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/vr/ - Retro Games


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10515628 No.10515628 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10505614

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/

WAD BOORU:
http://clovr.xyz/wadsup/

>> No.10515629
File: 317 KB, 640x352, vr projects lately.png [View same] [iqdb] [saucenao] [google]
10515629

=== CURRENT PROJECTS ===
SUM TING /VR/Y WONG
https://desuarchive.org/vr/post/10413464
https://archive.org/details/shadow-warrior-mapping-kit

=== CURRENT RELEASES ===
AD MORTEM FINAL CUT (v1.5.6)
https://www.dropbox.com/scl/fi/3exnqm8nxg4gukhj10hcp?rlkey=r5nwzu32pfh2dtefpbjy2p49b
Ad Mortem Guns (DECORATE): https://files.catbox.moe/ihv4l4.zip

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

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

VIOLENT RUMBLE 2
https://desuarchive.org/vr/post/9941720

=== NEWS ===
[12-14] Nugget 2.3.0 Released
https://github.com/MrAlaux/Nugget-Doom/releases/tag/nugget-doom-2.3.0

[12-12] Colourful Hell v1.01
https://forum.zdoom.org/viewtopic.php?p=1248275#p1248275

[12-12] Sigil 2 in Unity Doom, QDoom in KexQuake
https://twitter.com/bethesda/status/1734622708074524944

[12-11] Woof 12.0.1 (Sigil 2 fixes)
https://github.com/fabiangreffrath/woof/releases/

[12-10] Doom turns 30!

[12-10] Cacowards 2023
https://www.doomworld.com/cacowards/2023/

[12-10] Sigil II released
https://romero.com/sigil

[12-10] Romero + Carmack stream
https://www.twitch.tv/videos/2000693432

[12-10] Maximal Doom: 1994 WAD compilation
https://www.doomworld.com/forum/topic/142041

[12-10] Quake 2 CTF tournament
https://q2ctf.eu/tournament/sunday-big-game-vol-14

[12-10] 30 Years with Doom: Russian Doom community megawad
https://www.doomworld.com/forum/topic/142029

[12-09] Eviternity II released
https://www.doomworld.com/forum/topic/142015-rc1-eviternity-ii/

[12-08] Polish Community Project - in beta
https://www.doomworld.com/forum/topic/141953

[12-08] Lesser-known Duke games re-released on Evercade
https://evercade.co.uk/dukenukem/

[12-06] Angelic Aviary - Zandronum version released
https://forum.zdoom.org/viewtopic.php?t=69883

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

>> No.10515635
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10515635

IT'S NEVER TOO EARLY FOR SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES, LET'S SEE IT!

>> No.10515636

TNT's soundtrack is underrated
https://www.youtube.com/watch?v=6wTfAp1JUdI

>> No.10515638
File: 124 KB, 598x270, BRRRRT.gif [View same] [iqdb] [saucenao] [google]
10515638

>>10515635
I was gonna wait a few more hours, but I see someone beat me to it. Well have this.

>> No.10515642
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10515642

>>10515635
I made another map this week, posted it in one of the previous threads.

>> No.10515648

>>10515636
>TNT's... underrated
Fixed. The first half is better than any other stretch of official Doom maps. But yeah soundtrack is great too, my fav is probably

https://www.youtube.com/watch?v=yjwLdMFKGL8

Has that funky yet dark/creepy Shin Megami Tensei vibe

>> No.10515654

>>10515636
It's pretty much the go-to choice to rip for fan levels (I will lose hairs if I hear open season's midi used in a long level one more time) so I'm not sure about that take

>> No.10515664
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10515664

>>10515635
https://youtube.com/watch?v=o5BxedOipHM

>> No.10515680
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10515680

>>10515635
Don't make a sound or he'll get you

>> No.10515682

>>10515664
At least use an authentic samples.
https://www.youtube.com/watch?v=ULq7ZG0USP4

>> No.10515686

Should I name my first child Graf, Zahl, Geezy (soft G, as in .gif and gib, rhymes with Weezy), or Jeezed?

>> No.10515689

>>10515686
Flynn-Taggart

>> No.10515690

>>10515686
If it's a girl, name her Lilith.

>> No.10515729

>>10515648
man i never thought about it but you're right, it does have a sort of "SNES Megaten" sound to it

>> No.10515731

>Highway Acceleroid Booster's TITLEMAP is broken on GZD 4.12
Damn you chicken man.
At least you can use +map arguments to skip the issue.

>> No.10515739

>>10515648
Fuck it I guess I'll play TNT.

>> No.10515747

>>10515731
I think Term gave up with not aiming for anything past 3.4.1 or somewhere around there because of all the bullshit with stuff getting broken.

>> No.10515754
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10515754

are those dudes rocket-resistant like cyberdemons?

>> No.10515786

>>10515754
If they replace masterminds, yes.

>> No.10515831
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10515831

>>10515635
i made this picture of a spiderdemonmaster cybermind

>> No.10515868
File: 441 KB, 800x600, doom-1993-box-art-header.jpg [View same] [iqdb] [saucenao] [google]
10515868

where can i buy the original box art?
the only thing i've found is the "classics collection" and it's like in the hundreds? lol
i guess i'll just print a small poster

>> No.10515878

Sigil 2 Verdict: Good but not as tightly knit as Sigil 1. Generally much easier for pistol starts - encounters aren't all tailored to screw the player over as hard as possible for having the wrong order of operations (map 6 being the exception to the rule).
also i love map 6
also fuck map 6

>> No.10515897

>>10515868
Bethesda were selling it with their own logo plastered on it, which is pretty disgusting.

>> No.10515912
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10515912

>> No.10515980

>>10515558
>>10515578
GZDoom is more like OpenMW these days. An engine which just happens to run an old game well.
Interesting how in case of OpenMW it was devs making precautions so they don't get taken down by Morrowind's publisher. But for GZDoom it's rather a natural evolution, a path which Graf chose for his engine. And it works well actually. I've lost count how many 'doom-engine' games there are now on Steam.

>> No.10515985

>>10515636
Is my brain acting weird or is tempo slightly slower on this video than it should be?

>>10515754
One managed to kill itself for me, played via dsda-doom.

>> No.10515987

>>10515754
>>10515985
where are these from?

>> No.10515992

>>10515987
Judging by pic's background this one is from Eviternity II.

>> No.10515996

>all the "bestest" mega wads out there have maps that last more than 40 minutes
now seriously, after 15-20 minutes it's not fun for me anymore. anyone else feels the same?

>> No.10516017

>>10515996
No.

>> No.10516029

>>10515996
Yeah, I feel you. Much prefer Plutonia-esque quick bursts these days.
I try to judge map's length by monster count. Though it doesn't always work, as mapper could tuck somewhere a meme ~100 zombiemen horde, or there may be a slaughter-esque encounter which burns through numbers quickly.

>> No.10516031

>/pol/.wad has no page on doomwiki
Rigged.

>> No.10516032

>>10515996
I don't mind some longer maps, but I wouldn't want hour long bouts stacked.

>>10516029
I'd like a mix, mostly shorter maps, with a few medium and long ones in there.

>> No.10516035

The Super Shotgun ruins the game. This is why DOOM > DOOM II. If you disagree, I'm afraid you are wrong.

>> No.10516036

>>10515996
it's not a megawad but check out shotgun symphony

>> No.10516040

>>10516035
Counterpoint: Play a gameplay mod that removes the SSG.

>> No.10516042

>>10516040
Counter argument as follows: maps are balanced and made with the use of the SSG in mind.

>> No.10516043

>>10516042
The trick is you play a gameplay mod that removes the SSG but buffs the shotgun.

>> No.10516049

>>10516035
>SSG
>better than pistol, shotgun, chaingun
>worse than the rocket launcher, plasma rifle, and BFG
Really makes you thunk
My hottake is the BFG is basically one big weird shotgun with the way the tracers work.

>> No.10516059

>>10516035
The SSG is fine but Doom 2 gave it way too soon and that had a knock on effect with mappers thinking they should follow in it's example.

>> No.10516061

the chainsaw should be an alternate firing mode for the fists
the chaingun should be an alternate firing mode for the pistol
the super shotgun should be an alternate firing mode for the shotgun
the bfg should be an alternate firing mode for the plasma rifle
the rocket launcher should sit in the corner and cry about not having an alternate firing mode

>> No.10516063 [SPOILER] 
File: 165 KB, 220x220, spoiler.gif [View same] [iqdb] [saucenao] [google]
10516063

>>10516061

>> No.10516075

>>10516031
Maybe it isn't canon

>> No.10516078
File: 196 KB, 320x200, fist punch.gif [View same] [iqdb] [saucenao] [google]
10516078

>>10516061
Wiseass.
Though I've wondered about a mod that condenses Doom's arsenal into altfires like that.

>> No.10516081

>>10516059
Doom 2 could also have used episodic division so that they could reset your inventory and the challenge scale a bit.

>> No.10516083

>>10516061
this idea has been around for a long ass time.
the problems are many:
- how do you "pistol" start now? you always need a starter weapon. the idea would be to buff the fists, but then what's the point of the berserk pack? i love blood's pitchfork
- how do you make a satisfying pistol + chaingun weapon? visually and mechanically.
- you can't just condense shotgun + ssg into one. rather, you would need some kind of different alt fire. something more creative. and that's the point of all of this, alt fires have to be creative otherwise they fucking suck; 9 out of 10 games implement them wrong.
check unreal and ut99 for some alt fire goodies

>> No.10516103

Is there any way to check in ZScript if the current level is a part of the hub? Doesn't looks like I can read MAPINFO flags from ZScript handlers.
https://zdoom.org/wiki/Structs:LevelLocals

>Cluster
Episodes are considered clusters as well, so it's useless.
>ClusterFlags
The documentation is empty. This flag is the same for both hub maps and regular episode maps.
>MapType
It's 1 for regular episode maps and 2 for hub maps, but I only checked few wads. Once again it's not documented so no idea what does it means and if it's reliable.

>> No.10516108

>>10516083
>- how do you make a satisfying pistol + chaingun weapon? visually and mechanically.
Struggle has a good solution that would work as a single weapon with an altfire. The pistol is a single pistol that fires short accurate bursts, the chaingun is dual pistols spraying wildly.

>> No.10516145
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10516145

>>10515629
did my own thorr wad with the youtube soundtrack
https://files.catbox.moe/zxrbpv.zip

>> No.10516147
File: 119 KB, 320x320, L98e462.png [View same] [iqdb] [saucenao] [google]
10516147

>>10516103
Also found this
https://github.com/ZDoom/gzdoom/blob/d45ca8151f617d69788846644fffb8376b032d82/src/gamedata/g_mapinfo.h#L468
and
>console.printf("%08X", level.ClusterFlags);
gives me 00000001 on hub maps (Hell Factory, RTC-3057, Daedalus) and 00000010 on doom.wad maps.
Still not sure if it's a reliable way to distinct hub maps and normal maps.

>> No.10516148

>>10516059
Doom 2 is weird all over: You can get a secret rocket launcher in the first level, you can grab a BFG in Tricks and Traps, and then the next few levels afterwards also have BFG pickups.
All that said I do feel that super shotgunning walls of zombies has had a grip on many players.
>>10516083
>you can't just condense shotgun + ssg into one. rather, you would need some kind of different alt fire. something more creative.
If you’re going to have a weapon roster that’s full of altfires, I would think two shotguns is one too many. If the idea is to make the current Doom roster more balanced through altfires, that’s different and I’m curious about what people come up with.

>> No.10516154

>>10516148
>Doom 2 is weird all over
it's not "weird", doom 2 maps are bad, I never finished doom 2

>> No.10516161

>>10516148
>If you’re going to have a weapon roster that’s full of altfires, I would think two shotguns is one too many.
Agree. Think of the Flak Cannon, or even the recent Wrath Path of Ruins or whatever that game that's been in development for 10 years is called.

>> No.10516164

>>10516148
My approach to this in the future is to just remove the SSG and make the standard shotgun spicy enough to pull the job of both the vanilla Shotgun and the SSG.
Been toying with some different ideas to reign in that kinda power. Final Doomer's Hellbound shotgun is a particularly interesting as it lets you fire 3 shots back to back pretty quickly, but then you need to pump for each shot.
One idea I've considered is a system where if you fire a few shots and then stop, you'll quickly replenish those spent shells, but laying on the trigger and exhausting all of the loaded ammo would force a longer reload of some kind. I like fucking around with the SSG and chainsaw slots.

>> No.10516172

>>10515628
>Source
https://youtube.com/watch?v=Q2yPfWXPIs0
What other games can run Doom?

>> No.10516173

A megawad where you are forcibly put into partial invisibility mode for every single encounter. Does it exist?

>> No.10516182

DOOM II BAD

>> No.10516194

in all the time we spent drafting ourselves into a meaningless war about doom 2 we could've made doom 3

>> No.10516196

>how to deal with SSG?
that's why i mostly play with Doom1 wads.
>>10516182
is not completely wrong

>> No.10516197 [SPOILER] 
File: 142 KB, 1138x1478, 1698778704814655.jpg [View same] [iqdb] [saucenao] [google]
10516197

>>10516194

>> No.10516206

>>10516182

Made bigger maps with less flow to flaunt better tech specs, kinda true,

>> No.10516207

>>10515638
awesome

>> No.10516215

>>10516103
>if (Level.ClusterFlags & CLUSTER_HUB)
It's a bitfield.

>> No.10516216

Looks like Embracer didn't liked what 3DR and Slipgate did with the Phantom Fury and Kingping Reloaded and hit 'em hard with the axe.
I wonder what will happen with all of their future projects. They're all very promising but they needed proper polishing and fix dumb stupid decicions made

>> No.10516220

>>10516164
>My approach to this in the future is to just remove the SSG and make the standard shotgun spicy enough to pull the job of both the vanilla Shotgun and the SSG.
My autistic Doom 2.5 vision is the standard shotgun being buffed to something like halfway between SG and SSG in power level, and the SSG replacement being much more powerful and ammo-hungry but only chronologically acquired after the BFG is available.

>> No.10516221

>>10516215
Might have to do Level.CLUSTER_HUB since the const is part of the struct.

>> No.10516230

Doom 2 > Duke 3D

>> No.10516238

>>10516215
>>10516221
Thanks, but I just checked and level.CLUSTER_HUB is always true on doom.wad maps for some reason. Even though it's used in ZDoom code multiple times
https://github.com/search?q=repo%3AZDoom%2Fgzdoom+CLUSTER_HUB&type=code
Chicken business perchance. I'll stick with
>String.format("%08X", level.ClusterFlags) == "00000001"
for now.

>> No.10516259
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10516259

>>10515635
Here's a long overdue update on Sum Ting /vr/y Wong, I've been working on an untitled ski resort map along with the following levels...

Abrasion Park
Takeshis Nightmare
Hitori Bocchi
Daijobu Dojo
Untitled Speed Racer Map

with a few others being planned as well. Those maps are in various stages of development but the ski resort has the most progress. Been adding more tiles as well (winter, translucent effects) and will update the mapping kit once its done. I've got a few more screenshots to share, if anyone knows of a good webm recorder I'll do a flyby in 3d view.

