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

/vr/ - Retro Games


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10533420 No.10533420 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10523442

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/"doom thread"/type/op/

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

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

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

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

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

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

>> No.10533421

=== 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

=== WHEN IT'S DONE ===
FORE/VR/ ALONE (beta 3)
https://files.catbox.moe/u9smv4.zip

A SERIOUS CASE OF /vr/
https://desuarchive.org/vr/post/9611406

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

=== NEWS ===
[12-18] Voxel Doom added parallax mapping to IWAD's textures
https://www.moddb.com/mods/voxel-doom-ii/addons/voxel-doom-ii-with-parallax-textures

[12-17] DoomGPT, an AI-directed Doom II project - released
https://www.doomworld.com/forum/topic/133843

[12-14] Nugget 2.3.0 Released
https://github.com/MrAlaux/Nugget-Doom/releases/

[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

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

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

>> No.10533427

>doom
more like dumb lmao

>> No.10533432
File: 9 KB, 183x275, 1000007291.jpg [View same] [iqdb] [saucenao] [google]
10533432

just beat doom 64 for the first time today, was better than I thought... what's the general opinion about it?

>> No.10533435

bad op, fail thread.
did you even readme?

>> No.10533439

>>10533435
It's good enough. Though if whatever he did bothers you that much. You should have stepped up to the plate and made the next thread.

>> No.10533440
File: 443 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10533440

>> No.10533450

>>10533440
>need fun
>try long mods
>wads wrong, bad shot
...
>always fine

>> No.10533451
File: 698 KB, 806x398, lord blaz vs wario.webm [View same] [iqdb] [saucenao] [google]
10533451

>> No.10533453

>>10533432
I got a couple maps in and hated it because the movement felt off and the encounters were meh.

That being said, great atmosphere, neat scripting changes. And its generally considered to be a good game that does what it intends to do very well (big emphasis on atmosphere).

>> No.10533456

>>10533440
>shoot barrels
sounds about right desu

>> No.10533457
File: 188 KB, 1029x1701, 1702339542962.png [View same] [iqdb] [saucenao] [google]
10533457

>> No.10533460

>>10533457
insanely based

>> No.10533509
File: 118 KB, 840x517, 1672029554851643.png [View same] [iqdb] [saucenao] [google]
10533509

No newspost image feels very naked but thanks for the new thread OP.

>> No.10533512
File: 3.27 MB, 1920x1080, spasm0006.png [View same] [iqdb] [saucenao] [google]
10533512

After chipping away at and revising this cathedral for months, I remembered that VR1 already had a cathedral map with a very similar layout to this, and my attempt might come across as a copycat, but I'm too far in to stop now. The translucent glass looks neat, at least.

>> No.10533518

>>10533512
For the empra, ser?

>> No.10533520
File: 156 KB, 1920x1076, nugg0083.png [View same] [iqdb] [saucenao] [google]
10533520

>>10533421
RC1 of Rise of the Triangles is released : https://doomshack.org/uploads/rottriangle_RC1.zip

22 Boom maps using only 100 linedefs per map, using extensive Dehackedry to create new props to add more life into the environment.

It's broken in ZDoom-based ports, must be played with a Boom source port like Nugget Doom or DSDA-Doom, etc.

>> No.10533532

>>10533509
Usually there's an infographic I can attach for at least one of the running projects, but Sum Ting /vr/y whatever doesn't have one, Ad Mortem and Waifus are basically done, and then there's the other 2 which are just yeah. /vr/ projects have been very weird lately.

>> No.10533556

>>10533532
pls b patient with me

>> No.10533557

>>10533518
Yeah, I guess the AoD textureset made me inclined to make something suitably gothic and skull fetishizing.

>> No.10533561

>>10533557
We march for /vr/ and we shall know no fear

>> No.10533572

>>10533432
Fun.

>>10533557
Suitably based, you mean.

>> No.10533584

Would you guys be interested in another "of /vr/" WAD? Might just be something lowkey that can be finished quick like 1024 linedefs, nothing too fancy or long term.

>> No.10533596

>>10533584
I was watching an interview with Marty O'Donnell two days ago, a recent one so you could find it on youtube easily. There's a bit in the video titled game developers as suits or something, and the gist of that segment is that if you're gonna start a project, then lead it; you have to set deadlines and get up mapper's asses about finishing. Lest you end up like the other current projects, no disrespect to them - I think waifu anon got hit by a car (and is recovering), one VR2 mapper has a sick relative, etc. Good luck anon.

>> No.10533606

AdMortem final update when?

>> No.10533609

>>10533584
i'm available after the first week of january

>> No.10533651
File: 354 KB, 1280x2048, 03t.png [View same] [iqdb] [saucenao] [google]
10533651

>>10533520
>https://doomshack.org/uploads/rottriangle_RC1.zip

That was OK. 6/10

>> No.10533662

>>10533427
spbp

>> No.10533663
File: 32 KB, 820x118, Screenshot 2023-12-21 220820.png [View same] [iqdb] [saucenao] [google]
10533663

Rip GMOTA.

>> No.10533679

>>10533606
Vaeros got lost in the murky woods apparently, see doomworld thread

>> No.10533693
File: 117 KB, 1920x1080, 1691139911027471.jpg [View same] [iqdb] [saucenao] [google]
10533693

in zandro i've got MOUSE5 bound to "+reload" but when i click that button it drops the view to the floor and walks forward
anyone know what could be causing that?

>> No.10533719

>>10533693
You have ransomware installed.
Format your system32 folder asap.

Or a driver problem.

>> No.10533730
File: 27 KB, 408x416, 1696935365084993.png [View same] [iqdb] [saucenao] [google]
10533730

>>10533424

>> No.10533743

>>10533596
I mean yeah, I do intend to lead a project, I just want to know if people want to make maps or not before I start.

>> No.10533754

>>10533457
What were the comments?

>> No.10533757

>>10533520
>It's broken in ZDoom-based ports
Why?
Not that I mind personally, just curious

>> No.10533769

I asked this in the last thread but I will be more specific. Why can’t doom have two rooms on top of eachother but build can?

>> No.10533772

>>10533754
It's not archived so unless someone has a screenshot we'll never know, but it's probably stuff that makes sense

>> No.10533780

>>10533769
Build Engine has portals, Doom doesn't. You still can't just build a sector on top of another one in either engine.

>> No.10533794

>>10533780
how do portals work?

>> No.10533809
File: 430 KB, 694x534, Screenshot 2023-12-21 at 21-23-53 The Quest to Save Sneed Claus Anniversary Edition Trailer.png [View same] [iqdb] [saucenao] [google]
10533809

>2020 + 3
>still haven't played the instant Christmas-classic
https://youtube.com/watch?v=eyTi7ZYd_y4

What's your excuse?

>> No.10533814

>>10533532
I'm not great at making project logos so I might just use an editor screenshot like 500ml unless some kind anon throws one together. Aside from that expect another tiles file for the mapping kit tommorow (winter, translucent and augr zenith assets) and some more development screenshots.

>>10533596
Build mapping takes an unpredictable amount of time, so I was hesitant to set a deadline off the bat. Perhaps I should have. I also wanted to keep the project on board and avoid discord since some people got upset at the segmentation, but it seemed like progress was more transparent throughout 500ml development.

>>10533769
>>10533794
Build sectors are portal rendered while Doom engine traverses a bsp tree. In Build, as long as the floors or ceeilings arn't both visible at once, Build dosen't care about line overlap. From what I remember the Doom engine bsp traversal fucks up when you try to overlap sectors. This dude has a pretty good explination.

https://fabiensanglard.net/duke3d/build_engine_internals.php

>> No.10533831

>>10533757
Some of the decorations that replace powerups are glowing like powerups.
The barrel run section in MAP01 drops framerates by a lot when dynamic lights are enabled.
The death exits don't work.

>> No.10533860

>>10533809
Bahahahaa I remember when the guy who made this had an existential crisis over his mods being nothing but edge and he quit modding forever.

>> No.10533971

>>10533432
absolutely retarded to include the plasma gun in a nerfed state when the unmaker in any of its forms exists
besides that it's cool

>> No.10533973

>>10533663
I ain't dead, but at least I have the sense to not make claims like that anymore.

>> No.10534052

>>10533420
best thread on vr rn

>> No.10534076

>>10533809
I'd never heard of it until now. Neat.

>> No.10534087

>>10533809
I don't play marxist meme shit.

>> No.10534095

>>10533973
You got like 9 days or something!

>> No.10534112
File: 4 KB, 640x576, Kustam_beach.png [View same] [iqdb] [saucenao] [google]
10534112

>>10534095
Doomslayer's not even done! Kustam still needs his revamps, and THEN Samson needs to be made. Got plans for something else with this update but that's all I'll say.
I've also been considering making an alternate HUD that's like, a generalized HUD that all four heroes use but it's smaller. I don't know if I'll actually do it though because working with SBARINFO is such a pain in the ass.

>> No.10534117

>>10533432
I liked the environmental traps like the dart launchers and the one trap where the walls close in real fast and pull away just as quick. Lots of fun. First level barrel secret is bullshit.

>> No.10534151

>>10533596
Life comes at you fast. I got in a wreck about a month back, and while I got off far better than Waifulead, coming out unharmed, it REALLY fucking sucks to not have a car when living out in the sticks, especially during winter. At least that shit is finally over with now.

>> No.10534154

>>10533831
>Some of the decorations that replace powerups are glowing like powerups.
The barrel run section in MAP01 drops framerates by a lot when dynamic lights are enabled.
This is an easy fix, make a custom GLDefs lump which alters or removes dynamic lights from whatever needs it.

>> No.10534158

>>10533860
Lol, what a dumbass, he should have just made different mods instead then

>> No.10534161

>>10534158
I don't think he really made anything other than some maps. The enemies are all taken from /pol/.wad and the MoonMan mod, and all of the guns in that trailer are all stock Realm667 things.

>> No.10534167

>>10534158
Eh, I wouldn't bust his ass over it TOO much, he was probably just going through his edgy phase.

>> No.10534245

>>10534154
will do.

>> No.10534256

Merry Christmas lads. I'm looking for some comfy Christmas mods to play tonight. Recently played a half life one called something Christmas I forget but I need more I need comfy Christmas mods. Thank you so much

>> No.10534287
File: 89 KB, 1920x1080, 1589094517052.png [View same] [iqdb] [saucenao] [google]
10534287

Yesterday WAS Happy Marathon / Rise of the Triad day. You did play at least one of the two, right?

>> No.10534295
File: 155 KB, 640x360, 1703236478428.webm [View same] [iqdb] [saucenao] [google]
10534295

doom without fastmonsters is sooo slow it puts me to sleep and i end up walking back into projectiles after sidestepping them because i expect them to be faster
ugggh

>> No.10534308
File: 1.27 MB, 320x464, 1685830790754236.gif [View same] [iqdb] [saucenao] [google]
10534308

>>10533809
the download link for the anniversary edition got nuked, can you put the wad on catbox or something?

>> No.10534321

>>10534287
If the Windows 95 version of Marathon 2 counts, I guess I did.

>> No.10534336

how do I broom trenches

>> No.10534345
File: 67 KB, 943x251, tZlHrMf.png [View same] [iqdb] [saucenao] [google]
10534345

>>10534336
use this

>> No.10534359

>>10534345
I've always wondered how people draw the reflections in gunmetal for sprite work. Just lots of good looking pixel art or is it all downscaled from real art techniques?

>> No.10534375

>>10534359
modern stuff is usually just 3d modeled, rendered out at low res, then fixed up a little by hand

>> No.10534394

>>10534256
Please sirs help me out

>> No.10534465

>>10534256
>>10534394
there's a handful of christmas themed DBP wads

>> No.10534471
File: 196 KB, 1366x768, amc0005.png [View same] [iqdb] [saucenao] [google]
10534471

Blow it out your ass!

>> No.10534527

>>10534471
WHAT IS THIS

>> No.10534528

>>10534465
I need to find a counter strike server that goes through the Christmas maps

>> No.10534530

>>10534527
AMC Squad Wet Dream

>> No.10534535

Man playing on a laptop touchpad is horrible.

>> No.10534576
File: 19 KB, 860x864, Askmeamc.png [View same] [iqdb] [saucenao] [google]
10534576

>>10534527

>> No.10534594
File: 527 KB, 1920x1080, Screenshot (20).png [View same] [iqdb] [saucenao] [google]
10534594

WAKE UP

>> No.10534608

>>10533440
>Elementals released
>Caco hard

>> No.10534657

Playing through Sigil 1 and 2 and replaying Romero's E1 replacement levels (20 in total) I realised how much better Doom 1 is compared to Doom 2.

D2 has awful new monsters, awful new assets (D1 art looks just much better), and a weapon that's kinda cool, but broke the classic rock paper scissors balance.

The only thing that should have been better in D1 and Sigil is the baron HP. Hell Knight is the only good D2 monster, if it's added to D1, D2 would be obsolete.

>> No.10534662

>>10534117
that wall trap legit made me jump in my seat a bit, really was unexpected thought i would get crushed

>> No.10534714

xmas_nipperhouse

>> No.10534742

>>10534657
Talking about Sigil, what were new art in 2 other than the level end drawing and the 4 metal signs in E6M9?

>> No.10534787

>>10533440
>cyberdemon shoots modders consistently
>graf loves delete
>/vr/ rifle
>fps means flats
>nightmare bullets
>slaughter elementals

Those last two sound interesting...

>> No.10534804

>>10533420
What are some recommended Duke3D maps? I've been wanting to play some Duke but all the custom maps I try are trash.

>> No.10534818

>>10534804
can't go wrong with the roch series

>> No.10534829

>>10533693
I tried to use MOUSE5 as a killbind in TF2 once (don't ask), but whenever I pressed that button it would do something else instead. MOUSE4 would make me crouch, if I remember right. I suspect they may be hardwired to mirror certain keyboard keys like Ctrl on some level.

>> No.10534832

>>10533432
>what's the general opinion about it?
Generally? Seems largely positive even if people are quick to point out the missing monsters. While I miss the viles and revenants as well, the lost soul and pain elemental changes are great. Doom + Hodges ambience leads to a very cool mood.

