the hieroglyph secret.
- If you're doing a corridor-exit like this, maybe label it with an exit sign and a fade-to-black or something.
>Shanalotte
- Default Doom II midi here? Also default Doom II sky.
- Bonus points for actually making your waifu into a convincing techbase.
- I particularly liked the fight with the mastermind, even though killing the mastermind herself at the end was a bit tedious..
- Not sure if the intention was for me to rocket jump to the soul sphere secret near the start, but that's what I did and it was great.

>> No.10080119

>>10078781
It requires some code changes, and I'm not sure I can start lifting GDX exclusive assets without permission. If some anon wants to redraw them, I'll include it into NotBlood.

>> No.10080130

Is there a mod that reduces/eliminates enemy spawns in Hexen Deathkings?
So far I have to learn the levels and play them multiple times to go fast, which is not very fun. Also playing on easy already.

>> No.10080134

>>10080130
Are you using a source port?

>> No.10080136

>>10073476
>>10080118
>Filia
- Uses a Doom II sky which doesn't wrap vertically, which is clearly visible when you're at the red key. Best change it to a sky which does wrap vertically.
- After picking up the red key way too many spectres spawn and you have to spend 5 minutes punching them out or waste all your ammo.
- The archvile-pillars room is a neat idea, but doomguy's randomly bouncy physics make it really frustrating. I had more deaths in this room than any other encounter in the project. It'd probably help a ton to make the pillars squares instead of circular so the physics are less wonky.
- There are a few groups of revenants with ambush flags set, positioned around the corner which encourages the player to wake them up one by one to kill them, which is pretty safe but also tedious. It's probably better to use sound-blocking lines and have them wake up all at once once you fire a shot in the area.
- The little area with the yellow key took me forever to find. Maybe put the key in plain view instead of around the corner, or change the wall textures so the gap stands out more.
>Rainboom
- Already played this one. Good map. Not sure if it deserves being banished to a secret slot.
- Exit room is labeled as 3 secrets, maybe intentional.

>> No.10080139

>>10080080
Is that actually what his name was supposed to mean the whole time? Wow. Thanks anon.

>> No.10080141

>>10080134
yes, zdoom

>> No.10080163

>>10080141
Open the console and type "kill monsters", or load it with the launch parameter "-nomonsters"

>> No.10080171
File: 140 KB, 850x1285, hagposting.jpg [View same] [iqdb] [saucenao] [google]
10080171

>>10080118
Thanks for the feedback, anon.
If the lead doesn't mind he can totally lower the small of the concrete floor though I feel it lose the sting.
> I'm missing some context here
The context is that Outis screams liar and deceiver within the first seconds of meeting her, literally constantly giving hints that she's a war criminal and that her record is the only record that warns you to not look into her past. She literally gives you the name: "Nobody."
Thus a lot of the map was designed to be short but with little misdirection to lull the player to be surprised by the short finale.
Basically if you kept saying:
>That doesn't feel right...
Then I did Outis justice.
>Not sure if this is a great opening map. Seems a bit too shitposty, maybe the Toph map is a better candidate.
I agree, I think another good map would be Trapped By the Ocean Scent

>> No.10080198
File: 60 KB, 1280x720, smile.jpg [View same] [iqdb] [saucenao] [google]
10080198

>>10080171
>the damage* of the
>to be surprised but not quite*
I am retarded.
Least I can post her smile so you can tell me if you think she looks trust-worthy

>> No.10080241

How do I change the amunition carrying limit in DooM/DooM II?

>> No.10080242

>>10080241
https://forum.zdoom.org/viewtopic.php?t=29732

>> No.10080256
File: 196 KB, 600x900, REKKR Sunken Land.jpg [View same] [iqdb] [saucenao] [google]
10080256

>>10079868
>Well if I don't get it done in 5 months he has time before Dec 10th.
Let the best head win.
>Just one map Sandy.
Maybe we can convince him to "write a map", so that we can use that sacred text to make an actual new Petersen map?.. Honestly, it sounded more logical and funny in my head than now.
Also, forgot to mention it in the previous reply... Manual would be too much of a hussle, yeah? It's probably much easier to get another CD for the soundtrack or just fit it in with the game's installer. Key art poster can also work, now that I think about it.
I was thinking about whenever or not go for the first Deathkings of the Dark Citadel playthrough soon-ish, but I might actually end up replaying REKKR instead. Would be a good excuse to check out both bonus episodes.

>> No.10080302

>>10080163
I'm not that bad. I finished the original Hexen on hard.
But then again I did not enjoy the combat much. Maybe I'll killmonsters once the numbers I killed climb past the level's original.