>> No.10516262

>>10516148
>All that said I do feel that super shotgunning walls of zombies has had a grip on many players.
The shotgun does end up as the workhorse gun in Doom, it just gets superseded in 2 most of the time except when you've got to ration ammo.

>> No.10516263
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10516263

>>10516259

>> No.10516269

>>10516238
I don't think you understand how flags work. Just tested my code and it works fine. ClusterFlags is the actual variable you need to use, whereas CLUSTER_HUB is the value of the specific flag. You check it by comparing its value against what's in the variable via bitwise AND (&). That's what
>if (Level.ClusterFlags & Level.CLUSTER_HUB)
is supposed to do.

>> No.10516274

>>10516259
Fucking majestic

>> No.10516282
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10516282

>>10516274
:)
>>10516259

>> No.10516287

>>10516262
Using it to “ration ammo” can be iffy against anything that has more health than a zombie, that’s when the weapon RNG and its low damage works against it: A demon could die in 2-3 shotgun blasts needing 2-3 shells, but it has no chance of surviving all pellets from a super shotgun that used 2 shells.

>> No.10516290
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10516290

>>10516259

>> No.10516296
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10516296

>>10516269
>bitwise AND (&)
>&
Nevermind, I'm blind. Yeah, it works, thanks a lot.

>> No.10516319

>>10516147
Does anyone know if DOOM 64 in the console has slower weapon switch speeds and vertical recoil?
Also thanks to the anon who recommended DOOM 64 CE, after some fiddling it works.

>> No.10516332

The super shotgun should completely replace the normal shotgun and have two fire modes, one where you shoot a single barrel (damage stays the same, 10 pellets, intermediate spread between vanilla ssg and vanilla shotgun) and one where you shoot both (exactly the same as vanilla ssg). You should also be able to reload after firing one barrel, if you want.
Why does such a mod not exist?

>> No.10516338

>>10516035
Needing 20 shots to kill a baron of hell gets old fast.

>> No.10516345

>>10516338
It depends how it's placed, when, where, etc.

>> No.10516349
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10516349

>>10516332
I feel the same way about the weapons in Quake
why is there a nailgun and super nailgun when it could just be one gun that has the regular nailgun fire and then the super on alt fire?
same applies for the shotgun, and you could also tie the grenade launcher and rocket launcher into a single weapon, with left click as grenade, right as rocket
it can't have been that difficult to program. seems like poor design on their part and a pretty obvious inclusion

>> No.10516359

>>10516332
>why does such a mod exist?
I'm sure I've seen a few, but they changed other stuff as well. The problem is one: how do you make such a mod compatible with maps? Do you replace BOTH the shotgun and the super shotgun with your variant? Then what about other weapons, they won't have an alt fire: that's not consistent.

>> No.10516362

>>10516349
>why is there a nailgun and super nailgun when it could just be one gun that has the regular nailgun fire and then the super on alt fire?
This was 96 when even things like full mouselooking was just starting to catch on. “Alt fires” wouldn’t get popular until Unreal and Half-Life started making noise. All of this on top of Quake having a weird development.

>> No.10516387

>>10516349
I haven't played much quake so my opinion doesn't really count here.
>nailgun and super nailgun
Fair enough, but I think both should exist, just with the super nailgun replacing the normal one. That way the mapper could just give you the normal one instead. And if you find the super in the secret or something then that's a permanent upgrade.
>grenade and rocket launcher
That's a very quake thing because ammo is interchangeable between the two. I think a better implementation would be having separate ammo types and the grenade launcher should have two fire modes with different trajectories.
>>10516359
Yeah, I've seen some too, but they're all complete gameplay mods changing all the weapons.
>how do you make such a mod compatible with maps?
Same as I said with the nailgun: both weapons still exist, if the mapper gives you just the basic shotgun then that's what you get and it works just like vanilla shotgun. The supershotgun is direct upgrade over that and once you get it it completely replaces the shotgun, you can no longer use the vanilla shotgun at that point, but you have the option of firing a single barrel for essentially the same effect as the normal shotgun, plus the added benefit of having the double blast. Ammo is already the same so you don't need to change the pickups.
>Then what about other weapons, they won't have an alt fire: that's not consistent.
Personally, I really don't care. My main issue comes from the double barrel being simply a double barrel, and with those you can very well just pull one trigger and fire a single barrel. Over the years I got annoyed at having to switch shotguns to preserve ammo after a monster lucks out and survives an ssg blast.
The only other alt fire I think would be nice is a alt fire for the fists were you just kick the enemy for extra damage and maybe knockback at the cost of mobility. Maybe.

>> No.10516390

>>10516349
>why is there a nailgun and super nailgun when it could just be one gun that has the regular nailgun fire and then the super on alt fire?
So you can't tear through E1M1 if you bother using that elevator

>> No.10516395
File: 492 KB, 1224x771, iwillfinishthisproject.png [View same] [iqdb] [saucenao] [google]
10516395

'finished' a MAP01/first level which makes this my first map I have ever actually finished making lol. isn't going to set the world on fire but you have to start somewhere, i am pleased with it.

>> No.10516403

>>10516395
post wad so we can play

>> No.10516409
File: 115 KB, 800x600, 1680734160608612.jpg [View same] [iqdb] [saucenao] [google]
10516409

>>10516172

>> No.10516410

>>10516403
it's for DSDA
https://files.catbox.moe/7igon4.wad

>> No.10516438

>>10516387
>I think a better implementation would be having separate ammo types and the grenade launcher should have two fire modes with different trajectories.
Quake’s grenade launcher is limited with its range but has a faster firing rate over the rocket launcher. It’s surprisingly balanced compared to the nailguns.

>> No.10516443

>>10516438
As I said, I haven't played as much Quake as I did DOOM so I won't argue too much on that.

>> No.10516448
File: 1.73 MB, 960x540, triamid ruins.webm [View same] [iqdb] [saucenao] [google]
10516448

>no infographic on playing Unreal in OP
>nothing about it in any of the links
>just a GOG copy of the game
Unreal bros...

>> No.10516450

>>10516448
https://www.oldunreal.com/patch/unreal/oldunreal/UnrealPatch227j.7z

>> No.10516460

>>10516410
>UDMF map for DSDA
Neat
https://files.catbox.moe/g81jtw.zip
For future attempts, try and make an area that is more interconnected. This is just a hallway with rooms connected to them that don't really serve much purpose other than to kill enemies.

>> No.10516502

>>10515689
NTA, I'm on the 2nd book right now and they're not shit.
A brief review of the first book:
It's decent. Could have 50 pages cut from it, and the editing didn't catch some inconsistencies. The writing is solid though and the premise is neat.
Though they call them aliens, they also refer to them as demons because that's what they present themselves as. They hypothesize that if the demons were in a Japanese space station they'd appear as Oni etc. It's a fun plot, but the progression sticks a little too closely and needlessly to Dooms level progression. There is some quite good descriptive horror in it, and that continues into the 2nd books suspense even with a complete lack of demons in the early pages.
On the demon/alien thing: they still have no idea what they are, just theories. And at one point Flynn has a nightmare that describes a invasion of earth that subjugates mankind to honest-to-god demons.
It would be interesting to me if they hypothesize that it's all some alien race, but turns out to be literal demons. I get the impression he best ill get is a vague "well historically... and possibly..." compromise.
Flynn Taggart is a fun character. He's "right man in the wrong place". His upbringing in a Catholic church has him seeing through the demons scare tactics. Not to say he is a flawless super hero. He's scared shitless many times, but can pull it together long enough to put it behind him.
Arlene is an alright character as well, but leans too hard into the 90s GI Jane woman-in-a-mans world trope. But she's a character all her own as well so it's easy to overlook some overplaying of that tune. She's technically (as in technology) smarter than Flynn but less equipped to trudge through literal radioactive waste and 8 foot tall demons.

I know the story diverges a lot from the game after book 1 and further past book 2, but it's a fun popcorn read anyway and I'm having a good time.

>> No.10516504

>>10516448
https://unrealarchives.com/
Let me know if you find anything good.

>> No.10516510

>>10516216
They need focus. They're not equipped to spread that thin.

>> No.10516516

>>10516148
>You can get a secret rocket launcher in the first level
Yeah, but like 4 rockets.

>> No.10516532

>>10516460
fair comment, thanks for having a look

>> No.10516549

>>10516516
You’ll get more rockets with the launcher pickup in map03, then you have a launcher and missile pickups in map05. This is the start of the rocket stockpiling since most of Doom 2’s first half is managable with nothing more than the SSG.

>> No.10516593
File: 1.15 MB, 1858x1057, Screenshot_Doom_20231216_121624.png [View same] [iqdb] [saucenao] [google]
10516593

>>10515635
My progress is uh, black gloves, that's it.
And an executive decision to cheat the SRB2 palette once and blur the muzzle flashes

>> No.10516619

>>10516549
>SSG
That's the main imbalance here I think. Really you shouldn't get that until like map11 imo. The rocket launcher has some amount of care needed to not blow yourself up in a corridor.
It would also have been better to trickle the newer and tougher monsters in and then later give you a better means to take them out.
I could see the SSG being an earlier secret, but just giving it to you probably wasn't the best. Still prefer doom 2 over doom 1, but for different reasons. If only someone squished the two together.

>> No.10516651

I like Doom.

>> No.10516662

>>10516619
Holding off on super shotty pickups until map5 could work out. That’s when hell knights first start to appear and it feels very nice using the super on them. Prior to that it’s just a bunch of zombies and imps, the best kind of fodder to use the single shotty on. There’s a lot of demons as well, though, and they die neatly to the super in one hit.

>> No.10516770

>>10516619
>SSG
Trying out Beautiul Doom at the moment, it adds alt fires to all weapons (shotgun has a melee and super shotgun has a single barrel). Let's see how it goes
Honestly I feel Blood's weapons are twice as good

>> No.10516808
File: 75 KB, 256x256, Circle_gzdoom.png [View same] [iqdb] [saucenao] [google]
10516808

How do I unfuck the framerate in huge levels with sprites everywhere?
All the weapons in this wad litter shell casings all over the ground and shit just slows to a crawl
Do I need to download more RAM?

>> No.10516816

>>10516808
>All the weapons in this wad litter shell casings all over the ground and shit just slows to a crawl
You're not playing Brutal, are you?

>> No.10516823

>>10516816
No, it's actually one of these >>10515980
Also the maps so far are all 30+ minutes and have lots of room-over-room geometry and silent teleports like MyHouse.wad
Maybe that's where the real problem is

>> No.10516837 [SPOILER] 
File: 2.30 MB, 2560x1440, Screenshot_Doom_20231216_135808.png [View same] [iqdb] [saucenao] [google]
10516837

Just finished Eviternity II's second secret level, "Charge".
Holy FUCK that final encounter was awesome.

>> No.10516840

>>10516823
>lots of room-over-room geometry and silent teleports like MyHouse.wad
That never made any impact on my performance. Lighting effects, rainbow vomit and such, those do affect stuff. Do your casings have physics, like you can kick them around? Cause either the mod is incredibly unoptimised, your PC is real weak or something's wrong in the settings.

>> No.10516841
File: 33 KB, 504x234, 1677466361533664.png [View same] [iqdb] [saucenao] [google]
10516841

>>10515912

>> No.10516852

>>10516840
>something's wrong in the settings
I fucked around with them for a while but didn't get anywhere
>your PC is real weak
Arguably so
It's a Steam Deck
I might just need something more powerful to play GZDoom engine games in 2023

>> No.10516860

>>10516852
Try VKDoom.

>> No.10516864

>muh SSG is balanced because:
>muh rate of fire
means jackshit when you run at mach speed and can dance with enemies to reload
>muh spread
means jackshit because very rarely you will be fighting long distance, again because of the movement as well
>regular shotgun works for targets that are further away!
retarded argument when you have pistol+chainsaw. also, how many times are you sniping at vertical heights?
also, a factor someone never really talks about: switching weapon is FUCKING SLOW.

shotgun and chaingun -> lower mid enemies
rocket and plasma -> mid and higher enemies

the ssg completely destroyed the balance in doom2.
I can understand that because of the different monsters they had to include it, but really, wasn't there another option?

doom 1 had almost perfect balance: barons were bosses, cacos weren't everywhere, etc.

>> No.10516869

You've never pistol started Doom 2.

>> No.10516876

>>10516864
Lower the super shotgun's rate of fire and everything's solved

>> No.10516879

>>10516864
>doom 1 had almost perfect balance: barons were bosses, cacos weren't everywhere, etc.
>doom 1
>cacos weren't everywhere

>> No.10516907

>>muh SSG is balanced because:
Rocket launchers and plasma rifles exist, both dishing out more damage over time and without a lengthy reload cycle.
>>10516876
My favorite shotgun balancing idea is buffing the regular shotty to shoot 10 pellets instead of 7 and to ditch those idle frames after the pump animation. This is another reason why Babel is one of my favorite “vanilla-like” gameplay mods.

>> No.10516913

>>10516907
>My favorite shotgun balancing idea is buffing the regular shotty to shoot 10 pellets instead of 7 and to ditch those idle frames after the pump animation.
Have you ever made this mod? How would it affect the game (both 1 and 2)?
With a more powerful shotgun, would you ever need the SSG? Link, I want to give it a try.

>> No.10516928

>>10516913
I’m not based enough to have made the mod myself but the dev is around these threads https://datanon.itch.io/babel
You’re still getting more damage per second with the SSG, but the regular shotgun is now roughly half of its damage and both shotguns have a “staged reload” concept that works real well.

>> No.10516947

>>10516928
Changing the pellets to 10 and making it faster would break Doom 1 though, I suppose you mean the balancing is for when you have the super only?

>> No.10516976

>>10516947
>Changing the pellets to 10 and making it faster would break Doom 1 though
A slight buff wouldn’t “break it” and the mod buffs all of the enemies as well. Try it out.

>> No.10516987
File: 749 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
10516987

Why the fuck can't I run off and land on the area to access the secret in nugget doom?

>> No.10517000

>>10516864
The SSG question is more complicated than that.
>SSG exists
>new Doom2 enemies hp numbers are balanced around SSG existing
>mapping (both official and fanmade) balances amount and toughness of enemies around SSG
>ratio of rockets&cells to total amount of enemy hitpoints per map is stingy because the mapper gives the players SSG and shells, when without it's existance they would've been forced to give out more rockets&cells if they didn't want the map to play like absolute ungodly fucking trash
>enjoy your barons as normal enemies lmao
>also enjoy your arachnotrons and mancubi having huge fucked up hitboxes that soak up too much rocket splash radius

Also chaingun sucks lmao

>> No.10517002

>>10516976
I already know Babel, it's in one of my presets. While it buffs the shotgun, it doesn't really solve the main issue at hand, that is the Super Shotgun overshadowing the regular one once acquired.

>> No.10517019

>>10516987
Ever done it before? With enough speed you run off from the very edge of the last step, edge which is covered by the gun on your screencap if I don't misremember. It's difficult to pull off.