>> No.10534847
File: 308 KB, 1300x825, 1525260348184.jpg [View same] [iqdb] [saucenao] [google]
10534847

It was just pointed out to me that the stimpacks and medikits of GMOTA had been healing extra all this time. 15 for stims and 35 for medikits.
I'd say this was something I did nearly 10 years ago assuming that was the correct health values without properly checking on the fucking wiki, and then never bothering to check over the years as I updated the mod.

Words fail me.

>> No.10534891

>>10534847
I'd always thought that was initially intentional because of the old damage values and then I just assumed it was a weird holdover.

>> No.10534954

>>10534657
Doom 2 monsters is the reason the modding community is not dead, zoomie.

>> No.10534981

>>10534742
17 new textures, only 3 belong to Sigil 1, 14 belong to Sigil 2:

Alternative firewall/redwall (I reckon it was used in most levels instead of REDWALL, at glowing cracks and walls behind barons):
FLMWAL01 (animating)
FLMWAL02
FLMWAL03

E6M9 metal plates:
CYBERWAR (Cyber Warfare Center)
SECTOR7 (Storm Sector 7)
TRAINING (Training Field)
WASTE (Waste Storage Area)
METALPLT (**empty plate**, I'm not sure if this was ever used)

E6M5 sewer textures:
SEWERWAL (rock texture used in E6M5 exclusively)
SEWRWAL2 (green metal main texture)
SEWRWAL3 (green metal eddge texture)

Ending art:
SIGIL (pentagram bullface used for Sigil 1)
SIGILTX2 (big eye used for Sigil 2)

Skies:
SKY5 (brown sky used for Sigil 1, different from Doom 2's brown sky)
SKY5_ZD (wider Zdoom version)
SKY6 (blue sky used for Sigil 2)
SKY6_ZD (wider ZDoom version)

>> No.10535008

With Sigil II making the Mastermind beefier (9000 HP compared to the original 3000) I have been wondering: would it be possible to make a Thing have custom features (stats, but also sprites, AI etc.) but for only a specific map (without having to create a copy with the edited value as a separate Thing)?
Something like this:

if mapstring("E6M8")
mastermindedits

Additionally, could this be expanded to weapons too? Meaning having the weapons sprites and/or damage change in certain maps only (or in certain episodes) without changing the player class?

>> No.10535032

>>10535008
I would love to see the barons nerfed to 500 HP in Ultimate Doom and Sigil, except for E1M8.

Ot maybe beef the peashooter shotgun. 10 pellets instead of 7.

>> No.10535051

>>10534954
It's not the only reason but it's a lot of it, it rounds out the selection so you're not stuck using pinkies or cacos to have something that survives longer than half a second that isn't baron spam.

>> No.10535095

>>10535008
ZScript can be run on specific maps by either lump name or MD5 hash and you can do whatever you want from there. For any less advanced port, lmao.

>> No.10535153

>>10534657
Some variant of this post is made every thread, but this is the first time I've seen someone claim that Doom 2's monsters are bad. Weirdo.

>> No.10535165

>>10535095
>For any less advanced port, lmao.
ACS is entirely serviceable on a lot of ports for the same shit.

>> No.10535180

>>10534714
BASED holy shit.

>> No.10535213

>no xmas quake jam this year
yeah, that shows just how rotten tht community has gotten. rip
another day, another tranny speedmap jam I guess

>> No.10535239

>>10535165
Only zdoom-based ports support ACS.

>> No.10535254

Someone should make an update for samsara. I want Lo Wang and Caleb.

>> No.10535281

>>10535254
do we tell him?

>> No.10535315

>>10533440
>schlop gun

>> No.10535359

>>10534847
I assumed it was intentional because you're taking a few more hits than normal getting up close, and I'm just used to the idea of mods buffing pickups they consider underpowered like doubling health bonuses

>>10534657
wonder where anons like this were during the last project

>> No.10535373

>>10533809
>The file you are trying to download is no longer available

>> No.10535374

>>10535254
I think there was a Caleb add on

>> No.10535375 [SPOILER] 
File: 25 KB, 348x400, 1692292240354066.jpg [View same] [iqdb] [saucenao] [google]
10535375

>>10534594
NO___________

>> No.10535383

>>10534594
that palette looks like shit

>> No.10535391

>>10535239
No, Eternity, Delphi, some of the Chocolate ports and a ton of other stuff supports it too.

>> No.10535396

>>10534657
>doom 2's new monsters
>bad
Insipid tbhfam, even dumber than the complaining about the SSG. I'd tell you to go experience Plutonia, but I don't expect you to get that either.

>>10535359
Not here, I suspect.

>> No.10535407

>>10535032
Just backport the Hellknight, they are identical except for the HP, sound and recolored sprites.

>> No.10535409

>>10534657
Mouthbreathing baitfaggot.

>> No.10535414

>>10535391
None of those are relevant source ports that anyone uses.

>> No.10535417

>>10534657
>D2 has awful new monsters
This has to be a troll post. There’s a reason 90% of mappers use doom2.

>awful new assets
Yeah those brick walls and rock/dirt textures sure awful. Doom 1 was much better with the same recolored techbase walls and green stone everywhere.

>and a weapon that's kinda cool, but broke the classic rock paper scissors balance.
It didn’t break anything, try firing the SSG from a distance and see what happens.

>> No.10535425

>>10535414
Go back to bed, Graf.

>> No.10535431

>>10535032
>10 pellets
You realize that's an entire clip worth of bullets? The chaingun plays an important role in Doom 1 when things are too spicy for the shotgun

>> No.10535472
File: 67 KB, 460x610, 14408907655560.jpg [View same] [iqdb] [saucenao] [google]
10535472

>>10535417
>try firing the chainsaw from a distance and see what happens
Oh no, what should I do with all those whooping 3 monsters on the other side of the room. And the other monsters standing in the way and eating all the bullets from them. When I'm only flying at pathetic mach 30 speed. Especially when the mischievous mapper only put 14 shells boxes instead of 15.

>> No.10535475

>>10535431
The chaingun is not a huge improvement in dps. Where it really wins is accuracy, fire rate, and stunning. It may be far less ammo efficient but it’s harder to waste those pellets.
>this got me curious how many bullets it takes to kill a baron
>87-107

>> No.10535565

>>10535425
He'd be right in that nobody uses Eternity or Delphi.

>>10535472
Not all levels will shower you with shotgun shells and expect you to take everything with the SSG. The SSG is excellent at close range but terrible at a distance because the spread pattern is huge, if you can't reach to get closer to some monsters to get a good pattern on them with the SSG, then trying to engage with it is incredibly wasteful (before we even factor in if it's overkill or not for the given monster), which is where the SG or CG is more practical.

>> No.10535576

>>10535417
>>”the classic rock paper scissors balance”
I’m curious what he meant by this in particular.
>>10535472
>Especially when the mischievous mapper only put 14 shells boxes instead of 15.
Which map by the way?

>> No.10535593

>>10535213
>no new Quasiotter kino
it's so over

>> No.10535632
File: 91 KB, 741x697, 1664396835981952.jpg [View same] [iqdb] [saucenao] [google]
10535632

>>10535565
I just wanted to say for the hundredth time that I hate how we ended up with absolute majority of mappers using SSG as THE weapon while only relying on other weapons for specific scenarios.
Yes, it's not always the case, yes it's not jack of absolutely all trades, yes you also can use other weapons with it, yes pistol start might (or not) change it so you will use other weapons as well, yes it's THE Evil Dead weapon. That doesn't change the fact that it's the most used weapon in Doom period. How many big popular wads you can name where you use chaingun for at least half the playtime? Without starving for ammo, without gimping yourself, just using it naturally. Or a plasmagun? Meanwhile SSG? Every second non-slaughter wad probably.

>> No.10535645

>>10535632
So the solution is to make shotgun shells rare?

>> No.10535650

>>10535632
>I just wanted to say for the hundredth time that I hate how we ended up with absolute majority of mappers using SSG as THE weapon while only relying on other weapons for specific scenarios.
This is just simply wrong and not true. I don't know how you even manage to come into such conclusion.

If you stubbornly choose to use SSG in every situation even though it clearly isn't optimal to do so then yeah I guess, but that's your own fault.

Stop blaming the game if you're bad at it.

>> No.10535656

>>10535645
That's the only way I see without dehacking/whatever weapons since it's THAT good on its own. But it's much easier to just give the player infinite shells and call it a day than to balance enemy roster/placement around other weapons.

>>10535650
>git gud
Thanks anon, very valuable.

>> No.10535657

>>10535632
>How many big popular wads you can name where you use chaingun for at least half the playtime? Without starving for ammo, without gimping yourself, just using it naturally. Or a plasmagun?
>half the playtime
No gun is used half the playtime, not even the SSG. That being said chaingun is good in literally every level of every wad (where it's available). Doom 2's arsenal is excellently balanced between SSG, chaingun, rocket and plasma/bfg. Stop complaining and start playing the game, holy fucking shit.

>> No.10535663

>>10535656
>>git gud
>Thanks anon, very valuable.
It literally is that simple. You're apparently too bad at the game to realise the value of all the weapons. Instead of spending days on 4chan moaning about it, you could try actually playing the game.

>> No.10535689

Hey Doomers, this just dropped 2 hours ago, and includes interviews with John about the dev tools behind Doom. https://www.youtube.com/watch?v=b74vNajqCcA

>> No.10535702

>>10535645
>>10535656
Here's my solution: faster switch speeds.
It takes a whole second to swap weapons by default, which encourages holding onto the SSG as it is the most generalist weapon. The scenarios where the SSG isn't a good choice often are cases where taking the time to swap weapons isn't an issue (enemies far away, for instance).

>> No.10535706

The chaingun, but good;

1. Make it only ever do 5 damage, with no deviation.
2. Make it fire an alternating 2-3 pellets per shot in a side-by-side pattern. The first shot of a trigger pull always does 2, the second always 3. Still only consumes 1 bullet ammo every 0.115s.
3. Make it penetrate through a single enemy to hit whatever is behind it.

Actual good crowd control, with damage dictated by range rather than luck.

>> No.10535723

>>10535706
The chaingun is already good.

>> No.10535726

>>10535723
No.

>> No.10535728

>>10535726
Yes.

>> No.10535731

>>10535728
Weak. Pitiful. Annoying firing sound. Ugly viewmodel. Awkward firing rate. Ugly.

>> No.10535736

>>10535731
Accurate. Able to stunlock most monsters. Plentiful ammo. Obtainable by killing a common enemy type.

>> No.10535738

>>10535736
>Plentiful ammo
Lost me here.

>> No.10535748

>>10535731
>Weak. Pitiful.
Stunlock.
>Annoying firing sound.
I wouldn't say annoying, but it still sounds like a peashooter.
>Ugly viewmodel.
>Ugly
True.
>Awkward firing rate
Only because visually it is a minigun, which one would expect a much higher rate of fire out of but the actual rate of fire doesn't reflect that. It should have been a rifle instead.
>>10535736
>Accurate
I wouldn't mind it was a little bit more accurate, just a little bit.
>Plentiful ammo
Lel.
>Obtainable by killing a common enemy type
Depends on the wad.

>> No.10535749

>>10535656
>That's the only way I see without dehacking/whatever weapons since it's THAT good on its own.
Compared to what? It’s only better than the shotgun, chaingun, and pistol in the most ideal circumstances of landing all pellets.
>>10535702
>It takes a whole second to swap weapons by default, which encourages holding onto the SSG as it is the most generalist weapon.
The vanilla switch speed with vanilla SSG reload speed makes it a poor choice to have out if multiple chaingunners happen. If you buff all the switch speeds, I feel you should buff the monsters as well.

>> No.10535756

>>10535748
>I wouldn't mind it was a little bit more accurate, just a little bit.
It's already perfectly accurate if you tap it.

>> No.10535757

>>10535748
Chaingun is 100% accurate if you click the shots and loses only maybe 5% of firing speed vs. holding down the button.

>> No.10535762

>>10535756
True, but tapping the minigun is one the most gayest thing you could do with a gun, easily on par with mlp painted Springfield.

>> No.10535763

>>10535762
No one cares.

>> No.10535770

>>10535749
>multiple chaingunners
It's one of the situations you don't want the SSG, but even if that's what you have in hands, one chaingunner is out while you run for cover. Might even kill two with a single blast.
>what if they're far away
Then you probably have space to backtrack.
>what if you can't backtrack
Then you kill one to open space and hide behind another while they shoot each other.
>If you buff all the switch speeds, I feel you should buff the monsters as well.
You don't really need to because for most wads you're already gonna be fighting a much higher number of monsters compared to vanilla. Instead of making them stronger individually, which is lame, you just fight more of them at once, which is cool.
>>10535756
Like the other anon said, tapping is gay.

>> No.10535791

>>10535213
what am I supposed to do now? play doom xmas wads instead?

>> No.10535803

>>10534657
Good bait. It's a good thing you don't actually think this.

>> No.10535806

>>10535770
>>what if they're far away
>Then you probably have space to backtrack.
>>what if you can't backtrack
>Then you kill one to open space and hide behind another while they shoot each other.
I can sit and spin spending 20-40 bullets not worrying about any of this while stunlock bullying them to death.
>Might even kill two with a single blast.
You said it right: “Might”. You might not and if you don’t kill them both, you are taking damage. You make a good point against it being a good weapon to have out all the time.

>> No.10535817

>>10535806
Yeah, the SSG is not at all optimal for that situation. The point is that if you do have it on hand, you will be able to do at least something half useful with it for most scenarios and due to the slow switch speed, you'd tend to have that equipped while exploring the map and be less incentivised to switch to a different weapon. All of that together contributes to other weapons not being as used as the SSG.

>> No.10535824

>>10533421
Eviternity II RC4 update released.
https://eviternity.dfdoom.com/

>> No.10535852

>>10535824
did they nerf the op gun

>> No.10535898

>>10535817
>you'd tend to have that equipped while exploring the map and be less incentivised to switch to a different weapon.
No thanks. It’s often more painful shooting and switching from the super than shooting and switching TO it. Vanilla switch speeds added with the super shotgun reload speed can make you very vulnerable.