>> No.10080303

>>10080139
that or Brapping Pooting Roided Demiurge

>> No.10080358

>>10080256
>Manual would be too much of a hussle, yeah?
I was looking into it today. Might be possible. I was also thinking of a manual/small poster combo. Poster on the front 2x3 jewel cases big, sorta fold out manual on the back... Depends.
There actually not a lot of room in the wooden box, it's just about jewel case sized, little bigger on all sides. So if I can combine anything that might be a bonus like that I think I'll try. Would be cheaper than a soundtrack CD I think.

>> No.10080412
File: 37 KB, 549x454, 1607386617308.jpg [View same] [iqdb] [saucenao] [google]
10080412

>>10073470
I wonder what the Original Doom 2 manual looked like?

>> No.10080413

>>10080412
Like this:
https://oldgamesdownload.com/wp-content/uploads/Doom_II_Manual_DOS_EN.pdf

>> No.10080439 [SPOILER] 
File: 3.78 MB, 1920x1080, BONE CHILLING.webm [View same] [iqdb] [saucenao] [google]
10080439

>EEUAAARRRRRHH

>> No.10080441

>>10080439
Glitch this is indeed.

>> No.10080451

>>10080439
Man, Doom 3 is damn-near perfect aesthetically (with some exceptions like the weird shotgun and imps). I just wish it had the same pacing as Quake and wasn't trying to do the le horror with audio logs meme.

>> No.10080459

>>10080451
I just can't see Doom 3 playing like Quake, which basically plays like classic Doom with advanced movement and verticality, which Doom 3 doesn't have.

>> No.10080461
File: 114 KB, 500x247, aaaaaaa.gif [View same] [iqdb] [saucenao] [google]
10080461

>>10080439

>> No.10080462
File: 142 KB, 192x282, 1670452952285192.gif [View same] [iqdb] [saucenao] [google]
10080462

Why did Quake not have a "use" function when Doom did? Surely it's not because of time restraints.

>> No.10080465

>>10080462
Same reason it didn't have a pistol, there was no real need.

>> No.10080467

>>10080462
It's too confusing

>> No.10080475

which difficulty should I go with on first deus ex play through

>> No.10080486

>>10080462
There's an extra, unused basic button input in QuakeC that most people think was meant to be for interaction (and you can re-implement it easily with a basic traceline from the player's view to trigger the 'use' function on something). I'd guess they just wanted to get people familiar with the idea of shooting buttons that are out of reach since that wasn't really a thing in Doom.

>> No.10080498

>>10080475
You should just go with Medium. Don't forget to do the training level before starting though, and you might want to rebind most of the controls to something more comfortable since they're kinda weird.

>> No.10080514

>>10080475
on realistic you will die in 2 hits without body armor (a temporary consumable) or augs, which you won't have unlocked, so your early game will be miserable unless you're quicksave happy and go 100% stealth
guns are more useful than internet legends would have you believe as long as you invest skill points https://www.youtube.com/watch?v=s_cv_npRZM0

On that note there was a mod that replaced all of the difficulties, with realistic being the same as vanilla but every other difficulty vastly increasing both the enemy and JC's hp pools, basically turning it into a stealth vs RPG slider instead of difficulty. Anyone remember what I might be talking about?

>> No.10080516

>>10080451
Just strafe jump my dude.

>> No.10080518

>>10080475
I played on realistic on my first playthrough, which is supposedly between medium and hard in terms of difficulty and I didn't have any trouble with any encounters. all bosses seemed to be kind of a pushover
Just play on medium and go have fun!

>> No.10080525
File: 2.22 MB, 1714x716, queeger.png [View same] [iqdb] [saucenao] [google]
10080525

This is one of my few unfinished and unreleased Quake 2 SP-maps. I decided to do some quick lighting tests due to some issues with one of the other maps withinside the Quake 2 25th Collaborative Anniversary UNIT, but I have no guarantee I will release it anytime soon...

>> No.10080575

Doom players be like
>This level doesn't have any ammo, I'm completely out
>BULL 400/400

>> No.10080579

>>10080575
I pity those who underestimate the chaingun.

>> No.10080583

>>10080575
Goes more like this
>0 bullets
>0 shells
>100 rockets
>600 cells

>> No.10080610

Are we kartan today?

>> No.10080628

>>10080610
I hope so.

>> No.10080650
File: 10 KB, 233x360, caution_doom_engine_kart_game.png [View same] [iqdb] [saucenao] [google]
10080650

>>10080610
Yes.
IP: 51.161.34.159
Details: https://pastebin.com/fFj8euau
Changes since last time:
Character: PaRappa
Dub: do_impressions (Tatsuya)

That's it, that's all I got this week.

