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/vr/ - Retro Games


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10596550 No.10596550 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10586762

Doom/Quake/Duke/Heretic/Hexen/Unreal/Sam/Half-Life/etc
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/PASTEBIN
https://rentry.org/vrbin

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

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

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

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

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

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

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

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

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

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

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

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

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

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

>> No.10596551
File: 546 KB, 720x1280, 1684197745949364.jpg [View same] [iqdb] [saucenao] [google]
10596551

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

=== NEWS ===
[1-12]vQuake aka Rendition Veritage Quake released
https://www.vogons.org/viewtopic.php?f=9&t=95721

[1-08] Anon releases all doom 2 maps without geometry >>10580574 (Cross-thread)

[1-07]Simpler Times for Duke 3D released
https://www.moddb.com/mods/simpler-times

[1-07]William Gee made a compilation of all his Duke3D maps into one mod, Supports Alien Armageddon
https://www.moddb.com/mods/wg-mega-pack

[1-07]Quakewulf releases "Four Base" a techdemo map demonstrating Quake 4 Textures in Quake 2 Remastered, source map included for mappers(Quake 4 textures needed)
https://vxtwitter.com/Colonthreee/status/1744012704728183163
https://gamebanana.com/mods/481349 (Texture assets)

[1-03]WRATH: Aeon of Ruin's update that goes over its singleplayer content, improvements and fate of deathmatch.
https://store.steampowered.com/news/app/1000410/view/3904122509826850382

[1-02] Perfect Dark PC port receives WIP netplay support(second link)
https://nightly.link/fgsfdsfgs/perfect_dark/workflows/c-cpp/port?preview
https://nightly.link/fgsfdsfgs/perfect_dark/workflows/c-cpp/port-net?preview

[1-01] Chasm: The Rift entity & weapon pack for Garry's Mod released
https://steamcommunity.com/sharedfiles/filedetails/?id=3128742113

[1-01] Anon releases a map for the Quake 2 Remaster
https://twitter.com/Colonthreee/status/1741837792563311069 (embed)

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

>> No.10596582

>>10596479
It might be different now, the whole thing supposedly got deleted by whoever got control.

PB's pretty much a magnet for dumb shit though, the "private" public github that everybody knew about, the trying to get testers to sign an NDA, the getting into a fight with Mark, it's always a laugh watching them fuck up.

>> No.10596605

>>10596503
There is no excuse to use Discord in the first place.

>> No.10596610

>>10596582
That's selling it short. All of that was years ago, the Mark stuff almost 10 years ago now. It's a great, polished mod. Loads of enemy variety, loads of options to customize to your heart's content, etc.

>> No.10596612

Anybody got doom for Wii homebrew or some mods all in one package that they would like to share? Doom with wiimote rocks.

>> No.10596614

>>10596612
Webm?

>> No.10596617

>>10596614
No. I mean a link to download.
Don't understand your response

>> No.10596619

>>10596617
Do you have a* webm *of you playing Doom with a Wiimote? Not footage of you, but of your game.

>> No.10596634

>>10596619
>>10596619
No. I don't have the doom app on Wii anymore. It's the reason I'm asking if anyone knows of links that I don't, because it was very good. Its doom for wii and can play doom 2 and maybe 3 original mods, but don't remember the names of those. Have Wolfenstein, which is also very good.

It's on a real Wii, not a dolphin emulator running on PC. PC is off. I don't do screen recordings because they're a pain to capture & edit.

No.

>> No.10596642

yo is that zerstorer in OP

>> No.10596647

>>10596634
There's exactly one wii port, it's not hard to google.

>> No.10596648
File: 39 KB, 360x388, 1685186967941039.jpg [View same] [iqdb] [saucenao] [google]
10596648

>>10596634
>No
Oh.........

>> No.10596653
File: 763 KB, 1920x1080, 1467951358266.jpg [View same] [iqdb] [saucenao] [google]
10596653

anyone know what set this is from

>> No.10596654
File: 379 KB, 894x795, poor little doomgirl.jpg [View same] [iqdb] [saucenao] [google]
10596654

>> No.10596661

>>10596647
That's not what I mean. of course I know that I can Google it.

If you don't know say you don't know

>> No.10596664

And no I don't know the frame rate of Wiidoom but there was no problem.

>> No.10596665

>>10596653
No but it looks sick.
>>10596642
Yes.
>>10596661
>If you don't know say you don't know
BASED

>> No.10596672

>>10596654
unf

>> No.10596680

>>10596672
I wanna see her OUCHface.

>> No.10596682

>>10596653
Found it for you anon.
https://www.quaddicted.com/reviews/retrojam3dlc.html
Slacky's map specifically.

>> No.10596702

"Just Google it" the same could be said for all of the bullshit links you posted that no one asked for.

And you posted like 20 times a month

>> No.10596718
File: 166 KB, 616x948, 1554415224105.jpg [View same] [iqdb] [saucenao] [google]
10596718

>> No.10596743

>>10596718
I'd be confused too if a bearded man offered me to touch his tits.

>> No.10596745

>>10596680
I wanna see her in 0% armor

>> No.10596760

>>10596654
>isn't blue
Doomgals that aren't Crash should be illegal.

>> No.10596802
File: 96 KB, 480x800, doomgirl with big titties.jpg [View same] [iqdb] [saucenao] [google]
10596802

>>10596760
I like either.

>> No.10596825
File: 68 KB, 500x411, 1526258119065.jpg [View same] [iqdb] [saucenao] [google]
10596825

>> No.10596832
File: 397 KB, 498x410, PlutoniaSaysHello.png [View same] [iqdb] [saucenao] [google]
10596832

>>10596825

>> No.10596838
File: 192 KB, 800x600, mr strogg's wild ride.jpg [View same] [iqdb] [saucenao] [google]
10596838

>> No.10596845
File: 230 KB, 480x800, couldbebigger.png [View same] [iqdb] [saucenao] [google]
10596845

>>10596802

>> No.10596856

>enter empty room
>there's pillars and a switch on the wall

>> No.10596878

>>10596718
Why.

>> No.10596904
File: 347 KB, 499x410, 1577363596409.gif [View same] [iqdb] [saucenao] [google]
10596904

>>10596825
>>10596832

>> No.10596929

>>10596760
Crash's original texture is Green, Blue is simply her Default look due to the literal transparent blue panties she use

>> No.10596935
File: 108 KB, 1920x1080, Screenshot_Doom_20240113_040552.png [View same] [iqdb] [saucenao] [google]
10596935

That was fun.

>> No.10596985

>>10596845
Thank you, holy ghost of Paul Steed, I will be saving that.

>filename
lmao, makes me think of a friend who always remarks "could be flatter" on any pretty girl who isn't A or smaller.

>> No.10596986
File: 415 KB, 200x148, the pit.gif [View same] [iqdb] [saucenao] [google]
10596986

>> No.10596991

>>10596935
>Majin doomguy
>94 prots never
Good one, I love how cheeky our projects sometimes are

>> No.10596996
File: 431 KB, 2560x1440, Diouques Threedee - Roch Series 8.jpg [View same] [iqdb] [saucenao] [google]
10596996

>enjoys Roch Series quite a bit
>reaches map 9
>there is no map 9
>1-8 was posted a long ago so there will probably never be a map 9
why even live bros

>> No.10597024

>>10596991
HFFM sure had cheeks

>> No.10597112
File: 5 KB, 487x166, Screenshot 2024-01-13 101707.png [View same] [iqdb] [saucenao] [google]
10597112

>>10596551
Doom 2 wad "/Vertex Relocation/"
>IWAD : Doom 2 | Format : Boom

>Maps for Doom 2 using the original placement of monsters
>The single maps with only the things can be found here: https://files.catbox.moe/rvp7ap.zip
>Everything is allowed to be rotated
>You can move/add/remove anything that isn't a monster
>You can change the ambush flag
>You can NOT change the skill flags
>You are free to add obstacles to the maps such as trees and barrels

>We won't be using texture packs but you are free to use your own custom textures or those shared in the threads
>Custom MIDIs are welcome (with proper credit when possible)
>Secret exits only on maps 15 and 31
>You probably know to, but don't forget to test in one or two ports other than your favorite.

Submit your maps by tagging the === CURRENT PROJECTS === post (usually the very first post in the thread) with the map number and map name
Deadline: February 16th, 2024.

Current maps taken:
>MAP01: Entry Job (Entryway) - TimeGuardian | https://files.catbox.moe/wc57t9.wad
>MAP02: Underbase (Underhalls) - Anon | https://files.catbox.moe/wvgpgd.wad
>MAP07: (Dead Simple)
>MAP12: (The Factory)
>MAP21: (Nirvana)
>MAP22: The Crematorium (The Catacombs) - Sitri | https://files.catbox.moe/xw3y8t.wad
>MAP24: (The Chasm)

>> No.10597143

>>10597112
Update for map22. I fixed the plasma secret's teleporter being inaccessible.
https://files.catbox.moe/ybxtbk.wad

>> No.10597153

>>10596550
Has anyone made a returning weapon/boomerang in decor, want to to recreate the wrench from ZORTCH. Fucking love zortch.

>> No.10597159

>>10597153
I believe Kegan at least attempted that with GMOTA, but I don't know how it went, he'll probably drop a reply since I mentioned it.

>> No.10597169

>>10596551
Ladies and Gentleman the 1st Prototype Speedmapping Map Jam for the Quake 2 Remaster, focusing on an open ended "space station" theme, hosted by the Map-Center Discord server.
Is out
https://www.moddb.com/games/quake-2/addons/q2proto1-jam-2024-final

And is not bad
And Whoever came with the idea of making goon cave from here, have a (you)

>> No.10597173
File: 251 KB, 214x448, rangerhang.gif [View same] [iqdb] [saucenao] [google]
10597173

>>10597169
>prototype textures
I hate this meme.

>> No.10597228
File: 1.95 MB, 1920x1080, 2320_20240113121828_1.png [View same] [iqdb] [saucenao] [google]
10597228

>>10597173
Behold the Makron's jizz bank, is bright and radioactive.

>> No.10597284
File: 383 KB, 1117x689, hmm.png [View same] [iqdb] [saucenao] [google]
10597284

I made a level that requires jumping and crouching for some cool level design tricks
https://www.mediafire.com/file/6j6f7sunc257qjm/Verticality.wad/file
Is this good enough for a MAP01?

>> No.10597290

>>10597284
it has 3 archviles

>> No.10597303
File: 3.90 MB, 640x360, GZ through 3rd perspective .webm [View same] [iqdb] [saucenao] [google]
10597303

>>10597169
Is this where the 64 jam came from as well? That was surprisingly fun.

>> No.10597313
File: 2.32 MB, 1920x1080, 2320_20240113125454_1.png [View same] [iqdb] [saucenao] [google]
10597313

>>10597303
the goonmap is something

>> No.10597359

>>10596935
Whoever made the last map is a giga nigga and I hope he's still making maps.

>> No.10597406

>>10597112
Nice, but consider that I think it was 512 lines already had a line/vert style

>> No.10597419

>>10597406
It's not like 512 has a monopoly on the style, plenty of non-/vr/ projects have used it in the past.
>>10597173
This nigga has never played on a 24/7 cp_orange server in TF2 for 3 hours straight and it shows.

>> No.10597443

>>10597419
>It's not like 512 has a monopoly on the style,
True, but non-/vr/ projects are inherently irrelevant to us and I think we can do better.
My shitty idea would be to only use vertices, although that would warrant some contrast/optical illusion tier fuckery to be better readable, or, since it's the monsters that stay, make the monsters form the logo. Any drawfags know what I mean?

>> No.10597453
File: 338 KB, 2048x1152, map07-2.png [View same] [iqdb] [saucenao] [google]
10597453

making more progress on MAP07

>> No.10597501

>>10596845
Not big enough.

>> No.10597523

>>10597501
I agree, yet I also want to see a flat version.

>> No.10597543

>>10597284
I better hope you've properly telegraphed the need for jumping and crouching.

>> No.10597557
File: 229 KB, 480x800, couldbeevenbigger.png [View same] [iqdb] [saucenao] [google]
10597557

>>10597501

>> No.10597558 [DELETED] 
File: 453 KB, 408x580, floiglo.png [View same] [iqdb] [saucenao] [google]
10597558

>>10596550
Thoughts on Halo? Did it really save the genre like most people say?

>> No.10597564

>>10597558
It’s alright. The first one gets repetitive but the enemies are fun to fight and coop is a blast.
>Did it really save the genre like most people say?
It helped tons of consolefags become exposed to the idea of LAN and online play.

>> No.10597569

>>10597557
NOT BIG ENOUGH

>> No.10597573 [DELETED] 

>>10596550
>halo autist tricked the jannies into deleting a doom 2 thread this time
200 IQ 4D chess move

>> No.10597612

>>10597558
Has anyone outside the US actually ever played Halo? I've literally never heard any non-American mention it

>> No.10597619

>>10597612
Non-American here.
Never played it, none of my friends back in those times played it either.

>> No.10597621

>>10597612
I didn't play Halo because I wasn't interested in FPS at that time but it was pretty popular in France in the early 2000's.

>> No.10597634

>>10597558
It didn't save the genre, but it extended couch coop's lifespan by about a decade.

>> No.10597670
File: 408 KB, 1920x1080, 2024-01-13-191030_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
10597670

>>10596551
>>10597112
Submission for Vertex Relocation
https://files.catbox.moe/v9xpvz.wad
Name: Seaside Sanctuary (v1)
Author: Hand-peeled
Midi: Guardian Angel Loses Their Will by Emma Essex (Alien Vendetta Midi Pack)
Monster placement from: MAP12 - The Factory

Includes a few textures from cc4-tex, some of which are unused but I've yet to figure out how to delete them properly without things breaking.
I'll upload a proper version later but this is good enough for playtesting.

>> No.10597714 [DELETED] 

>anon post halo, a retro game
>gets deleted because faggot mods don't like it even though it breaks no rules whatsoever

>> No.10597732

>>10597453
>that absolutely fucking disgusting pixel scaling
Do people really play like this?

>> No.10597746
File: 230 KB, 480x800, couldbespiderman.png [View same] [iqdb] [saucenao] [google]
10597746

>>10597557
>>10597569

>> No.10597752
File: 361 KB, 820x960, cbYRUThgE3o.jpg [View same] [iqdb] [saucenao] [google]
10597752

>>10597612
Had it from the bootleg market alongside with Doom 3, Quake 4, Hidden & Dangerous 2, Medal of Honor: Allied Assault, Brothers in, Arms: Earned in Blood, Call of Cthulhu: Dark Corners of the Earth, Deus Ex, Dilogy, King Kong, Red Faction, You Are Empty, KISS: Psycho Circus, F.E.A.R., Return to Castle Wolfenstein, Land of the Dead: Road to Fiddler's, Green, Breed, Delta Force: Land Warrior, Bet on Soldier and a bunch of other crap I wouldn't remember. Pic related, would have traded most of it for DOS shooters if I knew better.