>> No.10535920

The Shadow Warrior Mapping Kit archive been updated with new tiles, check it out. I'm also going to try my hand at making an infographic for Sum Ting /vr/y Wong since the project seems a bit nebulous currently. Trying to settle on a deadline, I'm thinking between 5-8 months would be accommodating for most people.

>> No.10535923

>>10535852
EVITERNITY II RC4 CHANGELOG:
GENERAL CHANGES:
Replaced OSKY20 and OSKY36 textures to allow for vertical tiling.
Removed surplus assets that were previously included in the WAD.
Repaired the implementation of the Minor Sprite Fixing Project.


MAP14:
Changed some grass flats to better match the cliffside vines they're connected to.
Fixed a midtex bleed near the eastern angel pillar.
Swapped a shiny metal wall texture to a concrete one for consistency.
Fixed some fake sectors in the sliding puzzle room.
Fixed some more texture alignments throughout the map.


MAP33:
The MIDI has had some volume adjustments to fix a minor glitch.


MAP36:
Sectors that erroneously got changed properties in RC3 amended to make the map completable again.
Miscellaneous texture alignments and tiny fixes.

>> No.10535926

>>10535898
>Vanilla switch speeds [...] can make you very vulnerable.
That's the whole point I've been trying to make ever since I joined in on this conversation. The vanilla switch speed is way, way too slow.

>> No.10535928

>>10535852
That was RC3.

>> No.10535939

>>10535926
My point is it’s great. I like working around that vulnerability. When I’m in the mood for some Quakefast switchyshooty I play Babel.

>> No.10535968

Thanks youtube recs
https://www.youtube.com/watch?v=3stBOCDqJNk

>> No.10536003
File: 48 KB, 712x345, 1691216024273614.jpg [View same] [iqdb] [saucenao] [google]
10536003

>>10535472
>try firing the chainsaw from a distance and see what happens

>> No.10536114
File: 1.94 MB, 1280x960, pony mauser paint strip.png [View same] [iqdb] [saucenao] [google]
10536114

>>10535762
That was a Mauser, and not only was it not a "valuable German SS Mauser" like /v/ believed back in the day or whatever, but a Yugoslavian M48 Mauser.
It was not a particularly collectible or valuable example by those standards either, as it had been chrome plated, was poorly 'force matched' by Mitchel's Mausers (ergo it had replacement parts which had their serial numbers redone to make it look like it's all matching), and the fucking thing wasn't even safe to shoot because of it.

Some anon actually bought the hunk of shit from the tripfag in question, removed the sticker and the blue housepaint to then refinished the stock, and then had the dangerous headspacing fixed. So people who didn't actually know shit about the subject matter were acting outraged over something they really didn't understand or know anything about (time is a flat circle), and which was fucking fixed not soon afterwards.

>> No.10536123
File: 86 KB, 500x393, a fair price.png [View same] [iqdb] [saucenao] [google]
10536123

>>10535762
>>10535770
I'm onto you, you long ranged bald sniping fucks.

>> No.10536132
File: 201 KB, 1600x960, TNTL4 start.png [View same] [iqdb] [saucenao] [google]
10536132

I stop playing Doom back in 2019 however recently I got back into it by replaying all of Doom and Doom 2. I realize that I never played TNT: EVILUTION before so I decided to change this with a first time play through. I plan on doing about 5 levels a day if I can. So for map 4 Wormhole is the best one.

I am playing this on the Eternity Engine with SmoothEternity enable. Once I am done playing all the original commercial levels for Doom, I plan on trying out Heartland and all the other Eternity exclusives. Any recommendations?

>> No.10536206

sigil 2 kinda ass compared to 1

>> No.10536318

100 minutes kinda tits compared to previous minuteses

>> No.10536325

I’m mapping, I swear!

>> No.10536338
File: 96 KB, 600x720, 1647907895443.jpg [View same] [iqdb] [saucenao] [google]
10536338

>go to check out new ut99 maps on ut99.org since i haven't been there for a while
>50% of them are conversions of unreal sp maps to monster hunt
>40% are "existing custom ut99 maps with unreal monsters scattered throughout" from evilgrins the retarded capeshit boomer
>10% are actually new maps

>> No.10536340

>>10536132
tnt kinda ass compared to plutonia, thoughbeit
sneed

>> No.10536387

why didnt anyone ever make an rpg using doom engine

>> No.10536393

>>10536387
There's Korax mod for Hexen.

>> No.10536394

>>10536387
Remember when they tried to make an AD&D game using the Descent engine?

>> No.10536425
File: 1.27 MB, 269x195, 1671392361077616.gif [View same] [iqdb] [saucenao] [google]
10536425

>>10533457
More reason for the GZDoom dynasty to collapse by 2029-2033. Zandronum, K8vavoom, Crispy, and Eternity are where its at. If Skulltag could get fucked over and end up 6 feet or more under, then GZDoom and its mods can get exposed in a way at least somewhat like the Escapist's financial woes. Gawker's filing for bankruptcy, the downfall of Viceland, both ratings-wise and investor-wise, then so can the scum that is the majority of the ZDoom discord and forum mod team be exposed as groomer trash, or both that, and substantially-severely mentally screwed up.

>> No.10536435

>>10533420
what would you recommend for a first playthrough?
>doom 3
vanilla or bfg?
>quake 2
yamagi q2 or enhanced?

>> No.10536439

>>10536435
>Doom 3
Vanilla
>Quake 2
The remaster.

>> No.10536454

>>10536425
Why do you hate gzdoom so much? I don't even play much with it but I'm glad it exists. I think it's really cool

>> No.10536494
File: 373 KB, 1920x1080, 18_udino.png [View same] [iqdb] [saucenao] [google]
10536494

I fucking LOVE ultimate doom in name only. It's brutal but feels ultimately fair. Definitely earned its cacoward.

Play it if you haven't. It's probably my favorite vanilla-style wad now.

>> No.10536510

>>10536435
Vanilla D3 exe if you can manage it. Otherwise I'd go with the dhewm3 sourceport and avoid BFG.
For Q2 the new port is fun, but Yamagi is better for vanilla. I haven't tried Enhanced.

>> No.10536539

>>10536439
>>10536510
Vanilla or source port got it, looking at the requirements for the remaster I don't think it'll run very well on my old hardware lol will try yamagi

>> No.10536562
File: 30 KB, 127x158, BunbyCatcherArt.png [View same] [iqdb] [saucenao] [google]
10536562

>>10536325

>> No.10536563
File: 13 KB, 418x359, 1681158596289672.png [View same] [iqdb] [saucenao] [google]
10536563

I can't believe you can run DOOM on you telephone. What a time to be alive.

>> No.10536567
File: 927 KB, 1232x1542, Strife_US_box_front.jpg [View same] [iqdb] [saucenao] [google]
10536567

>>10536387

>> No.10536570

>>10536563
The real question is - can DOOM run Bad Apple?

>> No.10536572

>>10536567
shite

>> No.10536580

>>10536570
https://youtu.be/eLobzm_f1SQ

>> No.10536590

>>10534657
I actually do agree with Doom 1 (including Ultimate Doom) being better than 2, in terms of tighter level design and balanced difficulty.

>> No.10536596

Controversial Opinion
Doom 2 is as good as Doom 1/Ultimate Doom

>> No.10536601

>>10536580
What functionality of DOOM is that actually using, though? Just a series of fullscreen bitmaps?

>> No.10536643

>>10536563
There's a video of a guy running DOOM on a pregnancy test.

>> No.10536656

>>10536601
It's an animated texture and a synchronized sound.

>> No.10536751

>>10536425
I just want another port to support dynamic lights, no bully

>> No.10536759

>>10536751
MBF21+polyobjects+colored lighting like PS1 would be all I need

>> No.10536795

94 protons never

>> No.10536803

>>10536795
2024 is our year

>> No.10536804

AdMortem final update when?

>> No.10536857

Why does gzdoom look like shit

>> No.10536864
File: 104 KB, 1920x1080, Anything past 200px is a heresy.png [View same] [iqdb] [saucenao] [google]
10536864

>>10536857
Skill issue

>> No.10536878

>>10536864
what are your settings

>> No.10536897
File: 60 KB, 400x408, 1675401013668177.gif [View same] [iqdb] [saucenao] [google]
10536897

>>10536123

>> No.10536906

>>10536878
1.00 scale factor and display resolution in video mode settings, download Vanilla Essence mod (I used one called 'Vanilla Extract' from latest forum thread page) and tweak its configuration up to your liking to have widescreen res and whatnot.

Or you could ignore Vanilla Essence and just turn off texture filtering alongside setting Sector Light Mode to "Vanilla" or "Software". You could also reduce scale factor to achieve some pixel chunkiness, just don't set it to lowest possible. Custom resolution with width of 480 should work too.

>> No.10536909

>>10536906
>display resolution
main resolution of your monitor*

>> No.10537132

>>10536906
>I used one called 'Vanilla Extract'
What's the difference between this and Essence?

>> No.10537181

>>10536857
Because the project lead decided to include absolutely absurd default settings out of pure spite.

>> No.10537184

>>10537181
Thank god you can remove those filatures

>> No.10537185

>>10536878
The most important thing is to enable software renderer and disable particles and decals.

>> No.10537187

>>10537181
>spite
I just think he's that autistic, has shit taste, and is too lazy to manually set that shit himself so he makes it the default so he never personally has to fuck with it.

>> No.10537203

When will GZDoom have support for actual Doom

>> No.10537207

>>10537187
He's said that the filtering as a default sets GZDoom apart from other ports as something more... Or some such. And I don't think he's entirely wrong. I see playthroughs from non-doom autists that have that filtering or more smudgy upscaling etc. Normies like that shit.
I don't. But I don't think he's totally wrong to use it as a selling point. Tho nothing is sold.

>> No.10537221

>>10537185
>particles and decals
There's more than that, might as well use less complex vanilla port at which point. Plus to mention, software mode might have worse performance depending on case.

>> No.10537250

>>10536857
https://rentry.org/doomconfigs

>> No.10537280

>>10537250
>Save as: autoexec.cfg
Wouldn't this confuse newbies even more? You can't change these from the menu unless you brave yourself deciphering word salad and comments from txt file. Nice formatting nonetheless, can't say much about the settings. Why would anyone need help with nugget?

>> No.10537287

for as much as Sandy doubts his own ability to make Doom maps I would not be against playing a WAD if he made one.

>> No.10537292

>>10537287
Stalk forum's wads section, he might submit something at any minute under a false name

>> No.10537296

>>10537280
Well, agree to a point, I'm a newbie too but I scan the gzdoom wiki and doomwiki, cvar settings etc. to see what they mean and how to make it more personalized.

Agree for Nugget lol even DSDA really but I thought I'd just upload my configs and people will personalize as needed,

Retro is there just cause the defaults are a mess but I don't really use it.

>> No.10537343

>>10536425
>k8vavoom
Not when the dev is a stubborn mule who absolutely refuses to acknowledge MBF21 and not when you can't even play GMOTA because of sbarinfo stuff and Final Doomer is too hacky for its own good and the port doesn't appear to do 2.8.1 featureset.

>> No.10537393

>>10534847
I had a post typed out for this but my emotions are more eloquently summarized here
https://youtube.com/watch?v=3ZeHmdJnny4

>> No.10537405
File: 19 KB, 360x450, Adam Shambler.jpg [View same] [iqdb] [saucenao] [google]
10537405

>> No.10537424
File: 193 KB, 1600x960, TNTL4 end.png [View same] [iqdb] [saucenao] [google]
10537424

>>10536340
>>10536132
I have heard about that for TNT. so far I liking it. Who knows what I will think for the later levels?

>> No.10537436

name some things scarier than ghouls forest

>> No.10537442

>>10533432
i've seen some people refer to it as the real doom 3

>> No.10537449

>>10537221
Well, in my opinion one should never use gzdoom anyway unless you want to play gameplay mods. The non-software renderer looks fucking awful.

>> No.10537459

>>10537449
Turn off the filter.

>> No.10537465

>>10537459
Doesn't help at all because all the sector lighting modes look like shit.

>> No.10537489

>>10537465
The dark one looks fine.

>> No.10537492

>>10537489
Your mom's ass looks fine while I'm playing DOOM on Nugget and she takes my nugget like ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh ungh instead of playing GayZDoom

>> No.10537501

>>10536425
Skulltag was behind on the ZDoom codebase long before it was hijacked and turned into Zandronum (which is still behind, with the devs resolving to never catch up).
What the fuck is K8vavoom supposed to offer?

>>10537343
Well, this anon is making it sound like a fucking turd of a port. Way to honor a beloved user's passing with a sourceport which insists people do not use it.

>>10537492
Play HFFM.

>> No.10537502

>>10537185
I prefer unlimited colors and perspective correct 3D. Bulletholes, brightmaps, and dynamic lights are just nice bonuses, as is full monster-player collisions.
The blur filter is the only offensive part.

>> No.10537505

>>10537502
>brightmaps
you mean the GOOD SHIT.

>> No.10537582

>>10537505
Brightmaps are so gud.
Bless.

>> No.10537594

>>10537501
>which is still behind, with the devs resolving to never catch up
Still pisses in my grits how many ZDoom wads are out of reach for multiplayer because they're for 2.8 while Zan is, what, 2.3? Then you've got Odamex which IIRC doesn't have Decorate because of when its fork line started. Far be it for me to gauge how hard of a task it would be to get something more recent with netcode that doesn't twist my nuts until they're blue, but god I wish there was at least some rumblings of somebody trying to fix this shitty situation.

It doesn't help that so many people see co-op as a needless extra, or how some have even taken to calling it a "zoomer social-addict thing," albeit mainly to try to excuse why so many retro-inspired strafe shooters nowadays don't even have P2P lockstep co-op.

