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/vr/ - Retro Games


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10317908 No.10317908 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10304868

Doom/Quake/Duke/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
https://rentry.org/vrbin

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

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

Quickstart torrent (IWADS etc): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake 1-3 FAQ: https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives:
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

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

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

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

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

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

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

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

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

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

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

>> No.10317909
File: 733 KB, 1000x740, 1696382246736.webm [View same] [iqdb] [saucenao] [google]
10317909

=== CURRENT PROJECTS ===
AD MORTEM FINAL CUT
See https://desuarchive.org/vr/thread/10230372/#10235841

WAD BOORU (open for submissions)
http://clovr.xyz/wadsup/

FORE/VR/ ALONE (beta 3)
https://files.catbox.moe/u9smv4.zip

=== WHEN IT'S DONE ===
A SERIOUS CASE OF /vr/
https://desuarchive.org/vr/thread/9611263/#9611406

VIOLENT RUMBLE 2
https://desuarchive.org/vr/thread/9941667/#9941720

=== NEWS ===
[10-6] First Quake 2 Remaster Deathmatch Jam is out
https://www.moddb.com/games/quake-2/addons/quake-2-remaster-deathmatch-map-jam-2023

[10-3]Quake 2 Remaster updated (check Steam)

[10-1] DBP62: Haunting Hollow is out now!
https://doomer.boards.net/thread/3364/haunting-hollow

[9-30] Ion Fury: Aftershock release announced for October 2, 2023
https://www.youtube.com/watch?v=c49Zj6E_u98

[9-30] Kingpin: Reloaded release announced for December 5, 2023
https://www.youtube.com/watch?v=SP9U_0znTCQ

[9-30] Wrath: Aeon of Ruin release announced for February 27, 2024
https://www.youtube.com/watch?v=CLMKbLI-nRA

[9-30] MARROW, a fan-made Blood episode, released
https://www.moddb.com/mods/marrow

[9-28] The Force Engine 1.09.5 released, featuring new graphical features
https://www.youtube.com/watch?v=xh5O53fM-pk

[9-27] Venturous, an Indiana Jones-style partial conversion released
https://forum.zdoom.org/viewtopic.php?t=78218

[9-25] GZDoom 4.11 released, supporting DSDHacked and new ZSCript features
https://forum.zdoom.org/viewtopic.php?p=1245363#p1245363

[9-21] Naku-Naru 2 released
https://joblez.itch.io/naku-naru-2-yoru-no-sei

[9-20] GZChaos 1.0 released
https://kevansevans.itch.io/gzchaos

[9-18] Doom Mac sourcecode
https://archive.org/details/doom-mac-source

[9-15] Doom Retro 5.0 released
https://github.com/bradharding/doomretro/releases/tag/v5.0

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

>> No.10317919
File: 2.26 MB, 1515x1719, 1697106740313227.png [View same] [iqdb] [saucenao] [google]
10317919

>>10313009
It's probably a little bit raw some places.

Things of note
>GZDOOM
>All weapons can be found in the level
>No hitscanners
>Secrets!

https://files.catbox.moe/fcugp2.zip

Considering posting it on a doom mapping forum when I got an episode of maps done, to get some feedback or recorded blind first playthroughs.

>> No.10317929

>>10317919
Is jumping/crouching allowed?

>> No.10317974

>>10317908
brain on legs vs eye on legs

who win???

>> No.10317978

>>10317974
Eye on legs can pick up health.

>> No.10317987

>>10317974
>eye on legs

Eye on arms*

>> No.10317990
File: 1.68 MB, 1600x900, smsp13_fairweather_2023-10-12_14-26-45.png [View same] [iqdb] [saucenao] [google]
10317990

>>10316295
>Lo Wang OP thread got exterminated
Do jannoids really?

>> No.10318058

>>10317929
Yep, encouraged

>> No.10318075
File: 18 KB, 400x400, Brainlet.jpg [View same] [iqdb] [saucenao] [google]
10318075

>>10317974
Depends on whether they have access to guns for the most part.

>> No.10318145
File: 396 KB, 1150x1150, 1697055603176.png [View same] [iqdb] [saucenao] [google]
10318145

Ereh siht nastoper

>> No.10318408
File: 117 KB, 392x469, 5bc7d50f06d39365f2d585881e745ae8.jpg [View same] [iqdb] [saucenao] [google]
10318408

>>10317883
>i wonder if the lead is alive...
I am for now, sorry for the lack of any updates but I am having some issues right now with work and medicine, so yeah, the update isn't my priority right now.

>> No.10318419

>>10318145
>support front wang

>> No.10318457

>>10317990
Wang thread was superior. Now we got Q3 shit as the OP. So: >>10318419

>> No.10318462
File: 32 KB, 1185x415, gas.png [View same] [iqdb] [saucenao] [google]
10318462

Which one describes you, anons?

>> No.10318498
File: 711 KB, 800x1237, rest.jpg [View same] [iqdb] [saucenao] [google]
10318498

>>10318145
>q2 custom maps played best
>shadow warrior try
>blood big
>DOOM better
This is a great one.
Also
>3D REALMS
>Duke3D, SW
>promote a free Blood campaign
I like Blood so I’m happy but wouldn’t a Duke or Wang mod make more sense? Was legal limbo involved?

>> No.10318507

I want to make a map (not for doom) but I have literally no idea where to even start. How do you know what to do? Where to place enemies, what kind of rooms to make. I don't know what makes a good "level design" or flow or whatever.

>> No.10318518

>>10318507
Play the game a lot you want to map for. See what's fun and what's not. Immitate the style, then try to evolve it in your own way. You can't really map for a game without wasting hundreds of hours playing it before. That's like trying to teach someone to drive without knowing it yourself.

>> No.10318585

>>10318419
who wants some wang

>> No.10318737
File: 1.34 MB, 1600x900, smsp04_heita_2023-10-11_19-12-03.png [View same] [iqdb] [saucenao] [google]
10318737

Where is this texture from?
It's like my thrird time seeing it used in a mapjam

>> No.10318803

>>10318737
Dopefish art?

>> No.10318815

Mods did my nigga Wang dirty

>> No.10318863
File: 1.75 MB, 268x250, 1677793732780665.gif [View same] [iqdb] [saucenao] [google]
10318863

Mapping music.
https://youtu.be/DAjmiCTKmpY?t=1918
Bonus since it sounds Doomy. And fuck me when the drums come in ohhhhhhhh lord I love this man. RIP.

>> No.10318882
File: 2.02 MB, 1600x900, smsp10_pinchy_2023-10-11_23-20-30.png [View same] [iqdb] [saucenao] [google]
10318882

>>10318803
Yes, also playing Copper mods on Nightmare is a nice balancing factor for my refusal to shotty-start these mapsets
>If only I knew beforehand this segment is totally skippable to spare myself at least half-hour of pure ass-ravaging

>> No.10318897
File: 183 KB, 1024x1024, _5a93b737-3d6f-4506-8dd1-dfef7208371c.jpeg.jpg [View same] [iqdb] [saucenao] [google]
10318897

are ai generated retro fps inspired pictures welcome itt?

>> No.10318923

>>10318897
fuck off

>> No.10318925
File: 183 KB, 1024x1024, _066d4216-dd3e-4b72-b51d-dc28233fcd39.jpeg.jpg [View same] [iqdb] [saucenao] [google]
10318925

>>10318897
there is a lot of potential for cool motives for anyone willing to experiment
https://www.bing.com/images/create

>> No.10318928

>>10318923
ok anon, i'll stop. sorry for bothering you

>> No.10318935

>>10318897
It doesn't generate Serious Sam so it's useless to moi.

>> No.10318957
File: 165 KB, 353x565, 1691356982221293.png [View same] [iqdb] [saucenao] [google]
10318957

>>10318935
damn

>> No.10318962

>>10318498
>Was legal limbo involved?
Not sure how that could have any effect on this. I'm pretty sure it has to do with Daniel/Nice (the main guy behind Marrow who works for 3DR) being a huge Blood fan. I mean, having the game's logo as your profile picture here and there speaks for itself.
>>10318897
I'm usually sticking strictly to this thread, but recently peaked into catalogs for a few boards and notice that each had an AI thread now. What's the fucking deal with that?

>> No.10318981

Love the Quake 3 cast and aesthetics but damn if I don't find just DM and CTF boring as shit

>> No.10318982

>>10318962
a recent ai model came out that's really good and also easily accessible

>> No.10319092

>>10318897
spam this garbage somewhere else, not here.

>> No.10319118
File: 922 KB, 1366x768, ForceofEvil.png [View same] [iqdb] [saucenao] [google]
10319118

>> No.10319145

Any Quakemapfags around? How do you reliably make outdoor terrain, either in TB or JACK since you can just export as .map in JACK. I use Canyon Terrain Editor but it splits every 16grid space into two triangles so it makes for a LOT of polygons that old Windows 7 users might bitch about.

>> No.10319173

>>10317990
op farted out the thread and fucked up the links

>> No.10319193
File: 272 KB, 1920x1080, buff.jpg [View same] [iqdb] [saucenao] [google]
10319193

Are there any lore reasons that Quake 2 onwards lads are so BIG? Like genitically engineered to strafejump aliens?

>> No.10319209

>>10318982
If you mean the Bing one, it's turbo shit.

>> No.10319216
File: 3.92 MB, 1280x720, fall.webm [View same] [iqdb] [saucenao] [google]
10319216

>Good guy finally shows up
>timetoshine.md2
>Fall on the accessible ramp

>> No.10319227

>>10318462
I Can Stomach Em, but I don't really eat breakfast.

>> No.10319232
File: 222 KB, 800x690, 1693081905526577.jpg [View same] [iqdb] [saucenao] [google]
10319232

>>10319227
>breakfast
Disregard that I suck cocks.

>> No.10319256
File: 45 KB, 519x593, Untitled.jpg [View same] [iqdb] [saucenao] [google]
10319256

>>10319216

>> No.10319258

>>10318462
eemps give me gas... https://www.youtube.com/watch?v=3x4DarID_wY

>> No.10319273

>>10319256
Lol'd

>> No.10319296
File: 93 KB, 2048x1448, marrow bg.jpg [View same] [iqdb] [saucenao] [google]
10319296

>>10318962
>I'm pretty sure it has to do with Daniel/Nice (the main guy behind Marrow who works for 3DR) being a huge Blood fan. I mean, having the game's logo as your profile picture here and there speaks for itself.
That was my safest assumption. I think I'm just surprised at how much Bloodbros have been winning the last few years.
>>10318981
It felt like Mark Shan used a lot of Q3 textures in his Q2 maps and they looked great. I'm going to try Progetto Genoma again and work up to Pax Imperia.
>>10319118
This is a new favorite trio of maps.

>> No.10319302

>>10318981
This is how I feel about UT99.

>> No.10319314

>>10318897
so tired of ugly ass AI "art" I got fatigue after the first week of "X as an X0's movie" earlier this year.

>> No.10319332

>>10319314
Speak for yourself, anon.

>> No.10319337

>>10319332
I agree with him, ai images are boring and uncreative

>> No.10319387
File: 716 KB, 2560x1441, Ahriman-artist-Wolfenstein-3D-Игровой-арт-4785871.jpg [View same] [iqdb] [saucenao] [google]
10319387

Today I went on my hard drive and found this

>> No.10319395

>>10318507
As someone who's working on their first map, I'm starting to feel 3 things:
1) Avoid limiting movement, whether it's spacing out monster teleports or having enough room to the left and right to dodge an enemy
2) Try not to localize combat. Room by room combat encounters are still fun, but the better maps are able to have it spread all out and you're free to run about a good bit.
3) Give players a good amount of time before they encounter any locked doors, and try to use the central area almost like a hub, so it doesn't feel linear and they'll naturally want to check more to sniff out the path forward. Plus it gives you more room to have offshoots or hide shit.

My current map will still be too linear and room-by-room, but I feel invigorated for the next one

>> No.10319397

i always forget that I can charge my grenade throw in Q2

>> No.10319407
File: 98 KB, 850x1202, my wife harle.jpg [View same] [iqdb] [saucenao] [google]
10319407

I wanna play DOOM with some Clowns
And also the WAD's clown themed
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dbp40

Name: Booty Lickers Incorporated
IP: 164.152.111.147
Pass: penis

>> No.10319419
File: 589 KB, 1280x720, cos2 shotgunrapists.jpg [View same] [iqdb] [saucenao] [google]
10319419

>>10319118
>Castle of Stroggos 2 with improved AI
oh shit THIS is what filtered me a few years back, not Operation Scorched Earth 2.
>>10319397
It's also silent for some weirdass reason.
>>10319407
>DBP40
Good choice.

>> No.10319421
File: 211 KB, 1024x1024, 1696388358712075.jpg [View same] [iqdb] [saucenao] [google]
10319421

>>10319332
>>10319337
Thirding, even when you use good prompts most outputs just look like generic artstation slop, not even mentioning the very non-/vr/ related tinkering these nerds do in the background to make results even more shitty and generic
I did like pic related from an earlier thread though since the background reminds me of Mount Pain

>> No.10319475

>>10319407
Crashed. Gimme a sec.

>> No.10319476
File: 34 KB, 600x600, 1657035372197.jpg [View same] [iqdb] [saucenao] [google]
10319476

>>10317908
Don't you mean "EYE'M Coming for you?"

>> No.10319482

>>10319475
Back up. Weird that Wormwood caused a crash, so just switching to DBP29

>> No.10319512
File: 136 KB, 623x527, 1667459175811198.png [View same] [iqdb] [saucenao] [google]
10319512

>>10319476
Carlos...

>> No.10319542

Doom 64 with all enemies when

>> No.10319552

>>10319476
I don't SEE what you mean by this

>> No.10319571

>>10319407
>>10319482
And closed. That was bretty good. DBP40 overall was fantastic; admittedly, I would've appreciated a little bit more variation in how the theme was used, but the execution was great and made each map distinct on its own.

DBP29 was not as good, but I'd say only 1-2 maps stuck out to be as being full-on meh. It also had 2-3 maps that were really fun and intriguing, so it was still a pretty good time.

>> No.10319573

>>10319571
thanks for hosting anon

>> No.10319574

>>10319571
Oh and of course, ggz to those that showed. Was just all around fun. Hopefully, I can get the wads that didn't work going for next time, since I really wanna do the whole Wormwood series this month.

>> No.10319586

wormwood more like morningwood lol

>> No.10319591

>>10319586
................damn.........................................

>> No.10319598
File: 132 KB, 1024x1024, look guys look its my greatest achievement.jpg [View same] [iqdb] [saucenao] [google]
10319598

>>10319421
People are saying it's been producing worse results lately, they're probably cutting corners now. Still, it is impressive to see how far this tech has come in the past decade.

>> No.10319603

>>10319586
lmao

>> No.10319604

>>10319256
kek'd

>> No.10319674
File: 97 KB, 1024x1024, OIG.jpg [View same] [iqdb] [saucenao] [google]
10319674

>>10318897
Most of the time, I don't really feel like there's a point. Like before, you didn't really have people sharing cool looking Artstation slop. The fact that a robit did it doesn't suddenly make it neat or adds extra value, unless it's someone misguided enough to think that the AI art is "their" art. Sometimes, the idea behind the prompt might be neat and worth discussing, but you didn't need the art to do that before, and most of the time the art is just dropped without context or a desire to discuss, so usually it's not for actual discussion. Most that'd have a purpose is for funny shit, but most people are less funny with their prompts than they think.

If you actually were using AI art as a tool, like creating concepts or art for a jam you're actually gonna follow through with, or like that one dude who was generating skyboxes, then that feels like it actually has merit to discuss or be interesting. If you're just generating art to share, then it doesn't really have a point, including to just share it in the first place.

For example, what if someone was making a continuation of the Deathball wad and wanted to include actual teams with logos but didn't have an artist, so they were using AI to create them? That would be actually interesting. If you generated a picture of a bunch of Marines and Revs playing football, it'd be nothing.

>> No.10319680
File: 165 KB, 1299x800, 567567.jpg [View same] [iqdb] [saucenao] [google]
10319680

I barely play FPS games but I'm in the mood for some
just played the demo for Zortch which isn't retro, but it made me think; do most games in the genre just use mouse scrolling and/or the 1-0 keys for weapon switching?
I just find it pretty unintuitive, is all

>> No.10319741

>>10319680
yes that is the standard, it's faster then having to use a weapon wheel and click

>> No.10319752

>>10319145
well, what's the question? you seem to have it pretty much figured out.
you can export map brushes to obj from TB as well. or just use the compiled bsp for scale reference.
then you generate your terrain and get it back into the editor either through obj2map, or the blender plugin.

there's no real way to ensure that a four-sided polygon is planar if you're sculpting or randomly generating stuff, so it will likely have to be split into triangles. and the GPU draws everything as triangles anywa, so this only matters for bsp compilers unnecessarily slicing up the space. still, if it matters to you for whatever reason, you can open your terrain in blender, enter edit mode, and run Mesh > Cleanup > Make Planar (a couple hundred iterations), then Face > Tris to Quads. then export to map with the plugin.

>> No.10319758

>>10319680
it's intuitive in that it's transparent.
if you stick with the game for longer than a single playthrough, it makes sense to rebind stuff to keys within immediate reach (like 1234qerzxc & the extra mouse buttons), but just dumping that as the default scheme on a new player would be pretty dumb.

>> No.10319773
File: 10 KB, 470x454, 6346324623.png [View same] [iqdb] [saucenao] [google]
10319773

>>10319680
what would be a more intuitive means of weapon switching for you?

>> No.10319776
File: 54 KB, 348x502, 1687149086368964.jpg [View same] [iqdb] [saucenao] [google]
10319776

>>10318897
Stay in your AI Slop Containment Thread(s).

>> No.10319806
File: 1.41 MB, 1234x803, 1696936089905984.png [View same] [iqdb] [saucenao] [google]
10319806

>>10319752
This is how Canyon Terrain Editor makes terrain, splitting aaalll these triangles. I'm just thinking about players with PCs from 2011 and back, so I was thinking maybe somebody knows a better way to making terrain with less brushes.
>still, if it matters to you for whatever reason, you can open your terrain in blender, enter edit mode, and run Mesh > Cleanup > Make Planar (a couple hundred iterations), then Face > Tris to Quads. then export to map with the plugin.
Interesting. Can I do that with cubes and pic related too?