>> No.10080685

>>10073476
Last few waifu maps:
>Eto
- I feel like combat would be more engaging if everything was scaled down to half its size. Right now you have these giant rooms and you can just run around everything.
- Unlabeled exit, take a sip.
- Quite a comfy map to hunt secrets and non-secrets in, somehow.
- The walkover line in the icy area raising the platform leading to the blue armor is ridiculously subtle though.
>Boop-Oop-a-Doom
- Really like this one.
- Probably should add a way to get back from the brown ledge West of Betty. I jumped on there from the exit platform to kill the final monsters on that side. You can technically cross on the South side but it doesn't seem intended.
>Red Boat
- The first part of the map could use a bit more health, a few extra stimpacks here and there. There's a ton of hitscanners and almost no health recovery.
- Not sure what you're doing with your waifu's hair, but in the cyberdemon arena there seem to be a bunch of hall-of-mirror gaps in the floor. I'm also getting lots of framedrops here and during the final fight.
- Here's also a sky texture not wrapping vertically (in the area before the final fight). Maybe that's a dsda-doom thing?

>> No.10080695

>>10080685
>Half-Genie in a Bottle
- I really like how you build a layout this vertical with the waifu sectors. Probably the best waifu sector usage of the project.
- The fight on Shantea's face is a lot harder than it seems. A really devious combination of hard hitting enemies, limited health, and pinkies blocking your path at every opportunity.
- The secret teleporter leading to the arachnotron ledge should really not be too tall to step on, that's just annoying.
- I'd consider this a good final map since it has that epic climactic feel to it.

Regarding map order, right now it seems like most of the beginner-mapper maps are in the first episode. Maybe it's an idea to spread those a bit more. They also tend to be pretty short and breezy so it might be a good idea to put them inbetween longer maps.

That's it. Hopefully my comments/suggestions are useful.
Good job everyone. Now get out of my house

>> No.10080720

>>10080685
>there seem to be a bunch of hall-of-mirror gaps in the floor.
are you using dsda on opengl rendering? i actually have no idea how to fix it.
theres a bunch of loose linedefs inside the hair sector (i kinda need them to teleport the cyberdemons later). i tried turning them into sectors but it doesnt affect the holes.
this doesn't happen with gzdoom. iirc i tried using different node builders, but i could try again.
>there's also a sky texture not wrapping vertically (in the area before the final fight). Maybe that's a dsda-doom thing?
i also gave up on this, it seems otex sky textures simply dont vertically wrap. what can you do.

>> No.10080736

>>10080720
>this doesn't happen with gzdoom.
to be clear, in my experience it also doesn't happen with any software renderer. it seems to be specific to dsda's opengl.

>> No.10080756

>>10080685
the climb all the way to the first elevator for a measly 2 stimpacks is a bit brutal but it's right at the beginning of the map so you can just restart if things are going terribly
maybe instead of hp pickups there could be more clips so you don't have to count every pistol bullet picking off the chaingunner on the opposite cliff?

>> No.10080757

>>10080720
Yeah it seems to only happen on opengl rendering.
I don't consider it a major issue though. The gaps are pretty small and tend to get filled up with the surrounding texture anyway.

>> No.10080760

>>10080451
Its fun but it makes me want to dick around in FEAR

>> No.10080773

>>10080685
>Probably should add a way to get back from the brown ledge West of Betty.
Yeah. Hadn't considered it. Teleporter back to the beginning or something maybe. Or raised ledge on south end that allows one way travel.

>> No.10080786
File: 874 KB, 1440x810, 1605242045019.png [View same] [iqdb] [saucenao] [google]
10080786

>>10080525
Oh damn when can we try it?
>>10080760
I'd rather play FEAR than vanilla Doom 3 but I don't have to play D3 unmodded anymore.

>> No.10080790
File: 670 KB, 1280x960, SRB2K-CEP64 2023-07-20 02-37-35-89.png [View same] [iqdb] [saucenao] [google]
10080790

>>10080650
5/16

>> No.10080806

>>10080695
>>10073476
Hey, Shantae guy here, thanks for the feedback. I adjusted the map a bit to fix some alignments and raise the floor on the arachnotron section so you can step over it.
https://files.catbox.moe/nntsu0.wad

>> No.10080809
File: 59 KB, 792x387, images - 2023-07-19T073011.876.jpg [View same] [iqdb] [saucenao] [google]
10080809

My lil bro (9yo) is playing doom 1 for the first time, and he just beat the cyber demon. We're using led's generic weapon mod since I think going vanilla would be too boring for him. It's a good mod, the only thing I don't like about it is the plasma rifle's alt fire, which is a rail gun and doesn't fit in a lot with doom IMO. He's having a lot of fun, apparently. Feels good, man.