>> No.10537604

When it comes to small hitscanners, there is "Good Design", "Cruel But Fair Design", "Bad Design", & "Retard Design".
In Serious Sam 3, there are riflers and shotgunners. They react at a consistent speed, and consistently die from 2 minigun bullets, or 3 pistol/assault rifle bullets. When they take damage from anything, they flinch and become unable to attack. This is good design.
In Serious Sam 4, there is a sniper. It makes its presence abundantly known with a massive laser sight and an audio cue. It takes a little bit to fire, but if you let it, it deals considerable damage. It dies in 2 bullets from any weapon at any range, and can be flinched by 1. This is good design.
In Blood, the Cultists react nearly instantly, deal absurd damage, and take a little bit of punishment. However, they are consistently flinched by your weapons, have predictable movement patterns, and always die in a consistent amount of shots. Additionally, you can lure them out into more opportune fighting areas, you have several options for blind fire to avoid direct confrontation, and you can crouch to throw off their aim. This is cruel but fair design.
In Duke Nukem 3D, the Enforcers react quickly and take a little bit to kill, but deal absolutely pitiful damage that will never in a million years offset the health kits you receive. They do not get flinched by small arms damage, at least not consistently. A complete pointless enemy. This is bad design.
In Doom 2, the Chaingunners react at completely random intervals, have inconsistent pain states, and each specimen takes a wildly different amount of small arms shots to kill, sometimes requiring 2-3 shells or 10 bullets to down. If they aim well, don't flinch, and don't die in a respectable amount of time, they can outright kill you, but under optimal conditions, they accomplish absolutely nothing. This is retard design.
Fodder hitscanners need to be a threat, and also reliably dispatched by your own hitscan.

>> No.10537605

Nice AI post.

>> No.10537606

>>10537594
Not to mention stuff like MBF21 now.
>It doesn't help that so many people see co-op as a needless extra, or how some have even taken to calling it a "zoomer social-addict thing," albeit mainly to try to excuse why so many retro-inspired strafe shooters nowadays don't even have P2P lockstep co-op.
I don't know what these people are on, I had a NuDoom fan try to convince me that deathmatches were never a big thing in Doom.

>> No.10537609
File: 359 KB, 988x1318, 1703333493292.jpg [View same] [iqdb] [saucenao] [google]
10537609

>>10537605
god i wish this wasn't a video games board so i could safely filter "AI" without missing something important like on every other board
spent 10 minutes on that

>> No.10537619
File: 223 KB, 800x600, Get Festive On Their Asses.png [View same] [iqdb] [saucenao] [google]
10537619

HO HO HO HOLY SHIT. IT'S SCREENSHOT SATURDAY! I WISH YOU MOTHERFUCKERS A MERRY CHRISTMAS! NOW'S THE TIME TO STUFF THE STOCKINGS OF PROGRESS! DECK THE HALLS OF MAPPING! WHAT HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!

>> No.10537625
File: 4 KB, 464x176, glitzy gold gun.png [View same] [iqdb] [saucenao] [google]
10537625

>>10537619
I'm still stuck on figuring out a look for the new Wrathcaster. But I put together a big gaudy pickup sprite for the big gaudy chaingun

>> No.10537649

>>10536864
>>10536906
kino

>> No.10537651 [DELETED] 
File: 6 KB, 194x259, download.png [View same] [iqdb] [saucenao] [google]
10537651

>BRO MBF21
>BRO ETERNITY
>BRO DEHEXTRA

Yeah yeah cool, I like Chocolate Doom, go away now.

>> No.10537653 [DELETED] 

>>10537651
based

>> No.10537660

>>10537501
>What the fuck is K8vavoom supposed to offer?
If it actually has decent Client/Server netcode, then it seems the immediate benefit is that ZDoom 2.8 maps that didn't work on Zan were able to work on K8V, albeit I only tested the DPK02 wad. It also tried to make an effort to load maps/wads that were designed for GZDoom if they don't have ZScript, but most of them froze after picking a difficulty (e.g. Lullaby, Ar Luminae), with an exception in Simon's Destiny actually loading the map itself but failing to load Music, HUD, and Enemies, which I must assume were scripted.

I'm an idiot and don't know what all this means, and whether it progressed to that point because it actually is getting support or just because it loaded despite missing/mis-referenced assets until the point that said things were attempted to be loaded, but there's at least some maps that K8V can run that Zan can't and potentially might have support for more if it keeps going.

>> No.10537720

>>10537660
He seems eager to reply in immediate and comprehensive manner whenever asked about technicalities, when he has time to afford a reply anyway. Life business takes a toll on his coding plans so he makes plenty of compromising cuts from what I get, anon should ask him on DB about certain port prospects if there's an interest. I kinda like k8v personally, only that I'm too accustomed to skatey movement physics to replace that with zdoom y2k modern shooter rigidness.

>> No.10537851
File: 128 KB, 1024x1024, DnZAtNwW4AAW1pI.jpg_large.jpg [View same] [iqdb] [saucenao] [google]
10537851

>>10537651

>> No.10537876
File: 381 KB, 500x672, 1543602045129.png [View same] [iqdb] [saucenao] [google]
10537876

>ZScript has function pointers now

>> No.10537954
File: 2.34 MB, 2560x4312, merge.png [View same] [iqdb] [saucenao] [google]
10537954

>>10537619
Block out progress and a bit of detailing

>> No.10537969
File: 2 KB, 396x412, well done.png [View same] [iqdb] [saucenao] [google]
10537969

>>10537625
Looks very naise

>> No.10537976

>>10537969
Anyone made a Thomas The Tank Engine TC?

>> No.10537997

>>10537976
>thomas the tank engine TC
>gameplay is literally on rails, can't walk anywhere, only forwards and backwards
>jump is replaced by a horn
>crouch replaced by satisfying pressure relief *hissssssssssss*

>> No.10538000

>>10537976
lmao probably not. You could have that one dude with the claw go around pinching people and that would be fucking hilarious.

>> No.10538014

>>10537976
>plays like the Naked Gun intro except with a locomotive
>all music including stuff like level end stats replaced with the theme song

>> No.10538026

>>10537976
>>10537997
>>10538000
>>10538014
It should have this theme too
https://www.youtube.com/watch?v=ETfiUYij5UE&ab_channel=Norkkom

>> No.10538032

>>10536596
I'll be more controversial.
It's better.

>> No.10538046

wtf everyone told me plutonia was harder than tnt but it's the opposite

>> No.10538060

1 I continue TNT.
2 I continue Master Levels.
3 I pirate a monetized GZDoom total conversion mod and then go on the Steam discussions to tell the devs all the ways that it sucks.
4 Ditto, but for Ion Fury Aftershock.
5 I buy a non-retro "retro fps" game that's 80% off and fuck around with it for a bit.
6 I play that Realm's Deep Marrow campaign for Blood that stole my game's name before I could use it.
7 I play some expansion for Duke. Maybe World Tour if I can get it running in a decent port. Honestly Duke is such shit please don't be 7.
8 I play Spear of Destiny. The one without the fucked up sounds and sprites.
9 I eat something while watching other people play games and then wonder why I'm not playing games myself.
0 I boot up Poweslave Exhumed until the poor design decisions and hitboxes make me bash my face against the wall (est 30 seconds)

>> No.10538064 [DELETED] 

motherfucker

>> No.10538067

up and coming doom toober poster a new video
https://www.youtube.com/watch?v=NWBjs9cML4o

I shill for free

>> No.10538094

What happened to Quake? This year hardly anything has been uploaded to quaddicted, and not much has ended up on slipseer in the last few months either.

>> No.10538096

>>10537604
nice to see someone with sane opinions regarding the oh-so awful hitscanners in SS3 for once

>> No.10538128

>>10537851
OK Graf.

>> No.10538134

>>10538094
Just move on to doom.

>> No.10538147

quake with doom weapons?

>> No.10538178

>>10537851
Why does he cry cum?

>> No.10538181

I was iffy on Project Malice when I first saw it, because it looked like someone just put a creepypasta filter on overused R667 assets (which is sort of true) but after playing it I think it might be my favorite monster mod tied with Legion of Bones. The premise of making everything eviler and edgier works, everything is thematically tied together, everything's harder but still reasonably designed (mostly) and it makes clever and restrained use of GZD scripting to make some unique enemies. I also appreciate the focus on weird fodder/ambient enemies to fill out a map. This whole mod is like the Demonicron I never got.

>> No.10538190
File: 2 KB, 125x119, 1690684697626481s.jpg [View same] [iqdb] [saucenao] [google]
10538190

>>10538094
it's over

>> No.10538191

Is there a way to make the 1 key select the chainsaw if I don't have a bezerk pack but select the fist if I do? Without the 'zerk the chainsaw is much more useful but the 'zerk pack changes that.

>> No.10538202

>>10538096
It's only the Technopolyps that are scary, but they're used sparingly and when you have cover or means to deal with them.

Big hitscanners are a lot harder to mess up than little hitscanners. Can't fit as many in one space, can't hide them, have to build encounters around them instead of shoehorning them into places they don't belong, have to supply burst damage ammo that's clearly meant for killing them, etc.

>> No.10538209

>>10538190
>just give up and Let it rot
Nah.

>> No.10538228
File: 74 KB, 256x160, Bitter Man.png [View same] [iqdb] [saucenao] [google]
10538228

>>10538209
i guess the last few months have seen quite a few Quake mappers temporarily move on to Q2 to either start new projects or adapt old mods to the new port.
i wouldn't worry too much about it, Q1 will be back on the table soon.

>> No.10538239

>>10538060
>5 I buy a non-retro "retro fps" game that's 80% off and fuck around with it for a bit.
for a bit yeah sure but boltgun sucks even when you don't judge it from a retro fps standpoint

>> No.10538262

>>10538228
There's that, but I think there might be a few other factors. A lot of quake mappers were actually employed in the game industry, and a bunch have been fired. Maybe they don't have the luxury of free time anymore.

>> No.10538271

>>10538239
Why can't we have good 40K shooters?

>> No.10538294

>>10538271
you do
there's 3 of them all made by streumon

>> No.10538334

>>10538147
Quake with doom weapons and enemies would actually be good

>> No.10538347

CHRISTMAS MODS PLEASE

>> No.10538353

Why is smooth doom more popular than smooth weapons enhanced? I only got to know about the later when some anon commented on it. It's great, all the cool weapon animations, optional fast switch toggle and it doesn't break wads with custom enemies or barrels or stuff.

>> No.10538374

why doesn't smooth doom for dsda work with tnt.wad

>> No.10538404

>>10538353
Because it came first.

>> No.10538428

>>10538262
true

>> No.10538432

>>10538404
Smooth weapons came before smooth doom. Smooth doom even uses the weapons from smooth weapons enhanced.

>> No.10538443
File: 750 KB, 1761x984, image.png [View same] [iqdb] [saucenao] [google]
10538443

>The Floppy Disk mod for Zandronum has actual functioning voice chat
How the fuck. Did Zandy 3.2 add this without anyone noticing?

>> No.10538470

I'm trying to remove all the vaseline smearing from GZDoom, but even with texture filtering and antialiasing off there's still some blurriness to the pixels. With Vanilla Essence on it goes away. Does anyone know how to fix this?

>> No.10538502
File: 763 KB, 2560x1440, Entryway - DOOM 2_ Hell on Earth 23-Dec-23 22_30_27.png [View same] [iqdb] [saucenao] [google]
10538502

>>10538470
Make sure textures filtering is set to
>None
and not
>None (but sometimes yes)

Also
>High Quality Resize Mode : Off
>Multisample : Off
>Classic Transparency : Vanilla / Auto (Vanilla Preferred)
>Fuzz Style : Software

Also check your resolution, for 16:9 you need something like
>428x240
or
>856x480
otherwise you might get mixels everywhere, especially in fonts.

And for the maximum vanilla graphics you either have to set
>Render Mode : Software
or if you want to use Hardware rendering then set
>Banded SW Lightmode : On
>Tonemap Mode : Palette

>> No.10538534
File: 3 KB, 138x78, Screenshot_Doom_20231223_154353.png [View same] [iqdb] [saucenao] [google]
10538534

>>10538502
unfortunately there's still a problem. Hopefully the screenshot is big enough, when zoomed in there's a bunch of tiny transparent pixels, it's almost like the image isn't scaling properly. Happens at any resolution, even native.

>> No.10538545

>>10538443
Yeah

>> No.10538583

>>10536596
>>10538032
I'll be even more controversial. DOOM 64 is better than both.
>>10538067
>I shill for free
Pretty sure it's always "shilling for free" when you promote your own shit... Well, at least in cases like this.

>> No.10538585

>>10538334
Why is there no source port with "Doom in Quake format" maps?

>> No.10538593
File: 23 KB, 1006x162, image.png [View same] [iqdb] [saucenao] [google]
10538593

>>10538534
This one maybe?

>> No.10538610
File: 30 KB, 863x558, image.png [View same] [iqdb] [saucenao] [google]
10538610

Here's how it looks for me. It will have these tiny pixels no matter what.

>> No.10538625

>>10538593
not it either. I fixed it by reinstalling GZDoom, now it looks like yours. It must've been some setting I changed to try out Doom Infinite, idk

>> No.10538639

>>10538610
Maybe turn on FXAA?

>> No.10538746

>>10538639
I'm not using any form of anti-aliasing in Doom ever.

>> No.10538761

Finished Sigil II
7/10

>> No.10538790

Is there a reason why keep butchers drake enemies? The hell hounds don't shoot fire, the hell lords are gone to kona, the flesh things shoot spawns just like the vomitus etc. And are there plans to fix this?

>> No.10538819
File: 319 KB, 1080x1707, 44444.jpg [View same] [iqdb] [saucenao] [google]
10538819

just played some Duke Nukem 3D and didn't like it
was only the first episode, explored everything I could and had no idea where to get the red key. checked the map and all the edges were clear, going in circles, shot a few cracked walls with an RPG, even used the jetpack a bit, but nothing
even beside that I'm just not really a fan of the setting or character

>> No.10538820

Has the paid version of sigil ii been shared yet?

>> No.10538874

>>10537405
Cursed

>> No.10538876

>>10538209
Oh so are you going to make maps then? Huh? Huh? Huh? HUP

>> No.10538885

>>10538502
Map name?