>> No.10597775

>>10597670
Very fun and pretty map. You've got some balls to put some of the enemies in secrets.

>> No.10597792
File: 95 KB, 480x800, Dounce Bouncem.png [View same] [iqdb] [saucenao] [google]
10597792

>>10597746

>> No.10597835
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
10597835

GOOD MORNING MOTHERFUCKERS, IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!

>> No.10597846
File: 13 KB, 640x480, Nearly done.png [View same] [iqdb] [saucenao] [google]
10597846

>>10597835
Nearly finished up with this new intermission screen/10th birthday art. Just gotta paint light on everyone.

>> No.10597851
File: 94 KB, 640x480, doom174.png [View same] [iqdb] [saucenao] [google]
10597851

>>10597835
I've still been finishing my latest map on monday, that counts for something.

>> No.10597861
File: 1.18 MB, 3840x2160, fishtank_2024-01-13_14-42-09.png [View same] [iqdb] [saucenao] [google]
10597861

>>10597835
continuing from: >>10588862
Made clownfish, some seaweed, and a searock texture - along with a nice little test map that's just a giant fishtank. Probably going to make some coral and pufferfish then go back to the map propper.
I'm getting some frame drops though, so I might need to optimize the fish code a bit.

>> No.10597895
File: 15 KB, 250x250, 1476229343415.jpg [View same] [iqdb] [saucenao] [google]
10597895

>tfw no SNS tonight

>> No.10597908

>>10597895
Because it's Saturday, Anon.

>> No.10597910

I've never been able to finish Doom II. I enjoy the gameplay more than Doom I but the later levels and amount of enemies keep me scrounging for ammo the whole time

>> No.10597913

>>10597908
Still, there probably will be no SNS next night.

>> No.10597914

>>10597910
Use rockets more on trash enemies when in groups

>> No.10597918

>>10597910
What? Doom II has plenty of ammo, even if you run out of some type, you still a lot of another type.
Doom I on the later episodes is the one with some degree of ammo starvation.

>> No.10597925

>>10597913
not with that attitude
hosting a TSPG server isn't rocket surgery

>> No.10597930

>>10597918
maybe I just rely on the ssg too much, idk

>> No.10597947

>>10597930
Happens with me as well. Like anon said, just try using rockets for groups and dick down pain elementals and cacos with the chaingun every now and again and that alone should save enough shells for the rest. There's plenty of ammo to go around.

>> No.10598004
File: 540 KB, 2560x1440, Douche Touchem - Simpler Times.jpg [View same] [iqdb] [saucenao] [google]
10598004

>> No.10598010
File: 349 KB, 2560x1440, Dooki Nooki - Simpler Times.jpg [View same] [iqdb] [saucenao] [google]
10598010

>>10598004

>> No.10598014

Has anyone made Quake in Doom before? I know about Dimension of the Boomed, but I mean a Quake total conversion

>> No.10598117
File: 578 KB, 1920x1080, Screenshot_Doom_20240112_013325.png [View same] [iqdb] [saucenao] [google]
10598117

>>10596550
Still making my way through TNT: Evilution. Just got past Maps 16 to 20. These maps are starting to get harder and longer to beat. I have mix feeling on this bunch of levels. Maps 17 and 19 are fantastic. Shipping/Respawning might be my favorite map so far in TNT. Map 16 was bad and 18 was mediocre.

>> No.10598159

>>10598014
https://www.doomworld.com/forum/topic/97615-quake-1-stuff-ultra-reloaded-v12-final/

>> No.10598160

>>10598010
The original:
https://forum.zdoom.org/viewtopic.php?f=43&t=37369

>> No.10598165
File: 425 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
10598165

>> No.10598168

>>10597670
A couple of traps were pretty mean like the one with mancubi and the other with a baron but i really liked your map

>> No.10598178

Anyone knows what the proper way to normalize the midis volume? Is it as simple as importing it into a software and changing the master volume or something?

>> No.10598189

>>10598165
>build brandon

>> No.10598206

>>10598165
>hmm trap fps
>ass free

>> No.10598218

>>10598165
>need old port hard

>> No.10598237

>>10598165
>hate existing
me too man

>> No.10598238
File: 206 KB, 2560x1440, Cuck Chuckem - Simpler Times.jpg [View same] [iqdb] [saucenao] [google]
10598238

>>10598010

>> No.10598260

>>10597930
>maybe I just rely on the ssg too much
A very common problem, it happens.
>>10598004
>grab newest eduke for WG map pack
>also choose dapper red Duke
>go to kick something
Were his jeans player colored in vanilla as well? I never played Duke multiplayer just SW.

>> No.10598268

>>10598260
>I never played Duke multiplayer
same here, only in Duke 64 split screen

>> No.10598306

>>10597914
>>10597947
>>10598260
Made it to tricks and traps, now I have only 24 shotgun shells left and that's it. I've been trying to use more of my arsenal and it's still not enough. To be honest Doom 2 feels like a Dynasty Warriors game with classic Resident Evil ammo when I play it

>> No.10598313

>>10598306
correction, just made it to refueling base. 10 shotgun shells and 5 pistol ammo remaining

>> No.10598317

>>10598313
>made it to refueling base
Good, you're gonna get out of there with your arse full of bullets.
Remember to get the secret at the start.

>> No.10598320

>>10598268
I'd love for a Duke Nukem 64 protoype cart or two to come up. It'd be quite interesting to see what it looks and feels like to play Duke 64 with some cut weapons and at least slightly lighter censorship.

>> No.10598329

>>10597851
It looks very nice.

>> No.10598330

>>10597112
I want to try doing MAP30, will take me a few days though.

>> No.10598331

>>10598260
Yes, and there was a point in development where every weapon had some little marking on it that would also change to the player’s color

>> No.10598332

>>10598317
It's the pain elementals and lost souls, they're a complete ammo tax on this level

>> No.10598339

>>10598332
Only at the start. Once you make it to the room full of hitscanners you're gonna be full of bullets, then you can use those bullets to kill the other rest of the monsters, just don't waste them on the arachnotrons and the cyber of course.
Good level, one of the best of Doom 2.

>> No.10598340

>>10598339
Maybe I'm just filtered. The level feels like what Tom Hall wanted: doomguy just running around scared of demons rather than an action game
I'll give it a shot

>> No.10598347

>>10598340
>doomguy just running around scared of demons
On Refueling Base? Map10? That's one of the fastest levels and you're constantly shooting demons and killing shit on that map, it's great.

>> No.10598351
File: 28 KB, 576x111, hitscan_start.png [View same] [iqdb] [saucenao] [google]
10598351

>>10598165
t. Dario Casali

>> No.10598369

>>10598330
Sure, there is still a month for the deadline anyway

>> No.10598372
File: 2 KB, 189x99, prototypesv1.png [View same] [iqdb] [saucenao] [google]
10598372

>>10597835
Made some concept sprites for Gmota reference gun
>>10597846
Cant wait to see it finished

>> No.10598378

>>10598369
Is it OK to remove the multiplayer things? They are annoying and get in the way.

>> No.10598382

>>10598378
You can remove anything that isnt a monster

>> No.10598394

>>10598372
>Gmota reference gun
Tell me more.

>> No.10598479
File: 35 KB, 640x480, Happy 10th birthday, GMOTA.png [View same] [iqdb] [saucenao] [google]
10598479

>>10597846
>>10598372
I'm not much of an artist, but I sure as hell wanted to put a good effort for this one. This mod means a lot to me, and I'm honored I could start it here with you boys, you've helped push me to get better at all of this shit.

>> No.10598517
File: 3.83 MB, 2560x1440, Quake II Enhanced_2024.01.14-01.33.png [View same] [iqdb] [saucenao] [google]
10598517

ah yes,,, just how i remember it looking

>> No.10598541

>>10598517
>fog doesn't tint the skybox
Seems like that would have been obvious...

>> No.10598556
File: 686 KB, 1597x897, Screenshot 2024-01-13 214925.png [View same] [iqdb] [saucenao] [google]
10598556

>> No.10598558
File: 376 KB, 502x600, Image468.png [View same] [iqdb] [saucenao] [google]
10598558

>>10598556

>> No.10598561
File: 960 KB, 1363x768, 1698729991123769.png [View same] [iqdb] [saucenao] [google]
10598561

What's this?

>> No.10598562

>>10598339
>>10598347
finally made it through, I restocked enough on ammo through circle of destruction and factory. Feels like I got through the first big difficulty spike

>> No.10598564

Today I learned that for all the hate the GZ turrets got, Rogue were going easy on the player because they never broke out the hitscan ones.
(GZ Turrets come in four flavours: Blaster, Chaingun, Rocket, and Plasma Beam. the CG and PB ones are not spawned by any standard map)

>> No.10598573

>>10598561
It's a Doom screenshot, I can tell by some of the cacodemons and having seen many a Doom screenshot in my time.

>> No.10598579

>>10598556
What mod for the cute fairy?

>> No.10598584

>>10598579
Colorful Hell
It sometimes spawns when you kill an ice monster

>> No.10598590

>>10598584
Very cute.

>> No.10598604

>>10598556
>>10598584
Hege Cactus Cactus Hege is such a fucking weeaboo, lol.

>> No.10598612

>>10598561
Jesus christ, dude, the thread where you grabbed this screenshot is still alive, are you so afraid of asking for sauce on /v/?

>> No.10598615

>>10598612
If you don't know the source, just say so. I just wanted to ask the DOOM thread about the DOOM wad.

>> No.10598618

>>10598561
>>10598615
That is definitely one of the Eviternity WADs, though I'm not sure if it's the first, or second.

>> No.10598624

>>10598612
Lately he keeps asking to be spoonfed even for easy shit.

>> No.10598631

>>10598624
Easy? Reverse googling the image does nothing. What's your problem you jerk?
>>10598618
Thank you.

>> No.10598749

Half-Life and Half-Life 2 have such bad feedback for headshots that I didn't realize the game had them until I managed to spot that the blood spray from hitting a grunt in the head with the revolver at nearly point-blank was slightly bigger than when I hit that same grunt in the chest a moment before. I don't think Half-Life 2 even has that.

>> No.10598758

>>10598749
The feedback is the enemy dies faster :3

>> No.10598783

>>10598749
Half Life 1 at least has the excuse of very few shooters even having headshots before it. The sequel is more of an elaborate tech demo than a game that's supposed to be fun as a shooter.

>> No.10598785

>>10598749
Can you headshot a headcrab?

>> No.10598838

>>10596550
What is the best Doom source port for android?
I'm not talking app store stuff, I mean third party apps.

Last time I played Doom on android it was a prboom port for the original sliding Droid phone from 2010 and I don't even remember what app it was. Modern android phones dont even have a keyboard so that app probably wont work anyways.

>> No.10598869

>>10598838
Delta Touch. It includes a thousand source ports within a touch interface wrapper. Allows remapping volume keys to actions if you wish.

>> No.10598878

>>10598838
The only options are paid.

>> No.10598973

>>10598749
I only noticed it recently after seeing the longer, more "painful" animation from headshotting a vortigaunt.

>> No.10598982
File: 40 KB, 415x311, 1446695722484.jpg [View same] [iqdb] [saucenao] [google]
10598982

>Nugget adding rewind feature

>> No.10598984

>>10598982
Awesome. It makes testing maps way easier and lets me fully ignore DSDA.

>> No.10598989

>>10597159
>>10597153

you could use puff death and inventory spaghetti, but it is a problem trying to make it come back to you and through walls.

I'm trying to make something similar to an axe where you can throw it & stick it on the monster then detonate or "recall" it and pull the monster towards you, maybe debuffs or vampire drains them. Auto returns when hits a wall or floor.

https://forum.zdoom.org/viewtopic.php?f=43&t=57154
got the idea from this mod but it seems to crash the game when you fire it twice it crashes, not sure what 'valid caller; is.

>> No.10598996
File: 414 KB, 1600x900, Boomerang meter.webm [View same] [iqdb] [saucenao] [google]
10598996

>>10597159
Attempted? I've succeeded several times over. Both in GMOTA and Combined_Arms. The trick here is after the boomerang hits something or travels out far enough, it dies and spawns an actor that homes in on the player.

>> No.10599005

>>10598749
I just assumed old shooter = no headshots until the beefy bee spammers at the end actually had location damage with their armor, and the final hallway/stealth section of xen was a lot of quicksaves and attempted eyeshots on the vortigaunts with the crossbow

>> No.10599014

>>10597153
High Noon Drifter's chainsaw replacement.

>> No.10599016

>>10599014
That's zscript, also it has two chainsaw replacements.

>> No.10599017

>>10598996
Kegan when's the new GMOTA? Itching to try the new Doomslayer.

>> No.10599024
File: 235 KB, 1436x987, asses_are_medieval.png [View same] [iqdb] [saucenao] [google]
10599024

>>10599017
I can't say for certain. Doomslayer still needs his last two weapons finished up, some player sprite touchups, then Kustam needs his desperately needed revamps. There's one thing I'm still a little hung up on regarding his staff, as stupid as this sounds I kinda want the staff to require the same ammo as the hand cannon, requiring reloads as well. Whatever I do there I want to make damn sure I get it right, he deserves better.
Then of course after all this, then I need to add Samson.

>> No.10599025
File: 51 KB, 750x748, 1670377648081848.jpg [View same] [iqdb] [saucenao] [google]
10599025

>>10599016
I'm retarded.

>> No.10599029

>>10598749
You can kill soldiers in hl2 with one shot in the head stealthy.
It rarely happens tho.

>> No.10599036

>>10598996
I’ll check it. Love to make the vampire axe work.

>> No.10599083
File: 40 KB, 181x200, yay.gif [View same] [iqdb] [saucenao] [google]
10599083

>>10598996
>>10598996
OMG, YOU did it!

This is probably what I was looking for. "BoomerangFlyback" and
"Hook_HitEnemy"
thanks for doing most of in decor. I still don't understand ACS or scripting but I'll try.
I'm still learning, inventory stuff still kinda of scares me.

6 of 9 weapons gimmicks are figured out now.
thanks again.

>> No.10599090
File: 245 KB, 580x431, 56498c2a2741c.png [View same] [iqdb] [saucenao] [google]
10599090

>>10599083
Make sure to include that +SEEINVISIBLE flag on your returning actor, that way it doesn't act all screwy on its return flight if you happen to be invisible during that time.
Give it your all, Anon.