>> No.10319807
File: 693 KB, 1485x811, 1667363885664125.png [View same] [iqdb] [saucenao] [google]
10319807

>>10319806
Also I really, really want to sand/smooth down this edge here to make it less obviously polygonal since sand doesn't look like that. Can Blender help with that too?

>> No.10319843
File: 2.04 MB, 870x480, planes.webm [View same] [iqdb] [saucenao] [google]
10319843

>>10319806
here's the basic way to visualize it. once you start moving verts in 3D, quads usually stop being planar. and since bsp is all about intersecting planes, it has to turn them into separate surfaces earlier rather than later.
with Q1, generally you'll sooner run into collision issues than bad performance, so I'd just leave them as triangles. maybe decrease the overall resolution instead, if that editor allows it.

sanding down an edge is called bevelling or chamfering. but it's pretty easy to just slice off the corner in Trenchbroom using 3-point clip.

>> No.10319853

>>10319843
>sanding down an edge is called bevelling or chamfering. but it's pretty easy to just slice off the corner in Trenchbroom using 3-point clip.
So that's what that's for. Son of a bitch thanks. Also thanks for the rest of your post as well.

>> No.10319921

>>10319674
I like AI art a lot, but I pretty much agree--it's a waste of thread space if it's just thrown out and doesn't lead to any discussion. Plus AI art threads (at least the ones I've seen on /v/) degenerate into low-effort coomerbait. There are a lot of nifty things you can do with the different models, but the threads just get spammed with "what if this vidya character was a disgusting fat chick?"

>> No.10320038

>>10318982
Surely you could've get away with one thread in appropriate board (whenever that is). Just seeing practically the same thing across the site seems very odd.
>>10319296
>That was my safest assumption.
Sometimes it's the right way to go with no need to overthink everything. Dimension of the Past is more of an exception to the rule where MachineGames was able to use that as an exception to work on more Quake content. Still expect them to be a supporting developer on a new Quake game at best, but that's besides the point.
>Bloodbros have been winning the last few years.
Oh yeah. It's probably as good as it's going to get.
>>10319332
Don't speak for us, anon.
>>10319476
I need Painkiller to not lose my Half-Life after reading this.
>>10319680
Seems quite retro in its literal sense, but fighting terminology wars is a lost cause.

>> No.10320041

>>10319118
What is this please

>> No.10320049
File: 2.42 MB, 640x480, Entryway - DOOM 2_ Hell on Earth 2023-10-13 04-32-29.webm [View same] [iqdb] [saucenao] [google]
10320049

I've had this weird idea for how to do this forever now, and I finally went and did it. Works ok!

>> No.10320053

>>10320049
I love portals. Very smooth work here, Anon.

>> No.10320057

>>10320049
Nice, portals are arguably the best gimmick of advanced sourceports.

>> No.10320118

>>10320049
which sourcecport?

>> No.10320126
File: 1.26 MB, 1600x900, smsp11_voidforce_2023-10-11_23-38-02.png [View same] [iqdb] [saucenao] [google]
10320126

>>10319118
>brush-model Mercedes W123
SOVL!1!

>>10319216
Did the remaster team ported-over the elecrtic fence etity from the N64 version of Quake2 for their console-exclusive campaign?

>> No.10320280

>>10320049
What happens if u run through it before it closes?

>> No.10320320

>>10320041
Read the filename.

>> No.10320359
File: 43 KB, 300x100, 32.png [View same] [iqdb] [saucenao] [google]
10320359

>>10320280

>> No.10320582

>>10319680
You can quickly scroll to the gun you want with only a finger, OR instantly select one with the numbers. I'm not really sure how that's "unintuitive." Frankly it seems like the best of both worlds.

>> No.10320585

>>10320049
I love this kind of trick. Good work.

>> No.10320610

I just realized that swinging your stun baton underwater in ion fury, it makes you swim faster

>> No.10320635

Ashes 2063 was so fucking good. I can't wait for more.

>> No.10320636
File: 359 KB, 1200x779, 1549195280323.jpg [View same] [iqdb] [saucenao] [google]
10320636

>>10320582
the scrolling is the problem. if it doesn't show me which direction I'm cycling through the weapons, as in 1-10 going up or 10-1 going down, then it's hard to know what weapon I'm scrolling to; the best I can do is scroll and hope I land on what I want
there's also the fact that I can't be sure if scrolling speed has an effect on where I'm heading
if it came up with the list of weapons at the top that showed me what I'm cycling through, that'd be fine

>>10319773
I unironically enjoy the weapon wheel
I guess I'm just more of a visual person, or maybe just a console pleb. I like to see what I'm doing

>> No.10320640

>>10320636
Some games have "scroll up" to choose more powerful weapons. Others do it as "scroll down." I prefer the former and rebind it every time they do it the other way. SCROLL UP to HIGHER NUMBERS is just logical.

Every game I can think of lets you rebind this, so it's hardly a problem.

>> No.10320651

>>10320610
Did you know that using the lightning gun in quake under water boosts your movement speed for the next 30 seconds? Isn't that neat? The developers thought of little hidden features for us to find!

>> No.10320656

>>10320635
There is more. Ashes Afterglow for example.
Also check out Apocalyptic Vibes on steam if you got 20 bucks to waste.

>> No.10320662

>>10319680
>spoiler
I liked the game, but it's very short. Still, you can't complain about a game that's less then 5 bucks. Wish more games would get that pricepoint, but seems a lot of the throwback games go for 10 to 20 now.

>> No.10320672
File: 2.82 MB, 1448x2048, 1670301452815173.jpg [View same] [iqdb] [saucenao] [google]
10320672

>>10320656
Oh I know. Afterglow just passes itself off as Episode 2, so I played both one after the other. Both very very good, and a prequel is coming out "When it's done" starring that one guy you meet in the chapel.

It worries me that people complained about "too much dialogue" though. I am legitimately there for the story. It's not like it replaces the shootan.

>> No.10320732
File: 1.75 MB, 1600x900, smsp13_fairweather_2023-10-12_13-06-33.png [View same] [iqdb] [saucenao] [google]
10320732

>Is this intentional behaviour? I thought only QSspiked had this problem of stuff not falling down

>>10320651
Reminder that using the LG with exactly 3 Cells left is enough to kill everyone in the same body of water as you are wihout killing yourelf if they have no armor collected.

>>10317623
It happened to me a few time when playing one of the Milous slaughtermaps - turns out that the real boss of the 666 levelpack wasn't the BossTank stuck with you in a room barely larger than the place it was contained in at the vanilla Q2 Grid Control level dimension-wise, but a respawnable medkit the game insist is a solid object until it stops falling (and which will insta-gib you if you try to grab it mid-drop)

>> No.10320797

>>10320732
>stuff not falling down
the ammo spawns in impco v1 were bugged on QSS and FTE, and work fine on IW 0.7.0, with & without pr_checkextensions, on protocols 666 & 999

>> No.10320834
File: 65 KB, 260x230, GETTING REAL SICK OF YOUR SHIT CARLOS.png [View same] [iqdb] [saucenao] [google]
10320834

>>10319476
GETTING REAL SICK OF YOUR SHIT, CARLOS!

>> No.10320839
File: 420 KB, 1242x4179, car-loss.jpg [View same] [iqdb] [saucenao] [google]
10320839

>>10320834
>pic
>I'm getting real tired of your shit
I guess you could say you're getting pooped out

>> No.10320901

>>10320038
>Sometimes it's the right way to go with no need to overthink everything.
It’s still fun to discuss and point out, and it makes sense as a means to promote the Fresh Supply port. There’s also some interesting contrast in how well Monolith was after releasing Blood compared to 3DR after Duke and SW.
>>10320636
>I guess I'm just more of a visual person, or maybe just a console pleb. I like to see what I'm doing
I think that’s why “Half Life weapon groups” got popular awhile back. They provide visualization and the groups make some sense.

>> No.10321000

Duke > Shadow Warrior > Blood

>> No.10321002

>>10321000
>Blood for last.
I'll bet you played it on Extra Crispy, got filtered and came here to bitch about it instead of lowering the difficulty.

>> No.10321017
File: 1.46 MB, 1600x900, smsp14_mazu_2023-10-12_16-32-59.png [View same] [iqdb] [saucenao] [google]
10321017

>>10320797
So its a matter of item placement here (floors that dissapear instead of moving away make items stay suspended in air IIRC) most likely then, also just checked if Mjolnir runs better on IW - but the gigantic level QsS has problems with doesn't even load in this sourceport, I guess that I'll just cheat to get by it or skip it entirely if things would get too tedious for my patience...

>> No.10321114
File: 1.84 MB, 1600x900, smsp14_mazu_2023-10-12_14-30-52.png [View same] [iqdb] [saucenao] [google]
10321114

>>10321017
>at least when you die the GetSpace_overflow error doesn't forbid you from restarting the level
I had so much fun here that I didn't noticed this was a level from Harcore Mazu - he should be put on a leash more often methinks.

>> No.10321117

>>10321002
lmao, being so butthurt because someone dared not suck off blood.

>> No.10321126

>>10320901
>It’s still fun to discuss
It is fun to a certain point, yeah.
>There’s also some interesting contrast in how well Monolith was after releasing Blood compared to 3DR after Duke and SW.
That... actually does sound like an interesting thing to look into.
Although you can argue that both companies aren't exactly in the good position with 3D Realms still being cursed since DNF days and Monolith sticking to licensed games (Middle-Earth ones and Wonder Woman) as Warner Bros developer.

>> No.10321140

>>10321126
I’d rather drown in safe WB bucks than whatever 3DRealms is about to eat from Embracer. You could also say “at least Wang’s getting new games” but the SW IP may have been a real easy acquisition with how rough the original sold.

>> No.10321232

>>10319395
>2) Try not to localize combat. Room by room combat encounters are still fun, but the better maps are able to have it spread all out and you're free to run about a good bit.
This is my biggest mapping sin, along with not listening to 3) about central hubs
I do a lot of loops like in HL1 and HL2, but still huge percentage of my maps are room by room and "corridor-like" (even if those corridors are wide as fuck, with loops and hub like areas so you don't notice the linear nature). I need to make an onion map or something like Redead-ITA's maps to finally break this bad habit

>> No.10321239

>>10319674
>For example, what if someone was making a continuation of the Deathball wad and wanted to include actual teams with logos but didn't have an artist, so they were using AI to create them?
That is the biggest potential advancement that AI could provide - allow autists like me/us to make by ourselves wads that would require team effort - I just wanna map and not have to put up with making sprites/textures

>> No.10321272

>>10321239
SLIGE/Oblige/Obsidian has existed for ages already for making wads without putting effort in.

>> No.10321294

>>10321272
How about you put some effort into reading comprehension? I'm not talking about no effort at all - just being able to focus on mapping and put all effort into that and help yourself with AI in other departments

>> No.10321336

>>10321294
Fuck that, imma be an AI mapper and submit maps into all the community shit.

>> No.10321374
File: 53 KB, 290x290, 2ef6f388e8e84c3ccda6b6e18c643a29.png [View same] [iqdb] [saucenao] [google]
10321374

>>10321336
Hm, I'm thinking based

>> No.10321451
File: 1.94 MB, 1600x900, smsp15_newhouse_2023-10-12_16-39-20.png [View same] [iqdb] [saucenao] [google]
10321451

>>10321272
>AI-genned mapslop has been a thing for ages
Did none of you played AoE2 even once?
Is it just me or did this exact same room was featured in The Spiritworld?

>> No.10321473
File: 190 KB, 800x1188, 1680400612236604.jpg [View same] [iqdb] [saucenao] [google]
10321473

>>10321002
Bro, Duke and SW are legitimately great games too, ordering it like this is not even necessarily saying he didn't like Blood. Just that he personally likes two other great games a little bit better.

>> No.10321483

Alright lads 2 Quake 2 (remaster) questions:
1) How am I supposed to fight the Parasite dogs? Is it just treat them like hitscanners close-up and projectile enemies from far?

2) Does crouching do anything w/r/t dodging any enemy attacks (beyond just visually entering cover)?

>> No.10321489

>>10321473
>Duke and SW are legitimately great games too
Couldn't help but notice you didn't include Doom or Quake in your post, guess you hate those games.

>> No.10321523
File: 467 KB, 661x623, 1690290927125276.png [View same] [iqdb] [saucenao] [google]
10321523

>>10321489
Also good. But I admit, I am a Build kind of man.

>> No.10321554
File: 72 KB, 770x857, 1666274738577.jpg [View same] [iqdb] [saucenao] [google]
10321554

>>10321523
I was just mocking the other anon. I could type "I like Quake" and somebody would ask me "so you hate Doom?" as if my statement even implies I have anything against Doom. Also
>But I admit, I am a Build kind of man.
Wtf do you have against Wolfenstein anon?

>> No.10321559
File: 70 KB, 834x600, 1675006938048188.jpg [View same] [iqdb] [saucenao] [google]
10321559

>>10321554
I know.

But I never miss an opportunity to divulge my Build luv

>> No.10321568
File: 236 KB, 811x475, duke0002.png [View same] [iqdb] [saucenao] [google]
10321568

>>10321559
Yeah that's fair, but I say fire away - do it completely unprompted, give us your entire dissertation on the difference in physics between the entire Build trilogy, whether we ask for it or not. That's true love.

>> No.10321602

>>10321473
>Duke and SW are legitimately great games
...Duke is above average, SW is playable.

>> No.10321615
File: 2.17 MB, 1280x1440, Duke hits alien bongweed.png [View same] [iqdb] [saucenao] [google]
10321615

>>10321451
It looks kind of ugly there but it reminds me of the ceiling crusher room in SW's Arcana

>> No.10321619

>>10321232
>Redead-ITA
Blessed Red Guy appreciator.

>> No.10321628

>>10321602
Duke is amazing fun, and I won't hear a word to the contrary. You can pick it up and play it and have a blast. The only unfortunate thing is the weapons are all pretty vanilla and have no real alt-fires. But that's not a reason to hate classic games like Doom or Quake either.

As for SW, no, it's a great time. The only thing I'll admit is the best maps are mostly a part of the Shareware episode, and I feel sorry for owners of the full game who mistakenly don't play this chapter.

>> No.10321649

Show me some screenshots of Quake 1 levels that (You) personally like the look of. Bonus points if the map is older and wasn't made by some big-name community member exporting things out of Blender. I need encouragement.

>> No.10321652
File: 927 KB, 1920x1080, trEEEvail camp.jpg [View same] [iqdb] [saucenao] [google]
10321652

>>10321602
SW is weird. I can't tell if it's better to play it with or without aim assist.
>>10321649

>> No.10321827
File: 1.64 MB, 1920x1080, Screenshot_Doom_20230827_204546.png [View same] [iqdb] [saucenao] [google]
10321827

>>10320672
i believe the dev said on moddb that he wasn't going to decrease the amount of dialogue. those who want less dialogue are fucking retards anyways, there are only like 5 npcs you have to talk to in the whole game, and they are part of what makes the game so good

>> No.10321832

>>10321827
Oh yeah, I guess you're right. Looking closer he did say he wasn't going to cut overall dialogue, just reduce the stuff that is required for the main quest. I did read that full commentary once but I guess I forgot that was the conclusion when I glanced over it again today.

>> No.10321843
File: 99 KB, 1920x1080, FridayThe13th BLOODBATH!.png [View same] [iqdb] [saucenao] [google]
10321843

Anyone up for some Friday the 13th Bloodbath? I have a public lobby open on the Steam version of Fresh Supply

>> No.10321852
File: 394 KB, 1280x714, BROWN BRICKS.png [View same] [iqdb] [saucenao] [google]
10321852

>>10321843
Fuck yea-
>Fresh Supply
Aw man.

>> No.10321858

>>10321852
Is the multiplayer easy to set up the source ports? I'm new to all those and figured Fresh Supply would be quick if anyone was interested.

>> No.10321868

>>10321843
Sounds fun can I used a cracked version or can steam tell?

>> No.10322065

https://youtu.be/jpbP2CRs8EE

>> No.10322071

>>10321827
were the levels for Ashes made and textured with GZDoom? always thought it looked great

>> No.10322147
File: 16 KB, 482x332, quakasec.jpg [View same] [iqdb] [saucenao] [google]
10322147

>>10320651

>> No.10322161
File: 3.41 MB, 5760x3240, image.jpg [View same] [iqdb] [saucenao] [google]
10322161

>>10321649
add2, sm193_ukko, rrsp1, pbrsp1, jam6_necros, imp1sp2, hip3m3, dom3m1, flesh

>> No.10322246
File: 10 KB, 459x113, shadow warrior lore.png [View same] [iqdb] [saucenao] [google]
10322246

>>10321000
Blood > Shadow Warrior = Duke > Ion Fury >>> Redneck Rampage >>> Witchaven

>> No.10322247
File: 1.72 MB, 1920x1080, 1670638041221378.png [View same] [iqdb] [saucenao] [google]
10322247

>>10321649
I love Quake so much. I just wish I was better at mapping. Pic related is map1 of Arcanum.

>> No.10322254
File: 1.62 MB, 1920x1080, 1668149126564097.png [View same] [iqdb] [saucenao] [google]
10322254

>>10321649
Honestly you can revisit the id1 campaign for inspiration. Seriously, id1 holds up like crazy in terms of architecture. I think the only weak map is E1M1, and even then the giant base roof jutting out from the base is quite a sight.

>> No.10322258

>>10321827
Theres already thousands of wads with no NPC's for people who like that. I like simple retro style gameplay but its nice to have something a little different with more involved plot sometimes.

>> No.10322261
File: 1016 KB, 1360x768, spasm0018.png [View same] [iqdb] [saucenao] [google]
10322261

>>10321649

>> No.10322270
File: 1.29 MB, 1360x768, prison spasm0016.png [View same] [iqdb] [saucenao] [google]
10322270

>>10321649

>> No.10322317

>>10319332
I think they're ugly fucking dogshit.