>> No.10538910

>>10538885
E1M1: Hollywood Holocaust (Heretic)

>> No.10538928

>>10538094
>What happened to Quake?
People like you don't map, that's what happened.

>> No.10538949

Best/Worst Sigil II map?
Best/Worst track?

>> No.10538950
File: 1.46 MB, 1280x768, mj4m2_2023-06-28_02-33-42.png [View same] [iqdb] [saucenao] [google]
10538950

>>10538094
Peril
Rotting Jam
The Spiritworld
Deathmatch Dimension
Re:Mobilize
The Warden
Alkaline
Dwell
Brutalist Jam 2

>> No.10539020
File: 313 B, 33x30, HPYST01.png [View same] [iqdb] [saucenao] [google]
10539020

Okay...
Can some give me some suggestions on what should Humphrey's voice use for his skin?, I don't know what to use honestly. Also, it would be a good idea to tweak a little but his mugshot or not?

>> No.10539050
File: 416 KB, 2048x1536, 319321484_518988500258972_7214526274158963629_n.jpg [View same] [iqdb] [saucenao] [google]
10539050

anybody got link to a nice winter themed texture wad for doom?

>> No.10539075

>hurr muh 100% completion
completionists and uvmax tards make me puke. they might spend 30 minutes humping doors to find a secret all while claiming they are enjoying it. it makes me SO ANGRY

>> No.10539079

>>10539075
Who are you quoting?

>> No.10539086

How slaughtery is Whitemare? The first episode is pure slaughter, is the whole wad gonna be like that?

>> No.10539097

From the description of Dreamchatcher Apparatus, recommended by some anon:
>dbp47_gzdoom_strict_bugfix.wad = fixes a secret in MAP04 that is unobtainable when playing in GZDoom Strict.
What is GZDoom Strict? How do I know if I'm playing on it or not?

>> No.10539103

>>10539086
Map 20 is one of the hardest maps ever made if that means anything

>> No.10539113

>>10539103
oh, that was whitemare 2.
still, Russian Realism maps aren't exactly made with reasonable challenge as priority

>> No.10539123

>>10539097
I would assume it's the "Doom (Strict)" compatibility preset

>> No.10539136

>>10537405
Blessed.

>> No.10539164
File: 360 KB, 640x480, Screenshot_Doom_20230729_184708.png [View same] [iqdb] [saucenao] [google]
10539164

>>10537625
Decide on a name for it yet?

>>10538181
The blood and gore is also very good. I like that this guy has the Bomber sounds from Dying Light.

>> No.10539263

Merry Christmas, Mac.

>> No.10539339

>>10539164
Yeah, I'm going with Reign Storm. I think it's a perfect fit for the weapon and the arsenal as a whole.

>> No.10539365

>No Quake Christmas Jam this year
This sucks. Maybe it's for the best though, it'd probably be yet another copper release...

>> No.10539373

Does Eviternity 2 work on Nugget yet? Yes, I could use DSDA, but I'd rather use a lighter source port and I like nuggets gibbing features.

>> No.10539376
File: 509 KB, 1039x611, file.png [View same] [iqdb] [saucenao] [google]
10539376

>>10537619
Not really playing much FPS lately, doing dungeon crawling and making waifus to send into the dungeons.

>> No.10539379

>>10539263
i don't think he's coming back, anon...

>> No.10539385

>>10538950
Half of that was earlier this year. Like February.

>> No.10539404

>>10536897
>Watching decino's stream earlier
>He shows us that in NERF they've made this meme a thing and chaingunner asses now jiggle when firing
>He spent an uncomfortably long time doing it too

>> No.10539427 [DELETED] 

>>10539379
good. he single handedly turned this place into reddit

>> No.10539456

>>10539376
Is that green stuff supposed to be... a fart?

>> No.10539459

>>10539456
Poisoning in the dungeon comes in all forms, including gastic distress from eating a Mimic I suppose

>> No.10539475

>>10539113
>>10539086
Both Whitemares are slaughtery.

>> No.10539495
File: 888 KB, 1280x720, ad o u.jpg [View same] [iqdb] [saucenao] [google]
10539495

>>10537954
Loving it. I need to start playing this game again.
>>10539164
>Unloved
>Strange Aeons
>EDay
These were all fun recommendations for Deathstrider, got anymore in mind? I was thinking of Exomoon.

>> No.10539535

>>10539373
At least, RC5 launches in Nugget 2.3.1. I know of someone who's been playing through an earlier RC in Nugget 2.1.0, it seems to be fine.

>> No.10539541

how the fuck do i beat map36 on eviternity II
this has to be a joke

>> No.10539546

>>10539541
you got rc3?

>> No.10539548

>>10539546
yes

>> No.10539564
File: 52 KB, 154x215, image-18.png [View same] [iqdb] [saucenao] [google]
10539564

>>10539075
>they are enjoying wrong

>> No.10539605
File: 431 KB, 887x759, 1674486593544540.png [View same] [iqdb] [saucenao] [google]
10539605

>>10537619
Tried to make a worldspawn geometry into a func_wall, then convert it into a light brush but Quake doesn't like it. Thought I was being clever, dang.

>> No.10539616

>>10537619
I appreciate the Christmas additions to the image :3

>> No.10539631
File: 8 KB, 270x315, VICFA0-websize.png [View same] [iqdb] [saucenao] [google]
10539631

>>10537619
Finally put some coherent sights on my SSG replacement, like everything else it's fully semi automatic (cycles in 4 ticks) and the whole clip of 5 does 600+ damage but it needs to be reloaded with great care

>> No.10539639

>>10539339
I didn't come up with that one but I hoped you were going with it.

>>10539495
Well the one in that last screenshot was the Darkmoon alpha. Unfinished but still neat.
https://files.catbox.moe/g0wp9l.zip

I also did one for Pirate Doom just for fun. I haven't played this at all so I don't know if it gets fucky other than some decorations on the Deathstrider being replaced.
https://files.catbox.moe/u9llcq.zip

>> No.10539668

>>10539605
>light brush
There's no such thing, anon. Lights are only point entities.
You can set up surface lights for specific textures, but the compiler will still just make a string of point lights around it.

>> No.10539691

what are some good wads if I'm into labyrinthine / abstract map design

>> No.10539693

>>10539691
Eternal Doom.

>> No.10539707

>>10539691
Cyberdreams and Archvile Jump

>> No.10539931

Constant Quake releases don't have to be a thing. Jams were a bad idea to begin with, at least in how they were implemented more than the idea itself.

>> No.10539949
File: 114 KB, 697x488, 1703403118688.png [View same] [iqdb] [saucenao] [google]
10539949

Quake without REAL Nightmare enemies is worthless, and so is every custom campaign/map/mod built around fake Nightmare/Copper's conventions.
This is not debatable.
But Copper debatably killed Quake mapping by making the game boring as a standard.

>> No.10539953
File: 186 KB, 674x949, 1700846041807131.png [View same] [iqdb] [saucenao] [google]
10539953

>>10539949
Copper aktschually got a very recent update that changes its Nightmare to be more in line with Quake. Pic related. It's actually quite fun.

>> No.10539970

>>10539953
Okay, now do all that but make the enemies attack faster too

>> No.10539971
File: 61 KB, 1043x77, 1688279675893776.png [View same] [iqdb] [saucenao] [google]
10539971

>>10539970
Anon.................

>> No.10539973

>>10539971
If you feel that behavior for those particular enemies is an improvement, then fine
but everyone else still attacks slower, and that sucks.

>> No.10539979

>>10539953
Is it really that fun? Haven't tried this mod so it'll be an excuse for me to replay Q1 over the holidays.

>> No.10539982
File: 38 KB, 747x57, 1677936691336356.png [View same] [iqdb] [saucenao] [google]
10539982

>>10539973
>but everyone else still attacks slower
ANON.....................READ THE IMAGE

>> No.10539985
File: 63 KB, 747x109, 1682131947532385.png [View same] [iqdb] [saucenao] [google]
10539985

>>10539973
????????

>> No.10539991

>>10539982
Projectile speed isn't attack speed.
>>10539985
This could very well be slower overall than standard Nightmare fare.

>> No.10539994

>>10539979
It's a new and challenging way to play Quake. It's certainly harder than vanilla Nightmare, which may or may not be fun to players.
>>10539991
I'm playing it right now, death knights and knights both charge faster and swing faster. Dogs attack faster, it's all faster anon.

>> No.10540000
File: 2.83 MB, 1920x1080, 1702518563344093.png [View same] [iqdb] [saucenao] [google]
10540000

>>10539994
Grunts fire in volleys like the ogres, faster than vanilla, strange that that's not on the webpage. Enforcers DEFINITELY fire faster than vanilla.
>>10539991
I think you'll be satisfied man.

>> No.10540002

>>10539994
>>10540000
I can't believe it.
No, really, I can't. My biases won't let me. There has to be a caveat. They had to mess up something.
Show me a side by side comparison for every Nightmare enemy.

>> No.10540005

>>10540002
>Show me a side by side comparison for every Nightmare enemy.
I'll give you one webm because I have work in 10 hours and I'm about to do my nightly routine. It's 5mb man, give it a whirl. Brb making webm of enforcers from E2M1.

>> No.10540017
File: 2.72 MB, 1920x1080, 1686374610295653.webm [View same] [iqdb] [saucenao] [google]
10540017

>>10540005
>>10540002
Actually two webms because I didn't feel like editing.

>> No.10540021

>>10540017
game changer. now i have a reason to maybe install quake again

>> No.10540027

>>10538610
That's how it should look unless you use high resolutions.

>> No.10540029
File: 2.73 MB, 1920x1080, 1696679179994952.webm [View same] [iqdb] [saucenao] [google]
10540029

>>10540017
The grunt has pauses between volleys, but each volley fires faster than a vanilla nightmare grunt, and as you can see in the final seconds of this webm, he can fire in volleys of 5, 100% faster than vanilla grunts.
>>10540021
That's vanilla. Were you bitching about these changes without actually being used to Nightmare?

>> No.10540032

>>10537132
>>10536906
H-hello?

>> No.10540070

>>10540017
>>10540029
Cool. Thanks.

>> No.10540114

>>10535770
>Instead of making them stronger individually, which is lame, you just fight more of them at once, which is cool.
Your brain is wired backwards.

>> No.10540128
File: 895 KB, 980x630, 1700225437124139.png [View same] [iqdb] [saucenao] [google]
10540128

Quake 3 texture wads for Q1 mapping.
https://mega.nz/file/RUAmSCqb#S-QtXZklNeGYcR4ZEkIP5ErZMLzOkxzh_TgtR0ySxtQ
https://mega.nz/file/dMRniTzD#h9ejnCuw1rykfNpyg55zkcZVcbTcfkSLVxTSZnh7izg
I'm shocked this hasn't been provided before, not on quaddicted, slipseer, or anywhere. Two wads, q3textures and q3_dm17.

>> No.10540137

Sucks but I just learned Doomworld isn't going to feature DBP wads anymore.

>> No.10540158

>>10540137
When did they ever?

>> No.10540170

>>10540158
I know Augur Zenith was a Cacowards runner-up and I could have sworn there was at least one other one.

>> No.10540178
File: 100 KB, 1563x881, ride.jpg [View same] [iqdb] [saucenao] [google]
10540178

how do you properly compile the sentinel`s lexicon from github? readme says to just run .bat lol, but the file ends up like 3 megs big and has you stuck in some void on launch.

>> No.10540238

>>10539931
I liked the yearly Jams, but I guess I can just play the older ones this year.
>>10539949
>Copper killed Quake mapping
I agree, but even as someone who dislikes Copper it's not the fault of the mod, rather the little cult surrounding it who act as if any new release MUST use it.

>> No.10540273

>>10540170
DBP16 Cyb's Colonoscopy

>> No.10540354

You are tasked with making some kind of Copper for Doom. Most new release will use your mod as a base.
Add:
- 2 new monsters; can be variants
- Pistol minor changes
- Baron has less health Y/N
- Faster wapons switching Y/N
- Any other small changes that improve all kinds of gameplay at all difficulties and don't break other maps
Describe the new monsters or variants and how they would improve the roster.

>> No.10540374

>>10540354
Nerfing the Baron's health is pointless when Hell Knights already exist. I'd just give them a different attack.

>> No.10540380

>>10540374
Smooth Doom gives them some extra attacks. Nothing too crazy, but I like that. What else would you do, other than that?

>> No.10540391

>>10533432
It's the atmospheric black metal of the doom series.
On first release I considered it mediocre but it aged really well.
Final boss is a fucking scumbag though

>> No.10540424
File: 44 KB, 1024x720, 1624238970441.jpg [View same] [iqdb] [saucenao] [google]
10540424

Is there just no Christmas jam for Quake happening this year? What gives?

>> No.10540427

>>10540354
I'd refuse, because Copper was a fucking disaster for the Quake community and doing something similar to Doom would be further salt in the wound.

>> No.10540430

>>10540424
Perhaps they couldn't work out how to completely convert it into Copper or something.
I'm of the impression Arcane Dimensions is a dirty word(s) in the Slipseer community these days.

Honestly though, the one from last year was kind of neat as long as you avoid the usual Mazu attempt at a "magnum opus".

>> No.10540461

>>10540427
I dont follow Q anymore, but whats wrong with Copper and the mapping community?

>> No.10540494

>>10540461
They overuse it to an absurd degree because the developer is very much in with the group of newfags who have taken over.
It provides no new content - instead marketing itself as an objective improvement to vanilla Quake. The problem is it makes a bunch of pointless, annoying changes in addition to genuine bug fixes - including (until very recently) utterly neutering nightmare mode.

>> No.10540495

>>10540430
Christmas jams are always a fun time, especially with the 1024x1024x1024 limitation since that forces you to make a nice and sweet compact space for the gameplay to happen without stretching your map on for infinity (bonus points if you include some Christmas theme too or at least make it snowy). There's some amazing maps that came out as a result of that such as Roba el Ehaliyeh

>> No.10540532

>>10540354
>new monsters
>significant health debuffs to big enemies
>switch speed changes
That’s a lot more than what that Quake mod is doing, and a lot more than what the mod used to do prior to its recent changes.
Something similar for Doom would at least have lost soul health lowered. Some enemies would need a higher pain state chance. If we were thinking of the initial Copper mod, it would need to nerf Doom’s nightmare skill.
If you want to mirror the new changes of the mod, revenant balls could stop homing in once you kill the revenant that shot them.