>> No.10599102
File: 328 KB, 643x480, 1687296527421606.png [View same] [iqdb] [saucenao] [google]
10599102

>>10599090

>> No.10599118

>>10599090
Will do! I have a weapon that cloaks you LOL.

I'm still trying to figure out how it goes back into inventory in Catch. Been trying a_giveinventory on death state.
Catch State is a genius.
The rest of the weapons are projectile launching.
The only hard ones left are, lock burst alt-fire, and porjectile lighting hitting a group. 1 step at a time.

>> No.10599257
File: 466 KB, 780x500, live neco reaction.png [View same] [iqdb] [saucenao] [google]
10599257

is there an enemy healthbar mod for zandronum with an actual visual healthbar and not just numbers like monster scouter?

>> No.10599284

Only just now discovering that there are Kaizo maps for Marathon

https://www.youtube.com/watch?v=v_H0m8xlIhg
https://www.youtube.com/watch?v=gtE-RfKni3I

>> No.10599293

>>10599284
https://www.youtube.com/watch?v=BBPGNvYDvqU

>> No.10599296

>>10598869
Arite thanks, I'll take a look at it. Any other third party Doom Android apps I should evaluate as well? FDroid doesn't seem to have anything last I checked anyways.

>>10598878
Even though paid app store apps aren't what I'm after, what is the best paid Doom Android app?

>> No.10599305

>>10596612
>>10596634
?? https://wiibrew.org/wiki/WiiDoom ??

>> No.10599374

The Quake mission pack OSTs are really fucking weird and I'm glad the community latched on to the dark ambient soundscapes of the original game instead.
>>10599284
What the fuck lmao

>> No.10599383
File: 43 KB, 335x322, temp6.png [View same] [iqdb] [saucenao] [google]
10599383

>>10598604

>> No.10599384

>>10598989

Returning puff can’t A_giveinventory cuz it doesn’t point to the player, that may be reason it crash, maybe? I wonder if A_RadiusGive would be a better.

>> No.10599392

>>10599374
They're good for what they are, especially for Dissolution's episode 2, but they're just don't feel like "Quake".
As weird as the whole thing is, Abyss of Pandemonium's OST is more fitting with Q1's themes than the official mission packs.
https://www.youtube.com/watch?v=pW0Yuq30rpQ

>> No.10599403

>>10599392
Are there any custom maps that make use of the mission pack music? Would be interesting.

>> No.10599429

>>10597112
I wanna claim map 3.

>> No.10599442
File: 325 KB, 1920x1080, Screenshot_Doom_20240113_005721.png [View same] [iqdb] [saucenao] [google]
10599442

>>10598117
Map 20 was a beast. Its the first map that took me more than 30 mins to beat. At first I didn't like it but the more I think about it afterwards the more I like it. Overall a good map but its out stays it welcome towards the end.
so far Best maps are:
>1. MAP04: Wormhole
>2. MAP07: Prison
>3. MAP13: Nukage Processing
>4. Level 15: Dead Zone
>5. Level 19: Shipping/Respawning
>6. MAP32: Caribbean
So far worst maps are:
>1. MAP08: Metal
>2. MAP09: Stronghold
>3. MAP16: Deepest Reaches
You guys wouldn't be hearing from me for a while since I will be on a trip. Afterwards TNT: Evilution will be finished.

>> No.10599452

>>10598584
Nice, I didn't know the guy who made two cool gameplay mods made map for 512 lines and posts here

>> No.10599482

>>10599403
Technically any vanilla map that uses tracks 2-9 can be made to use the mission pack music simply by loading the desired mission pack and switching to the map.

>> No.10599491

>>10597732
that's just the doom renderer. mipmaps might be broken on that texture though

>> No.10599528

>>10598331
sad it didn't make the cut

>> No.10599531
File: 111 KB, 711x400, Screenshot_Doom_20240114_123507.png [View same] [iqdb] [saucenao] [google]
10599531

thoughts on Freedoom?

>> No.10599535

>>10599531
Pointless.

>> No.10599538

>>10599531
Doom if it bootleg

>> No.10599550

>>10599531
The gameplay is awesome since it's exactly the same as Doom. The levels looks like the average 90's Doom maps. A lot of monsters are hideous (I wonder why?) but the Flesh Worm and the Trilobite are ok and the serpentipede is one of my favorite custom monster. I don't like the 4th chapter (Double Impact), too long maps filled with hitscanners.
>>10599535
It isn't pointless at all, it's essential. It allows anyone to play thousands of custom wads without DOOM.WAD or DOOM2.WAD.

>> No.10599560
File: 2 KB, 57x89, BBRNA0.png [View same] [iqdb] [saucenao] [google]
10599560

>look through freedoom2.wad
>romero's head has been replaced with rms
*sensible chuckle*
>>10599550
there's a lack of art direction desu
and yeah, a totally free IWAD is useful. I just tested my map with it, works fine

>> No.10599561
File: 1 KB, 36x63, SSWVA1.png [View same] [iqdb] [saucenao] [google]
10599561

>the SS guards have been replaced with whatever the hell this is supposed to be

>> No.10599564

>>10599550
>It isn't pointless at all, it's essential. It allows anyone to play thousands of custom wads without DOOM.WAD or DOOM2.WAD.
The number of people who do this is next to none.

>> No.10599583

>>10599550
>It allows anyone to play thousands of custom wads without DOOM.WAD or DOOM2.WAD.
You understand that this is completely pointless, right?

>> No.10599585

>>10599442
Glad you're finding things to like about TNT, it's a rough variety in quality but it does have its good parts.

>> No.10599596
File: 30 KB, 478x478, s4x6b099z9o21.jpg [View same] [iqdb] [saucenao] [google]
10599596

>>10598604
>mods Doom
>weeb
>likes big titties

>> No.10599607

>>10598785
In a sense. In HL2, shooting at the headcrab on a headcrab zombie kills them quicker and prevents the crab from hopping loose and attacking you after.

>>10598982
Then what do I need DSDA for?

>> No.10599612

>>10599090
Also +DOIMPOSSIBLE

>> No.10599613

>>10599284
Yeah, it's called the Venice map lol

>> No.10599614

>>10599550
>it's essential
How?

>> No.10599615

>>10598320
desu. i don't have a N64 anymore though but maybe someone would port the build to RedNukem or maybe it would work out of the box idk

>> No.10599624

>>10599560
>there's a lack of art direction desu
So it seems.
>I just tested my map with it, works fine
Nice.
>>10599564
>>10599583
>>10599614
It's important to have the choice if you don't want to/can't pay on the internet and want to play legally.
At this stage, Doom and Doom 2 should be considered as world intangible cultural heritage.

>> No.10599629
File: 9 KB, 334x177, sprite billboard.png [View same] [iqdb] [saucenao] [google]
10599629

Is there a way to enable a partial x/y axis sprite billboard mode in gzdoom, one that only rotates 30° or something?
I'm having trouble with shooting monsters when looking from above or below since the sprite doesn't correspond with the hitbox.
Y-axis billboard is even worse since you only see the sprite as a thin slice.
Pic related of what I want.

>> No.10599662
File: 77 KB, 412x351, 083 - aWW56UQ.png [View same] [iqdb] [saucenao] [google]
10599662

I had a dream that i was making a doom map and i finished, i know i took a look at the full map once it was done but now i cant remember anything and i even had a gf
It's not fair!

>> No.10599663

>>10599629
Kek, your pic reminded me of this
https://www.youtube.com/watch?v=YpD3f4L665Q

In answer to our question, I'm not sure GZDoom has a partial x/y sprite billboard.
I think it's something you could request as a feature down in the ZDoom forums. Take the picture with you to show them, as it's good at illustrating what you're asking for.

>> No.10599672
File: 376 KB, 1592x897, Screenshot 2024-01-14 093806.png [View same] [iqdb] [saucenao] [google]
10599672

New chapter, new me (except for the suit that i cant remove)

>> No.10599681

>>10599624
>It's important to have the choice if you don't want to/can't pay on the internet and want to play legally.
INB4 "It's old and easily searched, so it's free", "Who cares about legality", "Imagine paying id Software and providing some cash to Bethesda & Microsoft nowadays" and etc.

>> No.10599686

>>10599629
https://forum.zdoom.org/viewtopic.php?f=15&t=65268
Nevermind, one google search and my (not so original) idea is dead.

>> No.10599694
File: 55 KB, 640x480, 1869278456.jpg [View same] [iqdb] [saucenao] [google]
10599694

>>10598260
speaking of Duke 3D custom colors, i wish i could do picrel

>> No.10599713

>>10598394
Its gonna be a castle themed gun that shoots high-speed miniature mechanical lordblaz looking knights

>> No.10599716

>>10598785
>Can you headshot a headcrab?
Nope. It has only generic "0" bodygroups.

>> No.10599745

>>10599607
DSDA is a dedicated speedruner port, as was originally intended. The fact that it also was a feature-rich convenient port was a coincidence, not the primary intention.

>> No.10599746

>>10599745
It sucks that the DSDA dev became a faggot who resented non-speedrunners using his port for the features it provided, but at least other devs are filling that niche.

>> No.10599765
File: 3.18 MB, 359x188, 1571787471957.gif [View same] [iqdb] [saucenao] [google]
10599765

>>10599624
>It's important to have the choice if you don't want to/can't pay on the internet and want to play legally.

>> No.10599769

>>10599681
Those are entirely valid. We literally provide the iwads in the OP, anyone who posts here would see exactly zero incentive to use the shitty FOSS knockoff.

>> No.10599771

>>10599662
Practice jogging your dream memory - each time you wake up try thinking and remembering your dream, maybe even write it down. If you do this every day, you will slowly be remembering more and more, even involuntarily immediately after waking up you will just automatically feel and remember the dream more vividly. Just like with other skills if you stop practicing it will fade away

>> No.10599774

>>10599746
I think 'resenting' is a gross exaggeration. Uncaring though, maybe.

>> No.10599778
File: 2.56 MB, 322x178, 1582865858694.gif [View same] [iqdb] [saucenao] [google]
10599778

>>10599624
>It's important to have the choice

>> No.10599808
File: 3 KB, 55x120, bbrna0.png [View same] [iqdb] [saucenao] [google]
10599808

>>10599560
You're gonna be disappointed to find they took it out and replaced it with this fucking thing.

>> No.10599819

>>10599808
luckily Debian is way behind

>> No.10599823

>>10599808
I will continue to be upset until/unless they make a MAP30 where you can actually see the bossbrain.
At least some form of the Octaminator got in.

>> No.10599828

>>10599808
I just checked the last version of freedoom2 (0.12.1) and there is still Stallman. I don't understand, did they put him back?

>> No.10599834

>>10599828
You're looking at a release from 2019, it's not been that way for a long time now.

https://github.com/freedoom/freedoom/blob/master/sprites/bbrnb0.png

>> No.10599839

>>10599746
Didn't they remove endoom? I guess gotta go fast extends to exiting too.

>> No.10599852

>>10597112
Any ideas for the secret maps or just like the rest?

>> No.10599881

>>10599828
>0.12.1
you stall, man.

>> No.10599898
File: 3.45 MB, 1920x1200, Screenshot_Doom_20240110_122446.png [View same] [iqdb] [saucenao] [google]
10599898

>we have Quake 2 at home
Astral Abstraction

>> No.10599921
File: 19 KB, 360x360, 3f4786.jpg [View same] [iqdb] [saucenao] [google]
10599921

>>10599769

>> No.10599931
File: 670 KB, 710x674, piratechad.png [View same] [iqdb] [saucenao] [google]
10599931

>>10599921

>> No.10599985

>>10599898
Just played through this wad on Survivor and fucking hated it. Some maps looked great, sure, but the level design and gameplay is pure shit.

>> No.10600030

>>10599808
sucks but one thing ive been enjoying from current freedoom is they're starting to normalize an "artstyle" for the enemies so they feel consistent
actually kinda works better for some mapsets like AugZen

>> No.10600032
File: 36 KB, 637x373, arino_no_games.jpg [View same] [iqdb] [saucenao] [google]
10600032

>>10599985
Welcome to 95% of GZDoom exclusive wads, all style no substance.

>> No.10600049

I hate mapping. When I realise how much work its gonna take to get something looking the way I want it to, for like 3 people to play it, I just want to fuck it all off and not bother anymore. The Doom community only cares about existing big names anyway. What's the point anons?

>> No.10600079

>>10599550
>I don't like the 4th chapter (Double Impact), too long maps filled with hitscanners.
donation maps were a mistake

>> No.10600089

>>10600049
Post it in doom worlds and more people will play

>> No.10600125

>>10600049
What a load of whiny bullshit and not even a first time when somebody posts this. Nobody of the big names' started the way they were. All of them made mediocre or just bad maps first that nobody played. But they grinded to the point that they started making maps that people cared about.

Also you map for the wrong reasons. I like the mapping process and I do it to express myself. The popularity comes later if it comes. You just want to teleport straight into popularity. Correct your attitude or just stop mapping, if it's not your thing. Why would you continue a hobby that you don't even enjoy?

>> No.10600127

>>10598165
Format bullshit jumping keeping retard.
That's sounds like my gf's brain while shes going to slap me out a silly dance at a party

>> No.10600150

>>10600049
>mapping for other people's approval
L
M
A
O

>> No.10600185
File: 246 KB, 2048x1152, map07-4.png [View same] [iqdb] [saucenao] [google]
10600185

Name: Don't Feed the Mancubi (v1)
Author: tms
Midi: don't care
New textures: none (yet)
Monster placement from: MAP07 - Dead Simple. No things added or modified
You arrive at night to a monster zoo and beach resort in disrepair. Some Arachnotrons have broken out of their pens. Luckily the old security systems still work, which include blast doors and crushers to contain and smush unruly monsters. The only problem is no one bothered to document how to use it or even where the controls are!
A completely pacifist run is possible
Tested with both doom2.wad and freedoom2.wad in gzdoom
https://files.catbox.moe/m2buho.wad
Might do some more polishing on it, especially the beach area. Some textures with flavor text might also be nice. Sound blocking doesn't quite work how I'd like, is there a tool that shows sound propagation?

>> No.10600209

>>10600185
udb has a mode for that

>> No.10600246
File: 134 KB, 645x729, 1700927701503147.jpg [View same] [iqdb] [saucenao] [google]
10600246

Why is converting SNES music to midi so fucking hard? It sounds all okay in game but when converted to midi to notes are somehow different - I know sc55 and midi won't sound the same as snes samples, but why the fuck are notes different to the point it suddenly sounds discordant and out of tune? I don't even know where to begin editing and what to change to bring it closer

>> No.10600294

>>10600049
If you don't map out of an intrinsic drive to create and do something that you think is fun, you're never gonna make it.