>> No.10322328
File: 24 KB, 256x256, mrbones.jpg [View same] [iqdb] [saucenao] [google]
10322328

What'd be funny names for the difficulty levels for Ad Mortem? Mr. Bones' Wild Ride could work for Nightmare

>> No.10322341

Tell me why should i play Ultimate Doom over three episode Registered Doom.

>> No.10322348

>>10322341
>three episode Registered Doom
I don't even know what that is.

>> No.10322349

>>10322341
It has slightly interesting levels.

>> No.10322353

>>10321827
What's the correct lighting to use for Ashes? I like Build but it's TOO dark and everything else is too bright :/

>> No.10322359

>>10322348
The original doom release

>> No.10322391

>>10322359
Then wtf play Ultimate Doom.

>> No.10322478
File: 75 KB, 620x465, zendar8l.jpg [View same] [iqdb] [saucenao] [google]
10322478

>>10321649
Horde of Zendar level intro is beautiful in my opinion. I mean all levels in AD looks fantastic, sometimes you stop and look at the nice aesthetic and design

>> No.10322568

>>10322353
i just use the standard setting, the middle ground. You might get better looking results with lighting mods but i'm a total noob when it comes to modding and couldnt make it work

>> No.10322578
File: 1.60 MB, 1600x900, spasm0069.png [View same] [iqdb] [saucenao] [google]
10322578

>>10321649
Death's Dominion's Themple of Korn is a neat one for an oldie, I even like most of the traps it kills you with

>>10321615
I played thru both SnackMap speedmapping jams just now and some of their maps really felt strongly deriative from entire segments of both AD levels and the recent big Q1 mapping Discord server's releases (TSW, Dwell, QBJ) being lifted for refference/homage (either by manual recreation attempt or just copypasting older versions of those places as prefabs by the same mapper), not really a bad thing mind you, just a bit "Deja-vu" inducing at times to mess with one's muscle memory

>> No.10322597

>>10321140
>safe WB bucks
Yeah, that's fair. Even with some rumblings over their gaming division being either sold off or something along those lines, it's seemingly stock around for now.
>3DRealms is about to eat from Embracer.
While they're saying "they're fine", Embracer has openly walked back on its word via Crystal Dynamics: at first they said that there would be unaffected by layoffs, but then CD let go of 10 workers.
Despite this, I'm counting on 3DR's miraculous resilience to persevere. Not only some other Saber staff might take the bullet instead of them, Embracer might be satisfied with selling off Gearbox. Their CEO mentioned that getting rid of their high-value assets would be simply easier and, no offense to them, 3D Realms is definitely more of a middle player. They'll be fine.
>the SW IP may have been a real easy acquisition with how rough the original sold.
It definitely was.

>> No.10322706

>>10321602
SW is the best game of those 3 you shmock!

>> No.10322712
File: 114 KB, 450x450, 1694726839377373.png [View same] [iqdb] [saucenao] [google]
10322712

>>10322147

>> No.10322719

>>10322341
E4 has some of the best levels for Doom 1. E4M2 is my favorite Doom 1 level in the commercial release, only passed by the brilliance that is Sigil if you want to count it as official.

>> No.10322724

>>10322719
>E4 has some of the best levels for Doom 1. E4M2 is my favorite Doom 1 level in the commercial release

Interesting opinion...

>only passed by the brilliance that is Sigil if you want to count it as official.

Oh, you're trolling, nvm.

>> No.10322739

>>10322724
I'm not trolling. Sigil was enjoyable from start to finish. Sure thing, we got a lot of better wads for Doom 2, but in terms of Doom 1 wads you hardly find something better than Sigil. It's peak Doom 1 gameplay.

You should also play Doom the way ID did

>> No.10322776

>>10322724
But Sigil is as good as Doom 1 gets anon?

>> No.10322781

>>10322247
For some reason I love these setpieces of exterminating a bunch Zombies with just the Mjolnir/Quoth hammer/Chainsaw/AD super-axe in confined spaces (except in the Nyarlahotep start map, where you're stuck floating in low-G while their aim is dead-on)

>> No.10322861

>>10322739
>but in terms of Doom 1 wads you hardly find something better than Sigil.
Snaxalotl's done infinitely better Doom 1 stuff than Sigil.

>> No.10322902

>>10322861
I'm not familiar with that wad I fear.

>> No.10322937 [DELETED] 

>>10322861
Looks a lot like classic doomworld 42%

>> No.10322957
File: 85 KB, 166x312, muslim_terrorist_this_man_is_a_terrorist.png [View same] [iqdb] [saucenao] [google]
10322957

>>10322861
>Snax
>Not VB and the Solar Struggle gang
This anon is a muslim terrorist.

>> No.10323019
File: 2.01 MB, 1600x900, smsp11_voidforce_2023-10-11_23-46-15.png [View same] [iqdb] [saucenao] [google]
10323019

>finally beaten Mjolnir's E4M4 in one go, had to redo it once more because the final door-opening trigger failed to fire (probably because I did the shrine purification objective out of order or something), only to ger stripped of everything I gotten up to that point - but at least my time of struggling with navigation through that tedious place is finally over

>>10322261
What map is that?

>>10322270
Is this watermill rotating or static?

>> No.10323023
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10323023

Looks like the other guy forgot that it's SCREENSHOT SATURDAY, BITCHES! WHAT THE FUCK HAVE YOU BEEN WORKING ON? SPRITES, MAPS, MODS, LET'S SEE IT!

>> No.10323045

>>10322328
grabbing some horror quotes seems like a no-brainer:
>No Pleasure in Killin' (Texas Chainsaw Massacre)
>Not Tacky Enough (Videodrome)
>Buckle Up, Bonehead (Army of Darkness)
>Real Horrorshow (A Clockwork Orange - not horror but mirrors UV)
>Grotesque Extremes of Sinister Bizarrerie (At the Mountains of Madness)

alternatively:
>Corny
>Campy
>Risque
>Lurid
>Taboo

>> No.10323075
File: 1.41 MB, 1280x813, zaeropmlights.png [View same] [iqdb] [saucenao] [google]
10323075

>>10323023
Working on Zaero brightmaps.
I'm at a point where if I like something enough I'm gonna make it light up. When it comes to Doom, I need to look into an easier/quicker way to do it for all those sprites and rotations.

>> No.10323280
File: 30 KB, 320x200, test2.png [View same] [iqdb] [saucenao] [google]
10323280

>>10323023
New titlepic

>>10323045
I liek those, one of them should be '2 spooky 4 me' obligatory. I think it might be a nice fit for UV.

>> No.10323286
File: 89 KB, 384x318, 1421892861361.png [View same] [iqdb] [saucenao] [google]
10323286

>>10323280

>> No.10323301
File: 17 KB, 564x325, 1547711947087.jpg [View same] [iqdb] [saucenao] [google]
10323301

>>10323280
Hey, that's good

>> No.10323316

>>10323280
2 spooky 4 me will fit best for ITYTD

>> No.10323378
File: 764 KB, 1550x823, asssss.png [View same] [iqdb] [saucenao] [google]
10323378

>>10323023
I finished MAP19 of muh megawad.

>> No.10323454

>>10323378
Looks like a raygun from the thumbnail

>> No.10323460
File: 115 KB, 1280x720, serker.jpg [View same] [iqdb] [saucenao] [google]
10323460

For those who want more Quake 2 remastered content; the Quake 2 25th anniversary collaborative works with the remastered version

>> No.10323513
File: 108 KB, 943x848, quake_ii_final_murzik18.jpg [View same] [iqdb] [saucenao] [google]
10323513

>>10323460
Has it been updated to support the new enemies as well?

>> No.10323525
File: 108 KB, 1280x800, Ad Mortem.png [View same] [iqdb] [saucenao] [google]
10323525

>>10323280
Very cool. Here's a x4 resized version

>> No.10323562

>>10323525
I'd use this screen as a wallpaper.

>> No.10323636
File: 2.72 MB, 960x720, lst_001.webm [View same] [iqdb] [saucenao] [google]
10323636

>>10323023
Finally got back to mapping. Started working on a map for the next DBP, but I'm pretty meh about it.
Wanted to make something short for AD MORTEM, but I dunno' if I'll have the time this week.

>> No.10323650

>>10323280
quote guy here - you're the boss, up to you. I'd replace either "Grotesque Extremes..." (would need two lines to fit on screen) or "Not Tacky Enough [to turn me on]" (might be a better fit for Harder Faster Faggier, when & if)

>> No.10323660

>>10323280
I don't know if I find time to actually map, but I'm hoping to make a map. Ad Mortem doesn't really aim to have any kind of continuity or logical progression, right?

>> No.10323664

>>10319314
>X as an X0's movie
>Blood as a Blood0's movie
>Metroid as a Metroid0's movie
>Final Fantasy VIII as a Final Fantasy VIII0's movie
I don't get it

>> No.10323673

>>10323045
Scary Monsters and Super Creeps

>> No.10323687
File: 3.93 MB, 1280x720, wee.webm [View same] [iqdb] [saucenao] [google]
10323687

>>10321483
bump for pro tips

>> No.10323729

>>10323687
>webm
>texture density that makes Wolf3D look HD in comparison
Filtering or not, did 90s console bros really think this looked good?

>> No.10323731

>>10319419
CoS2 doesnt work on Q2R due to DLL shenanigans and ctd's
it needs aa full fledged decompile and rebuild as CoS3

>> No.10323734

>>10319776
and this is how you spot the asspained digital "artist"

>> No.10323737
File: 856 KB, 1920x1080, Obzen01.png [View same] [iqdb] [saucenao] [google]
10323737

>>10317909
32-map Plutonia megawad Obzen released.
https://www.doomworld.com/forum/topic/140713-obzen-rc1-32-plutonia-maps-limit-removing

>> No.10323742

>>10323729
there it was something called CRT TV's with NTSC/Composite or S-Video signal you know
and only hipsters played 3d games without texture filtering, which back then was the mark of the poorfag not having filtering on.

>> No.10323779
File: 461 KB, 1920x1080, CastleStroggos2becont.jpg [View same] [iqdb] [saucenao] [google]
10323779

>>10323731
That sucks for Quake 2 Remaster bros. >>10319419 and pic rel is with Kmq2 and a DLL I farted out for the 25th Unit, not Q2R. I ran into no issues.
CoS2 also doesn't need or come with its own DLL, what problems is it causing where it needs one for the new port?
>>10323729
It was alright as far as consoleshit went, but I thought Perfect Dark looked much better.

>> No.10323786

>>10323779
the only hope is that Yamagi backports the AI code back to YQ2 alongside the MD5 support

>> No.10323804

>>10323513
I got all the keys, so far the only problem I encountered was in the red key level where some buttons didn't work. But with the enemies everything works fine, no problems

>> No.10323809

Has any wad introduced alternate key types? If my understanding of how the pickups work is correct, it should be possible to create more pickable items with alternate sprites (Even if message and HUD icon would be shared)

>> No.10323810

>>10323779
Yeah it sucks that some mappacks don't work with the remaster. I like the original game but the remaster makes it more interesting with the ai changes and I like the remodels

>> No.10323813

>>10323809
What do you mean by "alternate key types"? Like, additional ones, so you could e.g. make a map where you need nine keys in total (3 keys of each of the 3 types), or just sprite replacements for existing keys (e.g. star keys instead of skulls or something)? I am fairly certain there are a million wads with the latter type, but considering the line actions and such are pretty limited in everything but UDMF, I doubt you will find much for the former.

>> No.10323818

>>10323813
I mean sprite replacement, but not wholesale. Like items entirely identical to key cards (or skulls) but not replacing the key cards, so you can have more appropriate key set after leaving the techbase.

>> No.10323836

>>10317909
https://www.doomworld.com/forum/topic/140427-pina-colada-rc2-24-boom-maps-collab/
myolden also released a community project, it's now on RC2. It has strict 75 monsters limit, which is its major thing.

>> No.10323838
File: 434 KB, 1280x720, Q2R25testing.jpg [View same] [iqdb] [saucenao] [google]
10323838

>>10323804
I was kind of hoping the new enemies would show up as well. I ran through it real quick to find out the BFGladiator doesn't show up. It's great that it's otherwise playable for Q2Rdudes, its an amazing set of levels.

>> No.10323839

>>10323818
You can replace the sprites and (I think) change the strings using a DeHackEd patch.

>> No.10323841
File: 219 KB, 880x1116, 15087643_doom-guy-quick-inaccurate-sketch-on-doomguy-hd.png [View same] [iqdb] [saucenao] [google]
10323841

What are some female companion mods for gzdoom

it get lonely in the slaughterhouse ;__;

>> No.10323842

>>10323839
Yeah, that's true. What I'm saying is that it should be possible (If impractical) to create more functionally identical pickups that copy keys' effect to allow for more thematically appropriate keys (If you have a third theme that is neither techbase nor hell, for example).

It seems impractical, but should be possible because pickups seem to get their effect from sprite prefix they display, and I wonder if it was ever done.

>> No.10323845

>>10323842
Depends on the engine. You can't do that with Boom.

>> No.10323878

>>10323845
As I just found out, I can definitely replace another pickup and it will give me a key.
It might be that I need more than I realize to make a pickup, but they might be hardcoded.

>> No.10323903

>>10323845
Gentlemen, behold! I have figured it out and replace a pillar with a new key (that uses a crude doodle for a sprite). Vanilla compatible-style.
https://files.catbox.moe/oj0zvb.zip

Granted, the code is entirely of the key card, but it does work. Demonstraction map is included in the wad.

>> No.10323907

>>10323729
lol when I loaded into that level I thought "damn maybe it was made for texture filtering"
turned out filtering and lo, it is just really really low resolution.

>> No.10324102
File: 1.66 MB, 1600x900, start_2023-10-12_17-27-05.png [View same] [iqdb] [saucenao] [google]
10324102

>>10323729
I played all of my Quake2 shit in software renderer only because I hated how dim and blurry everything appeared on my old CRT monitor - and how bleak stuff looked after maxing the gamma to try even things out, before discovering KMQ2 thanks to Pax Imperia. You'd need to make those textures intentionally shitty ala Minecraft for them to appear this god-damn blocky on purpose...

>> No.10324112

>>10323316
>>10323650
Alright, so the skill list will go like this:

2 spooky 4 me (TYTD)
No pleasure in killin' (HNTR)
Buckle up, Bonehead (HMP)
Real Horrorshow (UV)
Mr. Bones' wild ride (Nightmare)

>>10323660
>Ad Mortem doesn't really aim to have any kind of continuity or logical progression
You can make whatever you want as long as you follow the project's rules. you still have one week to make something or even a wip, I'll stop receiving map updates at oct. 25

>> No.10324146
File: 105 KB, 216x233, 1645771852303.png [View same] [iqdb] [saucenao] [google]
10324146

This is a bit of a longshot, but has anyone here used Scopa with Unity to import .maps? I'm having some problems with baked lighting and am looking for assistance.

>> No.10324185

>>10323742
Texture filtering wasn't an option with consoles, it was always on or off.
I turned it off on many PC games because I thought it looked better than with. Not all. That webm is good example, but if the texel density was consistently smaller I'd turn it off.

>> No.10324195
File: 59 KB, 792x730, taking too long on this shit.png [View same] [iqdb] [saucenao] [google]
10324195

>>10323023
I've spent way too long fiddling with the backside of a weapon that'll be on screen for less than a second with each use, but I have a problem.
I still need to finish painting the front end of this thing.

>> No.10324197

>>10323818
You mean instead of red/blue/yellow you have gold/silver/copper or some such?
Or instead of "red key card" you have "red dagger key" or something?
If the latter, even with dehacked you can add new red/blue/yellow variants. You just need to use the same sprite prefix on your new keys. I forget what it is for red keys, but if it were RKEYA0 you could make a new sprite named RKEYC0 and apply it to your "thing" and give it the "pickup" flag.

>> No.10324205

>>10324197
See >>10323903
His idea was to have key reskins that function like the regular keys, but have different pickup sprites.

>> No.10324260
File: 30 KB, 539x774, texture pilfering.png [View same] [iqdb] [saucenao] [google]
10324260

>>10323023
Gathering custom textures and converting them to the SW palette along with some rudimentary block out work on 2 maps for Some Ting /vr/y Wong.

>> No.10324263

you guys wouldn't happen to know where to find info on the version history of the xbox 360 ports, would you?

>> No.10324272

>>10324205
Glad he figured it out. I didn't the whole response chain, but hopefully my explanation made sense anyway.
I assume it's what he did.

>> No.10324303

>>10323729
When textures were blown out to massive scale like that, they would usually have been filtered. Wouldn't strictly have looked the very greatest, it'd still be a big smudge of a cave wall, but this was more natural looking than huge and stretched out sharp squares. Worked out for games like Goldeneye.

>> No.10324330

>>10323809
>>10323903
Gives me another idea, since Boom/MBF21 lets you be specific about this.
>Blue Card becomes security access card
>Blue Skull becomes antique metal key
Generic ones.

>Yellow Card becomes colonel's hand
>Yellow Skull becomes vile devil's eye
Probably fight for these.

>Red Card becomes first half of runic demon key
>Red Skull becomes the other half
Need both of these for unlocking.

>> No.10324464

>>10324330
Color-coding key acquisition is very interesting.

>> No.10324483

>>10324330
>colonel's hand
A hand key is something I needed in my maps but didn't realize it until you posted it

>> No.10324504

>>10324483
It's probably Tom Hall's idea, since I first read it in the Doom Bible.

>> No.10324514

>>10324504
Severed hands to activate fingnerprint scanners isn't that new of an idea, but it is a good one nevertheless.

>> No.10324518

>>10324483
Strife has you cut off a prison warden's hand (since he's being uncooperative) which you then use for the palm reader locks in the prison to break out captured rebels. With a bit of tweaking you could adapt the "key" sprite and reader texture for Doom's palette.

>> No.10324531
File: 3.68 MB, 3840x2160, 2320_20230820183344_1.jpg [View same] [iqdb] [saucenao] [google]
10324531

>>10323687
I played the N64 levels using the texture filter.
The rest were just no filter whatsoever

>> No.10324548

>>10324518
I think something that would be more distinct is a decapitated head for retina scanners. Strife's hand would be kinda hard to see in gameplay.