>> No.10080817

>>10080756
>picking off the chaingunner on the opposite cliff
I just ran past the last few hitscanners there and killed them at the very end.
It's not too bad if you know about the secret with the soulsphere and green armor at the start. Not finding any secrets however, the map felt really stingy with health up until you get past the yellow door.
Maybe it's an idea to move the green armor out of the secret and onto the main path. That'd already help a lot. But it's up to you.

I never figured out how to get the megasphere on the ship either by the way.

>> No.10080823
File: 315 KB, 1280x720, Swamp Gas (BPF).png [View same] [iqdb] [saucenao] [google]
10080823

>> No.10080832
File: 199 KB, 600x694, 1571783234335.gif [View same] [iqdb] [saucenao] [google]
10080832

>>10080823
>BPF - Bloody Pulp Fiction
Seems there's a few versions of this floating around. Is there one you recommend?

>> No.10080894
File: 5 KB, 84x84, Reaper (86).gif [View same] [iqdb] [saucenao] [google]
10080894

>>10080832
It's my first time playing it. I'm playing the one optimized for BuildGDX because it seemed to be the most recent one and i couldn't manage to run the other version with NotBlood(GDX version has texture issues with NotBlood/NBlood too).
The DOS 1.3 version comes with intro/outro "videos" but i don't know how to make it work either.

>> No.10080906

>>10080894
the GDX version has videos too i see but they don't play for some reason

>> No.10081061
File: 636 KB, 546x624, Greetings mortal, are you ready to drive?.png [View same] [iqdb] [saucenao] [google]
10081061

>>10080650
GGs

>> No.10081139

>>10075251
I like chocolate doom, but it has to be crispy doom for me because they remove the visplane limit.

I admire chocolate dooms devotion to accuracy, but some problems that original doom had just need to go away, not be preserved.

>> No.10081198
File: 3.96 MB, 1024x768, 2023-07-20 05-20-06.webm [View same] [iqdb] [saucenao] [google]
10081198

>> No.10081201

>>10081198
Tragic.

>> No.10081209
File: 3.92 MB, 1024x768, 2023-07-20 04-42-17.webm [View same] [iqdb] [saucenao] [google]
10081209

>> No.10081256

>>10080685
>>10080773
I will say that you can run across the hurt sector to a small stair that leads back up. But I should add a way back without necessitating damage.

>> No.10081474
File: 36 KB, 459x342, TEATFIRE.jpg [View same] [iqdb] [saucenao] [google]
10081474

>>10079365
Historically speaking they're somewhat obscure, again, they never caught on outside of Europe. Most of it pertained to a Belgian family of gunsmiths, Lefaucheux, a dynasty almost, father and son, and then the son after this, the elder who devised the concept and built up a pretty solid little business empire out of it.
You can sometimes find old pinfire revolvers and rifles in North America, but they typically got there coming with a European who emigrated over back in those days, or a later collector who imported it because it was interesting.

It also gets interesting when you look at the Americans specifically, because during the Civil War there was lots of experimentation with self-contained cartridges and breech-loaded rifles for cavalry troops (loading a musket when riding on horseback is extremely cumbersome), some of these were really brilliant, while others less so, and this was while you could find the fairly practical pinfire solution in Europe.
Funnier is that American inventors soon arrive at the much superior rimfire and centerfire cartridges which remain standard today, but that this gets mildly kneecapped with handguns for a while because Smith & Wesson managed to secure the exclusive patent rights to the concept of a revolver cylinder with bored through chambers. Ergo where you can load in a cartridge from the rear end (something which Lefaucheux had been doing in Europe for decades, mind), so people either have to license that from them, hope they get away with violating the patent, or they come up with ridiculous as fuck workarounds such as the front-loaded "teatfire" cartridge.

I'd love to do a .wad set in the 1860s or something, with old and weird weapons like these, and they have slow reloading so you have to rely a lot on weapon switching and melee attacks, including a quick saber slash, akin to Duke's mighty boot.

>> No.10081567
File: 311 KB, 704x442, Chaingun3.png [View same] [iqdb] [saucenao] [google]
10081567

Bros... I love the DooM 3 chaingun so much it hurts

>> No.10081669

>>10080358
>Might be possible.
Sweet. We need good-old manuals back.
>I was also thinking of a manual/small poster combo. Poster on the front 2x3 jewel cases big, sorta fold out manual on the back... Depends.
>There actually not a lot of room in the wooden box, it's just about jewel case sized, little bigger on all sides.
Oh, I see... I think. Well, it does sound like a solid plan.