>> No.10600315

>>10599681
Who cares about legality?

>> No.10600326

>>10600125
This.

>> No.10600338
File: 2.01 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
10600338

>>10599629
this?

>> No.10600347
File: 648 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
10600347

>>10599531
It's ok but seeing how doom runs on a pregnancy tester and can be pirated in half a second on modern internet its kinda more of a novelty than anything. shit downloading the sourceport will take more data than the wad files.

>> No.10600363

>>10600185
>Don't Feed the Mancubi (v1)
Visually it looks nice, if a bit broken.
It plays bland, all you do is shoot caged arachnotrons with the SSG and run into the exit that's poorly guarded by mancubi.
The first secret I found was pointless, all it did was block off the enemies, I don't want that.
The second secret seems to be broken, I think because you playtested in GZDoom. The white bricks don't move.
Why are the rest of the weapons in the exit room? You could've put the weapons in some cute little armories.

>> No.10600458

>>10600246
First of all, learn what midi actually is. SNES music does not conform to midi standards in any way.

>> No.10600482

>>10600246
Watch a video of a guy with a yamaha keyboard that is probably more expensive than your car

>> No.10600539

>>10600363
initially the cages were even more closed off. initially none of the anachrotrons could get out which was extremely boring. making them even more open would be a step in that direction
I think I'll maze up the mancubus area
>The white bricks don't move
that's intentional. they get raised if the monsters shoot you, or if you shoot the monsters. the intent is that you should get there sneakily (hence the blast shields), in which case you can actually get in and are rewarded with a BFG. I should probably move the entrance into that area so you have to pass by the monsters
>Why are the rest of the weapons in the exit room?
because they're there in MAP07. I could move the exit of course. maybe switches in all cages that have to be flipped that lower shields around the exit
>moving weapons
blasphemy!

>> No.10600574
File: 98 KB, 972x1200, 1703961562843537.jpg [View same] [iqdb] [saucenao] [google]
10600574

>>10600049
I'm shit at it and have yet to make more than a handful of concept rooms. I can't even draw a good dungeon on graph paper. Every time I open UDB I figure out something new.
I also think Doom and Heretic are both the coolest shit ever, and will brute force my brain to make a sweet map has all the cool shit I like from both. Yes, I'm told that I'll have to use Slade at some point too. Don't care, still making it.

>> No.10600590

Cmon boys, play my map, i need opinions on it
https://files.catbox.moe/ef5gci.wad
its map01 for the project, i remade most of it since i could move items now

>> No.10600664

>>10600590
there doesn't seem to be any way to open the door to the elevator
can't get to any of the secret areas as far as I can see
there's no red key for the red door, not that I could find anyway

>> No.10600671

Is Thy Flesh Consumed worth playing?

>> No.10600686

>>10600671
yes, although most of the maps for that episode are harder than any map in the first 3 episodes

>> No.10600701

>>10600590
I think the rocket launcher secret is too obscure and bothersome to go back for. I feel like the door to the exit lift should use a key instead of a switch so it's more obvious you're meant to go back. I think you also have some items flagged to not appear on lower difficulties, which is why that other guy didn't find a red key.
More generally, some other anon expressed concern about maps being too derivative of their original maps, making them predictable and boring, which is a concern I've come around on. I think in future people should intentionally avoid overt references. Considering the limited enemies and variety of map 01 I don't think you could do much else in terms of gameplay/combat. Maybe make it more visually distinctive.

>> No.10600704

>>10600686
I can handle difficulty, my only concern is that I find the original Doom after episode 1 a bit tedious due to the lack of the super shotgun

>> No.10600718

>>10600704
And just adding super shotgun would make it pisseasy. They missed the mark with ammo balance in E2-3 maps so you end up with tedious shotgun grind. It is what it is, no game is perfect.
And E4 is nowhere close to tedious. and it would be absolute shit if it had SSG

>> No.10600726

>>10600704
E4 compensates the lack of SSG with plenty of rockets and cells well not for the first map

>> No.10600745

>>10600704
the rocket launcher and plasma gun exist and you should use them, anon

>> No.10600753

>>10600664
Yeah, a lot of shit was tagged as hard only
https://files.catbox.moe/sfc195.wad
>>10600701
>rocket launcher secret is too obscure
is it? I even made the custom textures to help with that, i thought the library one would be worse
>exit lift should use a key instead of a switch so it's more obvious you're meant to go back
The map is very tiny, even if they dont know where to go it should be obvious when they go look for it and see the open lift
>Maybe make it more visually distinctive
Is there anything similar to the original besides the very first room with the triangles and pillars?

>> No.10600772

>>10600753
now it's possible to finish at least. still don't understand how you're supposed to get the library secret
I can get the rocket launcher but can't actually get inside its secret area

>> No.10600774

Is there anywhere I can read more about the history of source ports? I'm new to Doom and still struggle to understand the progression from original Doom to limit-removing stuff, Boom, ZDoom etc.

>> No.10600806

>>10600774
https://doomwiki.org/wiki/Linux_Doom
Start here and follow the genealogy tree. There's also some old reading from the 10 years of Doom page with a bit more in-depth history of the early days:
https://www.doomworld.com/10years/ports/

>> No.10600820

>>10600753
> i thought the library one would be worse
See other anon. I think the difficulty of finding a secret is (roughly) proportional to the distance between the trigger and the special sector. Most people don't actually have the patience to recheck the whole map after possibly triggering something. The library secret was easier following this logic.
>even if they dont know where to go it should be obvious when they go look for it and see the open lift
Yeah, I just thought it was a good opportunity. It's not especially important.
>Is there anything similar to the original besides the very first room
I thought the library room was a reference to map01's optional area, with 2 enemy topped structures and a green armor secret.

>> No.10600823

>>10600772
>how you're supposed to get the library secret
there is a very hidden switch on the half bookshelf on the left when you enter
>can't actually get inside its secret area
odd, i just tried and can get it without issues

>> No.10600874

Did any classic FPS ever had pushing objects in the level as a feature?
I remember seeing this video https://www.youtube.com/watch?v=6ASQYCBQ5jY and at 0:27 and 0:43, i see stuff being pushed and even getting transparent.
I wonder if any game also did transparency too.

>> No.10600879
File: 1.26 MB, 612x1481, it has never been more over.png [View same] [iqdb] [saucenao] [google]
10600879

>>10597895

>> No.10600889
File: 106 KB, 2048x1152, uhuhuh you said pegged.png [View same] [iqdb] [saucenao] [google]
10600889

>>10600823
>there is a very hidden switch on the half bookshelf on the left when you enter
ooh clever
>odd, i just tried and can get it without issues
nevermind, I didn't realize you needed to flip a switch in the upper room for it. being able to pick up the RL through the wall is kinda weird, maybe it's a gzdoom bug. I remember decino talking about that in one video
on the door going into the "basement" after the red door, the texture on the right side isn't lower unpegged. or rather, it is but it doesn't seem to work correctly. toggling peggedness in slade fixes it

>> No.10600930

Staring at other doomguys for too long, gay or not?

>> No.10600940

>>10600125
So much this.

>> No.10600943

>>10600889
I wasnt able to get it through the wall but moved it further back just to be sure and as for the texture im not quite sure what you mean but i toggled it anyway, thanks for the help anon
did you see the easter egg in the streets?

>> No.10600961
File: 397 KB, 1920x1080, Screenshot_Doom_20240114_231452.png [View same] [iqdb] [saucenao] [google]
10600961

digging this style? I should try custom textures

>> No.10600969

How's Doom Retro?

>> No.10600983

>>10600969
Well you see Anon, Doom came out in 1993. Making it well below the threshold of 2007, and therefore making it retro.
I assume you're actually talking about the sourceport but I just wanted to be a smartass.

>> No.10600986

>>10599531

Better textures and flats than OG Doom and I like the level design better.
Anything else is either as sill as the originals or outright inferior.

>> No.10600993
File: 60 KB, 324x543, 1702391997876599.png [View same] [iqdb] [saucenao] [google]
10600993

>>10600983
heh yeah I meant the source port

>> No.10601021

>>10600969
It's whatever really. I'd recommend Nugget Doom or Eternity.

>> No.10601028

>>10599613
>Yeah, it's called the Venice map lol
One of the greatest filters ever made. Unironically love that map.

>> No.10601038

>>10601028
It's the worst aspects of Eternal Doom in one single level, I really don't get why anyone would find it enjoyable. The fact that there's a secret at the start to let you bypass the whole map feels like an admission by the designer that the level is actually bullshit.

>> No.10601043
File: 396 KB, 334x498, 1702781875514189.gif [View same] [iqdb] [saucenao] [google]
10601043

>>10600930
How long is too long?

>> No.10601047

>>10599713
That's adorable. If you need any sounds from GMOTA for this, go right ahead.

>> No.10601051

Can I use the Steam/Kex Quake port with QuakeInjector or other launchers? Or if I buy it am I stuck loading custom maps the old fashioned way?

>> No.10601101
File: 240 KB, 1024x400, spider.gif [View same] [iqdb] [saucenao] [google]
10601101

>>10600943
>did you see the easter egg in the streets?
it kind of reminds me of cs_mansion
I also see there's a voodoo doll there that does some triggering
>>10600986
yeah the textures are pretty good. some of the maps I've found a bit counterintuitive but not too bad. it's more the lackluster gun sound and monster designs being all over the place
the spider mastermind replacement is kekworthy

>> No.10601103
File: 477 KB, 1072x617, progress.png [View same] [iqdb] [saucenao] [google]
10601103

>>10599384
Radius works, just have to make sure set the distance properly.

>> No.10601125
File: 2 KB, 122x123, 1678939698759057.png [View same] [iqdb] [saucenao] [google]
10601125

>>10601021
After trying both I have to agree, the fonts look weird and there's a dithering effect on everything, there's probably a way to disable it but nugget just feels better

>> No.10601135

Did the original Heretic and Hexen games do anything to prevent distortion when looking up and down?
Also in Hexen, flying enemies killed with the Ice Shards fall down and shatter as they hit the ground, how was that coded?

>> No.10601149

>>10600969
Breddy gud if you like playing with a controller

>> No.10601156

>>10600874
Quake 2 has it, with the explosive barrels.

>> No.10601157

short to medium sized maps are infintely more enjoyable than big ones. i would much rather finish a map thinking "i wish there was more" than "thank god it's over"

>> No.10601164

>>10601157
Same goes for room sizes. Not cramped as fuck, but not enormous arenas either.

>> No.10601173
File: 964 KB, 1528x879, Eviternity II RC4 (edit area) at 2024.01.14 18-43-51.147 [R4152].jpg [View same] [iqdb] [saucenao] [google]
10601173

>>10601157
>place exit linedef here
>you now have 2 large levels
just do this 30 more times and the wad is fixed

>> No.10601203

>>10600874
Malice (the total conversion for Quake) has pushable crates in a few levels.

>> No.10601206

How does GZ handle BFG tracer height with freelook on?

>> No.10601213

>>10601157
The only thing that makes me feel "thank god it's over" is are sudden(mandatory) slaughtershit maps every second mapper puts at the end of his wad. Otherwise I prefer good levels over bad exploration-oriented wads no matter the size, it just so happened they're usually bigger than average.

>> No.10601219

>>10601157
I feel likewise.
>>10601173
I didn't play Eviternity II yet. Is that the return of Anagnorisis?

>> No.10601224

You guys are much nicer than zdoom forum.

>> No.10601226

>>10601157
I like BIG maps, but they should be featured sparingly.

>> No.10601228

>>10601224
who hurt you

>> No.10601235

>>10601228
People on ZDF, presumably?

>> No.10601236
File: 278 KB, 706x767, 1693951340439811.jpg [View same] [iqdb] [saucenao] [google]
10601236

>>10601224
shut up baby, i know it

>> No.10601239

There is nothing worse than giant non-linear maps where the path to progress is unclear. Going back through the entire labyrinthine structure to find the one semi-hidden switch that opens a door or reveals a key half the map away will never feel like rewarding exploration.

>> No.10601245

>>10601213
>sudden(mandatory) slaughtershit maps every second mapper puts at the end of his wad.
As much as I like moderately sized slaughtermaps, I agree this gimmick is getting old.

>> No.10601247

>>10601235
Hopefully that one who we never see around here again.

>> No.10601259

>>10601236
i'm gonna read pumpkin night now

>> No.10601292

>>10601245
desu slaughter is the most fun to me in smallish maps

>> No.10601347

>>10601239
>when you think you finally found where to go next but it's a secret full of ammo you've already maxed out

>> No.10601372

>>10599612
whats DOIMPOSSIBLE?
does it fight the power?

>> No.10601410

>>10601224
Your welcome, mah nigga.

>> No.10601413

>>10601372
+DOPOSSIBLE
+SEEKINVISIBLE

>> No.10601420

>>10601413
more like dodo possible

>> No.10601475

>>10601420
>row row, fight your bowels

>> No.10601502

>>10601043
yes

>> No.10601729

>>10600874
Half-Life

>> No.10601812

>>10601149
Not him but man, I remember when Retro first came out and people shat on it hard for being another source port without anything that set itself apart from other source ports. IIRC the only feature it had when it was new that was kinda cool was how dead guys would leave pools of blood.

>> No.10601925

>>10600246
>Why is converting SNES music to midi so fucking hard?
How exactly are you doing that?

>> No.10601963

>>10597895
Literally just host with TSPG you demons are your own undoing

>> No.10602001
File: 14 KB, 403x335, u wot m8 mario.jpg [View same] [iqdb] [saucenao] [google]
10602001

>>10597228
>>10597313
Wait, it's supposed to look like this? I thought the textures weren't displaying properly.

>> No.10602202

>>10601963
Can't. Was too busy poopin'

>> No.10602240

>>10601247
who? the furry? I remember being 12 on Zdoom, and i was a little annoying shit. Some people like my stuff but i regert typing like "teh epic internetz for da lulz ^_^" in every post showing off my mod or sprite.
I remember there was furry, but I don't remember them publishing anything.
>>10601413
>>10601475

DamageType "RowRow";

>> No.10602282

>>10602240
>who? the furry?
No, the sexual harasser who spent years namesearching themselves in these threads.

>> No.10602291

>>10602282
Oh, no need to go further.
I’m fairly new to these threads.

>> No.10602304

>>10602240
>I remember being 12 on Zdoom, and i was a little annoying shit.
I still believe that lurking should be mandatory until the majority (maybe lowered to 16) and minors shouldn't be allowed to express themselves on the internet.

>> No.10602315

>>10602304
I think we should allow ID verification in order to post on 4chan, and have it attached to every post you make.

>> No.10602331

>>10602315
Most of the time children safety are precisely an excuse to reduce freedom on internet.