>> No.10540539

>>10540532
All new megawads come with a modified pistol and some monsters changes/new monsters. That was the point. Forget about Copper

>> No.10540552

I'm not really enjoying Eviternity 2 (I'm on the second level of the second episode). I think I'm tired of the idea of playing huge levels with no challenge, only to come across an arch ville in the middle of an arena full of monsters in the last battle...

>> No.10540560

>>10540552
That's not how the maps in eviternity 2 are though. Also, are you losing health/armor little by little going through the map? Are you wasting ammo on stuff when it could be used to solve big fights?

>> No.10540562

>>10540552
Sounds a lot like Lost Civilization. I wanna play.

>> No.10540571

>>10540539
>All new megawads come with a modified pistol and some monsters changes/new monsters. That was the point.
Some mods, like Dwell, also add new enemies for what it’s worth in this conversation (which isn’t much).

>> No.10540575

The difference between doom and quake when it comes to custom stuff is quake relies on base mods which by nature are very divisive within the community, and doom relies on standards widely implemented by all relevant source ports. There are no common standards in quake and that's why it's suffering.

>> No.10540596

>>10540560
It's unbalanced at the moment (I'm on level 7 I think), 95% of the levels are too easy for 5% of the challenge. And so far there have been 3 difficult fights, and they've all followed exactly the same formula, trap you in an arena, launch a wave of monsters and surprise, one or two arch villes!

>> No.10540614

>>10540575
>There are no common standards in quake and that's why it's suffering.
There would be if people actually took advantage of modern engine features.
Something that should be a monumental step forward like CSQC is hardly even used, and even then only for HUDs. Menus with extra options, client-side effects like weather, and more elaborate 3D viewmodels (i.e. multiple models playing different animations at once) are all possible but completely ignored.
MD3 models are a lot more versatile, way easier to work with, and can be used with the exact same QuakeC animation code as MDL, but nobody bothers because there isn't a spoonfeeding tutorial on how to export from Blender for use in Quake.
Drastically better physics and optimization can be found in the Quake 3 map format, but the newfags are afraid of having to use the caulk texture, so newer engines like Ironwail and vkQuake don't bother supporting it.

I see Doom bros giving chicken man a lot of shit over things like forcing filtering on by default, but at least you're seeing tangible progress that people actually take advantage of.

>> No.10540632

>>10540614
>I see Doom bros giving chicken man a lot of shit over things like forcing filtering on by default, but at least you're seeing tangible progress that people actually take advantage of.
It's not chicken man's developments that keep doom fresh because everything he does stays strictly tied to one specific port. It's the widely adopted standards like MBF21 and UMAPINFO. Hell, chicken man has been reluctant to implement those standards into his port while other relevant ports embrace them.

>> No.10540648

>>10540632
>UMAPINFO
Does he know?

>> No.10540649

>>10540648
It's by chicken man but the implementation in gzdoom is incomplete.

>> No.10540659

>>10540649
I thought everything he does stays strictly tied to one specific port.

>> No.10540671

>>10540354
>Most new release will use your mod as a base.
I object to this, I wouldn't mind some people using it, but I don't want it getting stale by everyone doing it.

>2 new monsters; can be variants
A weak trash monster which is a melee only zombie. Basically a decoration you fight for what it matters, but it'd fit for some things, for instance mowing down throngs of them.

Then a take on the Motherdemon, probably just the D64FD2 version.

>Pistol minor changes
Fires twice as fast, then does a quick reload every 15th shot. Makes it better, more useful, and more fun, but without intruding on the Chaingun's role. Chaingun can tap for single shots, and has a 3 tic frame cycle to be slightly faster, no reloading.

>Baron has less health Y/N
No. Him having lots of health is part of his role, and there's zero point when there's the Hell Knight.

>Faster wapons switching Y/N
Sure.

>Any other small changes that improve all kinds of gameplay at all difficulties
Improved blockmap so melee is better.
Spider Mastermind moves a little faster and has a slightly smaller hitbox value (96 instead of 128). Only the Cyberdemon, Motherdemon, Arch-Vile, and other Spider Masterminds can target it, Spider Masterminds will now switch targets on a dime and will thus eagerly mow down smaller enemies in retaliation, with nobody caught in the crossfire daring to reciprocate. Big bosses can now reciprocate infighting with Arch-Viles, they're not about to take each other's shit.

>> No.10540689

>>10540632
If we are here in the first place talking about, its mostly thanks to the chicken man, you fucking idiot

>> No.10540697

>>10540614
Ok but who do you want to blame if even basic tutorials and guides are missing for new features? It's only natural that people stick to what they are comfy with.

>> No.10540704

>>10540671
I'd rather just have nobody target the Mastermind. It was meant to be the final boss, so monsters should be equally scared of it as they are the Archvile. Masterminds being hitscan means it's really easy to get them caught in a death loop with one another.

>> No.10540707

>>10540659
UMAPINFO was not developed for gzdoom. Anyway, it's pretty weird that he, who came up with the standard, hasn't bothered fully implementing the standard in his own source port.

>> No.10540712

Graf uses PrBoom in his free time

>> No.10540716

>>10540689
When it comes to UMAPINFO, yeah. Still doesn't change the retardation that's gzdoom and what it does or does not support.

>> No.10540724

>>10540716
Here we go again, forcing another "gzdoom bad" discussion for no apparent reason. Fuck off already it's Christmas

>> No.10540754

>>10539953
>Zombies come back even when gibbed
booooooooooooooooooooooooooo

>> No.10540762

>>10540354
Isn’t this supercharged/minicharge? I know minicharge actually nerfs the barons health

>> No.10540776
File: 546 KB, 720x1280, Sum Ting vry Wong Infographic 2.jpg [View same] [iqdb] [saucenao] [google]
10540776

>>10533421
Threw together an infographic for news posts and it turned out better than anticipated. Merry Christmas /doom/, make sure you spend it with family.

>> No.10540782

>>10540776
Merry Christmas anon. i love the title btw

>> No.10540792

>>10540782
Right back at you anon, thanks

>> No.10540796

>>10533421
BYOC 1.5 released.
https://revenatn.itch.io/byoc

>> No.10540819

>>10540114
Bigger fights equals bigger fun, anon.
I'm not endorsing slaughter maps cause I still want cool map design and fights that aren't just revenant spam, but finishing a fight where you kills lots of enemies is more rewarding that finishing a fight with one strong enemy.
Most boss levels in vanilla DOOM 1 and 2 suck because of this. It's just one open arena with one strong enemy and maybe some supporting fodder. None of them are hard nor do they feel rewarding.

>> No.10540828

>>10540819
I dislike Doom2 final level. In fact, E1M8 for me is the best boss fight Doom has to offer.

>> No.10540836

>>10540828
>I dislike Doom2 final level
Because the Icon sucks big time. That one I agree is the absolute worst boss fight in the series.
>E1M2
The only one with two bosses instead of one, anon.

>> No.10540838

>>10540796
>No GZDoom support
What's the point then? Zandronum is way too behind.

>> No.10540846

Just put doom enemies/weapons in quake using the iwads

>> No.10540847

>>10540838
>What's the point then?
Multiplayer. This was made with playing co-op in mind.

>> No.10540859

Are the steam releases of Doom 1+2 and Quake 1+2 worth playing or should I look into other engines? I have already finished Doom 1+2 a few years ago and I want to replay them.

>> No.10540864

>>10540859
They are the easiest way to play the games if you are too lazy to get source ports.
They are fine.

>> No.10540878

>>10540819
Actually he brings up a good point regarding your "balancing mod" idea: Are you balancing the switch speeds off of vanilla monster counts or whats in "mods", and if so which ones?
>>10540859
They start to get less accurate the newer they are, for better and worse.

>> No.10540880

>>10540847
Seems like a massive waste of effort that could've been spent elsewhere. Vast majority played MoP and various Complex Doom forks or straight up MM8BDM and they will continue playing them no matter what. What does BYOC have to offer? Loads of classes to choose from? Samsara Reincarnation does that and also works on GZDoom while still being made with MP in mind. Yes, it's jank as hell, but I can actually play it on GZDoom with cool GZDoom stuff. BYOC only has the classes that aren't complete jank that are wasted on supporting only Zandronum for no good enough reason.

>> No.10540882

>>10540614
I agree with your points, but disagree on caulk. QBSP already culls faces that are out of the map, and the skip texture can be used to not draw faces on brushes marked as detail. Improving your workflow in TrenchBroom, such as using the built in compilation tools (and not using that outdated Necro's compiling GUI) and setting up compile profiles is where the real optimization lies.

>> No.10540887

>>10540880
I don't think it was a waste of effort. The BYOC boys still play it to this day, and I don't regret my own contributions.
I also don't consider my own efforts for Zandronum compatibility for my projects to be a waste. I don't expect big servers for my projects, but I know there's people out there that play my shit.

Also Samsara Reincarnation is terrible.

>> No.10540895

>>10540878
I don't know, I can't into coding.
I added a line to Smooth Doom's weapons that speeds up switch speed and if I'm using a wad that conflicts with Smooth Doom I use Smooth Weapons and that has a toggle for faster switch speed. That's what I do and it makes the game more enjoyable to me.

>> No.10540897

>>10540880
Don't read into it too hard, it was made for Pizza Tower devs to goof off on break before being uploaded to the wider internet

>> No.10540904

>>10540887
It's terrible, but it has the one thing that BYOC should have had. I can boot it up on GZDoom and have a grand ol' time with Corruption Cards that aren't an ancient alpha version. I can even add Gun Bonzai and Colourful Hell/Legendoom/DRLA monsters/whatever else that doesn't work with Zandronum.

>> No.10540912

>>10540904
There's actually an older version of corruption cards that works with Zandronum. You're right about that other shit, though I personally find gun bonzai to make things overpowered to the point of boring, and colorful hell is a mess. Losing out on LegenDoom and DRLA monsters does suck though.

Don't know what else to tell you, other than to not worry about it and move on, there's plenty of other mods out there.

>> No.10540918

>>10540912
>There's actually an older version of corruption cards that works with Zandronum
It's an ancient (alpha) version. CC went a very long way since then.

>> No.10540923

>>10540882
Go look at the wireframes of any Quake 3 map vs any Quake 1 map. The compiled Quake 3 BSP will only have just as many triangles as it needs to create a face from the editor, whereas the Quake 1 BSP splits things into a ton of extra polygons - which is a huge issue with the larger and more detailed modern maps. Those extra splits in Q1BSP also greatly increase lighting compile times, and the likelihood of lighting errors.

>> No.10540945

>>10540887
>Also Samsara Reincarnation is terrible
Shame. Had hope for it because samsara is my favorite mod (still).

>> No.10540949

>>10540945
I love Samsara too but those guys fucked it up in ways that are almost impressive. Really Reincarnation is just a culmination of every shitty halfassed additional class people have tried to make for the mod all lumped up into one horrid package.

>> No.10540957

CC is the best single mod ever made in modding history. Period. It's the only reason I play on gzDoom

>> No.10540959
File: 41 KB, 500x500, 1370745176103.gif [View same] [iqdb] [saucenao] [google]
10540959

>>10540957
>mfw earthquake card
It's always so goddamn funny.

>> No.10540965

>>10540959
Have you seen the new update with banana peels?

>> No.10540969

>>10540965
I haven't, that sounds hilarious, what do they do exactly?

>> No.10540973
File: 907 KB, 1280x720, sigilsecrete.png [View same] [iqdb] [saucenao] [google]
10540973

>>10540895
>doing things that make the game more personally enjoyable
Oh. You do you, that's great. Talking about "quick switches" for weapons in general, it can make the "lame" weapons more appealing i.e. quickly getting that pistol out when a caco survives two super shotguns.

>> No.10540979

>>10540859
the steam versions of doom are censored

>> No.10540994

is there a Gzdoom setting or bug that's breaking collision for fence linedefs? i've been walking through fences in both eviternity 2 and ad mortem

>> No.10540997

>>10540973
I like the most about it is that it makes me use other weapons more. If it takes too long to switch, I'm encouraged to use a weapon that's no ideal for a situation because that's what I've got on hand and switching would waste time.
There are several weapons that in normal play I just don't touch much because of that and now I'm using the whole arsenal way more. Even the pistol sees more use because as you said it helps finish off cacos if they survive two SSG blasts.

>> No.10541000

>>10540979
How?

>> No.10541004

Why are the classic ports in BFG edition still a thing?
Delete them

>> No.10541020

Thoughts on Freedoom?

>> No.10541024
File: 442 KB, 1200x836, Doom Silent Night.jpg [View same] [iqdb] [saucenao] [google]
10541024

post christmas edits

>> No.10541027
File: 11 KB, 758x666, Hissmas.png [View same] [iqdb] [saucenao] [google]
10541027

>>10541024

>> No.10541030

>>10541020
it's getting places but there needs to be less tire spinning replacing the pistol and shotgun every two months and more finishing a mastermind replacement
and the sounds basically need wholesale replacement
maps, music, textures, most weapons and enemy sprites are fine

>> No.10541036 [DELETED] 
File: 43 KB, 512x511, filian2.jpg [View same] [iqdb] [saucenao] [google]
10541036

>>10540178
actually tried browsing the archive for once. where the fuck do you get the actual maps from? the automatic builds like doesn`t work either.

>> No.10541075

>>10541000
green crosses instead of red ones on health packs
no swastikas in the wolfenstien levels

>> No.10541124

>>10541075
Take the issues to Valve and id.

>> No.10541125
File: 710 KB, 1920x1080, Jingle Bells.jpg [View same] [iqdb] [saucenao] [google]
10541125

>Oh! Jingle bells, jingle bells
>Jingle all the way
>Oh, what fun it is to ride
>In a one-horse open sleigh, hey!