>> No.10081701

>>10080525
If it's looking better than Danger Room or Robbie The Robot, I will certainly have a blast with it - simple as...
GoodFun.bsp is still pure garbage tho

>> No.10081705
File: 118 KB, 434x354, 0y0vac082cx61.png [View same] [iqdb] [saucenao] [google]
10081705

>>10081474
>Boolat
Is this the gun that can fire those by chance?

>> No.10081716

>>10081705
lol, no, they'd go in the other way, the titty part enters the chamber from the front, and then then nipple has something like mercury fulminate or some other priming compound which the hammer crushes and which then sets off the powder, the rim on the front of the cartridge was to make sure it wouldn't slide back further in than intended. Teatfire actually worked fairly well as far as ridiculous workarounds to the Rollin White patent goes, people got up to way weirder bullshit.
For the Alt-F4 revolver there, you'd actually be loading in teatfire cartridges from the 'rear' almost like a normal gun, if it was designed for such ammunition.

>> No.10081721

>>10081198
>>10081209
Why don't you guys hook up with party /v/an and get some 20+ player games going?

>> No.10081726

>>10079360
Projectiles would add up to too much bullshit.
>hitting monsters you didn't know were there
>getting hit by something you really should have dodged
Melee attacks by enemies originally worked as a really short range hitscan attack, and you can see that in the first retail versions, but it meant that sometimes pinkies could miss and start infights with other monsters and they didn't want that (maybe because they'd also infight each other), hence the setup we have where it only checks horizontal distance.

For players and monsters themselves not intersecting, I figure it's to try to save a little bit on computing power for other things, and because it just isn't particularly necessary or relevant in the original levels. There's very little verticality going on in the original maps, and they probably figured it wasn't a big deal if you couldn't swoop under a caco or leap over a pinky for the occasion that it could make sense.

>> No.10081817

>>10081716
>Alt-F4 revolver
But what if instead of using it to "kiss your sister" you'd actually use it to shoot at whatever tries to sneak up on you from the back?

>> No.10081818
File: 3.00 MB, 1920x1080, 07-20_03-51-15.png [View same] [iqdb] [saucenao] [google]
10081818

I don't normally ask for feedback but does this look alright?

>> No.10081819

FUCKING KILL YOURSELF AND DIE

>> No.10081821

>>10081819
So it doesn't look alright?

>> No.10081827

>>10081821
I wasn't talking to you
Maybe the line between the top 32 and the 16 below of that metal1_4 or whatever looks kinda weird

>> No.10081831
File: 2.75 MB, 1920x1080, varietal_rumble_1_2023-07-20_04-02-58.png [View same] [iqdb] [saucenao] [google]
10081831

>>10081827
Jesus dude you recognize the texture and know its name? Also thanks, luckily there's an identical one without that line. I think I just need to add some clips and it'll look nice.

>> No.10081836

>>10081831
>>10081818
>fires floating in thin-air
Please plop some tealight candle-shaped cylinders under them

>> No.10081893
File: 2.98 MB, 1920x1080, varietal_rumble_1_2023-07-20_04-37-06.png [View same] [iqdb] [saucenao] [google]
10081893

That feels better. Bit too bright.
>>10081836
Whoops wasn't meant to be floating. I kinda want it resting on the metal, I like it that way, but ty.

>> No.10081910
File: 1.48 MB, 1280x768, jam9.png [View same] [iqdb] [saucenao] [google]
10081910

>> No.10081921

>>10081910
cool bug would look better with a dark purple sky

>> No.10081926

>>10081910
https://www.youtube.com/watch?v=WzP_N6C6nwA

>> No.10081937
File: 3.83 MB, 960x540, 1670484479438.webm [View same] [iqdb] [saucenao] [google]
10081937

God damn I love and hate Hexen so much.
The atmosphere, the visuals, the aesthetic, the weight and look and feel of the levels all feels so glorious, but god damn those fucking "puzzles". It mostly just comes down to "which of these 13 levels did I miss a switch on?"

Hexen really needs a refresh. Not a full remake, keep all the original assets, just tune it up. You shouldn't have to go into any levels off the Seven Portals hub more than twice each, as a baseline example. Streamline things, improve the pacing. De-sandbagify the more irritating enemies.