>> No.10517025

>>10517019
I've done it before in other ports, that's why I am puzzled it isn't working now and asking about it. Its this port that it isn't working in and that's why it seems weird.

Why did you think I've never done it before if I'm aware of it?

>> No.10517071

>>10517025
Don't be brassy, I'm clarifying things since it would've been strange of anybody to come here and complain about riddled innerworkings of one specific port to a bunch of nobodies. Anyway, port's author himself claimed to prioritize features over playability on the main page and I'm not too keen on the gibs or whatelse personally.

>> No.10517074

SSG is fine because it's an inherently fun gun to use.

>> No.10517078

>>10517071
Actually it says that demo compatibility that's not been properly tested yet, but close enough.

>> No.10517082

how about removing ssg completely and lowering some of the monsters health

>> No.10517108

>>10517071
Fair enough. Apologies. I am beginning to think irritating little blips like this are making nugget perhaps not the ideal port choice after all.

>> No.10517136

>>10517002
>it doesn't really solve the main issue at hand, that is the Super Shotgun overshadowing the regular one once acquired.
Marathon solved this correctly and we're all still catching up the hard way

>> No.10517143
File: 3.30 MB, 3440x1440, shot187.png [View same] [iqdb] [saucenao] [google]
10517143

I'm testing out some stuff in the new GTKRadiant for the Quake 2 Remaster. I am just playing around with some stuff. It might be another tiny level that I can release soon.

>> No.10517151

>>10517136
How? Never played Marathon

>> No.10517160

>>10517108
You could always use github account to file issue tickets on Nugget's page for its potential to become better and further elaboration on the problem, depends on how much trust you put on author's own investment as a sole developer but it shouldn't take much time to file one in any case.

>> No.10517181
File: 724 KB, 869x554, P2kt.png [View same] [iqdb] [saucenao] [google]
10517181

So I'm trying to make GZDoom MIDI not sound like ass. I'm seeing sc-55 inspired soundfonts, but they all sound like ass too.

What do I have to install to make it sound like an actual SC-55?

>> No.10517185

>>10517082
How about I fuck your dad.

>> No.10517194

>>10517181
>What do I have to install to make it sound like an actual SC-55?
The SC-55 soundfont.

>> No.10517197

>>10516502
They're enjoyable enough, yeah, if imperfect.

>> No.10517202

>>10517194
Thanks

>> No.10517204

>>10517151
The upgrade from the first shotgun is a second shotgun
You dual wield, just like with the basic pistol

>> No.10517206

>>10517204
Shit, now I want to play Marathon, I've always slept on it

>> No.10517208

>>10517181
You could buy a modern GM midi module from Roland like integra-7 and it would sound a little better.

>> No.10517210

>>10516860
All right, I did that, and it didn't help at all
I'll try it again later on Windows and see if that works out for me

>> No.10517221

>>10517194
There aren't any. Just shitty recreations. Even close ones have volume issues.

>> No.10517227

>>10517206
There are some gotchas
1. It's not in the first game at all
2. In the second and third games you don't get it until somewhat later, and any time you're able to get a second one, you'll lose it soon afterwards when all your guns get taken away
3. The ammo is so scarce it's an endangered species, and you will go through it very fast, especially with two

>> No.10517228

>>10517206
A relevant note is that the shotguns are only in Marathon 2 and 3, Marathon 1 doesn't have them at all.

>> No.10517239
File: 408 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10517239

>> No.10517241

>>10517181
1. Non SC-55 inspired soundfonts (GeneralUser-GS or FatBoy for instance)
2. OPL3 nuked emulation with Sneakernets FM patch on top
3. Running Roland's own official SCVA VSTi or different module >>10517208 through Falcosoft and loopMIDI front. Falcosoft has its own patches to get SCVA closer to the real thing. There's also free S-YXG50 but I didn't manage to make it sound good.

>> No.10517246

>>10517239
>3d ass
>better big
>shotgun game

>> No.10517287
File: 72 KB, 960x960, 1684043443999438.jpg [View same] [iqdb] [saucenao] [google]
10517287

>>10517246
>high means caco

>> No.10517303

>>10517002
I’d still want the super to deal more DPS and be more ammo efficient in ideal circumstances, i.e. where all the pellets from its big spread can reliably connect.
>>10517143
You’ve given us so much good stuff this year, quality gameplay and content, this is looking as great.

>> No.10517312
File: 292 KB, 1200x800, A Boy And His Barrel by Kurashiki.jpg [View same] [iqdb] [saucenao] [google]
10517312

>>10516061
the rocket launcher's alt-fire should place down a barrel in front of the player

>>10516083
>how do you make a satisfying pistol + chaingun weapon?
with love and care
Automatic rifle with semi- and full-auto modes

>> No.10517335

>>10517074
Sandy, is that you?

>> No.10517336

>>10516061
>the bfg should be an alternate firing mode for the plasma rifle
ProjectMSX did exactly that
Doesn't work on modern GZDoom though

>> No.10517338

SSG is fine, the problem is retarded mappers who don't know where and when to place it well.
Valiant did well with the chaingun and the pistol; buff the shotgun as well

>> No.10517340
File: 1.13 MB, 640x480, fist altfire.webm [View same] [iqdb] [saucenao] [google]
10517340

>>10516078

>> No.10517369

>>10517338
>Valiant did well with the chaingun and the pistol
Buffing the enemies too kind of nullifies it

>> No.10517375
File: 71 KB, 642x512, QUOOM.png [View same] [iqdb] [saucenao] [google]
10517375

>>10516172
Cave Story
https://doukutsuclub.knack.com/database/#search-database/mod-details/64a07a7178edd40029fd4b4e/

>Captcha: D0SDRG
Deep Rock Galactic Doom Demake when

>> No.10517389

>>10517336
Which is funny cause I had one of the small name circlejerkers on the GZDoom team swear blind it works perfectly on modern versions while trying to convince me to delete old builds of the port.

Fuck that shit, even MSFix'd don't work right with everything that's been fucked with.

>> No.10517391

>>10517375
>Deep Rock Galactic Doom Demake when
You'd need to have a mod with an incredibly short but also incredibly fighty dude.

>> No.10517392

>>10517389
Maybe it's about time for an update/remake
I know people hate the Halo-isms and the fucking crazy enemies so there's probably room for a watered down version that focuses on the arsenal

>> No.10517398

>>10517392
There's already edits floating around on moddb, the anon that did msfix'd disappeared almost as quickly as he showed up in the first place.

>> No.10517403
File: 1.84 MB, 1328x720, minecraft running doom.webm [View same] [iqdb] [saucenao] [google]
10517403

>>10517375

>>10517398
Just like the original author. Came in, dropped a bomb-ass mod, then dipped.

>> No.10517408

>>10517403
>Just like the original author. Came in, dropped a bomb-ass mod, then dipped.
Hate it when that happens.

>> No.10517412

>>10517338
mappers would literally rather make a dehacked patch than place a rocket in doombuilder

>> No.10517413

>>10515786
In MBF21, you can also apply splash immunity to more things, without having to rely on spiderdemon or cyberdemon.

>> No.10517435

>>10516808
Don't know about GZDoom, but in Nugget and DSDA lowering the resolution gives a huge FPS boost.

>> No.10517451

>>10517143
How'd you make them rock walls anon pls

>> No.10517456
File: 46 KB, 500x684, suck it down.jpg [View same] [iqdb] [saucenao] [google]
10517456

>>10517239
>without Carmack Romero instead works
And we all know how that turned out.

>> No.10517478
File: 1.49 MB, 1920x1080, Screenshot_Doom_20231216_192440.png [View same] [iqdb] [saucenao] [google]
10517478

>>10517336
>>10517389
works on my machine :)

>> No.10517479

reading all the analanons about weapon balance in doom, i wrote a little script. what do you think? can't share it because im pretty sure it works only on my end, it's quite a mess, but it's super easy to do. playing through e1 and i'm actually having fun

- pistol: now fires slightly faster, has 4.4 spread (original 5.6)
- shotgun: now fires faster, fires one more pellet
- ssg: unchanged
- chaingun: spread is up to 7.2 from 5.6 and fires faster; spread is always applied, can't snipe reliably with it
- fists: slightly faster
- rl, pg and bfg: untouched

>> No.10517485
File: 34 KB, 250x198, you can't see it but they're all squatting except Blaz.png [View same] [iqdb] [saucenao] [google]
10517485

>>10517391
Get Kegan on the line, he has just the right thing

>> No.10517487

>>10517479
STRAIN had similar changes with its dehpatch

>> No.10517552

>>10517392
I don't think I've ever seen anyone criticize MSX, maybe besides that it's dead.

>> No.10517606

>>10516395
looks like it could use some height variety and maybe a detailing pass

>> No.10517608

>>10517227
>he doesn't know about the waterloo waterpark shotgun

>> No.10517875
File: 74 KB, 482x427, 1689070267156053.jpg [View same] [iqdb] [saucenao] [google]
10517875

I want to make levels

>> No.10517892
File: 2.11 MB, 2560x1440, me1m1_2023-12-16_22-26-59.png [View same] [iqdb] [saucenao] [google]
10517892

>>10515635
Still Malicing.

>> No.10517896
File: 2.05 MB, 2560x1440, me1m1_2023-12-16_22-28-43.png [View same] [iqdb] [saucenao] [google]
10517896

>>10515635
>>10517892

>> No.10517897
File: 2.58 MB, 2560x1440, me1m1_2023-12-16_22-29-01.png [View same] [iqdb] [saucenao] [google]
10517897

>>10515635
>>10517896

>> No.10517906

>>10517875
You don't just "make levels". Do you even have a degree in level design?

>> No.10517917

You think if I stick my dick into a caco's back hole it would die?

>> No.10517926
File: 765 KB, 2016x1344, 1691211822190578.jpg [View same] [iqdb] [saucenao] [google]
10517926

Mapping music.
https://www.youtube.com/watch?v=nzRnOyIrpJk
Also this fanart makes me really wish the original Quake gave Ranger a ripoff WH40K boltgun as the 4 instead of a nailgun.

>> No.10517931

>>10517917
Which hole?

>> No.10517937

>>10517931
The small one

>> No.10517959

Wtf why didn't anyone tell me this happened
https://www.youtube.com/watch?v=QvAkaJsvAXs

>> No.10517975

Had this idea to remake all of Doom (2016) and Eternal in classic Doom
Now I know that someone already implemented Eternals combat in the classic games, but I'm talking about fully recreating both games with a few changes.

>> No.10517983
File: 73 KB, 453x548, dwellbrute.jpg [View same] [iqdb] [saucenao] [google]
10517983

>>10517926
>40Quake
That Quake Champions machine gun? It's definitely big and bulky like a bolter. The original nailguns would basically be skinny storm bolters if the nails were explosive.

>> No.10517990

>>10517074
This.
>*CHOOOOM*
>click
>clack
>clock

>> No.10517992

>>10517983
>HIS COCONUT GUN
>CAN FIRE IN SPURTS

>> No.10518009

>>10517959
It was scheduled for months, anon. Were you living under a rock? Cause I was and even I knew about it.

>> No.10518045

Every time I see my neighbors' Christmas lights in my peripheral vision, my brain autocorrects them to look like Sigil Eye™s. Please send help.

>> No.10518051

If we put all the retro FPS protagonists into one big team who would be the best fit for team leader?

>> No.10518060

>>10518051
Best fit I cannot say, but I think Duke would take the role just because he talks the most and has a high opinion of himself. HL1 Gordon Freeman is too young at 27 and mostly fights to survive, not to lead. Caleb wouldn't care about leading, he just wants Tchernobog dead. Nobody would take Lo Wang's orative skills seriously if he attempted to lead. Ranger I could see as second in command somehow, don't ask me why. Doomguy isn't a leader, he's just a great warrior. BJ is literally a soldier so he'd fall in line quick. If I can put Sam in there, the classic version I mean, then he'd probably butt heads with the Duke I reckon.

>> No.10518093

>>10518060
Duke in DN3D always struck me as a guy who's trying too hard to be cool, like he does all that trash talking because he is actually shitting his pants in terror at all times even when he's having a normal ass day

>> No.10518101

>>10518051
>>10518060
Sam's already a leader among peers, so he makes the most sense.
Duke might be the figurehead of the EDF, but if I'm up to date on my lore, basically they're all retards who suck ass at their jobs except Bombshell. He's revered by laymen, but I don't think actual competent monster genociders would care to follow him.

>> No.10518110

>>10516259

here.
https://files.catbox.moe/in1pyi.7z

theres scripts for converting to webm, and doom video files too if you check out the new gz features.

To keep within the file size limit, keep lowering this flag: -b:v 750k

I suppose you know how to screen capture. Theres tools built in with windows 10 for that, and can customize codecs and crop the start and end with virtualdub2.

An app for newbies for screen capping editing and exporting at once, AceMovi editor is actually a neat little lightweight program that does it all in the one place.

>> No.10518112

ANONS I have a concept I am developing. doom wad based around music. Such that a full song loop defines a time limit for a level. The tempo would define the pace of the level and the monsters and strategy therein. From what I've played this hasn't been attempted. Anyone want to discuss?

>> No.10518118

>>10518045
>>10518060
Here is how I see it.
Sam would be the leader
Duke would be the lancer
Ranger would be the big guy
Gordon would be the brains
Doomguy would be the heart
Caleb would be a that guy. The fucker who despite always being around the group never officially joins them
Lo wang would be the comic relief (not in the racist way)
And BJ would be the war veteran.

>> No.10518121
File: 44 KB, 312x427, 1689657817654900.png [View same] [iqdb] [saucenao] [google]
10518121

>>10518118
>Caleb would be a that guy. The fucker who despite always being around the group never officially joins them
Perfect

>> No.10518130

Ok, but who would be the main villain in this hypathetical team up game? The Icon of Sin?

>> No.10518131

>>10516907
Has anyone attempted modding the SSG to simply fire 14 pellets instead of 21? Another of its problems is that it’s way more efficient with ammo since you’re getting three times as much damage for only two shells.

>> No.10518143

>>10518112
I routinely return to an idea in my head of creating an entire encounter based around this track:
https://www.youtube.com/watch?v=2ENEC5KNELw
Twenty minute fight where enemies spawn in to certain notes of drums, guitar licks, etc. I'd do it in Quake or Sam. I'm sure I'll never do it but I love the idea of dazzling the player like this when they catch on the enemies are spawning to notes.

>> No.10518146

>>10518118
What about Leonard and Bubba? I'd imagine they also wouldn't be part of the team officially but always find a way to get involved.

>> No.10518147
File: 884 KB, 1000x524, 1685737921003611.png [View same] [iqdb] [saucenao] [google]
10518147

>>10518131
That sounds annoying:
>demons may now take two ssg shots to kill
>hell knights and arachnotrons could take four shots to kill
>revenants might take a third shot to kill
You could nerf enemy health to compensate but at that point it's easier to boost the pump.

>> No.10518151
File: 7 KB, 570x366, the difference between 5'11 and 6'0.png [View same] [iqdb] [saucenao] [google]
10518151

>>10517485
>filename
Smartass.