>> No.10541142

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

>> No.10541149
File: 510 KB, 972x1330, 1670694447077893.png [View same] [iqdb] [saucenao] [google]
10541149

>>10540997
This next bit's just spitballin: I've seen some shooters also have "weapon dependant" switch speed, like having a sidearm switch faster than an assault rifle.
>>10541024
Not really an "edit" but have it anyways.
>>10541124
Are Quake's health kits still uncensored? I thought it was just a "Doom" thing but Q2 went and had theirs turned green as well.

>> No.10541159

>>10541149
For the my edit of Smooth Doom I've kept the slow switch speed of the BFG. For the Smooth Weapons mod, the toggle affects everything and it's in ZScript so I don't know how to edit that. Maybe one day I'll not be lazy and fix it...

>> No.10541216

>>10538819
Duke hasn't held up that well.

>> No.10541273

>>10540754
ngl Copper sounds retarded

>> No.10541279

are we playing zandronum this christmas?

>> No.10541312
File: 178 KB, 1366x768, amc0008.png [View same] [iqdb] [saucenao] [google]
10541312

>> No.10541337

>always thought it was zanondrum
>it actually is zandronum
my lufe is a kie valso im drunk

>> No.10541383

>>10537203
Hello anon, I hope you're doing well. GzDoom already supports Doom. Merry Christmas!

>> No.10541385

>>10541337
Have a glass of water and a cup of coffee.

>> No.10541389
File: 880 KB, 500x500, DUKE NUKEM 3D.gif [View same] [iqdb] [saucenao] [google]
10541389

>>10538819
>>10541216
One day, you guys will see the light.

>> No.10541402

>>10538819
Play Redneck Rampage next. You’ll have a fun time.

>> No.10541407

>>10541402
You're an evil anon.

>> No.10541410
File: 957 KB, 832x865, 1671948802859661.png [View same] [iqdb] [saucenao] [google]
10541410

as one of those anons who makes themself take Christmas off from browsing 4chan, a very merry one to everyone ITT, lurkers and posters.

>> No.10541413

>>10541389
Honestly, even modded Duke just doesn't hold up all that well. I love the potential the Build Engine offers, but the shooting just feels off compared to Doom.

>> No.10541453

SNS today?

>> No.10541460

>>10541453
HELL YEAH FAGGOT!

>> No.10541464

>>10541453
yes

>> No.10541487

>>10541410
Merry Christmas

>> No.10541510

>>10541216
It's held up great. You people are gay.
Merry Christmas though.

>> No.10541514

>>10540979
Steam versions still come with the original releases + dosbox.

>> No.10541524
File: 195 KB, 1280x720, Elf.jpg [View same] [iqdb] [saucenao] [google]
10541524

>> No.10541527

>>10541149
I think Quake 1 dodged the red cross issue by not having it on a white/light background, they included alternate health kit textures with big red square lights in place of the crosses, but didn't end up using them.

>> No.10541534

>>10541524
>elf
They do be like that.

>> No.10541537

>>10533420
>try to recreate gibby (from apex) gun shield ADS thing into chaingun
>sometimes zooms in and out till it goes zoom
Man coding is hard.

>> No.10541554

>>10541124
The issue really is with the Red Cross being dicks, they never went after Valve or anybody big but they go after indie studios and went for id who were pretty small and isolated at the time.

>> No.10541562

playing doom (brutal)

>> No.10541601

>>10541562
Enjoy, anon.
I don't see the mass appeal in Brutal Doom, but for some reason a lot of people do.

>> No.10541607

>>10540461
Nothing truly wrong with it, but it's always disappointing to see a big Quake jam and it uses Copper. I still play them because I love Quake, but I'd rather they used a mod that has the mission pack content.

>> No.10541608

>>10541562
It's perfectly fine to play BD, maybe the back end is janky but there's no sense being caught up in 13 year old drama where most of the people involved have moved on.

>> No.10541609 [DELETED] 

>>10534158
>>10534161
>>10534167
Hey yeah I'm the asshole who made that. yeah, that was my edgy phase. I was 15 when I made that shit, now I'm an unironic femboy faggot who regularly selfposts on /gif/ and occasionally /trash/

I'm still making Doom maps, by the by. I won't ever post them but they're out there.

Also I don't recall ever having a mental breakdown from that.

>>10534308
>>10535373
I lost the files, sadly. And the download link to the anniversary edition was nuked with account deletion I did to cover my tracks. I don't even know what the fuck happened to them; but I'll most certainly take a good look into my old partition. I'm a linuxfag so I got a few partitions on my computer.

Maybe a Christmas miracle will happen and we'll see a rerelease.

>> No.10541616

>>10540754
Ehh I don't mind it. Zombies are a non-threatening entity in vanilla Quake and vanilla Nightmare Quake. They're always awesome window dressing, but little more.

>> No.10541645

>>10540859
The Steam release of Q2 is the best way to experience Q2. All the others are OK I guess.

>> No.10541650

>>10541645
A great shame they nerfed berzerkers into the ground.

>> No.10541651

Dukes nuclear winter sucks

>> No.10541657

>>10534087
I don't think the racist edge lord is the Marxist bruh.

>> No.10541683

>>10533421
J.A.C.K. (Half-Life, Quake map editor) updated for the first time in over a year
https://store.steampowered.com/news/app/496450/view/3882730411551484355

>> No.10541709

Merry Christmas everyone, and peace in Hell.

>> No.10541734
File: 282 KB, 1024x768, sns15byoc.png [View same] [iqdb] [saucenao] [google]
10541734

SUNDAY NIGHT SHITSHOW!
It's Christmas time babyy! Time to play some Byoc 1.5 and Christmas Cheer from the Chillzone.

Name: "[TSPG] Sunday Night Shitshow 15: Byoc Xmaschill
Password: "xmastime"

>> No.10541752

>>10533440
>graf loves delete
big mmm

>> No.10541841
File: 161 KB, 1366x768, shot0000.jpg [View same] [iqdb] [saucenao] [google]
10541841

Hardcore difficulty is filtering me. I only won this map through luck.
Also, I hate the plasma gun.

>> No.10541901

https://www.youtube.com/watch?v=dWj-ZRCNkN8

Thoughts on CountryCide? This looks amazing.

>> No.10541908

>>10541683
So you're telling me JACK is now updated more often than Trenchbroom?
>Background Images in 2D Views
Ah good, now I can fail at making models of big titty women from reference pics in JACK just as hard as I do in Blender.
This really is great though, and should make handmade recreations of maps from other games way easier as long as you can get a top view of them.

>> No.10541913

>>10541908
>So you're telling me JACK is now updated more often than Trenchbroom?
TB got updated earlier this year and was updated several times before that so no.

>> No.10541925

>>10541901
Instead of finishing TrenchFoot, they're already making spin offs...
It's great and all, but how long has this been in the works for now? 2 years?

>> No.10541930

>>10541913
Yeah, but it's been mostly insignificant changes since linked groups. Still not having prefabs or a shape constructing tool is pretty sad. Vertex manipulation is also extremely lacking compared to JACK or Netradiant Custom.

>> No.10541934

>>10541930
I just use the other two when I want to make an advanced shape and I put them into TB because it's definitely got the smoothest interface.

>> No.10541980

>>10533427
>:O

>> No.10542009

>>10541841
Mynx is deceivingly strong on hardcore I think.
>>10541389
I wouldn't mind this game if it did not have so many explosions. It feels like every second wall you look at is an explosive trap that explodes in your face and leaves Duke either dead or badly wounded. When you add exploding enemies, hitscanners, enemies with rocket launchers, the game's weird love affair with crushers and damaging floors to the mix, it becomes an experience that I come away from feeling way too drained.

>> No.10542036

>>10536114
Valuable or not it was an eyesore. Kinda funny though.
I've seen people do worse to guns though. Fuckin internet.

>> No.10542073
File: 51 KB, 579x721, 1696514456300693.jpg [View same] [iqdb] [saucenao] [google]
10542073

>>10541734
and merry xmas

>> No.10542084
File: 73 KB, 251x288, 1699886979431125.png [View same] [iqdb] [saucenao] [google]
10542084

>>10542009
>I wouldn't mind this game if it did not have so many explosions.

>> No.10542089
File: 478 KB, 1024x1536, sns15beaters&map32escapers.png [View same] [iqdb] [saucenao] [google]
10542089

>>10541734
>>10542073
GGs and Merry Christmas to everyone.

>> No.10542243

>>10542009
>walk into a room in a Build game
>get obliterated off the mortal coil by opening a door from the wrong direction
>walk into a 1mm height difference on a wall and burst into treats
>everything explodes and kills you
>jump on the table and walk across a sink, get sucked into bugged level geometry and folded into non-euclidean origami

>> No.10542257

>>10542243
My least favorite part of Build games is the inconsistent item drops. It sucks the most in Blood because E1 starves you of resources if you get bad rolls on enemy kills.

>> No.10542261

>>10542089
Aw I got home too late and missed it all
Lousy 3 hour delay

>> No.10542265

>>10542261
Merry Christmas anyway, Anon.

>> No.10542280

>>10542243
Build confirmed for the 1990s equivalent to Gamebryo?

>> No.10542284
File: 764 KB, 1920x1080, Base Profile Screenshot 2023.12.24 - 21.29.17.67.png [View same] [iqdb] [saucenao] [google]
10542284

>>10542265
Aye and to you and everyone else too

>> No.10542330

>>10542243
why is build engine so buggy

>> No.10542335

>>10542280
Gamebryo is the 90s equivalent of gamebryo.

>> No.10542345
File: 886 KB, 1920x1080, Mini Santa Claws.jpg [View same] [iqdb] [saucenao] [google]
10542345

>> No.10542358

>>10542243
Killer doors are a Build engine hallmark. You can make swing doors stop when they contact the player, but all of mine smush them because it's funny as fuck.

>> No.10542359
File: 3.65 MB, 640x360, IMG_1635.gif [View same] [iqdb] [saucenao] [google]
10542359

>Doom E4M6

>> No.10542364

>>10542335
HUH?

>> No.10542371

>>10542089
Merry crumbs
Thanks for playing our mod

>> No.10542372

>>10542364
Gamebryo started in 97, it just changed name later on. Build is only 2 years older.

>> No.10542461

>>10542243
Only the first one is a common problem IMO. I mean, there's lots of explosions, but that's cool and good, don't be gay.

>>10542330
Because Ken Silverman could not communicate with people, and thus help devs understand or solve problems they had with his autistic engine. It's not userfriendly for programmers.

>> No.10542518

merry christmas, anons, I love you no homo

>> No.10542554
File: 143 KB, 800x978, big nukem.jpg [View same] [iqdb] [saucenao] [google]
10542554

is duke the only fps game with a Christmas expansion?

>> No.10542589

>>10542461
I vaguely recall that John Carmack was both confused and impressed by the Build engine, which suggests to me that all of its feats were creative jankery that will fall apart under certain conditions.

>> No.10542606

>>10542554
Painkiller: Hell & Damnation had a Christmas-themed level released, but it was just a low-effort reskin of Train Station.

>> No.10542749

>>10542589
Wonder if Build 2 has these same failings. I kinda wanna use it for something, but I'm probably not smart enough.

MERRY CHRISTMAS, BTW, /DOOM/

>> No.10542805 [SPOILER] 
File: 232 KB, 1485x986, image-37.png [View same] [iqdb] [saucenao] [google]
10542805

next OP image

>> No.10542812
File: 142 KB, 756x661, 1485989612150.png [View same] [iqdb] [saucenao] [google]
10542812

>>10542805

>> No.10542845
File: 31 KB, 264x392, BRUPBRUPBRUPBRUPBRUPBRUPBRUP[sound=https%3A%2F%2Ffiles.catbox.moe%2Fvhsgij.mp3].gif [View same] [iqdb] [saucenao] [google]
10542845

Captcha: MMGAYD

>> No.10542954

I guess I'll ask my question in the next thread.

>> No.10542978

>>10542954
Why is your favorite map e2m1?

>> No.10543029

>>10542554
Does Team Fortress 2 count?

>> No.10543035 [SPOILER] 

cool monster crafting
https://youtu.be/VN5pcwY8yZk?si=IkwVZmAHspJb6r8S

>> No.10543037
File: 75 KB, 601x1765, 1577193515988.png [View same] [iqdb] [saucenao] [google]
10543037

It's that time of year again, /vr/.

>> No.10543039
File: 79 KB, 584x2217, 1577193581010.png [View same] [iqdb] [saucenao] [google]
10543039

>>10543037

>> No.10543041
File: 178 KB, 612x4000, 1577193644166.png [View same] [iqdb] [saucenao] [google]
10543041

>>10543039

>> No.10543046
File: 107 KB, 612x3039, 1577193705977.png [View same] [iqdb] [saucenao] [google]
10543046

>>10543041

>> No.10543048
File: 95 KB, 612x2303, 1577193767952.png [View same] [iqdb] [saucenao] [google]
10543048

>>10543046

>> No.10543051
File: 102 KB, 612x2239, 1577193830342.png [View same] [iqdb] [saucenao] [google]
10543051

>>10543048

>> No.10543056
File: 126 KB, 612x3500, 1577193892146.png [View same] [iqdb] [saucenao] [google]
10543056

>>10543051

>> No.10543059
File: 81 KB, 612x2157, 1577193954925.png [View same] [iqdb] [saucenao] [google]
10543059

>>10543056
Merry Christmas, Doombros.

>> No.10543076

>>10543056
Rude of him to ignore Heretic and Strife like that.

>> No.10543191
File: 641 KB, 727x765, sofa20001.jpg [View same] [iqdb] [saucenao] [google]
10543191

>>10541683
Would be cool if someone uploaded it.

>> No.10543224 [DELETED] 

>>10533860
>>10534158
>>10534161
>>10534167
Hey yeah, hi, I'm the asshole who made that. I actually made the original sneed claus when I was only 15. Fast forward a few years, and yeah, it was certainly an "edgy phase". I'm now unironically a hot femboy who regularly selfposts on /gif/ and /trash/. I still do make Doom maps, but nothing ever in the realm of ZDoom mods - just maps.