>> No.10324575

>>10317908
Quake was ok but compared to doom it wasn't that good. Even unreal beat it

They did a good job with the look and ambience but they didn't make the gameplay fun as other 90s fps'

>> No.10324747
File: 769 KB, 1280x2007, SO YOU WANT TO PLAY SOME FUCKING BLOOD V2.png [View same] [iqdb] [saucenao] [google]
10324747

>>10317908
Alright, I don't feel like putting in any more work into this, but it should be clean enough to be put into the OP now.

>> No.10324805

>>10324747
Based I appreciate you anon.

>> No.10324812

I am super confused is anybody else's copy of Quoffee 1 outfitted with Drake mod?

>> No.10324821

>>10324112
2 spooky 4 me fits UV the best

>> No.10324826
File: 927 KB, 1366x768, the_blockade.png [View same] [iqdb] [saucenao] [google]
10324826

>> No.10324846

>>10324747
Where's the HL one?

>> No.10324847

>>10324846
I make what I feel like and I don't feel like making an HL one, not sorry.

>> No.10324848

>>10324747
Good work anon, happy to see my chart helped out.

>> No.10324849

>>10324847
*puts you in stasis*

>> No.10324857

>>10324146
.maps don't store lighting, .bsps do.
but no, can't help you otherwise.

>> No.10324893
File: 1.83 MB, 1920x1080, 1676774975409027.png [View same] [iqdb] [saucenao] [google]
10324893

>still guessing which skybox tga corresponds to which direction
ffffffff-

>> No.10324931
File: 496 KB, 1711x974, 1672364654520309.png [View same] [iqdb] [saucenao] [google]
10324931

>>10324893
May someone help? I have the midsection figured it out but I don't know what to do with the top and bottom

>> No.10324959

>>10324931
lf bk rt ft

>> No.10324960
File: 1.64 MB, 1920x1080, 1689151386669555.png [View same] [iqdb] [saucenao] [google]
10324960

>>10324959
Are you saying to delete dn and up? But that leaves me with no sky sky.

>> No.10324965
File: 453 KB, 1920x1440, lazy crt shader preset.png [View same] [iqdb] [saucenao] [google]
10324965

it would be nice to be able to use better filters than the god awful blurs that come prepackaged with doom source ports
a simple scanline filter would remove a lot of the awful ugly sharp pixels I know you could do this by reshade but it's silly regardless

>> No.10324969

>>10324960
no, that's the order of squares in your horizontal strip. you leave up and dn as is, since they're obvious

>> No.10324971

>>10324969
>since they're obvious
But it's not that's what my original post was about! I can't figure out which is up or down since neither match up in-game with its surroundings. Brb screenshotting

>> No.10324972

>>10324965
...do retards really..?

>> No.10324975

>>10324965
how would you have scanlines on a VGA game?

>> No.10324980
File: 338 KB, 1920x1440, Doomed.png [View same] [iqdb] [saucenao] [google]
10324980

>>10324972
do people really tolerate 240p graphics with really no changes but blur which just makes it look like someone smeared shit over the screen?

>> No.10324981
File: 1.09 MB, 1600x1080, crisp.jpg [View same] [iqdb] [saucenao] [google]
10324981

>>10324980

>> No.10324982
File: 148 KB, 1024x1024, _eb02706d-3f1a-4bd4-9dd1-206dc9a810e6.jpg [View same] [iqdb] [saucenao] [google]
10324982

hello fellow doom enjoyers

>> No.10324984

>>10324975
Well, I mean... all crt monitors have scanlines, so.

>> No.10324985

>>10324981
>carmack is a blind autist
>still is a pixel whore but cannot tell if it actually looks good
explains doom 3 so well

>> No.10324990

>>10324981
I like crisp pixels too but John Carmack isn't exactly the best source for artistic opinions.

>> No.10324992

>>10324971
I see what you mean, it doesn't really match up. I just assumed it's because of my hasty crop.
>Brb screenshotting
post whatever was the raw output of the generator program, would make it easier.

>> No.10324995

>>10324984
Scanlines are a result of the video signal, not the CRT.
Are you thinking of dot pitch?

>> No.10324998

>>10324992
>post whatever was the raw output of the generator program, would make it easier.
They're separate pngs but fuck me I hope you're around tomorrow because it's way too late for me to try to figure this out I've got work and I'm a little woozy and tired.

>> No.10325006

>>10324998
Aaaa staying up here are the raws.
https://mega.nz/file/EUgUTZoB#I9AtakDPhvZvGWDt7-yaW1i91DZFhVjk_Iu4tR-5xEA

>> No.10325008

>>10324998
well in case we don't sync up, the way to speed up trial & error is to use some interactive cubic-to-equirectangular converter. I don't really have a recommendation on a specific one since I use a substance designer node for this, which would be overkill for just a single task.

>> No.10325012

>>10320049
Nice.

>> No.10325018

>>10325008
It didn't come with a cubemap :( so I'm not sure converters will take a set of 6 unarranged images.

>> No.10325020
File: 356 KB, 1778x723, wires.png [View same] [iqdb] [saucenao] [google]
10325020

>>10325006
+X=ft +Y=up +Z=rt -X=bk -Y=dn -Z=lf
don't rotate anything - you've rotated the top tile at some point in your collage

>> No.10325036
File: 2.27 MB, 1920x1080, 1678093599938789.png [View same] [iqdb] [saucenao] [google]
10325036

>>10325020
Hmmm I definitely have it now but it's still no good. I'm gonna generate a new set and use your key to help me, maybe this one glitched out.
https://xaloez.com/skybox/index.html
Generator used^

>> No.10325038

>>10325020
>you've rotated the top tile at some point in your collage
Also yes it was flipped horizontally but I'm certain I fixed that now

>> No.10325041
File: 896 KB, 1920x1080, Niggers.gif [View same] [iqdb] [saucenao] [google]
10325041

>>10324972
Maybe

>>10324980
Positively

>>10324995
Fuck yes (but no)

>> No.10325045
File: 2.76 MB, 1920x1080, start0001.png [View same] [iqdb] [saucenao] [google]
10325045

>>10325036
works for me. try changing whatever you used for tga conversion - I know there are sometimes mismatches with top-to-bottom vs bottom-to-top

>> No.10325047

>>10325036 >>10325045
forgot the archive: https://files.catbox.moe/cefbei.7z

>> No.10325049
File: 1.66 MB, 1920x1080, 1667939814379812.png [View same] [iqdb] [saucenao] [google]
10325049

>>10325045
What the fuuuuuuuuck I used paint.net what did you use because I need it. Fucking gorgeous.

>> No.10325051

>>10325049
I used faststone, but it's kinda cumbersome for this (need to manually untick compression each time, and no tga format in batch conversion dialog).
still, I can recommend it for basic image viewing over irfan/acdsee/whatever.

>> No.10325057

>>10324965
Big and sharp pixels were always inherent to the look of Doom, even on CRTs, and you just really would not have scanlines unless you were playing one of the console ports.

>> No.10325059

>>10325051
A thousand thank yous.

>> No.10325061

>>10324980
I don't use any filter. Raw and sharp, baby.

>>10324982
GAH!

>>10324981
Based mosaic enjoyer.

>> No.10325064
File: 143 KB, 1440x1440, A5DCPZ0.jpg [View same] [iqdb] [saucenao] [google]
10325064

>>10317908
Peak mappin music

>> No.10325065

>>10324984
I never once saw scanlines on any CRT I had as a kid, I remember being very confused by those filters in ZSnes, only learning later that those were a thing.

>> No.10325067
File: 121 KB, 616x600, 1666295582237217.jpg [View same] [iqdb] [saucenao] [google]
10325067

>>10325064
Get on my level scrub.
https://www.youtube.com/watch?v=z-29HEpdpYA&list=PL7CE65E16B050C578&index=1

>> No.10325073
File: 2.15 MB, 1600x900, spasm0099.png [View same] [iqdb] [saucenao] [google]
10325073

>TFW you grab both Haste and the Shotgun Optimizer, turning your Sawn-off Shotty into a semi-automatic weapon (not unlike the AMG from Overdose)
I wonder if when the Neharha's Auto-Shotgun gets included into this mod, will it be as quick to dump all ammo in merere seconds as the AtF's Minigun?

>> No.10325074

>>10325073
The Nehahra shotgun is in the Keep toolset if you want to give it a whirl.

>> No.10325089

>>10325067
>If you a cock, where's your balls?
Preaching

>> No.10325149

>>10324965
play using dosbox staging
https://github.com/dosbox-staging/dosbox-staging/pull/2777
https://www.youtube.com/watch?v=fDyU09r8g5o

>> No.10325150

>>10324965
Filters destroy Doom's soul. The trick is to play with lower resolution (480p is still fine) so the crispiness doesn't seem uneven.

>> No.10325152

>>10324975
>>10325065
Those are TV scanlines people keep running over PC Doom, fucked if I know why they're doing it except out of a mistaken case of nostalgia.

>> No.10325161

>>10325074
Will try it out later on the Egyptoagula demo level, the final Mjolnir level is kicking my arse from the severe performance dips on par with the previous map (at least I don't get any index overflow errors here yet)

>> No.10325174

>>10325152
>Scanlines
Cheap way to smooth out the jagged pixels and doom is quite old. I watch DVDs with noise shader on top too, so the banding and other crappy artifacts wouldn't be so jarring.

>> No.10325205
File: 846 KB, 1920x1080, blood-gameplay.png [View same] [iqdb] [saucenao] [google]
10325205

>>10317908
Anyone with Blood: Fresh Supply? Is the music in levels playing properly? I have no music in levels. When I play NBlood or One Unit Whole Blood I have no issues, it's only Fresh Supply. I know NBlood is superior but it still bothers me, does anyone have an idea what could the issue be?

>> No.10325209

>>10325205
MIDI playback not properly configured?

>> No.10325213

>>10325209
I am a retard, how do I check if that's the case?

>> No.10325223

>>10325205
>>10325209
Nevermind I actually fixed it by changing renderer from vulkan to dx11 and back to vulkan. What the actual fuck game.

>> No.10325314

>>10317919
the GZdoom stuff is cool, but it's really feels that doing cool GZdoom stuff came BEFORE making a good DOOM map.
Not to say you need to start over to use something more primitive, but you really need to refocus on that, cause the best GZdoom maps ive played would still be fun BOOM or even vanilla maps if you converted them.

>> No.10325319

>>10325067
Holy fuck, this looks so based!

>> No.10325331
File: 3.97 MB, 640x360, mjolnir_quickchunk.webm [View same] [iqdb] [saucenao] [google]
10325331

>>10325073
I’m stunned at how infrequently I’ve come across that optimizer in the Drake maps I’ve played. It’s way too fun.
>>10325223
Nightdive still haven’t been able to go back and update that appropriately, sadly.

>> No.10325395

>>10317908
theres too many links

>> No.10325409

>>10317908
Has triangles anon (100 linedefs) finished his wad?

>> No.10325429

>>10323841
DoomGals is pretty fun

>> No.10325498
File: 1020 KB, 1920x1080, projectgenome01.jpg [View same] [iqdb] [saucenao] [google]
10325498

>>10319296
>try Progetto Genoma again
This was worth it. I want more "Quake 3 in 2" levels now.
>>10323841
Deathstrider lets you bring a couple.
>>10324980
>do people really
For Doom yeah. That's me with most of idsoft's 90s stuff besides maybe Q3. Doom and Q1 I prefer unfiltered, Q2 I have it on half of the time.

>> No.10325530 [SPOILER] 
File: 99 KB, 1024x1024, howtho.jpg [View same] [iqdb] [saucenao] [google]
10325530

>>10318897
>ask AI to generate an image of Commander Keen singing in a punk band.
>It generates this
I mean, I'm not complaining but....

>> No.10325575

Some1 please show me a WEBM showcasing the KexQ2-exclusie Gunner Comnander monster animations, most importantly it's kick move.

>> No.10325692
File: 1.34 MB, 1600x900, spasm0112.png [View same] [iqdb] [saucenao] [google]
10325692

>>10325074
I don't know the AD/Q1 cheat which give you a speciffic item, and the classic "Impulse 9" doesn't work in Keep (but it does in Mjolnir for extra confusion)
good to see that the "Monster becomes an immortal statue upon suicide" bug is still strong no matter what sourceport and mod one uses

>> No.10325880

dam, Choco doom uses 1/4 of the resources of GZ with similar settings

>> No.10326002
File: 470 KB, 1920x1076, nugg0080.png [View same] [iqdb] [saucenao] [google]
10326002

>>10325409
I switched to a different project for a while, but I recently came back to this project and made 2 new maps for the final episode.

>> No.10326148
File: 2.17 MB, 2000x1490, sofa.jpg [View same] [iqdb] [saucenao] [google]
10326148

>>10324846
Want original GoldSrc? --- Yes ---► Play WON/Steam HL
|
|
No
|

Play Xash3D

END

>> No.10326152
File: 379 KB, 2560x1440, AdMortEndoom.jpg [View same] [iqdb] [saucenao] [google]
10326152

>>10323562
I'm using the cozy endoom screen as one right now

>> No.10326184

Playing Thy Flesh Consumed for the first time. I'm on E4M2 and this shit is already an infuriating nightmare. I could stomach the difficult encounters if the progression wasn't so fucked, making me trek across damaging floors multiple times.

>> No.10326323
File: 1.24 MB, 1536x1536, 3x3 doom.jpg [View same] [iqdb] [saucenao] [google]
10326323

>>10319421
That one was my proompt, though I prefer using DALL-E 3 to make fake screenshots

>> No.10326330

>>10326323
>3001X onnnoptuale
this nigga's smoking soulspheres

>> No.10326357

Finished atonement. Pretty good, the final fight not being an IoS was nice, being a fast quickscanner wasn't.

>> No.10326369

>>10326323
Correct me if I'm wrong, bumpy walls like on the bottom-mid pic are impossible to do in non-gzdoom ports?

>> No.10326376

>>10326323
That basketball court panel is legit SOVLslop tho

>> No.10326431
File: 390 KB, 1024x768, sns05.png [View same] [iqdb] [saucenao] [google]
10326431

It's SUNDAY NIGHT SHITSHOW time!
Today we shall preach and maybe some DM after the coop if people still want to play.

Name: "[TSPG] Sunday Night Shitshow 05: Preaching time!"
Password: "sonsneed"

>> No.10326561

>>10326431
Id join but I'm sick as fuck and can barely hold a thought

>> No.10326601 [SPOILER] 
File: 426 KB, 1024x768, SNS05preached.png [View same] [iqdb] [saucenao] [google]
10326601

GGs, next sunday it will be longer wad
>>10326561
RIP, maybe next time then if you survive heh

>> No.10326631

>>10326601
Sorry, this is his mom he died.
RIP boi... RIP

>> No.10326779
File: 7 KB, 206x250, 1546866634059.jpg [View same] [iqdb] [saucenao] [google]
10326779

>>10325530
I'd be Keen to Command-her if you know what I mean

>> No.10326885
File: 5 KB, 85x53, flakcannondoomsize.png [View same] [iqdb] [saucenao] [google]
10326885

doom size flak cannon sprite

>> No.10326917

Is it possible to make a BFG rush map, without making it a slaughterfest?

>> No.10326923

is there a way to swap the weapon scrolling in Blood? I can't rebind it since when I scroll it thinks I want to choose a different binding
right now it's inverted

>> No.10326925

>>10326917
You can make the player fight a bunch of boss monsters.

>> No.10326931

The Party /v/an is currently playing Zandronum if anyone's interested: >>>/v/654289682

>> No.10327247

>>10325692
Nono not Egyptoagula, the Keep 1.0 devkit that released with Mjolnir.
https://www.celephais.net/board/view_thread.php?id=62253

>> No.10327343

looking for wave based wads/gamemods

ya know like the zombies on cod

>> No.10327346

>>10327343
Invasion (classic)
Complex Invasion
Shotgun Frenzy

>> No.10327361

>>10327343
there was one I played years ago where you where on a space station and you did missions type beat

>> No.10327412

>>10327343
https://odamex.net/ has a horde game mode, I think you can play it with any map.

>> No.10327472
File: 221 KB, 1600x1200, Odamex_SOLO_20231016_062116.png [View same] [iqdb] [saucenao] [google]
10327472

>>10327412
Bothered to try Odamex after however long its been
>fullscreen hud has mug by the health
FINALLY SOMEONE GETS IT

>> No.10327498

>>10327343
Reelism and Reelism 2.

>> No.10327510

>>10326323
The middle left and bottom left looks cool.

>> No.10327523

>>10327343
cyberpunk showdown

>> No.10327648

>>10327247
So I'll have to download it again then?

>> No.10327738

Its been a while since i visited, any news on the waifu wad?

>> No.10327746

>>10327738
Project lead got hit by a car and fucking died.
Okay, he's alive, but the project is obviously low priority.

>> No.10327783
File: 56 KB, 1280x800, Ad Mortem.png [View same] [iqdb] [saucenao] [google]
10327783

>>10317909
https://www.doomworld.com/forum/post/2718140
>Halloween is approaching, and I'm thinking: play "AD MORTEM" or not for my Future Review. Will Phase 3 be this year?
Vaeros might want to reply

>> No.10328036

my gzdoom experience has improved significantly since downloading a waifu character follow mod for my imaginary gf to play

it has honestly transformed my preferences for games tremendously

>> No.10328295

honestly Im considering doomkrakken's monster randomizer and legendoomlite in the next episode (4th) although after typing this I was concerned it might make the episode too difficult (i.e. unbalance it) as it is the 4th episode and sigil is next

these last two doom1 episodes with my waifu was a delightful walk in a refreshingly cool and breezy park. [w/ a m2hb .50 cal machinegun albiet nonetheles, im playing as a Baron (red minotaur man)]

>> No.10328316 [DELETED] 

>>10328036
based imagination gamer. my toddler does the same shit!