>> No.10518152

>>10518146
Probably reoccurring side characters if I had to guess.

>> No.10518154
File: 411 KB, 720x360, ROCKETO PUNCH.webm [View same] [iqdb] [saucenao] [google]
10518154

>>10517340

>> No.10518156

>>10518147
Forgot about the demons - those would suck in particular to not have a guaranteed one-shot

>> No.10518158

>>10517000
>Also chaingun sucks lmao
You take that back. The firing sound sucks, but the Chaingun is incredibly good.

>> No.10518183

>>10518154
>-O
For me? It's
https://youtu.be/etCMi6_boMQ?t=23

>> No.10518206

What other games can run Doom?

>> No.10518213

>>10518154
Oh. Oh my.

>> No.10518217
File: 638 KB, 720x360, He's a real HANDY man haha oh god don't do that.webm [View same] [iqdb] [saucenao] [google]
10518217

>>10518213
That move's been in for years. This too.

>> No.10518238

>>10518217
I somehow never tried the secret move with the mace.

>> No.10518280
File: 54 KB, 597x390, 1702798020947.jpg [View same] [iqdb] [saucenao] [google]
10518280

>lost soul takes 3 shells to kill
>shotgunner takes 4 shells to kill
>cacodemon takes 4 ssg blasts to kill
>revenant takes 12 berserk punches to kill

>> No.10518289
File: 592 KB, 914x784, encouraging boner.png [View same] [iqdb] [saucenao] [google]
10518289

>>10518280

>> No.10518409

>finished Eviternity II on HMP
>check out UV to see if it's much harder
>take the level which I had most trouble with, MAP11
>it has 338 monsters on UV compared to 340 on HMP
Made me kek.

>>10516808
Vulkan gave me the biggest boost. Could finally run Hellbound's MAP29 with more-or-less stable 60 fps.

>>10518206
Sonic Mania: https://www.sonichacking.org/entries/contest2020/306
Morrowind (it runs DOS thus can run Doom): https://www.nexusmods.com/morrowind/mods/47045
Doom 3: https://www.moddb.com/mods/terminal-doom
Those are the ones I remember.

>> No.10518439

>>10518409
It's not just about how many monsters are there, but also what these monsters are and where are they.

>> No.10518458

>>10516987
use DSDA man, it's so much better and the best source port it's not even funny.

>> No.10518465

>>10518409
>it has 338 monsters on UV compared to 340 on HMP
Yes, and? Replace 340 Imps with 338 Archviles and see what happens

>> No.10518474

someone should make a weapon inertia mod where all of the weapon frames have alts when you're rotating left or right

>> No.10518478

>>10518439
>>10518465
Yeah, figured as much. First area already has two archies instead of one.

>> No.10518503

Is Nerve.WAD meant to be Doom 2-tier difficulty, or Doom 2 Expansion-tier difficulty, or an in between?

Anyway
0 I try to remember which Master Level I left off at and get around to beating it.
1, 3, 5, 7, 9 I continue Plutonia.
2, 4, 6, 8 I try TNT for the first time ever.

>> No.10518505

>>10516841
I will never understand how japs come up with writing for foreign words. Instead of writing ドゥーム I would opt for ヅウム
Even for words that have all the characters present, they still write it differently. I was trying to find something on youtube related to fashion, so you'd think ファシオン but it's actually ファッション

>> No.10518532

>>10516448
You wanna play Unreal?

>> No.10518550

>>10518154
I ways fucking loved that this was in there.

>> No.10518571

>>10518505
>you'd think ファシオン
Do you say fa-shi-on rather than fa-shun?

>> No.10518589

>>10518571
No, but when importing words they should be written like with western letters. If it's like you're saying, ファ shouldn't even be used, it should be フェ. You then enter a world of word origin. Fashion comes from latin facere and then old french faceon, and english is a germanic language, and that's why a few words are written differently from what they sound, since germanic is not a sound based language.
Just my 2 cents, I know nothing.

>> No.10518591

>>10517143
>>10517451
PLS

>> No.10518598

>>10518503
No Rest For The Living I'd say is harder than doom 2 on average, but not quite Plutonia difficulty either, outside of like one or two maps.

>> No.10518614

>>10518589
>If it's like you're saying, ファ shouldn't even be used, it should be フェ.
>fashion starts with a fe sound
What bizarre spider-tongue do you speak?
>a few words are written differently from what they sound
>a few
https://chateauview.com/pronunciation/

>> No.10518694

Sigil 2 issues Romero needs to fix for v2.0 release

Generally the sky texture issue.

E6M1:
The 30s secret is broken, almost impossible to reach normally, and in the end, it reopens, but completely meaningless

In HMP, the whole post-exit area is meaningless as there is no invul for the crusher switch and no cyberdemon.

You essentially have to backtrack the whole level after two meaningless secrets.

E6M2:
Probably giving some extra details for this ugly level wouldn't hurt.

E6M3:
Both inescabale pits have to go. They can be barely seen from above, especially the one with the secret exit and BFG. Fuck you Romero for this.

The secret exit needs stupid rocket jump or SR40 is another fuck you moment. We want to see where we go, and want something at least remotely normal.

E6M9:
Mapstart has too many hitscanners, but overall the most perfect level in the game.

E6M4:
The 30s secret is once again stupid, it needs a suicide run again.

Also the RL secret needs mandatory floor damage, nor to mention the crusher maze, where some crush damage going back is inevitable.

E6M5:
Very low ammo count at the start of the map, and some nasty surrounds too with baron appearing at your back.

E6M6:
FUCK that stupid garden maze. I don't want to backtrack straferun for 3 different secrets in the same are. One is more than enough.

E6M7-E6M8, I'm not sure, they are mostly fine.

>> No.10518703

>>10518694
filtered

>> No.10518713

>>10518694
You're asking Romero to make it into a good episode

>> No.10518729

>>10518713
It could be an amazing episode with these tweaks gone.

>> No.10518867

>>10518614
portuguese, where the "a" in fashion sounds like "é", but this can also be applied to different parts of UK, depending on dialect. pretty sure my coworkers use the "é" sound and not "a"
>https://chateauview.com/pronunciation/
just proves my point. english is not a language to be trusted nor to be used as a point of reference. this explains why chinese and japanese find it easier to learn portuguese than english, it's because the sounds are exactly the same and you speak as you write, unlike english.
look at how dumb english language is
a = (h)ey
i = ái
u = íu
e = í
o = ou

>> No.10518883

>>10518143
Cool tune, very deep purple/space truckin'
Can you trigger music in doombuilder? And or have it so enemies spawn,traps get tripped based on a time code that is referenced to/relative to a music track?

>> No.10518892
File: 222 KB, 720x720, 1681845635918232.jpg [View same] [iqdb] [saucenao] [google]
10518892

>>10518217

>> No.10518901

>>10516864
SSG feels OP because Doom 2 itself (and various wads that try to match it in difficulty) didn't use its newer monsters as much as it should have, and weren't often using them to their full potential when actually used.
Play a tightly designed pwad, and you'll quickly begin to notice the strengths the Rocket Launcher and Plasma Rifle have over it.

>> No.10518916

>>10518901
Anon that is Plutonia and TNT

>> No.10518927

>>10515980
randy had already made zdoom it's own thing long before graf took over

>> No.10518932

>>10515996
Long maps don't work in Doom because the game has no checkpoint system, and once you allow yourself to quick save you've eliminated any designer structured challenge, meaning you aren't actually playing the same game as anyone else. This is why Plutonia continues to btfo every Troonworld Scythe clone.

>> No.10518940
File: 682 KB, 800x450, firin blanks.webm [View same] [iqdb] [saucenao] [google]
10518940

Well, it's a start. I spent the past like hour and a half fucking around with an equip animation that took too long and looked weird. So this is what I got now.

>> No.10518941

>>10518932
Plutonia sucks, lol. It has no sense of progression whatsoever, all maps are the same in looks, size and difficulty.
>Verification not required.

>> No.10518953
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
10518953

>>10518940
gib

>> No.10518959

>>10518953
Well, I assume you saw some of the other stuff I posted last thread with the smeared firing frames. Nothing too exciting to report at the moment, just got started on this thing and I'll be doing the ramping fire rate stuff soon.
Might do a few randomized winding down frames when you stop shooting after it winds up, that could look cool.
Also feel kinda bad there's a lot of other details blocked by the damned HUD but that's the nature of the beast.

>> No.10518964

Hunted sucks ass. I hate mazes.

>> No.10518981

>>10518694
>The secret exit needs stupid rocket jump or SR40 is another fuck you moment.
This part is good though.

>> No.10518982

>>10518964
Hurrharrhaahaahaarrr

>> No.10518984

>>10518932
>meaning you aren't actually playing the same game as anyone else
What the shit have you been smoking?

>> No.10518986

>>10518932
>>10518941
I wanna grab both of you and smash your heads together like the fucking goons you are.

>> No.10518993
File: 3 KB, 224x221, an uncanny fellow.gif [View same] [iqdb] [saucenao] [google]
10518993

>>10518964
>>10518982

>> No.10518994

>>10518941
>maps actually look like Doom and are consistently engaging
>this is bad
/vr/ zoomers are beyond salvation

>> No.10518995

>>10515754
Depends on the wad, unfortunately. Not in eviternity 2.

>> No.10518997

>>10518941
I'm fine with them all having roughly the same difficulty if it's tough. And Plutonia is tough.

>> No.10519019

>>10518932
I save before picking up a key, weapon, or powerup, cause those items usually mean a challenge coming.
>This is why Plutonia continues to btfo every Troonworld Scythe clone
But anon, short maps is one of the main feats of Scythe. If those clones you're talking about have overly long levels, then they aren't really good at emulating the original style.

>> No.10519030

>>10518984
Quick save is functionally God mode. "I only cheated a little bit to get through this level" is not a satisfying feeling and the Achilles heel of every modern sprawl wad.

>> No.10519068
File: 163 KB, 182x394, image.png [View same] [iqdb] [saucenao] [google]
10519068

>>10517959
The stream was great.
https://i.4cdn.org/wsg/1702823372300522.webm

>> No.10519082

>>10517479
Rockets should travel 1.5x faster, the explosion radius should consider the Z axis, and the player should have about 25%-50% immunity to its own splash damage so that he feels more encouraged to use the rocket launcher even in situations where he will end up getting hurt himself.

>> No.10519091

>>10517479
I think the shotgun should fire 9 pellets, with the same damage as the regular one. Just so it's better at causing pain chances.

>> No.10519094

Does anyone know if that anon has finished his mod where Doom's enemies were replaced by fat women in office clothes?

>> No.10519101

>>10519091
I should have specified that I don't mean the same per-pellet damage, but all 9 should do the same damage as the original 7. So you don't get any damage buff and it's strictly better at flinching.

>> No.10519117
File: 97 KB, 670x950, halford whip.jpg [View same] [iqdb] [saucenao] [google]
10519117

>>10518994
They can be whipped into shape.

>> No.10519124
File: 571 KB, 1134x1134, Army Buckshot.jpg [View same] [iqdb] [saucenao] [google]
10519124

>>10519091
Wouldn't mind that.
As a piece of trivia, US Army 12-Gauge buckshot loads use green and black shells and hold 9 pellets of hardened 00 buckshot.

>> No.10519142

>>10518458
I think I will desu, nugget is good, I can see what they're going for, but it ain't me

>>10517160
Good advice and thank you for it, but I lack a github account.

>> No.10519164

>>10519124
The SSG firing 20 pellets make slightly more sense with that change. The only reason I didn't say 10 is so that one will always hit dead center.

>> No.10519171

>>10519019
>But anon, short maps is one of the main feats of Scythe
No, the hallmark of Scythe is a relatively constrained first episode that makes a good first impression before degenerating into irredeemable slaughtershit. Another name for this design philosophy would be "Cacowards bait".

>> No.10519172

>>10518694
>Both inescabale pits have to go.
What kind of testjob Xaser did to not report shit like these?

>> No.10519182

>>10518112
Musical convertions are a thing, they just never take off or end up being good. Preacher is the best example and even that gave up on most of the musical stuff.

>> No.10519186

>>10518694
>The secret exit needs stupid rocket jump or SR40 is another fuck you moment.
It's a Sandy Petersen reference, you wouldn't get it.

>> No.10519206

>>10519030
So unbind it and exercise self control, it's functionally no different than normal saving.

>> No.10519247

>muh ssg unbalanced doom2
Laughable. Try actually playing the game, idiot. Every weapon has very frequent use and has a useful niche, apart from pistol (chaingun is strictly better) and maybe chainsaw. SSG can't shoot far at all.
>but you can just move closer therefore ssg is strictly better than chaingun
You haven't played the game or any wads made for it. Also learn to use pain states.

Stop whining about things that aren't true and start playing the game.

>> No.10519262

>>10519247
Exactly this. I also hate how some people say the SSG makes the Shotgun obsolete.

>> No.10519284

>>10518964
Filtered.

>> No.10519291

>>10519247
>>10519262
Idiots who have no idea of balance nor fun

>> No.10519298

>>10519291
You hate fun and balance if you think that the SSG fits badly into the Doom 2 gameplay.

>> No.10519304

SSG=Rockets>BFG>Plasma>ChainGun>Berserk>Shotgun>POWERGAP>Pistol>Chainsaw

>> No.10519313
File: 159 KB, 2560x1440, image.png [View same] [iqdb] [saucenao] [google]
10519313

>set GZDoom resolution manually to exactly same resolution Nugget is using, 856x480
>UI text and messages are almost perfectly, evenly scaled now
>near perfect ENDOOM screen, even better than Nugget since it's not using bilinear or whatever gay filtering so it's not blurry
Huh. So it's THAT simple. Thanks for nothing graf.

>> No.10519335

>>10519313
Graf was like the first person to bring back ENDOOMs after they kind of just went away for a long time.

>> No.10519343

>>10519182
Thank you anon I will have a look at this one as I wasn't aware.

>> No.10519360

>>10519313
GZDoom has atrocious lighting and doesn't look like doom at all.

>> No.10519370

>source ports

kek
only right way to play is dosbox

>> No.10519383
File: 16 KB, 360x500, 1617280403588.jpg [View same] [iqdb] [saucenao] [google]
10519383

>>10519335
For me if the port has no quit sounds, let alone ENDOOM, then it's not Doom and not worth using. By this criteria everything but Chocolate, GZDoom and Nugget is bad.

>>10519360
>set rendering to Software
Wew that was hard.
>but I want Hardware
>then cha... actually don't even have to do anything since "Software" is a default Sector light value now
Here's your (You).

>> No.10519391

>>10519298
It doesn't. It simply overshadows the other guns, there's no point in user SG, Chaingun or other guns when you have enough shells.
I will admit this is a 80% problem with wads/mappers, 20% balance problem.
Only playing pistol start and good wads is the only cure

>> No.10519409

Am I cheating if I play with a modified shotgun that shoots 8 pellets and fires slightly faster?

>> No.10519417

>>10519409
You're cheating if you use anything that changes how the game is played.