>> No.10602337

>>10602331
Humans are inherently evil so freedom isn't inherently good.

>> No.10602342

>>10601963
>>10602202
Me too, I've got food poisoning and have been shitting liquid for the better part of the day. At one point I literally had to interrupt my liquid shit stream, vomit into the toilet, and get back on to keep shitting on top of that like a shit-puke sandwich. At least I didn't feel like I was missing out on SNS.

>> No.10602352

>>10598749
I knew it had headshots thanks to reading about how realistic it was from a review in a games magazine.

Compared to something like Quake 2 the weapon damage *was* realistic for the time. And headshots with the revolver would kill the marines instantly instead of requiring 2 shots.

But I rarely did anyway because I had a very long obsession of only shooting to center mass if possible. Which is military accurate I guess.

>> No.10602397

>>10602304
I don’t think that would stop much since it was the style at the time back in 2006-2009.

>> No.10602421

>>10602315
Then I'd just stop using this place. I don't think I'd be the only one either.

>> No.10602426

I wish Quake had a more thriving scene, i've always liked its aesthetic and feel more than Doom's.

Do you think there will ever be an FPS that could replace or rival Doom's popularity with regards to modding and custom maps?

>> No.10602429

>>10602426
Is quake more complex than doom? I mean modding wise. The support doom has seems vast.

>> No.10602440

>>10602426
>Do you think there will ever be an FPS that could replace or rival Doom's popularity with regards to modding and custom maps?
Roblox lol

>> No.10602470

>>10602429
i think modding for quake is considerably harder, and i know for a fact the mapping software is much more cumbersome

doom is easy to map and mod for because it's old. a newer game would have to almost be designed with modularity in mind.

>> No.10602473

>>10602440
not wrong funnily enough but i meant single-player focused.

>> No.10602494

>>10602470
It's something John Carmack talked about recently with how Doom is infinitely more accessible a platform for modding than Quake ever was.

>> No.10602496

>>10601103
One problem with radius, when line of sight is broken it doesn’t go back in to inventory. Otherwise works.

Using RGF_PLAYERS, tried RGF_NOSIGHT but ended up not giving anything. May have to make a timer in background to give inventory, just realized GMOTA and final doomer’s BTSX chaingun has a timer in script running.
Can I copy paste scripts?

>> No.10602497

>>10602429
qc can do a lot more than vanilla doom could
most quake editors use additive geometry for some reason, rather than subtractive geometry like unrealed does (and practically all doom editors)
>>10602470
>>10602494
doom being essentially 2D probably helps

>> No.10602503

>>10602494
any link to where he talks about this?

>> No.10602523

>>10602315
I think you should eat shit and die.

>> No.10602524

>>10602315
being generous, i understand why you feel this way but it's an awful idea. annoying users are the price of freedom

>> No.10602526

>>10602503
It was on that stream he did with Romero and some dude last month.

>> No.10602527

>>10602526
https://www.youtube.com/watch?v=QvAkaJsvAXs

This one? Thanks for the tip it looks interesting.

>> No.10602535

>>10602001
literally says proto in the name

>> No.10602559

>>10602315
I think you should go back.

>> No.10602582

is ECWolf still supported? i was hoping for some Blake Stone support but it's been a year since the last announcement :/

>> No.10602591

>>10602315
i love that ppl can't tell it's bait lmao

>> No.10602595

>>10600574
Why do I get the feeling Steve-o is looking at me? He is, isn't he...?

>> No.10602609

>>10599613
>>10601028
>>10601038
WHat are you chaps referring to?

>> No.10602629

On the subject of Freedoom, I don't think it's necessary per se, because the majority of players are willing to pirate Doom or have already purchased a version of it. But that's not to undermine the entire project, not at all. The novelty is appreciated, and in a game with a modding scene like this I'd say novelty is reason enough to do anything.
As an aside, I see no reason to turn down more maps to play, and the free assets provided are handy for mods; I've seen the pink worm enemy pop up a few times.

>> No.10602746

>Freedoom
more like freedumb lol

>> No.10602775

>>10601963
VgmTrans(ack) or spc2midi and it outputs a ready file

>> No.10602791

>>10602775
What do you meme? Was this post meant for a different thread?

>> No.10602828

>>10602791
>Was this post meant for a different thread?
Different post, bad aim lol
Meant for >>10601925

>> No.10602839

>called cacodemon
>literally "evil demon"
>not evil
>not a demon
>just an animal that floats around hell grazing on food
greatest injustice of all time

>> No.10602840

>>10602746
freedoombros not like this...

>> No.10602851
File: 150 KB, 1024x1267, tumblr_nuhi8iB2r91qdvhtvo1_1280.jpg [View same] [iqdb] [saucenao] [google]
10602851

>>10602839
Doom's demons are demons and yes you can kill Doom's demons with a shotgun.
and yes they are evil. why? because i said so and also because i'm right.

>> No.10602903

>>10602851
It works in the game, so clearly high speed lead is a viable approach to exorcism (providing you've already written off posessed human troopers as casualties, I mean).

>> No.10602904

If you’re too close to a wall, missile doesn’t spawn?
Projectile not entering death n do its thing.

>> No.10602905

>>10602839
>not evil
Then why are they invading? Why are they attacking me?

>> No.10602906

>>10602904
Uh, that MIGHT happen in rare circumstances in vanilla Doom.

>> No.10602909

>>10602903
I like to think of your will is strong enough it will harm them.

idk Muslims seem to try punch ghosts. If they have no power over you they on same plane or something.

Either that or 12 gauge is truly God’s caliber

>> No.10602923

>>10602906
Strange, recreating it in gzdoom. Hugging a wall or getting to close to it.
Maybe a flag fucking it up.

>> No.10602969

>>10602905
>invade hell
>disturb peaceful cacos
>wtf why are they attacking me?
typical westerner

>> No.10602974

>>10602909
I figure a strong faith in a higher power of good helps, but the physical realm is the physical realm, and if you need to physically remove/"remove" a physical manifestation of satanic evil, applying Newton is the practical approach.

>> No.10602975

>>10602969
Listen here, you little nigger, Deimos is terran clay, they have no fucking right to intrude on our moonbase. Then they come to earth.

>> No.10602976

>>10602969
This, the cacos did nothing wrong.
https://www.youtube.com/watch?v=EgFeqoKqOE4

>> No.10602991

>>10602905
>why are they invading
someone else teleported them in
>why are they attacking me
hungy

imagine if al qaeda had a teleporter, went to every zoo in america, injected the balls of every lion with bath salts and dynamite, and then released them. does this make the lions evil for eating people and then exploding? no.

>> No.10603012
File: 359 KB, 988x1318, 1642234464775.jpg [View same] [iqdb] [saucenao] [google]
10603012

>> No.10603015
File: 205 KB, 400x400, 1702392571806206.gif [View same] [iqdb] [saucenao] [google]
10603015

>>10602969
>>10602974
>>10602976
CACO LIES

>> No.10603017

>>10602909
>>10602974
I think demons can simply be killed when they assume physical form, which they have to do to cause direct damage.

>> No.10603023
File: 53 KB, 500x500, astral caco head.jpg [View same] [iqdb] [saucenao] [google]
10603023

>>10602839
>caco’s greatest injustice
My favorite is how id got away with using the astral dreadnaught’s head 1:1. The head of the current official art and tabletop model is nearly all the same besides the color.

>> No.10603042
File: 96 KB, 667x900, E4s_6SoWQAI1-Wj.jpg [View same] [iqdb] [saucenao] [google]
10603042

>> No.10603051

>>10597112
Question: Can you turn on/off something's "Multiplayer only" settings?
Like if a BFG originally MP only could suddenly be SP available?

>> No.10603057

>>10603051
In GZDoom, yeah. sv_alwaysspawnmulti 1.

>> No.10603060

>>10603057
I meant when making a map for /Vertex Relocation/ since it seems you can add any Thing that is not a monster to keep up with the rules.

>> No.10603078

>>10602304
In a perfect world, there would be no kids on the internet, but this isn't a perfect world.
How would you even enforce that? You can't expect parents to do anything, they're useless retards.

>> No.10603084

>>10602429
Quake's 3D while Doom's 2D.
This makes a world of difference.

>> No.10603091

>>10603078
I agree with you, the parents are the main problem.

>> No.10603106

>>10602839
He is evil because demons are made out of evil, and he is a demon because it says so in the name and he's invading earth along with the other demons.
>floats around hell
If it's in hell and it isn't a tormented soul suffering for all eternity, then it is a demon.
>grazing on food
It's food is suffering and pain, because that's what demons feed on.
He's the cutest of demons but still a demon.

>> No.10603108
File: 63 KB, 591x680, 1674072308856840.jpg [View same] [iqdb] [saucenao] [google]
10603108

>>10602839
Evil or not, if it's attacking me it gets it's brains splattered on the wall.

>> No.10603113

>>10602923
>in gzdoom
Oh, boy...
>>10602975
The caco never appears on episode 1, anon. You only start facing them on EP2 and onwards so technically you're the one invading their hell and not the other way around.
But then again you don't go to hell at the end of EP1 out of your own free will, so...

>> No.10603114
File: 5 KB, 360x288, e6b432740a82b51e68d25b70aa6227733afb70ca75f796fa0c737222f040d058.png [View same] [iqdb] [saucenao] [google]
10603114

>>10602976
cute!

>> No.10603115
File: 54 KB, 600x600, 1d5600422396ec97e8b7b1b1ae923050.jpg [View same] [iqdb] [saucenao] [google]
10603115

>>10603113
Episode 2 is still human realm, it's the more corrupted part of the moon base. It's only Episode 3 inferno where you're in Hell.

>> No.10603126

>>10603115
The entirety of Deimos physically goes to hell and floats above it. You get teleported there after the fight with the bruiser brothers. You're already in the hellish dimension by EP 2.

>> No.10603127 [DELETED] 
File: 10 KB, 571x621, DOOMCHARTZ.png [View same] [iqdb] [saucenao] [google]
10603127

Doomchart.png

>> No.10603138

>>10600753
The linedef that triggers the full brightness is set to tag 0 and turns all the untagged (tag 0) sectors in the map into the same brightness.

I think giving a berserk at the start instead of a chainsaw would make for a good deviation from Entryway.

The green armor secret is hidden too well because the reward is so miniscule, I would prefer to have the green armor be at least visible as a clue.

The library section could use the zombiemen under the bookshelves to feel a bit more different from Entryway.

>> No.10603141

>>10603138
>I think giving a berserk at the start instead of a chainsaw would make for a good deviation from Entryway.
Just makes it System Control, which is the better Entryway anyway.

>> No.10603149

>>10603127
wrong, should be red-limit removing, blue-vanilla, green-udmf, purple-Boom

>> No.10603150

>>10603127
Is it possible that a next version of MBF21 will integrate UDMF?

>> No.10603160

>>10603051
>>10603060
Sure, anything that is not a monster can be modified any way you want

>> No.10603161

>>10603150
that would just be Eternity - it's just that nobody really wants to map for it

>> No.10603164

>>10603126
Doesn't change the fact that Deimos is human property and that hell stole the entire thing.

>> No.10603167
File: 20 KB, 847x735, DOOMCHARTZ.png [View same] [iqdb] [saucenao] [google]
10603167

>>10603149
It's an equality\restriction chart

>> No.10603172

>>10603126
I always thought that’s what the “Phobos anomoly” was, that weird violent way to get to hell.
>>10603164
I don’t think that person would disagree, but I do believe you and it (the Deimos base) are definitely in hell.
I’m not gonna speak for him though.

>> No.10603180

>>10603161
>that would just be Eternity
Interesting.
>it's just that nobody really wants to map for it
Skillsaw's Heartland being the notable exception.

>> No.10603182

>>10603172
Could be. Maybe that's why there's so little resistance for you to get to it, the demons want you to make it to the teleporter cause then they can teleport you to hell.
>>10603164
But the ones who stole it must've been the ones that got teleported to it, the caco didn't go invade Deimos.

>> No.10603189

>>10603138
>linedef is set to tag 0
nope, its set to tag 19, i just tagged 90% of the map with it because i wanted to make it looked like you turned on the power but didnt find a way to change the brightness to a specific number
>berserk instead of chainsaw
Yeah i agree, the chainsaw is a remnant from when i didnt move the items either
>library secret hidden too well
Im already working on it
>zombieman under shelves
good idea, i will try that
thanks for the feedback

>> No.10603190

>>10603161
>>10603180
Sadly all the people who were going to follow suit changed their minds when MBF21 showed up.

>> No.10603223
File: 1.07 MB, 1920x1080, Screenshot_Doom_20240115_125705.png [View same] [iqdb] [saucenao] [google]
10603223

>>10597835
Found a half done practice map from early 2020 and now trying to make something out of it

>> No.10603228

What's a good gamplay mod with lots of guns?

>> No.10603237

>>10603228
DoomRLA Arsenal

>> No.10603268

Random discovery I just made: the Malice comercial total conversion for Quake was released on the Ouya in 2013 as 'Fortune-Hunter' by some literally who studio that probably didn't have the rights -
https://www.totalouya.com/apps/fortune-hunter

The same studio also released another 'game' for the Ouya that was clearly just a Quake mod, but I'm not sure which one -
https://www.totalouya.com/apps/zombie-arena

>> No.10603273

>>10603268
Ad mortem for ouya when?

>> No.10603289
File: 83 KB, 800x600, action07.jpg [View same] [iqdb] [saucenao] [google]
10603289

>>10603268
>clearly just a Quake mod, but I'm not sure which one
Looks like Transfusion, a project that started porting Blood to Quake, but stopped at "Bloodbath" (Deathmatch) multiplayer.

>> No.10603308

>>10600590
Yet another version of the map01
https://files.catbox.moe/9g5k6i.wad
Changed the library secret so you can see the armor, changed the painting secret so its closer, added some decoration to the office next to the library and removed the chainsaw

>> No.10603324

>>10601963
Thing is anon, not everyone has the time or will to do that consistently, most of us have lives to live. The original 3 guys hosting SNS all quit for similar reasons, they had their own shit going on and they couldn't fit hosting and testing mods to make sure they wouldn't crash into their schedules anymore. I remember one of the hosts saying SNS was started when quarantine was still partially in effect so they had lots of spare time to burn, but when that ended they kept going out of some sort of sense of obligation. The whole house of cards came falling down, evidently.

>> No.10603338
File: 779 KB, 1858x823, dood.png [View same] [iqdb] [saucenao] [google]
10603338

Since no one else is gonna play it I played my own map
https://www.youtube.com/watch?v=EMyEPhHWJ9g
Looking for advice on what I should improve

>> No.10603339

>>10597112
Also, are we expecting all 32 maps to be done?