>> No.10328345 [DELETED] 

>>10328316
you get lost from facebook or did you forget what website your on

>> No.10328351 [DELETED] 

>>10328345
image didnt post
https://forum.zdoom.org/viewtopic.php?f=43&t=75680

link to the mod of which screenshot i was going to use

>> No.10328356
File: 2.50 MB, 1600x900, spasm0100.png [View same] [iqdb] [saucenao] [google]
10328356

>>10327648
nvm, I'm still too stupid to download stuff off GitHub, let me know when the Keep mod will have a page on ModDB or Slipseer
>the Sidewinder has a new custom graphic in Keep to differentiate it from the SoA Prox-Launcher that Tronyn nicked its model from for his Drakemod, but every single time you grab any item it swaps the V_weap model with the old one and back to the new one (not to mention how the PL still exists here too, but the Sidewinder is considered an upgrade to it for some reason)
Why didn't the Drakemod just use the Zestorer's model of the Screw Cannon for their drunken missile launcher from the get-go will always be a mystery to me, that cool-looking model which was squandered on such a garbage gimmicky weapon in the original TotD deserves much more mileage after a slight touchup

>> No.10328367 [DELETED] 

>>10328316
you think you can speak down to me since your ugly pig wife shat out an ugly piglet

you better shove a shotgun barrel in your eye socket and let buckshot spray out of the back of your head before you decide to speak to me again you old faggot

>> No.10328372 [DELETED] 

>>10328345
i don't understand. anon said he has an imaginary girlfriend. my child has imaginary friends as well. i can't forget what website i'm on because hiroshima nagasaki has friendliest captcha on the planet.

>> No.10328389
File: 1.48 MB, 1600x900, spasm0104.png [View same] [iqdb] [saucenao] [google]
10328389

>>10328356
I am not joking - this gun looks whatever it wants to and changes form even if you don't have it equipped onscrees

>> No.10328394

>>10328356
That environment is visual puke, what the hell.

>> No.10328416 [DELETED] 

>>10328367
yes i can have a joke at your expense. enjoy your imaginary friend.

>> No.10328438

sees mention of a keep mod in these threads, always sad that painkeep gets so little love.
the painkeep 3.0 is borked for me, that shitty 3rd person position with weird viewwep business i cant seem to get rid of. am i just being retarded?

>> No.10328442
File: 1.70 MB, 1600x900, spasm0089.png [View same] [iqdb] [saucenao] [google]
10328442

>>10328394
Pray-tell what makes you think so?

>> No.10328446
File: 478 KB, 800x450, good_game.webm [View same] [iqdb] [saucenao] [google]
10328446

So when's Blood 2 remastered? They are already hitting the bottom of the barrel remastering Sloprock 3

>> No.10328480

damn the splatterhouse wad fucks

>> No.10328482

>>10328356
>>10328442
Not him but there’s a bunch of weird black blobs on the screen there. What are they from?
>>10328446
>run out of good games to remaster so they start remaking bad ones
The next logical step. It’ll just take more work in general and a whole lot more in Blood 2’s case.

>> No.10328486

>>10328446
I hope it's gonna get as much Revelations content as remotely possible

>> No.10328495
File: 264 KB, 975x526, 1446556054890.png [View same] [iqdb] [saucenao] [google]
10328495

Slow days lately, huh?

>> No.10328496
File: 2.14 MB, 1600x900, spasm0108.png [View same] [iqdb] [saucenao] [google]
10328496

>>10328482
That gray tube seen at the end of this wooden bridge seen at >>10328356 is a giant arrow which lodged itself on the cliffside mere moment befor I took that pic, thats where all those random black balls of rubble came from.

>> No.10328531

>>10328495
Multiple projects in limbo due to MIA leads, few mod/map releases of note, and Quake 2 re-release hype has died down. Also wouldn't be surprised if some of the more creative people who would post here have gone and tried to translate whatever skills they have into a side-hustle given the current economy.
Things will bounce back eventually though.

>> No.10328545

Waifuwad never
94p never ever
Ad mortem? More like Fag mortem lol

>> No.10328610

>>10325530
She cute. Someone make her the protagonist of a Doom TC

>> No.10328639

>>10328531
I've been working on my own project and have churned out 14 maps in ~8 months. I don't have the inspiration to contribute to community projects currently.

>> No.10328645

what are some doom sprite reskin mods that reskins the enemies to look like human equivalents?

I wanna roleplay a monster that got unleashed from containment or something and running wild and free

>> No.10328649

>>10328645
like military and scientists and idk helicopters instead of cacodemons and soldier inside mechsuits instead of barons/knights/mancubus/pinky

>> No.10328658

wow okay this looks pretty cool
https://forum.zdoom.org/viewtopic.php?f=43&t=66551

but im open for any better suggestions of a inversely designed enemies

>> No.10328664
File: 36 KB, 752x626, 1529739024087.jpg [View same] [iqdb] [saucenao] [google]
10328664

>Want to make maps for Half life
>make a basic room
>"map not found in the server."
>Even tho other maps are working

How the fuck should I fix that ?

>> No.10328717
File: 2.96 MB, 1920x1080, cprl1ubdzxm91.png [View same] [iqdb] [saucenao] [google]
10328717

>>10328664
Be sure your map compiled properly and the .bsp is in the "valve/maps" folder.

>> No.10328745

>>10328645
FreeDoom has a nice-looking Chaingunner that's either a cyborg or an armoured human

>> No.10328763 [DELETED] 
File: 146 KB, 703x556, my_nigga.png [View same] [iqdb] [saucenao] [google]
10328763

>>10328316
>his toddler plays GZDoom with waifu mods
I'm calling Child Protective Services.

>> No.10328790
File: 309 KB, 1920x1080, 20231016183556_1.jpg [View same] [iqdb] [saucenao] [google]
10328790

Is there a way to get this health pack without rocket jumping?

>> No.10328795
File: 155 KB, 811x912, 1697085373616905.jpg [View same] [iqdb] [saucenao] [google]
10328795

>>10328639
>14 maps in ~8 months
Not too bad desu. In the past 12 months, I only got 2 maps and 1/3 of an enemy replacement done for a 9-map Doom 1 WAD, so you're doing better than me for sure.
I also made, like, 8 maps for community projects in that time, instead of working on my own shit, including submissions to AD MORTEM Phase 2 and Fore/vr/ Alone.

>> No.10328801

>>10328790
Does KexQ2 preserved the double-jump exploit?

>> No.10328802

>>10328795
Prior to 2022 my output was roughly 1 map a year, so I'm proud of myself. #15 & 16 are in progress as well.

>> No.10328815

>>10328790
pull a box down and then hop on top

>> No.10328834

>>10328658
>>10328658
this one is more balanced and updated
https://www.moddb.com/games/doom/downloads/doomless-re-balanced


Its cool. Im on episode 3 and Im headcanonning it as places taken back over by the UAC after doom guy rolled through there.

doom 2 is going to be so cool

>> No.10328835

>>10328645
Mutiny is a bestiary mod that replaces everything with doomguy equivalents

>> No.10328892

>>10328802
Have you posted any progress in these threads? If not, share some; you got me curious!

>> No.10328907 [DELETED] 

doom is so much better when you walk everywhere and use only run scarcely in strategic situations


I get to hold hands with my waifu. let her ride atop my beefy red shoulders. Or carry her underneath my armpit like a barrel *cutely*


for this reason I am against gameplay that involves respawning of enemies. It just deprives me of these peaceful moments with my waifu where I can hear just the sound of my hoofs pounding the ground

>> No.10328939
File: 1.64 MB, 1920x1080, mjolnire4m1_library.png [View same] [iqdb] [saucenao] [google]
10328939

>>10328496
So that's debris from something awesome happening? Fine by me. I otherwise love the detail in there.
I was having a great time with the second episode until Q2R came out and reignited my interested with 2. I loved every bit I played in this map and look forward to the rest.

>> No.10328940 [DELETED] 

>>10328907
strategic as in I have to haul ass to stick my hand through this enemies torso and pull his spine out from the front

>> No.10329020 [DELETED] 

>>10328907
I hate you and everything you stand for.

>> No.10329031
File: 3.92 MB, 710x400, Nugget Doom 2.0.0 2023-07-23 08-38-22.webm [View same] [iqdb] [saucenao] [google]
10329031

>>10328892
Here and there. Mostly showing off stuff I did with decohack. Like this corpse conveyor.

>> No.10329035
File: 3.91 MB, 1280x720, Nugget Doom 1.14.0 2023-06-24 10-25-59.webm [View same] [iqdb] [saucenao] [google]
10329035

>>10328892
And a modified Mother Demon

>> No.10329049

oh god is Hayden back

>> No.10329093 [DELETED] 

>>10328907
agh! waifus in my doom game? what are you crazy? GET OUT OF HERE

doom is all about le edgy gore and guts guts guts kill kill kill

love cannot bloom on the battlefield

>> No.10329096

>>10329031
>>10329035
Ahhhh, yup, I recognize these.
Godspeed, you! Hope to see you share your work once it's completed.

>> No.10329117 [DELETED] 
File: 526 KB, 1112x696, Defenestration(1).webm [View same] [iqdb] [saucenao] [google]
10329117

>>10328940
For me, personally, it's rush-down defenestration.

>> No.10329141
File: 3.66 MB, 1280x720, Nugget Doom 2.0.0 2023-08-20 12-44-58.webm [View same] [iqdb] [saucenao] [google]
10329141

>>10329096
The most recent thing I've done code-wise is a set of respawning ammo pickups for a horde-style map.

>> No.10329145 [DELETED] 
File: 432 KB, 944x678, hayden_cringe.png [View same] [iqdb] [saucenao] [google]
10329145

>>10329049
ok yeah he's back
I'd hoped we'd seen the last of him when he stopped shitting up /sg/ but I guess not

>> No.10329194 [DELETED] 

>NOOOOO YOU CANT LE HECKIN WAIFUFAG IN LE DOOM THREAD

ALL DOOM MODS ARE RETRO RELATED YOU DIRTY FUCKING NIGGER JANNY KILL YOURSELF

KILL YOURSELF NOW
KILL YOURSELF NOW
KILL YOURSELF NOW

-

YOU SHOULD COMMIT SUICIDE
YOU SHOULD COMMIT SUICIDE
YOU SHOULD COMMIT SUICIDE

-

KILL YOURSELF NOW
KILL YOURSELF NOW
KILL YOURSELF NOW

-

YOU SHOULD COMMIT SUICIDE
YOU SHOULD COMMIT SUICIDE
YOU SHOULD COMMIT SUICIDE

-

KILL YOURSELF NOW
KILL YOURSELF NOW
KILL YOURSELF NOW

-

YOU SHOULD COMMIT SUICIDE
YOU SHOULD COMMIT SUICIDE
YOU SHOULD COMMIT SUICIDE

-

KILL YOURSELF NOW
KILL YOURSELF NOW
KILL YOURSELF NOW

-

YOU SHOULD COMMIT SUICIDE
YOU SHOULD COMMIT SUICIDE
YOU SHOULD COMMIT SUICIDE

-

I WILL CONTINUE TO BAN EVADE AND YOU WILL NEVER STOP ME AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA NIGGER FUCKING KILL YOURSELF YOU DISGUSTING TRANNY SEWER MUTANT

>> No.10329203 [DELETED] 

>NOOOOO YOU CANT LE HECKIN WAIFUFAG IN LE DOOM THREAD

ALL DOOM MODS ARE RETRO RELATED YOU DIRTY FUCKING NIGGER JANNY KILL YOURSELF

KILL YOURSELF NOW
KILL YOURSELF NOW
KILL YOURSELF NOW

-

YOU SHOULD COMMIT SUICIDE
YOU SHOULD COMMIT SUICIDE
YOU SHOULD COMMIT SUICIDE

-

KILL YOURSELF NOW
KILL YOURSELF NOW
KILL YOURSELF NOW

-

YOU SHOULD COMMIT SUICIDE
YOU SHOULD COMMIT SUICIDE
YOU SHOULD COMMIT SUICIDE

-

KILL YOURSELF NOW
KILL YOURSELF NOW
KILL YOURSELF NOW

-

YOU SHOULD COMMIT SUICIDE
YOU SHOULD COMMIT SUICIDE
YOU SHOULD COMMIT SUICIDE

-

KILL YOURSELF NOW
KILL YOURSELF NOW
KILL YOURSELF NOW

-

YOU SHOULD COMMIT SUICIDE
YOU SHOULD COMMIT SUICIDE
YOU SHOULD COMMIT SUICIDE

-

I WILL CONTINUE TO BAN EVADE AND YOU WILL NEVER STOP ME AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA NIGGER FUCKING KILL YOURSELF YOU DISGUSTING TRANNY SEWER MUTANT

>> No.10329205 [DELETED] 

>>10329203
Kill yourself please

>> No.10329209

I've only ever checked Quake and Doom WAD, never the Build engine stuff. Are there any medieval-themed WAD/mod for it? For Doom there's stuff around Heretic/Hexen, but what about Build engine?

>> No.10329212

>>10329209
no

>> No.10329221 [DELETED] 

Im not tired of ban evading yet LOL

I will continue to do it and you will continue never being a woman. commit suicide you disgusting tranny sewer mutant


even after this ip gets banned and I get bored here I'll just move onto another board and continue to post.

get cucked you repulsive tranny. you cant stop me LOOOOOOL!!!!!!

>> No.10329224 [DELETED] 

Im not tired of ban evading yet LOL

I will continue to do it and you will continue never being a woman. commit suicide you disgusting tranny sewer mutant


even after this ip gets banned and I get bored here I'll just move onto another board and continue to post.

get cucked you repulsive tranny. you cant stop me LOOOOOOL!!!!!!

I've proven my point. I've won LOL

you cant stop me bitch. You're my bitch now

>> No.10329227 [DELETED] 

>>10329224
why are you doing this

>> No.10329238
File: 1.56 MB, 1920x1080, 1673083865198491.png [View same] [iqdb] [saucenao] [google]
10329238

>>10329209
WGRealms Demon Throne
https://www.moddb.com/games/wgrealms-2/

>> No.10329245

>>10329238
I really like this

>> No.10329257
File: 3.93 MB, 640x480, witchavengameplay.webm [View same] [iqdb] [saucenao] [google]
10329257

>>10329209
>For Doom there's stuff around Heretic/Hexen, but what about Build engine?
The build equivalent would be Witchaven. If you can get lost in the 90s jankcharm you might enjoy it for awhile. I put thirty minutes into it and had my fill.

>> No.10329265
File: 97 KB, 640x360, 13453454.jpg [View same] [iqdb] [saucenao] [google]
10329265

>>10329257
We have Arthurian Legends

>> No.10329463

Does Ironwail make anyone else's fans rev up?

>> No.10329487 [DELETED] 

>>10328645
DoomLess.

>> No.10329494

>>10328834
There's also another version here.
https://forum.zdoom.org/viewtopic.php?t=75339

>> No.10329527

>>10329463
Make sure to cap your frames. Not much point going over 240.

>> No.10329542

>>10328394
Shit taste

>> No.10329546

>>10328495
Work work, more work, taking care of family; it never fucking ends.

>> No.10329551
File: 2.99 MB, 1198x902, Grenade launcher.gif [View same] [iqdb] [saucenao] [google]
10329551

>>10328495
Progress has been slow on my own shit seeing as I had to adjust to a new OS and now I'm practicing 3D modeling.
It's been worth it, I feel.
Still don't know what to call these guns though, they're technically not shoulder cannons anymore as they detach and fire before going back. So they're more like Gundam Funnels or wingmen/options in shooting games.

>> No.10329553

>>10329551
Kegan?

>> No.10329557
File: 3.10 MB, 1198x902, Stun gun.gif [View same] [iqdb] [saucenao] [google]
10329557

>>10329553
Hello.

>> No.10329558

>>10329557
pls exblain how you got started with 3d modeling :DD

>> No.10329562
File: 796 KB, 1173x902, Rough, but still good enough.gif [View same] [iqdb] [saucenao] [google]
10329562

>>10329558
Blender scared me so I picked up Blockbench. Gif related was my first model I made with the software, it feels way more approachable than Blender to my dumb ass.
I did this one in Slax's memory, he wanted me to learn how to make models to some degree to use as a ref for first person sprites.

>> No.10329567

>>10329562
Did you use tutorials for Blockbench? Ty for replying, Blender is overwhelming for me, particularly because everyone seems to have their own way of doing something with it.
>Slax's memory
?

>> No.10329575

>>10329551
>Still don't know what to call these guns though
The fantasy theming, while still being inspired by Predator in a roundabout way, makes me want to call them "X-Casters"
Stun-Caster, Bomb-Caster, etc.

>> No.10329583

>>10329567
It's mainly me just learning by trial and error, though I looked up a few videos out on youtube on how to use certain tools like vertex snap.
and Slax was a friend of mine. He pushed me to get better at art shit, made some great art himself, and contributed his voice to a few projects over the years, like Laundry 2. We lost him three years ago. I still miss that silly son of a bitch.

>>10329575
You're a goddamned genius.

>> No.10329587

>>10329583
Aw man I'm sorry to hear that. I'm also glad you're still around, I haven't seen you post in a long while besides seeing you in an HD or Kart webm. Again thanks for telling me about Blockbench.

>> No.10329595
File: 563 KB, 800x450, That's better.webm [View same] [iqdb] [saucenao] [google]
10329595

>>10329587
I usually make it a point to post crap on saturdays. I'm hoping to have more webms to show off in the near future. Doomslayer's been going through some pretty drastic changes, and then Kustam will be up next.

>> No.10329636

gameplay modifier/universal(ish) mods?

stuff like:
war trophies
corruption cards
gun bonsai
killcam

>> No.10329646

>>10329636
Universal Entropy
Legendoom
Colorful Hell (sorta)

>> No.10329671

>>10329646
Can you shut up please?

>> No.10329675
File: 116 KB, 308x306, 1684511246180752.png [View same] [iqdb] [saucenao] [google]
10329675

>>10329671

>> No.10329679
File: 363 KB, 643x477, kengetaway.png [View same] [iqdb] [saucenao] [google]
10329679

>>10329671

>> No.10329792

>>10329636
>>10329646
any that you'd rec specifically for hexen/hetertic?