>> No.10519419

>>10519383
>>set rendering to Software
No reason to not use woof at that point. DSDA has a decent hardware renderer with proper lighting.

>> No.10519421

>>10519247
>and maybe chainsaw
The only problem with the chainsaw is the weapon switch time. If it was shorter it would be so much more useful.
That or make it stronger like in DOOM 64.

>> No.10519425

>>10519360
Even the closest to vanilla option it has (which is neither the vanilla or Doom option) is still a little off, it's just better than the fuckery it defaults to.

>> No.10519426

>>10519419
Fair, almost all visual fluff will not work with software rendering.

>> No.10519427

>gzdoom makes a game from 30 years ago lag on modern pc
How did Graf manage to do it?

>> No.10519428

>>10519409
im sorry bro you're already cheating by not using a ball mouse

>> No.10519430

>>10519343
It's incredibly good. Recommend modding in the Blood shotgun for maximum MARANAX INFIRMUX, just keep the same damage numbers as the vanilla and you'll be golden.

>> No.10519441

>>10519417
Now you're getting it! Anything that isn't vanilla hardware is dirty, dirty cheating.

>> No.10519442

>>10519421
Doom would benefit from faster weapon switching across the board, I think. Not as instant as Quake, but not a solid second between weapons.

>> No.10519446

>>10519442
Agreed, specially for most wads nowadays.
It's a shame all gameplay mods that do that also come with a ton of bullshit.

>> No.10519448

>>10519446
Speeding up weapon swapping is incredibly easy, you could do it yourself in about 5 minutes using Decorate.

>> No.10519449
File: 611 KB, 2560x1440, Nugget Doom 2.3.0 17-Dec-23 19_14_45.png [View same] [iqdb] [saucenao] [google]
10519449

>>10519360
>>10519425
Sure, it's not 1:1, but thinking it
>doesn't look like doom at all
is plain retarded.

>> No.10519450

>>10519442
>>10519446
I've been experimenting with a slightly faster weapon switch (50% I think? Just added a few 0 frames in the loop) and it's SO MUCH BETTER.. "teh flow" is all that I care about

>> No.10519451
File: 614 KB, 2560x1440, GZDoom g4.11.3 64-bit (2023-10-26 15_18_50 -0400) 17-Dec-23 19_14_29.png [View same] [iqdb] [saucenao] [google]
10519451

>>10519449

>> No.10519454

>>10519450
Care to share with a technological caveman?

>> No.10519457

>>10519454
As I said above, I'm making all my modifications on top of Smooth Doom and I'm also a caveman, it's not in a shareable state at all; but trust me, fellow retard, it's incredibly easy to do in DECORATE.
The original is something like this?
PKPI A 1 A_Lower
Then I just added this
PKPI A 0 A_Lower
PKPI AAA 1 A_Lower
To all the weapons (except the BFG, it makes sense to keep it slow).
Don't know about .deh patches but even there it should be easy.
Shotgun fires a few frames faster and with a slight tighter spread; fists are slightly faster; don't know what to do with the chaingun and the pistol though. Any ideas? Chaingun's always felt underpowered for some reasons.

>> No.10519467
File: 765 KB, 1920x1080, wrekkr.webm [View same] [iqdb] [saucenao] [google]
10519467

Holy molly scrolling skies are really damn neat.

>> No.10519470

>>10519457
>Chaingun's always felt underpowered for some reasons
Rate of fire.
The problem is that they made it a minigun and gave it a rate of fire more fitting for an rifle, so there's a mismatch between what you're seeing and what it's actually doing.

>> No.10519478

>>10517181
you don't and install the sega genesis font

>> No.10519486

>>10519470
Two frames faster and it already feels so much better. Pistol, I was thinking of making the spread much tighter and firing rate also up.
But even without changing these numbers, the best thing that makes the game feel less of a slog is the switching time. Perfect. I will play all the wads from now on with this little patch

>> No.10519491

>>10517239
>brain check
>faggot door

>> No.10519494

>>10519478
Speaking of which, are there any NES/MD/GB soundfonts?

>> No.10519498

>>10519467
GZDoom zmapinfo flag. Doesn't work with a city skyline ofc.

>> No.10519510

wtf sigil 2 is shit? i remember the first one being acceptable (not good, but still).

>> No.10519530

>>10519510
I wouldn't say it's shit, but it's not as good as Sigil 1. Not close, really.
I did like Sigil 1 though.
He's got some other FPS game he's working on too. Hope that's turning out well. Somewhere between here and there he's going to do Hellion as well.

>> No.10519537

I wish tristan and jimmy did all the music in eviternity 2.

>> No.10519560

>>10519360
With the right lighting setting it looks about proper. If you're already using hardware rendering it's going to be perspective correct in rendering and what not (ergo, better), so it's not gonna look 100% identical based on that.

>>10519498
Boom can do it with the sky transfer special and then doubling that with a scrolling wall texture special with the same tag. MBF21 can do it with UMAPINFO even, I'm pretty sure.

>>10519442
This is very easy to do, and you can even do it in DeHacked. Add a 0 tic frame with A_Raise and A_Lower to the respective states and that will make weapons raise and lower twice as fast.
>Select:
>COCK A 1 A_Raise
>COCK A 0 A_Raise
>Deselect:
>COCK A 1 A_Lower
>COCK A 0 A_Lower

You can stack even more 0 tic frames to make it go even faster.

>> No.10519563

marathon save terminals or viscerafest save beacons have none of the downsides of quicksaves

>> No.10519569

someone willing to share hands sprites? i've found a nice shotgun sprite but it has arms that don't fit with vanilla sprites and would like to change them

>> No.10519571

Decino uses sprite-fixes with DSDA doom. Anything else or would more be overkill?

>> No.10519576

>>10519571
>sprite fixes
Even these aren't needed and you will never even notice.

>> No.10519579

>>10519457
>Don't know about .deh patches but even there it should be easy.
You could just use Decohack and convert it to a .deh patch with DoomTools. Then it should work for everything.

>> No.10519581

>>10519470
I don't think the chaingun needs a faster fire rate, it already has higher DPS than the shotgun and can sustain it for longer. It just needs either a sprite change, sound change, or both.

>> No.10519586

>>10519571
I like playing with Vanilla Smooth Weapons when something doesn't change the gun sprites.

>> No.10519587

>>10519581
That also solves the issue of the image and sound not matching with the effect. But it will be harder to implement.

>> No.10519591

>>10519587
It would be, but the chaingun isn't particularly unbalanced in its default form, and is never really outclassed. Increasing the fire rate is still going to make it sound like a wimpy pistol, just one that's shooting twice as fast.

>> No.10519594

>>10519560
So, vanilla smooth doom is like this:

Deselect:
TNT1 A 0 A_JumpIf(CallACS("skintoggler")==1, "bldeselect")
TNT1 A 0 A_JumpIf(CallACS("skintoggler")==1, "64deselect")

XTS2 A 1 A_Lower
Loop
Select:
TNT1 A 0 A_JumpIf(CallACS("skintoggler")==1, "blselect")
TNT1 A 0 A_JumpIf(CallACS("skintoggler")==1, "64select")

XTS2 A 1 A_Raise
Loop

I'll change that to:

Deselect:
TNT1 A 0 A_JumpIf(CallACS("skintoggler")==1, "bldeselect")
TNT1 A 0 A_JumpIf(CallACS("skintoggler")==1, "64deselect")

XTS2 A 1 A_Lower
XTS2 A 0 A_Lower
Loop
Select:
TNT1 A 0 A_JumpIf(CallACS("skintoggler")==1, "blselect")
TNT1 A 0 A_JumpIf(CallACS("skintoggler")==1, "64select")

XTS2 A 1 A_Raise
XTS2 A 0 A_Raise
Loop

Is that it?

>> No.10519598

>>10519591
Maybe look around 667 for a different sprite then, one of a rifle that comes with sound.

>> No.10519604
File: 514 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
10519604

>>10519598
I like 94 Protons' replacement.

>> No.10519680
File: 625 KB, 2592x1932, blackglovesSRB2.png [View same] [iqdb] [saucenao] [google]
10519680

>>10519569
>ZDF
has a 30 page thread of hands, there's a big sheet that even has doom gloved Caleb hands if you dig around for the OG brown gloves

>>10519598
to me it makes the most sense for chainguns to be visually SMGs or some other peashooter, it breaks immersion for a demon that dies in 6 shotgun blasts to take 50 rifle rounds in a row

>> No.10519685

>>10519576
I disagree, the monsters in general look smoother in motion with the corrected offsets, but then it does stuff like fix a few stray pixels, and give full rotations to the Wolfenstein SS.
The Spidermind, Arachnotron, Cyberdemon, and Arch-Vile in particular I think are the most noticeable from their fixed offsets.

>> No.10519691
File: 208 KB, 571x571, 2GAXL5kKaMAAvGUl.png [View same] [iqdb] [saucenao] [google]
10519691

Question: I don't know much about complevel and source ports. If I played a .wad that is meant for Doom 1.9 or vanilla, then it should presumably still work on Boom/MBF/MBF21 complevels, right? Is there a possibility that if I'm playing something "Boom" compatible, would playing it on MBF/21 instead of explicitly Boom break anything? I know MBF is a successor to Boom, I'm just curious if whether it matters or not. Could I just set MBF21 for everything that explicitly isn't vanilla?

>> No.10519698

>>10519680
Might also be easier to explain why the pistol uses the same ammo

>> No.10519701

>>10519691
I think in some very niche edge cases mbf conveyors work differently from boom. I don't think you'll notice anything in any wad if you play on mbf/mbf21, other than not getting that fucking idiotic feature of boom where monsters can drop from ledges.

>> No.10519703

>>10519691
There's a few possible issues, but they are pretty niche. Like, for example, monster flung over the edge by a scroller will not clear multiple edges in MBF21.
Boom over Doom, only possible issue I can think of lost soul limit. Maybe there'd be maps relying on blocked floor movement bug but I don't know any.

>> No.10519717

>>10519691
In the non-ZDoom based ports, you can define what complevel you want to play on using a launch argument(assuming you're using a launcher of some sort). Just match what you're playing with https://doomwiki.org/wiki/PrBoom#Compatibility_modes_and_settings

>> No.10519731

>>10519576
I have dogshit eyesight and I was still always bothered by the Archie, Cyber, and Chaingunner shifting back and forth when they attack from some angles.
I'll even go so far as to say that not using the fixes does a disservice to the hard work that Adrian, Kevin, and Greg put into creating these cool monsters, this is somethinh iD should have fixed in a patch on their own a very long time ago.

>> No.10519741

>>10519731
>not using the fixes does a disservice to the hard work that Adrian, Kevin, and Greg put into creating these cool monsters
literally a few clay models put together and shit stolen sprites and textures. yeah sure. keep believing they made the game because it was the best game ever made and they worked seriously on it.

>> No.10519745
File: 14 KB, 380x220, iTR5Nlk.gif [View same] [iqdb] [saucenao] [google]
10519745

>>10519571
>sprite-fixes
Just don't forget to delete ""fixed"" lost soul sprites.

>> No.10519750

>>10519717
Can't ZDoom ports also do this? Like, maybe it's not demo accurate, but they have compat flags, some which I think you can even engage with MAPINFO

>> No.10519759

>>10511702
>>10511715
>>10512514
So someone brought up 'D' Radys Class Mod in the last thread. Thought I'd give it a spin and ran into a problem. My FPS drops after a couple minutes and continuously does so until it turns into a slideshow. Normally I have perfect 60+ fps constantly. I'm just curious if anyone else wound up trying the mod and had the same problem. If not, oh well.

>> No.10519817
File: 48 KB, 790x743, EOwWUgtXkAAAbK4.jpg [View same] [iqdb] [saucenao] [google]
10519817

>>10519741
Setting aside that they didn't steal any fucking sprites (the Cacodemon is not TRACED from the Astral Dreadnaught art), I can tell you're not an artist in any fucking capacity because creating a fully animated character for a game like this is generally the hardest and most labor intensive graphical work of the entire process.

Any given monster in Doom is about 50 frames of animation on the low end, about double that on the high end. That means that you're looking to make sure that a minimum of 50 different pieces of art are cleanly consistent with one another. The simplest and fastest way to do that would be pre-rendered 3D models, which still entails sculpting, texturing, posing, lighting, and capturing them, which is a load of tedious work to do, especially if you want it to look just decent. You're almost certainly going to have to clean and and touch up every single captured frame.

That is not what iD Software was doing though, the only pre-rendered 3D asset in all of Doom is the Roman numeral II on Doom 2's logo, everything else was either a physical model, drawn by hand either digitally with a mouse or with pen or paintbrushes, or adapted from some of those mentioned assets.

Aside from using some textures from some asset libraries which they licensed and the toy guns they bought (all which had extensive work done), you're looking at pencil drawings, paintings, digital drawings, sculpted clay models, and then models with adjustable steel skeletons, which had handpainted latex skins, which required initial sculpted models to begin with, and were largely based on hand drawn designs.

The art guys didn't just sit on their fucking asses for 12 months, the graphical assets was all that they were doing, and that was an incredible amount of labor. None of this even counts the assistant they hired to help crop out the backgrounds and clean the pixels for every digitized object.

tl;dr you should fucking apologize for your ignorant faggot statement.

>> No.10519820

>>10519817
alright mate, art is subjective, chill out.
IMHO they sat on their asses for 12 months.

>> No.10519827

>>10519817
In a couple years I'm doing a project to retrace all of the 2d work in a game so that it has hi-res versions, what am I in for? I don't even know how I would approach coloring if I do physical traces.

>> No.10519832

I know BYOC doesn't work with GZDoom but does it work with Zandronum forks like Q-Zandronum?

>> No.10519837

what are some mods that reskin weapons but don't change them? i'm tired of looking at the same old shit.

>> No.10519840

>>10519427
>How did Graf manage to do it?
By expecting people to not be retards and actually use appropriate settings, but that's too much asked of today's gaym0rs.
Alternatively you're a thiry with a toaster.

>> No.10519847

What's up with all the hate towards Doom youtubers lately? I enjoy watching mapping videos or some random runs every once in a while. Yeah, nobody likes the big ones, me neither, but that's no reason to shit on everyone.

>> No.10519849

>>10519820
I hope you get raped by a wild pack of gypsies.

>> No.10519850

>>10519717
What about the ZDoom ports?

>> No.10519854

>>10519840
Hasn't he been removing graphics menu options in literally every update for the past 5 years?

>> No.10519857

>>10519847
one thing I've tended to notice is that everyone has their favorite obscure shooter game and they gravitate towards creators who have a video on that game and if a creator doesn't have a video on it, they try to bully them into making one

>> No.10519859

>>10519847
>Yeah, nobody likes the big ones, me neither
speak for yourself

>> No.10519879

>>10516823
Vulkan can help, and depending on the map, disabling dynamic lights can as well. You probably won't see much difference with other effects or resolution, though it's worth trying on a more constrained device like the deck. As far as the level itself goes, the engine recreates the geometry to draw every frame, so generally more time is spent creating this and sending it to the GPU than the GPU actually spends time drawing. That's why huge maps will chug no matter what system you're using. Although based on your description, it sounds like the game is just spawning too much shit.