>> No.10603353

>>10603339
Would be nice but im not sure there is enough interest for that. Depending on how many maps we get i thought about asking people on doomworld but i feel like that would piss off some people here.

>> No.10603358

>>10603353
Can probably be done in phases, UMAPINFO can be used to skipped maps that aren't done yet.

>> No.10603375

>>10603268
https://www.amazon.com/s?rh=n%3A2350149011%2Cp_4%3Astudio+3d+mobile&_encoding=utf8&ref=bl_sr_mobile-apps
What the fuck? That's just some outlaws remake, Hexen 2, Malice and some shovelware 3d games. How the fuck can this just sit legally on a store of a corporation as giant and serious as amazon? Especially when those cunts probably have much more scrutiny when it comes to user pirating their stuff

>> No.10603379

>>10603338
Did you post it here or anywhere else?

>> No.10603394

>>10603339
Don't need to.

>>10603353
Isn't the point with a /doom/ project for mappers here to map?

>> No.10603395

>>10603375
You think that Amazon has oversight?

>> No.10603396
File: 945 KB, 1494x841, DOOM0003.png [View same] [iqdb] [saucenao] [google]
10603396

>>10601101
My brain repressed this thing lmao. What is it supposed to even be? A giant slug piloting a 50's mech?

For Freedoom to get any respect, sounds and sprites need to be redone and have coherent/consistent themes. The music is honestly so-so. Some tracks are decent, but most are forgettable.

>> No.10603414
File: 29 KB, 1238x330, 1.png [View same] [iqdb] [saucenao] [google]
10603414

>>10603396
If you look in the freedoom discord they're redoing most of the sprites

>> No.10603416

>>10603379
yeah
>>10597284
I've updated it since
https://www.mediafire.com/file/6j6f7sunc257qjm/Verticality.wad/file

>> No.10603431
File: 21 KB, 467x104, Spidertemplate.png [View same] [iqdb] [saucenao] [google]
10603431

>>10603396
Here's the new Spiderdemon concept

>> No.10603437
File: 593 KB, 1280x977, tumblr_nq8c4nsixF1rm3a56o6_r1_1280.jpg [View same] [iqdb] [saucenao] [google]
10603437

>>10603431
hehehehe penis

>> No.10603445

>>10603431
That's still pretty bad. Why don't they let go of the spider theme? The original didn't have that, it's spider in name only.
In the original, there was only so much detail you could put into the sprite that would actually be noticed by the player in 320p resolution so they kept it simple. This looks like the opposite, like they're trying to make it complex and cool in the sprite editor without thinking about how it'll look in game.

>> No.10603469
File: 225 KB, 1024x577, slimecrawl_commish__by_arborix_d9qnbn7-fullview.png [View same] [iqdb] [saucenao] [google]
10603469

>>10603445
There's some other concept art for the new spider

>> No.10603473

>>10603469
I like this more. It looks like it would work better in game with the added benefit that the sprite can be visually as large as the hitbox, to avoid confusion.

>> No.10603474
File: 91 KB, 932x1336, spiderdemon_replacement_concept.png [View same] [iqdb] [saucenao] [google]
10603474

>>10603445

>> No.10603480

>>10603474
What in the absolute fuck is this abomination?

>> No.10603491

>>10603113
Is that a known bug?
Idk how to fix it, damn

>> No.10603497

>>10603431
why is it so thin? terrible if it's going to have the same hitbox
>>10603469
oh yeah this slaps
>>10603474
>doubling down on it
lol

>> No.10603501

Any recommendations for doom MIDIs? I'm using FluidSynth because that's default for GZDoom

>> No.10603505

>>10603497
>why is it so thin?
The legs aren't finished yet

>> No.10603513
File: 232 KB, 1600x944, chaingunner_commish__by_arborix_d9vtgdr-fullview.jpg [View same] [iqdb] [saucenao] [google]
10603513

Here's the concept for the chaingun zombie replacement.

>> No.10603514
File: 2 KB, 128x54, BSPIA2A8.png [View same] [iqdb] [saucenao] [google]
10603514

>>10603469
I like it, I'd personally ditch the suction cups and place the gun on the center, but it makes more sense than the other proposals considering the Arachnotron is a cyborg triangular blob.

>> No.10603516

>>10603501
You mean soundfonts?

>> No.10603518

>>10603513
I want to have sex with that creature

>> No.10603521

>>10603469
>>10603513
I didn't realize they got Arborix to help design some monster.
They need to keep doing this. Arborix makes good monsters.

>> No.10603531

>>10603516
I think so, sorry I’m not very familiar with Doom audio stuff

>> No.10603532

>>10603501
I use OPL Emulation because it also comes packed with Z family ports and I think it sounds better than FluidSynth.
In the OP pasta you can find a couple videos comparing different soundfonts, it's a very long video with lots of soundfonts but if you've got the time and patience you can give it a listen and pick the one you like best and install it.
>>10603513
It's not bad but I like that all of the hitscanners that aren't the spider mamma are all former humans and those are the only ones using normal weapons. All the demons rely on their magic powers instead of weapons and this design implies that there are demons who are so weak they'd rather use human weapons rather than their own magic.

>> No.10603554

>>10603532
Have you not played Doom past E2M7?

>> No.10603557

>>10603518
I want to have sex with you.

>> No.10603562

>>10603554
The cybie gets a pass cause he's cool.

>> No.10603569

>>10603562
What about playing Doom 2 past MAP05 and MAP06?

>> No.10603590

>>10603569
I already said the spider mamma doesn't count, firstly because she's a boss and also because indeed she's so weak she needs to use human weapons. She's a total pushover.
Arachnotrons and revenants... eh... At least for the revenant you could say that what makes the rockets home in on you is devil magicks.

>> No.10603598

>>10600539
The punishment seems a bit too subtle, and kind of arbitrary. I get that you're trying to do the Mancubian Candidate gimmick, but this isn't done in a fun nor exciting way like in Valiant where there's certain death looming over the player.

>> No.10603605

>>10603554
>>10603569
It’s harder to say
>>“demons? No problem, we have the technology”
when hell also has the technology and then gibs you with it. It’s also fun to view “hell” or whatever as some gross and wrong mirror of humanity.

>> No.10603639

>>10603431
>a piece of shit with a browning in it

>>10603469
Much better.

>> No.10603641

>>10602497
What quake editors don't do additive geometry? Isn't it inherent to the nature of the engine?

>> No.10603645

>>10603639
>a piece of shit with a browning in it
Perfect description, made me kek.

>> No.10603646

>>10603513
He's so cute!

>> No.10603695
File: 52 KB, 539x960, DORN.jpg [View same] [iqdb] [saucenao] [google]
10603695

>>10603532
>It's not bad but I like that all of the hitscanners that aren't the spider mamma are all former humans and those are the only ones using normal weapons. All the demons rely on their magic powers instead of weapons and this design implies that there are demons who are so weak they'd rather use human weapons rather than their own magic.
actually this could be an interesting concept. replace all former humans with mind-controlled demons and the demons with humans. the player is part of Hell's resistance. the game starts in Hell as the player battles Earth's forces, ultimately bringing the fight to Earth and defeating The Great Satan The United States
>>10603641
>What quake editors don't do additive geometry? Isn't it inherent to the nature of the engine?
IIRC internally the Quake engine is agnostic to these things. it just traverses the BSP which ultimately spits out triangles to rasterize. qbsp takes the additive .map files and turn them into .bsp files. all the leak shit is due to the .map format. by comparison in UnrealEd you carve the world out of imaginary clay. there's no leak shit to deal with. I see no reason why you couldn't do the same for Quake and its derivatives

>> No.10603709

>>10603695
>spoiler
KEK
Terrific, they should do that, give it a freedom spin like corporations and other legal bullshit to keep in line with the GNU ideals and it'll be golden.
But I'm gonna play as a demon, he's gonna need some character.

>> No.10603747

>>10603695
I was slightly wrong about .bsp but not by much: faces can be any planar polygon, not just triangles
https://www.gamers.org/dEngine/quake/spec/quake-spec34/qkspec_4.htm
I wouldn't be surprised if you could use some trickery to do non-planar polygons. not that there's much point in doing that however. might result in amusing rendering bugs
the BSP is a collection of convex polyhedra connected by portals (well, splitting planes). there is no concept of brushes in .bsp. there can however be multiple models in a map, each one being a BSP tree. I believe exit portals are done this way
>>10603709
it's not like Doomguy has a lot of character. just have the player be a buff demon

>> No.10603753

>>10603747
It still needs pain sounds, wall humping sounds and a mugshot.

>> No.10603767

>>10602839
>>literally "evil demon"
it's not though, it's evil spirit. the modern word demon is shortened from the word kaikodaemon

>> No.10603770

>>10603501
I cycle between these ones and OPL emulation
>EmperorGrieferus SC-55
https://drive.google.com/file/d/1G53wKnIBMONgOVx0gCOWrBlJaXsyaKml/
>zzdenis SC-55
https://drive.google.com/file/d/1wdYpwoCka8r7ZuIzPn1CHy13_4aP9oSq/
>fixed RLNDGM
https://musical-artifacts.com/artifacts/724
>Florestan Basic GM GS
https://dev.nando.audio/_static/sf2/__Florestan_Basic_GM_GS.zip

>> No.10603959
File: 580 KB, 1438x975, map07v2.png [View same] [iqdb] [saucenao] [google]
10603959

I'm trying something new for MAP07. I couldn't figure out a good way to open up the cages and prevent the player from sniping monsters. better to start over from scratch with new ideas

>> No.10604021

>>10597112
https://gofile.io/d/j1dX50
Slot: Map 3
Name: "Getting tight" as a reference to some of the places you'll fight enemies in (Or at least how I assumed it could go).
Author: EyeBallTank
Tested on DSDA Doom
No new music or textures.
Tried my best at making sure no demon was added/removed/relocated/modified besides rotating them at best.
(But do make sure to check that because I fear I might've fucked that part up).
But things like ammo and teleport destinations were moved and some modified like turning off the MP only and "ambush player" flags (Don't really know what the latter is and the former was in case the map would feel difficult and also because of secrets.
Do expect a certain amount of enemies looking away or sound blocking linedefs.

>> No.10604035

>>10604021
>"ambush player" flags
This makes it so that enemies won't be alerted by sounds and will only attack the player once they've got a visual or are attacked first. That way you can have a monster in a blind spot and make sure he will wait in there to ambush the player instead of getting alerted and start chasing the player as soon as he hears a sound in the previous room.

>> No.10604037

>>10602609
Those plebs are referring to this masterpiece, A Converted Church in Venice Italy

https://www.youtube.com/watch?v=GHho8B-OWNM

>> No.10604040

>>10604021
>>10604035
To clarify: a monster with the "Ambush" flag set won't immediately wake up and chase down the player when they hear a sound, but they WILL gain 360 degree vision upon hearing a sound.

>> No.10604063

>>10604040
so this makes them different from using sound blockers to prevent waking up then? interesting

>> No.10604070

>>10604037
Having to tag 30 different identical switches throughout an entire map, with zero indication which switches you have already tagged and which still need to be tagged, is what you consider a masterpiece?

>> No.10604072

>>10604070
I'd call it a masterpiece in asshole level design.

>> No.10604074

>>10604072
The author must have thought so too, because there's a secret at the start which lets you skip the entire level.

>> No.10604078

>>10604021
Cool secrets

>> No.10604080
File: 15 KB, 256x128, eternal switchhunt.png [View same] [iqdb] [saucenao] [google]
10604080

>>10604070
>>10604037

>> No.10604086
File: 918 KB, 1024x768, 2024-01-16 01-51-08.webm [View same] [iqdb] [saucenao] [google]
10604086

I got it the refractive texture thing to draw in the right place, haven't fixed the mapping though so the distortion isn't controlled yet. Also got the first approximation of where the blade is in 3D working, that's the red beam in the end of the vid. Will use that for Thief-style hit detection

>> No.10604087

>>10597112
NepNep here, claiming MAP04

>> No.10604092

>>10604080
Only map 20 and 30 is like >>10604070 everything else is relatively straightforward unless you're not paying attention at all.

>> No.10604093

>>10604086
I think my only complaint about this is the swing itself, it's more like he's whacking shit with a newspaper instead of slashing with an energy saber. Have you tried making the slash follow through til it goes off screen and then reset to the idle state?

>> No.10604094

>>10604070
When you put together unflipped switch = block, you can use the map to hit up any with unfilled sectors and just go through them all procedurally. And each switch that is unflipped will show on your map because the corresponding lava hall above will end there.

But that's not the masterpiece element, I just love how open it is, a lot of layered areas, multiple secrets, and the final elevator/vacbob fight is hardcore as fuck.

>> No.10604098

>>10604021
Just checked, all the monster placement is correct.
Easy to find secrets which i really like but jesus are these secrets packed, i dont think a map this simple needs 2 blue armors and 2 soulspheres.
Also i think you should turn more monsters towards the player, not only does the map feel extremely easy, its also awkward when you kill a bunch of enemies in a room and in the next room the enemies are just staring at the walls away from you like nothing happened

>> No.10604101

>>10604093
Yeah, I'll do the *real* animations once all the technical stuff is done. I do the animations by just calling a function where I specify the orientation/position etc I want and with what amount of force it should go there, so that'll be simple at least.

>> No.10604104

>>10604101
Fuck yeah. Carry on then. The visual effects are awesome, as is the equip animation. Always loved how far you take stock doom assets and make cool and unique sprites.

>> No.10604109

>>10604104
Thanks man. I'm really excited about what I've planned for the final visuals. There's just so much boring ground work. Been taking breaks by moving UI colors to a theme system, which is fun and relaxing.

>> No.10604112

>>10603532
>All the demons rely on their magic powers instead of weapons and this design implies that there are demons who are so weak they'd rather use human weapons rather than their own magic.
Revenants have their shoulder cannon, mancubi have their flame cannons on their hands and arachnotrons have robot legs and plasma cannons.
Demons using tech is not exactly a far reaching concept for Doom.

>> No.10604117

>>10604109
Got any fun examples of this theme system to share with us? I'm curious. I'm no stranger having to find other things to work on in a project for my own sake.

>> No.10604127

>>10604117
https://pastebin.com/kaTQz2k9
That's what I've got so far, super heavily WIP though. When it's done I'll have it parse user-supplied text files so you can easily make your own presets.

In an UI object where you want to draw something you just put
>DSH_ThemeData themedata;
>DSH_Theme.GetTheme(themedata);
and then you can get all three formats of color out of themedata.