I'm playing Wrath of Cronos (3.14) now and it's a pretty good improvement on the combat. Liking it more than Hexen RPG or Brutal Hexen (barf). There's elite enemy types, e.g. ettin commanders, flame dragons, etc, but a more enjoyable change seems to be randomly reducing many centaurs to alternate enemies that are either weaker or more aggressive without the mandatory "you're not allowed to fight right now" shield windows. Ifrits are still a pain in the ass as Warrior, now with elemental variants, but all the base Hexen weapons are improved (the axe can be thrown), and you get the Heretic Dragon Claw at the end of Seven Portals so that's handy. The addition of experience levels and skills adds lots of carrots to go for and makes combat, even secret levels, a lot more fun since it isn't just a pure meaningless waste of resources now. I've been getting gold coins out the ass but haven't found a shop yet, lol. Maybe it's a menu option I overlooked or something. Found tons of "chest keys", but only one chest ever. The attribute stats all feel pretty good and meaningful, without being too overpowered.

>> No.10082036

>>10078439
what level is you're screenshot from? it looks nice.

>> No.10082084

>>10082036
That’s Extermination Day’s 28th map City of Dis.

>> No.10082097

>>10081937
I wish I didn't care about managing inventories and level ups and shit. I might have played Hexen.

>> No.10082137

>>10081937
Vanilla Hexen gameplay is just kind of boring and the classes are spread too thin on weapons and items, WoC makes it so much better.

>> No.10082150

>>10082137
Playing it with High Noon Drifter helped me realize how bare the enemy roster is. I understand WoC helps with that as well.

>> No.10082159

>>10082150
>>10082137
I wonder at which point do mods become a sort of "necessity".

>> No.10082161

>>10081819
i still won't use DosBox

>> No.10082164

>>10082150
Yeah, WoC is a lot more fun.

>> No.10082167
File: 186 KB, 1366x768, screenshot-hexen-04.png [View same] [iqdb] [saucenao] [google]
10082167

>>10081819
You made my day, anon. LMAO
>>10081937
I feel like I'm the only one who thinks that Hexen's maps are not as bad as people make them out to be and I recently played through its last two hubs.

>> No.10082174

>>10082159
>I wonder at which point do mods become a sort of "necessity".
When you personally can’t enjoy the game otherwise. That’s at the very least.
Sometimes things are busted. I’m with >>10082161 in no longer wanting to play Blood through Dosbox and a big reason is the save/load game bug that never got fixed.

>> No.10082175

>>10081937
>but god damn those fucking "puzzles". It mostly just comes down to "which of these 13 levels did I miss a switch on?"
This is disingenious.
At most that happens only in Seven Portals, but then again, it's not that bad and you just go in doors that are open until other doors do the same.
Guardian of Steel might be a bit confusing though.

>> No.10082178

>>10081819
???????????

>> No.10082210

Does MBF have anything like A_Mushroom, but with a parameter to change that thing type is spawned?

>> No.10082226

>>10081819
I think I will.

>> No.10082234

>>10080462
IIRC from some interview, it was a design criteria that one of them (John Carmack?) specifically wanted to avoid a "use" button, opting instead for pushing or shooting buttons. Sorry, can't remember the source.

>> No.10082242

>>10081139
>I admire chocolate dooms devotion to accuracy, but some problems that original doom had just need to go away, not be preserved.
IMO it's good that we have a modern source-port devoted to accuracy, even if most of the time everyone would rather play something else. I disagree with the notion that there should only be one "ultimate" source port, i'd rather a toolkit so each one can focus on a singular vision.

>> No.10082253

>>10081474
>I'd love to do a .wad set in the 1860s or something, with old and weird weapons like these
>you thought reloading in half-life was perilous?
>https://youtu.be/J7XzdklM6mk?t=363

>> No.10082262

>>10081818
What are you asking about? The theme texture combinations could work, but IMO it needs something less noisy somewhere to mellow out so much intense (noisy) stained wall texture.

>> No.10082269

>>10082262
New image here>>10081893. But I see your point about the wall being "noisy". hmmmm

>> No.10082294

>>10080242 Thanks!

>> No.10082339
File: 698 KB, 1600x900, spasm0000.png [View same] [iqdb] [saucenao] [google]
10082339

>98% of Adoria is the uncompressed TGA skybox textures and music recorded as .wavs that collectively weight 500+MB

>> No.10082378

>>10081721
/v/ already has a server and if we wanted to play with /v/, we would just go there.

>> No.10082843

Are the Master Levels for DooM II worth playing?

At the moment, I've only played DooM, DooM II: Hell on Earth and I've just finished Thy Flesh Consumed.

>> No.10082849

>>10082843
Play No Rest for the Living next.

>> No.10082868

>>10082843
Cranium maps are always good, if you're not going to play Master Levels at least play Black Tower, 10/10 map.
Dr. Sleep maps are good.
The rest is meh.

>> No.10082929

>>10082849 If people recommend that I skip the Master Levels, I wanted to play Final DooM first, and then No Rest of the Living. Is that a bad idea?
I'm following the release order because that's what most people told me to do.