>> No.10329813
File: 68 KB, 750x764, mib.jpg [View same] [iqdb] [saucenao] [google]
10329813

>>10323378
>at least 19 maps of shit this clean
dayum

>> No.10329867

Does anyone remember a few years back someone here was remaking GBA Doom's deathmatch maps? It was just called "gbadmplus" or something to that effect. Is there a working link to that anywhere?

>> No.10329907

>>10323687
What's weird about this is the upper levels are clipped off until you open that area with a button.

>> No.10329929
File: 2.78 MB, 640x480, 1687670497479756.gif [View same] [iqdb] [saucenao] [google]
10329929

>>10326931
belated thanks for the heads up
was able to catch the last few maps before dozing off

>> No.10329931
File: 276 KB, 680x384, 1677954417173717.webm [View same] [iqdb] [saucenao] [google]
10329931

>>10328446

>> No.10329980
File: 1.95 MB, 1600x900, spasm0111.png [View same] [iqdb] [saucenao] [google]
10329980

>>10328939
Yeah this was a nice suprize that actually killed me at my first try when exploring that area, the cable-cart starting to wobble after you jump onto it was also another big suprize that subverted my expectations
>who knew that punching dragons to death is a *very* unwise idea even with the bolstering from a ToP?

>> No.10330010

>>10329980
Man that looks gorgeous but I'm still waiting on the bugfixes.

>> No.10330084
File: 3.91 MB, 1280x720, dog.webm [View same] [iqdb] [saucenao] [google]
10330084

Wanted to give a quick peak on Shanghai Gold. Added a new terrifying dog enemy.

>> No.10330110

>>10329031
https://youtu.be/w3FCRr3t9WU?si=vAPVKrX94gbpcjUL

>> No.10330117

>>10330010
Is that a Tibetan Mastiff?
I love that one .webm of it choking a retarded pitbull into unconciousness

>> No.10330126

>>10330084
Hmmm maybe give it a leap attack programmed to fire after x amount of seconds it unsuccessfully bites the player? I really like how it's up your ass the entire time, but there was nothing stopping you from just switching your target to the goons. A relentlessly harassing enemy type ala kleers or werebuls is always good fun.

>> No.10330135

>>10326917
Running through a winding hallway with slow crushers and deaf barons are around the corners so you're forced to use the bfg for something that matters.

>> No.10330141
File: 1.76 MB, 1600x900, spasm0101.png [View same] [iqdb] [saucenao] [google]
10330141

>>10330010
I can't think of many outside of the SoA Prox and Drake's Sidewinder being treated as a single weapon once you get both and the FlakCannon using a unique unobtainable ammo pool instead of MultiRockets (I think you seldom get it from backpacks dropped by MGOs and some Hexen2 red archers whenever their pickup text says "you got ___ from a backpack")
it took me quite a big while to realize that those jars of poison were an alt-ammo for the Crossbow

>>10329031
This thing needs a borrowing of the Blood1's Dark Carnival mouth trap textures so badly

>> No.10330142
File: 3.22 MB, 366x360, check-em.gif [View same] [iqdb] [saucenao] [google]
10330142

Shit-tier mapper here, trying to improve a little. This might be a stupid question but do you guys have any tips for adding meaningful verticality to my maps? I feel like I'm stuck on a formula of having stairs or elevators that lead to rooms/areas that feel distinctly separate from their neighboring areas and I'm not really sure how to fix that.

>> No.10330146

>>10330142
Have a balcony for sniping enemies. Any Doom 2 exclusive (Beside hell knight) is meant for sniping. Create obstacles that only fliers can traverse and release fliers. Connect to the upper area later, so the balcony has meaning.

>> No.10330148
File: 45 KB, 600x255, 1911.jpg [View same] [iqdb] [saucenao] [google]
10330148

>>10330084
Can you dual-wield the Luger once you grab a second one?

>> No.10330149

>>10330110
It loses something in the translation to orchestral.
https://www.youtube.com/watch?v=-jastEtNhGk

>> No.10330153

>>10330141
One of the necromancer enemies has an attack that fails to materialize, at least on nightmare. He just swings, a noise sounds, and nothing happens. Sanguivators don't heal you anymore, I'm not sure if you noticed that. The mace was tuned down waaay low to the point of being useless as opposed to OP in 1.0. It's perfectly playable but I see Tronyn on discord always on JACK so I'm just gonna wait.

>> No.10330157

>>10330153
Oh yeah also trying to switch to the super nailgun from the mace when you have ammo in the sng, the game claims you don't have enough ammo. Very annoying.

>> No.10330165

>>10330126
It currently has a leaping bite sprite ehen it attakcs the player, but it seems like I should choreograph it more and add more mechanics to it.

>>10330148
I'm not a massive fan of duel wielding for normal combat, but I'm in need of some time limited powerups, so akimbo lugers would be cool.

>> No.10330169

>>10330153
>Sanguinators don't heal you anymore
Yeah that's odd, but they always give you armour points without needing a ToP - also as I've mentioned last time when playing the Keep demo campaign (and Egyptoagula), the biggest problems (not exclusive to Mjolnir itself but quite noticable) that need fixing is how the armor pickups stop giving you any protection after changing levels (and how collecting coins is a total waste if you grab them unarmoured), and the fact that collecting the Empathy Shield does nothing at all for protection

>> No.10330174

>>10330142
Play a few games where there are some tricks used with the verticality. Doesn't even need to be an FPS, Mario, Dark Souls, Resident Evil, If you encounter something visually neat and/or usable to make an area into a interesting combat set piece or even just a nice looking area, it can help inspire you a bit. Outdoor gardens with a tomb that opens up, Broken stairs that can be leapt off into different parts of an alleyway. A waterfall in the distance.

Verticality helps a lot more when you have outdoorsy areas. You can see more areas -- where you've been, places you might want to go, it gives flying enemies more reach and threat, if you've got the textures in mind then you can use high rise buildings and apartments coupled with grass, rock and stone textures to make contrast between geometrical, man made building areas and natural paths that are less regular.

>> No.10330178

>>10330169
Link the first post you made on that and I'll send it to the dev team if you haven't already.

>> No.10330181

>>10330153
>One of the necromancer enemies
The guy who teleports-away when you try to axe/chainsaw him, leaving behind a magical bomb?
Mistaking it for a powerup was my first time getting killed by them in NSoE

>> No.10330185

Not retro so I'm only posting about it once. I forgot why I never went beyond the third level or so in Amid Evil. Reinstalled it, got the second weapon which is this magic wand that shoots blue bubbles and then I remembered all the weapons besides the starting double headed axe fucking suck and have no meaty impact. Makes me appreciate Quake's shotgun a little more.

>> No.10330206
File: 34 KB, 751x1010, 1663686183949528.png [View same] [iqdb] [saucenao] [google]
10330206

I made a map. It's my first map, never touched the editors and such before. I though Ad Mortem was a good excuse to try to make something I'd like to share, even if I don't really expect it to make the cut. If you wanna try it, you do need either the resources wad or to load it after Ad Mortem. Also tested it on Woof, haven't tried any of the other MBF21-compatible sourceports.

It's also still not done yet. There's a lot of graphical shit that needs to be adjusted, you can tell the front yard is still barely done in that regard, and the final encounter is boring as hell as it currently is, but the rest of the map (barring some adjustments, especially gonna be moving around the first P. Elemental and the first Revs teleporting in) is roughly about where I'd like it to be.


https://www.mediafire.com/file/y23h8zqpin8fu70/muh_map.wad/file

>> No.10330218

>>10330178
I'd rather make somekind of a collective bug report list of all issues people playing that mod ITT have encountered during their playthroughs - even if they're one-offs that are near-impossible to replicate (like how I only once ever experienced a CtC when a Reiver died doing their "fall to the ground and explode" animation at the same time its "homing ring of skulls" attack collided with a different enemy on its path.

>> No.10330423

Anyone familiar with the half life mod - they hunger?

Did all three parts comes out like 20 years ago or has there been new ones recently? Wiki page says 20 years ago but I could have sworn a new version came out recently and there might be a newer one since.

>> No.10330452

>>10330423
There is someone making a spinoff mod based on the story of the first They Hunger, it's on moddb. The name is They Hunger Twilight in Rockwell

>> No.10330505

>>10324531
you can tweak the CRT mode using console commands, there is the list of how to do so at the DF video

>> No.10330612
File: 26 KB, 480x360, E5bF1JDX0AA9sV3.jpg [View same] [iqdb] [saucenao] [google]
10330612

>>10328717
Thanks anon, but how do I fix "Bad animating texture" error ? I use original valve files, but it's still pointing out that problem.

>> No.10330662

>>10330452
Thanks. Might play soon for some comfy autumn Halloween vibes

>> No.10330667
File: 611 KB, 1920x1080, Gpnzi.jpg [View same] [iqdb] [saucenao] [google]
10330667

>>10330117
>that one .webm of it choking a retarded pitbull
Got a link ?

>> No.10330694
File: 1.08 MB, 600x609, 1684991667862026.gif [View same] [iqdb] [saucenao] [google]
10330694

HuauH

>> No.10330698

>>10330694
Is he dancing in the ghetto

>> No.10330715

>>10330667
>HD PBR textures on that extremely distorted UV map the dogs have
Makes me kek every time.

>> No.10330790

>>10328356
>Pic
What the fuck am i looking at

>> No.10330803

>>10330790
It’s a section from Mjolnir >>10328496

>> No.10330821

>>10330803
if this is what the "Modern Progressive" quake 1 community is doing these days, then it doesn't even look like quake anymore, but a jackass and half assed attempt at making DMC into quake and failing at the same time by developing a visual nightmare with no clues about how to make a proper open world map.

>> No.10330826
File: 1.53 MB, 1600x900, spasm0106.png [View same] [iqdb] [saucenao] [google]
10330826

>>10330790
Mjolnir's E4M3, those maps are fucking huge and a sight to behold

>>10330218
One of the new bugs I discovered in the next level was how collecting the new AD jump-boots (blue ones) don't stack up with the older versions of it (yellow ones with a less-detailed model), making you for example loose the ability to quad-jump when you pick another version of them back to just a double-jump

>> No.10330852

>>10330821
In my mind, Mjolnir is very much an attempt by the few Quake oldfags that are left to outdo the more artsy, fart sniffing newfag shit. It's an honest attempt with some great gameplay in places, but it really is just a mess visually in the open areas and the pacing can be quite fucked at times. I don't hate it, but I really would have preferred more focused level design with the same sort of gameplay.

>> No.10330853
File: 1.54 MB, 1600x900, spasm0117.png [View same] [iqdb] [saucenao] [google]
10330853

>>10330821
>Modern Progressive
This project was started 14 years ago IIRC
>half assed attempt at making DMC into quake
Well it also has a remake of Heretic 1 bundled with it in the form of a bonus campaign that's 50% done ATM if you want to see a real "visual nightmare" of seeing 24+ years-old unaltered textures right next to "'HD"' ones from 2018

>> No.10330864
File: 3.89 MB, 640x360, kmq225_gunnerdrop.webm [View same] [iqdb] [saucenao] [google]
10330864

>another ‘modern quake’ rambler
Gross.
>>10330826
>Mjolnir's E4M3, those maps are fucking huge and a sight to behold
Agreed. I was expecting something more levels akin to the third episode so I was taken away by these “Something Wicked” scaled levels.

>> No.10330891

I JUST WANT TO PUNCH THINGS WITH THE NECROMANCER GAUNTLETS

>> No.10331026
File: 872 KB, 1366x768, Dark_Undergrowth.png [View same] [iqdb] [saucenao] [google]
10331026

>> No.10331052
File: 1.74 MB, 1600x900, spasm0124.png [View same] [iqdb] [saucenao] [google]
10331052

>>10330157
>>10330169
>>10330178
>>10330218
>>10330826
And speaking of issues unique to certain maps only - this hub area of the E4's secret level never aligns properly after the rotating fence stops spinning, forcing you to either Prox-jump (except unlike in the original SoA, you can't trigger your own mines here) or just noclip past it...

>>10330165
Ripping-off the Blood 1's "guns akimbo" powerup is always welcome, but please restrict it to 1-handed weapons only because once you notice that for reloading the dual Sawn-off Shotguns Caleb temporarily gained 2 extra hands, you will never stop being bothered by it

>> No.10331074

>In Ultimate Doom, due to an engine bug, only the sky from Episode 1 is displayed across all four Episodes. (Activision, the publisher, actually denies this is a bug, mistakenly claiming that the entire game takes place on Mars.)

>> No.10331082

>>10331026
This is one of the first custom Q2 maps I tried. It left a good impression.
>>10331052
I have been spoiled by the “replace akimbo with quad” option in NotBlood: You lose out on dualwielding aesthetics in exchange for a gibchance, and for me that’s worth it.

>> No.10331139

just a friendly reminder that real human people think that texture filtering improves doom

>> No.10331156
File: 1.08 MB, 1032x484, Hdv1jxX.png [View same] [iqdb] [saucenao] [google]
10331156

>>10331139
That's a funny joke Anon

>> No.10331284

>>10330864
What mappack is that?

>> No.10331295

>>10331284
Progetto Genoma
http://www.markshan.com/podstrn/sp_genoma.htm

>> No.10331309

>>10331295
Thanks. It works with the remaster, right?

>> No.10331340
File: 3.91 MB, 640x360, kmq225_CastleStroggos2.webm [View same] [iqdb] [saucenao] [google]
10331340

>>10331309
Yeup it should work. Anything vanilla compatible should work with the remaster, you’ll just run into that weird water/transparency texture issue.

>> No.10331353
File: 45 KB, 569x802, 1526789451043.jpg [View same] [iqdb] [saucenao] [google]
10331353

>>10331156

>> No.10331462

>>10328356
the guy who made this map definitely needs to study the basics of color theory.

>> No.10331469

>>10331340
Sorry man to bother but how do I start in the first level of the map pack?

>> No.10331475
File: 112 KB, 681x758, houndeye_horse_dick.jpg [View same] [iqdb] [saucenao] [google]
10331475

>>10330612
Never had this error. Found the description on TWHL:
"Animated textures names start off with a +0 and go to +9. If there is a gap in the sequence (like +2xxxx followed by +5xxxx) or if some other character is used with the "+" (like +olab1_gun1or - "o" is not a number.) then you may get this error. Also a texture with a bad name of the random beginning "-" can cause this error, even though it is not animating. Sometimes it is bogus, caused by a corrupt save/export, or by that old "too many wads" mistake."

>> No.10331494

>>10331469
It should be "map genome" through the console, if it's installed right

>> No.10331715

>>10330821
Anon the project began 16 years ago.

>> No.10331748

>>10331340
>Maps work in new playable Quake 2
great time to be alive
Also idk if was you who mentioned Quake 2 Remaster lacking instant weapon switching, but I noticed co-op mode does include an instant switch option; IDK why not singleplayer.

>> No.10331819

Doom 64 remastered is a great little game
The lighting is like an action figure take on Doom 64

>> No.10331852
File: 166 KB, 1920x1080, 20231018021914_1.jpg [View same] [iqdb] [saucenao] [google]
10331852

>>10331475
Right,I figured that some vainlla textures triggers that error, withc is wierd.

Anyway here's my progress, I really like USS Star compghain soI want make someting simular and a bit longer.

>> No.10331969

has anyone made a mod for doom 2 that remakes all of doom 64 into doom 2 with the unmaker and new monsters and called it doom 3: the absolution?

>> No.10331983
File: 3.30 MB, 1920x1080, 1683171661959362.png [View same] [iqdb] [saucenao] [google]
10331983

Inspired by the recent Mjolnir posts, I finally finished MJ4M1. Very grand, very enjoyable dungeoneering. A little too easy in certain parts, particularly with the reliance on ogres with no Z-axis factoring so often times they just didn't hit you and weren't a threat. I've seen it I think mostly from one anon the disdain of this mixing of Quake and Heretic, but I think it's right at home. However I have something else to say about that in my next post. For a bit more about MJ4M1, I think it's hilarious that the track allocated to this map is an entire 38 minute album. I don't know what it is, maybe it's HII's OST or something and I never played it so I don't recognize it, but it's all very good music. The file is track12 in the music folder, if you know the source please tell me. Love it.

>> No.10331987
File: 3.23 MB, 1920x1080, 1669751550369019.png [View same] [iqdb] [saucenao] [google]
10331987

>>10331983
I was very surprised that MJ4M2 was a remake of an old Tronyn and Ericw map from mapjam6! With regards to
>However I have something else to say about that in my next post
I think I prefer how the older map looks, and I cannot for the life of me figure out why. Maaaybe it's just because I like the sunset of the original better. I'll have to get into it later, busy now.

>> No.10331992

Any recommendations for duke mods?

>> No.10331996
File: 759 KB, 1280x720, pg2inq2e.jpg [View same] [iqdb] [saucenao] [google]
10331996

>>10331748
I remember talking about how you can't cancel the shotgun/railgun "pump" animations. It's odd that you can't enable some of those coop options in singleplayer but you can at least launch a solo LAN match.
It seems the sequel to >>10331295 is running fine through the new port so far.

>> No.10332003
File: 1.37 MB, 1600x900, spasm0128.png [View same] [iqdb] [saucenao] [google]
10332003

>>10331340
>missing fluid texutes look like electric cages
Accidental soul is so bizzare

>>10331462
Okay but first release the Episode 1 and please let it be populated by the Chasm scorpions that MadFox already ported to Q1's .mdl format about 8 years ago already (Dwell could also do that too honestly)

>> No.10332017
File: 1.32 MB, 1920x1080, castle of stroggos 3 start.png [View same] [iqdb] [saucenao] [google]
10332017

>>10331992
I still only know of Duke Hard. There's AMC Squad but you don't play as Duke.
>>10332003
>>Accidental soul is so bizzare
I think that "laser electric cage" looks is intentional, right?

>> No.10332130

>>10331074
I don't remember this.

>> No.10332140

>>10331340
>you’ll just run into that weird water/transparency texture issue.
And that you can solve in five minutes with a -litwarp supporting version of Arghrad.

>> No.10332179

It's a late night, but I'm playing the Halloween Jam for Quake
https://www.quaddicted.com/reviews/hwjam.html
Running on vkQuake
IP is 164.152.111.147:10666

>> No.10332184
File: 2.07 MB, 1920x1080, 1672701890311977.png [View same] [iqdb] [saucenao] [google]
10332184

Which side looks better, particularly the bottom struts with the lights versus just wall mounted torches?
>>10332179
I might drop in but it's a busy night.