>> No.10604154

>>10603605
>We are the real demons

>> No.10604205

>>10599090
I finally made it work.
Kept running into problems, but got it to work on 3rd fix. Just needed to do a fail safe, inventory check, and lower the countdown to avoid double throws.
I wanted to replicate Junkker Queen's jagged blade recall but I think making a donation would mess up the timing or something may keep it as is.

All in DECORATE so far.

>> No.10604208

>>10604205
You'll have to record some footage, I want to see this shit in action.

>> No.10604230

>>10604208
i can try.
is there a way to convert mp4 to 4chan portable webms?

>> No.10604232

How do ai beat the first boss in Blood? He never dies.

>> No.10604238

>>10604230
Yeah, use webm for lazys, it used to be known as webm for retards, then webm for bakas, last time I checked it's called webm for lazys.

>> No.10604241

>>10604230
"webmconverter" aka "webforretards" aka "webmforbakas" does it flawlessly. I have it permanently docked in my task bar. You just drag-and-drop then click convert.

>> No.10604281

>>10604232
The gargoyle? Just shoot him until he dies.
The doll is very effective on him.

>> No.10604295
File: 3.48 MB, 972x590, axtest5(1).webm [View same] [iqdb] [saucenao] [google]
10604295

>>10604238
>webm for lazys
I'm too retarded or hungry or both.
lets see if those shit works.
if too crunchy i can upload it on youtube.

>> No.10604302

Why is Duke 3D World Tour so maligned? I'm better off just pirating it and using a source port, right?

>> No.10604304

>>10604230
Why not simply shove on litterbox? The limit there is like 1GB and you can use any format you want.

>> No.10604306
File: 1.06 MB, 800x600, shuriken.webm [View same] [iqdb] [saucenao] [google]
10604306

>>10604295
Nice work!
Brotip: Check out the USEBOUNCESTATE flag and its associated states if you want to make something that bounces around and hits several targets.

>> No.10604307

>>10604302
If you were thinking about buying it, just go ahead. Maybe if enough people buy World Tour, Gearbox would greenlight a new Duke game.

>> No.10604308

>>10604304
It's good practice to know how to optimize video though.

>> No.10604310

>>10604230
mpv with the webm plugin. I used to use webm for retards but haven't gone back since. For more advannced stuff I just use a real video editor.

>> No.10604312

>>10604307
I might since it's so cheap, but regardless I've heard only bad things about the port and I assume I should maybe just use the files in a different sourceport or am I mistaken

>> No.10604316

>>10604312
If it plays poorly out of the box for you, just play it on eduke.

>> No.10604319

>>10604316
Gotcha, I just figured it was something deeper from all the bad word-of-mouth on here

>> No.10604325

>>10604295
>>10604308
if you're willing to fuck with the command line the command i use with ffmpeg is
ffmpeg -i [input file] -c:v libvpx-vp9 -b:v (24000000/[video duration in seconds]) -an -f webm -pass 1 ["/dev/null" on linux or "NUL" on windows]&&ffmpeg -i [input file] -c:v libvpx-vp9 -b:v (24000000/[video duration in seconds]) -an -pass 2 [output file]
that should give you a decent quality webm that's about 3 megabytes

>> No.10604327

>>10604304
ill keep that in mind for the future, i had no idea that existed.
>>10604306
Thanks! I may do that with a buffed version. I was stress-testing it when it was being uploaded on YT and it crashed once, but i cant replicate the crash. Strange oh well.
7 more weapons more to go, need to figure out a lock on rocket launcher and a lighting ball projectile that zaps nerby enemies on hit.
rest should be straightforward.

>> No.10604340

>>10604327
>need to figure out a lock on rocket launcher
IIRC this involves using "AAPTR_PLAYER_GETTARGET" to get the monster you're aiming at to be the Tracer pointer of a missile you fire.

>> No.10604346
File: 866 KB, 1920x1080, 1701433321869845.jpg [View same] [iqdb] [saucenao] [google]
10604346

>>10604302
I liked the colored lighting enough to put up with modding-in original Duke voices and uncensored health kits. If you find it a headache and don't care about colored lights, then yeah just play it through Eduke or Raze.

>> No.10604349

>>10604340
put that at the end of the A_CustomMissile? okay i see.
Thanks anon, hope i can get a 5 weapon prototype going. Wish i could share each the weapon's quirks& passive but that be spoilers LOL.

>> No.10604356

>>10604349
>put that at the end of the A_CustomMissile?
I don't think so, IIRC you need to, in a missile with the proper TRACEMISSILE or whatever flags and which calls A_Trace as it flies, do this in the spawn state (after an initial TNT1 A 0):
>A_TransferPointer(AAPTR_TARGET,AAPTR_DEFAULT,AAPTR_PLAYER_GETTARGET,AAPTR_TRACER)

>> No.10604362

>>10604356
huh, more you know! man i got a lot to learn. Ill work on it on weekend/my day offs. Cloaking gun is next on list but i tinker with lock on.

Good night anons, thanks for helping my figure out my first weapon.

>> No.10604372

>>10604362
Good night and good luck with your mod anon

>> No.10604398

>>10597112
>MAP01: Entry Job
Pretty bland, but not awful. The little bits of Doomcute are nice, and it paints a decent picture of an actual facility quite nicely compared to the actual Entryway.
I managed to snag the Rocket Launcher and a couple rockets by bumping the wall, but I never actually figured out how to open the secret properly. (Played on Woof! with the -complevel 9 flag).
The part where the lights come on was nice, especially using the Rocket Launcher on the Imp ambush, but overall it could use some more attention to visual detailing. Some light gradients, for example, or at least some lighting variation and texture break-ups along some of the walls.
>MAP02: Underbase
Dangerously cheesy. I appreciate little things about this map like the two keys, but only one fight ever actually felt very lethal (and it was VERY lethal, for me.)
The SSG feels way too easy to obtain, but since it doesn't really help with the crusher room fight as much as the Chaingun does, I can't complain about it too much. I actually appreciate that the first time I noticed the SSG, I missed it since the lift isn't usable from the Yellow Key approach side.
Visuals are nice, and detailing is on-point. I liked a lot of the fight setups too, with barrels showing delicious applications throughout. A very good, if blatant, homage to Underhalls proper, without feeling like a blatant rip-off (at least, in my opinion.)
I also have no clue what the switch in the above-ground area near the Red Key was for.

>> No.10604437

I always thought that brutal doom/project brutality was kinda bad but supercharge is a different story. it's hard to go back to vanilla gunplay after finishing a wad or two with supercharge.

>> No.10604447

>>10604437
Supercharged seems to be the new poster child for introductory gameplay mods for people, which is fine by me. It's pretty goddamn solid. My only complaint is the rockets fired from the rocket launcher are so fucking tiny.

>> No.10604458

>>10604447
i've always been more of a vanilla-ish gameplay person but supercharged is changing my mind. the rockets are tiny and have less splash damage, but that also means you can use them at slightly closer range, so it's a bit different.
my favorite part is that it actually gives you a reason to use all of the guns at different times, the ssg is no longer even the best shotgun depending on the situation.

>> No.10604459

>>10604021
>Slot: Map 3
>Name: "Getting tight"
This one felt almost laughably easy. The visuals are kinda' all over the place, with some hints of nice flair (the light pouring-down from a secret area into a darkened hallway), but lots of flat lighting and abrupt texture changes. Yet still, some decent accenting here and there makes the map appear like it was made by two different people. Fights are largely uninspired, with a couple decent "gotchas", but lots of masses of enemies with inelegant utilizations.
I don't hate this map or anything, but I find a lot to complain about. The secrets are over-stuffed, especially for how easy some of them are to find. I got 60% of secrets, but missed the Rocket Launcher and Plasma Gun (if such things exist) while finding a fuckin' TON of Cell ammo. This is especially a problem since the SSG at the start, and CG obtained shortly afterwards, were more than enough to ROFLstomp the enemies present.
Also, the obvious use of sound-blocking lines near the start is incredibly jarring. Blasting half of a group of enemies, only for the other ones right next to them to be completely unphased, was actually comical due to the absurdity. I almost kinda' like it, if it didn't seem so much like an error.
Also, the nukage room feels like it could be expanded a bit more. The "pitfalls" never really bothered me since there's so much room to platform, and I only took damage running to the secret. I appreciate the use of fake walls BTW, no real suggestions there.
But yeah, cull some of the excessive ammo and health pickups and tighten-up the encounters a bit and I think this one could be alright, just feels all over the place, so it's hard for me to make many concrete suggestions regarding the overall layout and encounter design.
Oh, actually, if you are gonna vary the lighting up some more, making the library area have darker with highlights along the bookcases themselves could make the Spectres more menacing, and could be a good functional visual.

>> No.10604463

>>10604437
did Sergeant Mark IV cooled down? i remember he was pretty abrasive and edgy. Besides using real-life gore pics , did he do anything bad like not credit people or something?

>> No.10604464

>>10604458
Well I don't mind them mechanically. I think what bothers me is last time I checked, Supercharged uses a vanilla-ish sized rocket launcher with a big opening for big rockets, and yet it fires small missiles.
If the weapon sprite was adjusted to match that, it wouldn't bother me.

>> No.10604468

>>10604306
what mod is this?

>> No.10604470

>>10604468
Looks like an update to Project MSX. Which is still one of the greatest gameplay mods out there.

>> No.10604480

>>10604464
i see i see. i never noticed before that but i definitely will now.
>>10604463
i'm not too invested in the drama, i just didn't like the way it felt like brutal doom changed the core gameplay too dramatically.

>> No.10604514

>>10604470
main inspiration for mine.
has it been update it recently? I don't remember shurikens.

>> No.10604517

>>10604514
my memory is very hazy on this, but I vaguely recall either the dev himself or someone else was working on some more stuff for Project MSX, including the shuriken and a grappling hook. Whoever was doing that vanished into the ether though.

>> No.10604537

>>10597670
>Name: Seaside Sanctuary
Hand-peeled kino. No suggestions; fights were fun, gotchas got me, and the visuals are superb. I appreciate that this map had a good amount of openness to some of the encounters (namely the Red Key fight), since I was able to dip-out and restock on HP when I dropped to 1% twice in the same fight. Also, the hint near the exit about the secret Plasma Gun was great, and I really liked the fight (tho it cost me almost all of the PG ammo, it was worth it for the encounter.)
The infighting was delicious, I must eat it.
My only regret is that I've been playing with music disabled, which I only now realized because of the MIDI credit in your post. RIP me.
(97% kills, 50% secrets.)
>>10597143
Sitri kino. Good visuals, interesting layout and progression, solid fights and good resource management. The enemy placement in the beginning of the lava area was kinda awkward due to how enemies see the player over some of the terrain, but after finally beating the map I realized that this made them a good trap for wasting ammo early. I also appreciate being able to pre-empt the enemies near the blue key with resource management. The limited Rockets made them feel like a valuable resource early on, and though I only found the Green Armor secret (which is to say, I never found the Plasma Gun), I think it only barely tipped the scales during my successful run.
Feels like this one had some decent replayability, if only for pursuing optimization rather than something like planning a route.
(100% kills, 33% secrets.)

>> No.10604550
File: 273 KB, 428x318, Wrathcaster animations.gif [View same] [iqdb] [saucenao] [google]
10604550

Got all the frames I needed for the Wrathcaster put together, just need to get this in game and put some recoil on it with scaling in TEXTUREs

>> No.10604556

>>10604517
i gotta download latest version then.
Shame.

>>10604550
got that so sexy. I remember making spirate with nothing more than MSpaint and a dream.

>> No.10604585

>Home from work
It's mapping time.
>>10602775
Oh damn never mind this is outside of my wheelhouse friendo.

>> No.10604590

>>10596551
An update for map 02. I changed the visuals to look less like Underhalls, changed the secret reward, tweaked armor and health, improved teleporter reliability and altered geometry so 2 fewer monsters teleport into the crusher room.
https://files.catbox.moe/rw8mib.wad

>> No.10604591

>>10603324
No I just mean
>Hmm, I feel like hosting
And then you host. TSPG makes that possible. However yes, consistency is a bitch, belieeeeeeeeeve me I understand.

>> No.10604598

>>10604591
Yeah, we got some guys doing that already, but they usually get 5 players tops. I think what people miss about SNS is the big player counts it pulled in during its prime, regularly reaching the most populated server on Doomseeker even after it added the password. I'm not real invested in SNS myself but I can see where some of the doomsayers are coming from.

>> No.10604601

>>10604437
Supercharge is fanfuckingtastic, but PB's enemy roster does it for me like nothing else.

>> No.10604602

Speaking of Supercharge, how's Paradise?

>> No.10604605

>>10604598
If I didn't have literally all of the goals that I have, I would host Doom/Quake all of it. A shame we all weren't born on Mars where the days are longer.

>> No.10604764

>>10604470
is it projectmsx_v0.2a

>> No.10604812
File: 2.78 MB, 1920x1080, 1690469905951787.png [View same] [iqdb] [saucenao] [google]
10604812

Playing for inspiration. Map is jam6_ericwtronyn (Illusions Outnumber Changes In Fortune) from mapjam6.

>> No.10604834

Can I get a quick rundown on 8-bit mode for Ironwail? Did the original Quake have 8bit colors or something?

>> No.10604847

>>10604834
Never heard of software rendering, anon?

>> No.10604867

>>10604325
>libvpx-vp9
4chan doesn't allow vp9 last time I looked, unless they've changed something

>> No.10604871

>>10604867
they do

>> No.10604942
File: 2.02 MB, 720x544, brit_tiff_laughing-vp9-700k.webm [View same] [iqdb] [saucenao] [google]
10604942

>>10604871
testan

>> No.10604972

>>10604468
>>10604764
An msx-based mod I worked on but abandoned.

>> No.10605081

>>10604847
Yes but what does that have to do with anything?

>> No.10605089

>>10603223
>practice map
What's that?

>> No.10605090

>>10603396
>Screenshot
Wow, not bad those textures honestly. Map looks simple but pretty

>> No.10605109
File: 543 KB, 1175x912, map07v2-2.png [View same] [iqdb] [saucenao] [google]
10605109

>>10603959
more progress. this is actually kinda fun. definitely more challenging than the first stab at MAP07 I posted

>> No.10605125

>>10605109
Go get em anon!!!

>> No.10605323

>>10604302
the new duke speech kinda sucks, activate "legacy duke talk" in the options for the first 4 episodes. he sounds older and cheesier in a bad way but it fits for the 5th episode "Alien World Order" since it happens 20 years after "The Birth".

>> No.10605331

>>10605323
blow it out your ass

>> No.10605336

>>10604302
>>10605323
There’s also this:
https://steamcommunity.com/sharedfiles/filedetails/?id=818348127

>> No.10605386

>>10597670
I only found 1 of the secrets. Why isn't the chainsaw marked as one?