>> No.10519887

>>10517413
in software mode yes but not in hardware mode, OpenGL/Vulkan run better matching the screen resolution

>> No.10519905

>>10519427
Gzdoom is slightly worse at hardware rendering the same thing (effects disabled) than competitors, but generally if a map has performance issues in gzdoom then it's going to have performance issues in other ports. Can't speak for software mode.

>> No.10519950
File: 577 KB, 543x554, gahyoobes.png [View same] [iqdb] [saucenao] [google]
10519950

>>10517451
It's just tall stacked cubes with vertices manipulated and some phong.

>> No.10519953

>>10519427
Let's see the scene that anon is referring to as "a game from 30 years ago".

>> No.10519994

>>10515629
DoomGPT, an AI-directed Doom II mapping project v1.0 released
https://www.doomworld.com/forum/topic/133843-doomgpt-an-ai-directed-doom-ii-mapping-project-v10/

>> No.10520004

>>10519847
It's sure not a recent thing for me, I get sick of the fans of them.

When I'm looking for feedback, I don't get anything out of "Decino wouldn't like this chainsaw section", their world may revolve around some eceleb but mine sure doesn't.

>> No.10520024

>>10519576
The restored sprite rotations that Romero released are great.

>> No.10520048

>>10519731
>Archie, Cyber, and Chaingunner shifting back and forth when they attack from some angles.
This is part of the charm.

>> No.10520051

>>10519950
Ah I see. So you stack the cubes, and split them into triangles as you see fit, manipulating and texturing until it's what you like?

>> No.10520056

>>10519745
Yeah it's like this with all of these """fixes""", they literally can't contain themselves and must fiddle with something in the process. Shit mod since it actively makes the art worse.

>> No.10520078

>>10520056
right is objectively better

>> No.10520080

All the Doom youtubers playing Sigil 2 on Hurt Me Plenty are cowards!!!!!!

>> No.10520081

>>10519745
I dunno I think both are fine, but I'd enjoy a mix of the two.

>> No.10520089

>>10519745
The jaw and horns remaining consistent between each frame is nice, but I like how the lighting on its forehead changes on the original.

>> No.10520102

>>10520089
The jaw and horns are bobbing on purpose holy shit how can people be this stupid.

>> No.10520112

>>10520102
except that's now how you do bobbing with pixel art sprites. you know they are bobbing because this game is 30 fucking years old, but show this to literally everyone who is not a neckbeard like you, and they will tell you the animation "looks off"

>> No.10520116

>>10520081
>>10520089
Same. Would be really nice, it just way too static without the flickering shadow, and way too cool with it. But the author went went full nuh-uh mode after few pages of people saying this specific change is very debatable.

>> No.10520119

Dragonfly is a phenomenal mapper but he really shouldn't put his music on any of his maps.

>> No.10520152

https://www.youtube.com/watch?v=43eULeecwtI

>> No.10520163

Post your fucking mapping progress!

>> No.10520165
File: 1 KB, 800x600, My mapping progress.png [View same] [iqdb] [saucenao] [google]
10520165

>>10520163
BEHOLD!

>> No.10520172

>>10518409
>>10519879
Lowering the resolution, or using VkDoom, didn't help at all
I was seeing the same performance problems in the same parts of the same levels
Playing on my Windows desktop with a 5900X has been fine so far but I accidentally my save files so I've had to replay from the beginning

>> No.10520190 [DELETED] 

Doomworld comment on Sigil 2:

>Tried it today, died 10 times in the first area of the first level in UV. This wad is not for me . . .
>Will play it later this week with cheats and nomonsters to see the levels architecture but more then that, no."

Kek, these cretins don't even understand the concept of skill settings.

>> No.10520198

>>10520190
obviously not, they don't even play on nightmare

>> No.10520204

>>10520190
oh, c'mon, it's not so hard, but I'm accustomed to memorizing maps

>> No.10520210

doom wads that make exploring a major point?
like turok

>> No.10520214
File: 4 KB, 158x103, mgun.png [View same] [iqdb] [saucenao] [google]
10520214

>>10519470
>>10519581
>>10519587
>>10519598
The chaingun was originally a machine gun, which would somewhat explain the sound, fire rate, and maybe even the tap sniping. You could rip the graphics from the wad and see if it fits better.

>> No.10520226

>>10520190
>>10520198
HMP enjoyer here. I've been called names many times on here, don't act like we're any different.

>> No.10520227

Any recommendations for wads similar to Doom 64? I don't necessarily mean colored lighting/droning midis, but similar-ish difficulty to the IWADs with lots of cool level transformation stuff.

>> No.10520236
File: 14 KB, 597x260, 1652153541100.png [View same] [iqdb] [saucenao] [google]
10520236

>>10520226
I don't know why people feel the need to import stupid posts here when we get enough on our own

>> No.10520291

>>10520163
No visual for my post, and this is moreso a rant: I'm just not sure I have a mind for mapping from scratch. I know in my bones I know good combat, but actually creating the map I have in my mind's eye is supremely difficult, particularly when it comes to detailed things like wall sconces, or making sure an angled wall looks interesting enough, etc. Still gonna try.

>> No.10520302

>>10520291
Why dont you just make a map out of rough shapes, who gives a shit about texturing and adding stuff? i want to shoot shit not look at stuff. try to work together with some other anons to complement your skillset

>> No.10520391
File: 3.86 MB, 640x360, azbabel_tower1.webm [View same] [iqdb] [saucenao] [google]
10520391

>>10519457
The chaingun felt better in 1 when most of what you'd kill with it were the zombies.

>> No.10520403

>>10520391
>felt better in Doom 1
Well, true, Doom 1 arsenal is fine as it is because of the enemies. The problem comes when you introduce the SSG + bullet sponges.

>> No.10520417

>>10519850
use the -compatmode parameter, which sets the CompatMode cvar at startup
https://zdoom.org/wiki/CVARs:Configuration#compatmode

details on how each mode works:
https://zdoom.org/wiki/Compatibility_options

>> No.10520419 [DELETED] 
File: 952 KB, 1920x1080, 1691682374898892.png [View same] [iqdb] [saucenao] [google]
10520419

Been playing some Boltgun, I gotta say, this isn't as bad as some of you lads let on. It's definitely not classic Doom in that level design and enemy placement don't compliment each other very much, but it's not some inauthentic, cash-in product. It's certainly doing more for me than the limp dicked Amid Evil. If the mood strikes you anons, give it a pirate.

>> No.10520426

>>10520419
Not retro

>> No.10520429

>>10520419
Nice post, too bad everything you said is wrong

>> No.10520437

>>10520403
“Bullet sponges” already existed in 1: None of 2’s new enemies are spongier than the baron, and there was no “problem” because you’d just kill them with rockets or cells instead.

>> No.10520440
File: 36 KB, 779x517, 1698108108721142.png [View same] [iqdb] [saucenao] [google]
10520440

>>10520426
Pic related.
>>10520429
Feel free to elaborate so that we may learn from one another.

>> No.10520443

>>10520291
Don't give up. For gameplay, it can be tricky to craft encounters, but being honest, you should start by plain copying some of your favorite ones. Not like just cutting and pasting them straight, or making a carbon copy, but imitating the setup.
Then think about how to perhaps modify it to better fit the difficulty, style of gameplay, or maybe even visual themes.

>>10520302
Because most people like it when maps don't look like they came from a D-Zone disc, and some people really appreciate when a mapper goes out of their way to create interesting and cool visuals.

The gameplay must naturally take top priority, because a gorgeous as fuck map which isn't actually fun to play is like having a really good pair of bread buns, but with a grade F meat patty. It's the one part you can't really skimp on, so to say.

The fact that anon expresses a will to make his maps look cool tells me that he wants to achieve strong visuals, and that it'd give him a sense of accomplishment.

>> No.10520461

>>10520440
>image
Congrats, you went from not retro to not even video games.

>> No.10520472
File: 2.00 MB, 1920x1080, 1686045373076223.png [View same] [iqdb] [saucenao] [google]
10520472

>>10520461
A congrats, but no medal. They don't pay you enough I reckon, eh?
>>10520443
>>10520302
It doesn't need to be Arcane Dimensions or something, but an environment where you can see the mapper put in some effort to achieve a vision is always noticeable and always appreciated.

>> No.10520482

>>10520403
Doom 2 outright adds a half as spongy version of the infamously spongy Baron, and also gives you the SSG, which helps you not just combat Baron sponginess with an ammo type which was previously agonizing for fighting them with, and finally makes the comparatively lower sponginess of the Hellknight even less bothersome. Spongeness.
One of the spongiest new enemies is the Archie, which has fairly high health, but distinctly middle tier SSG will let you slap him on the penis with just four close range shots, which will also have the best odds for stunning him each time, giving it more than a few advantages over the overall more powerful rocket launcher.
Spongitude.
The SSG also lets you bowl over a crowd of zombies and imps with ease, and lets you oneshot the mean new chaingunner.

>> No.10520494

>>10520482
>adds the SSG
Good job, you now rendered 80% of the arsenal completely useless and redundant in 99% of the fights

>> No.10520501

>>10520494
You might reason like that if you're a complete simpleton, yes.

>> No.10520506

>>10520494
The berserk does that in episode 2 and 3 of DOOM 1.

>> No.10520509
File: 155 KB, 976x720, 1700483714026415.jpg [View same] [iqdb] [saucenao] [google]
10520509

>>10520163
that was yesterday

>> No.10520521

>>10520506
With the Berserk you actually have to put yourself in a situation where enemies "might" hit you. With the OPSSG, not so much.

>> No.10520534

>>10520521
That doesn't change the fact that berserk outclasses the majority of weapons and actually outright makes the chainsaw inferior.

>> No.10520537

>>10520494
Ya, dooms guns do suck

>> No.10520559
File: 253 KB, 1024x768, SNS14.png [View same] [iqdb] [saucenao] [google]
10520559

SUNDAY NIGHT SHITSHOW!
Can't belive doom is already 30 years old, but now its time to play 30 Years With Doom + Corruption Cards!

Name: "[TSPG] Sunday Night Shitshow 14: 30 Years with Doom
Password: "30yearsdood"

3 lives and no Vrsounds (Corruption Cards breaks it)

>> No.10520567
File: 2 KB, 125x125, 1688602959030334.jpg [View same] [iqdb] [saucenao] [google]
10520567

>>10520494
>>10520501
>deems the super shot a "broken weapon"
>a weapon that's still less effective than shooting plasma or rockets
>BFG still exists
How does one get to this conclusion, thinking the super is "more powerful" than the rest because it's "more fun" to use? Playing nothing but continuous Doom 2 on HNTR?

>> No.10520568

>Make Fists hit things properly.
>Make Chainsaw hit and stunlock things properly.
>Remove firing delay on Pistol and make it never ever deal less than 10 damage per bullet.
>Make Shotgun never ever deal less than 10 damage per pellet
>Make Chaingun fire 10 times per second instead of 8.8
>Make autoaim stop causing me to shoot the wall when an enemy is very clearly in front of me.

Doom's weapon roster is saved.

>> No.10520576

>>10520568
>fists
fixed in gzdoom
>chainsaw
fixed in gzdoom
>firing delay on pistol
bad idea.
>pistol never deals less than 10dmg
too strong.
>shotgun 10dmg per pellet
you remove the rng that way.
>chaingun faster rof
incredibly op
>autoaim shooting wall
its part of the game

>> No.10520581

>>10520419
How is it? I hated Amid Evil and you implied it is better. How much better?

>> No.10520589

>>10520568
>>Make Fists hit things properly.
Skill issue.

>> No.10520592

>>10520567
>plasma
Too loud, obscures your vision, never enough ammo
>rockets
Kills you
>BFG
Any time a map deems to give you one, you'll either never have enough ammo or you'll have to fight an amount of enemies that makes it equivalent to supershotgunning barons, or both

>> No.10520594

>>10520576
not doom
wrong
wrong
wrong
70-105 is still rng
wrong
a bad one

>> No.10520598

>>10520594
>70-105
you can one shot most low tier baddies that way. doom1 balance thrown out of the window.

>> No.10520602

>>10520592
>never enough ammo
>Kills you
filtered
>Any time a map deems to give you one, you'll either never have enough ammo or you'll have to fight an amount of enemies that makes it equivalent to supershotgunning barons, or both
Which maps

>> No.10520603

>>10520598
good

>> No.10520605 [DELETED] 

I feel like I'm going insane when I see someone start going on about how Duke 3D is misogynistic because the silly geisha statues in Raw Meat is an allusion to negative stereotypes about how Asian women are dainty and fragile and not because they're statues. Too bad the thread that was just up about these types of opinions in the retro fps community got dumpstered by trannyjanny and the discord troon mass report brigade.

>> No.10520613

>>10520567
Dude, I'm a relaxed man, but you can't be serious with what you just wrote. I love the Super Shotgun, but I believe it ruined the game. I still remembered when I got it in Doom 2 for the first time more than 25 years ago. Super excited for the first hours. Then, I instantly got bored because of how often I was using it. I wasn't using other weapons anymore: why would I? I now had a tool that could get me through everything the game threw at me. NOT FUN ANYMORE.
The gun should've been introduced much later and with some major nerfs. But I understand: it's a business, you have to make money, you're selling a new game, you better have your weapon be strong

>> No.10520617

>>10515868
Used to have a Doom poster as a kid as well as some Sega Saturn promo posters, fuck I wish I had those

>> No.10520621

>>10520102
It looks stupid. And why would a disembodied skull be bobbing?

>> No.10520624

>>10520589
Only to an extent, Doom's blockmap is objectively janky, which is why melee against large hitboxes is outright broken. You can jiggle left and right while punching or sawing, and that might make melee connect with a Mancubus or Arachnotron a little bit, but you're still missing almost always, even if the monster is outright stuck and you're standing right next to them.

>> No.10520625 [DELETED] 

>>10520605
...because the silly geisha statues in Raw Meat being breakable is an allusion to...*

How do you even reach for that anyway.

>> No.10520627

>>10520613
>but I believe it ruined the game
That's simply an unintelligent statement which doesn't hold up to scrutiny.

>> No.10520636

>>10520627
Fact: you have played Doom after the year 2000.
Fact: you have never played Classic Doom.

>> No.10520641
File: 117 KB, 599x364, damagechart_doom2net.jpg [View same] [iqdb] [saucenao] [google]
10520641

>>10520613
>Dude, I'm a relaxed man, but you can't be serious with what you just wrote
Holy shit I sure hope you weren't. This came from last thread's link, and is for anyone else coming to balance conclusions off of Doom 2 level design:
https://www.doom2.net/single/weaponfaq.html#weapont

>> No.10520642

>>10520624
Man I really need to remember that these janky caveats exist. Weapon dynamics are so ingrained to me that I totally forgot that it's impractical to use berserk on the largest monsters.