>>10534308
>>10535373
Yeah, I deleted the mega account that hosted Sneed Claus Anniversary as a way to "cover my tracks". Lots of shit that I made when I was underageb& has just been silently wiped off the internet as a way to avoid future problems for me. I've checked, and although I have the files for the original Sneed Claus, I don't have the files for Sneed Claus anniversary. Why? I don't fucking know why. I'm a bit saddened by this, but it is what it is.

Maybe we'll have a Christmas miracle and some anon with a copy can reup.

>> No.10543235 [DELETED] 

>>10543224
I'm sorry that you were groomed by pedophiles on the internet.

>> No.10543276
File: 308 KB, 646x595, 1688709575116.png [View same] [iqdb] [saucenao] [google]
10543276

>> No.10543283
File: 21 KB, 737x295, roulette.jpg [View same] [iqdb] [saucenao] [google]
10543283

Fuck this noise. It's time for...
iD ...!
GAMES ...!"
ROULETTE ...!!!

https://www.doomworld.com/idgames/
The rules are very simple.
>1. Click on the Random button on the top left.
>2. Load up the .wad and play it.
>3. Give it an earnest shot, even if it's some old 1995 era amateur shit.
>4. Take a screenshot if there's anything interesting.
>5. Post said optional screenshot, a link to what you got, and tell us what you thought.

Exceptions:
>A. If you get some old utility or something else which isn't a level, reroll.
>B. If it's a deathmatch only level with no single player support, reroll.
>C. If it's made for some fucking old sourceport forgotten by God and you don't know how to make it run, reroll.
>D. If it's more than one level, you don't need to play it all (like if you get a megawad or something), nor if it's like an hour long, the point here is QUICK fun.

You'll probably get something pretty crap, but you never know, I've found some decent old stuff before. If you're not used to ZDoom stuff, consider giving it a chance anyway, you never know, it could be decent, and if not you can gawk and talk shit about it here for fun.

>> No.10543285 [DELETED] 

>>10543235
>you were groomed by pedophiles on the internet
Are you referring to the nazism et. Al.? Because thats unironically the only fitting thing.

>> No.10543308 [DELETED] 

>>10543224
>>10543285
>Edgelord ends up being a closeted faggot
Every fucking time

>> No.10543340 [DELETED] 

>>10543308
>annoying overly flamboyant retard ends up being annoying overly flamboyant retard
i dont know how this is a shock to you

>> No.10543361
File: 513 KB, 1844x776, HSG_0102.jpg [View same] [iqdb] [saucenao] [google]
10543361

>>10543283
>https://www.doomworld.com/idgames/levels/doom2/g-i/hsg_0102

>It's been a few years now since the monsters had invaded earth; and since then you have taken up residence at Earth's only remaining radio telescope facility, where you have found yourself scanning fervently for the sound of any other human voice. You bang your head on a hang- ing desk lamp with a start as the transceiver now crackles to life.. It's a transmission from the MTMM (Manned Teraforming Mars Mission), Which had launched towards Mars about four years ago. (And which was now humanities last desperate hope). We have no experience dealing with these things, they exclaim, It's a *@mn infestation.. With their current distance, and a constant 1G acceleration rate: They barely have just enough time and energy to teleport you, (and your DM squad), to what they call a secure area as they lock down the ship. My God, help us!! you hear them scream as the teleport pad hums to life, It's happening again, just like on Plutonia..

Colorful description, but this is NOT a fun level. Looks visually decent at a glance, but it's a whole bunch of symmetrical and identical hexagons bunched together, and with weird and muddy progression. You get lost immediately because everything looks the fucking same, and the fighting is tedious, the author likes Imps and Chaingunners behind fake walls.

Gonna roll for something else.

>> No.10543481
File: 1.95 MB, 3072x1728, PHOBOS3.jpg [View same] [iqdb] [saucenao] [google]
10543481

>>10543283
https://www.doomworld.com/idgames/levels/doom2/p-r/phobos3

PHOBOS3.wad is from 1998. This one wasn't all that fun either, but I gave it a shot, more than it really deserved and pushed into MAP02, where it takes a turn for the shit, when it was kind of shit to start with.

Fundamentally, you are always really starved and under-equipped on both maps, the first one starts with a bunch of Imps, Zombies and Cacos in a large open space, with more Imps, Troopers, and Shotcunts in an open building across your start which will be sniping at you. You can rush into the distant corner of the building for the Shotgun and get Alex Murphy'd, or you can grab one from the closer Zombies and then run away.
The only winning strategy for MAP01 is to herd all the monsters around, making sure all the ones in the second building come out (see the one screenshot of me hiding behind a couch and desperately pistoling a Caco), trying to make them infight best you can. You get bullets but never a Chaingun, hope you like fighting a Hellknight for the exit with just the Shotgun, there's a hidden Berserk but fuck THAT.

MAP02 has a hot start right away which must suck a million dicks without carrying over stuff, and there's not much more ammo here either. I ran completely out of patience for the hurtfloor Impmaze and cheated by jumping over them, eventually I managed to kill for a Chaingun, but that ammo isn't lasting long.
Getting to the Red Key, this place looks familiar, and it's a deadly as fuck locked in ambush which I just barely survived in spite of cheating (jumping) previously to get the secret Blue Armor, Backpack, and some actual ammo, and then I have to push through the hurtfloor with no health or suit to progress, which is where I give up completely.

Has a couple of decent custom switches and animated textures (computer monitors), but overall looks very rough by 1998 standards.

>> No.10543557
File: 208 KB, 1366x768, amc0000.png [View same] [iqdb] [saucenao] [google]
10543557

>> No.10543641
File: 309 KB, 1024x576, Screenshot_Doom_20231225_183834.png [View same] [iqdb] [saucenao] [google]
10543641

>>10543283
https://www.doomworld.com/idgames/levels/doom2/a-c/andyhome
Wow, people weren't lying, MyHouse.wad looks so good!

But seriously, this is a genuine myhouse.wad from like 1997, and as far as that goes, it's nothing special, but certainly nothing awful either. To do the basement and second floors of his house, this Andy guy put teleporters in stairs, and replaced the teleport sound effect with what I can only assume is an audio recording of him hurriedly and loudly stomping down the stairs of his actual house. I presume he wanted it audible for deathmatch purposes.

This becomes funny with how the room on the second floor with the yellow key, which you need to exit the level, is an ambush trap where you will get absolutely fucked if you wake the monster teleport closet by shooting the imp inside. The stair stomping noise almost overpowers everything else as they all teleport in droves to that bedroom, mostly pinkies but also an archie and some barons. If you can find the secret areas which let you get the BFG and a Megasphere, you can actually do this ambush, though it's pretty tough with how close the quarters are (and god help you if you get a ghost monster, like I first did, there's only a dozen rockets in the level).
Ideally, you will want to lure the first imp out of the room and close the door, so you can kill him without alerting the teleport closet and get the stuff in the room first.

I would not call this .wad anything special, but it was however a lot more fun than the other two .wads I rolled, which were unfun chores. Thus, thank you Andy Bay for giving me something that was actually alright and enjoyable, it may not have been as vast and big as the others, nor as nice looking as the first one, but I wasn't bored and miserable, so Merry Christmas wherever you are.

>> No.10543652

>>10536425
>Crispy
People have been using Nugget for a while now unless they've been totally out of loop for few years.

>> No.10543690

>>10540859
Doom and Quake are better on source ports, howerer Steam Quake has that new expansion which is really good. As for Quake 2, the steam release has some brightness issues and slightly nerfed railgun, but also has improved ai (difficulties outside nightmare actually matter now), ground zero balance fixes and restored content such as distruptor, 64 version and also new expansion.

>> No.10543715 [DELETED] 

They still take my bait kek
https://rpgcodex.net/forums/threads/half-life-is-shit.143035/
Way more fun than baiting on /v/ amd /vr/, i recommend shitposting there.

>> No.10543717

Hope you're having a good Christmas Doombros. I hope you got what you wanted this year.

>> No.10543818
File: 190 KB, 1366x768, amc0003.png [View same] [iqdb] [saucenao] [google]
10543818

>> No.10543881

i feel lonely. any anon wants to stream some doom/quake?

>> No.10543902

>>10543717
I got Doom Eternal
It's still doom so it's the thought that counts

>> No.10543949

>>10543818
>>10543557
i really need to play this

>> No.10543960
File: 1.56 MB, 1593x899, GETEM.png [View same] [iqdb] [saucenao] [google]
10543960

>>10543283
>Getem!
>06/29/95
>by Thomas Evans
>This level has several open areas... I tried seveal different tricks in this one to make it interesting. Hope you like it!

We start with a huge ass open area, as our Thomas described (pic 1). Dozens of shotgunners and zombiemen are no match for us: we have all the weapons we need since the start.
A single room with two set of stairs, one leading to a dead end (pic 2). Luckily, my keen eye was able to spot the fake wall: a secret!
Our Thomas managed to make anon scared when he turned back and the lights were off (pic 3). Nice little room.
An agitated bonesman (pic 4) is seen guarding the exit room.

All in all, a shit wad that kept me company for the past ten minutes or so. We could shittalk all day about our friend Thomas Evans and his shitty wad, but he finished his map. Can the same be said about you?

>> No.10543979

tried AMC Squad, my crosshair disappeared out of nowhere and options/keys wont bring it back...

>> No.10543984
File: 168 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
10543984

>>10543960
Hey, I finished my map! Wafiu lead was having a bad time and fell off the internet, hoping that fellow is doing ok.

>> No.10543990

>>10543979
ok it seemed that 10% scale is buggy

>> No.10543992
File: 271 KB, 1917x1080, THEKURSE.png [View same] [iqdb] [saucenao] [google]
10543992

>>10543283
I got a Doom 1 wad from '94 called " TheKurse.wad". Idgames rates it 1 star but considering its release date, I'd say it was better than that. Kind of ugly and with l obscure progression but not worse than some of the Iwad maps. It makes various overt references to the original like a big star shaped arena at the end. Stuff like Plutonia was lauded for ripping off the Iwads so I think this could have been popular back in the day.

>> No.10544035

>>10543984
What happened to waifu lead?

>> No.10544065
File: 772 KB, 1152x720, Plutonia.png [View same] [iqdb] [saucenao] [google]
10544065

if the revenant was a reverend would he

1. wear the top part of a robe instead of his breastplate
2. wear the top part of a robe over his breastplate
3. wear a full robe and then put the breastplate on top of it
4. simply add the bottom part of a robe to his outfit

>> No.10544091

>>10544065
Merge Blood Cultist robe with Revenent

>> No.10544096

>>10544035
Got hit by a car, kept working on the project, then went dead quiet and we haven't heard from him since.

>> No.10544098

>>10543652
Well, how about Woof's latest versions then?

>> No.10544119

>Download blood
>getting hard filtered from the first level because i suck using the melee weapon and panic when i get hitscanned/dynamited
Not like this

>> No.10544131

Is it true that Fresh Supply has tons of bugs compared to One Whole Unit? i am currently using the NBlood but i am unsure how far that deviates from the vanilla game

>> No.10544159

>>10542554
Does the "Land of the Damned" level from Serious Sam TSE count as a Christmas level?

>> No.10544162

>>10544098
Good alternative too.

>> No.10544176

What are some good vanilla-ish Hexen rebalance mods? In vanilla, the Fighter is just superior to all the others.

>> No.10544183

>>10544159
>winter themed
>has santa pop up in two secrets
>jingle bells plays in a part of the level
I say yes.

>> No.10544209

>>10544131
https://steamcommunity.com/app/1010750/discussions/0/1644292444647662838/
NBlood has some bug fixes applied, such as stuff like TNT weapon state not glitching while entering water, and smoother transitions between ROR sector transitions

>> No.10544258 [DELETED] 

>>10543308
>>10543224
>I'm now unironically a hot femboy who regularly selfposts on /gif/ and /trash/.
Damn, the radical rightwinger to femboy pipeline is real

>> No.10544268

>>10544131
NBlood resembles the original DOS version of Blood the most.

>> No.10544273

>>10544268
more than NotBlood vanilla mode + Dos mouse mode?

>> No.10544278

>>10544183
>Damn, it's cold. My nipples are like pencil erasers.

>> No.10544289

>>10544273
NotBlood has DOS mouse mode? Personally I'm more of a download BMOUSE.EXE from the spinning duke .gif website kind of guy.

>> No.10544290

Are NBlood and NotBlood the same thing?

>> No.10544292

>>10544273
NotBlood vanilla mode is just exposing an internal flag that is set on for demo playback.
>>10544290
It's a fork, and by default it'll use NBlood compatible settings.

>> No.10544303 [DELETED] 

>>10544258
yeee :3
https://unsee cc/album#tBbbE98aGBVB

>> No.10544310
File: 1 KB, 252x172, 1671601378227480.png [View same] [iqdb] [saucenao] [google]
10544310

I'm not clicking that

>> No.10544315

>>10544292
>NotBlood vanilla mode is just exposing an internal flag that is set on for demo playback.
my whole life is a liei don't use vanilla mode sorry

>> No.10544396

>>10543059
*sniff* beautiful

>> No.10544405
File: 211 KB, 382x364, doom___christmas_by_dremoravalkynaz-d5ngim5-80317985.jpg [View same] [iqdb] [saucenao] [google]
10544405

>>10543059
Merry Merry, Christmasbros

>> No.10544459

>>10543960
>1995
Thomas Evans might be dead now, or a family man with kids which is the same thing.

>> No.10544617

I'm too tired and replied to the wrong thread:
>>10544615

>> No.10544619

Baking bread

>> No.10544624

>>10544619
Mmmm smells delicious

>> No.10544636

NEW THREAD
>>10544630
>>10544630
>>10544630

>> No.10544637

>>10544617
Very nice, more Q2 goodness
>all sorts of new Q2 stuff
>some fun new Q1 stuff
>exposed to lots of good old Q1/2 mods
It was a fun year for me

>> No.10544663
File: 262 KB, 1280x720, subtle.jpg [View same] [iqdb] [saucenao] [google]
10544663