>> No.10332225
File: 102 KB, 829x1079, manlet knights.jpg [View same] [iqdb] [saucenao] [google]
10332225

Don't talk to me or my goth GF ever again.

>> No.10332234

>>10332225
God I wish that were me.

>> No.10332242
File: 108 KB, 1000x996, tfw no coop starts.jpg [View same] [iqdb] [saucenao] [google]
10332242

>>10332184
And closed. Was kinda eh, although I'll give the benefit of the doubt in that co-op Quake always ruins anyone's internal compass and sense of direction

>> No.10332259
File: 251 KB, 1000x791, 1689943836977793.jpg [View same] [iqdb] [saucenao] [google]
10332259

>>10332225
Uhhh deathknightbros...is it over for us?

>> No.10332281
File: 172 KB, 1403x1021, the bull came over.jpg [View same] [iqdb] [saucenao] [google]
10332281

>>10332259
nah, death knights stay winning
She is taller than the player though, but not by too much.

>> No.10332283

>>10332225
Leave that girl alone you rusty brown manlet faggot! I hate you

>> No.10332473
File: 60 KB, 1156x443, 000000000.png [View same] [iqdb] [saucenao] [google]
10332473

I get that today's scene is basically Chocolate + Boom + ZDOOM ladder of how complex your wad is plus zdaemon if you want multiplayer.

But can someone explain to me what do all the other weird ports are used for? What purpose Crispy Doom serves if it's basically a step between chocolate and boom that can't play wads from the latter and ruins the intended use of the former? Why does stuff like Woof and Risen3D exist? has any wad been made with them in mind?

Is there a tangible reason to use anything that isn't Chocolate / PrBoom / gzdoom / Zdaemon?

>> No.10332479

>>10330821
>if this is what the "Modern Progressive" quake 1 community is doing these days, then it doesn't even look like quake anymore, but a jackass and half assed attempt at making DMC into quake
50 years old early onset alzheimers moment

>> No.10332482

>>10331156
>you got the glasses!

>> No.10332491
File: 1.29 MB, 1600x900, spasm0130.png [View same] [iqdb] [saucenao] [google]
10332491

>>10332281
2bh she is walking on stilettos all the time
>This is *it* Luigi - the map you can't reload in unless your PC can run Crysis 3 on max performance settings

>> No.10332492

>>10332491
I hope you brought lotsa RAMghetti!

>> No.10332506

>>10332281
Tall dominating mommy in my Quake? Oh, yissss!

>> No.10332508

Is it possible to learn how to speedrun, hip, surf and shit in quake? Also does half life have the same dynamic? Physics?

>> No.10332565
File: 1.65 MB, 1600x900, spasm0131.png [View same] [iqdb] [saucenao] [google]
10332565

>>10332492
Its okay for now - after trying to beat this map on IW (only to discover it won't even load) I've gone back to QsS and after running this level with the gfx card enabled, my toaster had a slight performance improvement, but the GetSpace_overflow error still manifested - but at least the action didn't dip-down into a slideshow anymore. . .
>this big statue somehow prevents you to jump on the small crate leading to a hidden Green Armor you definitetly need to get if you are doing a ShotgunStart (just a thing to note for the Bug-report Anon)

>> No.10332593

>>10332565
dat oughta do it

>> No.10332601

>>10323378
name?

>> No.10332634

>>10332491
>>10332565
Maybe its about time to upgrade your toaster then?

>> No.10332653

>>10331992
Shaky Grounds and Blast Radius.

>> No.10332654

>>10332634
Many anons are from poorer countries where getting parts shipped is expensive in it of itself, let alone the purchase price of the parts. This is why CS 1.6 was played by Russians and South Americans in enormous numbers even by the time CSGO released.

>> No.10332689

>>10318145
>e1 ass scripting

>> No.10332724
File: 1.69 MB, 1504x860, setpiece central room red yellow to blue.png [View same] [iqdb] [saucenao] [google]
10332724

>>10325314
That's a fair observation, I was teaching myself both as I was making it. I had hoped it came across as a seamless union with the layout and gameplay.

It's funny that you recommend starting over with something more primitive, that is exactly what I have been doing for my second map, really getting more into the 101 of a good doom.
I do want to make some cool visuals with gzdoom, but I can easily make those OOB or as ceiling/skybox eyecandy.

>> No.10332848

>>10332565
isn't ironwail supposed to be more performant?

>> No.10332909

>>10331852
Looks very cozy.

>> No.10332932
File: 8 KB, 116x122, Untitled.jpg [View same] [iqdb] [saucenao] [google]
10332932

>>10330667
>>10330715

>> No.10332949

>>10332909
Thank you

>> No.10332953

lets play some hexen motherfuckers
using zandro because fuck
name: [TSPG] fuck hexen
no password, 16 player limit

>> No.10332983

>>10331992
Alien Armageddon

>> No.10333020

>>10332953
shut down cause nobody joining

>> No.10333064

>>10332473
ideally you would only need:
- a port that can run decorate/zscript mods or umdf maps => gzdoom
- a port that can run deh/bex/mbf/mbf21 and classic/limitremoving/boom map formats => woof

replace woof with
- nugget if you are interested in its qol features
- dsda if you can't live without hw acceleration or need specific speedrunner-oriented features

basically you got it the other way around: in reality choco and prboom are niche ports nowadays

chocolate: is for purists or people who'll play only vanilla compatible mapsets
crispy: is basically woof without support for cl9/cl11/cl21 nor recent dehacked revisions
prboom: is basically woof/dsda for people who can't move on

>> No.10333078

>>10331992
Starship Troopers

>> No.10333085

I noticed a few Duke mods posted here have sprites based off D3/2016 enemies but with models edited to be new creatures in general
I wonder if that was ever done in Doom mods
Because with Realm667 stuff having classic demons being edited to be new enemies, i wonder how many times the same was done for demons in the other games
I guess Reelism 2 gave a sombrero to the Tyrant from Eternal

>> No.10333114

>>10333085
There's a bunch of mods that add newer enemies to Doom 2.

>> No.10333116
File: 12 KB, 326x266, ProjectMaliceCorpulant.png [View same] [iqdb] [saucenao] [google]
10333116

>>10333085
Some of the Project Malice enemies are inspired by both. It includes a really good take on the 2016 mancubus, a design I otherwise disliked but I love this guy here.
There's a lot of fun stuff in that AMC mod that's "doomish", and the second level in the first episode is one big homage to it.

>> No.10333128

Why does freedoom exist, who wants to play doom with ugly sprites and shitty music

>> No.10333131

>>10333128
people so poverty they cant even own a computer

>> No.10333145

>>10333128
some people dont know you can get every iwad by just searching for doom on archive.org

>> No.10333146

>>10333131
so poor they can't afford a 5 bucks game.

>> No.10333151

>>10333128
most of the sprites, SFX and some midis might be pure dogshit but the mapset is pretty good.

>> No.10333153
File: 1.82 MB, 460x460, khovansky.webm [View same] [iqdb] [saucenao] [google]
10333153

MAN thank fuck for the notblood projectile toggle

>> No.10333168
File: 846 KB, 1920x1080, notblood marrow_tube.jpg [View same] [iqdb] [saucenao] [google]
10333168

>>10333153
Customizing their speed would be nice but yes it's a based port.
>GDX difficulty customization
>enemy speed modifier
>autoaim enabled for eels/rats only

>> No.10333173

>>10333128
Mental illness ego-tripping disguised in some vague, E-lolbert mentality that worships the idea of everything being open-source for the mere sake of it - even if the quality and presentation are absolute dogshit.
Anyone with an IQ over 90 should be able to find a 25+ year-old game online for free, and take absolutely no issue in pirating it when no sales profits go to the original developers.

>> No.10333240
File: 69 KB, 794x800, slumber.jpg [View same] [iqdb] [saucenao] [google]
10333240

>>10333128
>>10333146
So retarded they can't snag doom2.wad off of first page of google.

>> No.10333256

>>10333128
Imagine being a fan of Freedoom, how sad is that.

>> No.10333260

>>10333128
Muh pairashi, really.

>> No.10333271

>>10333128
Common FOSStard mentality, where the only thing that really matters is that it's free and open source, it's not a big deal if it actually sucks, is completely lopsided, or that it's unfinished and will never be finished. FreeDoom has been going on for like 20 goddamn years and it's still far from done.

>>10333151
Most of the good maps are just pre-existing ones donated to them. For instance, one of the episodes is outright the levels from Double Impact, so no shit that's good, but it feels lazy and against the spirit of the whole thing.

At some point, someone went and repainted a lot of the monsters (some which were pretty crude pre-rendered models), and that shit did a LOT to improve the visual quality and cohesion of FreeDoom, a lot of the uglies now looked pretty good, but it ends up being at odds with a lot of the stuff which wasn't, or the donated assets from Amuscaria, which look way out of place for what FreeDoom is usually going for.

>> No.10333405

You will do something for Doom 30th anniversary

>> No.10333420

>>10333064
>woof/prboom
why woof over prboom? did it really replace prboom in popularity in a few years?

>dsda
speedrunning oriented port... does it really have that many features to justify no being integrated into another port?

>crispy
yeah that's what i mean, but I've seen mentioned here all the time thorought the years

I'd say chocolate still has the niche of making sure you don't get any non-vanilla gameplay variations.

>deh/bex/mbf/mbf21
>cl9/cl11/cl21 nor recent dehacked revisions
isn't most of this decade legacy features? what do modern wads actually use?

>> No.10333430

>>10333420
>isn't most of this decade legacy features? what do modern wads actually use?
A lot of wads still use boom as default. If you aren't modding, it gets the job done. MBF21 is recent and more mod-friendly, though additions to actual mapping are minor.

>> No.10333452

>>10333128
It's a community project by /g/ nerds. It's not intended to be good, just to satisfy that "free as in freedom" itch.

>> No.10333485
File: 200 KB, 1920x811, Doom_source_ports.svg.png [View same] [iqdb] [saucenao] [google]
10333485

>>10333430
is there a genealogic tree of technologies like pic related? I feel it would help people make more sense of what each source port is for

>> No.10333534

>>10332473
>Crispy Doom
>weird port
Anon, it's a limit removing port, meaning it functions exactly like doom2.exe in terms of demo recording, but the game doesn't crash if the map is too big.
Crispy Doom is my favorite port. I don't even like the pixelated resolution! I would rather play with 1080p, but all of the cool unique features more than make up for it.

>Why does Woof exist
Okay now you are just asking to be spoonfed. Did you even bother to read the doomwiki page? the doomworld thread? the github?

>Is there a tangible reason to use anything that isn't Chocolate / PrBoom / gzdoom / Zdaemon?
None of those ports can record MBF21 demos.
You could answer your own questions by opening the ports and exploring the options menus, as the features are primarily what distinguish the ports. For example, i love the features from Crispy Doom (brightmaps, transparent hud with face, etc), but those didnt all make their way into Woof, so I use Nugget over Woof, but some maps look like shit pixelated so I'll use PrBoom+UM, aka GrafBoom. The autist that does DSDA-doom, itself a port of GrafDoom, has done too many arbitrary decisions like forcing you to play with the software-rendering-look and removing enddoom, so I use GrafBoom for sexy wads like Eviternity. I'm not playing any MBF21 stuff atm so I dont miss it, and even if I wanted MBF21 I would use Nugget since Dsda is already forcing me to use the oldschool look and Nugget has those sweet features.... but then again Nugget is software-mode only and runs like shit on my laptop unless i turn down resolution, so yea no perfect ports exist yet.

>TL;DR
Crispy is the best port for playing limit-removing wads if you dont mind the pixels

>> No.10333549

>>10333168
I added three speed options, try it out

>> No.10333554

>>10333534
>Anon, it's a limit removing port, meaning it functions exactly like doom2.exe in terms of demo recording, but the game doesn't crash if the map is too big.
Why not use prboom+ then? or woof like the other anon says?

> Did you even bother to read the doomwiki page?
yes. it's a spaghetti of references that fail to explain the "why does this exist" and "do people actually use it" questions i'm asking.

is your entire reasoning for port selection the graphics?

>> No.10333558

>>10333420
>why woof over prboom?
Those are two different ports and I feel you would know the answer if you would just play them both. PrBoom+UM is way prettier due to full resolution vs. Woof's pixels; Woof has way cooler features imo aside from its lack of resolution or hardware rendering, though it's opinion since PrBoom+ has way, way more video options that only autists like Graf give a shit about; PrBoom+UM cant play MBF21

>does dsda-doom really have that many features to justify no being integrated into another port?
What does this even mean? How would you integrate it into another port?
DSDA introduced a ton of cool features, mainly stuff that only affects speedrunners, such as an indicator to let you know if you accidentally ruined your pacifist run, but stuff for everyone too, like you can rewind a deno you are watching, or rewind in-game, but thats cheating!

>isn't most of this decade legacy features?
Complevels are still very much relevant. If you dont record demos, you can completely ignore them and be totally fine --- with the exception that you need to understand that Boom/MBF maps will not run in Crispy, or MBF21 will not run in PrBoom+, or Zdoom maps will not run in any of the demo ports

>> No.10333565

>>10333128
Everyone else is wrong. It's so you can package total conversion mods in a standalone release without breaking the law. That's why actually finishing it is secondary. It just needs to fill in gaps.

>> No.10333579
File: 521 KB, 640x800, 1531864110941.png [View same] [iqdb] [saucenao] [google]
10333579

>>10333549
Supremely based dev, thank you. The 'faster' option is basically perfect.

>> No.10333589

>>10333554
>Why not use prboom+ then? or woof like the other anon says?
Like I said, "All of the cool unique features."

>is your entire reasoning for port selection the graphics?
No! I said, I don't even like the pixelated resolution of Crispy or Nugget, but the features they have make me enjoy them even more than GrafBoom, with its Sector Light Mode: Shaders, which was removed from DSDA-Doom arbitrarily. But, some stuff, like Valiant or Eviternity, just looks too good in PrBoom+ (or Gzdoom) to play them in Woof/Nugget.

I misspoke earlier: I meant to say DSDA-Doom is a FORK of PrBoom+UM.

...which is a fork of PrBoom+, which is a fork of ... and Nugget is a fork of Woof, which is a fork of WinMBF... and Crispy is a fork of Chocolate.

Not just for you, but for all newfags, here are some terms you need to understand:
>vanilla-compatible
>limit-removing
>boom
>mbf
>mbf21
Im phoneposting so look them up yourself.

So each new thing introduces more features. Why isnt everything MBF or MBF21, then, if they add more stuff? Well, most of the time, all you need is Boom, for the extra mapping tools. So, if your map runs in Boom, then it's a cl9 wad, and demos for it will be cl9. If you need MBF to run the wad, its cl11. If you need mbf21 its cl21.

>> No.10333593

>>10333589
Meant to say, prboom+ is a fork of prboom, which is a fork of boom. Phoneposters get the rope, i know. At least thread is already past 500

>> No.10333602
File: 9 KB, 189x301, Untitled.jpg [View same] [iqdb] [saucenao] [google]
10333602

>finally forced myself to play through the final three maps in doom 2 for the first time in my life
should I do blood or quake now?

>> No.10333629

>>10333602
Do Blood for Halloween, since Quake you can play year-round, especially considering its much larger amount of custom maps. Every year revisit Blood, either by replaying on a higher difficulty, or playing a new mappack for it

>> No.10333637

>>10333558
>PrBoom+UM is way prettier due to full resolution vs. Woof's pixels
I can't relate to your reasoning at all, graphics are the last thing I use ports for. I'm afraid to know what you definition of full resolution is.

>How would you integrate it into another port?
Well copypasting the features was the traditional way, kek. I'm just saying these seem like minor features to justify a standalone port that other ports could easily develop.

>and I feel you would know the answer if you would just play them both
No I don't, that's why I'm asking. See above.

I'm trying to figure out the current state of the scene when the scene seems to have become obsessed with minute customization..

Any cursory glance at media explaining things for outsiders will talk about PrBoom+ as the "standard" port and GZDOOM as the "script-heavy" port. But here there are people saying prboom+ is niche a port already.

Trying to get a broad picture of what's used now and specially -why- it's used now is quite hard when the wiki and the forums all talk about projects that been dead for years as if they are still relevant and don't really bother to explain why a port gets made past it's fork-genealogy.

And there's no usage statistics whatsoever, neither for players or for wad development.

>So each new thing introduces more features.
that kinda the core of my question: are these really progressive new features or are most of these mere "blackjack & hookers" ports?

>newfag
oi i was here when particle fountains were considered state of the art doom modding

>>10333565
Don't most TC-friendly ports qualify as essentially stand-alone game engines with nearly nothing of the doom source left on them?

Action Doom 2 was sold and that was zdoom iirc

>> No.10333643
File: 81 KB, 1847x661, NotBlood.jpg [View same] [iqdb] [saucenao] [google]
10333643

very nice

>> No.10333647

>>10333637
>Don't most TC-friendly ports qualify as essentially stand-alone game engines with nearly nothing of the doom source left on them?
Freedoom doesn't have anything to do with the port, it's just useful as a source of fallbacks in case you, for example, accidentally include an editor default stock doom texture in a control sector in your TC.

>> No.10333662

>>10333534
>Crispy is the best port for playing limit-removing wads if you dont mind the pixels
there's also international doom which is basically crispy, with added quad-res support

>> No.10333667

>>10332724
Good, cause you can use GZ features all day and fail to make a passable map.
Im not here too often, but i hope you can hone your craft and hopefully i'll play it.

>> No.10333670

>>10333565
The assets look like full shit though so that's hardly an elegant solution.

>> No.10333671

>>10333405
God willing.