>>10082868 I've actually played Black Tower and Titan Manor. I liked Titan Manor much more than Black Tower, at least from a first impression.

>> No.10082931

>>10082929
NRFTL is easier than Final Doom, and it's only 9 maps.

>> No.10082971

>>10082843
Master Levels is alright but it's not amazing. Play it in-between NRFTL and TNT Evilution.

>> No.10083039

>>10073476
https://www.doomworld.com/forum/topic/128420-doom-refired-doom-ii-vanilla-project-episode-2-demo-out/?page=2&tab=comments#comment-2675768
Episode 2 demo of Doom Refired out

>> No.10083042
File: 607 KB, 1024x768, HexenFullEnding.png [View same] [iqdb] [saucenao] [google]
10083042

Hey, can someone help me with digging up the OG version of this coop ending screen from Hexen? All I could find is a WR speedrun (too bright), so either I didn't look deep enough out there or I simple need to not be lazy and look into the way to grab it out of the WAD myself.
https://www.youtube.com/watch?v=zshbIXg1Dc8

>> No.10083063
File: 304 KB, 992x1506, 1571360541979.jpg [View same] [iqdb] [saucenao] [google]
10083063

>>10080118
>Trapped By the Ocean Scent
Thank you very much for playing my map, anon! I'm glad you seemed to enjoy it. I'll consider changing the exit a bit.

>> No.10083079
File: 358 KB, 1120x1125, BPF.jpg [View same] [iqdb] [saucenao] [google]
10083079

>>10080832
>>10080894
>>10080906
ok i think i found out why the videos don't play.
the names don't match

>> No.10083093
File: 55 KB, 329x306, 9549038.360000001_interesting1.jpg [View same] [iqdb] [saucenao] [google]
10083093

Playing on the clovr server for Deus Ex, if anyone else wants to be a retard for a bit

>> No.10083096
File: 104 KB, 900x819, 1671004774120687.png [View same] [iqdb] [saucenao] [google]
10083096

>>10083079
yep, rename them and now they play fine

>> No.10083117

>>10082843
Not particularly IMO, you could check them out, but they're mostly remarkably unremarkable and dull in terms of gameplay and visuals. I like Sverre Kvernmo's maps in general, but holy fuck, Mephisto's Maosoleum is just not any fucking good at all. Two maps stand out to me as enjoyable enough, which is Black Tower and The Express Elevator To Hell (teeth.wad), past that, they're mostly all a meandering tan colored blur. Some people enjoy the master levels, but "they're kind of dry" isn't an uncommon opinion of them, I'd say flip a coin between No Rest For The Living and Sigil.

>> No.10083118

>>10083042
Just get SLADE and open up Hexen.wad
The final screen is in the wad in two parts, FINALE3 just shows the fighter, but if you're playing anyone else (or co-op) it draws either CHESSC, CHESSM, or CHESSALL over the original image.
You can export these as png and splice them together in your image editor of choice.

>> No.10083130
File: 1.01 MB, 1280x768, jam9.png [View same] [iqdb] [saucenao] [google]
10083130

>> No.10083183
File: 2.21 MB, 3840x2160, arcanum4_2023-07-20_22-28-40.jpg [View same] [iqdb] [saucenao] [google]
10083183

I'm playing through arcanum, and on arcanum4 I feel like I must have taken an unintended route. I killed everything I saw - are there really this many enemies off the beaten path?

>> No.10083215
File: 122 KB, 1280x720, BPF perv.png [View same] [iqdb] [saucenao] [google]
10083215

>> No.10083220

>>10083215
>Sickos in the window

>> No.10083240

>>10083093
Hopped off. We made sure to kill both Navarre and Lebedev, in order to be thorough

>> No.10083247
File: 71 KB, 1304x1132, Sicko.png [View same] [iqdb] [saucenao] [google]
10083247

>>10083220

>> No.10083248

>>10083247
Shouldn't it be a thought bubble?

>> No.10083251

>>10083248
i so thought too, but it seems the timelines have shifted, i extracted the bubble from the original

>> No.10083254
File: 2.54 MB, 636x476, crash_comp2.webm [View same] [iqdb] [saucenao] [google]
10083254

some small tweaks and things

probably should add textured lower and upper steps soon

>> No.10083280

>>10083254
nice

>> No.10083291

>>10083183
Find all the secrets - the rest of monsters are flagged to spawn only when you find them all
be sure to have lots of Cells to pick up the Mjolnir and use it right-away

>> No.10083312

>>10083093
Nice. Unfortunately that won't necessarily carry over to the next day. The mod doesn't allow for the server to save choices once the server is shut down. So it'll select a random set of choices tomorrow.