>> No.10605389

>>10605331
get off my vent or i'll have you bent

>> No.10605409

Pointer, he's starting again!

>> No.10605415
File: 207 KB, 807x900, duke alien bastard pov.jpg [View same] [iqdb] [saucenao] [google]
10605415

>>10605336
Absolutely groovy. Thank you for this.

>> No.10605424

>>10598165
if you made the yellow words red and the middle word green the thumbnail would look like a cacodemon

>> No.10605432

>>10597112
Good luck to whoever picks tricks and traps

>> No.10605449

>>10605432
I think it would be fun to invert the baron/cyberdemon fight.

>> No.10605498

I just noticed you can create a linedef in the middle of a sector by double-clicking. handy!

>> No.10605581

What is the best way to play HL1 these days?
Is the RTX version any good?

>> No.10605587

>>10605581
>What is the best way to play HL1 these days?
Steam

>> No.10605593

>>10605581
this >>10605587 they fixed the gl_overbright bug that fucked up the lighting

>> No.10605605

>>10605581
For a while it was Xash3D, but with the recent anniversary Valve actually went and fixed a lot of the shit which was broken in a new update.

>> No.10605616

>>10605593
>>10605605
the music bug is still affecting mods(cut by load screens). i wish they fixed it

>> No.10605638
File: 921 KB, 1385x1039, map07v2-3.png [View same] [iqdb] [saucenao] [google]
10605638

>>10605109
going to make food and go to a meeting after that. here's the current state of my second stab at MAP07. looking for gameplay feedback:
https://files.catbox.moe/jswbro.wad
as before, none of the things have been modified and no things have been added
TODO:
>more work on the lava room
>make the BFG reachable by a suitably tricky secret
>lots of texturing
>lighting
>trim
ping >>10605125

>> No.10605657

>>10603289
good lord i haven't thought about Transfusion in a LONG time
what a shitshow

>> No.10605667

>>10605638
I have a D!ZONE folder that your map would fit right into

>> No.10605674

>>10605638
To be blunt, I think the switches seemed cooler in your head.

>> No.10605705
File: 971 KB, 1080x1391, Screenshot_20240116-164200.png [View same] [iqdb] [saucenao] [google]
10605705

What in the god damn
https://twitter.com/Quake/status/1747288910097486136?t=FtzeAO3MnhwIx_c6YPANKA&s=19

>> No.10605709

>>10605705
>pls play champions
no. give me tremor and finished mjolnir

>> No.10605710

>>10605705
I forgot Slave Zero was originally a 90s game

>> No.10605712

>>10605667
th-thanks
>>10605674
I actually have in mind to cut down on the number of stops that the lift makes, which would eliminate the need for all but one stairwell
>>10605705
looks neat

>> No.10605714

>>10605709
It's not for Champions, it's for the Quake rerelease. Champions is just the account name

>> No.10605715

when will halo 3 be retro?

>> No.10605719

>>10605715
when it turns 20 in four years

>> No.10605720

>>10605705
>James Greenwood: I'm James Greenwood, founder of Ironwood Software. I got into Quake mapping in 2019 while I was between jobs. I always wanted to create my own world in a first-person shooter and after watching Dumptruck_ds's YouTube tutorials on TrenchBroom, I delved into level design. I ended up cranking out a ton of custom maps and learning a ton from the Quake community, which was very supportive. After several years in the industry, I joined Poppy Works and became part of the part of the Slave Zero X development team before founding Ironwood.

>Ironwood has four main members: Fabio (AKA bmFbr), Kebby, AlekswithaK and myself. Mazu is also part of our crew as a guest mapper. My work involves level design and additional art: HUD, typography, etcetera. (Fabio) is the lead coder, designed levels and worked on SFX. Kebby is the lead modeler-slash-animator and AlekswithaK is our talented lead musician. Finally, Mazu contributed "Mechanized Mayhem" and the fun Deathmatch level we included as a bonus.

Also release for source ports
https://poppyworks.itch.io/episode-enyo

>> No.10605721

>>10605714
oh. cool.

>> No.10605726

>>10605705
Hm, I’ll check this out tonight.
>>10605715
When 360s are, so maybe in two years? That’s when the 360 and PS3 will be 20 years old or so.

>> No.10605728

>>10605705
A free TC to advertise an old game property which you may or may not be re-releasing or doing something new with?

>> No.10605739
File: 574 KB, 1920x1080, 4191273-szx_ss_(10-2023)_07.png [View same] [iqdb] [saucenao] [google]
10605739

>>10605728
New thing, Slave Zero X comes out next month

>> No.10605741

>>10605667
That's very mean.

>> No.10605747

>>10605739
Gotta say, I don't mind this kind of promotional material. It's like an all new approach to the old shareware model.

>> No.10605760
File: 2.02 MB, 1920x1080, 1683898655725417.png [View same] [iqdb] [saucenao] [google]
10605760

>>10605705
What a shocking surprise. What a gorgeous fucking mod.

>> No.10605768

>>10605638
Just make it as complicated as you can and name it living complexity or something like that

>> No.10605794
File: 2.94 MB, 1920x1080, 1702435607866682.png [View same] [iqdb] [saucenao] [google]
10605794

>>10605760
Unironically the best shooter setting I've seen in years. Main character needs more variety of one liners if she's gonna say them so much.

>> No.10605795

>>10605705
Neat.
>What in the god damn
Personally, I don't consider this any more strange than REKKR or Harmony being available for the official Doom port.

>> No.10605802

>>10605795
I don't think anon meant it negatively, or at least I hope not.

>> No.10605812

>>10605768
I had one idea for a very complicated maze using switches raising and lowering walls equivalent to a boolean circuit. but that would filter so many players
another interesting thing could be to put N switches in a level and you have to flip M and only M of them to get to the exit, where M < N. say 4 out of 8 switches. preferably only using vanilla

>> No.10605838
File: 39 KB, 320x200, relax_it_is_just_a_drawing.png [View same] [iqdb] [saucenao] [google]
10605838

>> No.10605846
File: 2.94 MB, 1920x1080, 1698219091890395.png [View same] [iqdb] [saucenao] [google]
10605846

>>10605838

>> No.10605850

>>10605838
Bigger

>> No.10605861
File: 3.15 MB, 1920x1080, 1677258817844253.png [View same] [iqdb] [saucenao] [google]
10605861

>>10605705
Gotta scoot, it has the feel of some lost 90s gem. If you're in the mood for a fresh coat of Quake, you owe it to yourself.

>> No.10605862

>>10605838
Where's the flat one?

>> No.10605871

>>10605862
Unfathomably based.

>> No.10605894

>>10596551
Episode Enyo, prequel to Slave Zero, is available for Quake's re-release and source ports.
https://www.youtube.com/watch?v=rrXuou49PC8
https://poppy.works/?games=slave-zero-x-episode-enyo

>> No.10605942
File: 2.18 MB, 2028x1573, Screenshot 2024-01-16 141423.png [View same] [iqdb] [saucenao] [google]
10605942

Quick rough sketch for map11. Any thoughts?

>> No.10605945

>>10605942
Looks cool.

>> No.10605947

>>10605638
Map07 is probably the hardest map to make something interesting out of, especially if you're not moving any items.

- Central fight was pretty fun, partly because I got hit to 4% health and a dumb spider kept blocking me from grabbing the berserk.
- Lava area arachnotrons are either tedious if you go here before you have the big guns, or trivial after you get the big guns + megasphere.
- Arachnotrons near the start are also kind of tedious to SSG down, which is why I just left them there to find bigger weapons. But I know many players would actually kill them the tedious way.
- The non-linearity (3 paths, 3 switches to open the exit) isn't really doing this map any favors.

My suggestions:
- I'd probably just make the map linear: The part East from the start first (or maybe even remove that part), then the central elevator, then open up the lava cave. Move the exit to the lava cave.
- The 3 arachno's at the start can be teleported away so you can use them in a more interesting way later. Either teleport them in the player's face in some of the empty rooms, or add them to the lava cave.
- Lava cave would be better if it were structured more like a trap. For example, reveal the arachno's once you press the switch there. Maybe you can also teleport the arachnotrons from the start in here to try and sandwich the player.

>> No.10605976

>>10605861
SNES games vibes with that skybox.

>> No.10605979
File: 1.33 MB, 1366x768, ee2_2024-01-16_15-28-02.png [View same] [iqdb] [saucenao] [google]
10605979

>> No.10605992

>>10605942
A canyon map? I'd love to see that.

>> No.10605997
File: 100 KB, 902x587, haha.jpg [View same] [iqdb] [saucenao] [google]
10605997

>>10605942

>> No.10606002

>>10605942
>>10605997
haha benis :DDD

>> No.10606019
File: 2.25 MB, 3840x2160, ee2_2024-01-16_13-37-50.png [View same] [iqdb] [saucenao] [google]
10606019

>>10605705
>put so much effort into re-designing everything
>enemies are little more than reskins of vanilla Quake monsters
At least something like Malice tried to have unique enemies... 27 years ago...
Pic related is pretty much just a shambler.

>> No.10606097

>>10605947
thanks for the feedback!
I made it nonlinear partly to stretch the runlength a bit. but maybe it being shorter isn't so bad. or maybe a diamond split <> ? hmm
>The 3 arachno's at the start can be teleported away so you can use them in a more interesting way later
this requires adding a teleport destination thing. not doing so is more of a challenge
>Lava cave would be better if it were structured more like a trap. For example, reveal the arachno's once you press the switch there
this was my intent with the lift. but perhaps it should be one-way (or a simple drop), then another lift on the other side of the cave so you *have* to pass through. come to think of it, a simple drop that lands the player right in front of the arachnos might be sufficiently devious. with arrows in the walls pointing down so it's really obvious that it's one-way

>> No.10606125
File: 43 KB, 620x465, 07.jpg [View same] [iqdb] [saucenao] [google]
10606125

>>10605747
it's noting new. there were some mods that promoted movies like Anaconda for Quake and Underworld for Half-Life

>> No.10606139

>>10606097
>this requires adding a teleport destination thing
Doesn't Boom have linedef-to-linedef teleporters? Those wouldn't require a destination thing, but I'm not sure if they work with monsters.

>> No.10606164

>>10606019
It's specifically marketed as a free add-on mod, give em some credit. Malice was a full blown commercial venture.

>> No.10606178

>>10605768
NTA but I already used that name gag in 400 Minutes, anon
i don't actually care if anyone else does it though, i'm genuinely surprised it hasn't been done before

>> No.10606229

>>10606125
>Anaconda for Quake
Wait what?

>> No.10606242

>>10606229
https://www.quaddicted.com/reviews/anaconda.html

>> No.10606261

>>10605705
>Slave Zero X
wat
I only know the Slave Zero with the giant-ass robot. It's a cool game

>> No.10606270

>>10606261
It's some 2D prequel of Slave Zero that doesn't have mechs, at all.

>> No.10606276

>>10605705
How do I download this for the Steam version?

>> No.10606278
File: 1.18 MB, 440x404, 1688229092342930.gif [View same] [iqdb] [saucenao] [google]
10606278

How can I set Ironwail to save files and configurations locally (like normal quakespasm)? I like to keep things "portable"

>> No.10606283
File: 879 KB, 1024x768, DeusExcut.png [View same] [iqdb] [saucenao] [google]
10606283

>>10606270
>prequel to classic game doesn't feel like it has anything to do with the original
Many such cases.

>> No.10606286
File: 165 KB, 1240x560, 1mods.jpg [View same] [iqdb] [saucenao] [google]
10606286

Are these mod recommendations fine?
>>10606270
>doesn't have mechs
aww
still, it's nice to hear that they're trying to do something with the IP.

>> No.10606290

>>10606276
Nevermind, I'm a fucking idiot

>> No.10606301

>>10596551
https://www.youtube.com/watch?v=BG80_xN1WgU

Doom Delta 3.0 released

>> No.10606307

>>10606286
Unless you're trying to avoid total conversions, I'd include the X-Men mod and Malice.
Violent Rumble would be great to include too, especially if this list is meant for /vr/.
Quoth, Warpspasm, and Contract Revoked are great classics.
There's also Re:Mobilize, but it's probably a bit gimmicky for most Quake players.

>> No.10606316

>>10606286
On top of Arcane Dimensions, I have played through these maps for it:
>ad_muksp1 - Trench Foot
>ad_muksp2 - Diminutive Abyss
>ad_muksp3_fix - Duel, In Towers
>ad_b100_sock - The Tenacious Tentacle
>ad_paradise - Paradise Sickness
>ad_fenrir - Tomb of Fenrir
>ad_jpgm5 - The Battery
>vfe1m1 - The Containment Centre
>biome-prichard - Biome
>ad_shamps4 - Annihilith Of Abhorration
>ad_shamps5 - Symphony of Steel
>ad_juz1 - Network Unreachable

Most of them are pretty good.

All the Drake mod maps are worth playing (something wicked, arcanum, etc) too.

>> No.10606334

>>10606283
Pretty much IP necrophilia for brand recognition, even though Slave Zero is pretty fucking unknown game.

>> No.10606358

>>10606286
There's a selection of lightweight maps available for download directly from Ironwail so if you just want a quake fix you could run down the list

>> No.10606391
File: 536 KB, 381x512, 1679116860889365.gif [View same] [iqdb] [saucenao] [google]
10606391

WHERE IS IT

>> No.10606397

>>10606286
I liked all of these. It’s also seems like a good balance of techbase and elderstuff Quake themes.

>> No.10606423

>>10605705
Why not make a full game.
>>10606270
I played the demo for X and the character is a weird human mech hybrid I think, honestly the game has style I just have zero fucking clue why they attached it to Slave Zero.

>> No.10606451

>>10606423
>Why not make a full game.
Gotta start somewhere

>> No.10606475

>>10606391
AAAAAAAAAAAAAAAA

>> No.10606482
File: 31 KB, 298x403, 1691374206319386.jpg [View same] [iqdb] [saucenao] [google]
10606482

>>10606475
AAAAAAAAAAAAAAAA

>> No.10606550

>>10606423
>I just have zero fucking clue why they attached it to Slave Zero.
Present marketing logic is attach shit to an old IP and more people will buy it, doesn't matter if it's popular or well liked, just that the name is known to have existed once.

>> No.10606551

>>10606550
Maybe somebody high up likes the old one.

>> No.10606565

>>10606139
I did not know that. currently I'm just using doom 2 format, but since it'll get converted to boom anyway...

>> No.10606568
File: 477 KB, 2560x1435, nugg0032.png [View same] [iqdb] [saucenao] [google]
10606568

>got to play Eviternity
>map 10 hits
Really damn nice

>> No.10606626

Anybody baking? Thread's gonna archive soon...