>> No.10333679
File: 3.48 MB, 300x286, 1655636192142.gif [View same] [iqdb] [saucenao] [google]
10333679

>>10325314
>but it's really feels that doing cool GZdoom stuff came BEFORE making a good DOOM map.
keeping up with the zdoom tradition is a perfectly valid mapping form

>> No.10333689
File: 1.36 MB, 1600x900, spasm0132.png [View same] [iqdb] [saucenao] [google]
10333689

>>10332848
It runs a bit smoother most of time, but I hate how it compensates framerate drops with that ear-rapetastic noise with artificial reverb that sounds like crushing tinfoil inbetween a pair of microphones each plugged into a different subwoofer

>>10332634
>>10332654
I could do that, but there's no videogame made after 2010 which is worth playing, let alone buying it at an E-store and that could ever validate its need to be an exclusive for Win10 (aside from AoE2:DE and KexQuake/2)
>I am starting to notice that the DrakeMod Chainsaw isn't that much of an upgrade to the AD's ShadowAx - mostly due to how it first needs to make Zombies drop to floor before allowed gib them, since its Drake-speciffic decapitation mechanic isn't incorporated here yet

>> No.10333708

>>10333558
Nugget has high resolution options. PrBoom+UM is completely useless by now.

>> No.10333717
File: 2.43 MB, 470x200, my nigga.gif [View same] [iqdb] [saucenao] [google]
10333717

>>10333549

>> No.10333745

Do we kart tonight or can I go the fuck to sleep?

>> No.10333746

>>10333689
The decapitation isn't in Mjolnir/Keep? Gaaay.

>> No.10333753
File: 1.27 MB, 1280x2204, so_you_want_to_play_some_fucking_srb2k.png [View same] [iqdb] [saucenao] [google]
10333753

Wednesday Kart Whatever

How to join:
Download version 1.3 of the game: https://github.com/STJr/Kart-Public/releases/tag/v1.3
Get the custom client we use (Windows): https://mega.nz/file/ncpRjRYZ#yoVkgXmKNUjdh__jHpmUGgh30J7jlj6RIS8XjbTXKeE
Or compile it (Linux or anything else): https://gitlab.com/c3851/srb-2-k-cep
Get the mods: https://mega.nz/folder/MiUiESSa#CyovwTUnO9TSmqbwMI1xBg
Connect to 51.161.34.159 (either use connect in console or "specify ipv4 address" under Multiplayer)

No changes since last time.

>> No.10333760
File: 1.43 MB, 1600x900, spasm0144.png [View same] [iqdb] [saucenao] [google]
10333760

You can tell that findind all secrets on your own here might be impossible due to the fact how you are given the secret-hunter cat on at least 3 seperate occassions in this level

>> No.10333815
File: 1.97 MB, 1600x900, spasm0133.png [View same] [iqdb] [saucenao] [google]
10333815

>>10333746
The chainsaw itself is implemmented in it really wierd fashion into Keep for now, as when it comes to dealing with zombies it is undeniably a downgrade to the AD shadow axe - other monsters don't have this problem as it almost always insta-gibs them before their death animation finishes playing - I suspect it's due to how the zombies are coded to not obstruct gunfire and entity passage when forced to lay-down (unless it's from an AoE attack or a weapon coded to destroy corpses/decorations with a dmg value high enough to gib them), how this issue from >>10333689 manifests exactly is by how unlike with the ShAx automaticly gibbing downed Zombies, the Chainsaw must first force into a pain stumble/topple animation before its instagib script fires - even if the targeted Zombie is already downed from a different non-gibbing attack (it will just cause it to do the drop animation again first and only then gib it properly)
^IIRC that is how the Chainsaw behaved in both the original Zerstorer and some of Tronyn's mods before Drake (I think it also acts just llke that in older versions of that mod from before 2021)

>> No.10333818

>>10333549
hell yeah

>> No.10333836
File: 2.77 MB, 2238x1562, Dog.png [View same] [iqdb] [saucenao] [google]
10333836

It took a little convincing but pixelated textures is definitely the way to go for my game.
I was completely mistaken in thinking that low res textures were just used for nostalgia/low effort reasons.
Pixelated textures just magically fool your eyes into thinking there's 10 times the amount of detail in the scene.
It's also great because you source textures from different places (e.g, arcvis or cartoon) and by the time they're downsized, they can all look artistically cohesive.
You can even do stuff like use metal as carpet, and it looks just fine.
So thanks for telling me I should go with low res textures because it was absolutely the right move.

>> No.10333919

>>10333565
>every modern commercial Doom conversion just uses GZD and is its own IWAD
FreeDoom loses again.

>> No.10333991
File: 5 KB, 207x259, hue hue hue.png [View same] [iqdb] [saucenao] [google]
10333991

Fuck me sideways

>> No.10333992

>>10333485
>Doom Retro
Man, I remember when that first came out and everyone here was more or less shitting on it cus it wasn't all that impressive or something and was overhyped by the dev. IIRC it's gotten a somewhat better reputation now, right?

>> No.10333998

>>10333753
>>10333991
Lots of connection issues, I restarted the server

>> No.10334003

has anyone ported the half life levels into a megawad

Im not looking for any conversion mods. I just wanna play the levels in doom, from half life to episode 2

>> No.10334032

>>10334003
that's like 3 games worth of linedefs

>> No.10334038
File: 567 KB, 1926x1229, ss.png [View same] [iqdb] [saucenao] [google]
10334038

>> No.10334161

>>10333637
>I'm afraid to know what you definition of full resolution is.
Lol. I am phoneposting so I understand if I was unclear. Just look at pictures of Chocolate/Crispy/Woof/Nugget, they are pixelated, but watch le decino play and it's not.

>I'm just saying these seem like minor features to justify a standalone port that other ports could easily develop.
But, as it stands, it's the only port with rewind, or that lets you do this:
https://youtu.be/ip8ZVri9XVQ?si=ekwGZlFZTgSlODpJ

>the scene seems to have become obsessed with minute customization..
Wdym? A handful of autists develop these ports for themselves. IIRC Graf created Raze so he could play Build games with TrueColor rendering or something. When I think of the Doom scene I think of the mappers and speedrunners

>Any cursory glance at media explaining things for outsiders will talk about PrBoom+ as the "standard" port
Was this media released before Dsda-doom?
I understand the argument that Dsda-doom is the standard, in the sense that most players are running it. But Dsda-doom is a fork of PrBoom+UM, so I understand the argument that PrBoom+ is the standard as it has been for like 15-20 years.

>are these really progressive new features or are most of these mere "blackjack & hookers" ports?
I was typing specifically about what are now known as "complevels," i.e. Boom introducing new line actions, or MBF adding extra things and extra states

>>103337088st4k
Nugget uses software-rendering only, so it runs like shit on my laptop at high resolutions.

PrBoom+UM still has "Sector Light Mode" options (as well as enddoom) which were arbitrarily removed by kraflab. (There are also like a hundred other options that only autists get hung up about, like texture resizing and monster shadows and healthbars over monsters.)

>> No.10334174

>>10334161
Final (You) meant for >>10333708

>> No.10334187

I'm playing TNT right now but not enjoying it. About to finish map 04. Do I have to finish it to "get good" or can I just skip to Plutonia?

>> No.10334209

>>10334187
TNT is a real mixed bag and a product of its time, I think it has a lot of good, but there's a lot to not like. Give it a try for a few more levels, feeling free to skip Metal, because it sucks, but Open Season and Stronghold are pretty good maps.
You would not be blamed for giving up on it though.

If you're playing every level Pistol Start, you will probably have a terrible time, some maps are absolutely unbearable slogs if you're not carrying over stuff from previous ones.

>> No.10334214

>>10334187
TNT aged extremely poorly, especially in comparison to Plutonia. I never finished TNT - not to say there are zero good maps, i liked the gimmick where the floor is dark but the walls arent, so the enemies are all silhouettes. Civvie also negatively reviewed TNT. I remember in like map06 of tnt I pressed a switch and a door on the other side of the map opened, so you have to comb the map looking for what opened up. Modern maps place the switch next to the door or facing the thing that opens up when you flick the switch.

Typing this post reminded me of how good the Plutonia midi pack is... i haven't played it in years. Im in the middle of another wad, but replaying some plutonia cant hurt

Are you new to doomin? Are you playing the iwads before custom stuff? May i recommend Scythe as your first custom megawad?

>> No.10334219

>>10334161
yeah this speedrunning being relevant to the scene is alien to me. it was always there, but it was never really the most important or discussed thing about the community.

With that said, PrBoom+ ending is also news to me. So DSDA is the successor?

>Wdym?
Years ago most of the scene was focused on getting as much juice out of custom scripts as possible, or purist high quality maps like back to saturn x. which means it really was just gzdoom and prboom+ and maybe choco is you ass had retention issued.

>I was typing specifically about what are now known as "complevels," i.e. Boom introducing new line actions, or MBF adding extra things and extra states
nah that isn't news to me. I'm referring to the other ports my pic that seem to be completely redundant.

>> No.10334230

>>10334219
>With that said, PrBoom+ ending is also news to me. So DSDA is the successor?
Yes, it's built directly off PrBoom+

>> No.10334253
File: 150 KB, 370x300, 1684618304394538.gif [View same] [iqdb] [saucenao] [google]
10334253

rip ggs

>> No.10334261

>>10334209
>If you're playing every level Pistol Start, you will probably have a terrible time, some maps are absolutely unbearable slogs if you're not carrying over stuff from previous ones.
is there a tag to filter wads made with pistol start in mind

>> No.10334267

>>10333753
Eurobeat Highway should be 4 laps. We blaze through it too fast, especially with heresy like drives.

>> No.10334287

>>10333753
GGs, anybody got the replays?

>> No.10334289
File: 28 KB, 370x229, pi5regRbT.jpg [View same] [iqdb] [saucenao] [google]
10334289

>>10333753
ggs
>>10334267
Sure, I'm not opposed to spending more time on such a crowd-pleaser of a map.

>> No.10334292

>>10334287
https://files.catbox.moe/ve2kdw.zip

>> No.10334298

>>10334219
Well I meant that mappers and speedrunners actually produce content for the game. There are countless fags posting inane bullshit on Doomworld and here but I hate all of you, I just want to play cool wads and download stx-vile demos of my favorite wads

>PrBoom+ ending is also news to me
News to me, too. AFAIK Graf maintains PrBoom+UM, which is the only version or fork of PrBoom+ still being updated, and it's a fork of prboom+ 2.5.1.4 iirc

DSDA-doom is not a successor, it's just a fork of it, though I imagine people will argue it is the successor due to having more users.

>> No.10334319

>>10334161
>Dsda-doom is the standard, in the sense that most players are running it.
I'm doubtful of this claim. Is there any current stats work on port popularity?

>> No.10334483 [DELETED] 

>>10333992
I don't like DOOM Retro, my favs are:

Crispy Doom (Chocolate Doom fork)
DSDA-Doom (PrBoom fork)
GZDoom (ZDoom fork)
International Doom (Chocolate Doom and DOOM Retro fork)
Nugget Doom (MBF/Woof! fork with code from Crispy Doom)

>> No.10334486

Dynamic Enemy Reinforcements + Gun Bonzai is just
sex

shame it isn't a universal mod

>> No.10334493

>>10333992
I don't like DOOM Retro, my favs are:

Crispy Doom (Chocolate Doom fork)
DSDA-Doom (PrBoom fork)
GZDoom (ZDoom fork)
International Doom (Chocolate Doom, Crispy Doom and DOOM Retro fork)
Nugget Doom (MBF/Woof! fork with code from Crispy Doom)

>> No.10334497

>>10334298
>Graf maintains PrBoom+UM, which is the only version or fork of PrBoom+ still being updated
it's dead, jim
https://www.doomworld.com/forum/post/2662145

>> No.10334502

Someone please tell me, is there a good all-in-one launcher? I usually just drag and drop but the collection is getting large.

>> No.10334516

>>10334502
Doom Explorer is the best one, it includes both multiplayer options and single player options, and IRC options.

>> No.10334518

>>10334502
Doom Runner

>> No.10334520

>>10334516
>>10334502
Link : http://doomutils.ucoz.com/

>> No.10334609

>>10334261
It's not that TNT isn't designed for Pistol Start, every level is doable, it's just that many of the levels are balanced like utter shit on Pistol Start.

>> No.10334698

>>10334609
That sounds a lot like it isn't designed for pistol starting, it just happens to be doable that way. Being designed for something implies that work was done targeting that specific play method.

>> No.10334718

ayo what are some gameplay mods that can spice up pre-zdoom horror wads?

>> No.10334742

>>10334518
based this makes it so fucking easy to add these games to Steam, now I can really do them justice with some covers and such

>> No.10334770
File: 15 KB, 375x355, 1697610482925565.png [View same] [iqdb] [saucenao] [google]
10334770

>> No.10334772

>>10334214
>Are you new to doomin? Are you playing the iwads before custom stuff? May i recommend Scythe as your first custom megawad?
Yes, I have beaten Doom 1 and 2 on Hurt me plenty and UV, respectively. I think. It's been a while but I know I beat them a year or so ago. And sure, Scythe sounds like a fun wad. I'll give it a go, thanks, anon.

>> No.10334774
File: 9 KB, 274x252, disregard the fucked lighting.png [View same] [iqdb] [saucenao] [google]
10334774

>>10334770
Do that with the stun caster instead.

>> No.10334775

>>10334718
https://forum.zdoom.org/viewtopic.php?p=957819&hilit=mutator#p957819

i found these dark mods, but they are deadlinks

any suggestions lads?
specifically diving into Hell Raiser Doom

>> No.10334779
File: 9 KB, 222x238, nearly done.png [View same] [iqdb] [saucenao] [google]
10334779

>>10334774
and while I'm at it, have the nearly finished bomb caster. I just need to do some blending in certain areas, and then push it through Doom's palette.

>> No.10334782
File: 65 KB, 588x532, 1674087827558209.png [View same] [iqdb] [saucenao] [google]
10334782

>>10334774
I'm not very good at drawing

>> No.10334786
File: 16 KB, 640x480, Hot dog patrol.png [View same] [iqdb] [saucenao] [google]
10334786

>>10334782
It's okay, neither am I. The trick is to keep trying, take feedback from people, get advice from people who know what the fuck they're doing and above all else:
Have fun with it.

>> No.10334797

>>10334772
Scythe is a pretty spicy meatball if your prior experience is only Doom on HMP and Doom 2 on UV. I recommend having Plutonia on UV under your belt before tackling Scythe.

>> No.10334798

>>10334797
Okay, thanks. I will beat Plutonia first.

>> No.10334814

>>10334775
https://www.doomworld.com/idgames/graphics/darkdoomz

>> No.10334847
File: 293 KB, 1097x617, image.png [View same] [iqdb] [saucenao] [google]
10334847

>>10334814
Yeah this is cooking
Improved this WAD 10 fold

>> No.10334889

>>10334298
>and speedrunners actually produce content for the game
watching some nolifers 100% a map is not producing content senpai. Call me when they are making mods

>> No.10334894

>>10334319
prboom is defunct and none of it's forks have anything to offer besides dsda. give it two years. it's a zdoom to gzdoom situation.

>> No.10334905
File: 34 KB, 1009x765, 0001.png [View same] [iqdb] [saucenao] [google]
10334905

>>10334502
ZDL is the most minimalistic one out there. It's just an order-setter for ports wads and extra files.

>> No.10334908

>>10334718
>pre-zdoom horror wads?
are there really any? zdoom more or less invented the weird wad genre.

>> No.10334920
File: 1.55 MB, 1600x900, spasm0107.png [View same] [iqdb] [saucenao] [google]
10334920

>from Keep/Mjolnir mod's ToDo list notes: (Neharha) - Got the things I like the most though would like Jagger at some point
I think the best way to make them stand out from the other melee-only animal monsters is to give them that anti-cheese teleport ability both the NSoE's Necromancers and the Nemesant/Troglodyte have they use whenever you want to rocket-snipe them from afar
And if it's not much of a problem, they should 'borrow' the custom audio files of the RRP/Alkaline Dreadnought to replace the Quoth Pyro's sfx (and give those to the Fumigator instead, also make him drop a health-vial now that AD Pyros drop an Armour Shard instead of medkits)

>> No.10334930

>>10334920
They should also put the death guard's quoth sounds back, ditto the axeman and his Drake/NSOE sounds.

>> No.10335017

>>10334930
I wish that at least one of the Hell/DK skinswaps actualy used their unused Grunt.wav as an alternative pain sound - no idea why the AD dudes didn't think of that when they made 2 brand new knight types for their mod

>> No.10335042
File: 275 KB, 933x522, 136825666.png [View same] [iqdb] [saucenao] [google]
10335042

>>10331139
>>10331156
as an other anon said a few months ago, we really need a better filtering option than bilinear.

>> No.10335113
File: 19 KB, 852x480, 1692583922125912.jpg [View same] [iqdb] [saucenao] [google]
10335113

Is there still no Quake editor that shows lighting without compiling the map?

>> No.10335114

>>10331156
>>10335042
It might be cool to try some of these out but I’m still going to prefer clear, crisp, and clean pixels when they’re at texture/sprite resolutions like this. Quake 1 and 2 are an exception but only when it comes to their 64 ports: I don’t think those look good with or without any filters.

>> No.10335123

On the note of >>10335114
>>10333836
Yes this is looking much nicer. How would a similar style look on the sprites you’re making?

>> No.10335137

>>10335113
Export map to .obj and put it into Blender.

>> No.10335138
File: 23 KB, 852x480, 1685639006012883.jpg [View same] [iqdb] [saucenao] [google]
10335138

>>10335137
In the time I do that I could just compile the map, but I appreciate the reply.

>> No.10335276

>>10335138
In Blender you can dynamically move and change lights.

>> No.10335280
File: 69 KB, 700x500, 1681041799360916.jpg [View same] [iqdb] [saucenao] [google]
10335280

>>10335276
Well cut my legs off and call me Warwick Davis. I'll give this a shot, thank you.

>> No.10335294

>>10335042
>no option to just double the pixels and just apply dithering to the colour-blend seams
Don't tell me that you actually enjoy seeing monochromatic blocks at 4K resolutions completely non-ironicly?

>> No.10335310

>Don’t tell me that you actually enjoy filter preference
It’s interesting to see this general move beyond Brutal Doom bickering but I can’t tell if this better or worse.

>> No.10335325

NEW THREAD
>>10335319
>>10335319
>>10335319