>> No.10520643

>>10520567
It is objectively a little fucked up that a shell weapon, the ammo type that's basically infinite in maps that aren't tyson, has much higher dps than the bullet weapon, the ammo type that doesn't even kill a mancubus with an entire big ammo pack
the chaingun still has its uses but most maps just place some token bullet pickups here and there to be cute and it doesn't factor into the overall flow of the level from pistol -> SSG -> maybe rocket launcher

>> No.10520647

>>10520051
Vertex manipulation makes them triangles when possible.

>> No.10520649

>>10520641
Do you realise your damage chart shows what's the real fucking problem? Besides, the chart is in a vacuum: shells are practically infinite in every map. Compare the SSG to the Chaingun.

>> No.10520650

>>10520592
>Too loud
Somewhat.

>obscures your vision
I see just fine.

>never enough ammo
All the iwads generally give you plenty. A big cell pack gives you 100 ammo, and you can carry 300, with another 300 in a backpack. The only actual weakness it has is that the BFG can easily give you so much more damage for the ammo that it isn't even funny.

>> No.10520664

All these fucking idiots talking about weapon balance without considering PISTOL START.

>> No.10520669

>>10520650
By the time a wad gets far enough in that the author feels like placing some plasma, the levels have probably degenerated into pure infight puzzles where pressing left click is a bad idea

>> No.10520670

>>10520621
To look more animated during gameplay. Taking it out of the game will make it look "weird".

>> No.10520674

>>10520664
eviternity II did it right

>> No.10520675

>>10520664
I prefer to pistol start but I do think there should be some consideration for people who don't.
My Sunlust UV maxes didn't just happen at a pistol start for each map, I carried over weapons to help make engaging the levels much easier on my end. And Ribbiks is a dude that actually does consider easier difficulties and weapon carry over, look at the end of Map 28's final secret fight.

>> No.10520681

>>10520675
I should clarify that I carried weapons over when learning map to the next map, but did pistol start when I was actually UV Maxing them.
I need to sleep.

>> No.10520695

>>10520592
>>plasma
>Too loud, obscures your vision, never enough ammo
Can we talk about this one? Malevolence decreases the fire rate, the ammo capacity and increases damage and that's just perfect. Doesn't mess with the balance, just move numbers around and have a smaller sprite for the projectile.
>>rockets
>Kills you
Skill issue.

>> No.10520725

>>10520675
funny you mention sunlust because the stretch from 17-20 fucks casual non-pistol starters HARD, and not just from the maps being hard
deletes your MetaDoom gadgets too, good luck finding another soul cube by map 30

>> No.10520754
File: 112 KB, 900x768, 1671278023175364.png [View same] [iqdb] [saucenao] [google]
10520754

>>10520643
>It is objectively a little fucked up that a shell weapon has much higher dps than the bullet weapon, the ammo type that doesn't even kill a mancubus with an entire big ammo pack
That honestly sounds about right. A "shell" weapon i.e. shotgun would be much riskier to use than a safer long range "bullet" weapon. It would make sense to reward that riskier range with more damage.
>the ammo type that's basically infinite in maps that aren't tyson
That's a different problem.
>>10520669
>When the encounter is more than the SSG can handle it solves itself anyways
Strange take, makes you wonder how the game lasted so long if the mechanics were so busted.

>> No.10520771

>>10520664
>without considering PISTOL START
Well yeah, pistol start's not what they were designed for. You're only meant to get your arsenal reset if you die.

>> No.10520781

>>10520771
>not what they were designed for
NTA but most wads nowadays balance towards pistol start

>> No.10520794

>>10520771
>>10520781
Didn't Sandy say that most of DOOM 1 and 2 are designed with pistol start in mind

>> No.10520806
File: 39 KB, 500x421, People used to think Doomguy was parapalegic in a rocket powered wheelchair .jpg [View same] [iqdb] [saucenao] [google]
10520806

>>10520624
>>10520642
>hitboxes is outright broken
>impractical to use berserk on the largest monsters
Works as intended. With fists it's more efficient to disintegrate demon's puny skull, but you have to get past huge lardass abdomen and metal carcass with plasma cannons in order to do that. Demons aren't human, they're ugly and mindless abominations with no sense of self-preservation or cooperation, their absurdly horrid physiques only serve as disposable defenses and defines them whole. Is mancubus gonna cry that you put a scar on his belly and took away his right as a beauty pageant? There's always Brutal Doom for a brazen power violence trip, and Doomguy is simply a marine stuck on Mars with human fear and instict to fend off.

>> No.10520817
File: 36 KB, 704x400, 1365650037551.jpg [View same] [iqdb] [saucenao] [google]
10520817

>>10520794
Hi anon hope you're doing well. What you said is not actually true, Doom was designed with fun in mind and we ignored the autistic screeching from both sides alike.

>> No.10520820

>>10520806
I unironically want a game where the player is in a wheelchair and surrounded by wheelchair-inaccessible architecture

>> No.10520824

>>10520820
Just play doom without jumping enabled.

>> No.10520825

>>10520820
No shit I had a dream a few days ago about a mod of doomguy in a wheelchair and that's why he's so fucking slippery (in the mod you couldn't even finish maps because you could only move on flats but people praised it for its realism or some shit)
thanks for reminding me about the dream

>> No.10520849

>W key turns the wheels
>S applies brakes
>A and D turn instead of strafing
>mouselook is limited to wheelchair forward vector +/- 120 degrees
>banking into turns can knock you over
>have to crawl back to the wheelchair
>wheelchair has inertia but gradually slows down
>can't change direction and shoot at the same time

>> No.10520852

I liked Sigil 2, probably more than 1. I've always preferred Quake to Doom so I think the mix of environments, larger maps, great verticality, and shotgunning damage sponges for ages really spoke to me.

>> No.10520857

Doom was a great game up until 15-20 years ago.
Now everyone is simply stronger and faster, it isn't balanced anymore. Slaughter ass maps are NOT an answer to this problem.

>> No.10520870

>>10519454
>>10519457
Honestly, if you just unzip Babel you will probably find a bunch of useful tweaks you could apply to vanilla, just done in zscript. Might might be a good resource. It's a bit shocking that more people don't download and unzip mods to see how they work and learn how to do things. Not every mod looks like brutal doom inside, in fact I find the most of them are fairly well made even if a lot of them don't really have good coding practices.

>> No.10520876

>>10520857
Just play without gameplay changes, dummy.

>> No.10520879

Just finished Hexen, playing as the Figher.
It's not as convoluted as I thought it was gonna be and I very much appreciate that the enemies are nowhere near as tanky as in Heretic.
Good game.

>> No.10520882
File: 11 KB, 334x156, Screenshot_Doom_20231218_035433.png [View same] [iqdb] [saucenao] [google]
10520882

>>10520559
>/vr/gins in charge of decision making

>> No.10520895

>>10520817
Hi anon, I hope you're doing well. The maps were all made with pistol starting in mind, and it's not even a debate as to whether or not it's the intended way to play. It's just a fact. Continuous play with saves is intended, and restarting the map with nothing upon death is just an extra challenge.

>> No.10520907

>>10519560
>Boom can do it with the sky transfer special and then doubling that with a scrolling wall texture special with the same tag. MBF21 can do it with UMAPINFO even, I'm pretty sure.
That's good to know. I haven't fucked around with much Boom stuff, nor umapinfo.
Rekkr does it with zmapinfo.
I should make a umapinfo. Don't know why I didn't.

>> No.10520919

>>10520559
Damn, Wadseeker failed to grab 30 Years. Instead I'll just piss in some red solo cups and huck them off the bridge at passing cars for my Sunday night

>> No.10520928

>>10520907
I know the answer is no but still, do you plan to merge rekbonus into the base game eventually?

>> No.10520947

>>10520928
I dunno. Maybe. I'd have to ask brightentayle, velcrosasquatch, and bzzzrak at this point. Brightentayle did the rekbonus fixes, and bzzzrak and velcrosasquatch would have to agree to have their maps in there.

>> No.10520961

>>10520947
Okay, thanks in any case. Have you considered adding those 2 fanmaps while you're at it? Bonus E4 is not canon anyway. Or is there not enough slots?
Another crazy question since you're here, will there be an international shipping for the boxes?

>> No.10520962

>>10520919
Find it from news post?

>> No.10520987

>>10518110
Thanks for the spoon feed anon, under 3mb in reasonable quality and gave up. I put the fly by on catbox instead
https://files.catbox.moe/cn1yh2

>> No.10520997
File: 941 KB, 1500x1500, Untitled.png [View same] [iqdb] [saucenao] [google]
10520997

>>10520961
Bonus ep is filled up. Putting them anywhere else would be cumbersome I think.
>Another crazy question since you're here, will there be an international shipping for the boxes?
I dunno. I've never shipped anything internationally. I can't see why not, except maybe cost. Not 100% sure what I'm going to so with the boxes. I'm going to keep at least one for myself ofc. Most likely answer is eBay for others.
I still have a fair bit of work to do before the boxes themselves are finished though. My cheap ass drill doesn't hold center properly so I'm fretting the wood splitting and have been putting it off a bit. Might slap them in my mill. Did a little for the manual though. And fucked around with making a mixed media CD so I could put some tracks on the CD alongside an installer. So you can play the music in your CD player. We'll see how that goes too.
Anyway, thanks for reading my blog.

>> No.10521003

>>10520987
*I couldn't get the file under 3mb
Fuck man

>> No.10521050

>>10520820
90s had some wolfenstein-like fps where the protagonist is in wheelchair. Enemies are clowns which throw cakes at you. It was a quite bad game. I can't remember it's name.

>> No.10521063

>>10520781
>>10520794
Like 99% of everything is designed to be possible pistol start, because it makes the logistics of balancing much easier and faster.

That said, if you weren't supposed to be able to carry over stuff between levels, they wouldn't have let you do it, in fact the first game very deliberately ends the session with the last level in any of the episodes, and then you can only begin the next one pistol start.
If anything, episodic resets seems very deliberate for the first game, ergo continuous but you get reset every now and then.

>> No.10521080

>>10515628
https://www.moddb.com/mods/doom-infinite/downloads
redpill me on this

>> No.10521090

>>10521080
It's a mod.
Play it if you like it.

>> No.10521096
File: 131 KB, 1300x1390, 1702866027064.jpg [View same] [iqdb] [saucenao] [google]
10521096

>map is impossible for pistol start, and requires that you play the previous 8 maps perfectly, consecutively, finding every single secret, in order to win

>> No.10521112

>>10521080
JUST SHOOT AND RUN

>> No.10521115

>>10516448
Oh thank you, BTW.

>> No.10521121
File: 166 KB, 1024x1472, turrican2.jpg [View same] [iqdb] [saucenao] [google]
10521121

>>10521112
SHOOT OR DIE

>> No.10521123

>>10518694
>Romero has made 2 new Episodes which can be added onto Ultimate Doom
>Sandy hasn't tried his hand at doing something for DOOM2 nor Quake 1
WHY?

>> No.10521128

I think Sigil 2 isn't quite as good as 1 for me. I still like it, but it feels a bit overtuned. Maybe it'll improve after some patches, as I remember 1 was a bit rough in its initial release before patches.
I hope his upcoming Doom 2 project, whatever it'll end up being called, will be his main focus now. I'm kinda tired of Doom 1's limited roster.

>> No.10521135

>>10521123
https://www.youtube.com/watch?v=VSLn6IRHZt4
One year ago

>> No.10521137

>>10518867
>English sounds very different from how it is written more often than not.
Wait until you find out about the structure of Albanian, Slovakian, and Polish, SO MANY EXCEPTIONS.

>> No.10521148

>>10521123
I think its a combination of him not really being involved with computer games for a long time now, alongside a sense of awareness that his maps arent exactly the most popular.

>> No.10521243

I don't know much about doom, and I want to play the PSX version recreated on PC. Is this the best way to go? https://www.moddb.com/mods/doom-ce

>> No.10521256

>>10521243
https://github.com/BodbDearg/PsyDoom
Probably this if you don't look for zdoom recreations specifically

>> No.10521257

>>10521243
Use PsyDoom
https://github.com/BodbDearg/PsyDoom/releases/tag/releases%2F1.1.1

>> No.10521265

>>10521257
>>10521256
ok, thanks!

>> No.10521271

>>10521256
>>10521257
And yeah, you will need original psx disc image for this, should be somewhere on the internet

>> No.10521338

>>10520391
>no archvile from behind at 0:04
lame

>> No.10521349
File: 1.23 MB, 3024x4032, 1642565217426.jpg [View same] [iqdb] [saucenao] [google]
10521349

>>10515628
Hey /vr/oskis, I renewed the kart server VPS for another year. Wolpertinger's still in charge. That's everything.

>> No.10521358

>>10521349
BBBBBASED

>> No.10521452

>>10520857
Just don't play slaughter.

>>10521349
Cool beans. What's the cost of the server anyway? Maybe some of us would be willing to pitch in a bit next time. I'd be cool with giving $25 or $50 or so.

>> No.10521474

>>10521452
Just a little over 100$ a year, it's an inconsequential price.
>Maybe some of us would be willing to pitch in a bit next time. I'd be cool with giving $25 or $50 or so.
You can't trust me to not pocket that.

>> No.10521486

>>10521474
>Just a little over 100$ a year, it's an inconsequential price.
Fucking what. NFOservers cost me 142 per two months or a thousand a year for a VPS with Windows Server 2002. What do you use?

>> No.10521490

>>10521096
This has thankfully been widely agreed upon as very bad design for a very long time, and you just don't see it in any serious mapping efforts anymore.

I think the only times I've ever seen that shit is when we do a bout of iDgames roulette, and I roll some literally who .wad from 1996 which someone recovered from a defunct bulletin board 15 years ago.

>> No.10521497
File: 136 KB, 623x527, 1698501683962384.png [View same] [iqdb] [saucenao] [google]
10521497

>>10521486
anon...

>> No.10521501
File: 22 KB, 306x452, file.png [View same] [iqdb] [saucenao] [google]
10521501

>>10521486
OVH, I use the essential VPS package. Which is actually 162.24 a year so I lied about that "little over 100 part," but it's definitely cheaper than what you're telling me.

>> No.10521504

>>10521501
Holy DICKS. Maybe I can get back into hosting then. Thank you. Now to figure out fastDL shit

>> No.10521506
File: 275 KB, 1255x1099, F_ydFeYakAA9ngv.jpg [View same] [iqdb] [saucenao] [google]
10521506

DSDA or Woof?

>> No.10521514

>>10521474
Lmao, but that's not so bad.

>>10521486
I'm ignorant of these matters, but maybe our low volume of usage is a factor? Just a dozen dudes using it a few times a month.

>> No.10521516

>>10521506
Legacy

>> No.10521523
File: 2.68 MB, 640x480, 1694553918158721.gif [View same] [iqdb] [saucenao] [google]
10521523

>>10521349
santa read my letter!

>> No.10521524

>>10521514
>I'm ignorant of these matters, but maybe our low volume of usage is a factor? Just a dozen dudes using it a few times a month.
I dunno about OVH, but NFO didn't charge on a volume basis, just a flat rate and the server was yours (rented)

>> No.10521536

>>10521524
OVH works the same way, but a Windows OS is an upcharge so I just use Ubuntu on the server.