>> No.10083365

I finished Romero's book. It's good. He's quite humble by the end and acknowledges his biggest error with Ion Storm (not correcting mistakes as they cropped up and letting things get worse).
Ion Storm still made some cool games.
He corrects some things from Masters of Doom. And other publications. One I thought was funny:
Carmack never put a time tracking app on anyone's computer. That was done by Scott Host at Cygnus, while they were working on Strife, and got conflated with Carmack somehow. Carmack did hand out a report card for everyone's performance on Quake development. He gave himself an A-

>> No.10083379

>>10083312
Ah yeah, I vaguely remember something to that effect when I was looking into it myself in the past. I think Nanokeys were also a stated issue. It's what kept me from wanting to do a co-op run witha buddy, but with the server up and the fact that it's not a serious run (especially since people will be doing levels are different times) means it's been a good opportunity to blast through some levels for the fun of it.

Especially since on my last playthrough, I didn't really dip into combat until after getting the right augs and Dragon's Tooth, especially due to being on realism, so blasting through things with a pistol and another Denton has been fun.

>> No.10083441

>>10083365
Also of note: he doesn't mention Stevie Case as his girlfriend, only that she was a level designer at ion storm that cofound Monkeystone. And most of his interpersonal life from that era is left blank, outside of Tom Hall who has always been his BFF.
Might be at the request of those involved though, as he mentions in the epilogue, or to protect them in some capacity.

>> No.10083464

>>10083365
>he gave himself an A-
Hilarious
What did he give Romero?

>> No.10083478
File: 558 KB, 1920x1080, изображение_2023-07-21_022931446.png [View same] [iqdb] [saucenao] [google]
10083478

>>10074658
>Dirty Foot Canyon
I already fixed it during the first release, but it seems like anon in charge of the project took an old version for some reason.
>>10073476
Hey the Waifu-project-dude, download this version of the Dirty Foot Canyon please.
https://disk.yandex.ru/d/fEeAe1Wj7AQdPw

>> No.10083484
File: 115 KB, 480x360, 1672440898069330.png [View same] [iqdb] [saucenao] [google]
10083484

https://www.youtube.com/watch?v=CDCrH-IFOh0

damn theres so many megawads to play...

>> No.10083492

>>10083464
I'd have to check (out ATM), but I think it was a D or a C.

>> No.10083521
File: 28 KB, 640x295, 1671549544829253.jpg [View same] [iqdb] [saucenao] [google]
10083521

>>10083484
Doom and Doom 2 have to be the biggest bang for your buck content-wise because of this.
there are people walking the surface of earth who don't know this.

>> No.10083548

>>10083521
I just wish netcode was better. Give me GZDoom as it is today but cooperative netcode that's worth a piss and I'll just play that until the end of time. I guess that's just where Zandronum will be in 12 years, but fuck I just want that now. Then again, I'm also just too lazy to find out if there's any other good sourceport with decent netcode and MBF21 compatibility, even though I was really hoping to play Ad Mortem in co-op last year.

>> No.10083554

>>10083548
IIRC, Odamex has MBF21 compatibility.

>> No.10083559

>>10083554
There's a good list on the MBF21 compatbility page on the Doom Wiki, but I'm noobish enough not to recognize most of them beyond Eternity and FDWL. That being say, Odamex I know but mostly associate with Deathmatch. I'll look into trying that with co-op this weekend

>> No.10083649

>>10083521
>buy Doom on mail order for $40 in 1993
>almost 30 years later and the cornucopia of content never stopped
Doom, Quake, and Half-Life must have been some of the most high value games ever put to market based on their extensive modding scenes.

>> No.10083732

>>10083649
It's value + actual existence of modding tools, which themselves were often open source thus enabled the creation of even better tools that fuel content creation for decades to come. There have been plenty of great games that have absolutely zero mods (barring shitty texture replacements or something) because there is just no way to mod them without literally whipping out a hex editor and fucking about for a few years until you halfway reverse-engineer the game (see: Mass Effect).

>> No.10083781

How to properly use a Spider Mastermind in a map?

>> No.10083795
File: 776 KB, 1024x768, p5.jpg [View same] [iqdb] [saucenao] [google]
10083795

>>10083781
There was a fun one in Preacher's fifth map

>> No.10083817

>>10083781
Put it in a place where it's unkillable for a good chunk of the map, optionally on a raised platform or enclosed area so enemies can't get stuck inside it.

>> No.10083856

>>10082843
The Master Levels are cozy.

>> No.10083912

page 10... doom is dead...

>> No.10083921

>>10083781
Sitri's Unrattled map has a good roaming Mastermind fight. Would recommend checking it out.

>> No.10084138

>>10083795
i completely forgot to play this