>> No.10521537
File: 37 KB, 640x480, 1686691124442616.jpg [View same] [iqdb] [saucenao] [google]
10521537

>>10520882
i didn't notice it said "permanent"
a broken door fucked us in the end anyway

>> No.10521549

>>10521536
>so I just use Ubuntu on the server.
That explains a bit. I know nothing about Linux. Maybe it's worth learning how to run a dedicated server for Valve games using it. Thanks for the information.

>> No.10521550

>>10521123
He figures he'd be too behind the curve, not just in aesthetics but gameplay. Remember, when he was first making levels for Doom in 1993, he was breaking absolutely virgin ground, first person shooters as we know them were in their absolute infancy and nobody had ever made a game of this kind before.

Flash forward 30 years, and the landscape for just classic Doom levels alone is completely different, and Sandy hasn't exactly been in the FPS gig for a while, he moved on to stuff like Age Of Empires, and eventually left computer games to go back to tabletop. He's repeatedly stated that he thinks he would be unlikely to come up with anything particularly good trying to make new Doom levels.

>> No.10521553
File: 230 KB, 1024x768, SNS14monopolgang.png [View same] [iqdb] [saucenao] [google]
10521553

>>10520559
GGs and thanks for everyone for joining.

>> No.10521556

>>10521553
>only two players
IT'S SO FUCKING OVER

>> No.10521562

>>10520302
>>10520291
I think what I'm going to do is make my maps more like Doom maps (mapping for Quake) because that makes way more sense to my brain than trying to give so much of a shit about room over room stuff, which I love in Quake, but I'm not sure I'm capable of making that interesting from scratch.

>> No.10521567

>>10521562
Whoops meant to quote >>10520443 too.

>> No.10521578

>>10521553
>2 Players
Nice thing I did not join, it would be too uncomfortable for me.

>> No.10521587

>>10521578
Faaag

>> No.10521590

What is the hardest Plutonia map, and why is it Speed instead of Go 2 It?

>> No.10521607

>>10521506
If you want desktop resolution then dsda, otherwise woof.

>> No.10521610

>>10521123
If any of the other OG id guys made a campaign, would anyone consider it an official expansion, in the way Romero's works are? I don't think the others have enough brand recognition for that - only the guy who is literally in the game and known by normal folk would get such traction.
And yes, Sigil™, SI6IL II™, and H3LLiON™ are official.

>> No.10521618

>>10521506
woof feels like absolute shit to me with its movement and mouse input and lack of fov settings
i started playing much better after switching to dsda
90 not properly stretched to 106 for widescreen is true tunnelvision and it sucks

>> No.10521621

>>10520771
All maps are by default meant to support pistol start because people can die without having saves.

>> No.10521631

>>10520627
This. People who complain about weapon balance simply don’t play the game and/or are so fucking bad at the game they don’t even realise the usefulness of the weapons.

>> No.10521651

>>10520962
Too late, went pissing

>> No.10521678

>>10521549
What kinda games do you have in mind? I think a GMod server would be cool depending on the game modes hosted

>> No.10521767

>>10520806
The fists just sometimes magically not connecting sucks. Doomguy's fists are capable of dealing damage in the range of a pistol bullet or a fucking rocket if he's hopped up on zerk, a punch attack with that much force is going to tear up flesh. The mancubus argument falls flat on its face because with your logic, bullets shouldn't do anything to them either.

>> No.10521792

>>10521651
How much fucking piss did you have in you?

>> No.10521793

>>10521556
Yes, soon I can sleep

>> No.10521836

>>10521506
>gay or straight?
Also, the ssg is perfect you absolute buffoons.

>> No.10521847

A Reverse Archvile that can channel a resurrect across the map the same way normal Archviles channel their fire attack, but it has to touch you in melee range in order to cause a fire explosion. And it can revive normal Archviles & vice versa.

A Reverse Pain Elemental that possesses every single means of damaging the player directly (hitscan, explosives, projectiles), but it eats Lost Souls to heal, instead of birthing them.

>> No.10521868

>>10521610
Romero definitely has a bit of a brand/image going, but I think it'd be cool if he made a small set of levels for Doom 2 or Quake, and he did that in collaboration with Sandy and American. Sandy doesn't wanna map, but he's got overall designer chops.

>> No.10521874

>>10521847
A reverse Pain Elemental would chase down and eat Lost Souls, ergo he's Pac-Man with arms.

>> No.10521881

how the fuck do i make a map that actually flows and is engaging?
i keep trying and i always try to take inspiration from different maps but it always ends up as a samey hallway that you go back n forth or a messy open map which doesnt flow at all fuuuck

>> No.10521883
File: 3.19 MB, 460x402, 1680705920459816.gif [View same] [iqdb] [saucenao] [google]
10521883

>>10521553

>> No.10521907

>>10520613
I agree it should've been introduced later, but not nerfed. If anything the rocket launchers splash should've been boosted.

>> No.10521937

>>10521881
Avoid big empty rooms. Keep learning from others, theres about 20,000 examples to learn from.

>> No.10521942

Man TNT is really fucking hard. Also, non-sequitur, whatever happened to those anons who would play Doom maps and drop their youtubes in these threads? Just fell off huh?

>> No.10521949

>>10521942
I saw that was usually for /vr/ WADs. Seeing how we haven't had any finished lately (and the current ones looking more like personal projects), it's no surprise.

>> No.10521974

>>10518505
>>10518589
This is one of the craziest takes I have ever seen on this goatforsaken website and that's a high fucking bar to clear
At first I thought you just didn't understand what the small kana are for, or how ジュ differs from ジウ, but then you clarified that you're even more unhinged
I don't have a revenant image that looks agitated enough to convey what my skeleton is feeling

>> No.10521980
File: 232 KB, 1052x736, 43534534.png [View same] [iqdb] [saucenao] [google]
10521980

>>10521974
>I don't have a revenant image that looks agitated enough to convey what my skeleton is feeling

>> No.10521983
File: 195 KB, 1052x736, 1693630143480.png [View same] [iqdb] [saucenao] [google]
10521983

>>10521980
I prefer this one

>> No.10521984

>>10521980
3/10, you tried

>> No.10521986

>>10520806
I'm not entirely sure why brootal boob is still a go-to punchline when it comes to OP power fantasy mods when it actually makes a not insignificant chunk of maps harder or even unbeatable due to something or other like imps shooting too many fireballs when they're supposed to be mostly harmless window dressing or the reloading weapons not having enough continuous firepower
I mean, the BD > Complex Doom + 500 addons > HD pipeline is very real

>> No.10521989
File: 1010 KB, 500x394, CRITICAL AGITATION.gif [View same] [iqdb] [saucenao] [google]
10521989

>>10521984
Alright what about this one

>> No.10521990
File: 68 KB, 442x389, 1672201896492.gif [View same] [iqdb] [saucenao] [google]
10521990

>> No.10521996
File: 2.77 MB, 512x512, aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa.gif [View same] [iqdb] [saucenao] [google]
10521996

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.10521998
File: 80 KB, 175x173, 1409340161246.gif [View same] [iqdb] [saucenao] [google]
10521998

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

>> No.10522020

>>10521883
Damn, GIF's got me wondering: is there a multiplayer mod for DOOM that adds some sort of gameplay similar to Killing Floor or Nazi Zombies where the gameplay is geared more towards fortification, holdouts, and (optionally) trailing the horde around instead of the usual fast-paced circle strafing horde shootouts you'd get in something like Invasion.

>> No.10522023

>>10521506
kikuri sexo
that is all

>> No.10522028

>>10522020
Shotgun Frenzy comes to mind.

>> No.10522030

>>10522020
Seconding Shotgun Frenzy.
>Killing Floor
REEEEEEEEEE that game has been haunting my thoughts lately don't drag me back in anon it's too addicting and I have maps to make.

>> No.10522052

>>10522028
>>10522030
Sounds like fun. The gameplay I saw when looking it up was pretty hectic, but there was also a giant robot, so all's still right in the world

>> No.10522154

>>10520440
>Pic related.
Funny pic. Thanks, anon.
>>10520581
What was that post about?
>>10521123
He's not as desperate for attention from DOOM (or any) crowd as Romero, I figure. Plus >>10521135.

>> No.10522184
File: 212 KB, 419x290, 1608457294397.png [View same] [iqdb] [saucenao] [google]
10522184

>bitching about source ports
I never really got doing that. Why not just use one source port for one category of maps, and one for another?

>> No.10522187

>>10522184
literally no one itt is bitching about source port. the bitching topic is actually the poor game balance and the introduction of the super shotgun, catch up a little, you troll

>> No.10522203

>>10522187
oh shit i love that discussion whats your take on it

>> No.10522215

>>10522203
there are too many factors:
- map itself, weapons placement;
- pistol start (but honestly, everything should be balanced towards pistol start);
- weapon switching speed is shit and this doesn't help (i play with faster switching and it's simply put more fun);
this is the purist view, but if i were to change something:
- shotgun fires slightly faster, a bit more spread but 8 pellets instead of 7 (maybe it becomes a bit easier to one shot low tier enemies? keep it on 7 pellets but even faster?)
- ssg untouched
- pistol (too many ways to balance it and change it, just grab one from any megawad)
- chaingun: valiant did it correctly, more or less. babel as well.
- rocket launcher: i think it's fine
- plasma gun: slower rof, increase damage
- bfg remains untouched and it's the only one that takes more time to switch

>> No.10522220

>>10522215
This is simply to improve the variety so I don't find myself using the SSG literally 90% of the time. I wish I knew how to mod this stuff

>> No.10522224

>>10522184
I'll continue to bitch as long as sourceports continue to neglect Client/Server netcode

>> No.10522256

Crazy idea
>ssg has it's own ammo type
>only ever get a dozen shots from weapon pickup
>and half a dozen from backpack
>sg fires 2 tics faster

>> No.10522262

>>10522256
https://forum.zdoom.org/viewtopic.php?t=52018
I see no problem with this

>> No.10522263
File: 72 KB, 500x500, society.jpg [View same] [iqdb] [saucenao] [google]
10522263

>>10522184
because the internet is full of endless shitflinging. my thing always MUST be better than someone else`s thing, source port or not. how am i supposed to get my dose of self-worth otherwise?

>> No.10522269

>>10521881
Play more wads.
See what works and what doesn't and learn from it.

>> No.10522273

>>10521986
I've tried brootal doom once, got so put off I pretty much avoided all gameplay mods since.

>> No.10522274

>>10522154
>What was that post about?
Anon was defending Boltgun, but don't say that out loud or the fun police might get ya.

>> No.10522279
File: 46 KB, 428x535, FAUNA.jpg [View same] [iqdb] [saucenao] [google]
10522279

>>10521986
>BD > Complex Doom + 500 addons > HD pipeline
shit, that was the order for me as well. except i play HD with 500 addons as well

>> No.10522338

>>10519427
Everyone at guru3d forums wants to skin him alive, i went to check the new nvidia drivers thread and everyone is fucking pissed over GZD Stuttering

>> No.10522351
File: 46 KB, 256x256, 1686241114685.png [View same] [iqdb] [saucenao] [google]
10522351

>>10522279
Does HD mean Hideous Destructor or HDoom?

>> No.10522362
File: 75 KB, 239x185, hdoomplayers.png [View same] [iqdb] [saucenao] [google]
10522362

>>10522351
Yes

>> No.10522371

Does anyone unironically play HDoom? I mean, I tried it for the joke, for a level or two, but so did I try that boykisser meme wad.

>> No.10522415

what's /vr/'s favorite gore mod and why is it bolognese?

>> No.10522425

>>10522415
I don't like gore. It's yucky.

>> No.10522440
File: 1.81 MB, 800x450, BRRRRT.webm [View same] [iqdb] [saucenao] [google]
10522440

I forgot to record this sooner but I think this thing is coming along well. Just need to put some sounds together.

>> No.10522443

>>10522440
Its a thing of beauty.

>> No.10522537
File: 155 KB, 811x912, 1697085373616905.jpg [View same] [iqdb] [saucenao] [google]
10522537

>>10521942
>lost access to main PC
>lost access to phone, and therefore Google/YouTube account
>can't make or upload videos for the foreseeable future
>mfw

>> No.10522585
File: 374 KB, 965x717, DYSD.png [View same] [iqdb] [saucenao] [google]
10522585

Do you suck dicks!?

>> No.10522615

>>10522415
Both bolognese and nash's gore have really shitty sound design.

>> No.10522651

>>10522615
This is why I preferred the old Nashgore from yonks before the zscript one.

>> No.10522816

Does sr50 work on GZDOOM?

>> No.10522835

>>10521942
Some got banned for advertising. It's discouraging.

>> No.10522861

>>10520647
Oh that's interesting. Guides I've seen since recommend splitting the cubes first. Anyway thanks much, gonna put that in practice today.

>> No.10522904

>>10520806
>Works as intended.
Carmack would not tell you this.

>> No.10522914
File: 408 KB, 1377x1745, DOOM30XouxArt.jpg [View same] [iqdb] [saucenao] [google]
10522914

>>10522274
Aha, I see. Thanks. Not saying anything else.

>> No.10522916

>>10520825
> (in the mod you couldn't even finish maps because you could only move on flats but people praised it for its realism or some shit)
lmao, that sounds like it could be a really abstract shitpost about Hideous Destructor

>> No.10522924

>>10522187
There is no poor balance, gaylord.

>> No.10522931

>>10521986
Probably because it's kind of janky in execution, and while making lower tier enemies harder it also makes higher tier enemies easier, so the difficulty curve is kinda retarded.

>> No.10522980
File: 102 KB, 275x201, Colorfulplayers.png [View same] [iqdb] [saucenao] [google]
10522980

>>10521986
Just use colourful hell if you want things to be harder

>> No.10522992
File: 128 KB, 640x400, I'm sorry doomguy.png [View same] [iqdb] [saucenao] [google]
10522992

>> No.10522993

>>10522924
Do you even play the game? Hell, even if you don't play it and watch retards on You tube you will see that the super sg is used for 90% of the time. Its fun to use, sure, but give me some reasons to swap weapons. Its the default weapon for running around

>> No.10523012

>>10522993
I don't obsessively rely on the SSG just because I have it, no.

>> No.10523015

>>10523012
Then you are forcing yourself to play a different way, thus proving the point above of poor arsenal balancing

>> No.10523025
File: 1.44 MB, 350x174, Coin_Gun_(demo)-866460068.gif [View same] [iqdb] [saucenao] [google]
10523025

>>10522440
It fires gold nuggets?
What if it fired coins?

>Captcha: 0NW4RS

>> No.10523080

>>10522371
No, it's just some fucking coomer garbage that gets way too much money because it broke into the mainstream and retards will throw cash at anything. There's basically no unique gameplay to it, frankly the porn isn't even that good either. It's one of those mods people download for 5 minutes and then never play again because it's actually just a meme, like abort_m or whatever that shit was called.

>> No.10523089

>>10522993
>Do you even play the game?
If he is, he could be playing pistol starts on custom maps with good ammo distribution and not one of the many toobers posting a continuous Doom 2 playthrough.